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CT+ Careers

Ranger, If you make the Special by 4+, I still like the idea of going to a school, with a number of skills that replace all the other skills that term. Of course, you could say Special by 4, and odd, then its a school....

Casey, yeah, the divisible by 6 is so that you can randomize when the _need_ arises. And, so you get 6 to a page. And, I never thought of the Rogue as purely criminal, per se - more someone who skirts the edges of normal life. He doesn't hold a 9-5 job (least not for long), has probably "fractured" a law or too, and has skills that most "respectable" folks wouldn't know anything about....
 
Originally posted by Fritz88:
Ranger, If you make the Special by 4+, I still like the idea of going to a school, with a number of skills that replace all the other skills that term. Of course, you could say Special by 4, and odd, then its a school....

Casey, yeah, the divisible by 6 is so that you can randomize when the _need_ arises. And, so you get 6 to a page. And, I never thought of the Rogue as purely criminal, per se - more someone who skirts the edges of normal life. He doesn't hold a 9-5 job (least not for long), has probably "fractured" a law or too, and has skills that most "respectable" folks wouldn't know anything about....
Yeah, I would love to get schools into basic CG too. Making a 4+ odd roll for special duty a school tour would work. Since so much of the other things I'd like to see can now be done with existing rolls (combat tours, awards) you could justify adding 1 new roll for special duty tours to determine what the duty was and what specific school. I like the idea of making a special duty tour or school 4 skills, pick one then roll 4+ for the rest. If that is too chancy maybe pick 2 and roll 4+ for the rest.

Army Special Duty might look something like:

2-3 Recruiting (Recruiting, Admin, Persuasion, Carousing)
4-5 Commando School (Leadership, Tactics, Recon, +1 End)
6-7 Command School (Leadership, Admin, Instruction, Tactics)
8-9 Staff School (Admin, Planning, Presuasion, +1 Edu)
10-11 Intel School (Streetwise, Forgery, Bribery, Interogation)
12 General's Aide (+1 Soc, Admin, Leadership, Carousing)

P.S. I've also alway looked at Rogues as on the edge of the law, with P.I.s, Bounty Hunters, etc. as part of the Rouge career too.
 
I posted this a few hours ago on rpgnet:

For CT you could try this:

On a failed survival roll you have to immediately roll on the aging table regardless of how old the character is.
If the character is not 34 yet then use the 34 year old numbers.
 
Originally posted by Sigg Oddra:
I posted this a few hours ago on rpgnet:

For CT you could try this:

On a failed survival roll you have to immediately roll on the aging table regardless of how old the character is.
If the character is not 34 yet then use the 34 year old numbers.
And a fine, easily implemented, suggestion it is.

There do seem to be fairly regular threads over there. Quite encouraging.
 
Originally posted by Sigg Oddra:
I posted this a few hours ago on rpgnet:

For CT you could try this:

On a failed survival roll you have to immediately roll on the aging table regardless of how old the character is.
If the character is not 34 yet then use the 34 year old numbers.
Yes, very nice indeed. Much simpler than the T4+ table. This thread has really helped me improve my house rules for CG.
 
Uh, we did. We just had no COTI, not even a TML to share on.

Our house rules (CT)
Miss the survial roll, age roll, muster out and start playing.
Make the survival roll you can re-up
or
Muster out and try to enlist in another career. -1 to the enlistment roll for every term served. +1 for every skill on the new career's SST already held. Lose all rank, though.
Fail to enlist in another career and you start playing right now.

We had a couple of guys who did 1-2 terms in the Army, then went Scout. Or Merchant (like Cap'n Mal from "Firefly").
 
OK, here are my careers; 12 of 'em, to be exact. Yes, some of the names have been slightly changed, but I like this list.

</font>
  • Army: Surface and Air Forces of a world or system
    Includes from CT/MT - Army, Flyers, Sailors</font>
  • Explorer: Those trained in exploration, survival; frontiersman
    Includes from CT/MT - Scouts, Hunter</font>
  • Law Enforcement: Persons who enforce the law, provide security, investigate
    Includes from CT/MT - Law Enforcement</font>
  • Marine: The spaceborne, surface-capable, military arm
    Includes from CT/MT - Marines</font>
  • Mechanic: Anyone who gets their hands dirty for a living
    Includes from CT/MT - Other</font>
  • Merchant: Traders, merchantship crews, businessmen
    Includes from CT/MT - Merchants</font>
  • Navy: Space-resident combat arm
    Includes from CT/MT - Navy</font>
  • Official: All diplomats, bureaucrats, Nobles in government, etc.
    Includes from CT/MT - Diplomats, Bureaucrats</font>
  • Pirate: Buccaneers, privateers, people who say Aaaarrrgh
    Includes from CT/MT - Pirates</font>
  • Rogue: All those who reside on or near the seamier side of society
    Includes from CT/MT - Rogue, Other</font>
  • Scientist: Academicians, doctors, lab and field researchers
    Includes from CT/MT - Scientist, Doctor</font>
  • Spacer: Belters, space station crews, space bums
    Includes from CT/MT - Belter</font>
</font>
  • Barbarian: Homeworld with TL<6
    Can include - Army, Explorer, Law Enforcement, Mechanic, Merchant, Official, or Rogue</font>
  • Noble: Social Standing>A
    Can include - Any career (typical CT Noble would be an Official)</font>
Blaze away! :D
 
