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What pre-gens do you use?

Spinward Scout

SOC-14 5K
Baron
Hey Everybody,

Does anybody have a list of what pre-gens they use when starting a new game or with new players? I'd like to see a standard list we could link to for new Referees and such. Sample crews for specifics ships, maybe? Does anybody know what pre-gens come with the new Starter Set?

Let's see what you've got!
 
Hey Everybody,

Does anybody have a list of what pre-gens they use when starting a new game or with new players? I'd like to see a standard list we could link to for new Referees and such. Sample crews for specifics ships, maybe? Does anybody know what pre-gens come with the new Starter Set?

Let's see what you've got!
I have a load of pre-gens with a bit of background fleshed out. They were generated with MegaTraveller (character generation is really the only bit of MT that I used) but could be trivially used with pretty much any edition.

Some were done with basic, some were done with extended systems and some were done with systems from the JTAS, which had rules for about half a dozen backgrounds scattered across various issues.

There is a crew for a merchant ship in that set, along with various others. Some where inspired by questions like 'Why might a bureaucrat go adventuring?' or 'What might have happened if vaccines had been available to Pocahontas?'.

See below for an example. Is this sort of thing likely to be of any interest?
 
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So, here's one for a start, inspired by the protagonist from The Shawshank Redemption. It originally started out life as an exercise in finding plausible motivations for a bureaucrat to become a skilled adventurer. This character might also be used as an NPC, perhaps a contact or a patron. This was done with Megatraveller, although it could be trivially ported to other editions. Some rules mashup was used to do service hopping.

Bureaucrat/Rogue
Retired Bureaucrat/Rogue 698DCA Age 46, 7 terms Cr100,000
Admin-5, Legal-3, Bribery-3, Streetwise-3, Broker-2, Leader-2, Carousing-2, Tactics-1, Revolver
Medical-1, Wheeled Vehicle-1, Jack-o-T-1, Brawling-1, Handgun-2, Small Blade-1 High Passage

Marius Duquesne was a successful banker until falsely convicted for a murder (or at least claims falsely convicted). Spending 10 years in prison and a further six years on the run he has established a new identity.

After a while you get philosophical. When the appeal failed we knew the case wasn’t going anywhere. They had their scalp and we had no alibi. I’m sure there’s a famous pre-stellar vid about this – I had to go to prison to learn to be a crook.

I was a banker, corporate finance and treasury – and pretty good at it. To be honest, I don’t much care who stitched me up now. That life is behind me and I can’t ever go back to it.

I got out. I’d like to say it was some sort of clever escape, but it was just watching where they screwed up. In the end I just walked out right under their noses. 99 times out of 100 a uniform and a clipboard will just merge you into the background. It’s like a bloody invisibility cloak.

They didn’t miss me for nearly 18 hours. By then I was on a shuttle across the border.

Something of a fish out of water on the street, he has nevertheless set himself up as a fixer, able to grease the wheels of bureaucracy through legitimate or other means.

People are people, on the street or in the boardroom. I fix things now. I can get you just about anything, or get the system to do just about anything. I lubricate wheels; most of the time you can make them turn by looking like you’re meant to be there. The right suit, the right haircut, the right accent and the right schtick with the paperwork all in order. Mostly they don’t even bother to check.

My identity is completely made-up, so I’ve had to avoid professional certs or anything where they do a real background check. I can’t be a lawyer or an accountant but I can be a consultant, so I consult. My card says ‘facilitator’. If you know me through certain contacts I can facilitate all manner of things.

He learned to handle himself in prison and has acquired a compact TL9 revolver since he got outside. This weapon is made from light, high-tech alloys; it has a short 5cm barrel, an integrated laser sight and a 5 round cylinder. It is not much larger than a body pistol and can be drawn and fired very quickly. A weighted generator in the handle recharges the battery that powers the laser sight through movement in day to day carry of the gun. The weapon fires as a revolver.

Inside it’s about how you take it, not how you dish it out. That will get you a long stint in the hole. So, I learned to take it. I can handle myself. I've got a little protection now; everything can be had on the street if you know where to look. It’s a light, compact 5-shot with a titanium frame, not much bigger than a body pistol. You’d never know I was carrying it.

Motivation: Marius would like to clear his name, although he is realistic enough to realise that he will never get his old life back. He is limited in what investigation he can do due to his assumed identity. Ideally he would like to be able to make discreet enquiries (either in person or through a suitable proxy) and investigate the circumstances of his accusation and conviction and the murder of his wife.
 
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To be honest, I look through the various Traveller Adventures to see if any of the pre-generated characters look to fit in what I am planning. Generally I will find what I need. Then there is always the Supplements as a fall-back position. Then I just come up with a backstory if needed. It depends if the NPC has a badly needed skill or not. If not, then he is a bit expendable.
 
For me, I tend not to use pre-genned chararcters as PCs. I enjoy letting a player roll their own fate when it comes down to it. For most NPCs I don't gen stats at all. I give them a set of skills and their starting values for rolls. That and a one- or two-line description handles about 98% of my NPCs. The recurring NPCs get more treatment, mostly in the description area, as I give them backgrounds rather than quick motivations. If I were to run a game at a convention I would do up pre-gens, but that would be the only time I can think of I would.

tl;dr

All that aside I am curious as well to see what (if any) pre-genned characters other GMs have and do use.
 
...Does anybody know what pre-gens come with the new Starter Set?...

The Starter Set comes with six pre-gens.

-Scout
-Scholar/Citizen
-Rogue/Drifter/Agent
-Merchant/Free Trader crewmember
-Navy Lieutenant
-Army Corporal

I like having some pre-gen characters on hand, so these are great. I often have one-off guests in my current campaign (friends of plays) who want to come in and play a game to see what Traveller is about. The pre-gens are nice because they can pick one and start playing in only a couple minutes.

These Starter Set ones are nice because they have background and skills summaries that help a new player get an idea what this character is like.
 
Hey Everybody,

Does anybody have a list of what pre-gens they use when starting a new game or with new players? I'd like to see a standard list we could link to for new Referees and such. Sample crews for specifics ships, maybe? Does anybody know what pre-gens come with the new Starter Set?

Let's see what you've got!

For me, characters that die during chargen are used as pre-gens mostly.
 
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