What sort of character?

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Sep 16, 2026 5:33 am
Here's a quick take on a 1 term Scientist/Linguist character for sekag.

Scientist (name pending) 78AB87 Age 22
1 term Cr10,000

Skills: ATV-1, Computer-1, Science(Linguistics)-1

This character has a single 4-year term and is likely a University graduate. The ATV (all terrain vehicle) skill will be useful in the game. They lack a combat skill, but that is not too much of a deficit. I would probably add one more skill level before game start; maybe filling in with something the team needs. Would this be an acceptable character?
Sep 16, 2026 7:33 am
@playbydave Thank you for that! I'll take it this character! And 1 more skill with something the team needs once the team and other characters are more finalised
Sep 16, 2026 8:58 pm
Being a Traveller newbie, I'm really flexible with filling in whatever skills are needed. That said, I would like to be a ship mechanic if no one wants that role. Two other interests: (1) the ability to drive/fly smaller vehicles, and (2) the Traveller equivalent of something I saw in the GURPS Space source book: Planetology - the ability to understand and analyze planetary environments, including their geology, atmospheres, and potential for life.
Sep 16, 2026 9:08 pm
Hey, good stuff there. I think I see a character from the Scout Service with a good mix of Shipboard/exploration/science skills. The Scouts have the most dangerous careers of anyone, so this character will be a 'survivor', too. A full five terms to retirement makes the character 38 years old with some aging effects that might lower physical characteristics a little. Possibly one more term with a Research organization (Scientist Career) and that would make him '42'. I'll work something up and you can look it over. We can modify as needed.
rpgventurer says:
Being a Traveller newbie, I'm really flexible with filling in whatever skills are needed. That said, I would like to be a ship mechanic if no one wants that role. Two other interests: (1) the ability to drive/fly smaller vehicles, and (2) the Traveller equivalent of something I saw in the GURPS Space source book: Planetology - the ability to understand and analyze planetary environments, including their geology, atmospheres, and potential for life.
Sep 16, 2026 10:08 pm
Scout Service sounds great.

What races or variants are available for PCs? Is a heightened sense of danger available via a skill or some sort of psionics?
Sep 16, 2026 10:25 pm
Dave has given me the green light for Dr. Rohan Yala. He will be an Academic.
Sep 16, 2026 11:39 pm
Looks like no one has claimed a medic yet so based upon the list posted in the other thread I'm thinking that is the direction I may go down. However, I'm willing to fill any other gap that the team might have or if someone else is really keen on going that direction.
Sep 17, 2026 12:02 am
The most common "alien" race in this part of the Imperium would be Vargr, who are Earth canines uplifted by the Ancients and transplanted to worlds far from 'home'. There are also Aslan, who are cat or lion like. And the flying-reptile like Droyne (who may or may not be remnants of the Ancients themselves..).

A variant Human race called the Darrians are also nearby (relatively speaking).

HOWEVER, I'm not sure complicating your character with trying to play either a Psion or an Alien is a good thing right off. Maybe we can keep this idea "in reserve" and have a Psionic talent emerge later.

For more information on the "major" intelligent creatures you might check the wiki: https://wiki.travellerrpg.com/Major_Race

In the meantime, having a highly intelligent character might suffice for figuring our possible danger zones, ambushes, and the like. Maybe we can go with that?
rpgventurer says:
Scout Service sounds great.

What races or variants are available for PCs? Is a heightened sense of danger available via a skill or some sort of psionics?
Sep 17, 2026 12:14 am
A medic or MD character is always useful, as you know. We could go with a specifically created 'Doc', or perhaps the medical skill is picked up during another career. Most military backgrounds can provide 'medical', as can Merchants and Scouts. Your character does not have to be unidimensional. Let me know a little more about what direction you want to take this.
dabaggins says:
Looks like no one has claimed a medic yet so based upon the list posted in the other thread I'm thinking that is the direction I may go down. However, I'm willing to fill any other gap that the team might have or if someone else is really keen on going that direction.
Sep 17, 2026 12:47 am
I was actually thinking about a Vargr character, but let’s keep it simple with a smart, non-psionic human.
Sep 17, 2026 1:03 am
Thanks. I think it makes things simpler for all of us to start off with the basics.
rpgventurer says:
I was actually thinking about a Vargr character, but let’s keep it simple with a smart, non-psionic human.
Sep 17, 2026 1:20 am
rpgventurer: Look this one over and see what you think:

Scout (name pending) 7B9A46 Age 38
5 terms Cr70,000

Skills: ATV-1, Electronics-1, GravVehicle-1, Gunnery-1, Mechanical-1, Medical-1, Pilot-1, Science/Planetology-3, Revolver-2

Benefits: Revolver, Retirement Pay 4,000cr/year
-----
Notes: This character is average strength but with great Dexterity and good Endurance. They are very Intelligent though with less than average education. Social Status is just a little below average. ATV is "All Terrain Vehicle". GravVehicle is any of many sorts of anti-gravity 'flying' conveyances. Gunnery is for starship weaponry. I think everything else is pretty self-evident. We can switch things around if there's some other skill configuration you think would work better for you.
Sep 17, 2026 1:55 am
playbydave says:
A medic or MD character is always useful, as you know. We could go with a specifically created 'Doc', or perhaps the medical skill is picked up during another career. Most military backgrounds can provide 'medical', as can Merchants and Scouts. Your character does not have to be unidimensional. Let me know a little more about what direction you want to take this.
I was glancing through the Citizens of the Imperium book as Doctor is there, but it seems with the right rolls many of the professions in that book could also get Medical, however Doctor is more likely to. However, given the directions we are going I could just go the Scientist route and try to roll up one that has at least a few points in Medical and then hopefully some other skills and background to give an interesting life. If you are okay using this book I would probably go with a specific career path that way.
Sep 17, 2026 2:11 am
If I could be a scientist this is what I rolled up:

