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CT+ Careers

instead of trying to cram all possible careers into a limited yet all-inclusive system, why not take a template approach. list twelve to eighteen careers and sub-careers as examples, then specifically say that players who want to make their own can do so following the general template of those provided.

save you a lot of hair pulling and hair splitting.
 
That was kind of what I am suggesting: 12 careers that are very Traveller, with an example or two of how to "tweak" them or downright make your own.
 
Here's a bash at the Navy career. I've worked from the CT and MT versions and tried to fit to the skill list we have. I did find the need to invent a couple more cascades though I tried to avoid this (otherwise it would turn into MT). I also noticed Vacc Suit and Astrogation were available in a lot of places so poached a couple of their appearances to add in Vehicle and Leader which seemed odd ommissions.

I'm not saying this is a finished item - just thought I'd set the ball rolling:

Navy

Enlistment: 8+, DM +1 if 8+ Int, DM +2 if 9+ Edu
Survival: 5+, DM +2 if 7+ Int
Commission: 10+, DM +1 if 9+ Soc
Promotion: 8+, DM +1 if 8+ Edu
Special Duty: 5+
Reenlist: 6+

Ranks + Benefits as CT/MT

Automatic Skills:
Navy - Vacc Suit 0
Captain - +1 Soc
Admiral - +1 Soc

Skills:
Personal Development
1. +1 Str
2. +1 Dex
3. +1 End
4. Clandestine
5. Mental = (+1 Int or +1 Edu)
6 +1 Soc

Service Skills
1. Vehicle - Ship's Boat
2. Vacc Suit
3. Forward Obs.
4. Space Combat = (Gunnery, Ship Tactics, Fleet Tactics, Sensor Ops)
5. Blade
6. Firearm

Advanced Education
1. Vehicle
2. Mechanic
3. Technical
4. Space
5. Space combat
6. J-o-T

Advanced Education II (8+ Edu required)
1. Medic
2. Leader
3. Technical
4. Space
5. Space
6. Admin
 
Looks good
, now how many more do we need ;)

I would either stick to MT, or reduce it down to

Army
Navy
Marines
Scouts
Law Enforcement
Pirate

Noble
Merchant
Belter
Scientist
Rogue
Barbarian

Reasoning being that the wet navy and flyer are part of the Army - just pick the right skills.
Doctors can qualify from the military or a civilian service (merchant, scientist).
Diplomats and bureaucrats fall into the realm of the career noble.
And a hunter career? More like a specialist merchant enterprise, noble pastime, or something you do during game time ;)
 
Originally posted by Sigg Oddra:
Diplomats and bureaucrats fall into the ralm of the career noble.
Maybe the other way around, Sigg. Three reasons for saying that. 1) Most bureaucrats _won't_ be Nobles. 2) If we swap it, it becomes easier to divorce from the OTU, since your diplomats and bureaucrats don't have to be in an Imperial setting. 3) Because I like the term Officials for the career.
file_22.gif
 
The list tries to do away with - how can I put this politely? - boring career types
file_23.gif
file_22.gif
;)

Do you mean official replaces noble, diplomat and bureaucrat?

Neat idea
 
Ok - response seems to be favourable to the Navy proposal so here's another safe one.

[EDIT: this has been edited after I realised that there was no Zero-G skill available in what I first proposed]

This needs one new cascade as there wasn't enought room to have Battle Dress, Heavy Weapons and Zero G listed as separate items. I've put this in instead of a Blade Combat and one of the MT Special Combats.

As before - this is a first version for comment and adjustment:

Marines

Enlistment: 9+, DM +1 if 8+ Int, DM +2 if 8+ Str
Survival: 6+, DM +2 if 8+ End
Commission: 9+, DM +1 if 7+ Edu
Promotion: 9+, DM +1 if 8+ Soc
Special Duty: 4+
Reenlist: 6+

Ranks + Benefits as CT/MT

Automatic Skills:
Marine - Vacc Suit 0
Marine - Large Blade 1
Lieutenant - Handgun 1

Skills:
Personal Development
1. +1 Str
2. +1 Dex
3. +1 End
4. Clandestine
5. Brawling
6. Blade

Service Skills
1. Vehicle
2. Vacc Suit
3. Blade
4. Firearm
5. Special Combat = (Battle Dress or Heavy Weapons or Zero-G )
6. Firearm

Advanced Education
1. Vehicle
2. Mechanic
3. Technical
4. Tactics
5. Soldier
6. Special Combat

Advanced Education II (8+ Edu required)
1. Medic
2. Tactics
3. Tactics
4. Technical
5. Leader
6. Admin
 
My final submission before falling unconscious for the night is an other safe bet - Army.

I again used the Cascade I proposed in Marines - Special Combat.

