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[Silhouette CharGen] The Grip

Kilgs

SOC-14 1K
Baron
[Just an in-piece thing I wrote up while working on a test character for the Silhouette hack. I liked the concept of the Grip...]

THE GRIP
Spiff and Julian were working on the air scrubbers when they heard the clomp of heavy boots on the ship ramp. Spiff looked up from where he had been “observing” Julian at work in the ship’s innards and frowned. Throwing the last scrubber panel in the disinfectant solution tray, Julian wiped his hands on his pants and looked up at the stocky figure standing on the ramp. Julian took a few steps toward her. She nodded at him and glowered at Spiff before tossing a crumpled paper at Julian that interrupted his greetings.

He caught it and quickly read the scrawled note from his mentor, Captain Bartholomew Jurin.

“Every ship needs a Grip. You can have mine. She farts if she eats broccoli.”

A Grip.

Julian remembered old Bartholomew telling him the secrets of the trade. He could almost hear the Captain’s voice tinging off the bulkheads in the Kite, lecturing as he worked on his pride and joy. “Every ship needs a Grip, Julian. They’re the backbone of the whole beast. People think that captains fight over the best pilot or navigator…” He shook his head. “No way, we fight over the best Grips. A Captain is all over the place in running one of these operations. Bills to pay, mouths to feed, crew to bail out, cargo to be unloaded, routes to be checked, maintenance, regulations and Imperial import/export forms coming out our ass. We’re just too damn busy to keep perspective. That’s why every Captain needs someone who always keeps a grip on things. Get a good one and never let go. They’re the real glue in a Free Trader.”

Sal’s broad face squinted around the hold of the ship. “Nice tub. Ain’t been on one of these in awhile… Exeter-class, and a B36 model at that.” She sighed happily. “They come with their own hydroponics.”

She kicked her duffel into a corner and rubbed her hands together. “Scrubbers, eh? Well, let’s get started. The sooner we’re done, the sooner we can check out your veggie collection.”

Salinananda “Sal” Itinibau
Sal was from a planet that had likely been bombed into nothingness by Lucan’s madness. Although it was equally likely that she could care less since she hadn’t seen it in a couple decades. Alcau was a low-pop, high tech agricultural project in Zarushagar. She had been raised on a family ag plot and had a way with animals.

Alcau is an Average Imperial, Agricultural, Low Pop and Non-Industrial world. Sal gains Animals (Handling-1) from her Homeworld. As Background 0-level skills, she gets Grav Vehicle-0 and Computer-0. For a weapon skill, she takes Blunt-0 for the club she carried on the farm to fend off the local wildlife.

For attributes, we’re keeping Sal simple so that we have leftover points. Having spent only 14CP on her attributes, we start immediately with 6BP. She spends 4BP on getting the Thick-Skinned Perk. The remaining 2BP go into the pool. This increases her pain threshold, system shock and overall health. Her low appearance has more to do with her stocky build which was youthful extra weight on her frame.


SAL AT AGE 18
AGILITY: 0, APPEARANCE: -1, BUILD: +1, CREATIVITY/INT: 0, FITNESS: 0
INFLUENCE: 0, KNOWLEDGE/EDU: 0, PERCEPTION: 0, SOC: -1, WILL: +1
SKILLS:
Animals (Handling-1), Computer-0, Grav Vehicle-0
COMBAT SKILLS:
Blunt-0
TRAITS: Thick-Skinned (+5 Stamina)
BP: 2

FIRST TERM
Sal disappeared from her agri-home one night and made her way to B-class starport. From there, she hitched a ride with a Free Trader who was short on crew and fudged up some papers to satisfy an Imperial official that she was an apprentice drivehand.

Sal jumps off into the Free Trader career. She beats a 7+ and enters the career. Free Traders are a special case. They have only the one “Department” and so they get minimal training. She receives Vacc Suit-0 as an automatic through safety lessons but has no Initial Training.

Term 1.1—
A Charter job is easy to survive but she gains little in the way of experience. No bonus either.

Term 1.2—
This time she snags a back-and-forth Route. With less passenger needs, she manages to pick up a skill. She starts out on the Free Trader Business table to get some space skills. She gets Space Tech (cluster) and has to choose between Communications, Computer, Engineer, Gravitics and Vacc Suit. She goes with Gravitics-1. No bonus. She does not take the test for officer… this is primarily for storyline/flavor or whatever.

