SMitV Characters

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SMitV characters are much like DitV characters, but I've changed some things around to reflect the shifted focus of the game.

Backgrounds

The backgrounds in SMitV are different than the ones in DitV, because Space Marines on the whole are more imposing and able than the average person.

Note that a concept will fit easily into any of these categories. The Complicated/Strong spectrum essentially means lots of small dice/ a few bigger dice, while the Training/Bonds spectrum emphasizes Traits on the one hand and Relationships on the other.

The main difference to keep in mind between Relationship dice and Trait dice is that Relationship dice are rolled at the start of a conflict involving your relationship, giving you an advantage from the get-go, and likely helping end a conflict in the early stages, while Traits are only rolled when they come into play, meaning the conflict may have to escalate to make use of them (though by no means is that a given). So, a "faceman" type character would be well served sticking to the "Bonds" side of the spectrum, though again that's far from a hard rule; a faceman could easily be made with Traits as opposed to relationships.

  • Well-Rounded: Choose this for a character who is straightforward, for instance, a rank-and-file Marine. 20d6 in Stat dice, 1d4 2d6 2d8 Trait dice, 2d6 1d8 Stricture dice, 2d6 2d8 Relationship dice.
  • Strong Training: Choose this for a character who excelled at his training, had a specific strength he was chosen for, or was put through special training. 16d6 in Stat dice, 2d6 2d8 2d10 Trait dice, 1d6 2d8 1d10 Stricture dice, 1d4 3d6 2d8 Relationship dice.
  • Complicated Training: Choose this for a character whose path to acceptance in the chapter was marked by difficulty or trouble. 18d6 Stat dice, 2d4 2d6 1d10 in Trait dice, 2d4 1d0 in Stricture dice, 5d6 2d8 in Relationship dice.
  • Strong Bonds: Choose this for a character who forged exceptionally meaningful personal connections throughout his service with the Chapter. 16d6 Stat dice, 1d4 1d6 2d8 in Trait dice, 2d6 in Stricture dice, 4d6 4d8 3d10 in Relationship dice.
  • Complicated Bonds: Choose this for a character whose personal relationships are marked by difficulty or vulnerability. 18d6 Stat dice, 2d6 2d8 Trait dice, 4d6 Stricture dice, 4d4 2d6 2d8 2d10 Relationship dice.

Also, all Space Marines get an additional Trait: Space Marine, rated at d20.

Strictures

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

The catch is that half their 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.