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HASS (Homogeneity, Acceptance, Strangeness, Symbols)

Has anyone seen, encountered or worked on HASS? I have read the definitions in the T5 rules, but I was looking for more detail. If there is none I am interested in writing something up for all of us detail freaks.
 
I know there was a discussion regarding this. The Traveller Map site has some text descriptions for the values of homogeneity and acceptance based on Grand Survey. I have a further write up based upon the cultural setup from GURPS First In and GURPS Uplift.
 
I would be interested in your take on the subject. The T5 writeup is so vague as to be useless. If you are interested I can send you my document for further ideas.
 
Yeah.

Can't say as I have details, but I have found them useful for creating societies for my ATU. So, I for one wouldn't mind seeing a more detailed write up. I mean I think I am using them correctly, but I am unsure.

Like the baseline, for me I figured 7 is the Imperial norm but I don't know if that is correct.

So color me interested!
 
Me, too. I'd be interested in more of a write-up. At the moment I'm using it to roughly rate, 'yeah, flat culturally, lots of symbols' but I don't really know what's pictured.
 
Add me to the list of interested people. I snagged some of the meanings from Grand Census (sadly I only have that, not Grand Survey) but as per most others apparently, I am just guessing as to meaning.
 
Can't say as I have details, but I have found them useful for creating societies for my ATU. So, I for one wouldn't mind seeing a more detailed write up. I mean I think I am using them correctly, but I am unsure.

Like the baseline, for me I figured 7 is the Imperial norm but I don't know if that is correct.

So color me interested!

I've used them for encounter modifiers of different types, plus just a way of being able to distinguish further between different worlds as they allow for a little more societal differentiation that what's in the UWP.

Maksim-Smelchak referenced here an article he'd written for Imperial Lines. Stay tuned for it...
 
There have been at least two lengthy threads on HASS in this forum. You should be able to crib some good material from those for your article.
 
There have been at least two lengthy threads on HASS in this forum. You should be able to crib some good material from those for your article.

Carl, do you have the links for these discussions? I haven't found them yet. As I don't have T5 I'm interested in learning what HASS is.
 
Carl, do you have the links for these discussions? I haven't found them yet. As I don't have T5 I'm interested in learning what HASS is.

HASS is an abbreviation for the values in the Cultural Extension (Cx) of a world in T5's UWP.

T5.09, p.411

The Cultural Extension (Cx) is a broad insight into the expected social norms and behaviors of the citizens of the world.

H - Homogeneity (Pop + Flux)
A
- Acceptance (Pop + Ix)
S -
Strangeness (Flux + 5)
S
- Symbols (Flux + TL)

For all values, less than 1 = 1

Flux = 1D - 1D
Ix = Importance Extension (Range -3 to +5)

Homogeneity is a measure of the degree to which members of society hold common beliefs. Members of very homogeneous cultures are in strong agreement on the fundamentals of society (usually basic rights, religion, and methods of interaction). Members of non-homogeneous cultures hold many different beliefs on the fundamentals of society.

Acceptance is the degree of xenophobia (or xenophilia) in the culture. High Acceptance is evidenced by friendliness to outsiders and offworlders; Low Acceptance is characterized by fear or rejection of outsiders.

Strangeness is the degree of difference from the norms of interstellar society. High Strangeness is evidenced by unusual or outwardly incomprehensible actions, statements, or responses in the course daily activity. Low Strangeness reflects activities close to interstellar norms.

Symbols used by the culture may range from the concrete (idols; totems; statuary) to the abstract (symbolized belief systems; group affiliations)
 
Symbols

-5 everyday items
-4 statues
-3 idols
-2 talismans
-1 totems
+0 glyphs
+1 symbolized belief systems
+2 group affiliation
+3 conditions (warmth, sickness)
+4 ideas (energy, freedom, luck)
+5 qualities (beauty, truth)
 
Strangeness

This is a composite trait descriptor generated by the IISS for several groups within the Imperium for interfacing purposes. It is a combination of Disposition, Innovation, and Tractability. Strangeness is generated by a flux roll + 5, giving a range of 0 to 10 (A). Low strangeness indicates the culture is close to Imperial norms or understanding of them. High strangeness indicates the culture has very divergent norms, or lacks the disposition to be tolerant of the Imperial culture.

It was originally devised by the Travellers Aid Society (TAS) as an aid to their members to have an understanding of the ease or difficulty their members would have in contacting the world. The original version was a simple score assigned by members during their interactions on the world. The Imperial Navy also devised a similar rating system for their strategic planning. The IISS diplomatic branch currently derives the rating for worlds and gives the information to TAS, Navy, local nobility, and other interested parties.
 
inexorabletash, robject, tjoneslo, thank you! Very helpful. Homegeneity, Acceptance and Symbols tables makes the range concrete for me, and any strategic insight into the rating of Strangeness gives it legs, e.g. "for what strategic reasons might the IN rate this world as very Strange? (or not)".
 
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Symbols

-5 everyday items
-4 statues
-3 idols
-2 talismans
-1 totems
+0 glyphs
+1 symbolized belief systems
+2 group affiliation
+3 conditions (warmth, sickness)
+4 ideas (energy, freedom, luck)
+5 qualities (beauty, truth)

Flux + TL - it's going to be a bigger range than this.

It'd be interesting to take Terra as Flux=0 and describe dominant use of cultural symbology at various TLs:

0 - talismans, fetishes, paintings
1 - monumental sculpture
2 - illuminations
3 - heraldry
4 - representative
5 - slogans
6 - brand logos
7 - skeuomorphics
8 - emoji

... but someone versed in the appropriate sciences (semiotics?) can probably do a far, far better job.
 
Wayne, thank you for this post. What determines the Ix factor range of -3 to 5?


T5.09, p.403

The Importance Extension {Ix}
The Importance Extension {Ix} ranks worlds within a region. It can generally range from +5 to -3. A world with +4 or +5 is Important; a world with 0 or less is Unimportant.
Trade Routes. Trade Routes within a sector connect Important Worlds by various Jump lengths (typically Jump-4 or less). If such a route is not possible, intermediate connections with less Important worlds are possible.


T5.09, p.411

Calculating World {Ix}:
Starport Type A or B: +1
Starport D or worse: - 1
Tech Level G or more: +1
Tech Level A or more: +1
Tech Level 8 or less: - 1
Per Ag Hi In Ri: +1
If Pop 6 or less: - 1
If Naval AND Scout Base: +1
If Way Station: +1
 
Flux + TL - it's going to be a bigger range than this.

Oh crap, I didn't realize it was that big of a range.

In that case, I would label them by ranges with examples, and then show where Symbolics could be used as a MOD to tasks.


Can these native aliens figure out that the markings on your ship represent a corporate symbol, rather than a totemic one?

Difficult task <= Education + SYMBOLS

Failure.

The chief alien cocks his head. "Which spirit guide is indicated on your flying chariot?"
 
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