Mongoose Traveller V2 Character Creator
Enter the traveller's name in the box below and then press Next
Notes
- This generator runs entirely in your browser - no data about the character is stored on the web server
- At the end of the generation you have the option to print the character or to generate the XML file that can be used to import the character to Fantast Grounds Unity.
- Many of the buttons have
hover text
to provide additional information about your choices. - Travellers can still attempt skill rolls even when they do not have the relevant skill. However they suffer a penalty of three to that dice roll. If the traveller has a skill at level zero that penalty is not applied. If the skill level is one or more the traveller gets that skill level as a bonus to the dice roll.
- The creator applies all the applicable dice modifications from your characterestics, species and skills to the relevant dice rolls. When it presents the dice roll needed to make a particular roll those modifiers have been taken into account.
- Note that during character creation skills cannot go above level four. The total of your skill levels is limited to a maximum of three times your combined intelligence and education. Any skill increases above these limits are silently lost.
- Some skills have specialities. You will asked to assign those specialities at the end of the character generation.
Optionally set the random number seed: from an earlier character to allow you to recreate the character assuming you can reproduce all the decisions you made during the generation!
Copyright
The Traveller game in all forms is owned by Mongoose Publishing. Copyright 1977 - 2024 Mongoose Publishing. For more details see the Version History of this creator. The code elements of this creator are © David Vines 2024.
Choose the traveller's species and gender from these options:
Humanity has gone to the stars and a mighty Third Imperium unites thousands of worlds under a single rule. The Third Imperium commands the space between the stars, ensuring that civilisation endures and trade continues. Most travellers in the Third Imperium are Human |
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The Vargr are the only Major Race to have been uplifted by the Ancients. The Vargr are descended from carnivore/chaser stock; genetically engineered by the Ancients about 300,000 years ago from the genus Canis found on Terra. Vargr get Strength -1, Dexterity +1, Endurance +1, a fearsome bite and Heightened Senses |
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Aslan are descended from four-limbed carnivorous pouncer stock. Early Terran explorers regarded the Aslan as 'lion-like' and the simile has stuck ever since, although the Aslan bear only a passing resemblance to terrestrial lions. Aslan get Strength +2, Dexterity -2, a dewclaw that can be extended to make for a vicious close combat weapon, and Heightened Senses |
Choose the traveller's homeworld below and then press Next
Or type the name of the world in the box below and then press Next
Your initial characterestics are shown in the character sheet to the right. (Note that these have been rerolled using one of the alternatives
from the Traveller Companion
. Three of the rolls have been rolled with a Boon (i.e., three six-sided dice were rolled and the best two
results used). Choose which pair of characterestics you wish to swap (if any).
and then press Do it!
to perform the swap.
Swap with
Note: As you have selected a species of Vargr once you press Next
your characterestics will be adjusted with your Strength
being reduced by one, and your Dexterity and Endurance both being increased by one.
Note: As you have selected a species of Aslan once you press Next
your characterestics will be adjusted with your Strength
being increased by two, and your Dexterity being reduced by two.
Once you're happy that you don't want to swap any additional pairs of characterestics
press Next
to move to the next stage of character creation.
What did you learn before age 18?
Select 0 background skills from the following list:
Once you're happy with your selection of skills press Next
to move to the next stage of character creation.
It's your first term. Choose a career to attempt to enter (the required roll to enter that career is shown in the brackets):
(Each button shows what roll you must make to enter your chosen career (if any). All applicable dice modifiers have been applied to values shown. Disabled buttons are careers yet to be implemented)
You've successfully entered University. Choose a Level 0 skill:
And a level 1 skill:
Your Education will also increase by 1.
If you successfully graduate both the skills you pick will be increased by an additional level and your education will also increase by another one point.
You've successfully entered .
You gain the following skills:
You successfully become an agent.
As you graduated from you have the chance to be commissioned immediately on entry to . As you graduated with Honours your commission (if you apply for it) will be automatically approved.
You will remain a prisoner until the parole board decides you can be released. This check is made as part of your advancement in your
career
as a prisoner. If you roll at least your parole
threshold (which, for you, is initially ) for your advancement roll you will be released.
Please choose your assignment from the following:
-
.
Skills:
-
.
