CT Chargen attempts and comments
It has been a while since I've last used the "vanilla" CT-LBB1 chargen system. In order to get a better idea of where to go in my next CharGen house-rules attempt, I've decided to roll 24 CT-LBB1 characters (four for each career) and see what this system produces and how it works. A secondary advantage, of course, would be me having 24 more NPCs (or potential pre-generated PCs) to mess around with.
All of these have been generated using CT-LBB1 "as-is", with a single optional rule (used in order to save me some time by not wasting time on KIA characters): failed survival rolls don't kill the character but rather force him to end the career. The last term is only 2 years long, though it is recorded as a full term for the sake of resume' tidiness; no mustering-out benefits are given for that term. I was also using only one house-rule, granting one skill roll for such half-terms (plus any automatic skill if the failure was in the first term of service).
I've also recorded the time it took me to generate these characters (with minor interruptions).
All characters, of course, are free for your taking
So, let's start with the characters.
1) 8D6868 Navy Sailor, 1 term, age 22, Cr500 (generation time 2:48 min)
Vacc-Suit-1
2) 8755B9 Navy Lieutenant, 1 term, age 22, Cr10,000 (generation time 3:43 min)
Ship's Boat-1, Engineering-1, Pilot-1
3) 854B8B Navy Lieutenant, 2 terms, age 26, Cr20,000, Blade, Traveller's (generation time 5:34 min)
Ship's Boat-1, Medical-2, Forward Obs-1, Mechanical-1, Blade-0
4) 73998A Navy Ensign, 2 terms, age 26, Cr5,000, Mid Psg, High Psg (generation time 4:25 min)
Forward Obs-1, Gunnery-1, Engineering-2
5) 774767 Marines Trooper, 1 term, age 20 (generation time 2:00 min)
Cutlass-1, Rifle-1
6) D4759C Marines Trooper, 1 term, age 22, Cr30,000 (generation time 2:36 min)
Cutlass-1, Ground Car-1
7) A489A3 Marines Trooper, 1 term, age 22, Cr5,000 (generation time 2:20 min)
Cutlass-2, Ground Car-1
8) CBA386 Marines Captain, 3 terms, age 30, Cr5,000 2xHigh Psg (generation time 4:10 min)
Cutlass-1, Rifle-2, Laser Rifle-2, Revolver-1, Admin-1
9) 878783 Army Major, 3 terms, age 28, Cr10,000, Low Psg, Mid Psg (generation time 8:28 min)
Rifle-3, SMG-1, Gambling-1, Forward Obs-2, Ground Car-1, Leader-1
10) 86766A Army Major, 2 terms, age 26, Cr5,000, Mid Psg, High Psg (generation time 5:28 min)
Rifle-3, SMG-1, Electronic-1, Air/Raft-1, Tactics-1
11) 346475 Army General, 5 terms, age 38, Cr50,000, Shotgun, Retirement pay Cr4,000/year (generation time 10:19 min)
Rifle-2, SMG-2, Gambling-2, Forward Obs-2, Sword-1, Ground Car-1, Tactics-1, Mechanical-1, Electronics-1, Shotgun-2
12) 845987 Army Captain, 1 term, age 22, Cr10,000 (generation time 4:18 min)
Rifle-1, SMG-1, Gambling-1, Brawling-1, Computer-1, Admin-1
13) 7C8BA4 Scout, 6 terms, age 40, Cr30,000 Scout Ship, Low Psg, Blade (generation time 7:50 min)
Pilot-1, J-o-T-2, Mechanical-2, Ground Car-2, Vacc Suit-1, Electronic-1, Blade-0
14) 6496BA Scout, 1 term, age 20 (generation time 1:24 min)
Pilot-1, J-o-T-1
15) 597477 Scout, 1 term, age 20 (generation time 1:26 min)
Pilot-1, Hovercraft-1
16) 789789 Scout, 1 term, age 20 (generation time 1:57 min)
Pilot-1, Mechanical-1
17) 4A7FBA Merchant 1st Officer, 7 terms, age 46, Cr7,000, Low Psg, Dagger, Retirement pay Cr8,000/year (generation time 7:33 min)
Vacc Suit-1, Mechanical-1, Admin-2, Navigation-2, J-o-T-1, Pilot-2, Medical-3, Dagger-1
18) 543BC9 Merchant 4th Officer, 2 terms, age 24, Cr20,000 (generation time 3:14 min)
Blade-1, Electronic-1, Admin-1, Steward-1
19) 674887 Merchant 4th Officer, 5 terms, age 38, Cr60,000, Blade, 2xLow Psg, Retirement pay Cr4,000/year (generation time 6:54 min)
Mechanical-1, Gunnery-1, Medical-2, Streetwise-1, Steward-1, Navigation-1, Blade-0
20) 595888 Merchant 4th Officer, 2 terms, age 26, Cr45,000 (generation time 4:21 min)
Steward-1, Ground Car-1, Navigation-1, Electronic-1
21) 445378 Other, 4 terms, age 34, Cr15,000, Shotgun (generation time 4:51 min)
Blade Combat-1, Shotgun-2, Streetwise-1, Ground Car-1
22) 475736 Other, 4 terms, age 34, Cr56,000, High Psg (generation time 4:57 min)
Pistol-2, Streetwise-1, Blade-1, Electronic-1
23) 76258B Other, 1 term, age 20 (generation time 1:26 min)
Bribery-1
24) 85649B Other, 1 term, age 20 (generation time: 1:26)
Gambling-1
Statistics:
- Average generation time 4:19 min.