Army

Enlistment: 5+, DM +1 if 6+ Dex, DM +2 if 5+ End
Survival: 5+, DM +2 if 6+ Edu
Commission: 5+, DM +1 if 7+ End
Promotion: 6+, DM +1 if 7+ Edu
Special Duty: 6+
Reenlist: 7+

Ranks + Benefits as CT/MT

Automatic Skills:
Army - [Combat?] Rifleman 1
Lieutenant - SMG 1

Skills:
Personal Development
1. +1 Str
2. +1 Dex
3. +1 End
4. Clandestine
5. +1 Edu
6 Brawling

Service Skills
1. Vehicle
2. Vehicle - Grav Vehicle
3. Firearm
4. Soldier
5. Blade
6. Firearm

Advanced Education
1. Vehicle
2. Mechanic
3. Technical
4. Tactics
5. Special Combat = (Battle Dress or Heavy Weapons or Zero-G)
6. Firearm

Advanced Education II (8+ Edu required)
1. Medic
2. Tactics
3. Tactics
4. Technical
5. Leader
6. Admin
 
(more mud in the water) how about something along these lines. it's not meant to represent any particular career, the skills are just filler for now. the idea is that as per ct the player chooses between personal, technical, and the two advanced tables, then either chooses which line in the table and rolls for the skills listed therein or rolls for which line in the table and chooses the skills listed therein. whichever section is diced can have lines or skills repeated to reflect their greater likelihood. this enables both randomness and choice.

PERSONAL
Physical (Strength++, Dexterity++, Endurance++)
Personal (Intelligence++, Education++)
Social (Carousing, Liaison, Social Standing++, xxx, xxx, xxx)
Combatives (Pistol, Blade, Brawling, xxx, xxx, xxx)
xxx
xxx
TECHNICAL
Vehicle (cascade)
Technical (Mechanics, Communications, Damage Control, xxx, xxx, xxx)
Combat (Tactics, Recon, Armor, Weapons(cascade), xxx, xxx)
xxx
xxx
xxx
ADVANCED
Technical (Electronics, Mechanics, Communications, xxx, xxx, xxx)
Combat (Tactics, Leadership, Armor, weapons(cascade), xxx, xxx)
Gunnery (Lasers, Missiles, Sand, xxx, xxx, xxx)
xxx
xxx
xxx
ADVANCED (ED 8+)
Medical (Medical, Robotics, xxx, xxx, xxx, xxx)
Technical (Computer, Gravitics, Robotics, Electronics, xxx, xxx)
Flight (Pilot, Navigation, Engineering, xxx, xxx, xxx)
Combat (Fleet Tactics, Ship Tactics, Leadership, xxx, xxx, xxx)
Administration (Administration, Liaison, Leadership, xxx, xxx, xxx)
xxx
 
Sorry, flykiller, but I don't follow. I have always allowed the roll, then pick the table in CT Basic. The rules say you pick the table, then roll. Is this what you mean?
 
Originally posted by Sigg Oddra:
The list tries to do away with - how can I put this politely? - boring career types
file_23.gif
file_22.gif
;)
"Boring career types" is a personal opinion.

What is boring to you is not considered boring to another GM, player or roleplayer. Thus, any decision to "do away" with or to marginalize the boring careers (e.g. the non-combat non-action type careers) is clearly an arbitrary decision here.
 
Here goes my take on Rogues...

Feel free to edit as necessary


Rogues

Enlistment: 6+, DM +1 if 6- Soc, DM +2 if 7+ End
Survival: 7+, DM +2 if 9+ INT
Special Duty: 5+
Reenlist: 5+

Ranks and benefits per CT/MT

Auto skills:
streetwise -1

personal
1 physical
2 +1 Dex
3 +1 End
4 clandestine
5 brawling
6 blade cbt

Service
1 melee cbt
2 firearm
3 carousing
4 vehicle
5 mechanical
6 vehicle

Adv 1
1 clandestine
2 forgery
3 demolitions
4 tactics
5 leader
6 J O T

ADV 2
1 clandestine
2 computer
3 liason
4 admin
5 law
6 medic

* since there are no ranks maybe Rogues could receive 2 skills per term plus special duty

Tom
 
* since there are no ranks maybe Rogues could receive 2 skills per term plus special duty
Actually this is a very fair counter-balance for the classes that do not get ranks.

If I recall, this is how many classes were handled in many of the 3rd party Traveller booklets (e.g. from licensees like Paranoia Press and FASA). The classes did not have any ranks or promotions, but they were entitled to roll 2 skills each term.
 
Maladominus, you are right on the 2 skills per term.

I think you are wrong on the "boring" career types, though. Diplomat and Bureaucrat (esp. Bureaucrat) were just not the kind of career 99% of players were going to choose. If we combine them into Official with Noble, it allows for the 1% to do their thing. They just have to tweak it a bit to get the proper feel for what they want.
 
Sorry, flykiller, but I don't follow.
the player picks (say) the advanced education (8+) table. he then either rolls d6 to find a line on that table and then picks one or two skills from that line, or picks a line on that table and then rolls for one or two skills on that line.
 
So there would be multiple skills per slot or are we picking skills from the same line in a different Career table?

Tom
 
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