I am trying to figure out character creation in ATOW well enough that I could guide players through it. My immediate goal is to create this guy.
Basic character concept is that he is one of those individuals referenced in TRO 3025; infantrymen who captured a battlemech. He isn't literally one of the 2 or three from the original fluff, but that is my idea. Essentially he is in a periphery infantry unit and captures a mech from a pirate force, house unit or from somewhere else and strikes out on his own as a merc.
Concept: The Muscle; Infantryman with a captured mech
Age: 27
XP Pool: 5000 600 5600
Affiliation: Major Periphery State 5500
100 XP
English 40XP
Equipped -50xp
800 XP 100x8 attributes
Perception 10xp
Stage 1
BACK WOODS
Module Cost: 290 XP 5210
Raised in the country (or in other remote parts of human
space where amenities are few and far between), the back
woods life leaves one hardy, but unrefi ned and uneducated.
Prerequisites: Any affi liation; STR 4+, BOD 5+
Fixed XPs: [Attributes] STR (+100 XP), BOD (+100 XP), RFL
(+75 XP), INT (–25 XP), CHA (–50 XP); [Traits] Equipped (–50
XP), Fit (+100 XP), Illiterate (–75 XP), Toughness (+75 XP),
Wealth (–75 XP); [Skills] Language/Affi liation (–5 XP), Martial
Arts (+10 XP), Melee Weapons (+10 XP), Navigation/Ground
(+10 XP), Perception (+5 XP), Running (+10 XP), Survival/Any
(+15 XP), Tracking/Wilds (+10 XP)
Flexible XPs: +25 XP each to any two Attributes or Traits
Stage 2
BACK WOODS
Module Cost: 500 XP 4710
Isolated from the conveniences of modern society, a
back woods teenager lives a survivalist’s life, but tends to
fi nd interacting with so-called normal society a far greater
challenge than any danger on the fringes of human space.
Prerequisites: None
Fixed XPs: [Attributes] BOD (+60 XP), WIL (+70 XP), INT (–20
XP); [Traits] Animal Empathy (+50 XP), Good Hearing (+40 XP),
Introvert (–20 XP), Wealth (–20 XP); [Skills] Climbing (+30 XP),
Medtech (+20 XP), Melee Weapons (+20 XP), Perception (+45
XP), Protocol/Affi liation (–15 XP), Small Arms (+20 XP), Stealth
(+40 XP), Survival/Forest (+25 XP), Tracking/Wilds (+30 XP)
Flexible XPs: +125 XP
Stage 3
Military Enlistment (720 XP + Field Costs) 3990
Where military academies represent the upper crust of military
training, military enlistment represents the much more common
standard, employed by interstellar realms and individual worlds alike
to train the majority of their ground troops. Focused on conventional
forces, such as infantry and cavalry, these training centers—found on
any world or in any realm that maintains a standing defense force—
lack the sophisticated training programs that turn out MechWarriors
and aerospace fi ghter pilots, but still produce quality support troops
for any army.
Prerequisites: None
Automatic: [Attributes] STR (+125 XP), BOD (+125 XP), RFL (+100 XP),
WIL (+100 XP), CHA (–100); [Traits] Equipped (+50 XP), Rank (+100 XP);
[Skills] Swimming (+20 XP); [Flexible XP] (+200 XP)
Fields
Basic (+0.5 years): Basic Training, Basic Training (Naval)
Advanced (+1.5 years): Cavalry, Infantry, Marine, Medical Assistant,
Police Offi cer, Scout, Ship’s Crew, Technician/Military
Special (+1 years): Police Tactical Offi cer, Infantry/Anti-’Mech, Special
Forces, Technician/Aerospace, Technician/’Mech, Technician/Vehicle
Basic Training 120xp
Prereq: Rank trait, INT 3, WIL 3
Career/Soldier
Martial Arts
MedTech
Navigation/Ground
Small Arms
Infantry 144xp
Requires: Basic Training Field
Acrobatics/Free-Fall
Artillery
Climbing
Comms/Conventional
Support Weapons
Tactics/Infantry 3726
Stage 4 3026
TOUR OF DUTY
Module Cost: 700 XP (Periphery affi liations)
Prerequisites: Must have at least one Military Skill Field.
Time: +3 years
Fixed XPs: [Traits] Connections (+25 XP), Choose Equipped
or Vehicle (+100 XP); [Skills] Career/Soldier (+50 XP), Martial Arts
(+40 XP), Navigation/Any (+40 XP), Protocol/Affi liation (+40 XP)
Periphery Only: [Attributes] +50 XP to any one Attribute;
[Traits] Enemy (–50 XP), Toughness (+50 XP); [Skills] Interest/Any
(+20 XP), Leadership (+15 XP), Medtech (+30 XP), Negotiation
(+25 XP), Perception (+15 XP), +150 total additional XP (+25 XP
each assigned to a maximum of six Skills the character possesses
from his Military Fields)
Flexible XPs (All Tours of Duty): +100 XP
So how am I looking so far? Is my math right? from here I should allocate my attributes, right?