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CT Only: Ref's Throws

NO THROWS



Sometimes, there is no throw required at all. Sometimes, there's just a requirement to get something done.

For example, from page 6 of DA 1: Annic Nova

The starboard hatch is jammed shut, with marks indicating the after-effects of a minor collision. Forcing this hatch open is a mechanical problem, and can be resolved by mechanical-1 skill.

Here, any character with Mechanical-1 skill automatically solves the problem. No roll needed. But, if no one with mechanical skill is available, then the hatch remains stuck.



A throw from later in the adventure...

Electronics-2 or better will deduce that this is the accumulator section of the starship power supply.





And, even later in the adventure, we see this...

An individual with computer-2 can install a standard programming language from another source in about a day. Someone with computer-4 can instead decipher the computer's language, altering it to respond to normal procedures; throw 12+, DM +1 per level of computer skill, once per week of trying.
 
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USING DIFFERENT ATTRIBUTES FOR MODIFIERS



From page 7 of DA 1: Annic Nova....

When the power is restored, the ship's grav plates work, and there is a situation where a character may suddenly fall because of the grav field change.

Each throws 8+ to avoid an injurious fall; DM +2 if dexterity 8+, +1 if strength 10+, + vacc suit skill. If the fall occurs, the individual receives 2D hits.



This throw is saying that any better than average DEX will help the character stay on his feet, but STR will only help if the character is incredibly strong.

Vacc Suit skill helps because that is basically a zero-G operations skill.





Here's a similar throw from the same source used to force open an iris valve.

Valves are difficult to force once fully closed (throw 9+ to open a closed iris valve; DM +1 if strength 10+, +2 if dexterity 10+, -3 if in vacc suit).
 
THROW REQUIREMENT



Sometimes, there is a requirement to get a throw. This example is from page 11 of DA 1: Annic Nova.

Individuals with electronics-1 or better will recognize each of the following on a throw of 7+: long range detectors, long range communications equipment, short range scanners, and deep radar.



If the character has Electronics-1, he gets to throw 2D for 7+ to recognize each of the four pieces of equipment.

Note that the skill requirement only allows the character to make the four throws; the skill does not modify the 7+ throw to recognize the machinery.
 
GROWING MODIFIER



This is also from DA 1: Annic Nova. It's a roll to learn the language used on the ship.

Studying channel U or channel J will teach the ship's language (studying 12 hours per day) on a throw of 14+, DM +1 per day spent, DM +1 if intelligence 11+.

You get a +1 DM for each 12 hours spent studying the channel.





This roll means to roll once per 12 hours, with an increasing DM of +1 for each 12 hours spent in study. A harder version of this throw can be created by only allowing one try--one throw--forcing the player to weigh time against the modifier he is getting.

Thus, if he had INT 12 and had spent 7 days studying channel U, then his one throw would be 2D +8 for 14+, or 2D for 6+.

He'd only get one try at that (which doesn't really fit the learning scenario here but can fit into other circumstances), and if he fails, he doesn't get a second try--or a second try is useless.
 
SLIGHT CHANCE TO FIT



This is an interesting roll. Instead of a percentage chance, a throw is required to see if a slight, tight Vacc Suit would fit a character.

From DA 1: Annic Nova...

Halfway back in the rear area, along the side walls, are sets of cabinets. The port cabinet has three vacc suits of unusual design. If they are tried on, they are found to be personalized, and non-adjustable, with only a slight chance that they will fit the individual involved (throw 10+ for the suit to fit; DM +1 if the individual is strength-5 or less, because they are on the small side).
 
DAMAGE



From DA 1: Annic Nova.

...the individual has contracted the disease. Immediately roll two dice and subtract the skill level of any attending medic (one medic may
attend up to four persons). That number is the immediate damage inflicted.

There is a note that a re-roll is required if damage exceeds 8 points. Keep re-rolling as damage can never be higher than 8.



That's an interesting roll that suits the type of damage perfectly. Damage is limited to 8 points max. Damage is random, and is decreased by another character's Medical skill.

This would be a good roll to use if, for example, a steam pipe blew up in a character's face.


Here's some DMs for that throw above...

DM -1 for strength 10+. DM -1 for any person with service in the scout service (for the scout service immunizations). A doctor who has
analysed the situation may prescribe strict rest and sleep; following this regimen allows a DM -4.

That's nice how the character's service provides a DM, and following the doctor's orders allows for a DM.
 
I'm rather big on two bits- the no-skill DM, and stats being bigger then the sliding scale.

I'd almost always have a no-skill negative, because of jack-of-all-trades- that skill has no meaning if anyone can try anything.

I'm favoring the rule of JOAT skill level means number of times you can retry doing something that the character is using JOAT for (no skill otherwise).

The +2 per SL in combination with STAT-7 = DM is appealing too.

I've mentioned using SOC before as a major modifier in reaction rolls- close SOC gets positive reaction DMs, greatly different SOC ends up being a negative unless you roll natural 2 (total hate even for same SOC) or natural 12 (total like/love even for distant SOC).

SOC could also be used as a means for determining access to resources or information-

Roll SOC or below for basic high society interaction or getting loans.

Roll SOC or higher for Streetwise rolls (so higher your SOC, less the street will 'buy' your street legitimacy.
 
I'd almost always have a no-skill negative, because of jack-of-all-trades- that skill has no meaning if anyone can try anything.

JOT issues aside, CT characters, if you use RAW chargen, end up with few skills. Always having a no-skill negative means putting a penalty on the character most of the time.

Sure, some of the skill descriptions suggest penalties for no skill, but a lot of them don't.



A CT character is much more useful if he can try a lot of things just using 2D, if he has no skill.

And, the places where he excels--his skills--he gets bonuses to that throw.



MY TAKE

I tend to think of a CT character as having a default 2D throw to do things.

Then, when warranted, that 2D throw can be, but doesn't have to always be, modified by expertise, attribute, and circumstance.
 
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