Merchant Captian Alexander L. Jamison
I suppose I will give this a try. Please bear with me.
As I do this, you might need to see the character's backstory from the book. I don't want to change that. I just want to illustrate how these characteristic and skill points are used to generate a character. Again, Jamison will not have the same statistics using the system suggested above, and the one as written in the book.
He begins with 80 characteristic points. To keep the math simple, I will generate a character with the following statistics, 6,6,7,7,8,8. I will try to keep at least the priorities of the characteristics as they are listed in the book.
Str: 6 (cost: 6 points)
Dex: 7 (cost: 6+7 points)
End: 7 (cost 6+7 points)
Int: 8 (cost 6+7+8 points)
Edu: 6 (cost 6 points)
SS: 8 (cost 6+7+8) points
(total characteristic points spent: 80 points)
He gets four background skills: Ground Craft-1, Equestrian-1, Computer-1, Perception-1.
In his backstory, he is forced to enlist in the Merchants, and serves for five terms. Therefore, he spends (4x5=) 20 years in the service, and receives 20 points for skills.
In the book he chooses 14 skills other than the 4 listed above. To have these same 14 skills at a skill level-1 each, it costs him 14 skill points. He has (20-14=) 6 points left over.
He may spend the rest of these 6 points to raise three skills to level-2, and does so.
In the story in the book, he suffers aging. Dex-1. His Dexterity drops from Dex-7 to Dex-6. He gets 7 points "refunded" for this. He spends these "extra" points on skills. He spends 3 of these 7 points to raise one skill level from level-2 to level-3. The other 4 points he uses to raise two level-1 skills to level-2 skills.
Final character:
Merchant Captian Alexander L. Jamison:
UPP: 667868
Acting-1, Brawling-1, Carousing-1, Electronics-2, First-Aid-1, Ground Craft-1, Long Blade-1, Pilot-3, Trader-2, Administration-2, Broker-1, Computer-1, Equestrian-1, Forgery-1, Law-1, Perception-1, Pistol-2, Vacc Suit-1
I believe this is a very well balanced character. I believe it will allow a player to interact with
T4's task system in such a way it will be both challenging and fun.
For example:
His
best skill is Pilot-3. He has a Dexterity of 6. This gives him a target number for Pilot of 9.
An Average skill roll would be 2d6. He would be successful on a 9 or less, much better than a 50/50 chance. A Difficult skill roll would be 2.5d6. He would be successful on a 9 or less, or right at a 50/50 chance.
His
best characteristic is Intelligence-8. Coupled with (one of) his best Intelligence-based skill of Electronics-2, gives him a target number for Electronics of 10.
An Average skill roll would be 2d6. He would be successful on a 10 or less, which is very probable. A Difficult skill roll would be 2.5d6. He would be successful on a 10 or less, or just over a 50/50 chance.
I did suggest the difficulty factor for the range bands be increased by one difficulty level.
With a Pistol-2, and a Dexterity-6, he would have a target number of 8. To shoot, (a snap attack,) someone at Contact range: 8 or less on 2d6, at Very Short range: 8 or less on 2.5d6, and at Short range: 8 or less on 3d6.
If he were wearing Flex armor, he would suffer a -2 penalty. This would make his snap attack chances at Contact range: 6 or less on 2d6, at Very Short range: 6 or less on 2.5d6, and at Short range: 6 or less on 3d6.