TEXT:  
   
  - 00 - 
   
   
  Characteristics Establish A Foundation 
   
   The physical, mental, and social abilities for Characters are described and 
  defined by Characteristics. These Characteristics are gathered into a six-digit 
  string for easy reference.  
   
   Characteristics are foundations for physical, mental, and social activity. Each character has three physical 
  characteristics, two mental characteristics, and one social characteristic (plus an obscure characteristic called Sanity).  
   Characteristics are Assets in the resolution of Tasks. The characteristics establish the foundation for the resolution 
  of most tasks. A character with a specific skill can attempt tasks that someone without skill is not permitted to try. 
   
  CHARACTERISTICS FOR SOPHONTS 
   Traveller uses fourteen different 
  Characteristics, of which a character uses 
  six. The specific six are determined by 
  the character’s race.  
   Human Characteristics: The six 
  human characteristics are Strength, 
  Dexterity, Endurance, Intelligence, 
  Education, and Social Standing. 
   
  Referring To Characteristics 
   Each characteristic has a name and 
  several ways of identifying it. 
   Abbreviations. A Characteristic can be 
  abbreviated with its first three letters. 
  Capitalize only the initial letter of the 
  abbreviation. For example, Strength is Str 
  (rather than STR). 
   Genetic Profile (GP). A Characteristic can 
  use its initial letter in the Genetic Profile. 
   The GP is a six-letter string (using the initial 
  letters of the characteristics) showing the 
  specific six characteristics for a sophont. For 
  example, the Human GP = SDEIES (Str, Dex, 
  End, Int, Ed, Soc). There is a sophont with GP 
  = SASIIK (Str, Agi, Sta, Int, Ins, Cas). 
   The meaning of letters in the GP is 
  dependent on position (S in position 1 is  
  Strength, S in position 3 is Stamina). Because 
  two characteristics in position 6 have the initial 
  letter C, use K for Caste. 
   Position Codes (C1 C2 C3 C4 C5 C6). 
  A characteristic can be identified by its 
  position in the UPP. Use the letter C (for 
  Characteristic) followed by 1 through 6. 
  For example, for all sophonts, C1 = Str. 
   To avoid confusion between a word’s 
  ordinary meaning and its use as a 
  characteristic name (such as Strength 
  and strength), a characteristic may be 
  explicitly referred to in the format Position 
  Code = Characteristic Name. For 
  example, C5 = Training, or C4 = 
  Intelligence. 
  THE UNIVERSAL PERSONALITY PROFILE (THE UPP) 
   
   
   
   
   
   
   
   
   
  C1 Strength 
  C3 Endurance 
  or Stamina 
  or Vigor 
  C5 Education 
  or Training 
  or Instinct 
   
   
   
   
   
   
   
   
   
  C1 
  C2 
  C3 
  C4 
  C5 
  C6 
   
   
  9 
  A 
  B 
  5 
  6 
  7 
   
   
   
   
   
   
   
   
   
  C2 Dexterity 
  or Agility 
  or Grace 
   
   
  C4 Intelligence 
  C6 Social Standing 
  or Caste 
  or Charisma 
   
   
   
   
   
   
   
   
  The UPP shows characteristics as Ehex digits in a six-digit string as a ready 
  reference for the abilities of the character. Bold = Human.  
   
  CHARACTERISTICS 
  Possible personal characteristics include: 
  Char Abb 
  Characteristic 
  H* Description 
  GP Letter 
  C1 
  Str 
  Strength 
  H 
  physical power and ability. 
  S 
  C2 
  Dex 
  Dexterity 
  H 
  body and eye-hand coordination. 
  D 
  C2 
  Agi 
  Agility 
  A 
  overall body coordination.  
  A 
  C2 
  Gra 
  Grace 
  A 
  overall body-limb coordination.  
  G 
  C3 
  End 
  Endurance 
  H 
  physical resistance to fatigue. 
  E 
  C3 
  Sta 
  Stamina 
  A 
  long-term ability to pursue a task. 
  S 
  C3 
  Vig 
  Vigor 
  A 
  short-term ability to resist fatigue. 
  V 
  C4 
  Int 
  Intelligence 
  H 
  natural ability to think and reason.  
  I 
  C5 
  Edu 
  Education 
  H 
  achievement level of schooling 
  E 
  C5 
  Tra 
  Training 
  A 
  based on cultural heritage 
  T 
  C5 
  Ins 
  Instinct 
  A 
  based on genetic heritage. 
  I 
  C6 
  Soc 
  Social Standing H 
  position in large group hierarchy. 
  S 
  C6 
  Cha 
  Charisma 
  A 
  position in small group hierarchy. 
  C 
  C6 
  Cas 
  Caste 
  A 
  position in genetic group hierarchy. 
  K 
   H= Human characteristic (may be in non-humans). If all characteristics 
  are H, the species may be (but is not necessarily) Human. In Bold. 
   A= Analog (non-human) characteristic. 
   