Skills:
-
.
Skills:
You gain your choice of the following options:
Gained:
As this is your first term you will learn the following skills: .
As you already know all of the skills this career offers in basic training you don't gain any skills in basic training
Please select a skill for your basic training. You will gain the skill at level 0
As your basic training you gain the skill at level 0.
You already have all the skills this career offers as part of basic training.
As a graduate from the you can select three skills from the following list to be improved to level 1:
Once you're happy with your selection of skills press the Roll for Survival
button to move onto the next stage of the traveller's career.
As a graduate from the you gain the following skills:
As a graduate from the you would normally improve some of your skills to level one. However you already have all the relevant skills at that level and hence do not receive any additional skills.
Choose which table of skills and training you'd like to use for a new skill or training this term:
Gained:
(if you fail this roll you will suffer a mishap and will leave this career at the end of this term)
You suffered a mishap during this term.
Psionics: You encounter a Psionic Institute. You may test your Psionic Strength and may also attempt to join the Psion career next term if you do so
Deep Tragedy: Your time in education is not a happy one; perhaps you became hopelessly addicted to drink or drugs, a failed romance leaves you in tatters or a fatal accident involving a close friend shakes your confidence. You crash and fail to graduate
Prank gone wrong: A supposedly harmless prank went wrong and someone got hurt, physically or emotionally.
Carouse: You take advantage of your youth and party as much as you study. Gain Carouse-1.
Connections: You became involved in a tightly knit clique or group and made a pact to remain friends forever, wherever in the galaxy you may end.
Life Event
Political Movement: You join a political movement
Hobby: You developed a healthy interest in a hobby or other area of study.
Choose a skill to gain at level 0:
Discovery: A newly arrived tutor rubbed you the wrong way and you worked hard to overturn their conclusions
Choose a skill in which to make a skill check:
War: War came to your homeworld and a widespread draft was instigated. How did you react?
- (Not yet implemented)
War: War came to homeworld and a widespread draft was instigated. However you were able to pull some strings and avoided the draft.
Recognition in Education: You gained widespread recognition of your initiative and innovative approach to study. Your Social Standing increased by one.
An investigation takes a dangerous turn. Roll to try to recover it:
Gain one of the following skills:
You complete a mission for your superiors and are suitably rewarded. One of your benefit rolls will be improved by +1
You establish a network of contacts of whom may continue to help you in the future
You go undercover to investigate an enemy. Choose one of the following options and make a Deception roll. If you succeed you will have gain a skill and then have an event from that career. If you fail you will have a mishap from that career instead
- Unimplemented
You gain a skill, choose which table on which to make the roll:
You gained:
You go above and beyond the call of duty. One of your benefit rolls will be improved by +2
Your efforts uncover a major conspiracy against your emploters and will be automatically promoted
You are given a special duty or assignment in your unit. One of your benefit rolls will be improved by +1
You are thrown into a brutal ground war. Roll to see if you avoid injury:
Gain one of the following skills:
You were injured in the war.
Surrounded and outnumbered by the enemy, you hold out until relief arrives. Gain a die modifier of +2 when you attempt to advance in your career this term
You display heroism in battle. You may gain a promotion or commission automatically
Political Upheaval strikes your homeworld and you are caught up in the revolution. Choose a skill to use:
- You will gain this skill at level one
- You will gain this skill at level one
- You will gain this skill at level one
- You will gain this skill at level one
You have come out on the winning side and gain a Die Modifier of +2 on your next advancement roll
You have come out on the losing side and suffer a Die Modifier of -2 on your next survival roll
. Gain +1 to a benefit roll in the future.
You learn something you shouldn't have - a corporate secret, a political scandal - from which you can profit from illegally. What do you do:
- You gain nothing
- You also gain a +1 to a future benefit roll
- You also gain a +1 to a future benefit roll
- You also gain +1 to a future benefit roll
You are rewarded for your diligence or cunning. Gain a die modifier of +2 on your next advancement roll.
You rise to a position of power in your colony or corporation. You will be automatically promoted.
A patron offers you a chance at a job. If you accept you gain a DM+4 to your next qualification roll but you owe that patron a favour
You manage to scavenge something of use. Gain DM+1 to any one Benefit Roll
You are attacked by your enemies.Gain a new enemy (who is actively out to get you).
