├── .gitignore ├── book.toml ├── src ├── tools │ ├── roll.js │ ├── pseudohex.js │ ├── space-encounter-generator.md │ ├── sector-generator.md │ ├── sector.js │ ├── space-encounter.js │ └── world.js ├── SUMMARY.md ├── vds │ ├── uncommon-vehicles.md │ ├── updated-common-vehicles-table.md │ ├── common-aircraft.md │ ├── introduction.md │ ├── common-ground-vehicles.md │ ├── common-watercraft.md │ └── common-grav-vehicles.md ├── about.md ├── book3 │ ├── starship-encounters.md │ ├── environments-and-hazards.md │ ├── adventures.md │ ├── social-encounters.md │ ├── refereeing-the-game.md │ ├── planetary-wilderness-encounters.md │ └── worlds.md ├── book2 │ └── trade-and-commerce.md └── legal.md ├── LICENSE └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | book 2 | -------------------------------------------------------------------------------- /book.toml: -------------------------------------------------------------------------------- 1 | [book] 2 | authors = ["Jason 'Flynn' Kemp", "Jeff Hopper", "Richard Hazlewood", "Omer G. Joel", "Michael Johnson", "Donavan Lambertus", "Ian Stead", "Steve Simenic"] 3 | language = "en" 4 | src = "src" 5 | title = "Cepheus Engine SRD" 6 | -------------------------------------------------------------------------------- /src/tools/roll.js: -------------------------------------------------------------------------------- 1 | // rolls number of dice specified by parameter (defaults to 2) 2 | function roll(number = 2) { 3 | let r = 0; 4 | for (let i = 0; i < number; i++) { 5 | r += Math.floor(Math.random() * 6) + 1; 6 | } 7 | return r; 8 | } 9 | -------------------------------------------------------------------------------- /src/tools/pseudohex.js: -------------------------------------------------------------------------------- 1 | // convert to and from pseudoHex automatically based on if parameter is a string or number 2 | function pseudoHex(value) { 3 | const HEX = ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", "J", "K", "L", "M", "N", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"]; 4 | if (typeof value === "number") { 5 | return HEX[value]; 6 | } else if (typeof value === "string") { 7 | return HEX.indexOf(value); 8 | } else { 9 | console.error("Error! Can only convert number and string types to/from pseudohex."); 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /src/SUMMARY.md: -------------------------------------------------------------------------------- 1 | # Summary 2 | 3 | [About](about.md) 4 | [Introduction](introduction.md) 5 | 6 | # Book 1: Characters 7 | 8 | - [Character Creation](book1/character-creation.md) 9 | - [Skills](book1/skills.md) 10 | - [Psionics](book1/psionics.md) 11 | - [Equipment](book1/equipment.md) 12 | - [Personal Combat](book1/personal-combat.md) 13 | 14 | # Book 2: Starships and Interstellar Travel 15 | 16 | - [Off-World Travel](book2/off-world-travel.md) 17 | - [Trade and Commerce](book2/trade-and-commerce.md) 18 | - [Ship Design and Construction](book2/ship-design-and-construction.md) 19 | - [Common Vessels](book2/common-vessels.md) 20 | - [Space Combat](book2/space-combat.md) 21 | 22 | # Book 3: Referees 23 | 24 | - [Environments and Hazards](book3/environments-and-hazards.md) 25 | - [Worlds](book3/worlds.md) 26 | - [Planetary Wilderness Encounters](book3/planetary-wilderness-encounters.md) 27 | - [Social Encounters](book3/social-encounters.md) 28 | - [Starship Encounters](book3/starship-encounters.md) 29 | - [Refereeing the Game](book3/refereeing-the-game.md) 30 | - [Adventures](book3/adventures.md) 31 | 32 | # Vehicle Design System 33 | 34 | - [Introduction](vds/introduction.md) 35 | - [Vehicle Design](vds/vehicle-design.md) 36 | - [Common Aircraft](vds/common-aircraft.md) 37 | - [Common Grav Vehicles](vds/common-grav-vehicles.md) 38 | - [Common Ground Vehicles](vds/common-ground-vehicles.md) 39 | - [Common Watercraft](vds/common-watercraft.md) 40 | - [Uncommon Vehicles](vds/uncommon-vehicles.md) 41 | - [Appendix A: Updated Common Vehicles Table](vds/updated-common-vehicles-table.md) 42 | 43 | # Tools 44 | 45 | - [Sector Generator](tools/sector-generator.md) 46 | - [Space Encounter Generator](tools/space-encounter-generator.md) 47 | 48 | * * * 49 | 50 | [Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason "Flynn" Kemp]() 51 | 52 | [Legal](legal.md) 53 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | The Cepheus Engine SRD is derived from the Traveller System Reference 2 | Document and other Open Gaming Content made available by the Open Gaming 3 | License, and does not contain closed content from products published by 4 | either Mongoose Publishing or Far Future Enterprises. This Product is not 5 | affiliated with either Mongoose Publishing or Far Future Enterprises, and 6 | it makes no claim to or challenge to any trademarks held by either entity. 7 | The use of the Traveller System Reference Document does not convey the 8 | endorsement of this Product by either Mongoose Publishing or Far Future 9 | Enterprises as a product of either of their product lines. 10 | 11 | Please see the legal.html for more details on the Cepheus Engine SRD 12 | licenses. 13 | 14 | This source code displaying the Cepheus Engine SRD in HTML format is free 15 | unencumbered software released into the public domain. 16 | 17 | Anyone is free to copy, modify, publish, use, compile, sell, or 18 | distribute this software, either in source code form or as a compiled 19 | binary, for any purpose, commercial or non-commercial, and by any 20 | means. 21 | 22 | In jurisdictions that recognize copyright laws, the author or authors 23 | of this software dedicate any and all copyright interest in the 24 | software to the public domain. We make this dedication for the benefit 25 | of the public at large and to the detriment of our heirs and 26 | successors. We intend this dedication to be an overt act of 27 | relinquishment in perpetuity of all present and future rights to this 28 | software under copyright law. 29 | 30 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 31 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 32 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 33 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR 34 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 35 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 36 | OTHER DEALINGS IN THE SOFTWARE. 37 | 38 | For more information, please refer to -------------------------------------------------------------------------------- /src/vds/uncommon-vehicles.md: -------------------------------------------------------------------------------- 1 | # Chapter 6: Uncommon Vehicles 2 | 3 | This section describes some of the uncommon vehicles that might be encountered in Cepheus Engine campaigns. These are not the only types of vessels that exist, and creative Referees are encouraged to integrate ships of their own creation or from other sources as they see fit. 4 | 5 | ## TL8 Tunnel Boring Machine 6 | 7 | Using a closed four-ton chassis (0 Hull, 1 Structure, Armor 3), the Tunnel Boring Machine is a machine used to excavate tunnels with a circular cross section through a variety of soil and rock strata. It carries a Gas Turbine engine, Code G, and a Mole propulsion system, Code G, giving a top speed of 100 meters/hour, a cruising speed of 75 meters/hour and an Agility DM of -4. 0.68 kiloliters of hydrocarbons support the power plant for 2 days. This vehicle is equipped with Basic controls, a Class II communication system (Very Distant), Standard sensors (DM -2), and a Model 1 computer. There is one extended cockpit. The tunnel boring machine is equipped with hostile environmental protection and 10 days of basic life support. Cargo capacity is 14.79 kiloliters. The vehicle requires a crew of one: the pilot. The vehicle can carry up to one other passenger in the extended cockpit. The vehicle costs KCr282.650 (including discounts and fees) and takes 36 hours to build. 8 | 9 | | Category | Component | Spaces | Price(Cr) | Notes | 10 | | --- | --- | --- | --- | --- | 11 | | Chassis | Base | 48 | 6250 | Code 8 | 12 | | | Configuration | | | Closed | 13 | | | Environmental Protection (Hostile) | \-3 | 240000 | | 14 | | Power Plant | Gas Turbine | \-4.5 | 637.5 | Code G | 15 | | Propulsion | Mole | \-14 | 54600 | Code G | 16 | | Fuel | Hydrocarbons | \-0.68 | 561.744 | Fuel capacity = 48 hours | 17 | | Controls | Basic | \-1 | 0 | | 18 | | Communications | Class II | \-0.02 | 1000 | Very Distant (50 km) | 19 | | Accommodations | Extended Cockpit | \-4 | 2000 | Two crew (pilot, passenger) | 20 | | | Basic Life Support | \-3 | 3500 | Last 10 days | 21 | | Cargo | | \-14.79 | | | 22 | | **TOTALS** | | **0** | **314049.244** | **Cr282,650 with Std Design Discount** | 23 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Cepheus Engine SRD 2 | 3 | Welcome to the Cepheus Engine System Reference Document, which outlines the core rules used by a Classic Era Science Fiction 2D6-Based Open Gaming System. 4 | 5 | This version of the SRD is hosted online [here][srd]. You can also get the Cepheus Engine SRD and Vehicle Design System documents in PDF and modifiable DOCX format from [DriveThruRPG.com][dtrpg]. If you'd like a print copy, [Moon Toad Publishing][moontoad] offer [the rulebook print-on-demand][pod]. 6 | 7 | Cepheus Engine and Samardan Press are trademarks of Jason "Flynn" Kemp 8 | 9 | ## Credits 10 | **SRD Proofreading:** Jeff Hopper 11 | 12 | **Vehicle Design System Proofreading & Playtesting:** Richard Hazlewood, Omer G. Joel, Michael Johnson, Donavan Lambertus, Ian Stead 13 | 14 | **Conversion to mdBook format:** Steve Simenic 15 | 16 | ## Designation of Open Game Content 17 | All of the text in this document is designated as Open Gaming Content, except for the titles of products published by Samardan Press, and the trademarks “Cepheus Engine” and “Samardan Press”. 18 | 19 | ## Designation of Product Identity 20 | Any title of a product published by Samardan Press is designated as Product Identity. 21 | 22 | Please Note: This Product is derived from the Traveller System Reference Document and other Open Gaming Content made available by the Open Gaming License, and does not contain closed content from products published by either Mongoose Publishing or Far Future Enterprises. This Product is not affiliated with either Mongoose Publishing or Far Future Enterprises, and it makes no claim to or challenge to any trademarks held by either entity. The use of the Traveller System Reference Document does not convey the endorsement of this Product by either Mongoose Publishing or Far Future Enterprises as a product of either of their product lines. 23 | 24 | ## Source Code License 25 | This source code displaying the Cepheus Engine SRD in HTML format is free unencumbered software released into the public domain. For more information, please refer to https://unlicense.org. 26 | 27 | 28 | [srd]: https://www.orffenspace.com/cepheus-srd/ 29 | [dtrpg]: https://www.drivethrurpg.com/browse/pub/3066/Samardan-Press/subcategory/5350_5360/Cepheus-Engine 30 | [moontoad]: https://www.drivethrurpg.com/browse/pub/5791/Moon-Toad-Publishing 31 | [pod]: https://www.drivethrurpg.com/product/237247/Cepheus-Engine-RPG 32 | [unlicense]: https://unlicense.org 33 | -------------------------------------------------------------------------------- /src/about.md: -------------------------------------------------------------------------------- 1 | # Cepheus Engine SRD 2 | 3 | Welcome to the **_Cepheus Engine System Reference Document_**, which outlines the core rules used by a Classic Era Science Fiction 2D6-Based Open Gaming System. 