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'Grab it and play' characters

Spinward Scout

SOC-14 5K
Baron
Here's an idea I had for generic ready to play characters. Just rolled up, no name, pretty average and ready for someone to grab it and use it in a game. Made For Mongoose. Anyone have any other generic characters to 'grab it and play'?

Senior Scout
Age 34, 4 terms, Cr120,000
Str 6 (+0) Dex 6 (+0) End 7 (+0)
Int 8 (+0) Edu 9 (+1) Soc 4 (-1)
Skills: Astrogation 1, Comms 0, Computers 0, Drive 0, Engineer 1, Gun Combat (Gauss Pistol) 0, JoT 2, Life Science (Biology) 1, Mechanic 0, Medic 0, Pilot 3, Sensors 1, Space Science (Xenology) 1, Streetwise 0, Survival 1, Vacc Suit 1
Equipment: Gauss Pistol, Scout/Courier
1 Contact
 
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2-term Army E3, human male
A86785 Slug Rifle-2 Recon-1 SMG-1 Gamble-1 Grav Flyers-1 Vacsuit-1 Heavy Weapons-0 Leader-0 Coordination-0 Comms-0 Comp-0

SMG, Relationship, Rival: Army Officer

Note: I generated this character by my normal-method of rolling per year; the skills are reduced in order to make them compatible with other people's characters.
 
LBB1 2 of each

12 LBB1 characters to plug and play :)

Navy Enlisted, 964879, Age 30, Cr 25,000
Fwd Obs-1, Gunnery-2

Navy Enlisted (Injured), 775472, Age 28, Cr 60,000
Fwd Obs-1, Laser Rifle-1, Gunnery-1
Laser Rifle

Marine Captain, 8844B8, Age 26, Cr 18,500
Computer-1, Cutlass-2, Medical-1, Revolver-2
Snub revolver, Cutlass, Hand Computer

Marine Lieutenant 577687, Age 26, Cr 14,000
Revolver-2, Cutlass-1, Electronic-1,
Snub Revolver, Cutlass

Army Lieutenant 57BA56 Age 22 Cr 20,000
Fwd Obs-1, Mechanical-1, Rifle-1, SMG-1
SMG, 6 mags in bandoleer, TL 13 Long Range Communicator

Army Major AA3B94 Age 26, Cr 5,000
Rifle-3, Air/Raft-1, SMG-1
Gauss Rifle, 16 Mags in 2 bandoleers,
short range communicator, Combat Armor

Scout, 527787, Age 32, Cr 70,000
Electronic-2, Mechanical-1, Navigation-1, Pilot-1
Scout Ship

Scout, 7B5636, Age 24, Cr 10,000
Pilot-1, LW-0, Vacc-0
Tl 13 Laser Carbine
Vacc Suit

Ret. Merchant 3rd Officer 597485 Age 42 Cr 64,000
Computer-1, Electronic-2, Steward-1, Streetwise-1, LW-0, Dagger-0
Laser Carbine, Dagger, Electronic Tool Kit, Hand Computer

Merchant 2nd Officer 63789C Age 30, Cr 80,000
Admin-1, Shotgun-1, Mechanical-1
Shotgun, Mechanical Tool Kit

Other, 8C6843, Age 34, Cr 140,000
Blade-2, Bribery-1, Electronic-1, Gambling-1
Blade, Electronic Tools

Other, 8933A6, Age 22, Cr 48,000
Computer-1, Streetwise-1
Hand Computer, Snub Pistol
 
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Back in April '07 I was having a surge of nostalgia for Traveller. To celebrate, I broke out my CT Book 1 and in the course of my lunch hour I was able to produce 6 characters. For your viewing pleasure...

Ex-Marine Trooper, 3½ Terms
979494
Admin-1, Brawling-1, Cutlass-1, Electronic-1, Tactics-1, Vacc Suit-1
Cr 5000
Travellers', High Passage

Ex-Scout, 1½ Terms
685869
Jack-of-all-Trades-1, Pilot-1
Laser Carbine

Ex-Merchant 4th Officer, 2 Terms
2567A9
Dagger-1, Electronic-1, Jack-of-all-Trades-1, Pilot-1
Cr 20,000
Body Pistol

Ex-Navy Starman, 2 Terms
3B79A6
Engineering-1, Medical-1
Cr 10,000
Low Passage

Ex-Army Lt Colonel, 5 Terms
588674
Blade-3, Grav Belt-3, Forward Observer-1, Laser Carbine-2, Mechanical-2, Rifle-1, SMG-1
Cr 4,000
Low Passage, Middle Passage, High Passage, Laser Carbine

Ex-Other, 3½ Terms
753623
Brawling-1, Electronic-1, Forgery-1, Grav Belt-1, Streetwise-1
Cr 11,000
Low Passage
 
Made with MGT...

