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zhodani 1000 dton missile frigate

More a case of an anti-Timmie stance. We all know that one player who would abuse this bit to make themselves way too powerful

Can;t argue that game design point- I guess I would want some sort of technobabble where there can be inherited increases, but also an entire collapse of ability as some recessive kicks in on some of the progeny, or hitting the F level means sterility like the Mule, that sort of thing.
 
They can become Admirals, but still limited to SOC 9.
Ther is nothing that states they do not get the automatic +1 soc for admiral, the soc 9 limit is only mentioned if soc is raised during mustering out where it caps at 8, which is odd.

The only way to be promoted into the Intendants seems to be to have PSI 9+.
Oh I admit the naval admiral route is:
a - very very rare
b - and very rules lawyery :)

It is worth noting that intendants and nobles can start with a psi of 2.

A prole who makes it to Admiral and soc 10 (the probability is exceedingly small - but there are a lot of proles) can now roll on the psi table - so is tested and trained just like any other born into the intendant or noble class.
 
Ther is nothing that states they do not get the automatic +1 soc for admiral, the soc 9 limit is only mentioned if soc is raised during mustering out where it caps at 8, which is odd.
The Max Attributes rule is not part of Mustering Out; it's part of Other Skills and Considerations on p29.
 
Maximum Attributes: No attribute (including the Psionic Strength Rating) may generally exceed 15 (F). The education characteristic may never exceed the character's Social Standing. Proles may never have a Social Standing higher than 9.
The only way to be promoted into the Intendants seems to be to have PSI 9+.

As an aside, curiously enough, the example characters just at right of this paragraph (CT:AM4 page 29) include a prole whose UPP is 6B7876, so breaking the rule about EDU being caped by SOC :CoW:
 
As an aside, curiously enough, the example characters just at right of this paragraph (CT:AM4 page 29) include a prole whose UPP is 6B7876, so breaking the rule about EDU being caped by SOC :CoW:
Good find!

What would Traveller be without these little inconsistencies?
 
The Max Attributes rule is not part of Mustering Out; it's part of Other Skills and Considerations on p29.
But that's the whole point :devil: - he/she wouldn't be a prole anymore, upon receipt of the automatic +1soc for promotion during prior history he/she is now soc A and an intendent. He/she is then eligible for the psi skills table and more importantly his/her children are now born into the intendent caste.
As I have stressed many times, this is a highly unlikely event - he/she has to be a prole of soc 9 to start with and somehow make a lot of very difficult promotion rolls, such a person would surely be deserving of elevation to the intendant caste - but I can not see how it is disallowed by the rules as written.
Proles may never have a Social Standing higher than 9.
Intendants have a Social Standing of 10; they can be elevated
to higher levels through receipt of increases in Social Standing.
 
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But that's the whole point :devil: - he/she wouldn't be a prole anymore, upon receipt of the automatic +1soc for promotion during prior history he/she is now soc A and an intendent.
The Max attribute rule always constrains the character, hence the prole is not eligible for a SOC +1.

I think my interpretation is consistent with:
Ambition is accepted in all areas of society except one: major social advancement. Advancement in Social Standing depends on Psionic Strength, and without it, advancement to Intendant or Noble status is impossible.


I think Intendants can use this method to be raised to nobles.
Intendants' ambition centers around elevation to the Noble class, through participation in the Psionic Games (about one Intendant in seven is elevated to the Nobility in this way), or as a reward for faithful service in later life (about two lntendants in seven are elevated at the end of their careers).

Neither Proles nor Intendants can change class during mustering out:
Social standing may not be increased if the increase would change a character's social class (Prole to lntendant or Noble, lntendant to Noble). No characteristic may be increased beyond 15.
 
I think Intendants can use this method to be raised to nobles.
Intendants' ambition centers around elevation to the Noble class, through participation in the Psionic Games (about one Intendant in seven is elevated to the Nobility in this way), or as a reward for faithful service in later life (about two lntendants in seven are elevated at the end of their careers).
(bold is mine)

See that this is not consistent with the latter part you also quote:

Neither Proles nor Intendants can change class during mustering out:
Social standing may not be increased if the increase would change a character's social class (Prole to lntendant or Noble, lntendant to Noble). No characteristic may be increased beyond 15.
As, according to CharGen, they can raise to noble during their careers, as they can raise their SOC, but not at the end of their careers.

As you said:
What would Traveller be without these little inconsistencies?
 
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See that this is not consistent with the latter part you also quote:

As, according to CharGen, they can raise to noble during their careers, as thy can raise their SOC, but not at the end of their careers.
I agree that is inconsistent, but Intendants are at least supposed to be able to be ennobled through their careers.
 
I agree that is inconsistent, but Intendants are at least supposed to be able to be ennobled through their careers.

Intendents, yes.

