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[ENDED] Contest! Create Your Sci-Fi Character With [WOIN] Future Careers!
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<blockquote data-quote="RustInPieces" data-source="post: 7684810" data-attributes="member: 6803447"><p>Registration was really frustrating. Apparently ENWorld doesn't like where I host my email so I had to change it to a gmail address (yeah, I checked junk mail repeatedly). I could've posted it last night before midnight but I was tired enough.</p><p></p><p>This is my first attempt to build a character with WOIN. I didn't pick a particular path, per-se, but wanted to create a character with more broad purpose. Dunno how it'd work out in play though.</p><p></p><p style="margin-left: 20px">Name: Malallakilli</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Descriptor: a deadeye felan battlepsyche who collects antiques.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Attributes</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">STR 2 (1d6)</p> <p style="margin-left: 20px">AGI 8 (3d6)</p> <p style="margin-left: 20px">END 5 (2d6)</p> <p style="margin-left: 20px">INT 6 (3d6)</p> <p style="margin-left: 20px">LOG 4 (2d6)</p> <p style="margin-left: 20px">WIL 6 (3d6)</p> <p style="margin-left: 20px">CHA 6 (3d6) (hook)</p> <p style="margin-left: 20px">LUC 6 (3d6)</p> <p style="margin-left: 20px">REP 1 (1d6)</p> <p style="margin-left: 20px">PSI 5 (2d6)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Size: Medium</p> <p style="margin-left: 20px">Health: 34 (40 if using cinematic mode)</p> <p style="margin-left: 20px">Soak: 5</p> <p style="margin-left: 20px">Melee Defense: 18</p> <p style="margin-left: 20px">Ranged Defense: 15</p> <p style="margin-left: 20px">Mental Defense: 11</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Speed: 4</p> <p style="margin-left: 20px">Zero-G: 3</p> <p style="margin-left: 20px">Jump: 23’ / 7’</p> <p style="margin-left: 20px">Carry: 70 lbs</p> <p style="margin-left: 20px">Initiative: 4d6</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Attacks:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Unarmed Combat 4d6 (2d6+1 damage)</p> <p style="margin-left: 20px">Psi-blast 3d6 (3d6; range 10’)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Max Dice Pool: 5d6 (5 Grades)</p> <p style="margin-left: 20px">Homeworld: Asteroid</p> <p style="margin-left: 20px">Careers:</p> <p style="margin-left: 20px">1) Felan Scavenger (2 years)</p> <p style="margin-left: 20px">2) Academy (Marine; 4 years)</p> <p style="margin-left: 20px">3) Psi-Cop (4 years)</p> <p style="margin-left: 20px">4) Battlepsyche (6 years)</p> <p style="margin-left: 20px">5) Battlepsyche (3 years)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Skills:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Acrobatics 1 (1d6)</p> <p style="margin-left: 20px">Bluffing 1 (1d6)</p> <p style="margin-left: 20px">Computers 1 (1d6)</p> <p style="margin-left: 20px">Concentration 3 (2d6)</p> <p style="margin-left: 20px">Law 1 (1d6)</p> <p style="margin-left: 20px">Perception 2 (1d6)</p> <p style="margin-left: 20px">Stealth 1 (1d6)</p> <p style="margin-left: 20px">Survival 1 (1d6)</p> <p style="margin-left: 20px">Tactics 1 (1d6)</p> <p style="margin-left: 20px">Telepathy 2 (1d6)</p> <p style="margin-left: 20px">Unarmed Combat 1 (1d6)</p> <p style="margin-left: 20px">Zero-G 1 (1d6)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Exploits:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Fast. Felans are fast and nimble, adding 1 to their SPEED.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Jumper. Felans are adept at jumping, adding 5’ to both horizontal and vertical jump distances.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Land on your feet. When falling, a Felan reduces the effective distance by 10’.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Claws. Accurately slashing with their sharp claws, Felans do 2d6 unarmed damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Scavenge. Once per day, given an hour in an urban environment, you can scavenge one item worth up to 100Cr. This exploit cannot be used during downtime.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Basic Training: 1 rank in Tactics, Computers, Law, and Survival</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Psychic interrogation. You can make a special PSI attack vs. a suspect’s MENTAL DEFENSE. Success means that they must answer three yes/no questions truthfully.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Psi-blast. You can use an action and make a PSI vs. MENTAL DEFENSE attack to blast an opponent with a mental burst which does 3d6 psionic damage and has a range increment of 10’.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Telekinetic shield. You gain +4 DEFENSE from a permanent telekinetic shield.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Flying kick. You move your speed and issue a flying kick at the end of it, dealing your martial arts damage with a bonus 1d6 damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Deadeye (T). Once per day you automatically hit with a ranged shot within two range increments as long as you do not exchange any attack dice for damage dice or combine it with another exploit.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Equipment:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">170Cr</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Kevlar vest (30lb)</p> <p style="margin-left: 20px">Planetary Communicator (.5lb)</p><p></p><p>Didn't like:</p><p></p><ul> <li data-xf-list-type="ul">Using notepad to create a character and track attribute changes through each career was painful.</li> <li data-xf-list-type="ul">Calculating defenses was confusing at first and required almost 3 readings to get right (I think, is it right?)