When I run DWAITAS games at conventions, I present the players with a batch of ten possible pre-generated PCs. With typically five players per session, that should give everyone a reasonable chance to play something that they like, without locking anyone in to "the one nobody else wanted". Each is a fairly generic character type suitable for the genre, although some are more explicitly tied into the setting than others. These are, after all, convention games, not an ongoing campaign where such things as inter-game consistency, character growth, and continuing investment in "your character" are an issue.
So I figured that I could present the characters here. Even if somebody reading this blog is going to play in one of my convention games (or I can find enough people willing to commit to doing so on, say, Roll20) character archetypes aren't going to give away any plot details. I'm going to start with one that is often the first to get snapped up: a UNIT soldier.
Which, in terms of a character archetype, isn't really any different from "modern(ish) soldier", making it one of the more straightforward options both in terms of design and figuring out how to play them in game. I'll begin with the generic blurb, provide the game stats (for 2nd edition) then conclude, in the style of the "monster" posts with a look at how the same character type might work in other systems. Which, in this case is, as I say, basically a template for a regular soldier.
Background
You were working for the British branch of UNIT when you were assigned to a team sent to investigate an apparent time anomaly at a hotel in Kent. While doing so, you stumbled into a rift and suddenly found yourself transported over 40 years into the future. You teamed up with other people who had travelled through the anomaly to close it and defeat an invasion plan by the Gelth, but that left you trapped in the year 2022! Using a TARDIS also drawn to the hotel, you and the others are now travelling through time and space (note: how effectively depends on whether one of the other players is playing a Time Lord…) either to get back home, or simply to explore.
DWAITAS stats
Awareness 4 | Coordination 4 | Ingenuity 2 |
Presence 2 | Resolve 3 | Strength 3 |
5E - UNIT Soldier
3rd level Protector
STR 15 (+3) | DEX 15 (+3) | CON 15 (+3) |
INT 8 (-1) | WIS 12 (+1) | CHA 10 (+0) |
Saving Throws: Str +5, Con +4
Armour Class: 15 Plot Points: 30
Speed: 30 ft. Tech Level: 4
Quip Bonus: +5 Motivation: Guardian
Skills: Athletics +5, Intimidation +1, Perception +3, Survival +3
Tools: Navigator’s Tools, Vehicles (surface)
Features: In Your Face, Second Wind, Unarmoured Defence, Action Surge, Percussive Maintenance, Shield, Order, Tactician
Savage Worlds - UNIT Soldier
Agility: d8 | Smarts: d4 | Spirit: d6 |
Strength: d6 | Vigour: d6 |
Skills: Athletics d8, Common Knowledge (1970s Earth) d4, Driving d6, Fighting d6, Healing d4, Notice d4, Persuasion d4, Shooting d8, Stealth d4, Survival d6
Hindrances: Code of Honour, Driven (minor, protect others), Loyal
Edges: Command, Soldier
Gear: 9mm pistol, backpack
Pace: 6 Parry: 5 Toughness: 5
BRP - UNIT Soldier
STR 12 | CON 13 | SIZ 13 |
INT 12 | POW 10 | EDU 12 |
DEX 14 | CHA 8 | |
Hit Points: 13 | Move: 10 | |
Base SR: 4 | Damage Bonus: +1D4 |
Skills: Brawl 75%, Climb 70%, Command 25%, Demolition 31%, Dodge 56%, Drive 50%, Firearm (pistol) 75%, First Aid 40%, Grapple 70%, Hide 20%, Insight 25%, Jump 45%, Listen 45%, Repair (mechanical) 45%, Navigate 45%, Spot 45%, Stealth 50%, Swim 45%, Throw 75%
GURPS - UNIT Soldier
ST 12 | DX 14 | IQ 10 | HT 12 |
Speed: 6.5 | Move: 6 | Thrust: 1d-1 | Swing: 1d+2 |
Advantages: Fit, Military Rank 1 (corporal)
Disadvantages: Code of Honour (soldier’s)
Skills: Brawling-15, Camouflage-10, Driving (car)/TL7-14, Driving (heavy wheeled vehicle)/TL7-13, Electronics Operations (communications)/TL7-10, Explosives (Demolition)/TL7-10, First Aid/TL7-10, Guns (pistol)/TL7-16, Guns (rifle)/TL7-15, Leadership-9, Soldier/TL7-10, Stealth-13, Survival (woodlands)-13
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