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Contents & Credits

THE FINAL FLIGHT


OF SANTIAGO
Cred it s

Contents

Author

Introduction

Page 2

Characters

Page 6

The Needs of Earth

Page 10

The Mars Question

Page 14

Commander-in-Chief

Page 19

A Dream Given Form

Page 23

Election Night

Page 28

The Final Flight

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

Mark Billanie, Adam Caverly, Trevor Chapman, Natalie


Chapman, Brian Dennison, Alex Van Donkersgoed,
Vicki Fitzsimmons, Jamie Godfrey, Daniel Haslam, Mark
Howe, Alan Moore, Daniel Scothorne, Michael J Young

Special Thanks
J. Michael Straczynski, Fiona Avery, Isabelle Richard,
Skye Herzog

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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
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BABYLON 5 and all related characters and elements are
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and Warner Bros. Entertainment Inc.

INTRODUCTION

258 is an election year. Incumbent President


Luis Santiago is fighting a losing battle
against his challenger, Marie Crane. In this
campaign, its time for desperate measures.

The Presidential election is decided by votes from


each state in the Earth Alliance. The number of votes
accorded to each state depends on its population,
military strength, economy and other factors,
calculated according to a complex formula. The old
United States of America, the Russian Consortium
and the European Federation offer the vast majority of
the votes. Smaller, less developed nations have fewer
votes, and the various outlying colonies are generally
ignored in presidential campaigns. This time, though,
the race could be decided by a razor-thin margin and
even one or two electoral votes from Mars or Proxima
could make all the difference.
EarthForce One will set off on a tour of the colonies while VicePresident Clark continues to campaign back on Earth. The
Presidents high-profile tour promises to tackle some of the most
divisive issues of the day. Many of the problems and election
topics back on Earth (military spending, fear of alien influence,
worries about being drawn into another galactic conflict) can
only be solved out here among the stars.
The solutions are up to the characters. In this scenario, the
players step into prewritten characters, President Santiagos
inner circle of advisers and staff. They will travel with him
on board EarthForce One, providing their opinions and advice
about what course of action he should take. If Santiago makes
the right decisions, and they can handle the media spin on his
bad calls, they might just be able to pull off this election.

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

This scenario takes places early in Season 1, with


an epilogue at the end of that season. Suggested
episodes to review are The Gathering,
Gathering, Midnight on
the Firing Line,
Line, as well as Survivors and Chrysalis
Chrysalis..
Given the other inspiration for the scenario, any good
White House drama ((The
The West Wing is this writers
particular poison) could also be a good idea.

The Player Characters


There are six pre-generated characters for use in this scenario.
If you have fewer than six players, allow them to pick which
characters they want to play and run the others as Non-Player
Characters. If you have to drop some of the characters, be sure
to keep the Chief of Staff, the Press Secretary and one of the
military characters.
James Fenton: Chief of Staff. An old friend of Santiagos, he
is known for his connections to various corporations, and his
very public dislike of Vice-President Clark. Some insiders have
stated that keeping these two men working together is Santiagos
greatest triumph. Fenton has contacts in the defence industry.
Lian Ko: Intelligence & Military. EarthForce General Lian Ko
is one of the new generation of officers who rose through the
ranks after the Earth-Minbari War, and is determined to see the
Alliance kept secure against alien invasion. The general does not
care much for politics.
Dr Kingsley Rourke: Science Adviser. Popular and charismatic,
this scientist has a gift for publicity. Dr Rourke is able to explain
things in a way that is easy for the general public to grasp, but
is dismissed by much of the academic establishment as frivolous
and lacking rigour. This science adviser is paranoid and a bit of
a hypochondriac, but is very well-informed.
Jane Cantwell: Press Secretary. One of the presidents staff
since his first campaign, she is secretly a latent telepath. This
emerging ability gives her an edge in press briefings.
Christopher Gull: Economics Adviser. A newly appointed
economic policy adviser, he is disliked by most of the other
staffers. Gull was brought on board by Santiago after he wrote a
series of articles in Universe Today criticising Santiagos policies.

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 campaign (and actually running the Earth Alliance), so he


is relying on the characters to do their jobs without running to
him every five minutes. Santiago is an old, savvy politician, but
after having served two terms the electorate view him as stale and
out-of-touch. He has sponsored several unpopular programs,
like the Babylon Project, that many of his constituents see as a
waste of Earths time and money. Ongoing problems on Mars
have also sapped his popularity, and what started out as an easy
election has become a bitter fight.

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

But We Know He Wins!/Were All Going To Die!

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.

outer hull rotates to provide artificial gravity, while the inner


hull contains the ships drive and hangars. The ship is divided
into several colour-coded sections:
Blue: Presidential Quarters
Red: Press and Public section
Green: Staff and Ambassadors, Conference Rooms
Brown: Maintenance and recycling, Services
Grey: Hangars, Sensors, Bridge
Black: Security and Defence, Situation Room
Yellow: Drives and Power Generation

Poll Results

Spin
Change
+/ 1%
+/ 2%
+/ 3%

DC
15
25
40

Each change can only be spun once. For example, if Santiagos


popularity decreases by 4% over his handling of a crisis during
the tour, the Press Secretary might make a Diplomacy check at
DC 25 to reduce the damage by 2%.
Each character may spin only once during a particular episode.

At the start of the game, the ISN polls list the following
results:
Santiago/Clark: 36%
Crane/Hamato: 44%
Undecided: 20%

How The System


Works
The players may ask some of the following questions:

Whenever there is a shift in the polls, half of the swing comes


from the undecided voters and half results from support of
the opponents. For example, if a particular event results in
a +8% swing for Santiago, then take half of that swing from
the Undecided voters (dropping them to 16%) and half from
Cranes supporters (dropping her to 40%).

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.

How is the winner of the election determined?


Everyone in a state or colony in the Earth Alliance votes for their
choice of president. The person who receives the majority of the
state ballots gains the electoral votes for that state. The number
of electoral votes varies depending on state size, population,
military and economic power and so forth. All the big states
and about 90% of the electoral votes are on Earth.
If the colonies count as being independent from the Earth
states, what is the hang-up about independence for Mars?
Currently, the only truly independent colonies are minor
ones like Jericho, where the world was of no real economic
importance to Earth. The colony pays a small amount of
taxes to EarthGov and has its own local government, but does
not receive the Earth funding afforded to a non-independent
colony. Earth treats non-independent colonies like Mars as
investments they have a colonial administrator instead of a

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?

Most of the security arrangements for this tour have already


been made.

