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Social Science Characters

G Sanz

SOC-3
Hi There,

I've got a player in my group who is playing a professor of anthropology. The overall party is a group of eight, running a merchant ship for reference.

Compared to the STEM characters and hired gunmen/security on cast I am having a relatively hard time coming up with encounters that make the doc shine, to the point where its a bit of a gag that it is not entirely clear what the doc *does* aboard the ship. I want to fix that so the doc's player doesn't feel like they are just tagging along.

My first instinct is to make the worlds they visit weirder and require more soc-science/language/diplomat rolls to figure out the local culture.

Any suggestions for other ways to set up some encounters/events/stories specially to make the doc feel useful would be highly appreciated though.

His skill list look like:
Social Science 3 (spec: Anthropology)
Diplomat 2
Investigate 1
Medic/Life Science/Computer/Comm/Language/Art 0

A major plot point in the doc's background is that his research has upset a major religion on his home world in that he claims the religion is not native, but was spread their by ancient travellers.
 
From my AA in Liberal Arts many decades ago (so this is the opposite of claiming expertise), I recall that Anthropology was divided into Physical Anthropology (that ran around measuring things like whether Aslan on one world were more aggressive because of a larger center of aggression in their physical brains) and Cultural Anthropology (which studied the specialized code of non-verbal communication used by smugglers from the Lunion Subsecter to identify other smugglers when first making contact).

If your Doctor is an expert in Cultural Anthropology (which Diplomat 2 suggests might be the case) then I would suggest that the referee allow an ability check every time the group makes contact with any GROUP of people for the Doctor to have some secret insight into some aspect of the group dynamics.

"There is tension between the Leader and his Lieutenant. I think the Lt. might be sleeping with his wife. Did you notice her body language change when he entered the room and see how the Leader looked at her. I think he suspects something is up, but I don't think he knows who."

"Be careful. That tattoo indicates the Spacer's Local 77. They have a reputation for being quick to brawl and sticking together. I count nine other Union Spacer's in this bar."

"I know he said he works for the Megacorporation, but his speach pattern isn't really typical for a corporate environment. There is more going on here than just a simple 'deliver a package'."

The possibilities are endless and the Anthropologist may become the most valuable secret weapon they possess.
 
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This guy screams First Contact specialist to me. So a frontier Lewis & Clark/Leviathan supertrading mission would be right up his alley.

This is also the guy you want when you want to figure out what to do to alter a whole planet's politics. Not necessarily political or military action per se, but what their goals should be as to what combination of existing social forces will yield the desired end state.

Deep market analysis, and figuring out the right contacts to make, are also possible.
 
One idea is he's researching for a publication, and getting into and out of trouble. Sometimes he's the key to resolving issues, other times he instigates the problem. A literary example is the anthropologist in Citizen of the Galaxy.

Another idea, from real life, of what he does: the quasi-controversial Human Terrain Teams.

https://en.wikipedia.org/wiki/Human_Terrain_Teams
 
Having him collecting data on some theory using the research rules in MegaTraveller's Referee's Companion may help. He picks his theory, you set the difficulties, and he starts the data collection.

Perhaps, even, he's collecting data on someone else's theory - and could be getting paid for sending data packets back...
 
I can give you a real life example of an archaeologist who works for NASA working on the remote sensing teams, LAANDSAT. He asked one day, around 1977, if these satellites could be used for places like helping with the investigation of the Anasazi in Chaco Canyon.

He got permission, and they found the footpaths were miles longer than ground teams had found by looking in the field. And they also found ruins not visible by a person walking on that same area.

Even the other archaeologiss who work in that rea were skeptical, until they dug where he suggested, and they found several villages under dirt that had flash flooded in leaving no surface signs the villages were there.

So it seems to me First In Scouts cold do something similar to look for bunkers and other on ground defenses.
 
[ . . . ]
If your Doctor is an expert in Cultural Anthropology (which Diplomat 2 suggests might be the case) then I would suggest that the referee allow an ability check every time the group makes contact with any GROUP of people for the Doctor to have some secret insight into some aspect of the group dynamics.
[ . . . ]

This. Another one might be simply reading aspects of individuals. I know someone who does online poker for a living and he refers to 'understanding the psychology of poker'. You could give a bonus to skills like bribery, fast talking, gambling or carousing through some formal training in psychology, sociology, anthropology or other such skills.

