TEXT: 1�
  Personals-1 
  1�
   
   
  Personals 
   Interacting with other sophonts requires a knowledge of the principles 
  of interpersonal actions. 
  Personals 
   
   
   
   
   
   
  Tactics 
  Purpose 
   
  Strategy 
   
  Interests 
  Enemies 
  Logic 
  Authority 
  Morality 
  Culture 
  Emotion 
  Indebted 
  Payment 
  Begging 
  Politeness 
  Flattery 
  Referral 
  Familiarity 
  Insult 
  Pain 
   
  Casual 
  1 
  +3
  +2
   
  no 
   
   
   
   
  no 
  no 
   
  x2 
  x2 
  x2 
  no 
  -8 
   
  Enjoyment 
  2 
   
   
   
   
   
   
   
   
   
  no 
   
  x2 
  x2 
  x2 
  no 
  -6 
   
  Discussion 
  3 
   
   
  x2 
  x2 
  x2 
  x2 
  x2 
   
   
   
   
   
  x2 
  x2 
  no 
  -6 
   
  Active Listen 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  -6 
  1D 
  Carouse 
   
  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 
   
  Active Listen 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  -6 
   
  Appeals To 
  4 
   
   
  X2
   
  x2 
  x2 
  x2 
   
  x2 
  x2 
  x2 
  x2 
   
   
   
  +4*
  2D 
  Query 
   
  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 
   
  Appeals To 
  3 
   
   
  X2
   
  x2 
  x2 
  x2 
   
  x2 
  x2 
  x2 
  x2 
   
   
   
  +4*
   
  Force of Will 
  4 
   
   
  x2 
  x2 
  x2 
  x2 
  x2 
   
   
  no 
   
   
   
   
  x2 +6*
  3D 
  Persuade 
   
  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*
   
  Force of Will 
  3 
   
   
  x2 
  x2 
  x2 
  x2 
  x2 
   
   
  no 
   
   
   
   
  x2 +6*
   
  Charming 
  4 
   
  x3 
   
  x2 
  x2 
  x2 
  x2 
  x2 
   
  x2 
   
  x2 
  x2 
   
   
  -4*
  4D 
  Command 
   
  Angry 
  5 
   
  x3 
  x2 
  x2 
  x2 
  x2 
  x2 
  x2 
   
   
   
   
   
   
  x2 +6*
   
  THE FIVE LAWS 
   
   
  Carouse 
  Query 
  Persuade 
  Command 
  1 Similarity 
  +1 
  +1 
  +1 
   
  2 Superiority 
   
  +1 
  +2 
  +3 
  3 Inferiority 
   
  +1 
  +2* 
   
  4 Comfort 
  +2 
  +1 
  +1 
   
  5 Violence 
   
  +1 
  +2 
  +3 
  *if Begging, Flattery, or Politeness. 
   
   The Five Laws are a series of 
  statements governing interactions. 
   Similarity. Similar people cooperate. 
   Superiority. Superiors give 
  commands. 
   Inferiority. Inferiors use politeness, 
  flattery and begging.  
   Comfort. Comfort promotes 
  cooperation.  
   Violence. Violence (or its threat) 
  compels obedience. 
   
   
  DISTANCE 
   If by Communicator, Mod -4. 
  THE BASIC RULES 
  Purpose  
  D
  1. Select a Purpose 
  Strategy
   
  2. Select a Strategy 
  Tactic
  x 
  3. Select a Tactic 
  Laws
   
  4. Apply the best applicable Law 
  Mod1
  Mod2
  5. Apply up to two Mods, as available. 
   
  Target No. = 
  Roll against the Target Number. 
   Each success in Carousing increases Cameraderie +1. 
   Any Failure stops the Interaction (but Please Reconsider may be possible). 
   
  MODS 
   Personals are influenced by several circumstances. 
   Strategies. After the first use of a Strategy, Mod -1 per use of a Strategy. 
   Tactics. After the first use of a Tactic, Mod -1 per use of a Tactic. 
   Urgent. If there is a time constraint, try a Purpose only once with Mod +2.  
   Deliberate. Carefully planned query or persuasion allows using a Third Tactic. 
   (Threat of) Violence. Use of Fighting as a Mod.  makes a Personal Violent. If a 
  Violent Personal fails, the Personal becomes a Fight. 
   Bluff. Use Flux as Mod at the last minute before resolving the Personal (can be 
  used once in the conversation). 
   Brazen. Mod +3 in Query or Persuade.  
   
   Please Reconsider. A Failure can be rerolled as Please Reconsider IF 
  Begging/Politeness/Flattery are possible for the Strategy. For the rest of the 
  Interaction, only Inferior Mods can be used. 
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=1601 Charts Personals.pdf