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Rogue Characters skill out of place??

Did any one else ever notice that the CT Rogue character gen [which I found fun] has an odd skill included?

One of the skills is Ship's Tactics but if you look at the tables there are no other space skills as I remember and not even Pilot skill. Odd isn't it? Even Tactics would made make more sense.

What I tend to do to keep the spirit of Rogue is to substitute Interrogation skill instead of Ship's Tactic. It seems more in keeping with a rogue's skill and is more useful because how useful is ship's tactics if Rogues don't have pilot skills??
 
Did any one else ever notice that the CT Rogue character gen [which I found fun] has an odd skill included?

One of the skills is Ship's Tactics but if you look at the tables there are no other space skills as I remember and not even Pilot skill. Odd isn't it? Even Tactics would made make more sense.

What I tend to do to keep the spirit of Rogue is to substitute Interrogation skill instead of Ship's Tactic. It seems more in keeping with a rogue's skill and is more useful because how useful is ship's tactics if Rogues don't have pilot skills??
 
I went back and looked at a copy of MT Player's Handbook I picked up recently and see that in that generation system the skill was changed to "Tactics" so that seems to indicate that there was a mistake in Supplement 4.
 
I went back and looked at a copy of MT Player's Handbook I picked up recently and see that in that generation system the skill was changed to "Tactics" so that seems to indicate that there was a mistake in Supplement 4.
 
Good observation. This skill is essentially a Naval Character skill first listed in CT Book 5: High Guard and is only offered to Commissioned Officers of the Imperial Navy. It could and should be included to other charaters in the Traveller Universe for the players and referees in any campaign.
 
Good observation. This skill is essentially a Naval Character skill first listed in CT Book 5: High Guard and is only offered to Commissioned Officers of the Imperial Navy. It could and should be included to other charaters in the Traveller Universe for the players and referees in any campaign.
 
Originally posted by Mark G.:
Good observation. This skill is essentially a Naval Character skill first listed in CT Book 5: High Guard and is only offered to Commissioned Officers of the Imperial Navy. It could and should be included to other charaters in the Traveller Universe for the players and referees in any campaign.
Tactics makes sense for organized crime. Ship tactics would too, but such crew would probably (more or less) be considered Pirates (rogue spacers). As normal crooks, Ship's Tactics is rather silly.

Note that I think it is pretty hard for Merchants (even post-errata fixes) to get "Sensor Ops" or "Ship's Tactics", both of which a Merchant could justify based on working on the frontier.

And why a Marine can end his career without Battle Dress skill or Zero G skill is a bit curious... ;)
 
Originally posted by Mark G.:
Good observation. This skill is essentially a Naval Character skill first listed in CT Book 5: High Guard and is only offered to Commissioned Officers of the Imperial Navy. It could and should be included to other charaters in the Traveller Universe for the players and referees in any campaign.
Tactics makes sense for organized crime. Ship tactics would too, but such crew would probably (more or less) be considered Pirates (rogue spacers). As normal crooks, Ship's Tactics is rather silly.

Note that I think it is pretty hard for Merchants (even post-errata fixes) to get "Sensor Ops" or "Ship's Tactics", both of which a Merchant could justify based on working on the frontier.

And why a Marine can end his career without Battle Dress skill or Zero G skill is a bit curious... ;)
 
yes, I agree with these points except that sometimes, IMTU at least, rogues aren't always criminals. Usually yes but sometimes they are grey, borderline types. Characters like the Saint and Phillip Marlowe come to mind. People working on the fringe of the law.
 
yes, I agree with these points except that sometimes, IMTU at least, rogues aren't always criminals. Usually yes but sometimes they are grey, borderline types. Characters like the Saint and Phillip Marlowe come to mind. People working on the fringe of the law.
 
Originally posted by secretagent:
yes, I agree with these points except that sometimes, IMTU at least, rogues aren't always criminals. Usually yes but sometimes they are grey, borderline types. Characters like the Saint and Phillip Marlowe come to mind. People working on the fringe of the law.
But if you aren't getting any other ship skills, Ship's Tactics is still senseless... ;)
 
Originally posted by secretagent:
yes, I agree with these points except that sometimes, IMTU at least, rogues aren't always criminals. Usually yes but sometimes they are grey, borderline types. Characters like the Saint and Phillip Marlowe come to mind. People working on the fringe of the law.
But if you aren't getting any other ship skills, Ship's Tactics is still senseless... ;)
 
But if you aren't getting any other ship skills, Ship's Tactics is still senseless...
----------------------------------------------
Absolutely -- it's like generating a dentist or a gynecologist character with gun combat 4 and battle dress 5. Why????
 
But if you aren't getting any other ship skills, Ship's Tactics is still senseless...
----------------------------------------------
Absolutely -- it's like generating a dentist or a gynecologist character with gun combat 4 and battle dress 5. Why????
 
Originally posted by secretagent:
But if you aren't getting any other ship skills, Ship's Tactics is still senseless...
----------------------------------------------
Absolutely -- it's like generating a dentist or a gynecologist character with gun combat 4 and battle dress 5. Why????
Reduces the number of malpractice suits?
Lowers malpractice insurance premiums?

And just why would a gynecologist need Battle Dress 5? (3 I can see. . .)


:eek:
 
Originally posted by secretagent:
But if you aren't getting any other ship skills, Ship's Tactics is still senseless...
----------------------------------------------
Absolutely -- it's like generating a dentist or a gynecologist character with gun combat 4 and battle dress 5. Why????
Reduces the number of malpractice suits?
Lowers malpractice insurance premiums?

And just why would a gynecologist need Battle Dress 5? (3 I can see. . .)


:eek:
 
Originally posted by Vargas:
And just why would a gynecologist need Battle Dress 5? (3 I can see. . .)
I'm glad I don't play T20. One of *those* players would likely start mentioning the kind of 'feats' and ObGyn might have and that would just push us into the silly zone.
 
Originally posted by Vargas:
And just why would a gynecologist need Battle Dress 5? (3 I can see. . .)
I'm glad I don't play T20. One of *those* players would likely start mentioning the kind of 'feats' and ObGyn might have and that would just push us into the silly zone.
 
Originally posted by kaladorn:

I'm glad I don't play T20. One of *those* players would likely start mentioning the kind of 'feats' and ObGyn might have and that would just push us into the silly zone. [/QUOTE][/QUOTE]

The only feat I know of is Cold Hands. . .
 
Originally posted by kaladorn:

I'm glad I don't play T20. One of *those* players would likely start mentioning the kind of 'feats' and ObGyn might have and that would just push us into the silly zone. [/QUOTE][/QUOTE]

The only feat I know of is Cold Hands. . .
 
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