Coalition States Optional Character Generation (House Rules)

Information for the players of the CS 17th SOG Battalion
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High Command
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Coalition States Optional Character Generation (House Rules)

Post by High Command »

Throughout character creation, you will proceed on a journey to define and improve your character. If you have a definite hard idea of what you want to play, talk to the GM and see what can be worked out. Everyone must do the post age 16 life events, plus determine when you enlisted.

Step 1: Determine Racial Ethnicity:
North America was a blended continent full of people from all over the world. Those who survived may have lost something of their culture, but such things tend to survive. In any case while most people area blend of many ethnicities, some show traits of one or more predominately. This table helps determine this if you don’t have a clear idea. Roll 1d100 and consult the table below.
  • 01-05% Japanese/Korean
    06-10% Pacific Islander
    11-20% Polish, Slovak, Russian, Czech, Serbian, Croatian
    21-30% Chinese/Southeast Asian
    26-40% Black
    41-55% Anglo
    56-70% Hispanic
    71-75% South European (Greek, Italian, Spanish, Portuguese)
    76-80% North European (Danish, Dutch, Norwegian, Swedish, Finnish)
    81-85% Central European (French, German, Austrian, etc)
    86-90% Turkish, Kurdish, Arabic
    91-95% Indian, Pakastani
    95-00% Roll twice, combine.
If 96-00% is rolled again, roll three times and combine. Ignore any further rolls of 96-00%



Step 2: Determine Background Origin and Social Status.
Roll 1d100 or choose where you are from.
  • 01-05% Refugee
    06-15% Iron Heart
    16-35% Free Quebec
    36-45% Chi-Town (Illinois)
    56-55% Chi-Town (Iowa)
    56-60% Mercenary or Bandit
    61-70% Missouri
    71-74% Whykin
    75-77% Fort Eldorado
    78-80% Newtown
    81-98% Lone Star
    99-00% Independent Town or Village



Parents
Some origins specifically mention what happens to your parents. Some do not. Those that do not, you may optionally roll on or choose a result from the following table.
  • 01-70% Both Parents are living.
    71-00% Something has happened to one or both parents
    • 01-10% Your parent(s) died in warfare.
      11-20% Your parent(s) died in an accident.
      21-30% Your parent(s) were murdered.
      31-40% Your parent(s) have amnesia and don’t remember you.
      41-50% You never knew your parent(s).
      51-60% Your parent(s) are in hiding to protect you.
      61-70% You were left with relatives for safekeeping.
      71-80% You grew up on the street and never had parents.
      81-90% Your parent(s) gave you up for adoption.
      91-00% Your parent(s) sold you for money.
Siblings
These tables do not preclude the option of having siblings. Note that having siblings does not necessarily make them your biological siblings. You may have up to 6 brothers/sisters.
Roll 1d10. 1-6 is the number of siblings you have. 7-10 means you are an only child.
If your background includes time in an orphanage, simply ignore the only child result, and (optionally) add 5 to the roll. This represents the children that have made an impact (for good or ill) on your early life.
For each sibling, roll 1d100. On an even result, the sibling is male, on an odd result the sibling is female.
Roll age, relative to yourself.
  • 01-50% Older
    51-95% Younger
    96-00% Twin
For each sibling, roll 1d100 (or chose) to determine their feelings for you:
  • 01-20% Sibling dislikes you.
    21-40% Sibling likes you.
    41-60% Sibling is neutral.
    61-80% Sibling hero-worships you.
    81-00% Sibling hates you!




Refugee
Non-Citizen
01-14% Homeless Some come to the military because they have a sense of duty driving them. For others, its simply better than sleeping in the streets, or dodging from one derelict building to the next. This is how you grew up. On the plus side, you really appreciate where you are now, and what you have. You’re also good at making due with minimal resources.
15-49% ‘Burbie – You grew up in the ‘burbs surrounding one of the megacities. You know what it is to struggle. You joined the military to get you and yours into the city as a citizen. The only way to get the benefits is to serve the State faithfully for your allotted time. You spent your childhood life on the street. You are illiterate.
50-79% Worker Whether it’s a shop keep in a small town, a factory worker in the ‘burbs, or a wandering operator on the roads, the life of a non-citizen can be rough. You joined to better your lot and life.
80-89% War Orphan Your family was killed in some military action or another. You were taken in as a ward of the state. You grew up in a government or private orphanage, and you learned quickly that it was better to get out and into the military than it was into the streets. If you are psychic, you were sent to a Psychic Registration Program Orphanage and may choose to receive Psi-Battalion Training as a bonus school during Training. If you are a minor Psychic, you may choose instead to become a major psychic.
90-00% Criminal Not everyone can be a law abiding citizen, or even just a citizen. Whether out of boredom, a desire for more wealth, or falling in with the wrong crowd, you grew up in the underbelly of the megacities, or among the black market in the surrounding towns. Either way, such a life can color your perceptions. Joining the army was a good way out of the life, or a good way to make connections to make such a life more bearable again at a later date.



CS Citiy-States
Iron Heart, Free Quebec, Chi-Town (Illinois/Iowa), Missouri, Fort Eldorado, Lone Star.
01-02% Corporate Owner Your family owned one of the large manufacturing or servicing firms that hold government contracts for a variety of goods and services. Despite what the plebeians think, nothing is free, and someone has to profit from it. You are on the fast track for real rank in the military, but you can just as easily get into the family business, if you’re really motivated. You are on the fast track for real rank in the military, but you can just as easily get into the family business, of you’re really motivated. You are considered one of the Elite of C.S. society.
03-04% Corporate Manager The owners of the big companies have long moved past the day to day running of their holdings, and like the stewards of medieval society, the managers are the real power in the local sense. It is their heads on the chopping block when things are going bad, and their pockets that get lined when things are going well. Your family held this position. Some may call you middle men, but you prefer to think of the job as that of a facilitator.
05-09% Corporate Technician Your family was highly skilled, and you grew up in a well to do, though not rich lifestyle. You wanted for no necessity, but you didn’t always get what you wanted either. You’re used to making due with what you have, but not to the point of fixing something that is broken beyond service.
10-44% Non-Citizen
01-14% Homeless Some come to the military because they have a sense of duty driving them. For others, its simply better than sleeping in the streets, or dodging from one derelict building to the next. This is how you grew up. On the plus side, you really appreciate where you are now, and what you have. You’re also good at making due with minimal resources.
15-49% ‘Burbie You grew up in the ‘burbs surrounding one of the megacities. You know what it is to struggle. You joined the military to get you and yours into the city as a citizen. The only way to get the benefits is to serve the State faithfully for your allotted time.
50-79% Worker Whether it’s a shop keep in a small town, a factory worker in the ‘burbs, or a wandering operator on the roads, the life of a non-citizen can be rough. You joined to better your lot and life.
80-89% War Orphan Your family was killed in some military action or another. You were taken in as a ward of the state. You grew up in a government or private orphanage, and you learned quickly that it was better to get out and into the military than it was into the streets. If you are psychic, you were sent to a Psychic Registration Program Orphanage and may choose to receive Psi-Battalion Training as a bonus school during Training. If you are a minor Psychic, you may choose instead to become a major psychic. You still lived as above, but you have other options later in life. You are illiterate.
90-00% Criminal Not everyone can be a law abiding citizen, or even just a citizen. Whether out of boredom, a desire for more wealth, or falling in with the wrong crowd, you grew up in the underbelly of the megacities, or among the black market in the surrounding towns. Either way, such a life can color your perceptions. Joining the army was a good way out of the life, or a good way to make connections to make such a life more bearable again at a later date.

