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Supplement 4 Character Generation

Jeffr0

SOC-14 1K
First... supp 4 characters don't have to submit to the draft: "Should an individual fail to make the enlistment throw, he or she must find another career to follow. Attempts at enlistment in other careers should be made."

Didn't know that....

Also... only the Scouts from Book 1 get the automatic 2 skills per terms. This means that Belters, Doctors, Rogues, Scientists, and Hunters are likely to have only a few skills-- they get no chance for promotions, etc.

Didn't know that either...
 
Doh!

Scientists get even fewer skills because of the large number of attribute bonues on the skill chart!


Check out Noble #16:

Duchess 86798F Age 38 5 terms Cr300,OOO
Gun Cbt-1, Navigation-1, Computer-2, Liaison-2, Leader-1 yacht


What a great NPC!
 
Ah... I see.... Scientists, Belters, and Hunters have extremely high chances of getting a ship!


My first Supplement 4 character:

Scientist 876A87 Age 22 1 term Cr0
Computer-1 lab ship
 
You add the number of terms already survived to the survival throw. So, as the belter gets older, he gains the experience necessary to survive.

-Fox
 
Here's #2:

Doctor 377576 Age 42 6 terms Cr 160,000
Computer-1, Electronic-1, Mechanical-3, Medical-3
Low psg, Mid psgx2

That one last term really took it's toll what with the aging table. Also, it looks like lotsa credits would have been a better deal for the mustering out rolls....
 
#3's a Sailor:


Lieutenant 8BA766 Age 22 1 term Cr 20,000
Battle Dress-1, Navigation-1 High Passage


Another one term wonder.... I could have had four skills, but I was going for Carousing and Brawling on the first skill table. Still... he's got monster stats...
 
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