Mongoose Traveller 2e Character Creator
Enter the traveller's name in the box below and then press Next
Later on in the creation process the character's characteristics will be rolled. Choose how many of those characteristics will be rolled with boon:
Tick this box to enable control over most of your dice rolls ('GM mode') ->
Notes
This generator runs entirely in your browser - no data about the character is stored on the web server.
You can if you want to try to reproduce an earlier run assuming you can reproduce all the decisions you made during the generation!
Set the random number seed:
Previous Characters
You have previously generated and saved one or more characters. If you wish to view (or delete) one of these characters, select from the following options:
(Alternatively if you wish to generate a new character, type the character's name in the box above and press the Next
key)
Recent Changes
3.389.0 - 16 September 2026
Bug fix: ' traveller.addLifeEVent is not a function' for aslan ceremonial event 5 (when failing the roll)
3.388.0 - 15 September 2026
Bug fixes:
- Unable to proceed if successful at advanced training
- 'this.takeOtherBenefit is not a function'
If you encounter a bug or have any comments about this character creator please send an email to webmaster(at)blog(dot)tremlas)dot(com), ideally including a screenshot.
Copyright
The Traveller game in all forms is owned by Mongoose Publishing. Copyright 1977 - 2026 Mongoose Publishing. For more details see the Version History of this creator. The code elements of this creator are © David Vines 2024, 2026.
Notes on the user interface
- At the end of the generation you have the option to print the character or to generate the XML file that can be used to import the character to Fantasy Grounds Unity.
- Many of the buttons have
hover text
to provide additional information about your choices. - You can click on the 'twisties' in the character sheet to see a list of those associates as well as the number of those associates.
- In GM Mode:
- Almost all of the rolls can be overriden (the main exception are rolls performed resolving injuries, but there are a few others).
- You can reroll (and keep rerolling) your entire set of characteristics.
- The characteristics from the Traveller Companion are displayed.
- The fact it has been enabled for a character is noted on the character sheet of course.
Notes on the rules used
- This character creator implements, in the main, the rules from Mongoose Core Rulebook Update 2022 (as amended by the errata), the Traveller Companion Update 2024 and Behind the Claw, the Aslan traveller creation from either Aliens of Charted Space Volume 1 and/or The pirates of Drinax with the minor changes noted below.
- The creator applies all the applicable dice modifications from your characteristics, species and skills to the relevant dice rolls. When it presents the dice roll needed to make a particular roll those modifiers have been taken into account.
- Note that during character creation skills cannot go above level four (unless the skill allows specialisation - this is resolved at the end of the character creation process). The total of your skill levels is limited to a maximum of three times your combined intelligence and education. Any skill increases above these limits are lost.
- All characters, regardless of species, are permitted to choose the drifter career (to avoid blocking the creation process!)
- Three (by default, this can be changed) of the initial stat rolls are made with a boon (i.e., roll 3D6 and take the best two).
- Mishap 2 is always severely injured.
- Skill specialisations are chosen at the end of character creation (rather than as you acquire level one in the base skill). This was to avoid overwhelming the player with options. However that does mean where you should be awarded a specialisation in a skill you, initially, get a level in the base skill instead. Also those skills which can be specialised are allowed to go above four until you reach that specialisation step.
- The 'Any talent' entry in the Psion service skill table has been omitted (making that table have five entries and hence a 1D5 roll).
- Connections do not allow the choice of any psionic talent (unless the character is Zhodani).
- If you are awarded a psionic talent you don't have a hidden roll will be made to see if you can learn the new talent. As this roll is modified by the number of previous talent attempts (including those when you were originally tested) it will probably fail - you will be informed of the failure though.
- A colonial upbringing always ages you by 8 years instead a variable amount.
Choose the traveller's species and gender from these options:
Human Noble
Humanity has gone to the stars and a mighty Third Imperium unites thousands of worlds under a single rule. The Third Imperium commands the space between the stars, ensuring that civilisation endures and trade continues.
Most travellers in the Third Imperium are Human
Vargr Merchant
The Vargr are the only Major Race to have been uplifted by the Ancients. The Vargr are descended from carnivore/chaser stock; genetically engineered by the Ancients about 300,000 years ago from the genus Canis found on Terra.
Vargr get Strength -1, Dexterity +1, Endurance -1, a fearsome bite and Heightened Senses
This option is for Vargr whose homeworld and heritage is from the Third Imperium
Aslan Marine
Aslan are descended from four-limbed carnivorous pouncer stock. Early Terran explorers regarded the Aslan as 'lion-like' and the simile has stuck ever since, although the Aslan bear only a passing resemblance to terrestrial lions.
Aslan get Strength +2, Dexterity -2, a dewclaw that can be extended to make for a vicious close combat weapon, and Heightened Senses
This option is for Aslan whose homeworld and heritage is from the Third Imperium
Aslan Marine
Aslan are descended from four-limbed carnivorous pouncer stock. Early Terran explorers regarded the Aslan as 'lion-like' and the simile has stuck ever since, although the Aslan bear only a passing resemblance to terrestrial lions.
Aslan get Strength +2, Dexterity -2, a dewclaw that can be extended to make for a vicious close combat weapon, and Heightened Senses
This option is for Aslan whose homeworld and heritage is from the Aslan Hierate
Off Duty Zhodani Naval Officer
Viewed with fear by other races, the Zhodani are believed to harbour powerful psionic talents within a terrible and oppressive society.
Zhodani Traveller are automatically tested for psionic ability. Any Zhodani with a PSI rating of 9+ has their social standing raised to 10 if necessary. Zhodani travellers EDU characterestic is limited to that of their social standing. Any Zhodani with a social standing of 10 or more has their EDU rating raised to 8 if necessary.
Zhodani characters may choose the Psion or the Drifter careers in addition to those listed as suitable for Zhodani Travellers in Behind the Claw (Agent, Army, Entertainer, Merchant, Navy and Scholar).
Saurian Wanderer
Saurians are bipedal reptiles that are about the same size as the average human but more heavily built. They are warm-blooded and omnivorous. They have advanced to full sentience. albeit not very highly intelligent compared to humans, and capable of abstract thought and clever innovation.
Saurians get Strength +2, Endurance +2 but have their Intelligence and Education halved (note this is a modification of the rules for Saurians as described Behind the Claw). They also gain the benefit of Armour+2 (Natural Armour that provides Protection+2).
Saurian characters may choose the Citizen or the Drifter careers.
Bwap Medic
Bwaps can be found throughtout the Imperium and are also known as Wabs or (a more derogatory term) Newts, due to their appearance. Bwaps are uncomfortable in less than 98% humidity as their skin must be kept moist.
Bwap travellers get Strength -4 and Endurance -4 but gain the benefit of Structured Mind meaning their Admin and Science receive a permanent boon. If a Bwap ever tests for psionic potential that roll will be with a Bane. (During this character generation the boon will be treated as a DM of +2)
Human Noble
A noble from the Kingdom of Drinax, just like everybody else who lives on the Floating Palace. You grew up amid the decaying wonders of the citadel, learning the history and the glorious deeds of your ancestors
Your Strength and Endurance will be reduuced by one while your Education and Social Standing will be increased by one
Human Noble
A Vespexer, one of the tribes who wander the blasted surafce of Drinax. Two hundred years ago, the Aslan wiped out your world and condemned your ancestors to a living hell. The king in his floating palace may claim you as one of his subjects but Vespexers kneel to no one.
Your Endurance will be increased by two points while your Education and Social Standing will both be reduced by one point
Human Noble
The minor argicultural world of Asim is the only province left to the kings of Drinax. Prior to the reconquest, the Asim were ruled by the cryptic Foundation; life has improved marginally since then, but the planet is still a low-tech backwater.
Your Endurance will be increased by one point while your Education will be reduced by one point
Custom Race
A custom species. You will be prompted to enter details about the species when you press 'Next'. In addition you will be prompted to enter the traveller's characteristics after choosing the traveller's homeworld.
Enter details about the custom species. (These details will be saved in your browser and any saved values are prepoluated in the fields below)
Name:
Homeworld:
Allow Characteristics to exceed 15?
Description:
Description of the first trait of the custom species (traits of custom species have no effect on this character creator but will be added to the exported files at the end of the character creation):
Description of the second trait of the custom species:
Text of the trait up to the first colon (':') or the first 25 characters will added to the PDF form of the character sheet. The full text of the trait is added if the character is exported in FGU format.
Choose the traveller's homeworld below and then press Next
Optionally type the Univeral World Profile (UWP) of that world in the box below
Some skill tables may allow a choice between the Drive
and Flyer
skills or between Drive
and Vacc Suit
. Please choose your preference:
Note: This preference defaults to Drive if the tech level of your homeworld is tech level 8 or lower and Flyer if it's 9 or higher. If you change the homeworld, this preference will change accordingly. If you don't want the default, change the homeworld first and then change this preference.
Once happy with your choice of homeworld press next to continue.
Your initial characteristics are shown in the character sheet to the right.
Traveller Companion. One of the rolls have been rolled with a Boon (i.e., three six-sided dice were rolled and the best two results used).
Traveller Companion. Two of the rolls have been rolled with a Boon (i.e., three six-sided dice were rolled and the best two results used).
Traveller Companion. Three of the rolls have been rolled with a Boon (i.e., three six-sided dice were rolled and the best two results used).
Traveller Companion. Four of the rolls have been rolled with a Boon (i.e., three six-sided dice were rolled and the best two results used).
Traveller Companion. Five of the rolls have been rolled with a Boon (i.e., three six-sided dice were rolled and the best two results used).
Traveller Companion. All of the rolls have been rolled with a Boon (i.e., three six-sided dice were rolled and the best two results used).
As you're in GM mode you can either completely this set of characteristics or enter them.
Choose which pair of characteristics you wish to swap (if any).
and then press Do it!
to perform the swap. You can swap as many pairs of characteristics as you like.