  Characteristic Equivalences  
   Analog characteristics can be related to each other and can often be 
  substituted for each other in tasks and other situations.  
   For example, the C2 characteristics Dexterity, Grace, and Agility 
  substitute for each other at half value. A sophont with Grace attempting a 
  task for Dexterity would use half-Grace. A character required to use an 
  analog Characteristic is almost always working at a disadvantage. 
  
   
   
  - 00 - 
  CHECK CHARACTERISTIC 
   
   
   
  Easy Check 
   
  1D =< Characteristic 
   
   
   
   
  Check 
   
   
  2D =< Characteristic 
   
   
   
  Hard Check 
   
   
   
  3D =< Characteristic 
   
   
   
   Characteristics provide a simple mechanism (the Check <Characteristic>) for resolving situations: 
   The Check. Select an appropriate Characteristic and roll 2D against that characteristic: a result equal to or less than the 
  characteristic gives success; any other result gives failure. 
   To avoid recurring use of a character’s high characteristic, a character cannot use a characteristic again until two other 
  characteristics have been used. If only one specific Characteristic is appropriate; each successive use of the Characteristic 
  rolls with Mod -1. 
   Easy Checks and Hard Checks. For very easy tasks, roll 1D; for very hard tasks, roll 3D. 
   For example, Aia Resteff 68A999 is loading cargo on a Free Trader. One especially large container is blocking a floor 
  access panel. She puts her shoulder to the load and tries to move it. The Referee says Check-Strength. The player rolls 2D 
  (=7 which is greater than Aia’s Strength-6; it fails). She can’t try again immediately, so instead of pushing, she tries rocking the 
  container. The Referee says Check Dexterity. The player rolls 2D (=7, which is less than Dexterity-8; the container moves).  
   Mods. The Check can be enhanced (or degraded) by circumstantial Mods. For example, Check Str - Weather, or Check 
  Dexterity - Slippery Surface. 
   
   
   
  PHYSICAL VS. MENTAL VS. SOCIAL 
   Characteristics may be Physical, Mental, or Social. Each 
  character has three Physical characteristics, two Mental 
  Characteristics, and one Social Characteristic. 
   
  Physical Characteristics C1, C2 and C3 
   The physical characteristics are Strength, Dexterity, 
  Endurance, Grace, Agility, Stamina, and Vigor. 
   All characters have Strength.  
   There are three different characteristics for fine physical 
  activity: Dexterity (for humans), Agility, and Grace. Each 
  represents a slightly different physical approach. 
   There are three different characteristics for resistance to 
  fatigue: Endurance (for humans), Stamina, and Vigor. Each 
  represents a slightly different ability. 
   
  Mental Characteristics C4 and C5 
   The mental characteristics are Intelligence, Education, 
  Instinct, and Training. 
   All sophonts have Intelligence. 
   There are three different characteristics for learning: 
  Education (for Humans), Training, and Instinct.  
   
  Social Characteristics C6 
   The social characteristics are Social Standing, Charisma, 
  and Caste. 
   There are three different characteristics for position in 
  social hierarchy: Social Standing (for Humans), Charisma, 
  and Caste. 
   
  The Obscure Characteristics CS and CP (or CΨ) 
   There are two obscure characteristics: Sanity and 
  Psionics. 
   Every character has both Sanity and Psionics, although 
  they are not generated until needed. 
   
  Why Different Characteristics? 
   The different characteristics allow players to create 
  sophonts with slightly (or not-so-slightly) different abilities. 
  When a character is called upon to use a characteristic which 
  he does not have; he can use the analog he does have at 
  half value (usually; there are some exceptions). 
   For example, a character with Dexterity has to do a task 
  with Agility: he can use his Dexterity at half value (round 
  fractions up). 
   
  C1 STRENGTH 
   Strength ( abbreviated Str ). Strength is physical power 
  and ability. Strength is the ability to apply physical force or to 
  carry loads (loads for strength are expressed in kilograms). 
   Every character has Strength. 
   
  Using C1 
   Strength is the characteristic that governs Load and 
  Burden. 
   Load And Burden. Load is the weight (technically it is the 
  mass) of all objects carried by person. Burden is the 
  perceived load after all modifications. If Burden does not 
  exceed Str in kg, there is no penalty.  
   Burden (in the QREBS system) may modify the effective 
  weight or mass of some objects (devices, equipment, 
  weapons). The QREBS Burden modifier may increase or 
  decrease load. Thus the Burden modifier creates Burden by 
  increasing or decreasing Load. 
   Carrying. A character can routinely carry a Burden equal 
  to Strength in kilograms for an unlimited period of time. He 
  can carry a double Burden but functions with C2 minus 2 and 
  C3 minus 2 until the Burden is shed. He can carry a triple 
  Burden but functions with C2 minus 4 and C3 minus 4 until 
  the Burden is shed. 
   Transferring. Transfer is the temporary movement of a 
  Burden from one place to another (often a process of lift, 
  walk a short distance, and drop). A character can transfer a 
  Burden of 5x Strength. Transfer is limited to C3 in minutes 
  every hour for Endurance, every half hour for Stamina, and 
  every two hours for Vigor. 
   Lifting. A character can lift a Burden of 10x Strength for 
  under one minute. 
   Dragging. A character can drag a load of 20x Strength for 
  under one minute. 
  
