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Modern House Rules for Chargen

robject

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All told, CT produced rules for eighteen career types. Given the rarity and high value of skills in CT, it seems that eighteen is a bit rich.

Assuming around 50 to 60 skills are available to characters, it seems likely that only about 10 to 12 careers can adequately be supported. I would make it 11, since that's the range of values on 2d6.

Deciding on the eleven is difficult. They must be wide enough to appeal to most people and permit most adventures. Here's one of my attempts at identifying them:

Noble
Rogue
Performer
Merchant
Army
Navy
Marine
Scout
Agent
Scholar
Citizen
'Citizen' is a catch-all for single-skill and alternate-tech characters, including hunter, barbarian, diplomat, bureaucrat, colonist, civilian doctor, belter, law enforcement, repo man, etc. They operate on/in society with government approval or supervision. It's the Anti-rogue.

'Rogue' is a catch-all for people who operate on society outside of government approval or supervision. This doesn't necessarily mean they're criminals.


Many, many variant rules for chargen have been proposed, including:


</font>
  • Using basic MT chargen.</font>
  • Adding combat medals for characters who get wounded.</font>
  • Allowing one or two Life Pursuits as a mechanism for player choice during chargen.</font>
  • Adding education rules (a la T5?).</font>
  • Adding enlisted ranks and promotion.</font>
  • Adding a 'special duty' roll.</font>
  • Adding ways to transfer to another career.</font>
  • More skills per term. (How many?)</font>
 
All told, CT produced rules for eighteen career types. Given the rarity and high value of skills in CT, it seems that eighteen is a bit rich.

Assuming around 50 to 60 skills are available to characters, it seems likely that only about 10 to 12 careers can adequately be supported. I would make it 11, since that's the range of values on 2d6.

Deciding on the eleven is difficult. They must be wide enough to appeal to most people and permit most adventures. Here's one of my attempts at identifying them:

Noble
Rogue
Performer
Merchant
Army
Navy
Marine
Scout
Agent
Scholar
Citizen
'Citizen' is a catch-all for single-skill and alternate-tech characters, including hunter, barbarian, diplomat, bureaucrat, colonist, civilian doctor, belter, law enforcement, repo man, etc. They operate on/in society with government approval or supervision. It's the Anti-rogue.

'Rogue' is a catch-all for people who operate on society outside of government approval or supervision. This doesn't necessarily mean they're criminals.


Many, many variant rules for chargen have been proposed, including:


</font>
  • Using basic MT chargen.</font>
  • Adding combat medals for characters who get wounded.</font>
  • Allowing one or two Life Pursuits as a mechanism for player choice during chargen.</font>
  • Adding education rules (a la T5?).</font>
  • Adding enlisted ranks and promotion.</font>
  • Adding a 'special duty' roll.</font>
  • Adding ways to transfer to another career.</font>
  • More skills per term. (How many?)</font>
 
My Old Character Generation House Rules
- Characters should decide on their homeworld using my map (when playing IMTU) or the OTU maps (when playing in the OTU).

- The characteristics are generated by rolling 2D6 7 times, discarding the lowest roll and assigning the remaining six to the six attributes as the player desires.

- The Referee secretly rolls and notes each character's PSI attribute at CharGen; the player could know this result (reduce by aging, ofcourse) only when recieving Psionic Training. PSI is determined by rolling 4d6-12 - yes, that means that some people will be PSI-inactive.

- Generally speaking, my Traveller universe isn't feudal; in the Solar Triumvirate, high SOCial standing usually belogs to various level of corporate execs, ranking bereaucrats, politicians and ranking military officers. Therefore, high SOC does not automatically grant one a noble title. However, players of high SOC characters hailing from Earth may decide that the characters belong to the old aristocracy and assume a title; this has no game mechanics effect but would have several interesting role-playing ones.

- Characters are generated using the Extended Systems - that is, LBBs 4-7, as well as several other systems which I'll gradually (or on request) devise (such as belters, cops, doctors, pirates and scientists).

