• 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.

Careers - INDEX Thread

Enlisted Rank

Advanced CharGen provides results of a character's enlisted rank each term. Basic CharGen does not provide this information. A non-commissioned character mustering out from 8 years in the Imperial Army could be a corporal or a sergent or some other enlisted rank.

This optional rule determines a characters enlisted rank as the character goes through Basic CharGen. Note that this rule is strictly for "background color", and there are no benefits from obtaining rank before a character makes officer (at which point the normal Basic CharGen rules provide bonus skills and muster out throws).

The character begins at enlisted rank E1 (see Book 4 Mercenary for specific ranks) on the first year of his first term.

During the first term, the character may be promoted up to four times, once per year of the first term.

ENLISTED PROMOTION = 2D FOR SOC OR LESS

After the first term, the character may only be promoted once per term.

This rule is intended for enlisted ranks only. Characters who obtain a commission follow the promotion rules described for Basic character generation.
 
Enlisted Rank

Advanced CharGen provides results of a character's enlisted rank each term. Basic CharGen does not provide this information. A non-commissioned character mustering out from 8 years in the Imperial Army could be a corporal or a sergent or some other enlisted rank.

This optional rule determines a characters enlisted rank as the character goes through Basic CharGen. Note that this rule is strictly for "background color", and there are no benefits from obtaining rank before a character makes officer (at which point the normal Basic CharGen rules provide bonus skills and muster out throws).

The character begins at enlisted rank E1 (see Book 4 Mercenary for specific ranks) on the first year of his first term.

During the first term, the character may be promoted up to four times, once per year of the first term.

ENLISTED PROMOTION = 2D FOR SOC OR LESS

After the first term, the character may only be promoted once per term.

This rule is intended for enlisted ranks only. Characters who obtain a commission follow the promotion rules described for Basic character generation.
 
Official Character Generation Variation Rules




As seen used in Supplement 4: Citizens of the Imperium and The Spinward Marches Campaign.

HERE.

For inspiration when customizing careers.




CT GMs shouldn't hesitate to customize careers when necessary. Service in the Army of a nation from a balkanized world can be much different from service in the Imperial Army. Use the official CharGen tabels as a starting point and alter them to your tastes.

Besides the official examples given above, consider the rule suggested for obtaining the Swimming skill in The Undersea Environment. There it suggests a few methods for character obtaining expertise in swimming, since it's not listed on any CharGen tables. One suggestion is to allow a character to receive Swimming skill in lieu of a +1 STR result, or Survival skill result, on official CharGen tables.

GMs who wish to add new skills to the game, or wish to add skills to a career that does not already include that skill, should consider either replacing a skill on the CharGen tables or giving he player a choice once a certain result is rolled (as described with the Swimming suggestion).

Make your CharGen alterations make sense within the context of the career. Vargr characters, for example, roll 10+ every year, when it comes time to collect retirement pay, to see if a re-organization in the paying organization causes retirement benefits to cease. Given the flighty nature of Vargr, this makes a whole lot of sense.
 
Official Character Generation Variation Rules




As seen used in Supplement 4: Citizens of the Imperium and The Spinward Marches Campaign.

HERE.

For inspiration when customizing careers.




CT GMs shouldn't hesitate to customize careers when necessary. Service in the Army of a nation from a balkanized world can be much different from service in the Imperial Army. Use the official CharGen tabels as a starting point and alter them to your tastes.

Besides the official examples given above, consider the rule suggested for obtaining the Swimming skill in The Undersea Environment. There it suggests a few methods for character obtaining expertise in swimming, since it's not listed on any CharGen tables. One suggestion is to allow a character to receive Swimming skill in lieu of a +1 STR result, or Survival skill result, on official CharGen tables.

GMs who wish to add new skills to the game, or wish to add skills to a career that does not already include that skill, should consider either replacing a skill on the CharGen tables or giving he player a choice once a certain result is rolled (as described with the Swimming suggestion).

