Character Creation
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1. Determine attributes. Roll 2D* six times. Assign the results as you wish.




*2D is the way Traveller writes 2D6. Since the six-sided die is the only one used in Traveller, they don't bother specifying the 6. The GP dice roller still uses 2d6.
Aaaaaaaaaaabsolute ass…
Str +1
Dex +1
End 0
Edu 0
Int -1
Soc-1
Athletics 0, Drive 0, Mechanic 0
Streetwise 0, Investigate 0, Flyer 0, Recon 0, Gun Combat 0
Rolls
2d6, 2d6, 2d6, 2d6, 2d6, 2d6
2d6 : (31) = 4
2d6 : (25) = 7
2d6 : (65) = 11
2d6 : (41) = 5
2d6 : (11) = 2
2d6 : (26) = 8
2d6, 2d6
2d6 : (23) = 5
2d6 : (45) = 9
Attribute | Score | DM |
Str | 3 | -1 |
Dex | 7 | 0 |
End | 8 | 0 |
Int | 9 | 1 |
Edu | 10 | 1 |
Soc | 11 | 1 |
SOC 11 gives her an (optional) noble title of Knight!
Skills I'm aiming for: Admin, Advocate, Broker, Diplomat
Background Skills: Admin, Carouse, Electronics, Science
Rolls
Attributes - (2d6, 2d6, 2d6, 2d6, 2d6, 2d6)
2d6 : (26) = 8
2d6 : (21) = 3
2d6 : (65) = 11
2d6 : (52) = 7
2d6 : (54) = 9
2d6 : (55) = 10
Str +0
Dex +0
End +1
Int +2
Edu +1
Soc -1
Skills: Animals, medic, science, language
Rolls
Str - (2d6)
(42) = 6
Dex - (2d6)
(35) = 8
End - (2d6)
(54) = 9
Int - (2d6)
(66) = 12
Edu - (2d6)
(55) = 10
Soc - (2d6)
(12) = 3
Attribute | Score | DM |
Str | 8 | 0 |
Dex | 11 | +1 |
End | 6 | 0 |
Int | 12 | +2 |
Edu | 8 | 0 |
Soc | 7 | 0 |
I'm thinking Rogue - pirate, and for my 3 background skills: streetwise, flyer, and survival.
Rolls
STR - (2d6)
(62) = 8
DEX - (2d6)
(65) = 11
END - (2d6)
(24) = 6
INT - (2d6)
(66) = 12
EDU - (2d6)
(62) = 8
SOC - (2d6)
(34) = 7
1. Higher Education? Decided if higher education is something you'd like to apply for and resolve accordingly - either University or Military Academy. If you choose not to apply or your application is denied, pick a career and start that instead.
In addition to making the rolls and recording skills learned and such, narrate what happened to your character. What options did you select? What results transpired? It doesn't have to be set in stone, but sketch out some details as to your character's experience during these four years.
Term 1: Entertainer - Journalist. Skill: Investigate. Event: Gain a patron. DM+2 to advancement, gain an Ally. Advanced! Gain Electronics (comms) skill 1.
Rolls
University - (2d6+1)
(12) + 1 = 4
Entertainer INT 5 - (2d6+2)
(66) + 2 = 14
Journalist Skill - (1d6)
(4) = 4
Survival (Edu 7+) - (2d6+1)
(66) + 1 = 13
Career Event - (2d6)
(33) = 6
Advancement (Int 5) - (2d6+2)
(66) + 2 = 14
Advancement skill personal dev - (1d6)
(2) = 2
Being just smart enough to finish school, but no where near smart enough to go to University, Traveller hopes to join the Military Academy!
Fail
Stung by the Academy not even considering his application, Traveller turns his back on the Military Forces. Rather than patrolling the stars, he sets his sights upon patrolling his little corner of the universe!
Term 1 - Career: Agent - Law Enforcement
Passing through Police Academy with ease, Traveller earns his badge and blues. A rookie on the beat, he picks up the basics quick. What he doesn’t pick up, is how things work. He followed a couple of leads a little too far, a little too high. This thing went right to the top.
