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[ENDED] Contest! Create Your Sci-Fi Character With [WOIN] Future Careers!
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<blockquote data-quote="JohnLynch" data-source="post: 7683995" data-attributes="member: 6749563"><p>Here's my test character. Let me know if you spot any mistakes. I will note that my rolls for health were ridiculously unlucky. For my cinematic HP calculations I rolled for 1s!</p><p></p><p>Jake Lance is a grizzled stoic human ex-spy who has a dark sense of humor.</p><p></p><p>STR 3 (2d6)</p><p>AGI 6 (3d6)</p><p>END 2 (1d6)</p><p>INT 7 (3d6)</p><p>LOG 3 (2d6)</p><p>WIL 3 (2d6)</p><p>CHA 7 (3d6)</p><p>LUC 10 (4d6)</p><p>REP 3 (2d6)</p><p>PSI 1 (1d6)</p><p></p><p>Health: 13 (20 if using cinematic mode) - only 1 roll above 2 (it was a 3)</p><p>Soak: 4</p><p>Melee Defense: 11</p><p>Ranged Defense: 11</p><p>Mental Defense: 11</p><p></p><p>Brawling: +3d6; (1d6+2 unarmed damage)</p><p>Phaser Pistol: +5d6; (2d6+2 heat damage)</p><p></p><p>Speed: 5 squares</p><p>Jump: 12'/3'</p><p>Carry: 50 lbs</p><p>Initiative: +3d6</p><p></p><p>Max Dice Pool: 5d6 (5 Grades)</p><p>Homeworld: City</p><p>Careers:</p><p>1) Orphan Grade 1 (9 years) </p><p>2) Spy Grade 1 (1 year)</p><p>3) Spy Grade 2 (2 years)</p><p>4) Spy Grade 3 (3 years)</p><p>5) Spy Grade 4 (2 years) + 35 years</p><p>Age: 52</p><p></p><p>Skills:</p><p>Astrophysics (1 Rank) (1d6)</p><p>Bluffing (3 Ranks) (2d6)</p><p>Bureaucracy (1 Rank) (1d6)</p><p>Disguise (1 Rank) (1d6)</p><p>Engineering (1 Rank) (1d6)</p><p>Gambling (1 Rank) (1d6)</p><p>Interrogation (1 Rank) (1d6)</p><p>Pistols (3 Ranks) (2d6)</p><p>Stealth (1 Rank) (1d6)</p><p></p><p>Exploits:</p><p>Explorers: Refresh luck pool when I land on a planet for the first time.</p><p>Urchin. You are very familiar with urban backgrounds, and are able to blend in easily. With a one-hour period in a new city, you are able to name local crime figures.</p><p>False identify. You are able to create a false identity, complete with background records, in one day. This identity is good enough that people can look you up on various databases, and the details will match.</p><p>Off the grid. You know how to disappear without trace, dropping off the grid completely. No location discerning checks or abilities can find you unless you want them to.</p><p>Miraculous escape. Once per day you may automatically succeed in one attempt to escape handcuffs or other restraints.</p><p>Monologue. Once per day you can make a CHA vs. MENTAL DEFENSE attack against an enemy. If successful, your target explains their plan with a short monologue.</p><p>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.</p><p>Deadly strike (requires AGI or STR 5+). Y ou inflict an additional 1d6 damage with a successful hit. For a ranged attack, this is likely a headshot. This can only gain you one bonus damage die. By default, any character can trade attack dice to increase damage on a 2:1 basis.</p><p>Old. Once per day, when rolling a dice pool, you may declare it to be a careful dice pool. Any 1s that you roll may be rerolled, with the new roll replacing the 1. If you roll a 1 a second time, however, you must keep the 1. Additionally, the bonus gained from your hook increases to +2d6.</p><p>Stoic. You are able to hide pain and discomfort. Once per day, when you would normally be reduced to zero HEALTH, you are reduced to 1 HEALTH instead.</p><p></p><p>Starting Money: 280 credits</p><p>Phaser Pistol (150 credits)</p><p>Leather Armor (35 credits)</p><p></p><p>Jake Lance is a war veteran from the Rauran Invasion. He had originally signed up to join the army, however upon finishing the aptitude test he was approached by his government's intelligence agency. By the time the war ended he was a grizzled old man. Lance was offered a position at a training camp, and he considered taking it for all of five minutes. Instead he cashed in his pension and bought a star marshal's license and a one way ticket to Deregistered Space. Lance doesn't know what's waiting for him out there. But he knows with his trusty sidearm there won't be a lot of trouble he won't be able to get himself into.</p></blockquote><p></p>