Make your CharGen alterations make sense within the context of the career. Vargr characters, for example, roll 10+ every year, when it comes time to collect retirement pay, to see if a re-organization in the paying organization causes retirement benefits to cease. Given the flighty nature of Vargr, this makes a whole lot of sense.
 
Reading Social Status




SOC B+ signifies the character is noble.

SOC A signifies the character is of the upper class.
SOC 9 signifies the character is of the upper class (lower upper class).

SOC 8 signifies the character is of the middle class (upper middle class, mix of white collar and blue collar supervisors).
SOC 7 signifies the character is of the middle class.
SOC 6 signifies the character is of the middle class (lower middle class)

SOC 5 signifies the character is of the lower class. (also called the working class)
SOC 4 signifies the character is of the lower class.

SOC 3- signifies the character is of the lowest social class possible.
 
Reading Social Status




SOC B+ signifies the character is noble.

SOC A signifies the character is of the upper class.
SOC 9 signifies the character is of the upper class (lower upper class).

SOC 8 signifies the character is of the middle class (upper middle class, mix of white collar and blue collar supervisors).
SOC 7 signifies the character is of the middle class.
SOC 6 signifies the character is of the middle class (lower middle class)

SOC 5 signifies the character is of the lower class. (also called the working class)
SOC 4 signifies the character is of the lower class.

SOC 3- signifies the character is of the lowest social class possible.
 
Avoiding the DRAFT

Under Book 1 Careers, a character is allowed to attempt enlistment in one career. If enlistment fails, then the character must submit to the draft.

Under Supplement 4, a character is allowed to attempt enlistment in many careers without being forced to submit to the draft.

This optional rule finds common ground between the two.




The draft can only happen one time in a character's life, at age 18. For a character's first term, the player may choose to attempt enlistment in a career or voluntarily submit to the draft. If enlistment in that first career fails, then the character may be forced into the draft.

Voluntary characters may submit to the draft after that first failed enlistment attempt (and this is only an option on the character's first term--not later in life).

Characters who wish to avoid the draft must make a check to do so.

AVOIDING THE DRAFT = 2D FOR SOC OR LESS

If the check is successful, the character may attempt enlistment in another career of his choosing. If the check fails, then the character must submit to the draft.

Thus, in order for the Imperium to draft a character who does not wish to voluntarily submit to the draft, the character must: (1) fail enlistment on their 1st term career, and (2) fail the draft avoidance throw.

Note that if the Mandatory Enlistment optional rule is used (detailed earlier in this thread), then characters with very low social status will have to beat the draft twice (illuminating the Imperium's reliance on filling its military ranks with those of less opportunity).

The Draft Roll is different from the one listed in Book 1. Book 1 includes the Merchant career as a possible draft option. This chart focuses on the Imperial military services.

Also, a character has some say into which service he is best suited, and a service of the player's choice is double weighted.

In addition, this draft chart includes an option for the draftee to be rejected for some reason. If this ocurrs, then the character is free to attempt enlistment in a career of his choosing.

The Draft Chart where a player as selected the Scouts as his character's draft focus is printed here.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">DRAFT CHART - SCOUT FOCUS
-------------------------
D6
1 Draft Rejection
2 Army
3 Marines
4 Navy
5 Scouts
6 Scouts</pre>[/QUOTE]If a player picks another draft focus, the GM can simply re-arrange the chart.





-------------------------------------------------
Example.


Henri is 18 years old, and his career options are to enlist in a career or submit to the draft. Henri decides he'd like to join up with a shipping company by becoming a Merchant. The enlistment throw is rolled and failed.

At this point, Henri may voluntarily submit to the draft. But, if Henri doesn't find that a desirable option, he can attempt to avoid the draft. Henri has SOC 6, and therefore was not subject to the Mandatory Draft rule (listed earlier in this thread). Henri must still avoid the draft at this point in his life. 2D for 6- are thrown, and a 7 is rolled. This indicates that Henri must submit to the draft.