Term 1.3—
She stays with the Route for now. Easy survival and gains another skill. She takes Shipboard Life and gets Vacc Suit-1. No Bonus. She does not take the test for officer.

Term 1.4—
Speculative Trade… survives and gains a skill. She has a better chance for a bonus but fails. She goes with Shipboard Life again as she learns the ropes. She gets Vacc Suit again.

She reenlists easy. She is still enlisted crew as she is yet to take any tests. And she gains a BP.


SAL AT 22, (1 term)
AGILITY: 0, APPEARANCE: -1, BUILD: +1, CREATIVITY/INT: 0, FITNESS: 0
INFLUENCE: 0, KNOWLEDGE/EDU: 0, PERCEPTION: 0, SOC: -1, WILL: +1
SKILLS:
Animals (Handling-1), Gravitics-1, Vacc Suit-2, Computer-0, Grav Vehicle-0
COMBAT SKILLS:
Blunt-0
TRAITS: Thick-Skinned (+5 Stamina)
BP: 3

SECOND TERM

Term 2.1—
This year starts out slow with No Business. She ends up working at a refueling station at a frontier starport. It’s a bit rough so she picks up Blunt-1 through the Free Trader Life Table. Her truncheon becomes legendary.

Term 2.2—
Another slow year. She rolls survival easily and another skill on the FT Life table. Notice-1. A good skill for a Grip!

Term 2.3—
Desperate for work, she signs on with a Smuggler. The survival is higher (6+) but she makes it. She also scores a skill and a Bonus. When a Free Trader engages in Smuggling or Piracy, they can use the Illegal Skill Table… so she does. She picks up Deception-1. Her bonus is half of the Cash table result… 5Kcr

Term 2.4—
She rolls Exploratory Trade but likes the Smuggling. So she spends a BP to bump her back there. She survives and rolls a 12 for skills! This results in two skills for this year… she goes off the Illegal table again first. She gets Crime (cluster) which allows for Corruption, Forgery, Sleight of Hand, Stealth and Streetwise. Obviously, Streetwise is huge but it’s more common. So she’ll take Corruption-1 which covers bribery, embezzlement and other things needed to get past customs or mess with an administration. She also gets another Bonus. She rolls a 6 for this one and gains half for 10Kcr! A lucrative career as a smuggler!

She makes her reenlistment and gains a BP.


SAL AT 26, (2 term)
AGILITY: 0, APPEARANCE: -1, BUILD: +1, CREATIVITY/INT: 0, FITNESS: 0
INFLUENCE: 0, KNOWLEDGE/EDU: 0, PERCEPTION: 0, SOC: -1, WILL: +1
SKILLS:
Vacc Suit-2, Animals (Handling-1), Corruption-1, Deception-1, Gravitics-1, Notice-1, Computer-0, Grav Vehicle-0
COMBAT SKILLS:
Blunt-1
TRAITS: Thick-Skinned (+5 Stamina)
BP: 3
POSSESSIONS:
15,000cr

THIRD TERM

Term 3.1—
She refuses an offer to Transfer Up and sticks with being an independent. We reroll and get a Route. She decides again not to take the test this time around. She survives and then spends a BP to raise her skill roll by one and succeed. She decides to roll on Free Trader Business and gets Space Tech again. She goes with Engineering (Power/1) this time as she learns her way around the ship.

Term 3.2—
Another Route. She decides not to take the test again because she’s stubborn and likes being where she is... With No Business, she easily survives and gains a skill. She takes Merchant Life and gets Carousing-1.

Term 3.3—
Exploratory Trade. She has to spend a BP to survive! But gains a skill and another bonus. She goes with Shipboard Life and gets Hand Combat… she can take Combat Sense, Defense, Melee or Unarmed Combat. She takes Defense since she’s lacking any real combat skills.

Term 3.4—
Again, No Business. She survives easily and gets a skill. She goes off the Free Trader Life table and gets Notice again.