   
   
  - 00 - 
  C2 DEXTERITY OR AGILITY OR GRACE 
   C2 is the characteristic which addresses fine physical 
  activity.  
   Dexterity ( abbreviated Dex ). Dexterity is body and eye-
  hand coordination, or fine touch control. 
   Agility ( abbreviated Agi ). Agility is overall body 
  coordination. Agility is often (but not exclusively) associated 
  with flyers. 
   Grace ( abbreviated Gra ). Grace is overall body-limb 
  coordination. Grace is often (but not exclusively) associated 
  with swimmers. 
   
  C2 
   
  If The Task Calls For 
   
  Dexterity 
  Agility 
  Grace 
   
   
  Use Dex x 1 
  Use Dex / 2 
  Use Dex / 2 
   
   
  Use Agi / 2 
  Use Agi x 1 
  Use Agi / 2 
   
   
  Use Gra / 2 
  Use Gra / 2 
  Use Gra x 1 
   
   
  Using C2 
   The C2 characteristic is used in balance, accuracy (in 
  throwing or weapons use), and in fine manipulation. 
   Balance. When a character risks losing his or her balance, 
  Check C2.  
   Accuracy. When a character throws something at a target, 
  Check C2. 
   Fine Manipulation. When a character attempts fine 
  manipulation (operating very small controls, inserting detailed 
  parts into a mechanism), Check Dexterity. 
   
  C3 ENDURANCE OR STAMINA OR VIGOR 
   C3 is the characteristic which addresses fatigue and 
  resistance to fatigue. 
   Endurance ( abbreviated End ). Endurance is personal 
  determination and physical resistance to fatigue. 
   Stamina ( abbreviated Sta ). Stamina is personal 
  determination and long-term ability to pursue a task. 
  Characters with Stamina have greater long-term resistance 
  to fatigue, and are in some ways superior to those with 
  Endurance. 
   Vigor ( abbreviated Vig ). Vigor is personal determination 
  and short-term ability to resist fatigue. Vigor is an inferior 
  alternative to Endurance. Characters with Vigor have lower 
  resistance to fatigue. 
   
  C3 
   
  If The Task Calls For 
   
  Endurance 
  Stamina 
  Vigor 
   
   
  Use End x 1 
  Use End / 2 
  Use End x 2 
   
   
  Use Sta x 2 
  Use Sta x 1 
  Use Sta x 2 
   
   
  Use Vig / 2 
  Use Vig / 2 
  Use Vig x 1 
   
   
  Using C3 
   The C3 characteristic determines the length and 
  effectiveness of a character’s Personal Day, a character’s 
  need for sleep, and his ability to perform tasks. 
   Exhaustion and Fatigue. When a character engages in 
  physically exhaustive work (running a great distance; moving 
  heavy loads), Check C3. 
   Sprints. For short distance running, Check Vigor. 
   Long Distance Running. In a continued running situation, 
  Hard Check Endurance.  
   
   
  C4 INTELLIGENCE 
   Intelligence ( abbreviated Int ) is the natural mental ability 
  to think, reason, and to use logic.  
   Every character has Intelligence. 
   
  Using C4 
   The Intelligence characteristic allows a character to be 
  smarter than the player ( or less smart than the player ). 
  There are times when a player has a character who is 
  smarter than he is (or a player has a character who is less 
  intelligent than he is).  
   Solving Puzzles. When a character is confronted with a 
  puzzle, Check Intelligence. The game master manipulates 
  this basic process to reflect harder puzzles, simpler 
  situations, or other complications. 
   
  C5 EDUCATION OR TRAINING OR INSTINCT 
   C5 is the characteristic which addresses learning and the 
  ability to acquire and use long-term information. 
   Education ( abbreviated Edu ). Education is learning 
  based on achievement level of schooling. Education is an 
  equivalent level of schooling (although not necessarily 
  attendance at a school). 
   Education is also a supplement or an alternative to 
  Intelligence. In Traveller, they are decoupled: they are 
  unrelated, and it is possible for a very intelligent person to 
  have a low Education (or a very high Education person to 
  have a low intelligence). 
   Sophonts with C5 = Education can be taught skills and 
  knowledges in the traditional Educational environment. The 
  governing skill for the Educational environment is Teacher. 
   Training ( abbreviated Tra ). Training is learning based on 
  behavior modification. Training is a predisposition to the 
  learning process based on cultural heritage.  
   Sophonts with C5 = Training learn poorly in the 
  Educational environment; they prosper in special Training 
  courses adapted to their needs. The governing knowledge for 
  the Training environment is Trainer. 
   Instinct ( abbreviated Ins ). Instinct is an inborn complex of 
  behaviors comparable to acquired learning. It is based on 
  genetic heritage. 
   Sophonts with C5 = Instinct function poorly in the 
  Education or Training environment and cannot use those 
  institutions (they increase skills through experience). 
   