Since Henri wanted to join the merchants earlier, but failed, Henri decides his draft focus is the Imperial Navy. 1D is rolled on this chart:

Henri's Draft Chart
1. Rejection
2. Army
3. Marines
4. Scouts
5. Navy
6. Navy

A "4" is thrown on the single die, so Henri is drafted into the Scouts.

Remember, per Book 1 rules, those characters drafted into Imperial service are not elligible for commission during their first term.
 
Avoiding the DRAFT

Under Book 1 Careers, a character is allowed to attempt enlistment in one career. If enlistment fails, then the character must submit to the draft.

Under Supplement 4, a character is allowed to attempt enlistment in many careers without being forced to submit to the draft.

This optional rule finds common ground between the two.




The draft can only happen one time in a character's life, at age 18. For a character's first term, the player may choose to attempt enlistment in a career or voluntarily submit to the draft. If enlistment in that first career fails, then the character may be forced into the draft.

Voluntary characters may submit to the draft after that first failed enlistment attempt (and this is only an option on the character's first term--not later in life).

Characters who wish to avoid the draft must make a check to do so.

AVOIDING THE DRAFT = 2D FOR SOC OR LESS

If the check is successful, the character may attempt enlistment in another career of his choosing. If the check fails, then the character must submit to the draft.

Thus, in order for the Imperium to draft a character who does not wish to voluntarily submit to the draft, the character must: (1) fail enlistment on their 1st term career, and (2) fail the draft avoidance throw.

Note that if the Mandatory Enlistment optional rule is used (detailed earlier in this thread), then characters with very low social status will have to beat the draft twice (illuminating the Imperium's reliance on filling its military ranks with those of less opportunity).

The Draft Roll is different from the one listed in Book 1. Book 1 includes the Merchant career as a possible draft option. This chart focuses on the Imperial military services.

Also, a character has some say into which service he is best suited, and a service of the player's choice is double weighted.

In addition, this draft chart includes an option for the draftee to be rejected for some reason. If this ocurrs, then the character is free to attempt enlistment in a career of his choosing.

The Draft Chart where a player as selected the Scouts as his character's draft focus is printed here.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">DRAFT CHART - SCOUT FOCUS
-------------------------
D6
1 Draft Rejection
2 Army
3 Marines
4 Navy
5 Scouts
6 Scouts</pre>[/QUOTE]If a player picks another draft focus, the GM can simply re-arrange the chart.





-------------------------------------------------
Example.


Henri is 18 years old, and his career options are to enlist in a career or submit to the draft. Henri decides he'd like to join up with a shipping company by becoming a Merchant. The enlistment throw is rolled and failed.

At this point, Henri may voluntarily submit to the draft. But, if Henri doesn't find that a desirable option, he can attempt to avoid the draft. Henri has SOC 6, and therefore was not subject to the Mandatory Draft rule (listed earlier in this thread). Henri must still avoid the draft at this point in his life. 2D for 6- are thrown, and a 7 is rolled. This indicates that Henri must submit to the draft.

Since Henri wanted to join the merchants earlier, but failed, Henri decides his draft focus is the Imperial Navy. 1D is rolled on this chart:

Henri's Draft Chart
1. Rejection
2. Army
3. Marines
4. Scouts
5. Navy
6. Navy

A "4" is thrown on the single die, so Henri is drafted into the Scouts.

Remember, per Book 1 rules, those characters drafted into Imperial service are not elligible for commission during their first term.
 
Merchants & Merchandise published by Paranoia Press

Contains Advanced CharGen rules for the Merchant career, published beforeBook 7. It has quite a different take on the career than what GDW brings us in that later book.