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,

Knowledge (Proxima) +11, Sense Motive +20, Subterfuge +9


Feats: Contact (CEO, Hyundyne-Mitchell), Contact (Senate
Leader), Contact (Joint Chiefs), Contact (Proxima Colony
Governor), Iron Will, Skill Focus (Intrigue), Skill Focus (Sense
Motive)
Influence: Local (EarthDome) +10, Earth Political +20, Earth
Economic +20, Earth Military +15

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

(Knowledge (astrophysics)), Alien Technology Familiarity


(Centauri, Brakiri), Peripheral Studies (Medical, Telepathy,
Biology)
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 8, Dex 11, Con 11, Int 17, Wis 11, Cha 15
Skills: Bluff +7, Computer Use +13, Concentration +10,
Diplomacy +7, Knowledge (astrophysics) +20, Knowledge
(biology) +15, Knowledge (chemistry) +8, Knowledge (physics)
+8, Knowledge (law) +8, Knowledge (telepathy) +10, Medical
+15, Perform +8, Sense Motive +5, Technical (electronics) +13
Feats: Alien Empathy, Contact (EarthForce R&D), Contact
(ISN Reporters), Data Access
Influence: Earth Political +15, Earth Social +10, Earth Military
+10

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

Skills: Bluff +12, Concentration +5, Diplomacy +19,


Intimidate +12, Intrigue +12, Knowledge (law) +12, Knowledge
(philosophy) +12, Perform +12, Sense Motive +16
Feats: Contact (ISN Editor), Contact (siblings in Psi Corps),
Contact (Media Corporation Executives), Hobby (perform),
Latent Telepath, Skill Focus (Diplomacy), Skill Focus (Sense
Motive)
Influence: Earth Political +20, Earth Social +20

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

Feats: Contact (corporate executives), Contact (labour unions),


Contact (Universe Today), Data Access, Skill Focus (Knowledge
(Earth)), Spacecraft Proficiency
Influence: Earth Political +15, Earth Economic +20, Earth
Social +10

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.

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.

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.

Jane Cantwell is a construct personality built by the Psi Corps.


Politically ambitious, the Corps needed a tool. Four years ago,
Jane (the old Jane, the dead Jane) went to visit her full-telepath
siblings Michael and Claire. In accordance with the orders
they were given by the Corps, her siblings destroyed and rebuilt
Janes mind in secret. You are unaware of the change, but you
now utterly loyal to the Psi Corps and their interests.

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.

The Corps likes Vice-President Clark, and therefore you like


Vice-President Clark.

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.

The Psi Corps seems to have breached its charter to endorse


Clark, which is hindering the Santiago campaign.
Someone has smuggled the telepathic drug 'Dust' on
board EarthForce One, and that nice Psi Cop Al Bester is
here to investigate.
A passenger liner is hijacked by a telepath on the run
from Psi Corps. Both Psi Corps and EarthForce Hostage
Rescue want control of the incident. The characters have
to decide which team should take the lead.

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.

There is a drug called Dust, which activates latent


telepathic abilities in most people. It is damaging both
for the user and for anyone he scans, as psychic abilities
can be very dangerous without training. There is some
speculation that Dust was originally created by the Psi
Corps themselves.

Press Secretary
G
G

Youll need an answer to the endorsement question, and


an answer about Chris Gulls involvement before the next
briefing.
Find something positive to say about Mars or the
Presidents accomplishments.

Economics Adviser
G

C ha r a cte r Br ie f i n g s

Marie Crane is just parroting arguments you made in


Universe Today 18 months ago. Youve got a program
that will answer many of her points about trade deficits,
but you need to get the President to commit to lowering
military spending.
The Psi Corps are very, very good for the economy. Fraud
has plummeted since the introduction of business scans,
and investor confidence is much higher. People do not
realise how much of Earths prosperity comes from the
atmosphere of trust created by the Corps.

Campaign Manager

Chief of Staff
G

Security at the launch was sloppy, so the security teams


on board EarthForce One need to shape up.
This stage of the flight takes the ship through some of the
most secure space in the whole Alliance. There is never
any major trouble on the Earth-Mars run. The nearest
ships outside the Presidential flotilla are the liners Semele
and Mariposa, and the cargo hauler Pride of Zaire.

The Psi Corps are very unpopular among voters. Most


people want telepaths to keep to themselves and avoid
causing any problems. Clark should know better than to
drag the Corps into this election.
G
It is important to get this tour started off on
a positive note. Clark might be trying to steal the
Presidents thunder by having this endorsement
announced at the same time as the tour
launches.

Agh! Telepaths bad! Understandably, people dont like


the idea of telepaths probing their minds thats why
they shuffled them all into a ghetto called Psi Corps!
Even after decades of positive messages, the Corps is
still distrusted by the average voter. Make them stop
associating Santiago with the Corps!

The Needs of Earth

The Needs of Earth


Traitor
G

Clark owes the Psi Corps a favour. Make sure that


Santiagos group does not offend or damage the Corps
standing.

First Press Briefing


The first press briefing is meant to get the players acclimatised
to the concept and their characters, and there are no harsh
punishments if the Press Secretary stumbles in this first
encounter. Skilled roleplays should warrant a +1% popularity
boost for Santiago. Questions from the press are as follows:
G
G

G
G

Does the President have confidence in Vice-Presidents


Clark ability to fight the election on Earth, or is this tour
merely an elaborate way to throw in the towel?
Will there be any official comment on Marie Cranes
speech at EarthDome? Our sources say that she is going to
continue to criticise Santiagos handling of the economy.
Can we get a quote from Chris Gull on that, given her
repetition of many of his own published opinions?
Is the President worried that visiting Mars will stir up bad
feelings after the food riots back in 51?
I understand the President will be meeting with various
Martian independence groups. Is Mars independence
back on the table?

The question posed to the character is whether they should


comment on the endorsement. A Knowledge (law) check (DC
25) confirms that with a straight reading of the charter, Psi Corps
members are allowed to endorse a candidate. This sudden mass
support for Clark, however, is certainly in breach of the spirit of
the charter. Poll results immediately drop Santiagos popularity
by 2%, as he is seen as being too close to the distrusted Psi
Corps.
See Results, at the end of this episode, for the response to any
comments made by the characters on this issue.

Guess Whos Coming To Dinner?


While the characters debate the Corps question, Lian Ko and
James Fenton are paged over their links by the ships captain. It
appears that someone has asked for permission to dock and meet
with the Presidents staff. A moment later, a jet-black Starfury
flies past the window, flashing a large omega symbol. It is one
of the Psi Cops vessels, and Mr Bester is on board.
Bester asks to meet with all the characters so that he can explain
his mission. He is here because of Dust a drug that awakens
latent telepathic ability, but is highly addictive and dangerous.
Even a scan carried out by a trained telepath can be painful
or damaging on this drug, with dire consequences that extend
to horrible psychic or neurological damage from blundering
around in another persons brain.

The last question is the most important:


G

Is there any official comment on the rumours that Psi


Corps has officially endorsed Vice-President Clark as
their preferred candidate? Will they also be endorsing
President Santiago? Does this endorsement constitute a
violation of the Corps Charter?

At the close of the press briefing, give the players their character
briefings.

