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    The jump maker in no way asserts ownership, creative control, or any right over Babylon 5 or any of its associated characters or properties, all rights are reserved by their respective owners. All images used in producing this document were used under fair use guidelines.

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    Who are you? 

    The Jumper.

    What do you want? 

    To explore the multiverse and acquire the spark.

    Where are you going? 

    That's... complicated.

    Who do you serve and who do you trust? 

    Who do you serve and who do you trust? 

     Welcome to Babylon 5: Crusade

    Throuhout history! mankind and the youner races have been manipulated and

    controlled by t"o ancient #orces! the $orlons! lords o# order! structure! and discipline!

    and the %hado"s! the briners o# chaos! competition! and natural selection. & "ar o# 

    ideoloy "aed over millions o# years! a "ar "ithout end! in () suddenly came to

    an abrupt and sudden conclusion "hen an alliance led by John %heridan! *elenn! and

     the +irst ,ne -orien convinced the t"o sel# appointed uardians o# the youner races

     to step aside! to leave the alaxy! that no" the youner races "ere ready to stand

    on their o"n. %o it came to pass that the %hado"s! the $orlons! and all that "as le#t

    o# the +irst ,nes le#t this alaxy #or beyond the rim and #or the #irst time the youn

    races o# the alaxy "ere alone to #ind their o"n "ay bet"een order and chaos.

     While the +irst ,nes "ere one! ho"ever! many o# their toys "ere le#t behind...

     Welcome! Jumper! to January )! (! a danerous period in the alaxy. /umanity

    sits at the ede o# extinction! the victim o# an attack by the mysterious *rakh! one o# 

     the many races that the %hado"s molded into their tool be#ore abandonin them into

    an unready alaxy. While 0arth "as narro"ly spared bein bombed inside out by a

    %hado" 1lanet 2iller! 0arth is under lock and key! a nanomachine plaue that adapts

     to any species it comes into contact "ith that "ill kill them in 5 years "aits #or the

    chance to break #ree o# quarantine and consume the alaxy at lare.

    3ean"hile the Centauri 4epublic's 0mperor sits under the control o# a *rakh 2eeper! a

    parasite that can control your every move. %ecret meetins are takin place bet"eenmembers o# the 3inbari "arrior caste and *rakh aents. Throuhout arn and *ra6i

    and the #ledlin 7nterstellar &lliance #ored #rom the &rmy o# -iht that drove out

     the %hado"s! rumor and treachery threaten to pull the alaxy apart.

    7n dark and secret corners o# the alaxy an ancient enemy o# the +irst ,nes stirs!

    preparin to stretch #or their /and once aain.

     The alaxy is a po"der ke! Jumper! and you only have 8)999 C1.

     Will you be the one to save it or the one to liht it

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     Who are you

    /o" old are youRoll d!"# to determine your base form$s biological age here. %f you really want to you can pay 5! &' to choose this.

     &re you a boy or a irl or a...'ick a gender, whatever makes you happy, on the house.

     Where are youRoll d( to choose. &hoosing )umans for race allows one re*roll on a )ome +orld land.

    ou may pay 5! &' to pick a location.

    ). /ome World

    ou start on your race$s homeworld. The most important worldof any race, it often sits well behindthe best defenses your race has tooffer. +ell developed, containingvirtually every comfort, short of alife wiping plague, you may noteven have a reason to leave. %f ithas a life wiping plague, they maynot let you.

    . 3a;or Colony

    -ot where you are all from, but probably one of the places you first went, your race has a major presence on this world. 'opulationin the millions or even billions, thebest of modern living is available, if not uite as plentiful as on your racial home world. /till, a relatively safe place for 0umper to start.

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     Who are you 4ace

    /umans are relative newcomers to galactic politics but already they$ve played a dramatic role ingalactic events. )umans led the charge against the murderous :ilgar, pushing them from the ?eague.)umans that created Babylon 5, perhaps the single most important location of the /econd Age. %t wasa )uman who united the younger races and persuaded the Ancients to go beyond the rim. The @arth

     Alliance has gone from a relative unknown to one of the dominant powers of known space in the spanof four decades.

    =any of these achievements came at a heavy price. nly by the whims of the =inbari did theyescape e2tinction after a disastrous first contact resulted in @arthforce killing the =inbari leader.