- Characters don't die in the generation process; a failed survival roll indicates that the character has been seriously wounded (PERMAMENTLY reduce 1d3 from a randomly selected physical characteristic; it can't reduce it to zero, so treat any result below/of zero as 1) and honorably discharged. The character is eligible for a Purple Heart if this was a Combat Mission (Raid, Strike etc). The character recieves all normal benefits (skills, promotions and decorations) for the current one-year term and mustering out benefits for all four-year terms (including the last, incomplete one; consider that "severance benefits") and enters the game.

- All characters may attempt to use the any of the pre-enlistment options. The options are College (LBB5 P15), Naval Academy (LBB5 P15), Military Academy (see below) and Merchant Academy (LBB7 P17 and P22). For modifications, see below.

- Two new options have been added to the College - the MOTC (Marine Officer Training Corps) and AOTC (Army Officer Training Corps):
1) MOTC, 8+, DM +1 if EDU 10+. The individual has undertaken Marine officer training while in college, and upon graduation automatically recieves a comission as a Second Lieutenant (O1) in the Marine Corps (go to LBB4 P3 for career resolution).
2) AOTC, 8+, DM +1 if END 10+. The individual has undertaken Army officer training while in college, and upon graduation automatically recieves a comission as a Second Lieutenant (O1) in the Army (go to LBB4 P3 for career resolution).

- Any character who graduates with honors from the College, Naval Academy, Merchant Academy or Military academy may apply for admission to the Medical School (LBB5 P15). If unsucessful,they may try to enlist to the branch of service of their choice (for college only; officer graduates must enlist to the one they've completed the OTC/Academy for). Any one who completes the Medical School sucessfully may join their service as an O3 officer. Naval officers automatically join their Medical branch, while Army/Marine officers join their own Medical Branch, which is resolved as the Support Branch (LBB4 P6) but uses the Naval Medical Branch MOS skill stable (LBB5 P8). Merchant graduates either join the Purser Branch as O3 Medics or join a Free Trader's crew as O3 2nd Officers. Alternatively the character may start a Doctor career (S4 P6, will be expanded later if needed).

- Any comissioned Naval Academy/Merchant Academy/Military Academy or OTC-college graduate may apply to the Flight School (LBB5 P16). Honors graduates are admitted automatically. Army pilots recieve a Vehicle (Aircraft or Gravcraft) skill instead of Pilot (both as the automatic skill and on a throw of 4+ on one die) and are automatically accepted as officers of the Cavalry branch. Marine pilots recieve Ship's Boat-1 as their automatic skill but otherwise use the standard procedures they join the Marine Cavalry branch but recieve the Ship's Boat skill instead of vehicle on their MOS table rolls. Naval characters are treated normally accroding to LBB5 P16. Merchant pilots join either the Deck Department or a Free Trader as 4th Officers. NOTE: Different services have, ofcourse, different flight schools, with the Navy one holding the highest prestiege and the Merchant one the least, but they all use the same game mechanics.

- Military Academy (Army and Marines)
Admission 10+ DM +2 if END 10+ (tough selection process)
Success 9+ DM +2 if DEX 8+
Education 1D-3 DM +1 if INT 9+
Honors 9+ DM +1 if INT 9+
Skills: the following skills are eached recieved by a graduate on a roll of 4+ (on one die): Tactics-1, Leader-1, Gun Combat-1
Characters who fail the Sucess roll are at the age of 19 and are immidiately drafted into the Army for a short (three year) term. Graduates may attempt to apply to the Flight School. Honors graduates may apply automatically to the Flight School and may attempt to apply to the Medical School.

- LBB7 Free Trader Fix: On the Free Trader Business skill table there are two entries, 3 and 5, which say Steward. Number 5 should be changed to Pilot. (thanks to Sig Oddra)

- Characters who wish to do so may substitue the Robotics skill (LBB8 P44) for any Computer skill they recieve.

- Zero-Level skills are recorder during CharGen. Ofcourse, many more could be recieved after CharGen by various means. Zero-Level skills are given at CharGen using the following criteria (ofcourse, if the character has a real expertise - 1+ - in any of the listed skills, he or she uses the expertise and not the zero-level skill
) -

1) All player characters are assumed to have Brawling-0, Dager-0, Blade-0, Pistol-0, Steward-0 and Vacc Suit-0.

