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Book 04 Character Generation

Thanos

SOC-12
Peer of the Realm
Check me for errors.

So my starting UPP is 7A6887

I roll my enlistment for Marines and make it.

Year one of my 1st term is basic and advanced training which nets me Gun Combat twice. 1st has to be rifle man and I take that for the 2nd one as well.

Year two is unit assignment Ship Troop. I survive, get no decorations, get a promotion (to lance corporal) and skills. For my skill I get gun combat again and choose pistols.

Year three is unit assignment Raid. I survive, get no decorations, get a promotion (to corporal) and skills. For my skill I get zero G Combat.

Year four I roll and get special assignment and end up going to OCS. OCS nets me a promotion to second lieutenant. Command gets me +1 End. Staff Medical, MOS Heavy Weapons.

Thus ends my 1st Term.

I end up with Gun Combat Rifle Man 2, Gun Combat Pistols 1, Zero G Combat 1, Medical 1, Heavy Weapons 1 and plus 1 endurance.
 
Year one of my 1st term is basic and advanced training which nets me Gun Combat twice. 1st has to be rifle man and I take that for the 2nd one as well.

It looks like you picked your Advanced skill. You have to roll your Advanced Skill on the MOS table, so you can't choose it. As a Marine, you can have MOS Marine or Support. Gun Combat is available only as a Marine MOS. On the MOS table, you have to roll a 1 or 2 in order to get it, unless you're on a TL 12+ world, in which case, you can only get it on a roll of 1 (because of the +1 DM).

When you get Gun Combat, you have to immediately choose what flavor of Gun Combat training you receive. Your choices are: Combat Rifleman, Pistol, Submachinegun, Laser Weapons, Zero-G Weapon, High Energy Weapons, or Auto Weapons.

Even if you roll a second Gun Combat skill, you can pick different flavors, or pick the same one for a Level-2 skill.

Your first Gun Combat skill must be Combat Rifleman (the skill you got in Basic Training), but, if you roll Gun Combat again, on the MOS table, and you pick Gun Combat, you can pick any of the choices.

Eyeballing the rest, it looks fine. Make sure you roll for Mandatory Re-enlistment after every term.
 
Yeah. I rolled Gun Combat for the advanced training. I ment that when I rolled it I chose Rifle Man so the skill would be at a 2.
 
Term 2

So I make my reenlistment roll.

1st year I get a command result ending up with a political action. I survive. Get the MCG, a promotion (1st Lt.) and skill. I chose to roll on Marine Life and get +1 EDU.

2nd year. Staff. Raid which thanks to Rifle Man 2 I survive netting me a purple heart, I also get a MCUF. No promotion, but that doesn't matter as I'm only eligable for one a term since I'm an officer. I get a skill and roll on the Staff table getting instruction (yay?)

3rd year. Staff Ship Troop. I survive. No decoration. Promotion (not that it matters). No skill.

4th year. Command. Ship Troop. I survive thanks to rifle man 2, getting me the purple heart. No decoration. Promotion (whop te do) and skill. I roll on the Marine Life table and get +1 soc.

End Term Two.
 
You know unless you are a Bureaucrat you can opt out of reenlistment, but you still have to roll for it to ensure you are not Held Over/Forced Reenlistment on a roll of 12+, that's if you want to keep your characters age down for characterization reasons or to avoid Aging rolls.
 
1st year I get a command result ending up with a political action. I survive. Get the MCG, a promotion (1st Lt.) and skill. I chose to roll on Marine Life and get +1 EDU.

(Bold is mine)

I guess you mean police action...

(there may be quite political infigthing in the Imperium, but as much as to get CSR for political action :devil:...)

See that you are also awarded 2 CSR (for police action and raid) this term, as well as one in the first term for the raid, and one CC for the police action as command duty (page 10, 1st paragraph. Combat assignements are listed in the survival roll, page 4, as being Police Action, Counter Insurgency and Raid)
 
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Looks to be shaping up well. Something to think about is Laser Weapons, or (I don't have the tables in front of me) Zero-G weapons. That will make your guy even more useful in Zero-G. That said, what dying while trying to gild the lilly.

Our merry little band needed a bit of stiffening, what!
 
Raid which thanks to Rifle Man 2 I survive netting me a purple heart
I survive thanks to rifle man 2, getting me the purple heart.

