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Character Genreation Option - School

New Prior Career: School

The School career represents the pursuit of higher education wit the goal of learning a specific skill or to enter a specific profession. Most people who foll w this path go into normal careers, but every once in a while, a highly trained and education professional chooses a life of adventure rather than a normal career.


I used the College rules from High Guard as the basis. The admission, success, honors and education rules are directly from Book Five. There are four skill tables as is standard for CT chargen. Unlike the other prior careers, in School everyone can use Table 1 but the player must decide what kind of school the character will go for (Trade School, College or Professional School) at the time of the admission roll. Skills can only be rolled for on that table. The success roll if made gives the character +1 EDU, representing their overall studies. If the success roll is missed, do not roll for Honors. In subsequent terms, the character may transfer up (TS>C>PS) but this must be announced before making the success roll.


Skill acquisition goes as follows:

Term 1 roll 1d on the Personal Development table and 1d on the appropriate school table. Receive Skill-2 in the skill rolled on the school table. Honors students get Skill-3 instead of Skill-2.
Subsequent terms are resolved the same as term one, but the student gets only one skill roll, or two if they make the honors list. Instead of rolling, the player can choose +1 in an existing skill or they can roll and take Skill-1 in a new skill. Note also the increasing penalty towards retention in school after the second term.


Career: School
Admission – 9+ DM +2 if Edu 9+
Success – 7+ DM +2 if Int 8+
Honors – 9+ DM +1 if Edu 9+
Retention – 6+ DM -1 per term past 2


Skill Tables (I'm sorry about the formatting)


Roll Personal Development Trade School College Professional School

1 +1 Edu// Mechanical// Admin// Medical
2 +1 Edu// Gravitics// Broker// Engineering
3 +1 Str// Robotics// Trader// Instruction
4 +1 Int// Computer// Survey// Legal
5 +1 End// Electronics// Navigation// Science
6 Brawling// Jack-o-T// Commo// Pilot

Mustering Out Tables
Roll Benefits Cash
1 Low Passage 1000
2 Equipment 2000
3 +1 Int 2000
4 Credentials 3000
5 Credentials 4000
6 High Passage 5000
7 +1 Soc 5000
DM +1 if any skill at Skill-5


Notes on Skills
All skills are taken from CT books 1-8 with the exception of Science. Science is a cascade skill which the player can select. Any branch of science not covered by another held skill can be specified.
Notes on Benefits
Credentials means that the character is formally recognized by a relevant professional or trade organization. This includes formal degrees from an accredited institution and some recognized contribution to the field such as research or innovative practice. It has no cash value and cannot be transferred, but a Credentialed character can claim greater compensation from a patron and get a bonus (Referee's discretion) on reactions when operating within the character's chosen field.
Equipment means the character has been given at no cost a set of standard tools (or other logical equipment) relevant to the area of highest skill. For example, a character with Mechanical-3 would receive a standard Mechanical tool kit. If the highest skill does not have standard tools, then the player can choose a set for another skill.


:) I happen to work in higher education, so this seemed like an interesting alternative to the more militarily oriented standard six careers in CT. I have read the article on the Imperial Academy of Science and Medicine in JTAS 22, but that seems over-complicated and gets way too specific in its scientific fields. So this aims to be simpler. Hope you like it.
 
Here are two of the first characters I generated using this system:

8777B7 Age 34 Cr 6,000
School, 4 terms (2 College, 2 Professional School)
Admin-3 Broker-1 Medical-2, Instruction-1
Medical Kit, Admin Credentials


957894 Age 30 Cr 10,000
School, 3 terms Trade School
Jack-o-T-3, Gravitics-2

Cheers,

Bob W.
 
I've always thought that one of the best benefits of college was what one learned outside of the classroom, like interpersonal skills and making contacts. So I'd suggest Liaison in there somewhere. Maybe Streetwise for Trade School?
 
While I like the idea, I find the skills selection too limited. I also see a problem if anyone rolls as first skill Jack-o-T, he begins with Jack-o-T 2 or 3, and might rise it automatically at any term...

So I suggest those new tables and changes:

Term 1 roll 1d on the any non school table and 1d on the appropriate school table. Receive Skill-2 in the skill rolled on the school table. Honors students get Skill-3 instead of Skill-2.

Subsequent terms are resolved the same as term one, but the student gets only one skill roll, or two if they make the honors list. Instead of rolling, the player can choose +1 in an existing skill (maximum one per term, NA for JOT) or they can roll and take the skill rolled, as usual. Note also the increasing penalty towards retention in school after the second term.

