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Tell Me About Your Character

I did not include the emoticon for the simple reason I do not regard them as sufficient excuse to explain away either inflammitory or supericilious language, no more that the emoticon in your above statement carries weight: as an adult I expect your written word to be suffiecient. I give you the credit for literacy and enough competance that you consider your words before you commit them to the written medium, if that is insufficient then the lack of communication skill would not lie with me, I should think, becuase I assure you my words require no interpretation. As you said, communications skills are indeed a two way street and I am not stupid enoough nor credulous enough to regard emotiocons as a panacea for what are what I regard insults, however subtle, MR. Straybow.

I hope that is sufficiently clear. As to being touchy? perhaps so.

Courtesy is, I feel, something that requires no compromise. Please consider this next time that you write. I do not "willfully " interpret a thing, I merely read what you write, as does anyone else. What you say is entirely up to you.

As to refraining from interacting with me? If you choose not to, that is, again, entirely your decision. It is of indifference to me, but certainly not malice.

( as a rule of thumb, a freind of mine who works as a proffesional editor put it best regarding emoticons: "Many folk who use them do so, at best, as a method to hide or gloss over snarky comments that were they face to face would result in their getting their faces pushed in; and are often best seen in a similar light" If a fellow who edits books for a living sees them that way, somehow I dont feel I'm all that unique in my view.)

Now, if this seems harsh, then think on this: this is not malicious, indeed, I'm wasting my time, frankly, I think....but I will take the time to be honest with you, on this subject, rather than let you think I'm just plain being an ass.

Your opinion you are entitled to: Whatever you think personally of what I do or how I play the character is your opinion and power to you.

I regarded your remark , however, an insult. it was a flame, emoticon notwithstanding.You may be advised accordingly.

This is my honest and frankly as courteously as I can put it. If you think me touchy, too bad.
 
Bryan,
I would have taken such a serious post more seriously if not for so many spelling/gamar errors.
You remind me of a college professor that argued that you must use proper English when speaking or writing, other wise no one would ever understand you.

First comment made by one of the individuals in the discussion
Are you referring to American, England, Old or Middle English as the proper English.
Next comment (written out)
u r 8 (arrow up) and 2 (5 dots drawn top to bottom, letter F written to the left of the top dot and letter E written to the left of the bottom dot with an arrow point at the top dot) yur self

My point is, if you go to a place where they speak/use 567 Language and you speak the 341 Language. DO NOT EXPECT THEM TO UNDERSTAND YOU.
And
If you insist that they only use the 341 Language to speak to you then (_______________________________).
If you wish to communicate at least do not be so aggroant to belive that you are the only one who is good enough to decide what communication is.

(Wow, I really did step on to the soapbox today. Sorry about that).

So, Bryan, Please at least take time to try and understand what/why some one posted/spoke a certain way before you pull the trigger.
I beleive that MR. Straybow was only trying to say that you misunderstood his intent that that he would like to keep discussing things with you but only if you are willing to meet in the middle.

OF Course I could be totally off base and need to drink coffee this morning.

Dave
 
well, Dave, firstly....

lets take this PM, because, and I mean no offense, but this has all gone WAY off the topic, which is Characters , and not our personal feelings.
 
Originally posted by Straybow:
BTW because the T20 stat is scaled to 3d6 conversion to CT isn't linear. A 6 in 3d6 probability is just below the lowest decile mark, equivalent to a CT 3. A 3d6 17 is the uppermost 1.85%, which is still better than a 2d6 12 at 2.78%.
<snip>
"ph34r the short cute ones :cool: "
You can say that again!
I'm only going with what I and some others here seem to be using for CT <-> T20 conversions. I've seen some other more graduated conversions but not seen any that convert a 3d6 6 to a 2d6 3.

Thread 1, Thread 2, Thread 3

As always YMMV. One can never ph34r the short cute ones enough.


Casey
 
Okay here's my CT/MT based character for the same game Mark's Akira MacKenzie character is in:

========================================
Yong Hanzl
Age 30

UPP 8AA9B4
Str 8
Dex 10
End 10
Int 9
Edu 11
Soc 4

Prior History:
College Graduate
Scout Service, Field Division
Term 1 Communications Office
Term 2 Survey Office

Special Assignments:
Specialist Training Linguistics
Special Mission 1
Special Mission 2

Scout Service-
Communications Command Courier Pilot
Communications
Special Mission - Combat Ops (Wounded, Purple Heart, promotion)
Survey (promotion)

Exploration Division First In (promotion)
Special Mission - Survey
Survey
Explorations
Survey Base

Purple Heart
Rank: Section Leader

Skills:
Comm - 1
Computer - 1
Grav Vehicle - 1
Hunter - 1
Liaison - 1
Linguistics - 1
Pilot - 1
Handgun - 1
Recon - 1
Ship's Boat - 1
Small Blade - 1
SMG - 1
Survey - 1
Rifleman - 2
Vacc Suit - 2

Languages: English with a smattering of polyglot Chinese and Afrikaans.

