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Contents
Author
Introduction
Page 2
Characters
Page 6
Page 10
Page 14
Commander-in-Chief
Page 19
Page 23
Election Night
Page 28
Page 30
License
Page 32
Gareth Hanrahan
Editor
Richard Ford
Cover Image
Brandon Bray
RPG Manager
Ian Belcher
Production Director
Alexander Fennell
Proofreading
Ron Bedison, Scribendi
Playtesters
Special Thanks
J. Michael Straczynski, Fiona Avery, Isabelle Richard,
Skye Herzog
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above Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of the The Final
Flight of Santiago are designated as Open Game Content: all character statistics and creation rules, all new character classes and
abilities, all new feats, powers and skills, all rules systems and mechanics, all statistic blocks and paragraphs specifically explaining rules
mechanics or special qualities. The use of Product Identity in these circumstances is limited solely to mechanical effects and systems,
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Copyright 2006 Warner Bros. Entertainment Inc.
BABYLON 5 and all related characters and elements are
trademarks of and Warner Bros. Entertainment Inc.
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TM
INTRODUCTION
Ru nn in g Th e F in a l
Fligh t o f S a n tia g o
Obviously, this is not your standard Babylon 5 game. In each of
six episodes, characters will be faced with some problem or issue
that they need to solve. As this is a political game, the characters
will do very little running around. Instead, this scenario relies
on the skilful use of influence and diplomacy.
Every episode includes a briefing document for each character,
providing them with some background information about
current issues in the campaign. After that initial briefing, the
characters will begin to argue, debate, investigate, argue some
more and react to any events that may occur throughout
their decision-making. Finally, they will advise
President Santiago what decision he should make,
or which new policy to adopt. That decision
plays out in the polls, and will affect
the result of the election.
Episode References
Introduction
Introduction
Jerash Aran: Campaign Manager. While he is a gifted spin
doctor, he is also a certifiable madman. He will get Santiago
elected, by any means necessary. Aran has some criminal
contacts, as well as a spy in Cranes campaign.
The Traitor
One of the characters is working for Vice-President Clark.
Ambitious and scheming, this character is in league with
the Shadows and the Psi Corps. The traitor is spying on the
Santiago tour, and will be given special missions during the
episodes. There are separate briefings for the Traitor at the start
of the game and during each episode. Any of the six characters
can also be the Traitor. Either randomly determine which
character is the Traitor, or give the role to the player who seems
most capable of keeping the secret concealed from the others. It
is important to keep the players guessing about which of them
is working for Clark, so try not to give it away. Give briefings
secretly, for example.
President Santiago
President Luis Santiago is the most important Non-Player
Character during this scenario, and essentially serves as the voice
of the Games Master. It is important to keep Santiago off-stage
as much as possible. The President is busy with other aspects of
The Press
The reporters in the press pool on EarthForce One act as the
eyes and ears of the voters back home, and staying on the right
side of the media is key if Santiago is going to get re-elected.
Each episode includes a press conference that will pose some
hard questions for the Press Secretary. Handing out these
questions to the other players in advance is optional, as doing
so will provide them with opportunity to hassle and heckle the
secretary during these conferences.
EarthForce One
The characters will spend a lot of time on EarthForce One during
this scenario, so it is worthwhile to be well-acquainted with the
ship. EarthForce One is a converted Bradbury-class liner. The
The Final Flight of Santiago is a historical scenario, which means the players may object to the scenario on
the grounds that they know what is going to happen Santiago is going to win the election, EarthForce One
will get blown up, Sinclair is Valen and so forth. There are two ways to handle this:
The aim of the game is the journey. Yes, the ending is pre-ordained, but how do the characters get there? What
compromises did Santiago have to make to get elected? Was he a martyr to Clarks ambition, or was Santiago
almost as bad as his successor?
Otherwise, this is not a canon game. As Final Flight is a one-off game, not a campaign, canon can be discarded
without many problems. If the game is played poorly enough, Santiago might actually lose the election.
Poll Results
Spin
Change
+/ 1%
+/ 2%
+/ 3%
DC
15
25
40
At the start of the game, the ISN polls list the following
results:
Santiago/Clark: 36%
Crane/Hamato: 44%
Undecided: 20%
Spin
Give the characters a chance to put a spin on events by
providing comments to the media. This is resolved as a Bluff,
Diplomacy or Intrigue check, but the Games Master
should give a bonus for good roleplaying. The DC
varies depending on how much spin a player wants
to give, as demonstrated in the Spin table.
Introduction
Introduction
true local government, their number of electoral votes and
senate seats is calculated using a different formula, the nonindependent colonies pay a considerably larger amount of
their production back as taxes or resources, but they also
receive much more money from Earth.
Mars was independent until the Earth-Minbari War. In the
wars closing stages, Mars refused to send aid to Earth. This
seemed like a purely symbolic gesture of defiance, as both
Earth and Mars were about to get wiped out by the Minbari.
However, when Earth survived, EarthGov punished Mars
disobedience by dissolving the local Martian government
and replacing it with a single Earth-appointed governor.
While this was supposed to be a temporary measure, for the
duration of the post-war crisis, there have been no real moves
to restore Mars independence. The recent Food Riots have
merely reinforced the impression that Martians are ungrateful
and incapable of safe self-governance.
The Martians complain that they have no real local government
but are under Earth rule, that they do not have the same level of
representation in EarthGov that an Earth state of their size and
population should, and that Earth takes a large chunk of the
Martian economy as taxes and free resources. Earths counters
that Mars is not a viable colony without massive investment in
life-support domes and terraforming and that Mars would not
exist without Earths help.
For more details, see the Free Mars sourcebook.
How much power does the President have?