4 | 5 | You can get the Cepheus Engine SRD and Vehicle Design System documents in PDF and modifiable DOCX format from [DriveThruRPG.com](https://www.drivethrurpg.com/browse/pub/3066/Samardan-Press/subcategory/5350_5360/Cepheus-Engine). If you'd like a print copy, [Moon Toad Publishing](https://www.drivethrurpg.com/browse/pub/5791/Moon-Toad-Publishing) offer [the rulebook print-on-demand](https://www.drivethrurpg.com/product/237247/Cepheus-Engine-RPG). The source code for this mdBook version is [available on GitHub](https://www.github.com/orffen/cepheus-srd). 6 | 7 | Cepheus Engine and Samardan Press are trademarks of Jason "Flynn" Kemp 8 | 9 | ## Credits 10 | 11 | **SRD Proofreading:** Jeff Hopper 12 | 13 | **Vehicle Design System Proofreading & Playtesting:** Richard Hazlewood, Omer G. Joel, Michael Johnson, Donavan Lambertus, Ian Stead 14 | 15 | **Conversion to mdBook format:** Steve Simenic 16 | 17 | ## Designation of Open Game Content 18 | 19 | All of the text in this document is designated as Open Gaming Content, except for the titles of products published by Samardan Press, and the trademarks “Cepheus Engine” and “Samardan Press”. 20 | 21 | ## Designation of Product Identity 22 | 23 | Any title of a product published by Samardan Press is designated as Product Identity. 24 | 25 | **Please Note:** This Product is derived from the Traveller System Reference Document and other Open Gaming Content made available by the Open Gaming License, and does not contain closed content from products published by either Mongoose Publishing or Far Future Enterprises. This Product is not affiliated with either Mongoose Publishing or Far Future Enterprises, and it makes no claim to or challenge to any trademarks held by either entity. The use of the Traveller System Reference Document does not convey the endorsement of this Product by either Mongoose Publishing or Far Future Enterprises as a product of either of their product lines. 26 | 27 | Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason "Flynn" Kemp 28 | 29 | ## Third-Party Licenses 30 | 31 | - [mdBook](https://rust-lang.github.io/mdBook/) is licensed under the [Mozilla Public License 2.0](https://www.mozilla.org/MPL/2.0/) 32 | - [js-markov](https://www.npmjs.com/package/js-markov/v/2.0.3) Copyright (c) 2019 Edwin Pratt and is licensed under the [MIT license](https://opensource.org/license/MIT) 33 | -------------------------------------------------------------------------------- /src/tools/space-encounter-generator.md: -------------------------------------------------------------------------------- 1 | # Space Encounter Generator 2 | 3 | This tool will generate a Cepheus Engine Starship Encounter according to the rules found in [Chapter 15: Starship Encounters](../book3/starship-encounters.md). 4 | 5 |
6 |
7 | Encounter type: 8 | 9 | 10 |
11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 |
33 |
34 | 35 |
36 | 37 | 38 | 44 | -------------------------------------------------------------------------------- /src/vds/updated-common-vehicles-table.md: -------------------------------------------------------------------------------- 1 | # Appendix A: Updated Common Vehicles Table 2 | 3 | This table replaces the [Common Vehicles table](../book1/equipment.md#vehicles) found in [Chapter 4: Equipment](../book1/equipment.md) in the Cepheus Engine Core Rules. 4 | 5 | | Vehicle | TL | Skill | Agi | Spd | C&P | O/C | Armor | Hull | Struc | Wpns | Cost (KCr) | 6 | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | 7 | | Stagecoach | 3 | [Wheeled Vehicle](../book1/skills.md#wheeled-vehicle) | +0 | By animal | 1 driver, 6 psgr | Closed | 1 | 0 | 1 | None | 8.080 | 8 | | Steamship | 4 | [Ocean Ships](../book1/skills.md#ocean-ships) | \-5 | 30 kph | 5 crew, 10 psgr | Closed | 2 | 40 | 40 | None | 5,730.030 | 9 | | Biplane | 5 | [Winged Aircraft](../book1/skills.md#winged-aircraft) | \-1 | 150 kph | 1 pilot, 1 psgr | Closed | 2 | 0 | 1 | None | 20.670 | 10 | | Ground Car | 5 | [Wheeled Vehicle](../book1/skills.md#wheeled-vehicle) | +3 | 75 kph | 1 driver, 4 psgr | Closed | 2 | 0 | 1 | None | 6.290 | 11 | | Motor Boat | 5 | [Motorboats](../book1/skills.md#motorboats) | \-2 | 75 kph | 2 crew, 8 psgr | Closed | 2 | 12 | 12 | None | 2,698.450 | 12 | | Van | 5 | [Wheeled Vehicle](../book1/skills.md#wheeled-vehicle) | +3 | 75 kph | 1 driver, 1 psgr | Closed | 2 | 0 | 1 | None | 6.290 | 13 | | Submersible | 6 | [Submarine](../book1/skills.md#submarine) | \-5 | 30 kph | 5 crew, 10 psgr | Closed | 2 | 20 | 20 | None | 31,194.670 | 14 | | Helicopter | 7 | [Rotor Aircraft](../book1/skills.md#rotor-aircraft) | +0 | 187.5 kph | 1 pilot, 7 psgr | Closed | 3 | 0 | 1 | None | 154.810 | 15 | | Hovercraft | 7 | [Rotor Aircraft](../book1/skills.md#rotor-aircraft) | +0 | 75 kph | 1 pilot, 15 psgr | Closed | 3 | 1 | 2 | None | 144.660 | 16 | | Twin Jet Aircraft | 7 | [Winged Aircraft](../book1/skills.md#winged-aircraft) | \-1 | 562.5 kph | 1 pilot, 7 psgr | Closed | 3 | 1 | 1 | None | 736.110 | 17 | | Air/Raft | 9 | [Grav Vehicle](../book1/skills.md#grav-vehicle) | +0 | 75 kph | 1 pilot, 3 psgr | Open | 3 | 0 | 1 | None | 94.340 | 18 | | Destroyer | 9 | [Ocean Ships](../book1/skills.md#ocean-ships) | \-3 | 45 kph | 9 crew, 19 gnners, 20 psgr | Closed | 6 | 160 | 160 | [See description](common-watercraft.md#tl9-destroyer) | 51,521.940 | 19 | | Grav Tank | 9 | [Grav Vehicle](../book1/skills.md#grav-vehicle) | +1 | 375 kph | 1 pilot, 1 gnnr, 12 psgr | Closed | 9 | 1 | 2 | Beam Laser-TL 9 | 1,469.400 | 20 | | Speeder | 9 | [Grav Vehicle](../book1/skills.md#grav-vehicle) | +2 | 750 kph | 1 pilot, 1 psgr | Closed | 3 | 0 | 1 | None | 330.250 | 21 | | Grav Floater | 11 | [Grav Vehicle](../book1/skills.md#grav-vehicle) | +2 | 75 kph | 1 pilot | Open | 4 | 0 | 1 | None | 30.580 | 22 | | AFV | 12 | [Tracked Vehicle](../book1/skills.md#tracked-vehicle) | \-1 | 50 kph | 1 driver, 1 gnnr, 6 psgr | Closed | 25 | 2 | 2 | Beam Laser-TL 11 | 287.790 | 23 | | ATV | 12 | [Tracked Vehicle](../book1/skills.md#tracked-vehicle) | \-1 | 50 kph | 1 driver, 7 psgr | Closed | 5 | 2 | 2 | None | 154.410 | 24 | | Grav Bike | 12 | [Grav Vehicle](../book1/skills.md#grav-vehicle) | +1 | 300 kph | 1 pilot | Open | 5 | 0 | 1 | None | 41.390 | 25 | | G/Carrier | 15 | [Grav Vehicle](../book1/skills.md#grav-vehicle) | +1 | 1500 kph | 1 pilot, 1 gnner, 12 psgr | Closed | 18 | 1 | 2 | Fusion Gun-TL 15 | 3,138.560 | 26 | -------------------------------------------------------------------------------- /src/tools/sector-generator.md: -------------------------------------------------------------------------------- 1 | # Cepheus Engine Subsector Generator 2 | 3 | This tool will generate a Cepheus Engine subsector according to the rules found in [Chapter 12: Worlds](../book3/worlds.html). The output is in [SEC format](https://travellermap.com/doc/fileformats#legacy-sec-format) and can be copy/pasted into the [Traveller Map custom data tools](https://travellermap.com/doc/custom). 4 | 5 |
6 |
7 | Map type: 8 | 9 | 10 | 11 | 12 | 13 | 14 |
15 |
16 | 17 |
18 |
19 | Sector type: 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 |
29 |
30 | 31 | 32 |
33 | 34 | 35 |
36 | 37 |
38 | 39 | 40 | 41 | 42 | 43 | 44 | 73 | -------------------------------------------------------------------------------- /src/tools/sector.js: -------------------------------------------------------------------------------- 1 | /** 2 | * Generates a Cepheus Engine subsector, quadrant or sector. 3 | * 4 | * @param {number} [target=4] - A dice target number for a world to be present. Defaults to 4 if not provided. 5 | * @param {number} [subsectors=1] - How many subsectors to generate. Defaults to 1 if not provided. 6 | * @returns {string} The complete generated sector in SEC format (see https://travellermap.com/doc/fileformats#sec). 7 | */ 8 | function generateSector(target = 4, subsectors = 1) { 9 | let width = 8; 10 | let height = 10; 11 | const WORLD_GENERATOR = worldGenerator(); 12 | const SECTOR_NAME = "Unnamed"; // placeholder 13 | let r = SECTOR_NAME + " Sector \n" + 14 | " 1-13: Name\n" + 15 | "15-18: HexNbr\n" + 16 | "20-28: UWP\n" + 17 | " 31: Bases\n" + 18 | "33-47: Codes & Comments\n" + 19 | " 49: Zone\n" + 20 | "52-54: PBG\n" + 21 | "56-57: Allegiance\n" + 22 | "59-74: Stellar Data\n\n" + 23 | "....+....1....+....2....+....3....+....4....+....5....+....6....+....7....+....8\n\n"; 24 | for (let i = 1; i <= width * Math.sqrt(subsectors); ++i) { 25 | for (let j = 1; j <= height * Math.sqrt(subsectors); ++j) { 26 | if (roll(1) >= target) { 27 | let w = WORLD_GENERATOR.next().value; 28 | r += `${w.name.padEnd(13, " ")} ${i.toString().padStart(2, 0) + j.toString().padStart(2, 0)} ${w.uwp} ${w.bases} ${w.remarks.padEnd(16, " ")} ${w.travelZone} ${w.pbg} ${w.allegiance} ${w.stellarData}\n`; 29 | } 30 | } 31 | } 32 | return r; 33 | } 34 | 35 | // Calculates the population of a sector given SEC data input 36 | function calculatePopulation(sectorData) { 37 | if (sectorData === undefined) { 38 | console.error("Error! No SEC data provided."); 39 | return; 40 | } 41 | let total = 0; 42 | let lines = sectorData.split("\n"); 43 | lines.forEach(line => { 44 | const UWP = line.match(/[ABCDEX][0-9A-Z]{6}-[0-9A-Z]/); 45 | const PBG = line.match(/\s\s(\d[0-9A-F][0-9A-F])\s/); 46 | if (UWP && PBG) 47 | total += pseudoHex(PBG[1][0]) * Math.pow(10, pseudoHex(UWP[0][4])); 48 | }); 49 | return `Subsector Population: ${total.toLocaleString("en")}`; 50 | } 51 | 52 | /** 53 | * Gets a subsector, quadrant or sector map image from the TravellerMap API. 54 | * 55 | * @param {boolean} [print=true] - Whether to use print style. If false, will use "poster" style (black background). 56 | * @param {number} subsectors - Specify how many subsectors to generate. Expects 1 (subsector), 4 (quadrant) or 16 (sector). 57 | * @param {string} sectorData - Sector data in SEC format. 58 | * @returns {string} HTML code pointing to the map image. 59 | */ 60 | async function getSectorMap(print = true, subsectors, sectorData) { 61 | subsectors = parseInt(subsectors); 62 | if (isNaN(subsectors) || ![1, 4, 16].includes(subsectors)) { 63 | console.error("Error! Invalid number of subsectors provided."); 64 | return; 65 | } 66 | let apiUrl = "https://travellermap.com/api/poster?"; 67 | if (print) 68 | apiUrl += "style=print&"; 69 | switch (subsectors) { 70 | case 1: 71 | apiUrl += "subsector=A"; 72 | break; 73 | case 4: 74 | apiUrl += "quadrant=Alpha"; 75 | break; 76 | } 77 | try { 78 | const RESPONSE = await fetch(apiUrl, { 79 | method: "POST", 80 | headers: { 81 | "Content-Type": "text/plain", 82 | "Accept": "image/png" 83 | }, 84 | body: sectorData 85 | }); 86 | if (!RESPONSE.ok) 87 | throw new Error("Error! Could not retrieve sector image: " + RESPONSE.statusText); 88 | const BLOB = await RESPONSE.blob(); 89 | if (!BLOB) 90 | throw new Error("Error! Got no sector image."); 91 | img = URL.createObjectURL(BLOB); 92 | return ``; 93 | } catch (error) { 94 | return null; 95 | } 96 | } 97 | -------------------------------------------------------------------------------- /src/vds/common-aircraft.md: -------------------------------------------------------------------------------- 1 | # Chapter 2: Common Aircraft 2 | 3 | This section describes some of the common types of aircraft that can be encountered in Cepheus Engine campaigns. These are not the only types of vessels that exist, and creative Referees are encouraged to integrate aircraft of their own creation or from other sources into their universes as they see fit. 4 | 5 | ## TL5 Biplane 6 | 7 | Using an open one-ton chassis (0 Hull, 1 Structure, Armor 2), the Biplane is a primitive form of aircraft with two pairs of wings, one above the other. It carries an internal combustion engine, Code D, and a horizontally-mounted rotor propulsion system, Code D, giving a top speed of 200 kph, a cruising speed of 150 kph, and an Agility DM of -1. 