Wednesday, June 10, 2020

Let's Read: Traveller, 1977 Edition, Characters & Combat, page 14


Okay, the next page gives some more information on gambling, as in a character can choose to not use his full gambling ability to avoid being noticed. Then we get right into the other sci-fi staple skills: Bribery and Forgery. Oh, and Administration, because dealing with bureaucrats is such an important thing for a star-blazing hero to do.

I know, sarcasm doesn’t always play well. As I said yesterday, I find it funny that these are the skills, after weapons, that get the first attention. And there are plenty of harder, darker sci-fi settings where these are just as important (or more) as piloting and engineering.

So, Bribery allows characters to skirt the legalities and formalities, and if you don’t have the skill, DON’T TRY IT, because you take a -5 hit to your roll (which means the best you can roll is a 7, and you need an 8 to succeed. Even if the official likes you (+2 DM), you’re still not likely to succeed. So, the moral of the story is, leave bribing to the professionals.

Forgery works differently from Bribery, in that it’s a negative modifier to the chance the person reading the documents has to detect the forgery. That’s a complicated sentence. Let’s try it again. The documents are detected as a forgery by a roll of 6 or more, but the forger’s skill lowers the roll, improving the chance that the examiner doesn’t detect it. Better? The better the skill, the harder it is to detect the forgery. There.

Next up is Administration, which helps get around the bureaucracy. Dealing with bureaucrats is a pain (someone who has no Administration skill needs a 10+ to get anywhere with them). Administration also lets you look competent in the eyes of superiors, which is great when you’re not actually capable of doing the job. Dilbert’s Pointy-Haired Boss has about a 15 in Administration, as a rough estimate.

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