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[WOIN] WOIN Character Assistant, a character creation tool
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<blockquote data-quote="Morrus" data-source="post: 7279126" data-attributes="member: 1"><p>Butler</p><p>a young brilliant Synthetic scientist who reads old literature (4d6)</p><p></p><p>Name: Butler</p><p>Race: Synthetic</p><p>Homeworld: None</p><p>Hook: reads old literature</p><p>Career track:</p><p> [1] Scientist (5 years)</p><p> [2] Scientist (3 years)</p><p> [3] Scientist (1 years)</p><p> [4] Scientist (5 years)</p><p></p><p>Stat totals:</p><p> STR: 6 (3d6)</p><p> AGI: 4 (2d6)</p><p> END: 3 (2d6)</p><p> WIL: 7 (3d6)</p><p> INT: 7 (3d6)</p><p> LOG: 9 (3d6)</p><p> CHA: 3 (2d6)</p><p> LUC: 3 (2d6)</p><p> REP: 4 (2d6)</p><p> MAG: 0 (0d6)</p><p> CHI: 0 (0d6)</p><p> PSI: -99 (0d6)</p><p></p><p>Skill totals:</p><p> astronomy: 1 (1d6)</p><p> botany: 1 (1d6)</p><p> climatology: 1 (1d6)</p><p> computers: 2 (1d6)</p><p> geology: 1 (1d6)</p><p> medicine: 1 (1d6)</p><p> perception: 1 (1d6)</p><p> physics: 1 (1d6)</p><p> xenology: 2 (1d6)</p><p></p><p>Exploits:</p><p> Aim - This is identical to the Feint exploit, but for ranged combat; it grants +1d6</p><p> bonus to an attack roll taken in the same turn. The attack action must come</p><p> immediately after the feinting action. All characters get either the Aim or</p><p> Feint exploit for free.</p><p> </p><p> Analytical eye - You are able to identify the resistances, immunities, and</p><p> vulnerabilities of any creature you can see with a Difficult [16]</p><p> LOG check; if you use a hand-scanner, it is only a Challenging</p><p> [13] LOG check. This requires two full actions of observation.</p><p> </p><p> Automaton - Synthetics do not need to eat, sleep, or breathe, and are immune to the</p><p> Pain and Fatigued conditions.</p><p> </p><p> Deadly strike - (requires AGI or STR 5+) You inflict an additional 1d6 damage with</p><p> a successful hit. For a ranged attack, this is likely a headshot.</p><p> This can only gain you one bonus damage die. By default, any</p><p> character can trade attack dice to increase damage on a 2:1 basis.</p><p> </p><p> Deterministic - A Synthetic’s PSI attribute can never rise above zero, and an</p><p> android can never spend LUC dice.</p><p> </p><p> Electronic vulnerability - As mechanoids, Synthetics are vulnerable (1d6) to</p><p> electricity damage, vulnerable (2d6) to ion damage.</p><p> </p><p> Factory specs - Synthetics do not take an origin career; they come fully formed</p><p> from the factory and enter their first full career immediately.</p><p> </p><p> Improviser - In the field, you need to improvise. Using your scientific know-how,</p><p> you can create a crude object or device from your surroundings. This</p><p> requires a LOG check, with a difficulty value equal to the purchase</p><p> value of the object, and takes 30 minutes.</p><p> </p><p> Mindless - Synthetics are immune to any attacks which target MENTAL DEFENSE.</p><p> </p><p> Modify - You may modify the output of any energy weapon or device to any other</p><p> energy type of your choice. This takes one minute. The device operates for</p><p> five minutes, but breaks permanently when this time is up.</p><p> </p><p> Scientific knowledge base - Choose four [scientific] skills. You gain these four</p><p> skills at 1 rank (1d6). This does not increase the rank</p><p> of an existing skill.</p><p> </p><p> Skill package - Synthetics are built with a purpose in mind. They begin play with</p><p> three bonus skills at rank 3 (2d6). These skills must be from the</p><p> Synthetic’s race skill choices.</p><p> </p><p>Derived Statistics:</p><p> Health: Roll END (2d6) + WIL (3d6)</p><p> Speed: 5</p><p> Climbing: 2</p><p> Swimming: 2</p><p> Zero-G: 2</p><p> High-G: 2</p><p> Low-G: 2</p><p> Horizontal Jump: 8' (standing: 4')</p><p> Vertical Jump: 8' (standing: 4')</p><p> Carry: 90 (before exploits and size modifiers)</p></blockquote><p></p>
[QUOTE="Morrus, post: 7279126, member: 1"] Butler a young brilliant Synthetic scientist who reads old literature (4d6) Name: Butler Race: Synthetic Homeworld: None Hook: reads old literature Career track: [1] Scientist (5 years) [2] Scientist (3 years) [3] Scientist (1 years) [4] Scientist (5 years) Stat totals: STR: 6 (3d6) AGI: 4 (2d6) END: 3 (2d6) WIL: 7 (3d6) INT: 7 (3d6) LOG: 9 (3d6) CHA: 3 (2d6) LUC: 3 (2d6) REP: 4 (2d6) MAG: 0 (0d6) CHI: 0 (0d6) PSI: -99 (0d6) Skill totals: astronomy: 1 (1d6) botany: 1 (1d6) climatology: 1 (1d6) computers: 2 (1d6) geology: 1 (1d6) medicine: 1 (1d6) perception: 1 (1d6) physics: 1 (1d6) xenology: 2 (1d6) Exploits: 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. Analytical eye - You are able to identify the resistances, immunities, and vulnerabilities of any creature you can see with a Difficult [16] LOG check; if you use a hand-scanner, it is only a Challenging [13] LOG check. This requires two full actions of observation. Automaton - Synthetics do not need to eat, sleep, or breathe, and are immune to the Pain and Fatigued conditions. Deadly strike - (requires AGI or STR 5+) You 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. Deterministic - A Synthetic’s PSI attribute can never rise above zero, and an android can never spend LUC dice. Electronic vulnerability - As mechanoids, Synthetics are vulnerable (1d6) to electricity damage, vulnerable (2d6) to ion damage. Factory specs - Synthetics do not take an origin career; they come fully formed from the factory and enter their first full career immediately. Improviser - In the field, you need to improvise. Using your scientific know-how, you can create a crude object or device from your surroundings. This requires a LOG check, with a difficulty value equal to the purchase value of the object, and takes 30 minutes. Mindless - Synthetics are immune to any attacks which target MENTAL DEFENSE. Modify - You may modify the output of any energy weapon or device to any other energy type of your choice. This takes one minute. The device operates for five minutes, but breaks permanently when this time is up. Scientific knowledge base - Choose four [scientific] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. Skill package - Synthetics are built with a purpose in mind. They begin play with three bonus skills at rank 3 (2d6). These skills must be from the Synthetic’s race skill choices. Derived Statistics: Health: Roll END (2d6) + WIL (3d6) Speed: 5 Climbing: 2 Swimming: 2 Zero-G: 2 High-G: 2 Low-G: 2 Horizontal Jump: 8' (standing: 4') Vertical Jump: 8' (standing: 4') Carry: 90 (before exploits and size modifiers) [/QUOTE]
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