2) Any player character from a TL5+ world with any kind of solid ground is assumed to have Wheeled Vehicle-0.

3) Any player character from a 100% ocean world is assumed to have Small Watercraft-0.

4) Any player character from a TL11+ world is asumed to have Grav Vehicle-0.

5) All military (Army, Marines and Navy) player characters are assumed to have Combat Rifleman-0, SMG-0, Laser Weapons-0, Shotgun-0, Foil-0, Cutlass-0, Cudgle-0, Forward Observer-0 and Tracked Vehicle-0.

6) All player characters with a skill of 1+ in Combat Rifleman have Bayonet-0 and Spear-0.

7) All Scout player characters from the Field branch are assumed to have Survival-0, Survey-0, Laser Weapons-0, SMG-0, Tracked Vehicle-0, Zero-G Weapons-0 and combat Rifleman-0.

8) All Merchant player characters are assumed to have Carousing-0, Broker-0, Streetwise-0, Admin-0 and Trader-0.

9) All Navy and Marine player characters are assumed to have Zero-G Weapons-0.
 
My Old Character Generation House Rules
- Characters should decide on their homeworld using my map (when playing IMTU) or the OTU maps (when playing in the OTU).

- The characteristics are generated by rolling 2D6 7 times, discarding the lowest roll and assigning the remaining six to the six attributes as the player desires.

- The Referee secretly rolls and notes each character's PSI attribute at CharGen; the player could know this result (reduce by aging, ofcourse) only when recieving Psionic Training. PSI is determined by rolling 4d6-12 - yes, that means that some people will be PSI-inactive.

- Generally speaking, my Traveller universe isn't feudal; in the Solar Triumvirate, high SOCial standing usually belogs to various level of corporate execs, ranking bereaucrats, politicians and ranking military officers. Therefore, high SOC does not automatically grant one a noble title. However, players of high SOC characters hailing from Earth may decide that the characters belong to the old aristocracy and assume a title; this has no game mechanics effect but would have several interesting role-playing ones.

- Characters are generated using the Extended Systems - that is, LBBs 4-7, as well as several other systems which I'll gradually (or on request) devise (such as belters, cops, doctors, pirates and scientists).

- Characters don't die in the generation process; a failed survival roll indicates that the character has been seriously wounded (PERMAMENTLY reduce 1d3 from a randomly selected physical characteristic; it can't reduce it to zero, so treat any result below/of zero as 1) and honorably discharged. The character is eligible for a Purple Heart if this was a Combat Mission (Raid, Strike etc). The character recieves all normal benefits (skills, promotions and decorations) for the current one-year term and mustering out benefits for all four-year terms (including the last, incomplete one; consider that "severance benefits") and enters the game.

- All characters may attempt to use the any of the pre-enlistment options. The options are College (LBB5 P15), Naval Academy (LBB5 P15), Military Academy (see below) and Merchant Academy (LBB7 P17 and P22). For modifications, see below.

- Two new options have been added to the College - the MOTC (Marine Officer Training Corps) and AOTC (Army Officer Training Corps):
1) MOTC, 8+, DM +1 if EDU 10+. The individual has undertaken Marine officer training while in college, and upon graduation automatically recieves a comission as a Second Lieutenant (O1) in the Marine Corps (go to LBB4 P3 for career resolution).
2) AOTC, 8+, DM +1 if END 10+. The individual has undertaken Army officer training while in college, and upon graduation automatically recieves a comission as a Second Lieutenant (O1) in the Army (go to LBB4 P3 for career resolution).