The President of the Earth Alliance (POTEA) can veto bills that
have been put forth by the Alliance senate. The President can
also advise on (and often, practically dictate) new legislation to
his political allies. He can appoint a wide range of officials,
and he has a vast amount of influence over the senate and
other branches of EarthGov. As the commander-in-chief of
EarthForce, he also has the final authority to order troops into
battle. Offworld, he can overrule any colonial governor.
What powers do we have?
In contrast to the President, none of the player characters in
Final Flight have any official power. Characters are advisers
and experts not legislators. They do hold a lot of influence,
though, and can use that power to make deals and get things.
What about security?
EarthForce One is one of the most secure vessels in existence. It
is shielded against all known forms of electronic surveillance.
Equipped with its own detachment of elite Starfury pilots,
EarthForce secret service bodyguards and marines, the
Presidents ship is also escorted by at least one EarthForce capital
ship (Hyperion class, usually) while travelling.
Episodes
The Needs of Earth: As EarthForce One departs for its tour,
the campaign is rocked by the revelation that the Psi Corps
may have violated its charter by endorsing Vice-President
Clark. At the same time, Psi Cop Al Bester visits EarthForce
One, investigating the possibility that someone smuggled the
telepathic drug Dust on board.
The Mars Question: The visit to Mars proves divisive on and
off the ship. As the characters meet with representatives of most
of the Mars factions, they strive to hammer out a compromise
before the sands of the Red Planet are once again soaked with
blood.
Commander-in-chief: EarthForce One visits Proxima, the
heart of EarthForce. Military spending is a huge issue in the
campaign, but a Minbari ship spotted on the edge of the system
suddenly raises the cost of vigilance.
A Dream Given Form: The President arrives at the recently
activated Babylon station. Lloyds of London gives five-hundredto-one odds that the station lasts a year. Representatives of the
alien governments come to pay their respects, but how do you
serve spoo at a state dinner?
The Election: Back on Earth, it is election night. Have the
characters done enough to save Santiagos political career, or are
they all out of a job when the votes are cast?
The Final Flight: One year later, Santiago leaves on another
grand tour. Which of the characters are still by his side on
that fateful day at Io, and who will betray the oath made to the
President long ago?
CHARACTERS
Ja me s F e n to n ,
C hief o f S ta f f
You have known Luis Santiago since college, where you became
close friends. Back then, you were both virtually penniless and
survived on noodles and scholarship grants. The two of you
worked for various corporations, then Luis left the private sector
to go into politics while you kept climbing the corporate ladder.
By the time you reached your forties, he was a respected senator
and you were on the board of Mitchell-Hyundyne, a large and
well-known military corporation. You were one of the rare
people who could break into the mega-corporate oligarchies
that control so much of the Earth Alliance.
Ten years ago, Luis came to you with six simple words: I think
I should be President. You ran his first campaign, and have
been his chief of staff and closest supporter ever since. There
have been dozens of clashes between you , mainly over the status
of the corporations and military spending. Throughout your
disagreements, you have always honoured your friendship and
the desire to do what is right for the Earth Alliance. Both of you
can remember the dark days of the Earth-Minbari War when
every hour brought news of a new defeat, another world fallen
to an implacable foe. Keeping that from happening again, by
any means necessary, has been your top priority since the Battle
of the Line. Luis dreamt of the Babylon Project, as troubled
and divisive as it turned out to be. You often think back to
your days in the defence industry and wonder if there could be
a better approach.
Santiagos old running mate retired due to ill health, and his
replacement is a weasel called Henry Morgan Clark. Clark has
promised to deliver the EU and Russian Federations votes, and
he has enough sway with the old industrial states to actually pull
it off. While you continue to believe that the man is about as
trustworthy as a New Vegas dealer, you have to work with him
for now, anyway.
5th Level Human Trader / 3rd Level Diplomat
Hit Points: 16
Initiative: +0
Speed: 30 ft.
DV: 14 (+4 class)
Attacks: +4 close combat or +4 ranged
Special Qualities: Traders Knowledge, Master Trader (+1),
Strong Influence
Saves: Fort +0, Ref +1, Will +9
Abilities: Str 10, Dex 11, Con 9, Int 16, Wis 16, Cha 14
Skills: Appraise +12, Bluff +14, Computer Use +11,
Diplomacy +16, Intrigue +16, Intimidate +12,
Knowledge (Centauri) +8, Knowledge (Narn) +8,
Knowledge (law) +14, Knowledge (Earth) +14,
G en e r a l L i a n K o ,
Ea r t h F o r c e
Liaison/Military &
I n t el l i g e n c e A d v i se r
Eleven years ago, you sat on the bridge of the Perseus and
watched the Minbari jump points open, saw the enemy ships
come through, and knew that no matter how hard or bravely
you fought there was no way you could hold the Line. Some
quirk of fate or alien psychology made the Minbari surrender
instead of wiping out Earth, but everyone on the Line that day
knows just how close Humanity came to extinction.
Now you are the Presidents adviser on military and security
affairs for the duration of this tour. Santiago has promised to
curb military spending, and now you have to ensure that he
does not make any more rash promises that might endanger
important defence programs. You have little tolerance for
politics, but you will do your best to follow orders.
Your one concern is that some crisis might hit during this tour.
As the only military adviser on the scene, you could end up
telling the President to send EarthForce into war.
7th Level Human Officer (fleet)
Hit Points: 19
Initiative: +2
Speed: 30 ft.
