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Basic Chargen: Investigator

Jame

SOC-14 5K
Investigator Basic Chargen:

Enlist: 8
DM +1 if Edu 8+
DM +2 if Int 8+
Draft: 5
Survival: 7
DM +2 if End 8+
Commision: 10
DM: +1 if Edu A+
Promotion: 8
DM: +1 if Int 9
Reenlist: 7+

Ranks:
E1: Clerk
E2: Secretary
E3: Project Assistant
E4: Admin. Assistant 1
E5: Administrative Assistant 2
E6: Office Manager

O1: Assistant Researcher
O2: Researcher
O3: Agent
O4: Investigator
O5: Lieutenant
O6: Chief
 
Automatic skill: Streetwise-1
Commission skill: Interrogation-1

Acquired Skill Tables:

Personal Development
1. +1 Str
2. +1 Dex
3. +1 End
4. +1 Int
5. +1 Edu
6. Gun Combat

Service Skills
1. Vehicle
2. Mechanical
3. Gambling
4. Electronics
5. Computer
6. Interrogation

Education
1. Streetwise
2. JoT
3. Admin
4. Language
5. Liaison
6. Survival

Advanced Education
1. Pilot
2. Vac Suit
3. Navigation
4. Computer
5. Tactics
6. Medical
 
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Material Benefits:
1. Mid Passage
2. +1 Int
3. +1 Edu
4. Weapon/Equipment
5. TAS
6. High Passage
7. +1 Soc

Cash Benefits:
1. 10,000 Cr
2. 15,000 Cr
3. 20,000 Cr
4. 25,000 Cr
5. 30,000 Cr
6. 50,000 Cr
7. 100,000 Cr
 
looks good. I'd toss in an automatic interrogation skill, and put interrogation on the tables in place of survival. also an automatic admin skill with commissioning. also replace service skill / liaison with jack of all trades.

needs an adventure to go along with it. an imperial general inspector investigating the disappearance of major imperial navy properties?
 
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I've replaced the service skill/Liaison with Interrogation. I only want JoT to be one choice of skills.

Oh, I forgot!

Automatic skill: Streetwise-1
Commission skill: Interrogation-1
 
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Why pilot, vacc suit, navigation skills for an investigator? I'd also find room for brawling and blade combat.
 
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Because space is a dangerous place?

Pilot, Navigation and Vacc-Suit allow the Investigator to use a Starship, say in the 100T range with out need of crew...and it allows one to 'work' if necessary.

They are the Three Big Spacer Skills! Learn 'em, live 'em, love 'em! I do!
:cool:
 
Just a thought, I consider an 8 (for skills or for a Die roll) to be pretty much average. Shouldn't it be harder to start a career as an investigator and wouldn't they be looking for people that are the cream of the crop? I suggest upping Int/Edu needed to get a DM for enlistment and also increase the roll needed to enlist or require a college education. The number of people that would get into an Investigator career would be quite small, not a dime a dozen unless you are trying to create a big brother universe where there are spies on every corner watching every move you make.

As long as your having fun and not hurting anyone (anyone real that is) do whatever makes you happy. But, in my opinion: I don't think there is any need for an Investigation career, in fact it almost doesn't make sense. In the traveller universe, other than an occasional private investigator (who probably started out in some other profession), wouldn't an investigator be a member of another profession such as law enforcement, military, or a covert operative of the government? Investigators can easily be created as a Bureaucrat or a Diplomat (not sure if this is true in all versions of traveller). If your adventure requires certain skills its within the rules (again, not sure if this is true in all versions of traveller) for the GM to hand out some of the skills that will be needed. You could roleplay that these skills do not show up on your service record and were acquired during some sort of secret assignment.
 
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Just a thought, I consider an 8 (for skills or for a Die roll) to be pretty much average. Shouldn't it be harder to start a career as an investigator and wouldn't they be looking for people that are the cream of the crop? I suggest upping Int/Edu needed to get a DM for enlistment and also increase the roll needed to enlist or require a college education. The number of people that would get into an Investigator career would be quite small, not a dime a dozen unless you are trying to create a big brother universe where there are spies on every corner watching every move you make.

Try CharGen again...8 can be hard to hit without mods though I suppose that is your point. While I was interning with the local PD, I remember the bitching and whining that came when our jurisdiction required everyone on the job to have 40 credits in police science.

As long as your having fun and not hurting anyone (anyone real that is) do whatever makes you happy. But, in my opinion: I don't think there is any need for an Investigation career, in fact it almost doesn't make sense. In the traveller universe, other than an occasional private investigator (who probably started out in some other profession), wouldn't an investigator be a member of another profession such as law enforcement, military, or a covert operative of the government? Investigators can easily be created as a Bureaucrat or a Diplomat (not sure if this is true in all versions of traveller). If your adventure requires certain skills its within the rules (again, not sure if this is true in all versions of traveller) for the GM to hand out some of the skills that will be needed. You could roleplay that these skills do not show up on your service record and were acquired during some sort of secret assignment.

Frankly this CharGen allows the Ref to have a true Imperial Auditor, Inspector, or Agent to do those dirty things that have to get done...and the other career is a Legend. I think T4 has an Agent CharGen, one sec *holds up finger and then digs in Personal AAB*...yep on page 32. *grins* Love me an Agent!

Speaking of roleplaying skills not on sheet, that is exactly what I do and faking and winging it are in fact the trademarks of a good UC, but not so much an Investigator. Investigators need to be patient and through.

Once I get done with some Bilanidin study, I might pull T4 again (I put in back in the stacks, and yes it is stacks :D) and compare this CharGen to the one in the book.
 
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