"Step by step, uuuh baby" -New Kids On The Block
STEP 1 - CONCEPT
The first step is coming up with a concept for the character. Pick a combination of race (Human, Minbari, Narn*, Centauri or one of the League races) and class (diplomat, soldier, telepath, trader and so on). The player should make sure that his character will work well with the Games Master’s campaign and with the other characters – there is no point in creating a Centauri telepath if everyone else is playing Narn soldiers, officers and agents.
The character’s race and class will determine the basics of the character’s temperament but every character is an individual. An EarthForce officer might be a dashing young lieutenant, eager to see the stars, or a bitter old veteran wounded in the Earth-Minbari War. A Narn trader might be an honest and open arms merchant, smiling as he sells guns to raiders, or a conspirator engaged in a long-term scheme to bring down the Centauri.
If you are going to play a telepath, it is a good idea to decide this now, as the decision will have an effect on your character choices.
What are the character’s goals? What is his history? Who is he? What does he want? Where is he going? What would he die for? What does he have that is worth living for? Who does he serve and who does he trust?
Once you have an idea of who the character is, continue onto the next step – Ability Scores.
*Los Narn no son jugables en este módulo, mil perdones. Lo se, a mi también me duele en el alma.
STEP 2 - ATRIBUTOS
Tenéis 25 puntos para repartir entre los 6 atributos. La puntuación base es 8 y los costes que conlleva incrementar un atributo vienen dados después de este párrafo. También podéis bajar la puntuación por debajo de 8, ganando de ese modo un punto por cada punto que resteis al atributo en cuestión. Por ejemplo, quedándote con Fuerza 3 tendrás 5 puntos más a repartir. Nota: no bajéis vuestros atributos más allá de 3 sin consultármelo primero.
COSTES DE PUNTOS Puntuación de Atributo Costes 8 0 9 1 10 2 11 3 12 4 13 5 14 6 15 8 16 10 17 13 18 16
MODIFICADORES DE ATRIBUTO Puntos de Atributo Modificador 1 -5 2–3 -4 4-5 -3 6-7 -3 8-9 -3 10-11 - 12-13 +1 14-15 +2 16-17 +3 18-19 +4 20-21 +5 22-23 +6 24-25 +7 26-27 +8 28-29 +9 30-31 +10 32-33 +11 34-35 +12 36-37 +13 38-39 +14 40-41 +15 42-43 +16 44-45 +17
The second step for any character is to generate his ability scores. This can be done in a variety of ways, all of which allow the player to assign values as he sees fit to the character’s six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. The values assigned to these ability scores should reflect the personality and rough history of your character concept. If you are designing a Narn soldier, it would be best not to give him a Strength score of 4. Similarly, if you are designing a Minbari diplomat, assigning him a low Charisma score would not be ideal. A character’s ability scores affect most rolls they make to influence the universe and so their values should be assigned with some thought.
See the Ability Scores chapter for more details. Once you have determined your character’s ability scores, continue onto the next step – Race.
STEP 3 -RAZA
Hay más razas en el universo de Babylon 5, pero estas son las más "jugables". Si alguien conoce la serie y quiere ser de una raza en particular que no está en esta lista que hable conmigo (pero ha de tener una buena razón para liarme la cabeza xD). Eso si, los Vorlons están fuera de la discusión xD.
Para saber más de las razas pasaros por el tema de ambientación.
RAZA AJUSTES CLASES PRINCIPALES Abbai -2 Fuerza, +2 Sabiduría Diplomático, científico Brakiri Nada Comerciante Centauri -2 Sabiduría, +2 Carisma Agente, diplomático Drazi +2 Fuerza, -2 Inteligencia Soldado Humanos Nada Ninguna Minbari +2 Fuerza, -2 Carisma Casta Religiosa: diplomático, ranger
Casta Guerrera: oficial, soldado
Casta Trabajadora: científico, trabajador
Narn +2 Constitución, -2 Carisma Oficial, soldado Pk'ma'ra -2 Destreza, +4 Constitución, -2 Carisma Lurker
You have probably already determined this but now is the time to note down the particular bonuses and penalties that being a member of a particular race gives you. If you are going to play a telepath, you cannot play a Narn. See the Races chapter for more details. Once you have applied your character’s racial template, continue onto the next step– Class.
STEP 4 -CLASS
Agent (Agt): A skilled operative in the employ of a corporation, government or military organisation who performs much of
their dirty work.
Diplomat (Dip): An intelligent and charismatic individual who is capable of representing governments at the highest levels of negotiation.
Lurker (Lkr): A character who lives on the fringes of society, surviving by their wits and often turning to crime.
Officer (Off ): A ranking member of a military force, skilled at leading others in times of crisis.
Ranger (Rgr): A member of the elite Anla’Shok, the Minbari order of spies and warriors trained to fight the darkness.
Scientist (Sci): A learned individual who specialises in one or more areas of technological discovery.
Soldier (Sol): A warrior well trained in combat and skilled in a variety of weaponry.
Telepath (Tel): A rare character who is able to use the power of their mind to read the thoughts of another.
Trader (Trd): A merchant and spacefarer.
