WOIN N.E.W. Space Opera [OOC]...

GreenKarl

First Post
Cool, so a couple of psykers, a droid and a bitter space cowboy (oh I am sensing the leader of the team :) hehe) sounds like an interesting group...
 

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GreenKarl

First Post
A bit more background (will post this on the first post also)

The team will all be members of the Regulators, a mercenary type law enforcer/bounty hunters within the Reach (this region of space) working for the United Frontier Authority (UFA). This organization is responsible for law enforce and civil control for over a hundred colonies and hundreds (if not thousands) of minor outposts, mining operations, research facilities, start-up colonies, etc. spread over 300 systems within a region that is some 30 by 50 parsecs across. The closes Union Core Systems (the homeworlds and major old colonies of the Humans, a number of Borian and Ogron associated colonies, the Felan homeworld and sponsored colonies, and a few colonies that have also joined the Union from the Spartans and one semi-member colony world of Venetian. Androids don’t have any colonies of their own but within Union space sentient AI are granted some civil rights. They tend to have more out on the frontier though) are about 80 parsecs away (Sol itself is 112 parsecs away).

There are just over a 1,000 Regulators working for the UFA, broken down into teams that range from a pair of individuals to larger sections that max out around 20 or so members. The larger teams tend to work on the larger patrol boats that operate on the Reaches Fringe (attempting to stop smuggling of Forerunner technology out of the Dead Stars systems). Most other teams are 3-5 members who work together to collect on bounties the UFA offers on various criminals for various crimes and other quasi-enforcement style jobs (which include but are not limited to – looking for lost or stolen merchandise or individuals, aiding in the solving of various mysteries, protection of groups or individuals for limited events or during exploration, etc.). As one might imagine the Regulators are spread very thin and most who are looking for almost any type of work can find it at the UFA main facility.

The UFA has a Reputation of 20 (5d6), Locate Info is Difficult [16] and a Requisition Cap of 1,800cr in most intendance (exceptions being starcraft). The UFA has a Trait of “Disciplined” (even though they are not really that strongly tied together as an over-all organization, individual teams are extremely loyal to each other). This means that so long as there are least 3 member of a team operating together they gain a +1d6 to their Initiative.

Extra Gear provided to the Regulators. They can also requisition other items on a case by case bases (up to the base Reacquisition amount of 1,800cr).

Disruptor Pistol: Damage 2d6+2 heat, Range 12, Cost 100cr, Size S, Wt. 3, Availability 8B, Special: Sidearm.

Armored Pullover: Soak 3; Cost 40cr; Type Light; Wt. 10; Availability 6A; Inneffective – Heat

Survival Tool Kit (Wt. 4, Cost 25cr) includes a compass, electronic mapping devices, emergency rations, a small selection of 10 spray dressings, 10 chemical light-sticks, and a portable laser stove.
 


Here is a link with details http://www.woinrpg.com/races/

From the link:

Human Warped
There’s something strange about black holes, and those who come from planets orbiting these mysterious bodies are always a little bit different. Visitors to those planets often report hallucinations and nightmares, but those who evolved there have adapted to these phenomena.

The Warped are generally regarded as freaks. They talk funny, and have staring, violet eyes which tend to make people feel uncomfortabke. Those who do not know them assume that they are on some kind of recreational drug - their mannerisms are sudden, often seemingly random, and they tend to twitch in an unnerving manner and suddenly address people who aren’t there.

Size: Medium; humanoid
Attributes: INT +2, PSI +4, CHA -1
Skill Choices: [psionic], perception, insight, foresight, astrogation

EXPLOITS

Crazed Minds. The Warped really are a bit different. They think differently, and act strangely. They gain +2 MENTAL DEFENSE.
Warped Psionics. Warped begin play with two clairsentience or clairvoyance psionic powers.
See Ghosts. Warped claim to be able to see ghosts. Whether these are hallucinations or some strange artifact of the black holes they grown up near, these ghosts are able to impart information. Once per day, a Warped can spend a LUC die and ask one yes/no question which the GM will answer truthfully.
 

tglassy

Adventurer
That seems a little OP considering what most races get 4 points for abilities once factoring in negatives. Humans get 5 and no negatives, but that also only get one exploit, and one that’s extremely situational, so the extra point makes up for that.
 

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