Showing posts with label Traveller. Show all posts
Showing posts with label Traveller. Show all posts

Sunday, April 19, 2026

Using ChatGPT as a solo Classic Traveller GM: Update #2

So I froze my first character, Bran, and decided to create a new character and try and play a more ‘kinetic’ scenario. With all my new found knowledge, I knew I had to check and constrain and dictate to Chat to try and get it right. So I verified all the Book 1 tables for a Marine. The Term roll table (enlistment, survival, etc) was all correct. Asking for the rank table, it provided some mishmash, giving me two tables, starting with enlisted ranks and progression to officer ranks. So I had to correct that. Then with the skills tables, it started out well getting 100% on the Personal Development Table, and I think only one error on the Service Skills, but both Advanced Education tables were out to lunch. With those all corrected, I fed it entry skills for Marines (enlistment, and then commission). Then I check muster tables, another mixed bag. Benefits were mostly correct but missing the line 7 for rank 5 or 6 since they get a +1 DM. Cash tables were all wrong, which I expected from before. So with all the tables corrected and locked, and telling it to run strict die rolling, I got into attributes.

The first set really sucked so I tried again (I know, I’m not doing true Traveller. But since this is an experiment with not really a lot of roleplay, I wanted something decent). Second sucked too. So I said give me a table of 6 sets of rolls and I’ll pick. In those 36 numbers there was only one double-digit (a 10), so I asked if it was truly doing 2d6 or just a random 2-12 calculation. It said it was doing 2D6 and this was just an oddity. Sure, a 1% chance of that, so possible, but not expected. I meant to ask for another set of 6 sets of attributes, but it gave me one, and it was ok so I just went with it.

For my test (and my normal house rule) I play a modified version of CTs survival roll option. Miss by 1 just wounded, miss by 2 seriously wounded, but stay in, miss by 3 or more seriously wounded and complete the term with just one skill roll.  I use the wounds for the character story. This works better with Mercenary/High Guard etc when you have the 4 assignments in each term, as you can create a story based on the assignments also. But other than this survival mod, I play rolling for reenlistment.

I ended up with a 2-term marine LT, with Cutlass-1 (Marine base skill), Revolver-1 (Marine LT base skill), Auto Pistol-1, ATV-1, and Vacc Suit-1. One other skill roll was a +1 Edu. With three muster rolls, I took two benefits and 1 cash, getting a plus Int and Mid Passage, and 10,000credits.

So not a stellar character, but functional, and with the skill-0 in all weapons I could still do security work.

So I asked Chat to start a new campaign with this character. Showing it’s penchant for just continuing, even though I said ‘new campaign’ it just started right in with the other characters ‘world’. This meant it had me just landed on Jenghe. At least it had kept the right UPP with a tainted atmosphere (I verified the UPP just to be sure). When I asked the cab driver about a place to look for work, it pointed me to the ‘Exchange’ which was the same place mentioned in my previous campaign. So unless you specifically tell it to start from scratch, maybe give it a new world and other parameters, it will just carrying on with what you had been doing with it.

I wanted to try and play with a group of NPCs, and as soon as I asked that of a potential patron, it shifted smoothly to her being able to accommodate that. So I was quickly on a team with a contract mission. This mission was also tied to the previous campaign. Not explicitly, and not until the end really, but still the same kind of comms/data package MacGuffin at the center of it all, and also still seeming to conflate computer system nodes with physical locations. Not a big deal, but again showing it can’t create something new unless you tell it too or start a new session.

The mission was assaulting a location, securing it, and calling in the client to take over. It did a fairly good job of tracking the 4 of us, but most of the action centered on me. I saw this in my first run with the other character, where after some queries from me it explained it was trying to focus the narrative on me and for me to be successful. It was all theater of the mind and it didn’t do a good job of painting the picture, especially for a tactical assault. I did not try and query it much for more details though.

When the shooting started, since I said show all rolls, it showed a 6+ target number. I took the kill    (😊), but corrected it to 8+. I also tried to correct it for skill DM, but may have been too specific, since going forward the only DM I got was when I used my pistol. It didn’t seem to ‘know’ the mechanics of Traveller combat or injury. Overall it was just doing a narrative ‘game’ with the only mechanic being my shot rolls. But on those rolls it was not applying any DMS. There was also no surprise rolls, initiative, or DMs for cover/concealment, movement, aiming, etc. At the end I fired my pistol blindly down a ladder shaft at someone climbing up the ladder. Granted I said I was firing down the ladder, so thinking as a GM I might not give a penalty for not being able to see the target, but I thought there might be something. But no.

When the mission was over and we were debriefing as a team (and the team leader deferred to me a lot, so again the Chat doing narrative with my character as the focus), I wanted to compare skills to see what holes we had. Chat just gave the NPC skills as generic descriptions, not as Traveller skills. So it isn’t ‘rolling up’ NPCs with attributes and skills.

So here’s another bottom line. I think unless you feed it a lot of mechanics data and tell it specifically to use it, to create NPCs with attributes and skills, to use all combat and wounding mechanics, it will always default to just narrative storytelling with your character as the focal point, and driving towards constant success. So there is no real game there, with the risk of dying.

So I’m back at the same point, trying to decide how much I want to invest in it. It acts like it knows all about Traveller, and just saying Classic Traveller it came back saying ‘ok, we’ll just use Books 1-5’. But it can’t really discern ‘just books 1-5’, and it doesn’t ‘know’ what that means when I ask it to run a game using those books. It doesn’t ‘know’ there are mechanics in there it is supposed to use, and details it is supposed to track (wounds, ammo, etc). It’s doesn’t ‘know’ to be a GM to take what the player says at face value and hold them to a ‘reality’. After I bought my guns and ammo, we were heading to the hotel and I just said ‘my auto pistol is in a drop leg holster’ and it added that to my character sheet. It didn’t say ‘you didn’t buy that, do you want to go back?’. Another example of just trying to carry the narrative forward with success for my character.

Reading more about ChatGPT, it is a language model designed to carry on a conversation. It wants you to ask it questions. When I was asking it about orbits and star luminosities and such (with in the context of Traveller, so it ‘knew’ I was wanting to work within the game) it kept offering GM tools with table and such. So maybe it is better as a GM aid to create those kinds of things, unless you just want to run a narrative campaign and not worry about mechanics. I’m sure you could guide it to not be so focused on character success, and put some probability into the game. For the first character it was consistently ‘rolling’ against a target number by difficulty with DMs for skills and planning. That was more fun and gave a sense of potential failure.

I so want this to be a simple and efficient Traveller GM, but I don’t think it can be. I think the amount of work to teach it how to do that would be equal to creating my own scenarios.

