Mongoose Traveller 2e 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 Fantasy 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 characteristics, 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.
You can if you want to try to reproduce an earlier run assuming you can reproduce all the decisions you made during the generation!
Set the random number seed:
Previous Characters
You have previously generated and saved one or more characters. If you wish to view (or delete) one of these characters, select from the following options:
(Alternatively if you wish to generate a new character, type the character's name in the box above and press the Next
key)
Recent Changes
3.278.0 - 18 November 2024
Bug fix - Adjust scout mishap3's contact and enemy counts. Provide enemy text on Scout event 3, Fix Typo's, Stop several events overwriting career event
3.277.0 - 18 November 2024
Fix typo. Add full life event list to the Notes of the FGU export
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 characteristics 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 characteristics 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 characteristics 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 characteristics 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 characteristics
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):
(Only careers which you could possibly enter are shown. Each button shows what roll you must make to enter your chosen career. More details on each career can be found if you hover over the button).
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 have been drafted. Roll to see into which career you have been drafted
You have been drafted into .
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 Next
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 leave at the end of this term. In most cases you will not receive a benefit roll (a representation of money, equipment and influence acquired during your years of work) if you suffer a mishap.
- Search for anagathics. If you do locate a supply you will start using the anagathics immediately at a cost of Cr for this first term of use. If your roll is a 2, you will be imprisoned.
- As you are using anagathics you will suffer a mishap unless you can make this roll twice. The anagathics will cost you Cr this term.
- You will immediately suffer an aging crisis (You need to undergo medical care and will be unable to qualify for any career other than Drifter (or, if still, available, the draft)). You will need to make only a single roll to avoid a mishap once the aging crisis is resolved.
- As you have been imprisoned you can no longer use anagathics. You will immediately suffer an aging crisis (You need to undergo medical care and will be unable to qualify for any career other than Drifter (or, if still, available, the draft) once you are released from prison). You will need to make only a single roll to avoid a mishap once the aging crisis is resolved.
The usage of anagathics (drugs which prevent the effects of aging) has the following effects:
- Your aging rolls (made every term starting at the end of your fourth term and harder to pass with each passing term) will ignore the terms during which you used anagathics (as long as you're still on the anagathic drugs).
- You will need to pay between Cr25,000 and Cr150,000 each term you use the drugs.
- You will need to make two survival rolls to avoid a mishap (if either roll fails you will suffer a mishap)
- If you come off the anagathics you will immediately suffer an aging crisis (You need to undergo medical care and will be unable to qualify for any career other than Drifter (or, if still, available, the draft)).
You not only failed to find a supply of anagathics but have been found guilty of illegal drug dealing. Press Next
to become imprisoned
this term.
You failed to find a supply of anagathics.
You found a supply of anagathics at a cost of Cr for this first term of use.
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 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 with which to try to prove your case:
War: War came to your homeworld and a widespread draft was instigated. How do you react?
- You will become a drifter next term
- Your next career will be determined by the draft
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 the investigation:
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
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:
Kept out of danger. Gain one of the following skills:
You were injured in the war.
Surrounded and outnumbered by the enemy, you hold out until relief arrives. Your next attempt to get a promotion or commission will be easier by two points.
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 Advocate-1
- You will gain Persuade-1
- You will gain Explosives-1
- You will gain Streetwise-1
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. Your next advancement roll will be easier by two points.
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.
- Your next qualification roll is easier by 4 points but you owe that patron a favour
- No bonus to your next qualification roll but you don't owe any favours either
You manage to scavenge something of use. One of your Benefit Rolls becomes improved
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 drafed into .
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.
One of your works is especially well received and popular, making you a minor celebrity. One of your benefit rolls will be improved.
You gain a patron in the arts. Your next advancement roll will be two points easier (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.
- You gain nothing
- The political leader becomes an enemy of yours; you gain a level in a skill you already have. If you fail the skill roll you will suffer a mishap
- The political leader becomes an enemy of yours; you gain a level in a skill you already have. If you fail the skill roll you will suffer a mishap
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 assault failed.
A mission goes disasterously wrong due to your commander's error or incompetence but you survive.
- Yyour next advancement roll will be easier by two points. Your commanding officer becomes an enemy of yours.
- The commanding officer becomes an ally of yours.
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.
