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
Buoyed by her success, she continues to explore the fine line between trade and diplomacy. On the seedier side of this line is often pretending that she is someone else or has more authority to deal than she really commands.
Skill learned: Art +1 (Speciality: Performer)
Survival: Passed
Event: You make an alliance with a powerful and charismatic noble, who becomes an Ally. Either gain one level of Leadership or DM+4 to your next Advancement roll thanks to their aid.
A lucrative deal is brokered when she works a con with another noble from an unrelated concern, and convinces a civic government to engage them some source. The afterparty is epic.
Advancement: passed, Noble (Diplomat) rank 2; Str +1
Mustering Out: 3 rolls (two terms, plus rank 1).
1/3: applying the +1 benefit from earlier: blade
2/3: Yacht (page 185 of mortgage paid off, roll 1D times on quirks on page 164)
3/3: cash: 50,000Cr
Yacht quirks:
- Library computer contains secret or unusual information.
- Vessel contains disturbing psionic echoes.
- DM-1 to all repair attempts
- Severely Damaged: -10% Hull
Rolls
1 Skill table Diplomat - (1d6)
(6) = 6
Survival roll, INT 5+ - (2d6+1)
(42) + 1 = 7
Event - (2d6)
(65) = 11
Advancement SOC 7+ - (2d6+5)
(11) + 5 = 7
Mustering Out roll 1/3: benefits - (1d6+1)
(2) + 1 = 3
Mustering Out roll 2/3: benefits - (1d6)
(6) = 6
Mustering Out roll 3/3: cash - (1d6)
(4) = 4
Yacht # of quirks - (1d6)
(4) = 4
Yacht quirks - (2d6, 2d6, 2d6, 2d6)
2d6 : (56) = 11
2d6 : (23) = 5
2d6 : (34) = 7
2d6 : (45) = 9
Advancement skill roll, personal development - (1d6)
(1) = 1
EDU +1 (applied)
60,000 creds can spend 5k now per GM
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).)
Term Two: 22 - 26 Years Old
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.
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.
Attribute Score DM
Str 8 0
Dex 9 +1
End 6 0
Int 10 +1
Edu 9 +1
Soc 6 0
Zero Level Skills:
Athletics
Melee (unarmed)
Recon
Language
Streetwise
Stealth 0 +1 (connection with Fallon if approved)
Survival 0 +1 (connection with Sealy if approved)
Scout 1
Combat 0
Background Skills:
Streetwise 0
Flyer 0
Survival 0
Vac Suit 1
Rolls
Mustering out for a benny (1 of 2) - (1d6)
(3) = 3
Musering out for cash (2 of 2) - (1d6)
(6) = 6
House Llewyn of Ichara
One phrase to sum up the scions of House Llewyn is: "They want you to think they've been going legit for generations."
Ichara is a temperate world, wet with rainforests and vast fields. The progenitors grew some of the finest cloths and silks in the Imperium, at first using genetically altered plants and silk worms designed to thrive in that specific environment. Their early successes were buoyed into a vast trading network, the majority of which was not in moving textiles alone, but in smuggling contraband. This network was used clandestinely by the Imperium during the First Imperial Civil War. Bronwyn Llewyn secretly turned on her neighbours and helped the fledgeling empress regain control of the subsector. Her supply ships ferried imperial agents through the heart of the region, forestalling any move to organize a resistance. As a reward, empress Arbellatra elevated Bronwyn Llewyn to Baroness Llewyn in control of the Subsector 133.
Bronwyn's deceits ran deeper, however, and she established a dynasty of smugglers. With the broad discretion of a noble title, she founded a matriarchy of pirate queens. For a 150 years, they pushed outwards, gathering wealth and crushing competition in near space, buying what they needed, taking what they wanted. Llewyn fabrics cloth the mighty and the connected, including lucrative contracts supplying the Imperial Navy.
Seally Llewyn was born into an era of House Llewyn where their former smuggling empire had transformed into a somewhat wealthy trading concern. The Imperial contracts allowed them to focus on distribution of their core textile business, obtaining material throughout known space to serve a hungry galactic demand, rather than production of their own material. Diplomats, agents, and merchants, House Llewyn plies known space for opportunities. Unfortunately for Seally, the family is quite large and the ranks are full of her cousins, distant and near.