The Corps Endorsement


Universe Today confirms the Psi Corps rumours an hour
after EarthForce One leaves orbit. Under the terms of the Psi
Corps Charter, the organisation is not permitted to officially
support any political party or politician. While the Corps is
not officially supporting Clark, several senior Corps figures have
issued public statements praising the Vice-President. All the
telepaths have used similar phrases and press quotes, suggesting
that the pro-Clark sentiments are coming through the Psi Corps
telepathic network.

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

Whats Going On? The packet was indeed smuggled on board,


but the Psi Corps was aware of it. The entire event is staged to
remind Santiago that he needs the Corps support. A reporter
called Gregor Reiss has picked up the drug from the storage
bay, and he intends to use it to scan various EarthForce military
officials during the meetings on Mars. He has heard rumours
about EarthForce finding something out in the Martian desert,
and feels that the drug is his best chance of ferreting out the
truth. On his personal computer lectern he has copies of
various textbooks about using telepathic powers, as he hopes to
train himself to use the Dust without hurting anyone.
By implicating Reiss, Bester removes a threat to the Corps
secret operations out in the Martian desert (the excavation of
Shadow technology) and shows just how vital the Corps can be
in maintaining security.
Investigating the Dust: The characters have three options.
They can let Bester scan everyone on board EarthForce One,
they can have Security investigate the matter or they can make
their own inquiries. The Bester option is the fastest, but also
the most questionable. Having the Presidents own security
detachment conduct the search is probably the most logical
option, but what if one of them is actually the Dust user?
If they make their own inquiries, the first place to start is the
storage bay where the drugs were stashed. The bay is watched
by security cameras, but the person who left the packet was
wearing a hooded jacket. No identifying features, not even
gender, can be accurately determined. A successful Investigate
check (DC 20) reveals that the doors electronic lock was hacked
open, and the time of entry was during the press conference.
Checking the camera footage of the conference shows that only
two reporters from the press corps were absent: Gregor Reiss
and Isabel Baker.
Both Reiss and Baker will cooperate with questioning, unless
they discover Besters involvement (in which case both claim Psi
Corps harassment of the press). Reiss claims to have been in his
cabin, doing research, while Baker was violently spacesick. If
the characters check the computer logs (DC 25), they discover
that Reiss computer was indeed downloading information
from the computer nets, including several books on telepathy,
biographies and reports on EarthForce officers, and information
about archaeologists assigned to Mars. If they ask the ships
Medlab, they discover that Baker requested a strong dose of
anti-nausea medicine, which could be a treatment for either
space sickness or the side effects of Dust.

Closing The Net: If the characters are handling the investigation,


they need to figure out how to determine which of the two
reporters has the Dust. If they leave it up to the security forces,
both reporters are detained and their quarters are searched,
which creates rumours (see the second press conference and
results, below). If they leave it up to Bester, he scans both
reporters and finds out that Reiss is the Dust user, and no one
else needs to know.
To flush out the truth, options include straight roleplaying
(making it clear how much trouble he is in, persuading him
to confess voluntarily), secretly searching the quarters of the
suspects (the Dust is hidden inside one of Reiss camera cases,
Investigate DC 20 to locate), or exploiting Reiss interest in
Mars by claiming that some key Martian general has come on
board, prompting him to use the Dust early.

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.

Everyone else on board EarthForce One is either proved


innocent through the security checks or is dismissed from
further investigation. The only remaining suspects are Baker
and Reiss.

The Needs of Earth

The Needs of Earth


Bester recognises the signs. The girl is a telepath, probably a
late-blooming blip. She is obviously scanning everyone around
her, and she will pick up on the hostile thoughts of the CTHR
team when they arrive. She is armed with a Binary Propellant
handgun, not a PPG. She must have used her psychic powers
to blur the perceptions of the security guards at the spaceport to
get that monstrosity on board the liner. A BilPro gun like that
will likely cause a hull breach if she fires it.
If CTHR go in, Bester believes that everyone on board the
Semele will be killed. There is another option. Besters Starfury
does not have the speed or range to reach the ship in time, but
EarthForce One does. If the characters can persuade Santiago
and the captain to alter their course and burn harder, then they
can get Bester into position. If he is close enough, he can talk
the girl down telepathically.
While the characters are deciding what to do, the press corps
calls for another conference.

Second Press Briefing


The questions in this conference centre on latest developments.
G
G
G

G
G

Now that the endorsement has been confirmed, is the Psi


Corps breaching its Charter by endorsing Clark? Does
the President have any comment on the endorsement?
Will Santiago be seeking a similar endorsement?
Is the President aware of the situation on board the
Semele? As EarthForce One is one of the closest ships, will
your crew be providing any direct assistance? If not, why
not? How will the hostage situation be handled?
Is there any truth to the rumours that the terrorist is
actually a telepath called Katya Toitovna?
Do you believe that this hostage situation connected to
the endorsement?

Other questions will vary depending on how the characters


handled the Dust situation.
G
G
G

Why is there a Psi Cop on board EarthForce One? Is


there an unregistered telepath on board?
Can you confirm or deny the rumours about drug use on
board?
Why are the rooms of certain reporters being searched?
Does this administration value the freedom of the press?

The Semele Crisis


If the characters persuaded Santiago to divert EarthForce One
and let Bester handle the crisis, roll on the following table.

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.

If the characters left CTHR to handle the crisis, roll on the


following table.
Roll
(1d6)
1-2
3-4
5-6

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

Mars is important to the Earth economy, so the status


quo must not be disrupted.
You must keep your staff safe and coordinated. Martian
politics are notoriously dangerous.

Mars is home to several very important EarthForce


research bases. It cannot be allowed to go independent
too soon.
Terraforming would interfere with Mars virtue as a
military base. Domes mean that the planet is secure and
the population can be kept away from sensitive sites and
testing grounds.

Science Adviser
G

Martian terraforming has slowed down a lot, as it is easier


to go to other, more Earth-like planets. However, the
terraforming process is one of the biggest scientific
experiments in history, acting as a planetsized biology lab, and should be funded and
supported.

The President cannot be allowed to lose face. He needs


to meet with someone.
Most people on Earth do not understand Martian
politics. Avoid getting the President bogged down in
trivial squabbles.

Economics Adviser
G
G

Even more than Earth, Mars is ruled by the


corporations.
Terraforming is a waste of money. Why turn Mars into
a habitable world when there are plenty of green planets
in other systems? Mars is a major market for Earths
agricultural industry!

Campaign Manager
G
G

Military Adviser
G

Mars Liberation Now! is very troublesome. Many


computer viruses and other information attacks have
been traced back to them.

Press Secretary
G

Our continuing coverage of the Presidents tour of the colonies is


available on sub-channel three. Tonight, at seven oclock standard
time, well be showing the days highlights in Campaign Roundup,
including EarthForce Ones arrival in Mars orbit and the
announcement of the Presidents full schedule during this visit.
Speculation is mounting about which groups the President will
meet with, as President Santiago may turn Martian independence
into a hot issue in this campaign.

