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Modern House Rules for Chargen

Originally posted by Employee 2-4601:
My current idea is leaning toward a simple and elegant modification of the Basic system (LBB1 and S4 - Citizens of the Imperium); aside from changing the result of a failed Survival roll (injury and retirement instead of death), I'd like to increase the skill selection and the amount of skills given to a character. The options I'm now considering are Sig Oddra's "special duty roll" (could you please elaborate it to me?) and Jame's "roll once per year instead of once per four years"; I'll be considering both.
Personally I like to use MT's basic character generation (pages 10-40 of the Player's Manual) but grant one roll per table each term. If a character does not have Edu 8+ they get a second roll on Table 2: Service Skills (or the table of their choice). These tables have a lot of cascade skill groups which give players a lot of flexibilty in skill choice. It also means using MT's skill set, which I don't find to be a problem.
 
Originally posted by Employee 2-4601:
My current idea is leaning toward a simple and elegant modification of the Basic system (LBB1 and S4 - Citizens of the Imperium); aside from changing the result of a failed Survival roll (injury and retirement instead of death), I'd like to increase the skill selection and the amount of skills given to a character. The options I'm now considering are Sig Oddra's "special duty roll" (could you please elaborate it to me?) and Jame's "roll once per year instead of once per four years"; I'll be considering both.
Personally I like to use MT's basic character generation (pages 10-40 of the Player's Manual) but grant one roll per table each term. If a character does not have Edu 8+ they get a second roll on Table 2: Service Skills (or the table of their choice). These tables have a lot of cascade skill groups which give players a lot of flexibilty in skill choice. It also means using MT's skill set, which I don't find to be a problem.
 
Now, I like MT's basic CG process for the variety (at least compared to CT's) of choices and the addition of special duty, although I'd do it per year instead of per term.

However: Employee, I like the idea of career paths per core type!
 
Now, I like MT's basic CG process for the variety (at least compared to CT's) of choices and the addition of special duty, although I'd do it per year instead of per term.

However: Employee, I like the idea of career paths per core type!
 
Originally posted by Jame:
Now, I like MT's basic CG process for the variety (at least compared to CT's) of choices and the addition of special duty, although I'd do it per year instead of per term.

However: Employee, I like the idea of career paths per core type!
My ideas is to create two systems of house rules: One minor and one major. The minor one would be LBB1/S4 with some consolidations (pre-enlistment, special duty rolls, wounding rather than death on failed Survival rolls, modernized skill list and slightly improved skill tables to account for it). The major one would be the one with different careers and career pathes. I'll have these two systems in order to have a "quick fix" one and later on (assuming available time) to build a newers system almost from scratch.
 
Originally posted by Jame:
Now, I like MT's basic CG process for the variety (at least compared to CT's) of choices and the addition of special duty, although I'd do it per year instead of per term.

However: Employee, I like the idea of career paths per core type!
My ideas is to create two systems of house rules: One minor and one major. The minor one would be LBB1/S4 with some consolidations (pre-enlistment, special duty rolls, wounding rather than death on failed Survival rolls, modernized skill list and slightly improved skill tables to account for it). The major one would be the one with different careers and career pathes. I'll have these two systems in order to have a "quick fix" one and later on (assuming available time) to build a newers system almost from scratch.
 
My LBB1 Revised System

1) For characteristics, roll 2D6 seven times, drop the lowest pair, and arrange the remaiming six pairs among the six characteristics as desired.

2) The referee secretly rolls and records your original PSI Strength: 2D6 in the OTU, 4D6-12 IMTU. In some settings (Zhodani, for example), the player rolls the PSI strength before chargen.

3) Character Generation is according to LBB1 and S4, with the following changes:

3a) You don't die at a failed Survival roll; you get wounded and dismissed as in the LBB1 optional rule.

3b) After CharGen is complete, choose ONE skill, ANY skill at level-1 to "round up" your character.

3c) There are six "Enlisted" (i.e. non-officer) ranks per ranked service (i.e. one with officer ranks in LBB1/S4). You get to roll Promotion even if you are not Comissioned, but then you get promoted in the Enlisted rank ladder. All characters start at Enlisted Rank 1.

