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New Career - Factor

I was thinking for an MTU POV - the Solar Triumvirate DOES have a semi-Cyberpunk outlook, so anything you listed as "too cyberpunk" is worth double its OTU worth
 
I was thinking for an MTU POV - the Solar Triumvirate DOES have a semi-Cyberpunk outlook, so anything you listed as "too cyberpunk" is worth double its OTU worth
 
A similar agent working for a noble in a feudal system (such as the OTU) would probably be called a "Retainer".

Anyhow, here are my "design notes" for my version of this career:

Concept: The Company Man is a trouble-shooter, deal-broker and intelligence gatherer employed by a corporation to tend to corporate interests on worlds far away from the corporate's core, typically on a frontier. As opposed to a Factor, however, a Company Man is not a corporation's (semi)-official business representative or market "feeler" on a specific world, but rather a flexible and somewhat autonomous agent who deals with more "behind the scenes" actions. He seeks out opportunities for corporate profits in both official and unofficial means, removes obstacles from the corporate's way, handles industrial espionage, brokers back-room deals and generally propagates the corporate's will. An example of a Company Man would be Burke from the movie Aliens, who attached himself to a Marine strike team headed for a corporate-owned colony in order to represent that corporation's interests (and secure a few specimens for the corp's biolabs, too
file_23.gif
).

Ranks and Promotions: "Comission" should represent long-term employment by a specific corp, with all related benefits (secure employment, advancement in salary, far more personal power and so on). A "non-Comissioned" Company Man is a free agent hired by various corps to perform specific missions; therefore, the apply the Pay Grade ("Comissioned Rank") as a +DM to re-enlist. There are no "Non-Comissioned Ranks" in this career; every Promotion after a Comission is recieved is an increase in responsibility and, ofcourse, in the Company Man's Pay Grade. Named ranks just don't seem to fit in with this career; Pay Grades will do well (after all, a corporate cares about money first, everything a distant second
).

Skills: Negotiation and "networking" are a Company Man's main assets - represented in the game by the Liaison and Carousing skills (with Streetwise, Bribery, Computer and Admin coming as a close second). Company Men are also quite "in the know" where markets are concerned - and hence their Broker skill. Several other skills that Corporate Men sometimes recieve includes ones related to covert operations and some combat skills (though a Company Man would usually deal with a combat threat by hiring a group of mercenaries to accompany him), first aid and, ofcourse, gambling.
 
A similar agent working for a noble in a feudal system (such as the OTU) would probably be called a "Retainer".

Anyhow, here are my "design notes" for my version of this career:

Concept: The Company Man is a trouble-shooter, deal-broker and intelligence gatherer employed by a corporation to tend to corporate interests on worlds far away from the corporate's core, typically on a frontier. As opposed to a Factor, however, a Company Man is not a corporation's (semi)-official business representative or market "feeler" on a specific world, but rather a flexible and somewhat autonomous agent who deals with more "behind the scenes" actions. He seeks out opportunities for corporate profits in both official and unofficial means, removes obstacles from the corporate's way, handles industrial espionage, brokers back-room deals and generally propagates the corporate's will. An example of a Company Man would be Burke from the movie Aliens, who attached himself to a Marine strike team headed for a corporate-owned colony in order to represent that corporation's interests (and secure a few specimens for the corp's biolabs, too
file_23.gif
).

Ranks and Promotions: "Comission" should represent long-term employment by a specific corp, with all related benefits (secure employment, advancement in salary, far more personal power and so on). A "non-Comissioned" Company Man is a free agent hired by various corps to perform specific missions; therefore, the apply the Pay Grade ("Comissioned Rank") as a +DM to re-enlist. There are no "Non-Comissioned Ranks" in this career; every Promotion after a Comission is recieved is an increase in responsibility and, ofcourse, in the Company Man's Pay Grade. Named ranks just don't seem to fit in with this career; Pay Grades will do well (after all, a corporate cares about money first, everything a distant second
).

Skills: Negotiation and "networking" are a Company Man's main assets - represented in the game by the Liaison and Carousing skills (with Streetwise, Bribery, Computer and Admin coming as a close second). Company Men are also quite "in the know" where markets are concerned - and hence their Broker skill. Several other skills that Corporate Men sometimes recieve includes ones related to covert operations and some combat skills (though a Company Man would usually deal with a combat threat by hiring a group of mercenaries to accompany him), first aid and, ofcourse, gambling.
 
