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CT 2nd Careers

Okay, I've condensed my previous posts in this thread a bit, so as to present it better.

To Transfer from one service to another:

1) Attempts are made at the end of a successfully completed term in which the character has made the survival roll. Thus, the character must complete at least one full 4-year term before requesting a transfer.

2) Roll 2D versus the enlistment roll of the service being transferred to. A successful roll means that the transfer has been granted, and the character starts the next term in the new service. DMs to this roll are as stated for that service, and include:

DM = SOC minus 10.
DM = -1 per term (1 term DM = -1; 2 terms, -2, etc.), including all previous services.
DM = -1 per transfer attempt (whether successful or not).

3) A character can be drafted only once in their lives, but can request a transfer as many times as they want, up to once per term. Their request won't necessarily be granted, but each transfer request is counted against their success roll.

4) Commissioned military officers and merchant officers transfer between merchant and military branches as officers. Enlisteds, Scouts, and Other transfer as enlisted. Normal chances for commission and promotion in new service apply.

5) Successfully transferring from one military branch to another causes a reduction in rank by one, to a minimum rank of E1 or O1. This applies when transferring between Merchant and military branches, as well. Scouts and Other transfer into a miltary service as E1.

6) Merchant and Military members transferring to Other or Scouts lose all commissioned and enlisted rank, even if they later try to transfer to another military service.

7) A character can transfer only to a profession that they have not previously held.

8) Characters who leave a profession after one-half term (a "failed" survival roll) may not apply for transfer. The failure implies a serious medical or legal issue that would eliminate the character's desirability in the new service.
 
Okay, I've condensed my previous posts in this thread a bit, so as to present it better.

To Transfer from one service to another:

1) Attempts are made at the end of a successfully completed term in which the character has made the survival roll. Thus, the character must complete at least one full 4-year term before requesting a transfer.

2) Roll 2D versus the enlistment roll of the service being transferred to. A successful roll means that the transfer has been granted, and the character starts the next term in the new service. DMs to this roll are as stated for that service, and include:

DM = SOC minus 10.
DM = -1 per term (1 term DM = -1; 2 terms, -2, etc.), including all previous services.
DM = -1 per transfer attempt (whether successful or not).

3) A character can be drafted only once in their lives, but can request a transfer as many times as they want, up to once per term. Their request won't necessarily be granted, but each transfer request is counted against their success roll.

4) Commissioned military officers and merchant officers transfer between merchant and military branches as officers. Enlisteds, Scouts, and Other transfer as enlisted. Normal chances for commission and promotion in new service apply.

5) Successfully transferring from one military branch to another causes a reduction in rank by one, to a minimum rank of E1 or O1. This applies when transferring between Merchant and military branches, as well. Scouts and Other transfer into a miltary service as E1.

6) Merchant and Military members transferring to Other or Scouts lose all commissioned and enlisted rank, even if they later try to transfer to another military service.

7) A character can transfer only to a profession that they have not previously held.

8) Characters who leave a profession after one-half term (a "failed" survival roll) may not apply for transfer. The failure implies a serious medical or legal issue that would eliminate the character's desirability in the new service.
 
I'm thinking this...

"Simple" is what I gravitate too.

1) Use common sense when attempting another career. Typically, military careers should be conducted early in a character's life rather than later.

2) Use a -1 DM for enlistment on a second career, a -2 DM for enlistment on a third career, etc.

3) Characters can attempt any careers as long as they follow points 1 and 2 above.

4) Enforce the Survival rule. Not to necesarily kill the character, but to indicate that the character must be put into play after a failed Survival roll (i.e., additional careers are not possible after a failed survival roll).





I'm thinking just those four points. That way, a character can skip around careers, if he likes. But ANY failed survival throw means the character is done with CharGen. So, as long as he makes Surival checks in his career, he can continue in that career, or even try another career (with the appropriate enlistment DMs).