DV: 17 (+5 class, +2 Dex)
Attacks: +8/+3 close combat or +9/+4 ranged
Special Qualities: Branch Specialisation (fleet), Rallying Call,
Way of Command
Saves: Fort +5, Ref +4, Will +6
Abilities: Str 13, Dex 14, Con 12, Int 14, Wis 13, Cha 14
Skills: Acrobatics +7, Athletics +6, Computer Use +7,
Concentration +6, Diplomacy +7, Intimidate +7, Knowledge
(astrophysics) +7, Knowledge (tactics) +15, Medical +7, Notice
+11, Operations (sensors) +7, Pilot +7
Feats: Contact (Joint Chiefs), Data Access, Great Fortitude,
Martial Arts, Nerves of Steel, Skill Focus (Knowledge (tactics)),
Spacecraft Proficiency, Veteran Commander
Influence: Earth Military +20, Earth Political +10
Characters
Characters
Dr K ing s le y R o ur ke,
Science A d v is e r
You have signed onto another few months locked in a spinning
metal coffin, all alone in the night. You hate space travel
the thought of being just inches away from vacuum and
unmitigated solar radiation makes your skin crawl. Admittedly,
planets are no much better, filled with crawling pathogens,
parasites and uncontrolled biospheres just full of things that
could kill you. You are the Presidents science adviser, graced
with one of the most brilliant minds in the whole Alliance in
the field of general science. With a knack for breaking complex
problems into more manageable pieces, you may be too good
at relating topics and understanding their consequences. You
remember every environmental report about hyperspace driving
people mad, about air reprocessors on ships containing lungdamaging particles, about how telepathy might be responsible
for a high incidence of brain cancer. You are the galaxys biggest
hypochondriac.
Once you are on camera or faced with an argument, all the
nervousness fades away. You are unstoppable as long as you
are proving yourself smarter than the next guy. Only when
faced without your own fears and worries, when you dont have
someone else to act as a distraction, do you break down into a
little bundle of neuroses and imagined potential catastrophes.
7th Level Human Scientist
Hit Points: 11
Initiative: +0
Speed: 20 ft.
DV: 13 (+3 class)
Attacks: +2 close combat or +3 ranged
Special Qualities: Mental Agility, Primary Area of Study
J a n e C a n t w el l ( J C ) ,
Pr e s s S e c r et a r y
The job of Press Secretary is to handle the baying hounds that
make up the press pack. They come at you, slavering with pointed
questions and trying to catch you out on some contradiction or
slip of the tongue, and you have to keep dancing ahead of them,
anticipating the next questions to ensure that the Santiago
administrations good name and reputation are maintained.
While delivering your media lines you must always be careful to
provide honest and transparent information about the workings
of government.
Two of your siblings (your brother Michael and your younger
sister Claire) were taken away by the Psi Corps when they were
eight and seven, respectively. You have always wondered if you
have some borderline psi gift, because you have an undeniably
strong intuition, reading most people like open books. All the
psi tests you underwent came back negative, though, so it must
just be a knack.
Usually good-humoured and
likable, you can be stern or give
bad news when you must. You
dislike putting on a frown, because
with the bunch of depressives
and cynics that make up the rest
of the staff, someone has to stay
positive.
7th Level Human Diplomat
Hit Points: 11
Initiative: +1
Speed: 30 ft.
DV: 14 (+3 class, +1 Dex)
Attacks: +3 close combat or +4
ranged
Special Qualities: Improved
Diplomacy, Strong Influence,
Swift Diplomacy
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 10, Dex 12, Con 11,
Int 14, Wis 13, Cha 15
C hristo p h e r Gull ,
Econ o mics A d v is er
A few months ago, you were writing articles in Universe Today
criticising Santiagos economic policy and calling the Presidents
advisers a bunch of corporate lackeys and slack-jawed yokels.
Santiago responded by making you his special economic adviser.
Now you are the new guy on the team.
The Earth Alliance is in trouble and saving it will mean taking
harsh measures. The military build-up since the end of the War
has given the military-industrial complex unprecedented wealth
and influence. With the larger fleet and the growing demand
for basic resources, corporations are building new colonies faster
than the economic infrastructure can sustain. The colonies
are therefore turning to alien traders, opening up the Alliance
economy to alien-produced goods. Unless the government
slows military spending, cuts taxes and institutes some form of
trade protection, the Earth Alliance is going to be gutted by
advanced Centauri electronics and luxuries and cheap Narnmade goods.
Of course, everyone else on EarthForce One is justifiably sceptical
of your allegiance after your published attacks on Santiago, so
you face an uphill struggle to gain their trust.
3rd Level Human Trader / 2nd Level Scientist / 2nd Level
Diplomat
Hit Points: 15
Initiative: +0
Speed: 30 ft.
DV: 13 (+3 class)
Attacks: +6 close combat or +4 ranged
Special Qualities: Traders Knowledge, Master Trader (+1),
Mental Agility, Primary Area of Study (Earth local), Peripheral
Studies (Computer Use), Improved Diplomacy
Saves: Fort +3, Ref +1, Will +10
Abilities: Str 14, Dex 10, Con 14, Int 14, Wis 13, Cha 8
Skills: Appraise +8, Bluff +10, Concentration +4, Computer Use
+12, Diplomacy +12, Intrigue +9, Investigate +10, Knowledge
(law) +12, Knowledge (Earth) +17, Pilot +5, Sense Motive +13,
Subterfuge +7
J er a s h A r a n ,
C a m pa i g n M a n a g er
You would characterise your job as similar to that of a lifeguard
or a paramedic. If you see someone flailing out at sea, you rush
in and save them. It usually involves getting wet and muddy,
hammering your survivors chest, and maybe giving a little
mouth-to-mouth, but at the end of the day, you save lives. You
are President Santiagos campaign manager, and he is drowning,
politically. He lost this election before it began as a new
generation of voters, those who barely remember the Minbari
War, refuse to continue spending their taxes to support distant
military colonies or build giant new spaceships that never seem
to blow anything up anyway. The Crane campaign has painted
Santiago as a doddering old man who rests in the pocket of the
megacorporations, and they suggest that he is completely out of
touch with the needs of ordinary people.