</li> <li data-xf-list-type="ul">The general lack of character building advice. Dice pools aren't explained enough here so that I know what effect adding REP has. Okay, I have 2d6 in REP but what do I pair that with? My guess is that you could pair REP + Bureaucracy when pursuing a government contract. But there's no advice of "try to have a few attributes/skills above X, and at least 1 defense above Y."</li> </ul><p></p><p>Liked:</p><p></p><ul> <li data-xf-list-type="ul">Non-linear building through careers is great. It gives the character a sense of flavor/history.</li> <li data-xf-list-type="ul">Race design seems relatively easy. Except for calculating the value of exploits, which at first glance make Borians underwhelming, and others like Androids or Spartans look OP. Pretty sure they aren't, though.</li> <li data-xf-list-type="ul">Looks like the system would be fast for building dice pools, but I'd have to play a game to know for certain.</li> <li data-xf-list-type="ul">Free-form skills is handy for adaptation, though only at risk of breeding excess in skill choices.</li> </ul><p></p><p>Other:</p><p></p><ul> <li data-xf-list-type="ul">No ToC meant I had to bookmark and hop all over the place to build the character. There need to be sidebar entries through the process covering what you need to recall—so you don't need to constantly jump back to pg6.</li> <li data-xf-list-type="ul">Origins are interesting. It isn't 100% clear if you can leave one origin for another, so long as it's before a career. I'm guessing not, but I had the question in my mind and no answer in the rules.</li> </ul></blockquote><p></p>
[QUOTE="RustInPieces, post: 7684810, member: 6803447"] Registration was really frustrating. Apparently ENWorld doesn't like where I host my email so I had to change it to a gmail address (yeah, I checked junk mail repeatedly). I could've posted it last night before midnight but I was tired enough. This is my first attempt to build a character with WOIN. I didn't pick a particular path, per-se, but wanted to create a character with more broad purpose. Dunno how it'd work out in play though. [INDENT]Name: Malallakilli Descriptor: a deadeye felan battlepsyche who collects antiques. Attributes STR 2 (1d6) AGI 8 (3d6) END 5 (2d6) INT 6 (3d6) LOG 4 (2d6) WIL 6 (3d6) CHA 6 (3d6) (hook) LUC 6 (3d6) REP 1 (1d6) PSI 5 (2d6) Size: Medium Health: 34 (40 if using cinematic mode) Soak: 5 Melee Defense: 18 Ranged Defense: 15 Mental Defense: 11 Speed: 4 Zero-G: 3 Jump: 23’ / 7’ Carry: 70 lbs Initiative: 4d6 Attacks: Unarmed Combat 4d6 (2d6+1 damage) Psi-blast 3d6 (3d6; range 10’) Max Dice Pool: 5d6 (5 Grades) Homeworld: Asteroid Careers: 1) Felan Scavenger (2 years) 2) Academy (Marine; 4 years) 3) Psi-Cop (4 years) 4) Battlepsyche (6 years) 5) Battlepsyche (3 years) Skills: Acrobatics 1 (1d6) Bluffing 1 (1d6) Computers 1 (1d6) Concentration 3 (2d6) Law 1 (1d6) Perception 2 (1d6) Stealth 1 (1d6) Survival 1 (1d6) Tactics 1 (1d6) Telepathy 2 (1d6) Unarmed Combat 1 (1d6) Zero-G 1 (1d6) Exploits: Fast. Felans are fast and nimble, adding 1 to their SPEED. Jumper. Felans are adept at jumping, adding 5’ to both horizontal and vertical jump distances. Land on your feet. When falling, a Felan reduces the effective distance by 10’. Claws. Accurately slashing with their sharp claws, Felans do 2d6 unarmed damage. Scavenge. Once per day, given an hour in an urban environment, you can scavenge one item worth up to 100Cr. This exploit cannot be used during downtime. Basic Training: 1 rank in Tactics, Computers, Law, and Survival Psychic interrogation. You can make a special PSI attack vs. a suspect’s MENTAL DEFENSE. Success means that they must answer three yes/no questions truthfully. Psi-blast. You can use an action and make a PSI vs. MENTAL DEFENSE attack to blast an opponent with a mental burst which does 3d6 psionic damage and has a range increment of 10’. Telekinetic shield. You gain +4 DEFENSE from a permanent telekinetic shield. 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. Flying kick. You move your speed and issue a flying kick at the end of it, dealing your martial arts damage with a bonus 1d6 damage. Deadeye (T). Once per day you automatically hit with a ranged shot within two range increments as long as you do not exchange any attack dice for damage dice or combine it with another exploit. Equipment: 170Cr Kevlar vest (30lb) Planetary Communicator (.5lb)[/INDENT] Didn't like: [LIST] [*]Using notepad to create a character and track attribute changes through each career was painful. [*]Calculating defenses was confusing at first and required almost 3 readings to get right (I think, is it right?) [*]The general lack of character building advice. Dice pools aren't explained enough here so that I know what effect adding REP has. Okay, I have 2d6 in REP but what do I pair that with? My guess is that you could pair REP + Bureaucracy when pursuing a government contract. But there's no advice of "try to have a few attributes/skills above X, and at least 1 defense above Y." [/LIST] Liked: [LIST] [*]Non-linear building through careers is great. It gives the character a sense of flavor/history. [*]Race design seems relatively easy. Except for calculating the value of exploits, which at first glance make Borians underwhelming, and others like Androids or Spartans look OP. Pretty sure they aren't, though. [*]Looks like the system would be fast for building dice pools, but I'd have to play a game to know for certain. [*]Free-form skills is handy for adaptation, though only at risk of breeding excess in skill choices. [/LIST] Other: [LIST] [*]No ToC meant I had to bookmark and hop all over the place to build the character. There need to be sidebar entries through the process covering what you need to recall—so you don't need to constantly jump back to pg6. [*]Origins are interesting. It isn't 100% clear if you can leave one origin for another, so long as it's before a career. I'm guessing not, but I had the question in my mind and no answer in the rules. [/LIST] [/QUOTE]
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