- Any character who graduates with honors from the College, Naval Academy, Merchant Academy or Military academy may apply for admission to the Medical School (LBB5 P15). If unsucessful,they may try to enlist to the branch of service of their choice (for college only; officer graduates must enlist to the one they've completed the OTC/Academy for). Any one who completes the Medical School sucessfully may join their service as an O3 officer. Naval officers automatically join their Medical branch, while Army/Marine officers join their own Medical Branch, which is resolved as the Support Branch (LBB4 P6) but uses the Naval Medical Branch MOS skill stable (LBB5 P8). Merchant graduates either join the Purser Branch as O3 Medics or join a Free Trader's crew as O3 2nd Officers. Alternatively the character may start a Doctor career (S4 P6, will be expanded later if needed).

- Any comissioned Naval Academy/Merchant Academy/Military Academy or OTC-college graduate may apply to the Flight School (LBB5 P16). Honors graduates are admitted automatically. Army pilots recieve a Vehicle (Aircraft or Gravcraft) skill instead of Pilot (both as the automatic skill and on a throw of 4+ on one die) and are automatically accepted as officers of the Cavalry branch. Marine pilots recieve Ship's Boat-1 as their automatic skill but otherwise use the standard procedures they join the Marine Cavalry branch but recieve the Ship's Boat skill instead of vehicle on their MOS table rolls. Naval characters are treated normally accroding to LBB5 P16. Merchant pilots join either the Deck Department or a Free Trader as 4th Officers. NOTE: Different services have, ofcourse, different flight schools, with the Navy one holding the highest prestiege and the Merchant one the least, but they all use the same game mechanics.

- Military Academy (Army and Marines)
Admission 10+ DM +2 if END 10+ (tough selection process)
Success 9+ DM +2 if DEX 8+
Education 1D-3 DM +1 if INT 9+
Honors 9+ DM +1 if INT 9+
Skills: the following skills are eached recieved by a graduate on a roll of 4+ (on one die): Tactics-1, Leader-1, Gun Combat-1
Characters who fail the Sucess roll are at the age of 19 and are immidiately drafted into the Army for a short (three year) term. Graduates may attempt to apply to the Flight School. Honors graduates may apply automatically to the Flight School and may attempt to apply to the Medical School.

- LBB7 Free Trader Fix: On the Free Trader Business skill table there are two entries, 3 and 5, which say Steward. Number 5 should be changed to Pilot. (thanks to Sig Oddra)

- Characters who wish to do so may substitue the Robotics skill (LBB8 P44) for any Computer skill they recieve.

- Zero-Level skills are recorder during CharGen. Ofcourse, many more could be recieved after CharGen by various means. Zero-Level skills are given at CharGen using the following criteria (ofcourse, if the character has a real expertise - 1+ - in any of the listed skills, he or she uses the expertise and not the zero-level skill
) -

1) All player characters are assumed to have Brawling-0, Dager-0, Blade-0, Pistol-0, Steward-0 and Vacc Suit-0.

2) Any player character from a TL5+ world with any kind of solid ground is assumed to have Wheeled Vehicle-0.

3) Any player character from a 100% ocean world is assumed to have Small Watercraft-0.

4) Any player character from a TL11+ world is asumed to have Grav Vehicle-0.

5) All military (Army, Marines and Navy) player characters are assumed to have Combat Rifleman-0, SMG-0, Laser Weapons-0, Shotgun-0, Foil-0, Cutlass-0, Cudgle-0, Forward Observer-0 and Tracked Vehicle-0.

6) All player characters with a skill of 1+ in Combat Rifleman have Bayonet-0 and Spear-0.

7) All Scout player characters from the Field branch are assumed to have Survival-0, Survey-0, Laser Weapons-0, SMG-0, Tracked Vehicle-0, Zero-G Weapons-0 and combat Rifleman-0.

8) All Merchant player characters are assumed to have Carousing-0, Broker-0, Streetwise-0, Admin-0 and Trader-0.

9) All Navy and Marine player characters are assumed to have Zero-G Weapons-0.
 
Originally posted by robject:

</font><blockquote>quote:</font><hr />
Noble
Rogue
Performer
Merchant
Army
Navy
Marine
Scout
Agent
Scholar
Citizen
'Citizen' is a catch-all for single-skill and alternate-tech characters, including hunter, barbarian, diplomat, bureaucrat, colonist, civilian doctor, belter, law enforcement, repo man, etc. They operate on/in society with government approval or supervision. It's the Anti-rogue.

