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My first MGT characters...

Retired Army Infantry Major Weilan Grier

Enjoy!

Weilan Grier
Str: B (+1)
Dex: 8 (0)
End: A (+1)
Int: 7 (0)
Edu: C (+2)
Soc: 9 (1)

Homeworld: High Technology, High Population, Industrial
Skills: Carouse 0, Computer 0, Streetwise 0

Age: 18

Weilun is the second child and son of the Grier clan. He has proven to be the physically strongest of the four and the Imperial Army appreciated his strength during his enlistment.


Term: 1, Army: Infantry
Service Skills: Drive (Tracked) 0, Athletics (Strength) 0, Gun Combat (Slug Rifle) 1, Recon 0, Melee (Unarmed Combat) 0, Heavy Weapons (Man Portable Artillery) 0

Survival: Str 6+, roll 8. Being physically strong has its advantages.
Events: roll 11. Weilan's company commander, Captain Emiily Jax, took an interest in his career after learning he captained several sporting teams during his educational years. Gains +4 DM to next Advancement roll.
Advancement: Edu 6+, roll 11+4=15. The Private is promoted to the rank of Lance Corporal. Gains Recon 1 from his promotion course and Heavy Weapons +1 for being in the Infantry.

He decides to reenlist for four more years.
Age: 22


Term: 2, Army: Infantry
Service Skill: Drive (Wheeled) +1

Survival: Str 6+, roll 6.
Events: roll 5. Weilan is given a special assignment or duty in his unit. He sees to everyone's physical fitness.. Gains +1 DM to any one Benefit roll.
Advancement: Edu 6+, roll 12. He is promoted to Corporal and increases his skill in Melee (Unarmed Combat) +1. A very useful skill when involved in a barroom brawl.

He does another term.
Age: 26


Term: 3, Army: Infantry
Service Skill: +1 Dex. He continues to see to his physique.

Survival: Str 6+, roll 10. Remaining physically fit has its advantages.
Events: roll 10. Weilan is assigned to a peacekeeping role. Command wants to reduce the number of barroom brawl the unit gets involved.
Advancement: Edu 6+, roll 6. Becoming a Lance Sergeant is not an easy task for him but he becomes one. His promotional course teaches him Leadership 1 and he gains Gun Combat (Slug Rifle) +1.

He continues to service.
Age: 30


Term: 4, Army: Infantry
Service Skill: +1 End. He continues to see to his physique.

Survival: Str 6+, roll 7. Weilan exercise routines keep him going.
Events: roll Grier is given advanced training in Infantry as a better squad commander. Gains Leadership +1.
Advancement: Edu 6+, roll 9. Being an effective squad leader helped turn him into a Sergeant. Gains Stealth +1.

The new Infantry members remind him of his younger siblings and he reenlists.
Age: 34.


Term: 4, Army: Infantry
Service Skill: Survival +1. Weilan enjoyed his advanced traing and signs up for more.

Survival: Str 6+, roll 11.
Events: roll 6. The Lift Infantry Battalion Sergeant Weilan Grier belongs to is thrown into a brutal ground war. End 8+, roll 8. Gains Gun Combat (Slug Rifle) +1
Advancement: Edu 6+, roll 12. During the war, he is raised to the rank of Gunnery Sergeant and serves as the his platoon's CO when commanding officer and executive officer are killed or severly wounded in combat. This eventually earn the NCO a commission to the rank of Lieutenant. The promotional course to teach him Leadership proves to be of no to little to use; however his other course proves different. He gains Admin +1.

Becoming an officer convinces him to attemt for a higher rank.
Age: 38. Being in good shape staves off the effects of aging.


Term: 5, Army: Infantry
Service Skill: Tactics +1. Weilan takes a training course offered to officers only.

Survival: Str 6+, roll 7.
Events: roll 2. Lieutenant Weilun Grier receives orders to return to the planet he fought on to take command of an Infantry unit based in an urbanized area. All of a sudden, retirement is looking good. He learns to ride a local riding animal, Animal (Riding) +1.
Advancement: Edu 6+, roll 6. The urbanized war earned him a promotion to Captain and leadership of a Lift Infantry Company. He gains Athletics (Co-ordination) +1.

