Rules IV (Only War): Char Gen

Nyt område til ny campaign...

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Jaked_One
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Rules IV (Only War): Char Gen

Post by Jaked_One » Tue 19 Mar 2013, 21:59:17

Stay tuned
There is inherently no silver bullet...

JT
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Re: Rules IV (Only War): Char Gen

Post by JT » Sat 06 Apr 2013, 4:35:31

jeg foreslår 2 rækker fixed position 1 reroll ligesom i bogen (den tror jeg dog kun foreslår 1 række) mit 1st try gav vildt ringe stats - anden række var over gennemsnit derfor ok og er den jeg har valgt til "testchar"

hvis begge rækker er helt skidt så en 3rd row med gm hjælp med +/- stats tror jeg er ok, da det er træls og skulle styre en lowbie
"A problem well stated is half solved."

Charles F. Kettering

Jaked_One
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Re: Rules IV (Only War): Char Gen

Post by Jaked_One » Mon 29 Apr 2013, 14:52:30

Jeg er enig med JT's forslag - lorte stats hjælper ikke i en lorte situation. Det er måden vi ruller på.
There is inherently no silver bullet...

Jaked_One
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Re: Rules IV (Only War): Char Gen

Post by Jaked_One » Mon 29 Apr 2013, 15:04:00

Og nu til reglerne - de er fra grundbogen, så de kan afvige fra Beta'en - henvisninger til tabeller osv. gør - gå efter tabelnavnet:

Vi åbner med afsnittet, som ikke hedder: "Så Fat Det Dog". :-)
In ONLY WAR, each player plays a member of the Imperial Guard, one of the countless billions of hardened, faceless conscripts constantly fighting on myriad fronts at the whim of the Adeptus Terra. Using this martial alter ego, the players go forth at the behest of their officers to fight the eternal and implacable foes of the Imperium—the foul xenos, the mutant, the heretic, and the dark forces of the Ruinous Powers. Throughout the course of their service, these characters may fight on a hundred nameless worlds, often outnumbered and outgunned by their enemies, and fighting in some of the worst conditions that history has ever known. Driven by their officers, the dreaded Commissars, and their own sense of duty and loyalty to the God–Emperor, each Guardsman is expected to persevere and execute his duty, even unto death.

STAGE 1: GENERATE CHARACTERISTICS A Player Character is largely defined by numbers which set his numerous physical, mental, and social attributes. These numbers, which exist on a scale of 1–100, are called Characteristics, and cover such things as the Player Character’s physical strength, how physically and spiritually resilient he is, and how well he handles a weapon.

STAGE 2: CHOOSE SPECIALITY While your chosen Regiment and Characteristics lay the foundation for your character, it is your Speciality that defines your character and determines his role in the Imperial Guard. Specialities determine your character’s focus; what weapons he uses, what skills he knows, and what areas of expertise he easily excels in. The Imperial Guard is incredibly diverse, and because of this, there are twelve different Specialities for players to choose from in ONLY WAR. Each player selects one and only one Speciality, and this determines his character’s starting Aptitudes, Skills, Talents, and Wounds. Additionally, each Speciality grants that character a short list of special abilities that he can purchase as Advances for experience. When creating characters, it is recommended that your group discuss which Specialities you each intend on choosing for your characters. This way, you can plan around each other, and make a balanced Squad that is better prepared to face a variety of challenges, and easier to play in—a group of four Ogryn could run into some trouble when it came time for any complex tasks!

Det er rimeligt lige ud af landevejen - husk at talents har prerequisites!

STAGE 3: MOVEMENT, WOUNDS, FATE, AND SPENDING EXPERIENCE This step is where the player further customises his character. Every Player Character in ONLY WAR starts with 600 Experience Points (or 300 xp for Support Specialists) with which to buy Skills and Talents and improve Characteristics during Character Creation. These points reflect the character’s life experiences prior to being conscripted. A player can use these Experience Points to broaden his character’s experience, to tightly focus him for specific roles within his squad, or to fit the player’s character concept. Additional calculated attributes are also recorded during this step. This stage is also the point at which the players determine their characters’ Movement, number of Fate Points, and his Wounds. • The Player Character’s Wounds are determined by his Speciality. Each has a specific number of Wounds to start, determined by adding a set number to a random 1d5 roll. • Every Guardsman begins the game with a randomly generated number of Fate Points (see page 100). • Determine the Player Character’s Movement rate by consulting Table 1–4 on page 33. • The player can now further customise his character by spending xp to purchase Characteristic Advances, Skills, and Talents.

