TEXT:  
   
  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. 
   
  THE PERSONAL SITUATION 
   Personal interactions are governed by laws of behavior. Rarely can a character simply walk up to another and ask detailed 
  questions and expect detailed answers, or give orders and expect them to be obeyed. When a character encounters and 
  interacts with a non-player character, the player must consider the purpose of the encounter, its goal, and adopt strategies to 
  help accomplish that goal. 
   
  HOW THIS WORKS 
   A Personal Situation is a role-playing situation which allows a character to interact realistically with a non-player character. It 
  proceeds through several escalating steps based on the intentions of the character (the Actor) ands the responses of the non-
  player character (the Target). 
   
  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 
   
   
  Mod2 
   
   
  Apply up to two Mods, as available. 
   
  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 ELEMENTS OF THE PERSONAL 
   Every Personal Interaction (for short, its called a Personal) 
  consists of a Goal, Participants, a Purpose, and supporting 
  Strategies, Tactics, and Mods. 
   The entire sequence of a personal from start to finish is 
  called an Interaction. 
   
  The Goal 
   Every Personal has a Goal: a statement of the desired 
  results. Goals are usually stated as a phrase or a sentence, 
  and are subject to approval by the Referee. 
   
  The Participants 
   The Participants in a Personal are the Actor and the 
  Target. 
   Actor. The Actor is one or more characters resolving the 
  Personal. The Actor is typically a Player Character.  
   Target. The Target is one or more characters who are the 
  object of the Actor’s activity. Targets are typically role-played 
  by the referee. 
   
  The Purpose 
   A Purpose is a subordinate Goal within a Personal. There 
  are four general Purposes: Carouse, Query, Persuade, and 
  Command.  
   
  Strategies 
   Players implement their Purpose with a Strategy. The 
  Player selects a strategy and determines its value. The Actor 
  determines the Strategy value based as points from the 
  Strategy table. 
   
  Tactics 
   Actors add strength their Strategies with Tactics. The 
  Player selects a Tactic and determines its value. Tactics are 
  typically multipliers applied to Strategies. 
   
  
  THE FOUR TYPES OF PERSONAL 
   There are four general types of Personal: Carouse, Query, 
  Persuade, and Command. 
   Each Personal is generated with 2D; but they have 
  escalating Difficulties: Carouse 1D, Query 2D, Persuade 3D, 
  and Command 4D. 
   
  Check <Personal> 
   Check Personal is resolved by noted the appropriate 
  Personal and any Mods. Roll the appropriate number of dice: 
  if the result is equal to or less than the Personal plus Mods, 
  the check succeeds. Otherwise it fails. 
   
  Carouse (Difficulty= 1D) 
   Carouse is a general enjoyable social activity, paraphrased 
  as “Let’s Have A Good Time!” The Actor and Target interact 
  socially, getting to know each other better. Neither asks 
  anything of the other or makes any demands of the other. 
   Carouse has a social purpose. When successful, the 
  participants establish a foundation of acquaintance and 
  familiarity which allows later attempts at Query or Persuade. 
  For example, businessmen have dinner together to get 
  acquainted before they start negotiating a deal. A salesman 
  may take a client to an athletic event before a later meeting 
  presenting their line of products. 
   The casual friendship created by Carousing is expressed 
  as Mod +1 per successful Carouse (to a reasonable 
  maximum of 6).  
   
  Query  (Difficulty= 2D) 
   Query is devoted to obtaining information or performance 
  of a discretionary duty, paraphrased as “Tell Me About X.” 
  The Actor asks the Target some question. Often, the Target 
  already has a responsibility to provide simple answers, and 
  Query is devoted to obtaining additional information, 
  elaborating, or assistance. 
   Query is an information gathering activity. That 
  information may be a goal in itself, or it may be helpful in 
  determining what specific actions will later be requested. 
   Functionaries often decide whether to help a customer 
  based on their reactions to their requests. Query is the 
  method of asking for their help. 
   
  Persuade  (Difficulty= 3D) 
   Persuade is devoted to obtaining decisions which the 
  Target is free to make, paraphrased as “You Should Do X.” 
  Its goal is to make the object decide to do something (or to 
  decide to not do something). It implies that the Target will use 
  some rationale (usually provided by the Actor) to make that 
  decision. 
   Persuade is a convincing activity. Some action by the 
  Target is necessary, and Persuade is the Actors attempt to 
  make that happen. Extreme examples of Persuasion may be 
  coerced. 
   