He managed to talk his way out of getting stitched up by promising to get himself off-world and never darken the door of the Police Department ever again…
Athletics 0, Drive 0, Mechanic 0
Streetwise 0, Investigate 0, Flyer 0, Recon 0, Gun Combat 0
Rolls
2d6
(22) = 4
Entry to Law Int 6+ - (2d6-1)
(64) - 1 = 9
Law Enforcement Skill Table - (1d6)
(3) = 3
Career Survival End 6+ - (2d6)
(22) = 4
Mishap - (1d6)
(3) = 3
Advocate 8+ - (2d6)
(25) = 7
Term 1 - Merchant Career (Broker) Following her devastating rejection from the most prestigious campuses in the sector, her dreams of engineering and stellar cartography were crushed. While her family was minor nobility they were mainly purveyors and distributors of fabric and textiles. She wandered into the family business and started on the cutting floor. Textiles isn't what she imagined she'd do with her life, but there you have it. She quickly moved herself into the sales and procurement, seeing that as her path forward.
Basic Training, service Skills: Drive 0, Vacc Suit 0, Broker 0, Steward 0, Electronics 0, Persuade 0
Development: Advocate 1
Survival Roll: Passed
Events: You are given advanced training in a specialist field. Roll EDU 8+ to increase any one skill you already have by one level. Diplomat 1
Advancement: Advanced to next rank, Broker rank 1. Skill: Broker 1, Dex +1
Rolls
univserity entrance - (2d6+1)
(41) + 1 = 6
Merchant Career entrance INT 4 - (2d6+1)
(42) + 1 = 7
Development Roll (Broker) - (1d6)
(2) = 2
Survival roll, Broker: EDU 5+ - (2d6+1)
(24) + 1 = 7
Event Roll, Merchant - (2d6)
(63) = 9
Advanced training, EDU 8+ - (2d6+2)
(24) + 2 = 8
Advancement roll, INT 7+ - (2d6+1)
(44) + 1 = 9
Personal Development roll - (1d6)
(2) = 2
No rogue career either apparently. What a wuss.
Term 1 - Drifter - couldn't even survive that.
He's a space bum, living hand-to-mouth in slums and spaceports across the galaxy and not even doing well at that so he became a drifter. He was nearly killed when chatting up a pretty blonde at a job he took as a cook to make ends meet. Distracted, he knocked over the grease bucket, it landed on the grill and hot grease spattered onto one side of his face. When he finally healed he was attacked on his way home from the hospital.
Crime: You commit or are the victim (or are accused) of a crime. Lose one Benefit roll or take the Prisoner career in your next term.
Almost killed – (reduce one physical characteristic by 1D (Soc), reduce two other physical characteristics by 2 (INT and DEX).)
Attribute | Score | DM |
Str | 8 | 0 |
Dex | 9 | +1 |
End | 6 | 0 |
Int | 10 | +1 |
Edu | 8 | 0 |
Soc | 6 | 0 |
Zero Level Skills:
Athletics
Melee (unarmed)
Recon
Language
Streetwise
Stealth
Survival
Background Skills Zero level:
Streetwise
Flyer
Survival
Rolls
DEX 6+ entry - (2d6)
(32) = 5
END 7+ - (2d6)
(24) = 6
Mishap - (1d6)
(2) = 2
Event - (2d6)
(43) = 7
Injury Table - (1d6)
(1) = 1
Life events - (2d6)
(65) = 11
Reduce one physical characteristic by 1D. - (1d6)
(1) = 1
Alright, everyone seems to be getting the hang of it! Continue to show the results for all rolls and weave them into the tale of the next four years of your Traveller's life.
After my exposé of the corrupt police, I got hired as a regular staff writer for my homeworld's paper. Sadly there wasn't an opening in the investigative department yet, so I was assigned to the celebrity gossip department for a bit. It wasn't what I wanted but the pay was steady and I got to meet many celebrities.
Rolls
Skill - (1d6)
(3) = 3
Survival (Edu 7+) - (2d6+1)
(43) + 1 = 8
Event - (2d6)
(31) = 4
Advancement (Int 5+) - (2d6+2)
(16) + 2 = 9
Nobility (Diplomat) - delighted with the Diplomatic assignment from the textile operation, she focuses on the more effective means of getting things done, climbing the social ladder by tagging on her family rank.
Basic training: Investigate 0 Something strange was going on with the family industry. Traced the clues and discovered a cousin was embezzling. Turned them into the family advocate.