- Average number of terms: 2.4.
- Average age: 26.9.
- Average number of skill points: 4.7.
- Average number of distinct skills: 3.8.
- Average number of ranks in a particular skill: 1.3.
The statistics without the failed-survival characters are:
- Average generation time 4:55 min.
- Average number of terms: 2.7.
- Average age: 28.9.
- Average number of skill points: 5.8.
- Average number of distinct skills: 4.5.
- Average number of ranks in a particular skill: 1.3 (just like the general statistic).
Notes and Thoughts:
1) If I hadn't used the optional Survival rule, 9 of these attempts (37.5%) would've been wasted.
2) High skills are, predictably, rare in CT; Skill-4 or more is extremely scarce. This is a good thing considering the fact that high modifiers break the 2d6 curve. This also means that, under CT-LBB1 assumptions, each skill rank represents quite a lot of learning: Skill-1 should be enough to hold a job, Skill-3 gives you a highly competent professional, and Skill-4 and more would be the rare expert.
3) 3.8 distinct skills in average seem a bit limited, but remember that CT-LBB1 has 27 skills in total (including Brawling the Gun Combat and Blade Combat cascade groups but not the cascade sub-skills themselves). This means that the average character has serious training in 14% of all available fields of expertise. Also, remember that CT skills are very broad rather than covering specific actions alone; combat skills are an exception to this and are over-detailed. The bottom line: CT works well with a small number of broad skills - this is how a character with 4 distinct skills could still be very useful game-wise. Anyone designing custom character generation systems should keep this in mind - having more skill point available might break the system (especially the 2d6 curve), though there should be a ratio of 1 average character skill per 7 available skills in total.
4) Almost all characters generated here are quite useful in game terms; the exceptions are only characters who've failed survival in the first term in careers without automatic skills, and even these could become perfectly useful with the addition of a few Skill-0's. Also, most CT-LBB1 skills are going to see serious and frequent use in the course of a typical adventure (so that all players get a similar share of the spotlight), with the exception of the poorly-defined Leader and tactics (and even those are used in the surprise rules, which are frequently used).
5) Be warned that the expanded character generation systems (LBBs 4-7) give a much higher number of skills and skill points; they also contain some narrow skills (such as recruiting) as opposed to LBB1's broad skills. On the other hand, they add more interesting character options and some crucial skills (survival, combat rifleman, prospecting, survey, recon and so on).
6) The best way to have a long career is to join the Merchants, but advancement is very slow in this career. The Army offers very fast advancement but retention times are short and you're very likely to find yourself unemployed at the age of 26-30. Of course, with all these skilled ex-Army ranking officers running around with nothing better to do, I'm not surprised that the OTU has so many mercs...
7) If you aren't hardy enough (END 9+), don't join the Scouts or you'll end up either in a hospital or in a grave. The Marines are also a risky place though must safer than the Scouts; the Navy is safe but retention is LOW.
8) Aging is painful in CT as it is in RL (or even more?). Go for more than 4 terms and you're likely to end up a weak, clumsy old man without much fitness.
9) CT-LBB1 cascades are problematic. The ATV skill is redundant (it is 100% equivalent to the Ground Car option in the Vehicle cascade) while one of the most important vehicle skills, Air/Raft (which controls all other grav vehicles as well) is not in the common Vehicle cascade and is quite rare. Also, the weapon skills are over-specialized, and for example a character could be proficient in Autopistol yet get the no-skill penalty when using a revolver.
