Character Creation 4: Fred's Lostworlder

Having poked through the rulebook, Fred is enamored with the idea of playing a Lostworlder, someone who comes from a backwater world that due to calamity, ancient war, or social collapse, has been "bombed back to the stone age," whether that means literal neolithic technology, medieval society, early industrial, or "just" close to our modern 21st century world, with only scraps of sci-fi supertechnolgy left. With this in mind, he gets to work, thinking about bringing a scary brute out into space.

  • The dice treat Fred pretty well, rolling the following:
    Strength: 11
    Dexterity: 14
    Constitution: 9:
    Intelligence: 14
    Wisdom: 12
    Charisma: 5
  • Noting the +1 in Dexterity and intelligence, and the -1 in Charisma, Fred opts to up the Strength to 14 (and thus the bonus to +1) so that his character will function well in melee combat. His character is smarter than he would have expected, so he considers that perhaps he's something of a tactician, or that the way his culture treats warriors is complex and more than a little obtuse.

  • For his background, Barbarian is a natural fit, so Fred notes down Survive 0 as his free skill, and opts to roll on the Learning column three times, with no desire to improve his already solid stats. This nets him Survive once more, increasing its rank to 1, Connect, and Lead. While not inherently charismatic, Fred's barbarian hero seems to be resourceful and commanding with his presence, maybe he's a warlord in the making.
  • For class, Fred is torn. He wants to make a pure Warrior, but the added versatility of an Adventurer mixing Warrior and Expert seems appealing with the way his character is shaping up. He ends up choosing the latter, sacrificing a little bit of raw combat power for some extra utility.
  • As a Warrior/Expert, Fred gets to pick three foci at level one; one of his choice, one that must be combat related, and one determining his skills. For the first, he chooses Die Hard, Fred wants his character to be tough. For the next, he chooses Shocking Assault, meaning he'll almost always be able to inflict Shock damage in melee combat on a miss, and he gains Stab as a bonus skill. For his last focus, Fred's at a bit of a loss for what to pick, and throws in a wild card; asking himself how this character even got off of his original planet anyway, he answers the question with "he stole a ship, and probably piloted it for a while before getting it blown up," which leads him to take the Starfarer focus, making his burly barbarian a crackerjack pilot and picking up the Pilot skill; a man of many tricks.
  • For his skill choice, Fred picks shoot, that way his Barbarian can shoot a gun or a bow if he needs to. Looking at all of his skills, he has Survive 1, Connect 0, Lead 0, Stab 0, Shoot 0, and Pilot 0. Quite versatile, if not exactly specialized.
  • Rolling for hit points at a whopping 1d6+4 (+2 from being a partial Warrior, +2 from Die Hard), Fred rolls a 5 which gives him 9 HP. Quite the beefy fellow with mighty thews and the heart of a lion and so on and so forth.
  • His base attack bonus is +1 for being a Partial Warrior
  • Looking at the equipment lists, while the Barbarian one would do the trick, Fred favors Blade pack instead, changing the Monoblade Sword to a chain-bladed axe that rends things apart, and notes it down along with the Backpack, Woven Body Armor, Compad, Secure Clothing, Lazarus Patch, Thermal Knife, and 50 spare credits. Fred isn't sure why the Blade package comes with two sets of armor (the Secure Clothing and the Woven Body Armor), and his DM explains that one is civilian grade, and the other is for military or police use, implying that walking around in military grade body armor may solicit unwanted attention. Not caring for the consequences, Fred asks if he can swap out the Secure Clothing for a ranged weapon of equal or lesser value and pocket the difference in credits. His DM agrees, and Fred secures a combat shotgun, a veritable boomstick worth the same amount as the clothing, and spends 30 of his starting 50 credits on 60 rounds of ammo.
  • Fred's axe does 1d8+2 with an attack bonus of +2 and a Shock rating of 3 points/AC 10 (thanks to Shocking Assault), his Knife does 1d6+1 with attack bonus of +2 and a Shock rating of 2 points/AC 10, and may be thrown to a range of 10 meters. And his Combat shotgun deals 3d4+1 points of damage with an attack bonus of +2, a range of 10/30, a magazine size of 12, and the ability to burst fire, gaining +2 damage at the cost of 3 rounds of ammunition. The Encumbrance ratings of his weapons are 1 for each for both of the Melee weapons, and 2 for the shotgun.
  • Woven Body Armor gives a base AC of 15, adding 1 to that for his Dexterity score, that gives Fred's Barbarian a 16 Armor Class.
  • Almost done, Fred checks his stats to determine his saving throws; 14 for his Physical saves due to his Strength, 14 for his Evasion saves due to his Dexterity and Intelligence both having a +1 bonus, and 15 for his Mental saves; while his Charisma is bad, his Wisdom makes up for it.
  • Now Fred needs a name and a goal. He's torn on the name, he could go with something Norse sounding to give him a Viking name, something Hyborian to sound like a Conan clone, or something Latin to sound like some Roman warrior. He likes the Hyborian idea and finds a generator which gives him Conlehan. Good enough, he declares, and as for a goal, clearly Conlehan needs a new ship. Fully finished, Conlehan is now ready to conquer the stars!