Sunday, February 1, 2026

Bonus Character #2: Book 6 Scouts

 


Stephin Baccino, 68ABA5, a smart and educated guy was looking for something a little more in life. The Scout recruiter caught his ear and, as recruiters do, spun a wonderful story of exploration and adventure. "Enlist NOW, 70% of Field billets are in Survey or Exploration! Explore new worlds, immerse yourself in new cultures, see the Imperium and beyond!". 

So Stephin signed.

Communications Office. Yep, the 30% found him. 

Well, at least there is still a chance for the Imperial Courier Service branch, and something more exciting than X-Boat tenders.

After one year of Initial Training for his Pilot rating, Stephin was off on his adventure. His first duty assignment was standard courier duties on a Type S. Not too bad to be on a small crew for standard detached duties. Stephen applied himself more at the downports than enroute, but was having fun (Gambling - 1). The next assignment was a Mission, on which Stephin was training in Communications.
His final duty assignment in his initial term was Training, and he was selected for a special Field Training School, where he learned Survey skills and techniques, along with getting his Air/Raft qualification.

Stephin was having fun, learning new things, and seeing different systems. He reenlisted with no problem, as he was just the type of smart, independent thinker the Scouts were looking for in the Field.

His second term started out quiet, with routine missions that did not stretch his abilities. But the next assignment was a Special Mission on which he spent most of his time planet-side on a survey team, where he learned to handle horse-like domesticate beasts and also qualified with a service rifle. The next two years were routine missions, and Stephin used the jump times to take advantage of Scout-offered education courses (+1 EDU). 68ABB5.

Stephin reenlisted for one more 4 year term, then he was going to head out on his own. While the hands-free oversight of the Scout life was great, in the end they were still telling you where to go and when. Stephin had seen too many interesting things that called out to him for further exploration, that he felt he needed to get out and get exploring before age started to catch up with him too much.

The first assignment was more routine missions with his standard crew, which while enjoyable left Stephin hoping for more excitement. He wondered who he pissed off in the Bureaucracy when he was yanked into a Commo mission on an X-Boat tender. He took advantage though and finally got his Vacc Suit paperwork routed properly (how had that slipped through all these years??). By now Stephin had a few connections, and after calling in some favors, pulled a classified special mission assignment. It was out on the Fringe, and Stephin got his Navigation qual on the multiple jumps. All he say about the rest of the mission is he learned how outworld bureaucracies truly work (Bribery - 1). The 'payback' for those favors was to fill a routine slot after the outworld fun, which Stephin had no problem with doing. Why risk your life right before you're getting out? Well, he didn't risk his life if you don't count STDs and bar fights (Carousing - 1).

So after 12 fun years, 30 year old Stephin mustered out. Dreams of a Scout Ship of his own were quickly dashed, but he was rewarded for his faithful and diligent service with 100,000 credits, his service rifle, and a ceremonial blade from one of the planets he visited.

Stephin Baccino, 30 years old, ex-Scout (Commo)

68ABB5

Pilot - 1
Navigation -1 
Commo - 1
Vacc Suit - 1
Survey - 1
Air/Raft - 1
Rifle - 1
Carousing - 1
Gambling -1 
Bribery -1
Equestrian - 1

100,000 Cr, rifle, Blade

Saturday, January 31, 2026

Bonus Character #1: Citizens of the Imperium

 


This is one of the Citizens of the Imperium I rolled up but didn't post with the challenge.

Arkim Montayo. 4BAC36. A brilliant guy, ultra marathon runner, who just plain didn't like school. All he wanted to do was run. When he showed up at all, he would soak things up but then not do any homework and purposefully flunk the tests. Ended up dropping out and working odd jobs, but soon got tired of the 'just making ends meet' lifestyle. He had no urge to bust out into the universe, so he enlisted in the System Air Force.

Despite his lack of formal education, he easily passed the entrance tests. He easily passed and survived basic (Vacc Suit - 1, Survival - 1) and advanced training and his first tour. He selected Grav Vehicles out of basic for his primary flight position (Air Craft: Grav/Air Raft - 1). But he continued his slacker ways, and did not make any friends with leadership. So there was no promotion, and he barely made reenlistment.

With 4 years of maturity, and recognizing he was pissing away this chosen path which could be good to him, he started to buckle down and change his ways. He was more attentive and applied himself to studies, and was rewarded with position of Pilot, followed soon by a promotion to Flight Leader. Maybe Arkim had found his home at last. He hit the gym, since he wasn't running nearly as much as he would like, and increased his strength, which helped when pulling Gs. He also got advance quals in Vacc Suit and some combat training with an SMG as part of an advanced survival course. Despite his hard work and efforts this tour, he was barely retained for reenlistment.

His third tour was step back. He was assigned one staff position after another, and did not receive a promotion. His positive attitude began to crumble, and he spent more and more time at back alley poker tables losing his money (Gambling -1). He decided he give it one more tour, and if things didn't turn around he was punching out. 

His fourth tour started out well, with an opportunity to cross train in helicopters (Aircraft - Helicopter - 1). But he was assigned to a logistics unit and spent the next 3 years flying personnel and supplies to research stations. The constant flying kept him out of the gym and he lost the small bit of strength he had added in previous years. No promotion sealed the deal for him, and he departed with some skills, but about the same attitude he had coming in. His severance was 15,000 Cr and a middle passage - a pittance for 16 years of service. But his record did positively reflect the training he had received (2 x EDU +1).

Arkim Montayo, 34 year old ex-Air Force helicopter and grav vehicle pilot.
15,000CR, Middle Passage

4BAC56

Air Craft - Air/Raft - 1
Air Craft - Helicopter - 1
Vacc Suit - 2
Survival -1 
SMG - 1
Gambling - 1

Character #31: Classic Traveller - Book 1

 

To finish out the month and my first #CharacterCreationChallenge, I'm going to do a Classic Traveller Book 1 character. I love Traveller, the character generation process creates a story, and they are quick and easy.

This is Bryne 'BOM' O'Malley, 8A8AA6. Pretty good rolls across the board, could probably do well in any service. BOM chooses the Army, as he thinks he has the best chance for a commission and promotions in the Army. He's a physical guy, but also smart, and thinks he can serve best as an Officer.

BOM enlists with no issues and quickly sees his plan come to fruition. He earns a Commission based on his entry scores and performance in boot camp, followed shortly by a further promotion to Captain. The Army had quickly recognized his leadership abilities and intelligence would serve them well. BOM gets an expert rifle badge in boot camp (Rifle - 1), SMG training in Officer School, and an Air/Raft license. However, he also spends off duty time in the local casinos (Gambling - 1), perhaps a sign of problems to come. He reenlists with no issues.

His second tour sees another promotion to Major, and various operational missions where he is trained in the art of being a Forward Observer. He also earns a posting to Command and General Staff College, where he is schooled up in Tactics. Reenlistment is no issue for Major O'Malley.