- The criminal who offered the opportunity becomes your enemy
- If you succeed you gain Streetwise-1 and an extra Benefit roll.
- If you succeed you gain Streetwise-1 and an extra Benefit roll.
You have the chance to risk your fortune on a possibly lucative deal.
Choose a number of Benefit Rolls 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. One of your benefit rolls will be improved
Your business thrives. You will be automatically promoted.
You join a gambling circle on board. You gain Gambler-1. You gain Deception-1. You one of the following:
If you wish you can make a gamble. If you succeed you will gain an additional benefit roll. However if you fail you lose a benefit roll instead.
- If you succeed you will gain an additional benefit roll. However if you fail you lose a benefit roll instead.
- You neither gain nor lose any additional benefit rolls.
Your are given a special assignment or duty on board ship. One of your benefit rolls will be improved.
You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an enemy who will actively work against you in the future but aYour next advancement roll will be two points easier.
You have the opportunity to abuse your position for personal profit.
- Gain an extra benefit roll.
- Your next advancement roll will be two points easier.
You display heroism in battle. You may gain a promotion or commission automatically
You have been challenged to a duel for your honour and standing. After the duel you will gain a skil
- Lose one point of Social Standing
- If you win gain a point of Social Standing, If you fail lose a point of Social Standing and become injured. Either way you will gain one level in Melee, Leadership, Tactics or Deception.
You avoided the duel and lost one point of Social Standing.
Gain one of the following skills:
You gained
You inherit a gift from a rich relative. One of your benefit rolls will be improved.
A conspiracy of nobles attempts to recruit you. If you join you become a crucial member of the conspiracy. If your aid fails to help the conspiracy collaspes and you suffer a mishap. If your aid succeeds you gain a skill level.
- The conspiracy becomes your enemy
- Join and attempt to use deception to help the conspiracy
- Join and attempt to use persuade to help the conspiracy
You refuse to join the conspiracy who become your enemy (and will actively work against you in the future)
The conspiracy failed!
Gain one of the following skills:
You gained
Your reign is acclaimed by all as being fair and wise. You gain an unhappy subjectYou sponge off of your family's wealth a little longer. You gain a jealous relative as an enemy who will actively work against you in the future. Your next advancement roll will be easier by two points.
Your efforts do not go unnoticed by the Imperium. You are 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.
- No change to your Parole Threshold
- Pass the Stealth skill check and you are no longer a prisoner. Fail will raise your Parole Threshold by two.
- Pass the Deception skill check and you are 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.
- No benefits or penalties
- If you pass the Persuade skill check your Parole Threshold increases by one and your survival rolls become one point easier while you are a prisoner and may gain a skill. If you fail the check you gain an enemy.
- If you pass the Melee skill check your Parole Threshold increases by one and your survival rolls become one point easier while you are a prisoner and may gain a skill. If you fail the 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.
- No benefits or penalties
- If you succeed you will gain an ally and reduce your parole threshold by two. If you fail you will be injured.
You have the chance to use your powers unethically to better your standing:
- If you succeed you gain an extra benefit roll, fail and you will lose a level of social standing
- If you succeed you gain a level of social standing, fail and you lose a level of social standing
- No gain, no pain
You make an unexpected connection outside your normal circles. Gain a contact.
You achieve a new level of psionic strength. Increase your PSI by 1.
You pick up potentially useful information using your psionic powers. One of your benefit rolls will be improved.
You achieve a new level of discipline in your powers. You are automatically promoted.
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. One of your benefit rolls becomes significantly improved and gain your victim as an enemy
You have the opportunity to backstab a fellow rogue for personal gain.
- Your next advancement roll will be four points easier
- 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
You are called upon to perform research that goes against your conscience
- No effect
- Gain an extra benefit roll, two levels of Science and some enemies
You refused to do the research
You did the research despite your misgivings. You gained an extra benefit roll, two levels of science and .
You win a prestigious prize for your work, garnering both the praise and envy of your peers. One of your benefit rolls will be improved.
You have the opportunity to cheat in some fashion, advancing your career and research by stealing another's work, using an alien device, taking a short cut and so forth.
- You gain nothing.
- If you succeed you will significantly improve one of your benefit roll, increase one of your skills and gain an enemy. Fail and you still gain an enemy and will lose a benefit roll.