  Command  (Difficulty= 4D) 
   Commands are not easily given. Individuals may be 
  persuaded to do things, but rarely do they obey commands 
  without a social structure to back them up, paraphrased as “I 
  Require You To Do X.” Its goal is a specific action (or 
  inaction) by the Target. It depends on external social 
  structures or social dominance to bring about obedience. 
   Command is an order-giving activity. Authority figures 
  (for example, police officers) can give commands; 
  organizational superiors (for example, those with a higher 
  rank in a company or military unit) can give commands.  
   
  THE FIVE LAWS OF PERSONAL INTERACTION 
   Personals are governed by the Five Laws: a series of 
  statements detailing how social interaction operates. 
   Law 1. Similarity. Similar people cooperate. 
   Law 2. Superiority. Superiors give commands. 
   Law 3. Inferiority. Inferiors use politeness and flattery. 
   Law 4. Comfort. Comfort promotes cooperation. 
   Law 5. Violence. Violence compels obedience. 
   The Five Laws are universal: they apply across many 
  different cultures. For example, there is no culture in which 
  inferiors bark commands at superiors. When a traveller 
  encounters a society in which this occurs, then there are 
  cultural forces at work which explain it. Perhaps, barking 
  orders is perceived culturally as behavior for inferiors. In 
  practice, those “orders” are obeyed only when a superior 
  actually wants to. 
   The triggers for the Laws are binary: a character is Similar, 
  or not; is Superior, or not; is Inferior, or not. 
   If the character can point out (to the Referee) facts 
  supporting the Law, it allows a Mod based on the Five Laws 
  Table. 
   
  The Laws of Similarity 
   Social interaction is enhanced when the speaker 
  demonstrates common links with the listener. When the Actor 
  can establish common interests, a Strategy can provide 
  Mods which support a positive result. 
   Similarity (and common interests) is established by obvious 
  observable facts (a uniform; an obvious career, an interesting 
  insignia on a shirt). 
   For example, a non-player character may wear a shirt with 
  an Imperial Army logo: an Army veteran can use that fact to 
  establish similarity. Or, in the course of Carousing, a 
  character may learn facts which support similarity. 
   Similarities, include: common skills, knowledges, careers, 
  life pursuits, or homeworlds. 
   
  The Law of Superiority 
   Superiors have the charisma to support Query, Persuade, 
  or Command. 
   When the Actor can establish superiority, it provides 
  positive Mods. 
   For example, superiority in Rank, in an appropriate 
  Characteristic, or even being armed. 
   
   
  The Law of Inferiority 
   Inferiors support Query or Persuade by appealing to 
  Superiors. 
   When an Actor can establish Inferiority, it provides Positive 
  Mods. 
   If Inferiority is used in an Interaction, the Actor cannot 
  subsequently use Similarity or Superiority. 
   For example, inferiority in Rank, or in an appropriate 
  Characteristic. 
   
  The Law of Comfort 
   Personals become easier as the level of comfort rises. 
  Providing Comfort typically involves hospitality: buying meals, 
  picking up the check at dinner, providing a ride to a 
  destination, providing a small helpful part, or bit of advice. 
   When the Actor can establish Comfort, it provides positive 
  Mods. 
   For example, after casually meeting the Target, he offers a 
  ride to the hotel, or he buys a shared meal. 
   
  The Law of Violence 
  
   Personals backed by violence have a greater risk of 
  violence in response. 
   The use of Insult or Pain as a tactic makes the Personal 
  Violent (or Threat of Violence). The Actor may use Fighting 
  skill (or any subordinate Knowledge) as a Mod. 
   If the Personal fails, the interaction ends and become a 
  Fight. 
   
  DISTANCE 
   Personals take place at a distance which allows for 
  conversation, typically Vshort or Talking. A meaningful 
  Personal cannot be accomplished at a distance greater than 
  Vshort. 
   By Communicator. Personals can be attempted by 
  Communicator, subject to a Mod -4. 
   
  STATING A PERSONAL 
   The components are simple words or phrases which 
  convey the process. Because this is an on-going role-playing 
  situation, there is no need to repeat the data sought, or the 
  identity of the clerk. The Personal tells the referee enough 
  information to resolve the situation. 
   