  C5 
   
  If The Task Calls For 
   
  Education 
  Training 
  Instinct 
   
   
  Use Edu x 1 
  Use Edu / 2 
  Use Edu =4 
   
   
  Use Tra / 2 
  Use Tra x 1 
  Use Tra =4 
   
   
  Use Ins = 4 
  Use Ins = 4 
  Use Ins x 1 
   
   
  Using C5 
   The C5 characteristic indicates the sum of an individual’s 
  abilities available in support of intelligence. 
   Finding Basic Facts. When a character is confronted with 
  a need for basic facts: Check Education. The game master 
  manipulates this basic process to put the correct information 
  at the disposal of the characters. 
   Substituting Edu, Tra, and Ins. Training and Education 
  substitute for each other at half value. Ins can be substituted 
  for Edu or Tra with a value of 4. For tasks that require 
  Instinct, Edu or Tra may be used with a value of 4. 
   Instinctual Reactions. A character with Ins, confronted 
  with a task that requires Edu or Tra reacts instinctively.  
  
   
   
  - 00 - 
   For easy tasks, Easy Check Instinct.  
   For Average tasks, Check Instinct.  
   For Difficult tasks, Hard Check Instinct.  
   For tasks beyond Difficult, roll the number of dice for the 
  task. 
   Instinct provides a time advantage. A character who 
  succeeds in a task using Instinct completes it before anyone 
  else attempting the task using Edu or Tra. 
   Instinctual Skills and Knowledges. Sophonts with C5 = 
  Instinct receive a native store of three instinctual skills or 
  knowledges (but not talents) with a skill level equal to C5 
  Instinct. 
   
  C6 SOCIAL STANDING OR CHARISMA OR CASTE 
   C6 is the characteristic associated with a character’s place 
  in society. 
   Social Standing ( abbreviated Soc ) is social position in 
  large group hierarchy. Social Standing indicates social class 
  and the level of society from which the character comes. 
   Charisma ( abbreviated Cha ) is position in small group 
  hierarchy. Charisma reflects a relative social relationship 
  between members of a small group. A low Charisma 
  individual will defer to and follow the leadership of a high 
  Charisma individual. 
   Caste ( abbreviated Cas ) is position in genetic group 
  hierarchy. 
   
  C6 
   
  If The Task Calls For 
   
  Social 
  Charisma 
  Caste 
   
   
  Use Soc x 1 
  Use Soc x 2 
  Soc not used 
   
   
  Use Cha / 2 
  Use Cha x 1 
  Cha not used 
   
   
  Use Cas = 4 
  Use Cas = 4 
  Use Cas x 1 
   
   
  Using C6 
   The C6 characteristic governs social interactions. 
   Bluff. When conducting a plausible bluff (getting past a 
  guard; convincing a clerk) in general society. Check Social 
  Standing. If the target of the bluff has C6= Charisma, Check 
  Charisma. 
   Living Costs. C6 determines the cost to that individual for 
  basic living. C6 times Cr100 equals the typical cost of 
  monthly support (food, clothes, lodging, basic entertainment). 
  But, if C6= Caste, use half C6. 
   Nobility. Nobility is the expected noble rank held by an 
  individual based on Social Standing. 
   Characters with Soc are participants in the widespread 
  social structure of the universe, which includes granted or 
  inherited titles of nobility to those with higher values of Soc. 
  Characters with Cha are at the fringes of the Nobility system: 
  their equivalent Soc equals Cha / 2. Characters with Cas do 
  not participate in the Nobility system; they are culturally or 
  genetically dismissive of such rank, and generally ignore it or 
  seem unaware of it. In the rare event that a character with 
  Cha or Cas receive a Noble rank, it is noted as a skill. 
   The first step in the Nobility is A = Gentleman 
  (Gentlewoman, Gentleperson, Gentlesophont). Although 
  technically not Noble, Soc = A represents an awakening 
  awareness of the Noble structure and of the potential to be a 
  member of the Nobility. 
    
  Baronet and Baron. A character elevated to Soc = C 
  is initially a Baronet. The next increase in Soc remains C but 
  the title increases to Baron. 
    