Swap with
Note: As you have selected a species of Vargr once you press Next
your characteristics will be adjusted with your Strength
and Endurance both being reduced by one, and your Dexterity being increased by one.
Note: As you have selected a species of Aslan once you press Next
your characteristics will be adjusted with your Strength
being increased by two, and your Dexterity being reduced by two.
Note: As you have selected a species of Aslan from the Aslan Hierate your characteristics will be adjusted with your Strength
being increased by two, and your Dexterity being reduced by two once you press Next
. Your terrority and social standing are determined during the character
creation process and hence are shown as zero for now.
Note: As you have selected a species of Zhodani once you press Next
your characteristics will be adjusted with your Social
Standing being increased to 10 if your PSI rating is 9 or more. Your education will be increased to 8 if your social standing is 10 or more and
reduced to your social standing if it is higher than your social standing.
Note: As you have selected a species of Saurian once you press Next
your characteristics will be adjusted with your Strength
and Endurance increased by two, but your Intelligence and Education will be halved.
Note: As you have selected a species of Bwap once you press Next
your characteristics will be adjusted with your Strength
and Endurance both decreased by four.
Note: As you have selected a species of Human from the floating palace at Drinax once you press Next
your characteristics will be adjusted with your Strength
and Endurance both decreased by one and your Education and Social Standing increased by one.
Note: As you have selected a species of Human from the wastelands of Drinax once you press Next
your characteristics will be adjusted with your Endurance
increased by two but your Education and Social Standing both reduced by one.
Note: As you have selected a species of Human from Asim once you press Next
your characteristics will be adjusted with your Endurance
increased by one but your Education reduced by one.
Once you're happy that you don't want to swap any additional pairs of characteristics
press Next
to move to the next stage of character creation.
Enter the characteristics for this traveller (only characteristics that can be set at this initial point in the creation process are shown):
Once you are happy with the entered characteristics, press 'Next' to proceed to the traveller's background
Roll to see if you are a member of one of the 29 Great Clans or merely a member of a minor clan
You come from a major clan.
Roll to see the deeds of your ancestral family. As your clan is a major clan this roll will be an improved roll compared to that of a minor clan.
Your ancestor shamed the clan and you come from a branch long dishonoured. Your Ancestral Territory starts at 0.
Your family's glory days are long gone, all that is left is the tales of great landholdings now lost to upstarts. Your Ancestral Territory starts at 0.
Your family made its fortune in the great expansion after the discovery of the jump drive: most family holdings are on distant worlds. Your Ancestral Territory starts at 1.
Your family are descendants of an ancient hero forgotten by most Aslan. Your Ancestral Territory starts at 1.
Your family ancestor was a trickster who deceived his enemies. Your Ancestral Territory starts at 2.
Your ancestors were conquerors and great warriors. Your Ancestral Territory starts at 2.
Your family is one of the most influential and wealthy in the Hierate. Your Ancestral Territory starts at 3.
Roll to see the past deeds of your father
Dishonoured! Your father committed some dishonourable act that caused the clan to strip your family of all terrority, resetting your ancestral territory to 0. You gained the Independence-0 skill.
Your father was beset by many foes, one of whom conquered much of your land. Gain an enemy and Gun Combat-0. Your Ancestral Territory decreased by 4 to 4.
Your father was a fool who gambled away much of your land. Your Ancestral Territory decreased by 3 to 4.
Choose one of the following skills:
You gained the Gambler-0" skill.
Your father suffered from a degenerative genetic disease that you may have inherited. You gain Medic-0 but your Ancestral Territory decreased by 2 to 4.
Your father barely managed to hold onto your landholding decreasing your Ancestral Territory by 1 to 4.
Your father increased your family's Ancestral Territory by 1 to 4.
Roll to see your position in the family
You are the first son of your family. You have inherited the ancestral territory of your family. Your initial territory starts at 0. Your initial social standing is that of your family's ancestral territory of 0. You have also gained the Leadership-1 skill.
Next undergo the Akuauhrehyeh (Rite of Passage). This is performed by rolling 2D and comparing it to each of your characteristics (apart from territory)your Intelligence, Education and Social Standing. Rolling a double (e.g. both dice show 1) results in an event.
Your rite of passage score is 0 (Your roll of 7 was under your Strength equalled or exceeded all of your characteristics (Strength, Dexterity, Endurance, Intelligence, Education and Social Standing) equalled or exceeded your Intelligence, Education and Social Standing)).
During your rite of passage you are believed to have a great destiny, and the clan looks for great things from you. You must excel or disappoint your ancestors. You gain 1 Clan Share.
During your rite of passage you give an impressive performance. You are given Cr5,000 as a reward for your exemplary performance.
During your rite of passage you befriend one of the other Aslan undergoing the rite that day and gain them as a contact.
During your rite of passage one of the other Aslan undergoing the rite tries to outdo you and becomes your rival.
During your rite of passage you are wounded in one of the tests, leaving a distinctive scar.
During your rite of passage you are determined not to fail. Your rite tests you to the limit but you are determined not to give in. Gain +1 to Endurance.
Press Next
to move onto the next stage of character creation
What did you learn before age 18?
Select 0 background skills from the following list:
Once you're happy with your selection of skills press Next
to move to the next stage of character creation.
It's your first term. Choose a career to attempt to enter (the roll required to enter that career is shown in the brackets):
As a Human from Asim the Pirates of Drinax campaign suggests the following careers are suitable: . Of course, you may be prevented from joining one or all of these careers at this point in your life.
Pre Career Choices
If you fail to enter your chosen pre-career you cannot choose a different pre-career.
Career Choices
The Drifter and Rogue careers are available if you move to the Third Imperium
(Only careers which you could possibly enter are shown. Each button shows what roll you must make to enter your chosen career. More details on each career can be found if you hover over the button).
If you fail to enter your chosen career you will be limited to the Drifter career and/or the Draft.
If you fail to enter your chosen career you will become Outcast (in which case you can attempt to join the Outlaw career, join the Outcast career or move to the Third Imperium to attempt to become a rogue or simply be a drifter)
You've successfully entered University. Choose a Level 0 skill:
And a level 1 skill:
Your Education will also increase by 1.
If you successfully graduate both the skills you pick will be increased by an additional level and your education will also increase by another one point.
You come from a psionic community. You gain the following skills: Profession-0, Science-0, Streetwise-0.
You have been drafted. Roll to see into which career you have been drafted
You have been drafted into .
You've successfully entered .
You gain the following skills:
You've successfully entered the Merchant Academy. Please select which curriculum you wish to study (You will learn the relevant skills at level 0):
- You study the business side of the merchant trade.
Skills: Admin, Advocate, Broker, Streetwise, Deception, Persuade
- You study the practical side of running a merchant vessel.
Skills: Pilot, Vacc Suit, Athletics, Mechanic, Engineer, Electronics
You will also gain a random skill at level 1 from among Drive, Vacc Suit, Broker, Steward, Electronics or Persuade.
You gain the following skills:
You have grown up with a colonist upbringing. You gain the following skills:
Animals-0, Athletics-0, Drive-0, Gun Combat-0, Mechanic-0, Medic-0, Navigation-0, Recon-0, Profession-0, Seafarer-0 and Survival-1
What did you learn from the school of hard knocks in addition to Streetwise-1. Select two skills from the following list:
Once you're happy with your selection of skills press Roll for an Event
to see what event occured during your time in the school of hard knocks.
In addition to Streetwise-1, you have also learnt from the school of hard knocks.
You have learnt Streetwise-1 from the school of hard knocks.
What did you learn from your spacer community in addition to Vacc Suit-1. Select two skills from the following list:
Once you're happy with your selection of skills press Roll for an Event
to see what event occured during your time in the spacer community.
In addition to Vacc Suit-1, you have also learnt from your spacer community.
You have learnt Streetwise-1 from the school of hard knocks.
You have become an agent
As you graduated from you have the chance to be commissioned immediately on entry to . As you graduated with Honours your commission (if you apply for it) will be automatically approved.
You will remain a prisoner until the parole board decides you can be released. This check is made as part of your advancement in your
career
as a prisoner. If you roll at least your parole
threshold (which, for you, is initially ) for your advancement roll you will be released.
Please choose your assignment from the following:
- .
- .
- .
- .
You gain your choice of the following options:
Gained:
As this is your first term you will learn the following skills: .
As you already know all of the skills this career offers in basic training you don't gain any skills in basic training
Please select a skill for your basic training. You will gain the skill at level 0
As your basic training you gain the skill at level 0.
You already have all the skills this career offers as part of basic training.
As a graduate from the you can select three skills from the following list to be improved to level 1:
Once you're happy with your selection of skills press the Next
button to move onto the next stage of the traveller's career.
As a graduate from the you gain the following skills:
As a graduate from the you would normally improve some of your skills to level one. However you already have all the relevant skills at that level and hence do not receive any additional skills.
Choose which table of skills and training you'd like to use for a new skill or training this term:
Gained:
- Search for anagathics. If you do locate a supply you will start using the anagathics immediately at a cost of Cr for this first term of use. If your roll is a 2, you will be imprisoned.
- As you are using anagathics you will suffer a mishap unless you can make this roll twice. The anagathics will cost you Cr this term.
- If you fail this roll you will suffer a mishap and leave at the end of this term. In most cases you will not receive a benefit roll (a representation of money, equipment and influence acquired during your years of work) if you suffer a mishap.
The use of anagathics (drugs which prevent the effects of aging) has the following effects:
- Your aging rolls will ignore the terms during which you used anagathics (as long as you're still on the anagathic drugs).
- You will need to pay between Cr25,000 and Cr150,000 each term you use the drugs.
- You will need to make two survival rolls to avoid a mishap (if either roll fails you will suffer a mishap).
- If you come off the anagathics you will immediately suffer an aging crisis (You need to undergo medical care and will be unable to qualify for any career other than Drifter (or, if still, available, the draft)).