3d) There is a "Special Duty" throw per 4-year term for each service, as noted in the revised tables given below; a successful throw gives you an additional skill. So, if lucky, you could get 5 skills in your first term of service - two basic, one for Commision, one for Promotion and one for Special Duty. In military services, note the number of successful Special Duty rolls; each gives you a Combat Service Ribbon in addition to the skill.

3e) There is a "Decoration" throw for each military/paramilitary service. A successful throw gives you a decoration (as in LBB4/5?); it is mostly for flavor unless Mercenary and/or Striker are used.

3f) There are now "Cascade" Skills, marked in Italics. If a Cascade skill is rolled, feel free to choose one skill from the respective Cascade Group. For example, if you roll "Soldier" for a skill, feel free to choose between Combat engineering, Demolitions, Forward observer, Recon and Tactics.

3g) Every services that doesn't have ranks recieves 2 skills every term, including the first.

4) Here are the revised CharGen tables per service:

Navy
Enlistment 8+ (DM +1 if INT 8+; DM +2 if EDU 9+)
Survival 5+ (DM +2 if INT 7+)
Comission 10+ (DM +1 if SOC 9+)
Promotion 8+ (DM +1 if EDU 8+)
Special Duty 5+ (No DMs)
Decoration 9+ (No DMs)
Reenlist 6+

Enlisted Ranks
1 Spacehand
2 Able Spacehand
3 Petty Officer 3rd Class
4 Petty Officer 2nd Class
5 Petty Officer 1st Class
6 Chief Petty Officer

Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 +1 INT
5 +1 EDU
6 +1 SOC

Service Skills
1 Space
2 Space
3 Space
4 Forward Observer
5 Melee Combat
6 Gun Combat

Advanced Education
1 Space
2 Mechanical
3 Technical
4 Technical
5 Ship Tactics
6 Jack-o-Trades

Advanced Education (EDU 8+ only)
1 Medical
2 Naval Architect
3 Fleet Tactics
4 Liaison
5 Instruction
6 Admin

Rank and Service Skills
Navy Able Spacehand: Vacc-1
Navy Chief Petty Officer: Admin-1
Navy Captain: +1 SOC
Navy Admiral: +1 SOC

(to be continued)

5) Skill and Cascade List:

GENERAL (20)
Animal Handling
Battle dress
Craftsman
Fleet tactics
Jack of all trades
Language
Leader
Liaison
Mechanical
Medic
Naval architect
Navigation
Perform
Prospecting
Recruiting
Ship tactics
Steward
Survey
Survival
Hunting

ACADEMIC (3)
Instruction
Law
Research

SCIENCE (15)
(Xeno)Biology/Genetics
Chemistry
Physics
Mathematics
Psychology
Psionicology
Sophontology (Traveller "Antropology" and "Sociology" combined)
Art
Archeology
History
Philosophy
Planetology (interstellar "Geology" and "Ecology" combined)
Linguistics
Forensics

MELEE COMBAT (11)
Dagger
Blade
Foil
Sword
Cutlass
Broadsword
Bayonet
Spear
Halberd
Cudgel
Brawling

BUSINESS (3)
Admin
Broker
Trader

CLANDESTINE (8)
Bribery
Carousing
Forgery
Gambling
Interrogation
Stealth
Streetwise
Locksmithing

GUN COMBAT (9)
Combat Rifleman (used for Rifle, Carbine, Assault Rifle, Advanced Combat Rifle, Gauss Rifle).
Pistol (used for Body Pistol, Revolver, Auto-Pistol).
Submachinegun (used for Submachinegun, Gauss Submachinegun*).
Shotgun (used for Shotgun, Combat Shotgun*).
Laser Weapons (used for Laser Pistol*, Laser Carbine, Laser Rifle).
Zero-G Weapons (used for Snub Pistol, Accelerator Rifle).
High Energy Weapons (used for PGMP-12, PGMP-13, FGMP-14 and FGMP-15).
Auto-Weapons (used for Auto-Rifle, LMG, HMG, Gauss SAW*).
Flame Throwers (used forFlamethrower*, Light Flamer*).