SAL AT 30, (3 term)
AGILITY: 0, APPEARANCE: -1, BUILD: +1, CREATIVITY/INT: 0, FITNESS: 0
INFLUENCE: 0, KNOWLEDGE/EDU: 0, PERCEPTION: 0, SOC: -1, WILL: +1
SKILLS:
Notice-2, Vacc Suit-2, Animals (Handling-1), Carousing-1, Corruption-1, Deception-1, Engineering (Power/1),Gravitics-1, Computer-0, Grav Vehicle-0
COMBAT SKILLS:
Defense-1, Blunt-1
TRAITS: Thick-Skinned (+5 Stamina)
BP: 2
POSSESSIONS:
15,000cr

/continued below
 
FOURTH TERM

Term 4.1—
Charter run, easily survives and gets a skill. No bonus though. She takes Shipboard Life and gets Technical. She can choose between Comms, Computers, Electronics, Gravitics, Remote Ops, Robot Ops and Sensor Ops. She takes Electronics.

Term 4.2—
No Business. Easily survives and gets a skill. She rolls on Free Trader Life and gets Gun Combat. She takes Combat Sense.

Term 4.3—
A Charter. Survives easily and barely makes a skill. She rolls on Merchant Life and spends a BP to move this result into Physical (cluster). This allows +1 Build, +1 Fitness or Athletics. She takes Build.

Term 4.4—
On a Route, she decides to roll on Shipboard Life again… and she gets Technical again. She takes Computer-1.

I just realized that only Line Merchant characters can get Mechanical. Free Traders can’t… need to fix that!


SAL AT 34, (4 term)
AGILITY: 0, APPEARANCE: -1, BUILD: +2, CREATIVITY/INT: 0, FITNESS: 0
INFLUENCE: 0, KNOWLEDGE/EDU: 0, PERCEPTION: 0, SOC: -1, WILL: +1
SKILLS:
Notice-2, Vacc Suit-2, Animals (Handling-1), Carousing-1, Computer-1, Corruption-1, Deception-1, Electronics-1, Engineering (Power/1),Gravitics-1, Computer-0, Grav Vehicle-0
COMBAT SKILLS:
Combat Sense-1, Defense-1, Blunt-1
TRAITS: Thick-Skinned (+5 Stamina)
BP: 2
POSSESSIONS:
15,000cr

FIFTH TERM

Term 5.1—
Charter. Survives and gets double skills again! She goes with FT Business and gets a 6, spends a BP to get 7 and takes Mechanical. She rolls on Merchant Life and gets Physical again. This time, she goes with Fitness.

I added a row of results for Free Traders at 7. This will require them to spend a BP since they lack any modifiers but it allows for some more skills that should be helpful to FT’s.

Term 5.2—
She gets a Route now. And she survives easily but does not gain a skill.

Term 5.3—
Exploratory Trade. She survives and gets a skill. No bonus. She rolls on FT Life again and gets Orbital and takes Zero G.

Term 5.4—
Exploratory Trade. Survives and gets a skill. She rolls on Free Trader Life and gets Streetwise. No bonus.


AGING: No losses.

Gains a BP.

I’m stopping her here. We’ll use Connections to give her a couple more skills. But she turned out well.

MUSTERING OUT
She rolls 5 and 5 for weapon. She takes a pain baton and then another level in it. She rolls 3 and 3, giving her KNO+2 which represents not book smarts but good can-do know-how she’s picked up over the past twenty years. She takes a cash and gets… 20,000.

SAL AT 38, (5 term)
AGILITY: 0, APPEARANCE: -1, BUILD: +2, CREATIVITY/INT: 0, FITNESS: +1
INFLUENCE: 0, KNOWLEDGE/EDU: +2, PERCEPTION: 0, SOC: -1, WILL: +1
SKILLS:
Notice-2, Vacc Suit-2, Animals (Handling-1), Carousing-1, Computer-1, Corruption-1, Deception-1, Electronics-1, Engineering (Power/1),Gravitics-1, Mechanical-1, Streetwise-1, Zero G-1, Computer-0, Grav Vehicle-0
COMBAT SKILLS:
Combat Sense-1, Defense-1, Blunt-2
TRAITS: Thick-Skinned (+5 Stamina)
BP: 2
POSSESSIONS:
35,000cr
 
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