This tour is a desperate measure, as it takes Santiago away from
the real battleground of Earth, and it can only pay off if he can
bring the eyes of Earth with him. You desperately need the
press to pay attention to this tour, so much that you are praying
for something dramatic and dangerous to happen. A new
Mars revolt or another alien war would be perfect, and would
certainly show the Crane voters that Santiago is not dead yet.
7th Level Human Diplomat
Hit Points: 13
Initiative: +0
Speed: 30 ft.
DV: 13 (+3 class)
Attacks: +4 close combat or +3 ranged
Special Qualities: Improved Diplomacy, Strong Influence,
Swift Diplomacy
Saves: Fort +4, Ref +2, Will +8
Abilities: Str 13, Dex 10, Con 15, Int 15, Wis 12, Cha 10
Skills: Bluff +10, Computer Use +12, Diplomacy +17, Intimidate
+10, Intrigue +13, Knowledge (history) +7, Knowledge (law)
+7, Knowledge (philosophy) +7, Knowledge (Earth) +7, Sense
Motive +13, Subterfuge +10
Feats: Contact (EarthForce Intelligence), Contact (spy in Crane
campaign), Hobby (Subterfuge), Iron Will, Resist Scan, Skill
Focus (Bluff ), Skill Focus (Intrigue)
Influence: Earth Political +15, Earth Social +10, Criminal +5,
Earth Military +5
Characters
Characters
T he T ra ito r
One of the characters is a traitor, secretly working for VicePresident Clark. Choose the player either at random or by
selecting the most secretive participant, and give the chosen
traitor the following extra information to describe why the
character is working for Clark.
James Fenton
Jane Cantwell
You have carried a weak and ailing President through two terms.
When you started as Chief of Staff, you were Santiagos closest
friend, but now you can barely stand the sight of him. He does
not understand or acknowledge the sacrifices you made for him
you could have been one of the richest and most powerful
men in the whole Earth Alliance, but you put all that aside to
help him govern. He has done nothing of consequence, despite
your best efforts.
Clark offered you a better deal. With him, you are afforded
more input into policy, and more freedom to do what you think
needs to be done. While you pretend to hate Clark, you are
actually working with him.
Lian Ko
They found it on Mars in 2253, buried deep in the sands
an alien ship, black as the night and beautiful in its terrible
power. It used organic technology that is millions of years more
advanced than anything Humanity had developed to date.
With the power of that ships technology, Humanity would be
safe forever. You could conquer the galaxy, punish the Minbari
and live like gods.
EarthForce is engaged in a long-term project to acquire the
ships technology, in partnership with the Psi Corps and IPX.
This project is so secret that even EarthGov is unaware of its
full scope and implications. Most importantly, Santiago has
no idea, and he needs to be kept in the dark. You are secretly
working with Clark, who is an enthusiastic supporter of the
secret project. You need to ensure Clark gets into power.
Kingsley Rourke
They found it on Mars in 2253, buried deep in the sands an
alien ship, black as the night and beautiful in its terrible power.
It used organic technology, millions of years more advanced than
anything Humanity had developed to date. With the power of
that ships technology, Humanity would be safe forever. You
could conquer the galaxy, punish the Minbari and live like
gods.
Christopher Gull
You hate aliens no, you despise them. They sicken you,
scare you, disgust you. Looking into the eyes of an alien is
not like looking at a person or an animal. You can almost taste
the billions of miles and millions of years of evolution that
separate Humanity from Narn or Centauri or whatever. You
have learned to hide your hatred, but it is still there, bubbling
menacingly just under the surface.
Vice-President Clark has promised to deal with the
aliens, to safeguard Human culture and to keep the
race pure. You have agreed to be his spy in Santiagos
staff. Clark is the only hope for the future of the race.
Jerash Aran
You did it for the money. Cheerfully amoral, you will do
whatever is necessary as long as they pay. To you, people are only
tools. They will believe what you tell them to believe, and they
will vote for who you tell them to vote for. As a sociopath, you
are unable to empathise with others in the slightest (although
you are quite adept at hiding this fact), and you would sell your
own mother without blinking. Clark has offered you a lot of
money to spy on Santiago by working as Clarks mole on the
Santiago staff.
10
G
G
G
THE NEEDS
OF EARTH
ocation: En route to Mars from Earth
Synopsis: Three telepath-related crises hit EarthForce
One at the start of the tour.
Military Adviser
G
G
Science Adviser
G
Ev en ts
Were live from Lagrange One Station, Earth Orbit. The President
is about to depart the station on EarthForce One. The honour
guard from EarthForce is lining up outside. Theres the Omegaclass Heracles and the Alexander, and beyond them are smaller
ships I believe those are Novas, right Steve? Im informed the
Presidents shuttle docked here an hour ago, so EF1 should be getting
underway any minute now. Im sure the President is glad to get
away from Earth for awhile with all the problems hes facing back
home. Well be going live to Marie Cranes speech at EarthDome
in a few minutes, after EF1 has departed and a brief question and
answer session with the Press Secretary.
Here we go! EarthForce One has set off from Lagrange Station.
She is drifting backwards now, and those little flares of light are
her manoeuvring jets as she rotates to line herself up on the right
trajectory for Mars. The honour guard is lining up alongside her.
There go the guns! This is a laser salute for the President. Wow!
We are going to cut to the press conference on board EF1 now, but
select sub-channel one for continuing coverage of the honour guard
fireworks.
Press Secretary
G
G
Economics Adviser
G
C ha r a cte r Br ie f i n g s
Campaign Manager
Chief of Staff
G
G
G
At the close of the press briefing, give the players their character
briefings.
Bester has been tracking a Dust-smuggling ring for the last seven
weeks. He captured one of the carriers yesterday, who turns out
to be a technician at Lagrange station. During the course of
their struggle, he was forced to scan the criminal, and caught
a glimpse of the carrier hiding a small packet of the drug in a
supply crate being loaded onto EarthForce One. Since standard
chemical sniffers and scans cannot pick up the trail of this drug,
it is likely that the packet made it on board.
