[WOIN] WOIN Character Assistant, a character creation tool - Page 4
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  1. #31
    Quote Originally Posted by Morrus View Post
    And maybe show the descriptor and max dice pool at the top? eg. A young erudite Felan burglar who likes modern art (6d6)

    (I"m not trying to tell you what to do - feel free to ignore me!)
    I can also do that. This is the kind of feedback I'm looking for, thank you!

    Quote Originally Posted by Morrus View Post
    That's the one. I think that basically means you don't have to code anything!
    Excellent. Yes, this should be a really easy fix.

  2. #32
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    I have added the races from Universal Upgrades to the WOIN Rules Reference Document. Figured you might be interested!

    Also, I fixed an error with humans -- in the errata, their skill choices have become "Any".

  3. #33
    Quote Originally Posted by Morrus View Post
    I have added the races from Universal Upgrades to the WOIN Rules Reference Document. Figured you might be interested!

    Also, I fixed an error with humans -- in the errata, their skill choices have become "Any".
    Nice! I'll work on these later.

    In the meantime, if you update WCA you may find some new surprises waiting for you in the "view character" menu! (Be sure your character has at least one career to see the descriptor!)

  4. #34
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    I also just double checked the NOW races, and noticed that on the WRRD some of them were older versions.
    ----

    Just updated it, but no descriptor showing.
    [Edit ah, OK, works on a new character, not on a loaded character]
    SaveSave
    Last edited by Morrus; Tuesday, 14th November, 2017 at 12:53 PM.

  5. #35
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    Hey, look at that! Awesome!

    Buzz Lightyear
    a teenaged stoic Augmented astronaut who enjoys cooking (1d6)

    Name: Buzz Lightyear
    Race: Augmented
    Homeworld: Agricultural
    Hook: enjoys cooking
    Career track:
    [1] Astronaut (2 years)

    Stat totals:
    STR: 5 (2d6)
    AGI: 4 (2d6)
    END: 7 (3d6)
    WIL: 3 (2d6)
    INT: 4 (2d6)
    LOG: 3 (2d6)
    CHA: 3 (2d6)
    LUC: 3 (2d6)
    REP: 1 (1d6)
    MAG: 0 (0d6)
    CHI: 0 (0d6)
    PSI: 0 (0d6)

    Skill totals:
    astronomy: 1 (1d6)
    piloting: 1 (1d6)

    Exploits:
    Adaptive - When incorporating new cybernetic alterations, uugmented only need to
    succeed at a Routine [10] END check for the process to take hold
    successfully. Additionally, they can incorporate an additional two
    alterations beyond the normal limit of their END attribute.

    Aim - This is identical to the Feint exploit, but for ranged combat; it grants +1d6
    bonus to an attack roll taken in the same turn. The attack action must come
    immediately after the feinting action. All characters get either the Aim or
    Feint exploit for free.

    Alteration - Augmented begin play with two minor or one major cybernetic
    alteration.

    Evasive action - (requires AGI 5+; piloting skill) You use your action to perform a
    series of evasive maneuvers which grant your ship +4 DEFENSE until
    the start of your next turn.

    Inert - Augmented embrace technology over matters of spirit. They may never have a
    Chi score above zero.

    Space sickness - Nearly every astronaut gets sick. You learn to ignore it. You
    become immune to sickness conditions.

    Derived Statistics:
    Health: Roll END (3d6) + WIL (2d6)
    Speed: 4
    Climbing: 2
    Swimming: 2
    Zero-G: 2
    High-G: 2
    Horizontal Jump: 8' (standing: 4')
    Vertical Jump: 8' (standing: 4')
    Carry: 120 (before exploits and size modifiers)

  6. #36
    Quote Originally Posted by Morrus View Post
    I also just double checked the NOW races, and noticed that on the WRRD some of them were older versions.
    ----

    Just updated it, but no descriptor showing.
    [Edit ah, OK, works on a new character, not on a loaded character]
    [FONT="]Save[/FONT]Save
    This brings up a good point. Until I get the base functionality ironed out and relatively consistent, the save/load feature won't be of too much help (unless you keep loading a character, re-editing to make sure things are consistent, and re-save it... but it's better to just remake). If you're absolutely attached to a character you've made with WCA, it would be a good idea to transfer it to a character sheet proper.

    But we're getting closer and closer to that base consistency!

    Thanks for the heads-up on the NOW races. I'll make a note to update those in the code.

  7. #37
    Quote Originally Posted by Morrus View Post
    I have added the races from Universal Upgrades to the WOIN Rules Reference Document. Figured you might be interested!