  Viscount and Count. A character elevated to Soc = E 
  is initially a Viscount. The next increase in Soc remains E but 
  the title increases to Count. 
   The Disruptive Effects of Charisma. Charisma is an 
  alternate to Social Standing. Basically, characters with 
  Charisma squabble and challenge each other in a way that 
  persons with Social Standing do not.  
   Characters with Cha automatically defer to the leadership 
  of others with higher Cha. Because Cha acknowledges Soc 
  as double Cha, it generally defers to the leadership of others 
  with higher Soc. 
   A character with Charisma within 2 of another character 
  with Charisma may (but is not required to) challenge the 
  other: if the challenge succeeds, the challenger rises in Cha 
  and the loser has Cha reduced. 
    
   To Challenge Charisma. 
   Difficult (3D) < Characteristic 
   Opposed (2). Resolves the Challenge in one task.  
   Challenger selects Characteristic (must be the same for 
  both). Losers reduce Cha by -1. If Challenger is the winner, 
  his Cha increases to opponent’s former Cha. 
   
   To Rechallenge Charisma. 
   Difficult (3D) < Characteristic 
   Opposed (2). Resolves the Rechallenge in one task.  
   Loser immediately re-challenges, selecting a different 
  Characteristic. Losers reduce Cha by -1. If Challenger is the 
  winner, his former Cha is restored and increased +1. 
   
   The Isolative Effects of Caste. Characters with Cas are 
  generally oblivious to the position in the social hierarchy 
  outside their own species. They pay proper attention and 
  deference to those with higher Cas within their species, and 
  generally treat anyone with any value of Soc or Cha as an 
  equal or inferior. 
   Characters with Caste are socially inept (if one tried a bluff, 
  he uses Check Social Standing with a value of 4 and is 
  unlikely to succeed).  
   
  CS SANITY 
   Every character has an obscure and usually unreferenced 
  characteristic called Sanity. Characters do not generate 
  Sanity until it is first called for by the referee and the 
  situation. 
   Sanity is the ability to make reasonable, sound use of the 
  mental characteristics. By extension, low levels of sanity 
  express a disconnect between the perceptions of the 
  character and reality. 
   Universal Structure. All sophonts generate Sanity with 
  2D. 
   Recording Sanity. Sanity is not normally indicated in 
  references to a character. When necessary, it is stated 
  independently as CS=N or San=N. The value should be 
  stated in Ehex. 
   
  Using CS 
   Sanity may be reduced when a character is confronted by 
  a crisis. Reductions are permanent, but Sanity may be 
  regained through counseling or with drugs. 
   Sanity is Reduced by Crises. When characters 
  encounter Crises (battles, extreme stress, environmental 
  situations, psionic attacks, drug interactions, and others), 
  there is the chance that Sanity will be reduced. 
   Check Sanity. Failure reduces Sanity -1. 
   Sanity Zero indicates Insanity. When Sanity is reduced 
  to Zero, a character is subject to an automatic Mod (= Flux; 
  rolled new with every use) for every use of Intelligence and 
  
   
   
  - 00 - 
  C5= Education or C5 = Training (but not C5 = Instinct) and 
  the task becomes Uncertain (1D). 
   The Effect of Counselling. Sessions with a Counsellor 
  (generally using Counsellor skill) may increase Sanity. 
   The Effect of Drugs. Drugs exist which prevent reductions 
  in Sanity. Drugs also exist which may increase Sanity. 
   Sanity Is Genetic. Record the first Die of San as the 
  genetic D. 
   
  CP PSIONICS  
   
  Rarely: CΨ 
   Every character has an obscure and usually unreferenced 
  characteristic called Psionics (abbreviated Psi). Characters 
  do not generate Psionics until it is first called for by the 
  referee and the situation. 
   Psionics is the capability to use Psionic Abilities. 
   Universal Structure. All sophonts generate Psionics with 
  2D +3 - Life Stage. A character tested in infancy for Psi rolls 
  2D +3. Characters are more likely to be tested in adulthood: 
  a human character at age 18 (Life Stage 3) rolls 2D +3 -3. 
   Recording Psionics. Psionics is not normally indicated in 
  references to a character. When necessary, it is stated 
  independently as CP=N or Psi=N. The value should be 
  stated in Ehex. 
   Psionics Is Genetic. Record the first Die of Psi as the 
  genetic D. 
   