He enjoys being “The Old Man” as he is referred to by the NCOs and lower ranked officers in the company and goes one more term.
Age: 42


Term: 6, Army: Infantry
Service Skill: Navigation +1.

Survival: Str 6+, roll 7.
Events: roll 6. Weilan spent a tour of duty in a different brutal ground war and it makes him a better rifleman. Gains Gun Combat +1.
Advancement: Edu 6+, roll 8. Weilan is now addressed as Major Grier. He gains Gun Combat (Slug Rifle) +1 and Tactics (Military) +1.

Set with a pension for his military service, the major retires from the Army and adventures into a civilian life.
Age: 46. The effect of age finally catch up to Wetlan and reduces his End (-2).


Reaching the NCO rank of 5 and officer rank of 3 earns him a combined rank of 8. He gains 1 roll per term (6), 3 for her combined rank for a total of 9 rolls. He also gets a +1 DM to all rolls and an additional +1 DM to one Benefit roll..

Cash (3 rolls): rolls 4, 4 &2 become 5, 5 &3. Cr10,000 x3 = Cr30,000
Other Benefits (6 rolls): rolls 4. 6, 2, 3, 3 & 4 become 5, 7, 3, 4, 4 & 5+1. Combat Armor, +1 Soc, +1 Edu, ACR, ACR, Combat Implant.


Retired Infantry Major Weilan Grier
Army, 6 Terms
B997DA Modifiers: Str, Edu +2; Dex, End, Soc +1

Skills: Admin 1, Animal (Riding) 1, Athletics (Co-ordination) 1, Athletics (Strength) 0, Carouse 0, Computers 0, Drive (Tracked) 0, Gun Combat )Slug Rifle) 5, Heavy Weapons (Man Portable Artillery) 1, Leadership 2, Melee (Unarmed Combat) 1, Navigation +1, Recon 1, Stealth 1, Streetwise 0, Survival 1, Tactics (Military) 2

Contacts:
Cash: Cr30,000
Pension: Cr12,000 per year
Gear: TL12 Combat Armor, Subdermal Armor, ACR, ACR


--===--
Only 1 more Grier to create, Hoorah!
 
I'll post a few as soon as I get the energy and memory to do it. There's one prime difference, though: I generate by year instead of by term, so there's more life events and skills (though this is as I think it should be). Note that commission can only be gained once, and promotions can be gained once per term unless directed by life events.

Edit: Here's one already. I hope you enjoy it.

Donna Kay. Initial stats B9B954. Female.
Term 1: enlist in Army, choose infantry branch. Initial training: ATV-0 Athletics(Endurance)-0 Pistols-0 Recon-0 Brawl-0 High-Energy Weapons-0 Vac-0
Year 1: Rifle-1. Displayed heroism in battle. Gained commission to O1, lieutenant. Leader-1, Shotgun-1
Year 2: Recon-1 Assigned to urbanized, warfare-torn planet. Streetwise-1
Year 3: Promotion! O2. Tactics-1. Recon-2. Disaster! Sent to fight guerrillas and failed, being discharged due to government burying incident. Survival-1, Enemy: Guerrillas. Muster out with subdermal armor-TL/10, shotgun.
Year 4: Forced into Drifter career, wanderer specialty. Deception-0 Lived on the edge due to hounding by guerrillas. Survival-2, +1 STR.
Term 2: Drifter Career.
Year 1: Promotion, R1. Streetwise-2 Deception-1. Took part in adventure. +1 to one benefit.
Year 2: Athletics: Endurance-1 Unusual Event: Alien Artifact, gained while wandering around on a low-population planet.
Year 3: Stealth-1. Scavenged a useful item, a set of manuever drive parts, the sale of which grants +1 to a benefit.
Year 4: Athletics: Endurance-2. Life event: gave birth to a son. The father could be any of several men.
Muster out, to emigrate to a more distant part of Charted Space and keep son safe. Subdermal Armor-TL/11, 8000 Cr