'Rogue' is a catch-all for people who operate on society outside of government approval or supervision. This doesn't necessarily mean they're criminals.
</font>[/QUOTE]So, you mean that 'Citizen' and 'Rogue' will have many sub-careers (as in most expanded systems - for example 'Mercenary' has the Artillery, Cavalry, Infantry, support and Marines sub-careers)?

And, where will Belter fit in? A branch of Merchant (my general idea)? Or instead of Performer (and then Performer will become a Citizen)?
 
Originally posted by robject:

</font><blockquote>quote:</font><hr />
Noble
Rogue
Performer
Merchant
Army
Navy
Marine
Scout
Agent
Scholar
Citizen
'Citizen' is a catch-all for single-skill and alternate-tech characters, including hunter, barbarian, diplomat, bureaucrat, colonist, civilian doctor, belter, law enforcement, repo man, etc. They operate on/in society with government approval or supervision. It's the Anti-rogue.

'Rogue' is a catch-all for people who operate on society outside of government approval or supervision. This doesn't necessarily mean they're criminals.
</font>[/QUOTE]So, you mean that 'Citizen' and 'Rogue' will have many sub-careers (as in most expanded systems - for example 'Mercenary' has the Artillery, Cavalry, Infantry, support and Marines sub-careers)?

And, where will Belter fit in? A branch of Merchant (my general idea)? Or instead of Performer (and then Performer will become a Citizen)?
 
Assuming around 50 to 60 skills are available to characters, it seems likely that only about 10 to 12 careers can adequately be supported. I would make it 11, since that's the range of values on 2d6.
Why not twelve for six to a page?
Or are you looking at moving away from CT formating now?
 
Assuming around 50 to 60 skills are available to characters, it seems likely that only about 10 to 12 careers can adequately be supported. I would make it 11, since that's the range of values on 2d6.
Why not twelve for six to a page?
Or are you looking at moving away from CT formating now?
 
Another/second thought - each main career should have 4 standard skill tables (Personal Development, Service Skills, Advanced Education 1 and Advanced Education 2), and up to 8 Career Path tables as per Robject's idea with various requirements. This could still mean one career (full system, ranks/benefits/skills/special duty) per page, plus one "big bad enlistment/reenlistment/survival table" page, which means 12 pages of raw data for the entire system.
 
Another/second thought - each main career should have 4 standard skill tables (Personal Development, Service Skills, Advanced Education 1 and Advanced Education 2), and up to 8 Career Path tables as per Robject's idea with various requirements. This could still mean one career (full system, ranks/benefits/skills/special duty) per page, plus one "big bad enlistment/reenlistment/survival table" page, which means 12 pages of raw data for the entire system.
 
I couldn't sleep last night so I use the hour or two before sleep finally did come to think about Traveller chargen. I think I'll go for a streamlined, consolidated "hybrid" system - a variant of the Basic Chargen System with several features of the Advanced one, but without much of the complications. My main points for it are:

1) The characteristics are generated by rolling 2D6 7 times, discarding the lowest roll and assigning the remaining six to the six attributes as the player desires.

2) Homeworld is relevant. IMTU or in the OTU this means choosing it from a map; random (LBB3) generation is also possible. Default skills are granted according to the following guidelines:

2-A) All player characters are assumed to have Brawling-0, Dager-0, Blade-0, Pistol-0, Steward-0 and Vacc Suit-0.

2-B) Any player character from a TL5+ world with any kind of solid ground is assumed to have Wheeled Vehicle-0.

2-C) Any player character from a 100% ocean world is assumed to have Small Watercraft-0.

2-D) Any player character from a TL11+ world is asumed to have Grav Vehicle-0.

3) All characters may choose TWO skills, each in level 1, as pre-enlistment interests/hobbies/training.

4) Pre-Enlistment (College, Flight School, Medical School, Military [Army/Marines] Academy, Naval Academy, Merchant Academy). Each takes 4 years, including flight/medical schools.

5) Each term is 4 years.