  Using CP 
   Psionics is an obscure characteristic which remains 
  unknown to the character until it is awakened by a suitable 
  mentor or experience.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WHY ALL THESE DIFFERENT CHARACTERISTICS? 
   The traditional six characteristics Str Dex End Int Edu Soc were created to reasonably and accurately reflect human 
  characters, and this information was compiled in an easy-to-read Universal Personality Profile. As Traveller progressed and 
  evolved, it established alien / non-human / sophont races who had various alternate characteristics. The K’kree established 
  Caste as an alternative to Social Standing. The Vargr established Charisma as an alternative to Social Standing. The Hivers 
  established Curiosity as an alternative to Social Standing (Curiosity has since been transformed into a Personal). Traveller: 
  The New Era created evolutionary alternatives to the original characteristics: Agility for Dexterity, Constitution for Stamina; it 
  also provided characters with both Charisma and Social Standing. 
   Traveller5’s treatment of characteristics establishes a range of logical physical, mental, and social characteristics and 
  makes them compatible with each other. The basic scheme is this: 
   Humans continue to have their traditional characteristics: Strength, Dexterity, Endurance, Intelligence, Education, and Social 
  Standing (plus Sanity). It is possible for a non-human to have the same characteristics as a human. It is also possible for non-
  humans to have alternate characteristics to reflect differences in the physical, mental, and social makeup of the aliens.  
   For example, a sophont may have Grace instead of Dexterity. The basic task to use a pistol calls for Dexterity; the sophont 
  resolving the task must use Grace (at half value) and has a lesser chance of succeeding. There are steps that the alien can 
  take to help: be cautious; acquire more skill; use a pistol with a high Ease-Of-Use. But in general, the alien is at a 
  disadvantage attempting the task. 
   Continuing this example, Grace is the controlling characteristic for Swimming. The sophont uses Grace at full value in 
  Swimming tasks; a human performing the same task is forced to use Dexterity (at half value) and has a lesser chance of 
  success when compared to the sophont. 
   
  What Does This Mean? 
   Analog characteristics support three concepts in Traveller:  
   Interstellar society is human-dominated. The characteristics most often used in common tasks are the ones humans 
  have; sophonts with the alternate characteristics are at a disadvantage trying most of the tasks available in interstellar society. 
   The challenges of the universe are met by many different abilities. There are situational advantages to the alternate 
  characteristics. Sometimes, the best characteristic is a non-human one; the right person in the right place has an advantage. 
   The universe is a rich decision making environment. Many choices and many alternatives give both the players and the 
  referee an opportunity to choose between them, which make for more interesting and more exciting adventures. 
  
  5�
  C4 C5 C6 
  5
   
   
  Mental / Social Characteristics 
   The Mental Characteristics relate to a character’s ability to process 
  information about the world. The Social Characteristic relates to the 
  character’s ability to interact in society. 
  Char-02 
  C4 Int 
  C5 Edu Tra Ins 
  C6 Soc Cha Cas 
   
  INTELLIGENCE C4 
   Int 
  Equivalent 
   0 Non-Functioning 
   1 Very Low 
   2 Quite Low 
   3 Low 
   4 Unimaginative 
   5 Below Average. 
   6 Average. 
   7 Average. 
   8 Average. 
   9 Above Average. 
   A Superior. 
   B Gifted. 
   C Very Gifted. 
   D Genius. 
   E Extraordinary 
   F Superhuman 
   Intelligence is the 
  natural mental ability 
  to think, reason, and 
  to use logic. 
   
  USING 
  INTELLIGENCE 
   When a character is 
  confronted with a 
  puzzle, the throw to 
  solve it is Int or less. 
  The game master 
  manipulates this basic 
  process to reflect 
  harder puzzles, 
  simpler situations, or 
  other complications. 
   
   
   
  SANITY CS 
  San 
  Equivalent 
   0 Non-Functioning 
   1 Borderline 
   2 Vulnerable 
   3 Weak 
   4 At Risk 
   5 Sane 
   6 Sane 
   7 Sane 
   8 Sane 
   9 Sane 
   A Sane 
   B Sane 
   C Sane 
   Sanity is the ability 
  to make reasonable, 
  sound use of mental 
  characteristics. 
  EDUCATION C5 
  Edu 
  Equivalent 
   0 Absent. 
   1 Illiterate. 
   2 Basic Reading. 
   3 Grade School. 
   4 Dropout. 
   5 High School. 
   6 Some College 
   7 Associate 
   8 Bachelor 
   9 Master 
   A Advanced Work 
   B Researcher 
   C Doctorate 
   D Expert 
   E An Authority 
   F The Authority 
   Education is level 
  of schooling (but not 
  necessarily school 
  attendance). 
   
   
  USING EDUCATION 
   When it is unclear 
  which characteristic 
  (Int or Edu) governs, 
  the game master may 
  declare which one (or 
  either) may be used to 
  resolve the puzzle. 
   A typical blend is 
  designating one 
  characteristic and 
  applying the other at 
  half as a Mod  
   For example,  
   Int + Edu/2,  
   Edu + Int/2. 
   
   
  SUBSTITUTING C5 
   Training and 
  Education can be 
  substituted for each 
  other at full value. Ins 
  cannot be substituted 
  for either. For those 
  rare tasks that require 
  Instinct directly, Edu 
  or Tra may be used 
  with a value of 1. 
  TRAINING C5 
  Tra 
  Equivalent 
   0 Genetically Faulty 
   1 Untrainable 
   2 Very Slow 
   3 Slow 
   4 Slow 
   5 Below Average 
   6 Below Average 
   7 Average 
   8 Average 
   9 Average 
   A Above Average 
   B Above Average 
   C Resourceful 
   D Quite Resourceful 
   E Adept 
   F Very Adept 
   Training is the 
  ability (based on 
  cultural heritage) to 
  use knowledge. 
   
