The Prometheus Project

The year is 2234. Humanity has faced its largest war in space, and won. The Dilgar are no more, and we are victorious. There is nothing that humans can not do, or see... you shall be made into us, we shall control all you are, and shall become... Even now the League of Non-Aligned Worlds looks to us to Mediate their disputes, to hear their complaints... We shall make you into a sword, and with that sword the galaxy will fall to your, our, might... Already we have met the Centauri and the Narns, we have met with many representatives of the Non-Aligned Worlds. Our future is to learn all there is to learn, to see what there is to see, and to spread outposts of humanity throughout the galaxy... Already you are falling to us, becoming us. Your leaders know our wisdom, soon so will you... Of course Earth Force will always have to remain among us. To protect humanity from those who, like the Dilgar, know only ways of conquest. Earth Force has shown itself able to defeat any enemy... Soon we shall be Earth Force, we are the Government, we shall soon control all. The Earth Force will become what it is fated to become. A part of us that will sweep the galaxy... The future is destined to be a great place for us! For surely there is nothing that humanity can not overcome... Humanity, soon that word will no longer have any meaning. You shall become something more, something far stronger than you are now. Without that strength you will not survive the coming darkness, the shadows that already stir... It yet remains to be seen what heights of glory we can achieve, only our imagination and determination limit what humanity can do. For together we can achieve anything we set our minds and hearts to do... You shall all be ours, there will no longer be any petty arguments between humans, for you shall all be one, and all shall know our wisdom. Nothing can stop what you shall become. It has already begun....

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Welcome to Prometheus Project.

The setting for this game is in the Babylon 5 universe, although several years before the Babylon stations are even conceived. It is also set before the Earth-Minbari war, in which Earth was brought to its knees by the very advanced technology of the Minbari.

"Alright you scum, here is how this is going to work. My name is Srgt McPherson. The first and last words out of your mouth will be Sir. AM I UNDERSTOOD?? Good! Now, I'm here to teach you so-called recruits about the dangers of space. If you pay attention, you might even live through your term of service. If you don't... well, space isn't forgiving to people who make mistakes. Let's start with a general overview of the main spacefaring species out there.

The first advanced alien race that we met was the Centauri. Most of you probably have had some experience with them, but let me update the rest of you. The Centauri once controlled a vast empire that stretched over much of space around here. That empire is almost totally gone now; however, they are still a powerful military force. Personally, I think they all remind me of bankers. Ready to loan you anything, for a price. You in the third row! You think that's FUNNY?! The Centauri might seem funny, but they've been in space since we were tinkering with the wheel, so don't make a mistake of assuming that they aren't dangerous.

They are an interesting race, and damn but do they know how to throw a party. However I would advise those of you who can't hold drink very well to keep an eye on your credits if you attend one. The most distinctive feature of a male Centauri is the... unique... hairdo. A sort of cross between a peacock and a really bad hair day. The females are usualy bald, at least the few I've seen. The Centauri sold us our first jump gate in 2161. Things where never the same after that.

One of the races that the Centauri ruled over for a long period of time are the Narn. This once peaceful race has learned the lessons of fear and hate from the Centauri. The Centauri came in 2109 and promptly enslaved the Narns. After only a century of contact with the Centauri the Narn evolved from a peaceful agricultural world into a world of guerrilla fighters. In 2214, the Centauri, with the colonists in severe danger and the Narns growing into a larger military threat, left Narn. As you can all probably imagine, the Narn have sworn to never be slaves again and have a very militaristic society. Which makes them a potential threat, as well as a good ally.

Finally we come to the others, the League of Non-Aligned Worlds. Made up mostly of old Centauri colonies, and other worlds who have banded together in a loose coalition. Since we just saved their asses in the Dilgar war they mostly like us. That doesn't mean that some of them wouldn't put a PPG bolt in your back.

Which brings me to my rules. Follow these and you have a better chance of living than most people.

McPherson's rules:

  1. Trust nothing and no one. If it looks too good to be true, it probably is, so question everything.
  2. Knowledge is power; know your enemy.
  3. Have contingency plans, know what you would do if your plan fails and you're in it up to your neck.
  4. Practice with your weapons, learn them as if they are lovers! Know how they work, know how to fix them if they don't, and above all, practice with them until you know every quirk about them. Don't think that this is so obvious, Marine. I've seen plenty of people think that they knew enough about their weapons and went into a fight, only to have the it jam up on them. Most of those people are dead now.