Final stats: C9B954 0.75 term Army 02, 1.25 term Drifter R1
Survival-2 Recon-2 Endurance Athletics-2 Streetwise-2 Deception-1 Stealth-1 Tactics-1 Leader-1 Rifle-1 Shotgun-1 Brawl-0 ATV-0 Pistol-0 Vacsuit-0 PGMPs-0
Shotgun, Subdermal Armor/TL-11, 8000 Cr. Enemy: guerrillas. Son (1 year old): Marty
 
Last edited:
Lenora

Advancement, edu 7+, roll 9: She worked hard, and happened to come to the notice of a Petty Officer. She is promoted Able Spacehand, is sent on a promotion course gaining the skill Mechanic 1, and given her choice of duties, choosing more Specialist: Crew duties, and with a roll of 4 gaining Sensors 0.

For Lenora, Why is this Sensor's 0 and not Sensor's 1?? I'm confused on this.
 
Marquis Admiral Graham Grier, Retired Navy & Ex-3rd Secretary

The first born of the Grier offspring

Graham Grier
Str: 6 (+0)
Dex: 12 (+2)
End: 11 (+1)
Int: 9 (+1)
Edu: 7 (+0)
Soc: 7 (+0)

Homeworld: High Technology, High Population, Industrial
Skills: Engineer (Power) 0, Computer 0, Streetwise 0

Age: 18

Graham is not the strongest (Weilan) or the most educated (Tanis) of the Grier children, but he is the first born offspring. He studied Engineering during his educational years and considered doing what his father and grandfather (father's side) did for a living. That was until a chance to join the Imperial Navy presented itself to Graham.


Term: 1, Navy: Engineering/Gunnery
Service Skills: Pilot (Small Craft) 0, Vacc Suit 0, Zero-G 0, Gunner (Turrets) 0, Mechanic 0, Gun Combat (Energy Pistol) 0

Survival: Int 6+, roll 10. Graham survives working in Engineering and Gunnery.
Events: roll 6. The Atlantic Class Heavy Cruiser that Graham is serving on participates in a notable military engagement. Gains Engineer (Power) 1.
Advancement: Edu 6+, roll 8. Commission: Soc 8+, roll 10. He is promoted to the rank of Able Spacehand. Gains Mechanic +1. A few months later, he is commissioned as a Ensign. Gains Melee (Blade) +1. Because he is an Engineer/Gunner, he gains Sensors +1.

After being commissioned as an officer, Graham decides to continue and hopes to gain a ship command.
Age: 22


Term: 2, Navy: Line Crew
Service Skill: Attended a Naval Academy and takes a course for officers only. Gains Tactics (Naval) +1.

Survival: Int 5+, roll 6
Events: roll 8. The vessel Graham is assigned to participates in a diplomatic mission. He meets Ethan Baiocco, a Diplomatic Intern.
Advancement: Edu 7+, roll 10. He is promoted to the rank of Sublieutenant and gains Leadership +1. Gains Sensors +1 due to working on the bridge.

He decides to serve another term.
Age: 26


Term: 3, Navy: Line/Crew
Service Skill: Pilot (Spacecraft) +1

Survival: Int 5+, roll 10.
Events: roll 11. Captain Jaimes Loris takes an interest in Sublieutenant Graham Grier's naval career and helps him study for his promotion test.. Gains a +4 DM to next Advancement roll. Gains Sensors +1.
Advancement: Edu 7+, roll 11 (7+4). The additional aid in studying proves helpful to the new Lieutenant.

Grier is given command of a Gazelle Class Close Escort.
Age: 30


Term: 4, Navy: Line/Crew
Service Skill: Pilot (Capitol Ships) +1

Survival: Int 5+, roll 7.
Events: roll 7 & 3. Graham impregnates a young lady during his tour through the Imperial portion of the Spinward Marches. Gains Vacc Suit +1
Advancement: Edu 7+, roll 7. He accomplishes his goal of earning a command of an Atlantic Class Heavy Cruiser.

Grier reenlists.
Age: 34.