45-74% Citizen
01-14% Criminal Not everyone can be a law abiding citizen. Whether out of boredom, a desire for more wealth, or falling in with the wrong crowd, you grew up in the underbelly of the megacities, or among the black market in the surrounding towns. Either way, such a life can color your perceptions.
15-44% City Blue Collar Worker Whether it was a factory worker, construction worker, mechanic, or any of a host of other manual and lightly skilled labor jobs, your family made due with dirty, but rewarding work. Time off was spent enjoying as best you could. You didn’t have the nice things, but you had good enough “toys”, and you know how to have a good time with nothing but a bonfire and a bunch of friends.
45-74% Farmer/Rancher/Fisherman Your family provided the food to feed the masses, and while the work was hard, the family unit was tight. Maybe you joined out of duty; maybe you joined so you could see more than your family’s farm before you died. Whatever the reason, you left that world behind. Still, you know how to have a good time with nothing but a bonfire and a bunch of friends.
75-89% Small Town Worker Not everyone grows up in the megacities. Sometimes you just live in a small town, and your family might run the local operator’s shop, or perhaps your parents are carpenters. Either way, you knew everyone, and how things would happen. Not a bad life, but it can be boring.
90-00% City White Collar Worker Your family worked in one of the lower paying, but still nice jobs like being merchants, low grade technicians, medical and business professionals, and more. Long hours were rewarded with decent pay, and time off that was cram packed with activities. Still there are definitely worse ways to live.

75-84% Military Enlisted Your family was one of the many thousands of day to day soldiers who make up the Coalition Military. For their tours you never saw them, but you loved them that much more when they were there – or at least you tried to. The life of enlisted families can be harsh sometimes.
85-89% Military Technician/Officer Your family was highly skilled and well positioned in the CS Military, and you grew up in a well to do, though not rich lifestyle. You wanted for no necessity, but you didn’t always get what you wanted either. You’re used to making due with what you have, but not to the point of fixing something that is broken beyond service.
90-94% Military Command You grew up on a military base, with one or more of your parents in a command position. You know the headaches associated with command, but you also know the benefits. You’ve never needed anything in your life, but you’ve wanted plenty. Still, it was hardly a bad youth, if it was a bit transient.
95-98% Political Elite Your family are among the movers and shakers of Coalition Society. No one understands the world you come from, nor can they. They only see the privilege, they don’t see how cut throat and ruthless it can be, always maneuvering and dodging. You may be on the fast track for real rank in the military, but you will have to fight your way there. You are considered one of the Elite of C.S. society.
99-00% Choose one.



Mercenary
Non-Citizen
01-14% Homeless Some come to the military because they have a sense of duty driving them. For others, its simply better than sleeping in the streets, or dodging from one derelict building to the next. This is how you grew up. On the plus side, you really appreciate where you are now, and what you have. You’re also good at making due with minimal resources.
15-49% ‘Burbie You grew up in the ‘burbs surrounding one of the megacities. You know what it is to struggle. You joined the military to get you and yours into the city as a citizen. The only way to get the benefits is to serve the State faithfully for your allotted time..
50-79% War Orphan Your family was killed in some military action or another. You were taken in as a ward of the state. You grew up in a government or private orphanage, and you learned quickly that it was better to get out and into the military than it was into the streets. If you are psychic, you were sent to a Psychic Registration Program Orphanage and may choose to receive Psi-Battalion Training as a bonus school during Training. If you are a minor Psychic, you may choose instead to become a major psychic.
80-84% Criminal Not everyone can be a law abiding citizen, or even just a citizen. Whether out of boredom, a desire for more wealth, or falling in with the wrong crowd, you grew up in the underbelly of the megacities, or among the black market in the surrounding towns. Either way, such a life can color your perceptions. Joining the army was a good way out of the life, or a good way to make connections to make such a life more bearable again at a later date.
85-91% Mercenary Technician/Officer Your family was highly skilled and well positioned in a mercenary organization, and you grew up in a well to do, though not rich lifestyle. You wanted for no necessity, but you didn’t always get what you wanted either. You’re used to making due with what you have, but not to the point of fixing something that is broken beyond service.
92-00% Mercenary Command You grew up in a mercenary band, with one or more of your parents in a command position. You know the headaches associated with command, but you also know the benefits. You’ve never needed anything in your life, but you’ve wanted plenty. Still, it was hardly a bad youth, if it was a bit transient.



Whykin/Newtown
Non-Citizen
01-02% Corporate Owner Your family owned one of the large manufacturing or servicing firms that hold government contracts for a variety of goods and services. Despite what the plebeians think, nothing is free, and someone has to profit from it. You are on the fast track for real rank in the military, but you can just as easily get into the family business, if you’re really motivated. You are considered one of the Elite of C.S. society.
03-04% Corporate Manager The owners of the big companies have long moved past the day to day running of their holdings, and like the stewards of medieval society, the managers are the real power in the local sense. It is their heads on the chopping block when things are going bad, and their pockets that get lined when things are going well. Your family held this position. Some may call you middle men, but you prefer to think of the job as that of a facilitator.
05-09% Corporate Technician Your family was highly skilled, and you grew up in a well to do, though not rich lifestyle. You wanted for no necessity, but you didn’t always get what you wanted either. You’re used to making due with what you have, but not to the point of fixing something that is broken beyond service.
10-14% Homeless Some come to the military because they have a sense of duty driving them. For others, its simply better than sleeping in the streets, or dodging from one derelict building to the next. This is how you grew up. On the plus side, you really appreciate where you are now, and what you have. You’re also good at making due with minimal resources.
15-29% ‘Burbie You grew up in the outskirts of Whykin. You know what it is to struggle. You joined the military to get you and yours into the city as a citizen. The only way to get the benefits is to serve the State faithfully for your allotted time.
30-49% Worker Whether it’s a shop keep in a small town, a factory worker in the ‘burbs, or a wandering operator on the roads, the life of a non-citizen can be rough. You joined to better your lot and life.
50-79% Farmer/Rancher/Fisherman Your family provided the food to feed the masses, and while the work was hard, the family unit was tight. Maybe you joined out of duty; maybe you joined so you could see more than your family’s farm before you died. Whatever the reason, you left that world behind. Still, you know how to have a good time with nothing but a bonfire and a bunch of friends.
80-89% War Orphan Your family was killed in some military action or another. You were taken in as a ward of the state. You grew up in a government or private orphanage, and you learned quickly that it was better to get out and into the military than it was into the streets. If you are psychic, you were sent to a Psychic Registration Program Orphanage and may choose to receive Psi-Battalion Training as a bonus school during Training. If you are a minor Psychic, you may choose instead to become a major psychic.
90-94% Criminal Not everyone can be a law abiding citizen, or even just a citizen. Whether out of boredom, a desire for more wealth, or falling in with the wrong crowd, you grew up in the underbelly of the megacities, or among the black market in the surrounding towns. Either way, such a life can color your perceptions. Joining the army was a good way out of the life, or a good way to make connections to make such a life more bearable again at a later date.
95-98% Political Elite Your family are among the movers and shakers of Whykin Society. No one understands the world you come from, nor can they. They only see the privilege, they don’t see how cut throat and ruthless it can be, always maneuvering and dodging. You may be on the fast track for real rank in the military, but you will have to fight your way there.
99-100% Player Choice



Independant Town/Village
Non-Citizen
01-14% Homeless Some come to the military because they have a sense of duty driving them. For others, its simply better than sleeping in the streets, or dodging from one derelict building to the next. This is how you grew up. On the plus side, you really appreciate where you are now, and what you have. You’re also good at making due with minimal resources.
15-49% ‘Burbie You grew up in the ‘burbs surrounding one of the megacities. You know what it is to struggle. You joined the military to get you and yours into the city as a citizen. The only way to get the benefits is to serve the State faithfully for your allotted time.
50-79% Worker Whether it’s a shop keep in a small town, a factory worker in the ‘burbs, or a wandering operator on the roads, the life of a non-citizen can be rough. You joined to better your lot and life.
80-89% War Orphan Your family was killed in some military action or another. You were taken in as a ward of the state. You grew up in a government or private orphanage, and you learned quickly that it was better to get out and into the military than it was into the streets. If you are psychic, you were sent to a Psychic Registration Program Orphanage and may choose to receive Psi-Battalion Training as a bonus school during Training. If you are a minor Psychic, you may choose instead to become a major psychic.
90-00% Criminal Not everyone can be a law abiding citizen, or even just a citizen. Whether out of boredom, a desire for more wealth, or falling in with the wrong crowd, you grew up in the underbelly of the megacities, or among the black market in the surrounding towns. Either way, such a life can color your perceptions. Joining the army was a good way out of the life, or a good way to make connections to make such a life more bearable again at a later date.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
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Motivations and Descriptions

Post by High Command »

This set of tables is optionally for the player characters, and required for the non-player characters obtained as friends, enemies, and contacts via the life path tables (especially Friends and Enemies

Motivations: Use the following tables to help round out your character's personality. These are tools only - do not feel obligated to playing a personality you do not want to. You may also either choose to roll on the description tables, or you may simply choose.

