Star Traders Additional Personalities
Board game designed by David Ladyman; published by Steve Jackson Games
This article is copyright 1995 by Steffan O'Sullivan
All personalities in this article created by Steffan O'Sullivan unless
otherwise marked.
This page last updated sometime in 1995
Here are some extra personalities to liven up your game of Isaac
Asimov's Star Traders. These don't need to be on official card
stock, since they are never dealt or hidden, anyway. If you have any
suggestions to add to the list, please send them to me:
sos @ panix.com
Warpin' Wanda (or Warpin' Wally)
When you make a random jump, roll three dice, pick your
favorite two, and you get to arrange the two dice in any order you wish.
So if you roll a 2,2,5, for example, you could go to system 22, system
25 or system 52. In addition, your turn does not necessarily end with
a random jump: if you have any moves left, you may continue moving.
But you may only make one random jump per turn.
Long-shot Lola (or Long-shot Lloyd)
You specialize in long jumps. Treat Green Line jumps (6/3) as if they
were Purple lines (4) for all purposes. This means you don't have to
roll at all if you have permission to use a station at the other end of
any jump.
The Fast-Talker
Ever wish you could sell a worthless cargo instead of just dumping it?
Well, the Fast-Talker can. If you are in a race to deliver a cargo,
and you don't finish first, you can still sell your cargo for 1/2 value
(round down), at the system listed on the card OR at the system
with the inverse of the two-digit system code. (E.g.: if you are to
deliver a cargo to 15, Jaxin, you could also get 1/2 value for it at
51, Wells. If you have a cargo for 55, Jeeves, however, only Jeeves
will do for this purpose.) You get no prestige for this, but at least
the trip wasn't wasted. Note that you cannot sell the cargo at the
inverse-numbered system until the race is over.
Mr. (or Ms.) Impervious
You avoid calamities far easier than other traders. At any time a
Calamity card is played on you, you may turn in any Trader's
Luck card as an Avoid Calamity card. However, you may only do
this six times per game. (Either keep a spare die beside you, with
the number of uses left on the top side, or start with a stack of six
pennies, turning them in as you use your special ability.) Using regular
Avoid Calamity cards does not count against the six uses of your
special ability.
The Jinx
When you end your turn in the same system as another trader (or when
another trader ends his turn in the same system as you), something bad
happens to him (the other trader, not the Jinx). Roll a single die and
consult the following table:
- Engine trouble: two fewer jumps than normal next turn.
- If he has a still-active cargo, he loses it. (He does not lose a
cargo if the race for that cargo is over, however - the Jinx causes
only bad luck, never good!) If he has two cargoes, the Jinx chooses
which one he loses. If he has no cargo, nothing bad happens to him,
sorry.
- He loses his special ability (as detailed on his personality card)
for 1d6 turns. (Yes, this means The Insider could lose his
station on Capital during this time if someone played the right card!)
- He has committed a public faux pas: lose 5 prestige.
- He is assessed a fine: he must pay 10 Stellor (he loses a turn if
he can't or won't pay).
- He loses his next turn, probably through some sordid action you
don't want to know about.
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