Diplomat

Updated:  2009-02-17

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House Rules

Associated Games/Campaigns

Space 1889
Traveller (TNE)
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House Rules

Character Generation

 

Description
[Traveller (TNE)] There has been enough destruction in human-settled space. Governments must learn to substitute communication and compromise for military action.  That is where you come into your own.

Entry
Charisma or Intelligence 7+.  Homeworld Pop = Moderate (6)+.

First Term
Charm 3
Determination 1
Economics 1
Interaction 2
Language 1

Subsequent Terms
Charm
Determination
Economics
Interaction
Perception

All Terms
Special Assignment/Adventure: (2D6) 8+ for the following (DM+1 per subsequent term):  Spacehand, Gun Combat, Vice, Crime, Vehicle (on Pre-Industrial tech worlds, Explore and Animal Handling are taken in place of Spacehand and Vehicle. On Industrial worlds, Vessel is taken in place of Spacehand).

Promotion: 6+, DM +1 if Education 7+. If on Low Government world, DM +1 for Social Standing 8+. If on High+ Government world, Social Standing 8+ receives automatic promotion.

Contacts: Two per term, government. On a roll of 1D10 for 5+ the contact is foreign.

Special
[Traveller (TNE)]  Minimum Social Standing for a diplomat is 5 (all characters with lower Social Standing have it raised to 5 upon enlistment).  Each promotion adds 1 to Social Standing.  1 Ship DM per term for a Scout/Courier or Yacht (provided Homeworld Tech = Early Stellar +).

Ranks
R1 Attaché
R2 Deputy Consul
R3 Consul
R4 Consul General
R5 Envoy
R6 Ambassador