ARCHAIC WEAPONS (5)
Archaic Rifles
Archaic Pistols
Blunderbuss
Bow Weapons
Crossbows

HEAVY WEAPONS (5)
Autocannon
Field Artillery (includes all heavy indirect-fire weapons as well as towed direct-fire weapons)
Light Assault Gun (LAG)
Launchers
Vehicle Gunnery (includes all vehicle-mounted, direct-fire weapons from lasers to VRF Gauss Guns)

SOLDIER (5)
Combat engineering
Demolitions
Forward observer
Recon
Tactics

SPACE (7)
Astrogation
Engineering
Ship Gunnery
Pilot
Ship's Boat
Vac suit
Zero g

TECHNICAL (7)
Communications
Computer
Electronics
Gravitics
Robotics
Sensor ops
Armory

VEHICLE (5)
Wheeled
Tracked
Gravcraft
Aircraft
Watercraft

6) Zero-Level Skills are given as following:
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 ) -

6a) All player characters are assumed to have Brawling-0, Dager-0, Blade-0, Pistol-0, Steward-0 and Vacc Suit-0.

6b) Any player character from a TL5+ world with any kind of solid ground is assumed to have Wheeled Vehicle-0.

6c) Any player character from a 100% ocean world is assumed to have Small Watercraft-0.

6d) Any player character from a TL11+ world is asumed to have Grav Vehicle-0.

6e) 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.

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

6g) 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.

6h) All Merchant player characters are assumed to have Carousing-0, Broker-0, Streetwise-0, Admin-0 and Trader-0.

6i) All Navy and Marine player characters are assumed to have Zero-G-0.

7) Mustering Out is conducted on the appropriate LBB1 or S4 tables.
 
My LBB1 Revised System

1) For characteristics, roll 2D6 seven times, drop the lowest pair, and arrange the remaiming six pairs among the six characteristics as desired.

2) The referee secretly rolls and records your original PSI Strength: 2D6 in the OTU, 4D6-12 IMTU. In some settings (Zhodani, for example), the player rolls the PSI strength before chargen.

3) Character Generation is according to LBB1 and S4, with the following changes:

3a) You don't die at a failed Survival roll; you get wounded and dismissed as in the LBB1 optional rule.

3b) After CharGen is complete, choose ONE skill, ANY skill at level-1 to "round up" your character.

3c) There are six "Enlisted" (i.e. non-officer) ranks per ranked service (i.e. one with officer ranks in LBB1/S4). You get to roll Promotion even if you are not Comissioned, but then you get promoted in the Enlisted rank ladder. All characters start at Enlisted Rank 1.

3d) There is a "Special Duty" throw per 4-year term for each service, as noted in the revised tables given below; a successful throw gives you an additional skill. So, if lucky, you could get 5 skills in your first term of service - two basic, one for Commision, one for Promotion and one for Special Duty. In military services, note the number of successful Special Duty rolls; each gives you a Combat Service Ribbon in addition to the skill.

3e) There is a "Decoration" throw for each military/paramilitary service. A successful throw gives you a decoration (as in LBB4/5?); it is mostly for flavor unless Mercenary and/or Striker are used.

3f) There are now "Cascade" Skills, marked in Italics. If a Cascade skill is rolled, feel free to choose one skill from the respective Cascade Group. For example, if you roll "Soldier" for a skill, feel free to choose between Combat engineering, Demolitions, Forward observer, Recon and Tactics.

3g) Every services that doesn't have ranks recieves 2 skills every term, including the first.

