FALLING IN LOVEThat last line amuses me to no end.
When a personality character meets a strange personality character of the opposite sex for the first time, a Romance Roll must be made for each of them. Romance Rolls are made in accordance with the following procedure:
1. Romance Rolls are made in order of the character's Charismas, with rolls for the highest characters being made first.
2. The players rolls 4d6 and adds his/her character's Luck modifier. If the sum obtained is less than the Charisma of the character of the opposite sex, the first character has fallen in love. Note that Kirk has no luck in love, so his Luck modifier is never added in a Romance Roll.
3. A character will not fall in love with more than one character of the opposite sex during the course of a single adventure.
4. If, during the course of a single adventure, a character of one sex has already fallen in love, the game-master rolls 1d6. A score of three or more indicates that no more characters of that sex will fall in love during the scenario, except as the result of a successful Pass.
MAKING A PASS
When one character is in love with another character, the first character will try to make a Pass at the beloved character as soon as a convenient opportunity arises. Passes are made in accordance with the following procedure:
1. The player announces that his/her character is making a Pass at the beloved and rolls 1d6. The player then adds character's Charisma and Luck modifiers to his/her die score.
2. The player controlling the beloved character rolls 1d6 and adds the character's Mentality and Luck modifiers to his/her score.
3. If the number obtained for the beloved character in step 2 is less than the number obtained for the Passing character in step 1, the Pass is successful and the beloved character falls in love with the Passing character.
4. Note again that Kirk's never lucky in love, and can't add his Luck modifier to these scores either.
5. Passes can be made by characters who are not in love in order to achieve their own ends.
These rules were written for Heritage Models' proto-rpg/minis game Star Trek: Adventure Gaming in the Final Frontier but the work needed to apply these rules to D&D etc. is pretty minimal. Ignore Luck, change the Mentality bonus to Int or Wis and Bob's your father's brother. Some groups might wish to adapt the straight rules to less hetero-normative play.