Choose a skill in which to make a skill check to avoid an injury:
You have been offered the chance to take part in a risky but rewarding adventure.
You rejected the chance of adventure
You decided to go on the adventure. Roll 1D6, on 1-2 you failed, on 3-4 you survived, on 5-6 you succeeded.
You have been forcibly drafted (currently not implemented - this event currently has no effect!)
You thrive on adversity and will be automatically promoted
You are invited to take part in a controversial event or exhibition. Roll to see how well your work is received:
You work is well received and your social standing goes up by one.
Your work makes the event even more controversial and public opinion turns against you and the exhibition. Your social standing goes down by one.
You are a part of your homeworld's celebrity circles. Choose one of the following to gain:You gain a new contact (who may be willing to help you in the future).
You gain
One of your works is especially well received and popular, making you a minor celebrity. Gain a die modifer of +1 on a future benefit roll.
You gain a patron in the arts. Gain a die modifier of +2 to your next advancement roll (The patron is an ally who will be willing to help you in the future and to whom you do not owe a favour (at least not at this time!))
You have the opportunity to criticise or even bring down a questionable political leader on your homeworld. If you refuse and support the leader you gain nothing. If you accept they will become an enemy of yours andthen attempt a skill roll. If you succeed you will gain a level in a skill you already have. If you fail you gain the skill anyway but have to make a rol on the mishap table.
You supported the questionable political leader.
Gain one of the following skills:
You gained
You go on a tour of the sector and made a network of contacts of whom may continue to help you in the future
You win a prestigious prize. You will be automatically promoted.
You are assigned to an assault on an enemy fortress. Roll to see if you are successful:
The assualt failed.
A mission goes disasterously wrong due to your commander's error or incompetence but you survive. If you report your commanding officer for their failure gain a die modifier of +2 on your next advancement but gain them as an enemy who will actively work against you in the future. If you say nothing you gain them as an ally and they will actively help you in the future.
You are assigned to a black ops mission. Gain a die modifier of +2 to your next advancement roll
You display heroism in battle. You may gain a promotion or commission automatically
You are offered the opportunity to smuggle illegal items onto a planet. If you accept roll to see if you succeed. If you do succeed you will gain Streetwise-1 and an extra Benefit roll. If you refuse you gain an enemy in the criminal sphere who will actively work against you in the future.
You have the chance to risk your fortune on a possibly lucative deal.
Choose a number of Benefit Rools to wager and then make a Gambler or Broker skill check. If you fail you lose all the wagered benefit rolls. If you win you gain half as many benefit rolls as you wagered. Either way you will gain a level in the skill you chose
Gamble rolls
You make an unexpected connection outside of your normal circles. Gain a contact who may be willing to help in the future.
You are embroiled in legal troubles.
Gain one of the following skills:
You gained
Roll to see if your legal troubles end up with you in prison:
A good deal ensures you are living the high life for a few years. Gain a die modifier of +1 to one benefit roll
Your business thrives. You will be automatically promoted.
You have the opportunity to escape the prison. If you take the opportunity and pass the skill check you no longer a prisoner. Fail will raise your Parole Threshold by two.
You are assigned to difficult or backbreaking work
Gain one of the following skills:
You have the opportunity to join a prison gang. If you take the opportunity and pass the characterestic check your Parole Threshold increases by one you gain a DM+1 to all survival rolls while you are a prisoner and may gain a skill. If you fail the characterestic check you gain an enemy
Gain one of the following skills:
Prison Event, roll to see what happens:
A riot engulfs the prison, Roll again to see how it affects you:
You were unaffected by the riot
You found something useful and gained an extra benefit roll
You made friends with another inmate; gain them as a contact (someone who may be willing to help you in the future)
You made a new rival amongst the prisoners or guards. They will act against you in the future
You were transferred to a new prison. Your prison threshold is now .
Good behaviour, your Parole Threshold is reduced by one.
You were attacked by another prisoner. Roll to see if you avoid injury
After a Parole Hearing your Parole Threshold drops by one
You have the opportunity to hire a new lawyer. If you do and they succeed at making an Advocate check your Parole Threshold will be reduced.