The Maxium Terms rule limits CT characters to 8 terms unless mandatory re-enlistment is thrown. I've changed that too. Starting on Term 9 (of all careers), the re-enlistment throw becomes the number of the Term. So, Term 9 is a 9+ to re-enlist. Term 10 is a 10+ to re-enlist. And so on.

And, I am going to enforce the Experience Limit rule, so it may not be beneficial for a character to go antoher term.

I think that should still produce balanced CT characters with the choice of switching careers.




EDIT: Looking at the Vargr, I see they're allowed to attempt different careers when they are discharged on the Success table. They muster out of each career before enlisting in the next. But, Vargr who do this suffer a penalty of -1 Muster Out benefit on each career.

I think that's fair to apply to Humans as well. I'll follow the rules I laid out above, but, when mustering out, it's -1 benefit if they're moving on to a second career.




In sum, the rule is:

-A- Use Common Sense.

-B- Characters may attempt other careers simply by stating the fact, as long as mandatory re-enlistment wasn't thrown on the prior career. A penalty of -1 muster out benefit applies to each career, and a penalty of -1 DM per additional career cumulative applies to enlistment throws for later careers.

-C- Failed Survival throws indicate Character Generation is over. Additional careers not possible after a failed Survival throw.

-D- Enforce the Experience Limit.
 
I'm thinking this...

"Simple" is what I gravitate too.

1) Use common sense when attempting another career. Typically, military careers should be conducted early in a character's life rather than later.

2) Use a -1 DM for enlistment on a second career, a -2 DM for enlistment on a third career, etc.

3) Characters can attempt any careers as long as they follow points 1 and 2 above.

4) Enforce the Survival rule. Not to necesarily kill the character, but to indicate that the character must be put into play after a failed Survival roll (i.e., additional careers are not possible after a failed survival roll).





I'm thinking just those four points. That way, a character can skip around careers, if he likes. But ANY failed survival throw means the character is done with CharGen. So, as long as he makes Surival checks in his career, he can continue in that career, or even try another career (with the appropriate enlistment DMs).

The Maxium Terms rule limits CT characters to 8 terms unless mandatory re-enlistment is thrown. I've changed that too. Starting on Term 9 (of all careers), the re-enlistment throw becomes the number of the Term. So, Term 9 is a 9+ to re-enlist. Term 10 is a 10+ to re-enlist. And so on.

And, I am going to enforce the Experience Limit rule, so it may not be beneficial for a character to go antoher term.

I think that should still produce balanced CT characters with the choice of switching careers.




EDIT: Looking at the Vargr, I see they're allowed to attempt different careers when they are discharged on the Success table. They muster out of each career before enlisting in the next. But, Vargr who do this suffer a penalty of -1 Muster Out benefit on each career.

I think that's fair to apply to Humans as well. I'll follow the rules I laid out above, but, when mustering out, it's -1 benefit if they're moving on to a second career.




In sum, the rule is:

-A- Use Common Sense.

-B- Characters may attempt other careers simply by stating the fact, as long as mandatory re-enlistment wasn't thrown on the prior career. A penalty of -1 muster out benefit applies to each career, and a penalty of -1 DM per additional career cumulative applies to enlistment throws for later careers.

-C- Failed Survival throws indicate Character Generation is over. Additional careers not possible after a failed Survival throw.

-D- Enforce the Experience Limit.
 
multiple pre-play careers are explicitly restricted to Vargr. (See AM Vargr and TTA.)
 
multiple pre-play careers are explicitly restricted to Vargr. (See AM Vargr and TTA.)
 
Originally posted by Aramis:
multiple pre-play careers are explicitly restricted to Vargr. (See AM Vargr and TTA.)
I know. I was just borrowing the idea in order to come up with a rule to where human characters could jump careers and not unbalance the game.

I'm wondering, though, why it isn't officially "legal" for characters to jump careers? It seems logical (at 18, you join the Army, do 4 years, then become something else once your enlistment is up). And, I can't see how it would unbalance the game--if you enforced Survival, mandatory retirement at seven terms, and the Experience Limit.