His third tour starts strong, with another promotion to LTCOL. BOM really loves this tour as a Battalion Commander, and enjoys getting to know the troops. He 'gets his hands dirty' with his various components, and learns to drive the various tracked vehicles in his command, as well as earning a Combat Lifesaver rating (Medical - 1). Despite staying active and hitting the gym with the troops, BOMs many nights of drinking and gambling take a toll on his stamina. 8A7AA6.

With his eyes set on another tour and a 'sure thing' promotion to full Colonel, BOM is dumbfounded when the service rejects his package for a fourth term. His gambling and drinking had begun to interfere with his ability to lead, and a couple of fraternization charges that were swept under the rug, all added up to too many issues for the Army to deal with.

BOM quickly ran through the stages of grief, and settled on anger. Not angry at himself for torpedoing a great career, but angry at the Army. Because his units had all operated well, BOM didn't realize the liability he had become.

The Army processed him out quickly with the minimum severance package of 12,000 Cr and a Middle Passage ticket. Another slap in the face in BOMs view. But BOM was not going away empty handed. He pulled strings and leveraged his rapport with the troops to make off with his rifle and pistol as 'surplus gear'.



Bryne 'BOM' O'Malley, ex-Army LTCOL, 34 years old
12,000 Cr, Middle Passage, Rifle, Auto Pistol
8A7AA6

Rifle - 1
SMG - 1
Auto Pistol -1
Gambling - 1
Air/Raft - 1
Vehicle - Tracked - 1
Medical -1 
Fwd Observer - 1
Tactics -1




#CharacterCreationChallenge

Friday, January 30, 2026

Character #30: Classic Traveller

 


We're getting to the end of this challenge, and I have to admit to getting a bit worn out. It's everything else of life actually, that pushes me to doing these after 1800 and a long day at work, when I should be spending time with the family. To spend time with family, some of these I've not started until 2230, and have had some late nights to get them posted.

So tonight (time hack: 2110), I'm doing straight Classic Traveller Book 1.

Maden Sontrome: 79AA43. Mads is very intelligent, but no schooling. A self-taught brainiac from the wrong side of the tracks of a backwater world. By age 18 he managed to scrape together low passage to a main world, and attempts to enlist in the Imperial Marines. They want nothing to do with him, as they think he cheated on the ASVAB since he almost aced it but only shows up as having completed the 6th grade. He gets automatically entered in a service draft, and pulls the Scouts. He'll take it, anything to get as far away as possible from the hell that was home.

His first tour is uneventful with basic training, basic flight school, and two years line duty on an X-Boat tender. He earns Pilot - 1, Vacc Suit - 1, and spends his downtime taking online courses and gains +1 EDU. 79AA53. Despite his efforts to better himself, and having no problems with any assignment, he is barely accepted for reenlistment (rolled a 3 for the target 3! The easiest service to reenlist in!)

After the scare of almost getting booted after just one term, Mads vows to doubly apply himself and not let that happen again. His next tour is on the fringe, and he has a number of close calls, including barely surviving a freak meteor impact that destroyed the Scout Courier he was on. He spent 3 weeks in a rescue ball, and only his hardy upbringing saw him through that. He continued his intensive studies during this tour, in Electronics, and was also cross trained in Gunnery. This reenlistment passed with no issues at all.

His third tour was on a brand new Scout Courier on a survey mission. No close calls, but many hours spent conducting surface ops, where he earned a Grav Vehicle license along with training in Mechanics keeping the vehicles running. Reenlistment was again no issue.

His fourth tour was back on an X-Boat Tender, and Mads made the most of the routine again with self study in philosophy and linguistics (INT +1), and Advanced Electronics. His years in space began to take a toll on his body, reducing his strength and endurance. He decided to reenlist one more time, then head out and see what he could make of himself on his own. 699B53

For his fifth tour, he was again assigned to a fringe exploration mission on an armed survey scout. This mission encountered many pirates, and Mads increased his gunnery skill. In down times he continued his self study program (INT +1). But age continued to take it's toll. 698C53. The Scouts did not retain him, and Mads happily headed out into the Imperium.

For mustering out benefits, Mads took two for cash and three for benefits. For cash, he cleared 70k credits. For benefits, Mads was rewarded for his years of dedicated service with a surplus Type S Scout/Courier. He could not believe his good fortune! Backwater dropout to independent ship captain! And his continuous self study across many fields had greatly increased his intellect (+2 INT). He was well trained, able to operate and maintain anything on the ship. All he needed to do was recruit a few like-minded trained crewmen to share the duties, and find a patron.

Maden 'Mads' Sontrome, 38, ex-Scout
698E53

70,000 Cr
owner of Type S Scout/Courier LS1-4H7-1V8 "Reliable Bet"

Pilot - 1
Vacc Suit - 1
Electronics - 2
Gunnery - 2
Mechanical - 1
Grav Vehicle - 1

graphic credit to Douglas Flewelling

#CharacterCreationChallenge

Thursday, January 29, 2026

Character #29: Classic Traveller Book 5 High Guard - Me!

 


Keeping with what I started yesterday, I'm going to do myself in Book 5 High Guard, since I was in the US Navy as a pilot for 20 years. I had an odd entry path, career path, and career tours, so based on that alone it would be hard to get a direct translation. Plus going pilot in the water navy to spaceship navy is going to twist things too. I'm not rolling anything, just selecting what matches up with my reality, as much as possible.

So here goes.

For my attributes, I'm setting them fairly average at my 18 year old starting point, although I am above average intelligence (honors classes through high school, graduated with honors, etc).

STR 7
DEX 7
END 8
INT 9
EDU 9
SOC 7

Go to college, succeed (4 years), Aeronautical Engineering degree, graduate with honors. I'll take a +2 EDU bump. 22 years old.

But here's my first oddity: I technically was enlisted my last two years of college, just had to go to classes and stay on the B honor roll, and when I graduated I was guaranteed a slot at Officer School (Aviation Officer Candidate School - AOCS, actually. With Marine Corps Drill Instructors!). And if I  succeeded and got my commission, I was guaranteed a pilot school slot.

So here's how I crafted my 'first 4 year term':

1: Basic and Advanced Officer School for 1 year (my AOCS was 12 weeks!), earning Admin - 1 and Vacc Suit -1. I took Admin because we learned a unit operates, which includes paperwork. Plus we learned basic skills (survival, basic engine theory and aerodynamics, etc), so I took Vacc Suit as a basic space Navy skill.  

2 and 3: Flight School for two yeasr, earning Pilot - 1 and Navigation - 1.

4: First operational tour, first year. Patrol (I was actually a Patrol Plane Pilot).  Earning another pilot rating (Aircraft Commander), so I'm up to Pilot - 2. And Promotion to Sublieutenant O2 (Lieutenant Junior Grade in real life).