Mars is poison! There is a far bigger chance of offending


all those voters back on Earth than there is of getting the
support of the Marsies! Go for the safe option!
If there is any way to turn around the Mars question of
Mars to make it a problem for Marie Crane instead of
Santiago, do it!

Traitor
G

Do not let Santiago commit to Martian independence or


terraforming.

Weve Lost The Marsies


At five a.m. ships time, the characters are called to the briefing
room for an emergency conference with Anne Carter, an official
in the Martian Governors office who was coordinating parts of
the Presidents visit to Mars. She looks harried, and cuts right
to the point: Weve lost the Martian Independence Movement.
Theyre refusing to meet with Santiago at all.

The Mars Question

The Mars Question


Who?
The Martian Independence Movement (MIM) is the
most reasonable, credible, and peaceful of the various proindependence groups. They have strong ties with Free Mars.
Why Is This A Problem?
Carter was told to arrange meetings with at least one proindependence group. While Martian independence is an
unpopular topic back on Earth (most of Earths population sees
the independents as ungrateful at best, and terrorists at worst),
it does play well in the colonies. Santiago needs to be seen
acknowledging their desire for independence.
What Did Carter Expect The Martian Independence
Movement To Do?
The MIM have been pressuring EarthDome for years to give a
date for the return of Martian independence. Martian dissent
and terrorism keeps rising. If Santiago could get their support
without committing to an unreasonable date for Martian
independence, or at least get them to use their influence to calm
the Martian underground, it would be a significant coup.
Why Did The Martian Independence Movement Pull Out?
Carter has no idea. This might just be grandstanding, in hopes
that by pulling out at the last minute they might force Santiago
to offer concessions to get them back at the table. Maybe they
do not believe Santiago is willing to listen to them.

Is It Important To Have The Martian Independence


Movement There?
It is well known that the President will be meeting with
various Martian groups. Failure to meet with at least one proindependence group would be seen as a deliberate insult to the
Martian people, and would likely spark a new set of riots or
terror attacks.
Who Else Is The President Scheduled To Meet With?
G
Martian Governor Maria Haldecourt: She gave the
order to use lethal force during the Food Riots, which
made her very unpopular on Mars. She is well liked by the
political groups on Earth, and has done well in keeping
the Martian economy and infrastructure running.
G
The Mars Business Conglomerate: An alliance of the
large corporations and industries on Mars.
G
Domesteader Association: A political group that serves
as a local government for the thousands of small domes
and habitats scattered across the Martian plains. The
Domesteaders are an increasingly influential faction on
Mars.
G
EarthForce Mars Officers: Mars has a number of
bases and research outposts, and there are a lot of troops
garrisoning Martian cities since the Food Riots.
Can We Get The Martian Independence Movement Back?
Maybe, but they are refusing to speak to Anne Carter. It will be
up to the characters to talk to the MIM.

15

16

What If We Cant Get Them Back?


The President needs to talk to some pro-independence group. If
the MIM will not talk, the characters need to get one or more of
the following groups to meet with the President.
G

Mars Liberation Now!: Smaller and less influential than


MIM, this group is much more vocal. Mars Liberation
Now! puts out comments and press releases on almost
everything that happens on Mars. The hard core of the
Martian Resistance see them as irrelevant loudmouths,
but they are well known back on Earth thanks to their
huge presence on the net. If the crazier elements of
Mars Liberation Now can be reined in, they could be an
adequate replacement. However, they draw a lot of their
support from universities, so there is a risk that they will
try some sort of stunt.
Martian Provisional Congress: This is the reformed
version of the old Martian government. It is largely
powerless these days, having lost all its authority to the
Martian Governor. Santiago is scheduled to address the
Congress, but is not scheduled to meet with any of its
officials. Most Martians see the Congress as a joke, or
as an Earth-sponsored rubber stamp for the decisions
of the Governor. If the President meets with the
Provisional Congress, the characters will need to set
an agenda. A content-free meeting will confirm

the Congress powerless status, but discussing anything


of importance means giving some credibility and power
back to the Congress, undermining the Governor.
G

Dejah Thoris: The Daughters of the Martian Revolution


concentrate on womens issues on Mars, but they are
politically canny and surprisingly influential. They are a
nice safe option, but too small to be a significant player
in the independence debate.

Free Mars: Free Mars is the heart of the largest and


most powerful independence movement, the Martian
Resistance. They are also terrorists and criminals, with
only minimal political involvement. Reaching out to
Free Mars is the surest way to get the support of the
Martian independents, but it would also infuriate Earth,
the corporations and everyone else who does not want an
independent Martian state.

Martian Terraforming Project: Another safe option,


the independence movement are known to be strong
supporters of the long-term project to terraform Mars.
The Terraforming Project has largely stalled, as investment
bypasses the cold, dry planet of Mars and goes instead
to Earth-like habitable worlds in other solar systems.
Meeting the terraformers and promising new investment
is an option.

The Mars Question

The Mars Question


Whatever the characters decide, they need to make
the arrangements quickly. They are expected to speak
to the press sometime today to announce the full
schedule of meetings. Carter tells the characters that
they really should meet with all the groups listed above
(MLN, Martian Congress, Dejah Thoris, Free Mars,
Terraformers), at least unofficially, to understand the
true situation on Mars.

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.

Martian Independence Movement


Who: Jerry Krahulik, a former EarthForce Officer who quit
after the Food Riots and joined the MIM. (Level 6 Officer;
Bluff +4, Diplomacy +6, Intrigue +4, Sense Motive +5)
Where: MIM offices in MarsDome, a rather run-down office
that is heavily bugged by Martian security
Group Description: Independence activists. Effectively, the
political wing of Free Mars.
Secrets: (DC 15) Krahulik will not speak openly because the
MIM offices are bugged. If you want to get him to talk honestly,
meet him outside the offices, in the tunnels. (DC 20) MIM
pulled out of the talks because someone told them that Santiago
was only meeting them to get the support of the colonies, and
has already privately promised to keep the Governor in place for
at least two decades.
Desires: The dissolution of the Provisional Congress and the
establishment of a real Mars government; a limit on how long
there will be a governor in place

Mars Liberation Now!