Here's an idea that's been running around in the back of my mind for a while. Considering that Book 7 has two significantly different types of Merchant careers (Merchant Line and Free Trader) wouldn't it make sense to break the basic career into to seperate careers?

Just a thought
 
Well, if their skill sets are different enough, then it's do-able. But if the adventurers end up being very similar, then there may be little benefit.

It is nice to know where a PC served during its career.
 
Yeah, I wasn't able to reproduce my Merchant/Pirate using CT basic chargen or MT basic. Mainly because the advanced chargen allowed me to give him a more diverse career with only a few rule breakings - Free Trader, major Merchant Line, switching to Piracy, then repenting of his ways...

I'm not sure I will tackle advanced chargen in MyT.
 
I can't see anything wrong with allowing characters to switch careers during generation, within certain limits.

Especially if it develops a good backstory for the character.
 
Well, I'm glad I finally synched up with this topic.


I haven't been spending time with the CT+ threads due to my infidel scheme to use completely different mechanics based on another game system. This is still a great topic -- lots of brain food, yum.

Just remember to take my suggestions with a grain of heresy, hehe...

CUSTOM PRIOR SERVICE

This idea occured to me while reading this thread. It suffers from a tendancy towards 'career bloat', but does allow some cool combos mentioned in previous posts regarding path-style and sub-career prior service. This probably exceeds the KISS threshold for CT+, but still seems relevant to some of the discussion here. CT++? :D

I'm using the term 'occupation' to describe all possible prior service templates in order to reserve terms like 'career' for smaller sub-categories.

First, I have grouped the occupations into three fundamental types. LIFESTYLE occupations are basic, 'background' occupations, similiar in concept to 'NPC Classes' from d20 (but robust enough for PCs, too). Examples: Barbarian, Noble. PURSUIT occupations define specific skill-oriented roles that characters can fill. Examples: Agent, Merchant. CAREER occupations are the most advanced occupations, defined by large institutions that shape the character. Examples: Navy, Academic.

Lifestyle Occupations

These occupations have few enlistment requirements (homeworld types and SOC for Noble), and no ranks or promotions. The skills gained in these occupations are all useful but fairly vanilla. This list should be short -- I have listed 6 which I'm happy with:

</font>
  • Barbarian (low-tech homeworld)</font>
  • Citizen (interstellar-tech homeworld)</font>
  • Colonist (mid-tech homeworld)</font>
  • Criminal</font>
  • Noble</font>
  • Spacer</font>
Once the character's homeworld is chosen, the character would gain the homeworld automatics, and then the player would choose one of the above occupations for a childhood 'background' term. This special term has no survival roll. At the end of this term, the character is 18 years old (human) and ready to begin play or prior service, as the player desires.

BTW, I prefer four skill rolls per term, combined with shorter prior service via increasingly difficult re-ups and slowed in-game advancement for higher-term PCs. This makes the 18 year-old evaporation farmer-cum-adventurer a little more robust for play. ;)

The player may elect to continue in the chosen lifestyle occupation as prior service. Once chosen, a character's lifestyle occupation sticks with them, even if they choose to persue more advanced occupations. The player may change the character's lifestyle occupation between terms at a cost of -1 SOC, which reflects their 'fresh start' (except for Noble, which automatically becomes available at no cost when SOC A is attained).

Pursuit Occupations

These occupations form the 'soft middle' where the bloat really occurs. Everyone's fave pet occupations tend to fall in here, like Assassin or Hunter. These are skill-role centered occupations that use a mix of prereqs and modest enlistment rolls for entry. The benefits are better than lifestyle occupations, offer the most advanced skills, and provide modest opportunies to advance socially. Characters may use pursuit occupations as mere hobbies (see below), or may use them as primary prior service occupations. I came up with a pretty long list of these suckers, which I suspect to be a matter of taste. Here is a partial sample list:

Trade Pursuits</font>
  • Hunter</font>
  • Engineer</font>
  • Entertainer</font>
Professional Pursuits</font>
  • Soldier</font>
  • Merchant</font>
  • Scholar</font>
Clandestine Pursuits</font>
  • Agent</font>
  • Enforcer</font>
  • Rogue</font>
Characters can take up any pursuit occupation they qualify for, and can switch pursuits without penalty.

