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Advanced Chargen Other

Icosahedron

SOC-14 1K
Is there a CT Advanced Chargen for the 'Other' character group from LBB1?
It seems to be the only group that was missed out with the expansions in books 4-8.

I want to generate a two-term streetgang character, and I'm getting about 3 skills total, whereas the military and merchant types typically get 6+.

I'd prefer a canon Chargen if one was produced.

Thanks.
 
Not really, that I recall, in CT at least. "Other" is just a catchall category for, well, all the other careers. I've always seen Supplement 4 as an expansion of Book 1s "Other".

There may have been some (I'm almost certain) expanded chargen varients in JTAS and such that would apply.

If it was me in your place the simple way would be to create the character using Mercenary and substitute appropriate skills. A little work but nothing too hard.
 
Not really, that I recall, in CT at least. "Other" is just a catchall category for, well, all the other careers. I've always seen Supplement 4 as an expansion of Book 1s "Other".

Have to disagree there, Dan. The "Other" career is more attuned to thugs, criminals, outcasts, and drifters--not the professions fround in S4.

There may have been some (I'm almost certain) expanded chargen varients in JTAS and such that would apply.

I have seen an advanced chargen model for the Other career...but, for the life of me, I can't remember where. It wasn't JTAS. It may have been one of the other magazines--or even a web site. But, I did see a house rule on this once.

Maybe google will help.
 
Have to disagree there, Dan. The "Other" career is more attuned to thugs, criminals, outcasts, and drifters--not the professions fround in S4.

:) I've always put that down to the types of characters that become Travellers. Your respected family man Doctor at a big hospital is not the type to go wandering the stars seeking fortune and fame and adventure. The back-alley loner running a hack clinic "by appointment only" to treat gun-shots off the record and such is the type of "Doctor" most Travellers seem to be. But maybe we just see the TU differently ;)

You can make most of the S4 careers with B1s Other. Pirate and Belter being the exceptions (but those always seemed like post-career careers to me anyway).
 
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The Underworld
Different Worlds #33 March/April 1984

while still basic chargen, it creates Assassins, Bounty Hunters, Intelligence, and Thieves with better skills selection & end skill numbers than the "others" set does.


Rogues of the Galaxy
Dragon #97 May 1985

Advanced Chargen for criminals, including Solitary Crime, Gang crime, and Organized Crime branches; and Offworld, Onworld, and Prison "areas of work".


You can also use the Terrorist avd-chargen from The Space Gamer #46 Dec. 1981 , and for all characters, the Pre-enlistment Skills article from The Space Gamer #73 Mar/Apr 1985, which details the 2-4 skills you learned growing up.
 
I want to generate a two-term streetgang character, and I'm getting about 3 skills total, whereas the military and merchant types typically get 6+.

I have had luck generating a 'Law Enforcement' character from one of many published systems and simply inverting the rolls to define your criminal activity - if the police investigate 'routine patrols', then you were involved in routine street crimes. If the police investigate a burglery, then you were a burgler that year, if the police respond to a riot, then you participated in a riot.

You can still roll for skills on the 'other' skill tables if the Law Enforcement Career skill tables seem a bad fit.
 
Thanks guys.

Right, so the short answer is "no".

The long answer is there might be one or two lurking in the pages of some long-extinct magazine issues, but they're not 'generally accepted'.

Looks like I'm down to another house-rule, then. The disadvantage there being that any character created with a house-rule will only be accepted IMTU.

Unless... I'll hold off on the house-rule until I've read next month's Mongoose Pocketbook. Maybe that will solve the disparity. I might go MGT for chargen anyway...

Or not.
 
I want to generate a two-term streetgang character, and I'm getting about 3 skills total, whereas the military and merchant types typically get 6+.

If the only goal is an Official "More Skills per Term", then use Megatraveler Basic Chargen for Other ... (basicly, get 2 skills if roll is 4+ over minimum roll needed, plus some skill-0 for homeworld.
 
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Extra thanks FT and ATP.

Now I've had chance to check it out, that generic thing looks like a simple fix (for MTU even if I can't persuade another GM). I'll have to playtest it.

I'd missed the MT 'skills for roll-excess' thing. I never really read MT in depth. That might be a 'legal' option for an obstinate GM. ;)

It isn't just more skills that interests me, but that's what counts in the game.

Anyone know how many skills per year/term you get with MGT?

'Citizens' was the first place I looked, but again, you only get 1 skill per 4 years - and some careers have no positions or promotions - most unfair! :(
 
Overall numbers tend to parallel MT*, but in a smaller skill list, and with more level 0 skills.

* MGT has slightly lower, by about 0.2 per term when I worked it out, but the 2 connections make that go away. MT is about 0.6 more than CT in terms of skills per term.

Another look at it is min/max
Per term--
CT, Ranked: min 1 max 4-6 (Term + Term 1 + Comm + Prom + 0-2 R&S)
CT, Unranked: min 1 max 3 (Term + Term 1)
MT, Ranked: min 1, max 10 (Term + Term1 + Comm+ Prom + SD+3 BS +2 R&S)
MT, Unranked: min 1, max 6 (2 Term + Term1 + SD + 2 BS+1 R&S)**
MGT: min 1, max 4 (Term, 0-2 SD, 0-1 Promo)
Per Character--
CT: 0-Levels x1 (Guns)
MT: 0-Levels x1-3
MGT: 0-levels x5-11, +0-2 connections levels

So, MGT characters are lower in total skill levels, but far higher in total skills, due to the massive numbers of level 0 skills given.
 
It would be difficult to develop an advanced character generation table for the Other career because it subsumes a whole host of possible careers.

You could use something like the patrons matrix to detemine type of other, and then add the MT special duty rule and rules of 4 to increase the number of skills per term.
 
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