Who: Gary Robinson, a young politician and lecturer at Mars
University (Level 3 Scientist; Bluff +4, Diplomacy +4, Intrigue
+2, Sense Motive +1)
Where: Mars University
Group Description: Young activists and intellectual radicals
Secrets: (DC15) MLN intend to use the meeting to humiliate
the President. They will use holoprojectors to display images

The Martian Food Riots

The Food Riots took place in 2251. The Earth Senate


had voted to suspend shipments of food to Mars,
in retaliation for the Martian Congress declaration
of neutrality in the Minbari War. As food supplies
ran scarce, rioting began. EarthDome Mars, the
seat of government, was besieged until Governor
Haldecourt authorised the use of force. Many were
killed in the riots aftermath.

and names of everyone killed during the Food Riots on the


roof of MarsDome One, while simultaneously marching on the
Governors office and calling for her removal.
Desires: The removal of Governor Haldecourt; an apology for
the way the Food Riots were handled

Martian Provisional Congress


Who: Burt Mitchell, a middle-aged Martian businessman
desperate for any recognition from EarthGov (Level 2 Worker;
Bluff +3, Diplomacy +4, Intrigue +2, Sense Motive +2)
Where: EarthDome Mars
Group Description: A largely powerless group of politicians
and socially ambitious Martians; the best of them end up
making it to the Earth Alliance senate back on Earth
Secrets: (DC 15) The Congress is absolutely terrified of
Governor Haldecourt, and would not even dream of offending
her directly.
Desires: Recognition from EarthGov; the transfer of some
power from the Governor to the Congress (control of Martian
taxes and trade tariffs for example).

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

Group Description: Secretive and highly influential freedom


fighters
Secrets: (DC 25) The characters must make a successful
Intrigue or a Mars Local or Criminal Influence check to arrange
a meeting with Free Mars.
Desires: Martian Independence; the removal of Governor
Haldecourt

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

of the MIM and that there is no chance of any troublesome


independents threatening the Conglomerates interests on
Mars.
The data crystals contain enough security data to confirm that
they are not fakes. Anne Carter sabotaged the talks she was
supposed to be organising in order to prevent the independence
movement from having a voice. The characters can use this data
to get the MIM back to the talks, or to extract a favour from
Anne or the Conglomerate.

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

The Swing to Santiago


Results
<0
1-10
11-20
21-30
31-40

The Mars Question

Earth
1d10%
1d4%
+0
+1d6%
+2d6%

Mars
1d6%
+0
+1d4%
+1d6%
+1d6%

Commander-In-Chief

COMMANDERIN-CHIEF

ocation: Proxima Colony


Synopsis: EarthForce One arrives at Proxima, one of
the most important military bases in the Alliance. As
the characters try to navigate the debate over military
spending, a Minbari cruiser shows up on the edge of the system.
Are the Minbari trying to provoke another war, or is there
something else afoot?

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

The majority of the voters are on Earth, and Crane is


making a bid for votes by cutting military spending in the
outer colonies. You probably need to do the same.
Your background is in the aerospace industry. If possible,
keep cuts away from the fleet.

Military Adviser
G

Military spending is going to be curbed, no matter what.


You need to convince them to cut as little as possible,
only where possible, but keep it away from the fleet and
ground troops.

Science Adviser
G

EarthForce is a huge investor in scientific research, but


fat research grants are always a prime target for hamfisted politicians wielding the scythe of budget reduction.
Protect those R&D grants as much as you can!
The exploratory fleet is also scientifically valuable. Protect
it.

A ten-point reduction is exactly right, according to


your calculations. Crane has promised to slash military
spending to afford a giveaway budget, but that will
just slow the economy in the long run. You need to be
prudent.

Campaign Manager
G

Chief of Staff
G

Whatever they decide to cut from the budget, your job is


to make it sound like a good idea.

The key here is spreading the pain as much as possible and


keeping cuts away from Earth and Mars (the big voting
blocs). As long as the outer colonies feel protected, they
should still vote for Santiago. Factory and space station
closures are a much bigger concern in the more developed
systems.
Above all, the cuts must not seem like they are reducing
the Alliances security. Most voters still remember the
Earth-Minbari War, and a strong military is the pride of
Humanity.

Traitor
G

Fear of an alien attack will make it easier for Clark to


push through some of his more intrusive policies.
Encourage EarthForce to leave the borders as unprotected
as possible to lure the Narn or some other ambitious race
into making a raid. Clark can push forward whatever
legislation or spending he needs in response to the
terror.

First Press Briefing


As EarthForce One enters the system, the scenario opens with
a press briefing. Half of the questions are about Mars and
whatever the characters decided to do there, while the rest are
about military spending and the election back on Earth.

19

20

EarthForce Budget Cuts


Department
Fleet

Option
Mothball ships

Fleet
Fleet
Fleet
Fleet
Fleet
Fleet
Fleet

Cut back Starfury program


Cut back construction of new
vessels
Cut back exploratory fleet
Reduce patrols
Reduce border guard
Scrap old vessels
Sell old ships

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

Reduce physics research


Reduce surveillance

Intelligence
Intelligence
Admin

Slow recruitment
Reduce active forces
Reduce veteran support

Admin
Admin
Admin
Other
Other
Other

Reduce admin costs


Close bases
Close space stations
Retraining
Transfer section
Creative accounting

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

is greater than it was before the Minbari invaded. Exactly


when is this administration going to say enough is
enough?
Sources in EarthForce are saying that Cranes spending
cuts would damage EarthForces ability to defend the
Alliance. Does the President agree with this assessment?

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

Retraining: Ensuring that downsized troops get new


jobs. This reduces the point value of the item by half, but
downgrades its Unpopularity by one step. Only items
marked with a * qualify.
Transfer: Moves a section from one location to another.
This reduces the point value of the item by half.
Creative Accounting: Hides spending. Basically a free
cut, but it would be a scandal if discovered.

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

sacred records dating back to the time of Valen. Kalenn stole


a flyer and made his way to Human space. The Ashbai has
been following his trail since then, and have traced him to the
Proxima system.
The Ashbai is a Warrior Caste ship, commanded by a singularly
arrogant Minbari named Valtor. Kalenn almost burned the
flyers engines out getting it this far and the Sharlins sensors
are capable of detecting the gravitational flux left by its passage.
Human sensors are incapable of detecting such a flux. Valtor has
no intention of informing the Humans of absolutely anything,
and is quite willing to provoke them. If challenged, the Ashbai
broadcasts a single pre-recorded message:
OUR BUSINESS HERE DOES NOT CONCERN YOU. DO
NOT INTERFERE.
Kalenns flyer was picked up by a passing freighter, the Trojan,
and the exhausted and dehydrated monk was brought on board.
The freighter contacted Proxima Station soon after the Sharlin
jumps in-system, but by that time Kalenn had recovered enough
to ask the freighter crew to tell EarthForce that he wanted
asylum. As the President was in the system, the whole mess fell
into the laps of the characters.
Kalenns Story
The earnest young monk explains that while going through
old records in the Temple, transcribing old data files onto more
modern crystals, he discovered some thousand year old records.
His masters forbade him to look at the records, but his curiosity
got the better of him. He stole the records and fled. If he is
returned to the Minbari, he claims that he will be punished, and
that the truth in the records (whatever it is) will never be found.
The records seem to be medical files of some sort.
In fact, they are the results of Minbari examinations of the
corpses of two Technomages, who were slain during their