6) Semi-Extended (Mercenary/High Guard) ranks, that is, including non-comissioned ones; promotion possible even if you are non-comissioned; rank structure simplified to allow characters the possibility of reaching high ranks in a long (7 terms) service.

7) Failed survival roll means extensive injury, NOT DEATH. The character is then honorably dismissed. Military (Navy/Marines/Army) characters recieve a Purple Heart (Red Heart in MTU's Alliance) medal. The character recieves full mustering out benefits for the term, and might be comissioned/promoted, even though it isn't full, but doesn't recieve any skills (even if promoted/comissioned). Reduce each physical attribute by 1d6/2 ("1d3") if homeworld TL 8-; 1d2 if TL 9-11; 1 if TL 12+; this cannot reduce attributes below 1, so if the result is 0 or lower, treat it as an 1.

8) Each term, the character chooses ONE skill from any table he's eligible to, IN ADDITION to the ones granted according to the LBB1/CotI system. All other skills are rolled as usual.

9) There is an option of automatic enlistment. This is usually for characters who've successfully graduated from certain pre-enlistment options, but characters with certain exceptional characteristics may also be able to be automatically enlisted to certain branches.

10) Each core service has 12 skill tables. These are the four basic tables (ala LBB1/CotI) and eight Career Path tables. Characters should be allowed to move freely between career pathes of the same service as long as they meet the requirements. This also means that all the Pathes within the same service should be related in such a way that it will be paulsible for a character to move between them.

11) Each service will have a Special Duty roll. If successful, the character will then be able (but not required to) to choose to roll once on the skill tables skill, but will also add a -2 DM to the survival roll of that term.

12) Each (military or paramilitary) service will have a Decoration roll, as in the Extended system.

13) Additionally, certain Special Duties will grant special decorations. Rolling the exact target number in the Survival throw will give a military/paramilitary character a Purple Heart. Throwing an even number in the survival throw will mean that this is a non-combat term; an odd number means that the character has seen a four-year combat tour, grantim him/her with a Combat Service Ribbon.

14) There should be Advanced Education options (such as various university degrees) available to all characters who fulfill certain requirements.
 
I couldn't sleep last night so I use the hour or two before sleep finally did come to think about Traveller chargen. I think I'll go for a streamlined, consolidated "hybrid" system - a variant of the Basic Chargen System with several features of the Advanced one, but without much of the complications. My main points for it are:

1) The characteristics are generated by rolling 2D6 7 times, discarding the lowest roll and assigning the remaining six to the six attributes as the player desires.

2) Homeworld is relevant. IMTU or in the OTU this means choosing it from a map; random (LBB3) generation is also possible. Default skills are granted according to the following guidelines:

2-A) All player characters are assumed to have Brawling-0, Dager-0, Blade-0, Pistol-0, Steward-0 and Vacc Suit-0.

2-B) Any player character from a TL5+ world with any kind of solid ground is assumed to have Wheeled Vehicle-0.

2-C) Any player character from a 100% ocean world is assumed to have Small Watercraft-0.

2-D) Any player character from a TL11+ world is asumed to have Grav Vehicle-0.

3) All characters may choose TWO skills, each in level 1, as pre-enlistment interests/hobbies/training.

4) Pre-Enlistment (College, Flight School, Medical School, Military [Army/Marines] Academy, Naval Academy, Merchant Academy). Each takes 4 years, including flight/medical schools.

5) Each term is 4 years.

6) Semi-Extended (Mercenary/High Guard) ranks, that is, including non-comissioned ones; promotion possible even if you are non-comissioned; rank structure simplified to allow characters the possibility of reaching high ranks in a long (7 terms) service.

7) Failed survival roll means extensive injury, NOT DEATH. The character is then honorably dismissed. Military (Navy/Marines/Army) characters recieve a Purple Heart (Red Heart in MTU's Alliance) medal. The character recieves full mustering out benefits for the term, and might be comissioned/promoted, even though it isn't full, but doesn't recieve any skills (even if promoted/comissioned). Reduce each physical attribute by 1d6/2 ("1d3") if homeworld TL 8-; 1d2 if TL 9-11; 1 if TL 12+; this cannot reduce attributes below 1, so if the result is 0 or lower, treat it as an 1.