  INSTINCT C5 
  Ins 
  Equivalent 
   0 Genetically Faulty 
   1 Incapable 
   2 Very Slow 
   3 Slow 
   4 Slow 
   5 Below Average 
   6 Below Average 
   7 Average 
   8 Average 
   9 Average 
   A Above Average 
   B Above Average 
   C Resourceful 
   D Quite Resourceful 
   E Adept 
   F Very Adept 
   Instinct is the 
  ability (based on 
  genetic heritage) to 
  acquire and use 
  knowledge. 
   A character with 
  Ins, confronted with a 
  task that requires Edu 
  or Tra reacts 
  instinctually.  
   Check Ins. 
  Success also 
  completes the task 
  before anyone else. 
  SOCIAL STANDING 
  Soc 
  Equivalent 
   0 Social Outcaste 
   1 Social Misfit 
   2 Dregs of Society 
   3 Lower Low Class 
   4 Middle Low Class 
   5 Upper Low Class 
   6 Low Middle Class 
   7 Middle Class 
   8 Upper Middle  
   9 Low Upper Class 
   A Middle Upper  
   B Upper Upper  
   C Remarkable 
   D Extraordinary 
   E Extreme 
   F Supreme 
   Social Standing 
  indicates social class 
  or social level for the 
  character. 
   
   
  SUPPORT 
   C6 determines the 
  cost to an individual 
  for basic living.  
   Typical cost of 
  monthly support (food, 
  clothes, lodging, basic 
  entertainment)= 
   
  Cr100 x Soc 
  Cr100 x Cha 
  Cr100 x Cas / 2. 
   
   
  NOBILITY C6 
  Soc 
  Equivalent 
   A Gentleman 
   B Knight 
   c Baronet 
   C Baron 
   D Marquis 
   e Viscount 
   E Count. 
   F Duke. 
   G Archduke 
   H Emperor 
   Nobility is the 
  expected or 
  equivalent (although 
  not necessarily actual) 
  noble rank held by an 
  individual based on 
  Social Standing. 
  CHARISMA C6 
  Cha 
  Equivalent 
   0 Abject Follower 
   1 Slavish Follower 
   2 Sycophant 
   3 Submissive 
   4 Shy Follower 
   5 Loyal Follower 
   6 Follower 
   7 Typical Member 
   8 Emergent Leader 
   9 Social Leader 
   A Group Leader 
   B Leader 
   C Strong Leader 
   D Dominant Leader 
   E Near Absolute 
   F Absolute Leader 
  Charisma is 
  relative position within 
  a small group 
  hierarchy. 
   
  LEADERS AND 
  FOLLOWERS 
   A low Cha 
  individual will defer to 
  and follow the 
  leadership of a high 
  Cha individual, 
  regardless of other 
  characteristics. 
   Conflict. A 
  character with lower 
  Charisma may 
  challenge a character 
  with high from which 
  the character comes. 
   
   
  CASTE C6 
  Cas 
  Equivalent 
   0 Uncasted 
   1 Outcaste 
   Caste is genetically 
  determined position 
  within a racial 
  structure.  
   Caste varies with 
  each specific sophont 
  species which has 
  Caste. 
   Someone with 
  Caste is generally 
  oblivious to Social 
  hierarchy outside of 
  Caste. 
  
  5�
  The Personal Day 
  5
   
   
  The Personal Day 
   The Personal Day reflects the effects of the C3 Endurance / Stamina 
  / Vigor characteristic in the ability of a character to remain active and 
  alert. 
  C5 
  Personal Day 
   
  THE PERSONAL DAY FOR ENDURANCE STAMINA VIGOR 
  Period 
  ENDURANCE 
  STAMINA 
  VIGOR 
  Mods 
  Personal Day 24 + Flux Hours 
  48 + Flux Hours 
  12 + Flux Hours 
   
  Optimal 
  First Endurance Hours 
  First 2x Stamina Hours 
  First Vigor Hours 
  Mod +1 
  Hasty and 
  Cautious 
  Ordinary 
   
  Second Endurance Hours 
   
  Second 2x Stamina Hours 
  ignored 
  No Mods 
  Tired 
  Third Endurance Hours 
  Third 2x Stamina Hours 
  Second Vigor Hours 
  Mod - 1 
  Hasty and 
  Cautious 
  Sleepy 
  After Tired ends. 
  Check-Endurance* 
  before any task 
  After Tired Ends 
  Check-Stamina* 
  before any task 
  After Tired Ends 
  Check-Vigor*  
  before any task 
  Check-C3* 
  before any 
  Task. 
  Attention Level 
  Required 
  Sleep 
  Sleep=Personal Day /3 hours restores to Optimal. 
  Sleep=Personal Day /4 hours restores to Ordinary. 
  Sleep=Personal Day /6 hours restores to Tired. 
  Sleep= Personal Day/6 
  restores to Optimal. 
   
