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Made a character, did I do it right?

UPP 7B5487
Genetics 1642xx

Homeworld Lo Oc Tz (random homeworld from a sector I generated online)

Skills Flyer -1
Hi-G -1
Driver -1

Tried to join trade school, Failed, waiver not allowed.

Tried to be a rogue, got Spacer, choose C2, then rolled a 12 (seriously??)

Went on to be an entertainer. Actor (I choose, didn't roll), initial fame of 5.
Checked C2 got a 6.
Gained skills
Starship -1
Trade (Craftsman)-1
Actor -1
Broker -1

Rolled a 6, higher than fame of 5, and mustered out.

Rolled 1d6+2 (fame/3 rounds up to 2) and got a 3 for mid passage, and 1+1 and got the benefit C5+1

7B5497

This took 3 years.

All my skills are 1 or 0 (defaults) so I have a 1 in 6 chance of ever succeeding in any given skill check if it's easy, and 0% chance if it's standard?
 
Unless I am misremembering (very possible, there are rocks younger than me), your one successful term in entertainer should have been a four year block.

But yeah, you got the guy that was in that thing that starred whoziwhatsit.
 
Ah, yeah, could have been 4 years, that makes sense.

I would consider taking a hammer to those dice, but they are special dice from another game I had handy.

Good to know it appears I did everything right, otherwise. Going to be giving this system a go soon, so want to get it nailed down as much as possible.
 
It can get very, very tricky with lots of steps. At least you ended up with a playable C-list actor below the age of 25.

Could start working the cruise ship circuit with a travelling theater troupe, and see where that ends up.
 
As I understand it, your Flyer -1, Driver-1 are still each level 0, but you put the point on one of the sub-knowledges: So, Flyer - 0 Flapper -1, Driver - 0 and wheeled -1 (actually, I think you can pick grav for both of those, so notionally flyer - 0 driver- 0 and grav- 2)

As for Starship, you need to pick a sub skill, and then pick a knowledge: so Starship might go to Pilot-0 ACS-1, or Engineer-0 M-Drive-1 for example.
 
Thanks jawillroy, I had noticed Flyer was a Knowledge skill after the fact, glad to have verification on the other skills too.

It's OK to pick skills from career list that are noted as school ones (college, for example) even though I'm gaining them in the workplace?
 
As I understand it, your Flyer -1, Driver-1 are still each level 0, but you put the point on one of the sub-knowledges: So, Flyer - 0 Flapper -1, Driver - 0 and wheeled -1 (actually, I think you can pick grav for both of those, so notionally flyer - 0 driver- 0 and grav- 2)

As for Starship, you need to pick a sub skill, and then pick a knowledge: so Starship might go to Pilot-0 ACS-1, or Engineer-0 M-Drive-1 for example.

I'm pretty sure there's no Skill - 0 in T5. If I'm wrong, show me a page number. Bear in mind that Skill - 4 in T5 = Skill 1 in CT.
 
The default skills are at 0. It does seem odd, but I assume that means no skill = penalty, but skill 0 in the defaults means no penalty. Still reading rules, etc.

I didn't realize at the time I posted that you generally add skill + characteristic to get the target number.
 
I'm pretty sure there's no Skill - 0 in T5. If I'm wrong, show me a page number. Bear in mind that Skill - 4 in T5 = Skill 1 in CT.

Page 143 under "Default skills".

** "Default skills represent this base of activity that even an untrained person may be willing to attempt. A skill identified as a default skill may be used by any character. The skill level used is 0 (zero); other penalties also apply when resolving a task using a default skill. But, the chance of success is still better than if the task were not attempted at all.
Default skills are sometimes called Level-0 Skills." **

As I understand them "Level 0" allows you to try (with significant penalties like the TIH rule, etc), whereas not having the skill at all disallows any attempt.
 
I'm pretty sure there's no Skill - 0 in T5. If I'm wrong, show me a page number. Bear in mind that Skill - 4 in T5 = Skill 1 in CT.

Skill levels in CT vary in application. On the average, my rule of thumb is to multiply by two. In some cases it's greater, or lesser.
 
The default skills are at 0. It does seem odd, but I assume that means no skill = penalty, but skill 0 in the defaults means no penalty. Still reading rules, etc.

I didn't realize at the time I posted that you generally add skill + characteristic to get the target number.

Besides the default skills, all skill that have sub knowledges are skill zero for the first two times you get it, instead you must chose a subknowledge.

Example: Mon Ky Rench gets Engineering. The first time Mon picks Power Plants-1, so he has Engineering 0 (Power Plants 1), the second time he gets Engineering he can pick some other sub knowledge (say, Maneuver Drives) or the same subknowledge (giving him Engineering 0 (Power Plants 2)). His third incidence of Engineering actually gives him Engineering 1
 
... or the same subknowledge (giving him Engineering 0 (Power Plants 2)). His third incidence of Engineering actually gives him Engineering 1

So a target roll at this point for Power Plants would be characteristic + 3 (Engineering 1 + Power Plants +2) but if I was doing some general engineering thing it would just be characteristic + 1 (engineering)?
 
So a target roll at this point for Power Plants would be characteristic + 3 (Engineering 1 + Power Plants +2) but if I was doing some general engineering thing it would just be characteristic + 1 (engineering)?

Yep. AFAICT, whether knowledges count for TIH is vague, but implied yes. However... I might be wrong.
 
So a target roll at this point for Power Plants would be characteristic + 3 (Engineering 1 + Power Plants +2) but if I was doing some general engineering thing it would just be characteristic + 1 (engineering)?

Correct. Think about how technicians learn their jobs. They get some general theory, then specialize in something. Then they specialize a little more in the same area or a related specialty. By then they are interested enough and have had enough general theory to make them want to learn more of the overarching system that their specialty (or specialties) work in.
 
Thinking on the skills, when a character is generated do they receive their 'certification' (pg 110) in that skill automatically as part of their career or do they have to get tested once in play?

For example the test character in this thread has Broker-1. He has the skill, is eligible for the certificate test, and he would need his Broker papers to work as a legit broker. But working as an entertainer it seems unlikely he went to merchie school to get properly certified.

On the flip side, with actor-1 he would be a qualified actor (a member of the actors union or the like) and it would be reasonable to assume he gained official certification as part of his entertainer career.
 
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