For example, the duty assignments in Book 7 last one year only, and a player is expected to roll for four different assignments during his term. The duty assignments in M&M last for a variable length of time. New skills included no where else are to be had, and the book's own version of the Merchant Academy is described.

The second part of the book is a catalog of equipment for Travellers which I'll list in the appropriate index threads.
 
Merchants & Merchandise published by Paranoia Press

Contains Advanced CharGen rules for the Merchant career, published beforeBook 7. It has quite a different take on the career than what GDW brings us in that later book.

For example, the duty assignments in Book 7 last one year only, and a player is expected to roll for four different assignments during his term. The duty assignments in M&M last for a variable length of time. New skills included no where else are to be had, and the book's own version of the Merchant Academy is described.

The second part of the book is a catalog of equipment for Travellers which I'll list in the appropriate index threads.
 
The Traveller Logbook published by Judges Guild

This JG offering provides slightly different character generation for all the careers listed in Book 1. Advanced CharGen akin to Book 4 is included a well.

Published in 1979, this might be the first time Traveller has seen a character's homeworld influence his stats, height, and weight.

To give you an example, a character from a TL A homeworld automatically receives +1 EDU when the character is created. A character from a TL 3 world receives -1 EDU but also gets +1 Survival.

A homeworld's gravity effects height, weight, and starting STR and END of a character.

Besides the normal character generation tables, this book provides rules for developing many aspects of a character: personal characteristics, habits, family structure, enviornmental background, cultural background...and a host of other things. Using this system, you can even roll what types of jobs your character's mother and father held.
 
The Traveller Logbook published by Judges Guild

This JG offering provides slightly different character generation for all the careers listed in Book 1. Advanced CharGen akin to Book 4 is included a well.

Published in 1979, this might be the first time Traveller has seen a character's homeworld influence his stats, height, and weight.

To give you an example, a character from a TL A homeworld automatically receives +1 EDU when the character is created. A character from a TL 3 world receives -1 EDU but also gets +1 Survival.

A homeworld's gravity effects height, weight, and starting STR and END of a character.

Besides the normal character generation tables, this book provides rules for developing many aspects of a character: personal characteristics, habits, family structure, enviornmental background, cultural background...and a host of other things. Using this system, you can even roll what types of jobs your character's mother and father held.
 
Imperial Enlistment

The military careers listed in Book 1 do not necessarily refer to Imperial military service. Many times (one would argue most of the time if you consider what's written on the first pages of Book 4) the career being represented is that of the character's homeworld--or maybe some other political unit other than the Imperium (as an army for a cluster of worlds).

I direct your attention to pg. 2 of Book 5. There, it shows that enlistment in the Imperial Navy is actually a 9+ throw (replacing the 8+ throw shown in Book 1), reflecting the Imperium's high standards. Throws to enlist in a subsector navy or a planetary navy are 8+ and 7+ respectively.

Keep this in mind when creating characters. Not every character who enters the Marines is an Imperial Marine. He could just as easily be a Marine in service to House Bolden-Tukera on Aramis...or a Marine of one of the several balkanized countries on Aramanx...or even a Marine of the Aramis Trace Defense Force, protecting those worlds of the star cluster called the Aramis Trace.

GMs can get creative with this and add a lot of color to PCs. And, GMs may want to up enlistment into the Imperial services by one number to reflect the high standards of the Imperium. Imperial Navy enlists on a 9+ (as noted in Book 5). Imperial Army enlists on a 6+. Imperial Marines enlist on a 10+.

Some GMs may even want to alter the skills that are available under a career. For example, Aramanx is a balkanized world rated at TL 6. This is akin to the Viet-Nam era. GMs may want to take out any reference to higher tech skills from that career (especially with vehicles and weapons), enforcing that the character's skills are in-line with the world's tech level.
 
Imperial Enlistment

The military careers listed in Book 1 do not necessarily refer to Imperial military service. Many times (one would argue most of the time if you consider what's written on the first pages of Book 4) the career being represented is that of the character's homeworld--or maybe some other political unit other than the Imperium (as an army for a cluster of worlds).