Now let's get to Human space. As of right now there are nineteen colonies which are a part of the Earth Allience. We have another dozen or so civilian outposts and stations out there, along with about twice that number of military outposts. If you turn on your screens you can see a list of all of them. I will only cover a few here today, they will all be covered in more detail later on with Lieutenant Evans.

First let's go over a brief summary of the earth system.

Earth
Type: Terrestrial Homeworld
Position: Sol System
Local Star Type: G2 - yellow
Length of Year: 365.24 standard days
Moons: 1
Atmosphere: 78% Nitrogen, 20% Oxygen, 2% Other
Hydrosphere: 66% surface area
Gravity: Standard
Capital City: Geneva, Switzerland
Population: 6 billion (*est.)

Following a near-ecological disaster, Earth slowly recovered. Legislation in the 2000's helped curb the exploitation of the environment. While most cities remained as they were, several were enclosed in domes for "protection" from orbital bombardment and to curb pollution. Most Domes were erected for use by the Earth Alliance: BethsedaDome (bio-genetic warfare labs) and AirDome (Earth Force piloting center), for example. Some areas of the planet have been turned into alien enclaves, like New Delhi, parts of the Sahara, and areas humans have deemed uninhabitable.

The former city of Switzerland was chosen to the seat of the new Earth Alliance. Fears about alien invasion made it an ideal location because of the surrounding Alps. The old city was bulldozed, and in 2160, Earth Dome was completed.

Underlying the glass and steel alloys of the dome are buildings covered in decorative Italian Portland marble. Because Portland is extremely susceptible to pollution, only pedestrian traffic is allowed. Most of the city is dedicated to government installations. The centerpiece of the city is the Central Administration building. Adjacent to it is the Senate building. Central to the Senatorial chambers is a semi-circular Narn bloodwood table, a gift in calmer times. Mirroring the curve of the table is a large viewport allowing great vistas of the surrounding parklands. The opposite side of the room is lined with presidential portraits.

Earth itself is defended by a sphere of 18 Orbital Defense Complexes (ODC). These huge constructions are Earth's last line of defense in case of an alien attack. The smallest of these stations is over a mile in length and spins to provide its crew with gravity. Since the stations do not need any sort of large engines, as do ships, they are able to carry much more in the way of firepower than would a ship of the same size. This makes these stations particularly deadly, add in the fact that each one carries at least four squadrons of Starfurries and it is improbable that any of the races that we have met could breach these defenses. Earth Com one is the largest of the stations; this station is the site of Earth Force command.

Now, I'm going to do a very brief overview of the rest of the Earth system. Lieutenant Evans will over view the systems defenses in much more detail when you take his System Defense class. Hey! You in the back! YOU'RE NOT PAYING ATTENTION!!! Drop and give me a hundred, soldier! By God, you're all going to pay attention or I'm going to have the entire class running with sandbags strapped to your backs! You get me?? Good, now as I was saying, the rest of the Sol System.

The Moon is one of the oldest of the colonies, although it is so close to Earth that many people don't even consider it a colony anymore-- it only takes a day to get to it, less if you have a jump engine. The colonies on the Moon are mostly industrial; the majority of the raw materials for the Fleet and other industries are mined on the Moon. The materials are mostly used in the huge Fleet Yard located in orbit around the Moon, where many of the Fleet's ships are serviced and built. It is also the site of several of our larger research and training stations. Such as Tranquility base one, located where the first human set foot on the Moon. The majority of travel is underground, through a huge system of interconnecting shuttle tubes which allow movement between all of the domes and most of the large factory and mining plants.

I should now mention something about the Jammer Stations which are in a slightly larger orbit than the Moon's around the Earth. These large stations have only one function: to deprive an enemy of the possibility of opening a Jump Gate almost on top of the Earth and allowing them surprise. These stations prevent ships from passing through hyper space by forming intense gravity wells. They are possibly the most extensive defensive military undertaking since the Great Wall of China was built, and as extensive as the Maginot Line during the beginning of WWII. Each station provides a 30% overlap with its neighbors, thus to get a fleet through in hyper space three of the massive defensive installations would have to be destroyed.

