Alright, the previous post was the final phase of the character. If I were doing her up as an actual character, I'd probably have gone over the background a few more times to expound upon/fix various details and the grammar. But for demonstration purposes its fine. :)
The character is pretty much entirely by the book. I think the only thing thing I "cheated" on was her `Mech. I rolled up the GUR-2G Gurkha on the ATOW vehicle chart, but since the new 3067 Record Sheets came out a while back I decided to roll a d4 to pick which exact variant of the Gurkha I took. Other than that, I believe its all strictly by the book (ATOW and Companion).
So how'd the character turn out?
The attributes look good. 4 is average according to ATOW, so she's ahead of the curve in most of the time. Reflexes and Charisma are high enough that they'll provide a link bonus to any skill that uses them. Luck is pretty low, but thankfully it doesn't act as a link attribute for any skills. Though she wants to stay away from any casinos. Not only is she likely to lose anything she takes to gamble, she's also likely to eat bad shrimp from the buffet.
Traits are...interesting. The Attractive trait comes from the implant taken with the Implant Trait. It works well with the character's background and provides some nice bonuses. The Connection trait is pretty low key, but could provide some useful info when tapped. Equipped and Wealth, well, we've already talked about them. After chargen they're not usually helpful, but the Companion adds rules for making them useful.
I think the Rank trait was the biggest surprise. 600 points, without spending any extra on them. That makes the character a Demi-Precentor/Adept, in charge of an entire Level III. Not bad. Kind of bigger than I was expecting, but not bad at all. Reputation provides a small bonus...she's known around. Maybe even shows up on a recruiting ad or two. 2 points in the vehicle trait and no Custom Vehicle points means I get a stock WoB design rolled from the Light `Mechs chart. I sort of cheated by rolling a second die to see which exact variant I got, which is a quick and simple way to make that chart a little bit more inclusive if you wished.
Negative traits...well, I got ride of some of the Compulsions, but left Hatred for the Clans and ComStar, since I figured they're pretty ingrained. The enemy traits are a killer though. I left them blank, but figure something like a level III commander from ComStar, a Capellan loyalist who didn't like her singing the praises of the Protectorate, and finally perhaps someone she cut off...in her Gurkha :) In for Life is a no brainer, though my guess is if the game is set in 3079+, that "In For Life (WoB)" is going to turn into an equivalent number of negative points in Dark Secret. :)
The skills seem like a massive list (they take up a page in the .docx I made). Between the link attribute bonus for Charisma, the bonus for the Attractive Trait, and the bonus for the Cosmetic Beauty Enhancement, those social skills can get a heck of a bonus. Her Combat skills are lacking a little bit (she'd only be a 4/4 when converted to the board game I believe), but surprisingly, her skill in Martial Arts was enough to push it into the Advanced Tier. Still, she's got enough skills, and they're high enough that she'd be a welcome part of the team, and she can even do things outside of her `Mech, which is always a good thing. Just don't expect her to go all covert ops. She can transmit the data offworld, but you probably don't want her trying to sneak around an enemy camp.
Equipment we've talked about before, nothing's really changed, though its worth noting that I still have over 10,000 c-bills if I wished to purchase more equipment. I did find an oddity with regards to some items in the book like Medkits and MediPatches, but that's probably worth a whole other discussion.
Background..well, its a general idea without an exact game/timeline. It could use a going over or two, but it doesn't provide some interesting possibilities.