[QUOTE="JohnLynch, post: 7683995, member: 6749563"] Here's my test character. Let me know if you spot any mistakes. I will note that my rolls for health were ridiculously unlucky. For my cinematic HP calculations I rolled for 1s! Jake Lance is a grizzled stoic human ex-spy who has a dark sense of humor. STR 3 (2d6) AGI 6 (3d6) END 2 (1d6) INT 7 (3d6) LOG 3 (2d6) WIL 3 (2d6) CHA 7 (3d6) LUC 10 (4d6) REP 3 (2d6) PSI 1 (1d6) Health: 13 (20 if using cinematic mode) - only 1 roll above 2 (it was a 3) Soak: 4 Melee Defense: 11 Ranged Defense: 11 Mental Defense: 11 Brawling: +3d6; (1d6+2 unarmed damage) Phaser Pistol: +5d6; (2d6+2 heat damage) Speed: 5 squares Jump: 12'/3' Carry: 50 lbs Initiative: +3d6 Max Dice Pool: 5d6 (5 Grades) Homeworld: City Careers: 1) Orphan Grade 1 (9 years) 2) Spy Grade 1 (1 year) 3) Spy Grade 2 (2 years) 4) Spy Grade 3 (3 years) 5) Spy Grade 4 (2 years) + 35 years Age: 52 Skills: Astrophysics (1 Rank) (1d6) Bluffing (3 Ranks) (2d6) Bureaucracy (1 Rank) (1d6) Disguise (1 Rank) (1d6) Engineering (1 Rank) (1d6) Gambling (1 Rank) (1d6) Interrogation (1 Rank) (1d6) Pistols (3 Ranks) (2d6) Stealth (1 Rank) (1d6) Exploits: Explorers: Refresh luck pool when I land on a planet for the first time. Urchin. You are very familiar with urban backgrounds, and are able to blend in easily. With a one-hour period in a new city, you are able to name local crime figures. False identify. You are able to create a false identity, complete with background records, in one day. This identity is good enough that people can look you up on various databases, and the details will match. Off the grid. You know how to disappear without trace, dropping off the grid completely. No location discerning checks or abilities can find you unless you want them to. Miraculous escape. Once per day you may automatically succeed in one attempt to escape handcuffs or other restraints. Monologue. Once per day you can make a CHA vs. MENTAL DEFENSE attack against an enemy. If successful, your target explains their plan with a short monologue. 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. Deadly strike (requires AGI or STR 5+). Y ou inflict an additional 1d6 damage with a successful hit. For a ranged attack, this is likely a headshot. This can only gain you one bonus damage die. By default, any character can trade attack dice to increase damage on a 2:1 basis. Old. Once per day, when rolling a dice pool, you may declare it to be a careful dice pool. Any 1s that you roll may be rerolled, with the new roll replacing the 1. If you roll a 1 a second time, however, you must keep the 1. Additionally, the bonus gained from your hook increases to +2d6. Stoic. You are able to hide pain and discomfort. Once per day, when you would normally be reduced to zero HEALTH, you are reduced to 1 HEALTH instead. Starting Money: 280 credits Phaser Pistol (150 credits) Leather Armor (35 credits) Jake Lance is a war veteran from the Rauran Invasion. He had originally signed up to join the army, however upon finishing the aptitude test he was approached by his government's intelligence agency. By the time the war ended he was a grizzled old man. Lance was offered a position at a training camp, and he considered taking it for all of five minutes. Instead he cashed in his pension and bought a star marshal's license and a one way ticket to Deregistered Space. Lance doesn't know what's waiting for him out there. But he knows with his trusty sidearm there won't be a lot of trouble he won't be able to get himself into. [/QUOTE]
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