WOIN (Whats OLD is NEW RPG): Totally Not Star Wars

 I've had these PDFs for ages. The WOIN system is essentially a variant on the classic d6 pool system that lands somewhere around 'Savage Worlds' in terms of complexity.

-All tests are based off an attribute + skills + gear. This pool size cannot go higher than your Grade (level, whih roughly corresponds to careers. Character creation involves picking a series of careers and getting some skills and 'Exploits' with each.) 

-Exploits are basically Edges or Feats. In many cases they allow you to surpass your dice cap.

-Exploits, Luck and positional modifiers can change this pool above your Grade. 

-Skills are 'unattached' and there is not a defined list. If a skill applies on a test, you add it. (i.e. when looking over a dead body, it might be an INT test using a healing skill to identify time and cause of death, whereas INT + Blaster Pistol could id the specific model of blaster used in the crime.)

- The d6s are TOTALED, not COUNTED like in some newer systems.  The Target number can either be based on an opposed roll, or the average of the opposing stat.

At first blush, it looks like a good system with deterministic outcomes, but no 'shtick' that makes it stand out.

 This may be a good thing.

The first character I ran through the creator was 'Sand Holo', an Orphan who made it to the Academy, but then decided that the life of a smuggler, and eventually a Resistance pilot were more to his temperment:


Sand Holo, A medium 28 year-old Human Pilot† who rebels against authority (grade 5; 5d6)

STR 3 (2d6) AGI 10 (4d6) END 3 (2d6)
INT 6 (3d6) LOG 5 (2d6) WIL 4 (2d6)
CHA 7 (3d6) REP 2 (1d6) LUC 9 (3d6)


Skills thievery 3 (2d6) bluffing 2 (1d6) pistols 1 (1d6) tactics 1 (1d6) piloting 4 (2d6) dodging 1 (1d6) gunnery 1 (1d6)

Exploits Varied, Learners, Enduring, Urchin, Basic Training, Seat Of Your Pants, Secret Routes, Evasive Flying, Aim, Wingover
HEALTH 16 (or 4d6)
INITIATIVE 3d6
PERCEPTION 2d6

SPEED 5; CLIMB 3; JUMP 16'/3'
CARRY 60 lbs (max lift 150 lbs)

WEALTH 320 (or 4d6)

MELEE DEFENCE 14
RANGED DEFENCE 14
MENTAL DEFENCE 11
VITAL DEFENCE 10

SIZE medium
NATURAL DAMAGE 1d6+2
Life Path Orphan† => Academy† => Smuggler† => Smuggler† => Pilot†

A Human Orphan† who grew up to become a Pilot†
Aim (Universal). 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.

Wingover (Universal). To perform the maneuver, the pilot must make an AGI (piloting) check with a difficulty of 10 + the ship's current speed. If successful, the maneuver is performed and the ship takes 1 SS damage; if unsuccessful, the maneuver is not performed, and the ship takes 1d6 SS damage (although this cannot reduce it to below 1 SS).

Basic Training (Academy†). You gain all of the following skills at 1 rank (1d6); this does not increase an existing skill beyond 1 rank. Tactics (marines) or piloting (navy); computers; law; one [scientific] skill (navy) or survival (marines).

Seat Of Your Pants (Smuggler†). Smugglers rely a lot on old-fashioned luck and bravado. They can recharge their LUCK pool one extra time per day.

Secret Routes (Smuggler†). You know all the secret – if dangerous – trade routes. If you navigate a starship, you may reduce the journey distance (in parsecs) by 2d6%.

Evasive Flying (Pilot†). A ship which you pilot gains a DEFENSE bonus equal to your AGI attribute dice pool.

Varied (Human). Humans boast more variation within their species than most. Add 2 to any attribute, and add a further +1 to one other attribute (noted above).

Learners (Human). Humans start play with one additional free Universal Exploit.

Enduring (Human). Humans may not be the fastest or the strongest, but they are known for their resilience. Humans get +1 to their 1d6 die roll to shake off a temporary condition.

Urchin (Orphan†). 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.


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