1337 b4k4
2017-09-12, 11:03 PM
A look at Cepheus Engine.
A few folks have been asking about Traveller recently and inspired by An Enemy Spy's FATAL thread, but for a system that won't give your eyes cancer and cause your brain to attempt to strangle you, thought we might take a look at the Cepheus Engine, which is a Traveller clone that is a mashup of some Classic Traveller style ideas and Mongoose 1e Traveller. The plan is to run through some character, world and ship generation and see what the system gives us. I chose the Cepheus Engine rules because they're freely available on DTRPG (https://www.drivethrurpg.com/product/186894/Cepheus-Engine-System-Reference-Document?) so folks can follow along, but the rules are pretty broadly applicable to Traveller standard. So without further ado, let's get rolling.
So the system starts out like most do these days, a basic introduction, a "What is Role Playing" section that's about as generic as they come and then some quick introductions to core game concepts. Task resolution is 2d6 + DMs (Die Modifiers, from characteristics, skills and circumstances). A roll of 8 or better is a success, less is a failure. So without modifiers, the standard success rate is just a shade over 40%. Difficulty modifiers come in +/- 2 DMs ranging from "Formidable" at -6 (impossible without other modifiers) to Simple at +6 (guaranteed success without other modifiers). There is also a chart for degrees of success (how far from the target of 8 the roll was). Failures by -6 or less are exceptional failures, +6 or more are exceptional successes. Personally, I would rather they have skipped the hard numbers and simply noted that the further in either direction, the more exceptional the failure or success as appropriate.
We then get the paragraph whose version in some form or another has caused some of the most boring moments in TTRPGs. No consequence (good or bad) skill checks. I'm not saying that everything has to be "failing forward", but as a rule I wouldn't be asking for skill checks any time you can try again and again without failure, at that point you should assume the success and have the roll use "degrees of success" to determine either quality or time taken. Speaking of time taken, the next paragraph notes the the in game time a given action should take (when relevant) should be 1d6 $TimeUnit where the time unit is determined by the GM. We're referred to the Skills chapter in the book which has a table of time units and rules for going faster or slower (essentially +/- 1 DM for every time unit slower or faster). So if you need to fix the ship's engines because of a jump failure, that might take 1d6 hours, but if you take 1d6 days, you get a +1 DM. Personally I would add a few more increments in places e.g. the jump from 1d6 hours to 1d6 days is too large to me, I would probably add 1d6 half days or quarter days as an increment in between.
A few more basic core rules and a glossary of some key terms and we're finally on to character creation. Characters start at age 18, join a career and serve 4 year terms. Each term gives skills and benefits to the character as well as providing us with data for backgrounds. First up is our creation check list:
1) Roll characteristics
2) Homeworld / Background Skills (Optional)
3) Career
4) Basic Training (first term only)
5) Survival
6) Commission / Advancement
7) Skills / Training
8) Aging
9) Re-enlistment (back to 5 for each term)
10) Mustering Out (Benefits)
11) Next career (optional)
12) Starting equipment purchases
This looks like a lot (and compared to Classic Traveller it is a bit more) but once you've done it about once, it's pretty fast an easy. You should be able to roll up a character (minus a new home world) in about 15 minutes. For this read through we're going to skip the homeworld creation (and thus the background skills) for now because I don't want to side track nor dig up pre-exisitng world info.
Additionally, let's talk about that Survival check. As you may or may not have heard, in Traveller, your character can die in character creation. In most of the earlier editions this was the only option. In later editions, including Mongoose, this was changed to a mishap or injury with death being an optional rule. Cepheus Engine has both rules, with death being the default and that's what we're going to use here, because I need NPC characters and dead proto-PCs are a great source. So let's start making our crew.