4) Here are the revised CharGen tables per service:

Navy
Enlistment 8+ (DM +1 if INT 8+; DM +2 if EDU 9+)
Survival 5+ (DM +2 if INT 7+)
Comission 10+ (DM +1 if SOC 9+)
Promotion 8+ (DM +1 if EDU 8+)
Special Duty 5+ (No DMs)
Decoration 9+ (No DMs)
Reenlist 6+

Enlisted Ranks
1 Spacehand
2 Able Spacehand
3 Petty Officer 3rd Class
4 Petty Officer 2nd Class
5 Petty Officer 1st Class
6 Chief Petty Officer

Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 +1 INT
5 +1 EDU
6 +1 SOC

Service Skills
1 Space
2 Space
3 Space
4 Forward Observer
5 Melee Combat
6 Gun Combat

Advanced Education
1 Space
2 Mechanical
3 Technical
4 Technical
5 Ship Tactics
6 Jack-o-Trades

Advanced Education (EDU 8+ only)
1 Medical
2 Naval Architect
3 Fleet Tactics
4 Liaison
5 Instruction
6 Admin

Rank and Service Skills
Navy Able Spacehand: Vacc-1
Navy Chief Petty Officer: Admin-1
Navy Captain: +1 SOC
Navy Admiral: +1 SOC

(to be continued)

5) Skill and Cascade List:

GENERAL (20)
Animal Handling
Battle dress
Craftsman
Fleet tactics
Jack of all trades
Language
Leader
Liaison
Mechanical
Medic
Naval architect
Navigation
Perform
Prospecting
Recruiting
Ship tactics
Steward
Survey
Survival
Hunting

ACADEMIC (3)
Instruction
Law
Research

SCIENCE (15)
(Xeno)Biology/Genetics
Chemistry
Physics
Mathematics
Psychology
Psionicology
Sophontology (Traveller "Antropology" and "Sociology" combined)
Art
Archeology
History
Philosophy
Planetology (interstellar "Geology" and "Ecology" combined)
Linguistics
Forensics

MELEE COMBAT (11)
Dagger
Blade
Foil
Sword
Cutlass
Broadsword
Bayonet
Spear
Halberd
Cudgel
Brawling

BUSINESS (3)
Admin
Broker
Trader

CLANDESTINE (8)
Bribery
Carousing
Forgery
Gambling
Interrogation
Stealth
Streetwise
Locksmithing

GUN COMBAT (9)
Combat Rifleman (used for Rifle, Carbine, Assault Rifle, Advanced Combat Rifle, Gauss Rifle).
Pistol (used for Body Pistol, Revolver, Auto-Pistol).
Submachinegun (used for Submachinegun, Gauss Submachinegun*).
Shotgun (used for Shotgun, Combat Shotgun*).
Laser Weapons (used for Laser Pistol*, Laser Carbine, Laser Rifle).
Zero-G Weapons (used for Snub Pistol, Accelerator Rifle).
High Energy Weapons (used for PGMP-12, PGMP-13, FGMP-14 and FGMP-15).
Auto-Weapons (used for Auto-Rifle, LMG, HMG, Gauss SAW*).
Flame Throwers (used forFlamethrower*, Light Flamer*).

ARCHAIC WEAPONS (5)
Archaic Rifles
Archaic Pistols
Blunderbuss
Bow Weapons
Crossbows

HEAVY WEAPONS (5)
Autocannon
Field Artillery (includes all heavy indirect-fire weapons as well as towed direct-fire weapons)
Light Assault Gun (LAG)
Launchers
Vehicle Gunnery (includes all vehicle-mounted, direct-fire weapons from lasers to VRF Gauss Guns)

SOLDIER (5)
Combat engineering
Demolitions
Forward observer
Recon
Tactics

SPACE (7)
Astrogation
Engineering
Ship Gunnery
Pilot
Ship's Boat
Vac suit
Zero g

TECHNICAL (7)
Communications
Computer
Electronics
Gravitics
Robotics
Sensor ops
Armory

VEHICLE (5)
Wheeled
Tracked
Gravcraft
Aircraft
Watercraft

6) Zero-Level Skills are given as following:
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 ) -

6a) All player characters are assumed to have Brawling-0, Dager-0, Blade-0, Pistol-0, Steward-0 and Vacc Suit-0.

6b) Any player character from a TL5+ world with any kind of solid ground is assumed to have Wheeled Vehicle-0.

6c) Any player character from a 100% ocean world is assumed to have Small Watercraft-0.

