Page 1 of 1
#1 Recreating a Space Marine in d20
Posted: Fri Oct 13, 2006 5:47 pm
by Rogue 9
Okay, so one of the guys in the group wanted to try out Besm d20. As I hate anime and refuse to watch it, I have no idea about anime character concepts beyond being an annoying wanker of wanked-out wankitude, and probably wouldn't use them if I did. So, I took a look at the rules and decided that I was going to try and recreate a Space Marine from Warhammer 40,000. I won't be able to do it all at once at first level, of course, but I plan on getting there.
So I'm starting at first level, have 40 character points to spend, and access to the Besm core book and d20 Mecha, which I will use to create the power armor. The game is tonight, starting in about five hours. How do I do this?
#2
Posted: Sat Oct 14, 2006 12:13 am
by Stofsk
I remember this being in Testing. Who moved it?
#3
Posted: Sat Oct 14, 2006 1:38 am
by Rogue 9
That's funny. I don't remember putting it in Testing.
#4
Posted: Sat Oct 14, 2006 2:32 am
by Stofsk
Oh. Then I was mistaken.
#5
Posted: Thu Oct 19, 2006 12:21 am
by Lia
I'm not quite sure what 'wanker' means, but I swear, man. Not ALL anime is that bad. Seriously. It's like any other genre... a bunch of crap, some great stuff, some stuff you run in the background.
C'mon, how much god-awful fantasy is out there?
Don't worry so much about being the most crushing crushinator out there, that's all I can say. And as far as supressing the need to crush infidels goes, I'm sure your character would be painfully aware that he's not backed up by buddies, not under orders, and survival should be a priority.
#6
Posted: Thu Oct 19, 2006 8:36 pm
by frigidmagi
I don't have D20 Mecha, but I have the core books, this weekend I'll give it look and try to map out what you would need. 40pts huh? Right okay, check with your gm but I think you'll need own a mecha for the power armor.
#7
Posted: Thu Oct 19, 2006 8:41 pm
by Charon
Answer:
You don't.
Go get GURPS.
#8
Posted: Thu Oct 19, 2006 8:43 pm
by frigidmagi
Charon, shush if you have nothing of value to say and yes, what you said had no value.
#9
Posted: Thu Oct 19, 2006 8:48 pm
by Rogue 9
Already made the power armor. I went with a couple levels of mecha pilot, but from here on out I'm designing my own class.
#10
Posted: Thu Oct 19, 2006 8:53 pm
by Charon
Yeah. Your own class would be required. Though you could probably tweek Giant Robot to pull it off. And there's always the bog standard answer of 'Adventurer'.
#11
Posted: Thu Oct 19, 2006 9:10 pm
by frigidmagi
Adventurer is the most useful catch all class.
#12
Posted: Thu Apr 19, 2007 4:52 am
by Rogue 9
Well, this game was abandoned for awhile, but it's started back up again with mostly the same characters. I'm having difficulties explaining why I'm not flying off the handle and killing the guy who's playing a Final Fantasy-style summoner for being a Chaos sorcerer, but I'm managing so far.
Anyway, I sat down and did a quick-and-dirty Space Marine class with the standard 200 point build. I might drop the HD type from d12 to d10 in order to get the points to give the class Superstrength somewhere in there, but right now I have two ranks of Damn Healthy; two of OBM and two more of Personal Gear (to build and later upgrade armor); Special Defense against disease, poison, low-oxygen environments, and pain; gave them the Diehard feat (a must for some of the shit they do); and used Special Attack to build the acid-spitting thing. I built Armor, Special Defense against aging and sleep, and another rank of Damn Healthy into my character with the starting points. Only trouble is that if I start in on my class now, I'd be getting redundant class features because I already used Mecha Pilot to get the armor. I'd have enough points to build Terminator armor by 8th level.
![Neutral :neutral:](./images/smilies/icon_neutral.gif)
#13
Posted: Sat May 26, 2007 7:36 pm
by Bloody Good
Hmm. As an avid 40K gamer, I have to ask: a fluffhammer Space Marine, or an actual rules-accurate Space Marine? Because of you go with the Marine fluff, they are apparently a race of tiny gods, but if you go by rules, they get their asses kicked about as often as anyone else. I should know. I play orks (red ones go faster), and my win/loss vs Marines of all kinds makes my orks look like a race of tiny gods. For '05, it was 56 wins to 3 losses. But I digress. We'll assume actual rules-accurate, so you have some numbers to work with.
I know D&D better than BESM, so bear with me. He would need at least a +4 Str and Con. Dex could stay the same, as their Init is only slightly above the average for humans (Imperial Guard). The rest is just a slightly better accuracy with ranged and melee (the melee would be covered by the Str bonus I think), and the 3+ save could either be represented by cool gear or better HP. They don't actually have game rules for the poison/vacuum resistances, and as many races employ poison-based weapons that affect the Marines just fine, you could drop them. Besides, the Fort bonus would cover some of it.
I'd do a big Charisma penalty. You know how the dwarves' charisma penalty is usualy explained by saying that dwarves are stubborn? Marines are mind-bogglingly stubborn, to the point that a dwarf would call them jack-asses. At least a -2. But they have good morale, so I'd say a +2 on saves vs fear.
#14
Posted: Tue Jun 05, 2007 11:04 pm
by SirNitram
Honestly, I think Rule One should be: Don't try to be a Space Marine at level 1. I would chart it so:
1-4: Candidate.
5-9: Scout.
10-14: Battle-Brother.
15-20: Brother-Sergeant.
Yes, this means you postpone alot of your sheer, over-the-top badassery until 10th level, when the Black Carapace and full Powered Armour are gained. On the other hand, this would resolve some of the crazy issues you have.