Characteristics:
So a character has 6 characteristics representing various basic abilities, they are Strength, Dexterity, Endurance (think D&D CON), Intelligence, Education and Social Standing, after a brief description of each we're given a list of Nobility titles that can go along with particularly high social standing scores. This is a carry over from the implied setting of Traveller called the Third Imperium. We get a note that there is (at the GMs discretion) a 7th characteristic for Psionics powers which is covered later. We'll skip it for now. And on to the rolling, the default rule for Cepheus Engine is roll 2d6 for each score in order, the same way Classic Traveller and most of the early TTRPGs did. Optionally (GM approval) you can roll and assign. We're going old school and we're going to do it in order, so here goes for our first character:
Str: 10 (+1)
Dex: 8 (+0)
End: 2 (-2)
Int: 7 (+0)
Edu: 8 (+0)
Soc: 2 (-2)
Well that's interesting... our character is average or above average in every respect except that they've got rock bottom Endurance and Social Standing. This could mean they're a sickly person, and an outcast because of their sickness. Or maybe they're a glass cannon, ready to dish things out but drops at the first sign of trouble. I guess we'll find out as we go. The number in parenthesis is the Characteristic Modifier which we're given instructions and a chart for next. Interestingly the formula (divide by 3, drop fractions and subtract 1) does not appear to match up with the table, but we're using the scores from the table. This will be applied to relevant skill and characteristic checks. A following paragraph tells us characteristic scores can change during play, but apparently we won't be changing any of them now.
The next paragraph is your standard modern TTRPG disclaimer on gender (no restrictions, you can be whatever you choose etc) and further a note that aliens are a thing, and our notions of gender may not even apply to them, but interestingly states that while human gender does not alter characteristics, alien gender might. Also of note is that alien social standing modifiers are halved when dealing with races with different concepts of social standing.
This however gives me an idea for our low End and Soc scores. Perhaps our character is some race of alien, an underclass in human society because of easily exploitable weaknesses and of course a different appearance. Like a Dr. Who Ood, or like a plant creature, susceptible to fire and requiring a portable habitat, or a Star Trek Ferengi, easily cowed and looked down upon. In fact, let's run with the second one. Our character is from a race of tree like people, made of wood and requiring nightly rest in soil. Our handy dandy inter-tubes Sci-Fi Name Generator says our species will be the Sath.
Next up we're introduced to the UPP or the Universal Persona Profile. This is a pseudo-hex short hand notation for characteristics, basically the 6 stats in order. So our Sath has a UPP of A82782. An interesting note about UPP, in early Traveller it was heavily implied that this was an in game value as well. As in, just like today someone could pull up your credit score, in the Traveller universe, they could look up your UPP. While that isn't mentioned here, it's an interesting idea to keep in mind.
Using the stat block format provided in the next paragraph, 1d2 to randomly determine a gender and naming our completely non copy right infringing character Skleaf, we have the following so far for our fresh faced newly graduated galactic citizen:
Skleaf A82782 Age 18 F Sath
Graduate Cr 0
None
Background Skills:
Since we've not generating or picking a home world at the moment, we're limited to selecting background skills from the Primary Education group. We get 3 + our Edu DM of 0. You'll note that all of these skills are listed as "Skill-0". Generally in Traveller you're not considered trained in a skill without having Skill-1, and if you're not trained, you suffer a negative DM. Skill-0 ratings represent that your character has basic understanding of the skill, but not any formalized training or advanced abilities. Noted earlier, a Skill-1 rating for an academic skill would be similar to an associates (2 year) degree. So what skills might an underclass tree creature have learned in primary school? Let's go with Admin, Social Sciences and Medicine, as a member of the under class I suspect that Sath often have to take care of things themselves rather than rely on standard societal help. So now our character looks like so:
Skleaf A82782 Age 18 Sath
Graduate Cr 0
Admin-0, Medicine-0, Social Sciences-0
Career:
So now we're on to the meat of things, choosing our first career for our Skleaf. To join a career, she must pass a qualification check, if she fails she will either be subject to The Draft or she'll become a drifter for the next term (4 years). The next few paragraphs describe the basic points of going through a term in a career, we'll cover them as we go using the career charts on pages 33-40. So first up is choosing a career and trying to qualify. Page 27 gives us some descriptions of each of the careers. As a tree creature needing soil every night, most space going careers are probably not a good pick, but Skleaf has always wanted to help people, and a career as a Physician, especially caring for other members of her community who are neglected by society at large calls out to her. To qualify, she needs to roll an Edu 6+ check. This means we roll 2d6 and add her Edu modifier. If the roll is 6 or better, she's accepted to a medical program. And our roll is a 7, so Skleaf is now employed in medicine. Since this is her first term and her first career she gets all the skills in the Service Skills table for Physician at skill level 0 as part of her basic training. Any skills she already has remain at level 0. So she picks up 3 new skills, with Admin and Medicine being skills she had already.