Note: Due to your low social standing you are unable to find any supply of anagathics (drugs which prevent the effects of aging).
Note: Prisoners are not permitted the use of anagathics (drugs which prevent the effects of aging).
Note: Those enslaved are not permitted the use of anagathics (drugs which prevent the effects of aging).
You not only failed to find a supply of anagathics but have been found guilty of illegal drug dealing. Press Next
to become imprisoned
this term.
You failed to find a supply of anagathics.
You found a supply of anagathics at a cost of Cr for this first term of use.
You suffered a mishap during this term.
Psionics: You encounter a Psionic Institute. You may test your Psionic Strength and may also attempt to join the Psion career next term if you do so
Psionics: You encounter a Psionic Institute but you're already psionically trained
Deep Tragedy: Your time in education is not a happy one; perhaps you became hopelessly addicted to drink or drugs, a failed romance leaves you in tatters or a fatal accident involving a close friend shakes your confidence. You crash and fail to graduate,
Prank gone wrong: A supposedly harmless prank went wrong and someone got hurt, physically or emotionally.
Carouse: You take advantage of your youth and party as much as you study. Gain Carouse-1.
Connections: You became involved in a tightly knit clique or group and made a pact to remain friends forever, wherever in the galaxy you may end.
Life Event
Political Movement: You join a political movement
Hobby: You developed a healthy interest in a hobby or other area of study.
Choose a skill to gain at level 0:
Discovery: A newly arrived tutor rubbed you the wrong way and you worked hard to overturn their conclusions
Choose a skill with which to try to prove your case:
War: War has come to your homeworld and a widespread draft has been instigated. Your protests that you have already undergone the draft are ignored. Are you able to pull enough strings to avoid being chosen for the draft?
You were unable to pull enough strings to avoid being selected for the draft and this will end University. How do you react?
- You will become a drifter next term
- Your next career will be determined by the draft
You dodged the draft and will become a drfiter
You have been drafted. Roll to see where you have been drafted.
You have been drafted into the army.
You were able to pull some strings and have avoided the draft.
Recognition in Education: You gained widespread recognition of your initiative and innovative approach to study. Your Social Standing increased by one.
An investigation takes a dangerous turn. Roll to try to recover the investigation:
Gain one of the following skills:
You complete a mission for your superiors and are suitably rewarded. One of your benefit rolls will be improved by +1
You establish a network of contacts of whom may continue to help you in the future
You go undercover to investigate an enemy. Choose one of the following options and make a Deception roll. If you succeed you will have gain a skill and then have an event from that career. If you fail you will have a mishap from that career instead
You gain a skill, choose which table on which to make the roll:
You gained:
You go above and beyond the call of duty. One of your benefit rolls will be improved by +2
Your efforts uncover a major conspiracy against your emploters and will be automatically promoted
You are given a special duty or assignment in your unit. One of your benefit rolls will be improved by +1.
You are thrown into a brutal ground war. Roll to see if you avoid injury:
Kept out of danger. Gain one of the following skills:
You were injured in the war.
Surrounded and outnumbered by the enemy, you hold out until relief arrives. Your next attempt to get a promotion or commission will be easier by two points.
You display heroism in battle. You may gain a promotion or commission automatically.
Political Upheaval strikes your homeworld and you are caught up in the revolution. Choose a skill to use:
- You will gain Advocate-1
- You will gain Persuade-1
- You will gain Explosives-1
- You will gain Streetwise-1
You have come out on the winning side and gain a Die Modifier of +2 on your next advancement roll
You have come out on the losing side and suffer a Die Modifier of -2 on your next survival roll
. Gain +1 to a benefit roll in the future.
You learn something you shouldn't have - a corporate secret, a political scandal - from which you can profit from illegally. What do you do:
- You gain nothing
- You also gain a +1 to a future benefit roll
- You also gain a +1 to a future benefit roll
- You also gain +1 to a future benefit roll
You are rewarded for your diligence or cunning. Your next advancement roll will be easier by two points.
You rise to a position of power in your colony or corporation. You will be automatically promoted.
A patron offers you a chance at a job.
- Your next qualification roll is easier by 4 points but you owe that patron a favour
- No bonus to your next qualification roll but you don't owe any favours either
You manage to scavenge something of use. One of your Benefit Rolls becomes improved
You are attacked by your enemies.Gain a new enemy (who is actively out to get you).
Choose a skill in which to make a skill check to avoid an injury:
You have been offered the chance to take part in a risky but rewarding adventure.
You rejected the chance of adventure
You decided to go on the adventure. Roll 1D6, on 1-2 you failed, on 3-4 you survived, on 5-6 you succeeded.
You have been forcibly drafted. Roll to see into which career the draft has picked for you.
You have been forcibly drafed into .
You thrive on adversity and will be automatically promoted
You are invited to take part in a controversial event or exhibition. Roll to see how well your work is received:
You work is well received and your social standing goes up by one.
Your work makes the event even more controversial and public opinion turns against you and the exhibition. Your social standing goes down by one.
One of your works is especially well received and popular, making you a minor celebrity. One of your benefit rolls will be improved.
You gain a patron in the arts. Your next advancement roll will be two points easier (The patron is an ally who will be willing to help you in the future and to whom you do not owe a favour (at least not at this time!))
You have the opportunity to criticise or even bring down a questionable political leader on your homeworld.
- You gain nothing
- The political leader becomes an enemy of yours; you gain a level in a skill you already have. If you fail the skill roll you will suffer a mishap
- The political leader becomes an enemy of yours; you gain a level in a skill you already have. If you fail the skill roll you will suffer a mishap
You supported the questionable political leader.
As a result of opposing the questionable political leader gain one of the following skills:
You successfully fought the questionable leader, gaining a level in andgaining the political leader as an enemy
You failed to impress others of the errors of the questionable political leader but gained a level in andgaining the political leader as an enemy. You also suffered a mishap (which does not end your career):
You go on a tour of the sector and made a network of contacts of whom may continue to help you in the future
You win a prestigious prize. You will be automatically promoted.
You are assigned to an assault on an enemy fortress. Roll to see if you are successful:
The assault failed.
A mission goes disasterously wrong due to your commander's error or incompetence but you survive.
- Yyour next advancement roll will be easier by two points. Your commanding officer becomes an enemy of yours.
- The commanding officer becomes an ally of yours.
You display heroism in battle. You may gain a promotion or commission automatically
You are offered the opportunity to smuggle illegal items onto a planet.
- The criminal who offered the opportunity becomes your enemy
- If you succeed you gain Streetwise-1 and an extra Benefit roll.
- If you succeed you gain Streetwise-1 and an extra Benefit roll.
You have the chance to risk your fortune on a possibly lucative deal.
Choose a number of Benefit Rolls to wager and then make a Gambler or Broker skill check. If you fail you lose all the wagered benefit rolls. If you win you gain half as many benefit rolls as you wagered. Either way you will gain a level in the skill you chose
Gamble rolls
You make an unexpected connection outside of your normal circles. Gain a contact who may be willing to help in the future.
You are embroiled in legal troubles.
Gain one of the following skills:
You gained
Roll to see if your legal troubles end up with you in prison:
A good deal ensures you are living the high life for a few years. One of your benefit rolls will be improved
Your business thrives. You will be automatically promoted.
You join a gambling circle on board. You gain Gambler-1. You gain Deception-1. You gain your choice of the following:
If you wish you can make a gamble. If you succeed you will gain an additional benefit roll. However if you fail you lose a benefit roll instead.
- If you succeed you will gain an additional benefit roll. However if you fail you lose a benefit roll instead.
- You neither gain nor lose any additional benefit rolls.
As an enslaved member of the navy you cannot gain any benefit from your membership of the gambling circle
Your are given a special assignment or duty on board ship. One of your benefit rolls will be improved.
You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an enemy who will actively work against you in the future but aYour next advancement roll will be two points easier.
You have the opportunity to abuse your position for personal profit.
- Gain an extra benefit roll.
- Your next advancement roll will be two points easier.
You display heroism in battle. You may gain a promotion or commission automatically
You have been challenged to a duel for your honour and standing. After the duel you will gain a skil
- Lose one point of Social Standing
- If you win gain a point of Social Standing, If you fail lose a point of Social Standing and become injured. Either way you will gain one level in Melee, Leadership, Tactics or Deception.
You avoided the duel and lost one point of Social Standing.
Gain one of the following skills:
You gained
You inherit a gift from a rich relative. One of your benefit rolls will be improved.
A conspiracy of nobles attempts to recruit you. If you join you become a crucial member of the conspiracy. If your aid fails to help the conspiracy collaspes and you suffer a mishap. If your aid succeeds you gain a skill level.
- The conspiracy becomes your enemy
- Join and attempt to use deception to help the conspiracy
- Join and attempt to use persuade to help the conspiracy
You refuse to join the conspiracy who become your enemy (and will actively work against you in the future)
The conspiracy failed!
Gain one of the following skills:
You gained a level of .
Your reign is acclaimed by all as being fair and wise. You gain an unhappy subjectYou sponge off of your family's wealth a little longer. You gain a jealous relative as an enemy who will actively work against you in the future. Your next advancement roll will be easier by two points.
Your efforts do not go unnoticed by the Imperium. You are automatically promoted.
You have the opportunity to escape the prison. If you take the opportunity and pass the skill check you no longer a prisoner. Fail will raise your Parole Threshold by two.
- No change to your Parole Threshold
- Pass the Stealth skill check and you are no longer a prisoner. Fail will raise your Parole Threshold by two.
- Pass the Deception skill check and you are no longer a prisoner. Fail will raise your Parole Threshold by two.
You are assigned to difficult or backbreaking work
Gain one of the following skills:
You have the opportunity to join a prison gang.
- No benefits or penalties
- If you pass the Persuade skill check your Parole Threshold increases by one and your survival rolls become one point easier while you are a prisoner and may gain a skill. If you fail the check you gain an enemy.
