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T5 Characters, Careers, and Life Pursuits

Avery

Administrator
Administrator
I expect that T5 will restrict careers to the following:

Army
Navy
Marines
Scouts
Agents
Merchants
Rogues
Entertainers
Nobles
Scholars

NPC Careers. Many non-Player Characters undertake careers in non-travelling careers, which are

Functionary
Citizen

So, how do you make someone a Doctor? I want to avoid creating a "Doctor" career (is he a Naval Doctor, a pediatrician, a surgeon, a Medic, etc?). The concept of Life Pursuit allows ANYONE from any career.

Careers are formal ways in which a player character can acquire skills and experience. Life pursuits are informal ways in which player characters choose to express themselves. Life Pursuits are best understood as specializations, vocations, or hobbies. For example, a career naval officer might have a Life Pursuit of Astrogator (which reflects a career specialization) and another Life Pursuit of Acting (which is a hobby).


BASIC REQUIREMENTS
Each Life Pursuit represents one area in which the character has an interest and some level of accomplishment or skill. Life Pursuits are defined in terms of a specific description and a required skill, required characteristic, and a required S+C value. In addition, there may be non-skill prerequisites. A character may have any number of Life Pursuits (most limit themselves to two or three). New Life Pursuits can be established or acquired at any time.

SKILL PLUS CHARACTERISTIC
Many life pursuits are determined by the ability to be successful. A combination of Skill and Characteristic (S+C) of 12 is enough to virtually guarantee success at Average tasks; S+C 15 can guarantee success at Difficult tasks; S+C 18 can guarantee success at Formidable tasks.
Base S+C. For the primary skill in a Life Pursuit, the base S+C value is the value required to assure success 100% of the time in a Difficult task (typically 15). For the secondary skill in a Life Pursuit, the base S+C value is the value required to assure success 100% of the time in an Average task (typically 12).

FOR REFERENCE
A player may ask about a particular Life Pursuit (“What’s involved in being a Concert Pianist?”). The Game Master completes a Life Pursuit card and marks it “For Reference.” Players then decide if they want to use that Life Pursuit.

ASPIRATIONS
An unqualified character may aspire to a Life Pursuit; he or she “wishes” he or she could do that particular thing (Demolitions and Bomb Making; Baseball Player; Historian; etc). A character may have one Aspiring Life Pursuit at a time.
The Experience rules allow a character to take any skill listed on an Aspiring Life Pursuit as a Term Experience Skill (if the skill is otherwise possible or available).

CERTIFICATION
Life Pursuits can also serve as "Certifications" of ability. In this role, they represent resumes or the results of competency testing. A character with a Life Pursuit of Astrogation is qualified to be an Astrogator (any potential employers should accept a Life Pursuit of Astrogation as evidence of capability of doing the job of Astrogator).
Cautious. Certification represents successfully passing some sort of test and receiving a certificate as a result. Since the "test" is probably time-limited, a character may not declare it cautious.
Cramming. A character may study prior to the test (which will produce a DM between +1 and +3. Thus, if a character has an S+C within 3 of the required value can benefit from cramming the night before the test.

(task details omitted)
 
I think an Engineer career might make sense... or do we take that as a subset of Scholar?
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by MJD:
I think an Engineer career might make sense... or do we take that as a subset of Scholar?<HR></BLOCKQUOTE>

I think the idea was that all 'skill-defined' careers are now subsumed under Life Pursuits. Thus Diplomat is now somebody (in any career) with a Life Pursuit in Liaison; Doctor is anybody with an LP in Medical; Belter is anybody with an LP in Prospecting; and so forth (to pick some 'missing careers' from MT).

At first glance, I think I like this system -- it allows the flexibility to add a multitude of new character professions without having to create an entire skill-chart for, say, 'Pro Athlete' or 'Game Designer.' Just enroll in an appropriate career (Scholar, Entertainer, and Rogue seem the most 'versatile,' though I'd be interested to see how 'citizens' and 'functionaries' work) matched with the requisite LP.
 
So, there are many different engineers (as different from ship drive engineers). Electrical, Mechanical, Civil, etc. Engineer is a Life Pursuit. A Naval Officer could select it if he has the proper skills. So could a Scholar. Or anyone.
 
Citizens are all the dull ordinary shoe salespersons, clerks, pedestrians, etc that you roll up for casual encounters.

Functionaries are the same, but with power )the Court Clerk at City Hall, the Judge in court, the local Sheriff, etc.

Both give some guidelines on creating people who don't fit into the standard careers.