  TALKING TO THE CLERK 
   The ship needs a replacement part for the J-Drive. 
  Engineer Gustav Windhoek knows exactly what the part is, 
  but for some reason the drive logs don’t reflect the proper 
  part number. He goes across the tarmac to the parts window. 
  There’s a sign posted: “Closed For Inventory. Come Back 
  Tomorrow.” 
   He taps on the glass to get the clerk’s attention. 
   
   The Referee rolls 2D each for the Clerk’s Carouse (= 5), 
  Query (= 9), Persuade (= 7) and Command (=8). These 
  values are behind the screen. 
   The clerk comes to the window, “We’re closed. Come back 
  tomorrow.” 
   Gustav asks “Can you help me?” Check Query (=9). Query 
  (Difficulty = 2D) Gustav rolls 6. The Clerk asks, “What do you 
  need?” 
   “My Drive Reciprocator comes in three alternate variations, 
  and I can’t find the identifier for the one I have. Check Query 
  (=9) Gustav rolls 11. “Whoa! That’s way beyond me. You 
  need to talk to the Lieutenant. Over there.” 
   
   
   
   
   
   
   
   
   
  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. 
  
  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. 
  
  1�
  Personals-2 
  1�
   
   
  Personals 
   Interacting with other sophonts requires a knowledge of the principles 
  of interpersonal actions. 
  Personals 
   
  THE PURPOSE 
   A Purpose is a subordinate Goal within a Personal. There are four general Purposes: 
   
  Carouse 
   “Let’s Have A Good Time!”  
   The participants interact socially, getting to know each other better. Neither asks anything of the other. 
   
  Query  
  “Tell Me About X.” 
   Query is information gathering. Query is devoted to obtaining information or the performance of discretionary duties. 
  Information may be a goal in itself, or it may be helpful in understanding the Target. 
   
  Persuade 
  “I Request You Do X” 
   Persuade is a convincing activity. Its goal is to make the object decide to do something (or to decide to not do something). 
  Persuade is devoted to obtaining decisions which the Target is free to make. 
   
  Command 
  “I Require You Do X” 
   Command is order-giving. Its goal is a specific action (or inaction) by the Target. It depends on external social structures or 
  social dominance to bring about obedience. Individuals may be persuaded to do things, but they rarely obey commands 
  without a social structure to back them up. Authority figures (for example, police officers) and organizational superiors (for 
  example, higher rank in a company or military unit) can give commands. 
   
   
  STRATEGIES 
   Players implement their Purpose with a Strategy. The 
  Player selects a strategy and determines its value.  
   Casual [Our Interaction Has No Long-Term Effects]. The 
  encounter is unstructured and unconcerned with ultimate 
  goals.  
   Enjoyment [Let’s Enjoy Ourselves]. The encounter is 
  based on recreation and the pleasure of personal interaction. 
   Discussion [Let’s Exchange Information]. The encounter 
  is focused on conversation about some topic of mutual 
  interest. 
   Active Listening [I Enjoy Listening To You]. The Actor 
  listens and encourages participation by the Target. 
   Appeals To [Do X Because of Y]. The Actor focuses on a 
  tactic to focus the interaction.  
   Force-of-Will [Do X Because Of My Strength]. The Actor 
  strongly presents information based on Tactic. 
   Charming [My Positive Emotions Influence You. The Actor 
  presents positive social cues in the conversation. 
   Angry [My Negative Emotions Influence You]. The Actor 
  dominates the conversation with negative social cues. 
  TACTICS 
   Actors add strength their Strategies with Tactics. The 
  Player selects a Tactic and determines its value. 
   Common Interests [We Share The Same Interests]. The 
  particpants have knowledge of the same subjects. 
   Common Enemies [We Share The Same Adversaries]. 
  The participants have interests opposed by the same 
  adversaries. 
   Logic [Logic Requires You Do X]. Actor indicates that 
  Logic supports compliance. 
   Authority [My Authority Requires That You Do X]. The 
  Actor is empowered by an outside source to expect 
  assistance. 
   Morality [Morality Requires You Do X]. Actor indicates that 
  the Target’s Morality supports compliance. 
   Culture [Culture Requires You Do X]. Actor indicates that 
  the Target’s culture support compliance. 
   Emotion [Emotion And Sympathy Require You Do X]. 
  Actor supports the Strategy in emotional terms. 
   Debt [You Owe Me]. Actor indicates that compliance will 
  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. 
  