Background:
Born on a waterworld. Wanted to go to Medical School but barely missed making Honors. Joined the Scout Service instead and qualified to the Communications Office of the Field Division. Wears a brown Aussie hat, brim up on the left hand side and usually speaks with an Australian accent. (his homeworld was settled by Australians, Chinese, and Afrikaners) Not one for words and usually uses short clipped speech. His right leg sometimes "locks up" now and then usually fixed by a swift hand chop to the knee.
========================================

A fun character who seems to have a never ending headache from the situations he gets himself into. At least he doesn't always answer doors or phones anymore! Started the game mustering out of the Scout Service and using his creds to buy a hulk that was described as a Scout Ship on the auction listing. ^_^ Never a dull day since then though he and the rest of the crew of the Walkabout Wombat (Yong serving as Captain) do have a patron now.

Being CT/MT based there's far less to keep track of than T20, esp. for an online game. The skills are fairly scattershot but this is a scout and coming up with a backstory that fits the random chargen is part of what I like about CT/MT. I haven't had the chance to play a lot of sessions with this one though. :(

Casey
[EDIT]added some more background and notes[/EDIT]
 
I had an English teacher who disparaged the use of italics and the like for content emphasis (as opposed to content meaning such titles of publications, etc) as unsuitable for published works. Therefore, this post shall be emoticon and UBB mark-up free in order to minimize any possible misunderstanding.

Suffice to say I have only once flamed anyone on CotI. A search may easily find it and educate the reader as to what a flame would look like, were I to employ one here.

Traveller is a game. Don't take discussions about characters and game mechanics so seriously as to lose sight of that fact.
 
Here's a party I created for S & G's shortly after I got my T20 Traveller's Handbook. Hope I have the chance to use one or more of them soon. They make up the crew of the Prometheus, a slightly used, modified type A free trader.

Kit Stargazer
Class: Traveller
Level: 7
Race: Solomani
Sex: Male
Height: 1.91 m
Weight: 100 kg
Age: 34
Hair: Brown
Eyes: Brown

Str 12, Dex 16, Con 14, Int 16, Edu 14, Wis 14, Cha 15, Soc 11

Stamina: 42
Lifeblood: 14
XP: 27,000

Languages Known: Galanglic and Vargr

Skills: Drive +7, Gather Information +10, Gunnery +12, Knowledge (Interstellar Law) +10, Knowledge (Jump Space) +4, Knowledge (The Ancients) +5, Leader +10, Liaison +10, Pilot +13, Technical (Astrogation) +11, Technical (Communications) +4, Technical (Computer) +10, Technical (Sensors) +10, Trader +9, Use Alien Devices +10

Feats and Abilities: Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Vac Suit), Improved Unarmed Strike, Obscure Knowledge, TAS Membership, Vessel (Grav), Vessel (Ship's Boats), Vessel (Starship), Vessel (Wheeled), Weapon Proficiency (Lasers), Weapon Proficiency (Marksman), Weapon Proficiency (Ship's Weapons), Zero-G/Low-G Adaptation

Owner of Free Trader Prometheus. Was given the opportunity to own a ship at the end of his last assignment, when he was in service to a noble house. In gratitude for excellent service, the noble gave Kit right of first refusal to take over payments on a reposessed ship that had been financed by the noble. He eagerly accepted and, together with his companions, has been living the life of a free trader ever since.

Rio Harna
Class: Belter
Level: 6
Race: Vilani
Sex: Female
Height: 1.63 m
Weight: 55 kg
Age: 26
Hair: Raven
Eyes: Blue

Str 13, Dex 16, Con 14, Int 16, Edu 14, Wis 14, Cha 14, Soc 10

Stamina: 34
Lifeblood: 14
XP: 20000

Languages Known: Galanglic and Vilani

Skills: Appraise +9, Bluff +8, Demolitions +11, Gunnery +5, Knowledge (Geology) +10, Knowledge (Mining) +11, Pilot +9, Profession (Prospecting) +12, Search +9, Technical (Astrogation) +11, Technical (Computer) +6 Technical (Electronics) +6, Technical (Engineering) +7, Technical (Sensors) +8

Feats and Abilities: Armor Proficiency (Light), Armor Proficiency (Vac Suit), Brawling, Junkyard Dog, Midas Touch, Nerves of Steel, Skill Focus (Prospecting), TAS Membership, Vessel (Ship's Boat), Vessel (Starship), Weapon Proficiency (Marksman), Zero/Low-G Adaptation

Rio has been involved in mining and prospecting most of her life. She is attractive, but tends to be blunt with people and swears like a sailor afflicted with Tourette's Syndrome. If there are resources to be found or salvage to be had--she'll find it.