It has been a while since I've last used the "vanilla" CT-LBB1 chargen system. In order to get a better idea of where to go in my next CharGen house-rules attempt, I've decided to roll 24 CT-LBB1 characters (four for each career) and see what this system produces and how it works. A secondary advantage, of course, would be me having 24 more NPCs (or potential pre-generated PCs) to mess around with.
All of these have been generated using CT-LBB1 "as-is", with a single optional rule (used in order to save me some time by not wasting time on KIA characters): failed survival rolls don't kill the character but rather force him to end the career. The last term is only 2 years long, though it is recorded as a full term for the sake of resume' tidiness; no mustering-out benefits are given for that term. I was also using only one house-rule, granting one skill roll for such half-terms (plus any automatic skill if the failure was in the first term of service).
I've also recorded the time it took me to generate these characters (with minor interruptions).
All characters, of course, are free for your taking
So, let's start with the characters.
1) 8D6868 Navy Sailor, 1 term, age 22, Cr500 (generation time 2:48 min)
Vacc-Suit-1
2) 8755B9 Navy Lieutenant, 1 term, age 22, Cr10,000 (generation time 3:43 min)
Ship's Boat-1, Engineering-1, Pilot-1
3) 854B8B Navy Lieutenant, 2 terms, age 26, Cr20,000, Blade, Traveller's (generation time 5:34 min)
Ship's Boat-1, Medical-2, Forward Obs-1, Mechanical-1, Blade-0
4) 73998A Navy Ensign, 2 terms, age 26, Cr5,000, Mid Psg, High Psg (generation time 4:25 min)
Forward Obs-1, Gunnery-1, Engineering-2
5) 774767 Marines Trooper, 1 term, age 20 (generation time 2:00 min)
Cutlass-1, Rifle-1
6) D4759C Marines Trooper, 1 term, age 22, Cr30,000 (generation time 2:36 min)
Cutlass-1, Ground Car-1
7) A489A3 Marines Trooper, 1 term, age 22, Cr5,000 (generation time 2:20 min)
Cutlass-2, Ground Car-1
8) CBA386 Marines Captain, 3 terms, age 30, Cr5,000 2xHigh Psg (generation time 4:10 min)
Cutlass-1, Rifle-2, Laser Rifle-2, Revolver-1, Admin-1
9) 878783 Army Major, 3 terms, age 28, Cr10,000, Low Psg, Mid Psg (generation time 8:28 min)
Rifle-3, SMG-1, Gambling-1, Forward Obs-2, Ground Car-1, Leader-1
10) 86766A Army Major, 2 terms, age 26, Cr5,000, Mid Psg, High Psg (generation time 5:28 min)
Rifle-3, SMG-1, Electronic-1, Air/Raft-1, Tactics-1
11) 346475 Army General, 5 terms, age 38, Cr50,000, Shotgun, Retirement pay Cr4,000/year (generation time 10:19 min)
Rifle-2, SMG-2, Gambling-2, Forward Obs-2, Sword-1, Ground Car-1, Tactics-1, Mechanical-1, Electronics-1, Shotgun-2
12) 845987 Army Captain, 1 term, age 22, Cr10,000 (generation time 4:18 min)
Rifle-1, SMG-1, Gambling-1, Brawling-1, Computer-1, Admin-1
13) 7C8BA4 Scout, 6 terms, age 40, Cr30,000 Scout Ship, Low Psg, Blade (generation time 7:50 min)
Pilot-1, J-o-T-2, Mechanical-2, Ground Car-2, Vacc Suit-1, Electronic-1, Blade-0
14) 6496BA Scout, 1 term, age 20 (generation time 1:24 min)
Pilot-1, J-o-T-1
15) 597477 Scout, 1 term, age 20 (generation time 1:26 min)
Pilot-1, Hovercraft-1
16) 789789 Scout, 1 term, age 20 (generation time 1:57 min)
Pilot-1, Mechanical-1
17) 4A7FBA Merchant 1st Officer, 7 terms, age 46, Cr7,000, Low Psg, Dagger, Retirement pay Cr8,000/year (generation time 7:33 min)
Vacc Suit-1, Mechanical-1, Admin-2, Navigation-2, J-o-T-1, Pilot-2, Medical-3, Dagger-1
18) 543BC9 Merchant 4th Officer, 2 terms, age 24, Cr20,000 (generation time 3:14 min)
Blade-1, Electronic-1, Admin-1, Steward-1
19) 674887 Merchant 4th Officer, 5 terms, age 38, Cr60,000, Blade, 2xLow Psg, Retirement pay Cr4,000/year (generation time 6:54 min)
Mechanical-1, Gunnery-1, Medical-2, Streetwise-1, Steward-1, Navigation-1, Blade-0
20) 595888 Merchant 4th Officer, 2 terms, age 26, Cr45,000 (generation time 4:21 min)
Steward-1, Ground Car-1, Navigation-1, Electronic-1
21) 445378 Other, 4 terms, age 34, Cr15,000, Shotgun (generation time 4:51 min)
Blade Combat-1, Shotgun-2, Streetwise-1, Ground Car-1
22) 475736 Other, 4 terms, age 34, Cr56,000, High Psg (generation time 4:57 min)
Pistol-2, Streetwise-1, Blade-1, Electronic-1
23) 76258B Other, 1 term, age 20 (generation time 1:26 min)
Bribery-1
24) 85649B Other, 1 term, age 20 (generation time: 1:26)
Gambling-1
Statistics:
- Average generation time 4:19 min.
