01-22-2013, 07:11 AM | #1 | |
Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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A WH40k Space Wolf in GURPS
Hi guys
I'm still planing for my upcoming Warhammer 40k Deathwatch campaign. The party will meet for the first time when they join the Deathwatch - once all the players have successfully completed their one-Player one-GM prologue sessions. I've thus far created a "baseline" template (Thanks again, Perfect Organism) to represent Codex adherent Chapters such as the Ultramarines. There are still a few blanks though, but it's a start, have a look at it here. Now, one of the players would like to be a Space Wolf. Since Space Wolves have unique properties, I would very much welcome any help to find a game mechanic to represent the Curse of the Wulfen. But I am getting ahead of myself, please read the following quote from the 40k Lexicanum: Quote:
What Disadvantage(s) do you suggest to represent the Curse of the Wulfen? It sounds like it is a form of Berserk, but with a limitation. What game mechanic would you choose to check whether the Curse triggers or not? It sounds like a fright check, but this seems odd to me…. I've heard about stress points, but don't remember ever reading something about it in a GURPS book… is that a houserule? Or is it an "official" rule? Would stress points help in this instance? Since I am not really a WH40k connoisseur, please tell me if I overlooked something important! Any help is greatly appreciated Cheers Onkl |
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01-22-2013, 07:27 AM | #2 |
Join Date: Aug 2004
Location: A nice, warm rock with an excellent view of the Damned
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Re: A WH40k Space Wolf in GURPS
The Curse sounds like something in the realm of Bestial and/or Stress Atavism.
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The Wrathchild |
01-22-2013, 07:38 AM | #3 |
Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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Re: A WH40k Space Wolf in GURPS
Stress Atavism seems to be spot on, maybe paired with Berserk. Are there any extend rules for Stress Atavism?
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01-22-2013, 09:54 AM | #4 |
Join Date: Aug 2004
Location: A nice, warm rock with an excellent view of the Damned
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Re: A WH40k Space Wolf in GURPS
Not that I am aware of, but I don't think that it would be unreasonable to define those severity levels a little tighter and define some of the effects in terms of other disads, ie. the notion that "you always act on instint" is tantamount to Bestial, and some of the other phrases sounds a lot like Bad Temper, Berserk and such. It might actually help the roleplaying and adjudication of the disad to define it more.
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The Wrathchild |
01-22-2013, 12:54 PM | #5 |
Join Date: Aug 2005
Location: Denmark
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Re: A WH40k Space Wolf in GURPS
As far as I remember only veteran space wolves have sharp teeth, with the oldest having canines so big they can't even be in the mouth (earning them the nickname Long Fangs) and possibly warranting Teeth(impaling).
From Lexicanum: "By the time of his promotion to the Long Fangs, a Space Wolf has served and fought for centuries, and the Canis Helix - the unique component of the Wolves' geneseed - has completed its final effects, and the Wolf's elongated canines have grown to their fullest length, strong enough to dent plasteel". Hmm it also seems like the teeth might be worthy of an Armour Divisor. (Putting an AD on a natural attack like teeth is a bit tricky. I couldn't actually find the rules in Powers. But you build a theoretic Innate attack of the same type as the natural attack (cutting in this case) and then see how much the AD would be worth based on how much damage you can deal with your teeth. so lets say you have ST:21 (that's 2d thrust cut) equal to a 10 pts cut innate attack. a AD(2) is a +50% enhancement so that would be +5 points to get AD(2)on your teeth). They should probably also have a level of Temperature tolerance. As, as far as I remember my old 2nd ed codex, a newly enhanced space wolf is placed out in the middle of the freezing wilderness, naked. And only if he can make it back alive (and sane) will he be accepted. He must conquer both the elements and the wulfen (although I am not sure it was called that back then). |
01-24-2013, 05:16 AM | #6 |
Join Date: Oct 2010
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Re: A WH40k Space Wolf in GURPS
Why are "Neophytes" age 50? If it has any relation to the term as used by GW a Neophyte is in the "scout" stage and, trainers aside, Scouts have progressed to being full Battle Brothers in their early 20s. Of course, if you are just using the term as a "stage", non-specific to the role they perform, that is fine, but if it actually means either during the scout stage, or just finished it, that is too old.