Someone on EarthForce One must have arranged for the Dust
to be loaded onto the ship. Given the sensitive nature of the
situation, he recommends that he should be granted emergency
powers to scan everyone on the ship so that he can quickly
locate and dispose of the drug packet.
In the past, Clark has worked closely with the Corps, sponsoring
legislation that expanded the range of business and legal affairs
that could be examined by telepathic scan (including divorce
settlements, private lawsuits and other civil cases).
11
12
The Semele
As EarthForce One heads for Mars, back on Earth ISN begins
covering a developing hostage situation. A small passenger
liner, the Semele, is reporting difficulties. The Semele is also
en route to Mars in a parallel trajectory to EarthForce One.
Apparently, one of the passengers somehow managed to sneak
a weapon on board and is now holding several passengers and
crew hostage. He has gained control of the ships bridge and
the crew have been unable to activate standard anti-terrorism
protocols. EarthForces elite Counter Terrorism Hostage Rescue
team (CTHR) has been called in, and their vessel is currently on
its way to intercept the Semele.
A second report follows a soon after the first. The armed
passenger is a young woman named Katya Toitovna, according
to the ships roster. ISN has gained access to internal security
feeds from the liner, displaying a few blurry frames of a wildeyed girl carrying a large BilPro gun. She seems twitchy, but
is acutely aware of everything around her. One sequence of
images shows a passenger trying to sneak up on Katya from
behind. She easily anticipates his actions, spins around and
points the gun in his face.
G
G
Roll
(1d6)
1
2
3+
Result
Bester is forced to kill the girl to stop her from hurting
others. It is a tragedy one Santiago is closely
associated with.
Bester is forced to use telepathic controls to force Katya
to give up. The situation is resolved without bloodshed,
but leaves the impression that the President authorised
the scary Psi Cop to mind-control people and turn them
into zombies.
Bester makes contact with the girl and persuades her
to give up. Katya tearfully apologises for threatening
everyone, and is taken off to the Psi Corps re-education
centre.
Result
During the CTHR assault, Katya fires her gun, punching
a hole through the hull. Everyone on the bridge is killed.
Katya is killed by the CTHR team, and one of the team is
killed in Katyas crossfire. It is a tragedy.
Katya is brought down by morph gas and arrested. The
President is praised for his calmness and swift action.
Results
There are three linked crises here, each of which has an effect on
Santiagos standing.
The Psi Corps Endorsement: The safest approach is no
comment, which does not affect Santiagos standing at all.
Sounding a cautionary note about the Corps getting involved
in politics gives a +1% increase in support. Attacking Clark
gives a +1d4% increase in Support, but also gives a swing of
1d6% to Crane.
The Dust Situation: If the press get wind of the situation,
it gives a swing of one point to Crane. This is increased to
1d6% if reporters are openly harassed or arrested without an
immediate confession.
The Semele Crisis: If the CTHR team is sent in, then Santiago
gains a +1% increase in support. If Katya survives, he gets a
swing of 1d6%.
If Bester is sent in, Santiago suffers a 2% reduction in support.
Again, if Katya survives, he gets a swing of +1d6% (+1d4% if
Bester has to control her).
If Santiago can show that he has the Psi Corps well in hand,
he gains a swing of +2%. If he seems to be under the Corps
thumb, he suffers a 1d4% swing.
13
14
THE MARS
QUESTION
ocation: Mars
Synopsis: When one prominent group of Martian
politicians pulls out of settlement talks, the characters
need to decide which of the other Martian groups will
take their place. This choice will shape the next five years of
Martian politics. Meanwhile, a mysterious figure makes contact
with the team.
Ev en ts
C ha r a cte r Br ie f i n g s
Chief of Staff
G
Science Adviser
G
Economics Adviser
G
G
Campaign Manager
G
G
Military Adviser
G
Press Secretary
G
Traitor
G
15
16
Making Contacts
Let the players argue over which group or groups they
will meet. All the meetings will take place on Mars,
so the characters will have to take a shuttle down
to the red surface, dotted with crowded domes and
transport tunnels. At some point during this section
of the scenario, run Deep Throat, below. Each of the
groups is presented in the following format:
Who: Who is the representative of the group that the characters
meet.
Where: Where they meet.
Group Description: A quick synopsis of the group.
Secrets: What an Intrigue or Influence check can reveal about
the group.
Desires: What the group wants from the characters. There are
two desires listed for each group. The first is what they really
want, and the second is what they are willing to settle for.
Dejah Thoris
Who: Lynn Tynes (Level 4 Trader; Bluff +7, Diplomacy +6,
Intrigue +7, Sense Motive +7)
Where: Dejah Thoris offices, EarthDome Mars
Group Description: Women-oriented political group
Secrets: (DC 15) The governors aide, Anne Carter, is not a
member of Dejah Thoris, nor is her cousin and close friend,
Amanda Carter. Amanda Carter, by the way, runs the Martian
Business Conglomerate. The two work together to keep the
mega-corporations happy.
Desires: Investment in health care on Mars; more access to
Governor Haldecourt
Free Mars
Who: Tessa Holland (aka Number One, see Racing Mars)
(Level 3 Soldier/Level 2 Agent; Bluff +6, Diplomacy +0,
Intrigue +7, Sense Motive +5)
Where: Tunnels beneath MarsDome
17
18
Terraforming Project
Who: Dr Cate Jenner (Level 5 Scientist; Diplomacy +4, Sense
Motive +4)
Where: Bethesda Dome
Group Description: Terraformers and scientists
Secrets: (DC 15) The Terraformation project is opposed by
EarthForce and the Psi Corps, both of whom are known to have
bases in the Martian wilderness. Making the Martian surface
more habitable would make such bases much less secure.