Skleaf, Intern A82782 Age 18 Sath
Physician (1 Terms) Cr 0
Admin-0, Computer-0, Mechanics-0, Medicine-0, Leadership-0, Life Sciences-0, Social Sciences-0
Next up, she has to roll her Survival check. Part of the reason the original rules default to death for a failed survival is the fact that the only career choices save for merchant were all risky military or para-military careers. Death was a very likely possibility. Now the idea of death in a physician field may seem odd, but if it comes up, I'm sure we can work with it. In the mean time, let's see what happens. Her survival roll is Int 4+, a roll of 7 and she easily avoids any dangerous assignments as an intern. No working on a mining colony or in a gang controlled ER or anything dangerous like that, just good old fashioned ground side family medicine. Additionally as an Intern (Rank 0 physician) she gains Medicine-1 as a skill automatically.
Next she rolls for Commission, which is basically looking for her advancement from Intern to actual doctor. Without a commission, she can't advance to higher levels and will remain an intern. Commission rolls are optional, but since Cepheus Engine doesn't have a non commissioned advancement path, it's in our interests to always try for Commission. To be Commissioned, we need to roll an Int 5+, and with a 5, Skleaf just barely squeaks by and is promoted to Resident. In addition she gains an addition skill roll this term, which we'll get to in a moment. As soon as she passes her Commission roll, Skleaf is now a Rank 1 Physician and any term that you are Rank 1 or better, you can roll for advancement/promotions as well. So if Skleaf is very ambitious (and lucky) she might get promoted. So let's see what happens. Promotion is harder than commissioning, needing an Edu 8+ to advance, and with a 6, she is unable to obtain a promotion this term.
Now we get to roll skills. Each career has 4 skill tables, Personal Development, Service Skills, Specialist Skills and Advanced Education. Each term you get one roll on any one of the tables. Additionally if you are commissioned this term, you get 1 additional roll. If you were promoted you also get an additional roll. You can only roll on the Advanced Education table if you have an Edu score of 8+. In this term Slkeaf gets 2 rolls. A roll on the PD table gives her an opportunity to improve a characteristic including her End score. All of the other tables give a rank in a skill. Skleaf rolls once on the PD table, and once on the Adv Ed table. A roll of 1 gives her +1 Str and a roll of 4 gives her Linguistics-1. Next we check aging, but since Skleaf is still young, no issues there. We could have her try to start Anagathics to prevent aging but at 1d6x2.5k Cr per term, that would get pricey pretty quick, even for a physician.
So for her first 4 years, Skleaf became a Resident Physician, learned a new language and spent some time in the gym building up her strength even more. With no particularly dangerous happenings it was a surprisingly pleasant term for someone so used to being looked down on by society. Indeed the acceptance and her speedy rise to the ranks of the fully qualified physicians was a pleasant surprise. So with her first term behind her, Skleaf decides she enjoyed her job and wants another go. A re-enlisment roll is a flat 2d6 roll and she needs to beat 5+. A roll of 3 means unfortunately for Skleaf, the hospital where she was at ran out of funding for her department and she was let go. And as such a fresh physician setting up shop on her own just wasn't working out. For her single term of service, Skleaf gets a single roll on one of the benefits tables. In her entire life she can get a maximum of 3 rolls on the cash benefits table, all others will be on the material table. This career's material benefits table offers a shot at the exclusive "Explorer's Society" which is something like a high class interplanetary Triple-A. Membership gives 1 free high passage ticket (worth 10k Cr) every 2 months. With that in mind, let's roll. And with a roll of 5 she's got a membership! While her she may not have the best social standing in the world, someone apparently thought highly of her work as a physician and put in a good word with this exclusive (1 MCr application fee if you're not recommended) club. So despite the poor ending of her medical career, Skleaf takes her first passage ticket and books a trip the next world over, aiming for a new career.
Skleaf, Resident B82782 Age 18 Sath
Physician (1 Terms) Cr 0
Admin-0, Computer-0, Mechanics-0, Medicine-1, Leadership-0, Life Sciences-0, Linguistics-1, Social Sciences-0
Explorer's Society Member
And that's all for tonight. Next up, a second career, is it worth gambling your Explorer's Society character on more skills? We'll find out.