STAGE 4: GIVE THE CHARACTER LIFE Once the number crunching is finished and all of the character’s penalties and benefits are tallied, it is time to breathe some life into the new character. This stage helps the player define his character’s name, nature, beliefs, and more. This step is an important one, as it helps the players portray their characters during the game, and makes each a unique individual who stands out from the usual faceless throng of the Imperial Guard. During this step, the players also choose their character’s Demeanour—a roleplaying aid that helps shape the character’s personality.

Demeanor-tabellen er faktisk rimelig fin - lad evt. være med at rulle - bare vælg.

STAGE 5: GENERATE COMRADE Player Characters would be lost without their Squad to accompany them into the heat of battle. In this stage, the player generates the Comrade who will serve alongside him on the battlefield.
Det her er en kende usædvanligt, nærmest lidt Ars M?, så jeg smider lige afsnittet ind - så I kan kommentere på det.

Imperial Guardsmen do not march onto the battlefield alone to face the countless enemies of the Imperium. They march in force, shoulder to shoulder with their comrades- in-arms. They fight and die alongside these men and women, trusting them with their lives. In ONLY WAR, the Non-Player Character Imperial Guardsmen in the players’ Squad are known as Comrades. Each Player Character—except for several Specialists—is accompanied by a Comrade who can fight alongside him in combat, aid him in vital tasks, and protect him from enemy fire. Each Comrade has his own name and persona, but all Comrades are still strictly supporting characters. Their role is to help support the Player Characters, to flesh out the Squad, and all too often, to die and be replaced by a fresh-faced recruit. For more information on using Comrades in gameplay and combat, see page 269 of Chapter VIII: Combat.

CREATING A COMRADE Generating Comrades occurs during character creation, and whenever the Squad needs to be restocked after a costly battle. Each Player who needs a new Comrade follows these steps: • Roll once on either Table 3–19: Example Male Names or Table 3–20: Example Female Names, to generate the Comrade’s name. The gender, age, and other physical characteristics of the Comrade are up to the player. However, the GM must approve all Comrades, and as with any other NPC, reserves the right to make any changes to a Comrade he deems necessary. • Roll once on Table 3–21: Demeanours to generate the Comrade’s personality. Once the Comrade has been generated, fill out the appropriate space on the Squad Sheet with the relevant information. LOSING AND REPLACING COMRADES The battlefields of the 41st Millennium are dangerous places, and most Imperial Guardsmen are lucky to see the next fifteen hours, let alone the end of the battle. It is likely that sooner or later, a character’s Comrade is going to give his life for the God-Emperor on the field of battle. When this happens, the character crosses off his Comrade’s name on the Squad Sheet, records the cause of death, and no longer gains the benefits of any abilities or Orders that require a Comrade. To replace the lost Comrade, the Squad must request new recruits from Regimental Command or the Departmento Munitorum to replace their lost Squad members. This is not an instant process, however, and unless there are exceptional circumstances, as determined by the GM (such as coming across a lone member of their regiment, and bringing him into the Squad), the Squad will have to wait until they have downtime at an Imperial Guard base before they can replace their lost Comrades. Once the Squad has the time to request new Comrades, each player who has lost their Comrade can generate a new one using the rules for Creating a Comrade above.


STAGE 6: PLAY ONLY WARHer har de skrevet et eller andet pladder, noget om at være klar på rollespil og have forstået reglerne... Osv. Der skulle have stået:

FIGHT FOR THE MEN BESIDE YOU!
FEAR YOUR OFFICERS!
DIE FOR THE GLORY OF THE EMPEROR!


Men nogen mente, at det ville demoralisere nye spillere - suk -
There is inherently no silver bullet...

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