  * Failure = Character falls asleep for 1D minutes the first time; 1D hours the second time. 
   
  ENDURANCE EXAMPLE 
   Eneri Endurance Dinsha 777777 has 
  End=7. His Personal Day (dictated by 
  his genetics and the world on which his 
  race evolved) is 24 + Flux hours (= 24 
  + 0 = ) 24 hours. 
   When Eneri awakens at 0600, his 
  first 7 hours are his Optimal Period. At 
  about 1300 he begins his Ordinary 
  Period. At about 2000 he begins his 
  Tired Period. He works into the 
  evening, at about 0300 he enters his 
  Sleepy Period. 
   However, Eneri routinely needs 8 (= 
  PD/ 3 = 8) hours sleep. He goes to bed 
  at 2200 and has 8 hours sleep before 
  awakening refreshed and Optimal at 
  0600 the next day. 
   
  The Long Day 
   Eneri awakens at 0600 and starts his 
  shift on the bridge at 0800. He will end 
  his shift at 1600 (three hours into his 
  Ordinary Period). 
   His replacement has an attack of 
  food poisoning, and Eneri must work 
  the next 8-hour shift (ending at 2400). 
  He starts his Tired Period at 2000 and 
  the last four hours of his shift he is 
  Tired. 
   By 2400, it is clear nearly everyone 
  has food poisoning and he will have to 
  staff a third shift. At 0300 he is Sleepy 
  (Check-Endurance before any task). He 
  makes a decision and takes an anti-
  sleep pill. 
  STAMINA EXAMPLE 
   Nargle Stamina Agash 777777  has 
  Sta=7. His Personal Day is 48 + Flux 
  hours (= 48 +4 =) 52 hours. 
   When Nargle awakens at 0600, his 
  first 14 hours are his Optimal Period. At 
  about 2000 he begins his Ordinary 
  Period. At about 1000 (Day 2) he 
  begins his Tired Period. He works into 
  the evening, at about 2400 (midnight 
  Day 2) he enters his Sleepy Period. 
   However, Nargle routinely needs 17 
  (= PD/ 3 = 17) hours sleep. He goes to 
  bed at 1300 (Day 2) and has 17 hours 
  sleep before awakening refreshed and 
  Optimal at 0600 (Day 3). 
   
  The Long Day 
   Nargle awakens at 0600 and starts 
  his shift on the bridge at 0800. He will 
  end his shift at 1600. 
   His replacement has an attack of 
  food poisoning, and Nargle must work 
  the next 8-hour shift (ending at 2400). 
   By 2400, it is clear everyone has 
  food poisoning and he will have to staff 
  a third shift. At 0800 his third straight 
  shift ends, and no one is yet fully 
  recovered. He starts his fourth shift. By 
  1000 (Day 2) he is tired, but he can 
  handle it. When the fourth shift ends at 
  1600 (Day 2), the First Officer has 
  recovered enough to take over. Nargle 
  gets to sleep a few hours late, and 
  awakens at 0600 (Day 3) after 14 hours 
  sleep (at Ordinary rather than Optimal).
  VIGOR EXAMPLE 
   Ssssth Vigor Kshth-Othth 777777 
  has Vig =7. His personal day is 12 + 
  Flux hours (= 12 -2 = ) 10 hours. 
   When Ssssth awakens at 0600, his 
  first 7 hours are his Optimal Period. At 
  1300 he begins his Tired Period (he 
  has no Ordinary Period). At 2000 he 
  begins his Sleepy Period. 
   Ssssth routinely needs 2 (PD/ 3 = 2 ) 
  hours sleep. He takes a quick 2 hour 
  nap at 1800 and awakens Optimal at 
  2000. He works on projects until 0400, 
  takes another quick 2 hour nap, and 
  awakens Optimal at 0600 the next day. 
   
  The Long Day 
   Ssssth awakens at 0600 and starts 
  his shift on the bridge at 0800. He will 
  end his shift at 1600 (three hours into 
  his Tired Period). 
   His replacement has food poisoning, 
  and he must work the next 8-hour shift 
  (ending at 2400). He knows he will get 
  Sleepy at about 2000. It is also clear 
  that this food poisoning event will 
  continue and that he is unaffected, so 
  he sets alarms for contingencies and 
  takes a 2 hour nap from 1800 to 2000. 
  He awakens at Optimal to finish this 
  shift and start the third shift.  
   He works the third shift 2400 to 0800 
  by scheduling a 2-hour nap some time 
  during the night. He can continue 
  working shifts indefinitely if he can fit in 
  short naps every 14 hours. 
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/03 CharGen- Characteristics.pdf