8) Each term, the character chooses ONE skill from any table he's eligible to, IN ADDITION to the ones granted according to the LBB1/CotI system. All other skills are rolled as usual.

9) There is an option of automatic enlistment. This is usually for characters who've successfully graduated from certain pre-enlistment options, but characters with certain exceptional characteristics may also be able to be automatically enlisted to certain branches.

10) Each core service has 12 skill tables. These are the four basic tables (ala LBB1/CotI) and eight Career Path tables. Characters should be allowed to move freely between career pathes of the same service as long as they meet the requirements. This also means that all the Pathes within the same service should be related in such a way that it will be paulsible for a character to move between them.

11) Each service will have a Special Duty roll. If successful, the character will then be able (but not required to) to choose to roll once on the skill tables skill, but will also add a -2 DM to the survival roll of that term.

12) Each (military or paramilitary) service will have a Decoration roll, as in the Extended system.

13) Additionally, certain Special Duties will grant special decorations. Rolling the exact target number in the Survival throw will give a military/paramilitary character a Purple Heart. Throwing an even number in the survival throw will mean that this is a non-combat term; an odd number means that the character has seen a four-year combat tour, grantim him/her with a Combat Service Ribbon.

14) There should be Advanced Education options (such as various university degrees) available to all characters who fulfill certain requirements.
 
My Core Career Types:
Noble
Rogue
Pirate
Merchant
Army
Navy
Marine
Scout
Law Enforcement
Belter
Barbarian
Scholar
Citizen

Totally 13, but two of these - Nobles and Barbarians - are not included in the draft. Any character with SOC 10+ can automatically enlist in a Noble career; any character with SOC 9- can't enlist in it. Any character from a TL4- world may automatically "enlist" in a Barbarian career; any character from a TL5+ world can't enlist in it.

Barbarians are not included in Citizens as they are a very distinct group of characters - all coming from TL4- societies. You can't just jump from such a society to a TL5+ job ("citizen career and career pathes"); you can't just do the reverse.

Citizens are more a collection of "jobs" than a solid "career" - it represents seeking employment on the conventional labor market, in which you can (since unemployment is not modeled by this system) find work in any field you're quilified in (i.e. meet the requirements).

Pirates are very different from Rogues. Sure, both are outlaw careers, but a Pirate is a spacer first and a criminal second; a rogue is a criminal first and foremost.
 
My Core Career Types:
Noble
Rogue
Pirate
Merchant
Army
Navy
Marine
Scout
Law Enforcement
Belter
Barbarian
Scholar
Citizen

Totally 13, but two of these - Nobles and Barbarians - are not included in the draft. Any character with SOC 10+ can automatically enlist in a Noble career; any character with SOC 9- can't enlist in it. Any character from a TL4- world may automatically "enlist" in a Barbarian career; any character from a TL5+ world can't enlist in it.

Barbarians are not included in Citizens as they are a very distinct group of characters - all coming from TL4- societies. You can't just jump from such a society to a TL5+ job ("citizen career and career pathes"); you can't just do the reverse.

Citizens are more a collection of "jobs" than a solid "career" - it represents seeking employment on the conventional labor market, in which you can (since unemployment is not modeled by this system) find work in any field you're quilified in (i.e. meet the requirements).

Pirates are very different from Rogues. Sure, both are outlaw careers, but a Pirate is a spacer first and a criminal second; a rogue is a criminal first and foremost.
 