- If you pass the Melee skill check your Parole Threshold increases by one and your survival rolls become one point easier while you are a prisoner and may gain a skill. If you fail the check you gain an enemy.
Gain one of the following skills:
Prison Event, roll to see what happens:
A riot engulfs the prison, Roll again to see how it affects you:
You were unaffected by the riot
You found something useful and gained an extra benefit roll
You made friends with another inmate; gain them as a contact (someone who may be willing to help you in the future)
You made a new rival amongst the prisoners or guards. They will act against you in the future
You were transferred to a new prison. Your prison threshold is now .
Good behaviour, your Parole Threshold is reduced by one.
You were attacked by another prisoner. Roll to see if you avoid injury
After a Parole Hearing your Parole Threshold drops by one
You have the opportunity to hire a new lawyer. If you do and they succeed at making an Advocate check your Parole Threshold will be reduced.
- at a cost of Cr 1,000, 7+ to succeed
- at a cost of Cr 4,000, 6+ to succeed
- at a cost of Cr 9,000, 5+ to succeed
- at a cost of Cr16,000, 4+ to succeed
The warden has taken an interest in your case. Your Parole Threshold is reduced by two
You have the opportunity to save a guard or prison officer.
- No benefits or penalties
- If you succeed you will gain an ally and reduce your parole threshold by two. If you fail you will be injured.
You have the chance to use your powers unethically to better your standing:
- If you succeed you gain an extra benefit roll, fail and you will lose a level of social standing
- If you succeed you gain a level of social standing, fail and you lose a level of social standing
- No gain, no pain
You make an unexpected connection outside your normal circles. Gain a contact.
You achieve a new level of psionic strength. Increase your PSI by 1.
You pick up potentially useful information using your psionic powers. One of your benefit rolls will be improved.
You achieve a new level of discipline in your powers. You are automatically promoted.
You have been arrested and charged. Choose to either defend yourself or hire an Advocate:
- (You will gain a contact but lose a benefit roll)
One of your crimes pays off. One of your benefit rolls becomes significantly improved and gain your victim as an enemy
You have the opportunity to backstab a fellow rogue for personal gain.
- Your next advancement roll will be four points easier
- Gain an ally
You spent months in the dangerous criminal underworld.
Gain one of the following skills:
You become involved in a feud with a rival criminal organisation
Choose a skill in which to make a skill check to avoid an injury and gain a benefit roll:
You are involved in a gambling ring. Gain Gambler-1.
Choose a number of Benefit Rolls to wager and then make a Gambler skill check. If you fail you lose all the wagered benefit rolls. If you win you gain half as many benefit rolls as you wagered.
Gamble rolls
You commit a legendary crime and will be automatically promoted
You are called upon to perform research that goes against your conscience
- No effect
- Gain an extra benefit roll, two levels of Science and some enemies
You refused to do the research
You did the research despite your misgivings. You gained an extra benefit roll, two levels of science and .
You win a prestigious prize for your work, garnering both the praise and envy of your peers. One of your benefit rolls will be improved.
You have the opportunity to cheat in some fashion, advancing your career and research by stealing another's work, using an alien device, taking a short cut and so forth.
- You gain nothing.
- If you succeed you will significantly improve one of your benefit rolls, increase one of your skills and gain an enemy. Fail and you still gain an enemy and will lose a benefit roll.
- If you succeed you will significantly improve one of your benefit rolls, increase one of your skills and gain an enemy. Fail and you still gain an enemy and will lose a benefit roll.
You didn't take the opportunity to cheat.
Using the additional information your research was successful.
Gain one of the following skills:
You gained
Even with the additional information your research failed to make any progress.
You make a breakthrough in your field. Your next advancement roll is made easier by two points.
Your work leads to a considerable breakthrough. You will be automatically promoted.
Your ship is ambushed by enemy vessels. Choose a skill with which to make a skill check:
- Attempt to run
- Attempt to treat with the invaders
You also gain an enemy (who will be out to get you). You gain Electronics-1.
You perform an explemplary service for the Scouts. One of your benefit rolls will be improved
When dealing with an alien species you have the opportunity to gather extra intelligence about them. Decide how you're going to gather the intelligence:
- (Unlike normal mishaps you won't be forced to leave your career)
Your scout ship is the first on the scene to rescue the survivors of a disaster. Choose how you try to help:
Your spend a great deal of time on the fringes of Charted Space. Roll to see how it goes:
- (Unlike normal mishaps you won't be forced to leave your career)
You discovered a new world, item or information of worth to the Imperiumthe Aslan and will be automatically promoted
You uncover an embarrassing secret related to your clan or family. Choose one of:
- Trade the secret now for 1-6 clan shares
- Keep it in reserve
Whenever you use the secret you gain a clan elder as a rival (who will act against you).
You traded the secret for 1 Clan Share and gained a clan elder as a rival.
You kept the secret for future use.
You are assigned a difficult task. Choose your approach to solving it:
You succeeded and your next advancement roll will be easier.
You failed to complete the task and your next advancement roll will be harder.
You discover that one of your kinfolk has acted dishonoured. How do you act?
- Cover up his failing and gain him as an ally
- Expose his dishonourable deed. He will challenge you to a duel. If you win (Melee 8+) you gain him as an enemy and increase your territory by two. If you lose you gain him as a rival and lose two points of social standing.
You are trusted by the great lords of your clan. Choose between:
- Increase your territory by two points
- Your next advancement roll is made easier by four points
You have increased your territory by two points
Your next advancement roll is made easier by four points
You excel in your role. You are automatically promoted.
You clan places you in a difficult situation. How do you react?
- Flee and salvage something of your reputation but losing a point of social standing
- Stay and deal with the situation diplomatically. If you succeed your next advancement roll will be easier. Fail and you lose two points of social standing and your next advancement will be harder.
- Stay and investigate what happened. If you succeed your next advancement roll will be easier. Fail and you lose two points of social standing and your next advancement will be harder.
- Stay and sort out the situation behind the scenes. If you succeed your next advancement roll will be easier. Fail and you lose two points of social standing and your next advancement will be harder.
You fled the situation and lost a point of social standing
You dealt with the situation and your next advancement roll will be easier.
You failed to deal with the situation and lose two points of social standing. Your next advancement roll will also be harder.
You attend a clan council and gain a contact there
You spend time in diplomatic circles. How do you choose to attempt to gain an ally (if you fail they will become a rival instead)?
You failed to gain an ally in diplomatic circles but have instead gained a rival
You have gained an ally in diplomatic circles
You have been insulted by a noble of a rival clan. How do you react?
- Ignore the insult and lose two points of social standing
- Challenge the noble to a duel. If you succeed you will gain one point of social standing and your next advancement roll will be easier. Fail and you lose two points of social standing and your next advancement will be harder.
You ignored the insult and lost two points of social standing
You won the duel, gained two points of social standing and your next advancement roll will be easier.
You lost the duel, lost two points of social standing. Your next advancement roll will also be harder.
You are offered membership of a conspiracy in the upper echelons of your clan. How do you react?
- Gain the conspiracy as an enemy
- Join the conspiracy and aid it by engaging in deception. If you fail you will suffer a mishap. If you succeed you will gain a skill or characterisic bonus.
- Join the conspiracy and aid it by persuading others. If you fail you will suffer a mishap. If you succeed you will gain a skill or characterisic bonus.
You failed to aid the conspiracy and have suffered a mishap
You have succeeded in aiding the conspiracy
You refused to join the conspiracy. They become your enemy.
You are trusted by the great lords of your clan.
Choose between:
You territory has been increased by 2
Your next advancement roll will be much easier
You excel in your role. You are automatically promoted.
A rival clan attacks your clan and your place of work is targeted by an assault force. How do you help in the defense?
If you succeed you can choose a skill to gain, while if you fail you will be injured.
You have the opportunity to take a risk in business.
Choose a number of Benefit Rolls to wager and then make a Broker skill check. If you fail you lose all the wagered benefit rolls. If you win you gain as many benefit rolls as you wagered.
Gamble rolls
A foolish decision by a clan member threatens your business. How do you try to rescue the situation?
If you succeed you gain that clan member as a rival. If you fail your next advancement roll will be harder
You successfully defended your business from a foolish clan member (who is now your rival)
You failed to defend your business and your next advancement roll will be harder to achieve
Your clan thrives and prospers. Your next advancement roll will be easier.
You excel in your role. You will be automatically promoted this term.
Your unit is sent into the maw of hell. How do you get involved? If you fail you will be injured. If you succeed you will gain a skill.
You are involved in a border skirmish. Choose a skill (which you will gain before the roll, the score shown the required roll to succeed AFTER gaining the skill):
You have come out on the winning side and gain a Die Modifier of +2 on your next advancement roll.
You have come out on the losing side.
An officer insults your courage. How do you react?
- If you win you gain one point of social standing, but if you lose you also lose the point of social standing
- 50% chance of injury, otherwise you gain the officer as a rival and a greatly improved advancement roll
You won the duel and have gained a point of social standing
You lost the duel and a point of social standing
You proved the officer wrong and he becomes your rival. Your next advancement roll will be greatly improved.
You are considered for promotion in the officer caste. You may add one when attempting to qualify for the military officer career (and may apply even though you have not served three terms in the military).
Your efforts strike a great blow for your clan. You are automatically promoted.
One of your junior officers has been disobedient and you must discipline them. Choose how you approach this situation:
If you succeed you will gain them as an ally, if you fail they become your rival and you lose a point of social standing.
You gained your junior officer as an ally
Your disciplining of your junior officer resulted in them becoming your rival and you lost a point of social standing
You have the opportunity to establish a landhold in your name and gain +2 to your territory
You have captured an enemy commander. You can either ransom him back to his clan or free him
- Gain +2 to your territory
- Free him and gain him as a trusted ally
You are challenged to a duel by a rival. How do you respond?