Disposition (Choose or Roll 1d100)
  • 01-10% Mean, suspicious, vengeful.
    11-15% Shy, timid, tends to be a loner.
    16-20% Gung-ho, guts and glory type who sees himself as a hero. Likes combat.
    21-25% Worry wart, nervous and cautious.
    26-37% Hot-head, quick-tempered, emotional, but basically nice.
    38-45% Schemer; gambler who likes to take chances.
    46-50% Blabber-mouth, nice guy, but too talkative.
    51-56% Wild man, cocky, overconfident, takes unnecessary risks.
    57-66% Nice guy, friendly, courteous and hospitable.
    67-76% Snob, arrogant, feels superior to others.
    77-84% Tough guy, self-reliant, cocky, a lone wolf.
    85-89% Paternal, overbearing, overprotective of others, especially
    young characters.
    90-94% Complainer, constantly aggravated about something.
    95-00% Paranoid, trusts no one.
Sentiments toward Non-Humans (Choose or Roll 1d100)
  • 01-10% Hates and distrusts all non-humans!
    11-30% Hates all demons and supernatural creatures (including dragons) and does not like nor trust D-Bees, mutants, psychics, and aliens/monsters.
    31-50% Hates demons, but will give all other non-humans the benefit of the doubt. Still, tends to be wary and suspicious of non-humans.
    51-70% Hates demons, but believes that all races can live and work in harmony together. Treats humans and non-humans equally, but is a bit suspicious of creatures who are supernatural or whose appearance is extremely inhuman.
    71-85% Is wary of demons, but has had mostly good experiences with non-humans and treats them as equals, without doubt or suspicion. (rare in the CS)
    86-95% Prefers the company of humans over non-humans, but generally sees the best in everyone except demons and monsters.
    96-00% Suspicious of everybody, humans and non-humans alike! Tends to be a bit paranoid, because "in these times you never really know who's human and who's not. Even the humans can have unusual powers these days. I mean, is a Juicer or Crazy truly human?"



Physical Description:
Note: Average Weight: 150 to 180lbs (male); 110 to 1401bs (female)

Weight
  • 01-10% Skinny (Subtract 1d3x10% from average weight)
    11-30% Thin (Subtract 1d4x5% from average weight)
    31-55% Average (give or take 10%)
    56-74% Husky (Add 1d4x5% to average weight)
    75-89% Potbelly (Add 1d3x10% to average weight)
    90-00% Obese (Add 3d4x10% to average weight)
Note: Average Height: 6ft, male; 5ft 6in, female

Height
  • 01-30% Short (-2d6% to height)
    31-70% Average (plus or minus 1d2"
    71-00% Tall (+2d6% to height)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
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Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Tour of Duty

Post by High Command »

Tours of Duty
Each tour of duty is one year long, to determine how many tours you should roll for, take your enlistment date (16-18 years old on average) and minus it from your current age. All CS military go through Basic Training which lasts approximately 4 months plus 2 months per specialty training course.

Note: Those mustered for the fight against Tolkeen received accelerated training that took 2 months and one month for specialties.

Garrison Duty:
The character has spent the past year on a large military base training and conducting other boring mundane tasks, in a relative stable place. But occasionally troops on garrison duty are called upon to aid during natural disasters or defend the base and surrounding area from attack. Troops on garrison duty are also called upon to reinforce other units around the States.
  • 01-15%: You screwed up now! You're subject to Military Discipline!
    16-60% Nothing happened.
    61-70% Natural disaster, has occurred near the base and your unit was sent to deal with the situation.
    71-80% Shortened tour, either because your unit commander thinks highly of you (01-50%) or doesn’t like you (51-100%) you’re sent as a replacement to a combat zone. Roll 2d6 to determine how many months into garrison duty you were before shipping out. The die result subtracted from 12 also determines how many times you need to roll on the combat action table. If you roll a 12 make no rolls under the combat zone table.
    81-100% Base attacked, some sort of attack was made on the base (or a nearby population center) and you were involved in the defense and or the counter attack. Roll on the combat action table once.

Occupation/Police Action:
You were sent as part of a unit to keep the peace or occupy an area. This represents some of time spent in the Burbs of any of the major cities, plus areas like Old Bones and the Ruins of Old Chicago.
  • 01-10% You screwed up now! You're subject to Military Discipline!
    11-15% Natural disaster, occurred nearby and your unit was sent to deal with the situation.
    16-30% Hostage Rescue, bandits, mercs, and Tolkeen fighters frequently take humans as slaves and prisoners of war.
    01-25% = all hostages killed (Roll on the psychological effects table)
    26-50% = most hostages killed
    51-75% = some hostages killed
    76-00% = all hostages rescued
    31-50% Convoy duty, your unit is assigned to protect a convoy of supplies and is attacked, or is diverted to defend a village or other location. Roll once on the combat action table.
    51-70% Snatch and Grab, your unit was part of a task force to capture a high ranking enemy commander (i.e. an insurgent leader etc). Roll once on the combat action table.
    71-90% Major looting/Rioting, people are looting/rioting for whatever reason and your unit is sent in to stop it.
    91-100% Base attacked, some sort of attack was made on the base (or a nearby population center) and you were involved in the defense and or the counter attack. Roll on the combat action table once.

Long Range Patrol:
To maintain force projection the C.S. sends out task forces to patrol the Mississippi, Great Lakes, and the borders and farmlands of the C.S. States. This is also a common function of the units stationed in the Ruins of Old Chicago. The job can be boring at times, but the patrols are meant to be ready at a moment's notice to respond to distress calls of human settlements, rescue hostages, battle bandits and pirates, maintain order after a natural disaster, or to bolster troop strength within a combat zone.
Deployments are three to nine months long, thus roll 2d3 times on the following table.
  • 01-10% You screwed up now! You're subject to Military Discipline!
    16-35% Natural disaster, has occurred and your unit was sent to deal with the situation.
    36-45% Hostage Rescue; The Federation of Magic, bandits, raiders, and mercs frequently take humans as slaves and prisoners of war.
    1. 01-25% = all hostages killed (Roll on the psychological effects table)
      26-50% = most hostages killed
      51-75% = some hostages killed
      76-00% = all hostages rescued
    46-55% Major looting/Rioting, people are looting/rioting for whatever reason and your unit is sent in to stop it.
    56-70% Pirate/Bandit action, your patrol encountered pirates or bandits and dealt with them.
    1. 01-60% = Pirates surrendered without a fight
      61-00% = Pirates fought back and were destroyed; roll once on the combat zone table.
    71-85% Breaching action, your patrol encountered an enemy fortification and your unit was sent in to clear it of hostiles.
    Roll twice on the combat zone table. The first roll applies to your approach to the fortification, and the second roll applies to the actual clearing of the interior. If the first roll results in something disastrous, then don’t make the second roll.
    86-100% Supporting a combat zone, You’re sent in to support units stationed within a combat zone (The Ruins of Old Chicago, Tolkeen, The St. Louis Gate, or any of the infrequent border wars that are relatively common in Free Quebec and Lone Star) for 1d2+1 months. Roll on the combat zone table that many times.