14 liters of hydrocarbons support the power plant for three hours. This vehicle is equipped with basic controls. There is one basic cockpit and one standard seat. Cargo capacity is slightly less than one kiloliter. The vehicle requires a crew of one, the pilot. The vehicle can carry up to one additional passenger comfortably in a standard seat. The vehicle costs KCr20.670 (including discounts and fees) and takes 9 hours to build. 8 | 9 | | Category | Component | Spaces | Price(Cr) | Notes | 10 | | --- | --- | --- | --- | --- | 11 | | Chassis | Base | 12 | 2400 | Code 4 | 12 | | | Configuration | | \-240 | Open | 13 | | Power Plant | Internal Combustion | \-4.5 | 42.5 | Code D | 14 | | Propulsion | Rotor (horizontal mount) | \-1.5 | 18750 | Code D | 15 | | Fuel | Hydrocarbons | \-0.014 | 11.2 | Fuel capacity = 3 hours | 16 | | Controls | Basic | \-1 | | | 17 | | Accommodations | Basic Cockpit | \-2 | 1000 | One crew | 18 | | | Standard Seat | \-2 | 1000 | One passenger | 19 | | Cargo | | \-0.99 | | | 20 | | **TOTALS** | | **0** | **22963.71** | **Cr20,670 with Std Design Discount** | 21 | 22 | ## TL7 Helicopter 23 | 24 | Using a closed four-ton chassis (0 Hull, 1 Structure, Armor 3), the Helicopter is an aircraft that derives both lift and propulsion from one or more sets of revolving overhead rotors. It is capable of moving vertically and horizontally, the direction of motion being controlled by the pitch of the rotor blades. It carries a Gas Turbine engine, Code M, and a vertically mounted rotor propulsion system, Code M, giving a top speed of 250 kph, a cruising speed of 187.5 kph, and an Agility DM of -2. 90 liters of hydrocarbons support the power plant for three hours. This vehicle is equipped with basic controls and a Class III communication system (Regional). There is an extended cockpit and six cramped seats. Cargo capacity is 11.86 kiloliters. The vehicle requires a crew of one, the pilot. The vehicle can carry one passenger in the cockpit and up to six passengers in cramped seats. The vehicle costs KCr154.810 (including discounts and fees) and takes 36 hours to build. 25 | 26 | | Category | Component | Spaces | Price(Cr) | Notes | 27 | | --- | --- | --- | --- | --- | 28 | | Chassis | Base | 48 | 6250 | Code 8 | 29 | | | Configuration | | | Closed | 30 | | Power Plant | Gas Turbine | \-10.5 | 1481.25 | Code M | 31 | | Propulsion | Rotor (vertical mount) | \-12.5 | 156250 | Code M | 32 | | Fuel | Hydrocarbons | \-0.09 | 74.7 | Fuel capacity = 3 hours | 33 | | Controls | Basic | \-1 | | | 34 | | Communications | Class III | \-0.05 | 2000 | Regional (500 km) | 35 | | Accommodations | Extended Cockpit | \-4 | 2000 | Two crew | 36 | | | Cramped Seat | \-8 | 4000 | Six people, cramped | 37 | | Cargo | | \-11.86 | | | 38 | | **TOTALS** | | **0** | **172055.95** | **Cr154,810 with Std Design Discount** | 39 | 40 | ## TL7 Twin Engine Jet 41 | 42 | Using a closed five-ton chassis (1 Hull, 1 Structure, Armor 3), the Twin Engine Jet is a fixed-wing aircraft propelled by jet engines, often for rapid transportation of small groups. It carries a Gas Turbine engine, Code N, and a jet propulsion system, Code N, giving a top speed of 750 kph, a cruising speed of 562.5 kph, and an Agility DM of -1. 230 liters of hydrocarbons support the power plant for six hours. This vehicle is equipped with basic controls and a Class III communication system (Regional). There is an extended cockpit and six cramped seats. Cargo capacity is 17.22 kiloliters. The vehicle requires a crew of one, the pilot. The vehicle can carry one passenger in the cockpit and up to six passengers in cramped seats. The vehicle costs KCr736.110 (including discounts and fees) and takes 45 hours to build. 43 | 44 | | Category | Component | Spaces | Price(Cr) | Notes | 45 | | --- | --- | --- | --- | --- | 46 | | Chassis | Base | 60 | 7800 | Code 9 | 47 | | | Configuration | | | Closed | 48 | | Power Plant | Gas Turbine | \-13.5 | 1900 | Code N | 49 | | Propulsion | Jet | \-16 | 800000 | Code N | 50 | | Fuel | Hydrocarbons | \-0.23 | 194.22 | Fuel capacity = 6 hours | 51 | | Controls | Basic | \-1 | | | 52 | | Communications | Class III | \-0.05 | 2000 | Regional (500 km) | 53 | | Accommodations | Extended Cockpit | \-4 | 2000 | Two crew | 54 | | | Cramped Seat | \-8 | 4000 | Six people, cramped | 55 | | Cargo | | \-17.22 | | | 56 | | **TOTALS** | | **0** | **817894.22** | **Cr736,110 with Std Design Discount** | 57 | -------------------------------------------------------------------------------- /src/tools/space-encounter.js: -------------------------------------------------------------------------------- 1 | /** 2 | * Generates a Cepheus Engine space encounter. 3 | * 4 | * @param {string} type - The kind of encounter to generate. Will randomly pick a type if not supplied. 5 | * @returns {string} The generated encounter HTML string. 6 | */ 7 | function spaceEncounterGenerator(type) { 8 | const ENCOUNTERS = { 9 | "alien": () => { 10 | const RESULT = ["Alien courier", "Alien frontier trader", "Alien merchant freighter", "Alien military vessel", "Alien raider", "Alien research vessel"]; 11 | return RESULT[Math.floor(Math.random() * RESULT.length)]; 12 | }, 13 | "astrogation": () => { 14 | const RESULT = ["Asteroid (inhabited)", "Asteroid (uninhabited)", "Comet", "Interplanetary dust cloud", "Micrometeorite storm", "Solar flares"]; 15 | return RESULT[Math.floor(Math.random() * RESULT.length)]; 16 | }, 17 | "hostileVessel": () => { 18 | const RESULT = [ 19 | "Captured " + ENCOUNTERS["merchantVessel"](), 20 | "Captured " + ENCOUNTERS["militaryVessel"](), 21 | "Enemy " + ENCOUNTERS["militaryVessel"](), 22 | "Raider", 23 | "Ship in distress (false)", 24 | "Ship in distress (true)" 25 | ]; 26 | return RESULT[Math.floor(Math.random() * RESULT.length)]; 27 | }, 28 | "merchantVessel": () => { 29 | const RESULT = [ 30 | "Frontier trader", 31 | "Frontier trader", 32 | "Merchant freighter", 33 | "Merchant liner", 34 | "Merchant trader", 35 | "Merchant trader" 36 | ]; 37 | return RESULT[Math.floor(Math.random() * RESULT.length)]; 38 | }, 39 | "militaryVessel": () => { 40 | const RESULT = [ 41 | "Corvette", 42 | "Destroyer", 43 | "Patrol frigate", 44 | "System defense boat", 45 | "System monitor", 46 | () => { 47 | const RESULT = [ 48 | "Dreadnought", 49 | "Heavy cruiser", 50 | "Heavy cruiser", 51 | "Light cruiser", 52 | "Light cruiser", 53 | "Light cruiser" 54 | ]; 55 | return RESULT[Math.floor(Math.random() * RESULT.length)]; 56 | }]; 57 | const RET = RESULT[Math.floor(Math.random() * RESULT.length)]; 58 | return typeof RET === "function" ? RET() : RET; 59 | }, 60 | "personalVessel": () => { 61 | const RESULT = [ 62 | "Asteroid miner", 63 | "Courier", 64 | "Research vessel", 65 | "Survey vessel", 66 | "Unusual ship", 67 | "Yacht" 68 | ]; 69 | return RESULT[Math.floor(Math.random() * RESULT.length)]; 70 | }, 71 | "spaceHabitat": () => { 72 | const RESULT = ["Medical facility", "Military facility", "Orbital factory", "Orbital habitat", "Refueling station or spaceport", "Research facility"]; 73 | return RESULT[Math.floor(Math.random() * RESULT.length)]; 74 | }, 75 | "spaceJunk": () => { 76 | const RESULT = ["Astrogational buoy or beacon", "Communications satellite", "Debris from collision or attack", "Defense satellite", "Jettisoned cargo pod", "Lost or abandoned equipment or garbage"]; 77 | return RESULT[Math.floor(Math.random() * RESULT.length)]; 78 | }, 79 | "spacecraft": () => { 80 | const RESULT = [ 81 | "Cutter", 82 | "Launch or life boat", 83 | "Fighter", 84 | "Pinnace", 85 | "Ship\'s boat", 86 | "Shuttle" 87 | ]; 88 | return RESULT[Math.floor(Math.random() * RESULT.length)]; 89 | } 90 | }; 91 | if (!Object.keys(ENCOUNTERS).includes(type) || type === undefined) { 92 | return ENCOUNTERS[Object.keys(ENCOUNTERS)[Math.floor(Math.random() * Object.keys(ENCOUNTERS).length)]](); 93 | } else { 94 | return ENCOUNTERS[type](); 95 | } 96 | } 97 | -------------------------------------------------------------------------------- /src/vds/introduction.md: -------------------------------------------------------------------------------- 1 | # Vehicle Design System Introduction 2 | 3 | Welcome to the **_Cepheus Engine Vehicle Design System (VDS)_**, which outlines the core vehicle design rules for the **_Cepheus Engine_**, a Classic Era Science Fiction 2D6-Based Open Gaming Sytem. The first chapter shows you how to create vehicles for your own exciting science fiction adventures, and later chapters provide a series of common vehicles for use in your Cepheus Engine games. 4 | 5 | The system is inspired by the design system outlined in [Chapter 8: Ship Design and Construction](../book2/ship-design-and-construction.md) from the Cepheus Engine Core Rules. Hopefully, Referees and players alike will find familiarity with one system helps with creating vessels in the other system. 6 | 7 | ## On Creating a Playable Level of Detail 8 | 9 | While no vehicle design system can successfully duplicate every possible Real World™ example, the Cepheus Engine Vehicle Design System (VDS) does make an effort to accommodate as many designs as possible. At the end of the day, however, that the goal of this design system is to create playable game statistics for vehicles, not recreate modern vehicles down to the nuts and bolts of muzzle velocities and surface areas, etc. 10 | 11 | As such, some generalizations have to be assumed, as this design system aims to create a playable level of detail while still empowering Referees and players to create interesting vehicles. Weapons are not broken down by caliber or bore size. Instead, armament options for light and heavy weapons allow for designing weapons of differing power levels compared to one another. Drive options for fuel efficiency and agility are other tools to help create differences in similar vehicles from a comparison perspective. 12 | 13 | Remember that ultimately, this design system is yours to do with as you will. If you can’t build what you want with it as is, feel free to change it or extend it to meet your own personal needs. If you are a player, however, please be sure to get your Referee’s approval first. 14 | 15 | ## Important Terms 16 | 17 | The Cepheus Engine Vehicle Design System uses certain words and abbreviations throughout the rules system. In order properly understand the Cepheus Engine Vehicle Design System rules, both players and Referees should become familiar with these terms. The following words, phrases and abbreviations are commonly used in this supplement: 18 | 19 | **Artillery Gun:** A high velocity explosive thrower firing chemically propelled rounds (CPR). 20 | 21 | **Autocannon:** A high velocity slug thrower with a high rate of fire. 22 | 23 | **Chassis:** The chassis is the shell in which all of the other components of the vehicle design process are placed. 24 | 25 | **Credit (Cr):** The primary unit of currency used in the Cepheus Engine. For very large amounts of money, the kilocredit (KCr) represents one thousand credits and the megacredit (MCr) represents one million credits. 26 | 27 | **Disintegrator:** A weapon that disrupts the strong molecular attraction that holds matter together, causing the target area to disintegrate on a subatomic level. 28 | 29 | **Displacement Ton (or Ton):** A measure of volume displacement equivalent to the volume that is displaced by one metric ton of liquid hydrogen, or roughly 14 cubic meters. Tons are commonly used in both [Ship Design](../book2/ship-design-and-construction.md) and [Trade & Commerce](../book2/trade-and-commerce.md). 30 | 31 | **Drive:** General term to describe engines, power plants and propulsion systems. 