6d) Any player character from a TL11+ world is asumed to have Grav Vehicle-0.

6e) 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.

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

6g) 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.

6h) All Merchant player characters are assumed to have Carousing-0, Broker-0, Streetwise-0, Admin-0 and Trader-0.

6i) All Navy and Marine player characters are assumed to have Zero-G-0.

7) Mustering Out is conducted on the appropriate LBB1 or S4 tables.
 
Marines
Enlistment 9+ (DM +1 if INT 8+; DM +2 if STR 8+)
Survival 6+ (DM +2 if END 8+)
Comission 9+ (DM +1 if EDU 7+)
Promotion 9+ (DM +1 if SOC 8+)
Special Duty 4+ (No DMs)
Decoration 9+ (No DMs)
Reenlist 6+

Enlisted Ranks
1 Private
2 Lance Corporal
3 Corporal
4 Sergeant
5 Gunnery Sergeant
6 Sergeant Major

Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 Gambling
5 Melee Combat
6 Survival

Service Skills
1 Vehicle
2 Battledress
3 Heavy Weapons
4 Gun Combat
5 Melee Combat
6 Gun Combat

Advanced Education
1 Vehicle
2 Mechanical
3 Technical
4 Soldier
5 Recruiting
6 Gun Combat

Advanced Education (EDU 8+ only)
1 Medical
2 Soldier
3 Space
4 Survival
5 Leader
6 Admin

Rank and Service Skills
Marine: Combat Rifleman-1 Battledress-1 (IMTU: Combat Rifleman-1 and Vacc Suit-1)
Marine Lieutenant: Leader-1

---

Army
Enlistment 5+ (DM +1 if DEX 6+; DM +2 if END 5+)
Survival 5+ (DM +2 if EDU 6+)
Comission 5+ (DM +1 if END 7+)
Promotion 6+ (DM +1 if EDU 7+)
Special Duty 6+ (No DMs)
Decoration 9+ (No DMs)
Reenlist 7+

Enlisted Ranks
1 Private
2 Corporal
3 Sergeant
4 Gunnery Sergeant
5 First Sergeant
6 Sergeant Major

Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 Gambling
5 +1 EDU
6 Melee Combat

Service Skills
1 Vehicle
2 Vehicle
3 Gun Combat
4 Soldier
5 Heavy Weapons
6 Gun Combat

Advanced Education
1 Vehicle
2 Mechanical
3 Technical
4 Soldier
5 Melee Combat
6 Heavy Weapons

Advanced Education (EDU 8+ only)
1 Medical
2 Soldier
3 Recruiting
4 Heavy Weapons
5 Leader
6 Admin

Rank and Service Skills
Army: Combat Rifleman-1
Army Sergeant: Leader-1
Army Lieutenant: SMG-1
Army General: +1 SOC

(to be continued)
 
Marines
Enlistment 9+ (DM +1 if INT 8+; DM +2 if STR 8+)
Survival 6+ (DM +2 if END 8+)
Comission 9+ (DM +1 if EDU 7+)
Promotion 9+ (DM +1 if SOC 8+)
Special Duty 4+ (No DMs)
Decoration 9+ (No DMs)
Reenlist 6+

Enlisted Ranks
1 Private
2 Lance Corporal
3 Corporal
4 Sergeant
5 Gunnery Sergeant
6 Sergeant Major

Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 Gambling
5 Melee Combat
6 Survival

Service Skills
1 Vehicle
2 Battledress
3 Heavy Weapons
4 Gun Combat
5 Melee Combat
6 Gun Combat

Advanced Education
1 Vehicle
2 Mechanical
3 Technical
4 Soldier
5 Recruiting
6 Gun Combat

Advanced Education (EDU 8+ only)
1 Medical
2 Soldier
3 Space
4 Survival
5 Leader
6 Admin

Rank and Service Skills
Marine: Combat Rifleman-1 Battledress-1 (IMTU: Combat Rifleman-1 and Vacc Suit-1)
Marine Lieutenant: Leader-1