    =any ships and lives were lost a mere decade later in the @arth Alliance &ivil +ar. -ow, five yearsafter that, their home world, @arth, sits under uarantine after the release of a plague that could wipeall life in the gala2y within five years of e2posure. )umanity faces a long road, will you be theirchampion9

    )99 /uman "ays are o#ten

    un#athomable +ree /umansD

    -obody knows what a )uman will do ne2t, your actions are much harder for others to

    predict or anticipate and thereby muchharder to plan against.

    )99 /umans can be a very

    depressin people

    +ith just a few words, you can suck the joy out of anybody nearby. -o matter the

    occasionE weddings, parties, victories, youcan leave any situation tasting like ash.

    99 /okey 1okey 1eekaboo

    'asswords, secret codes, encryptionE yoursare some of the best. our electronic

    security is the envy of governments andwould take dedicated teams of crackersdecades to break 4 as long as they can$t 

    pull it right out of you.

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     Who are you 4ace

    arns are a race of parado2es. 'eaceful and violent, a race of poets and a race of warriors, ofraiders and of the e2ploited. The star*faring history of the -arn Regime is brief and full of pain.riginally a primitive and peaceful people, &entauri came to their world and enslaved them to theRepublic. The -arn learned to fight drove them out, launching themselves into the stars only to findthemselves occupied and bombarded by mass drivers once again when they struck back at theirtormentors.

    1orever changed by their e2perience, now the -arn use captured &entauri technology to forge apeople that will never taste slavery again, e2panding their power by any means. This has led them to

    conflicts with most other surrounding races, selling to pirates and terrorists, and enslaving other racesat various points. @ven so, there is hope for another road as a new religion from the Book of G$Harteaches of a future of seeking unity rather retribution. +ill the -arn continue down the path of bloodor will they turn back before all is lost9F

    )99 Book  o# @'Euan +ree

    arnD

    The -arn$s faith helped carry them throughhardship, your beliefs help you cope better 

    with adversity.

    )99 &  s"ord in your heart

    and in your mind

     A natural leader, people give what you say more consideration and are more moved to

    action more easily when you speak. %t won$t make your decisions better, it just 

    makes people more likely to follow them.

    99  &  arn in the Centauri

    4oyal Court

    Thieves, ruffians, even riotous masses, willbe no more likely to harm you for your race, religion, etc. than they would their 

    own kind, even in hostile lands. )owever, it won$t make them likely to treat you well.

     

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     Who are you 4ace

    *ra6i civili3ation is one of the older races in the Alliance, their territory large, comparable toother great powers, they have considerable diplomatic ties through the former ?eague and other racesand so why is it that the :ra3i 1reehold is rarely counted among the great powers of the youngerraces9

    The :ra3i have something of an issue with violence. They decide their government by grouping offinto factions based on what color cloth you pull from a barrel and physically beating the other sideuntil one side is left standing. They raid their neighbors, engage in constant combat on their borders,and, in general, find violence to be the solution to all of life$s problems. That is not to say there are

    no :ra3i scientists or poets or diploamts, only that constant fighting with themselves and others hashampered their growth. +hile skilled and fearsome warriors, this makes it difficult to run an empire,unless 0umper can bring them into the big leagues9

    )99 Carry heavy thins

    +ree *ra6iD

     -aturally stronger and coming from asociety that values physical prowess, it 

    being helpful to beating the green out of the political opposition, among other things

     your strength is greater than most.

    )99 7t /urts to hit a *ra6i

    %f there is one thing you have to be able toas a :ra3i it is take a punch. -aturally 

    sturdy and coated with thick, coarse scales,striking one if often worse for their 

    assailant. ou$re much better able to shrug off blows and ignore any pain from them.

    99 @reen *ra6i "in. Aou

     "in. 0verybody "in.

    :ue to the way many :ra3i speak, they areoften dismissed as stupid. This is far fromtrue, especially in the ways of war. Trapsand ambushes you plan and set up will be

    much harder to detect and to escape.

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     Who are you Callin

    -urkers are the forgotten, the dispossessed, the social underclass. They e2ist on societies edges, often having fewopportunities and fewer resources. &hoosing the path of the ?urker means you only get what you arrive with. -o

    memories, no connections, no history in this universe.

    )99 oone here is exactly "hat he appears +ree -urkerD

    +e all hide our true face, but you are e2ceptionally skilled both at making and at piercing such masks to see the real person.