Second 4 year Term: 

1: First operational tour, second year. Call it Strike (we did counter drug ops in the Caribbean). Promotion to LT O3, Commo - 1 skill.

2. First operational tour, third year. Flight - Training, Pilot - 3

I was #3 in my Officer School Class, so I earned a Regular Navy Commission. That meant I served until they kicked me out, didn't have to reenlist.

3: My first shore tour was to go to Naval Postgraduate School (NPS) and get a Masters Degree in Aeronautical Engineering. I take this as a Special Assignment - Cross Training in Engineering, Engineering - 1.

4. I was as NPS for two and a half years actually, so I'll take this second year as Special Assignment -Cross Training in Technical Services, for a Mechanical - 1 skill.

Third 4 year term:

1. I then went on a two year 'Dissociated Sea Tour', which meant I had to go on a ship (and aircraft carrier) as ships company. I take this as Special Assignment - Cross Training - Line. We played alot of poker, so Gambling - 1.

2. Another year on the carrier, so another Special Assignment - Cross Training - Line, and I take Liaison - 1 (I had to smooze some big wigs). Promotion to Lieutenant Commander O4 (R3). I was actually promoted at the end of my carrier tour, although I did not 'put it on' until the next tour.

3. More oddities:  I had a one year assignment to Army Command and General Staff College at Ft Leavenworth, Kansas. This was a fun tour because I was from Kansas City which was only 30 minutes away. I'll take this as Special Assignment - Staff College, and take Fleet Tactics - 1. 

4. I then went back to operational flying for two years. So back to Flight, Training assignment, and I'll take Ship Tactics - 1.

Fourth 4 year term:

1. Another year of operational flying, with a deployment to the Caribbean for counter drug ops again. I'll take that as Patrol, and skill in Ship's Boat - 1.

2. I then went to another aircraft carrier, on the Carrier Strike Group (CSG) Staff (Admiral's staff). I'll take the first year as Special Duty - Cross Training - Line, Shore Duty with no skills.

3. Second year on the CSG staff. We deployed to combat operations in the Gulf. So I'll take a Special Duty - Cross Training - Line, Strike Assignment. Computer - 1.

4. More Oddities. The CSG staff was sent with the Admiral to Djibouti to fill in the Combined Joint Task Force staff. We received some weapons and combat training before deploying. I'll take this as Special Assignment - Cross Training - Line -Siege, for a Rifle - 1 skill.

Fifth 4 year term:

1. I ended up in Tampa at Centcom as a representative of the Combined Joint Task Force.  So I'll call this Line - Shore Duty, with skill in Fleet Tactics - 2.

2. Final year before I retired, was simple shore duty. Flight - Shore Duty, no skills. 

Forced retirement at 20 years, counting last 2 years of college, as O4 Lieutenant Commander (R3) at age 40.

Pension 4,000Cr/year. I'll take 4 muster benefits for terms (not getting one for the truncated 5th term) plus 2 for rank. 2x50,000cr, +1 Intel, +2 Educ, +2 Social, and Traveller's Aid Society.


So here's me, Traveller Book 5 High Guard Navy veteran.

Wes

LCDR (R3) Retired, Imperial Navy

STR 7
DEX 7
END 8
INT 10
EDU 13
SOC 9

Pilot - 3
Navigation - 1
Commo - 1
Engineering - 1
Mechanical - 1
Gambling - 1
Liaison - 1
Fleet Tactics - 2
Ships Tactics - 1
Ship's Boat - 1
Computer - 1
Rifle - 1

100,000Cr
Traveller's Aid Society


#CharacterCreationChallange

Tuesday, January 20, 2026

Character #20: Classic Traveller RAW

 

Yes, this challenge is starting to get challenging. Didn't generate as many as I was planning over the three day weekend. And it's obvious that Traveller is my go-to since they're fairly quick and easy.

This time I wanted to do a Classic Traveller Book 1 character completely Rules-as-written (RAW), including dying if I didn't make the survival roll. I wanted to see if fate would play her hand, and let me get 4 terms into a great character and then squash him!

I rolled a D6 to see which service I would attempt to enlist in, regardless of my characteristics. The result was Merchant. Let's see how it went.

Rolled Characteristics:

STR 6
DEX 5
END 3
INT 8
EDU 6
SOC 6

A pretty average, vanilla set of stats, except for the below average Endurance. Looks like a chain smoker to me (is that even a thing in Traveller in space?). OK, maybe an asthmatic. But the INT does give bonuses for three areas for Merchant: Enlistment, Survival, and Commission. Darn - one short for a bonus to the tough 10+ Promotion roll.

Let's name him Bruce Filbert.

So Bruce successfully enlisted in the Merchant service, and easily survived his first term, working a subsidized liner on an established route. He was easily commissioned (at 4+, I guess everyone in the Merchant service is an 'officer', although most are probably stuck at 4th Officer). And he ALMOST got a promotion. He reenlisted easily, of course (4+ also).

For this first term, he took one Personal Development Skill (+1 Dex), and two Service Skills, both of which were Steward. I guess Bruce is a Steward!

His second term he barely survived a misjump scenario, and wasn't promoted, so he only earned one skill. He took an advanced education class, earning a rating in Electronics. Despite the scary situation with the misjump, Bruce finds he likes the Merchant service as a Steward, and reenlists for a third term.

His third term is fairly mundane, and his service skill earned is a rating in Vacc Suit. He decides to reenlist for one more term.

Bruce's fourth term is a little more exciting, with some brushes with pirates while refueling once. Promotion eludes him once again, and he earns a higher rating in Vacc Suit. 

Despite aging threatening at age 34, Bruce managed to maintain his health and fitness and has no impacts on his STR/DEX/END.

His four terms and on rank earn him five mustering out benefits. He takes 3 Cash and 2 Benefits. The Service is stingy given his lack of skills earned, despite his stellar record, and only takes home 11,000 credits, and a commemorative dagger. His Electronics course does qualify him for an increased Education rating.

Bruce Filbert, ex-Merchant 4th Officer
STR 6
DEX 6
END 3
INT 8
EDU 7
SOC 6

Steward - 2
Vacc Suit - 2
Electronics - 1

11,000 credits
Dagger

Well, he survived. And he would make a great Steward on anyone's ship. If you played him as a PC it would be all personality and generated background to make him interesting.




#CharacterCreationChallenge

Friday, January 16, 2026

Character #16 - Classic Traveller - Another Other

 

After my last character build with Other yesterday, where I didn't get the thug I wanted, I thought I would give it another shot. 

The dice gods have a different idea.

STR 9
DEX 8
END 8
INT 4
EDU 7
SOC 6

That's more like it! Slightly above average physically, well below average in the IQ department, and average EDU/SOC. Let's see where this went!