Possible Career Pathes per Core Career

Noble
- Diplomat
- Imperial Government
- War Ministry
- Trade Regulation Authority

Rogue
- Fixer (underworld trader)
- Freelancer
- Organized Crime
- Contreculture
- Terrorist
- Narcotics Industry
- Masquarade (pose as another career, but a failed survival roll results in a 4-year term in prison)
- Prisoner (brawling, physical characteristic bonuses, streetwise and the possibility of rolling a PERMANENT -1 to SOC)

Pirate
- Pirate Crewmate (the standard deal)
- Bandleader
- Smuggler
- Salvager

Merchant
- Merchant Purser
- Merchant Deck Crew/Flight
- Merchant Engineer
- Free Trader
- Corporate Sales
- Corporate Exec (Admin)
- Corporate Proxy
- Broker

Belter
- Corporate Belter
- Freelance Belter
- Clan Belter
- Claim Jumper (sorta of a Belt Pirate)
- Space Construction

Barbarian
- Peasant
- Warrior
- Craftsman
- Trader
- Royality (or just "leader")
- Witch Doctor/Priest/Whatever (social or maybe some PSI as well?)

Army
- Support
- Artillery
- Cavalry
- Infantry
- Flyer
- Wet Sailor
- Army Commandos
- Intelligence

Marines
- Support
- Artillery
- Cavalry
- Field Command
- Jump Troops
- Ship's Troops
- Infantry
- Intelligence

Navy
- Technical
- Engineering
- Gunnery
- Medical
- Flight
- Command
- Intelligence

Scout
- Survey/Exploration
- Communications
- Detached Duty
- Ranger
- Outpost
- Intelligence
- Logistics
- Black Ops

Law Enforcement
- Cop
- Detective
- Customs
- Special Forces/SWAT
- Agent (FBI/NSA/Treasury-style)
- Undercover

Scholar
- Doctor
- Lab Work (more than one kind?)
- Engineer (Applied Sciences)
- Field Research
- Roboticist/Hacker/Programmer
- Crackpot

Citizen
- Performer
- Official
- Colonist
- Technician
- Transportation
- Hunter
 
Possible Career Pathes per Core Career

Noble
- Diplomat
- Imperial Government
- War Ministry
- Trade Regulation Authority

Rogue
- Fixer (underworld trader)
- Freelancer
- Organized Crime
- Contreculture
- Terrorist
- Narcotics Industry
- Masquarade (pose as another career, but a failed survival roll results in a 4-year term in prison)
- Prisoner (brawling, physical characteristic bonuses, streetwise and the possibility of rolling a PERMANENT -1 to SOC)

Pirate
- Pirate Crewmate (the standard deal)
- Bandleader
- Smuggler
- Salvager

Merchant
- Merchant Purser
- Merchant Deck Crew/Flight
- Merchant Engineer
- Free Trader
- Corporate Sales
- Corporate Exec (Admin)
- Corporate Proxy
- Broker

Belter
- Corporate Belter
- Freelance Belter
- Clan Belter
- Claim Jumper (sorta of a Belt Pirate)
- Space Construction

Barbarian
- Peasant
- Warrior
- Craftsman
- Trader
- Royality (or just "leader")
- Witch Doctor/Priest/Whatever (social or maybe some PSI as well?)

Army
- Support
- Artillery
- Cavalry
- Infantry
- Flyer
- Wet Sailor
- Army Commandos
- Intelligence

Marines
- Support
- Artillery
- Cavalry
- Field Command
- Jump Troops
- Ship's Troops
- Infantry
- Intelligence

Navy
- Technical
- Engineering
- Gunnery
- Medical
- Flight
- Command
- Intelligence

Scout
- Survey/Exploration
- Communications
- Detached Duty
- Ranger
- Outpost
- Intelligence
- Logistics
- Black Ops

Law Enforcement
- Cop
- Detective
- Customs
- Special Forces/SWAT
- Agent (FBI/NSA/Treasury-style)
- Undercover

Scholar
- Doctor
- Lab Work (more than one kind?)
- Engineer (Applied Sciences)
- Field Research
- Roboticist/Hacker/Programmer
- Crackpot

Citizen
- Performer
- Official
- Colonist
- Technician
- Transportation
- Hunter
 
Toss in an option for Rogues to do a term as another career. So, they could do a term as a Doctor, or a Pilot, or even a Cop.
 
Toss in an option for Rogues to do a term as another career. So, they could do a term as a Doctor, or a Pilot, or even a Cop.
 
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.
 
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.
 
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