A few folks have been asking about Traveller recently and inspired by An Enemy Spy's FATAL thread, but for a system that won't give your eyes cancer and cause your brain to attempt to strangle you, thought we might take a look at the Cepheus Engine, which is a Traveller clone that is a mashup of some Classic Traveller style ideas and Mongoose 1e Traveller. The plan is to run through some character, world and ship generation and see what the system gives us. I chose the Cepheus Engine rules because they're freely available on DTRPG (https://www.drivethrurpg.com/product/186894/Cepheus-Engine-System-Reference-Document?) so folks can follow along, but the rules are pretty broadly applicable to Traveller standard. So without further ado, let's get rolling.
So the system starts out like most do these days, a basic introduction, a "What is Role Playing" section that's about as generic as they come and then some quick introductions to core game concepts. Task resolution is 2d6 + DMs (Die Modifiers, from characteristics, skills and circumstances). A roll of 8 or better is a success, less is a failure. So without modifiers, the standard success rate is just a shade over 40%. Difficulty modifiers come in +/- 2 DMs ranging from "Formidable" at -6 (impossible without other modifiers) to Simple at +6 (guaranteed success without other modifiers). There is also a chart for degrees of success (how far from the target of 8 the roll was). Failures by -6 or less are exceptional failures, +6 or more are exceptional successes. Personally, I would rather they have skipped the hard numbers and simply noted that the further in either direction, the more exceptional the failure or success as appropriate.
We then get the paragraph whose version in some form or another has caused some of the most boring moments in TTRPGs. No consequence (good or bad) skill checks. I'm not saying that everything has to be "failing forward", but as a rule I wouldn't be asking for skill checks any time you can try again and again without failure, at that point you should assume the success and have the roll use "degrees of success" to determine either quality or time taken. Speaking of time taken, the next paragraph notes the the in game time a given action should take (when relevant) should be 1d6 $TimeUnit where the time unit is determined by the GM. We're referred to the Skills chapter in the book which has a table of time units and rules for going faster or slower (essentially +/- 1 DM for every time unit slower or faster). So if you need to fix the ship's engines because of a jump failure, that might take 1d6 hours, but if you take 1d6 days, you get a +1 DM. Personally I would add a few more increments in places e.g. the jump from 1d6 hours to 1d6 days is too large to me, I would probably add 1d6 half days or quarter days as an increment in between.
A few more basic core rules and a glossary of some key terms and we're finally on to character creation. Characters start at age 18, join a career and serve 4 year terms. Each term gives skills and benefits to the character as well as providing us with data for backgrounds. First up is our creation check list:
1) Roll characteristics
2) Homeworld / Background Skills (Optional)
3) Career
4) Basic Training (first term only)
5) Survival
6) Commission / Advancement
7) Skills / Training
8) Aging
9) Re-enlistment (back to 5 for each term)
10) Mustering Out (Benefits)
11) Next career (optional)
12) Starting equipment purchases
This looks like a lot (and compared to Classic Traveller it is a bit more) but once you've done it about once, it's pretty fast an easy. You should be able to roll up a character (minus a new home world) in about 15 minutes. For this read through we're going to skip the homeworld creation (and thus the background skills) for now because I don't want to side track nor dig up pre-exisitng world info.
Additionally, let's talk about that Survival check. As you may or may not have heard, in Traveller, your character can die in character creation. In most of the earlier editions this was the only option. In later editions, including Mongoose, this was changed to a mishap or injury with death being an optional rule. Cepheus Engine has both rules, with death being the default and that's what we're going to use here, because I need NPC characters and dead proto-PCs are a great source. So let's start making our crew.
