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Rogue Characters skill out of place??

I always thought the rogue-ship tactics thing was there to create Han Solo type characters-- just that they forgot to put some space skills in. But the MT version works just as well, I guess.

On a seperate but similar notion, should Scouts have Ship Tactics skill? In Book 6, they get it in space skills, but in MT, they don't. Any thoughts?
 
I always thought the rogue-ship tactics thing was there to create Han Solo type characters-- just that they forgot to put some space skills in. But the MT version works just as well, I guess.

On a seperate but similar notion, should Scouts have Ship Tactics skill? In Book 6, they get it in space skills, but in MT, they don't. Any thoughts?
 
Not having access to all the materials that others do, I've had to "Wing it" when it comes to a Rogue character. I treated it as more of a general class of professions, rather than just one line of service.

IMTU, such a character could be (1) a Bounty Hunter, (2) a Professional Thief, (3) an Organized Crime Figure, (4) a Private Investigator, (5) a Professional Bodyguard, or even (6) a Justice-o-Peace (Interpreter and enforcer of frontier law - combination of Sheriff and Judge).

If one of my players was generating a character, and failed a survival roll, I gave the player an option of choosing to start over from scratch, or to continue where he/she left off on the 'Rogue' table, choosing a new profession to enlist in or, failing a successful enlistment roll, rolling 1D to determine which profession the character was "Drafted" into...

"... and too bad you failed to survive your third term as an Imperial Marine. Now you're stranded on some back-water frontier world of LAW-2 and TEC-8... failed to enlist as a bodyguard... but the locals admire the way you handled your defense at your court-martial, and they are in dire need of justice in these parts... whadaya say, former Leiutenant Dred Roybean?"
 
Not having access to all the materials that others do, I've had to "Wing it" when it comes to a Rogue character. I treated it as more of a general class of professions, rather than just one line of service.

IMTU, such a character could be (1) a Bounty Hunter, (2) a Professional Thief, (3) an Organized Crime Figure, (4) a Private Investigator, (5) a Professional Bodyguard, or even (6) a Justice-o-Peace (Interpreter and enforcer of frontier law - combination of Sheriff and Judge).

If one of my players was generating a character, and failed a survival roll, I gave the player an option of choosing to start over from scratch, or to continue where he/she left off on the 'Rogue' table, choosing a new profession to enlist in or, failing a successful enlistment roll, rolling 1D to determine which profession the character was "Drafted" into...

"... and too bad you failed to survive your third term as an Imperial Marine. Now you're stranded on some back-water frontier world of LAW-2 and TEC-8... failed to enlist as a bodyguard... but the locals admire the way you handled your defense at your court-martial, and they are in dire need of justice in these parts... whadaya say, former Leiutenant Dred Roybean?"
 
Not having access to all the materials that others do, I've had to "Wing it" when it comes to a Rogue character. I treated it as more of a general class of professions, rather than just one line of service.

IMTU, such a character could be (1) a Bounty Hunter, (2) a Professional Thief, (3) an Organized Crime Figure, (4) a Private Investigator, (5) a Professional Bodyguard, or even (6) a Justice-o-Peace (Interpreter and enforcer of frontier law - combination of Sheriff and Judge).

===============================================
Exactly right IMHO or NSHO. The Rogue generation tables are flexible and can fill in the gaps for all sorts of characters. The rules themselves encourage this and OTU makes no mention of the Imp. Employment office filled with people whose profession is "Rogue"

"Did you carouse today?"
No

"Did you try and carouse today?"
yes

etc etc etc.....
 
Not having access to all the materials that others do, I've had to "Wing it" when it comes to a Rogue character. I treated it as more of a general class of professions, rather than just one line of service.

IMTU, such a character could be (1) a Bounty Hunter, (2) a Professional Thief, (3) an Organized Crime Figure, (4) a Private Investigator, (5) a Professional Bodyguard, or even (6) a Justice-o-Peace (Interpreter and enforcer of frontier law - combination of Sheriff and Judge).

===============================================
Exactly right IMHO or NSHO. The Rogue generation tables are flexible and can fill in the gaps for all sorts of characters. The rules themselves encourage this and OTU makes no mention of the Imp. Employment office filled with people whose profession is "Rogue"

"Did you carouse today?"
No

"Did you try and carouse today?"
yes

etc etc etc.....
 
Originally posted by plop101:
I always thought the rogue-ship tactics thing was there to create Han Solo type characters-- just that they forgot to put some space skills in. But the MT version works just as well, I guess.

On a seperate but similar notion, should Scouts have Ship Tactics skill? In Book 6, they get it in space skills, but in MT, they don't. Any thoughts?
For that matter, Merchants should be able to get Sensor Ops and Ship's Masters could make a good argument for Ship's Tactics too.
 
Originally posted by plop101:
I always thought the rogue-ship tactics thing was there to create Han Solo type characters-- just that they forgot to put some space skills in. But the MT version works just as well, I guess.

On a seperate but similar notion, should Scouts have Ship Tactics skill? In Book 6, they get it in space skills, but in MT, they don't. Any thoughts?
For that matter, Merchants should be able to get Sensor Ops and Ship's Masters could make a good argument for Ship's Tactics too.
 
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