Character Creation 3: Keith's Robot Warrior
Keith already has an idea in mind, he wants to play a Robot, and he wants to play a Warrior. He's not sure if he wants to play a soldier robot or a terrible unstoppable force like the Terminator, but he wants to play something with a silicon soul and a quick hand.
Rolling the dice for each stat in order, he gets the following:
Strength: 10
Dexterity: 12
Constitution: 5
Intelligence: 10
Wisdom: 12
Charisma: 13
Not the best, with no bonuses and even a -1 penalty in Constitution, Keith fears his warrior's dreams are short lived. He knows it's not the end of the world, however, and decides to bump his Dexterity up to 14. He could have shored up the low Constitution, but instead he'd rather be sure his character can hit something; and ranged combat is probably the way to go. He notes the +1 in Dexterity and -1 in Constitution and carries on excitedly.
With Soldier or Thug being easy gateways to a combat-focused character, Keith figures he could pick one of those and be good, but he also looks at his stats... and a fully sentient combat droid probably wouldn't be so flimsy. He decides that the dice have gotten him this far, and they'll take him even further, and rolls a d20 for a random Background. Hilariously, he rolls a 6— an Entertainer, and notes Perform 0. An idea begins to take shape, an android built for a pleasure planet, designed not to kill, but to participate in historical reenactments. Keith's character is a robot cowboy who's decided to become the real thing! Much more exciting than yet another terminator, and with plenty of room for humor, roleplay, and growth.
Moving to the Background charts, Keith opts to roll instead of pick, and rolls first on the Growth column, getting a +2 in one Mental stat of his choice; having a good eye, he puts that into Wisdom, bumping the score to 14, and the bonus to +1. He rolls once more on Growth and gets 5, gaining the Connect skill; This android's original programming, while mostly superceded by his own unique personality, renders him sociable, that makes enough sense. Finally he rolls on the Learning chart and gets a 3, Exert. While not what he was hoping for or expecting, that seems to be a recurring theme for this character, Keith decides that his android is deceptively strong, able to achieve great feats of athletics with his engineered body, even though it might feel like he's going to rip himself apart. He really likes the sound of that.
Choosing his class, Keith picks Warrior, no question, no blending with other classes (and, according to the rules, robots and androids can't even be Psychics, though his DM is likely pretty lenient on this). He jots down the abilities granted and continues.
Now Keith gets to pick two foci, one of his choice, which has to go towards playing a VI (Virtual Intelligence), so he picks Android, giving his character a synthetic skin that makes him look entirely human until severely damaged, and allowing him to gain a bonus skill of his choice, and rendering him immune to a lot of things that don't affect synthetic beings, as well as special rules regarding repair. For this bonus skill, he chooses Shoot, since he was built to mimic the cowboys of ancient Earth times. For his next focus, he too picks Gunslinger. While Another party member (Andre and her spy) already chose this option, there's nothing wrong at all with having two people who are good at shooting, and while Andre chose it to broaden her character, Keith is choosing it to specialize. This bumps his Shoot skill to 1 and lets him add that to damage, and also lets him quickly draw a ranged weapon even if it isn't readied.
Keith looks over his skills, with Perform 0, Shoot 1, Exert 0, and Connect 0. For his one free skill, he chooses Talk. While not particularly charismatic, unexpectedly getting the Connect skill made Keith realize that his character probably knows how to talk to people pretty well. Just in case guns fail, of course.
Rolling for hit points, as Keith's character is a Warrior, he rolls 1d6+2, unfortunately with a Constitution of 5 and a -1 penalty, he subtracts 1 point from this. He rolls a 3 on the die, getting 4 points total. Not great, but he can still take a decent hit.
Keith writes +1 as his Base Attack Bonus, one of the benefits of playing a Warrior.
While the Gunslinger equipment package is appealing, Keith wants a different loadout for his character, and rolls for his starting cash. 2d6*100 gives him 700 credits, dead average. The first thing he buys is a large mag pistol stylized to look like an old six gun for 400 credits, and 80 rounds for 40 credits. Unfortunately he doesn't have much money left for armor, nothing modern at least. With nothing but a sturdy leather jacket, boots, chaps, and of course a big hat, he discusses this with his DM, who is kind enough to declare that with just enough modern materials to reinforce it (and no need for comfort since he's an android), he'll let it count as a medium suit of primitive armor for 50 credits, good against animals and primitive weapons, not so good against guns and mono-edged or superheated weapons. With 210 credits left, he buys 3 units of spare parts for repairs at 50 each, and a backpack for 5 credits. Not needing much else, Keith declares that his character took a hatchet with him from his original wild west exhibit home, a Medium Primitive Weapon, for 20 credits, leaving him with 35 left over.
The Mag Pistol deals 2d6+2 damage by default, +1 for his Shoot rank, and +1 for his Dexterity, this leaves him at 2d6+4, a lethal weapon indeed. It has a range of 100/300, a magazine size of 6, and an encumbrance of 1. His attack bonus, meanwhile, is +3 total; +1 for being a Warrior, +1 for his ranks in Shoot, and +1 for his Dexterity. The hatchet deals 1d6+2 for its damage (1d6+1 base, and +1 for his Dexterity) and has a shock rating of 2 points/AC 13. His attack bonus with it, however, is +0; +1 for being a Warrior, +1 for Dexterity, -2 for not having the Stab skill. If he were to throw it, the DM decides the range would be something like 15, and he would be allowed to use his Shoot skill instead, at the cost of no longer having Shock due to not being a melee weapon in this context.
Keith writes his armor class as 16, 15 base for his heavy cowboy gear +1 for Dexterity, but once more useless against modern weapons and guns, in which case he would have an 11
Keith goes through the saving throws; Physical being 15, Evasion being 14 for his good Dexterity, and Mental being 14 due to a good Wisdom
Needing a name and a goal, Keith is a bit of a cornball, and as his character is a fake cowboy turned real cowboy, he likely is as well. He winds up calling him Duke Tengallon or "The Duke" for short, although this Duke would probably shoot John Wayne on sight in an Applebees parking lot. For a goal, Duke Tengallon needs a noble steed. Whether it's a motorcycle, a genetically-engineered super horse, or a synthetic equine built just for him, acquiring one would make quite happy.