Desires: The dissolution of the Martian Business Conglomerate,
which keeps blocking terraforming efforts and adding unwanted
gases to the atmosphere; More money for terraforming
By the end of this section, the characters should have met with
at least some of these groups. Note which desires, if any, the
characters agreed to fulfil. For example, if they promised the
Terraformers more money for terraforming, they will have won
the reduced support of the Terraformer faction, which will give
them a bonus when the final results come out
Deep Throat
At some point during all the conferencing and deal-making on
Mars, one of the characters is contacted by a mysterious figure
via standard call over a link. The caller electronically disguises
his voice and tells the character to go to a particular location in
the deep tunnels. If the character goes, he finds a data crystal
and a recorded message. The message says that the mysterious
figure hopes the information on the crystal will be useful.
The figure is actually a man called Wade, the personal assistant
to William Edgars (see Conflicts of Interest in Season 4, or the
No Surrender, No Retreat season book, page 74). Edgars, one
of the richest and most powerful men on Mars, intends to have
Santiago owe him a favour or two by the end of this election.
The data crystal is just a taster.
The crystal contains a recording of two conversations. The
first is a call by Anne Carter to Jerry Krahulik, the Mars
Independence Movement spokesman. In the call, Carter tells
Krahulik privately that Santiago has no interest in Martian
independence, and that they would do far better by making a
stand and staying out of the talks. In the second call, Anne
Carter calls her cousin, the head of the Martian Business
Conglomerate, and confirms that she has gotten rid
R es u l t s
The effect on the election varies depending on which group
Santiago met with, what concessions the characters advised
him to make, and how the characters choose to spin those
concessions to the media. To determine the final effects, add
up the modifiers below and roll 1d20+modifiers. There are two
columns (one for Earth and one for Mars and the colonies).
Action
The President Met With:
Martian Independence Movement
Mars Liberation Now!
Martian Provisional Congress
Dejah Thoris
Free Mars
Terraformers
None of the above
Martian Politics:
Continued with the status quo
Removed the governor
Limited the governors term of office
Gave a timetable for Martian Independence
Committed to Martian Independence, but
gave no timetable
Dissolved the Congress
Gave the Congress new powers
Invested money in Mars
Offended the corporations
Earth
Mars
4
2
+2
+0
8
+0
+4
+4
+2
4
+0
+8
+0
4
+8
8
4
4
2
8
+8
+4
+8
+4
8
4
2
4
+8
+4
+4
4
Earth
1d10%
1d4%
+0
+1d6%
+2d6%
Mars
1d6%
+0
+1d4%
+1d6%
+1d6%
Commander-In-Chief
COMMANDERIN-CHIEF
Ev ent s
Last night, Presidential challenger Marie Crane reiterated her
commitment to reduce military spending by up to 50 billion credits
over the next four years. This would bring spending back to preMinbari War levels. Several sources in EarthForce have warned that
such a drastic drop in spending could compromise the fleets ability
to protect outlying colonies or defend against another attack.
C ha ra c te r Br ie f in g s
Press Secretary
Economics Adviser
G
Military Adviser
G
Science Adviser
G
Campaign Manager
G
Chief of Staff
G
Traitor
G
19
20
Option
Mothball ships
Fleet
Fleet
Fleet
Fleet
Fleet
Fleet
Fleet
Ground
Ground
Ground
Ground
Slow recruitment
Reduce reserve
Reduce active forces
Reduce special forces
Ground
Ground
R&D
R&D
R&D
R&D
Lower pay
Cut back armoured units
Reduce archaeological research
Reduce medical research
Reduce weapons research
Reduce organic tech research
R&D
Intelligence
Intelligence
Intelligence
Admin
Slow recruitment
Reduce active forces
Reduce veteran support
Admin
Admin
Admin
Other
Other
Other
Results
Older ships removed from fleet
and stored
Purchase fewer Thunderbolts
Purchase fewer Omegas and
Warlocks
No new colonies
More danger of Raiders
Less defence against aliens
Fewer ships
Ships in hands of aliens/private
armies
Fewer units in a few years
Smaller emergency forces
Fewer GROPOS*
Fewer elite special forces/hostile
environment*
What it says on the tin
Fewer tanks/APCs*
Less alien tech from IPX
More dead soldiers
Falling behind in weapons race
No breakthroughs (not that there
have been any lately)
No anti-gravity
Less intelligence gathered from
alien governments
Fewer agents in a few years
Less protection of EarthGov*
Minbari War veterans are a huge
voting block
Cuts staff on Earth*
Cuts staff but saves money*
Cuts staff but saves money*
Special
Special
Special
Mars Questions:
G
Does the President feel that he did enough on Mars?
G
What is the Presidents new position on Martian
independence?
G
Some sources are claiming that a secret, under-the-table
deal was reached to give Mars independence. Will the
President comment on these claims?
Other Questions:
G
When will the President announce his
position on military spending?
G EarthForce has had its budget increased
every year since the end of the war.
The number of ships and soldiers
Points
1
Location
J, P
Unpopularity
Low
3
3
J
E, J, P
Medium
Medium
2
2
3
2
3
P, OC
J, P, OC
E, P, OC
E, J, P
E, J, P
Low
Medium
Medium
Low
Low
1
3
4
2
E
E
E. OC
E, P
Medium
Medium
High
Low
4
3
1
2
2
2
E
E, M, OC
M, OC
E, M
E, M, J
E, M, OC
High
Medium
Low
Medium
Low
Low
1
2
E, P
E, OC
Low
Low
1
2
5
E, M
Low
E, M
Low
E, M, J, P, OC High
2
2
2
Any
E
M, J, P
J, P, OC
Medium
Medium
Medium
Proxima Command
The heart of EarthForces presence in the system, Proxima
Command is a massive space station. The President and his
staff will conduct a series of meetings here, discussing which
part of EarthForces budget can be cut.