Also, as far as I understand it Space Marines are not actually big enough for a +1 Size Modifier. They are "only" 7 foot tall or a bit over. As far as I am aware that still just falls within the realms of normal size. It is possible they would qualify when wearing their armour, but that doesn't add much height, mostly bulk. Oh, also, all Space Marines should qualify for some Damage Reduction (Tough Skin), at least over the Torso. They all have the enhanced rib cage, which leaves strengthened bone plates protecting most of their internal organs, and there is some evidence that the Black Carapace provides some sort of protection (again, mostly on the torso as far as I remember). I think all Space Wolves technically have pronounced incisors, at least if I am remembering the Bloodclaws images and models correctly. However, as you say Maz, I am not sure they would qualify for the "denting plasteel" quality until older. That also reminds me, the progression of Space Wolves is different; They don't go through the whole "Scout - Battle Brother -Veteran" thing. Their youngest warriors are the Bloodclaws, who fight in power armour and prefer close combat due to their hot headedness, and then they progress to Grey Hunters (equivalent to standard Battle Brothers, but with a bit more Close Combat Emphasis) when they have calmed down a bit. As they age and calm down (while contrastingly becoming physically more bestial) they eventually progress to the Long Fangs (the heavy support troopers who spend the rest of their time complaining how they don't make Bloodclaws like they used too etc). Wolf Scouts are not the young initiates, but veterans who prefer to operate alone. This does cause some problems as far as the lore is concerned, as the Black Carapace, which interfaces with power armour, is the last implant. This usually is implanted in the late teens/very early 20s, and what marks a Space Marine as becoming a full Battle Brother. This is one reason why the youngest marines work as scouts: they cannot actually use power armour yet. However, the Bloodclaws, the Space Wolves' equivalent to scouts, do. Now, I don't know whether the Canis Helix speeds up the implant process, or maybe Space Wolves only join the forces after receiving the Black Carapace, yet are still "the young ones" do to their attitudes, and aspirant Space Wolves in their teens train on Fenris exclusively (there are enough horrific gribblies and environments to keep them entertained). Bleh... Space Wolves and being super special snowflakes. Never been keen on them personally. Last edited by borithan; 01-24-2013 at 05:32 AM. |
01-24-2013, 06:23 AM | #7 | |||||
Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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Re: A WH40k Space Wolf in GURPS
First off, thanks for comments, I'll try and reply as good as I can.
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The players will meet up as a party for the first time, when they join the deathwatch. Prior to that, they will all have played through a one-on-one prologue with me as the GM. So every character has a lived through his backstory and knows about the universe he is in. I first planned on doing four prologue session, I then myself though this to be too long, so I shortened it to three sessions. Now I intend on doing only two sessions… because I will do them individually with each player, it's still gonna take a long time. The template progress sheet should represent the "baseline", probably an Ultramarine climbing through the ranks. So it's not quite as applicable to a Space Wolf… As far as I know canon, there are 3 steps, before one can call himself a 'Battle Brother': First, you're an Aspirant, meaning you have to complete some test(s) to see if you are fit enough to get all the implants needed to become a Space Marine. At this stage, usually one is between 10 and 14 years of age. Once one has proven himself to be fit enough for the surgeries, he becomes a Neophyte, undergoing all the necessary surgeries to receives the implants that make him a superhuman. At the age of 18 the surgeries are finished and he (in a codex astartes following chapter) is put into a scout company where he learns the ropes. Now, as Space Marines have an extended lifespan (Sources differ widly… 400-700 years), it seems natural to me, that their training to become Initiates will take a long time. Remember, the gene-seed can only be harvested after 5-10 years. So it would be unwise to send out scouts that - if they die - will not be able to produce "offspring". So at the minimum, a Scout will be 23-28 when he gets really tested for the first time. I don't think it is unreasonable to say that they train for up to 20 years in the scout company. So, they would be 40-50 and still be a neophyte. Then, they become 'Initiates', full members of their chapters. Again, they fight themselves through the ranks… first in the support squad, then tactical, then assault (or whatever, don't remember exactly). So, the sessions I plan would go like this: Session 1) Aspirant & Neophyte Player takes charge and tries to survive and get accepted as a Neophyte. Since surgeries and hypno-therapy don't make for very interesting roleplaying, I'd skip that part and let the players take over control again at the point when they do their last mission as a scout. Session 2) Initiate Now they're an initiate, have gone through the ranks and learned every weapon and have been a support, tactical, assault… marine. They go on a mission with their power armor and their chapter Session 3) Deathwatch You're now a Deathwatch Space Marine and get to know the other members of your "Kill Team" - in other words, the party forms up. Can you now accept the age scheme I picked? Quote:
I didn't add specific DR just upped their Stats. They have massive amounts of ST and HT to represent that. What you say is right too, but I think the way the template is built now, takes that into account. Especially if you then have Space Marine Chapters like the Space Wolves who explicitly have "thicker, leather like skin"… so I would give the Space Wolves DR (Thick Skin). Also, you could go the "Ultra Tech route" and take the Second Heart implant from there to emulate the secondary heart a space marine receives via surgery... but just upping the stats does the very same thing and reduces the clutter on the character sheet. Quote:
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In one illustration I found, they say that all the surgeries are done at age 18… so that means that they get the Black Carapace then. So that would mean, that they become initiates at age 18… Which could be… then again… does it really make a difference wheter you become initiate when you are 18 or 50 when you live 600 years? I don't think so… :P Thanks again for all your input, it is very much appreciated. I also wanted to show you my Disadvantage "Curse of the Wulfen" but I don't have it ready yet… Cheers! Onkl |
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01-24-2013, 09:47 AM | #8 | |||||||||||
Join Date: Oct 2010
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Re: A WH40k Space Wolf in GURPS
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Last edited by borithan; 01-24-2013 at 10:02 AM. |
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01-24-2013, 12:57 PM | #9 | |
Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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Re: A WH40k Space Wolf in GURPS
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My intention was to make the first session a split between being an Aspirant passing the tests - fast forward - last scout mission and initiation ritual - and it just seemed strange to me that an initiate would be so young, but I guess I will go the canon way. What makes sense is that he would be 23 when he finally joined the chapter - cause then 5 years have passed for the gene-seed to grow. Also, the initiate would have proven himself for having survived as long as he did - thus worthy of being gene-seed harvested. Maybe the Codex Astartes says the gene-seed of scouts must not be harvested at all, who knows.. Also, it might be easier for the player to really grasp what his abilities are if he gets them one after another instead of all of them in one "fast-forward". If you were a player in this game, what would you like better? Cheers Onkl |
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01-24-2013, 01:10 PM | #10 | ||||||||||||||||
Join Date: Feb 2005
Location: Virginia, US
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Re: A WH40k Space Wolf in GURPS
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Further, depending on which aesthetic teat that you are supping from, even if they don't specifically acquire it from their pseudo-Gigantism, then the whole "barrel-chested" thing would also move the chap away from the norm. Quote:
Then again, unlike PerfectOrganism's excellent work I took a more "lens-based" approach, which included individually statting out each of the organs and throwing them into the "basic lens," then adding additional lenses (Chapter, tactical, specialty). It gets a bit wonky in places, perhaps not quite surprising, when thinking about the synergy of the zygotes but overall I think it worked. Quote:
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If you want crazy when it comes to the Marines, you just have to think of the progenoids--organs that are vital to the survival of the Chapter, and which mature after 5 and 10 years, but for some reason they aren't removed after 5 or 10 years. (The only in-setting argument that seems to make sense is that along with the genetic material the progenoids also store the "hero factor!" ;)) Quote:
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... Basically you can do what you want. Quote:
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Your way also works, so no criticism from me! Quote:
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Make of that what you will. |
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Tags |
space marines, space wolves, templates, wh40k |
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