I don't anything different in a character that goes 3 terms in the army, and a character that goes 1 term in the marines and then 2 terms as a diplomat.

Maybe it's the automatic skills that are considered unbalancing?
 
Originally posted by Aramis:
multiple pre-play careers are explicitly restricted to Vargr. (See AM Vargr and TTA.)
I know. I was just borrowing the idea in order to come up with a rule to where human characters could jump careers and not unbalance the game.

I'm wondering, though, why it isn't officially "legal" for characters to jump careers? It seems logical (at 18, you join the Army, do 4 years, then become something else once your enlistment is up). And, I can't see how it would unbalance the game--if you enforced Survival, mandatory retirement at seven terms, and the Experience Limit.

I don't anything different in a character that goes 3 terms in the army, and a character that goes 1 term in the marines and then 2 terms as a diplomat.

Maybe it's the automatic skills that are considered unbalancing?
 
Originally posted by Berg:
That's probably the problem... how is it handled with the Vargr's?
They can jump careers with no penalty, but they can't do it at the player's choice. They have to be discharged on the Success table--a table specific to Vargr CharGen.

Each term, Vargr may roll on the Success table. That table can raise/lower Charisma, raise/lower rank, or end in a discharge.

If the character is discharged, a second career is possible with no penalty on enlistment. But, there is a penalty of -1 Muster Out Benefit on each career (a Vargr with only one career will get all of his Muster Out Benefits).

But, the Vargr get all Automatic Skills for each career they have.

In sum: Discharge has to be rolled; Switching careers only costs -1 Muster Out Benefit.
 
Originally posted by Berg:
That's probably the problem... how is it handled with the Vargr's?
They can jump careers with no penalty, but they can't do it at the player's choice. They have to be discharged on the Success table--a table specific to Vargr CharGen.

Each term, Vargr may roll on the Success table. That table can raise/lower Charisma, raise/lower rank, or end in a discharge.

If the character is discharged, a second career is possible with no penalty on enlistment. But, there is a penalty of -1 Muster Out Benefit on each career (a Vargr with only one career will get all of his Muster Out Benefits).

But, the Vargr get all Automatic Skills for each career they have.

In sum: Discharge has to be rolled; Switching careers only costs -1 Muster Out Benefit.
 
Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by Aramis:
multiple pre-play careers are explicitly restricted to Vargr. (See AM Vargr and TTA.)
I know. I was just borrowing the idea in order to come up with a rule to where human characters could jump careers and not unbalance the game.

I'm wondering, though, why it isn't officially "legal" for characters to jump careers? It seems logical (at 18, you join the Army, do 4 years, then become something else once your enlistment is up). And, I can't see how it would unbalance the game--if you enforced Survival, mandatory retirement at seven terms, and the Experience Limit.

I don't anything different in a character that goes 3 terms in the army, and a character that goes 1 term in the marines and then 2 terms as a diplomat.

Maybe it's the automatic skills that are considered unbalancing?
</font>[/QUOTE]That's always been my thinking. As noted, though, that's an easy fix. The only other unbalancing factor might be that a character gets a broader spectrum of skills. But I doubt CT's character generation systems are that finely balanced...

Of course, some careers might have age limits -- the military being the most obvious example. For those careers, I'd have a maximum age of 30 to enlist. This would also allow you to do the relatively common thing of 1-2 terms in the military, followed by your "real" career.

--Ty
 
Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by Aramis:
multiple pre-play careers are explicitly restricted to Vargr. (See AM Vargr and TTA.)
I know. I was just borrowing the idea in order to come up with a rule to where human characters could jump careers and not unbalance the game.

I'm wondering, though, why it isn't officially "legal" for characters to jump careers? It seems logical (at 18, you join the Army, do 4 years, then become something else once your enlistment is up). And, I can't see how it would unbalance the game--if you enforced Survival, mandatory retirement at seven terms, and the Experience Limit.

