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Old 01-22-2013, 08:11 AM   #1
Onkl
 
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Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
Default 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:
Originally Posted by Lexicanum
The unique properties of the Wolves' gene-seed gift their brothers with enhanced abilities beyond even those of other Space Marines, including hyper-acute senses of smell and hearing, elongated canines that can dent plasteel, and leathery, resilient skin[1a]. Unfortunately, these same properties risk turning the man who absorbs them into a feral beast, an aspect known as the Curse of the Wulfen among the Space Wolves.

The first risk of transformation comes during the final initiation rites for Aspirant Wolves, when they drink from the Cup of Wulfen and absorb the first and most deadly component of the gene-seed, the Canis Helix. The Helix causes a violent transformation to the Aspirant's body which is always painful and sometimes fatal[1b]. Those Aspirants who are not killed revert to a bestial state, hungry for raw meat and blood. During their final trial, the Test of Morkai, the Aspirant is required to make his way back to The Fang through the harsh Fenrisian wilderness, fighting the dehumanizing effects of the Helix. Those who fail to do so become entirely feral and stay in the wild, hunting future Aspirants[1b]. Those who succeed and return to the Fang are implanted with the remaining components of the gene-seed, which stabilizes the effects of the Helix.

However, even after initiation into the chapter, many Wolves are never entirely free of the Curse, and risk reverting to their bestial state in moments of great stress[1b]. Part of the duties of the Wolf Priests is to watch over their brothers in battle, and remind them of their better instincts when they are in danger of succumbing to the Curse[1c][2].

In late M41, the Wolves' arch-rivals, the Thousand Sons Chaos Space Marines, conducted a ritual using relics stolen from the chapter, including the sacred Spear of Russ and the gene-seed of several fallen Wolves. With these, the Sorcerer Madox planned to generate an interstellar field that would transform all the Wolves into Wulfen. This ritual was stopped by Ragnar Blackmane, though not before its effects caused havoc among several of the chapter's brothers[2].

Despite the general belief that Wulfen were entirely bestial and thus irredeemable, there were rare cases where Wolf brothers could be reasoned with and brought under control[2].
The first properties are pretty straight forward:
  • Acute Smell
  • Acute Hearing
  • Teeth (Sharp Teeth or Fangs)
  • Damage Resistance (Thick Skin)

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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space marines, space wolves, templates, wh40k


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