Term: 5, Navy: Line/Crew
Service Skills: Gunner (Capital Weapons) 1

Survival: Int 5+, roll 6
Events: roll 5. Graham is given advanced training as Specialist: Engineering/Gunnery. Gains Computer +1.
Advancement: Edu 7+, roll 8. Grier is made into a Captain and given command of a Plankwell Class Battleship. Due to his elevated rank, the Captain spends a great deal of time attending social functions. Raises Soc to 10.

Captain Grier wishes to join the Admirality.
Age: 38.


Term: 6, Navy: Line/Crew
Service Skill: Leadership +1

Survival: Int 5+, roll 9
Events: roll 5.Even as a Captain, Graham is surprised that he still receives advanced training as a Specialist:Engineering/Gunnery. Gain Engineer (Power) +1. He also learns to operate the communication system. Gains Comm +1.
Advancement: Edu 7+, roll 9. During his promotion to Admiral, the officer is knighted also. Raises Soc to 12.

Graham decides to do one last tour as a naval officer.
Age: 42


Term: 7, Navy: Line/Crew
Service Skill: Zero-G +1

Survival: Int 5+, roll 10.
Events: roll 7 & 6. During this term's tour of duty on the Third Imperium's side of the Spinward Marches, Admiral Graham Grier meets Alexis Binder, a Senior Manager at a Ling Standard Products, LIC facility. They begin a romantic relationship.

The eldest Grier child retires from the Navy and begins working as a Diplomat for the Third Imperium.
Age: 46


Term: 8, Nobility: Diplomat
Service Skills: Admin 0, Advocate 0, Comms 0, Diplomat 0, Investigate 0, Persuade 0

Survival: Int 5+, roll 5
Events: roll 7 & 7. Graham meets TAS Reporter Rian Rhodes at a diplomatic function and gains him as a Contact.
Advancement: Soc 7+, roll 10. He is promoted from Intern to 3rd Secretary. He learns to deal more effectively with the administrative duties assigned to him.. Gains Admin +1.

Age: 50. While Graham was a member of the Imperial Navy and exercising daily, the effects of age remained at bay. Str, Dex, & End: -2


Reaching the NCO rank of 1, officer rank of 6, & diplomatic rank of 1 earns him a combined rank of 8. He gains 1 roll per term (8), 3 for his combined rank for a total of 11 rolls. He also gets a +1 DM to all rolls and an additional +1 DM to one Benefit roll..

Cash (Navy: 3 rolls): rolls 3, 6 & 1 become 4, 7 & 2. Cr10,000+Cr50,000+Cr5,000 = Cr65,000
Other Benefits (Navy:7 rolls; Nobility: 1 roll): Navy rolls: 3, 5, 4, 4, 2, 4, & 2 become 4, 6, 5, 5, 3, 5, & 3; Nobility roll: 6 becomes 7

Ex-3rd Secretary Marquis Admiral Graham Grier, Ex-Diplomat and Retired Naval Officer
Navy, 7 terms; Nobility, 1 Term
4A997D Modifiers: Str -1; Dex, End, & Int +1; Soc +2

Skills: Admin 1, Advocate 0, Computer 1, Comms 1, Diplomat 0, Engineer (Power) 2, Gun Combat (Energy Pistol) 0, Gunner (Capital Ships) 1, Gunner (Turrets) 0, Investigate 0, Leadership 1, Mechanic 1, Melee (Blade) 1, Persuade 0, Pilot (Capital Ships) 1, Pilot (Small Craft) 0, Pilot (Spacecraft) 1, Sensors +3, Streetwise 0, Tactics (Naval) +1, Vacc Suit 1, Zero-G 1

Contacts: Ethan Baiocco (Nobility - Diplomat); Alexis Binder (Citizen – Corporate); TAS Reporter Rian Rhodes
Offspring: Taelor Korista (female)
Cash: Cr65,000
Pension: Cr14,000 per year
Gear: Ship Shares x10, Laser Pistol, TAS Membership, Yacht

Yacht Cr45,465,300 (Remaining Total Value) = Cr50,517,000 (Value) – 5,051,700 (Ship Shares x10)
 
Ex-Special Agent Andru Phonda

Andru Phonda
Str: 7 (+0)
Dex: 10 (+1)
End: 7 (+0)
Int: 8 (+0)
Edu: 7 (+0)
Soc: 5 (-2)

Homeworld: Gram, Sword Worlds (Hi, In, Cap)
Skills: Art (Acting) 0, Streetwise 0, Trade 0

Age: 18

Andru Phonda enlisted in the Sword Worlds Intelligence Service. He thought he would be posted to a world in the Darrian Subsector but his superiors thought it would be more beneficial to post him and several other agents on Imperial worlds in the Spinward Marches.