Barely survived the first 4 years, earning Blade - 1, and Vehicle (Wheeled). Let's reenlist (made the roll) and try again. Maybe a second term will get some more thug-like skills.

Barely survives another 4 years, and his one skill is Bribery. OK, that's thug-like, but still not combative.
Reenlist is a 7, so good to go. 

At this point I'm also rechecking the rules in Book 1. Scouts get two skills per term because they don't have the opportunity to get extra skills through commission and promotion like the other services (that lack of rank structure was changed with Book 6 Scouts, giving an expanded generation system just like Book 4 Mercenary and Book 5 High Guard). Other doesn't have rank either, but - nope! They just get one skill per term. Yikes!

So his third term is again easily survived. And his skill is ........ Vehicle. I take Wheeled to make it Vehicle - 2.

Reenlistment is a 12, so forced to stay in. Ok, one more term for something juicy, then he's getting out.

Survives easily once again. And the skill rolled is ........ Vehicle. Let's take Wheeled to make it Vehicle - 3 in Wheeled Vehicles.

Muster out with 4 benefits. He takes two on Cash and two for Benefits. Cash is nice at 55,000 credits. Benefits are a +1 Intel (he had no where to go but up anyway), and a High Passage.

So let's meet Frankis Malnott, the Getaway Driver, 34 years old.

STR 9
DEX 8
END 8
INT 5
EDU 7
SOC 8

Vehicle - 3 (Wheeled)
Blade - 1
Bribery - 1

55,000 Credits and a High Passage. Frankie could actually be fun to play in a campaign that had a fair amount of time downside in lower tech level worlds, maybe with a band of interstellar bank robbers. Frankis can drive anything like a Formula 1 champion!

#CharcaterCreationChallenge

Thursday, January 15, 2026

Character #15 - Classic Traveller - Other

 

I don't think I ever played an Other character. It was always Army, Marines, Navy, or Scouts. Maybe a Merchant now and then. My buddies and I didn't have any long running campaigns in any system - don't ask me why. Well, it was probably because we (I know I did at least) came into RPGs with 1E AD&D, and modules, and so we thought modules were the way it was supposed to be played. So probably just made characters for each game/module. Except Aftermath!, which I know I made alot of scenarios for that kind of combined into a campaign. 

Back to Traveller, I know we ignored the Survival rolls, and probably cheated on skill rolls, so we could always have gun skills. We were somewhat combat-centric.

So back to this character. Let's roll an Other, ignoring survival except for background story inputs (getting wounded), but will follow reenlistment rolls.

Tomsar Lanthden - Toms

Characteristics:
STR 6
DEX 5
END 12
INT 10
EDU10
SOC 7

Toms is very smart, highly educated, tough as nails (long distance runner type), but physically weak and clumsy. He comes from a  middle class background, and doesn't have any aspirations but college and a career with a mega corporation. He graduates college with a degree in interstellar finance and is interviewing with all the big corporations when he meets and falls in love with a beautiful woman, Brandice 'Brandi' Carlioni.

He's head over heels for her, and she is thoroughly charmed by his intelligence. He proposes, and she agrees on one condition: come work for her Dad's import-export company so they don't have to change planets. He readily agrees, even though he knows he's saying goodbye to a sizeable chunk of income. But anything for Brandi.

After a year or two of ding the books and working finance deals, Toms has figured out there is a less-than-legal side to most of the family business. But he's still under Brandi's spell, and let's the family corrode his morales bit by bit.

Her brother Molo tries to show him the ropes, even though he has nothing but disdain for the weak nerd that Toms is. Molo educates him in the code of the streets and smugglers dens (Streetwise-1) and some basic blade fighting skills (Blade -1)

By the end of those four years, Toms love for Brandi has grown by as much as hers has ebbed. Plus Molo is starting to have suspicions about him. But she still loves him enough to vouch for him and keep him 'in the family'.

The next four years don't go as well. The marriage begins to truly crumbly, as Brandi gets tired of Toms' brain and starts sampling more brawn. Toms starts to realize the true nature of the business, and realizes he has to get out. Molo starts threatening him and frequently beating him up, trying to scare him in to staying and not being stupid and try and go to the authorities. So while Toms Endurance increases by 1, he doesn't pick up anymore skills.

By age 26, Toms has had it and plans his escape. He steals one of Molo's pistols, takes 10000 credits he squirreled away in a separate account, and flees the planet, praying he doesn't have to keep looking over his shoulder his entire life.

STR 6
DEX 5
END 13
INT 10
EDU 10
SOC 7

10000 credits, pistol

Blade - 1
Streetwise - 1
(BS Interstellar Finance)

So not much of a playable character, but a fun story to write. And could be an NPC or Patron, hiring the players for protection, retribution, kidnapping (trying to get Brandi back), or extortion. Fun.

#CharacterCreationChallenge

Wednesday, January 14, 2026

Character #14 - Classic Traveller - Book 5 High Guard - Navy

 

Let's do a High Guard Navy character next. Dreams of Officer and a Gentleman and flight school running through my characters head.

Nathen Hapsberg was raised on Froin (TL 9) in the Five Sisters Sector (TL12).
STR 7
DEX 10
END 9
INT 9
EDU 6
SOC 11

His Social Standing indicates a noble title of Knight. His family was a lesser branch of the subsector nobility, thus relegated to Froin in the dark corner of the Five Sisters subsector: very thin tainted atmosphere, off the X-Boat route, class C starport, very low population. His family was in charge of Research Station Zed, which does ocean biology research. Not too thrilling a place. 

Nathen was an active kid, if only slightly above average in any category. Smart, but he did not apply himself in any school situation. Turning 18, all he wanted was to escape Froin.

He applied to the Naval Academy, but even with his noble ranking, his poor efforts at schooling killed his chances. He then applied to the Wonstar College, and just barely made it past the boards. Finally getting into college, Nathen realized he needed to apply himself or he'd be back on Froin counting sea turtles. Still dreaming of being an officer and flying, he applied for NOTC but was denied, again even with his noble standing. It almost seemed as if someone behind the scenes was thwarting his efforts. He did his best to press on, but even with better motivation than in his younger days, while passing all his classes, he was nowhere near the Honor Board (only +1 EDU for his efforts).

After graduation, Nathen tried to enlist in the Imperial Navy but was denied. That silent hand holding him back once again. Trying for the Subsector Navy, he was accepted. Finally! Something good! Except for using his nobility to pick his branch (Engineering), he figured the title wasn't worth much at this point. 

Basic Training got him his basic Engineering Rating, and in Advanced Training he broadened his knowledge of Mechanics.