- Lose 1D of social standing
- Fight the duel. If you win you will have an improved chance at promotion this term. Lose and you lose all benefits this term
You refused the challenge and have lost 3 points of social standing
You won the duel and your next advancement roll is improved by two points
You lost the duel and all benefits from this term
Your efforts strike a great blow for your clan. You are automatically promoted.
You work closely with a scientist from another species. Gain Tolerance-1 and a Contact.
A researcher working for another clan is close to making a breakthrough you covet. How do you react?
- Try to complete your work first. If you succeed your next advancement roll will be easier, fail and you lose any benefit rolls from this term. Either way you gain a rival
- Try to sabotage his work. If you succeed your next advancementy roll will be easier, fail and you lose two points of social standing. Either way you gain an enemy
Your research was completed first and your next advancement roll wil be easier by two points. You gain the other researcher as a rival.
The other researcher completed their research first. You lose all benefit rolls from this term and gained the other researcher as a rival.
You successfully sabotaged the other researcher work and your next advancement roll will be easier by two points. You gain the other researcher as an enemy.
Your attempt at sabotage failed and you have lost two points of social standing and gained the other researcher as an enemy.
You did nothing
You obtain a rare alien artefact or life form to study.
You uncover its secrets and your next advancement roll will be improved by two points
You fail to uncover its secrets and your next advancement roll will be harder by two points
You make a scientific breakthrough. You are automatically promoted.
Your ship is attacked by pirates. How do you help defend your ship?
Your ship successfully drove off the attacking pirates. Your next advancement roll will be improved by two points
The pirates your ship's cargo and you lose all benefit rolls from this term. The pirate captain becomes your enemy.
You have the opportunity to smuggle illegal goods. Do you take the opportunity?
- Make the deception. If you succeed you will gain three benefit rolls. If you fail you will suffer a penalty of -6 on your next advancement roll
- Refuse the opportunity and your term continues with no effect.
You successfully smuggled the goods and gained three benefit rolls
Your attempt to smuggle good was discovered and your next advancement roll will be at penalty of -6.
You refused the opportunity to smuggle illegal goods
Your ship carries Aslan colonists to their new world. Gain a contact from among their ranks
You are engaged in a series of vicious battles against enemies of your clan. How do you act in those battles?
- Your next advancement roll is improved by two points. If you fail the test you are injured during your heroic actions
- If you fail to avoid notice while you cower you will lose one point of social standing.
You act heroically and are not injured. Your next advancement roll is improved by two points
You act heroically and your next advancement roll is improved by two points.
Your prudence in battle was not noticed.
Your cowardice has been noticed and you lose one point of social standing
You are considered for promotion in the officer caste. You may add one when attempting to qualify for the space officer career (and may apply even though you have not served three terms in the spacers).
Your efforts strike a great blow for your clan. You are automatically promoted.
Your ship is attacked by pirates. How do you help defend your ship?
Your ship successfully drove off the attacking pirates. Your next advancement roll will be improved by two points
The pirates take your ship's cargo and you lose all benefit rolls from this term. The pirate captain becomes your enemy.
You have the opportunity to smuggle illegal goods. Do you take the opportunity?
- Make the deception. If you succeed you will gain six benefit rolls. If you fail are ejected from the space officer career, your social standing will drop to two and you lose all benefit rolls from this term
- Refuse the opportunity and your term continues with no effect.
You successfully smuggled the goods and gained six benefit rolls
Your attempt to smuggle good was discovered and you have been ejected from the space officer career and become outcast (dropping your social standing to two). You lose all benefit rolls from this term.
You refused the opportunity to smuggle illegal goods
You have the opportunity to establish a landhold in your name and hence you gain two points of Territory
Your clan goes to war with another clan and your vessel attacks one of their worlds. How do you drive their colonists off of the world?
- You will gain two points of territory but lose two points of social standing
- You will neither gain nor lose any territory or social standing
You drove off the other clan's colonists as quickly as possible. You gained two points of territory but lost two points of social standing
You allowed the other clan's colonists to make an orderly withdrawal from the world
A landowner offers you the opportunity to serve him. Your next qualification roll will be greatly improved but you owe that Aslan a great debt.
You pick up a few handy skills and gain a level in Jack Of All Trades.
You survive on the edge and gain a contact.
You are attacked by thieves. How do you react?
- Fight! If you win you gain an extra benefit roll, if you lose you lose all benefit rolls this term.
- Attempt to escape. If you fail you lose all benefit rolls this term.
You won the fight and gained an extra benefit roll.
You lost the fight and lost all benefit rolls this term.
You escaped from the thieves.
The thieves caught and robbed you. You lost all benefit rolls this term.
An ihatei heading for the frontier worlds offers you a place in his retinue. Do you accept?
- The ihatei becomes your ally and you must attempt to qualify for a career in the Third Imperium next term
- You remain an outcast in the Aslan Hierate
You accepted the offer from the ihatei to join his retinue
You rejected the offer
You have the opportunity to join an outlaw band or serve on the crew of a wanderer ship. You can automatically qualify for the Outlaw or Wanderer career next term
Your clan offers you a chance at redemption. Choose between:
- Your Social Standing will be restored to 7 and you may attempt to qualify for another career next term. However you will owe a great debt to a clan elder.
- Reject the chance and remain outcast
You were redeemed by the clan elder and owe them a great debt
You rejected the chance at redemption
You survive. You are automatically promoted.
One of your crimes pays off and you gain a benefit roll
A clan puts a price on your head. You can:
- You will gain an enemy (who will be out to get you) and a level in Stealth, Streetwise, Gun Combat or Survival
- Claim the reward yourself. If you succeed in deceiving the clan you will gain three benefit rolls. Fail and you are recognised and will lose two points of endurance and will be forced out of the outlaw career.
You ran and hid. Gain one of the following skills:
You gained
Your deception attempt failed! You lose two points of endurance and must leave the aslan outlaws this term.
You deceived the clan and gain three benefit rolls
You acquire a contact in the criminal sphere.
You attempt an audacious raid on a rival. If you succeed you gain either an extra benefit roll or one point of Social Standing. Fail and you will be injured. Choose how you conducted the raid:
Your raid succeeded. Choose your reward:
You gained an extra benefit roll
You gained a point of social standing
You are offered employment by a clan to perform some deed that they want accomplished covertly. Your choices are:
- Perform the deed. Stealthily. If you succeed you gain an extra benefit roll (fail and you gain nothing)
- Inform the clan's enemies of the offered employment. Gain an extra benefit roll and the clan as an enemy who will be out to get you
You successfully performed the deed and gained an extra benefit roll.
You failed in your attempt to perform the deed.
You betrayed the clan gaining an extra benefit roll but also gaining the clan as an enemy
You have the opportunity to reclaim your standing in society:
- Gain one point of Territory and restore your social standing to 8. You must leave the aslan outlaws this term
- Remain an aslan outlaw
You took the opportunity, you gained one point of territory and had your social standing of 8 restored.
You refused the opportunity and remain an aslan outlaw
You have the opportunity to marry a male of good family:
- Your social standing will be rerolled and you must leave the aslan outlaws this term
- Remain an aslan outlaw
You marry a male of good family. Your social standing becomes 8 and you must leave the aslan outlaws this term
You refused the opportunity and remain an aslan outlaw
As a married Aslan Female nothing of note happened this term
Your deeds are the stuff of legends and nightmares. You are automatically promoted.
Your vessel runs into a border patrol. How do you try to escape?
If you fail your next survival roll will be harder by two points
You successfully escaped the border patrol
You failed to fully escape the border patrol and your next survival roll will be two points harder
You have an opportunity to trade Aslan goods. Roll to see if you make a profit and hence gain an extra benefit roll
You made a profit and an extra benefit roll
You failed to make a profit
You gain a contact in a distant spaceport
You are forced to recruit a new crew member. How well do you vet them?
If you succeed you gain an ally. If you fail they rob you and you lose all benefit rolls from this term and gain the robber as an enemy
You spend time on the fringes of Aslan space. How do you deal with the hazards found there?
If you fail you suffer a mishap (but are not forced to leave the Aslan Wanderers). If you succeed you will gain a skill and a contact
You find new worlds for your clan to conquer. Your next advancement roll will be improved by two points
You find unclaimed territory and gain 4 points of territory.
Disaster!
(Unlike normal mishaps you won't be forced to leave your career)
Life Event
Your next advancement roll will be easier by four points
Choose between:
Choose one of the following to gain:You gain a new contact (who may be willing to help you in the future).
You gain
Birth or Death: Someone close to you dies, like a friend or familypride member. Alternatively, someone close to you gives birth (or is born!). You are involved in some fashion (father or mother, relative, godparent and so forthpridekin, honour guard).
Ending of Relationship: A romantic relationship involving you ends. Badly. Gain a Rival who will oppose you in the future.
Territory Challenge: A rival attempts to claim some of your sire'smate's Territory. Choose one of the following checks in defence of the territory:
The better the roll the more territory for your family you will save or gain. This will affect your TerritorySocial Standing.
Your Social Standing 0.
Improved Relationship: A romantic relationship involving you deepens, possibly leading to marriage or some other emotional commitment. Gain an Ally who will actively try to help you in the future.
Change in Marriage Status:You are now married (either to an existing contact, ally, another traveller or a mate arranged by your clan).Roll to see what that change is:
Another female has joined your pride.
Your mate has been slain.
New Relationship: You become involved in a romantic relationship. Gain an Ally who will actively try to help you in the future.
Clan Event
New Contact: You gain a new contact who may be willing to help you in the future.
Betrayal: You have been betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or Enemy. Otherwise gain a Rival or Enemy.
Travel: You move to another world. Your next qualification roll becomes easier by 2 points.
Good Fortune: Something good happens to you; you come into money unexpectedly, have a lifelong dream come true, get a book published or have some other stroke of good fortune. One of your benefit rolls becomes significantly improved.
