Character creation 1: Andre's Spy
Lately, Andre has been reading about spying in World War 2 up into the Cold War. Interested in this, she goes into character creation with skullduggery in mind, cloak and dagger operations, tampering with computers, and the occasional bit of wetwork. She keeps her ideas vague though, to see what the dice have in store.
Opting to roll the dice, Andre generates the following:
Strength: 10
Dexterity: 15
Constitution: 8
Intelligence: 13
Wisdom: 9
Charisma: 17
Quite happy with this, she bumps that Wisdom up to 14, hoping to increase the Dexterity or Intelligence by other means later. Her burgeoning operative is quite charismatic and quick, with a +1 bonus to Dexterity, Wisdom, and Charisma.
Glancing at the backgrounds, Andre originally had a soldiering background in mind, but decides that Criminal may be a better fit. While there may have been some military service, her character might have been discharged, or even left behind on some clandestine off-the-book mission, leaving him to fend for himself quite quickly. Andre jots that last idea down on a different piece of paper, saving it for later.
Noting down the free Sneak skill as Sneak 0, Andre then opts to roll on the charts for her Background, first on the Growth column and then twice on the Learning column. The first roll gives her +1 to any stat of her choice. A no brainer, she bumps her character's Charisma to a perfect 18, increasing its modifier to +2. The next 2 rolls grant her Sneak and Administer, bumping Sneak to rank 1. Administer is one she hadn't planned on taking, but she takes a minute to consider it. The skill means her character knows about managing an organizatiion, as well as how to analyze records, as well as convoluted bureaucratic dealings such as understanding the law and how to deal with governments. If he was a spymaster or intelligence officer during his stint in the military, this isn't too hard to explain.
Considering the classes available, Andre wants her spy to be incredibly skilled, but doesn't want to rule out having combat training. That said, she can always grab something combat-focused later. While her character has some sort of military background, she thinks he was never exactly the best marksman. While she could go Adventurer, blending Expert and Warrior, she instead decides to just go purely Expert. Noting down her class features, she moves on.
Now, Andre has to pick two Foci, one can be any focus she qualifies for, the other has to be related to a skill, and not combat focused. For the latter, capitalizing on her high Charisma, she picks Specialist, choosing the Connect skill. As someone who did a lot of clandestine work, her character always knows a guy who knows a guy who knows a guy. Desiring at least a little bit of an edge in combat, her next Focus is Gunslinger, granting her Shoot 0 and a quick shooting hand when the talking fails.
Looking at her list of accumulated skills, Sneak 1, Administer 0, Connect 0, and Shoot 0, Andre needs to pick one more skill of her choice, or turn one of those 0s into a 1. She opts for the latter after all, upping Shoot to rank 1 so that she can get more out of the Gunslinger focus (it allows her to add her Shoot skill to damage).
Almost done, Andre rolls for hit points. 1d6, with no modifier because her Constitution is average with an 8. She rolls a 2, yowch! Maybe there's a reason her character was never sent to the front lines.
As a first level Expert, her character's Base Attack Bonus is +0
Opting to quickly pick a predone equipment pack, she chooses Technician. While her character has no real ability to use tools or fix things, appearing as some sort of fixer or handyman could be a useful disguise. Just a plain, simple electrician. She jots down the Laser Pistol, 4 type A energy cells, the Armored Undersuit, Backpack, Postech Toolkit, Dataslab, Metatool, Monomolecular Knife, 6 units of Spare Parts, and 200 spare credits.
For the weapons, Andre has a +2 to hit with her Laser Pistol (0 base, +1 Dexterity, +1 for having 1 rank in the Shoot skill) and deals 1d6+2 damage (+1 from Gunslinger/Shoot, and +1 from Dexterity). The range is 100/300, the magazine size is 10 (10 shots per charged A cell), and 1 encumbrance. The Knife has a -1 to hit (0 base, +1 Dexterity, -2 for not having the Stab skill) and deals 1d6+1 damage (+1 from Dexterity) with a Shock rating of 2 points (1+1 from Dexterity)/AC 15, meaning that against someone with an AC of 15 or less, she'll always do 2 damage in melee combat, even on a miss.
With a 15 Dexterity and an Armored Undersuit, her character's AC is 14 (13 base, +1 Dexterity)
Her saving throws are all going to be 15 minus the modifier for the most applicable stat. So with average Constitution and Strength scores, her character's Physical save is 15, her Evasion saves are 14 due to a good Dexterity, and her Mental saves are 13 due to an excellent Charisma.
Having reached the end of the Character creation process, Andre panics and realizes she hasn't named him. She realizes she could just steal a name from her favorite TV show, something spylike like Sam Flagg, but instead looks at the name generators in the book. Seeing that there are 10 nationalities or categories given, she rolls a d10, getting a 7; interestingly, this gives her a Latin name, which winds up being Marcus Licinius. Not really liking the surname, she figures in the far future, cultures and names might have mingled a big more, so she rolls a D10 again and gets 9, Russian, and generates Sikorski. Changing the C in Marcus to a K, she takes Markus Sikorski. As for a goal, she thinks over this whole process and decides that Mr. Sikorski seeks revenge for having been left behind enemy lines on some now desolate moon. A spy mission turned hot, his target got blown to smithereens, and he was presumed dead in the blast. Nobody knew he was somewhere safe when the orbital artillery went off, and nobody came looking.