Mars is the second oldest of the colonies, and a trouble spot. The so-called "Free Mars" movement has caused some trouble in the past, but there hasn't been very much in the way of terrorist activities since the food riots a couple of years ago. Guess we put them down good. Now, as for Mars's importance to Earth. The miles long Fleet Yard in orbit above Mars is just as large as her sister in orbit around the Moon, and equally well defended. Several agencies also maintain extensive training and research stations on Mars, preferable to the Moon due to the higher gravity.

The settlements on Mars are different from those on the Moon in that instead of being buried under the surface for the most part, they are encased in domes. The largest, and the capital of the colony, is Mars Dome. This city has almost three million residents in or about it. The Domes are interconnected by a series of hundred mile long transport tubes which are made to resist almost any kind of explosive. The cost in interconnecting the domes was astronomical, and is rated as one of the wonders of the world. Hey! That's only 54 push ups! You think I'm not watching you? Keep up the pace boy, or I'm going to have your classmates join you!

The asteroid belt between Mars and Jupiter is the site of a lot of mining, and some of the larger orbital colonies. You all have notes on the major companies which own most of the belt, and since Earth Force doesn't own many of the small outposts and stations out there, let's continue onward.

Io is the site of the Sol Jump Gate. This limits the possibility of a sneak attack on Earth, since an attacker who came through the Jump Gate would have to travel several days toward Earth before being in range. Around Io are two stations which are almost the same in sheer mass as Earth Com One. The first is called Gate Station, and is a civilian layover for transports headed in and out of the system. It has numerous shuttle and docking bays, along with a rotating section to provide gravity. Almost every ship that departs the busy Io Jump Gate passes, fuels up, or stops for a layover at this base. Gate Command (GC) is also housed at this facility, they are responsible for scheduling departures through the Jump Gate, and for customs.

The second base is more important to you space rats. That base is Fleet Com 2, or affectionately called Mother by her crew. She is the stopover for all Earth Force military ships headed in or out of system. Her large complement of Marines and Fleet personnel monitor the jump gate for possible alien or raider attacks. She also has a fairly decent dock yard with limited repair facilities.

That basically does it for the Earth system, other than the Pluto observation and research post and a few others throughout the system. I'm only going to go over two other human occupied systems before doing a brief over view of the Narn and Centauri homeworlds before I turn you over to Major Connely for her tender training in weapons. I'm sure that most of you won't be walking very much for a few days. OK, Soldier, get up off the floor and take your seat again, but don't let me see you not paying attention again! Got That?

Wolf 359 was the first colony started in another system. The Wolf system is relatively close to Earth as systems in space go and easily habitable. It has a rare Binary Planet system: Wolf Alpha and Beta both have approximately the same distance from the sun as our own. They play an intricately balanced gravitational dance, which does have some unique affects on the tides, I'm told. Alpha is set aside as a preserve due to the unique ecology which has flourished there, Beta is the site of the major cities. The colony is now in its fifth of sixth generation, and with more colonists arriving all the time, has several large cities spread over its surface. The main one is centered around the Earth Force space port, which allows access to the orbiting ODC's and from there a trip on a transport to the Jump Gate, only a half hour distant from the planet. Wolf has the only major Fleet Yards outside of the Earth system, and from what I hear has it has just started to hit its stride and turn out cruisers.

My personal favorite is Geyser, perhaps the most screwed up attempt at a colony in the history of mankind! This planet is at roughly one AU from its orange red sun. Although it's a tad more desert-like than Earth, it still is more Earth like than almost any other planet that we have encountered besides Wolf Beta. The problem is that the planet was first colonized by several militant groups. Since the politicians did their usual wonderful job of screwing up the situation, the planet isn't even under Earth Force control. We maintain only a makeshift Planetary Defense Complex on the surface and a smaller station out by the Jump Gate. The planet is basically owned and ruled by mercenary groups. The larger the group the more land they control, and the more power they have. The boundaries are constantly shifting, and a city that belonged to the Red Claws one day, might belong to the Northern Wolves the next. The majority of their equipment is Earth Force surplus, but the larger ones have sufficient industrial base to build their own weaponry.