    )99 7 take reat com#ort in the eneral hostility and

    un#airness o# the universe

    /urviving is dirty work on society$s edge.'oor conditions like dirty, cramped or 3ero*g don$t bother you. ou$re able to stretch

    resources further and scavenge suppliesmore easily. ou$re also at least 

    temporarily able to jury rig devices andeuipment to function off your salvage.

    99 Thieves @uild

     /urvival in dangerous places often meansworking with dangerous people. =afias,

    gangs, Assassin$s GuildsE most worlds havethem and so do most jumps. %n any jump,

     you may opt to have contacts or affiliationwith the local criminal culture. As a bonus,

     you also know how to find criminal serviceslike fences and who needs to be bribed

    what to keep the wheels greased.

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     Who are you Callin

    ,##icers are a necessary part of modern civili3ation so long as the vessels that enable interstellar commerce, transport,and warfare stubbornly refuse to pilot and maintain themselves. @ver major race has men and women who dedicate their 

    lives to the operation of these craft.

    )99 ,perations +ree ,##icerD

    /hips and fighters with you at the helm are lucky, few are more capable of piloting a craft and keeping it intact than you are.

    )99 3aybe it looks #or cracksor does somethin to the metal

     A ship isn$t going anywhere if all the littlemoving parts aren$t working. ou have anatural talent for keeping vessels in ship

    shape and keeping systems running smoothly. ou are enough to keep a ship

    in working order alone that would normally take a mid si3ed team. Also, you are skilledat identifying breaks before they happen.

    99 @od sent me

    &ombat is easier when you don$t have tofight, when you can scare off those who

    might hurt or e2ploit you. our threats arevastly more intimidating, causing people of less than outstanding willpower to cower or 

    flee. Dnarmed this effect is potent, but euipped with a weapon or other 

    euipment that can be used as a prop ;suchas armor or vehicles< it is greatly magnified.

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     Who are you Callin

    0xplorers are those who walk a path before there is a path to walk. /earching for knowledge, searching for treasure,or just looking to see what is on the other side of that hill before anybody else gets there, you travel to the far places of the

    universe braving the unknown and you have the skills to return home safely.

    )99 %ky #ull o# stars +ree 0xplorerD

    our navigation skill is rivaled by few. ou always know what path you came in on and it is very difficult to get you lost.  

    )99 That is "hy "e sined

     the treaty in the #irst place

    The thing about e2ploring is a lot of timessomebody already lays claim to ground you

    wish to walk ;or the tomb you wish topillageery little causes aggravation like having every tool for a job save the one you need.

     As long as you have an item similar in formor function, you can make do. 'erformsurgery with a butter knife or weld steel

    with a lighter, you$ll make it work.

    (99 3ore money than @od!

    0dars

    @verything has a price and a worth. 1or  you, these are the same. ou may buy any 

    physical object for what an objectiveappraisal would find its value to be,heedless of any intent to sell. This

    purchase is immediate and legally binding.=inor changes to facilitate this are made

    automatically, such as the location of smallobjects, locks, passwords, etc..F

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     Who are you Telepath

     &cross a hundred "orlds over thousands o# years! the $orlons planted the roots o# telepathy in enomes

    o# the youner races as #odder #or their "ar aainst the %hado"s. o"! "ith the $orlons and %hado"s

    one #orever and the "ars they "ere created #or #orever ended! the telepaths must #ind their o"n place

    and purpose! "ith their peoples or apart #rom them.

    Telepaths

    -ot all telepaths are of eual power. /ome range from barely able to detect another telepath poking around in theirown head all theway up to controlling the minds of a room full of people. The way this is measured is the '*scale, with the natural limits ranging from

    ', the weakest, to '6 the strongest. At ', you can tell if telepathy is being used on you, at '6, you can block weak probes andsurface level scans, at '5 you are able to read minds within line of sight, both at the surface level and with effort, deeper memories.  By '( and '# you are able to alter memories, create impulses and low level mental blocks, even detect electronic surveillance. At'6 level you can use your telepathy to home in on the crew or a distant ship, smash through all bu the strongest mental barriers,even causing brain trauma if you think too hard. To target a person to use these abilities, you must normally be able to see them,

    though detecting the broadcast thoughts and picking up passive telepathic noise only reuires pro2imity.

    &hoose your ' level at a cost of 59 C1 per level ;e.g ' is 5!, '6 is 7!!<

    +hile the ' rating gives a rough idea of how powerful a telepath is, the e2act skills, abilities, and strengths of a telepathcan and do vary pretty dramatically between even telepaths of the same ' level. ou may further choose specialties for

     your telepathic abilities at additional cost. ' level reuitements will be noted in the specialty description.