Combat Zone:
Your unit is assigned to a heavy combat zone (The Ruins of Old Chicago, Tolkeen, The St. Louis Gate, or any of the infrequent border wars that are relatively common in Free Quebec and Lone Star). You see combat roughly once a month, sometimes twice a month. Roll 2d4+1 for the number of times you saw action, and then roll that many times on the Combat Action table. In addition there is a 01-15% chance you screwed up, and your superiors decided to charge you, roll on the military discipline table (only once for the year, unless a table tells you differently.
  • 01-15% Minor combat, your unit made contact with a similar (or smaller) sized enemy force and came out on top without any serious casualties.
    16-30% Minor combat, your unit made contact with a larger sized enemy force and came out on top. But there were a few casualties. There is a 05% chance you were wounded, roll on the wounded in combat table.
    31-45% Major combat, your unit was involved in a major combat action but there were a few casualties. There is a 10% chance you were wounded, roll on the wounded in combat table. If wounded, roll on the Wounded in Combat Table.
    Roll 1d20 to determine if your actions earned you a medal
    1. 1-17= no medal
      18-20= Iron Star
    46-60% Major combat, your unit was involved in a major combat action but there were many casualties. There is a 40% chance you were wounded, roll on the wounded in combat table. If wounded, roll on the Wounded in Combat Table.
    Roll 1d20 to determine if your actions earned you a medal
    1. 1-10= no medal
      11-15= Iron Star
      16-20= Joseph Prosek Medal for Valor
    61-75% Wounded, you were wounded during the onset of a combat action. Roll on the Wounded in Combat Table.If the wound is not too debilitating roll on the Combat action table again to represent continuing on throughout the combat action while wounded.
    76-90% Large battle, you were involved in a large battle that lasted for 4d6 hours. There is a 20% chance you were wounded. If wounded, roll on the Wounded in Combat Table.
    Roll 1d20 to determine if your actions earned you a medal
    1. 1-10= no medal
      11-15= Iron Star
      16-18= Joseph Prosek Medal for Valor
      19-20= CS Cross for Bravery and you gain Wealth
    91-93% Prisoner Of War, you were taken prisoner during a combat action.
    Roll 1d100 to determine length of captivity
    1. 01-50% = 3d10 days
      51-75% = 2d6 months
      76-100% = 1d4 years.
      How your captivity ended.
      01-50% = Freed during a prisoner exchange, or ransom was paid
      51-80% = rescued by Special Forces team
      81-90% = escaped by yourself
      91-100% = escaped by yourself and was rescued by friendly units while still behind enemy lines, but you suffer from either addiction (01-50%), or PTSD (51-100%), no initial saving throws allowed. You also receive the POW medal, the Crimson Heart, and a Cybernetic Heart if you were injured and had to have anything replaced.
    94-98% Sole survivor, During heavy combat things went horribly wrong. Trapped in an extreme survival situation, you had to overcome physical torments and psychological stresses that would have broken most people. You survived while the rest of your unit was slaughtered and now you alone are left to tell the tale. There is a 30% chance of suffering from PTSD, no initial saving throw allowed.
    Roll 1d20 to determine what medal you earned
    1. 1-12= Iron Star
      13-20= Joseph Prosek Medal for Valor
    99-100% Hero, For your actions in combat your bravery and heroism is well known. There is a 20% chance you were wounded. If wounded, roll on the Wounded in Combat Table. There is a 20% chance you were mentally affected. Roll on the psychological effects table if you were. Most who obtain this level of reward don't see themselves as heroes, but rather as ordinary people put in extraordinary circumstances. It does not change that what they did was not even close to a normal response to the situation. This is commonly some act of extreme sacrifice, including running into enemy fire and rescuing fellow soldiers or holding the line far beyond when it was advisable. Many of these medals are given posthumously. You beat the odds.
    Roll 1d20 to determine what medal you earned
    1. 1-10 = Iron Star
      11-14 = Joseph Prosek Medal for Valor
      15-18 = CS Cross for Bravery and you gain Wealth
      19-20 = The Imperial Medal of Honor (can only be gained once via background; you instead gain the CS Cross for Bravery.)

Wounded in Combat Table
You were wounded during a combat action. Roll on the following table, to determine the effects. You receive the Crimson Heart, and if your injuries require bionics/cybernetics you receive the Cybernetic Heart as well. The time spent recovering from a wound may affect subsequent rolls. So figure out how long you’re recuperating before making any subsequent rolls. For vehicle/power armor/robot pilots any rolls beyond 44% resulted because of the destruction of your vehicle/power armor/robot. Otherwise there is a 15% chance your vehicle/power armor/robot was destroyed. Those who are wounded receive the Cybernetic Heart medal.
  • 01-07% Concussion, an explosion knocked you out during a portion of the battle. You recovered either after or during the battle.
    08-14% Minor gunshot or shrapnel wound, you suffered a minor flesh wound and continued to combat the enemy. You’re able to go back to full duty within a week.
    15-21% Minor Burns, you receive 1st degree burns over 15% of your body, requiring a 1d4 weeks of recuperation.
    22-28% Fractured bones, you suffer a few minor fractures and recuperate within 1d3 months.
    29-35% Broken bones, you suffer 1d3 clean breaks, and recuperate within 1d3+3 months.
    36-43% Shot in the buttocks! You took a bullet or piece of shrapnel in the ass, causing you to be laid up for 1d2 months.
    44-59% Major gunshot or shrapnel wound, you take a bullet or piece of shrapnel in a leg, resulting in a broken bone. Requires 1d3+3 months of recuperation. There is a 50% chance you have lost some of your mobility due to damaged tendons -1d4 Spd attribute.
    50-54% Major gunshot or shrapnel wound, you take a bullet or shrapnel in an arm resulting in a broken bone. Requires 1d3+2 months of recuperation. There is a 50% chance you have lost some of your mobility due to damaged tendons -1d2 to PP attribute.
    55-59% Major gunshot or shrapnel wound, you took a bullet or shrapnel in a lung. Spend 2d3 months in recuperation and -1d4 to PE attribute.
    60-64% Major gunshot or shrapnel wound, throat injury. You took a bullet or shrapnel in the throat. You were lucky enough to not bleed out or suffer a spinal cord injury but there is 50% chance your vocal cords have been damaged and you now talk with a raspy voice. You spend 2d4 months recovering. Roll on the psychological effects table.
    65-69% Major Burns, you receive 1st or 2nd degree burns over 30% of your body, requiring a 2d2 months of recuperation. -1d2 to PB attribute. Roll on the psychological effects table.
    70-74% Severe burns, you receive 3rd degree burns over 60% of your body, requiring a full year of recuperation. -2d2 to PB attribute and you have a fear of fire. A saving throw can be made every year to place the fear into remission, but the next time you’re wounded due to burns it will return.
    75-79% Lose an arm/hand, which is replaced by a basic cybernetic limb with your stats (up to the maximum of the limb). You spend one month in recuperation, and -2d2 to PP for a year until you figure out how to use the limb. Roll on the psychological effects table. If you already have a medal, then the GM may assign better than basic cybernetics or even bionics.
    Roll 1d100
    1. 01-25% Left hand
      26-40% Left lower arm and hand
      41-50% Left entire arm and hand
      51-75% Right hand
      76-90% Right lower arm and hand
      91-00% Right entire arm and hand
    80%-84% Lose a leg/foot, which is replaced by a basic cybernetic limb with your stats (up to the maximum of the limb). You spend one month in recuperation, and -2d4 to Spd for a year until you figure out how to use the limb. Roll on the psychological effects table. If you already have a medal, then the GM may assign better than basic cybernetics or even bionics.
    Roll 1d100
    1. 01-25% Left foot
      26-40% Left lower leg and foot
      41-50% Left entire leg and foot
      51-75% Right foot
      76-90% Right lower leg and foot
      91-00% Right entire leg and foot85-89% Severe facial scarring, from burns or shrapnel, Add 1d8-5 to PB, and 1d6-3 to M.A.; (Not all scars are disfiguring.)
    90-94% Broken back, you back is broken due to a fall, impact etc. You are a candidate for partial bionic conversion, assuming you pass the psych evaluation. Roll 1d20+ME bonus+ current level. If you beat a 15 then you may select one of the bionic conversion packages. If you fail you are given a cybernetic spine to replace your meat. Either way you spend 1d2 years in recovery, and have to prove you're once again fit for military duty. -1d4 from your P.E. attribute and that amount lost is added to your M.E. attribute. Roll on the psychological effects table.
    95-99% Coma, your character ends up in a coma due to his/her injuries. You spend 1d2 years in recovery, and have to prove that you’re once again fit for military duty. -1d4 to PE, -1d2 to IQ but the total number of points lost is added to your ME attribute. Roll on the psychological effects table.
    100% You suffer a wound that has a 50% chance of rendering you sterile.
    01-50%: Sorry no chance of ever having children of your own (well maybe a clone, but that’s highly illegal), but on the good side you can’t knock up a girl if you’re a male, and if a female don’t have to worry about birth control anymore. Add 1d4x10+10 pounds to weight, spend six months in recuperation. Roll on the psychological effects table.
    51-00%: You lucked out, but you're still not untouched. Between recovery and psych evals, you spend 1d3 months in recovery. Roll on the psychological effects table.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Military Discipline/Psycological Effects

