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General Experiment with lifepath chargen?

This headline made me think of Traveller, Twilight:2000 v2, and other lifepath character generation systems

https://www.marinecorpstimes.com/news/your-marine-corps/2018/07/31/go-four-before-grunt-the-controversial-idea-posed-by-the-head-of-mattis-task-force/

What do military characters look like, if they don't take up any "close combat" terms before spending a term in a non-infantry role?

Thoughts?

Looking at it from the standpoint of a U.S. Army Quartermaster Officer, who upon completing Quartermaster Officer's Basic School and the Supply Management Officer's Class, and then went to Alaska to join the support battalion there, here is what one example might look like.

For weapons, you would have Skill Level "0" in Automatic Pistol and Auto-Rifle, meaning that you understand how to load and fire them, but actually hitting something is a different story. That does assume that you are large enough to handle the weapons. We had one WAC officer who had a height waver who could not handle either the .45 or the M-16. We also had another officer who was over 6 foot 6 and also could not handle either the .45 or M-16 safely. His hands were too big for the Colt, and his arms too long for the M-16. After a couple of terms, you might add Streetwise-1 as you look how to work the system and how to use your NCOs knowledge and street smarts.

Then, using the Classic Skills from the 1981 edition of the LBB, you would likely get the following as an officer. Leader-1, they do hammer into you that you need to take care of your troops. Admin-1 for handling supplies along with Computer-1 currently for paperwork, and maybe Education-1 for learning how to deal with "Federalize" and Army regulations.

Then, if you add Supplement 4: Citizens of the Imperium to the mix, you can pick up the skills of Instruction and Liaison. If you are a supply officer, you learn Liaison pretty quick as you are working with other officers in other branches. Instruction goes with the job.

Lastly, depending on where you go, you might get some other service skills like Vacc Suit and Gambling. I would recommend that as a Second Lieutenant, you avoid getting into a poker game with a Chief Warrant Officer-2 and a couple of E-7s. Courtesy of being in Alaska, I would figure a Survival-1 skill for Cold Weather. Winter Field Exercises at a week of 40 below are quite interesting. Try not to have some of your troops burn their tent down in the middle of it.
 
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Leader-1, they do hammer into you that you need to take care of your troops. Admin-1 for handling supplies along with Computer-1 currently for paperwork, and maybe Education-1 for learning how to deal with "Federalize" and Army regulations.

Computer-1 is more than paperwork. Computer-0 might be more appropriate.

Education-1? A couple years of focus learning education skills? What all does that entail? Army regulations sounds more like Bureaucrat-1 or something. (I can't remember which skills CT has.)
 
Computer-1 is more than paperwork. Computer-0 might be more appropriate.

Education-1? A couple years of focus learning education skills? What all does that entail? Army regulations sounds more like Bureaucrat-1 or something. (I can't remember which skills CT has.)


Admin-1 is the classic bureaucracy skill.


I'm a modified CT guy so I don't run the whole lifepath thing (not averse to it, played Cyberpunk first edition on, just not part of the Traveller gig for me).


I did add an additional Advanced Education table with INT 8+ as the modifier, so that's where a lot of COTI/LBB4+ skills go.


If you want to generate special MOS guys first term that then go back into the infantry specialization, not any more difficult then just picking Advanced tables first term, Service Skills the second.


For Marines especially, one would expect a lot of small teams action and being more like a special ops self-contained unit would seem to be logical for their shore party/security/raid/intel/ortillery sort of missions.
 
For non-military characters, in particular, I don't require them to muster out for game purposes. They can continue with their career provided that it fits the game scenario being played.

The same goes for military characters, but they have a much more narrow set of circumstances under which they can continue to be employed and participate in a game.

I see no reason why a scout, merchant, criminal, or professional need "muster out" as a game requirement. That's particularly true if the scenario being run is one where their particular talents and background fit it.

What I do is give them some portion of the "mustering out" benefit rolls as their current wealth and other possessions and leave them in their chosen field to continue to advance.
 
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