Stuff on my Uber-Races Diplomats

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JMISBEST
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Stuff on my Uber-Races Diplomats

Postby JMISBEST » Mon Apr 01, 2019 7:33 am

Here is full info on the absolute minimum skills and their DM's of any Diplomat my Uber-Race sends to The Imperium

Will be at least 303 years old or due to them aging the equivalent of 1 year per 5 years their races equivalent of at least 60.6 years old or their equivalent of their 11th term and their minimum Stats are Str 5 or -1, End and Dex both 7 or both +0, Int 8 or +0 and Edu and SS both 13 or both +2

Their Skills and Skill DM's are at minimum the following. Admin /1 or +3, Advocate /1 or +3, Art -Dancing /0 or +0 and Painting /0 or +2, Broker /2 or +4, Carouse /2 or +4, Deception /0 or +1, Diplomat /4 or +6, Drive -wheeled /1 or +1, Flyer /0 or +0, Gambler /2 or +4, Gun Combat -Energy Rifles /1 or +1, Leadership /4 or +6, Medic /0 or +2, Melee -Blade /1 or ++0, Persuade /1 or +3, Profession -Art Dealer /1 or +3, Science -Biology /1 or +2, Streetwise /0 or +2, Tactics -Naval /1 or +3 and Vacc Suit /1 or +1

So they are what I have decided is the absolute minimum skills and their DM's of any Diplomat my Uber-Race sends to The Imperium. Please give your thoughts, advise and opinions, they're all very welcome
locarno24
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Re: Stuff on my Uber-Races Diplomats

Postby locarno24 » Mon Apr 01, 2019 9:38 am

Thoughts:
Social Standing - SOC is kind of irrelevant when looking at an alien species. They's have an effective SOC in Imperial Space but it's driven by the Imperium's view of them not any 'innate' quality.

The skills seem a bit unnecessarily high; yes Diplomat and Persuade are 'core skills' but expecting a +4 skill as a minimum seems a touch ridiculous; if you can't get a post without being the greatest diplomat ever, then what post can you hold to learn those skills?

High leadership and naval tactics is interesting. It's obviously useful for an ambassador but I don't see why it would be mandatory. An Ambassador is not an admiral. For that matter, picking a military officer as an ambassador sends a very specific message.

Drive (Wheeled) seems an odd choice for someone from a super-tech background where personal grav tech or possibly even teleportation would be all-pervasive. It's not so common in the Imperium that you have a realistic need for it, either, since the average runaround would be an air/raft or m-drive equipped small craft.

Finally, Gun Combat (Energy Rifles) - a diplomat having some ability to protect themselves in a fight is a worthwhile requirement but Gun Combat (Energy Pistol) specialises you with weapons you are more likely to be permitted to carry (or can more effectively conceal!) than an assault rifle. A high-tech pistol is still more than effective enough personal protection; most of an ambassador's security comes from either their diplomatic status or their security detachment, not them playing commando themselves.
Understand that I'm not advocating violence.
I'm just saying that it's highly effective and I strongly recommend using it.
JMISBEST
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Re: Stuff on my Uber-Races Diplomats

Postby JMISBEST » Mon Apr 01, 2019 11:07 am

locarno24 wrote:
Mon Apr 01, 2019 9:38 am
Thoughts:
Social Standing - SOC is kind of irrelevant when looking at an alien species. They's have an effective SOC in Imperial Space but it's driven by the Imperium's view of them not any 'innate' quality.

The skills seem a bit unnecessarily high; yes Diplomat and Persuade are 'core skills' but expecting a +4 skill as a minimum seems a touch ridiculous; if you can't get a post without being the greatest diplomat ever, then what post can you hold to learn those skills?

High leadership and naval tactics is interesting. It's obviously useful for an ambassador but I don't see why it would be mandatory. An Ambassador is not an admiral. For that matter, picking a military officer as an ambassador sends a very specific message.

Drive (Wheeled) seems an odd choice for someone from a super-tech background where personal grav tech or possibly even teleportation would be all-pervasive. It's not so common in the Imperium that you have a realistic need for it, either, since the average runaround would be an air/raft or m-drive equipped small craft.

Finally, Gun Combat (Energy Rifles) - a diplomat having some ability to protect themselves in a fight is a worthwhile requirement but Gun Combat (Energy Pistol) specialises you with weapons you are more likely to be permitted to carry (or can more effectively conceal!) than an assault rifle. A high-tech pistol is still more than effective enough personal protection; most of an ambassador's security comes from either their diplomatic status or their security detachment, not them playing commando themselves.
Those aren't the minimum requirements to be A Uber-Race Diplomat they're the minimum for someone they'd send to The Imperium
ShawnDriscoll
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Re: Stuff on my Uber-Races Diplomats

Postby ShawnDriscoll » Tue Apr 02, 2019 3:38 am

So first, you've won the game.
Then you've uber-won the game.

What's next? Where does a Traveller player go for ever-more winnings?

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