Professional Documents
Culture Documents
Traveller 5th Edition 11 Personals
Traveller 5th Edition 11 Personals
Characters routinely meet non-player characters and engage them for enjoyment, to
gather information, to persuade them to do something (or to not do something), and even
to command them to do something (or not do something).
Many Personals are automatic (following the general rule that, if the situation is trivial or unremarkable, there is no need to
resolve or role-play it). When a non-trivial Personal arises, the player must decide the process and state it for resolution.
Why Not Just Role-Play? Personal situations are the essence of social interaction and they are perfectly suited for role-
playing. The Personal system gives structure to the role-playing situation. Without a structure which gives options to the
character, role-playing becomes an interaction between the personality of the player and the personality of the referee. The
Personal system gives options to the player and gives structure to the role-playing response of the referee.
RESOLVING A PERSONAL
Purpose __ D Select a Purpose. Purpose determines the number of dice to be rolled.
Strategy Select a Strategy. Strategy provides a Base Point Value.
Tactic x __ Select a Tactic to implement the Strategy. Some tactics are inappropriate.
Laws Apply the best applicable Law to create a Mod.
Mod1
Apply up to two Mods, as available.
Mod2
Target No. = Roll the dice specified by Purpose against the Target Number.
The values create the Target Number; the dice are rolled, compared and success of the Personal is determined. Failure
terminates the Personal (subject to Please Reconsider). Success allows the Personal to continue with a new interaction.
THE INTUITIONS
Related to the Personals are the three Intuitions: Insight, Luck, and Curiosity. Characters from time to time are awarded
values for these Intuitions in the current session (they cannot be accumulated).
The Procedure
At the beginning of the current game session, the Referee may decide to use the Intutions. Each player rolls 2D (ties reroll).
The highest roll receives Insight. The second highest receives Curiosity. The lowest receives Luck.
Each Intuition can be used by its character as desired in the current session
Check Insight. The character can see (or puzzle out) correct action, which usually expresses itself as a question: “Why
don’t we try (blank)?”
Roll 2D. If the result is equal or less than Insight, the proper course of action reveals itself to the character.
Check Curiosity. The character wonders about the nature of objects or the environment, which usually expresses itself as
a question: “Why is that (blank)?”
Roll 2D. If the result is equal or less than Curiosity, the nature of the object becomes apparent.
Check Luck. The character is naturally lucky. When a negative event occurs, he has a chance that it will miss him. “Just
lucky I guess.” Luck applies to its holder: it cannot be shared or transferred to others.
Roll 2D. If the result is equal or less than Luck, the negative event does not happen.
Personals Personals
Interacting with other sophonts requires a knowledge of the principles
of interpersonal actions.
Tactics
Politeness
Familiarity
Authority
Payment
Enemies
Indebted
Interests
Emotion
Begging
Referral
Morality
Flattery
Culture
Insult
Logic
Pain
Purpose Strategy
Casual 1 +3 +2 no no no x2 x2 x2 no -8
Enjoyment 2 no x2 x2 x2 no -6
1D Discussion 3 x2 x2 x2 x2 x2 x2 x2 no -6
Carouse Active Listen 4 -6
Appeals To 5 X2 x2 x2 x2 x2 x2 x2 x2 +4*
Enjoyment 1 no x2 x2 x2 no -6
Discussion 2 x2 x2 x2 x2 x2 x2 x2 no -6
2D Active Listen 3 -6
Query Appeals To 4 X2 x2 x2 x2 x2 x2 x2 x2 +4*
Force of Will 5 x2 x2 x2 x2 x2 no x2 +6*
Discussion 1 x2 x2 x2 x2 x2 x2 x2 no -6
Active Listen 2 -6
3D Appeals To 3 X2 x2 x2 x2 x2 x2 x2 x2 +4*
Persuade Force of Will 4 x2 x2 x2 x2 x2 no x2 +6*
Charming 5 x3 x2 x2 x2 x2 x2 x2 x2 x2 -4*
Active Listen 1 -6
Appeals To 2 net x2 x2 x2 x2 x2 x2 x2 +4*
4D Force of Will 3 x2 x2 x2 x2 x2 no x2 +6*
Command Charming 4 x3 x2 x2 x2 x2 x2 x2 x2 x2 -4*
Angry 5 x3 x2 x2 x2 x2 x2 x2 x2 +6*
1 Personals-1 1
Personals Personals
Interacting with other sophonts requires a knowledge of the principles
of interpersonal actions.
