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Classic TRAVELLER Athletes

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:Position
3:+1 Endur
4:Leader
5:Streetwise
6:+1 Educ

Service Skills
1:Acrobatics
2:Position
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:Position

Advanced Education
1:Admin
2:Position
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!
 
So doesn't the acrobatics skill fit better with Zero-G Combat? And/or does it translate to Vacc Suit or Zero-G Combat at all as you run it?
 
uhhh...what?

Yeah, it does. Like I said, it's not the final draft I wrote this down from, and I was tired last night and in a hurry to get it out there. I'll tweak it when I gt time.
 
Hmmm...

I came in to read through all the posts that my CT rules would generate.

What I ended up doing was taking a broom to the cobwebs...
 
What I ended up doing was taking a broom to the cobwebs...


BlackIrish,

Well, you did mention you were going to post some tweaks.

Tell you what, I've noticed that people love examples, so why don't you roll up a few athletes using your rules?

You could make each example an archetype too: Strong for boxing, weightlifting, etc. Agile for baseball, fencing, etc. Speedy for sprinters, etc. Endurance for marathoners, etc. You get the idea.

Some examples, along with explanations of why you feel each character represents what they represent, should be sure to spark some interest.


Regards,
Bill
 
....muttering to self....

I need to write up my Athletes service and post it. I took inspiration from Piers Anthony's "Phaze" series and have the Athletes divided up into six "sub-services" based on the kind of sport. IIRC, it went:

Individual Non-Combat Sports - track and field, parajumping, mountaineering
Individual Combat Sports - duelling, fencing, boxing, other martial arts, gladitorial games
Team Non-Combat Sports - baseball, football
Team Combat Sports - gravball, paintball, mass gladitorial battles
Machine Non-Combat Sports - racing in any kind of vehicle
Machine Combat Sports - combat in vehicles

I still have it around somethere as a pen-and-paper writeup, I'll dig it out and post it when I have time.
 
BlackIrish,

Well, you did mention you were going to post some tweaks.
Tell you what, I've noticed that people love examples, so why don't you roll up a few athletes using your rules?
Regards,
Bill

Already done, Bill. Those characters are present in the Adventurers section...

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=22316

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=22381

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=22445

:P
 
I fiddled with the idea in the past too. Basically i had the idea of including support skills like electronics, etc. for 3rd & 4th stringers. Of course I was thinking advanced generation and rolling each year for which string with Dms for past performance.

As an example: Std gravity Football. Implication: Must transport field or have a field installed that has grav controls if not on a std gee planet. Therefore, you have backups who function as equipment operators and caretakers. In a year in which you are not 1st or 2nd string, you get chance to earn skills in the operation/maintenance areas, while those actually playing have a chance to earn physical skills and/or stat inprovements.

If you roll 12 on re-inlistment, your are taking a championship tour to defend a title.

Hope that helps
 
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