Larissa Marsh
Class: Professional
Level: 5
Race: Solomani
Sex: Female
Height: 1.66 m
Weight: 50 kg
Age: 25
Hair: Red
Eyes: Green

Str 11, Dex 14, Con 12, Int 17, Edu 18, Wis 13, Cha 15, Soc 12

Stamina: 25
Lifeblood: 12
XP: 14000

Languages Known: Galanglic and Zdetl

Skills: Appraise +6, Astrogation +7, Knowledge (Cybernetics), Knowledge (Jump Space) +8, Knowledge (Ship Construction) +8, Liaison +5, Profession (Computer Scientist) +9, Survival +5, Technical (Communications) +11, Technical (Computer) +14, Technical (Electronics) +12, Technical (Engineering) +12, Technical (Gravitics) +12, Technical (Mechanical) +12, Trader +6

Feats and Abilities: Armor Proficiency (Light), Armor Proficiency (Vac Suit), Gearhead, Hacker, Jury Rig, Miracle Worker, Override Ship Security, Professional Specialty (T/Computer), Skill Focus (T/Computer), Weapon Proficiency (Marksman), Zero/Low-G Adaptation

After Larissa graduated from university (BSc Mechanical Engineering), she took a job with an R&D firm specializing in computers and spacecraft components. Here she did a variety of jobs--research, computer design, writing code, drive hand and backup astrogator aboard company ships. Though she loved her work she eventually tired of the corporate culture and left after four years to join her companions aboard the Prometheus to seek their fortune.

Li-Hsien Tzu
Class: Scout
Level: 7
Race: Solomani
Sex: Male
Height: 1.75 m
Weight: 75 kg
Age: 30
Hair: Black
Eyes: Brown

Str 12, Dex 17, Con 14, Int 14, Edu 19, Wis 14, Cha 13, Soc 10
Stamina: 51
Lifeblood: 14
XP: 21000

Languages Known: Galanglic

Skills: Drive +5, Gather Info +6, Gunnery +5, Liaision +6, Navigation +10, Profession (Administration) +6, Pilot +7, Profession (Survey) +10, Spot +8, Survival +10, Technical (Astrogation) +6, Technical (Communications) +6, Technical (Computer) +6, Technical (Engineering) +8, Technical (Mechanical) +5, Technical (Medical) +8, Technical (Sensors) +10

Feats and Abilities: Armor Proficiency (Light), Armor Proficiency (Vac Suit), Connections (Scouts), Electronic Warfare Specialist, Improved Unarmed Strike, Obscure Knowledge, Vessel (Starship), Vessel (Wheeled), Weapon Proficiency (Lasers), Weapon Proficiency (Marksman), Weapon Proficiency (Ship's Weapons), Zero/Low-G Adaptation

An old friend of Kit's, Li-Hsien accepted his offer to sign on with the Prometheus after going on reserve status in the Scout Service. He is an expert in survival and sensor operation. He is the group's medic and acts as a de facto steward when passengers are aboard.
 
So many years so many grate characters but a reasent favroite for CT/MT.

Name: Davis Bennet
Age: 30
Gender: Male
Race: Human

UPP: 798CB8 [A]
Skills: handgun-1, cbt rifleman-1, cudgel-1, brawling-1, grav veichile-1, stelth-1, intrusion-1, forensics-2, streetwise-2, intergasion-2, interveiw-2, perswasion-1, leagl-1, pisonics-1, langwage(zho)-1, history-1, psychology-0, lanwage (gvegh)-0

Pisonics: Telephty-10, Claiorvoiance-10, Teleknsis-10, Awerness-7, Teleportasion-6

Prior Service: Law Enforcement
Terms of service: 3
Rank at muster out: Derective (O4)

Back Story: Daivs Bennet served 12 years in his home world's police force, the finile few where spent tracking a Psionic involeved in a wide range of orginised crime as well as Terroisim and Espionage. erlery in the investergasion Daivis came to the concluison that the best way to catch a Pision was with a Pision so he took a leave of abisance and sourt out a Psionic Instutite to under go training the instutite knowing why he wanted traning taught him in a spechical remote center so as not to endanger the identities of other students, after the training it took him a further two years to finly catch the villian. at the trial it was reveaild that daivis was a pision so insted of bean promoted to Inspector he was givian an Other Than Honorabale discharge and Exiled from Imperial space. he quickily found a place for himself in Zhodani space as a "consoulting detcive" dealing with criminals of extra consluar nature. he is studying (via corispondance) for his masters of Police Sicince through the University of Rigina school of external studies, and also psychology both loacaly and through UoR. the local Law level and his resedant alien status prevent him from carying any fire arms (although he owens a combat shotgun and an Adv Cbt Pistol) and is unlikily to cary his collapsable batton.
He works with a Varg named Tho (you don't whant to know his full name) and has a serious dose of sexual tension going (both ways) betwean him self and his Laision Officer in the Tavrchedl'. he also works as an instructer at the local law enforcement academey and is quickily becoming a respected authour of acdenic papers on the use of Pisonics in police work and how to counteract Pisonic criminals in both local Zhodani and Imperial space.

Equment: Cr.73,550
Forensics kit, TL12 Police Tactical Shotgun, Advanced Combat Pistol, Collaspsable Batton (cudgel), Cloth Armor Long Coat.

the above stats and skills wher from start of play he quickily gaind the flowing improvments (using the MT advancment Rules) Brawling-3, Forensics-3, Psychology-2, NV Comuncasion-1, Laision-1, Lanwage(zho)-3, Lanwage (gvegh)-1, Instruction-2, interveiw-3 Interagision-3,Pisonics-2, Leader-0, Medical-0. and when i last left him he was close to a few more skill improvements.

The Pisonics skill is the study of the lore,history and sicence of pisionics and also how to apply pisionics in your chosen profesion.
 