Survival: Passed
Event: You inherit a gift from a rich relative. Gain DM+1 to any one Benefit roll. As a regard for safeguarding the house, Great Uncle bestowed this gift (to be determined in career exit)
Advancement: Passed. Rank 1 (Clerk), Admin 1; roll: Advocate +1
Rolls
Nobility, advanced education - (1d6)
(6) = 6
Survival roll, INT 5+ - (2d6+1)
(55) + 1 = 11
Event - (2d6)
(32) = 5
Advancement SOC 7+ - (2d6+1)
(64) + 1 = 11
Benefit rolls for leaving Merchant 1: cash, benefit - (1d6, 1d6)
1d6 : (1) = 1
1d6 : (3) = 3
Advancement skill roll, Advanced Educ - (1d6)
(2) = 2
Traveller sets out for the stars, and gets set up on some far flung planet; away from his old life! He spends some time looking over his shoulder, but eventually sets his hands to clay.
His old police instincts stick with him, and he manages to sniff out corruption once again. But this time, he isn’t leaving. He’s staying right here!
Athletics 0, Drive 0, Mechanic 0
Streetwise 0, Investigate 0, Flyer 0, Recon 0, Gun Combat 0
Basic Training: Steward
Skill: Survival 1, Deception 1
Event: You learn something you should not have - a corporate secret, a political scandal - which you can profit from illegally. If you choose to do so, then you gain DM+1 to the Benefit roll from this career and gain streetwise 1, deception 1 or a criminal contact. If you refuse, you gain nothing.
Rolls
Qualification - (2d6-1)
(53) - 1 = 7
Colonist Skill Table - (1d6)
(5) = 5
Int 7 to survive. - (2d6-1)
(62) - 1 = 7
Event - (2d6)
(26) = 8
Advance 5 Edu - (2d6)
(65) = 11
Late Cop Benefit Roll - (1d6)
(6) = 6
Attempting to become a scout, KHazuni (Zuni to his friends although he has few of those now) had few options left, and the idea of a military career where actual discipline was involved grated his nerves. Ecstatic that he somehow managed to get into that career, he felt his luck had changed and decided to enroll in the second easiest of the options (because he didn't believe his luck had changed that much) as a surveyor with the uncharacteristic idea of advancement.
He is smart and he feels he was justly awarded the post but what really surprises him is the higher-ups wanting him to be a diplomat considering charisma wasn't exactly his strong suit. But miraculously he performed an exemplary service for the scouts by being brave and exploring a treacherous cave that was said to contain valuable minerals.
Forgot the -1 for a previous career but amazingly, it's moot. Yay!
Gain DM+1 to any one Benefit roll (event table roll).
Gain Vac Suit 1 skill
Training - Gain Gun Combat skill
Gain 1 rank in Scout
Zuni would like to connect to someone for the perks.
Rolls
Qualification for Scout Career (INT 5+) - (2d6+1)
(55) + 1 = 11
Courier qualification (END 6+) - (2d6)
(42) = 6
Surveyor table for skill - (1d6)
(5) = 5
Event - (2d6)
(14) = 5
Advance (INT 8+) - (2d6+1)
(63) + 1 = 10
Service skill - (1d6)
(6) = 6
Alright, everyone seems to be getting the hang of it! Continue to show the results for all rolls and weave them into the tale of the next four years of your Traveller's life.
The Entertainer decided being tied to a single company wasn't where she wanted to be. She wanted to be a freelancer, and thanks to her job she has enough contacts to get regular scoops. She has decided to pack up and search out the news herself, beholden to no company.
Rolls
Skill (Pers Dev) - (1d6)
(4) = 4
Survival (Edu 7+) - (2d6+1)
(54) + 1 = 10
Event - (2d6)
(25) = 7
Advancement (Int 5) - (2d6+2)
(12) + 2 = 5
Life Event - (2d6)
(16) = 7
Mustering Out Cash - (2d6)
(26) = 8
Mustering Out Benefits - (3d6)
(133) = 7
Sticking around on Planet Name, Traveller continues to shape and build a community here…
Rolls
Colonist Skill - (1d6)
(2) = 2
Sticking around on Planet Name, Traveller continues to shape and build a community here…
Drive 0, Mechanic 0
Streetwise 0, Investigate 0, Flyer 0, Recon 0, Gun Combat 0
Basic Training: Steward
Skill: Survival 2, Deception 1, Athletics 1
Event: You are rewarded for your diligence or cunning. Gain DM+2 to your next advancement roll.
Rolls
Survival 7+ - (2d6-1)
(65) - 1 = 10
Event - (2d6)
(36) = 9
Advancement - (2d6+2)
(54) + 2 = 11