Maybe the character studied classics and can read the old Vilani or pre-imperial Anglic dialects used in the ancient records of asteroid prospecting expeditions. Maybe their lingusitic analysis studies give them some ability to work with legal documents, spotting potential loopholes.

And so on and so forth ...
 
Thanks all for the input. Definitely gives me some ideas to work with.

If your Doctor is an expert in Cultural Anthropology (which Diplomat 2 suggests might be the case) then I would suggest that the referee allow an ability check every time the group makes contact with any GROUP of people for the Doctor to have some secret insight into some aspect of the group dynamics.

I like the idea of using it as a sort of wild-card for extra info in social situations. It's got a sorta Sherlock Holmes vibe I think the players will like ("by the quality of his mustache wax - which you can only get on etc etc... you can tell").

Plus it can be dropped into more random encounters pretty painlessly, and gives an opportunity to slot in some setting-building when that is useful.

Having him collecting data on some theory using the research rules in MegaTraveller's Referee's Companion may help. He picks his theory, you set the difficulties, and he starts the data collection.

Perhaps, even, he's collecting data on someone else's theory - and could be getting paid for sending data packets back...

We are currently running mongoose rules, so I am not too familiar with how research is handled in MegaTraveller (haven't used them before).

Do you think they'd add much over hand-wavy approach to research where as a DM I just make up some researchy-encounters that call for some relevant skill rolls, and a party decision or two and just roll with it?
 
We are currently running mongoose rules, so I am not too familiar with how research is handled in MegaTraveller (haven't used them before).

Do you think they'd add much over hand-wavy approach to research where as a DM I just make up some researchy-encounters that call for some relevant skill rolls, and a party decision or two and just roll with it?

yes - Consistency and potentially depth.
 
Well, you could "hiver" him...

That is, he's studying the crew. So, his incentive is to entice them into doing stuff that will further his study... Possibly to the great annoyance or danger of what he gets them into...

He could be writing some magnum opus like The viability of small group interactions on starships... or other such academic drivel... :rolleyes:
 
Well, you could "hiver" him...

That is, he's studying the crew. So, his incentive is to entice them into doing stuff that will further his study... Possibly to the great annoyance or danger of what he gets them into...

He could be writing some magnum opus like The viability of small group interactions on starships... or other such academic drivel... :rolleyes:

I like it.

Good plot hook!

Shalom,
Maksim-Smelchak.
 
His skill list look like:
Social Science 3 (spec: Anthropology)
Diplomat 2
Investigate 1

he's a spy. he investigates economic technological and military capabilities using cultural investigations as a front. "but I'd like to study this particular tribe in this particular location. never mind the fact it's near a suspected base ...."
 
Adding to my earlier, if he's played as being seriously academic and naïve (think of him as some version of Sheldon Cooper on The Big Bang Theory) he doesn't even realize much of the time the danger he's putting the others in...
 
I'd personally give the character a much broader scope of expertise than would happen in actual academia. This is a simple RPG thing to make his area of usefulness more broad. Since there's no other anthropologists in the group, doing this doesn't step on any toes.

An anthropologist is a specialist in human societies and how they interact. This overlaps with things like group psychology.

The usefulness of an anthropologist (the RPG version) is that he (or she) can predict, with reasonable accuracy, the actions of a group of people as well as identify their social structure in ways useful to players. In most cases (outside of the anthropologist's specialty) this information will be generic and pretty broad, yet still useful. A missed roll is likely that the information inconclusive ("it's a ... ritual item." "you always say that." "it's anthropology code for 'we have no idea what it does.'"). A fumbled roll means the anthrologist misinterprets information and draws the wrong conclusion.

The character likely has broad but shallow knowledge based on averages and examples from similar situations. The anthropologist has been trained to notice certain things that most people will not have been trained to notice. Like a Marine Scout might observe a desert town is note a certain building in the center of town is important and likely a place where they store food. The anthropologist will note the same thing but go on: "There's a single, central granary from which the entire town is fed, meaning they've collectivized their food production, but otherwise the society doesn't seem too oppressive. I'm guessing the area isn't very suited to agriculture, so food production and defense against hoarding is a thing. We might be able to get access to their leaders with an offering of that three tons of Ander's Red Corn we picked up..."

