What sort of character?

Sep 13, 2026 11:15 pm
A lot will depend on whether or not the group will operate its own Starship. That gets discussed elsewhere.

Disregarding that question for the moment, the group will need to have characters with Science backgrounds. History. Xeno-biology. Perhaps civil-engineering or technology.

And with relic-hunting competitive and lucrative, there will be times when negotiation related skills would come into play. And possibly even combat! (OH, this is Traveller! Of Course combat skills will be important!)

I am assuming characters would be Human, but of course any 'Sophont' might be part of the team.

Here we'll discuss individual characters and the team build.
Sep 14, 2026 2:03 am
Reposted

I have an idea for a character named Rohan Yala. He's a former college professor who was dismissed under a cloud of suspicion. Was Dr. Yala involved in smuggling an Ancient artifact, or was he simply an unwitting consultant? Nothing was ever proven, but the university didn't want to risk tarnishing its reputation, so they dismissed him.

Dr. Yala has a diverse collection of skills. I'm not sure yet if I'm going to give him a term in the military, but that would be one way for him to acquire some combat and technical skills. I'd like him to have at least one rank in Xeno-archeology, JoT, History, Computer, and some form of hand-to-hand combat—probably Brawling. Other skills would be Vacc Suit, Zero-g...

Dr. Yala is still just a concept at this point, so things will change as I develop him.
Last edited September 14, 2026 3:49 am
Sep 14, 2026 2:20 am
I am still forming my character concept. a lot of thoughts are swirling in my head at the moment.
Sep 14, 2026 3:14 am
Okay here is my first pitch...

Edit - I am taking the character down to give the creative space to other players to see what great ideas they have. After all any character concept may color the water a bit, and I want to see what other think of the game's premise and where the game may or should go.

Then build a character to support that concept.
Last edited September 15, 2026 5:08 pm
Sep 14, 2026 4:01 am
Both of the characters can be in Naval Intelligence or he can be from Scout Expeditionary section.
I would think they have a shared background in Academy
And even have opposite views, but are able to discuss their views in a calm collegent manner.

I would think they would both have some skill to defend themselves.
Just me, but I think you can play a better character than just a body guard
Sep 14, 2026 4:02 am
Both of the characters can be in Naval Intelligence or he can be from Scout Expeditionary section.
I would think they have a shared background in Academy
And even have opposite views, but are able to discuss their views in a calm collegent manner.

I would think they would both have some skill to defend themselves.
Just me, but I think you can play a better character than just a body guard
Sep 14, 2026 5:46 am
Wow, you two jumped all over this. I haven't even tried recruiting a couple or three additional players. You'll want to wait until we assemble a complete team before committing to particular skill sets.

Skills do not have to conform to the limited Classic Traveller list. However, the number of skills available to any given character are limited; perhaps 3 (4 max) first term and then an average of two additional per term afterwards.

There is a 'cap' on skills; Int plus Edu = the maximum number of skill levels. Though I play that pretty loose!

There is no reason we can't free-form character generate. But I don't want to let this get out of hand. I'm not worried about you two, but if we have players who aren't used to our game style we could get some 'taking advantage'.

(more on this later, it's bed time!)
Sep 14, 2026 9:38 pm
playbydave says:
Wow, you two jumped all over this. I haven't even tried recruiting a couple or three additional players. You'll want to wait until we assemble a complete team before committing to particular skill sets.
Understand fully, and sorry for getting carried away a bit!
playbydave says:
Skills do not have to conform to the limited Classic Traveller list. However, the number of skills available to any given character are limited; perhaps 3 (4 max) first term and then an average of two additional per term afterwards. There is a 'cap' on skills; Int plus Edu = the maximum number of skill levels. Though I play that pretty loose! There is no reason we can't free-form character generate. But I don't want to let this get out of hand. I'm not worried about you two, but if we have players who aren't used to our game style we could get some 'taking advantage'.
Yes, I started to fall into the MGT2E character development and then placed Classic Traveller skills. I will hold off and anything further.