Earth Force does not officially use these units, or negotiate with them for anything. However they are sometimes useful for cannon fodder, or for a mission that Earth Force cannot be compromised by being caught at. However, the majority of their funds come from either Alien governments who want to use there expertise, or from corporations who use them for "industrial espionage". Other than the several orbiting stations and the Jump Gate, there isn't much else of interest in the Geyser system.

OK, that's it for your general overview of the Earth Alliance. Of course, there is much that I haven't told you, but it's time for you to go and find out how useless you all are at weapons, and for the Major to have her exercise. DISMISSED!

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Equipment

Personal Weapons
v = vehicle class weapon
a = area affect weapon
t = by type
F.Y.R.E. = Farada's Yitrium Repeating Energy weapon
F.E.S. = Fragmental Explosive Spheres
Name Damage Cost
PPG-338 (pistol)
PPG-637 (rifle)
LAW
v-LAW
combat knife
monomolecular knife
stun baton
pistol
rifle
Raptor
mini Raptor
light mortar
heavy mortar
needler
Imperator rifle
zeus rifle
automatic grenade launcher
Grenade launcher
stun sticks
flash grenades
F.Y.R.E. weapons
F.E.S.
SRM
Browning EF-492 (hmg)
Browning Ef-G26 (GL)
Coleman magnum pistol
wessan enforcer (rifle)
Wessan Rattler (submg)
westlake and grumman
EF-52 (assault rifle)
harbringer PPG Cannon
2d6
2d8
1d4 + 1 (v)
1d3
1d6 + str
1d10 + str
special
1d6
1d8
1d6 (v)
2d10
1d6 (v,a)
1d8 (v,a)
1d6
2d8 / 2d12
2d12
(a,t)
1d12
-
special
2d12
1d12 (a)
1d10
2d8 + 2
(a,t)
2d6 + 2
2d10
2d6
-
2d8
2d6 (v)
400
550
450
350
100
300
120
175
275
1450
900
1400
2500
55
500
475
480
300
45
80
800
350
400
2500
500
200
600
350
-
1500
9500
Grenades
Name Damage Cost
D-21 fragmentation
S-30 Flash grenades
DE-41 High Explosive
pulse grenade
2d6 / 1d6 (a)
special (a)
2d6
special (a)
90 (5)
70 (5)
100 (5)
450

Personal Equipment
Name Cost
field kit
soft suite
hard suite
medkit
rope
wrist link (com)
Data pad
data crystal
image corder
inTech forensics Analyzer
breather masks
pressure suits
Food rations
Uniforms
trauma kit
repair kit
Full medical kit
electrical kit
mechanical kit
space kit
investigation kit
survival kit
communication headset
headset with mini cam
full mask breather
half mask breather
Spacesuit
biological anticontamination suit
radiation suit
makeup kit
deluxe makeup kit
flahlights
portable spotlights
25
300
700
20
5 (per 10 feet)
40
200-650
2
500
85,000
140
3800
30 / week
300
180
30
3500
350
600
2300
10,000
1100
35
135
300 (4 hrs)
140 (2 hrs)
2500
1500
1700
400
800
15
60
Optics
Name Cost
Starlight scope
binoculars
Night vision binoculars
Low light goggles
Infrared goggles
Low light / IR goggles
X2 optical sight
X6 optical sight
X10 optical sight
X4 - X8 optical sights
Computer X4 - X34
250
50
3200
600
1000
1400
250
480
1200
1350
2800
Ship Equipment
Name Cost
emergency thrusters
Heat Shield
Tachyon transceiver
life pods
300
3000
9,992,800
3000

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System List (By Race)

All Systems have at least one jump gate, unless otherwise noted

Human (E.F.):
Sol Earth
Station Prime
Mars Colony
Ganymede Outpost
Io Station
Saturn Station