Dude. You might want to look at how this guy leads his troops. Are the entry wounds generally in his front or back side? :oo:
 
Term 3

I make my reenlist roll again. Which is a surprise as I've never made it past a 2nd term.

Year 1. Get command, police action. I survive. No decoration. Promotion to Captain. No skill.

Year 2. Special, intelligence school. I end up with forgery, street wise, interrogation. Missing out on bribery. I survive. No decoration. No promotion. No skills outside of what I picked up at school.

Year 3. Command, training. I survive. No decoration. Promotion (not that it matters) and skill. I roll on Marine Live and get blade 1.

Year 4. Command. Internal Security. I do not survive. I'm using the alternate rules so that I only suffer a career ending injury.

End Term 3.
 
So what are the advanced training rules or is whats in the core 3 it.

I'm not sure I understand you question here...

Advanced training rules in CT (and MT) are by using instruction skill. By spending time in a course, an instructor may teach you a skill he has, or both of you may spend time trying to no avail...

As such coursed are about 6 weeks, you can learn about 8 skills (or skill levels) in a year if you do nothing else and find the appropiate instructors (and are lucky in your rolls, of course. :devil:).

See that this is coherent with the máximum skills you can achieve in a year in advanced CharGen in CT, that are 8 skills in the comando school (by rolling 5+ on a die 8 times in a row...).
 
Wow thats alot of skills. Btw I thought you only roll once each term for survival.


I'm using book 04, Mercenary. They break the Terms in to four, one year mini terms. So you have the opportunity to get 4 skills (more or less) each term.
 
Would you mind posting the final character in summary form?

Has anyone ever crunched the maths on average skill per term (4 years) in Book 4 vs Book 1 or vs Megatrav (where you got a pretty easy roll for extra skills from special duty)? Megatrav is my favourite chargen on the not very scientific basis of I tend to be happiest with the skill ranges produced.
 
I've seen those numbers repeatedly on CotI over the years... try searching for threads with the subject "skills per term", "skills in chargen", etc.
 
talked to lots of folks over the years and have got back +50% or +100% or even +200%, I personally find it to be +75% - +100% on average. though more than once I've had Merchants that got no appreciable skills or Stat Increases over their entire Careers some lasting more than five terms and characters in other services that got nothing beyond their Automatic/Basic Training Skills and that was despite multiple School Assignments. then again I've had and seen other characters get +400% the numbers of Basic Character Generation.

My current Human Merchant character made using Book 7 is +200% of the Max Potential Book 1 Merchants of his number of terms and about +300% for a Book 1 Merchant of his number of Terms.

Where my current Advanced Ghar Gen Space Forces Aslan Character is only like +30% - +50% of his equivalent Basic counterpart.

Edit: Most of the skills you pick up in advanced generation either don't exist in Basic or are not offered to your career in the Basic Rules if you drop those you end up with a number of skills within one or two standard deviations of a average basic character.
 
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I'm using book 04, Mercenary. They break the Terms in to four, one year mini terms. So you have the opportunity to get 4 skills (more or less) each term.
It did not occur to me until some recent discussions here at COTI on character generation as a mini-game, that the advanced careers with their once a year survival rolls greatly increases the possibility of character death in generation. This fact serves to counter-balance the increased number of skills available to Mercenary or other Bk4+ characters. So without any mathematical analysis, I figure the advanced careers are not unbalancing to the game.
I've read through the Veterans supplement, and I've noted that while there are characters with Skill-5, Skill-6 or Skill-7, they are about as uncommon as characters with those levels of skill in the 1001 Characters supplement. This to me again says that highly skilled characters are not necessarily going to break the game. I've said before that the Referee should adjust the challenge level and type to keep things interesting for those extraordinary characters.

Cheers,

Bob W
 
I've read through the Veterans supplement, and I've noted that while there are characters with Skill-5, Skill-6 or Skill-7, they are about as uncommon as characters with those levels of skill in the 1001 Characters supplement. This to me again says that highly skilled characters are not necessarily going to break the game.

It just needs to be kept to a minimum, and the PCs are not necessarily the characters with the high skill 5+.

If chargen is played out by the rules, not house ruled in anyway, and the hard survival rule is used, you'll still get the occassional lucky run of dice resulting in a character with skill 5+.

I think that's fine. It's when each character in the PC group has at least one skill 5+ skill that there is a problem.
 
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