But before I read this, I also posted that Dr. Gansay Tra Noh is the chair of the 'The Lowthe Benefaction for Conscious Intelligence Jurisprudence' in the wiki on Caranda Collegiate University....
Last edited September 14, 2026 10:18 pm
Sep 15, 2026 2:57 pm
Just for fun, I rolled up a Scout character using a dice rolling app. I selected the skills from the Scout Tables. Rohan Yala could be the Pilot of the ship owned/chartered by the University. He'd act as Security during the field work. I added a term of Scientist to gain the Archeology skill.

Rohan Yala
Retired Scout
STR 8 (5,4) (aging -1)
DEX 10 (5,5) (aging: pass)
END 8 (6,3) (aging -1)
INT 10 (6,4)
EDU 9 (5,4)
SOC 6 (3,3)
Age: 42 (passed all 5th term aging)
Terms: 5, 1
Career: Scout, Scientist (archeologist)
Skills
Pilot-2
Navigation-2
Vacc Suit-1
Medical-1
Computer-1
Mechanical-1
Electronics-1
Engineering-1
Jack-of-All-Trades-1
Archeology- 1

Muster out benefits - Scout
3 rolls on Cash Table (3, 6, 6) Cr65,000
(6) High Passage
(5) nothing
Mustering out benefit - Scientist
(5) Gun (laser rifle)

For simplicity of record keeping, Rohan has standard Scout equipment.

Of course, I'm fine with Dave creating a character. I'm willing to play an Academic or a Retired Scout - Scientist
Last edited September 15, 2026 5:03 pm
Sep 15, 2026 4:58 pm
Rohan seems a good character, possible NPC. Can single handedly operate the starship if needed.

I've got 3 potential NPCs on the character list already, but those are preliminary and conjectural.

MAXI the robot is a given, however! (Pretty much Rosie the Robot in a new form.)
Sep 15, 2026 5:06 pm
I'd like to use the name Rohan Yala so please rename the Scout.

Please ignore the 6th term Scientist unless you want it.
Sep 15, 2026 5:12 pm
I am having Lt Vale in the wings until we see who joins the game, and what everyone comes to the table for concepts for the game and their characters.

Going down a path with an initial character concept may end up as a square peg trying to fit in a polyhedron hole. So I am going to wait for other players to show up and start.
Sep 15, 2026 10:39 pm
Hello all! Thanks for inviting me to play! I have not played Traveller before, but looking forward to learning.
Sep 15, 2026 10:48 pm
Welcome to the game and glad to have you aboard @sekag!
Sep 15, 2026 11:28 pm
@sekag

Hello and welcome!
Sep 15, 2026 11:40 pm
Thanks!

So it looks like we have 2 possible Naval Intelligence scientists/College professors?

I'm thinking for my PC as a recent graduate, recklessly eager to decipher alien writing.
Last edited September 15, 2026 11:40 pm
Sep 15, 2026 11:47 pm
It looks like it if Dave wants to use my Scout as an NPC. I think playing a Scout would be fun, too.
Sep 16, 2026 12:28 am
If do not know anything about Traveller game system, then this maybe for you. If you already know about skills based RPG systems/mechanics, feel free to ignore this post.

Traveller is a skills-based game rather than a class-based game.

In a class-based game, you choose what your character is, such as a fighter, wizard, or rogue. That class determines most of your abilities and how they improve.

In Traveller, you decide what your character knows how to do. Your character is defined by characteristics, skills, previous careers, contacts, equipment, and personal history. A career such as Navy, Scholar, Scout, or Marine is part of the character's background, not a class that restricts future actions.

For example, a former naval intelligence officer might have:

  • Navigation and sensor skills from naval service
  • Investigation and computer skills from intelligence work
  • Archaeology and language skills from university
  • Liaison skills from dealing with officials
  • Some weapons training from military service

That character is not locked into being "the naval officer" or "the archaeologist." The character can contribute whenever that particular experience is relevant.