    99 ?nobstructed Telepathy 1(8D

    +hereas most telepaths reuire uninterrupted line of sight in order for their powers to function remotely, not you. Though morechallgenging and draining, you can perform your abilities up to

    their normal range so long as you know the identity of the person you are attempting to reach and their appro2imate position.

    99 -on 4ane Telepathy 1)D

    =any know that entering hyperspace greatly boosts the range of telepathic powers, not as many know this ability sometimes persistsafter hyperspace is left. Telepathic abilities can now reach tens of miles, though active ones will still reuire line of sight, augmented

    or not, unless Dnobstructed Telepathy is also purchased.

    99 0mpath 158D

    +hile most telepathy focuses on reading and controlling thought,empaths are able to alter emotion. +here telepaths reuire

    e2tensive mental probing and rewrites to convince someone they 

    are best friends, an empath can do so with just a word. Throughsubtle manipulation, the suggestions of empaths are hard to resist.

    99 Bonded Telepathy 1)D

    Through creating a special psychic bond, a telepath trained in thismanner is able to link their mind to up to three other willing 

    telepaths which will allow them to know what each of the rest of 

    the group is e2periencing as well as instant communication acrossany distance and between dimensional barriers.

    99 3entalist 158D

    Telepathy is reading and controlling the brain but that need not befocused outward. /ome telepaths have learned that by applying their talents inwardly, they are able to directly alter their own

    biological responses, allowing them to push their bodies to muchgreater heights by eliminating pain, triggering adrenaline, etc.

    99 3indripper 1)98D

    +hile memories can be taken by any telepath who can performdeep scans, skills, which come from hundreds, thousands of hoursof practice, muscle memory, refle2es, and so on are much harder 

    for a telepath to take. ou, however, are able to do so fromtargets though it is painful and often fatal for those who resist.

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     Who are you 1restie H 

    The $orlons and the %hado"s may be one! but the "ar bet"een the *arkness and the -iht still remains.

     Aou may choose a side #or discounts and exclude the opposition! or et no discount and pull #rom both.

    -iht

    Soldiers, Rangers, diplomats, explorers, politicians, everyday

    people who work to push back the Darkness.

    *arkness

    The Drakh and their allies, Shadow servitors who serve the

    cause of evolution through chaos and bloodshed.

    99 -ord o# ,rder

    Strength only comes from harmony of purpose and those who disturb

    unity foster chaos. You are skilled at locating and finding these

    disruptive elements in the service of order.

    99 %ervant o# 0volution

    Strength only comes from competition and those who foster unity stifle

    growth. You have become skilled at locating and tracking down these

    nexuses in the service of chaos.

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     What do you "ant 7tems H 

    ,n Babylon 5! almost anythin can be had #or a price.

    @ain an additional 8=99 C1 #or use ;ust in this section.

     &pplicable discounts "ill be noted "ith the item.

    59 Credit Chit

    +ree -urkerD

    The debit card of the -rd

    century, starts with fund on it for

    a months worth of modest living

    59 +lak $est

    +ree %oldierD

    odern armor, can deflect muchof the damage away from a //0

    strike but won%t stand up long to

    repeated hits or more powerful

    models.

    59 Comm -ink 

    +ree ,##icerD

    +ong range communicationdevice, attaches neatly to the

    back of your wrist or in more

    conventional form. 0enetically

    coded for your use only.

    59 Bu Wand

    +ree *iplomatD

    1and held device that allows foreasy detection of most listening

    devices so that they can be

    removed 2 or exploited to feed

    back bad information.

    59 %tar 3ap

    +ree 0xplorerD

    ap of known space, including

    even most secret #ump routes.

    $n other #umps changes to be a

    highly detailed map of that

    setting.

    59 4IsumI

    +ree 1ro#essionalD

    ! list of experience and

    references who will vouch for

    your past work experience and

    skill. 3pdates to appropriate

    details each new #ump.

    )99 &uricon 0+ 11@

    *iscount /umanD

    Standard )arthforce pistol,

    pro#ects plasma bolts. 'omes

    with three caps that can be

    recharged after about an hour

    plugged in.

    )99 *enn'bok 

    *iscount 3inbariD

    ! telescoping metal fighting

    pike, this device can shrink down

    to the si4e of a soda can and

    expand to about a staff about a

    meter and a half in length.