Commander-In-Chief
Commander-In-Chief
Santiago calls the characters to a
meeting and privately tells them
that he wants the budget cut by
at least 10% (a total of ten points
on the table below). He gives
them a high-level document that
describes sections of EarthForce
that could potentially be cut
back. Their job is to work out
a series of cuts that will not
completely ruin his support.
Each cutback will result in job
loss for a planet in the section
of EarthForce where the cut is
based. The characters need to
choose the cuts carefully to keep
everyone is happy, or at least
prevent the workers from calling
for Santiagos head.
The players need to select at least
ten points worth of options. If
they select more, this means that they save more money (which
is good).
Points: Santiago needs to make at least ten points worth of cuts.
The point is an abstract value that comprises savings, the cost
of implementing the change, extra spending needed to adapt to
the change, economic impact, and so on.
Location: The world most affected by the cuts. Try to avoid
having too many cuts on a particular world. The worlds with
significant bases are Earth (E), Mars (M), Jupiter (J) (comprising
Io, Ganymede, Europa and the rest of the solar system), Proxima
(P) and the Outer Colonies (OC) (taken as a whole).
Unpopularity: The unpopularity of the cut. Again, try to avoid
having too many cuts that are high in unpopularity.
There are three special options:
G
G
G
The Minbari
While the characters are arguing over budget cuts and benefits
for Minbari War veterans, the Military Adviser is informed that
long-range sensors have just detected a jump point forming on
the edge of the system. A patrol of Starfuries is sent to investigate,
and they report sighting a Sharlin-class cruiser. This cruiser, the
Ashbai, is in Human space in pursuit of a fugitive. The fugitive
is a former monk called Kalenn who rejected the teachings of
his masters and fled the temple in disgrace, taking with him
21
22
Event
Kalenns vessel slips through the jump gate at the same
time as another ship. Kalenn is skindancing to stay
undetected.
Kalenns ship runs out of power and is picked up by the
Trojan.
The Ashbai jumps in.
The Ashbai pursues the Trojan, capturing it if the
characters do not order EarthForce to intervene.
If protected by EarthForce, the Trojan makes it to
Proxima Station with the Ashbai in close pursuit.
Results
Roll
<0
1-10
11-15
16-20
21-25
25+
Earth
1d10%
1d6%
+0%
+1d6%
+2d4%
+2d6%
Mars
1d4%
1d3%
+0%
+1d3%
+1d4%
+1d4%
Jupiter
1d4%
1%
+0%
+1%
+1d4%
+1d4%
Proxima
1d4%
1%
+0%
+1%
+1d4%
+1d4%
Outer
Colonies
1d3%
1%
+0%
+1%
+1d2%
+1d3%
Military Spending:
The results of the military spending vary, as follows. First,
calculate the modifiers for the reaction roll for each planet.
Commander-In-Chief
A DREAM
GIVEN FORM
ocation: Babylon 5
Synopsis: On Babylon 5, the characters attend a state
dinner that rapidly degenerates into an argument
between the Narn and the Centauri. If the characters
were paying attention, clues learned at the dinner can make all
the difference when it comes to drafting a new trade treaty. The
Babylon Trade Agreement is being blocked by the Narn, but
they are blaming the Centauri. As long as the League worlds
think the Centauri are trying to monopolise trade with Earth,
the Narn have the support of the League in the Babylon 5
council.
Ev ent s
President Santiagos continuing tour of the colonies has reached the
Babylon 5 station, located in neutral space. The Babylon Project
was a particular dream of President Santiagos, although even the
projects most fervent supporters questioned the wisdom of building
a fifth station after the destruction of the first four. Questions
are expected to be raised about Santiagos recent appointment of
Commander Jeffrey Sinclair. While Sinclair has an excellent record
as an EarthForce officer and pilot, he has almost no experience
Welcome to Babylon 5
EarthForce One arrives at Babylon 5 and the Presidents staff
transfer over by shuttle. Another EarthForce vessel, the Novaclass Laelaps, is also present, and her captain, Hargrew, will be
attending the dinner. Hand out the player briefings now. There
are two major events scheduled for the Presidents visit:
G
G
23
24
Encounter
Commander Sinclair
Dr Franklin
Talia Winters
Delenn
Lenneir
Londo
Vir
GKar
10
Abbai Ambassador
11
Brakiri Ambassador
12
13
Drazi Ambassador
Markab Ambassador
14
Pakmara Ambassador
15
Gaim Ambassador
16
Senator Marlo
17
Senator Hidoshi
18
Captain Hargrew
19
Mrs Ratasque
20
Alan Shaw
25
26
Press Briefing
After the dinner (and the inevitable hangover) the Press Secretary
has to cope with another briefing.
G
G
G
G
Deep Throat II
The mysterious informant from Mars (see page 18) shows up
again when one of the characters is alone, possibly summoning
the character to a meeting in some out-of-the-way part of Brown
Sector. The informant offers proof that the Narn are engaged in
smuggling and raiding to take advantage of the stalemate in the
treaty talks, providing items that currently cannot be imported
into Alliance space. This proof takes the form of flight logs and
manifests for a Narn freighter, which delivered a cargo of illegal
nanotech to Mars.
Narn: 15. The Narn want to sell vast amounts of cheap goods
and labour.
Centauri: 50. The Centauri offer luxuries and high-tech
goods.
League: 25. The League has a mix of demands and needs, but is
forced to act as a bloc to counterweight the larger economies.
Minbari: 10. The Minbari have little interest in trade, except to
obtain rare items like Quantium-40 and alien curiosities.