32 | 33 | **Fusion Gun:** A very high powered plasma weapon which actually attains fusion of hydrogen in its beam. 34 | 35 | **Howitzer:** A type of artillery piece characterized by a relatively short barrel and the use of comparatively small propellant charges to propel projectiles over relatively high trajectories, with a steep angle of descent. 36 | 37 | **Machine Gun:** A fully automatic mounted firearm designed to fire ammunition at a high rate of fire over a sustained period of operation. 38 | 39 | **Mass Driver:** A high velocity slug thrower that relies on electromagnetic or gravitic forces to impart a very high kinetic energy to clusters of dense matter. 40 | 41 | **Meson Accelerator:** A particle accelerator that projects a stream of mesons, calculated to decay while within the target, therefore remaining unaffected by traditional armor. 42 | 43 | **Mortar:** An indirect fire explosive thrower that fires projectiles at low velocities and short ranges. Mortars must be used from a world's surface. 44 | 45 | **Plasma Gun:** An energy weapon that fires a high-energy beam of subatomic particles, disrupting the molecular structure of the target on impact. 46 | 47 | **Railgun:** A smaller variant of a Mass Driver designed for smaller, more maneuverable vehicles. 48 | 49 | **Rocket Artillery:** A type of artillery equipped with rocket launchers for firing self-propelled munitions. 50 | 51 | **Space:** Within the vehicle design system, a space is a measure of volume displacement that is approximately equal to 1.167 cubic meters or 1.167 kiloliters. For the sake of simplicity, the vehicle design system assumes that there are 12 spaces to a displacement ton. The rest of the tonnage is used for miscellaneous things, such as wires, ducts, rope, support beams, and other items as appropriate to the tech level and purpose of the vehicle. 52 | 53 | **Vehicle:** General term for a vessel that displaces 20 tons or less, and generally restricted to operation on a single world. The design system in this supplement is intended to create vessels that meet this description. 54 | 55 | **Vessel:** General term used to starships, small craft, or vehicles as a general inclusive group. Most commonly, it refers to any vehicle or ship capable of interplanetary or interstellar travel. 56 | 57 | ## New Skill 58 | 59 | The Cepheus Engine VDS introduces a new skill, Airship, which is considered part of the Aircraft cascade skill. 60 | 61 | ### Airship 62 | 63 | This skill grants the ability to properly maneuver and perform basic, routine maintenance on balloons and airships of any sort. Such vehicles attain lift from a body of gas that is lighter than the surrounding atmosphere. 64 | 65 | ## Vehicle-Mounted Weapon Ranges 66 | 67 | Some vehicle-mounted weapons use the [range classifications](../book1/personal-combat.md#range) outlined in the Cepheus Engine core rules. However, many do not. The following table combines the standard weapon ranges and the weapon ranges used by the new weapons outlined in the Cepheus Engine Vehicle Design System. The following abbreviations are used to make the table easier to read: 68 | 69 | | Task Difficulty | Abbreviation | 70 | | --- | --- | 71 | | Average | Avg | 72 | | Difficult | Diff | 73 | | Very Difficult | VDiff | 74 | | Formidable | Form | 75 | 76 | ### Attack Difficulties by Weapon Type 77 | 78 | | Weapon | Personal | Close | Short | Medium | Long | Very Long | Distant | Very Distant | Extreme | Continental | 79 | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | 80 | | Close Quarters | Avg | Diff | — | — | — | — | — | — | — | — | 81 | | Extended Reach | Diff | Avg | — | — | — | — | — | — | — | — | 82 | | Thrown | — | Avg | Diff | Diff | — | — | — | — | — | — | 83 | | Pistol | Diff | Avg | Avg | Diff | VDiff | — | — | — | — | — | 84 | | Rifle | VDiff | Diff | Avg | Avg | Avg | Diff | VDiff | — | — | — | 85 | | Shotgun | Diff | Avg | Diff | Diff | VDiff | — | — | — | — | — | 86 | | Assault Weapon | Diff | Avg | Avg | Avg | Diff | VDiff | Form | — | — | — | 87 | | Rocket | VDiff | Diff | Diff | Avg | Avg | Diff | VDiff | — | — | — | 88 | | Very Long | — | Diff | Avg | Diff | VDiff | Form | — | — | — | — | 89 | | Distant | — | VDiff | Diff | Avg | Diff | VDiff | Form | — | — | — | 90 | | Very Distant | — | VDiff | Diff | Avg | Avg | Diff | VDiff | Form | — | — | 91 | | Extreme | — | Form | VDiff | Diff | Avg | Avg | Diff | VDiff | Form | — | 92 | | Continental | — | Form | VDiff | Diff | Avg | Avg | Avg | Diff | VDiff | Form | 93 | -------------------------------------------------------------------------------- /src/book3/starship-encounters.md: -------------------------------------------------------------------------------- 1 | # Chapter 15: Starship Encounters 2 | 3 | Space is amazingly vast, and starships are incredibly small in comparison. Aside from points where people tend to congregate, such as within 100 diameters of inhabited planets or potential refueling locations, the chances of encountering another vessel is small enough to essentially occur only at the Referee's discretion. Random encounters with intelligent beings in such areas are extremely unlikely, and player-characters would be correct in assuming that such an encounter was not a random occurrence. Referees are encouraged to simply use the Astrogation Encounter Type table for random encounters under such conditions, simply to avoid violating the players' suspension of disbelief by providing generally non-starship encounters. 4 | 5 | However, within those regions of interplanetary space where people congregate, there's always a chance for a space encounter. As a general rule of thumb, the Referee should check for space encounters when entering or leaving such a region. Roll 1D6; on a 6, a space encounter occurs. Referees may determine the type of space encounter based on the events occurring within the game, or they may randomly determine the type of encounter by rolling 2D6 and consulting the Space Encounters table. Each entry on the Space Encounters table is supported by a sub-table; the Referee can roll 1D6 and consult the sub-table for a more specific example of a random encounter if needed. 6 | 7 | Like any random encounter system, if a result doesn't make sense for the current location in the game, then feel free to ignore it and roll again, or better yet, choose a result that does make sense. 8 | 9 | ## Encounter Range 10 | 11 | If two vessels randomly encounter each other while travelling in the depths of interplanetary space, the encounter will begin at Very Long range. More often, ships engage near a planet at Medium range. If the characters do not succeed in a Comms check (as modified by any stealth efforts made by the other vessel), then the encounter begins at one range category closer (Long instead of Very Long, or Short instead of Medium). 12 | 13 | Most civilian vessels, as well as military vessels that are not currently engaged in maneuvers, have transponders that operate as an "Identification Friend or Foe" (IFF) system to differentiate friendly from enemy spacecraft on sensors. When these are active, other vessels gain a DM+4 on detection efforts. (It is generally against interstellar law to operate a civilian vessel without such a transponder, but some ship crews have been known to disconnect their transponders when engaging in illicit activities.) 14 | 15 | Some encounters, such as the starship encounter types, ignore the general rules for range, and instead occur at a range determined by the Referee. 16 | 17 | ## Space Encounter Descriptions 18 | 19 | Most of the entries on the space encounter tables are self-explanatory. However, some encounters have special rules that require further explanation. 20 | 21 | **Comet:** Dust and particles from the comet interfere with some sensors, imposing a DM-2 on [Comms](../book1/skills.md#comms) skill checks while in the comet's tail. An unusual object or vessel may be found at the heart of a comet, but such occurrences are very rare and reaching such sites imposes a risk of impact with space debris. 22 | 23 | **Debris from collision or attack, Lost equipment or garbage, and Micrometeorite storm:** The vessel is in danger of being impacted by small objects with great force. The vessel suffers 1D6 damage for every point of the vessel's Thrust rating, unless the pilot succeeds in a [Piloting](../book1/skills.md#piloting) skill check to avoid the debris. 24 | 25 | **Interplanetary dust cloud:** Dust clouds interfere with some sensors, imposing a -2 on [Comms](../book1/skills.md#comms) skill checks while in the cloud. The Referee may impose a second space encounter within the cloud, or simply impose a risk of impact with space debris. 26 | 27 | **Jettisoned cargo pod:** For some reason, another vessel has jettisoned its cargo into space, generally to protect the safety of its crew from physical threats or legal actions. The contents of the pod can be determined randomly as per the trade goods rules in [Chapter 7: Trade and Commerce](../book2/trade-and-commerce.md), and often come with complications related to who dropped it and why. 28 | 29 | ### Starship Encounter Table 30 | 31 | | 2D6 | Encounter Type | 32 | | --- | --- | 33 | | 2 | [Alien Vessel](#alien-vessel-encounter-table) | 34 | | 3 | [Derelict](#derelict-encounter-table) | 35 | | 4 | [Space Habitat](#space-habitat-encounter-table) | 36 | | 5 | [Astrogation](#astrogation-encounter-table) | 37 | | 6 | [Space Junk](#space-junk-encounter-table) | 38 | | 7 | [Merchant Vessel](#merchant-vessel-encounter-table) | 39 | | 8 | [Personal Vessel](#personal-vessel-encounter-table) | 40 | | 9 | [Hostile Vessel](#hostile-vessel-encounter-table) | 41 | | 10 | [Military Vessel](#military-vessel-encounter-table) | 42 | | 11 | [Spacecraft](#spacecraft-encounter-table) | 43 | | 12 | Referee's Choice | 44 | 45 | ### Alien Vessel Encounter Table 46 | 47 | | 1D6 | Encounter Type | 48 | | --- | --- | 49 | | 1 | Alien courier | 50 | | 2 | Alien frontier trader | 51 | | 3 | Alien merchant freighter | 52 | | 4 | Alien military vessel | 53 | | 5 | Alien raider | 54 | | 6 | Alien research vessel | 55 | 56 | ### Astrogation Encounter Table 57 | 58 | | 1D6 | Encounter Type | 59 | | --- | --- | 60 | | 1 | Asteroid (inhabited) | 61 | | 2 | Asteroid (uninhabited) | 62 | | 3 | Comet | 63 | | 4 | Interplanetary dust cloud | 64 | | 5 | Micrometeorite storm | 65 | | 6 | Solar flares | 66 | 67 | ### Derelict Encounter Table 68 | 69 | | 1D6 | Encounter Type | 70 | | --- | --- | 71 | | 1 | [Escape pod or life boat](../book2/common-vessels.md#tl9-launch) | 72 | | 2 | [Merchant vessel](#merchant-vessel-encounter-table) | 73 | | 3 | [Military vessel](#military-vessel-encounter-table) | 74 | | 4 | [Personal vessel](#personal-vessel-encounter-table) | 75 | | 5 | [Research vessel](../book2/common-vessels.md#tl9-research-vessel) | 76 | | 6 | [Space habitat](#space-habitat-encounter-table) | 77 | 78 | ### Hostile Vessel Encounter Table 79 | 80 | | 1D6 | Encounter Type | 81 | | --- | --- | 82 | | 1 | Captured [merchant vessel](#merchant-vessel-encounter-table) | 83 | | 2 | Captured [military vessel](#military-vessel-encounter-table) | 84 | | 3 | Enemy [military vessel](#military-vessel-encounter-table) | 85 | | 4 | [Raider](../book2/common-vessels.md#tl9-raider) | 86 | | 5 | Ship in distress (false) | 87 | | 6 | Ship in distress (true) | 88 | 89 | ### Merchant Vessel Encounter Table 90 | 91 | | 1D6 | Encounter Type | 92 | | --- | --- | 93 | | 1 | [Frontier trader](../book2/common-vessels.md#tl9-frontier-trader) | 94 | | 2 | [Frontier trader](../book2/common-vessels.md#tl9-frontier-trader) | 95 | | 3 | [Merchant freighter](../book2/common-vessels.md#tl9-merchant-freighter) | 96 | | 4 | [Merchant liner](../book2/common-vessels.md#tl9-merchant-liner) | 97 | | 5 | [Merchant trader](../book2/common-vessels.md#tl9-merchant-trader) | 98 | | 6 | [Merchant trader](../book2/common-vessels.md#tl9-merchant-trader) | 