Independently minded, Seally obtained a downpayment on a yacht, the Rippled Corsair from her grandmother, Aurelia Llewyn, as a reward for services. The ship is likely haunted, and has some damage and eccentricities, but Seally loves it as her ticket to making a name for herself. Like all Llewyns, however, where she goes she will seek adventure and wealth, but will always be looking for opportunities to leverage back to her family trade network. She's one of many, and not far removed from power, should a daunting number of accidents or scandals eliminate her older relatives from succession. She isn't obsessed with that, but if she can prove herself on her own, she hopes that may one day lead to further elevation in the family.
Having settled the planet, Traveller enjoys the fruits of his labor!
You are harassed and your life ruined by a criminal gang. Gain the gang as an enemy.
Booted out of Colonist.
Two Ship Shares and a Gun
CR 50,000
Reduce one physical characteristic by 1.
Rolls
Colonist Skill - (1d6)
(5) = 5
Career Survival Int 7+ - (2d6-1)
(34) - 1 = 6
Mishap - (1d6)
(2) = 2
Benefit Roll 1 - (1d6+1)
(5) + 1 = 6
Benefit Roll 2 - (1d6)
(4) = 4
Bonus Benefit Roll for Rank 2 - (1d6)
(6) = 6
Aging - (2d6-4)
(22) - 4 = 0
TERM | SEALLY (Q) | (KCC) | (NEZZ) | (WINDY) |
1 | You are given advanced training in a specialist field (Diplomat 1). | Mishap: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! | gain an Ally | Mishap: He was nearly killed when chatting up a pretty blonde at a job he took as a cook to make ends meet. |
2 | You inherit a gift from a rich relative (Blade). | You learn something you should not have - a corporate secret, a political scandal - which you can profit from illegally. | Event: you are part of your homeworld's celebrity circle, gain a skill (Persuade 1) | performed an exemplary service for the scouts |
3 | You make an alliance with a powerful and charismatic noble, who becomes an Ally. | You are rewarded for your diligence or cunning (colonist) | Life Event (New Contact) | n/a |
4 | n/a | You are harassed and your life ruined by a criminal gang. Gain the gang as an enemy. | n/a | n/a |
TERM | SEALLY (Q) | (KCC) | (NEZZ) | (WINDY) |
1 | -- | Mishap: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! | -- | -- |
2 | You are given advanced training in a specialist field (Diplomat 1). | You learn something you should not have - a corporate secret, a political scandal - which you can profit from illegally. | Gain an Patron and Contact | Mishap: He was nearly killed when chatting up a pretty blonde at a job he took as a cook to make ends meet. |
3 | You inherit a gift from a rich relative (Blade). | You are rewarded for your diligence or cunning (colonist) | Event: you are part of your homeworld's celebrity circle, gain a skill (Persuade 1) | performed an exemplary service for the scouts |
4 | You make an alliance with a powerful and charismatic noble, who becomes an Ally. | You are harassed and your life ruined by a criminal gang. Gain the gang as an enemy. | Life Event (New Contact) | n/a |

Hailing from Aarza Kand, out in the Shinkan Sub-sector, ‘Alerio’ was desperate to escape the grip of low level crime that swallowed up so many of her peers.
She applied to go off-world, and study at the Military Academy. An application that was rejected. She didn’t have the right connections. Stuck planet-side, Alerio grit her teeth and decided to try make a difference on Aarza Kand.
Everyone who’s anyone knows that the Ekilati Onati are the biggest game in town on Kand. A Vargr gang meant problems; and lots of them. One of these problems was something that Alerio just couldn’t let go. She chased the case to its conclusion… and it got her kicked off the force. Kicked off the planet!! She barely made it out with her life. Her name… she lost that.
Seeing how things really work between the Law and Big Crime, Alerio crossed the sub sector, landing on some nothing planet where people didn’t ask too many questions. There was so much promise; so much opportunity.
And Alerio took it! Her worldview shattered, she skimmed a little here and there. Put pressure on the right people at the right time. She did well.
Until she didn’t. 8 years she spent on that dirt rock, until there was sufficient interest in the place for the Ekilati Onati to want to get their dirty paws in the pie.
Alerio decided that it was better to shoot first this time around. Burning that bridge, she took to the stars, with the Ekilati Onati on her tail!

Fallon was born on the tropical world of Tenalphi and grew up in a commune. After finishing her primary education, she applied to university. Her entrance essay was radical and condemned by the stuffy elites in their white tower of education. Instead she became a freelance journalist, seeking stories of corruption and criminality to bring down the rich and powerful. Her first break was a tip from a police officer who spilled the beans on corruption in the high ranks of the force. Her story gained her enough attention to be offered a job at a subsector-influential newswire. Unfortunately, it was in the entertainment department.
