Editing B5-BeforeTheDawn:Character Creation

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= B5 Cortex Prime - Character Creation and Advancement​ =
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= B5 Cortex Prime - Character Creation Guide​ =
  
 
This version of Cortex Prime uses three Prime Sets - Attributes (flavored as ''Approaches''), Roles, and Distinctions. My default take is to let characters choose the approach they want in any situation...but I may give dice to the other side or adjust the narrative based on what the character uses. For example, using Empathy against a sociopath may not be the best approach, while using Guile (even with a lower die) may be a better choice. Role would be based on what the character needs for the task at hand, and distinctions have their normal effect. The one big thing about distinctions is that the first one has to be the answer to one of two questions - either ''Who are you?'' or ''What do you want?'' The question you choose to answer in character creation will influence subplots for the character. In addition, one of your Distinctions should represent a One Unique Thing (adapted from 13th Age). This can be the same distinction that is used to answer the question above, or a different one.  It may be helpful to write out the full One Unique Thing, then shorten or otherwise modify the linked Distinction for easy use in game.
 
This version of Cortex Prime uses three Prime Sets - Attributes (flavored as ''Approaches''), Roles, and Distinctions. My default take is to let characters choose the approach they want in any situation...but I may give dice to the other side or adjust the narrative based on what the character uses. For example, using Empathy against a sociopath may not be the best approach, while using Guile (even with a lower die) may be a better choice. Role would be based on what the character needs for the task at hand, and distinctions have their normal effect. The one big thing about distinctions is that the first one has to be the answer to one of two questions - either ''Who are you?'' or ''What do you want?'' The question you choose to answer in character creation will influence subplots for the character. In addition, one of your Distinctions should represent a One Unique Thing (adapted from 13th Age). This can be the same distinction that is used to answer the question above, or a different one.  It may be helpful to write out the full One Unique Thing, then shorten or otherwise modify the linked Distinction for easy use in game.
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* 1 point – Raise a Role from d4 to d6
 
* 1 point – Raise a Role from d4 to d6
 
* 1 point - Create a Knack at d6
 
* 1 point - Create a Knack at d6
* 1 point – Create a Signature Asset at d6 (no more than two per character without GM approval)
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* 1 point – Create a Signature Asset at d6
 
* 1 point – Add a SFX to a Signature Asset (no more than one per Signature Asset)
 
* 1 point – Add a SFX to a Signature Asset (no more than one per Signature Asset)
 
* 2 points – Add a SFX to a Distinction
 
* 2 points – Add a SFX to a Distinction
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'''Optional: Powers'''
 
'''Optional: Powers'''
A subset of Babylon 5 characters have unique powers - mainly telepaths. These are handled by replacing the Luck approach with one customized to the power in question. For example, Telepaths replace Luck with the Psionic (Psi) approach*. Areas of specialty are handed via Knacks. Telepaths can have Knacks like Mind Reading (the most common one), Deep Probe, Compel, and (in an exceptional case) Telekinesis. Alien technology is instead handled via a signature asset unless the tech is essential to the character and integrated directly into their body. In that case, the Luck approach would be replaced with the Alien Tech approach.
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A subset of Babylon 5 characters have unique powers - mainly telepaths. These are handled by replacing the Luck approach with one customized to the power in question. For example, Telepaths replace Luck with the Psionic (Psi) approach*. Areas of specialty are handed via Knacks. Telepaths can have Knacks like Mind Reading (the most common one), Deep Probe, Compel, and (in an exceptional case) Telekinesis. Alien technology is instead handled via a signature asset unless the tech is integrated directly into the character. In that case, the Luck approach would be replaced with the Alien Tech approach.
 
</br>
 
</br>
 
(*) A rough guideline is that the die type of the approach is roughly equivalent to (no more than 1 point away from) the Psi Rating. For example, a d6 would be equivalent to a P5 or P6. The only way to play a P12 is to have a d10 Psionic approach and a SFX tied to a Psi-related Distinction that can step up or double that die in specific circumstances.
 
(*) A rough guideline is that the die type of the approach is roughly equivalent to (no more than 1 point away from) the Psi Rating. For example, a d6 would be equivalent to a P5 or P6. The only way to play a P12 is to have a d10 Psionic approach and a SFX tied to a Psi-related Distinction that can step up or double that die in specific circumstances.
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=== Unrestricted Purchases ===
 
=== Unrestricted Purchases ===
 
* 1 point - Create a Knack at d6
 
* 1 point - Create a Knack at d6
* 1 point – Create a Signature Asset at d6 (no more than two per character without GM approval)
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* 1 point – Create a Signature Asset at d6
 
* 1 point – Add a SFX to a Signature Asset (no more than one per Signature Asset)
 
* 1 point – Add a SFX to a Signature Asset (no more than one per Signature Asset)
* 2 points – Add a SFX to a Distinction (no more than two per Distinction, aside from the Hinder SFX)
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* 2 points – Add a SFX to a Distinction
 
* 2 points – Raise a Knack from d6 to d8
 
* 2 points – Raise a Knack from d6 to d8
 
* 2 points – Raise a d6 Signature Asset to a d8
 
* 2 points – Raise a d6 Signature Asset to a d8
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* 2 point – Raise a Role from d6 to d8, or from d8 to d10
 
* 2 point – Raise a Role from d6 to d8, or from d8 to d10
 
* 3 points – Increase a d10 Role to a d12.
 
* 3 points – Increase a d10 Role to a d12.
* 3 points - Raise a d4 Approach to a d6*
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* 3 points - Raise a d4 Approach to a d6
* 4 points - Raise a single Approach to d8 or higher* (all Approaches must be d6 or higher)  
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* 4 points - Raise a single Approach to d8 or higher (usable once only, all Approaches must be d6 or higher)
 
 
(*) Collectively, these two options may be used a total of twice.  This means a person who starts with a d4 Approach will only be able to raise an Approach to d8 or higher '''once'''.<br>
 
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