THE PURPOSE
A Purpose is a subordinate Goal within a Personal. There are four general Purposes:
STRATEGIES TACTICS
Players implement their Purpose with a Strategy. The Actors add strength their Strategies with Tactics. The
Player selects a strategy and determines its value. Player selects a Tactic and determines its value.
Casual [Our Interaction Has No Long-Term Effects]. The Common Interests [We Share The Same Interests]. The
encounter is unstructured and unconcerned with ultimate particpants have knowledge of the same subjects.
goals. Common Enemies [We Share The Same Adversaries].
Enjoyment [Let’s Enjoy Ourselves]. The encounter is The participants have interests opposed by the same
based on recreation and the pleasure of personal interaction. adversaries.
Discussion [Let’s Exchange Information]. The encounter Logic [Logic Requires You Do X]. Actor indicates that
is focused on conversation about some topic of mutual Logic supports compliance.
interest. Authority [My Authority Requires That You Do X]. The
Active Listening [I Enjoy Listening To You]. The Actor Actor is empowered by an outside source to expect
listens and encourages participation by the Target. assistance.
Appeals To [Do X Because of Y]. The Actor focuses on a Morality [Morality Requires You Do X]. Actor indicates that
tactic to focus the interaction. the Target’s Morality supports compliance.
Force-of-Will [Do X Because Of My Strength]. The Actor Culture [Culture Requires You Do X]. Actor indicates that
strongly presents information based on Tactic. the Target’s culture support compliance.
Charming [My Positive Emotions Influence You. The Actor Emotion [Emotion And Sympathy Require You Do X].
presents positive social cues in the conversation. Actor supports the Strategy in emotional terms.
Angry [My Negative Emotions Influence You]. The Actor Debt [You Owe Me]. Actor indicates that compliance will
dominates the conversation with negative social cues. cancel a debt between Target and Actor.
Payment [I Will Give You Money]. Actor offers money in
return for compliance.
Begging [Charity Requires That You Do X]. Actor
assumes an inferior position by requesting assistance.
Politeness [I Include Appropriate Courtesy]. Actor makes
use of courtesy to supplement Strategy.
Flattery [I Tell You Positive Compliments]. Actor makes
use of flattery to supplement Strategy.
Referral [I Am Vouched For By Another]. A third party has
provided details about Actor’s character.
Familarity [I Am Known To You]. Actor is a friend or
acquaintance of Target.
Insult [I Reinforce My Appeal With Dominating Negative
Words]. The use of insults punctuates the appeal.
Pain [I Will Hurt You If You Do Not Do X]. Actor indicates
he will provide negative consequences.
1 Personals-2 1
Captain Lagash Visits the Lone Star
Captain Eitan Lagash of the Wilderness Traveller and his First Officer Aia Resteff have arrived at Glisten Belt Starport on
their way rimward. After offloading their cargo and handling various details, they visit the Lone Star. They are interested in
general information about the worlds they may visit, and are always open to discussing a charter to a patron.
1. Aia Bungles The Encounter 2. The Captain Approaches A Patron 3. The Captain Continues
They enter and look around. There is Captain Lagash watches the crowd The two talk for a while. He
an Aslan male in the corner and they for a while, and finally sees a likely introduces Aia to Ank. Everyone has a
identify him as a likely patron. Aia prospect: a prosperous looking good time.
approaches him: “We’re looking for a gentleman. He walks over and
patron to hire us.” introduces himself.
She wants to persuade him to charter “Excuse me. Hi. I’m Lagash on the
the Wilderness Traveller. Wilderness Traveller. We’re heading
rimward into the Hierate, which is new
territory for us. Can I buy you a
beverage and talk for a few minutes?”
4. Lagash Asks Some Questions 5. Lagash Asks for Referral Chip 6. Lagash Asks Again
Lagash steers the conversation Jonston knows merchants in the Lagash is undeterred: he continues
toward information gathering. He asks rimward territories. Having a referral to talk about trade and how helpful
about the worlds rimward of Glisten. from Jonstone would be a great help. such a referral chip would be. He asks
Lagash escalates to Persuade and Ank to Please Reconsider.
asks Jonston for a referral chip.