Difference between revisions of "B5-BeforeTheDawn:Character Creation"

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= B5 Cortex Prime - Character Creation Guide​ =
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= B5 Cortex Prime - Character Creation and Advancement​ =
  
 
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
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* 1 point – Create a Signature Asset at d6 (no more than two per character without GM approval)
 
* 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 integrated directly into the character. In that case, the Luck approach would be replaced with the Alien Tech approach.
+
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.
 
</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
+
* 1 point – Create a Signature Asset at d6 (no more than two per character without GM approval)
 
* 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 (no more than two per Distinction, aside from the Hinder SFX)
 
* 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 (usable once only, all Approaches must be d6 or higher)
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* 4 points - Raise a single Approach to d8 or higher* (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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<br>
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Latest revision as of 08:53, 16 June 2023

B5 Cortex Prime - Character Creation and Advancement​[edit]

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.

The rules below can create starting characters as capable as what you see on the show. It is important to keep in mind that despite any such capabilities, these are individuals who have been cast down from their heights. They are at their low point, perhaps broken in some fashion. I am inclined to give more leeway in character creation to those who embrace those lows. Over the course of the campaign, it is the hope that the characters will find the strength to overcome those setbacks and either recover what they have lost, or find a new path for themselves.

Character Creation Steps[edit]

Concept - What you have lost.
Explain what you have lost that has brought you to this point.

Examples include the following (all taken from characters in the show):

  • You were involved in a scandal that forced you to resign from a prestigious position and seek a new life elsewhere.
  • You have a secret that would result in immediate imprisonment if it became public knowledge.
  • You found an alien artifact that has become precious to you, and you can't risk it being taken.
  • You were taken in by someone of another culture/race, but haven't been accepted by their community.
  • An injury or theft took something precious from you.
  • An addiction made you unable to function in your previous role, forcing you to find a different path.
  • You chose to follow your conscience and suffered the consequences of your integrity.

One Unique Thing – Something unique about you.
Make a statement about your character that is unique to you, and would not apply to anyone else.

Are you “the only person to command a ship that defeated the Minbari during the war”? Can your character “fly any ship known to man”? This will tie into (or become) one of the character's Distinctions. It also reflects something that can only be said about your character, and does not apply to anyone else. The character should also keep the One Unique Thing in mind during the rest of character creation. For example, a character who can fly any ship known to man should have a high Wanderer Role.

Approaches – Ways that you attempt to resolve a situation.
Choose one of the following groups of dice to assign to the various approaches – d10/d8/d6/d6/d6/d4, d8/d8/d6/d6/d6/d6, or d8/d8/d8/d6/d6/d4.

  • Empathy – The empathetic approach, helpful, sympathetic
  • Guile – The clever approach, deceit, manipulation
  • Reason – The logical approach, calculated, thoughtful
  • Faith – The devout approach, calm, determined
  • Valor – The brave approach, forceful, unbending
  • Lucky/Psionic/(Other) [special] – No approach, you just hope the universe is on your side. You can use Lucky in nearly any situation, but any die pool with Lucky in it is less reliable and more random. Psionic (Psi) replaces Lucky for individuals with a psi rating, and is used with Psi actions. Information about Psionic can be found at the end of character creation, under Optional: Powers.

Roles – The methods of handling situations.
Choose one of the following groups of dice to assign to the various roles – d10/d8/d6/d6/d6/d4, d8/d8/d6/d6/d6/d6, or d8/d8/d8/d6/d6/d4.

  • Warrior – Fighting, direct conflict, athletics
  • Academic – Information and complex thought
  • Worker – Tradecraft, labor, most professions
  • Diplomat – Negotiation, politics, battle of wills
  • Hustler – Deception, subterfuge, illegal activities
  • Wanderer – Movement, vehicles, cultures, anything not covered by the above roles

Knacks – Special training or aptitude in an area.
Pick two knacks, each representing a specific skill.
A knack is specific training in an area of specialty. Pick one knack at d8, and a second knack at d6. The knack should be focused in a specific area. For example, martial arts is too general, but staff-fighting would be appropriate. Knacks are often used with a specific Role, but are not tied to Approaches or Roles,

Distinctions – Important pieces of the character's personality and background.
The defining question is your first Distinction, and you can choose two additional Distinctions. One Distinction of your choice gains a SFX (see below).
The defining question for your character is one of the following – either Who Are You? or What Do You Want? A Distinction is a Trait that helps define your character's personality and background. Whenever a Distinction applies positively, you can add a d8 to your dice pool. You can also apply a Distinction negatively by describing how it hinders you, adding a d4 to your dice pool and gaining a Plot Point. It is possible to choose to use two Distinctions to answer both questions...but the one that matters more to you should be listed first.

SFX – Special benefit or bonus tied to a Distinction.
Create a single SFX tied to one of your Distinctions.
A SFX is created by choosing a Drawback and a Benefit, then assigning it to a Distinction.

Drawbacks

  • Spend a plot point (very common)
  • Step back a beneficial die (usually an approach, skill, or asset)
  • Step up a non-beneficial die (usually a complication)
  • Choose an action or introduce a factor that is risky/dumb/complicated (“When you malign the Minbari caste system in front of the Warrior caste...”)
  • Create a d8 complication

Benefits

  • Earn a plot point
  • Step up or double a beneficial die (usually a specialty or asset, like “step up or double Staff-Fighting”)
  • Step back a non-beneficial die (usually a complication)
  • Introduce a non-mechanical story detail (“I think I know that guy's brother...”)
  • Rename a complication (“I'm not Wounded, I'm Afraid”)
  • Reroll a single die
  • Create a d8 asset for the rest of the scene

Signature Assets – Gear, people, or intangibles that are an integral part of the character Choose one signature asset rated at a d6. This is most commonly a piece of gear, but can be a person (such as a Black Market Contact) or (rarely) something intangible (such as the Mollari Family Name). It should not be something that applies to a majority of rolls, but a helpful boost in specific situations.

Rounding Things Out – The final touches. You have three points to spend. Each point can be used for one of the following:

  • 1 point – Raise a Role from d4 to 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)
  • 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 – Raise a Knack from d6 to d8, or from d8 to d10
  • 2 points – Raise a d6 Signature Asset to a d8
  • 2 point – Raise a Role from d6 to d8, or from d8 to d10
  • 3 points – Increase a d10 Role to a d12.

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.
(*) 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.

Advancement[edit]

Players receive advancement during the course of the game, which can be spent in a manner similar to the Rounding Things Out points used at the end of character creation. However, some purchases require GM approval, typically occurring when the characters reach a significant point in the plotline. This is called a Plot Milestone (not to be confused with Milestones in Cortex Prime).

Unrestricted Purchases[edit]

  • 1 point - Create a Knack at d6
  • 1 point – Create a Signature Asset at d6 (no more than two per character without GM approval)
  • 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)
  • 2 points – Raise a Knack from d6 to d8
  • 2 points – Raise a d6 Signature Asset to a d8

GM Approval / Plot Milestone Needed[edit]

  • 1 point – Raise a Role from d4 to d6
  • 2 points – Raise a Knack 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 - Raise a d4 Approach to a d6*
  • 4 points - Raise a single Approach to d8 or higher* (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.

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