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Additional Mustering-Out Benefits

wow, my guys would love to play with ya'll heheh


The ships my guys get always come with some assorted plot.

But you have some good suggestions here.

Did u think of the following:

- letter of marque
- contacts, people in place to help
- air rafts and shipsboats


for wounded players they can get cybernetic enhancements? this always goes over well
 
Originally posted by starflash:

Did u think of the following:

- letter of marque
- contacts, people in place to help
- air rafts and shipsboats

for wounded players they can get cybernetic enhancements? this always goes over well
Letters of Marque and shipboats are great ideas - thanks for thinking of them. About vehicles, I already had certain careers in my CharGen variant (see my sig for its old version) give "Vehicle" as a benefit, with anything from a ground car to a speeder possible (within reason - armed military vehicles will NOT be welcome on all worlds of any real law level unless you are either a licensed merc or have the direct permission of the local government).

About cybernetics, I'd provide them as mustering out benefits in "packages" or "treatments" - remember that you'd probably have to upgrade several parts of the human body to get a bonus to any physical attribute (especially for things such as lifting capacity - upgrading the arms without the shoulders, back and legs would break your back when you lift very heavy stuff - literally in extreme cases!). Its not just a "cyberarm", its a physical improvement treatment, including bone tensile-strength augmentation (probabaly by nano-lacing them with certain fibers), artificial muscle grafts, new blood vessels to cater to these muscles (or some kind of energy source for more mechanical muscle-equivalents), artificial tendrons, improvements to your heart, and, in extreme cases, hydraulics and servomotors to augment the synth-muscles' work. It could be anything from vat-grown organic grafts to Robocop-style cybernetics - depending on the look and feel of your TU - but in the end it'll probably give you a +2 to Strength and Endurance (or +4 for cutting-edge systems); a different treatment (neural augmentations, muscle flexibility improvement, bone flexibility improvement and improved articulation) would give you +2 to Dexterity and possibly +1 to Intelligence (depending on how you interept the INT stat).
 
Letters of Marque are canonical to CT/MT - Supp 4 and MT Pirates can get one.
 
What about another kind of letter?

For multiple TAS becomes Letter of introduction to a possible patron.

Or multiple levels of TAS with additional benefits.

Or for those who get TAS instead of a ship, multiple TAS results become lottery tickets for a surplus ship of some description (Lots of fun for the ref in this one.)
 
What about savings? You could posit that the muster tables are indicative of savings, but it certainly isn't written that way.

In CT you can improve your STR, END, and DEX provided you make your discipline roll each year. Why not do the same for savings? For each term you have a discipline roll that determines whether your savings go up, or down.
 
Originally posted by Straybow:
In CT you can improve your STR, END, and DEX provided you make your discipline roll each year. Why not do the same for savings? For each term you have a discipline roll that determines whether your savings go up, or down.
This is somewhat similar to Bonus rolls given in LBB7; I've instituted them for several more services (other than the Merchants) in my alternative CharGen system.
 
Thread Ressurect!! :D
As I am working my new chargen, I've just finished the muster tables for all the careers, except for the cash. Does anyone have any idea how the cash benefits tables were originally built?

I have calculated (based on one of the LBBs) the monthly cost-of-living for a "middle-class" Imperial citizen at Cr400. This gives cash benefit rolls from 2.5 months of living to close to 20 years (depending on CT career). Were the original tables based on c-o-l or on something else? (Makes being a spacer tough, as your c-o-l is Cr4000 per month.... :( )

:cool: And, on-topic, I have remade the non-cash tables based on 6 basic benefits:
1 - Personal Item (like a Watch, a totem for a Barbarian, etc.)
2 - Tools/Gear/Weapons
3 - Passages (Lo, Mid, Hi)
4 - Attributes
5 - Patrons/TAS
6 - Vehicle/Small Craft/Ship
Not every career gets each one of these, and some get more than one of some. But, everything falls into these categories (for me).
 
Brother Fritz,

Don't be so stingy with all of your hard work. If you've created new chargen tables, then certainly you're going to share them with other GMs by pasting your work into the CAREERS Index thread, right?

Right?

Right?

Right?

You're right behind me, right?
 
Originally posted by Fritz88:
I have remade the non-cash tables based on 6 basic benefits:
1 - Personal Item (like a Watch, a totem for a Barbarian, etc.)
2 - Tools/Gear/Weapons
3 - Passages (Lo, Mid, Hi)
4 - Attributes
5 - Patrons/TAS
6 - Vehicle/Small Craft/Ship
If you're asking for opinions, I would make your chart a 7 item list, and allow a +1DM after a certain rank or position is achieved.

This way, you won't have some 4-Year newbie getting a ship by getting lucky and rolling a "6" (unless he's somehow made the rank/position you decided upon). I think by having a ship or vehicle as the "6", you'll end up with too many characters having them. They'll be too easy to get. As the seventh item, though, with a requirement, that should make it just about right.

Just mo.
 
Originally posted by Fritz88:
(Makes being a spacer tough, as your c-o-l is Cr4000 per month.... :( )
Remember that most spacer PCs are either ship-owners (who - hopefully - make profits to cover their costs) or crewmembers aboard ships owned by other people (and then their boss pays their life-support costs AND a salary). Only those travelling as passengers face this problem.
 
S4 - Yes, I will share, as soon as I have it in usable form.

The list isn't the actual muster table, it's just the six elements you might find on any muster benefits table. The Navy list has an opportunity for 3 attribute increases, 2 passages, 1 weapon, and 1 TAS (notice that adds to 7!). If a ship is available, it sits in the 7 slot, though vehicles might occur lower on the table.

2-4601, Spacers are a background class, and are those who live on ships, high-ports, space arcologies, in asteroids, etc. They've got to pay for air, too, and all I found in my initial search was the Cr2000 cost.
 
In my universe, a certain Aslan got a 30t. 2 person long-range (cabin, not accel couch) fighter as his mustering out benefit... made finding a berth fun... "does your ship have a spare 30t+, two deck high cargo hold you don't plan to haul cargo in?"


He eventually did find one... a 300t. merchant with its own fighter escort = high value cargos!
 
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