Cooke (Barnard's Star) Cooke 2 Colony
Cooke 3 Colony

Signet (G1 Cygni) Signet Station

Vega (Ross 248) Vega Colony

Delphi (DM+46 1797) Delphi 4 Colony

Ross (BD+36 2147) Ross 4 outpost

Proxima (Proxima Centauri) Proxima 3 colony
Proxima Station

Wolf (Wolf 359) Wolf 5 colony

Leonis (Ross 128) Leonis 5 colony
Leonis 7 Outpost

Handhi (AC+79 3888) Handhi 3 colony

Dakota (DM+5 1668) Dakota 1 colony
Dakota 2 Outpost
Daotat Colony

New London (AC 33 25644) New London Station

Canton (AC+38 23616A) Canton 1 Colony
Canton 2 Outpost

Myoto (DM+53 1320) Myoto 6 Outpost

Sirius (Sirius B) Sirius Transfer Station
Sirius Mining Outpost

Ceti (UV Ceti) Ceit Station
Ceti 2 Colony

Orion (Ross 6148) Orion 4 Outpost

Altair (Ross 154) Altair Transfer Station

Eridani (Omicron 2 Eridani) Eridani 3 Colony

Tau Ceti Tau Ceti 4 Colony

Epsilon (Epsilon Eridani) Babylon Station (project proposed)

Mohab Mohab 3 colony
Mohab station

Tharsis (Ross 2354) Tharsis 3 Colony
Tharsis Repair Station

Centauri:
Centauri (Zeta Tucanae) Centauri Prime
Centauri Beta 1
Republic Station
Emperor's Retreat

Coutor (DM-15 6290) Coutor 2 Colony

Ragesh (Epsilon Indi) Ragesh 2 Colony
Ragesh Station

Beta 3 (DM+56 328) Beta 3 Colony

Quadrant 1 (Sigma Draconis) Beata Colony

Immolan (Beta Hydri) Immolan 5 Colony
Lorra Outpost
Trollo Station

Narn:
Narn Homeworld Homeworld Station
Harat Colony

Hotok (B2 Eridani) Freedom Colony

Quadrant 14 (DM-68 47) G'Halmaza Colony
G'Halmaza Station

League of Non-Aligned Worlds:
Ch'Lon (Pi 3 Orionis) Ch'Lonas Homeworld

Tulok (Li303 10) Tulok 1 Outpost

Vreetan (AC+12 1800-213) Vree Homeworld

Maahab (Groombridge) Markab Homeworld

Tiree (DM-3 1123) Tiree Transfer Station

T'Lad'Tha (DM-36 2458) T'Lad'Tha 2 Colony

Mentab (DM-56 328) Mentab 2 Colony

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Ships of Earth Force

Transports
Porcupine Starfury Transport
Length: 40 m

Crew: 12+ Starfury pilots

Hull: 1d6

ECM: 1d8

Sensors: 1d6

Speed: 9

Armament: Twin Interceptor Battery: 1d6
Special: Carries 12 Starfuries
Shepherd Starfury Transport
Length: 35 m

Crew: 6

Hull: 1d4 (fighter)

ECM: 1d4

Sensors: 1d4

Speed: 6

Armament: 3 pulse cannons: 1d6
6 raptors: 1d6 (vehicle)
1 PPC: 11d10 (tank)
Special: Is capable of deploying 50 troops and their equipment, or a dozen armored units.
Cotten Long Range Tender
Length: 800 m

Crew: 35

Hull: 1d6

ECM: 1d6

Sensors: 1d6

Speed: 5

Armament: 6 pulse cannons: 2d6 (fighter)
8 twin interceptor turrets: 1d6 + 2

Small Fighter Craft
Starfury (Nova)
Length: 5 m

Crew: 1

Hull: 2d4

ECM: 2

Sensors: 1d4

Speed: 13 / 16

Maneuver: 10

Armament: 4 pulse cannons: 2d6
Thunderbolt Starfury
Length: 10 m

Crew: 2

Hull: 2d6

ECM: 1d4

Sensors: 1d6

Speed: 11 / 15

Maneuver: 7

Armament: 4 Type II pulse cannons: 2d8
External missile rack (8): 1d10
Large Craft
Gunboat
Length: 50 m

Crew: 10 (2)

Hull: 1d10 + 2

ECM: 1d6

Sensors: 1d6 + 2

Speed: 8

Armament: 3 missile launchers (3f, 1r) rof: 1/3
-- Nuclear: 3d10
-- Laser: (1d8) 2d12
2 twin interceptors: 1d6
Triple laser cannon: 1d10
Special: Can carry up to 6 medium armored vehicles and their crew, or 50 troops. Can also be fitted with an understrung cargo pod to increase cargo capacity.
Frigate
Length: 150 m