Duel: You are challenged to a duel over a matter of family honour.
- Lose one point of social standing
- Fight the duel. If you win you will gain one point of social standing. If you lose you will lose two points of social standing.
You avoided the duel and lost one point of Social Standing.
You fought the duel and lost the duel and two points of social standing.
You fought the duel and won the duel and a point of social standing.
Crime: You commit or are the victim (or are accused) of a crime. Choose between losing a benefit roll or becoming a prisoner:
Dishonoured: You have been accused of a crime. Choose how you wish to defend yourself (if you fail your social standing drops to 2 and you become Outcast)
You have successfully defended yourself.
You did not manage to successfully defend yourself. Your social standing drops to 2. You have been outcast and will need to either follow the Outcast career, attempt to enlist in the Outlaw career, leave Aslan Space or go adventuring.
Unusual Event: Something weird happens: Roll to see what it is:
Psionics: You encounter a Psionic Institute. You may test your Psionic Strength and may also attempt to join the Psion career next term if you do so
Psionics: You encounter a Psionic Institute who are surprised to discover that you are already psi trained!
Aliens: You spend time among an alien species. You gain the Tolerance skill
Alien Artefact: You have a strange and unusual device from an alien culture
Amnesia: Something happened to you but you do not know what it was.
Contact with the Government: You briefly came into contact with the highest echelons of the Imperium - an Archduke for example or, perhaps, Imperial IntelligenceContact with Clan Leaders: The elders of your clan entrust you with a mission or a secret
Ancient Technology: You have something older than the Imperium or even something older than humanity.the Aslan race
Prosperous Times: Your clan acquires new Territories or trade routes. Choose one of the following:
Rising Fortunes: Your clan's political standing has improved. Your Social Standing increases by one.
New Ally: A member of your clan rises to an influential position. Gain him or her as an ally.
Feud: Your family is now feuding with another Aslan family. Gain that other family as an enemy.
War: Your clan goes to war. Your next survival roll will be two points harder to make.You lose a benefit roll.
Hard Times: Your clan suffers economic hardship. Your advancement rolls this term will be four points harder to make and you will not gain any benefit roll if you do succeed at advancing in your career this term.
New Contact: You are not without friends. Pick one of the following as a contact:
- King Oleb, Sixteenth of his name is the ruler of the Kingdom of Drinax
- Potential heir to the Kingdom of Drinax. Gravely wounded 20 years ago
- King Oleb's foremost councillor
- Commander of the Star Guard, the naval forces of Drinax
- Elderly master of the Scholar's Tower
- An exiled Aslan from the Hierate working as a bodyguard and interpreter
- Representative of the Third Imperium
- Influential noble at the court of King Oleb
- A trader who has become the lynchpin of the economy of the Floating Palace
- Free Trader and Smuggler
- Representative of the inhabitants of Asim at the court of King Oleb
- Representative of the Vespexer tribes at the court of King Oleb
Family Affairs:
Someone close to you gives birth, complicating the line of succession and taking one of your inherited titles away causing the loss of one point of social standing
A marriage is arranged for you by your family. Do you go through with it?
- If you go through with the marriage you will gain one point of social standing but you don't get to meet your new spouse until the ceremony
- No effects other than the disapproval of your family
You marry and your social standing increases by one point (Your new spouse will be determined by your GM)
You refused to marry despite the arrangements made by your family
Someone close to you dies and you inherit their estate and titles. Choose how you use your inheritance:
- Gain an extra benefit roll
- Gain a point of social standing
Someone close to you gives birth, and the tribe cannot feed another mouth. How does the tribe solve the problem?
- You remain in your current career
- You leave your current career and strike out as a Drifter, Rogue or Traveller
The child was left to die
You left your current career to allow the child to live
Someone close to you gives birth, and the tribe cannot feed another mouth. How does the tribe solve the problem?
- You can change career if you wish
- You must remain as a Rogue
The child was left to die
You must remain as a Rogue
Your tribe is struck by disease, and someone in your family dies. You gain their possessions as a bonus benefit roll.
One of your kin is accused of a crime and exiled from the tribe. He has not been seen since- perhaps vanished offworld. Gain him as a vengeful Enemy, should you ever meet him agan.
Your family has thrived since the reconquest. Gain one point of Social Standing
A Drinaxi noble killed your father during the war. Gain him as an Enemy.
Your family still live in desperate poverty on Asim. Do you help them?
- You lose one benefit roll, but gain +1 to your next advancement roll
- You keep your benefit rolls
Romantic Entanglement: You become romantically involved with another courtier.The tribe must grow, and you are married off.
Your family holds to the old ways, and practises the breeding program developed by the Foundation. You have been married off despite your objections.
You travelled to Drinax to seek your fortune, and found a someone instead.
It ends in an amicable breakup
It ends in a nasty breakup
This relationship is ongoing and you gain a contact
You become married
Your partner either had a tragic death or has disappeared
However your partner died
You are still married and your partner is an ally. You have no children
You are still married and your partner is an ally. You have a single child
You are still married and your partner is an ally. You have two children
Your partner either had a tragic death or has disappeared
Misfortune: You suffer an unfortunate accident.You suffer an unfortunate accident.You encounter difficulty.
A wicked uncle steals your family inheritance and titles. You lose 2 benefit rolls, your social standing is reduced by two points and you gain an Enemy.
While trading with Vespexers of the surface, you contract a disease left over from the Aslan attack. Your Endurance is reduced by one point.
Your fight a duel of honour with another noble and the cur cheats. The cur becomes your rival and you gain a level of Melee. What do you lose as a result of the duel?
You are framed for a crime and exiled from the tribe. You gain your persecutor as an Enemy and lose one point of Social Standing.
While exploring a ruined city, you contract a disease left over from the Aslan attack. Your Endurance is reduced by one point.
You are wounded while hunting, and worse, your hazard suit is torn. You lose a benefit roll to get it repaired.
Your low-tech backwater homeworld did not prepare your for the wider galaxy, and you run into a dangerous misunderstanding. Lose a benefit rollChoose between
Aslan Slavers! You have been kidnapped by slavers from the Glorious Empire, a renegade Aslan state that practises slavery. While enslaved you cannot gain a commission or gain benefit rolls. You may try to escape after each term.
To see where the slavers put you:
You have been placed in
Good Fortune: Fortune smiles upon youFortune smiles upon youLuck is on your side. You gain a +1 to one of your benefit rolls
Rachando the merchant offers a good price for a family heirloom. Gain Cr60,000.
You inherit a place in the Star Guards. You can:
- You will gain Cr60,000
- You may automatically qualify for the Navy Career and automatically gain a promotion in your first term
You find an antique weapon in the armoury of the Floating Palace.
Gain one of:
Rachando the merchant offers a good price for a relic recovered from the ruined cities. Gain Cr60,000.
A travelling merchant or rogue offers you a place on board his ship. You may automatically qualify for the Rogue or Merchant career.
Your tribe prospers. Gain an extra benefit roll.
Unusual Event:
You are psionic!
Great expectations. Before the fall of Drinax, your family owned large estates on Asim.
You discover evidence that you are actually the bastard child of King Oleb. You now have two pieces of evidence.
You are psionic!
You find the wreckage of an Aslan ship that crashed on Drinax, and recover a mysterious chest from its cargo hold. You have never managed to open the chest, but it bears the symbol of the Syoisius assassin-clan.
When you were a child, the tribe's wise-woman cast broken stones over your crib and declared you were the Hlax Kur Eaisa, the messiah who would avenge the Vespexers upon the Aslan who ruined their world.
You travel in the Aslan Hierate for some time. Gain a Contact among ther Aslan.
A mentor of yours is a secret member of the Foundation, and inducted you into their conspiracy. Your mission is to spy on the court ar Drinax and report back to your secret masters on Asim. If you refuse, your family will be killed.
You are psionic!
The psionics institute regrets to inform that your test for psionic ability has revealed that you have no psionic ability. They wish you well in your future endeavours.
The psionics institute is pleased to report that you have some psionic ability. Your psionic strength has been measured with a final score of .
You may now attempt to learn the various psionic skills. Each attempt is harder than the previous one. Choose which psionic skill you would like to try to acquire next:
- Mind-to-mind contact. It is normally subtle in nature but can be used to bluntly crush the wills of those who oppose the telepath.
- Allows a person to sense events at some location displaced from the viewer.
- Allows objects to be manipulated with physically touching them. Any manipulation is treated as if the traveller was physically handling the item but phyiscal danger, pain or other stimuli are not present.
- Allows fine control of one's own body. Awareness is not capable of affecting others.
- Allows effectively instantaneous movement from one point to another point, without regard to intervening matter.
You have acquired the following psionic skills: .
You tried (and failed) to acquire (or could never succeed at acquiring) the following psionic skills:
Having been enslaved for the last term in the navy, you may attempt to escape your enslavement.
- You will be forced to continue in the navy
- If you succeed you can choose your next career or go adventuring. If, however your attempt fails you will gain an injury.
You did not attempt to escape your enslavement
You have escaped your enslavement
You were enslaved in the last term in the navy. However you suffered a mishap or event that means that they no longer wish to keep you. Your enslavers therefore no longer believe it is worthwhile keeping you in enslavement and release you.
A criminal or other figure under investigation offers you a deal:
- Merely end your career as an agent
- Become severely injured
An investigation goes critically wrong or leads to the top and you appear in court as a suspect. Roll to see the outcome:
You've learnt something that you shouldn't have and people want to kill you for it. You've gained an Enemy (who is out to get you). However you have also gained the skill Deception 1.
Your work ends up coming home with you and someone gets hurt. You lose .
The unit under your command is slaughtered in a disasterous battle, for which you blame your commander. You have them removed from service but their retaliation means you both leave the army and they become your enemy (and will actively work against you in the future).
You discover that you commanding officer is engaged in some kind of illegal activity, such as weapon smuggling.