Post by High Command »

Military Discipline
  • 01-60% Minor NJP (non-judicial punishment): You’re a perpetual screw-up. While you don't get busted down, you spend almost as much time in one punitive duty or another as you do doing your regular job. You are also passed up for your next promotion.
    61-90% Severe NJP (non-judicial punishment): You get in trouble but not enough to warrant a court-martial. Reduce your rank by 1 grade, and you are passed up for your next promotion.
    91-00% Courts-martial: You were courts-martial and reduced to the rank of E-1 (even if beginning as an officer), and are imprisoned for 6d6 years for one charge or another. You’re lucky that whatever you did wrong did not result in being executed, and since the C.S. needs every serviceman you’re not discharged from active duty. Any further advancement in rank is halted at E-3 (unless you do something extraordinary). If you roll on the NJP or Courts-Martial again the penalties are doubled. It's not all bad though. You may choose any one communication, electrical, mechanical, physical, or technical skill from the secondary skill list per year spent in the brig/stockade.
Psychological Effects table
  • 01-35% = Addiction: While you recover from your injuries, you used pain killers, street drugs (as you self medicate), or alcohol as a crutch. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are addicted to one of the three items listed above. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict.
    36-50% = PTSD (Post-traumatic stress disorder): You survived your wounds but not all scars are visible. Make a saving throw vs. insanity (12), including any possible bonuses from Mental Endurance, if you fail then roll on the Insanity from Trauma Tables. You may make a save every year in an attempt to put the insanity into remission. If you succeed, then counseling and psychiatric care has been worth it. If not, then you will have the insanity at the start of game, and can undergo normal counseling and psychiatric care in character and in game. Even if the insanity is successfully treated, you are still vulnerable to a flare up of the insanity if stressed.
    51-00% = Your fine.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Joined: Sun Jun 12, 2016 6:10 am

Personnel Records

Post by High Command »

Personnel Records

This section will show you how to create a Personnel Record, Step one is creating a unique CS ID number

Understanding Coalition Military and Citizen Identification Numbers
This is an 18 digit alphanumeric designation that tells the CS much about the bearer of said ID. These identification numbers can change as people change, though most citizens might not even notice as the last 8 digits are used primarily when ID is sought.

A Sample Number (in this case the number of Black Box, a Kill Hound Close Quarters Combat Specialist Psi-Hound)

LSD3-304-097-0001-F3E2

These 18 digits tell us much about Black Box. He is from Lone Star, he's a male dog boy and a Master Psi-Sensitive, and that he was born March 4th, 97 PA. The last 8 are a unique identifier that he uses when asked.

Location: LS Race: D Paranormal Abilities: 3 Birth Month: 3 Birth Day: 04 Birth Year: 097 Random Generated ID: 0001-F3E2


The first two digits are state of origin:
IA: Chi-Town Iowa
IL: Chi-Town Illinois
LS: Lone Star
MO: Missouri
IH: Iron Heart
FQ: Free Quebec
AR: CS Arkansas (formerly known as Fort Eldorado)
NG: Ishpeming (Neutral Country whose citizens sometimes immigrate to the CS)
MI: Manstique Imperium (Neutral Country whose citizens sometimes immigrate to the CS) etc.

The Third Digit refers to the species, gender, and mutation (or lack thereof) of the ID holder
0: Human Female (No Mutation)
1: Human Male (No Mutation)
2: Human Mutant (Psi-Stalker), Female
3: Human Mutant (Psi-Stalker), Male
4: Human Mutant (Other; Stage 1), Female - used to describe humans with psychic powers and no other outward signs of mutation
5: Human Mutant (Other; Stage 1), Male - used to describe humans with psychic powers and no other outward signs of mutation
6: Human Mutant (Other; Stage 2), Female - Mutants with mutations that can be hidden in daily life
7: Human Mutant (Other; Stage 2), Male - Mutants with mutations that can be hidden in daily life
8: Human Mutant (Other; Stage 3), Female - Mutants with mutations that cannot be hidden in daily life
9: Human Mutant (Other; Stage 3), Male - Mutants with mutations that cannot be hidden in daily life
A: Mutant Animal (PSi-Hound), Female - Classification for standard Psi-Hounds
B: Mutant Animal (PSi-Hound), Male - Classification for standard Psi-Hounds
C: Mutant Animal (PSi-Hound), Female - Classification for Psi-Hound Special Forces and experiments
D: Mutant Animal (PSi-Hound), Male - Classification for Psi-Hound Special Forces and experiments
E: Other, Female - Classification for other mutant animals, and other miscellany
F: Other, Male - Classification for other mutant animals, and other miscellany

The Fourth Digit refers to the presence of paranormal abilities
0: No Psychic Ability
1: Psychic Sensitive (minor)
2: Psychic Sensitive (moderate)
3: Psychic Sensitive (master)
4: Reactor (minor; minor psychics with abilities from any two minor categories)
5: Reactor (moderate; major psychics with abilities from any of the minor categories)
6: Reactor (master; Psychic Healers, Nega-Psychics, Psi-Nullifiers, etc)
7: Eruptor (minor, minor psychic with mostly physical powers)
8: Eruptor (moderate, major psychic with mostly physical powers)
9: Eruptor (master; Burster, Soaker, Zapper)
A: Dominator (moderate)
B: Dominator (master; deemed safe)
C: Dominator (master; deemed untrustworthy)
D: Dominator (master; deemed deadly)
E: Other (RCSG fall into this category, as do born mystics who register and do not use magic)
F: Other (Magic Users, and anything else magical in nature)

The Fifth digit: Birth Month.
Roll 1D12 to randomly determine
1-9 January through September
A-C October through December

The Sixth and Seventh digits: Birth Day.
Roll 1D30, 1D31, or 1D28 (for pesky February)

The Eighth through Tenth digits: Birth Year.
110 minus your characters age.

The last eight digits are randomly assigned, and signify a specific individual
Roll 1D16 8 times. 10=A, 11=B, 12=C, 13=D, 14=E, 15=F, and 16=0
Use this site for unusual die types

Personnel Record
Name: Last name (in CAPS), First name, Middle name
Service Branch: Coalition Army, Coalition Navy, Coalition Nautical Service (choose those that apply, if more then one applies the former service branches are placed in parenthesis)
Service Number: TBD
Pay Grade:
Pay Rate: /month
Rank:
Date of Birth: Roll 1D12 for Month, 1D30, 1D31, or 1D28 (Pesky February) for Day, and 110 minus Age for year PA.
Primary Specialty: List your OCC and MOS here
Military Education: List military training school you have attended
Decorations, Medals, Badges, Citations, and Campaign: List awards you received during your background rolls, the GM may add more.
Disciplinary data and court martial record: List any disciplinary action you have received since entering the Coalition military.