Career Occupations

These are institutional occupations which offer the best wealth benefits and opportunities for social advancement. The skill lists are not quite as robust but do offer specialized training not available elsewhere. Career occupations have the most challenging enlistment requirements, and are more restricted on occupation switching. Here are some of my examples:

Service Careers</font>
  • Army</font>
  • Navy</font>
  • Secret</font>
Civilian Careers</font>
  • Politician</font>
  • Academic</font>
  • Corporate</font>
The Twist

Okay, here is the trick. During any term of prior service, the character may simulataneously be a member of up to 1 lifestyle, 1 pursuit, and 1 career occupation. Each occupation has the usual skill category lists.

I like Personal, Basic, Advanced, and Special as skill lists. The player gets four picks per term. Advanced requires EDU 8+. Special can be chosen once if the player successfully makes a Special Assignment check (varies).

When the player makes a skill roll, any list the character qualifies for from the available occupations can be chosen. Enlistment is rolled for each occupation separately, but survival, decoration, and promotion, and benefit rolls are made for only one occupation per term (using career > pursuit > lifestyle precedence).

In this way, you can create a Spacer Rogue Mercenary ("hi Han!"), Noble Hunter, Merchant Marine, Army Investigator, Corporate Lawyer, or whatever, by combining standard CT-style prior service templates in a reasonable fashion.
 
Ummm, if a person were in a "Career" occupation, they would have no serious possibility of a "Pursuit" occupation. At least in the military branches - yes, there is lots of downtime in some branches, but most folks can't run a business on the side (without your career suffering, anyway).

But, you know, a "Citizen" career to go with Noble and Barbarian might be something to consider in my system.... :cool:
 
Yeah, I get what you're saying, and in fact I had an idea along the lines of making a promotion penalty for career occupations based on skill picks outside the career (i.e., -1 Promotion per non-career skill, or something like that). However, I also intended the idea of combining prior service templates to be more abstract than that. This is where the term 'occupation' becomes its own hazard, since it implies boundries I don't intend.

For example, an Army Merchant probably isn't running a business on the side (although I think there are precedence for this) -- he works in Army Supply, perhaps. Likewise, a Army Criminal type could be dealing black market stuff, selling goverment property, or even engaging in blackmail or something.

On a more practical basis, the pursuit and career templates can merge into logical whole. A Corporate Scientist is still a scientist, but also has to deal with company politics. If she wants to focus on her science at the expense of corporate standing, she can make pursuit skill picks, or she can buck for promotion by greasing the corporate wheel at the expense of those pursuit picks. The chargen templates form two (or even three) sides of the same 'occupation'. It's really just a quicky way of creating customized prior service careers from existing templates.

In theory anyway, I'm not sure how well any of that would really work, hehehe! ;)
 
Originally posted by Fritz88:
OK, here are my careers; 12 of 'em, to be exact. Yes, some of the names have been slightly changed, but I like this list.

</font>
  • Army: Surface and Air Forces of a world or system
    Includes from CT/MT - Army, Flyers, Sailors</font>
  • Explorer: Those trained in exploration, survival; frontiersman
    Includes from CT/MT - Scouts, Hunter</font>
  • Law Enforcement: Persons who enforce the law, provide security, investigate
    Includes from CT/MT - Law Enforcement</font>
  • Marine: The spaceborne, surface-capable, military arm
    Includes from CT/MT - Marines</font>
  • Mechanic: Anyone who gets their hands dirty for a living
    Includes from CT/MT - Other</font>
  • Merchant: Traders, merchantship crews, businessmen
    Includes from CT/MT - Merchants</font>
  • Navy: Space-resident combat arm
    Includes from CT/MT - Navy</font>
  • Official: All diplomats, bureaucrats, Nobles in government, etc.
    Includes from CT/MT - Diplomats, Bureaucrats</font>
  • Pirate: Buccaneers, privateers, people who say Aaaarrrgh
    Includes from CT/MT - Pirates</font>
  • Rogue: All those who reside on or near the seamier side of society
    Includes from CT/MT - Rogue, Other</font>
  • Scientist: Academicians, doctors, lab and field researchers
    Includes from CT/MT - Scientist, Doctor</font>
  • Spacer: Belters, space station crews, space bums
    Includes from CT/MT - Belter</font>
</font>
  • Barbarian: Homeworld with TL<6
    Can include - Army, Explorer, Law Enforcement, Mechanic, Merchant, Official, or Rogue</font>
  • Noble: Social Standing>A
    Can include - Any career (typical CT Noble would be an Official)</font>
Blaze away! :D
Generally speaking, I like that. Solid, preserves the Traveller flavor, and consolidates it.