- Gain your commanding officer as an ally (who will be willing to help you in the future), but the inevitable investigation gets you discharged doesn't detect your involvement.
- The offical whitewash gets you discharged anyway but you get to keep your benefit roll for this termdoesn't mention your involvement .
You are tormented by or quarrelled with an officer of fellow soldier. You gain them as a rival (someone who will oppose you in the future) as they try to drive you out of the army.
You are harassed and your life ruined by a criminal gang. You gain the gang as an Enemy who will actively work against you in the future.
Hard Times caused by a lack of interstellar trade costs you your job. L causes you to lose one level of social standing.
Your business is investigated by the planetary authoritiescolony suffers interference from offworld interests:
- Your businesscolony is shut down but the qualification roll of your next career will be easier by two points as a reward for your aid.An attempt is made to shut down your businesscolony but fails. However your aid in the attempt is appreciated and the qualification roll of your next career will be easier by two points.
- You gain an ally.
You run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy
You suffer from a life-threatening illness. Your Endurance is reduced by one.
You do not know what happened to you. There is a gap in your memory
You expose or are involved in a scandal of some sort.
Public opinion turns against you. Your social standing is reduced by one.
You are forced out because ofYou suffer censorship or controversy. What truth did you get too close to? The qualification roll of your next career will be easier by two points if you change career at the end of this term.
A mission goes wrong; you and several others are captured and mistreated by the enemy. You gain your jailer as an enemy (who will actively work against you in the future). Your Strength and Dexterity are reduced by one point due to the injuries you suffered.
You are ordered to take part in a black ops mission that goes against your conscience.
- You are ejected from the marines.Your refusal is, relucantly, accepted.
- You stay with the marines but tThe lone survivor of the target of the black ops mission becomes an enemy of yours.
You are tormented by or quarrelled with an officer of fellow soldier. You gain them as a rival (someone who will oppose you in the future) as they try to drive you out of the marines.
You are bankrupted by a rival. You lose all Benefits from this career and gain the other trader as a Rival.
Your ShipStarport is destroyed by criminals. Gain them as an Enemy.
Imperial trade restrictions force you out of businesscause you many difficulties. You may take the rogue career for your next term without needing to roll for qualification.
A series of bad deals and decisions force you into bankruptcy. You salvage what you can. You may take a Benefit roll for this term as well any others you are entitled to.
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly and have been injured. However you are not discharged from the navy.
During a battle, defeat or victory depends on your actions. Make a skill roll. If you fail the ship suffers severe damage and you are blamed. You will be court-martialled and discharged. If you succeed your efforts ensure that you are honourably discharged instead and keep your benefit roll for this term.
You are blamed for an accident that causes the death of several crew members.
- you gain one free roll on the Skills and Training tables before you are dishonourably discharged before the court-martial censures your actions in the events leading up to the accident as your guilt drives you to excel.
- you keep your benefit roll from this term as you are discharged from the navy.The court-martial finds you innocent.
Choose which table of skills and training you'd like to use for a new skill or training:
Gained:
You are tormented by or quarrelled with an officer or fellow sailor. You gain them as a rival (someone who will oppose you in the future) as they try to drive you out of the navy.
A family scandal forces you out of your position. L causes you to lose one point of Social Standing.
A disaster or war strikes. Roll to see if you escape injury in the turmoil:
You avoided injury in the turmoil.
Political manoeuverings attempt to usurp your position. Gain a rival and increase one of the following skills:
Gained:
An assassin attempts to end your life. Roll to avoid injury:
You avoided injury from the assassin.
A rival prison gang persecutes you.
- You lose all benefit rolls from your time as a Prisoner.
- If you do fight back and lose you'll be severely injured. Win the fight you'll gain an enemy and raise your parole threshold by one.
A guard takes a dislike to you. Gain an Enemy (someone who will actively act against you in the future) and raises your parole threshold by one
Word of your criminal past reaches your homeworld. Lose 1 Social Standing
You telepathically contact something dangerous. Lose one PSI. You also suffer from persistent and terrifying nightmares.
An anti-psi cult or gang attempts to expose or attack you. Roll to see the outcome
You have been injured in the attack
The exposé of you abilities results in the loss of one level of social standing
The anti-psi cult's attempts come to naught, but you still must leave the psion career.
You are asked to use your psionic powers in an unethical fashion that goes against your conscience:
- You continue in the psion career but gGain an enemy
- You must leave the psion careerNo consequences
You refused to use your psionic powers in an unethical fashion.
You used your psionic powers in an unethical fashion.
You are experimented on by a corporation, government or other organisation. You escaped but are forced to leave the Psion career.
Arrested. You must become a prisoner in the next term
A job goes wrong forcing you to flee off planet.
Gain one of the following skills:
A police detective or rival criminal gang forces you to flee and vows to hunt you down. Gain an Enemy
The planetary government interferes with your research for political or religious reasons. This mishap does not cause you to leave the scholar profession.
- Your science skill will increase by one and you gain an enemy who will actively work against you in the future
- Your science skill will increase by one and your social standing will reduce by two
Your work is sabotaged by unknown parties.
- Keep this term's benefit roll but leave the Scholar career
- Lose all your accumlated benefit rolls but remain in the Scholar career
A rival researcher blackens your name or steals your research. Gain an rival but you do not have to leave this career.
Psychologically damaged by your time in the scouts. Choose between losing a point of intelligence or a point of social standing:
Your ship was damaged and you have to hitchhike your way back across the stars to the nearest scout base. You gained (who may be willing to help in the future) and (who are out to get you)
You've inadvertently caused a conflict between the Imperium and a minor world or species. You've gained a Rival (who will oppose you in the future). However you have also gained the skill Diplomat 1.
You have no idea what happened to you - they found your ship drifting on the fringes of friendly space
You commit a grevious breach of protocol and are Outcast. Your social standing drops to 2. You will need to either follow the Outcast career, attempt to enlist in the Outlaw career, leave Aslan Space or go adventuring.
You are wounded in a duel. Roll to see if you win the duel.
You won the duel and gained a point of social standing.
You lost the duel.
You are accused of a crime you didn't commit. Roll to clear your name and remain as an Aslan Ceremonial.
You cleared your name
You didn't clear your name
You are embroiled in a rivalry with another offical, who ends your career and becomes a rival (who will act against you).
A blunder in a negotiation shames you and your clan. You are now Outcast (your social standing drops to 2 and can only take careers suitable for outcasts next term)
You fail in a difficult assignment because of the manipulations of another envoy. He is your Rival.
An assassin attempts to murder you. How do you deal with it?
If you succeed you can remain as an envoy. If you fail you will be injured.
You successfully dealt with the assassin and can continue as an envoy.
A human ambassador insults you
You ate the human ambassador and gained one of the ambassador's allies as an enemy
You managed to avoid eating the human ambassador and can continue as an envoy.
You are accused of stealing from your employer. Is it true?
- You gain 3 benefit rolls, but become outcast (dropping your social standing to 2)
- Roll to see if you can convince your employer of your innocence. If you succeed you remain in the management career, but if you fail you will no longer be in management.
You stole from your employer (gaining 3 benefit rolls) and were found out. You have become outcast.
You didn't steal from your employer, but they didn't believe you and you had to leave management
You didn't steal from your employer and successfully defended yourself. You do not need to leave management.
A shift in clan politics leaves you shut out in the cold. Gain a contact who stays in touch despite your new status.
Your clan's fortune decline. You may continue in this career if you wish but you will gain no benefit rolls this term or the next.
A clan elder takes a dislike to you and you gain her as a rival
A superior officer has you drummed out of the service and becomes your rival.
You are captured and ransomed back to your clan. As a result you lose a point of social standing.
You risk severe injury in a dangerous skirmish.
- Fight bravely using your gun combat skills. If you succeed you remain in the aslan military. Fail and you are injured (and must leave the aslan military)
- Fight bravely using your athletic abilities. If you succeed you remain in the aslan military. Fail and you are injured (and must leave the aslan military)
- If you refuse to fight you must leave the aslan military.
You succeeded and can remain in the aslan military
YOu refused to fight and must leave the aslan military
A failing on your part causes a catastrophic loss for your clan. Your social standing drops to 2. You will need to either follow the Outcast career, attempt to enlist in the Outlaw career, leave Aslan Space or go adventuring.
A shift in clan politics ruins your career and you lose two points of social standing.
You have been defeated in battle. The foe who defeated becomes your rival.
You have been captured by a rival clan and then ransomed back. The disgrace ends your career but you gain a contact in the rival clan.
A lab accident has exposed you to something dangerous and you lose one point of endurance
Another researcher sabotages your work and becomes your rival. You may continue in this career but will gain no benefit rolls this term
A clan elder challenges your work as being flawed. Choose your response:
- You leave the scientist career but your social standing is unchanged
- If you win the duel you may continue as a scientist and your social standing increases by one. If you lose the duel you leave the scientist profession and lose two points of social standing
You declined to challenge the clan elder
You won your duel with the clan elder
You lost your duel with the clan elder
Your clan cancels your line of research. How do you react?
- Remain in the Aslan Hierate and change career
- Leave for human space. You will automatically qualify for the Scholar career in the Third Imperium
You chose to remain in the Aslan Hierate
You chose to leave the Aslan Hierate and headed for human space
A superior officer has you drummed out of the service. You gain a rival
You have been infected by an alien parasite. Roll to see how well you fight off the infection
You fight off the infection with no lasting effects (though you are still forced to leave the aslan spacers)
Fighting off the infection has a lasting conequence: your endurance is reduced by one point
You are accused of smuggling illegal goods into clan space. You lose two points of social standing
You get into trouble on an alien world. Can you suppress your instincts to attack the alien?
If you succeed you lose any benefit rolls from this term but are not ejected from the service. Otherwise you attack the alien and are ejected from the service as a punishment.
You did not attack the alien but do lose any benefit rolls from this term. You remain as a spacer.
