For the most part, a character in Traveller is a set of numbers - numbers representing characteristics (strength, dexterity, intelligence, etc.) and numbers representing skill levels. They're played with personalities and quirks, but there's no 'feel' for how they got that way. Articles in this section are designed to give a character more of a "history" than the standard generation procedures enable.
- A System For Character Improvement (Ken Bearden) Traveller has historically lacked a method for characters to improve themselves after entering play. This system fills that need.
- Background Skills (Ken Bearden) Getting skills before career resolution
- Get A Life: Generating Character Background Life Events (Glen Grant) Background events in a characters life give a character depth, and provides inspiration for events or encounters during a campaign.
- Certification for Player-Characters (William Hostman) A method to assure the availability of ship skills in a campaign.
- Generating NPC Psychology (Richard Honeycutt) Character psychological profiles and reactions based on the "seven deadly sins"
- The RCES Rating System (Paul Walker) Balancing the desire to conceal exact stats with the need for guaranteed minimum skill levels.
- Trivial Skills: Adding Color to Your Game (Michael Hughes) Hobbies can add color to your game.
- Skill Advancement (Marc Grossman) Getting better at adventuring, while you're adventuring
- It's In The Cards: Character Motivations for Traveller (Jeff Zeitlin) Motivating your character, based on TNE rules
- Starting Early (Bo Wozniak) When the character hasn't reached age 18
- Social Standing in Traveller (Jim Vassilakos) SOC should not be a 'dump stat'.
- The World of the NPC-i (Non-Player Character, idiot) (Neil Lucock) Some additional characteristics that can be used with any character, but were developed for the low-INT npc