It is assumed that players have access to the Traveller Core Rulebook (Mongoose Publishing) and that they have a basic understanding of character creation as well as game mechanics (Task resolution, skills, combat, etc.) Only use rules, careers, etc. Found in the Core Rule Book, no supplements please.
NOTE: This Thread is to create your Character only, for Questions please use: Aericsteele's Traveller Questions & Support
1. Use the "Create Associated Character" Button to the top left to begin creating your Character and enter the info on your Character Sheet.
2. There is a helpful Traveller Character Generator available in your Character Sheet whenever you click the "Update Character" Button. You can also do the usual manual rolls following the bellow information as your guide.
3. After filling your Character Sheet make sure to tell me about it here so I can look it over.
Pg. 5 of the Core Rulebook contains a Character Generation Checklist for reference. Traveller is unique in that the dice are utilized to make a character's background more random; I would like to see a brief description of each career term. Reference pages 38-40 of the Core Rulebook for an example: Alexander Lascelles Jamison.
For those that do not have the book, are using a different version of Traveller (CT or Mega Traveller) or are new to Traveller and would like to try it out, let the GM know and a randomly generated character can be provided, but you will still be expected to provide brief descriptions of each term to help provide a more detailed and fleshed out background. Keep in mind though, you get what you get and you don’t throw a fit.
NOTE: The GM is not going to reroll a new character for you because you don’t like the results of the first one.
Alternatively, for those with an earlier edition like CT, T4, etc. You can attempt to generate a character using that system and submit it and I will try to determine whether it can be converted to Mongoose Traveller. Note, however, that TNE and T20 are D20 related systems and would be much more difficult to convert so I don’t intend to try.
We will be using the Traveller Skill Package found on pg. 38 “This is an all-round skill package, good for a campaign where the characters are trading one week and blowing things up the next”
Pilot (Any) 1, Sensors 1, Comms 1, Gunner (Any) 1, Gun Combat (Any) 1, Persuade 1, Stealth 1, Medic 1
The GM will assign these skills to the characters during character creation as needed for the campaign.
Aericsteele's Traveller Character Creation (Hover)
Thanks for your efforts Aericsteele! I'll get this rolled up in the next few days!
Does anyone so far have any preferences for what kind of character or career they are going to shoot for in the process? How will we go about getting the party together or are we just assumed to be apart of the same crew from the get go? Speaking of which, how should we handle shared backgrounds and associated skills?
I'm not sure about my character yet, I'll see how the dice go, and submit something tonight or tomorrow. Probably a multi-career merchant/criminal, or Navy/merchant since it looks like a Free Trader crew....
MgT assumes the players will make connections in chargen, and gives a bonus skill for that ( up to two ). I recently started a MgT campaign, and I got everyone to work out their interconnections after the careers were finalised ( I didn't want to interrupt the process as it was a new game for them, and there was the potential problem of reconciling timelines over varied career lengths ). Basically I looked at the events rolled and suggested how each one might involve one of the other players until we all came up with something they thought made sense. Helped with characterisation too.
Bindoner, that's similar to how I ran mine. Thankfully we had a few seasoned role players, so I had them guide the new guys along in the background connections and approved most without a hitch.
It is assumed that you are part of the same crew from the beginning. The "Connections Rule" (Pg. 8) does apply which allows you to gain a maximum of two free skills, one for each connection (Each connection must be with a different player character). Finalizing connections is one of the last steps of character creation. Once the players have posted their character generation results the other players can make suggestions as to where they may have formed connections with each other, but bear in mind that both players need to agree/accept the connection in order to gain the skill.
A player can take any skill that reasonably fits into the connection made, but "You cannot bring a skill above level 3 using this rule nor may you take the Jack of all Trades skill."
I have three or four characters I like now, and I'm terrible at deciding. Pilot seems to be my theme though, and quite possibly a little bit of ethical piracy.
Perhaps I could send the drafts to you ( Aericsteele ) off-board, and you can say which you think would fit in best?
Bindoner, you can pick whichever one you want and submit it. We can make most concepts work, I'm not sure there is really a "Best fit" In this case especially since you would be the first character posted which would pretty much mean subsequent characters would basically have to work around your character.