Van(guard) Curran, biologist and military poseur
If everyone's okay with the scenario I mentioned in the initial concept, I'm more than cool with being the Concord-sponsored leader. I figure the day to day on the ship runs a little more communally, but whenever there's official visitors and such, Van takes the lead for appearance's sake.
Anyway, here's what I've pieced together with what I gleaned from the quick start, the primer, and jumping between the two char gen programs found at the links. The Austrin / cyberware problem became moot once I saw the Thuldan Empire. "Militant" is exactly what Van's father was. You did say the Concord is put together with members of the other nations, yes? I figure Dad and Van are two of those "donated assets," but they're originally from the empire. And since they have a cultural affinity for genetic engineering, I used a minor mutation rather than the cybertech. Basically the same effect: Dad was going for one thing, but got something else.
Most of the rest of the background is mixed in with the stats, explaining the choices and the like. I know I'm going to have to fix stuff, but hopefully this will work as a starting point. Broke it up into sections, with the elements I'm surest about first, and the more questionable elements near the end.
Basic Stats:[sblock]
Hero's Name: Van(guard) Curran
Player: Jason
Setting: Star Drive (Progress Level 7)
Gamemaster: Ozmar
Species: Mutant Human (Thulda)
Gender: Male
Profession: Tech Op
Career: Biologist
Level: 1
Moral Attitude:
Conformist - Van's never had the strength to stand up to his father, or much of anyone in a position of authority. His deal with the rag tag crew is partly about gaining that independence, but also about getting their acceptance quickly, so even there he's giving ground to fit in.
Motivation:
Yearn to Learn - Perhaps partly as a way to find out why his own augmentations didn't take as they should, Van's always trying to learn more about the biological advantages and disadvantages of other people / races / creatures. As access to the kind of study he wants has always been limited by his father's choices, Van's desire to learn these things has become somewhat insatiable.
Character:
Humorous - Van was constantly thrown in with the big kids (physically augmented bruisers). His father wanted to toughen him up. Van mostly wanted to survive. Since he couldn't beat them in a fight, he learned to make them laugh, instead.
Talkative - Van's always wanting to share either his latest joke or his latest finding with anyone who'll listen.
Last Resorts: 2 (starting, maximum) _ _
ABILITY Score Untrained Res.Mod.
Strength 7 3 - Damage Adjustment 0
Dexterity 11 5 +1 step
Constitution 11 5
Intelligence 13 6 +2 steps
Will 7 3 -
Personality 11 5
Actions per round: 2
ACTION CHECK SCORES: Marginal 14+ Ordinary 13 Good 6 Amazing 3
Action Check Modifier: +d0
COMBAT MOVEMENT RATES
Sprint: 18
Run: 12
Walk: 4
Easy Swim: 2
Swim: 4
DURABILITY
Stun 11 _ _ _ _ _ _ _ _ _ _ _
Wound 11 _ _ _ _ _ _ _ _ _ _ _
Mortal 6 _ _ _ _ _ _
Fatigue 6 _ _ _ _ _ _
[/sblock]
Skills/Perks/Flaws (skill point costs / benefits in square brackets): [sblock]
Perks:
Photo Memory [3] - It's unclear if this was a lesser element of his augmentation that took or not, but Van has an uncanny recall for information he's read / things he's seen. It's proven invaluable given his life path: he's had to learn most of his scientific skills quickly and on the sly (dad was always pulling him out of classes or taking books from him). Being able to see it once and remember is the only way he's gotten as far as he has. Incidentally, it also helped him through his military training, as he could do that studying much more quickly and accurately (with the side benefit of giving him more time to study biology / xenology)
Flaws:
Divided Loyalty [4] - Van's trying to balance the crew's desires / interests, his own, and his official allegience to the Concord (and more directly, his father). The balancing act can become quite precarious at times, especially given the volatile authoritarian his father is and the more cavalier attitudes of much of the crew.