Fallon decided to stick around, honing her craft and making connections with the rich and influential entertainers. She gained a few friends and even a patron. They would feed her info, anonymously of course, that she would publish in her own newsletter under a pseudonym. Respectable journalist by day, investigative journalist vigilante by night.
But after eight years of not much progress other than becoming a staff writer, she itched to get back to her roots of independent jounalism that would make a difference in the galaxy. She resigned her post, gathered her money and belongings, and hit the space ports to start fresh.
TERM | Seally (Q) | Alerio (K) | Fallon (N) | Zuni (W) |
1 | -- | Mishap: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! | -- | -- |
2 | You are given advanced training in a specialist field (Diplomat 1). | You learn something you should not have - a corporate secret, a political scandal - which you can profit from illegally. | Gain an Patron and Contact | -- |
3 | You inherit a gift from a rich relative (Blade). | You are rewarded for your diligence or cunning (colonist) | Event: you are part of your homeworld's celebrity circle, gain a skill (Persuade 1) | Mishap: He was nearly killed when chatting up a pretty blonde at a job he took as a cook to make ends meet. |
4 | You make an alliance with a powerful and charismatic noble, who becomes an Ally. | You are harassed and your life ruined by a criminal gang. Gain the gang as an enemy. | Life Event (New Contact) | performed an exemplary service for the scouts |
After Zuni's heroic cave exploits, he was sent by the Scouts to a diplomatic training course. Few of the people there had heard stories such as his, and so he was asked to repeat it several times.
Meanwhile, Seally was basking in the support from her grandmother, Aurellia Llewyn, about obtaining a ship to go off on her own properly. Head swimming with dreams of deep space exploring, she overheard this Zuni character's story, and dragged him off to dinner and drinks. What started as a fact finding interrogation turned quickly into a friendship of shared goals.
After the party, they hung out for a few days, doing drugs and trying to do anything but be a "stuffy treaty budgie". Who's here it was is not important, but a heist gone wrong taught Seally much using her uncle's monoblade, and taught Zuni much about surviving the harsh environment of the frozen tundra.
Seally: Melee [Blades) 1
Zuni: Survival 1
Connection: Fallon and Alerio
Alerio tipped Fallon off about police corruption, Alerio got kicked off the force but Fallon got a promotion
Connection: Fallon and Seally
It might be fun if one of the "celebrities" that Nezz rubbed shoulders with in 2nd term was Lady Seally of Llewyn. What kind of collaboration might they have gotten up to?
Fallon needed an in to a party in Ekilati Onati gang territory and convinced Seally to slum it with him. Her goal was to attract attention while Fallon dug into the dark corners for leads to his story.
Seally: Carouse 1
Fallon: Streetwise 1
Connection: Zuni and Alerio
Zuni was a scout when Alerio was a colonist. Maybe Zuni was involved in the Hellhole survey mission and the two had a caper of some kind during this time?
Connection: Fallon and Zuni
Zuni met Fallon when she was covering the diplomatic training course and was instantly drawn to her independent and rebellious nature. He found her attractive and asked her to dinner. From there, things took a romantic turn and they spent the next several days together getting to "know" each other.
They could've had a short relationship when Fallon first got his newspaper job. Snuck around during the getting-to-know-you days since fraternizing was frowned upon by Zuni's bosses as it was uncool for a diplomat to behave that way.
Fallon: unknown
Zuni: Stealth 1
Zuni met Fallon when she was covering the diplomatic training course and was instantly drawn to her independent and rebellious nature. He found her attractive and asked her to dinner. From there, things took a romantic turn and they spent the next several days together getting to "know" each other.
@Nezzeraj is this ok? I made some presumptions.
With Nezz’s character: maybe he pushed me to try dig up some more concrete dirt. Something the papers could print.
Possible skills: Investigate 1, Recon 1, Stealth 1.
Sneaking around. Trying to get something solid and it led to me getting caught out.
For Windy’s:
I’m thinking that the planet was still in the process of being pacified when the Scouts showed up.
Skills: Animals 1, Gun Combat 1, Admin 1, Broker 1, Leadership 1.
Something that would reflect my character showing you around a planet taking shape. And my role in that community as a result of me being the contact that dealt with the Scouts.
(I am aiming to get Gun Combat from somewhere :D)
Yay!!! I was hoping for Jack of All Trades and got it. Whoop!
Rolls
1d6
(6) = 6
Rolls
Personal Dev - (1d6)
(5) = 5
Personal Dev - (1d6)
(1) = 1
Journalist - (1d6)
(2) = 2
Rolls
Colonist - (1d6)
(2) = 2
Colonist - (1d6)
(1) = 1