99 | 100 | ### Military Vessel Encounter Table 101 | 102 | | 1D6 | Encounter Type | 103 | | --- | --- | 104 | | 1 | [Corvette](../book2/common-vessels.md#tl11-corvette) | 105 | | 2 | [Destroyer](../book2/common-vessels.md#tl11-destroyer) | 106 | | 3 | [Patrol frigate](../book2/common-vessels.md#tl11-patrol-frigate) | 107 | | 4 | [System defense boat](../book2/common-vessels.md#tl9-system-defense-boat) | 108 | | 5 | [System monitor](../book2/common-vessels.md#tl9-system-monitor) | 109 | | 6 | Warship (1: [Dreadnought](../book2/common-vessels.md#tl14-dreadnought); 2-3: [Heavy cruiser](../book2/common-vessels.md#tl11-heavy-cruiser); 4-6: [Light cruiser](../book2/common-vessels.md#tl11-light-cruiser)) | 110 | 111 | ### Personal Vessel Encounter Table 112 | 113 | | 1D6 | Encounter Type | 114 | | --- | --- | 115 | | 1 | [Asteroid miner](../book2/common-vessels.md#tl9-asteroid-miner) | 116 | | 2 | [Courier](../book2/common-vessels.md#tl9-courier) | 117 | | 3 | [Research vessel](../book2/common-vessels.md#tl9-research-vessel) | 118 | | 4 | [Survey vessel](../book2/common-vessels.md#tl11-survey-vessel) | 119 | | 5 | Unusual ship | 120 | | 6 | [Yacht](../book2/common-vessels.md#tl9-yacht) | 121 | 122 | ### Spacecraft Encounter Table 123 | 124 | | 1D6 | Encounter Type | 125 | | --- | --- | 126 | | 1 | [Cutter](../book2/common-vessels.md#tl9-cutter) | 127 | | 2 | [Launch or life boat](../book2/common-vessels.md#tl9-launch) | 128 | | 3 | [Fighter](../book2/common-vessels.md#tl9-fighter) | 129 | | 4 | [Pinnace](../book2/common-vessels.md#tl9-pinnace) | 130 | | 5 | [Ship's boat](../book2/common-vessels.md#tl9-ships-boat) | 131 | | 6 | [Shuttle](../book2/common-vessels.md#tl9-shuttle) | 132 | 133 | ### Space Habitat Encounter Table 134 | 135 | | 1D6 | Encounter Type | 136 | | --- | --- | 137 | | 1 | Medical facility | 138 | | 2 | Military facility | 139 | | 3 | Orbital factory | 140 | | 4 | Orbital habitat | 141 | | 5 | Refueling station or spaceport | 142 | | 6 | Research facility | 143 | 144 | ### Space Junk Encounter Table 145 | 146 | | 1D6 | Encounter Type | 147 | | --- | --- | 148 | | 1 | Astrogational buoy or beacon | 149 | | 2 | Communications satellite | 150 | | 3 | Debris from collision or attack | 151 | | 4 | Defense satellite | 152 | | 5 | Jettisoned cargo pod | 153 | | 6 | Lost or abandoned equipment or garbage | 154 | -------------------------------------------------------------------------------- /src/book2/trade-and-commerce.md: -------------------------------------------------------------------------------- 1 | # Chapter 7: Trade and Commerce 2 | 3 | As outlined under [Starship Revenue](off-world-travel.md#starship-revenue) in [Chapter 6: Off-World Travel](off-world-travel.md), a vessel can easily haul cargo for a flat rate, without having to engage in speculative trading. However, for those merchants willing to take the risk, speculative trading can prove to be a very profitable enterprise. This chapter provides a simple speculative trade system for use in Cepheus Engine campaigns, for those interested in such pursuits. 4 | 5 | ## Speculative Trade Checklist 6 | 7 | Speculative trading follows a basic procedure. The following checklist outlines the various steps in the speculative trade procedure. 8 | 9 | 1. Find a supplier 10 | 2. Determine goods available 11 | 3. Determine purchase price 12 | 4. Take goods to new world or market 13 | 5. Find a buyer 14 | 6. Determine sales price 15 | 16 | ## Find a Supplier 17 | 18 | The first step in the process is simple: find a supplier with something to sell. Characters can search for multiple suppliers, but there is a –1 DM per previous attempt on a planet in a given month. 19 | 20 | **Finding a supplier:** [Broker](../book1/skills.md#broker), Education or Social Standing, 1D6 days, Average (+0). 21 | 22 | **Finding a black market supplier:** (Illegal goods only) [Streetwise](../book1/skills.md#streetwise), Education or Social Standing, 1D6 days, Average (+0). 23 | 24 | **Finding an online supplier:** (Worlds with TL 8+ only) [Computers](../book1/skills.md#computer), Education, 1D6 hours, Average (+0). 25 | 26 | The size of the [Starport](worlds.md#primary-starport) provides a bonus to finding a supplier. Class A starports give a +6 DM, class B starports give a +4 DM and class C starports give a +2 DM. 27 | 28 | ## Determine Goods Available 29 | 30 | Goods are divided into two categories of goods – Common and Trade Goods. Common Goods can be purchased on any world. Trade Goods can usually only be found on a world with a matching trade code. The amount of each type of goods available is limited – the tons column on the Trade Goods table determines how many tons of a given type of goods is available for purchase. 31 | 32 | A given supplier has all Common Goods available and 1D6 randomly determined goods. Roll D66 on the table to determine the goods available, ignoring results 61–65 unless dealing with a black market supplier. If you roll the same type of goods multiple times, then the supplier has extra amounts of those goods available. 33 | 34 | Some goods are illegal, and can be purchased only through a black market supplier. A black market supplier has whatever illegal goods match his world's trade code, as well as any randomly rolled illegal goods. Other goods may be legal on some worlds, but not legal on others (such as personal weapons and armor, which might be restricted on a world with a high law level). The Referee should adjudicate such situations as they occur. 35 | 36 | ### Common Goods 37 | 38 | | Item | Cost (Cr) | Tons | 39 | | --- | --- | --- | 40 | | Basic Consumable Goods | 1,000 | 2D6×5 | 41 | | Basic Electronics | 25,000 | 2D6×5 | 42 | | Basic Machine Parts | 10,000 | 2D6×5 | 43 | | Basic Manufactured Goods | 20,000 | 2D6×5 | 44 | | Basic Raw Materials | 5,000 | 2D6×5 | 45 | | Basic Unrefined Ore | 2,000 | 2D6×5 | 46 | 47 | ### Trade Goods 48 | 49 | | D66 | Trade Goods | Base Price (Cr) | Tons | Purchase DMs | Sale DMs | 50 | | --- | --- | --- | --- | --- | --- | 51 | | 11 | Advanced Electronics | 100,000 | 1D6×5 | Ht +2, In +3 | Ni +2, Po +1 | 52 | | 12 | Advanced Manufactured Goods | 200,000 | 1D6×5 | In +3, Ri +2 | Ag +1, Ni +2 | 53 | | 13 | Agricultural Equipment | 150,000 | 1D6 | In +3, Ri +2 | Ag +2, Ga +1 | 54 | | 14 | Animal Products | 1,500 | 4D6×5 | Ag +2, Ga +3 | Hi +2, Ri +1 | 55 | | 15 | Collectibles | 50,000 | 1D6 | In +2, Ri +3 | Hi +2, Ni +1 | 56 | | 16 | Computers & Computer Parts | 150,000 | 2D6 | Ht +3, In +2 | Na +1, Ni +2 | 57 | | 21 | Crystals & Gems | 20,000 | 1D6×5 | Ni +3, Na +2 | In +1, Ri +2 | 58 | | 22 | Cybernetic Parts | 250,000 | 1D6×5 | Ht +3, Ri +2 | Na +1, Ni +2 | 59 | | 23 | Food Service Equipment | 4,000 | 2D6 | In +3, Na +2 | Ag +1, Ni +2 | 60 | | 24 | Furniture | 5,000 | 4D6 | Ag +2, Ga +3 | Hi +1, Ri +2 | 61 | | 25 | Gambling Devices & Equipment | 4,000 | 1D6 | Hi +2, Ri +3 | Na +2, Ni +1 | 62 | | 26 | Grav Vehicles | 160,000 | 1D6 | Ht +3, Ri +2 | Ni +2, Po +1 | 63 | | 31 | Grocery Products | 6,000 | 1D6×5 | Ag +3, Ga +2 | Hi +1, Ri +2 | 64 | | 32 | Household Appliances | 12,000 | 4D6 | Hi +2, In +3 | Na +1, Ni +2 | 65 | | 33 | Industrial Supplies | 75,000 | 2D6 | In +3, Ri +2 | Na +1, Ni +2 | 66 | | 34 | Liquor & Other Intoxicants | 15,000 | 1D6×5 | Ag +3, Ga +2 | In +1, Ri +2 | 67 | | 35 | Luxury Goods | 150,000 | 1D6 | Ag +2, Ga +3 | In +1, Ri +2 | 68 | | 36 | Manufacturing Equipment | 750,000 | 1D6×5 | In +3, Ri +2 | Na +1, Ni +2 | 69 | | 41 | Medical Equipment | 50,000 | 1D6×5 | Ht +2, Ri +3 | Hi +1, In +2 | 70 | | 42 | Petrochemicals | 10,000 | 2D6×5 | Na +2, Ni +3 | Ag +1, In +2 | 71 | | 43 | Pharmaceuticals | 100,000 | 1D6 | Ht +3, Wa +2 | In +2, Ri +1 | 72 | | 44 | Polymers | 7,000 | 4D6×5 | In +2, Ri +3 | Ni +2, Va +1 | 73 | | 45 | Precious Metals | 50,000 | 1D6 | As +3, Ic +2 | In +1, Ri +2 | 74 | | 46 | Radioactives | 1,000,000 | 1D6 | As +2, Ni +3 | In +2, Ht +1 | 75 | | 51 | Robots & Drones | 500,000 | 1D6×5 | Ht +3, In +2 | Ni +1, Ri +2 | 76 | | 52 | Scientific Equipment | 50,000 | 1D6×5 | Ht +3, Ri +2 | Hi +2, Ni +1 | 77 | | 53 | Survival Gear | 4,000 | 2D6 | Ga +3, Ri +2 | Fl +2, Va +1 | 78 | | 54 | Textiles | 3,000 | 3D6×5 | Ag +3, Ni +2 | Na +1, Ri +2 | 79 | | 55 | Uncommon Raw Materials | 50,000 | 2D6×5 | Ag +3, Ni +2 | In +2, Na +1 | 80 | | 56 | Uncommon Unrefined Ores | 20,000 | 2D6×5 | As +2, Va +1 | In +2, Na +1 | 81 | | 61 | Illicit Luxury Goods | 150,000 | 1D6 | Ag +2, Ga +3 | In +4, Ri +6 | 82 | | 62 | Illicit Pharmaceuticals | 100,000 | 1D6 | Ht +3, Wa +2 | In +6, Ri +4 | 83 | | 63 | Medical Research Material | 50,000 | 1D6×5 | Ht +2, Ri +3 | In +6, Na +4 | 84 | | 64 | Military Equipment | 150,000 | 2D6 | Ht +3, In +2 | Hi +6, Ni +4 | 85 | | 65 | Personal Weapons & Armor | 30,000 | 2D6 | In +3, Ri +2 | Ni +6, Po +4 | 86 | | 66 | Unusual Cargo | \* | \* | \* | \* | 87 | 88 | **\*Note:** Unusual cargo covers unique or highly unusual items, such as alien artifacts, high tech prototypes, stolen artwork of antiquity, or unique lifeforms. Such items often form the seed for an adventure. 89 | 90 | ## Determine Purchase Price 91 | 92 | Determining the purchase price for speculative cargo is based on the results of a skill check. The results of this skill check represents the best possible offer the parties can reach under the current conditions. 93 | 94 | **Determining the purchase price:** [Broker](../book1/skills.md#broker), Intelligence or Social Standing, 1D6 kiloseconds, Average (+0). 95 | 96 | The skill check is further modified by adding the largest Dice Modifier that applies from the Purchase DM column, subtracting the largest Dice Modifier that applies from the Sale DM column, and subtracting any Dice Modifiers from the supplier (such as their [Broker](../book1/skills.md#broker) skill). Some especially rich or powerful suppliers can demand high prices. In cases where multiple Purchase or Sale DMs apply, use only the largest ones from each column. 97 | 98 | The Referee should then consult the Purchase column of the Modified Price table, using the skill check result to determine the Purchase Price percentage. The final price of the speculative cargo is the Base Price multiplied by the Purchase Price percentage. The trader does not have to accept this price, but if he rejects the deal, then he cannot deal with that supplier again for at least one week. After that week, he may attempt a new skill check to determine the purchase price for those goods. 99 | 100 | | Result | Purchase | Sale | 101 | | --- | --- | --- | 102 | | 2- | 200% | 40% | 103 | | 3 | 180% | 50% | 104 | | 4 | 160% | 60% | 105 | | 5 | 140% | 70% | 106 | | 6 | 120% | 80% | 107 | | 7 | 110% | 90% | 108 | | 8 | 100% | 100% | 109 | | 9 | 90% | 110% | 110 | | 10 | 80% | 120% | 111 | | 11 | 70% | 140% | 112 | | 12 | 60% | 160% | 113 | | 13 | 50% | 180% | 114 | | 14 | 40% | 200% | 115 | | 15 | 30% | 300% | 116 | | 16+ | 20% | 400% | 117 | 118 | ### Local Brokers 119 | 120 | A speculative trader can hire a local broker to represent him in trade negotiations. This allows the merchant to use the broker's skill levels instead of their own, although that comes at a price in the form of a percentage of the final negotiated price, which must be paid even if the merchant decides not to sell his goods. The Local Broker table indicates the commission charged for a given skill level, as well as indicating what maximum skill levels are commonly available for a given class of starport. 121 | 122 | | Skill Level | Commission | Notes | 123 | | --- | --- | --- | 124 | | 1 | 5% | Max for Class D or E Starport | 125 | | 2 | 10% | Max for Class C Starport | 126 | | 3 | 15% | Max for Class B Starport | 127 | | 4 | 20% | Max for Class A Starport | 128 | 129 | ## Selling Goods 130 | 131 | Selling goods works just like purchasing goods, with the following changes: 132 | 133 | - A character must find a buyer, instead of a supplier. The same rules apply. 