Great Fun.

Sven Torvalddson

Imperial Scout, 6 terms, Classic Traveller 'CT'
38CAA5,tl - 12, psi? - nope, a deadhead.

JOT 5, pilot 4, eng 1, elec 1, mech 1, medic 2, pistol 1

(the skillset looks a little "skewed", I think some of the skills were perhaps acquired after rollup, but NOT the precious JOT 5, which came by way of the dice - this was my first TRAVELLER char ever, and much beloved! We played this campaign for about 6 years - college, post grad, then the ref went and graduated, darn him! )

The campaign was a "tight" one, it was primarily a "shooter" - but SOMEBODY had to be willing to make pickup - good ol' Sven would fly _your_ ship into any hot LZ for the right price.(He got his drives shot UP, and couldn't afford to replace his ship drives for the longest time - got several OTHER players ships shot out from under him, too, while building up his nest egg...)

His personal fantasy was to rebuild his issue scout ship to cherry spec, PRETTY girl, and someday maybe own a little special hull - he had a really neat plan (which he eventually lived out).

He went StarMerc, after noticing that the most valuable "prize" (1.6 MCR/ton, excepting only drugs and computer tapes)in space was space fighters, and designed a 200 ton airbody, high g, high jump, demountable drop tank sweetie of a boat, capable of beating the TAR out of a 4-6 unit squadron of fighters. With 10 tons cargo - just enough to reel in a fighter and park it (NOT a hanger - cargo bay only)(deep freeze for the crewman, fuel, and staterooms - the rest was bridge, cabins, fuel, and 'gines - oops, 2 triples! Beams, baby.).

In CT take 242 MCr, and you can build a really SWEET 200 ton special hull. The 242 MCr was gained by Piracy/Extortion/selling the Imperial Warrant (Kinunir - someone else sold the nukes on the grav tank)/general 6 years of weekly mayhem, caffeine, and laughs.

Sven - pale complected (read, Vampire) somewhat reclusive (Dennis laughs out there, somewhere, he called Sven "Nemo" - Sven never left his ship, the "Simple Pleasure", after she was his), a little standoffish, stammers a little. Only brave, foolhardy, even, when at the helm , but generally willing to try ANY foolish stunt. And GUARANTEED to make pickup, no matter how hot the LZ - but the price is as steep as the orbital curve.

If I had not "met" Sven, I probably would have my PhD in physics, now - instead, I play with OTHER PEOPLE's computers for a living, not all that bad a deal, but ...

God, how I miss "him". Sven, hot jets, up, and onward yet, old buddy.

the sojourner
 
This Character was designed with a “new” system of choose what you want and have the GM okay it. Also, we hated how weak the foil was, so we renamed it Rapier and gave it a damage of 2d+2
Name: D’Artangon de Lafeyette
Background: The son of a Baron, D’Artangon was always pressured to be “socially
exceptable”... and he hated it. He suffered through the long lessons on courtley behavior,
horseback riding, penmenship and the like. His few joys consisted of his Fencing and
Dueling lessons, but even those began to bore him. Finally, he just decided to stop trying.
He grabbed a fair portion of his families wealth, and set out to find his fortune. He travels
under a variety of fake ID’s and his family likes to pretend he doesn’t exist. He just gets
by, not really having a particular goal. Some may recognize him, and some may not. Currently, he’s playing with the idea of privateering. Of course, he is more of a romantic, and doesn’t see all the negatives of, oh, the KILLING of innocent people. He talks kinda like an old fashioned musketeer, and adhears to the old codes, but not with all the pomp and glamour. He also is something of a "Gentlemens" duelist, and is fairly expirienced
with a revolver. He is an ameteur pilot as well, having learned how to fly through his various jobs. He shows real apptitude, however.
Appearance: Always wheres a musketeers hat with a purplish-red feather in it. Think Puss n’Boots from Shrek 2.

Ex-”Noble” 8979BC -Age 23-

Rapier-3, Dagger-1, Revolver-2, Pilot-2, Vacc Suit-1, Admin-1, Equestrian-2, Leader-1
Equipment
Dagger, Rapier, Revolver, a large rediculous Musketeer hat, and 100,000 ImpCr
 
Count Rekib Hsart M. D. UPP-799BDD-A Age 42 Apparent Age 34

STR-7 /DEX-9 /END-9 /INT-B /EDU-D /SOC-D /Home Starport-A

Home World= A566776-D

Naval Academy Grad. W/ Honors
Medical School Grad. W/ Honors

4 Terms in Navy. 4 promotions while in service. Final Rank 07.

Retired with 90,000 CR and a High Passage. He Recieves 1,500,000 ImpCr per year salary.

