• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Captains of Cromar

Open for 4 Players:

Rules: CT and Supplement 4. Characters. No Expanded Generation Characters. Though suited best for a Pirate Character of Captain Rank, this game is also open to other careers, as long as they add up to being able to Captain a Corsair.

Make note of any failed survival roll but continue with generation as normal.

The discharge world will be:

http://www.utzig.com/cgi-bin/iai/sys...orlds&Hex=1210

In the Hinterworlds.

Each player will automatically have the Corsair result for the Muster, in addition to the normal mustering out procedure. Make note of any other results of Corsair.

Each Player also has: Computer-1, Vacc Suit-1, and Grav Vehicle-1 and 1 other skill (player's choice)

Each player has a troop unit/boarding crew comprised of 10 people. They have vacc suits and clubs. They can be crew, raiders, etc.

Each Player gets MCr 1.5 in expense money from the Syndicate. You have been selected from the scum of the galaxy to command ships that engage in commerce raiding in the mostly Non-Aligned Darvis and Cromar Subsectors. This money can be used to re-arm crew, hire on new crew, buy gear...

Each player also gets (d6, I roll secretly) rolls on a ship features table that nets you weapons and other items for your ships.

Each Player also has:
A Vacc Suit
A Sidearm
A Longarm
A Hand to Hand combat weapon
...regardless of skill.

NO PC psionics.

NO PC K'Kree.

It is the year 1100, and the dawn of a new century brings expansion by the Federation, the Imperium, and the Confederacy out into the frontier Sectors, altering the vectors of the small governments there. Some say it is some of the last areas of Non-Aligned Space, but everywhere there is the motive to align it with this government or that. Some of you may want to keep it that way. Some of you may see the sheer profits to be made from all of that shipping... Either way, the Syndicate expands, and needs Captains....
__________________
 
Yar! Ye bay a day arly an I needs to be sprung from this cell but ah'll sign with the whole scurvy lot a you!

(meaning... International Talk Like a Pirate Day is tomorrow and I'm busy but would like to make some time for this, if you fill up before I'm ready it's my loss :) )
 
A few quick clarifications...

"...able to Captain a Corsair."

Seems a bit vague. Will you allow any plausible idea or are you looking for specific skills like Leader, Pilot, or some such?

"Make note of any failed survival roll but continue with generation as normal."

Presumably failing to make reenlistment means you're done char gen though right? It's just ignore (but record) survival failure right? And just because someone may ask, you do mean standard char gen of only one prior career, not multiple, correct?

"The discharge world will be..."


That's for spending our Syndicate sign-on bonus I presume. So TLD is the max and anything goes since it Law zero right?

"Each player will automatically have the Corsair result for the Muster, in addition to the normal mustering out procedure. Make note of any other results of Corsair."


And other ships as well? Like Lab Ship or Trader?

"Each Player also has: Computer-1, Vacc Suit-1, and Grav Vehicle-1 and 1 other skill (player's choice)"


Are these max skill levels or added? For example if I rolled Computer-2 in char gen do I add Computer-1 for total of Computer-3 or is it just Computer-2 since I have the minimum or better?

"Each player has a troop unit/boarding crew comprised of 10 people."

I'd like 10 psionic K'kree please :D

"You have been selected from the scum of the galaxy..."

I'll have you know I'm not scum! You know that stuff you find under scum once you've scrubbed all day, that's me :devil:
 
Last edited:
"...able to Captain a Corsair."

Your character must be able to command a starship, role playing wise. Keep a rowdy, sometimes treacherous or even in extreme cases a mutinous crew in line by some way, and be able to pulll off commerce raid attacks singly and in a group using fleet tactics. This can be reflected in skills, but it is best reflected in character. Leadership skill might be useless if your first officer decides that he can Captain better than you, for example, but your weapon skills may disagree.

"Make note of any failed survival roll but continue with generation as normal."

No more than two services, I recommend. If you were in some kind of Navy, you were drummed out for being a criminal. If you pick Pirate as your career, reenlisting is automatic, as is "Other". I say make a note of the survival roll failures because you more than likely won't die, but one of several other things (good or bad) might happen.

"The discharge world will be..."

Correct. This is a nonaligned world with no law and a low population, but an A Starport, and a high tech level. Starting Tech for ships and all gear in most cases will be D.

"Each player will automatically have the Corsair result for the Muster, in addition to the normal mustering out procedure. Make note of any other results of Corsair."


"And other ships as well? Like Lab Ship or Trader?"

Yes, those situations will be handled on a case by case basis. It is unlikely for example for a former noble to still have a Yacht, or a Lab ship is nice, but a duffer in combat as is with no modifications. As a rule, people will generally fight a boarding action as opposed to get into heavy space combat, as with boarding, you don't normally end up with a destroyed ship


"Each Player also has: Computer-1, Vacc Suit-1, and Grav Vehicle-1 and 1 other skill (player's choice)"


added Skill Levels. These are the result of Space education that all space people get, and a homeworld skill.

"You have been selected from the scum of the galaxy..."

Oh, but you are scum. All Player Captains know that if caught raiding that the punishment by most of the power groups in the game is execution.
 
Back
Top