I direct your attention to pg. 2 of Book 5. There, it shows that enlistment in the Imperial Navy is actually a 9+ throw (replacing the 8+ throw shown in Book 1), reflecting the Imperium's high standards. Throws to enlist in a subsector navy or a planetary navy are 8+ and 7+ respectively.

Keep this in mind when creating characters. Not every character who enters the Marines is an Imperial Marine. He could just as easily be a Marine in service to House Bolden-Tukera on Aramis...or a Marine of one of the several balkanized countries on Aramanx...or even a Marine of the Aramis Trace Defense Force, protecting those worlds of the star cluster called the Aramis Trace.

GMs can get creative with this and add a lot of color to PCs. And, GMs may want to up enlistment into the Imperial services by one number to reflect the high standards of the Imperium. Imperial Navy enlists on a 9+ (as noted in Book 5). Imperial Army enlists on a 6+. Imperial Marines enlist on a 10+.

Some GMs may even want to alter the skills that are available under a career. For example, Aramanx is a balkanized world rated at TL 6. This is akin to the Viet-Nam era. GMs may want to take out any reference to higher tech skills from that career (especially with vehicles and weapons), enforcing that the character's skills are in-line with the world's tech level.
 
SORAG

SORAG is a book published in 1981 by Paranoia Press for use with Classic Traveller. The acronym stands for the Study and Operations Recording Activities Group. It's a highly covert, special purpose division of the Zhodani Consulate Combined Interstellar Forces.

The book covers the organization's background and provides advanced character generation for SORAG operatives.

CharGen includes a number of tweaks, similar to what is found in Supplement 4 Citizens of the Imperium, but the book only deals with the single career. For example, characters do not enlist in SORAG. They are selected. When a character fails a Survival Throw, he rolls on a chart with various outcomes that can befall the character for bricking the roll. The character may be killed, but he also may defect to the Imperium, become captured by an enemy, desert the force, be found guilty of cowardice, become a security leak, or simply transfer to another arm of SORAG service.

The career introduces some new skills as well. And, since we're talking about the Zhodani, psi training is a possibility under this career.

Another section of the book provides ready-made characters akin to Citizens of the Imperium, 1001 Characters, and Veterans.

Lastly, special equipment is detailed in the book specific to a SORAG operative.

I will list that equipment in the appropriate Index threads.
 
SORAG

SORAG is a book published in 1981 by Paranoia Press for use with Classic Traveller. The acronym stands for the Study and Operations Recording Activities Group. It's a highly covert, special purpose division of the Zhodani Consulate Combined Interstellar Forces.

The book covers the organization's background and provides advanced character generation for SORAG operatives.

CharGen includes a number of tweaks, similar to what is found in Supplement 4 Citizens of the Imperium, but the book only deals with the single career. For example, characters do not enlist in SORAG. They are selected. When a character fails a Survival Throw, he rolls on a chart with various outcomes that can befall the character for bricking the roll. The character may be killed, but he also may defect to the Imperium, become captured by an enemy, desert the force, be found guilty of cowardice, become a security leak, or simply transfer to another arm of SORAG service.

The career introduces some new skills as well. And, since we're talking about the Zhodani, psi training is a possibility under this career.

Another section of the book provides ready-made characters akin to Citizens of the Imperium, 1001 Characters, and Veterans.

Lastly, special equipment is detailed in the book specific to a SORAG operative.

I will list that equipment in the appropriate Index threads.
 
Scouts & Assassins published by Paranoia Press

Published before Book 6, this book provides a widely different take on the Scout career. New skills are introduced (I believe this is the first time Linguistics is seen as a skill.). Among others, a new skill for Unarmed Combat is presented, to differintiate the brawlers from Book 1 from those trained to fight. Scouts wear a device hidden in their belt buckles that contains specific ID information on the particular scout that can also be used as a miniature hand grenade! And, advanced character generation is provided (with tweak similar to what is listed above for SORAG agents).