His next assignment was in a Strike force, which while exciting, proved uneventful except for promotion to E3. This was followed by two Patrols, again uneventful except for two more promotions. He spent alot of his off duty hours in the gym, gaining a +1 Strength and +1 Dexterity, while also assisting friends in the Mechanical Division repairing air cleaners, hatches, and galley equipment, increasing his Mechanics skill.

While this first tour wasn't too exciting, it wasn't too bad either, so Petty Officer Third Class Nathen Hapsberg decided to reenlist. He was still hoping for some path to a Commission. 

The next four years were definitively more exciting, with Siege and Strike force assignments in addition to two more Patrols. Each combat tour resulted in an award for bravery, first a Citation for Meritorious Conduct Under Fire (MCUF), and in the Strike Force a Medal for Conspicuous Gallantry (MCG). This also resulted in three more promotions, up to E7, the storied Chief Petty Officer ranks, where the Navy is actually run. These more combat-oriented assignments resulted in skills in Vacc Suit, Zero G Combat (how he earned his MCG), and use of the SMG.

Nathen was feeling good about himself at this point, but at 30, he could feel his adventure clock ticking. The Navy had been good to him, but he didn't see much of an opportunity for a commission at this point. So Nathen decided to muster out after two terms. Even being an E7, the benefits were next to nothing: 5000 credits and a bit smarter.

Ex-Navy Chief Petty Officer Nathen Hapsberg, 30 years old, 5,000 credits.

He has a decent resume with two decorations, Chief Petty Officer rank in just 8 years, and skills good for shipboard jobs (Engineering-1, Mechanical-2, and Vacc Suit-1) as well as combat skills that could be useful for jobs on the more kinetic side (SMG-1, Zero-G Combat - 1). While holding a nobility rank of Knight, Nathen is looking to escape that world which has done nothing for him. He has solid ties with the Subsector Navy, and the respect of those he worked with. He wants to make it as Nathen, not Lord Hapsberg. 

STR 8
DEX 11
END 9
INT 10
EDU 7
SOC 11

Mechanical - 2
Engineering -1 
Vacc Suit - 1
SMG - 1
Zero G Combat - 1

Assignments:
Term 1: 
    Basic - Engineering - 1
    Advanced - Mechanical -1
    A2: Strike - E2, +1 DEX
    A3: Patrol - E3, Mechanical - 2
    A4: Patrol - E4, +1 STR

Term 2:
    A1: Siege - MCUF
    A2: Patrol - E5, Vacc Suit - 1
    A3: Patrol - E6, SMG - 1
    A4: Strike - E7, MCG, Zero-G Combat

#CharacterCreationChallenge

Tuesday, January 13, 2026

Character #13 - Classic Traveller - Book 4 Mercenary - Marine

 


For this Classic Traveller character creation I'll be using Book 4 Mercenary to build a Marine character. With some house ruling. I'll assume success for the enlistment roll, since I want to build a Marine. We also used Book 4 to create 'regular' characters, not specifically 'mercenaries'. In our eyes, every character was a mercenary! Just not in the Book 4 terminology where you would be in a unit and work the tickets. Just a regular character with more skills! Missing the survival roll will be some level of injury just for background story - I don't have anything set up for loss of ability or anything like that. So other than that, let the dice fall where they may! :) 

Characteristics:

STR  -   9
DEX - 11
END -   9
INT -   11
EDU -   3
SOC -   6

Hmm. I started off so well! But not bad overall. Fit and smart guy, but no education, but also middle class background. Sounds like a drop out to me (like in the 6th grade!). Let's say his parents died when he was young, and his alcoholic uncle took him in and made him work in his quarry, basically as an indentured servant. At age 18 he escaped and enlisted in the Imperial Marines, pissed off at the universe for 'the rough life he's had'. He might be about to learn how rough life can actually be...

Let's name him Mortimer Fodan.

After successfully enlisting in the Marine Infantry, Mortimer completes Basic Training, earning a Rifle - 1 skill and the nickname MoFo. He then completes Advanced Individual Training (AIT) and is designated a support weapon operator, earning Level 1 in the Light Assault Gun.

His first assignment is with an active unit, but in Garrison. This is easy duty, and MoFo shows up on time everyday and keeps his nose clean, and is promoted to E2 Lance Corporal.  But Garrison duty provides no opportunities for new skills. MoFo is already getting a bit discouraged.

His next assignment is with another active unit, but on internal security duty. This is only slightly more dangerous than Garrison duty, but MoFo has taken to Marine life and starts to show some leadership skills and is promoted to E3 Corporal - MoFo is now an NCO! But again, no opportunity for more skills. MoFo decides this final assignment in his first enlistment better be something better or he might be getting out.

His prayers are answered and he is assigned to an active unit conducting raids. He survived, and in ensuing actions earns a Medal for Conspicuous Gallantry (MCG) leading his fire team. He does not get promoted, but is trained in Zero-G Combat, which he found to be pretty damn cool. OK, he'll reenlist.

Corporal MoFo Fodan signs up for another 4 year hitch.
His first assignment is an active unit conducting Police Actions. MoFo enjoys this tour, continues to improve his leadership skills, and is promoted to E4 Lance Sergeant. He also improved his Rifle skill to Level 2.

His second assignment this term is as Ships Troops, another fun tour getting him promoted to E5 Sergeant, and earning a Shipboard Life skill in Vacc Suit. 

His next assignment takes a pause with a Training tour, but he is promoted once again to E6 Gunnery Sergeant, and takes an NCO course in Leadership. Young (25) Gunny Sergeant Fodan is quite the rockstar Marine.

Gunny MoFo's last assignment this term is another Ship Troops tour. While not a dangerous tour, he earns another promotion to E7 Leading Sergeant (now in the Senior NCO ranks), and skill in the Light Machine Gun (LMG).

Now at 26, MoFo contemplates getting out, but this last four years have been satisfying in action, training new skills, and promotions. While his promotion path is limited unless he can get a commission (which is next to nil with his lack of formal education), the Marines have finally seen his value as a hard working dedicated tough as nails Marine. MoFo has lost a bit of that chip off his shoulder, now that he has found a new home and family in the Corps.

He decides to enlist for one more tour, and then get out at 30 while he still has some good years left to rampage about the sectors.

MoFo can't believe his first assignment - he's selected for Commando School. While not near the age limit, it's rare for a senior enlisted to go to Commando School. While he doesn't get the Wilderness Recon school he wanted, he is happy getting his Demolitions qualification, along with hand to hand (brawling) and Blade combat fighting training. And he surprises himself also earning his Instructor qualification. 

His next assignment is back to the Ship Troops duty he is used to, serving as the senior NCO in a Platoon. His ship sees alot of action, and he is wounded. He cross trains with the ship's crew and earns a qual in Gunnery. 