- at a cost of Cr 1,000, 7+ to succeed
- at a cost of Cr 4,000, 6+ to succeed
- at a cost of Cr 9,000, 5+ to succeed
- at a cost of Cr16,000, 4+ to succeed
The warden has taken an interest in your case. Your Parole Threshold is reduced by two
You have the opportunity to save a guard or prison officer. If you take the risk and succeed you will gain an ally and reduce your parole threshold by two (If you fail you will be injured))
You have been arrested and charged. Choose to either defend yourself or hire an Advocate:
- (You will gain a contact but lose a benefit roll)
One of your crimes pays off. Gain a DM of +2 to one of your benefit rolls and gain your victim as an enemy
You have the opportunity to backstab a fellow rogue for personal gain.
- and gain DM of +4 on the advancement roll
- and gain an ally
You spent months in the dangerous criminal underworld.
Gain one of the following skills:
You become involved in a feud with a rival criminal organisation
Choose a skill in which to make a skill check to avoid an injury and gain a benefit roll:
You are involved in a gambling ring. Gain Gambler-1.
Choose a number of Benefit Rolls to wager and then make a Gambler skill check. If you fail you lose all the wagered benefit rolls. If you win you gain half as many benefit rolls as you wagered.
Gamble rolls
You commit a legendary crime and will be automatically promoted
Your ship is ambushed by enemy vessels. Choose a skill with which to make a skill check:
- Attempt to run
- Attempt to treat with the invaders
You also gain an enemy (who will be out to get you). You gain Electronics-1.
You perform an explemplary service for the Scouts. One of your benefit rolls will be improved by +1
When dealing with an alien species you have the opportunity to gather extra intelligence about them. Decide how you're going to gather the intelligence:
- (Unlike normal mishaps you won't be forced to leave your career)
Your scout ship is the first on the scene to rescue the survivors of a disaster. Choose how you try to help:
Your spend a great deal of time on the fringes of Charted Space. Roll to see how it goes:
- (Unlike normal mishaps you won't be forced to leave your career)
You discovered a new world, item or information of worth to the Imperium and will be automatically promoted
Disaster!
(Unlike normal mishaps you won't be forced to leave your career)
Life Event
You gain a die modifier of +4 on your next advancement roll
Choose between:
Birth or Death: Someone close to you dies, like a friend or family member. Alternatively, someone close to you gives birth (or is born!). You are involved in some fashion (father or mother, relative, godparent and so forth).
Ending of Relationship: A romantic relationship involving you ends. Badly. Gain a Rival who will oppose you in the future.
Improved Relationship: A romantic relationship involving you deepens, possibly leading to marriage or some other emotional commitment. Gain an Ally who will actively try to help you in the future.
New Relationship: You become involved in a romantic relationship. Gain an Ally who will actively try to help you in the future.
New Contact: You gain a new contact who may be willing to help you in the future.
Betrayal: You have been betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or Enemy. Otherwise gain a Rival or Enemy.
Travel: You move to another world. You gain a DM of +2 to your next qualification roll.
Good Fortune: Something good happens to you; you come into money unexpectedly, have a lifelong dream come true, get a book published or have some other stroke of good fortune. Gain a DM of +2 to any one benefit roll.
Crime: You commit or are the victim (or are accused) of a crime. Choose between losing a benefit roll or becoming a prisoner:
Unusual Event: Something weird happens: Roll to see what it is:
Psionics: You encounter a Psionic Institute. You may test your Psionic Strength and may also attempt to join the Psion career next term if you do so
Aliens: You spend time among an alien species
Alien Artefact: You have a strange and unusual device from an alien culture
Amnesia: Something happened to you but you do not know what it was.
Contact with the Government: You briefly came into contact with the highest echelons of the Imperium - an Archduke for example or, perhaps, Imperial Intelligence
Ancient Technology: You have something older than the Imperium or even something older than humanity.
A criminal or other figure under investigation offers you a deal:
- Merely end your career as an agent
- Become severely injured
An investigation goes critically wrong or leads to the top and you appear in court. Roll to see the outcome:
You've learnt something that you shouldn't have and people want to kill you for it. You've gained an Enemy (who is out to get you). However you have also gained the skill Deception 1.
