Demeanors: Not quite understood

By LittleHorus88, in Deathwatch Rules Questions

now i understand demeanors are basically an ideal to understand your characters basic personality for roleplaying purposes as it were but it says they can be used like fate points if the certain type of demeanor applys and you get bonus's but doesnt explain much on the whole system of what it actually gives you at the time then theres there awards for doing it.

Maybe im just being thick.

Anyone able to illuminate me?

Generally, I believe the wording is that it provides double the bonus of a normal fate point. As long as the player roleplays to the demeanor well. If not, then it counts as a fate point.

Think of it as a kind of personality trait that you're able to "trigger", emulating a use of a Fate Point, which can be improved as explained in the post above me. I find it harder to find suitable scenarios where the Demeanour can be triggered, and even improved, personally.

Remember that unlike with a FP something should give when triggering your Demeanour but failing. That's a difference not-to-be-forgotten.

Alex

It's up to the GM how much of a bonus over normal FPs it gives. I base it on both roleplay and how well it fits the situation. For example, I'd give 'Gregarious' a +20 on pretty much any Charm check just because it's so perfectly suited for it. And then I'd toss in another +10 for decent roleplay. Whereas using 'Pious' for a bonus on the same check would give only a +10, assuming the player managed to dupe me into allowing it's use is some cunning manner in the first place, with the extra +10 for roleplay still available.

Giving an extra +10 for 'suitability' makes some of the demenours more attractive and also ensures that they might get used at more appropriate moments, rather than being picked on the basis of 'what allows me to get a modifier under the largest number of circumstances'. Of course, if a demenour is completely inappropriate, then the player can't use it on that role anyway.