Company Men
Enlistment 8+ (DM +1 if END 7+; DM +2 if INT 8+)
Survival 6+ (DM +2 if END 7+)
Comission 8+ (DM +1 if INT 9+)
Promotion 9+ (DM +1 if SOC 8+)
Special Duty 6+ (No DMs)
Bonus* 9+ (No DMs)
Reenlist** 6+

* 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.
** DM +Comissioned Rank to Re-Enlist.

Enlisted Ranks
While Company Men have Commissioned Ranks, they do not have Enlisted ones.

Comissioned Ranks
A freshly-Comissioned Company Man has a Pay Grade ("Comissioned Rank") of 1. Each successful Promotion throw increases this Grade by one. This is treated as "officer rank" when determining the number of Mustering Out Benefits.

Skills
In the first term of his service, a Company Man recieves a basic number of 2 skills, and on any other term he recieves one skill; a successful Special Duty (MT graft here
) throw results in an additional skill; a comission results in an additional skill; and a promotion results in an additioonal skill. So a character could get, at maximum, five skills in a single term, if it is his first term, and he made both the Special Duty, Comission and Promotion throws.

Personal Development
1 +1 Str
2 +1 Dex
3 +1 End
4 Gambling
5 +1 Int
6 +1 Edu

Service Skills
1 Liaison
2 Melee Combat
3 Clandestine
4 Gun Combat
5 Vehicle
6 Business

Advanced Education
1 Clandestine
2 Computer
3 Mechanical
4 Liaison
5 Business
6 Electronics

Advanced Education (EDU 8+ only)
1 Medical
2 Recruiting
3 Leader
4 Academic
5 Computer
6 Business

Rank and Service Skills
Company Man: Liaison-1 and Carousing-1
Comissioned Company Man: Broker-1

Material Benefits
1 Mid Psg
2 +2 SOC
3 +2 Edu
4 Blade
5 Gun
6 Ship
7 Patron's Letter

Optional (Player's discretion) DM +1 is Pay Grade is 4+.

Cash Benefits
1 10,000
2 20,000
3 30,000
4 30,000
5 50,000
6 50,000
7 100,000

DM +1 if the character possess the Gambling skill.

New Skills:
Liaison: As LBB5 p.12
Melee Combat: : A cascade skill; choose between Dagger, Blade, Foil, Sword, Cutlass, Broadsword, Bayonet, Spear, Halberd, Cudgel, or Brawling.
Gun Combat: A cascade skill; choose between Combat Rifleman, Pistol, Submachinegun, Shotguns, Laser Weapons, Zero-G Weapons, High-Energy Weapons or Auto-Weapons.
Clandestine: A cascade skill; choose between Bribery (LBB1 p.18), Carousing (LBB5 p.10), Forgery (LBB1 p.19), Gambling (LBB1 p.19), Interrogation (LBB4 p.14), Stealth (a new skill; encompasses shadowing, sneaking and pickpocking techniques) or Streetwise (LBB1 p.22).
Vehicle: A cascade skill; choose between Wheeled, Tracked, Grav-craft, Aircraft, Watercraft or Air-Cushion Vehicles.
Business: A cascade skill; choose between Admin (LBB1 p.17), Broker (LBB6 p.17) or Trader (LBB7 p.30).
Recruiting: As LBB4 p.15.
Academic: A cascade skill; choose between Instruction (LBB4 p.13) or Legal (LBB7 p.29).
 
Company Men
Enlistment 8+ (DM +1 if END 7+; DM +2 if INT 8+)
Survival 6+ (DM +2 if END 7+)
Comission 8+ (DM +1 if INT 9+)
Promotion 9+ (DM +1 if SOC 8+)
Special Duty 6+ (No DMs)
Bonus* 9+ (No DMs)
Reenlist** 6+

* 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.
** DM +Comissioned Rank to Re-Enlist.

Enlisted Ranks
While Company Men have Commissioned Ranks, they do not have Enlisted ones.

Comissioned Ranks
A freshly-Comissioned Company Man has a Pay Grade ("Comissioned Rank") of 1. Each successful Promotion throw increases this Grade by one. This is treated as "officer rank" when determining the number of Mustering Out Benefits.

Skills
In the first term of his service, a Company Man recieves a basic number of 2 skills, and on any other term he recieves one skill; a successful Special Duty (MT graft here
) throw results in an additional skill; a comission results in an additional skill; and a promotion results in an additioonal skill. So a character could get, at maximum, five skills in a single term, if it is his first term, and he made both the Special Duty, Comission and Promotion throws.