Also, this would work well with Robject's Career Path idea, and my expantion upon it.
 
Just to chime in, for a pure CT+ shortlist approach, I like Fritz's list too, but with a few nagging quibbles:

Explorer - I like the abstraction on one hand, but.. it demotes the Scout service's position in the list, and demphasizes their astro-survey role. If you abstract out like this here, then why not Soldier for both Army and Marines? (Actually, I'm completely cool with Marines being distinct as space-based military.)

Mechanic - I'd go with Tech, just because I think that more easily encompasses all technical oriented careers (mechanic, engineer, technician, etc.). Should include any technology oriented career. Also, I actually kinda like slangy career names (Spacer is effin brilliant).

Pirate - Unethical Merchant, anyone? Kidding!
file_21.gif


I'm not entirely anti-pirate, but I do kinda question the need for this career. I think of Pirates like Mercs -- a kind of meta-career. The abstraction approach would sink this into Navy (or Spacer). I would break Hunter out before Pirate. That's TU-style thing, I guess.

Based on this approach, My Twelve would be:
</font>
  • Enforcer</font>
  • Explorer</font>
  • Marine</font>
  • Merchant</font>
  • Official</font>
  • Navy</font>
  • Rogue</font>
  • Soldier</font>
  • Scientist</font>
  • Spacer</font>
  • Tech</font>
Okay, that's only eleven, d'oh! I'm leaning towards Citizen for a twelfth.
 
Thinking about abstraction and multi-career issues further (Scout = Spacer + Explorer?)...

What if we broke out career enlistment and ranks into another structure? Something like, Organization. An Organization would have its own:
</font>
  • enlistment requirements</font>
  • a series of ranks</font>
  • mustering out tables</font>
  • a short list of available careers</font>
Thus a Scout character could take a term as a Spacer, a couple of terms of Explorer, and finish up with a term of Official, all the while gaining rank and earning benefits in a single career path.

Each career would have it's own default, 'generic' Organization (which specifies itself exlusively), just as LBB1 chargen has always been. No change from what we have now. You could then add to that with an extra set of Organizations that model specific institutions in the TU of your choice.

Examples:
</font>
  • Imperial Navy (Enforcer, Official, Navy, Scientist, Spacer, Tech)</font>
  • Imperial Megacorp (Enforcer, Merchant, Official, Rogue, Scientist, Tech)</font>
  • Imperial Scout Service (Explorer, Official, Rogue, Scientist, Spacer, Tech)</font>
  • Imperial Marines (Enforcer, Marine, Official, Spacer, Tech)</font>
  • Planetary Army (Enforcer, Official, Soldier, Tech)</font>
  • Organized Crime Syndicate (Merchant, Official, Rogue, Soldier, Tech)</font>
  • Corsair Band (Marine, Merchant, Navy, Rogue, Spacer, Tech)</font>
  • Interstellar Spy Agency (Enforcer, Explorer, Official, Rogue, Soldier, Scientist, Tech)</font>
If done correctly, this should only add a thin extra layer of complexity for a significant gain richness and flexibility. Is something like this out of scope for CT+?
 
Originally posted by Silent Cartographer:
Thinking about abstraction and multi-career issues further (Scout = Spacer + Explorer?)...

What if we broke out career enlistment and ranks into another structure? Something like, Organization. An Organization would have its own:
</font>
  • enlistment requirements</font>
  • a series of ranks</font>
  • mustering out tables</font>
  • a short list of available careers</font>
Thus a Scout character could take a term as a Spacer, a couple of terms of Explorer, and finish up with a term of Official, all the while gaining rank and earning benefits in a single career path.
To take this thought a step further we could end up with 3 'careers' or perhaps 'paths' would describe this better.

</font>
  • Physical (strength, endurance, dexterity)</font>
  • Mental (Intelligence, Education, (psi?))</font>
  • Social (Social standing, Charisma)</font>
Or maybe 4? With Space as the fourth one.

So a imperial scout would then be the aggregate of 2 physical, 3 mental, 1 social (and 3 space?) perhaps.

I was told someone already created a system like this, but I can't remember what it was called, was it for d20?
 
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