    Also, I fixed an error with humans -- in the errata, their skill choices have become "Any".
    I spent several hours parsing those new races and updated the human stuff. The update just got pushed out a few minutes ago. Making that content OGC was an awesome treat, Morrus! I hope everyone enjoys getting to select and play with the new races.

    As always, if anyone has questions, feel free to ask away. If you run into any issues, bugs, typos, or have a feature you'd like to see, you can let me know on the issues page of the project or here if you don't have a GitHub account.

  8. #38
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    The OGC races didn't show up when I updated it. I may have done something wrong though!

  9. #39
    Quote Originally Posted by Morrus View Post
    The OGC races didn't show up when I updated it. I may have done something wrong though!
    I ran into this with my test pull. I'm not entirely sure of the cause as I still have a lot to learn, but I believe it has something to do with caching. You can see if there's a python process lingering anywhere in the background and kill it. Barring that, remove the __pycache__ folders. I think you can get away with just removing the __pycache__ folder under the data folder. If that doesn't work, remove the one in the main wca folder.

    I'll have to do some research to figure out how to avoid this situation in the future. Until then, at least it shouldn't come up too often.

  10. #40
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    That worked!

    Zzzzachariauzzz
    a young alert Pajak bounty hunter who enjoys wordplay (5d6)

    Name: Zzzzachariauzzz
    Race: Pajak
    Homeworld: Desert
    Hook: enjoys wordplay
    Career track:
    [1] Survivor (12 years)
    [2] Burglar (3 years)
    [3] Burglar (1 years)
    [4] Prisoner (6 years)
    [5] Bounty Hunter (1 years)

    Stat totals:
    STR: 4 (2d6)
    AGI: 8 (3d6)
    END: 5 (2d6)
    WIL: 4 (2d6)
    INT: 10 (4d6)
    LOG: 4 (2d6)
    CHA: 2 (1d6)
    LUC: 5 (2d6)
    REP: 4 (2d6)
    MAG: 0 (0d6)
    CHI: 0 (0d6)
    PSI: 0 (0d6)

    Skill totals:
    appraisal: 1 (1d6)
    intimidation: 1 (1d6)
    knives: 1 (1d6)
    perception: 1 (1d6)
    running: 1 (1d6)
    stealth: 5 (2d6)
    survival: 1 (1d6)
    thievery: 2 (1d6)

    Exploits:
    Bite - Pajak have a bite attack which does 2d6 piercing/poison damage.

    Compound eyes - The compound eyes of a Pajak give it +1d6 to perception checks and
    all-around sight, making it immune to flanks and crossfires.
    Additionally, Pajaks are noted for their perceptivness. When taking
    a new career, a Pajak may optionally exchange one of the listed
    four attribute increases for INT, as long as it doesnt result in a
    duplicate attribute advancement.

    Death from on high - (requires charge) You pay 2d6 and drop down on your opponent
    from at least 5' above him. This counts as a charge but knocks
    your opponent prone and does 2d6 extra damage instead of 1d6.

    Endurance - You endured a lot, and have the scars to prove it. You gain +2 natural
    Soak.

    Feint - This is identical to the aim exploit, but for melee combat; it grants +1d6
    bonus to an attack roll taken in the same turn. The attack action must come
    immediately after the feinting action. All characters get either the Aim or
    Feint exploit for free.

    Insectoid - As insectoids, climbing is a natural movement rate for the Pajak; they
    gain a CLIMB speed equal to their regular SPEED. Pajak can move across
    walls and ceilings with ease.

    Locksmith - You gain an exceptional quality lockpicking kit.

    Prey - You may choose a target species. You gain a +1d6 bonus to attempts to track
    targets of that species.

    Prison tough - You are mentally and physically toughened. Each time you go to
    prison you gain a permanent +1 bonus to your DEFENSE and MENTAL
    DEFENSE.

    Sixth sense - You have a sixth sense when it comes to traps, and gain a +2d6 bonus
    to spot them and a +1d6 bonus to avoid or disarm them.

    Thin bones - A Pajak is light (weighing half what a creature its size normally
    would) and thin. Its carrying capacity is half normal. However, they
    are double-jointed, and any attempt to escape a physically restrictive
    situation gains a +1d6 bonus.

    Derived Statistics:
    Health: Roll END (2d6) + WIL (2d6)
    Speed: 6
    Climbing: 2
    Swimming: 2
    Zero-G: 2
    High-G: 2
    Low-G: 2
    Horizontal Jump: 16' (standing: 8')
    Vertical Jump: 8' (standing: 4')
    Carry: 90 (before exploits and size modifiers)

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