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

My concept is a latent Psi user trained for battle by some shadow corporation. He fled and is now on the run. Going to need to go over character creation rules since I just picked up the book.
 

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Shayuri

First Post
So a robot and a pair of psychics. Should be interesting. :)

What kind of skills are you guys planning to focus on?

I'm finding myself spread a little thin at the moment...though not disastrously so, I think, since there's a hard cap of 5 dice in the pools right now regardless.
 

mfloyd3

Explorer
I'd be interested in playing, but the next couple of weeks are a little scattered for me and I've never used WOIN. How soon would you need a character/backstory/etc.?
 

GreenKarl

First Post
I'd be interested in playing, but the next couple of weeks are a little scattered for me and I've never used WOIN. How soon would you need a character/backstory/etc.?

It depends on everyone else BUT I am also cool if you want to join later after the game has started. SO depending on how fast I set up the extra stuff the team gets and the characters are created my tentative would be to start within a week. But that's not a hard start date just a goal right now
 

tglassy

Adventurer
Here's my career list, and rolls for age:

Origin: Talent: [roll0]
Marx was born on an asteroid, where his father was a minor. They were mining some strange substances, and when Marx was born, he was born different. As a baby, he reacted to people's emotions rather than their demeanor. As he grew, he learned he was able to feel other people's emotions with ease. He used this to make sure the other kids stayed in line, even catching a few in the act of some serious crimes. This did not earn him friends, however, but he didn't care. He wanted to make sure those who broke the law were caught.

Career 1: Battlepsyche [roll1]
Unfortunately, his power was discovered by a shadowy organization. They took him at the age of 9 , and they trained him to be a powerhouse, developing his psychic abilities further. He learned how to shield himself, permanently, with little effort. But he didn't like this place. He didn't like these people. After 5 years of training, he took off, using his newfound abilities to keep himself hidden from them.

Career 2: Detective: [roll2]
He spent the next 2 years on a city planet, where he fell in with an older man who was a private detective. Working as his Apprentice, Marx used his abilities to help track criminals. While young, he managed to keep his powers secret from everyone except a special few, and became very good at what he did, acting as a consultant to the police in the area.

Career 3 and 4: Star Knight [roll3] and [roll4]
He was approached by the Star Knights at the age of 16, who were impressed with his abilities and what he had chosen to do with them. He didn't want anything to do with it at first, wanting nothing more than to be a detective. But when they explained that they basically are detectives, only more effective, he made the hard choice to leave his new world and train with them. He built his own laser sword within the first 5 years, and increased his ability with it so he could deflect ranged attacks with it.

Now, this 26 year old Intuitive Human Star Knight who needs to bring criminals to justice does what he can to ferret out the criminals who would take advantage of those more innocent than they.
 
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GreenKarl

First Post
He's looking good so far. Also I was playing around with the online Starship Construction and sort of built the ship the team will be starting with access to. I did not completely follow the rules for Starship construction when I built this ship, but as it is not going to be used in battle I am hoping that its’ no big deal :) It’s mostly for the heroes to have something to get around in the Reach with, not fight space pirates with. NOW after some experience with the Regulators the UFA may assign them an armed ship (they have around a dozen or so of the Catino-Class II Privateers in their fleet from the Starship Recognition Manuel) for patrol and anti-piracy action.

Junk-Scout.jpg

Xern Junk-Scout Type II
This is a longer range, updated junk-scout vessel used by the United Frontier Authority (UFA) for standard Regulator transports. It based on an older model Union Scout (at least a hundred years out of date) with various upgrades. It carries no weapons but its range allow for Regulators to move about within the Reach with little difficulty. This ship is not suitable for patrol or anti-pirate work.
Weight: 429 tons; Cargo Units: 15 (0 available; capacity 0.2 tons)
Hull Class: 0-III (INIT +1d6)
Traits: none
Crew: 2 (cost 400cr/m); Passengers: 4 (standard)
Command & Control Systems
Computers: 1x Highwatch SM-1 Computer (CPU cycles 8; max FTL 2; checks +0d6)
Sensors: Chen-Collins SS-2 (range 4; checks +0d6)
Engine & Power Data
Subluminal: 1x Star Corporation SF-2 Fusion Reactor (power 12; Speed 11; fuel efficiency 1.2)
FTL: 2x Cui-Green Alliance SH-1 Hyperdrive (power 4ea; FLT 2.0; fuel efficiency 0.8)
Operational Range: 30 parsecs; Travel Increments ​6 parsecs
Defensive Data
Superstructure: 6; DEFENSE 28; E-DEFENSE 10
Shields: 1x DayCorp Systems SSN-2 Navigational Shield Generator (power 1; SOAK n/a)
Facilities
Luxury: 100% (adequate; +0d6)
Facilities: Brig (2), Double Cabins (3), Messhall (6)
General Systems
Fueling 2x Fuel Bay Alteration
Market Value: 48.2 MCr.
 