Medical=5 /First Aide= 1 /Computer=2 /Admin=3 /Tactics=1 /Vacc suit=2 /Leadership=3 /Grav vehicle=1 /Forward Observer=2 /Astrogation=2
/Gun Combat=3 /Fast Talk=2

Born as the third son of a ruling Noble Rekib knew the only way he could make a place for himself in society was to excel at something his family would have little or no control over. His first choice was the Navy.
He did very well in school and because of his intelligence and social standing as a baron in his own right he was accepted into the Naval Academy as soon as he applied.
Rekib graduated with honors and continued on to medical school where he again graduated with honors and received a commission as an 03 in the Navy as a medical doctor.
Rekib was assigned to a Marine unit and spent much time patching up combat wounds. He soon earned the respect of the men he saved as well as those who served under him. While assigned to the Marines, Rekib learned the skills of tactics, forward observer, leadership, gun combat and fast talking (having a high education gives him an overwhelming amount of plausible information to spew).
Rekib received a promotion every term he served in the service until he was promoted to the rank of Captain (06) when he was elevated to the social standing of Count. Rekib retired from service after reaching the rank of 07 (Commodore).
While practicing medicine in the Navy Rekib began studying the affects of Anagathic drugs. He decided to test them on himself at the age of 34 and has continued to this day making daily observations.
After leaving the service Rekib returned home and took over the presidency of the Caste of Assassins Mercenary Corps where he exercises his skills in leadership, administration (and Fast Talking).
When not engaged with day to day business with the Caste of Assassins, Rekib enjoys helping the local doctors and keeping himself up to date on medical practices.
 
Wow - there are a lot of people here the are playing over on www.rpol.net Quite a few were in the Traveller: Imperial Fringe game while I was lurking. I got a kick out of Sushi - reminded me of someone, but I couldn't put my finger on it.

I need to post Sir Dameon on here one of these days,

DT
 
Baroness Yolanda Khan (MD) of Deneb
Caste of Assassins Mercenary Corps, Retired.
UPP-(Start 7-9-9-10-10-12) Final 7-9-9-11-10-13

Accepted into the Naval Academy because of her high family standing she was very determined to prove herself worthy and graduated with honors. She learned the skills Vacc Suit, Navigation and Engineering.
She wanted to go somewhere where her family could not influence her career advancement so she joined the Caste of Assassins Mercenary Corps; Marine Cavalry as a Second Lieutenant (O1) (thinking, why walk when I can ride?).
Her first year’s assignment was a Raid on an insurgent stronghold near her home planet of Deneb. She was awarded the MCG for her actions during the raid and promoted to First Lieutenant (O2). She learned the skill Intrusion.
Her next assignment was a police action and she was awarded the MCUF for her courage. She learned the skill hand combat (Blade).
Her next assignment was Special Duty where she was sent to Commando School and learned the skills Brawling, Gun Combat (slug pistol), Demolition, Intrusion (level II), Command, Recon, Stealth, Blade (level II) and Instruction.
Her next assignment was given to her to prove if she was worthy of the training she had been give. She was again sent on a Police Action and given command of a team. She learned the skill Computer.
She reenlisted with ease and began her second term in the Corps.
Her next assignment was Internal Security. She was given command of a troop aboard the Azhanti Carrier Vikings Dream and received a promotion to Captain (O3). She learned the skill Ship Tactics.
Her next assignment was another Police Action where she was placed in a command position and received another MCUF medal. She learned the skill Grav Vehicle.
Her next assignment was a Raid. She was given a command position and again because of her determination she was awarded another MCG. She learned the skill Hand Combat (Blade III).
Her next assignment was another Raid. Again she was given a command position and because of her heroism she was awarded another MCUF after being wounded. She learned the skill leader.
She reenlisted with ease again and began her Third Term in the Corps.
Now that the Corps felt she was becoming a valuable asset they sent her for her next assignment to Training where she learned Medical (after being wounded she thought this would be a very useful skill to have).
Her next assignment was Counter Insurgence. She was given a command position and promoted up to Major (O4). She learned the skill Grav Vehicle (level II).
Her next assignment was another Police Action and Yolanda was given a command position (and began to wonder why her life was becoming so active when so many of her peers were often assigned to Garrison duty?). She learned the skill leader (level II).
Her next assignment was Internal Security aboard the Solon Battle Cruiser Widow Maker. During action she saved the lives of the commander of the ship using her Medical skill and was awarded another MCUF. She learned the skill Jack of all Trades.
Yolanda was up for reenlistment and the reenlistment officer laughed as he signed her up (because he knew some of the plans the Corps had for her). Yolanda was puzzled by this as she started her 4th term in the Corps. Should she be worried?
The Powers That Be decided that Yolanda should continue her training as a good example to her troops so she went back for more medical training for her next assignment. She was promoted to Lieutenant Colonel (O5). She learned the skill Medical (level II).
Her next assignment was a Police Action. She was given a command position (but being Yolanda, she could not resist leading from the front). During one charge she was wounded while holding off 20 enemy troops single handedly thus saving many of the soldiers under her command. She was awarded another MCUF. She learned the skill leader (level III).
Her next assignment was Another Police Action (and Yolanda began wondering aloud what she did to get these assignments?). She was again awarded the MCUF for using her medical knowledge and keeping her head while saving the lives of her wounded troops. Battle field training in medical brought her up to skill level Medical (level III) Doctor. Because of her Dexterity and practice she became a qualified Battlefield Surgeon.
Having seen her in action in the field the Corps knew they needed Yolanda’s skills to be sharpened by professionals so her next assignment was Training in Medical (level, IV).
Knowing she had given so much already to the Corps and that she felt the Corps had given her so much in return her decision to reenlist was an easy one. Yolanda was feeling pretty good when she began her 5th term as a Mercenary.
Now just when she is ready to go back out into the field and use her new training, she gets assigned to Garrison Duty (how boring is this? No action, no gun fire, no promotions, and no skills. Yolanda promises herself to never complain (at least not where she can be heard) about her field assignments again).
Her next assignment is Special Duty and Yolanda gets shipped off to Staff College (oh well, at least I can exercise my mind here). She learns the skills Admin, computer (level II), Combat Engineering and Robot operations.
Her next assignment is another Police Action (Yeah, Finally I can go out and do what I do best). She is promoted to Colonel (O6) and given a command position. She learns the skill Intrusion (level II).
Her last assignment of her career is another Police action (Yeah! I get to go out with a bang). She is given a command position and is awarded another MCG for setting up a trap and executing it perfectly that brought the ticket to a successful conclusion. Her actions proved to bring the ticket in under budget and saved the lives of all the soldiers under her command as she used herself as the bait for the trap (she is very cute after all). She learned the skill Leader (level, IV)
Yolanda Retired from her service with the Assassins with a sense of accomplishment and a burning desire to do more with her life. She has been approached by several “Head Hunters” with job offers that range from working as a Surgeon in a Hospital, commanding troops in the field for another Mercenary company to working as a leader of a Recon Patrol for the Time Police.

