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CT Scavenger Career

I've gotten to thinking about these careers lately and perhaps adding in a CT Psion, Psion-Soldier, Worker (equivalent to MgT's Citizen) and maybe Technician careers. Also wanted to see if anyone had any further suggestions.
 
This is also fixed in MT with the special duty roll (gives you another skill) and the fact that rolling 4 over what you need in position, promotion and specila duty gives you 2 skills instead of 1.

Rolling survival each year needs to lower the survival number or will result in quite more (nearly fourfold) chaacters killed while CharGen than expected by the system.

A thought - adding in a Special Duty roll that allows you to take any skill, +1 to a benefit or some such like in MGT...
 
Also wanted to see if anyone had any further suggestions.

I've converted/am converting my campaign from CT to MgT, actually a melding/abomination of those and HG. Plus maybe a few ideas from T20 (we'll see).

I'm [slowly] reworking the career tables. For MTU:

-I've separated Promotions from the Advancement roll. They still get a skill roll for Advancing, but not one for promotions. I do this to simulate the advantages of High Soc in the Imperium (for Officer Ranks, with appropriate penalties to promotion/commission for not being Noble; at least in the appropriate careers: Navy, Marines, etc.)
-Expanding out the generic Event results for more variety. (I once rolled a Scout in MgT; in six terms he had FOUR (4!) results of 'first on the scene of a disaster/rescue'. :nonono:)
-Added Awards/Decorations rolls (military/noble/scouts/etc get Decorations, others may get rewards), similar to Books 4,5 etc. Merchants, some other careers get a Cash Bonus [half the amount of a cash muster roll] if they make it, though some careers may get other rewards (still working that out, but recognition for scientists, educators, etc; perhaps a piece of expensive equipment).
-I've added in an Advantage roll (before entering the career process), giving each player an edge - IF they want it. My players also know me well enough to realize that with an advantage usually comes some form of penalty... :devil:
-Using a form of Ship Credits to replace ship shares - similar to T5's new rules, from what I've heard. Under this system, a scout/courier would require nine (9) Ship Credits to attain. (And of course, this ship is at least 40 years old and unarmed... though more Credits can reduce the age a bit and maybe 'buy' a turret.)

Not sure what else I'll come up with/change. But I've probably six months or more before I get to run again. [My group is 'knee deep' in a Top Secret campaign currently, and we meet every other week.]

I was considering using MgT's 'skill purchase' route. But on testing/reflection all the players in my group would purchase a boat-load of skills, no ranks, and be poor on background development, so I trashed that idea...

Hope these help. Keep up the great ideas! :)
 
I'll think about it for now, though I plan on doing it for CT (don't get me wrong, I enjoy some things about MgT).
 
HiverLord, here's what I came up with for a list of careers for my homebrew. This includes a main career, and possible specialties (you don't have to choose a specialty):

Army:
Commando
Sailor
Flyer
Celebrity:
Star
Athlete
Artiste
Citizen:
Pioneer
Priest
Journalist
Enforcer:
Agent
Bounty Hunter
Corporate
Explorer:
Scouts
Hunter
Belter
Marine:
Recon
Aviator
Drop Troop
Merchant:
Steward
Engineer
Smuggler
Navy:
Intelligence
Flight
Engineer
Official:
Diplomat
Attorney
Banker
Rogue:
Hacker
Assassin
Pirate
Scientist:
Doctor
Academic
Field Researcher
Technician:
Engineer
Programmer
Architect

I do have descriptions that go with these, but didn't want to make this a huge post (or detract from Jame's info). These are all pre-MgT, btw. (My first draft document I still have on my hard drive goes back to 2006.)
 
HiverLord, here's what I came up with for a list of careers for my homebrew. This includes a main career, and possible specialties (you don't have to choose a specialty):
<snipped the list>

I like it. Some of your specialties have better names. (I'm not great with names, alas.) Thanks for posting.

I was going with the 'no specialty' option across the board, and having a 'generic specialty' (infantry for army, etc); then once they roll on a specialty table, they are in that specialty for the rest of that career (unless they roll a cross-train event on the events table.)


EDIT:
I should have perhaps made it more clear: my new career tables are being designed to better simulated CT than MgT. Mongoose did some good things with its version, but others bother me (seems too generic in some cases, etc etc).
 
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I'm glad it is of some benefit to you. If you would like the descriptions, PM me with an email. The system I built for chargen using that is more MT, and it is mechanically very acceptable. But, I'm not sure it really fits my desire for a more tale-oriented RP now. Sort of swinging back to basic CT...........
 
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