21

22

attempt to assassinate Valen. The files do contain valuable


information about organic technology and Shadowtech, but
they are couched in religious language about demons and
corruption. Working out what is in the files takes some time.
The Standoff
The Ashbai soon discovers that Kalenn was picked up by the
Trojan, and Captain Valtor pursues the vessel. Do the characters
advise Santiago to order EarthForce to protect the ship, or do
they allow the Minbari to take Kalenn?
Valtor does not want to get into a shooting match with
EarthForce, but he will push them as far as possible. If the
Ashbai is threatened, it can jump out. It jumped in at the edge
of the system to give its engines time to recharge safely. Valtor
may be arrogant and consider Humans to be nothing more than
screeching monkeys, but he is not stupid.
There is no right answer here. Kalenns claim for asylum is
rather weak. He is in no real danger if he is returned home,
as Minbari do not kill Minbari. Furthermore, he stole secret
information and a flyer out of nothing more than curiosity.
However, he is holding useful information, and the eyes of the
media are watching to see how Santiago responds.
Hour
1
2
3
4
5

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

Low Unpopularity Cut on the Planet: 1


Medium Unpopularity Cut on the Planet: 2
High Unpopularity Cut on the Planet: 4
Per extra two point of cuts over ten: +1 to all planets
Per point under 10: 2 to all planets
Roll 1d20 for each planet and check the following table:

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%

Example: The characters cut Construction of New Vessels (EJP,


Medium) and Scrap Old Vessels (EJP, Medium). That gives a 4
penalty to the three reaction rolls. The Games Master rolls a 5 for
Earth, a 12 for Jupiter and a 16 for Proxima. Modified, these rolls
drop to a 1, an 8 and a 12. Checking the table above, this drops
support from Earth by 1d6% and from the Jovian moons by 1%.

The Minbari Situation:


G

If the characters handed Kalenn back to the Minbari


without the media finding out about the asylum plea,
there is no effect. If the media did find out, the loss for
handing him back is 1d6%. It looks like Santiago is
rolling over in the face of the alien aggressors. This can
be reduced to 1d4% if the characters present evidence
that Kalenn is a criminal.
If the characters stand up to the Minbari, Santiago gets
a +1d4% popularity bonus. However, if shots were fired
and Humans were killed, this drops to a 1d6% penalty.

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

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

with a command of this magnitude or with interstellar diplomacy.


Candidate Marie Crane has gone on the offensive, calling the station
a white elephant that has accomplished nothing except nearly
starting a war with the Vorlon Empire and a waste of taxpayers
money and EarthForce resources.

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

State Dinner on board Babylon 5 for Santiago and the


various alien ambassadors.
Finalisation of a trade treaty between Earth and several
alien races, including both the Narn and the Centauri.

The characters are met by Sinclair, Ivanova and the rest of


the command crew. They have some time to wander around

23

24

Babylon 5, allowing the characters their first opportunity


in the Final Flight campaign to spend a few minutes simply
roleplaying. Optionally, run the Deep Throat II encounter (see
below).

The State Dinner


All the alien ambassadors and senior staff on Babylon 5 are
present at the dinner. Characters from the series who are
attending include Londo, GKar, Delenn (and their assistants),
Sinclair, Ivanova, Franklin and Talia Winters. Captain Hargrew
of the Laelaps is also present, as well as various other Human
dignitaries. Garibaldi is overseeing security, so he will
not be in attendance. Ambassador Kosh, the Vorlon,
has not been seen for days.
First, there is a cocktail reception. Allow the characters
to mingle and engage in small talk. Roll on the table
on page 25 to learn who they encounter, and what
possible rumours might arise. Secrets (denoted by
italics) are obtained either through roleplaying or
through a DC 25 Diplomacy or Intrigue check,
while other information is given freely. There
are two main plots running through this scene:
G
G

The trade negotiations are stalled because of


Centauri objections.
Several people are unhappy with Sinclairs
command, and would like to see him replaced.

After the characters have had plenty of time to chat


and socialise, move on to the formal dinner. As the
Presidents staff, the characters are all seated close to
the ambassadors. It all goes quite well, with rare foods
imported from all over the Alliance, delicacies from
the distant reaches of known space, and a delicious
spoo stew as the main course.
The servers start bringing out bottles of
wine. GKar stops one of them, hands
the server a bottle from
under the table, and

gestures for it to be brought over to the Centauri table. It is a


bottle of a rare Centauri liquor. A shipment of the liquor was
stolen by raiders a week ago. As soon as a rather drunk Londo
sees the bottle, he gets very, very angry indeed. The characters
hear a tremendous, Centauri-accented WHAAAAT? from
Londos table, then see the Centauri ambassador rise unsteadily
to his feet. Londo accuses GKar of being a thief, a liar and a
pirate. Feigning insult but barely concealing his amusement at
having riled Londo, GKar shouts that if he is a pirate, where is
his eyepatch? Vir begins to flap his hands in a vague attempt to
restrain Londo before he makes a fool of himself, while Londo
continues to rant about piracy and how the Narn are a race
of rat-thieves and smugglers. GKar roars that if the Centauri
think of the Narn that way, surely their opinion of the Narns
trade partners must be equally high, and would the Centauri
kindly get the hell out of the trade negotiations and leave the
galaxy to races with higher ambitions than drinking themselves
into a stupor and whining about the good old days when they
could oppress and enslave other species!?
Most of the other people at the dinner are too shocked to
respond. Unless the characters act quickly, Sinclair leaves his
table, walks down to Londo, and whispers something in his ear.
Londo sits down heavily, his face flushed, and apologises for
his outburst. He then scowls at GKar and raises the liquor
bottle in mocking salute. The point of this scene is to reinforce
the hostility between the Narn and the Centauri, and to set up
the two major plot points for the trade negotiations Centauri
intransigence, and Narn smugglers.

(continued from Virs section on page 25) not making


any sense at all, just hoping that if I say enough the
other person will realise that Im drowning in my own
words and reach in and save me, like the poet Sino
who was the court poet to one of the early emperors,
the one who killed all the Xon, I think, anyway the
emperor really didnt like Sinos poems so he had all
the scrolls turned into this sort of mulch with wine and
then he drowned Sino in his own words, what a way
to go, I mean Londo once said hed like to drown in a
vat of wine but I hear drownings terrible no matter if
its water or wine or reactor coolant youre drowning
in, though I wonder if its better to drown in something
you like than in something you dont but anywhere,
er, yes, Im drowning in my own words which I dont
much like so I would be very much obliged if you
would either say something so I could stop filling the
silence but also and this is increasingly important so
I could take a breath and not pass out from oxygen
deprivation literally drowning now oh great maker
please I cant shut up and in conclusion Id just like
to thank you for your time and observe that Sinos as
bad a role model as he was a poet.
poet.

