SMitV Characters

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Strictures

Space Marines will get more overall Trait dice than regular DitV folks, due mostly to their genetic superiority and whatnot.

Half of these Traits, though, must be Strictures, the things taught during initiation and training. Strictures must be GM-approved, and should have the flavor of things Space Marines tend to do or think.

Traits gained through experience MUST replace a stricture; you can't gain a trait without losing a Stricture. Your Zeal is all your Strictures rolled together; this is used in a certain kind of conflict.

Things

Space Marines tend to do Things bigger and better than most people. The general Bolter is almost always at least Big (2d6) or Excellent plus Big (2d8). Things that are just ridiculous, like a Heavy Bolter, are Excellent plus Big plus you get to use your specific Trait (Heavy Gunner d8 for example) when you roll your Thing dice. I'm leaning towards that Trait being reusable up to once more in the conflict if you can pull it off. Power Armor is automatically 2d6, and could be more if you like.

The Space Marine Die

All Space Marines get a Trait rated at d20; this is the Space Marine die. It represents the overwhelming force a Marine can bring to bear on a situation. Note that the d20 doesn't make a Marine neccesarily more likely to win a conflict, it just dramatically increases the chance that the opponent will have to Take the Blow from an action involving the Space Marine Die.

Any action using the d20 must be of an outsize dimension - a booming yell, a thunderous punch, a brutal bolter shot. The Space Marine trait may not be used for any action that involved subtlety.