Most people don't play them... but they would pose a challenge to a good player.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Avery:
SKILL PLUS CHARACTERISTIC
Many life pursuits are determined by the ability to be successful. A combination of Skill and Characteristic (S+C) of 12 is enough to virtually guarantee success at Average tasks; S+C 15 can guarantee success at Difficult tasks; S+C 18 can guarantee success at Formidable tasks.
<HR></BLOCKQUOTE>

This strict pairing of 1 skill to 1 characteristic is something that originally popped up in TNE, and I've never liked it. I greatly prefer the flexibility in MT, where tasks could be governed by stat + skill, skill + skill, stat + stat, or (other) stat + skill, depending on the circumstances of the task.

Of course, using such a method requires that effective values for characteristics and skills be roughly equivalent, which isn't the case in T4. But as far as I'm concerned that's yet another in a long list of reasons to lose the T4 task system, not the other way around.

To use LPs under an MT-style system (which I will probably do; I like the idea) the requirement could be something like this:
Secondary LP -- sufficient DM to guarantee success (barring Fumble) at a specified Routine task (i.e. +4 DM).
Primary LP -- sufficient DM to guarantee exceptional success (barring Fumble)* at the above-referenced task (i.e. +6 DM).

*This is (not coincidentally) the same rule I use to determine 'automatic success,' so another way to state the requirement for a Primary LP would be 'qualify for automatic success at a specified Routine task.' I like the symmetry of this.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Avery:
Most people don't play them... but they would pose a challenge to a good player. <HR></BLOCKQUOTE>

I agree that for a long-term campaign neither of these careers sounds too promising, but one-shot tournament style Kidnapped by Pirates or North by Northwest type scenarios using such characters can be tremendous fun -- and are a great way to introduce novice players.

What I don't like to see is NPCs operating under an entirely different set of rules than PCs (like in D&D or, to a lesser extent, TNE). PCs have more dramatically-appropriate careers, and probably more interesting and 'useful' skills, but I don't think that should also make them inherently 'better' by design of the system.
 
A couple of questions regarding characters:

1) Will the generic career paths include an extended generation system similar to Mercenary and High Guard?

2) How do you obtain Life Pursuits? Are you given a certain number during the character generation process, or is the number received based on attribute scores (ie High INT stat)?

3) I can see how having many life pursuits can replace the Jack of all Trades skill. Will there be cumulative penalties for an excessive number of Life pursuits (say over four)?

4) Are certifications based on a level of the Life pursuit? For example, does a Navy engineer earn his papers with a Life Pursuit level of 3? Just curious

Thanks

Mike
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Avery:
Cautious. Certification represents successfully passing some sort of test and receiving a certificate as a result. Since the "test" is probably time-limited, a character may not declare it cautious.
Cramming. A character may study prior to the test (which will produce a DM between +1 and +3. Thus, if a character has an S+C within 3 of the required value can benefit from cramming the night before the test.
<HR></BLOCKQUOTE>

I'm very wary of ad-hoc special case rules hidden away like this. If 'cramming' is allowed on LP certification tests, surely players will want to use it as an option other places too, leading confusion and arguments. In fact, it seems that someone who is 'cramming' for a test actually IS making a Cautious attempt -- but at a removed time interval. I propose we actually make this an option under the task system, worded something like this:

Cramming-- a variation on Caution in which the character spends the extra time before actually beginning the task attempt. The character must succeed in an Determination test and spend at least 5x(10x?) the task duration engaged in some sort of intensive study or practice to gain the benefit of Caution when the actual task attempt occurs. To be effective, the 'cramming session' must end within (x interval - 24 hrs?) of the actual task attempt. Given enough time and Determination, a character can cram in multiple areas, limited by the average of (Int+End). Note that Caution combined with Cramming does not provide a double benefit.

I'd prefer a general-purpose rule like this to the ad-hoc case above. Note that use would not be limited to just cramming for exams, but would incorporate all manner of drilling and last minute practice where characters have some idea what they may be up against and want to increase their odds.
 
Avery

As a reference for you when I made my own RPG SF design years ago it was possible to reduce the number of careers to nine. So I think your aproach of a reduced number of carrers is a nice one.
The careers were:
Land soldier
Space soldier
Explorer
Merchant
Law enforcer
Academician
Special Agent
Liberal professional
Criminal

The character generation system was very diferent from traveller, but I think this is a good reference. The above carrers are a good set for almost any setting.

Best regards




------------------
Vicente
 
<BLOCKQUOTE>quote:</font><HR>I'd prefer a general-purpose rule like this to the ad-hoc case above. Note that use would not be limited to just cramming for exams, but would incorporate all manner of drilling and last minute practice where characters have some idea what they may be up against and want to increase their odds.<HR></BLOCKQUOTE>

Actually, the item was taken out of context, and there is a more general section in the Task system which refers to "Rehearsals, Training, and Practice." Cramming becomes a specified subset of that. It's just that you may not have the Skills text to refer to.
 