134 | - When selling goods, add the largest Sale DMs for the world trade code and subtract the largest Purchase DMs. 135 | - If a character does not accept the price offered for his goods, he must find another buyer or wait a week, in which case he may attempt a new skill check to determine the selling price. 136 | -------------------------------------------------------------------------------- /src/vds/common-ground-vehicles.md: -------------------------------------------------------------------------------- 1 | # Chapter 4: Common Ground Vehicles 2 | 3 | This section details various ground-based vehicles that can be commonly encountered in Cepheus Engine campaigns. Creative Referees are encouraged to introduce other common vehicles as they see fit. 4 | 5 | ## TL12 AFV, Tracked 6 | 7 | Using a closed ten-ton chassis (2 Hull, 2 Structure, Armor 25), the Tracked Armored Fighting Vehicle (AFV) is a heavily armored tracked vehicle used in military engagements on planetary surfaces. This vehicle is equipped with Insidious Environmental Protection. It carries a Fusion power plant, Code Q, and a Tracked propulsion system, Code Q, giving a top speed of 67.5 kph, a cruising speed of 50 kph and an Agility DM of -1. This vehicle is equipped for Off-Road Capability. 1.51 kiloliters of hydrogen support the power plant for 72 hours. This vehicle is equipped with Advanced controls, a Class IV communication system (Continental), a Laser Class IV communication system (Continental), Basic Military sensors (Comms DM +0), and a Model 3 computer. This vehicle also comes equipped with Autopilot (Tracked Vehicles-1). There is an extended cockpit and cramped seating for six. The vehicle has one weapon point, bearing a small turret armed with a Beam Laser-TL 11. This vehicle is also equipped with basic life support (covers 20 people for 10 days), a fresher, and a galley suitable for 8 people. Cargo capacity is 11.31 kiloliters. The chassis is additionally armored with Superdense armor (×4).The vehicle requires a crew of two: one driver and one gunner. The vehicle can carry up to six passengers in cramped seating. The vehicle costs KCr287.790 (including discounts and fees) and takes 240 hours (10 days) to build. 8 | 9 | | Category | Component | Spaces | Price(Cr) | Notes | 10 | | --- | --- | --- | --- | --- | 11 | | Chassis | Base | 120 | 17750 | Code E | 12 | | | Configuration | | | Closed | 13 | | | Armor | \-24 | 14200 | Superdense (×4) | 14 | | | Insidious EPS | \-6 | 50000 | | 15 | | Power Plant | Fusion | \-6.38 | 9575 | Code Q | 16 | | Propulsion | Tracked | \-11 | 21450 | Code Q | 17 | | | Off-Road Capability | | 10725 | | 18 | | Fuel | Hydrogen | \-1.51 | 60.48 | Fuel capacity = 72 hours | 19 | | Controls | Advanced | \-2 | 10000 | +1 Agility | 20 | | | Autopilot | | 2000 | [Tracked Vehicle-1](../book1/skills.md#tracked-vehicle) | 21 | | Communications | Class IV | \-0.1 | 4000 | Continental (5000 km) | 22 | | | Laser Class IV | \-0.2 | 12000 | | 23 | | Sensors | Basic Military | \-12 | 20000 | [Comms DM+0](../book1/skills.md#comms) | 24 | | Computer | Model/3 | 0 | 2000 | | 25 | | Accommodations | Cockpit, Extended | \-4 | 2000 | Supports two crew | 26 | | | Seating, Cramped (×2) | \-8 | 4000 | Seats 6 people cramped | 27 | | | Basic Life Support | \-3 | 3500 | Last 10 days for 20 people | 28 | | Additional Components | Fresher | \-6 | 1500 | | 29 | | | Galley (8 people) | \-21 | 6000 | | 30 | | Armaments | Turret (Small) | \-0.5 | 4000 | | 31 | | | Beam Laser-TL 11 | \-3 | 120000 | | 32 | | Cargo | | \-11.31 | | | 33 | | **TOTALS** | | **0** | **319760.48** | **Cr287,790 with Std Design Discount** | 34 | 35 | ## TL12 ATV, Tracked 36 | 37 | Using a closed ten-ton chassis (2 Hull, 2 Structure, Armor 5), the Tracked All-Terrain Vehicle (ATV) is a tracked vehicle frequently used for exploring planetary surfaces. This vehicle is equipped with Insidious Environmental Protection. It carries a Fusion power plant, Code Q, and a Tracked propulsion system, Code Q, giving a top speed of 67.5 kph, a cruising speed of 50 kph and an Agility DM of -1. This vehicle is equipped for Off-Road Capability. 1.51 kiloliters of hydrogen support the power plant for 72 hours. This vehicle is equipped with Advanced controls, a Class IV communication system (Continental), a Laser Class IV communication system (Continental), Basic Civilian sensors (Comms DM -2), and a Model 3 computer. This vehicle also comes equipped with Autopilot (Tracked Vehicles-1). There is an extended cockpit and cramped seating for six. This vehicle is also equipped with basic life support (covers 20 people for 10 days), a fresher, and a galley suitable for 8 people. Cargo capacity is 3.73 tons. The vehicle requires a crew of one: the driver. The vehicle can carry up to one additional passenger in the extended cockpit and six passengers in cramped seating. The vehicle costs KCr154.410 (including discounts and fees) and takes 60 hours to build. 38 | 39 | | Category | Component | Spaces | Price(Cr) | Notes | 40 | | --- | --- | --- | --- | --- | 41 | | Chassis | Base | 120 | 17750 | Code E | 42 | | | Configuration | | | Closed | 43 | | | Insidious EPS | \-6 | 50000 | | 44 | | Power Plant | Fusion | \-6.38 | 9575 | Code Q | 45 | | Propulsion | Tracked | \-11 | 21450 | Code Q | 46 | | | Off-Road Capability | | 10725 | | 47 | | Fuel | Hydrogen | \-1.51 | 60.48 | Fuel capacity = 72 hours | 48 | | Controls | Advanced | \-2 | 10000 | +1 Agility | 49 | | | Autopilot | | 2000 | [Tracked Vehicle-1](../book1/skills.md#tracked-vehicle) | 50 | | Communications | Class IV | \-0.1 | 4000 | Continental (5000 km) | 51 | | | Laser Class IV | \-0.2 | 12000 | | 52 | | Sensors | Basic Civilian | \-6 | 10000 | [Comms DM-2](../book1/skills.md#comms) | 53 | | Computer | Model/3 | 0 | 2000 | | 54 | | Accommodations | Cockpit, Extended | \-4 | 2000 | Supports two crew | 55 | | | Seating, Cramped (×2) | \-8 | 4000 | Seats 6 people cramped | 56 | | | Basic Life Support | \-3 | 3500 | Last 10 days for 20 people | 57 | | Additional Components | Fresher | \-6 | 1500 | | 58 | | | Galley (8 people) | \-21 | 6000 | | 59 | | Cargo | | \-44.81 | | | 60 | | **TOTALS** | | **0** | **171560.48** | **Cr154,410 with Std Design Discount** | 61 | 62 | ## TL5 Ground Car 63 | 64 | Using a closed one-ton chassis (0 Hull, 1 Structure, Armor 2), the Ground Car is a wheeled, self-powered motor vehicle used for transportation. It carries an Internal Combustion engine, Code C, and a Wheeled propulsion system, Code C, giving a top speed of 100 kph, a cruising speed of 75 kph and an Agility DM of +3. 12 liters of hydrocarbons support the power plant for 5 hours. This vehicle is equipped with Basic controls. There is an extended cockpit and three cramped seats. Cargo capacity is 38 liters. The vehicle requires a crew of one: the driver. The vehicle can carry up to four passengers, one in the extended cockpit and three in cramped seating. The vehicle costs KCr6.290 (including discounts and fees) and takes 9 hours to build. 65 | 66 | | Category | Component | Spaces | Price(Cr) | Notes | 67 | | --- | --- | --- | --- | --- | 68 | | Chassis | Base | 12 | 2400 | Code 5 | 69 | | | Configuration | | | Closed | 70 | | Power Plant | Internal Combustion | \-2.4 | 22.5 | Code C | 71 | | Propulsion | Wheels | \-0.55 | 550 | Code C | 72 | | Fuel | Hydrocarbons | \-0.012 | 9.5865 | Fuel capacity = 5 hours | 73 | | Controls | Basic | \-1 | 0 | Included in Chassis Price | 74 | | Accommodations | Extended Cockpit | \-4 | 2000 | Two crew (pilot, gunner) | 75 | | | Seating, Cramped | \-4 | 2000 | Seats 3 people cramped | 76 | | Cargo | | \-0.038 | | | 77 | | **TOTALS** | | **0** | **6982.0865** | **Cr6,290 with Std Design Discount** | 78 | 79 | ## TL3 Stagecoach 80 | 81 | Using an open two-ton chassis (0 Hull, 1 Structure, Armor 1), the Stagecoach is a type of covered wagon used to carry passengers and goods inside, generally drawn by four horses, or similar beasts of burden. It carries a nonpowered wheel propulsion system, Code D, giving a top speed and cruising speed based on the beasts pulling it, and an Agility DM of +1. This vehicle is equipped with primitive controls. There is one extended cockpit and six cramped seats. Cargo capacity is 10.5 kiloliters. The vehicle requires a crew of one, the driver, although there is room for a second driver if needed. The vehicle can carry up to six additional passengers in cramped seats. The vehicle costs KCr8.080 (including discounts and fees) and takes 18 hours to build. 82 | 83 | | Category | Component | Spaces | Price(Cr) | Notes | 84 | | --- | --- | --- | --- | --- | 85 | | Chassis | Base | 24 | 3550 | Code 6 | 86 | | | Configuration | | \-355 | Open | 87 | | Power Plant | Animal-Powered | 0 | 0 | | 88 | | Propulsion | Wheeled, Non-Powered | \-1 | 487.5 | Code D | 89 | | Controls | Primitive | \-0.5 | \-710 | Agility-1 | 90 | | Accommodations | Extended Cockpit | \-4 | 2000 | Two crew (pilot, gunner) | 91 | | | Seating, Cramped | \-8 | 4000 | 6 passengers, cramped | 92 | | Cargo | | \-10.5 | | | 93 | | **TOTALS** | | **0** | **8972.5** | **Cr8,080 with Std Design Discount** | 94 | 95 | ## TL5 Van 96 | 97 | Using a closed two-ton chassis (0 Hull, 1 Structure, Armor 2), the Van is a type of road vehicle used for transporting goods or people. It carries an Internal Combustion engine, Code E, and a Wheeled propulsion system, Code E, giving a top speed of 100 kph, a cruising speed of 75 kph and an Agility DM of +3. 72 liters of hydrocarbons support the power plant for 10 hours. This vehicle is equipped with Basic controls. There is an extended cockpit. Cargo capacity is 9.83 kiloliters. The vehicle requires a crew of one: the driver. The vehicle can carry another passenger in the cockpit. The vehicle costs KCr6.540 (including discounts and fees) and takes 18 hours to build. 98 | 99 | | Category | Component | Spaces | Price(Cr) | Notes | 100 | | --- | --- | --- | --- | --- | 101 | | Chassis | Base | 24 | 3550 | Code 6 | 102 | | | Configuration | | | Closed | 103 | | Power Plant | Internal Combustion | \-7.5 | 71.25 | Code E | 104 | | Propulsion | Wheels | \-1.6 | 1575 | Code E | 105 | | Fuel | Hydrocarbons | \-0.072 | 59.76 | Fuel Capacity = 10 hours | 106 | | Controls | Basic | \-1 | 0 | Included in Chassis Price | 107 | | Accommodations | Extended Cockpit | \-4 | 2000 | Two crew (pilot, passenger) | 108 | | Cargo | | \-9.828 | | | 109 | | **TOTALS** | | **0** | **7256.01** | **Cr6,540 with Std Design Discount** | 110 | -------------------------------------------------------------------------------- /src/legal.md: -------------------------------------------------------------------------------- 1 | # Legal 2 | 3 | **_The following is an important notice:_** 4 | 5 | This Product is derived from the Traveller System Reference Document and other Open Gaming Content made available by the Open Gaming License, and does not contain closed content from products published by either Mongoose Publishing or Far Future Enterprises. 