I don't anything different in a character that goes 3 terms in the army, and a character that goes 1 term in the marines and then 2 terms as a diplomat.

Maybe it's the automatic skills that are considered unbalancing?
</font>[/QUOTE]That's always been my thinking. As noted, though, that's an easy fix. The only other unbalancing factor might be that a character gets a broader spectrum of skills. But I doubt CT's character generation systems are that finely balanced...

Of course, some careers might have age limits -- the military being the most obvious example. For those careers, I'd have a maximum age of 30 to enlist. This would also allow you to do the relatively common thing of 1-2 terms in the military, followed by your "real" career.

--Ty
 
Originally posted by Supplement Four:
They can jump careers with no penalty, but they can't do it at the player's choice. They have to be discharged on the Success table--a table specific to Vargr CharGen.

Each term, Vargr may roll on the Success table. That table can raise/lower Charisma, raise/lower rank, or end in a discharge.

If the character is discharged, a second career is possible with no penalty on enlistment. But, there is a penalty of -1 Muster Out Benefit on each career (a Vargr with only one career will get all of his Muster Out Benefits).

But, the Vargr get all Automatic Skills for each career they have.

In sum: Discharge has to be rolled; Switching careers only costs -1 Muster Out Benefit.
With a tip of the hat to the Vargr rules, what about something very simple like this:

-- Enforce the Surival Rule, the Experience Limit, and the Maxiumum Terms rule. Those are limits to keep characters from becoming too skilled and breaking the system.

-- The chance for an attempt on a second career is dependent on the Re-enlistment throw only.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Re-enlistment Throw Player's Choices
----------------------- -----------------
Mandatory Re-enlistment Mandatory Re-enlistment only
Successful Re-enlistment Re-enlistment or Muster Out
Failed Re-enlistment Muster Out or Second Career</pre>[/QUOTE]So, just as the Vargr, a second career is a possibility only when the re-enlistment roll is failed.

The Vargr impose a penalty of -1 Muster Out Benefit, on each career, if the character has two or more careers. I suppose that's to compensate for the character receiving automatic skills from two or more different careers.

If the Survival throw is enfored (along with the Experience Limit, and the Maximum Terms rule), I'm thinking this would work well.

What I like about it is that it's simple.
 
Originally posted by Supplement Four:
They can jump careers with no penalty, but they can't do it at the player's choice. They have to be discharged on the Success table--a table specific to Vargr CharGen.

Each term, Vargr may roll on the Success table. That table can raise/lower Charisma, raise/lower rank, or end in a discharge.

If the character is discharged, a second career is possible with no penalty on enlistment. But, there is a penalty of -1 Muster Out Benefit on each career (a Vargr with only one career will get all of his Muster Out Benefits).

But, the Vargr get all Automatic Skills for each career they have.

In sum: Discharge has to be rolled; Switching careers only costs -1 Muster Out Benefit.
With a tip of the hat to the Vargr rules, what about something very simple like this:

-- Enforce the Surival Rule, the Experience Limit, and the Maxiumum Terms rule. Those are limits to keep characters from becoming too skilled and breaking the system.

-- The chance for an attempt on a second career is dependent on the Re-enlistment throw only.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Re-enlistment Throw Player's Choices
----------------------- -----------------
Mandatory Re-enlistment Mandatory Re-enlistment only
Successful Re-enlistment Re-enlistment or Muster Out
Failed Re-enlistment Muster Out or Second Career</pre>[/QUOTE]So, just as the Vargr, a second career is a possibility only when the re-enlistment roll is failed.

The Vargr impose a penalty of -1 Muster Out Benefit, on each career, if the character has two or more careers. I suppose that's to compensate for the character receiving automatic skills from two or more different careers.

If the Survival throw is enfored (along with the Experience Limit, and the Maximum Terms rule), I'm thinking this would work well.

What I like about it is that it's simple.
 
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