Code: Select all

[b][u]Personnel Record[/u][/b]
[b]Name:[/b] 
[b]Service Branch:[/b] 
[b]Service Number:[/b] 
[b]Pay Grade:[/b]
[b]Pay Rate:[/b] 
[b]Rank:[/b]
[b]Date of Birth:[/b] 
[b]Primary Specialty:[/b] 
[b]Military Education:[/b]
Basic Training, Army, Chi Town, CS Army Training Facility (ATF)
[b]Decorations, Medals, Badges, Citations, and Campaign:[/b]
[b]Disciplinary data and court martial record:[/b]

Unified List of Training Locations:
Chi Town, CS Army Training Facility (ATF)
Chi Town, CS Nautical Specialist Service Training Facility (NSTF) (No longer active)
Chi-Town, CS Navy Training Facility (NTF)
Chi-Town, CS Security Training Facility (STF)
Fort Eldorado, CS Army Training Facility (ATF)
Fort Eldorado, CS Army Technical Training College (ATTC)
Fort Eldorado, CS Navy Training Facility (NTF)
Fort Eldorado, CS Security Training Facility (STF)
Fort Jericho, CS Army Training Facility (ATF)
Fort Jericho, CS Army Technical Training College (ATTC)
Fort Jericho, CS Navy Training Facility (NTF)
Fort Jericho, CS Security Training Facility (STF)
Fort Pinnacle, CS Navy Training Facility
Fort Pinacle, CS Navy Technical Training College (ATTC)
Fort Pinnacle, CS Internal Security Service
Free Quebec, CS Army Training Facility (ATF) (No longer active)
Free Quebec, CS Army Technical Training College (ATTC) (No longer active)
Free Quebec, CS Security Training Facility (STF) (No longer active)
Iron Heart, CS Army Training Facility (ATF)
Iron Heart, CS Army Technical Training College (ATTC)
Iron Heart, CS Navy Training Facility (NTF)
Iron Heart, CS Security Training Facility (STF)
Isle of Orleans, CS Navy Training Facility (No longer active)
Isle of Orleans, CS Navy Technical Training College (ATTC) (No longer active)
Isle of Orleans, CS Nautical Specialist Service (No longer active)
Lone Star, CS Army Training Facility
Lone Star, CS Security Training Facility (STF)
Lone Star Genetic Center, CS Army Technical Training College (ATTC)
Lone Star Genetic Center, CS Navy Training Facility
Lone Star Genetic Center, CS Security Training Facility (STF)
New Chilicothe, CS Army Training Facility (ATF)
New Chilicothe, CS Army Technical Training College (ATTC)
New Chilicothe, CS Nautical Specialist Service Training Facility (NSTF) (No longer active)
New Chilicothe, CS Navy Training Facility (NTF)
New Chilicothe, CS Security Training Facility (STF)

Training Schools (and the skills necessary to claim them)

Basic and Generic Training
Basic training, Navy (Navy O.C.C., Naval Technical Specialist O.C.C.)
Basic Training, Naval Infantry (Naval Infantry, MilSpec)
Basic Training, Army (Any Army OCC except Tech Specialist)
Basic Training, Technical (Army Tech Specialist OCC)
Officer Candidate School (obtain Rank: Officer after character generation)
Advanced Leadership Training Course (Rank: NCO)
Small Unit Tactics, Basic (K/Battle d4+)
Small Unit Tactics, Advanced (Small Unit Tactics, Basic, K/Battle d8+)
Large Unit Formations and Tactics, Basic (K/Battle d6+, Rank: Officer)
Large Unit Formations and Tactics, Advanced (Small Unit Tactics, Basic, K/Battle d10+, Rank: Officer)
College of Naval Warfare (K/Battle, K/History [or K/Naval History])
College of Naval Command (Rank: Officer; Navy)
College of Military Command (Rank: Officer; Army)
Cybernetics Integration Training (Receive Any Bionics/Cybernetics)
(See also Psionics Section)

Communications and Computers
Broadcast Communication School, Basic (Persuasion d6+, K/Electronics d8+)
Communications School, Basic (K/Electronics d4+)
Communications School, Advanced (K/Electronics d6+, K/Computers d6+)
Computer Systems Training Course, Basic (K/Computers d4+)
Computer Systems Training Course, Advanced (K/Computers d8+)
Computer Security Bypass Training Course (K/Computers d10+, K/Electronics d6+, Notice d6+)
Information Warfare School, Basic (K/Electronics d4+, K/Computers d6+)
Information Warfare School, Advanced (Basic Information Warfare School, K/Electronics d8+, K/Computers d8+)

Espionage and Military Skills
Monster Identification and Elimination Training Course (Enemy Force Identification Course, Lore: Demon and Monster)
Faerie Identification and Elimination Training Course (Enemy Force Identification Course, Lore: Faeries)
Enemy Force Identification Course (Intelligence)
Enemy Force Identification Expansion Course (Any Lore Skill from the following list: Lore: American Indians, Lore: Cattle & Animals, Juicers, and others (to be added/Approved by the GM))
Magical Threat Identification and Elimination Training Course (Enemy Force Identification Course, Lore: Magic)
Psionic Threat Identification and Elimination Training Course (Enemy Force Identification Course, Lore: Psychic)
Street Awareness and Identification Training Course (Enemy Force Identification Course, Streetwise)
Military Police School (Law (CS), Find Contraband, Cybernetics, and Weapons, W.P. Blunt)
Linguistics 100 (Language: Any human language. Each additional language is listed as: Linguistics 100: French, Linguistics 200: Spanish, etc. This never counts for American.)
Linguistics 101 (Literacy: American)
Linguistics 200 (Language: Any otherworldly language. Each additional language is listed as: Linguistics 200: Dragonese, Linguistic 200: Gobbley, etc.)
Linguistics 201 (Linguistics 101, Literacy: Any human language. Each additional language is listed as: Linguistics 201: French, Linguistics 201: Spanish, etc.)
Linguistics 202 (Linguistics 101, Literacy: Dragonese/Elven, Gobbely, Demogogian, or any other otherworldly language. Each additional language is listed as: Linguistics 202: Dragonese, Linguistic 202: Gobbley, etc.)

Technical/Engineering Skills
Field Weapons/Armor Support and Maintenance Program (Field Armorer and Munitions Expert OR Weapons Engineer)
Field Weapons/Armor Design Program (Field Weapons/Armor Support and Maintenance Program, and Weapons Engineer)
Military Robotics and Advanced Armor Technical Support School (Robot Mechanics)
Military Robotics and Electronics Technical Support School (Robot Electronics)
Military Engineering, Electrical (Electrical Engineering)
Military Engineering, Mechanical (Mechanical Engineering)
Power Generation Support and Maintenance Training Course (Electricity Generation)
Patrol Guided Missile Ship Maintenance Course (Vehicle Armorer, Automotive Mechanics, and Field Armorer, and Munitions Expert)
Airframe Support and Maintenance Training Course (Aircraft Mechanics, Basic Electronics)
Motorpool Support and Maintenance Training Course (Automotive Mechanics, Basic Electronics)
Armor Support and Maintenance Training Course (Field Weapons/Armor Support and Maintenance Program, and Vehicle Armorer)
Submersible Maintenance Training Course (Submersible Vehicle Mechanics, Basic Electronics)

Medical/Scientific Skills
Dietary and cooking program, Basic (Cooking, Identify Plants and Fruits, Preserve Food, and WP Knife)
Advanced Culinary Arts Institute (Cooking (Professional))
First Aid Training Course (First Aid)
Medical Corpsman Triage and Treatment School
Nuclear, Biological, and Chemical Warfare Triage and Treatment School (NBC Warfare)
Field Expedient Cybernetic and Bionic Treatment School


Ships/Vessels Skills
Ship's Crew Basic Proficiency Course (Disaster Response and Damage Control, Military Seamanship, Navigation, Weapon Systems, Read Sensory Equipment, and Radio: Basic)
Damage Control Training Course, Basic (Part of the Ship's Crew Basic Proficiency Course - superseded by that Course) (Disaster Response and Damage Control)
Damage Control Training Course, Advanced (Damage Control or Ship's Crew Basic Proficiency Course, Basic, and Fire Fighting)
Surface Warfare School (Naval Combat Piloting (Surface))
Submarine Warfare School (Naval Combat Piloting (Submersible))
Basic Patrol Guided Missile Ship Handling Program (Pilot Warships and Patrol Craft, Read Sensory Equipment, Navigation and Weapon Systems)
Basic Submarine Handling Program (Pilot Submersibles, Read Sensory Equipment, Navigation, Weapon Systems)
Basic Small Craft Handling (Pilot Boats: Motorboats, Race & Hydrofoils)

