Some systems use two or more six-sided dice, while others use a twenty-sided die. Task systemsĮach edition of Traveller has its own mechanic for resolving character actions. Some characters have extra-sensory perception, telekinesis, telepathy, and other psychic abilities, which are organized and standardized into "psionics". There are also variant characteristics, such as charisma and caste, which replace a primary characteristic, to add nuance to alien characters. Other general characteristics also exist, such as psionics and sanity. These characteristics are generated by a roll of two six-sided dice. Death during character generation is possible in some editions, a mechanic that became infamous.Ĭharacters have six primary characteristics: strength, dexterity, endurance, intelligence, education, and social standing. A character can be civilian, military, or noble, a young cadet, or a tried-and-true veteran, each with strengths and weaknesses. Characters get skills and experience in a mini-game where the player makes career choices determining the character's life up to the point before adventuring begins.Ī character can be human, robot, alien, or of a genetically engineered species. Traveller uses a lifepath-style system for character generation. Normal-space travel is accomplished through relatively efficient and powerful gravitic drives.
Decisions are made on the local level rather than by a remote authority. Communication is limited to the speed of travel.
Marc Miller lists a number of books that influenced Traveller and provided its key features: Characters are defined not by the need to increase native skill and ability but by achievements, discoveries, wealth, titles, and political power. Characters journey between star systems, engaging in exploration, ground and space battles, and interstellar trading.