Personal Development
1 +1 Str
2 +1 Dex
3 +1 End
4 Gambling
5 +1 Int
6 +1 Edu

Service Skills
1 Liaison
2 Melee Combat
3 Clandestine
4 Gun Combat
5 Vehicle
6 Business

Advanced Education
1 Clandestine
2 Computer
3 Mechanical
4 Liaison
5 Business
6 Electronics

Advanced Education (EDU 8+ only)
1 Medical
2 Recruiting
3 Leader
4 Academic
5 Computer
6 Business

Rank and Service Skills
Company Man: Liaison-1 and Carousing-1
Comissioned Company Man: Broker-1

Material Benefits
1 Mid Psg
2 +2 SOC
3 +2 Edu
4 Blade
5 Gun
6 Ship
7 Patron's Letter

Optional (Player's discretion) DM +1 is Pay Grade is 4+.

Cash Benefits
1 10,000
2 20,000
3 30,000
4 30,000
5 50,000
6 50,000
7 100,000

DM +1 if the character possess the Gambling skill.

New Skills:
Liaison: As LBB5 p.12
Melee Combat: : A cascade skill; choose between Dagger, Blade, Foil, Sword, Cutlass, Broadsword, Bayonet, Spear, Halberd, Cudgel, or Brawling.
Gun Combat: A cascade skill; choose between Combat Rifleman, Pistol, Submachinegun, Shotguns, Laser Weapons, Zero-G Weapons, High-Energy Weapons or Auto-Weapons.
Clandestine: A cascade skill; choose between Bribery (LBB1 p.18), Carousing (LBB5 p.10), Forgery (LBB1 p.19), Gambling (LBB1 p.19), Interrogation (LBB4 p.14), Stealth (a new skill; encompasses shadowing, sneaking and pickpocking techniques) or Streetwise (LBB1 p.22).
Vehicle: A cascade skill; choose between Wheeled, Tracked, Grav-craft, Aircraft, Watercraft or Air-Cushion Vehicles.
Business: A cascade skill; choose between Admin (LBB1 p.17), Broker (LBB6 p.17) or Trader (LBB7 p.30).
Recruiting: As LBB4 p.15.
Academic: A cascade skill; choose between Instruction (LBB4 p.13) or Legal (LBB7 p.29).
 
Originally posted by Employee 2-4601:



A "non-Comissioned" Company Man is a free agent hired by various corps to perform specific missions;

If he's freelancing he isn't really a "company man"...

Nitpicking I know, looks alright to me.
 
Originally posted by Employee 2-4601:



A "non-Comissioned" Company Man is a free agent hired by various corps to perform specific missions;

If he's freelancing he isn't really a "company man"...

Nitpicking I know, looks alright to me.
 
He's "freelancing", but he hires himself to corporations - he's a Company man, just on a temporary basis...
 
He's "freelancing", but he hires himself to corporations - he's a Company man, just on a temporary basis...
 
About retirement pay, remember that these are corporations we are talking about here - so it'll probably be based on rank ("Pay Grade") rather than on the number of years in service. Oh, and the salaray will, ofcourse, depend on the Pay Grade - but aside from successful Bonus rolls and mustering-out cash, past salaries are assumed to be used by the Company Man to live off while still employed. I'll figure out a table for these monetary matters soon.

Which brings me to the next point. What about Company Men PCs still employed by a Corp? I was thinking along the lines of the Corp giving the Company Man a budget (dependent on rank and projected objectives) and either a starship or free passage on ships owned by that Corp. Ofcourse, objectives will be given - but relatively loose ones, that allow enough autonomy for the Company Man to adapt to the local situation without requestying orders from afar.
 
About retirement pay, remember that these are corporations we are talking about here - so it'll probably be based on rank ("Pay Grade") rather than on the number of years in service. Oh, and the salaray will, ofcourse, depend on the Pay Grade - but aside from successful Bonus rolls and mustering-out cash, past salaries are assumed to be used by the Company Man to live off while still employed. I'll figure out a table for these monetary matters soon.

Which brings me to the next point. What about Company Men PCs still employed by a Corp? I was thinking along the lines of the Corp giving the Company Man a budget (dependent on rank and projected objectives) and either a starship or free passage on ships owned by that Corp. Ofcourse, objectives will be given - but relatively loose ones, that allow enough autonomy for the Company Man to adapt to the local situation without requestying orders from afar.
 
Is it just me. I am thinking aobut the pasty faced guy from the Big Lebowski. "So dude how did the meeting go? "
I like the character idea but I would keep thinking of the big Lebowski and crack up if it was during a gamming session.
 
Is it just me. I am thinking aobut the pasty faced guy from the Big Lebowski. "So dude how did the meeting go? "
I like the character idea but I would keep thinking of the big Lebowski and crack up if it was during a gamming session.
 
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