I suppose Belters are a Life Pursuit under the Merchant Career then? I suppose asteroid mining is a form of "space commerce" which is what merchants do. It does seem to me there is room for the belter career as somewhat more harsh enivronment oriented than a merchant.

------------------
Dave "Dr. Skull" Nelson
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Avery:
Actually, the item was taken out of context, and there is a more general section in the Task system which refers to "Rehearsals, Training, and Practice." Cramming becomes a specified subset of that. It's just that you may not have the Skills text to refer to.<HR></BLOCKQUOTE>

Yeah, the only T5 draft material I have is what's been posted here in the last couple weeks...

Anyhow, glad to hear you were a step ahead of me on that one.
smile.gif
Seeing what appeared to be a new 'dangling rule' definitely set off an alarm for me: MT did an admirable job of regulating those, but with T4 they began to sneak back in -- a trend I definitely don't want to see continue into T5!
 
Belter just means originates froma Belt. The term applies so someone whose homeworld is a Belt. Prospector can be a Life Pursuit. So can storekeeper in an Asteroid Belt; both are Belters.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Avery:
Belter just means originates from a Belt. The term applies so someone whose homeworld is a Belt. Prospector can be a Life Pursuit. So can storekeeper in an Asteroid Belt; both are Belters.<HR></BLOCKQUOTE>

I assume this common background will be reflected in the Homeworld generation / background skills phase of char-gen? I liked the idea of this from T4, but the execution was pretty bland (and Equestrian came up WAY too often
tongue.gif
). For max. flavor and variety, I'd like to see a system where each Trade Classification (As, Wa, Ag, Hi, etc.) would provide a unique array of available background skills. ISTR a rumor a while back that you were working up something like this -- any chance of giving us a peek?
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by T. Foster:
I'd like to see a system where each Trade Classification (As, Wa, Ag, Hi, etc.) would provide a unique array of available background skills. <HR></BLOCKQUOTE>

The draft CharGen files kicking around for T5 specify a character has a homeworld (and sometimes a different birthworld). The character receives one native skill for each Trade Classification of the world. There are tables for it in the CharGen system.
 
1) Will the generic career paths include an extended generation system similar to Mercenary and High Guard?

There is no "extended" system. The convention is that a character receives "approximately" one skill per year, which is equivalent to the extended system.

2) How do you obtain Life Pursuits?

You can have whatever you can support (ie, LP Pilot means you do have to have Pilot skill. If you don't, you can't be a pilot. There is a provision for a LP as ahobby, and you can tinker with it even if you don't have the skill.

3) I can see how having many life pursuits can replace the Jack of all Trades skill. Will there be cumulative penalties for an excessive number of Life pursuits (say over four)?

It doesn't replace JOT, which refers to areas you don't otherwise have skill. Having 10 LPs, all based on skill you have (and none of which are Demolitions) doesn't help you with disarming a bomb. JOT might.

4) Are certifications based on a level of the Life pursuit?

I have enough Pilot to succeed at an average task, so I can get a LP Pilot. That's enough to get me the designation "Pilot" and qualify for a job with Tukera as a Pilot. Whether I am a Top Gun depends on how high my Pilot skill really is.
Thanks

Mike[/B][/QUOTE]
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Avery:
There is no "extended" system. The convention is that a character receives "approximately" one skill per year, which is equivalent to the extended system.<HR></BLOCKQUOTE>

It's good that the standard char-gen system will give equivalent skill levels, but the old Book 4-7 extended systems also had a lot of fun extra color and detail -- knowing specific missions and assignments, each with unique Survival, Promotion, and Decoration DMs and sets of available skills -- that really helped me to 'get into' characters (as well as making for fun solitaire play).

While I agree that we don't need so much detail in the Core system (or for all 10 careers), I would be nice to see some sort of 'extended Lifepath' option for players who prefer that level of depth; perhaps as some sort of supplemental 'Complete Book of Character Creation' like they have for D&D. The end result (total number of skill levels) from either system would be equivalent, so players wouldn't be 'forced' to use the extended system to have competitive characters -- it would just be a fun extra for those who like to show off their SEHs and MCUFs.
 
At least add a line to the standard military character generation for Decorations and/or Combat Service ribbons. Perhaps roll 2d6: 13+ for SEH, 11-12 for MCG, 9-10 for mcuf and allow the player to trade Survival DM for Decoration DM (+1 on Decoration equals -1 on Survival) And then let them roll 1d6-3 for number of CSR. (or something like that), that way we could use the standard system and still get the decorations and other stuff like that.

------------------
Dave "Dr. Skull" Nelson
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by DrSkull:
At least add a line to the standard military character generation for Decorations and/or Combat Service ribbons. <HR></BLOCKQUOTE>

And Poltroonery... take a DM increasing chance of injury for an increased chance of a medal.
 
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