---

Army
Enlistment 5+ (DM +1 if DEX 6+; DM +2 if END 5+)
Survival 5+ (DM +2 if EDU 6+)
Comission 5+ (DM +1 if END 7+)
Promotion 6+ (DM +1 if EDU 7+)
Special Duty 6+ (No DMs)
Decoration 9+ (No DMs)
Reenlist 7+

Enlisted Ranks
1 Private
2 Corporal
3 Sergeant
4 Gunnery Sergeant
5 First Sergeant
6 Sergeant Major

Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 Gambling
5 +1 EDU
6 Melee Combat

Service Skills
1 Vehicle
2 Vehicle
3 Gun Combat
4 Soldier
5 Heavy Weapons
6 Gun Combat

Advanced Education
1 Vehicle
2 Mechanical
3 Technical
4 Soldier
5 Melee Combat
6 Heavy Weapons

Advanced Education (EDU 8+ only)
1 Medical
2 Soldier
3 Recruiting
4 Heavy Weapons
5 Leader
6 Admin

Rank and Service Skills
Army: Combat Rifleman-1
Army Sergeant: Leader-1
Army Lieutenant: SMG-1
Army General: +1 SOC

(to be continued)
 
Once all services will be done, I'll post then in a condensed MSWORD format, 6 per page, ala LBB1/S4.
 
Once all services will be done, I'll post then in a condensed MSWORD format, 6 per page, ala LBB1/S4.
 
Scouts
Enlistment 7+ (DM +1 if INT 6+; DM +2 if STR 8+)
Survival 7+ (DM +2 if END 9+)
Special Duty 4+ (No DMs)
Reenlist 3+

Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 +1 INT
5 +1 EDU
6 Gun Combat

Service Skills
1 Vehicle
2 Space
3 Mechanical
4 Space
5 Survival
6 Survey

Advanced Education
1 Vehicle
2 Mechanical
3 Animal Handling
4 Technical
5 Technical
6 Navigation

Advanced Education (EDU 8+ only)
1 Medical
2 Space
3 Ship Tactics
4 Clandestine
5 Language
6 Jack-O-Trades

Rank and Service Skills
Scout: Pilot-1 and Engineering-1

---

Merchants
Enlistment 7+ (DM +1 if STR 7+; DM +2 if INT 6+)
Survival 5+ (DM +2 if INT 7+)
Comission 4+ (DM +1 if INT 6+)
Promotion 10+ (DM +1 if INT 9+)
Special Duty 4+ (No DMs)
Bonus* 10+ (No DMs)
Reenlist 7+

* A successful Bonus throw gives one roll on the Cash Benefits bonus, above and beyond the three-roll limit, but only yealds 50% of the stated sum.

Enlisted Ranks
One non-comissioned "promotion" is automatically recieved per term for non-commissioned Merchant characters, e.g. Term 2, E2, Term 3, E3 etc.

Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 +1 STR
5 Melee Combat
6 Bribery

Service Skills
1 Vehicle
2 Space
3 Steward
4 Steward
5 Business
6 Gun Combat

Advanced Education
1 Streetwise
2 Mechanical
3 Technical
4 Space
5 Space
6 Medical

Advanced Education (EDU 8+ only)
1 Medical
2 Space
3 Technical
4 Carousing
5 Business
6 Business

Rank and Service Skills
Merchant: Steward-1
Merchant 3rd Officer: Broker-1
Merchant Captain: Pilot-1

---

ARRRRRRR!!! Pirate!
Enlistment 7+ (DM +1 if SOC 7-; DM +2 if END 9+)
Survival 6+ (DM +2 if INT 8+)
Comission 9+ (DM +1 if STR 10+)
Promotion 8+ (DM +1 if INT 9+)
Special Duty 5+ (No DMs)
Bonus* 9+ (No DMs)
Reenlist 7+

* A successful Bonus throw gives one roll on the Cash Benefits bonus, above and beyond the three-roll limit, but only yealds 50% of the stated sum.

Enlisted Ranks
While Pirates have Commissioned Ranks, they do not have Enlisted ones.

Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 Gambling
5 Melee Combat
6 Melee Combat

Service Skills
1 Melee Combat
2 Space
3 Space
4 Clandestine
5 Gun Combat
6 Gun Combat

Advanced Education
1 Clandestine
2 Space
3 Space
4 Ship Tactics
5 Tactics
6 Mechanical

Advanced Education (EDU 8+ only)
1 Space
2 Business
3 Clandestine
4 Technical
5 Technical
6 Leader

Rank and Service Skills
Pirate: Brawling-1
Pirate Lieutenant: Pilot-1
Pirate Leader: Broker-1

---

Belters
Enlistment 8+ (DM +1 if DEX 9+; DM +2 if INT 6+)
Survival 9+ (DM +1 per term served, including the first)
Special Duty 6+ (No DMs)
Bonus* 11+ (No DMs)
Reenlist 7+

* A successful Bonus throw gives one roll on the Cash Benefits bonus, above and beyond the three-roll limit, but only yealds 50% of the stated sum.

Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 Gambling
5 Melee Combat
6 Vacc Suit

Service Skills
1 Space
2 Space
3 Prospecting
4 Forward Observer
5 Prospecting
6 Technical

Advanced Education
1 Space
2 Technical
3 Prospecting
4 Mechanical
5 Prospecting
6 Instruction

Advanced Education (EDU 8+ only)
1 Space
2 Medical
3 Business
4 Technical
5 Demolition
6 Jack-O-Trades

Rank and Service Skills
Belter: Vacc Suit-1 and Zero-G-1
 
Scouts
Enlistment 7+ (DM +1 if INT 6+; DM +2 if STR 8+)
Survival 7+ (DM +2 if END 9+)
Special Duty 4+ (No DMs)
Reenlist 3+

Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 +1 INT
5 +1 EDU
6 Gun Combat

Service Skills
1 Vehicle
2 Space
3 Mechanical
4 Space
5 Survival
6 Survey

Advanced Education
1 Vehicle
2 Mechanical
3 Animal Handling
4 Technical
5 Technical
6 Navigation

Advanced Education (EDU 8+ only)
1 Medical
2 Space
3 Ship Tactics
4 Clandestine
5 Language
6 Jack-O-Trades

Rank and Service Skills
Scout: Pilot-1 and Engineering-1

---

Merchants
Enlistment 7+ (DM +1 if STR 7+; DM +2 if INT 6+)
Survival 5+ (DM +2 if INT 7+)
Comission 4+ (DM +1 if INT 6+)
Promotion 10+ (DM +1 if INT 9+)
Special Duty 4+ (No DMs)
Bonus* 10+ (No DMs)
Reenlist 7+

* A successful Bonus throw gives one roll on the Cash Benefits bonus, above and beyond the three-roll limit, but only yealds 50% of the stated sum.

Enlisted Ranks
One non-comissioned "promotion" is automatically recieved per term for non-commissioned Merchant characters, e.g. Term 2, E2, Term 3, E3 etc.

Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 +1 STR
5 Melee Combat
6 Bribery

Service Skills
1 Vehicle
2 Space
3 Steward
4 Steward
5 Business
6 Gun Combat

Advanced Education
1 Streetwise
2 Mechanical
3 Technical
4 Space
5 Space
6 Medical

Advanced Education (EDU 8+ only)
1 Medical
2 Space
3 Technical
4 Carousing
5 Business
6 Business

Rank and Service Skills
Merchant: Steward-1
Merchant 3rd Officer: Broker-1
Merchant Captain: Pilot-1

---

ARRRRRRR!!! Pirate!
Enlistment 7+ (DM +1 if SOC 7-; DM +2 if END 9+)
Survival 6+ (DM +2 if INT 8+)
Comission 9+ (DM +1 if STR 10+)
Promotion 8+ (DM +1 if INT 9+)
Special Duty 5+ (No DMs)
Bonus* 9+ (No DMs)
Reenlist 7+

* A successful Bonus throw gives one roll on the Cash Benefits bonus, above and beyond the three-roll limit, but only yealds 50% of the stated sum.

Enlisted Ranks
While Pirates have Commissioned Ranks, they do not have Enlisted ones.

Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 Gambling
5 Melee Combat
6 Melee Combat

Service Skills
1 Melee Combat
2 Space
3 Space
4 Clandestine
5 Gun Combat
6 Gun Combat

Advanced Education
1 Clandestine
2 Space
3 Space
4 Ship Tactics
5 Tactics
6 Mechanical

Advanced Education (EDU 8+ only)
1 Space
2 Business
3 Clandestine
4 Technical
5 Technical
6 Leader

Rank and Service Skills
Pirate: Brawling-1
Pirate Lieutenant: Pilot-1
Pirate Leader: Broker-1

---

Belters
Enlistment 8+ (DM +1 if DEX 9+; DM +2 if INT 6+)
Survival 9+ (DM +1 per term served, including the first)
Special Duty 6+ (No DMs)
Bonus* 11+ (No DMs)
Reenlist 7+

* A successful Bonus throw gives one roll on the Cash Benefits bonus, above and beyond the three-roll limit, but only yealds 50% of the stated sum.

Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 Gambling
5 Melee Combat
6 Vacc Suit

Service Skills
1 Space
2 Space
3 Prospecting
4 Forward Observer
5 Prospecting
6 Technical

Advanced Education
1 Space
2 Technical
3 Prospecting
4 Mechanical
5 Prospecting
6 Instruction

Advanced Education (EDU 8+ only)
1 Space
2 Medical
3 Business
4 Technical
5 Demolition
6 Jack-O-Trades

Rank and Service Skills
Belter: Vacc Suit-1 and Zero-G-1
 
Other proposed changes:
1) Noble and Barbarian become "default" careers, that is, characters from a TL4- (or was that TL3- ?) world can become Barbarians without an Enlistment throw (and no one else could become a Barbarian), and characters with SOC10+ can become Nobles without an Enlistment throw (and no one else could become a Noble). One cannot be "Drafted" into a Noble or Barbarian career; however, if a character from a TL4- world fails the Enlistment throw of another service, he automatically becomes a Barbarian rather than submitting to a draft; if a character with SOC10+ fails the Enlistment throw of another service, he automatically becomes a Noble rather than submitting to a draft.

2) I'm thinking about adding three new careers: Law Enforcement (cops/government agents/repo men), Colonists (people from frontier worlds, TL5+ but pop 5-), and Technicians (people who hold technical jobs, i.e. technicians, mechanics, engineers, computer experts and industrial workers).

3) Characters should be able to switch between careers after enlistment, but with a cumulative (sp?) DM -2 per change to the Enlistment roll; a failed Enlistment roll to join a new service means that the character remains in the old service.
 
Other proposed changes:
1) Noble and Barbarian become "default" careers, that is, characters from a TL4- (or was that TL3- ?) world can become Barbarians without an Enlistment throw (and no one else could become a Barbarian), and characters with SOC10+ can become Nobles without an Enlistment throw (and no one else could become a Noble). One cannot be "Drafted" into a Noble or Barbarian career; however, if a character from a TL4- world fails the Enlistment throw of another service, he automatically becomes a Barbarian rather than submitting to a draft; if a character with SOC10+ fails the Enlistment throw of another service, he automatically becomes a Noble rather than submitting to a draft.

2) I'm thinking about adding three new careers: Law Enforcement (cops/government agents/repo men), Colonists (people from frontier worlds, TL5+ but pop 5-), and Technicians (people who hold technical jobs, i.e. technicians, mechanics, engineers, computer experts and industrial workers).

3) Characters should be able to switch between careers after enlistment, but with a cumulative (sp?) DM -2 per change to the Enlistment roll; a failed Enlistment roll to join a new service means that the character remains in the old service.
 
Originally posted by Fritz88:
2-4601, I would say an unqualified yes to the additions you are considering. (Why do those sound familiar... ;) )
Indeed

And what do you think about my CharGen tables in general?
 
Originally posted by Fritz88:
2-4601, I would say an unqualified yes to the additions you are considering. (Why do those sound familiar... ;) )
Indeed

And what do you think about my CharGen tables in general?
 
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