Skills normally have ratings. Broadly speaking:

  • Skill 0 means trained and competent
  • Skill 1 means professionally experienced
  • Skill 2 means highly experienced
  • Skill 3 or higher means a recognized expert

Most tasks are resolved by rolling 2D6 and applying the appropriate skill, characteristic, difficulty, and situational modifiers. Having the right knowledge, tools, preparation, and assistance can matter as much as the dice.

Traveller also has no conventional character levels. Characters do not suddenly gain more hit points and a package of new powers. Improvement is usually gradual and specific. A character may learn a new language, improve Archaeology, acquire specialized equipment, gain an important contact, or earn a reputation.

This makes teamwork about covering capabilities rather than filling mandatory classes. For our relic-hunting expedition, useful capabilities might include xenoarchaeology, artifact conservation, ancient languages, survival, medicine, investigation, electronics, sensors, diplomacy, security, and logistics. Characters can overlap, and that overlap is often valuable. David our GM gives a bonus to the roll when players work together on a task.

If the expedition charters a ship with an NPC crew, the player characters do not have to be the pilot, navigator, engineer, and steward. They can concentrate on being the expedition specialists: field scientists, researchers, conservators, investigators, diplomats, survival experts, or security personnel.

Traveller characters are usually capable adults rather than beginning heroes. They can also be injured or killed relatively easily, so planning, information, negotiation, and knowing when to withdraw are important. The game rewards solving the problem intelligently, not merely defeating every obstacle in combat.
Sep 16, 2026 1:08 am
sekag: I think a post-doc research assistant sort would fit in well. With a linguistics emphasis. I can work with that, but you're welcome to add more details.

Characters are generated in 'terms', 4-year blocks of time representing their activities and experience up to the point they begin the adventurous life of a Traveller.

First term is probably University (undergrad), though rolled as a "Scientist" in the Citizens of the Imperium supplement. Second term is graduate studies, and third term would be Post-Doc, un-tenured research at a university or an employee at some research-oriented corporation. Or possibly a term in the Scouts or Imperial Navy during the Fifth Frontier War (which has recently concluded in the canon time-line).

So a three or maybe four term character? Another possibility is that they are just out of university. Or a grad plus a stint of military service (the draft, you know!). So really a 1 term (22 years old), or a 2 term (26 years old) is possible.

Let me know if there are any other details or skill-sets that you might want included.
Sep 16, 2026 4:42 am
@Muns Thanks for that summary of the game! I've mostly heard about the life path system, so that was very helpful!

@playbydave I was initially thinking a 1 term character, as long as their expertise in linguistics makes sense, otherwise quite happy to age them up with more terms if that would make them more of an expert in it. I did want to avoid a military background for them, if possible in the setting. Unsure of what other skill sets to add. I could see linguistics being associated with code-breaking/crypto-something, but trying to figure out how to explain that non-militarily (if non-military is possible).
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?
Sep 17, 2026 3:59 am
All the characters I've seen so far are good. If you're ready go ahead and submit them to the game. Remember that the character sheets should be 'custom'. We need the basics: attributes (Str, Dex, End, Int, Edu, Soc), career summary (5 term Scout, etc), current funds (most will have 10,000 to 20,000 credits saved up), Skills, and any retirement benefits. Some back story, but leave 'room' to add to that story as we go along. Not everything about your past needs to be revealed up front.
Sep 17, 2026 4:27 am
Are videos of the 20th century available?
Sep 17, 2026 5:21 am
rpgventurer says:
Are videos of the 20th century available?
I think if your want them to be, then they are. In some past games I've tried half-heartedly to limit that sort of thing, but it never works. We'll always fall back on Earth references, jokes, and products.
Sep 17, 2026 1:23 pm
What would be a good home world for my character? Is there one whose inhabitants are considered lower status?
Last edited September 17, 2026 1:38 pm
Sep 17, 2026 4:28 pm
Sent in my character. It’s also public. I still to get an image.