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Mongoose Publishing Ltd Authorized 104 | User. 105 | Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason "Flynn" Kemp 106 | ``` 107 | -------------------------------------------------------------------------------- /src/vds/common-watercraft.md: -------------------------------------------------------------------------------- 1 | # Chapter 5: Common Watercraft 2 | 3 | This section describes some of the watercraft that can be commonly encountered in Cepheus Engine campaigns. These are not the only types of vessels that exist, and creative Referees are encouraged to integrate vehicles of their own creation or from other sources as they see fit. 4 | 5 | ## TL9 Destroyer 6 | 7 | Using a closed 800-ton chassis (160 Hull, 160 Structure \[Personal Combat Scale\], 16 Hull, 16 Structure \[Space Combat Scale\], Armor 6), the Destroyer is a fast, maneuverable long-endurance watercraft built for military action, intended to escort larger watercraft in a fleet, convoy or battle group and defend them against smaller powerful short-range attackers. It carries an Early Fusion power plant, Code K, and a Screw Propeller propulsion system, Code K, giving a top speed of 60kph, a cruising speed of 45kph and an Agility DM of -3. 496 kiloliters of hydrogen support the power plant for 28 days. This vehicle is designed with an increased Agility, already included in the Agility DM above. This vehicle is equipped with Advanced controls, a Class IV communication system (Continental), Basic Civilian sensors (DM -2), and a Model/1fib computer. This vessel is equipped with Autopilot (Ocean Ships-2). There is an extended control cabin that supports 30 crew on shift), and 29 standard staterooms. The vehicle has 160 weapon points, but only 23 are used. The vehicle has four small turrets armed with Autocannon-TL 8, one small turret armed with a Heavy Mass Driver-TL 8, eight small turrets armed with Heavy Rocket Artillery-TL 7, four missile racks (armed with Smart Standard HE missiles), and two HE torpedo ordinance bays (3 torpedoes each). This vehicle also carries 1800 rounds of Autocannon ammunition, 300 rounds of Heavy Mass Driver ammunition, 900 rounds of Heavy Rocket Artillery ammunition, 900 Smart Standard HE missiles, and 240 Standard HE torpedoes. Cargo capacity is 70.615 tons. The chassis is additionally armored with Titanium Steel (×2). The vehicle requires a crew of 28: 1 Captain, 1 Executive Officer, 3 Pilots, 1 Navigator, 1 Engineer, 1 Sensors Operator, 17 Turret Gunners, 2 Bay Weapon Gunners, and 1 Chief Security Officer. The vehicle can carry up to forty additional passengers in twenty standard staterooms, or forty-two if both the Captain and Executive Officer share a stateroom. The vehicle costs KCr51,521.940 (including discounts and fees) and takes 92 weeks to build. 8 | 9 | | Category | Component | Spaces | Price(Cr) | Notes | 10 | | --- | --- | --- | --- | --- | 11 | | Chassis | Base | 9600 | 20000000 | 800-ton Hull | 12 | | | Configuration | | | Closed | 13 | | | Armor | \-960 | 4000000 | Titanium Steel (Armor 6) | 14 | | Power Plant | Early Fusion | \-338.4 | 480000 | Code K (Ship Drive) | 15 | | Propulsion | Screw Propeller | \-205.2 | 1000000 | Code K (Ship Drive) | 16 | | | Increased Agility | | 10000000 | Agility +1 | 17 | | Fuel | Hydrogen | \-496 | 19840 | Fuel capacity = 672 hours | 18 | | Controls | Advanced | \-2 | 10000 | | 19 | | | Autopilot | | 12000 | [Ocean Ships-2](../book1/skills.md#ocean-ships) | 20 | | Communications | Class IV | \-0.1 | 4000 | Continental (5000 km) | 21 | | Sensors | Basic Civilian | \-6 | 10000 | [Comms DM-2](../book1/skills.md#comms), Distant (5km) | 22 | | Computer | Model/1 | \-0.01 | 500 | | 23 | | | Options | | 250 | Hardened System (fib) | 24 | | Accommodations | Control Cabin, Standard plus Extended | \-324 | 90000 | | 25 | | | Standard Staterooms (×36) | \-1728 | 18000000 | | 26 | | Armaments | Small Turrets (×17) | \-8.5 | 3620000 | | 27 | | | Autocannon-TL 8 | \-8.5 | 3620000 | | 28 | | Cargo | | \-17.22 | | | 29 | | **TOTALS** | | **0** | **817894.22** | **Cr736,110 with Std Design Discount** | 30 | 31 | ## TL7 Hovercraft 32 | 33 | Using a closed eight-ton chassis (1 Hull, 2 Structure, Armor 3), the Hovercraft is a ground effect vehicle supported on a cushion of air roughly two meters high, with the ability to move about on both water and land, so long as travel conditions and surfaces are not irregular, turbulent or rough. It carries a Gas Turbine engine, Code L, and an Air Cushion propulsion system, Code L, giving a top speed of 100kph, a cruising speed of 75kph and an Agility DM of +1. 430 liters of hydrocarbons support the power plant for 16 hours. This vehicle is equipped with Basic controls and a Class III communication system (Regional). There is a basic cockpit and 15 cramped chairs. The vehicle also has a fresher installed. Cargo capacity is 4.35 tons. The vehicle requires a crew of one: the pilot. The vehicle can carry up to fifteen additional passengers in cramped seating. The vehicle costs KCr144.660 (including discounts and fees) and takes 36 hours to build. 34 | 35 | | Category | Component | Spaces | Price(Cr) | Notes | 36 | | --- | --- | --- | --- | --- | 37 | | Chassis | Base | 96 | 13350 | Code C | 38 | | | Configuration | | | Closed | 39 | | Power Plant | Gas Turbine | \-9 | 1268.75 | Code L | 40 | | Propulsion | Air Cushion | \-5.25 | 131250 | Code L | 41 | | Fuel | Hydrocarbons | \-0.43 | 354.576 | Fuel capacity = 16 hours | 42 | | Controls | Basic | \-1 | 0 | Included in Chassis Price | 43 | | Communications | Class III | \-0.05 | 2000 | Regional (500 km) | 44 | | Accommodations | Cockpit, Basic | \-2 | 1000 | 1 Crew (1 Pilot) | 45 | | | Cramped Seats | \-20 | 10000 | 15 passengers, cramped | 46 | | Additional Components | Fresher | \-6 | 1500 | | 47 | | Cargo | | \-52.27 | | | 48 | | **TOTALS** | | **0** | **160723.326** | **Cr144,660 with Std Design Discount** | 49 | 50 | ## TL5 Motor Boat 51 | 52 | Using a closed 60-ton chassis (12 Hull, 12 Structure \[Personal Combat Scale\], 1 Hull, 1 Structure \[Space Combat Scale\], Armor 2), the Motor Boat is a watercraft designed to transport a limited amount of passengers and cargo from point to point over small bodies of water. The vehicle is streamlined. It carries an Internal Combustion engine, Code sC, and a Screw Propeller propulsion system, Code sC, giving a top speed of 100kph, a cruising speed of 75kph and an Agility DM of -2. 1.29 kiloliters of hydrocarbons support the power plant for 10 hours. This vehicle is equipped with Basic controls, and a Class II communication system (Very Distant). There are a standard control cabin and five standard staterooms. Cargo capacity is 22.74 tons. The vehicle requires a crew of two: one Pilot and one Engineer. The vehicle can carry up to eight additional passengers in four standard staterooms. The vehicle costs KCr2,698.450 (including discounts and fees) and takes 32 weeks to build. 53 | 54 | | Category | Component | Spaces | Price(Cr) | Notes | 55 | | --- | --- | --- | --- | --- | 56 | | Chassis | Base | 720 | 400000 | 60-ton Hull | 57 | | | Configuration | | | Closed | 58 | | Power Plant | Internal Combustion | \-116.64 | 1200 | Code sC (Ship Drive) | 59 | | Propulsion | Screw Propeller | \-16.2 | 75000 | Code sC (Ship Drive) | 60 | | Fuel | Hydrocarbons | \-1.29 | 1067.143 | Fuel capacity = 10 hours | 61 | | Controls | Basic | \-1 | 0 | Included in Chassis Price | 62 | | Communications | Class II | \-0.02 | 1000 | Very Distant (50 km) | 63 | | Accommodations | Control Cabin, Standard | \-72 | 20000 | 2 Crew (1 Pilot, 1 Engineer) | 64 | | | Standard Staterooms (×5) | \-240 | 2500000 | | 65 | | Cargo | | \-272.85 | | | 66 | | **TOTALS** | | **0** | **2998267.143** | **Cr2,698,450 with Std Design Discount** | 67 | 68 | ## TL4 Steamship 69 | 70 | Using a closed 200-ton chassis (40 Hull, 40 Structure \[Personal Combat Scale\], 4 Hull, 4 Structure \[Space Combat Scale\], Armor 2), the Steamship is a seafaring watercraft that transports people and supplies to various ports of call over large bodies of water. It carries an External Combustion power plant, Code B, and a Screw Propeller propulsion system, Code B, giving a top speed of 40kph, a cruising speed of 30kph and an Agility DM of -5. 200 kiloliters of coal support the power plant for 10 days. There is an extended control cabin for 5 crew members and 8 standard staterooms. This vehicle has a galley that can serve 15 people. Cargo capacity is 43.1 tons. The vehicle requires a crew of five: one Captain, one Pilot, one Navigator, one Engineer, and one Steward. The vehicle can carry ten passengers in five standard staterooms, or eleven passengers if the Captain is willing to share his stateroom. The vehicle costs KCr5,730.030 (including discounts and fees) and takes 44 weeks to build. 71 | 72 | | Category | Component | Spaces | Price(Cr) | Notes | 73 | | --- | --- | --- | --- | --- | 74 | | Chassis | Base | 2400 | 2000000 | 200-ton Hull | 75 | | | Configuration | | | Closed | 76 | | Power Plant | Ext. Combustion | \-1134 | 19200 | Code B (Ship Drive) | 77 | | Propulsion | Screw Propeller | \-32.4 | 200000 | Code B (Ship Drive) | 78 | | Fuel | Coal | \-200 | 108000 | Fuel capacity = 240 hours | 79 | | Controls | Basic | \-1 | 0 | Included in Chassis Price | 80 | | Accommodations | Control Cabin, Standard plus Extended | \-216 | 30000 | 5 Crew (1 Captain, 1 Pilot, 1 Navigator, 1 Engineer, 1 Steward) | 81 | | | Standard Staterooms (×8) | \-384 | 4000000 | | 82 | | Additional Components | Galley (15 people) | \-24 | 9500 | | 83 | | Cargo | | \-516.6 | | | 84 | | **TOTALS** | | **0** | **6366700** | **Cr5,730,030 with Std Design Discount** | 85 | 86 | ## TL6 Submersible 87 | 88 | Using a closed 100-ton chassis (20 Hull, 20 Structure \[Personal Combat Scale\], 2 Hull, 2 Structure \[Space Combat Scale\] , Armor 2), the Submersible is an underwater vehicle that transports people and supplies to and from underwater locations, such as domed cities, while avoiding surface weather conditions for safety and convenience. This vehicle has the Submersible chassis option. It carries a Fission power plant, Code C, and a Screw Propeller propulsion system, Code C, giving a top speed of 40kph, a cruising speed of 30kph and an Agility DM of -5. 7.68 kiloliters of radioactives support the power plant for 12 weeks. This vehicle is equipped with Basic controls and a Class III communication system (Regional). This vehicle comes equipped with Autopilot (Submarine-0). There is an extended control cabin for 5 crew members and 8 standard staterooms. This vehicle has one airlock, a galley that can serve 15 people, both hostile and vacuum environmental protection systems, and extended life support (15 people for up to 90 days). Cargo capacity is 45.022 tons. The vehicle requires a crew of five: one Captain, one Pilot, one Navigator, one Engineer, and one Steward. The vehicle can carry ten passengers in five standard staterooms, or eleven passengers if the Captain is willing to share his stateroom. The vehicle costs KCr31,194.670 (including discounts and fees) and takes 36 weeks to build. 89 | 90 | | Category | Component | Spaces | Price(Cr) | Notes | 91 | | --- | --- | --- | --- | --- | 92 | | Chassis | Base | 1200 | 3000000 | 100-ton Hull | 93 | | | Configuration | | | Closed | 94 | | | Options | | 15000000 | Submersible | 95 | | | Environmental Protection (Hostile) | \-3 | 0 | | 96 | | | Environmental Protection (Vacuum) | \-3 | 12000000 | | 97 | | Power Plant | Fission | \-86.4 | 96000 | Code C (Ship Drive) | 98 | | Propulsion | Screw Propeller | \-21.6 | 100000 | Code C (Ship Drive) | 99 | | Fuel | Radioactives | \-7.68 | 63744 | Fuel capacity = 2016 hours | 100 | | Controls | Basic | \-1 | 0 | Included in Chassis Price | 101 | | | Autopilot | | 2000 | [Submarine-0](../book1/skills.md#submarine) | 102 | | Accommodations | Control Cabin, Standard plus Extended | \-108 | 30000 | 5 Crew (1 Captain, 1 Pilot, 1 Navigator, 1 Engineer, 1 Steward) | 103 | | | Standard Staterooms (×8) | \-384 | 4000000 | | 104 | | | Extended Life Support (15 People) | \-9 | 157500 | | 105 | | Additional Components | Galley (15 people) | \-24 | 9500 | | 106 | | | Airlock | \-12 | 200000 | | 107 | | Cargo | | \-540.27 | | | 108 | | **TOTALS** | | **0** | **34660744** | **Cr31,194,670 with Std Design Discount** | 109 | -------------------------------------------------------------------------------- /src/book3/environments-and-hazards.md: -------------------------------------------------------------------------------- 1 | # Chapter 11: Environments and Hazards 2 | 3 | The following are common environmental hazards that are can be encountered in a Cepheus Engine game. 4 | 5 | ## Acid 6 | 7 | Corrosive acids deal 1D6 damage per round of exposure, except in the case of total immersion (such as into a vat of acid), which deals 10D6 damage per round. An attack with acid, such as from a hurled vial or an animal's acidic spittle, counts as a round of exposure. 