Term: 1, Agent: Intelligence
Service Skills: Computers 0, Drive (Wheeled) 0, Gun Combat (Slug Pistol) 0, Investigate 0, Recon 0, Streetwise 0

Survival: Int 7+, roll 11
Events: roll 9. Andru went above and beyond the call of duty on his first assignment. Gain +2 DM to next Advancement check & Stealth +1.
Advancement: Int5+, roll 9 (7+2). Andru is promoted to the rank of Agent after several successful missions. He learned how useful stealth had become on his missions as well when he had to sneak into and/or out of a location. Gain Deception +1.

Due to his hatred of the Third Imperium, Andru remained a willing servant of the Intelligence Agency.
Age: 22


Term: 2, Agent: Intelligence
Service Skill: Melee (Blade) +1. Andru practiced fighting with a blade when he learned that carrying a firearm was forbidden on several worlds in the Third Imperium.

Survival: Int 7+, roll 7
Events: roll 9. Andru went above and beyond the call of duty once again. Gains +2 DM to next Advancement check & Comms +1.
Advancement: Int 5+, roll 8. He was promoted to Field Agent. Gains Investigate +1.

Andru decided to do another term.
Age: 26


Term: 3, Agent: Intelligence
Service Skill: Drive (Wheeled) +1

Survival: Int 7+, roll 9
Events: roll 11. Phonda was befriended by a senior agent named (Jaered Karey). Gain +4 DM to an Advancement roll thanks to his aid & Recon +1.
Advancement: Int 5+, roll 8 (4+4)

Andru continued spying on the Third Imperium.
Age: 30


Term: 4, Agent: Intelligence
Service Skill: Gun Combat (Slug Pistol) +1. Andru took a course in Personal Development and bettered his use with slug pistols.

Survival: Int 7+, roll 9
Events: roll 10. The field agent was given specialist training in vehicles. Gain Pilot (Spacecraft) +1. Gain Recon +1.
Advancement: Int 5+, roll 10. He was promoted from Field Agent to Special Agent. Gain Gun Combat (Slug Rifle) +1.

Andru was recruited to a special Intelligence team operating in the Imperial portion of the Spinward Marches.
Age: 34.


Term: 5, Agent: Intelligence
Service Skill: Melee (Blade) +1. Andru took another Personal Development course and improved his hand-to-hand fighting with a blade..

Survival: Int 7+, roll 5. An and administrator, Olyvia Groeh under investigation offered Andru a deal. He refused her offer and was injured because of it. She had his right leg broken due to the refusal. He bares a scar marking were it was broken. Gain Olyvia Groeh as an Enemy, -1 Dex

After recovering from the injury, he returned home and retired from Intelligence.
Age: 38.


Becoming a Special Agent in Intelligence. He gets 1 roll per term completed (4) and 2 for reaching rank 4 for a total of 6 rolls.
Cash ( 2 rolls: rolls 5 & 3. Cr10,000+Cr5,000 = Cr15,000.
Other Benefits: (4 rolls): rolls 4, 5, 6, & 6. Weapon (Slug Pistol), Combat Implant (Subdermal Armor), +1 Soc, +1 Soc


Ex-Special Agent Andru Phonda
Agent, 4 ½ Terms
797877

Skills: Art (Acting) 0, Comms 1, Computers 0, Deception 1, Drive (Wheeled) 1, Gun Combat (Slug Pistol) 2, Investigate 1, Melee (Blade) 2, Pilot (Spacecraft) 1, Recon 2, Stealth 1, Streetwise 1, Trade 0
[/b]

Enemies: Administrator Olyvia Groeh (Nobility: Administrator)

Cash: Cr15,000
Gear: Slug Pistol, Subdermal Armor
 
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