Crew: 100 (40)

Hull: 1d10 + 2

ECM: 1d10

Sensors: 1d8

Speed: 9

Armament: 8 missile launchers (6f, 2r) rof: 1/3
-- Nuclear: 3d10
-- Laser: (1d8) 2d12
8 lasers (6f, 2r): 1d10
4 twin interceptors (2 right, 2 left): 1d6
Special: Has an external lock for two Nova fighters.
Light Cruiser
Length: 400 m

Crew: 300 (110)

Hull: 2d10 + 1d4 (g)

ECM: 2d10

Sensors: 3d4 + 1

Speed: 6

Armament: 4 twin turret mounted lasers: 1d12 + 2
8 lasers (6f, 2r): 1d10
16 missile tubes (2f, 6 right/left, 2r) rof 1/2:
-- Nuclear: 3d10
-- Laser: (1d8) 2d12
2 twin interceptor tubes, rof 1/1: 1d4
10 twin interceptor cannons: 1d6 + 2
Special: Has internal bays for 12 fighters.
Heavy Cruiser
Length: 800 m

Crew: 500 (300)

Hull: 2d10 + 1d6 (g)

ECM: 2d10 + 4

Sensors: 3d8 + 2

Speed: 5

Armament: 1 graser cannon: 3d10 / 2d10 / 1d10
3 triple turret laser cannons: 1d12 + 2
1 double turret mounted laser cannon: 1d12
11 laser cannons (4f, 2 right/left, 3r): 1d10 + 2
26 missile tubes (4f, 10 right/left, 2r) rof 1/2:
-- Nuclear: 3d10
-- Laser: (1d8) 2d12
8 twin interceptor tubes (3 right/left, 2r) rof 1/1: 1d4 20 interceptors (2f, 8 right/left, 2r): 1d6 + 2
Special: Has internal bays for the launching of 24 fighter craft.
Carrier
Length: 2 km

Crew: 1000 (500)

Hull: 2d12 + 1d10 (g)

ECM: 2d12 + 2

Sensors: 3d10

Speed: 4

Armament: 2 plasma launchers (f): 2d12
3 Grasers (2f, 1r): 3d10 / 2d10 / 1d10
20 laser cannons (4f, 6 right/left, 4r): 1d10 + 2
28 missile launchers (2f, 12 right/left, 2r) rof 1/2:
-- Nuclear: 3d10
-- Laser: (1d8) 2d12
10 twin interceptor tubes (2f, 12 right/left, 2r) rof 1/1: 1d4
22 interceptors (4f, 8 right/left, 2r): 1d6 + 2
Special: Has a large internal bay that can carry 72 fighters and 12 auxilary craft.
Dreadnought
Length: 1.8 km

Crew: 800 (600)

Hull: 3d8 + 1d12 (g)

ECM: 3d8 + 2

Sensors: 3d8

Speed: 5

Armament: 6 plasma cannons (2f, 2 right/left): 2d12
3 Grasers (f): 3d10 / 2d10 / 1d10
24 lasers (2f, 10 right/left, 2r): 1d10 + 2
46 missile tubes (4f, 20 right/left, 2r) rof 1/2:
-- Nuclear: 3d10
-- Laser: (1d8) 2d12
27 quad interceptors (4f, 10 right/left, 3r): 2d6
10 interceptor tubes (2f, 4 right/left) rof 1/1: 1d6
Special: Can carry 24 fighters or small craft in two large bays on either side of the ship. Only three of these behemoths exist.
Heavy Destroyer
Length: 300 m

Crew: 3 - 20

Hull: 1d12 + 2

ECM: 1d10 + 1

Sensors: 1d8 + 1

Speed: 8

Armament: 2 Grasers (f): 3d10 / 2d10 / 1d10
8 heavy lasers (f): 1d12
20 missile launchers (f) rof 1/2:
-- Nuclear: 3d10
-- Laser: (1d8) 2d12
2 quad interceptors: 2d6
28 pulse cannons: 2d8
2 plasma canons (right/left): 2d12
* 1 rail gun (f): 2d10
Special: This craft is a heavily modified Centauri vessel, and can hold 12 fighter-sized craft in its internal hangar.

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