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tglassy

Adventurer
Here he is. I think I got everything right. Made a little change with the Star Knight exploits, went ahead and took the Missile Deflection one instead of Summon. I can start getting telekinetic stuff if we ever advance.

Let me know if I got anything wrong!


[sblock]Marx
An Intuitive Human Star Knight who needs to bring criminals to justice.
Hook Attribute: INT

Health: 15
Speed: 4d6
Jump: 16/2
Carry: 50
Initiative: 3d6
Melee Defense: 22 [AGI 8 (3d6 ) + Swords 3 (2d6) = 5d6 = 18 + 4 (Telekinetic Shield) = 22]
Ranged Defense: 22 [AGI 8 (3d6 ) + Swords 3 (2d6) = 5d6 = 18 + 4 (Telekinetic Shield) = 22]
Mental Defense: 18 [INT 9 (3d6] + Concentration 6 (3d6) = 6d6 (max 5d6) = 18]
Starting Money: 180cr

Attacks:
Laser Sword: 6d6 (Max 5d6)
Damage: 3d6 Heat

STR: 2
AGI: 8
END: 3
INT: 9
LOG: 3
WIL: 7
CHA: 3
LUC: 5
REP: 0
PSI: 8

Species: Human
Age: 26
Size: Medium

Homeworld type:
Asteroid
Attribute Bonus: AGI +1, STR -1
Bonus Skill: Zero-g

Origin:
Talent (9 years)
Attributes: INT +1, WIL +1, PSI +1
You manifested undisciplined psionic ability early in life, and struggled because of it.

Battlepsyche (5 years)
Attributes: END +1, WIL +1, PSI +2 (Switch END for INT, Hook Attribute)
Battlepsychs are trained for wartime psionic combat. They specialize in brute-force mental offense.

Detective (2 years)
Attributes: AGI +1, INT +2, CHA +1 (Switch CHA for PSI)
You become a detective, expert at spotting clues and finding your man. Even if you leave the profession, you still retain enough contacts to call in favors and request information.

Star Knight 2 (10 years)
Attributes: AGI +2, INT +2, WIL +2, PSI +2
An elite order of warriors, the Star knights are respected throughout the galaxy. Star knights rarely use ranged weapons, engaging the enemy with their laser swords.

Skills:
Swords 3
Concentration 6
Law
Criminology
Empathy
Interrogation
Zero-g

Exploits:
Feint (Free Exploit): 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.
Perception filter (Free Exploit)(requires PSI 5): You render yourself hard to notice with a telepathic effect which causes others to simply ignore you. Perception filters work automatically on those with an INT attribute of less than your PSI score, while more intuitive creatures will notice you immediately. If you make an attack, the effect ends immediately. Creatures aware of you cannot thereafter be affected by the perception filter.
Varied (Human Exploit): Human boast more variation within their species than most. Add 2 to one other attribute, and add 1 to a third attribute (PSI 2, AGI 1).
Explorers (Human Exploit): Driven by inquisitive exploratory nature, Humans gain a number of XP equal to their grade every time they set foot on a planet new to them.
Empath (Origin Exploit): You can sense strong emotions in those with whom you converse.
Telekinetic shield (Battlepsyche Exploit) You gain +4 DEFENSE from a permanent telekinetic shield.
Clues (Detective Exploit). If there are any clues to find at a crime scene, you automatically find them within 5 minutes.
Laser sword (Star Knight Exploit): You build your own standard quality laser sword.
Missile deflection [requires Laser Sword]. You are able to deflect incoming ranged attacks with your laser sword. This allows you to use your laser sword for DEFENSE against ranged attacks as well as from melee attacks.


Equipment: 37cr
Laser Sword (Blue)
Backpack 4
Clothing
Planetary Communicator 30
Handcuffs 30
Rope, Hemp, 4
Forensic Kit 75[/sblock]
 

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