- If you succeed you will significantly improve one of your benefit roll, increase one of your skills and gain an enemy. Fail and you still gain an enemy and will lose a benefit roll.
You didn't take the opportunity to cheat.
Using the additional information your research was successful.
Gain one of the following skills:
You gained
Even with the additional information your research failed to make any progress.
You make a breakthrough in your field. Your next advancement roll is made easier by two points.
Your work leads to a considerable breakthrough. You 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
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
Your next advancement roll will be easier by four points
Choose between:
Choose one of the following to gain:You gain a new contact (who may be willing to help you in the future).
You gain
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. Your next qualification roll becomes easier by 2 points.
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. One of your benefit rolls becomes significantly improved.
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.
The psionics institute regrets to inform that your test for psionic ability has revealed that you have no psionic ability. They wish you well in your future endeavours.
The psionics institute is pleased to report that you have some psionic ability. Your psionic strength has been measured with a final score of .
You may now attempt to learn the various psionic skills. Each attempt is harder than the previous one. Choose which psionic skill you would like to try to acquire next:
- Mind-to-mind contact. It is normally subtle in nature but can be used to bluntly crush the wills of those who oppose the telepath.
- Allows a person to sense events at some location displaced from the viewer.
- Allows objects to be manipulated with physically touching them. Any manipulation is treated as if the traveller was physically handling the item but phyiscal danger, pain or other stimuli are not present.
- Allows fine control of one's own body. Awareness is not capable of affecting others.
- Allows effectively instantaneous movement from one point to another point, without regard to intervening matter.
You have acquired the following psionic skills: .
You tried (and failed) to acquire (or could never succeed at acquiring) the following psionic skills:
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.
- Gain your commanding officer as an ally (who will be willing to help you in the future), but the inevitable investigation gets you discharged doesn't detect your involvement.
- The offical whitewash gets you discharged anyway but you get to keep your benefit roll for this termdoesn't mention your involvement .
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. L causes you to lose one level of social standing.
Your business is investigated by the planetary authoritiescolony suffers interference from offworld interests:
-
Your businesscolony is shut down but the qualification roll of your next career will be easier by two points as a reward for your aid.An attempt is made to shut down your businesscolony but fails. However your aid in the attempt is appreciated and the qualification roll of your next career will be easier by two points.
- 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 ofYou suffer censorship or controversy. What truth did you get too close to? The qualification roll of your next career will be easier by two points if you change career at the end of this term.
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.
- You are ejected from the marines.Your refusal is, relucantly, accepted.
- You stay with the marines but tThe lone survivor of the target of the black ops mission becomes an enemy of yours.
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 marines.
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 businesscause you many difficulties. 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.
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly and have been injured. However you are not discharged from the navy.
During a battle, defeat or victory depends on your actions. Make a skill roll. If you fail the ship suffers severe damage and you are blamed. You will be court-martialled and discharged. If you succeed your efforts ensure that you are honourably discharged instead and keep your benefit roll for this term.
You are blamed for an accident that causes the death of several crew members.
- you gain one free roll on the Skills and Training tables before you are dishonourably discharged before the court-martial censures your actions in the events leading up to the accident as your guilt drives you to excel.
- you keep your benefit roll from this term as you are discharged from the navy.The court-martial finds you innocent.
Choose which table of skills and training you'd like to use for a new skill or training:
Gained:
You are tormented by or quarrelled with an officer of fellow sailor. You gain them as a rival (someone who will oppose you in the future) as they try to drive you out of the navy.
A family scandal forces you out of your position. L causes you to lose one point of Social Standing.
A disaster or war strikes. Roll to see if you escape injury in the turmoil:
You avoided injury in the turmoil.
Political manoeuverings attempt to usurp your position. Gain a rival and increase one of the following skills:
Gained:
An assassin attempts to end your life. Roll to avoid injury:
You avoided injury from the assassin.
A rival prison gang persecutes you.
- You lose all benefit rolls from your time as a Prisoner.
- 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
You telepathically contact something dangerous. Lose one PSI. You also suffer from persistent and terrifying nightmares.
An anti-psi cult or gang attempts to expose or attack you. Roll to see the outcome
You have been injured in the attack
The exposé of you abilities results in the loss of one level of social standing
The anti-psi cult's attempts come to naught, but you still must leave the psion career.