Fleurin "Riff" Visigraznolle

Career
Scout Services - Field Command - Exploration Branch
5 terms
Age 38

Attributes
Strength 7
Dexterity B
Endurance 9
Intellect A
Education 4
Social 6

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

Current Funds
Cr70,000

Benefits
Retirement Pay 4,000cr/year

Gear
Revolver
Sep 17, 2026 4:55 pm
rpgventurer says:
What would be a good home world for my character? Is there one whose inhabitants are considered lower status?
Practically any planet/system is doable. All would have a wide spectrum of status. A world itself might have certain low-class reputation, but that would almost always amount to prejudice!

You can use the TRAVELLER MAP to easily look over systems. Find Glisten, then you can click on different systems and look at their descriptions in the Traveller Wiki.

I'm going to set up a task for EVERYONE(!) later today that will ask for something similar.

Your home-system & planet can help you visualize and enrich your character but doesn't have any effect on your character otherwise. Later versions of Traveller make home planets more important. Not an issue for us, though.
Sep 17, 2026 6:15 pm
Glisten information is available in the Traveller wiki

And the location on the Traveller Map is here
Last edited September 17, 2026 6:16 pm
Sep 17, 2026 7:31 pm
3 player-characters now on the approved list.
Sep 17, 2026 11:56 pm
FYI... If anyone is looking for character sheets you can find a version here: Classic Traveller sheet
Last edited September 17, 2026 11:57 pm
Sep 18, 2026 12:26 am
Here is my character:
Dr. Benjamin Cole spent twenty-eight years studying life on worlds he rarely had the opportunity to visit.

Originally trained as a xenobiologist, Cole developed a reputation as an able generalist whose interests ranged across a broad range of subjects. His research was respectable but failed to yield any groundbreaking results.

Where Cole excelled was teaching, where he was known as "Dr. B" to generations of students. He had a gift for making difficult subjects understandable and was always willing to help students out, regardless of whether or not he had taught the subject.

His colleagues occasionally felt that his breadth of knowledge was his greatest professional weakness. Cole was interested in too many things and never remained focused on any one problem long enough to earn him any fame.

For many years that seemed enough, but mandatory retirement changed his perspective.

At forty-six, Cole realized that he had spent most of his adult life teaching students about places he had rarely seen or explored.

Retirement therefore became less an ending and more an opportunity to live the life he had only lectured about.

https://i.imgur.com/BKXBWnS.jpeg
OOC:
Character Sheet being finalized.
Sep 21, 2026 6:26 pm
One of the curses of being retired, is that I have too much time on my hands. It makes me wonder about what I have written in games I play or run in the PbP ecosystem. So I find myself asking the question;
Does anyone have any questions or thoughts before we start?

From the introductions, some do not have experience with the Traveller rule system, if there is anything I can help with, let me know. @LloganTamm and @dabagiins both have experience playing in PbP games with David as the GM and they can answer questions too and give you their perspective.

Any thoughts on the game's direction or what you want out of the game?
Sep 21, 2026 8:17 pm
I’m guessing the character images I’ve seen so far are generated by AI. Any suggestions for the correct prompts to get good images?
Sep 21, 2026 8:18 pm
Forgot to add that I like the game’s direction. Searching for artifacts sounds like fun.
Last edited September 21, 2026 8:19 pm
Sep 21, 2026 8:52 pm
rpgventurer says:
Forgot to add that I like the game’s direction. Searching for artifacts sounds like fun.
I think @dabaggins and @LloganTamm are the best to ask.

I have worked with Chat GPT in a long and troublesome pursuit of using AI and the best I have achieved is with pencil-style drawings. My prompts drive AI into areas where I am (WTF did you get that from my prompt?) and very frustrated with the result. (LOL!) No I am not the one to ask.
Sep 21, 2026 9:33 pm
My instructions were: create an image of a 38 year old college professor in the far far future. No glasses, brown hair and eyes.