- Average number of terms: 2.4.
- Average age: 26.9.
- Average number of skill points: 4.7.
- Average number of distinct skills: 3.8.
- Average number of ranks in a particular skill: 1.3.
The statistics without the failed-survival characters are:
- Average generation time 4:55 min.
- Average number of terms: 2.7.
- Average age: 28.9.
- Average number of skill points: 5.8.
- Average number of distinct skills: 4.5.
- Average number of ranks in a particular skill: 1.3 (just like the general statistic).
Notes and Thoughts:
1) If I hadn't used the optional Survival rule, 9 of these attempts (37.5%) would've been wasted.
2) High skills are, predictably, rare in CT; Skill-4 or more is extremely scarce. This is a good thing considering the fact that high modifiers break the 2d6 curve. This also means that, under CT-LBB1 assumptions, each skill rank represents quite a lot of learning: Skill-1 should be enough to hold a job, Skill-3 gives you a highly competent professional, and Skill-4 and more would be the rare expert.
3) 3.8 distinct skills in average seem a bit limited, but remember that CT-LBB1 has 27 skills in total (including Brawling the Gun Combat and Blade Combat cascade groups but not the cascade sub-skills themselves). This means that the average character has serious training in 14% of all available fields of expertise. Also, remember that CT skills are very broad rather than covering specific actions alone; combat skills are an exception to this and are over-detailed. The bottom line: CT works well with a small number of broad skills - this is how a character with 4 distinct skills could still be very useful game-wise. Anyone designing custom character generation systems should keep this in mind - having more skill point available might break the system (especially the 2d6 curve), though there should be a ratio of 1 average character skill per 7 available skills in total.
4) Almost all characters generated here are quite useful in game terms; the exceptions are only characters who've failed survival in the first term in careers without automatic skills, and even these could become perfectly useful with the addition of a few Skill-0's. Also, most CT-LBB1 skills are going to see serious and frequent use in the course of a typical adventure (so that all players get a similar share of the spotlight), with the exception of the poorly-defined Leader and tactics (and even those are used in the surprise rules, which are frequently used).
5) Be warned that the expanded character generation systems (LBBs 4-7) give a much higher number of skills and skill points; they also contain some narrow skills (such as recruiting) as opposed to LBB1's broad skills. On the other hand, they add more interesting character options and some crucial skills (survival, combat rifleman, prospecting, survey, recon and so on).
6) The best way to have a long career is to join the Merchants, but advancement is very slow in this career. The Army offers very fast advancement but retention times are short and you're very likely to find yourself unemployed at the age of 26-30. Of course, with all these skilled ex-Army ranking officers running around with nothing better to do, I'm not surprised that the OTU has so many mercs...
7) If you aren't hardy enough (END 9+), don't join the Scouts or you'll end up either in a hospital or in a grave. The Marines are also a risky place though must safer than the Scouts; the Navy is safe but retention is LOW.
8) Aging is painful in CT as it is in RL (or even more?). Go for more than 4 terms and you're likely to end up a weak, clumsy old man without much fitness.
9) CT-LBB1 cascades are problematic. The ATV skill is redundant (it is 100% equivalent to the Ground Car option in the Vehicle cascade) while one of the most important vehicle skills, Air/Raft (which controls all other grav vehicles as well) is not in the common Vehicle cascade and is quite rare. Also, the weapon skills are over-specialized, and for example a character could be proficient in Autopistol yet get the no-skill penalty when using a revolver.
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