   
  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 
   They enter and look around. There is 
  an Aslan male in the corner and they 
  identify him as a likely patron. Aia 
  approaches him: “We’re looking for a 
  patron to hire us.” 
   She wants to persuade him to charter 
  the Wilderness Traveller. 
   
   
   
   
  RESOLVING A PERSONAL 
  Purpose 
  Persuade 
  3 D 
  Strategy 
  Appeals To 
  3 
  Tactic 
  Logic x  2 
  Laws 
    
  Mod1 
   
   
  Mod2 
   
   
   
  Target No. = 
  6 
   
   
   She has to roll 6 or less on 3D. She 
  rolls 10 and fails. The Aslan laughs at 
  her. 
   
  2. The Captain Approaches A Patron 
   Captain Lagash watches the crowd 
  for a while, and finally sees a likely 
  prospect: a prosperous looking 
  gentleman. He walks over and 
  introduces himself. 
   “Excuse me. Hi. I’m Lagash on the 
  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?” 
   
  RESOLVING A PERSONAL 
  Purpose
  Carouse
  1 D
  Strategy
  Discussion
  3 
  Tactic
  Culture x  2 
  Laws
  Similarity +1 
  Mod1
  Mod2
   
  Target No. = 
  7
   
   He has to roll 7 or less on 1D. He 
  rolls 3. The two seem to get along well.  
   He learns that, they are both Star 
  Marine veterans and the prospect’s 
  name is Ank Jonston. 
   Success awards Captain Lagash 
  Cameraderie-1. 
   
  3. The Captain Continues 
   The two talk for a while. He 
  introduces Aia to Ank. Everyone has a 
  good time. 
   
   
   
   
   
   
   
   
  RESOLVING A PERSONAL 
  Purpose 
  Carouse
  1 D
  Strategy 
  Active Listen
  4 
  Tactic 
  Culture x  2 
  Laws 
  Similarity +1 
  Mod1 Strategy Again
  -1
  Mod2 Cameraderie-1
  +1
   
  Target No. = 
  9
   
   He has to roll a 9 or less on 1D, and 
  success is automatic. 
   He learns Jonston imports premium 
  Aslan textiles. 
   Captain Lagash adds Cameraderie-1 
  for a total of Cameraderie-2. 
  4. Lagash Asks Some Questions 
   Lagash steers the conversation 
  toward information gathering. He asks 
  about the worlds rimward of Glisten. 
   
   
   
  RESOLVING A PERSONAL 
  Purpose 
  Query 
  2 D 
  Strategy 
  Appeals To 
  4 
  Tactic 
  Familiarity x  2 
  Laws 
  Similarity +1 
  Mod1 
   
   
  Mod2 Cameraderie-2 
  +2 
   
  Target No. = 
  11 
   
   He has to roll a 11 or less on 2D; he 
  rolls 7 and succeeds. 
   Ank tells him several stories about 
  trade on worlds to rimward. 
  5. Lagash Asks for Referral Chip 
   Jonston knows merchants in the 
  rimward territories. Having a referral 
  from Jonstone would be a great help. 
   Lagash escalates to Persuade and 
  asks Jonston for a referral chip. 
   
  RESOLVING A PERSONAL 
  Purpose
  Persuade
  3 D
  Strategy
  Charming
  5 
  Tactic
  Flattery x  2 
  Laws
  Similarity +1 
  Mod1
  Mod2
  Cameraderie-2
  +2
   
  Target No. = 
  13
   
   He has to roll a 13 or less on 3D. He 
  rolls 15 and fails. Maybe he was too 
  aggressive, or didn’t explain himself 
  well enough.  
   Or maybe Ank doesn’t like giving 
  referrals. 
  6. Lagash Asks Again 
   Lagash is undeterred: he continues 
  to talk about trade and how helpful 
  such a referral chip would be. He asks 
  Ank to Please Reconsider. 
   
   
  RESOLVING A PERSONAL 
  Purpose 
  Persuade
  3 D
  Strategy 
  Charming
  5 
  Tactic 
  Flattery x  2 
  Laws 
  Similarity +1 
  Mod1 
  Mod2 Cameraderie-2
  +2
   
  Target No. = 
  13
   
   He has to roll a 13 or less on 3D. He 
  rolls 6 and Ank codes the Captain a 
  chip. They spend the rest of the 
  evening telling travel stories. 
   OR 
   He rolls 16. Jonston again says no. 
  Lagash and Aia excuse themselves 
  and return to their ship. 
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/11 Personals.pdf