A Dream Given Form

A Dream Given Form


Babylon 5 Cocktail Party Rumours
Roll
1

Encounter
Commander Sinclair

Lt. Cmdr. Ivanova

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

Rumours & Information


The Narn and Centauri are at each others throats again, with the Narn winning. The Centauri have
dug their heels in about this trade treaty. Possibly, Londo just doesnt want to go
through the bother of reading the damn thing, but theres something else
Please, Mr President, can I have permission to kick about half the people on this station out of the
airlock? Things will run much more smoothly Captain Hargrew is an old rival of Sinclairs;
the Laelaps diverted from its standard patrol to come here.
Working here at Babylon 5 presents a great opportunity to study xenobiology. Why, just last week I
encountered an alien race that Humans have no records ofcalled themselves the Lekti.
Psi Corps believe that Clark will be the next President after Santiago, and are throwing their support
behind him early.
Sinclair must be allowed to remain as commander of the Babylon 5 station or the Minbari will be
displeased.
Please speak to Ambassador Delenn on all matters pertaining to the Minbari Federation. If there is
anything else I can help you with, please, do not hesitate to ask.
The Centauri Republic welcomes closer ties with the Earth Alliance. The Narn are already
smuggling goods into the Alliance. They make a mockery of any treaty in which they
are involved
Sorry! Er, what? Sorry! I mean, pardon me. Um. Londos much better at this sort of small talk, I just
sort of ramble on in a blind panic (continued in text box on page 24).
The Centauri are trying to undermine the trade talks! They only want to trade when it is completely in
their favour! Thats not commerce, thats Centauri imperialism all over again! Anything they tell you
is a lie!
The League of Non-Aligned Worlds wants the trade deal to go ahead, but that will require the consent of
all concerned. Normally, the Narn are the most stubborn, but this time it is the Centauri
who are unwilling to move with the flow.
The Brakiri Syndicates are eager for closer trade ties with Earth. Veryeager. We Brakiri love trade
and commerce, and you Humans are rich and moist and juicy. We should cut the Centauri out
of the trade talks entirely. Just make a private deal, you and me
Drazi Government want trade deal! Whoever stopping deal, Drazi punch through wall! Diplomatically!
We are glad to be participating in this grand experiment called Babylon 5, but worry that it might need a
more diplomatic hand at the tiller. The Commander is too stern and belligerent. We would
favour the trade treaty if he was replaced.
The Pakmara are excluded from trade talks. Excluded from most things. Only here because Vree
ambassador gave us tickets. Vree have no sense of smell. Pakmara see everything, hear
everything. Narn have many smugglers, many underhanded dealings. They do not
need treaty.
Gaim Queens desire technology of lesser races. Technology obtained through war or trade. Gaim
Queens do not believe Gaim can wipe out lesser races, therefore, Gaim are willing to trade.
The trade negotiations are nearly complete, if only we could get the Centauri to agree. Personally, I
blame Commander Sinclair. He doesnt have the skills needed to run these types of
complex negotiations.
The trade negotiations have stalled over Centauri objections. And other people are using this as
an excuse to get Sinclair removed and have a more pro-Earth commander appointed.
I see the dead hand of the Babylon Oversight Committee.
The Laelaps is here for R&R and to provide extra security for the Presidents visit. Unofficially,
two members of the Babylon 5 Senate Oversight requested that I divert course to the
station.
Im the head of the Babylon 5 Commercial Association; Im here to lend support to this treaty, which will
build on the stations position as a trade crossroads. People have tried to put pressure on me
to support a change of commander, but Sinclair seems like enough of a hard-ass to
finally deal with the smugglers and raiders that infest the station.
Alan Shaw, ISN Correspondent for Babylon 5. Theres a rumour running around that the
station commander, Sinclair, might be replaced if these negotiations dont go well. Is
there any truth in that?

25

26

Press Briefing
After the dinner (and the inevitable hangover) the Press Secretary
has to cope with another briefing.
G
G
G
G

Does the President have any comment on last night's


dinner?
Does Commander Sinclair have the Presidents complete
confidence? Is it true that Captain Hargrew is being
considered as a replacement?
Will the trade negotiations add protection for Earth
industries against competition from alien goods?
One, two and three blew up. Babylon 4 vanished. Would
you care to speculate about how Babylon 5 is going to
go?

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.

The characters can modify these DCs by changing the treaty,


using the following options. It is probably simplest to tell the
players the DCs and the mechanics used for this section, but any
adjustment of the DCs should be accompanied by roleplaying
the best parts of the negotiation.
Trade Protection for Earth: Adding protection raises the DC
for all other races by +2, but reduces the Earth DC by 1.
Furthermore, it adds to the Presidents popularity (see Results).
Lowering trade protection reduces the DCs for all other races
by 2, but raises the Earth DC and lowers the Presidents
popularity. A maximum of 5 points of trade protection can
be added.
Offering to Remove Sinclair: This is a deal-breaker for the
Minbari, who simply refuse to contemplate it. However, if the
characters can hint that they will remove Sinclair to Senator
Marlo or Hargrew, then the Earth DC drops by 5,
Offering Favourable Terms: The characters may offer one
of the other governments favourable terms in their trade with
Earth. This increases the DC for Earth by +5, but reduces the
DC for the alien government by 10.

The Trade Negotiations


The characters next problem is the trade negotiations. While
most of the details have already been worked out by Senators
Marlo and Hidoshi and their staff, there are several points
that the characters need to resolve. Five factions are involved
the Narn, Centauri, League, Minbari and Humans. The
Minbari seem to be willing to agree to almost anything, but
their economy and society is such that they will only engage in
minimal trade.
The Centauri are refusing to sign anything as long as the Narn
only sell certain raw materials, especially agricultural products
from certain old Centauri colony worlds, at hugely inflated
prices. The Narn claim to be reasonable, but are actually keeping
the Centauri from signing. This is because the Narn are making
more money from smuggling, and are gaining huge political
capital by making the Centauri look like villains. Finally, the
League of Non-Aligned Worlds just wants to trade.
As for Earth, there is a lot of pressure to add more protection
for Earth industries, as well as a secret push to replace Sinclair
with someone more fitting. All this is resolved using Diplomacy
or Influence checks. At the start of the negotiations, the
DCs are as follows:
Earth: 20.

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.

Earth is primarily interested in


raw materials and resources like
Quantium-40.

Underhanded Deals: The characters can include bribes or


other illegal or secret deals in the treaty negotiations. Doing so
drops the DC for any one race by up to 15.
Negotiating Special Deals: The characters can negotiate a
special deal between two races. This lowers the DC of one by
5 while raising the DC of the other by +5.
Getting the Narn to trade with the Centauri: If the characters
try to persuade the Narn to deal with the Centauri, the Narn
may accept. They have held up this treaty for a long time, and
while they are profiting from the stalemate, they would also
profit from trade. This option drops the Centauri DC by 20,
but raises the Narn DC by +15.
Uncovering the Narn smuggling: If the characters can obtain
evidence of the Narn smuggling operations, or just threaten to
expose the Narn even if they lack proof, then GKar will fold.
He knows that the Narn smugglers have been operating too
openly, and secrets have a way of getting out on Babylon 5.
The characters can obtain proof by following leads given by
the Ambassadors, putting Garibaldi on the case, having Narn
freighters stopped and searched, or by following up on the
bottle of liquor used to taunt Londo. Assuming the players
come up with a half-decent plan, let it work.