Yolanda Khan 7-9-9-11-10-13
Admin 1, Blade 4, Brawling 1, Combat Engineering 1, Command 1, Computer 2, Demolition 1, Engineering 1, Grav Vehicle 2, Instruction 2, Intrusion 2, Jack of Trades 1, Leader 4, Medical 4, Navigation 1, Pistol 1, Robot Operations 1, Ships Tactics, Stealth 1, Vacc Suit 1
80,000 CR, High Passage, Cutlass, Blade (Level, IV), Int +1, Soc +1.
 
Here is the character I'm playing in the Traveller Adventure (we've gotten through about 3 sessions so far).
--------------------------------------------------------------------------------------------------
Michael Calvin Caraziin
8A7965
31 years old
3 term ex-Scout.
Homeworld: Neopidian (BA9A547-8), 1619 Inar/Deneb.
Crew Position: Pilot

Pilot-3 Astrogation-1 Computer-1 Laser Carbine-1 Survey-1 Perception-1
Vacc-1 Biology-1 (homeworld) Grav Craft-1 (homeworld)

Funds: Cr 15538 (Salary 6600/month); a board member, with 3 shares and 40 shadow shares.

Equipment: Tl-9 Vacc Suit with grips (from ship's locker), Tl-9 combination filter/respirator (ship's locker), Tl-11 hand computer, Tl-11 cloth armor, Tl-10 comm (50 km range), Tl-9 combo IR/LA goggles, Tl-10 knife.

Mike is the Harrier’s pilot. This slightly-taller-than-average, green-eyed, very curious fellow joined the scouts to learn a bit more about Charted Space and its biological bits; he’s aboard the Harrier to earn enough to buy a farm on Neopidian (or somewhere else, maybe with fewer people). Loves piloting and want to buy his own craft for the hell of it. On Neopidian he learned the basics of that biology on an aqua-farm, and also learned how to use air/rafts (he hates going fishing off of the open-topped ones, but may take his kids to do it, when and if he has any).
 
I found my Laddie!

Dated 12-8-1982

Johann Thetaor

STR: B
DEX: B
END: 9
INT: 7
EDU: D
SOC: C

Navy, 6 terms, retired. Rank: Commander

Engineering-4, Navigation-3, Pilot-2, Gunnery-2, Broadsword-1, Jack-of-Trades-1
 
Here's my T20 Muscle shipboard security guy:


Goram Syne Mixed Vilani Marine 5/Mercenary 2; Init +8 (Dex +4, Imp Initiative +4); AC 20 (Dex +4, Cloth +6); AR 6; Spd 6m (4sq); St/Lb 57/14; BAB +7/+2; SV Fort +9, Ref +5, Will +7; SZ M; Str 12, Dex 18, Con 14, Int 14, Wis 13, Cha 9, Edu 9, Soc 9.
Skills: Driving (Wheeled) + 5, Gather Information +7, Gunnery +5, Hide +5, Move Silently +9, Pilot (Grav) +5, P/Security +2, Sense Motive +8, Spot +12, T/Comm +1, T/Comp +1, T/Sensors +1, Survival +1.
Feats: Weapon Proficiencies ( Marksman, Swordsman, Combat Rifleman, Ship’s Weaponry), Armor Proficiencies (Light, Medium, Heavy, Vacc), Vessel (Ground, Grav), Connections: Law Enforcement, Weapon Focus (Cutlass, ACR), Point Blank Shot, Rapid Shot, Improved Initiative, Quick Draw.
Equipment: Typical load-out: Cloth Armor, light ACR slung across chest on a tactical sling with HUD, tactical vest (with 6 x 50 rd AP ACR mags, mini flashlight, short range comm, 6 x ACR grenades (2 x HE, 2x Tranq, 2 x HEAP)), 2 flash bang grenades, 2 x plastic zip-cuffs, Hi-capacity autopistol with laser dot sight on tactical leg holster with 2 spare 18 rnd. mags and silencer, combat knife, HUD glasses, hands-free mic, personal medkit, nomex flight gloves, watch, fatigue pants, hitech boots.
Special: Has permits for ACR and HUD, connections with Law Enforcement from shipboard security mercenary stints, has Combat Retinal Implant (+2 Spot, +1 to hit with ranged attacks).
Background:

Goram Syne (pronounced sign) is a survivor. Hailing from a mid tech desert world with little or no education, Goram saw the Marines as his only way off the planet and thus enlisted at an early age.