You are asked to use your psionic powers in an unethical fashion that goes against your conscience:
- You continue in the psion career but gGain an enemy
- You must leave the psion careerNo consequences
You refused to use your psionic powers in an unethical fashion.
You used your psionic powers in an unethical fashion.
You are experimented on by a corporation, government or other organisation. You escaped but are forced to leave the Psion career.
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
The planetary government interferes with your research for political or religious reasons. This mishap does not cause you to leave the scholar profession.
- Your science skill will increase by one and you gain an enemy who will actively work against you in the future
- Your science skill will increase by one and your social standing will reduce by two
Your work is sabotaged by unknown parties.
- Keep this term's benefit roll but leave the Scholar career
- Lose all your accumlated benefit rolls but remain in the Scholar career
A rival researcher blackens your name or steals your research. Gain an rival but you do not have to leave this career.
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
One of your allies betrays you becoming a rival or enemy.One of your contacts betrays you becoming a rival or enemy.You have been betrayed by someone you never saw coming becoming a rival or enemy
You avoided Prison and your betrayer is 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 .
As you do not have a commission in you can apply to become a 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
- Apply to become a commissioned officer. If your application succeeds that successful application replaces your advancement. If, however your application is rejected you may then attempt to advance as normal as a non-commissioned officer.
Your application to become commissioned has been rejected. You may now attempt to advance as a non-commissioned officer instead.
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 attempt to be promoted failed.
You have been promoted to .
You have already reached the top of your career and can't be promoted any further (you do still gain a roll on a skill table).
Gained:
Your advancement roll is so low that feel that your services are no longer required. You must either start a new career or go adventuring.
You are now years old. As a result you need As your physical age is under age 34 you do not need to make an aging roll to avoid the effects of aging weighing on you.
- If you succeed you avoid the aging effects. However 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 characteristics by one:
You suffer from the effects of aging and must reduce two of your physical characteristics by one. Choose which characteristic to keep unaffected:
You suffer from the effects of aging and must reduce all three of your physical characteristics by one.
You suffer from the effects of aging and must reduce one of your physical characteristics by two (the other two physical characteristics will be reduced by one):
You suffer from the effects of aging and must reduce two of your physical characteristics by two. Choose which characteristic will only lose one point:
You suffer from the effects of aging and must reduce all three of your physical characteristics by two.
You suffer from the effects of aging and must reduce all three of your physical characteristics by two. Choose a mental characteristic 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
- 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 your 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 .
You were unable to learn due to insufficent ability on this occasion.
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. Please the choose the specialisation and the level of that specialisation. You can split up the specialisation if you desire by changing the level of the specialisation.
Base Skill | Specialisation | Level | Available Levels |
Although you do have skill levels remaining to be specialised, unfortunately you have already allocated skill levels to all of the possible
specialisations. You will need to press Skip
to finish the character generation
- Apply the specialisations listed above. If you have allocated all your specialisations you will move onto finalising the character. Otherwise
you will need to choose additional specialisations (or select
Skip
). - Skip your remaining specialisations. Note: You will lose the remaining skill levels
Character creation is now complete.
- Add free format text to the character (it will be added to the
Background Notes
for the character when exported) - Saves the character as a file that can be imported into Fantasy Grounds Unity
- Saves the character as a PDF document (which can either be viewed or printed)
- Prints the character on your printer (note this is just version of the character shown on this screen))
-
The character has been saved.Save the character in the browser
Warning: this will overwrite the current character so if you wanted to keep it use one of the above buttons first!
Add free format text in the box below. This text will be saved with the character and will be placed in the Character Background
when exported to Fantasy Grounds Unity or as a PDF
When ready to return to the character export screen press Return
.
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- Name:
- Species:
- Human
- Gender:
- Female
- Homeworld:
- Age:
- 18
- Physical Age:
- 18
- Cash:
- Cr
- Parole Threshold:
Benefits
Associates
Contacts: 0
Allies: 0
Rivals: 0
Enemies: 0
Patrons: 0
STR | DEX | END | INT | EDU | SOC | PSI | |
---|---|---|---|---|---|---|---|
Score | |||||||
Bonus |
Skills
Life Events
Character Seed:
DJV's Mongoose Traveller V2 Character Creator Plugin Version 3.278.1