Result s
If the characters handled the dinners intrigue and scandal
without embarrassing themselves or the President, there is a
swing of +1d4% to the President. If they did something stupid,
there is a swing of 1d4%.
If the trade deal fell through completely, there is a swing of
2d8% against the President. If it went through, there is a
+2d4% swing. The Presidents popularity also rises by +1% for
every point of trade protection for Earth added to the treaty, and
falls by 1% for every point of trade protection taken away.
B riefin gs
Chief of Staff
G
G
Military Adviser
G
Press Secretary
G
Economics Adviser
G
G
Campaign Manager
G
G
Traitor
G
Science Adviser
G
27
28
ELECTION NIGHT
ocation: En route to Earth
Synopsis: With only a few days until the election, will
the characters past sins come back to haunt them, or
will they commit new ones in order to win?
Ev en ts
President Santiago is returning to Earth after his tour of the
outer colonies for another week of intense campaigning before the
election.
Secret Scandals I
One of the characters is contacted by Kalindra Moore, a Universe
Today reporter who is investigating the Santiago campaign. If
the characters have any skeletons in the closet from earlier in the
Final Flight scenario (either from Creative Accounting during
the talks on Proxima, from under-the-table deals in the trade
negotiations on Babylon 5, or from some other suspect deal or
solution), Moore will question them about their actions. If the
characters have not made any illegal deals she will ask questions
about the Psi Corps endorsement, and about evidence that
Clark offered to remove some of the restrictions on the use of
telepaths (for instance, bringing them into criminal trials).
It is obvious to the characters that Moore is looking for
confirmation of her suspicions. She has enough information to
go to print, but needs confirmation from a senior source for a
high-profile story. Moore asks to meet the character as soon as
EarthForce One reaches Earth.
The Debate
The next task for the characters is to prepare President Santiago
for his live debate with Marie Crane. The debate is being held
on a space station orbiting Earth, with the magnificent blue
globe as a backdrop for the event. Each of the characters will
choose a topic on which to brief the President, and will then
roll an appropriate skill for that topic. For example, briefing the
President about general poise and public speaking would be a
Diplomacy check, while preparing him to speak on EarthForces
role in the coming years would be a Knowledge (tactics) check.
Each such roll gives a bonus to Santiagos debate skill. He begins
with a +10 bonus. Once all the modifiers from the characters
rolls have been applied, roll Santiagos debate check and consult
the following table:
Characters
Check
<20
21-25
26-30
31+
Debate
Bonus
+0
+1
+2
+4
Santiagos
Check
11-15
16-20
21-25
26+
Popularity
Change
1d4%
+0%
+1d4%
+1d6%
Secret Scandals II
The character approached by Moore needs to decide on a course
of action. If he gives a quote, he can choose to spin the damage
in advance (see page 4), while another character can also choose
to spin it normally. If he does not give a quote, the damage to
popularity will be lower (but the incident may only be spun
once).
Scandal
Psi Corps
Endorsement
Military Spending
Popularity
Damage
Without Quote
2d6%
Equal to amount of
Creative Accounting
Secret Trade Deal Equal to DC change
Popularity
Damage With
Quote
2d8%
Equal to amount of
Creative Accounting +2
Equal to DC change +2
Election Night
Election Night
Last-Minute Solutions
At this point in the scenario, the time has come for players
to employ any last-minute solutions or ideas to win votes
for Santiago. If the players come up with anything creative,
reward them with a few percentage points of popularity. Ideally,
Santiago should just scrape through without resorting to using
the data crystal, but if times are dire from missteps in previous
scenarios, they may need to cheat to pull off a win.
Results
For the final election result, start with Santiagos and Cranes
current totals. Roll 1d6, subtract that many points from the
Undecided total, and add it to Santiagos score. Do the same
for Crane. Continue rolling in this fashion until the Undecided
total is gone, and congratulate the winner.
29
30
Ev en ts
The characters are on Mars (if the Campaign Adviser, Jerash
Aran, is a player character, he has been kept as a political adviser).
EarthForce One is in orbit, preparing to leave Mars destined for
Io. The President is preparing for his New Years speech, to be
given in a few hours. Politically, things are remarkable quiet
(for once).
All the characters are called in for a scheduled meeting with
the Vice-President. Clark is waiting for them in one of the
meeting rooms in EarthDome Mars. A stern-faced man sits
with him, and Clark introduces him as Mr Jones, an associate of
his. Mr Jones is actually a telepath, although he is not wearing
a Psi Corps uniform or badge. He is wearing gloves, though.
Mr Jones will not speak to the characters unless they ask him
something directly.
Clark tells the characters that he has called them
together to discuss future policy. He is drafting a set
of proposals for the President about the future of the
Earth Alliance. He wants their input on the following
questions:
G
Knowledge of Future
History
Mars
The characters who remained on Mars accompany Morden
to another meeting with a perfectly healthy Vice-President
Clark. There, he shows them a video of the Shadow craft being
excavated in the Martian desert in 2253. That is whats out
there, gentlemen, he says, thats what we have to deal with.
Io
A few days later, EarthForce One arrives at the Io Transfer Point.
Suddenly, all transmissions to and from the ship are jammed.
If any of the characters had been watching ISN, or any other
channel, they suddenly see nothing but static.
The ship begins to emit a low groan as the Shadow virus takes
hold. Explosions rock EarthForce One, and gravity begins to
fail as the spinning decks slow and catch on debris. Most of the
lifepods shut down instantly. Only one pod is left functioning,
and contains space for only one person. The characters have
only a few seconds to decide who should be allowed a slim
chance of survival. There is no time to reach the President.
A moment later, EarthForce One explodes, killing everyone on
board including President Luis Santiago. News of the disaster
arrives at the same time as the news of the Shadow attack on the
Narn Outpost 37.
The Shadow War has begun.
31
32
LICENSE
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