Although promoted once, Goram had a rather undistinguished career which was cut short by one particular bloody action. At the time, Lance Corporal Syne was acting as ship board security and back-up gunner in a patrol cruiser operating in the fringe sectors of the Gateway Domain. The patrol cruiser, IVS Renalt, had stopped a 400 ton merchant ship and was preparing to board her when the ship opened fire on the cruiser with a hidden fusion gun turret.

Lance Corporal Syne had his left eye on the sensor optics in his turret when the turret took a direct hit. The turret was instantaneously engulfed in superheated plasma and the optical rings blew through the visor of his combat armor crushing the orbital socket of his left eye and fusing to his face.

Lance Corporal Syne survived, but barely. His left eye was severely damaged, but eventually augmented by a combat retinal implant. However, due to his wounds, he was ushered out of the service. Newly cut loose Goram Syne then drifted from one job to the next, working mainly ship board security. Not having much of an education, his options were limited for advancement, but during one particularly outstanding strike mission, Goram was commissioned as a Lieutenant in an established mercenary outfit.

Leading men and his new found officer status did not much appeal to Goram though, and he soon cashed out. He is now adrift again, but has found a certain inner peace and seeks to settle down with a small ship crew and see the universe in his waning days.

Goram stands about 5’ 11”, 185 lbs. and has lean hungry, but mature look about him. His hideous facial wounds tend to scare people and they look almost like ritual ring scarring around his left eye. This does have an unintended positive side effect, however, of keeping people from starting trouble.

Goram is usually quiet and also somewhat guarded about his lack of education. Overall, he acts in a very professional manner and is extremely cautious about unknown situations due to his brush with death. He takes orders well and is usually content to be told what to do. When confronted with mortal danger, however, Goram will respond with overwhelming firepower. His goal is not just to eliminate a threat, but to annihilate it.
 
Here's one (MT):

Michael Lakish (nee Eugene Vidocq)
Solomani

Rolled stats: AAA993-x-4 (x=Psi, 4=Charisma/Looks/Presence)

Background:
Eugene should have been the kid everybody loved - athletic, smart. But, a face that could stop an X-Boat, a dirt-po*** family, and a severely abrasive personality combined to make him seriously unpopular growing up. Turning inward, he became studious and won a scholarship to the University (and graduated with Honors).

However, toward the end of his time at University, he was seduced by a criminal gang through false gestures of friendship. He became their net-hacker. Fortunately, a job went wrong one evening (toward the middle of year 3, term 1), and Renee ended up shooting a policeman - providentially, he was a bad shot (since improved immensely) and wasn't tried for murder. He was sentenced to several years in prison.

His first month in prison, he was severely wounded in a knife attack (big and burly, yet studious - invites that sort of thing in the big house). While in the hospital (large scr on his neck), he "got religion" and became a model prisoner (but, still nobody really liked him). A powerfully connected security officer for a megacorp (involved in a prisoner rehab program) noticed Renee and used some pull to gain him parole and offered him a job.

Renee changed his name to Michael Lakish and began work as an entry-level IT security tech. Michael proved himself very competent, and moved rapidly up through the ranks of corporate security.

In his 11th year of work (and his final year of parole), his original patron's family was kidnapped by terrorists. Through connections and means both noble and nefarious, Michael rescued the wife and daughter of his boss. In the process of hand-to-hand combat, he was nearly fatally wounded when a breaching charge was detonated against his chest (leaving a huge scar).

At the end of 16 years, Michael has retired as the Chief of Security (his mentor's position when he was recruited). Though he is still a difficult man to like, his manners have improved much, and he can move through polite society now, with only minor difficulty. He still maintains his athletic shape (at 42), doesn't believe in fighting fair, and is generally accepted (though not often liked). His face will stop a X-Boat, and he has refused corrective surgery on several occasions (he figures God gave him this face, it wouldn't be right to "improve" on it).

1 term - College - Honors, +2 Educ (total)
1 term - Rogue - Survival roll = required (hence prison/knife fight), CrImp50,000 muster
4 terms - Law Enforcer - term 3 Survival roll = required (injury in rescuing boss' family), 6 x +1 SOC* and Traveller's membership muster, -1 End aging roll

Final stats: AA99B7-x-6
* I took 2 +1 SOC rolls as +1 Char - otherwise he would still be ... well, the south end of a north-bound horse.