Changes on the rules are in bold.

Advanced table may only be rolled if Edu is 8+ (as usual). If one of the school skills is 3+, you may choose (prior to rolling) a +1 to the die.

Tables:

Die roll....Pers.develop....Social..........Adv education
1........... +1 edu...........carousing...... +1 edu
2...........+1 int............gambling........Liaison
3........... +1 str............Streetwise.....Jack-o-T
4...........+1 dex...........Brawling.........Admin
5...........+1 edu...........vehicle..........Computer
6...........+1 edu...........carousing.......bribery
7...........+1 soc...........+1 soc...........Instruction

Die roll Trade College Profesional
1...........Admin.............Admin..........Admin
2...........Gravitics.........Broker..........Engineering
3...........Robotics.........Trader..........Legal
4...........Computer........Survey.........Science
5...........Electronics......Navigation.....Pilot
6...........Mechanics.......Commo.........Medical
7...........Jack-o-T.........Jack-o-T......Jack-o-T

Hope it helps.

EDIT:I'd also like to know if there's any benefit if credential is received more than once
 
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While I like the idea, I find the skills selection too limited. I also see a problem if anyone rolls as first skill Jack-o-T, he begins with Jack-o-T 2 or 3, and might rise it automatically at any term...

So I suggest those new tables and changes:



Changes on the rules are in bold.

Advanced table may only be rolled if Edu is 8+ (as usual). If one of the school skills is 3+, you may choose (prior to rolling) a +1 to the die.

Tables:

Die roll....Pers.develop....Social..........Adv education
1........... +1 edu...........carousing...... +1 edu
2...........+1 int............gambling........Liaison
3........... +1 str............Streetwise.....Jack-o-T
4...........+1 dex...........Brawling.........Admin
5...........+1 edu...........vehicle..........Computer
6...........+1 edu...........carousing.......bribery
7...........+1 soc...........+1 soc...........Instruction

Die roll Trade College Profesional
1...........Admin.............Admin..........Admin
2...........Gravitics.........Broker..........Engineering
3...........Robotics.........Trader..........Legal
4...........Computer........Survey.........Science
5...........Electronics......Navigation.....Pilot
6...........Mechanics.......Commo.........Medical
7...........Jack-o-T.........Jack-o-T......Jack-o-T

Hope it helps.

EDIT:I'd also like to know if there's any benefit if credential is received more than once

I can see your point, McPerth, about J-o-T. I understand that there are several (if you'll pardon the pun) schools of thought on how to implement J-o-T skill. The skill list is limited, I agree, but part of my objective for this career was to generate specialists, with higher skill in one or two areas, in contrast with the standard six where you're likely to generate a character with skill-1 in a larger number of areas.
I had not thought out the effects of rolling Credentials more than once, but I think it could be taken as heightening one's reputation in that professional area - not necessarily the most skilled practitioner, but an active researcher or advocate; someone whose name will be recognized. The more rolls for credentials, the more famous the character is.
Thanks for your ideas!

Cheers,

Bob W.
 
I can see your point, McPerth, about J-o-T. I understand that there are several (if you'll pardon the pun) schools of thought on how to implement J-o-T skill. The skill list is limited, I agree, but part of my objective for this career was to generate specialists, with higher skill in one or two areas, in contrast with the standard six where you're likely to generate a character with skill-1 in a larger number of areas.
I had not thought out the effects of rolling Credentials more than once, but I think it could be taken as heightening one's reputation in that professional area - not necessarily the most skilled practitioner, but an active researcher or advocate; someone whose name will be recognized. The more rolls for credentials, the more famous the character is.
Thanks for your ideas!

Cheers,

Bob W.

Even with the tables I suggested you're likely to end with one high level skill, against many secondaries (due to the rule of the first term and the possibility to take one level of automatic skill instead of rolling), but I agree with agorski about the social skills that can be learned in the School.

I'd also wanted to restrict the instruction skill to those who already have a skill at level 3+ (extrapolating from the description on the medical skill, both in Bk2 page 20 and in suplement 4:CotI, where it says medical 2- means nurses or medics, it means a full graduate) assuming that only full graduates may teach at a university.

About JOT skill, I always liked the MT rule about it (allowing you to reroll failed tasks), but if you use it by reducing the negative modifier for non skilled tasks, here is (IMHO) too easy to end with JOT 4, so forfeiting the unskilled modifier and having a character far too multi pourposed (equivalent to level 0 in all skills).
 
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