    )99 2a'toc

    *iscount arnD

    Traditional 5arn sword, similar

    in style to an )arth katana, it is

    said it cannot be sheathed until

    it has tasted blood. Yours is very

    resilient.

    )99 Collapsible 11@

    *iscount CentauriD

    Though somewhat less powerful

    and with smaller ammo caps

    than the !uricon, this //0 can

    be easily taken apart for storage

    and concealment.

    )99 *ra6i Blade

    *iscount *ra6iD

    /unching dagger, this blade is

    dipped in poison that makeseven minor cuts potentially

    dangerous.

    )99 -orkan Crystal

    *iscount 7%&D

    Small stone that affixes to the

    palm of your hand, fires //0 likeenergy bursts. Drains energy

    from user, very tiring with

    extended use. Smells of o4one.

    99 Breen

    !nd endless supply of Swedish

    eatballs appears in your

    warehouse.

    99 /olorecorder

    !llows you to record three

    dimensional images and audio.

    'omes with a pro#ector that

    allows you to play them back in

    open air.

    99 &ssassin's Wand

    /en*like ob#ect with concealed

    needle, neurotoxin, and sealant,

    once stuck a target%s death is

    nearly instant. $t refills once a

    month.

    99 @il 7mplants

    "ionic device installed at the

    base of the neck, these easily

    concealed items allow you to

    breath numerous atmospheres

    without the need for encounter

    suits or breathing masks.

    99 /over Cams

    6our pack of remote control

    cameras, these move silently

    and can be fitted with low light

    or infrared lenses. Range of 7

    miles, reappear if destroyed or

    stolen in warehouse 8 per week.

    99 Collar @un

    6ires an almost impossible to

    remove metal collar around

    someones neck. 'ollar can be

    set to collapse rapidly by remote

    or by proximity. 9riginally a

    prisoner control device.

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     What do you "ant 7tems H 

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     What do you "ant %cenarios H 

    %heridan died at K'ha'dum

     At the end of 667!, /heridan went to the /hadow home worldK$ha$dum and leaped into a canyon where he met ?orien, the

    oldest being in the gala2y, and with his help was able to drive off the /hadows and the >orlons. +ell, ?orien took up other 

    residence so now /heridan just made a wet splat.

    The year is 667, and it is up to you to carry the torch, to unitethe younger races, to convince them to put their time, and

    resources, and lives into a seemingly lost cause, to convince the/hadows and the >orlons that their time is over and they should

    depart beyond the rim.

    Reward for success +hite /tar cruiser 

     &nd so it beins

    )umanity faced e2tinction several times during its history, one of the more recent the @arth*=inbari war, where, during a botchedfirst contact, the )umans killed the =inbari leader :ukat and the

    =inbari launched a war of genocide.

    The year is 66I5, :ukat is dead, and the war is just starting. our  job is to reverse this one sided curb stomp and push back the=inbari who this time will not willingly stay their hand. Also,sensor and 1T? tech from other universes will not work for thene2t ten years. %f you can make the =inbari e2tinct or sue for 

    peace, your job is done.

    Reward for success /harlin +arcruiser or mega :estroyer 

    Bet"een the *arkness and -iht

    %n 667, with the help of the remaining 1irst nes and the combined might of the younger races, 0ohn /heridan was able to convince thetwo old guardian races, the /hadows and the >orlons, that their time in the gala2y was over, that their presence, their war without end, was

    obstructing the cause of the younger races growing up, standing on their own, and so they left so that the younger races could learn andgrow without interference from hyperpowered, super*advanced, out of conte2t problems that the 1irst nes posed to them.

    )owever, something else has recently emerged that to them falls under the same header they do in that regard, namely you. The >orlonsand /hadows are back, united to protect their flock from the dangerous and disruptive element that threatens the natural development of 

    the races. These sufficiently advanced races will use their entire arsenal to end you, even blowing up the planet you and a billion morestand on if it means eliminating your influence. ou must survive ten years.

    Reward Take "!!! e2tra &' that doesn$t count towards your drawback limit.

     Where are you oin

    %till here! are you Well! you've lasted ten years! there's only one thin le#t to do...

    ,b;ects at 4est

    /erhaps it is time. You%re alive, you%ve learned

    much, you%ve seen much, you can take your

    winnings and return to your home universe to

    begin en#oying them if you see no reason tocontinue on.