Agent, 4 Terms
9A9A65
Carouse 0, Computers 1, Deception 1, Drive (Wheeled) 0, Gun Combat (Energy Pistol) 2, Investigate 1, Recon 0, Stealth 3, Streetwise 0
Cr2000, Laser Pistol (TL11), Scientific Toolkit, Subdermal Armor (TL10), Wafer Jack (TL12)
 
T5 first attempt

Code:
Beriisiraanerekuuk Ekashanide  (Barry)

Initial stats: B97779 (yes, really)

Home World: Allel  (Ph, Pa, Ri)
  default skills: Trader 0
  default arts:   chef 0
  
Applied to University: rolled 3: in  (18-22) / College of Allel
  Major in Athletics (had to use that strength & dex), minor in chef
  Year 1: pass (rolled 3)
  Year 2: pass (rolled 6)
  Year 3: pass (rolled 7)
  Year 4: pass (rolled 4)
  Honors: yes  (rolled 3)
  Athletics 5, Chef 2
 
Applied to Merchants
  missed roll    (23)
  made roll
  Term 1        (24-28) / B'All Shipping
    Risk - passed
    Reward - passed:  1 ship share
    Promotion: yes: Merchant 1/4th Officer
      Steward
    Skills:
      Personal : Social +1 (Soc A)
      Freighter: Trader 1
      Security : Gunner 1
      Freighter: Comm
  Term 2: re-enlist - yes (28-32) / Remashirahim Shipping
    Risk - passed
    Reward - passed: + 2 ship shares (3 total)
    Promotion - rolled 3 (needed 2-) - no
    Skills:
      Personal : Dex + 1 (Dex A)
      Personal : Soc + 1 (Soc B)
      Freighter: Bureaucrat
      Freigher : Trader (2)
  Term 3: re-enlist - yes (33-36) / B'All Shipping
    Risk - failed: recovered injury
    Reward - no
    Promotion - yes (rolled another 3, needed 3)
      Merchant 2 / 3rd Officer: Engineer
    Skills:
      Personal : Str +1 (C)
      Freighter: Chef (3)
      Freighter: Chef (4)
      Personal : Soc + 1 (C)

    passed aging throw

Muster out:
    +1 End (8)
    Cr30,000
    wafer jack
    
Final stats/skills:
CA878C, Merchant 3rd Officer, BS/Athletics & Chef, honors
Athletic 5, Chef 4, Trader 3, Bureaucracy 1, Steward 1,
Gunner 1, Comms 1

First attempt at a T5 character generation, and I'm not sure I did it correctly. 
I kept goingfor the personals to get a better intelligence to imnprove his
ability to get promoted, it never worked out.

So, a large and surprisingly quick guy from a rich, bureaucratic system with a college degree.
He played grav-ball through out college, with a minor in cooking. Having a basic trading skill,
Barry decides to try for the local Merchant's Guild. He fails to enlist the first year, but
the recruiter remembers this large man the following year, and he manages to get on board
with B'All Shipping, a local shipping concern. He manages to get a promotion in his 1st term,
and gains a ship share. Already in the upper middle class, he befriends upper management and
starts moving in a higher social crowd, picking up good information about trading. His travels
this 1st term put him into a gunnery seat where he learned the basics of ship's weapons, as well
as stand-by on the comms. 

The next term Barry gets re-enlisted, and manages another pair of ship shars from his management
friends. He has moved to Remashirahim Shipping this term, a friendly rival. Apparently not 
overly friendly, as he does not make a promotion this term. Apparently this is an even higher
class operation, and he gains in social standing. Working the system, he picks up the intracacies
of dealing with a bureaucracy and learns even more valuable trading skills. He gains another two
ship shares from the firm as he leaves in good standing.

His 3rd term, Barry goes back to B'All Shipping. He manages to hurt himself but has a full recovery. 
Must have been an old grav-ball injury flare up! He barely manages a promotion, despite his
continued interaction with upper management and some of the backers. He tends to stay more in
the galleys this last few years, picking up interesting cooking methods from various systems. He
also works the gym a lot more, worrying about that last injury flare up.

Finally, Barry decides to leave the service and go out on his own. B'All Shipping gives him an early
retirement package of Cr30,000 and a wafer jack, and all the gym work outs have given him a bit more
endurance as well.
 
might help to have a system for listing a character's stats so you can evaluate him before grabbing him. such as ....

name, general title
stats, age
ship: pilot, navigation, ship's gunnery, ship's screens, ship's tactics, fleet tactics, etc
tech: computer, engineering, mechanics, electronics, gravitics, damage control, etc
spac: vacc suit, 0G
vehi: grav vehicle, submersibles, etc
prof: naval architect, system survey, medical, etc
peop: leader, liaison, administration, recruiting, bribery, etc
wild: survival, hunting, equestrian, recon
weap: brawling, fgmp15, etc
tact: tactics

examples:

harvey wallbanger, engineering assistant
888888, 38
ship: ---
tech: electronics 3*, mechanics 2*, damage control 1
spac: vacc suit 1, 0G 1
vehi: ---
prof: ---
peop: ---
wild: ---
weap: shotgun 1
tact: ---

lars vincent, hunting guide
888888, 38
ship: ---
tech: ---
spac: ---
vehi: grav vehicle 1*
prof: ---
peop: leader 1, liaison 1
wild: hunting 2*, recon 2, equestrian 2*, survival 1
weap: rifle 2, sidearm 1
tact: ---

when I list their skills this way it helps me "see" them better.
 
might help to have a system for listing a character's stats so you can evaluate him before grabbing him. such as ....
[snip]
when I list their skills this way it helps me "see" them better.

I find it rather distracting, actually.
 
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