Also included is an Assassin career for Classic Traveller. Basic character generation provided.
 
Scouts & Assassins published by Paranoia Press

Published before Book 6, this book provides a widely different take on the Scout career. New skills are introduced (I believe this is the first time Linguistics is seen as a skill.). Among others, a new skill for Unarmed Combat is presented, to differintiate the brawlers from Book 1 from those trained to fight. Scouts wear a device hidden in their belt buckles that contains specific ID information on the particular scout that can also be used as a miniature hand grenade! And, advanced character generation is provided (with tweak similar to what is listed above for SORAG agents).

Also included is an Assassin career for Classic Traveller. Basic character generation provided.
 
Optional Survival Rule

One of the interesting things I see in the Paranoia Press books is that they create a unique Survival Table for each career. When a character bricks a survival roll during character generation, he may not be dead. A roll is required on the Survival Table to determine what happened.

What I think is brilliant about there optional rule is that each career gets its own unique table. This is something GMs should take to heart. And, if you create your own specific Survival Tables for character generation in your games, then please post them in this Index thread to share with other GMs!

I'll give you an example of one of the Paranoia tables. This one is for the Scouts career from their book, Scouts & Assassins.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Roll 2D on this table whenever Survival is failed
-------------------------------------------------
2 Death
3 Desertion/Cowardice -4 Muster Out Rolls
4 Mutiny -3 Muster Rolls
5 Insubordination -2 Muster Rolls
6 Physically Unfit -1 Muster Roll
7 Striking a Superior -2DM on Muster Rolls/ -2DM on first Patron Encounters
8 Drunkenness -1DM on Muster Rolls/ +1 Carousing Skill
9 Other Disciplinary Act -1DM on Muster Rolls
10 Psychologically Unfit
11 Branch Service Transfer All Muster Rolls on new Branch tables.
12 Branch Request Transfer Both Muster tables available.</pre>[/QUOTE]The Survival Table for SORAG (above post), for example, is completely different from this one (and the SORAG character is killed on a roll of 5-), but you can see how tables like this can be produced and customized for a particular career.

It would be a neat little project to go through Book 1 and Supplement 4 careers and produce Survival Tables like this for the various careers.
 
Optional Survival Rule

One of the interesting things I see in the Paranoia Press books is that they create a unique Survival Table for each career. When a character bricks a survival roll during character generation, he may not be dead. A roll is required on the Survival Table to determine what happened.

What I think is brilliant about there optional rule is that each career gets its own unique table. This is something GMs should take to heart. And, if you create your own specific Survival Tables for character generation in your games, then please post them in this Index thread to share with other GMs!

I'll give you an example of one of the Paranoia tables. This one is for the Scouts career from their book, Scouts & Assassins.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Roll 2D on this table whenever Survival is failed
-------------------------------------------------
2 Death
3 Desertion/Cowardice -4 Muster Out Rolls
4 Mutiny -3 Muster Rolls
5 Insubordination -2 Muster Rolls
6 Physically Unfit -1 Muster Roll
7 Striking a Superior -2DM on Muster Rolls/ -2DM on first Patron Encounters
8 Drunkenness -1DM on Muster Rolls/ +1 Carousing Skill
9 Other Disciplinary Act -1DM on Muster Rolls
10 Psychologically Unfit
11 Branch Service Transfer All Muster Rolls on new Branch tables.
12 Branch Request Transfer Both Muster tables available.</pre>[/QUOTE]The Survival Table for SORAG (above post), for example, is completely different from this one (and the SORAG character is killed on a roll of 5-), but you can see how tables like this can be produced and customized for a particular career.

It would be a neat little project to go through Book 1 and Supplement 4 careers and produce Survival Tables like this for the various careers.
 
Back
Top