Characteristics:
So a character has 6 characteristics representing various basic abilities, they are Strength, Dexterity, Endurance (think D&D CON), Intelligence, Education and Social Standing, after a brief description of each we're given a list of Nobility titles that can go along with particularly high social standing scores. This is a carry over from the implied setting of Traveller called the Third Imperium. We get a note that there is (at the GMs discretion) a 7th characteristic for Psionics powers which is covered later. We'll skip it for now. And on to the rolling, the default rule for Cepheus Engine is roll 2d6 for each score in order, the same way Classic Traveller and most of the early TTRPGs did. Optionally (GM approval) you can roll and assign. We're going old school and we're going to do it in order, so here goes for our first character:
Str: 10 (+1)
Dex: 8 (+0)
End: 2 (-2)
Int: 7 (+0)
Edu: 8 (+0)
Soc: 2 (-2)
Well that's interesting... our character is average or above average in every respect except that they've got rock bottom Endurance and Social Standing. This could mean they're a sickly person, and an outcast because of their sickness. Or maybe they're a glass cannon, ready to dish things out but drops at the first sign of trouble. I guess we'll find out as we go. The number in parenthesis is the Characteristic Modifier which we're given instructions and a chart for next. Interestingly the formula (divide by 3, drop fractions and subtract 1) does not appear to match up with the table, but we're using the scores from the table. This will be applied to relevant skill and characteristic checks. A following paragraph tells us characteristic scores can change during play, but apparently we won't be changing any of them now.
The next paragraph is your standard modern TTRPG disclaimer on gender (no restrictions, you can be whatever you choose etc) and further a note that aliens are a thing, and our notions of gender may not even apply to them, but interestingly states that while human gender does not alter characteristics, alien gender might. Also of note is that alien social standing modifiers are halved when dealing with races with different concepts of social standing.
This however gives me an idea for our low End and Soc scores. Perhaps our character is some race of alien, an underclass in human society because of easily exploitable weaknesses and of course a different appearance. Like a Dr. Who Ood, or like a plant creature, susceptible to fire and requiring a portable habitat, or a Star Trek Ferengi, easily cowed and looked down upon. In fact, let's run with the second one. Our character is from a race of tree like people, made of wood and requiring nightly rest in soil. Our handy dandy inter-tubes Sci-Fi Name Generator says our species will be the Sath.
Next up we're introduced to the UPP or the Universal Persona Profile. This is a pseudo-hex short hand notation for characteristics, basically the 6 stats in order. So our Sath has a UPP of A82782. An interesting note about UPP, in early Traveller it was heavily implied that this was an in game value as well. As in, just like today someone could pull up your credit score, in the Traveller universe, they could look up your UPP. While that isn't mentioned here, it's an interesting idea to keep in mind.
Using the stat block format provided in the next paragraph, 1d2 to randomly determine a gender and naming our completely non copy right infringing character Skleaf, we have the following so far for our fresh faced newly graduated galactic citizen:
Skleaf A82782 Age 18 F Sath
Graduate Cr 0
None
Background Skills:
Since we've not generating or picking a home world at the moment, we're limited to selecting background skills from the Primary Education group. We get 3 + our Edu DM of 0. You'll note that all of these skills are listed as "Skill-0". Generally in Traveller you're not considered trained in a skill without having Skill-1, and if you're not trained, you suffer a negative DM. Skill-0 ratings represent that your character has basic understanding of the skill, but not any formalized training or advanced abilities. Noted earlier, a Skill-1 rating for an academic skill would be similar to an associates (2 year) degree. So what skills might an underclass tree creature have learned in primary school? Let's go with Admin, Social Sciences and Medicine, as a member of the under class I suspect that Sath often have to take care of things themselves rather than rely on standard societal help. So now our character looks like so:
Skleaf A82782 Age 18 Sath
Graduate Cr 0
Admin-0, Medicine-0, Social Sciences-0
Career:
So now we're on to the meat of things, choosing our first career for our Skleaf. To join a career, she must pass a qualification check, if she fails she will either be subject to The Draft or she'll become a drifter for the next term (4 years). The next few paragraphs describe the basic points of going through a term in a career, we'll cover them as we go using the career charts on pages 33-40. So first up is choosing a career and trying to qualify. Page 27 gives us some descriptions of each of the careers. As a tree creature needing soil every night, most space going careers are probably not a good pick, but Skleaf has always wanted to help people, and a career as a Physician, especially caring for other members of her community who are neglected by society at large calls out to her. To qualify, she needs to roll an Edu 6+ check. This means we roll 2d6 and add her Edu modifier. If the roll is 6 or better, she's accepted to a medical program. And our roll is a 7, so Skleaf is now employed in medicine. Since this is her first term and her first career she gets all the skills in the Service Skills table for Physician at skill level 0 as part of her basic training. Any skills she already has remain at level 0. So she picks up 3 new skills, with Admin and Medicine being skills she had already.