Your work ends up coming home with you and someone gets hurt. You lose .
The unit under your command is slaughtered in a disasterous battle, for which you blame your commander. You have them removed from service but their retaliation means you both leave the army and they become your enemy (and will actively work against you in the future).
You discover that you commanding officer is engaged in some kind of illegal activity, such as weapon smuggling. You can either join the smuggling ring and gain your commanding officer as an ally (who will be willing to help you in the future) before the inevitable investigation gets you discharged or you can co-operate with the military police - the offical whitewash gets you discharged anyway but you get to keep your benefit roll for this term.
You are tormented by or quarrelled with an officer of fellow soldier. You gain them as a rival (someone who will oppose you in the future) as they try to drive you out of the army
You are harassed and your life ruined by a criminal gang. You gain the gang as an Enemy who will actively work against you in the future.
Hard Times caused by a lack of interstellar trade costs you your job. Lose one level of social standing.
Your business is investigated by the planetary authoritiescolony suffers interference from offworld interests. Co-operate with the interference and your businesscolony is shut down but you gain a die modifier of +2 to the qualification roll of your next career as a reward for your aid. Refuse and you gain an ally
You run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy
You suffer from a life-threatening illness. Your Endurance is reduced by one.
You do not know what happened to you. There is a gap in your memory
You expose or are involved in a scandal of some sort.
Public opinion turns against you. Your social standing is reduced by one.
You are forced out because of censorship or controversy. What truth did you get too close to? You gain a die modifier of +2 to the qualification roll for your next career.
A mission goes wrong; you and several others are captured and mistreated by the enemy. You gain your jailer as an enemy (who will actively work against you in the future). Your Strength and Dexterity are reduced by one point due to the injuries you suffered.
You are ordered to take part in a black ops mission that goes against your conscience. If you refuse you are ejected from the service. If you accept you may stay with the marines but gain the lone survivor as an enemy (who will actively work against you in the future)
You are tormented by or quarrelled with an officer of fellow soldier. You gain them as a rival (someone who will oppose you in the future) as they try to drive you out of the army
You are bankrupted by a rival. You lose all Benefits from this career and gain the other trader as a Rival.
Your ShipStarport is destroyed by criminals. Gain them as an Enemy.
Imperial trade restrictions force you out of business. You may take the rogue career for your next term without needing to roll for qualification.
A series of bad deals and decisions force you into bankruptcy. You salvage what you can. You may take a Benefit roll for this term as well any others you are entitled to.
A rival prison gang persecutes you. You may to fight back if you wish but, if you do not you lose all benefits rolls from your Prisoner career. If you do fight back and lose you'll be severely injured. Win the fight you'll gain an enemy and raise your parole threshold by one.
A guard takes a dislike to you. Gain an Enemy (someone who will actively act against you in the future) and raises your parole threshold by one
Word of your criminal past reaches your homeworld. Lose 1 Social Standing
Arrested. You must become a prisoner in the next term
A job goes wrong forcing you to flee off planet.
Gain one of the following skills:
A police detective or rival criminal gang forces you to flee and vows to hunt you down. Gain an Enemy
Psychologically damaged by your time in the scouts. Choose between losing a point of intelligence or a point of social standing:
Your ship was damaged and you have to hitchhike your way back across the stars to the nearest scout base. You gained (who may be willing to help in the future) and (who are out to get you)
You've inadvertently caused a conflict between the Imperium and a minor world or species. You've gained a Rival (who will oppose you in the future). However you have also gained the skill Diplomat 1.
You have no idea what happened to you - they found your ship drifting on the fringes of friendly space
Betrayed by a friend, one of your allies or contacts betrays you ending your career and becomes a rival or enemy. If you have no allies or contacts you have been betrayed by someone you never saw coming (and you still gain a rival or enemy)
You avoided Prison and you were betrayed by an rival who will continue to work against you
You were indeed arrested and imprisoned by an enemy who will continue to be out to get you
.
Gain one of the following skills:
Gain one of the following skills:
You gained
You can attempt to advance as .
If you roll 12 you will be forced to continue in in your next term.