Vehicle (Grav)-2, Brawling-2, Blade Cbt (Dagger)-1, Gun Cbt (Pistol)-2, Gun Cbt (Revolver)-0, Streetwise-3, Stealth-1, Computer-3, Disguise-1**, Forensic-3, Forgery-1, Gambling-1, Interrogation-1, Intrusion-2, Legal-1
** He should really receive a minus for disguise, as his face is a difficult one to make look like other people's, if that is your intent.

The chargen was tweaked a little here and there to give him a good story, but was almost entirely random (a computer will let you roll, and roll, and roll, and roll... :rolleyes: ). This will take a very good roleplayer to pull off, as he has to be a reformed (partly) SoB, with a small chip about his looks, but actually a good guy underneath - just nobody wants to be too close to him. (He's definitely been on the receiving end of some of those line in the Then the fight started... thread.
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)

Edit: *** Yes, they were too poor to afford the "r" or a second "o". "You boys will just have to share that "o" - we can't afford two of anything," said his father. end edit
 
Here are two of my favorite npc's, created with MT.
Diana Smith
9EBBA4 Age:34 Medically Retired Athlete
Cr: 7,000
Diana was a sub-sector wide, renownded grav-ball player, from the Solomani sphere, with a well earned reputation for cruelty, and a severe need for an anger management course.
After having her left arm removed during a game, she was banned from the league, paid off, and left to recuperate in a hospital until her arm was regrown. During this period, her lover of 3yrs, up and left her. She took all this with uncharchteristic aplomb.
Then she hunted down her 'lover', and allegedly killed him.
After being arrested for the murder, Diana was suddenly wisked away by SOL-SEC, and set up as a freelancer(Sol-Sec thought she was a little to extreme for a permanent position).
Diana is TWISTED. She is unusally honest, but jaded to extremes. She decides what she wants, then gets it! The more pain inflicted (and received!), the tighter her focus....and arousal!

Recon 1, Psych 1, Persuasion 1, Carousing 1,
Auto Wpns 0, Z-Gcombat 2, Vacc Suit 1, Comp 1.

If Diana is around, her 'father' is usually close at hand:

Dalan Smith
1918C6 Age:59 Retired(?) Smuggler
Cr: 126,000
Dalan grew up on a back-water world in "The Rim", where he found he had an aptitude for under the table business.
After signing onto a free-trader, he turned into the 'go-to' guy, when the wheels of trade needed greasing. Dalan seemingly has 'dirt' on EVERYONE! His contacts seem endless. He 'retired' from the service with a small fleet(6 ships) of free-traders, DDS Cargo. (References to dentistry will usually elicit a polite chuckle, then one of his goons will politly extract one of your teeth the following week!)
Dalan was captured by an Imperial patrol vessel somewhere outside of 'The Rim', caught red-handed with a small cargo of chemical warfare components, arrested, and charged with smuggleing illegal weapons.
A month later, he was a free man, all charges dropped.
Dalan is THE consumate smuggler!
Although he calls her his daughter, Diana Smith is of no relation.
He is weak as a kitten, and fast as a cobra.

Bribery 6, Trader 2, Vacc Suit 1, Pilot 1
Legal 4, Leader 2, Tactics 1, Language 1
Steward 3, Engineer 2, Streetwise 1, Gambling 1
Admin 3, Broker 2, Sm Blade 1, Brawling 1

Both npc's were created in the late '80s using a combination of MT/CT, with skill adjustments for background settings.

Chuck
 
Manax Darthstarr Scout/Diplomat. 9AA994 Age 46.
4 Terms Scouts-Scout Commander. 1 Term Diplomat.
Short, blonde hair, tanned, blue eyes, earings.
Laser 3, Blade 1, Brawling 1, Carousing 3, Pilot-1
Navigation-1, Laison-3, Comp. 1 Commo. 1, Survival-1, Submersible-1. Hobbies alien culture & languages.

Descendant of the piratical Darkhstarr family(grandfather was captured & turned by the Imperium), Manax is the son of an Imperial Intelligence Officer & a darrian mother.

Spent 4 terms in the ISS as part of the last Imperial scout laison missions to that sector.
Took a short leave after leaving the scouts to visit distance relations & study in the Aslani
space. After 3 years returned & was seconded to the diplomatic service. Currently working as minister without portfolio in the Mapepire & Liberty Hall subsectors of the Beyond. As a laison
between various pirate groupings, free traders & Die Weltbund dissidents, Darkhstarr is part of the Imperial effort to open up trade with Die Weltbund and stop raiding of Imperial vessels.
He possesses his own upgraded type S scout vessel,
The Rover, though usually travels in starliners.
His current base of operations is the Imperial Embassy on Guildheim/Liberty Hall. The LOFW terrorist group has placed a large bounty on his head.

Though an easy going & charming Xenophile, Manax can be quite ruthless in protecting Imperial aims. He currently travels with an Eshendhili female assassin & female Aslan merc as bodyguards.
Even without bodyguards he is deadly with laser weapons, usual arms being a dual-purpose laser pistol/torch & a darrian gravitic laser sword(the later he fought several duels with).

Most people's impression of him is that of an lazy, easygoing loose cannon with scant respect for his own folk or government. It's been a mistaken belief that cost several careers & a few lives. Most of his social preference comes from a
life spent with aliens & non-Imperial space than any prejudice against his own kind.
 
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