For instance, to mark the difference between Streetwise and Anthropology, the party is trying to find a kidnapped noble's child. They wander into the "bad" part of town.

* Both could identify the territory of a gang by markings, how people behave, and so on.
* Both could tell you its structure in broad terms.
* Both could tell you what a gang does for money (or if it is a kind of non-profit defensive collective).
* Both could tell you what is likely to trigger the gang to hostility.
* Both could tell you where their likely hangout is.
* Both could tell you what the relative rank of a gang member is and their responsibilities.

* Only Streetwise could tell you the ranks of the gang and how many ranks they have.
* Only Streetwise could tell you who the actual members are by name.
* Only Streetwise could tell you how to actually make peaceful contact.
* Only Streetwise could tell you where the actual hideout is.

* Anthropology could quickly draw up a sketch of what ranks gang members are in a gathering, and if there's a difference between the apparent rank of a gang member and his actual rank by observation. Streetwise could do similar, but to get exact information someone with Streetwise could approach people and talk to them without standing out. This might tip the gang off ('someone's been asking questions').
* Anthropology could estimate the likely size (in members or controlled territory), activities, and what the gangsters value based on cursory, incomplete information.
* Anthropology could derive other statistics about the greater society by simply observing the gang. ("It'd seem that the world has a prejudice against that group", "Given that broadbase membership, it's likely the world is pretty egalitarian and these are just the unlucky who fell between the cracks.", "Gonna bet there's probably been a civil war on-world of some sort or maybe they're refugees from a world like that ... yeah, you can tell from the membership and how they treat others, in a generation or two they'll probably go into more standard organized crime stuff unless the local government ca...er nevermind.")

In this way, for instance, an anthropologist and someone with Streetwise can actually work together to an end without necessarily stepping on each others toes that much.

For instance, an anthropologist will come across an artifact: A cross-shaped lash-up of wood. There's an old Imperial Marine helmet at the top of the cross, then there's lengths of leather cord from which things are hung on the crossbar. The wooden lash-up is planted in a cairn of stones. There's any number of interpretations to this, some of which players might not know. A roll by the anthropologist (along with any information he or she has to gleaned from the culture in question to put it into context) would inform the players:

* It is a cairn burial of a Marine from the locals whom the locals considered one of their own. ("notice there are offerings of common meat and alcohol but a lack of money or jewelry. This is likely a burial site, with offerings for the departed of the things he enjoyed in life.") Dealing with them will be easier, because they're likely to know what the Imperium is.

* It is a symbolic altar of a god or spirit, whom the locals apparently treat as a kind of intercessory figure. ("notice there are votive statues at the base, the offerings are more symbolic than practical, and the sacrifice of high-value or value-added objects like woven shellfish shell necklaces. It's likely the locals consider off-worlders as gods or spirits.") Dealing with them will be difficult as they are likely to be supersitious, and denials of their divine status may threaten their worldview and lead to 'defensive' violence.

* It is a boundary marker and a sign of strength. ("the helmet's been ritually disfigured, likely to 'neuter' the power of the Marines.") Again, the natives are likely to at least be wary of off-worlders, likely hostile.

* It is a boundary marker and a sign of allegiance. ("the helmet's been decorated with ribbons and there's necklaces with the Imperial sunburst on it.") The natives are likely to believe themselves in fealty to the Imperium and likely to have had friendly contact. They're advertising to the other locals that they're not to be messed with because they're allied with the Imperium.

While dealing with "primitive" cultures might seem to be the common realm of such scientists this kind of knowledge of human relationships, the basic human relationships that anthropologists study are pretty much universal. (Okay, snooty academic time: "sociologists" of course study "advanced" cultures such as your own or ones you'd consider your peers, but we can just roll this in.) "You'll notice the dominance/submission rituals are pretty similar across human cultures be it in the megacorporate boardroom, the Imperial Marines, or in those kelp-gliders on Mantana III."

It's also important to remember that since humans have encountered non-human cultures, those aliens have given us invaluable insights into the nature of humans which are only possible from totally unrelated outsiders: So I think interpreting signals would not be as difficult as a GM might assume, since the academic has access to centuries of observations of human behavior made by Aslan, Vargr, and Hivers.
 
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