I adjusted the image: make him less handsome, make him thinner

I cropped the image to focus on the face then I
adjusted the size of the image to 150x150 using a resize app. 150 x 150 and less than 1 MB are the limits of Gamer's Plane.

You can always ask Chat to change the face and it will do it. Think of working with a police sketch artist.
Sep 21, 2026 9:37 pm
LloganTamm says:
....You can always ask Chat to change the face and it will do it. Think of working with a police sketch artist.
ahhhh that may be where I am going wrong
Sep 22, 2026 1:28 am
For me all I did was feed ChatGPT the stats and background of my character, then I asked it to create me an image for that character. However, like Tamm said you can always chat and modify created images, as required. Modifications work much better than they did in the past.
Sep 22, 2026 6:20 am
Questions: (1) How important is a character’s home world? (2) Is it plausible for a character born on Grote to eventually make his way to Wurzburg to get his Scout training?
Sep 22, 2026 10:18 am
At this point, your home world is not that important. You can always choose one later.

How far apart are Grote and Wurzburg?
Perhaps one of your character's parents is in the military and was transferred around a lot.
Sep 22, 2026 2:24 pm
The planets are nine hexes apart. How far is each hex?
Sep 22, 2026 2:45 pm
A hex is one parsec.

But Yes, your character on their Home world more than likely went to the Scouts Recruiter and signed up and the Scouts arraigned for the transport to the nearest Scout Base for training.

A Jump 2 capable ship is just 5 jumps or 5 weeks of time. Not including time spent at each starport for refueling and refreshing stores (food, air scrubbers/life support packets, water, etc).

https://i.imgur.com/o4WGzfT.png

Think of the years in Scout Service (exploratory branch IIRC for your character) could have spent time all over the Spinward Marches and other stars outside the Imperium. Wurzburg could be the last Scout Base that your character was mustered out at.

EDIT- add
But why Wurzburg? Glisten and Bendor have 'A' type Starports where there is a Scout base. At the larger Port facility the Scout base would likely have the training facilities. Think of it, like DFW (Dallas), booth are large International Airports that have large FAA offices and training facilities. as a why to conceptualize this.

https://i.imgur.com/9uMaM7y.png
Last edited September 22, 2026 2:52 pm
Sep 22, 2026 4:52 pm
@LloganTamm I like the idea that one my character's parents were in the military. Thanks for that.

@Muns I picked Wurzburg because it has a Scout base and I remember a SPI wargame from the 1970s with the same name. It was a quick decision and not a logical one. :-) Glisten is a much better choice for Scout training. Thank you for your suggestions.
Sep 22, 2026 6:10 pm
Here's my Scout character:
https://i.imgur.com/Ys3T7bX.jpeg
Sep 22, 2026 9:09 pm
Sharp picture!
Sep 23, 2026 1:17 am
No, you aren't going crazy. I changed my character's avatar. I wanted Dr. Yala not to look so American but a blending of all of the ethnic groups on Earth as described in the Traveller books.

I'll stop fiddling with Rohan once the game starts.
Last edited September 23, 2026 1:19 am
Sep 25, 2026 3:30 am
rpgventurer says:
The planets are nine hexes apart. How far is each hex?
Hexes represent distances corresponding to a Starship "jump drive", that is the faster-than-light engine that enables spaceships to travel interstellar distances. The hexes represent "jump space" more than "real space", and distances in a 'real' sense are a bit foggy...

But for the sake of argument, one hex is approximately 1 parsec, 3.17 light-years. Or more simply, the distance a Jump-1 rated drive can travel.

The modified Safari Ship the team will have is rated at Jump-3. That means to travel 9 hexes it will take at least 3 "jumps", with each jump ending at a star system, not empty space. Following each jump the ship will need to refuel (L-hyd; Liguid Hydrogen) and probably replenish stores. A ship jump occupies about 1-week in jump-space, than another week to travel to a spaceport, refuel and replenish, and then travel out to a "jump point" for the next interstellar jump. Typically this adds up to 2 weeks per jump. So a nine-hex journey will take a minimum of 6 weeks.

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