Proles have one chance to become intendants in their entire freaking life. About age 3, when they're tested for psionic potential. After that age, the direction of mobility between prole and intendent is downward only.
 
awareness

while attempting to withdraw after a surprise missile assault the zhodani missile frigate zns idzhentA was hit and damaged just prior to jump and was unable to escape alongside its task force. while attempting repairs the idzhentA was boarded by imperial marines and internal firefights ensued. the boarding party was eliminated but the idzhentA was crippled further and most of its crew killed, leaving the frigate unable to jump or maneuver. imperial forces however were engaged in other events and failed to follow up on the dying ship. the idzhentA survivors set solar panels but the hulk continued to vector further into space and out of memory. as life support declined and the last of the crew expired the remaining officer, 2nd commander rzho shenzha, knelt in her place on the psi bridge, alone and without her psi companion, and set herself into suspended animation to await the fate decreed for her by the great mind.

years passed. the idzhentA slowly fell back towards the inner system, eventually attracting the notice of a brave party of adventurers who have decided to "survey" their lucky find ....

this should be a simple, if potentially deadly, encounter for your group. though it has a tiny amount of air and water remaining in its life support sytems and a small amount of solar-panel-supplied power the frigate is largely inert except for two actors, a remaining zhodani war robot and 2nd commander rzho shenzha. the idzhentA has no on-deck air remaining and no artificial gravity in operation, all lights are out except for a few indicators, and all hatches are in manual mode. engineering will be damaged by external naval gunfire, and several locations will have obvious internal damage from grenades, rapid-fire weapons, some kind of rocket, and one or two fgmp-15 discharges. the referee should place the dead zhodani crew and the dead imperial marines where he wishes and let the player characters encounter them as they will.

the anti-grav propelled war robot has a few minutes of full-ops power remaining, after which it will completely fail. upon detecting an intrusion or receiving an activation order and powering up for an engagement, unless called by 2nd commander rzho it will calculate that its best chance of engagement is simply to wait until a valid target crosses its path. it retains a small amount of 0G maneuver capability.

2nd commander rzho is kneeling in her place on the psi bridge, 01 level location 1, in the left-hand seat, facing into the psi echo chamber, immobile. she is outfitted in full zho combat armor with opaque faceplate down and appears to have died at her post. several obviously dead bodies are on the psi bridge as well, to further this impression. she will regain consciousness if life support or artificial gravity is restored to the bridge or if anyone disturbs her. it will take her a minute to regain orientation and mobility and to identify the intruders as not zhodani, during which she will remain still and unresponsive. at an appropriate time she will then launch into an attack.

her psi is: awareness, level 10 (lbb3 description)

her (relevant) skills are:

combatives 2*
shotgun 2*
grenades 1
tactics 1
computer 1

her armament is:

combat armor tech 14, 30 minutes of power and air remaining available, full comm/image/hud capability
(has external vox and translator, if any atmosphere is available for vox transmission)
semi-auto "shotgun" grenade launcher with selectable munition
(4 emp rounds, 4 electro-stun rounds, 4 armor piercing rounds, and 4 rpg rounds)
(emp rounds generate highly localized emp effects to shut down enemy electronic suit and sensor and weapon systems)
(electro-stun rounds generate a non-lethal tazer burst effective against anyone not in battledress or combat armor)
(armor piercing are highly effectve against vacc suits and effective against combat armor and battledress)
(rpg rounds detonate a shaped-charge against whatever they hit. these pierce anything.)
thrown grenades (2 dazzle, 2 frag, 2 sensor)
(dazzle grenades emit an em burst to overwhelm and drive off-line all suit external sensors - visors, hud, ir, all of it, for up to 1 minute)
(frag grenades are standard fragmentation grenades. their detonation energy can be set high or low.)
(sensor grenades collect and transmit visual/ir/em sensor data to whoever is on their transmission channel)
iron bar (1.5 inches thick, 3 feet long)
three doses of psi drug
three doses of combat drug
one dose of fast drug

her tactical goals are:

1) obtain life support - air and power. her combat armor is able to jack into any standard imperial system.
2) obtain whatever is necessary to return to zhodane, such as the boarding party's ship, or to kill as many imperials as she can if that is impossible, including setting off emp or frag grenades in the boarding party's ship's bridge. she has lost her psi companion and has dishonorably survived her crew, and thus she will be implacable in this goal.

her tactical actions will be:

1) grenade as appropriate
2) shotgun, ammo as appropriate
3) restore gravity (where available) to gain full personal combat advantage
4) summon remaining warbot to assist her
5) take psi, combat, and fast drug at appropriate time, setting strength and endurance to 14 and doubling combat action
6) using iron bar as appropriate to cripple or disable and thus overpower and capture boarding party
7) obtain further life support from ship or from boarding party or from boarding party ship as available
8) bypass the boarding party entirely and move to their ship and lock them out, if possible.

when her drugs wear off she will be able to restore herself enough to continue in normal mode.
 
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