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Supplement 4 - Citizens of the Imperium ala Book 1

Very good work, I like what you are doing with this.

The only comment I can think of is that a lot of the single vehicle skills could be rolled into the vehicle cascade, with a proviso on what should be taken - this could include equestrian.
 
Very good work, I like what you are doing with this.

The only comment I can think of is that a lot of the single vehicle skills could be rolled into the vehicle cascade, with a proviso on what should be taken - this could include equestrian.

Thanks

I don't feel like Equestrian is under Vehicle at all...

Other than that, the only new one I added was Sailing, which I assume is part of the Vehicle cascade.

Frank
 
Horses, chariots, wagons, stagecoaches etc - horse drawn vehicles was my thinking for equestrian.

Ah, right... Hadn't thought about those, was just thinking of Equestrian as riding. I guess the question is if in the spirit of Book 1, riding and driving a horse drawn vehicle should be separate skills? Maybe not.
 
Out of interest why didnt you do it the other way around and alter the original LBB tables to accommodate the new skills made available in the later Books and Supp 4?
 
Out of interest why didnt you do it the other way around and alter the original LBB tables to accommodate the new skills made available in the later Books and Supp 4?

Ah, I should have explained that up front...

Based on reading various blogs and posts that have been looking at the game contained in the original 3 books, and my own thoughts about the implications of the expanding skill list, I have decided to play a very much Books 1-3 campaign, however, it's hard to ignore the idea of adding additional previous service careers, so Supplement 4 is very appealing, but not if it drags in lots of new skills.

I have chosen to introduce a few very specific new skills, but rejected other aspects of the skill explosion.

It's also worth noting that a Book 1 one or two term character would really feel out of place with all the new skills. If you need Communications and Gravitics to run a ship, it becomes harder to crew up a ship.

Frank
 
If you need Communications and Gravitics to run a ship, it becomes harder to crew up a ship.

not sure what gravitics skill is for, but communications skill is not about running the ship, it's about information acquisition.
 
not sure what gravitics skill is for, but communications skill is not about running the ship, it's about information acquisition.

Per book 5, communications is:

Communications: The person is trained
in the use, repair, and maintenance of
communications devices.

and Gravitics is:

Gravitics: The individual has skill in the
use, operation, and repair of gravitic devices.

Those both sound necessary for ship operation.
 
I always looked at communications to be a military/corporate ops specialist item, not the sort of thing most Free Traders would bother with, and to do something like Electronics subtract 1 for skill die rolls.

As for gravitics, CT isn't postulating gravitic drive to my knowledge, that was later versions, so the only issue would be maintenance of artificial gravity.
 
I always looked at communications to be a military/corporate ops specialist item, not the sort of thing most Free Traders would bother with, and to do something like Electronics subtract 1 for skill die rolls.
I suppose one could make it a specialty skill, that might explain why only Sailors get it in Supplement 4, but that's contrary to the description.

And that's one of the issues I have with the new skills, we add all these specialty skills with descriptions that make it seem like other careers should have the skill also. So what do we really interpret?

Or one can do as I have done and drop the new skills...
As for gravitics, CT isn't postulating gravitic drive to my knowledge, that was later versions, so the only issue would be maintenance of artificial gravity.

Still seems necessary, and for some reason Sailors, Flyers, and Hunters get it in addition to Scientists (who DON'T get Engineering for some reason).

Frank
 
Gravitics: The individual has skill in the use, operation, and repair of gravitic devices.

has anyone here ever used gravitics skill in a game?

Communications: The person is trained in the use, repair, and maintenance of communications devices.

this description is covered under electronics skill.

I always looked at communications to be a military/corporate ops specialist item, not the sort of thing most Free Traders would bother with

surely a free trader looking to get ahead in the markets would like to have such a retired specialist on its crew?
 
has anyone here ever used gravitics skill in a game?
I don't remember from my own play.

this description is covered under electronics skill.
And that's what I figure, use of the communications system is part of Electronics skill.

surely a free trader looking to get ahead in the markets would like to have such a retired specialist on its crew?
Sure, so would pirates... It seems like they would figure out how to learn such specialized knowledge...
 
surely a free trader looking to get ahead in the markets would like to have such a retired specialist on its crew?
Sure, so would pirates... It seems like they would figure out how to learn such specialized knowledge...

well then there you go - communications as a skill.

and it's not so specialized. just look at our world. satcomms, gps navigation, surveillance data, phone communications, currency arbitrage, shipping schedules, political decisions, market information, all of it carried by comms. all that information relevant to market rates, upcoming cargos, mercenary deployments, espionage, you name it.
 
well then there you go - communications as a skill.

and it's not so specialized. just look at our world. satcomms, gps navigation, surveillance data, phone communications, currency arbitrage, shipping schedules, political decisions, market information, all of it carried by comms. all that information relevant to market rates, upcoming cargos, mercenary deployments, espionage, you name it.

Yea, and we could probably add hundreds of skills to Traveller... I've been down that road before.

Now I've decided to play a very Book 1-3 campaign... and be very choosy about additional skills. The skills in Book 1 are just fine for a certain play style.

Now I know others have made various stabs at adding all the new skills to basic chargen including Mega-Traveller, but that's not the path I'm choosing...
 
I'm hip. but will your players recognize the path?

So far no one has said anything...

I've pointed folks to the various discussions of Books 1-3 Traveller. There are plenty of folks exploring that idea, though each with their own take on what to utilize beyond just Books 1-3.
 
Per book 5, communications is:



and Gravitics is:



Those both sound necessary for ship operation.

I plan to allow my players to use Electronics (for Comms) and Engineering (for Gravitics) for these in case they don't roll Comms or Gravitics as skills. As much to say that someone with these skills would have a enough of a basic familiarity with these two subjects to avoid a penalty.
 
I plan to allow my players to use Electronics (for Comms) and Engineering (for Gravitics)

ct distinguishes between "blade" and "dagger", and between "pilot" and "boat pilot", and if I recall correctly between "pistol" and "revolver". perhaps other skills could be so clarified?
 
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