You attacked the alien and you are ejected from the spacer career as a punishment.
A disaster cripples your ship and you are blamed for the disaster. How do you defend yourself?
- Challenge the narrative at the inquiry
- Challenge the accuser to a duel
If you succeed you will keep any benefits from this term but will still leave your career.
You have successfully defended yourself.
You did not succeed at defending yourself.
A shift in clan politics ruins your career and you lose two points of social standing.
Your vessel is destroyed in battle. The foe who defeated you becomes your rival.
You are captured by a rival clan and ransomed back but the disgrace ends your career. However you gain a contact in the rival clan
Your friends desert you. You lose an allyYou lose a contact You lose all benefits from this term.
You suffer a life-threatening disease and your Endurance is reduced by one.
You steal from a noble lord to survive. He orders you hunted down by clan agents, forcing you to flee his territory. Lose any benefits from this term
You are captured and punished by the clan you stole from. Your Endurance is reduced by two points and a member of that clan becomes your enemy (who will actively work against you).
A friend betrays you. You lose an ally who was You lose a contact who was Someone who you never saw coming and they become a rival.
You fail to find work or usable territory. Starvation reduces your Endurance by one
You are attacked by outlaws or raiders from another race.
- Roll to see if you avoid an injury
You have avoided an injury by your piloting skill
A rival ihatei sabotages your ship. Gain Mechanic from the experience of fixing of it and the rival ihatei becomes your rival.
Gain one of the following skills:
You gained
Gain one of the following skills:
One of your allies betrays you becoming a rival or enemy.One of your contacts betrays you becoming a rival or enemy.You have been betrayed by someone you never saw coming becoming a rival or enemy
You avoided Prison and your betrayer is an rival who will continue to work against you
You were indeed arrested and imprisoned by an enemy who will continue to be out to get you
As a successful graduate from the merchant academy you also improve another skill to level one. Choose one of the following skills:
For successully completing your colonial upbringing, first choose a skill to increase to level one:
Futhermore you can either gain two of the skills listed below or improve an existing skill:
OR Choose one of these skill improvements:
You gain Medic-1. Furthermore you can improve an existing skill:
You also gain Jack Of All Trades-1, +1 to your Endurance, but lose 2 points of Education.
You also gain +1 to your Endurance, but lose 2 points of Education.
During your colonial upbringing you also gain Leadership-1.
You succeeded really well during your colonial upbringing and can choose another skill to increase to level one:
You may improve one of your talents:
You also learnt some additional skills. Select three skills from the following list:
Once you're happy with your selection of skills press Next
to continue.
You have also learnt from the school of hard knocks.
During your time in the school of hard knocks you also improve one of your existing skills. Choose one of the following:
You also learnt some additional skills. Select two skills from the following list:
Once you're happy with your selection of skills press Next
to continue.
You have also learnt from your spacer community
During your time in your spacer community you also improve one of your existing skills. Choose one of the following:
You can attempt to advance as .
As you do not have a commission in you can apply to become a commissioned officer. NOTE: Due to your low social standing you can only make this attempt during this (your first) term.
If you roll or more you will be released from prison
- Apply to become a commissioned officer. If your application succeeds that successful application replaces your advancement. If, however your application is rejected you may then attempt to advance as normal as a non-commissioned officer.
Your application to become commissioned has been rejected. You may now attempt to advance as a non-commissioned officer instead.
The parole board has considered your case and believes that you can now be released
Having considered your case the parole board does not believe that you can be safely released. You must remain a prisoner
You have been successful in your commission application and have been promoted to .
Your attempt to be promoted failed.
You did not learn an additional skill.
You have been promoted to .
You have already reached the top of your career and can't be promoted any further (you do still gain a roll on a skill table).
Gained:
Your advancement roll is so low that feel that due to your age your services are no longer required. You must either start a new career or go adventuring.
Your advancement roll is so low that feel that due to your age your services are no longer required. You are released from your enslavement and can either start a new career or go adventuring.
You are now years old (but with a physical age of ). As a result you need toAs your physical age is under age 34 you do not need to make an aging roll to avoid the effects of aging weighing on you unless you stop using anagathics.
You are currently using anagathics but can choose to stop using the drugs as a prisoner will be unable to continue to using the drugs you have been enslaved and will be unable to continue to using the drugs:
- The anagathics will cost you Cr in the next term.
- You will need to make an aging roll for coming off the anagathics
- You will need to make two aging rolls (one for coming off the anagathics and one for completing the current term)
This aging roll is because you have just come off anagathicsyour physical age is high enough to require it.
- If you succeed you avoid the aging effects. However the more you miss the target the worse the effects will be.
No effects from aging
You suffer from the effects of aging and must reduce one of your physical characteristics by one:
You suffer from the effects of aging and must reduce two of your physical characteristics by one. Choose which characteristic to keep unaffected:
You suffer from the effects of aging and must reduce all three of your physical characteristics by one.
You suffer from the effects of aging and must reduce one of your physical characteristics by two (the other two physical characteristics will be reduced by one):
You suffer from the effects of aging and must reduce two of your physical characteristics by two. Choose which characteristic will only lose one point:
You suffer from the effects of aging and must reduce all three of your physical characteristics by two.
You suffer from the effects of aging and must reduce all three of your physical characteristics by two. Choose a mental characteristic which will be reduced by one:
You have suffered an aging crisis and had to spend Cr10,000 to avoid dying. You will no longer to able to start any new career (limiting you to the Drifter career or the Draft if you wish to start a new career before adventuring)
Note: If you continue in a career you will need to make an aging roll at the end of your next term of service
- After time in pre-career education you decide to join a career
- Due to events in the term just completed you are required to join
- Due to events in the term just completed you are required to become a Rogue or Drifter if you wish to continue in a career
- Due to events or mishaps in the term just completed you are required to join a new career in the next term
- You are required by to continue in their service in the next term
- You were arrested and convicted in the term just completed
- You are yet to be released from prison
- After your time in prison you decide to join a career
- Continue in as
- Continue in but change assignment
- Leave and change career
Choose this option if you wish to change branch (the agents require you to reapply if you wish to change branch)
(Events or Mishaps mean that you must leave the agents)
Your society expects you to serve 3 Terms before changing career. If you leave, your new career options will be limited. However due to events in this term, yuou can attempt to become a Military Officer next term despite this expectation.
- You decide to go adventuring
(Events or Mishaps mean that you must muster out)
- After your time in pre-career education you decide to go adventuring immediately
- After your time in prison you decide to go adventuring
To change assignment in you need to pass a qualification roll
You were successful, choose your new assignment:
You changed assignment to
You failed the qualification roll and so you will continue as a .
You were unable to learn due to insufficent ability on this occasion.
Unfortunately you had no benefit rolls awarded as part of your service in or lost those benefits during your service.
As a reward for your service in you have been awarded Benefit Rolls.
You have a maximum of cash rolls remaining. (Note: As an aslan male you cannot make more cash rolls than the level, if any, of your Independence skill)As an aslan female you may choose to make as many cash rolls as you like
You have remaining.
Please choose whether to take the next roll as Cash
or Other Benefits
.
For this benefit you must choose between the following options:
Warning: If you make a choice that includes the Independence skill that Independence skill will be not be awarded if a silent 2D roll is not higher than your Social Standing
You have been awarded the following:
Connections
During a character's creation if two players agree then any event rolled for one player can involve (in some way) another character. Only one player need to have rolled the event but it is more exciting if you can link events of two different characters together. If an event can be linked in this way both players get one extra skill of their choice (The skill cannot be Jack-of-all-Trades nor can it take a skill above level 3).
Please indicate if you have made a connection to another character.
Please select a skill to gain from the following selection of skills:
You have gained a skill level in
Did you make a second connection (it must be to a different character)?
Please select a skill to gain from the following selection of skills:
You have gained a skill level in
The following skills require specialisation. Please the choose the specialisation and the level of that specialisation. You can split up the specialisation if you desire by changing the level of the specialisation.
| Base Skill | Specialisation | Level | Available Levels |
Although you do have skill levels remaining to be specialised, unfortunately you have already allocated skill levels to all of the possible
specialisations. You will need to press Skip
to finish the character generation
- Apply the specialisations listed above. If you have allocated all your specialisations you will move onto finalising the character. Otherwise
you will need to choose additional specialisations (or select
Skip
). - Skip your remaining specialisations. Note: You will lose the remaining skill levels
Character creation is now complete.
- Add free format text to the character (it will be added to the
Background Notes
orPrevious History
for the character when exported) - Copy a short description of the character to the clipboard. This can then be pasted into an AI image generator
- Saves the character as a file that can be imported into Fantasy Grounds Unity
- Saves the character as a PDF document (which can either be viewed or printed)
- Prints the character on your printer (Note: this is just a version of the character shown on this screen, you may prefer to export as PDF and then print the resulting file)
- The character has been saved.Save the character in your browser
Warning: this will overwrite the current character so if you wanted to keep it use one of the above buttons first!
Add free format text in the box below. This text will be saved with the character and will be placed in the Character Background
when exported to Fantasy Grounds Unity or as a PDF
When ready to return to the character export screen press Return
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- Name:
- Species:
- Human
- Gender:
- Female
- Homeworld:
- Age:
- 18
- Physical Age:
- 18
- Cash:
- Cr
- Parole Threshold:
Benefits
Associates
Contacts: 0
Allies: 0
Rivals: 0
Enemies: 0
Patrons: 0
| STR | DEX | END | INT | EDU | TER | SOC | PSI | |
|---|---|---|---|---|---|---|---|---|
| Score | ||||||||
| DM |
The following 'traveller companion' stats are calculated but have no effect during character creation:
| WLT | LCK | MRL | STY | CHA | |
|---|---|---|---|---|---|
| Score | |||||
| DM |
Skills
Life Events
Character Seed:
DJV's Mongoose Traveller V2 Character Creator Plugin Version 3.389.0