    /ome a"ay #rom /ome

    "abylon 7 was a home away from home for

    diplomats, smugglers, businessmen,

    wanderers and more diverse forms of life than

    you are likely to encounter pretty muchanywhere else. /erhaps it is home for you<

    Beyond the 4im

    !s the 6irst 9nes before you, your time here

    has come to an end and it is time to continue

    on to the next great adventure. &ho knows,

    perhaps one day, when you have your spark,you will see it all again<

     H 

    7nterludes and 0xaminations Who are you

    %$m Adar2, of /pacebattles.com

     What do you "ant

    % wanted to pay tribute to a series that has been a part of my life for twenty years now, to give something to the community so they could havetheir own adventures there. % want people who are both new and e2perienced 0umpers to get something out of this, for people to debate which

    perks are best and which of the many options presented here are best. % want people who may not know Babylon 5 to see this or see people talkingabout this to perhaps give B5 a try and find the same love for it % did.

     Why are you here+ell, sufficed to say, % made several missteps in creating this. % was not as courteous or as professional as % could have and should have been to thecreator of the first Babylon 5 0ump, Babylon Guy, and for that % am sorry. % was e2tremely harsh in my criticism of his work and being unfamiliar

    with the rules and norms of the jumpchain community, not knowing who he was or where he could be found that criticism was aired in publicrather than private. Dnfortunately, by the time he and % met, he was already disinclined to work with nor like me and so, if this project were to be

    done at all it was to be without his blessing.

    To be clear, Babylon Guy, % am sorry how this project was approached and initiated, % am sorry things further soured between us, again, in large part  due to my conduct. =ore than any of it % am sorry for any strife this causes in the B5 fan community. % also want to be eually crystal clear % am inno way claiming the approval of or affiliation with Babylon Guy nor his Babylon 5 jump. Dnless he chooses otherwise, these projects will never cross.

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    otes:

    1or f all the races we encountered, )umans were the most dangerous, a base form is a transformation achievable by direct purchase or award in a jump. 1orms created through transformations, self alteration, chimeras of other forms, and similar, basically, anything you had to do more than pick

    it from a jump for, is not counted.

    1or =inbari do not kill =inbari, it won$t protect you if they don$t know you are there, such as in a ship that they don$t have individual life readings on. Also of limited use against people you are trying to kill.

    -arn can be taken at the same time as the telepath traits, as while there are no known -arn telepaths in the current era, it is known to be a part of their genetic makeup. 0ust be aware that due to your unicorn nature, a lot of people are going to be interested in you if they find out. The -arnswill want you to reintroduce telepathy to their race, the &entauri to kill you to prevent the -arns from getting telepathy back, and plenty of profit 

    and favor seekers looking to sell you off to the highest bidder. @2pect to lead an interesting life.

    1or Book of G$kar, in order to get missionaries, you must actually present the work to the public where people will just be unusually likely to findand spread it. :oes not actually cause missionaries to appear out of thin air.

    1or A :ream of death, this does not actually cause you to be fated to die and will carry over into other jumps, the dream kicking in at the beginning of the jump you are slated to die. Also note, this is not protection against mundane deaths, this doesn$t make you invincible until the fated one, it 

     just means that an otherwise unavoidable, predestined death can now be circumvented.

    1or Green 1ollow Green ?eader, leader doesn$t mean god and the reaction to seeing you as leader could mean absolute obedience in authoritariancultures or disinterest in others to outright hostility in cultures that kill leaders for promotions. ther leadership perks can help reinforce thiseffect but on its own, this won$t make people do anything they wouldn$t otherwise do if a leader asked them to do it. Race must be chosen at 

    the beginning of the jump. :oes not need to be your own.

    =ore money than God, @dgars9 will or will not, at your discretion, alert the former owner of the change in ownership. 'ayments will only comefrom a liuid balance you have on hand, ie., this effect will never sell anything of yours to afford the purchase you are trying to make.

     Alien healing machine does accept donations from multiple individuals to heal greater wounds to distribute the damage it causes.

    :eathwalker drawback allows you to keep both the :ilgar and the race you chose as alternate forms, after the ten years are up.

    The :rakh drawback taken in periods before the /hadows leave will still see the same effects, the :rakh coming at you, the fluff will just have tofind a way to adapt. ?ikewise, taking :rakh with Heeper is allowed, just really, really unpleasant.

    +aith manaes