STRENGTH SKILLS (7)
Armor_Operation [7] 7/ 3/ 1
Athletics [free] 7/ 3/ 1
DEXTERITY SKILLS (11)
Ranged_Weapons_Modern [6] 11/ 5/ 2
Vehicle_Operation [free] 11/ 5/ 2
CONSTITUTION SKILLS (11)
Stamina [free] 11/ 5/ 2
INTELLIGENCE SKILLS (13)
Knowledge [free] 13/ 6/ 3 *
Computer_operations [1] Rank 1 14/ 7/ 3 *
Deduce [2] Rank 1 14/ 7/ 3 *
First_aid [2] Rank 1 14/ 7/ 3
Language (Thuldan) [free] Rank 3 14/ 7/ 3
Language (Galac. Std.) [2] Rank 2 14/ 7/ 3
Life_Science [6] 13/ 6/ 3 *
Biology [2] Rank 1 14/ 7/ 3 *
Xenology [3] Rank 1 14/ 7/ 3 *
Medical_Science [6] 13/ 6/ 3
Physical_Science [6] 13/ 6/ 3
Chemistry [2] Rank 1 14/ 7/ 3 *
Tactics [5] 13/ 6/ 3
WILL SKILLS (7)
Awareness [free] 7/ 3/ 1
Investigate [6] 7/ 3/ 1 *
Research [2] Rank 1 8/ 4/ 2
PERSONALITY SKILLS (11)
Culture [5] 11/ 5/ 2
Diplomacy [3] Rank 1 12/ 6/ 3
First_encounter [3] Rank 1 12/ 6/ 3
Interaction [free] 11/ 5/ 2[/sblock]
Now we get into the stuff I'm not so sure of.
Mutation (engineered):[sblock]The DOS program let me select a range of mutation points and drawback points. I picked 2 mutation points (that's what the program required to give me the option for thermal vision), then it let me select 0 as an option on drawbacks. Thuldans get reduced drawback points, but I wasn't sure what standard drawbacks would be. Let me know if I need to take a drawback (light sensitivity would seem pretty logical, I'd think).
Good mutations:
Thermal_Vision (-3 on penalties in darkness, even if total) - Van was supposed to be born with a full physical genetic upgrade: enhanced strength, reflexes, senses, durability. The whole nine yards. His father (then General, on the road to Admiral, Phineous Curran) paid a grotesque sum for it. Imagine his outrage when he got a son who, with the exception of a broadened visual spectrum, had no noticeable enhancements. The genetech who performed the upgrade didn't have much of a career after that. Didn't live much longer, either; horrible how those "freak accidents" can take a person out.[/sblock]
Equipment and Weapons (costs in brackets): [sblock]I'm also fuzzy on the exact uses of some of the stuff here. Basically, I picked what sounded good, and if it's actually over the top or not generally useful or whatever, I can eliminate it. I wasn't sure what constituted "signature equipment," so I'm fairly certain I overspent, just not by how much.
Attacks:
Unarmed [untrained]: 3/ 1/ 0 d4s/d4+1s/d4+2s
unarmed combat modifier +d4
Weapons:
Name Type Damage [O/G/A]
Pistol_laser [1000] 11/ 5/ 2 En/O d4+1w/d6+1w/d4m
Defenses:
Armor:
Name Type LI / HI / En
Cerametal_armor [2000]7/ 3/ 1 O d6+1/d8+1/d6
EQUIPMENT (I'm not sure how encumberance works, but I went ahead and listed mass):
Sunglasses [50]
Holster [25]
Fatigues [50]
Jumpsuit [100] Mass 1
Uniform, service dress [300] mass 2.5
Data Slate, Good [750] mass .3
Trauma Pack II [400] mass 2
Life support pack [500] mass 3
Rx Antivenom x3 [225]
Ear Plugs [10]
Handcuffs [50] mass 1
Sensor gauntlet [725] mass 2
Emergency beacon [200] mass 10
Rations (1 wk.) [25] mass 2
Bedroll [25] mass 4
Biodetector [250] mass 2
Boots [?]
Backpack [?] (The DOS chargen lists both of these as available items, but no prices. The other chargen doesn't list them as an item, so I don't know a price here)[/sblock]