Scientist <Name pending> 593AD9 Age 46
7 terms Cr52,000

Skills: Computer-2, Electronics-2, Jack-o-T-1, Mechanical-2, Medical-2, Revolver-1

Benefits: 8,000/yr Retirement Pay, High Passage, Lab Ship, Mid Passage

--

Though I rolled a Lab Ship that probably doesn't suit the scenario so I'm fine dropping that and/or other modifications. Otherwise, if you want to keep with the original books I could try something with a Scout.
Sep 17, 2026 2:21 am
This character works well in my opinion. I'd add in one or two skill-levels in a specific Science. (Something Supplement-4 doesn't include). It might be Xeno-Archeology, or Biology, or Art-History..., well probably not that last. Medical-2 means they can serve as Medic if necessary.

The "LAB SHIP" could come into play as the character having a solid share in the ship the team will use for the expedition.

We still need to decide on that issue; whether the team is free-lancing or in the employ of someone with deep-pockets. I think I'd better put up a poll for that!

Bottom Line: This is a solid character that should work out well for this game.
dabaggins says:
If I could be a scientist this is what I rolled up:

Scientist <Name pending> 593AD9 Age 46
7 terms Cr52,000

Skills: Computer-2, Electronics-2, Jack-o-T-1, Mechanical-2, Medical-2, Revolver-1

Benefits: 8,000/yr Retirement Pay, High Passage, Lab Ship, Mid Passage

--

Though I rolled a Lab Ship that probably doesn't suit the scenario so I'm fine dropping that and/or other modifications. Otherwise, if you want to keep with the original books I could try something with a Scout.
Sep 17, 2026 2:29 am
The character looks good to me. I have a name: Fleurin Visigraznolle. However, I think he’ll go by a nickname, his former call sign, which is as yet undetermined.

Question 1: is there a random significant events table that applies to the character? I could create his nickname from an early mission.

Question 2: if there a Rifle skill, would that be more appropriate for a scout than Revolver? Although I do picture him with a holstered pistol.
Sep 17, 2026 2:30 am
EDIT for imagery and structure

Independent Acquisitions Consultant Soren Halvar Ravn

UPP: 667A99
Age: 30
Career(s): Diplomat 1 Term / Rogue 2 terms

Cash, savings, investments, Imperial bonds, balance: Cr50,000

Skills: Liaison-2, Admin-1, Carousing-1, Jack-o-T-1, Streetwise-1, Forgery-1, Bribery-1

Benefits: Travellers’ Aid Society Membership and an old Laser Pistol that barely works or does with little to no effect.
The value is in the beholder or the best offer. Soren has yet to figure out what the heck it is.

Soren Halvar Ravn is a charming former diplomat who now works as an independent acquisitions consultant, arranging difficult transfers of relics and antiquities through negotiation, obscure regulations, creative documentation, and discreet favors. His family publicly claims descent from the original settlers of Dragvendel, although they actually descend from political dissidents transported there by the Trailing Assembly.
https://i.imgur.com/JCcoeYR.jpeg
Soren Ravn negotiating the provenance of an artifact with Bwap Baa'hiss'Kaell
OOC:
I see him as having some of the cultivated audacity of Flambeau and the antiquities-dealer respectability of Luthen Rael, but without being a master spy or an openly wanted thief. Whether he has occasionally "corrected an error in custody" when the law and rightful ownership disagreed is deliberately uncertain.
Soren has never described himself as a thief, and no court has successfully done so either. He maintains that every object he acquires has a proper owner, although that owner is not necessarily the person who possessed it when Soren arrived. When the law, history, and justice disagree, he considers it his professional responsibility to determine which claim deserves precedence. His critics call this theft. His clients call it results. Soren calls it correcting the chain of custody.
Last edited September 18, 2026 1:01 am
Sep 17, 2026 2:34 am
GM said: "We still need to decide on that issue; whether the team is free-lancing or in the employ of someone with deep-pockets. I think I'd better put up a poll for that!"

I vote for expeditions funded with grants using a chartered ship or one owned by a university.
Sep 17, 2026 2:51 am
Howdy. Classic Traveller does not include a random events table. But you are free to make up your own back-story. I'd try to resist making it too detailed, however. Leave room to add details from the character's past as we go along in the game.

I do have a random table from another game that I could use if you'd prefer that. "All things are possible."

You can switch Revolver to RIFLE if you wish. Travellers are assumed to be adaptable and can pick up any civilian firearm and use it without penalty, though without the expertise bonus. So he could be a trained rifleman and still carry and use a revolver or auto-pistol without the skill bonus. I'll list weapons elsewhere when I get a chance; but the list is pretty generic.
rpgventurer says:
The character looks good to me. I have a name: Fleurin Visigraznolle. However, I think he’ll go by a nickname, his former call sign, which is as yet undetermined.

Question 1: is there a random significant events table that applies to the character? I could create his nickname from an early mission.

Question 2: if there a Rifle skill, would that be more appropriate for a scout than Revolver? Although I do picture him with a holstered pistol.
Sep 17, 2026 2:55 am
playbydave says:
This character works well in my opinion. I'd add in one or two skill-levels in a specific Science. (Something Supplement-4 doesn't include). It might be Xeno-Archeology, or Biology, or Art-History..., well probably not that last. Medical-2 means they can serve as Medic if necessary.
If I put 2 points into Xeno-Biology (for example) do you want me to drop points elsewhere?
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