A Dream Given Form

A Dream Given Form


Uncovering the Narn illegal activity drops the Narn DC by 30.
The Narn cannot afford to have it exposed.
Going For A Solution: Once the characters are finished
negotiating, and the players are finished min-maxing the
Diplomacy DCs, they can attempt to make the Diplomacy
checks. All five checks must be made successfully for the treaty
to work. Characters may take 10, but may not take 20 on these
checks. If a check fails, all the checks must be reattempted, but
the DC for the race(s) whose check was failed increases by +2.
Once the characters have either hammered out a trade treaty or
given up, move onto results.

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

The Babylon Project is very dear to Santiagos heart.


Protect it.
Jeffrey Sinclair was appointed by direct request of the
Minbari, as a pre-condition for them funding the fifth
Babylon station.

Military Adviser
G

There are rumours that various politicians want Sinclair


removed. Jeffrey Sinclair is a fine officer, and he should
have a chance to prove his ability instead of being replaced
by some EarthDome lapdog. Babylon 5 is a military base
as well as a diplomatic station.

Press Secretary
G

Everyone on the staff is going to be in the public eye


during the dinner. Make sure they do not say anything
stupid.

Economics Adviser
G
G

Earth needs trade protection against high-tech and cheap


alien goods.
You suspect one of the alien governments is behind a
recent surge in smuggling and illegal trade on the border
worlds.

Campaign Manager
G
G

This is a possible opportunity to win big by proving the


value of the Babylon Project, which many voters closely
associate with Santiago.
Voters are looking for a guarantee that this new trade
treaty will not mean losing their to the Narn factories.

Traitor
G

The Babylon Project is troublesome because it encourages


closer ties with aliens, which weakens the Earth Alliance.
Do what you can to undermine it while still protecting
Santiagos popularity.

Science Adviser
G

Dropping trade protections would allow more alien


technology into the Earth Alliance, stimulating scientific
progress. Certainly, Earth companies would suffer
in the short term, but its necessary for long-term
advancement.

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

Deep Throat III


If the Santiago campaign is in trouble at this point, Deep Throat
(Wade) will show up again to offer another data crystal. This
time, however, there is a price for the information on the crystal.
The characters must ensure that Psi Corps does not gain any
more influence with the government, and they will owe Deep
Throats employer, William Edgars, a very big favour.
Wade will show the characters the contents of the crystal as a
tease for his offer. The crystal dates back to the days just before
the Battle of the Line. In a desperate attempt to preserve itself,
EarthGov had prepared a space ark. The ark is a long-range
colony ship that was built to carry the best and brightest of
Humanity out of range of the Minbari assault. Spaces on this
colony ship were reserved for senior members of EarthGov. At
the time of the Minbari War, the challenger candidate Marie
Crane was a newly elected Senator.
The data crystal contains a recording of a conversation between
Crane and an EarthForce officer, General ONeill. The

Election Night

Election Night

characters all know that ONeill is a personal friend of Cranes,


and that he was one of the senior figures involved in the Ark
project. In the conversation, an obviously distraught Crane
demands that ONeill use his influence to get her, her husband
and her family on board. She wont be killed by those alien
bastards, no, not going to die like a rat in a hole and has to get
offworld now. ONeill responds that there are no places left on
board the Ark ships.
Crane screams at him, insisting that there have to be spaces left.
ONeill admits that one senior scientist, Dr Freeman, is refusing
to go, and there is a single berth left unallocated. There is only
one space, and no room for Cranes family. Crane seems to look
directly into the camera and says that she will take it.
The recording on the crystal is genuine, although illegally
obtained by one of Edgars moles inside EarthDome. Using
the footage is a horribly underhanded tactic. Cranes decision
to abandon her family so she could survive was ignoble, but the
Ark group never launched and she never had to live with her
decision. The recording was obviously made when Crane was
terrified and panicked, but releasing the crystal would certainly
destroy Cranes credibility as a leader.

If the characters ask Santiago, he will tell them not to release


the crystal. He would rather be beaten fairly than resort to such
dirty tactics.

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.

What do the characters do?


If they release the crystal, Crane suffers a 3d6% drop in
popularity almost immediately, and there is no time before the
election for her to make up ground.

29

30

THE FINAL FLIGHT

ocation: Mars Orbit


Synopsis: Several months after the election, a victorious
Santiago is heading for the Io Transfer Point when
EarthForce One explodes.

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

What is the biggest danger facing the Earth


Alliance?

Which of the alien nations is the biggest threat


to Earth security and society?

How can society be improved?

What would you do if you were President?

Obviously, Clark is judging the characters to see


if they would be useful members of his future
administration. Jones is performing surface scans to
tell if the characters are lying. If the characters give
answers that are obviously compatible with Clarks
beliefs, they may be spared. Secretly choose some
or all of the characters to be spared if they impressed
Clark.

The Mars Shuttle

The next day, EarthForce One is ready to depart. The characters


are contacted via their links and are told to report to the Mars
spaceport. News reports are already covering the story that the
Vice-President has had to stay behind due to illness.
At the spaceport, the characters are met by a man who introduces
himself as one of the Vice-Presidents aides, a Mr Morden. He
informs any characters chosen by Clark that the Vice-President
requires their urgent assistance on Mars, and that they must stay
behind. The others are to launch immediately.
Just before the shuttle takes off, Morden reaches into his pocket
and takes out a small black device. He points it at the shuttle
and presses a button. A Shadow-designed computer virus is
broadcast into the shuttles computer, and will be transmitted
into EarthForce One when the shuttle docks.
At this point, the scenario divides in two. Some characters stay
on Mars, while the rest head to their appointment with destiny
on Io.

Knowledge of Future
History

More than any of the other scenarios in Final Flight,


Flight,
this can be undermined or derailed by the players
using out-of-character knowledge. The scenario
examines how the characters react to the inevitable,
not their attempts to avoid it. If this scenario was a
disaster movie, we would see the crack in the boats
hull, or the faulty wiring starting the inferno, and a
flashback to the crooked developer cutting costs
by not including lifeboats we would not expect
our heroes to avert the disaster. At best, they may
survive it.
If a player starts screaming about the Vice-President
being in league with Shadows and that the ship is
about to explode, the character has obviously gone
insane due to stress and stim addiction, and will
be hauled away so he is no longer a danger to the
President.

The Final Flight

The Final Flight

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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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
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D20 System Rules & Content Copyright 2000, Wizards of
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