Power Armor/Robot Skills
Power Armour Training, Advanced (SAMAS) (Basic Power Armour and Robot Training Course ,Robot Combat Elite: SAMAS)
Power Armour Training, Advanced (Mauler) (Basic Power Armour and Robot Training Course, Robot Combat Elite: Mauler)
Power Armour Training, Advanced (Trident) (Basic Power Armour and Robot Training Course, Robot Combat Elite: Trident)
Combat Flight System Training Course, Advanced (Pilot Combat Flight System, Power Armour and Robot Training Course, Basic, Robot Combat Elite: Combat Flight System)
Power Armour and Robot Training Course, Basic (Pilot Power Armor and Robots, Weapon Systems and Read Sensory Equipment)
Power Armour and Robot Gunnery Training Course, Basic (Robot Combat: Basic)
Robot Training Course, Advanced (Spider Skull Walker) (Basic Power Armour and Robot Training Course, Robot Combat Elite: Spider Skull Walker)
Robot Training Course, Advanced (UAR-1 Enforcer) (Basic Power Armour and Robot Training Course, Robot Combat Elite: Enforcer)
Robot Training Course, Advanced (IAR-2 Abolisher) (Basic Power Armour and Robot Training Course, Robot Combat Elite: Abolisher)

Ground Vehicle Skills
Tracked Vehicle Maneuvering and Combat Course, Basic (Pilot: Tanks & APCs, Read Sensory Equipment, Weapon Systems)
Heavy Wheeled Vehicle Maneuvering Course, Basic (Pilot: Truck, Pilot: Tanks & APCs)
Light Four Wheel Vehicle Maneuvering Course, Basic (Pilot Automobile, Pilot Truck)
Motorcycle Maneuvering Course, Basic (Pilot Motorcycle)
Light Hover Vehicle Maneuvering Course, Basic (Pilot Hover Vehicle)
Heavy Hover Vehicle Maneuvering Course, Basic (Pilot Hover Vehicle, Pilot Truck)
Ground Vehicle Combat Manuevering, Advanced (Combat Driving)

Aircraft and Air Vehicle Skills
Hovercycle Maneuvering Course, Basic (Pilot Hovercycle)
Skycycle Maneuvering and Combat Course, Basic (Pilot Hovercycle and Skycycle, Read Sensory Equipment, Weapon Systems)
Helicopter Maneuvering Course, Basic (Pilot Helicopter (any), Read Sensory Equipment, Weapon Systems, Navigation)
Helicopter Combat Maneuvering Course, Advanced (Pilot Combat Helicopter, Read Sensory Equipment, Weapon Systems, Navigation)
Jet Aircraft Maneuvering Course, Basic (Pilot Jet (Any except Jet Packs), Read Sensory Equipment, Weapon Systems, Navigation)
Jet Aircraft Combat Maneuvering Course, Advanced (Jet Aircraft Maneuvering Course, Basic, Pilot Jet Fighter)
Aerial Combat Maneuvering Course, Advanced (Aerial Combat Piloting)

Military, Weapons, and Demolitions skills
Demolitions Course, Basic (Demolitions)
Commando Demolitions Course, Advanced (Demolitions Course, Basic, Demolitions: Disposal)
Demolitions and Traps Construction Course, Advanced (Demolitions Course, Basic, Trap Construction)
Explosive Ordinance Disposal School (Demolitions: Disposal, Basic Electronics, Basic Mechanics)
Trap and Mine Detection Training Course (Trap/Mine Detection, Detect Concealment)
Underwater Demotions Course (Demolitions, Underwater)
Airborne Assault Course (Running, Climbing, Parachuting (or optionally Pilot Jetpack))
Heavy and Emplaced Weapons I Training Course (WP Heavy MD Weapons, Weapon Systems)
Heavy and Emplaced Weapons II Training Course (WP Heavy Military Weapons, Weapon Systems)
Combat Divers Course (SCUBA)
Close Quarters Combat School (HTH: Commando, Martial Arts, W.P. Knife, W.P. Shotgun or SMG)
Reconnaissance Awareness Training Course (Detect Ambush and Detect Concealment)
Military Fortification Construction, Basic (Military Fortification and Camouflage)
Wilderness Navigation and Movement Training Course (Prowl, Land Navigation)
Wilderness Survival Training Course (Wilderness Survival)
Forward Observation Training Course (Optic Systems, Land Navigation, Math: Basic)
Target Acquisition Marksmanship School (W.P. Rifle, W.P. Energy Rifle, Sniper, Prowl)
Tracking and Counter-tracking Training Course (Track Humanoids)

Psionics
Psionic Combat Course
Teaches how to use powers effectively in combat - highly specialized training; applies to most physical, most super, and several sensitive powers. (Psionics that may be used in combat, including those used to maneuver)
Psionic Orientation and Sentivity Course
teaches the basics of the law, as well as Army/Navy Regulations regarding use of powers, when it is appropriate and allowed, and when it is forbidden, as well as the penalties involved. (Any psionic character)
Psi-Hound Orientation and Obedience Course (Any Dog boy)
Psi-Stalker Orientation and Sensitivity Course
(teaches the basics of psychic law, as well as acts forbidden to Psi-stalkers, up to and including prohibition against targeting humans of any sort, except for unlawful psychics and magicians) (Any Psi-Stalker)
Master Psychic (Kinetic) Training Course (Bursters, Shockers, Soakers, etc)
Master Psychic (Dominator) Training Course (Dominators)
Master Psychic (Reactor) Training Course (Psi-Nullifiers, Nega-Psychics, Psi-Healers)
Master Psychic (Sensitive) Training Course (Psi-Stalkers, Psi-Hounds, etc)

Qualification Badges of Note
Aviation: Awarded for completing any of the following: Skycycle Maneuvering and Combat Course, Helicopter Maneuvering Course, Helicopter Combat Maneuvering Course, Jet Aircraft Maneuvering Course, Jet Aircraft Combat Maneuvering Course
Airborne Qualification Badge: Rewarded for completing the Airborne Assault Course.
Field Experience Badge: Complete any Tour of Duty.
Marksmanship: Must have the Sniper skill or W.P. energy weapon at 4th level proficiency.
Medic: Awarded for completing Medical Corpsman Triage and Treatment School, as well as any advanced medical degree.
PSI: The letters "PSI" on the chest of a CS trooper denotes their having completed psychic training and countermeasures. All those who have completed Psi-Battalion training, including Psi-Stalkers, Dog Boys, Mind Melters, and PRP ISS agents, wear the symbol.
RPA Badge: Only those soldiers who manage to finish the rigorous RPA Elite O.C.C. training course have the right to wear the patch. Those who graduate are soldiers of high calibre who are respected by the military at large for their outstanding performance. A clenched robot fist on a plain background is the depiction on the badge.

Medals
Imperial Medal of Honor: Loosely based upon the pre-Rifts American Empire's Congressional Medal of Honor, this is the highest military decoration that the Coalition Military can bestow. This coveted medal is awarded for "exceptional gallantry and valor above and beyond the call of duty."
Emperor's Medal: As an award for "Meritorious service to the Coalition States," the Emperor can bestow this award for a variety of reasons, and often does so personally. The definition of "Meritorious service" is so open to interpretation that the Emperor has a great deal of leeway in awarding this medal (which is just the way he likes it!). A military or political leader must submit a petition for consideration on behalf of the person who merits the award.
Iron Star: Strictly for military personnel, this medal is awarded for "Conspicuous gallantry and courage in battle." The Iron Star is less prestigious than either the Medal of Honor or the Emperor's Medal but is awarded more often. Unlike other CS medals where the ribbon changes with multiple awards (such as the Emperor's Medal and the Crimson Heart), heroic (and lucky) soldiers will simply be given repeated copies of this medal.
Crimson Heart: A heart-shaped iron medal (red in color) with the imprint of a cross (the Red Cross was the pre-Rifts symbol for medicine and healing). The attached ribbon is white with a red border. This medal is awarded for injuries taken in the service of the Coalition States. Although the attached ribbon starts as white with a red border, a gold stripe is added for every third time the medal is awarded.
Mississippi Service Ribbon: If one of your tours of Duty was on a Patrol Boat on the Mississippi River, or one of its tributaries, then you qualify for this ribbon.
Old Chicago Service Ribbon: If one of your Tours of Duty was a long range patrol or combat zone in the Old Chicago theatre, then you qualify for this ribbon.
Archway Defense Service Ribbon: If one of your tours of duty was a long range patrol or combat zone in or around the St. Louis Arch rift hotspot, you qualify for this ribbon.
Cybernetic Heart: You must have rolled on the wounded table to receive the award.
Coalition Defense Service Medal: Complete any Tour of Duty in defense of the Coalition States. Not applicable for offensive actions, or special operations actions. Patrols and defense against enemy offensive or raid actions are two examples of specific
Nautical Service Medal: Must have served in the Nautical Service. Not common.