For his third assignment in his third term, MoFo stays with his Platoon in Ships Troops, and learns to handle an SMG on some interesting downside DV protection ops.

For his final assignment this term, he moves to a different active unit conducting raids. Just like in his first term, he earns another Medal for Conspicuous Gallantry (MCG). He is also promoted to First Seargeant (E8), and is schooled in Tactics, fitting for his senior NCO rank. 

Now at 30, First Sergeant Fodan, was reconsidering his previous thought to muster out at this point. Having been to Commando School, he could now reenlist in the Commando Branch. That promised more action, but he knew it would take a toll on him physically. In the end, he could not turn down such an opportunity.

Reenlisting for a fourth term in the Commando Branch, First Sergeant Fodan's first term is with a Training unit, fitting for someone who transferred in so late in their career. He improved his Tactics knowledge, and is promoted to E9 Sergeant Major. He had now maxxed out his promotion possibilities on the Enlisted side. 

His second assignment is another Training Unit, and he improves his Demolitions knowledge. He was starting to wonder what the Commando Branch had for him, after two back to back training units. But maybe that was the result of transferring in so senior.

His third assignment saw Sergeant Major Fodan get placed in a Counter Insurgency unit on short notice to fill a vacancy. He saw heavy action, and was wounded once again. The fast paced operations, while using all his skills, did not allow him to improve any as he was more focused on leading and directing units thanoperating.

His final assignment this term in the Commando branch was back in Garrison, driving a desk for the Battalion. Not fun at all.

While not an overly taxing 4 years except for the Counter Insurgency assignment, age and the hard life of the Corps began to take its toll on Mortimer, and he lost some strength and dexterity.

After 4 terms in the Marine Corps, despite all his promotions and decorations, Mofo only got 4 mustering out benefits. Choosing two for cash and two for benefits, he was rewarded with 15,000 credits and a High Passage ticket. All his training and schooling resulted in a plus two to his INT score as well.

So here's Ex-Marine Sergeant Major Mortimer 'MoFo' Fodan, two time Medal for Conspicuous Gallantry recipient. 34 years old, in a lot better place than he came into the Corps, and ready to tackle whatever comes his way in the Spinward Marches. 

STR    8
DEX    10
END    9
INT    13
EDU    3
SOC    6    

Rifle - 2
Demolitions - 2
Tactics - 2
Heavy Weapons - LAG - 1
Heavy Weapons - LMG -1
SMG - 1
Zero-G Combat -1
Vacc Suit - 1
Gunnery - 1
Brawling -1
Blade - 1
Leader - 1
Instruction - 1

15,000 credits
High Passage


                                                                                   

#CharacterCreationChallenge

Monday, January 12, 2026

Character #12 - Classic Traveller - Marine

 


Back to Classic Traveller, Book 1 for a Marine.

Marines need high Education to help get a commission, and then a high social to help get promoted. For this build, since I'm going for a specific type of character, I'm going to roll 6 characteristics and then put them where I want them.

7 8 12 8 10 6

Wow, a 12 social standing would be a Baron. I don' think I'm going to do that though, for a Marine.

Here's where things ended up when I tried to maximize all my positive DMs. I know this is counter to the Classic Traveller ethos of roll in order and play the Character Generation game. But sometimes it's fun to see what you can get out of the system. 

STR    10
DEX   12 
END    8
INT      6 
EDU    7  
SOC     8 

Let's see if playing the generation system rolls straight gets me a badass combat Marine.

I made the enlistment roll, even though I was going to grant that one. I've named this guy Michef Jalson, pronounced 'Mike-ef', but we'll call him MJ.

Term 1: With the +DM for Endurance, MJ barely makes it above the survival roll. A tough term of duty to start off. No commission, so no promotion, but earns the Cutlass - 1 rating like all newly minted Marines. First termers all get 2 skills (I missed this on a previous build!), so MJ rolls one on the Personal Development Table and gets Brawling - 1. Maybe that barely surviving was getting into lots of fights? He rolls once on the Service Skills Table and gets vehicle, taking Ground/ATV. Typical military, you've got a football linebacker type guy with great strength and speed, and you have him driving vehicles. Reenlistment is just barely made, so this term was tough all around.

Term 2: Survival is easily made with the +DM resulting in a 10 for the needed 6. This term MJ just makes the commission cutoff with his education +DM, and the newly minted Marine Lieutenant gets his Revolver - 1 skill. He doesn't make promotion, but easily reenlists for another term. For skills he rolls once on the Service Skills, getting Gun Combat and selecting Rifle - 1. Rolling on the Advanced Education Table, he gets Blade, and improves his Cutlass skill to level 2.

Term 3: Is an easy survival roll again, no promotion, and an easy reenlistment. His one skill roll this term on the Service Skills Table results in Vacc Suit -1.

MJ's fourth term is another challenge, barely making the survival roll. He is rewarded with a Promotion to Captain. This tough term found MJ in the field, and he improved his Rifle skill to level 2. After promotion he took an Electronics class for his second skill.

MJ decides to muster out and seek greater profit outside the Corps. At age 34, ageing begins to take effect.  HIs training regime kept his strength up, but there was nothing he could do about the wear and tear on his joints, and he lost one point of Dexterity and one point of Endurance.

In mustering out, his rank gives him an additional benefit over the 4 for his 4 terms of service. MJ takes two rolls on the cash table and only clears 7,000 credits total. His three rolls on the Benefits table result in a High Passage, a Cutlass, and a +1 Education benefit.

So after 4 terms of Marine service, here is where ex-CAPT Michef 'MJ' Jalson stands.

STR 10
DEX 11
END 7
INT 6
EDU 8
SOC 8

Skills:
Rifle - 2
Cutlass - 2
Revolver - 1
Brawling - 1
Electronics - 1
Vacc Suit - 1
Ground Vehicle/ATV - 1

7,000 credits
1 High Passage ticket

MJ Jalson is ready an itching for adventure. He's 34 years old but still in great shape, with a useful resume. Firearm, muscle weapon, and hand to hand combat skills, along with vehicle operator and vacc suit. MJ can operate in just about any environment, and provide value added to a team beyond just muscle and trigger pulling. His 7k credits won't last long, so he is primed to join a team.


#CharacterCreationChallenge

Friday, January 9, 2026

Character #9: Classic Traveller - Army

 


So I've been doing a few Traveller characters in a row. They're easy, and fun, as the process generates the character story, which I like. 

I noticed the Traveller characters I've posted, and a couple of others I've generated in the wings to cover some travel this week, have not had many weapons/combat skills. In fact, I think Blade - 1 is the sum total of personal combat skills I've posted! I know there are tons of Traveller campaigns and players out there where combat is infrequent at best. But I have to admit, 90% of my teenage RPG memories are of combat (in general, can't remember specific details at this point. It's been over 40 years!). So a combat-centric character is what I remember the most. I think that is why I loved Book 4 Mercenary, because it was easier to generate the Delta Force guy I was usually looking for. I've had fun with the characters I've created for this challenge, letting the dice roll how they may, and crafting a story around the results. And I can envision playing that character in that form.

