• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

T5 Errata Discussion Thread

It's worth noting that many editions do not have you pay LS on unoccupied staterooms. MGT was the first that explicitly did charge for them.

Because consumables being consumed by non-existent passengers makes so much sense.

Not.

It was difficult enough to explain what those Cr2000 was actually buying, but paying for empty staterooms is a whole other level of nonsens.


Hans
 
Because consumables being consumed by non-existent passengers makes so much sense.

Not.

It was difficult enough to explain what those Cr2000 was actually buying, but paying for empty staterooms is a whole other level of nonsens.


Hans

Very true! Again, that's part of the reason I'm a CT fan.

STARSHIP EXPENSES (CT Book 2)
2. Life Support. Each occupied stateroom on a starship involves an overhead cost of Cr2000 per trip (two weeks) made.
 
For those of us new to the system we have only what in the book to work with rather then a knowledge of previous versions or setting details and for this book there is nothing about teams of scouts, under Duties has them as either a "Solitary explorer" or as "Couriers" both are fully solo activities as described by this book. So for players new to the setting this career as described in this book is a solo one unless the Referee personal provides a re-written description.

This is a great point. Consider T5 overall. How much space is devoted to each career? One page that is mostly tables. If you look at the functional definitions through the process of chargen (risk and reward):
Scouts are couriers or loner discoverers who risk their sanity.
Rogues are all con artists/complicated heist planners (no thugs, pirates, or those who profit by violence), who risk 8 years in prison.
Agents are all undercover agents.

There's always been some desire and effort to keep Traveller chargen setting independent, but it can't be pure. The mechanisms in chargen define the universe somewhat. I think the mechanisms we have now, are often too narrow (Rogue and Agent especially). Each would certainly have benefited from a page or so of description for context.

Good points both, and having made the points above about what I perceive to be a scout I just want go way over in the other direction and say that the careers in the book are sketchy and minimalist so that they can be fitted into any applicable background, organization or setting.

Take Soldier as a good example. A Soldier career can represent a member of the Imperial Army (if it exists IYTU), a member of a planetary army, a mercenary, security forces or anything you care to come up with as a military style organization.

I think rather than a page of description or context that would tie each career too closely to an OTU organization whats needed is guidance and examples of the roles played by each career in society with a few pointers on how to tweek the results of career generation to fit in with other possible organizations. For example you're rolling up a member of a planetary (non Imperial) army using Soldier and he gets a SEH. That SEH becomes the highest military award on his planet (ie. adjust Fame associated with an SEH accordingly).

This is more GM and Player craft than errata so back to that.... because there's a lot more :file_28:
 
No. My internet is dead right now. So, if you get one skill of soldier, do you get all soldier skills at 1?

Nothing in the book that I can see indicates that you get all of them at once rather the listing is like that for the trades and arts you get one of them, your choice which.
 
No, p.144 says for certain Skills, 10 in all, that you get Knowledge first and second, and then starting with the third award you get the Skill in its entirety.

Note that "Soldier Skills" and "Starship Skills" are the equivalent of the old "skill cluster" -- you choose one of the skills in the list on page 142, and then follow the knowledges/skills rule from there.

I'd suggest adding a clarification about this, but I haven't found an appropriate page other than 142 yet. Any suggestions?
 
Nah. Your explanation answers it. I also was able to pull the eratta up on my iPhone (I guess only Flash doesn't work, for some reason I thought pdf was in the same boat). Thanks all!
 
Note that "Soldier Skills" and "Starship Skills" are the equivalent of the old "skill cluster" -- you choose one of the skills in the list on page 142, and then follow the knowledges/skills rule from there.
Fighter too?
 
Flash & iOS.

Nah. Your explanation answers it. I also was able to pull the eratta up on my iPhone (I guess only Flash doesn't work, for some reason I thought pdf was in the same boat). Thanks all!
Rynak, iOS doesn't do Flash because Steve had a hate on for it. Not so sure his claim of its bugginess to all that valid, especially since some of the Apps they put out cause the same sort of problems he crapped on Flash for. But PDF, nope those are always okay. OS X does all sorts of nice things with PDF and iOS has any number of Apps that work with them right nicely.
 
I was asking Don if Fighter should be considered like "Soldier" and "Starship". The connection between Beams and Slug Throwers is fine, but the connection between Beams and Unarmed is tenuous; Forward Observer and Navigation have a closer relation in my opinion.
 
As discussed in the errata discussion thread, Scouts can go through Character generation and not get Pilot but receive a ship in mustering out.

Is this intentional?

If not, should Pilot be a Skill scouts automatically get once they pass Begin, the same as some of the Service Careers get Auto Skills at different Ranks.

Are there any other Skills, Scouts should receive?
 
As discussed in the errata discussion thread, Scouts can go through Character generation and not get Pilot but receive a ship in mustering out.

Is this intentional?

If not, should Pilot be a Skill scouts automatically get once they pass Begin, the same as some of the Service Careers get Auto Skills at different Ranks.

Are there any other Skills, Scouts should receive?

I think that the scouts would need Astrogator so that they can plot courses for their vessel so that they don't get lost and survey as that is used to identify details of terrain (thus allowing them to establish if the worlds or features are useful or not).
 
Are there any other Skills, Scouts should receive?

To my reading, to single-hand a ship, in the Scouts, one would need:

Pilot (Spacecraft ACS)
Engineer (Jump Drives)
Engineer (Life Support)
Engineer (Maneuver Drive)
Engineer (Power Systems)
Astrogator
Survey
 
To my reading, to single-hand a ship, in the Scouts, one would need:

Pilot (Spacecraft ACS)
Engineer (Jump Drives)
Engineer (Life Support)
Engineer (Maneuver Drive)
Engineer (Power Systems)
Astrogator
Survey

The various engineering skils would be covered by getting Engineering (knowledge)-2 (By this I mean either Man Drives, J Drives, LS or PP-2) and then engineering 1 for the third receipt of the engineering skill.
 
The various engineering skils would be covered by getting Engineering (knowledge)-2 (By this I mean either Man Drives, J Drives, LS or PP-2) and then engineering 1 for the third receipt of the engineering skill.

Yep, three awards, not four. I'd not thought of that.
 
Back
Top