Template for Citation:

The Emperor of the Coalition States takes pleasure in presenting the (Medal) to

(Rank and Rate)
(Name)
COALITION STATES NAVY

For service as set forth in the following

CITATION: On the date of (day, month, year), (Rank/Rate) (Name) (describe action in detail)

Code: Select all

Template for Citation:

The Emperor of the Coalition States takes pleasure in presenting the (Medal) to

(Rank and Rate)
(Name)
COALITION STATES NAVY

For service as set forth in the following

CITATION: On the date of (day, month, year), (Rank/Rate) (Name) (describe action in detail)
Example wrote:Personnel Record
Name: Wooly, John Gavin
Service Branch: Coalition Navy
Service Number: IL10-082-282-3A18-49E3
Pay Grade: E-5
Pay Rate: /month
Rank: Petty Office 2nd Class
Date of Birth: 08/22/82 PA
Date of Enlistment:
Primary Specialty: CS Navy Sailor (MOS: General Technician)
Military Education:
Basic training: Navy (Isle of Orleans)
Military Engineering, Mechanical (Isle of Orleans)
Military Engineering, Electrical (Isle of Orleans)
Ship's Crew Basic Proficiency Course (Isle of Orleans)
Damage Control Training Course, Basic (Isle of Orleans)
Damage Control Training Course, Advanced (Isle of Orleans)
Computer Systems Training Course, Basic (Isle of Orleans)
Cybernetics Integration Training (Chi Town Naval Headquarters)

Decorations, Medals, Badges, Citations, and Campaign:
Emperor's Medal x2
Crimson Heart Medal x 2
Combat Action Ribbon
Mississippi Service Medal
Good Conduct Medal
Coalition Defense Service Medal

Disciplinary data and court martial record: No record of Court Martial or any disciplinary proceedings.

The Emperor of the Coalition States takes pleasure in presenting the EMPEROR'S MEDAL to

MACHINIST MATE 3RD CLASS
JOHN GAVIN WOOLEY
COALITION STATES NAVY

For service as set forth in the following

CITATION:

For conspicuous gallantry and intrepidity at the risk of his life above and beyond the call of duty in the afternoon on May 16th 108 P.A. while serving as a Machinist Mate 3rd Class aboard the Barracuda patrol boat PGM-943 CSS Tripoli, Riverine Squadron III in combat operations against Anti-CS insurgent forces in the Mississippi River delta.

MM3 Wooley was in a column of eight river assault craft which were extracting one company of CS Army infantry troops on the east bank of canal adjacent the Mississippi River when one of the armored troop carriers reported a mechanical failure of a loading ramp.

At approximately the same time, Anti-CS insurgent forces opened fire from the opposite bank of the canal.

As the crippled troop carrier attempted raise its ramp manually, the remaining boats formed protective a cordon around the disabled craft, In the initial volley of enemy fire the bridge crew of the CSS Tripoli were killed or severely wounded.


Seeing the danger to his column and its inability to clear the ambush site until the crippled unit was repaired, MM3 Wooley boldly maneuvered the patrol boat in which he was embarked to the exposed side of the protective cordon in direct line with the enemy's fire.

An enemy rocket scored a direct hit on the coxswain's flat, the shell penetrating the thick armor plate, and the explosion spraying shrapnel in all directions. MM3 Wooley sustained serious wounds from the blast which then destroyed the CSS Tripoli. MM3 Wooley's action enabled the column to escape from the kill zone of the ambush. His extraordinary courage under fire, and his selfless devotion to duty sustain and enhance the finest traditions of the Coalition States Naval Service.

The Emperor of the Coalition States takes pleasure in presenting the EMPEROR'S MEDAL to

MACHINIST MATE 2ND CLASS
JOHN GAVIN WOOLEY
COALITION STATES NAVY

For service as set forth in the following

CITATION:

For conspicuous gallantry and intrepidity in action against the enemy while serving as a Machinist Mate aboard the Barracuda patrol boat CSS Belleau Wood PGM-345, a unit of Riverine Assault Squadron 9, Task Force 33 in the Gulf of Mexico on 16 October 103 P.A. His unit came under direct energy weapon fire from a Hourne pirate vessel at long range.

One of the energy weapon blasts penetrated through the well deck wounding MM2 Wooley in the right arm and hand. And severely wounding a Hospital Corpsman on board in the chest and head. At the very same time the spreading shrapnel ignited a ammunition storage can causing that part of the boat to explode and catch fire. Without hesitation and disregarding his own wounds MM3 Wooley extinguished the flames and then ignoring the still incoming enemy fire directed his attention to the gravely wounded Corpsman.

While applying first aid to the wounded man, he realized the man had swallowed his tongue and was unable to breathe. After unsuccessfully attempting to pry open the wounded man's jaws MM2 used a sharp instrument to perform an emergency tracheotomy on the wounded corpsman, allowing him to resume breathing.

A medical evacuation helicopter arrived shortly and though still receiving enemy fire and with his own wounds untreated, he assisted the boat captain in carrying the wounded man to the aircraft, at which point he refused to be evacuated for treatment of his own injuries, insisting instead of returning to his battle station and resume firing on the enemy position. By his undaunted courage, valiant efforts, and total dedication to duty MM3 Wooley reflected great credit upon himself and upheld the highest traditions of the Coalition States Naval Service.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

XP, HJ, F&G, and you

Post by High Command »

As characters advance, they will be gaining Experience, Explorer Points, and rolls on the Hero's Journey Tables and the CS Modified Fortune and Glory Tables.
Quarter XP and EP will be handled as normal for the site. Interludes are awarded 1-3 XP each.

Creation: Roll 1 HJ roll
Second Quarter 2017 End: Get XP and EP
Novice 1 Interlude: Get XP and 1 HJ roll
Third Quarter 2017 End: Get XP and EP
Novice 2 Interlude: Get XP and 1 F&G roll (still due)
Fourth Quarter 2017 End: Get XP and EP
Novice 3 Interlude: Get XP and 1 HJ roll
First Quarter 2018 End: Get XP and EP
Seasoned 1 Interlude: Get XP and 1 HJ roll <=== we are here
Second Quarter 2018 End: Get XP and EP
Seasoned 2 Interlude: Get XP and 1 F&G roll
Third Quarter 2018 End: Get XP and EP
Seasoned 3 Interlude: Get XP and 1 F&G roll
Fourth Quarter 2018 End: Get XP and EP
Seasoned 4 Interlude: Get XP and 1 F&G roll
First Quarter 2019 End: Full fledged MARS character

New characters will have to write the following interludes
Second Quarter 2017: Orientation Interlude
1st Interlude: Roll HJ and tell me how you got that result
Fourth Quarter 2017: How did you react to the Ambush on the way to the first mission
2nd Interlude: How did the experiences in the first mission translate into your F&G roll?
First Quarter 2018: How did that mission end for you?
3rd Interlude: What was the aftermath of that first mission out and how did it translate into your Fortune and Glory Roll?
Second Quarter 2018: Where were you during the attack? What did you do?
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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