Skleaf, Intern A82782 Age 18 Sath
Physician (1 Terms) Cr 0
Admin-0, Computer-0, Mechanics-0, Medicine-0, Leadership-0, Life Sciences-0, Social Sciences-0
Next up, she has to roll her Survival check. Part of the reason the original rules default to death for a failed survival is the fact that the only career choices save for merchant were all risky military or para-military careers. Death was a very likely possibility. Now the idea of death in a physician field may seem odd, but if it comes up, I'm sure we can work with it. In the mean time, let's see what happens. Her survival roll is Int 4+, a roll of 7 and she easily avoids any dangerous assignments as an intern. No working on a mining colony or in a gang controlled ER or anything dangerous like that, just good old fashioned ground side family medicine. Additionally as an Intern (Rank 0 physician) she gains Medicine-1 as a skill automatically.
Next she rolls for Commission, which is basically looking for her advancement from Intern to actual doctor. Without a commission, she can't advance to higher levels and will remain an intern. Commission rolls are optional, but since Cepheus Engine doesn't have a non commissioned advancement path, it's in our interests to always try for Commission. To be Commissioned, we need to roll an Int 5+, and with a 5, Skleaf just barely squeaks by and is promoted to Resident. In addition she gains an addition skill roll this term, which we'll get to in a moment. As soon as she passes her Commission roll, Skleaf is now a Rank 1 Physician and any term that you are Rank 1 or better, you can roll for advancement/promotions as well. So if Skleaf is very ambitious (and lucky) she might get promoted. So let's see what happens. Promotion is harder than commissioning, needing an Edu 8+ to advance, and with a 6, she is unable to obtain a promotion this term.
Now we get to roll skills. Each career has 4 skill tables, Personal Development, Service Skills, Specialist Skills and Advanced Education. Each term you get one roll on any one of the tables. Additionally if you are commissioned this term, you get 1 additional roll. If you were promoted you also get an additional roll. You can only roll on the Advanced Education table if you have an Edu score of 8+. In this term Slkeaf gets 2 rolls. A roll on the PD table gives her an opportunity to improve a characteristic including her End score. All of the other tables give a rank in a skill. Skleaf rolls once on the PD table, and once on the Adv Ed table. A roll of 1 gives her +1 Str and a roll of 4 gives her Linguistics-1. Next we check aging, but since Skleaf is still young, no issues there. We could have her try to start Anagathics to prevent aging but at 1d6x2.5k Cr per term, that would get pricey pretty quick, even for a physician.
So for her first 4 years, Skleaf became a Resident Physician, learned a new language and spent some time in the gym building up her strength even more. With no particularly dangerous happenings it was a surprisingly pleasant term for someone so used to being looked down on by society. Indeed the acceptance and her speedy rise to the ranks of the fully qualified physicians was a pleasant surprise. So with her first term behind her, Skleaf decides she enjoyed her job and wants another go. A re-enlisment roll is a flat 2d6 roll and she needs to beat 5+. A roll of 3 means unfortunately for Skleaf, the hospital where she was at ran out of funding for her department and she was let go. And as such a fresh physician setting up shop on her own just wasn't working out. For her single term of service, Skleaf gets a single roll on one of the benefits tables. In her entire life she can get a maximum of 3 rolls on the cash benefits table, all others will be on the material table. This career's material benefits table offers a shot at the exclusive "Explorer's Society" which is something like a high class interplanetary Triple-A. Membership gives 1 free high passage ticket (worth 10k Cr) every 2 months. With that in mind, let's roll. And with a roll of 5 she's got a membership! While her she may not have the best social standing in the world, someone apparently thought highly of her work as a physician and put in a good word with this exclusive (1 MCr application fee if you're not recommended) club. So despite the poor ending of her medical career, Skleaf takes her first passage ticket and books a trip the next world over, aiming for a new career.
Skleaf, Resident B82782 Age 18 Sath
Physician (1 Terms) Cr 0
Admin-0, Computer-0, Mechanics-0, Medicine-1, Leadership-0, Life Sciences-0, Linguistics-1, Social Sciences-0
Explorer's Society Member
And that's all for tonight. Next up, a second career, is it worth gambling your Explorer's Society character on more skills? We'll find out.