Hey all
Been giving Hasic some thought. It seesm that the main sticking point is the "acadamy Training". If he did it, he would still be in House Liao's service. I don't see him bunking out, and the financial collapse of the House shouldn't affect that.
So, the alternative would be to time the collapse before he hit the Acadamy. His uncle fled the Conferation, his father stayed. Hasic was taken by his uncle (against his father's wishes, althought the young Hasic believed that it was the best course), his brother stayed with his father. Eventually, his father was able to reestablish sufficient patronage to have his brother sent to the Acadamy. Hasic never went. He travelled with his uncle. His uncle formed a small mercenary unit which survived long enough to see Hasic get blooded. After the distruction of his uncles unit, and death of his uncle, Hasic took the sole surviving Mech, "God gave a Turtle" and went freelance. While successful enough to keep mech and body together, Hasic has been looking for a more stable base from which to work.
Hasic knows that he would be considered politically unreliable by the Confederation these days. But still hopes one day to return and return his House to its rightful place.
Gen notes: Note the sleek machine he once was. Perhaps he's not the person he had hoped to be. Skills are more a result of necessity rather than choice. In that regard, it works out quite nicely, I suppose. I still have one skill point to spend. Not sure between Bureaucracy, Scrounge, Training. What would he have most likely picked up to survive.
Version II
Hasic
A2 - 30 points attributes, 20 points skills, 2 advantages,
Attributes
Build (BLD) - 3 (3 points)
Reflexes (REF) - 6 (6 points)
Intuition (INT) - 6 (12 points)
Learning (LRN) - 4 (4 points)
Charisma (CHA) - 5 (5 points)
Athletic (18-BLD-REF) - 9+
Physical (18-REF-INT) - 6+
Mental (18-INT-LRN) - 8+
Social (18-INT-CHA) - 7+
Advantages
Title 1 (Heir to Baronet)
Reputation 1
Skills
"Mechwarrior Package" (15 points)
Athletic 9+
Blade 1/8+ 1 point
Unarmed Combat 2/7+
Physical 6+
Gunnery/mech 2/4+
Piloting/mech 2/4+
Small Arms 2/4+
Mental 8+
Survival 1/7+
Tactics 1/7+ 1 points
Technician/Mech 1/7+
Social 7+
Leadership 1/6+
Negotiate 1/6+ 1 point
Streetwise 1/6+ 1 point
Background
To be finalised.