Worker (Wkr): A hard working individual used to back breaking labour in space docks and construction, more cerebral endeavours within large corporations or perhaps entertaining paying customers with performances.Multiclass Characters
As a character gains new levels during their travels to Babylon 5 and the stars, he will have the opportunity to add new classes. This will give the character a new range of abilities and skills, making him much more capable but at the expense of becoming less specialised and experienced in his other existing classes. A diplomat, for example, may find himself cut off from his government and forced to lead a small force in battle, thus becoming a diplomat/officer. A telepath may be forced to take extreme measures in order to hide from the Psi Corps and so become a telepath/lurker.Puntos de golpe Iniciales
At 1st level, a character will have the Initial Hit Points listed for his character class plus their Constitution modifier. No starting character can start with less than 1 hit point. Whenever a character increase in level, he receives an additional amount of hit points indicated by his character class’ Additional Hit Points entry. Note that if a character later changes his character class, he will not receive the Initial Hit Points listed for it, as these may only be gained at 1st character level. He will instead receive the Additional Hit Points listed.
You have probably already determined this but now is the time to develop the core of your character – his class. A character’s class determines his starting hit points (how much damage he can take), his class skills (those that come most naturally to him), the number of skill points he may spend, his initial Influence with specific factions in the universe, which weapons he is proficient in, what special class features he gains, what weapons he is proficient in using and how much money he starts with.
A character’s class also determines how great a bonus the character receives to his base attack bonus (which helps him
attack others), saves (which help him avoid physical or mental harm) and Defence Value (which helps him avoid the attacks of others).
If you are going to play a telepath, it is normal – but not essential – for you to select the telepath class. See the Classes chapter for more details. Once you have applied your character’s class, continue onto the next step – Skills.
STEP 5 - SKILLS
Skill Points
At each level, a character receives a number of skill points to spend on skills. A character’s class skills (those listed as class skills in his class description) cost one point per rank; other skills cost one point per half-rank. Skills are described in the Skills chapter. Characters get four times the normal amount of skill points at 1st level. Note that these bonus skill points are only acquired once, at 1st character level. Characters do not get four times the normal skill points if they multiclass into another class, even though they are entering their 1st level in this new class. A character can have a maximum number of ranks in a class skill equal to 3 + his character level (4 at 1st level). Cross-class skills are limited to half this amount (2 at 1st level).
Your character class, along with your race, will have determined how many skill points you receive at 1st level. These points are spent to buy ‘ranks’ in individual skills. The more ranks you have in a skill, the better you are when performing tasks associated with that skill. How many ranks you can purchase in a skill with your initial skill points is down to whether or not the skill is a ‘class skill’ – a skill associated with or commonly practised by your character class.
See the Skills chapter for more details. Once you have determined your character’s skills, continue onto the next step – Feats.
STEP 6 - FEATS
Feats are the unique and special abilities that every character develops at least a few of. In many ways, feats are a character’s method of ‘breaking the rules’ that govern everyday life – feats enable him to do things that normal people would find either incredibly difficult or simply impossible. Every character starts with one feat of their choice. A character’s race or class may also grant feats (Humans gain an additional starting feat).
If you are going to play a telepath, you must select the Telepath feat at 1st level.See the Feats chapter for more details. Once you have determined your character’s feats, continue onto the next step – Influence.
STEP 7 - INFLUENCE
Influence
Influence is a measure of a character’s political or social pull and connections. The full rules for Influence are in the Influence chapter. At 1st level, a character will have the Initial Influence listed for his character class. This Initial Influence is random on purpose – a character’s starting Influence is as much a factor of luck as it is skill. A low score here is not troublesome – more than any other score, Influence is likely to increase and decrease dramatically through play. Whenever a character increase in level, he receives an additional amount of Influence indicated by his character class’ Additional Influence entry. Note that if a character later changes his character class, he will not receive the Initial Influence listed for it, as these may only be gained at 1st character level. He will instead receive the Additional Influence listed.
Influence is how a character interacts with the immense political, economic and racial forces of the Babylon 5 universe.
All characters have some pull in this area, even if it is only very localised. Such influence goes beyond simple charisma – blackmail material, sensitive information, old favours and bitter grudges all play a part in a character’s influence with different factions. A character’s class determines his initial Influence with certain factions.
See the Influence chapter for more details. Once you have determined your character’s Influence, continue onto the next step – Equipment.
STEP 8 -EQUIPMENT
Equipment can be all that stands between your character and an early grave. The greatest sniper in Centauri space is
nothing without his rifle and a medic will have a hard time helping anyone without at least a first aid kit to aid him. A
character’s class determines his starting wealth. Anything left over will be pocket change for the character as he steps into
the big wide universe.
See the Equipment chapter for more details. Once you have determined your character’s equipment, continue onto the next step – Finishing Touches.
STEP 9 - FINISHING TOUCHES
This final step mostly involves fleshing out the parts of a character that have not yet been described. A physical
description is useful, as it can give vital clues to other players and Non-Player Characters as to how your character acts.
Your character’s race is of course important in this regard, but of more importance is his personality and particular quirks.
A Drazi will always seem slightly intimidating to others but a Drazi with prominent brawling scars and a nervous tic is even
more unsettling…
Sketch out the character’s rough history, including how he ended up at the point of the campaign’s start. Confer with your Games Master to make sure that the character’s personal history does not clash tremendously with his campaign.
Your character’s history, race, class and ability scores can all help determine his rough personality. Of all the character’s traits, this is by far the most important. A character’s personality bleeds into everything they do, whether they intend it to or
not. All players should also review the basic fighting rules in the Personal Combat chapter, to make sure that they understand how their characters will generally work in battles. Telepath players should also review the Telepathy Chapter to see how their special telepathic abilities work.