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How Does Navy, Merchants, and Scouts get a 7 on the Cash Table?

It in't the same, however. 6 and 7 may be, but 1 and 2 aren't. Whatever method would let you roll a 7 also means you can't roll a 1, so the minimum would be 2.

That doesn't matter for Scouts (who get the same amount on both a 1 and a 2), but for Navy and Merchant characters, that means the difference between a Cr1000 and Cr5000 minimum roll.

The issue of layout is one of the reasons I became curious about this, actually. In Muster Out Table 1 the Scouts and Other branches both have dashes for the high values. So it seems as if the the layout would allow for certain rolls to be rolled.

The layout as explanation works well enough for me though. The "7" roll simply cannot be rolled for those three branches.


It in't the same, however. 6 and 7 may be, but 1 and 2 aren't. Whatever method would let you roll a 7 also means you can't roll a 1, so the minimum would be 2.

That doesn't matter for Scouts (who get the same amount on both a 1 and a 2), but for Navy and Merchant characters, that means the difference between a Cr1000 and Cr5000 minimum roll.

It gets even more important when you realize that if you could roll a "7" on the Cash table, then the odds of getting the highest value for those three branches doubles (since you can hit them when rolling either a 5 or a 6 on a D6 instead of just a 6.) But, again, I'm ready to move on. I think the answers have been given.

Thanks everyone!
 
I think that nothing prevents you from joining said careers after having obtained the Gambling skill.

Aside from the specific forbiding in CT (and MT, for what's worth) of changing careers (except for Vargr, IIRC, but that's irrelevent here), and that there's no way to obtain skills previous to the career...
 
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