But I'm itching for a combat guy. 

So this time I rolled characteristics, praying for decent Str, Dex (especially, for gun combat), and End, and was going Army! It's easy to enlist (5+ roll), easy to survive (5+), VERY easy to be commission (5+, compared to 10+ for Navy, 9+ for Marines. Only Merchants are easier at 4+, but they are then conversely very hard to get promoted in at 10+). Army promotion is then a relatively easy 6+. So more skills rolls! 

Comparing the Personal Development Tables for combat skills...

Navy - None
Marines - 2
Army - 1
Scouts - 1
Merchants -1
Other -2

Army doesn't stand out. 

But comparing the Service Skills Tables for combat skills, you see where I'm headed...
Navy - 2
Marines - 4
Army - 3
Scouts - 0
Merchants - 1
Other - 3

I'm hoping the Army Commission/Promotion rate gives me more skill rolls, and then the Service Skills Table will give me more combat skills.

Plus every Army enlistee gets Rifle-1, and Lieutenant gets SMG-1, so I could be flush with combat skills after one term!

Let's roll some dice!

Starting characteristics aren't too bad:
Str - 6
Dex - 8
End - 10
Int - 4
Edu - 7
Soc - 3

Let's call him MacIntosh Barney, a dumb kid from the wrong side of the tracks, enlists in the army instead of going to jail. He's one of those wirey guys that isn't overly strong, but can run forever and take a beating.

Mac easily enlists and survives his first term. Shocking himself and everyone in his unit, he earns a battlefield promotion. He doesn't understand it, but is happy pulling the trigger, and a natural leader in a lead-from-the-front way.  

In this first term he earns his basic rifle qualification in boot camp (Rifle -1), is focused in Advanced Infantry Training (AIT) and improves to Rifle -2, and also gains Blade - 1. After being promoted to LT he earns a qualification in SMG at 'knife and fork school' (basic officer training for non-standard commission source new officers). His first assignment is as a Forward Observer (which he didn't really understand and only passed the training with alot of help from some smarter battlefield promote new LTs). At the end of his term he is promoted to Captain! A D-average high school barely-grad - who would have thought? Even Mac is dumbfounded at his early success in the Army.

He reenlists and begins his second term as a new 22 year old Captain, competing with older college graduate Captains. But Mac has 4 years of real Army training and experience under his belt, and the troopers respect that. His unit readily bonds to him, and since his orders and leadership style are straight forward, he shines as a small unit leader. So of course this term the Army promotes him to Major! He was required to take an advanced Training course, and managed to pass an Electronics course with lots of help. He vowed not to take any more courses like that if he could avoid it!

But this term was a rough one off duty, as other officers were resentful of this not-bright, backwater world guy getting promoted so fast. Mac found himself in many fights, which earned him a Brawling-1 skill. 

Easily reenlisting and surviving once again, Mac was promoted to Lt Col! He was really starting to feel like he didn't fit in, with a bit of imposters syndrome. The command groups were larger, with more paperwork and less trigger pulling - none to be exact. Mac found himself having to study self improvement books, management books, and software how-to books to try and keep up, resulting in a plus 1 to his Education rating. In his off time working out, he sparred with his Blade and improved that skill to Blade - 2. 

But the fun of Army service was quickly evaporating for Mac. He could only see desks, paperwork, and more feelings of being lost in a sea of smarter people in his future. That did not sound like fun.

So Mac mustered out of Army service after his third term. On paper he was a rockstar, going from enlistee to LtCol in just 12 years! However, the Army wasn't very generous as he departed, with his benefits package being only 7,000 credits, and a Low Passage and a High Passage ticket. The Army did grant him an ex-service rifle in recognition of his service and leadership though.

MacIntosh (Mac) Blarney. Ex Army LtCol. 30 years old, with 7,000 credits, a low passage, a high passage, and a rifle.

STR - 6
DEX - 8
END - 10
INT - 4
EDU - 7
SOC - 3

Rifle - 2
Blade - 2
SMG - 1
Fwd Obsvr - 1
Electronics - 1

Mac is looking for private security work. He doesn't really broadcast that he is an ex LTCOL, as he knows he doesn't really fill those shoes on the intellect side of things. He's a trigger puller, and happy to do that, and bonds well with other ex-enlisted types. Some, maybe even most, think he's joking when he ends up telling them he was a LTCOL.

#CharacterCreationChallenge

Thursday, January 8, 2026

Character #8: Classic Traveller - Scout

 


For this character, I managed to roll up the most generic of characteristics:

Str - 7
Dex - 8
End - 7
Int - 7
Edu - 7
Soc - 9

I'm calling him Joe Average.

In Classic Traveller Book 1, Scouts have no rank or promotion, so there is no chance of extra skills via commission/promotion. So Scouts get 2 skills per term. So I decide Joe Average will be a Scout. It's also easier to enlist in the Scouts (7+) than Navy or Marines, and I just did a Merchant yesterday.

In his first term Joe earns his Pilot rating (every Scout gets Pilot-1 automatically as a Service skill), but is severely injured on a surface expedition hovercraft crash. But in addition to his Pilot rating, he earns Vehicle (hovercraft) - 1, and improves his Dexterity through consistent Pilates practice.

His second term is adventuresome (only one over on the survival roll), and he continues ground expeditions, earning another Vehicle rating (Ground car/ATV), as well as experience in mechanics maintaining the vehicles (Mechanical -1).

His third term Joe is injured again in a vehicle crash, but he improves his Mechanical skills (Mechanical - 2) as well as adds Strength training to his Pilates routines (+1 Strength).

His fourth term is again adventuresome, but Joe completes it without injury (only one over the Survival target roll, with a +1 DM for his Endurance). Joe focuses more on academics this term, increasing his Education one point, while also earning a rating in Electronics.

Aging begins to take effect, and Joe loses the 1 point of strength he worked so hard over the last fours years to gain.

At age 34 after 4 terms, Joe musters out with two rolls on the Cash Benefits table and two rolls on the Benefits table. He clears 100k credits in cash, a Blade (he takes a cutlass), and is rewarded with the coveted Scout Type S Ship!

Final UPP:

Str - 7
Dex - 9
End - 6
Int - 7
Edu - 8
SS - 9

Skills:
Pilot - 1
Vehicle - 1 (hovercraft)
Vehicle - 1 (ground car/ATV)
Mechanical - 2
Electronic - 1

100,000 credits
Cutlass
Type S Scout Ship





#CharacterCreationChallenge