So, the following is a life module character. I made no real attempt to optimize, but rather just came up with a story, a farm kid from the Tir who joins the military and goes on to be a mercenary and bounty hunter. I rounded out his stats, took a modest amount of cyber, and made sure his primary combat skill and primary non-combat skill were at 6. He needs 15 more points of negative qualities and has not purchased his non-augment gear yet.
In terms of group role he is a secondary combatant with support skills in first aid, demolition, armorer, and various engineering skills. He rolls 14 dice with a laser sight equipped shotgun and has 16 dice to dodge on full defense.
While a priority or karma character would squeeze a few more dice out of him main skills, but I find him remarkably well rounded. One thing that bothers me sometimes about priority characters is that there are never enough skill points for those minor/backup skills that a character should have based on background. Honestly, I doubt I would have ever,
ever put 6 points in Industrial Engineering on a priory character. But it is kind of fun to have it.
Thinking of "Sapper" as a street name.
Opinions, more on the life module system than the character, I know there are ways to tighten the build if I were using priority.
Dwarf 50 Karma
Nationality Tir Tairngire 15 Karma
Formative Years Farm Living 40 Karma
Teen Years: Farm Living 50 Karma
Trade School Mechanic 40 Karma
Tour of Duty Tir Engineering Corp 100
Tour of Duty Mercenary Engineering 100
Bounty Hunter 100
B 6
A 5 (7)
R 3 (6)
S 6
W 3
L 4
I 3
C 2
Edge 3
Initiative 9+2d6
Essence 2.9
Qualities:
Uneducated Toughness (9)
Animal Empathy
Agile Defender 3
Negative
SIN National
Need 15 points
Knowledge Skills
Sperethiel Native
English 2
History 1
Street Knowledge Tir 1
Street Knowledge Counterculture 2
Pro Knowledge Farming 6
Interest Craft Brewing 1
Pro Knowledge Peacekeepers 4
Pro Knowledge Tir Military Vehicles 3
Pro Knowledge Foreign Military 3
Pro Knowledge Military Vehicles 3
Street knowledge Lone Star Procedures 3
Street Knowledge Crook Hangouts 3
Active Skills
Etiquette 2 (4)
Disguise 1 (4)
Con 2 (4)
Sneaking 1 (
Perception 3 (6)
Industrial Mechanic 6 (10)
Engineering Skill Group 3 (7)
Long arms 6 (13)
Pistols 4 (11)
Automatics 2 (9)
Pilot Ground Craft 2 (
First Aid 4 (
Computers 1 (5)
Gymnastics 2 (9)
Unarmed 2 (7)
Blades 1 (
Clubs 1 (
Armorer 4 (
Demolitions 6 (10)
Gunnery 2 (9)
Intimidation 1 (3)
Survival 1 (4)
Tracking 1 (4)
495 Karma on life path modules
90 Resources
Increasing Attributes 80
Increasing Skills 62
Buy off Uneducated 8
Additional Positive Quality 3
Edge 25 karma
Augmentations
Wired Reflexes 1 39K 2 ess
Reaction Enhancers 2 26 K .6 ess
Muscle Toner 2 64 k .4 ess
Datajack 1k .1 ess
50 K for Gear
8pts for Contacts