As you do not have a commission in you can apply to become a commissioned officer. If your application succeeds that application replaces your advancement. If, however your application is rejected you may then attempt to advance as normal as a non-commissioned officer. NOTE: Due to your low social standing you can only make this attempt during this (your first) term.
If you roll or more you will be released from prison
The parole board has considered your case and believes that you can now be released
Having considered your case the parole board does not believe that you can be safely released. You must remain a prisoner
You have been successful in your commission application and have been promoted to .
Your application to become commissioned has been rejected. You may now attempt to advance as a non-commissioned officer instead.
Gained:
You are now years old. As a result you need As you are under age 34 you do not need to make an aging roll to avoid the effects of aging weighing on you.
(Note: the more you miss the target the worse the effects will be)
No effects from aging
You suffer from the effects of aging and must reduce one of your physical characterestics by one:
You suffer from the effects of aging and must reduce two of your physical characterestics by one. Choose which characterestic to keep unaffected:
You suffer from the effects of aging and must reduce all three of your physical characterestics by one.
You suffer from the effects of aging and must reduce one of your physical characterestics by two (the other two physical characterestics will be reduced by one):
You suffer from the effects of aging and must reduce two of your physical characterestics by two. Choose which characterestic will only lose one point:
You suffer from the effects of aging and must reduce all three of your physical characterestics by two.
You suffer from the effects of aging and must reduce all three of your physical characterestics by two. Choose a mental characterestic which will be reduced by one:
You have suffered an aging crisis and had to spend Cr10,000 to avoid dying. You will no longer to able to start any new career (limiting you to the Drifter career or the Draft if you wish to start a new career before adventuring)
You have completed your xth term across all careers and pre-career education. What would you like to do next?
Note: If you continue in a career you will need to make an aging roll at the end of your next term of service
- After time in pre-career education you decide to join a career
- Due to events in the term just completed you are required to join
- You are required by to continue in their service in the next term
- You were arrested and convicted in the term just completed
- You are yet to be released from prison
- After your time in prison you decide to join a career
- Continue in as a
- Continue in but change assignment
- Leave and change career
- Leave and change career. Note If you wish to change branch you must select this option to leave that branch and then reapply to the career (you could be rejected!)
- You decide to go adventuring
- After time in pre-career education you decide to go adventuring immediately
- After your time in prison you decide to go adventuring
To change assignment in you need to pass a qualification roll
You were successful, choose your new assignment:
You changed assignment to
You failed the qualification roll and so you will continue as a .
Unfortunately you had no benefit rolls awarded as part of your service in or lost those benefits during your service.
As a reward for your service in you have been awarded Benefit Rolls.
Over all careers of the traveller a maximum of three rolls can be taken as cash. You have remaining.
You have remaining.
Please choose whether to take the next roll as Cash
or Other Benefits
.
For this benefit you must choose between the following options:
You have been awarded the following:
Connections
During a character's creation if two players agree then any event rolled for one player can involve (in some way) another character. Only one player need to have rolled the event but it is more exciting if you can link events of two different characters together. If an event can be linked in this way both players get one extra skill of their choice (The skill cannot be Jack-of-all-Trades nor can it take a skill above level 3).
Please indicate if you have made a connection to another character.
Please select a skill to gain from the following selection of skills:
You have gained a skill level in
Did you make a second connection (it must be to a different character)?
Please select a skill to gain from the following selection of skills:
You have gained a skill level in
The following skills require specialisation. Defaults have been chosen for each such skill but you can change the choices below. Once
you're happy with your specialisation press next
Character creation is now complete.
(not yet implemented)
(not yet implemented)
Warning: this will overwrite the current character so if you wanted to keep it use one of the above buttons first!
Loading...
- Name:
- Species:
- Human
- Gender:
- Female
- Homeworld:
- Age:
- 18
- Cash:
- Cr 0
- Parole Threshold:
Benefits
Associates
- Contacts:
- 0
- Allies:
- 0
- Rivals:
- 0
- Enemies:
- 0
- Patrons:
- 0
STR | DEX | END | INT | EDU | SOC | PSI | |
---|---|---|---|---|---|---|---|
Score | |||||||
DM |
Skills
Life Events
Character Seed:
Rolled a 12
DJV's Mongoose Traveller V2 Character Creator Plugin Version 3.264.74