Sifu Blackirish
SOC-14 1K
Yes, it has been quite a while since this thread was up. I did some work on the advanced CG model, then RL pushed it aside.
Well, I found the old notes, and my Muse returned, so I went to work.
I have Pre-enlistment and college rules done, and am working on the advanced year by year model. In the meantime, I present these Ct rules for your enjoyment. I am not sure if these are the final draft or not, but it's pretty close, so enjoy!
(I cannot take credit for this alone. Many of you COTI members added to the stew that fermented in my brain until these rules came to fruition. Full credits will be given when I publish the full ruleset...)
Enlistment: 10+; DM +1 if Stren 9+, DM +2 if Dext 9+
Draft: none
Survival: 7+; DM +2 if Endur 9+
Position 8+; DM +1 if Intel 9+
Promotion: 6+; DM +1 if Educ 9+
Return: 7+
2 skills per term
Auto skills:
0-Athlete/Acrobatics
1-Subsector/Position
3-Sector/Sport
Ranks:
0-Planetary
1-Subsector
2-Sector
3-Quadrant
4-Sector
5-Ward (Spinward, Coreward, Trailing, Rimward)
6-Realm
Personal Development
1:Acrobatics
2
osition
3:+1 Endur
4:Leader
5:Streetwise
6:+1 Educ
Service Skills
1:Acrobatics
2
osition
3:Medical
4:Melee Cbt
5:Blade Cbt
6:Brawling
Education
1:Melee Cbt
2:Blade Cbt
3:Sport
4:+1 Stren
5:+1 Dext
6
osition
Advanced Education
1:Admin
2
osition
3:Recruiting
4:Liaison
5:Instruction
6:Sport
Muster Out Benifits
1:Low Psg
2:Weapon
3:High Psg
4:Award
5:Yacht
6:+1 Social
7:Travellers'
Muster Out Cash
1:1,000
2:5,000
3:10,000
4:50,000
5:50,000
6:100,000
7:200,000
Skill descriptions
Acrobatics - the character is able to be in control of body position and actions, similar to Vacc Suit skill
Position - the character has the skills and attributes necessary for playing his particular position in his chosen field of athletic endeavor
Sport - the character has knowledge of how his position fits in with others on a team, or strategic knowledge of his individual activities
Now that I typed it up, I know it's not complete. Enjoy anyway!
Well, I found the old notes, and my Muse returned, so I went to work.
I have Pre-enlistment and college rules done, and am working on the advanced year by year model. In the meantime, I present these Ct rules for your enjoyment. I am not sure if these are the final draft or not, but it's pretty close, so enjoy!
(I cannot take credit for this alone. Many of you COTI members added to the stew that fermented in my brain until these rules came to fruition. Full credits will be given when I publish the full ruleset...)
Enlistment: 10+; DM +1 if Stren 9+, DM +2 if Dext 9+
Draft: none
Survival: 7+; DM +2 if Endur 9+
Position 8+; DM +1 if Intel 9+
Promotion: 6+; DM +1 if Educ 9+
Return: 7+
2 skills per term
Auto skills:
0-Athlete/Acrobatics
1-Subsector/Position
3-Sector/Sport
Ranks:
0-Planetary
1-Subsector
2-Sector
3-Quadrant
4-Sector
5-Ward (Spinward, Coreward, Trailing, Rimward)
6-Realm
Personal Development
1:Acrobatics
2

3:+1 Endur
4:Leader
5:Streetwise
6:+1 Educ
Service Skills
1:Acrobatics
2

3:Medical
4:Melee Cbt
5:Blade Cbt
6:Brawling
Education
1:Melee Cbt
2:Blade Cbt
3:Sport
4:+1 Stren
5:+1 Dext
6

Advanced Education
1:Admin
2

3:Recruiting
4:Liaison
5:Instruction
6:Sport
Muster Out Benifits
1:Low Psg
2:Weapon
3:High Psg
4:Award
5:Yacht
6:+1 Social
7:Travellers'
Muster Out Cash
1:1,000
2:5,000
3:10,000
4:50,000
5:50,000
6:100,000
7:200,000
Skill descriptions
Acrobatics - the character is able to be in control of body position and actions, similar to Vacc Suit skill
Position - the character has the skills and attributes necessary for playing his particular position in his chosen field of athletic endeavor
Sport - the character has knowledge of how his position fits in with others on a team, or strategic knowledge of his individual activities
Now that I typed it up, I know it's not complete. Enjoy anyway!