8 | 9 | The fumes from most acids are poisonous. Those who come close enough to a large body of acid to dunk a creature in it must make an Average (+0) Endurance check or take 1D6 point of damage. All such characters must make a second Average (+0) Endurance check one minute later or take another 1D6 point of damage. 10 | 11 | Creatures that are immune to acid's caustic properties might still drown in it if they are totally immersed and need to breathe. For more details, see [Suffocation](#suffocation). 12 | 13 | ## Carrying Capacity 14 | 15 | Strength determines how much weight characters can lift and how much any additional encumbrance slows them down. Characters carrying more than their Light Load suffer penalties. 16 | 17 | **Light Load:** As a light load, a character can life and carry up to twice their Strength characteristic score in kilograms without any penalties or difficulties. For example, an average character with a Strength score of 7 can carry up to 14 kilograms as a light load. 18 | 19 | **Medium Load:** A medium load is considered to be twice a character's light load, or four times their Strength characteristic score in kilograms. Characters carrying a medium load suffer a DM-1 to all physically based checks, including skill checks. In addition, they move at 75% of their base speed. For example, an average character with a Strength score of 7 can carry up to 28 kilograms as a medium load. Such a character would suffer a DM-1 on all physical checks, and move at 4.5 meters, or 3 squares, per round. 20 | 21 | **Heavy Load:** A heavy load is three times the character's light load, or six times their Strength characteristic score in kilograms. Characters can lift up to a heavy load overhead. Characters carrying a heavy load suffer a DM-2 to all physically based checks, including skill checks. In addition, they move at 75% of their base speed. For example, an average character with a Strength score of 7 can lift up to 42 kilograms as a heavy load. Such a character would suffer a DM-2 on all physical checks, and move at 4.5 meters, or 3 squares, per round. 22 | 23 | **Maximum Load:** A character's maximum load is six times that of their light load, or twelve times their Strength score in kilograms. Characters can lift up to the maximum load off the ground, but can only stagger around with it. While overloaded in this way, characters cannot undertake any other actions, and can only move 1.5 meters, or 1 square, per round. For example, an average character with a Strength score of 7 can barely lift up to 94 kilograms as a maximum load. Such a character could perform no other actions while struggling with the load, except to move 1.5 meters per round. 24 | 25 | **Push/Drag:** Characters can push or drag up to five times their heavy load weight, moving at half their normal speed. Favorable conditions (smooth ground, dragging a slick object) double these numbers, and bad circumstances (broken ground, pushing an object that snags) can reduce them to one-half or less. 26 | 27 | ### Gravity and Carrying Capacity 28 | 29 | The above assumes the character is operating at a standard 1.0 gravity. When operating under a different gravitational pull (or within an artificial gravity set to a non-standard value), simply divide a character's load weight by the gravitational pull to determine the new load weight value under those conditions. 30 | 31 | ## Diseases 32 | 33 | Diseases reduce a character's Characteristics, usually Endurance. The character must make an Endurance check with the listed DM to resist the effects of the disease. If the character fails the Endurance check then he takes the listed damage and must make another Endurance check a few hours or days later, depending on the interval of the disease. Once an Endurance check has been passed, the character has fought off the disease. 34 | 35 | | Disease | DM | Damage | Interval | 36 | | --- | --- | --- | --- | 37 | | Pneumonia | +0 | 1D6+4 | 1D6 weeks | 38 | | Anthrax | –3 | 1D6+2 | 1D6 days | 39 | | Regina Flu | +1 | 1D6–2 | 1D6 days | 40 | | Biological Weapon | –6 | 1D6+8 | 1D6 hours | 41 | 42 | ## Extremes of Temperature 43 | 44 | Unusually hot or cold worlds can cause damage unless the characters are suitably protected. Temperatures are in Celsius. 45 | 46 | | Temperature | Damage | Example | 47 | | --- | --- | --- | 48 | | Below -200° | 3D6/round | Absolute Zero, Pluto | 49 | | \-200° | 2D6/round | Liquid nitrogen, Neptune | 50 | | \-100° | 1D6/round | Ceres | 51 | | \-50° | 2D6/hour | Mars | 52 | | \-25° | 1D6/hour | Arctic | 53 | | 0° | None | Water melting point | 54 | | 50° | 1D6/hour | Very hot desert | 55 | | 100° | 2D6/hour | Water boiling point | 56 | | 200° | 1D6/round | Mercury | 57 | | 500° | 2D6/round | Venus | 58 | | Above 500° | 3D6/round | Surface of the sun | 59 | 60 | ### Catching on Fire 61 | 62 | Characters touching a fire source might find their clothes, hair, or equipment on fire. Those at risk of catching fire are allowed a Difficult (-2) Dexterity check to avoid this fate. If a character's clothes or hair catch fire, he takes 2D6 damage immediately. In each subsequent round, the burning character must make another Difficult (-2) Dexterity check. Failure means he takes another 2D6 damage that round. Success means the fire has gone out. 63 | 64 | A character on fire may automatically extinguish the flames by jumping into enough water to douse himself, spraying himself down with a fire extinguisher, vent all atmosphere or otherwise smother the flames. If the character has no such means, rolling on the ground or smothering the fire with cloaks or the like permits the character a DM+2 on his next Dexterity check. 65 | 66 | ## Falling and Gravity 67 | 68 | A character who falls on a 1-gravity world suffers 1D6 damage per two meters fallen. High- or low-gravity worlds will increase or decrease the damage. Look up the size code for the world and the gravity level associated with it and multiply the falling damage by the gravity number. 69 | 70 | ## Poisons 71 | 72 | Poisons operate in the same way as [diseases](#diseases), but generally work much faster and often have a wider range of effects. Most poisons do not have an interval but apply their damage immediately. 73 | 74 | | Poison | DM | Damage | 75 | | --- | --- | --- | 76 | | Arsenic | –2 | 2D6 | 77 | | Tranq Gas | –1D6 | Unconsciousness if Endurance check is failed | 78 | | Neurotoxin | –4 | 1D6 Intelligence | 79 | 80 | ## Radiation Exposure 81 | 82 | Radiation exposure is measured in rads. Once a character has absorbed a certain number of rads, he will suffer certain effects. One problem with radiation exposure is that while physical symptoms can be treated and may heal, the radiation never goes away. The character's rads must be tracked. Further exposure adds to what the character is already carrying around until a deadly level is reached. Accumulated rads can be removed using anti-radiation drugs. Characters exposed to a radiation weapon will receive a one-time dose of radiation. Entering a radioactive area or being exposed to a leak or solar flare will cause exposure each round or hour. Every time a character experiences exposure to radiation, they must check to see if they've come down with radiation sickness, as outlined on the Radiation Effects table. The character must make an Endurance check at the listed DM, and if he fails, he takes the damage listed and must make another Endurance check after the listed interval has passed. This cycle continues until the character succeeds at an Endurance check. 83 | 84 | At any Radiation Level below Mild, the character is treated as having a lower Endurance characteristic score. If a character should accumulate enough rads to move to a higher Radiation Level, the new Endurance characteristic score immediately goes into effect. On the other hand, if a character moves to a lower Radiation Level, such as through anti-radiation drugs, the character heals the difference between the former level and the current level over time, as if it were physical damage. If a character's Effective endurance falls below zero, the character goes unconscious and cannot recover until their Radiation Level drops enough to allow healing to take place. 85 | 86 | ### Common Radiation Exposure Sources 87 | 88 | | Situation | Instant (rads) | Extended (rads) | 89 | | --- | --- | --- | 90 | | Irradiated area, low level | — | 1D6/hour | 91 | | Irradiated area, medium level | — | 2D6/hour | 92 | | Irradiated area, high level | — | 6D6/hour | 93 | | Irradiated area, severe level | — | 12D6/hour | 94 | | Active exposure, low level | 3D6 | 3D6×10/hour | 95 | | Active exposure, medium level | 1D6×10 | 1D6×100/hour | 96 | | Active exposure, high level | 2D6×10 | 2D6×100/hour | 97 | | Active exposure, severe level | 4D6×10 | 3D6×100/hour | 98 | 99 | ### Radiation Effects 100 | 101 | | Radiation Level | Rads | Effective Endurance | DM | Damage | Interval | 102 | | --- | --- | --- | --- | --- | --- | 103 | | Mild | <100 | — | None | None | None | 104 | | Low | 100-199 | Endurance-1 | +1 | 1D6 | 1D6 weeks | 105 | | Moderate | 200-599 | Endurance-3 | +0 | 1D6+2 | 2D6 days | 106 | | High | 600-999 | Endurance-6 | \-1 | 1D6+4 | 1D6 days | 107 | | Severe | 1000+ | Endurance-10 | \-2 | 1D6+6 | 1D6 hours | 108 | 109 | ## Starvation and Dehydration 110 | 111 | Characters might find themselves without food or water and with no means to obtain them. In normal climates, a character needs at least a gallon of fluids and about a pound of food per day to avoid starvation. In very hot climates, characters need two or three times as much water to avoid dehydration. 112 | 113 | A character can go without water for a number of hours equal to 20 plus twice his Endurance score. After this time, the character must make a Routine (+2) Endurance check each hour (DM-1 for each previous check) or take 1D6 damage. 114 | 115 | A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Routine (+2) Endurance check each day (DM-1 for each previous check) or take 1D6 damage. 116 | 117 | Damage from thirst or starvation cannot be recovered until the character gets food or water. 118 | 119 | ## Suffocation 120 | 121 | In an area where sufficient oxygen is not long available, such as on board a starship without life support, a character begins to suffocate, suffering 1D6 damage each minute. A character who is utterly without air (such as one who is being smothered or strangled, or who has been dumped out an airlock) suffers 1D6 damage each round instead. 122 | 123 | ## Vacuum Exposure 124 | 125 | Beings exposed to the airless cold of space are not immediately doomed. Contrary to popular belief, characters exposed to vacuum do not immediately freeze or explode, and their blood does not boil in their veins. While space is very cold, heat does not transfer away from a body that quickly. The real danger comes from suffocation and ionizing radiation. 126 | 127 | On the third round of exposure to vacuum, a character must succeed on a Very Difficult (-4) Endurance check each round or suffer from aeroembolism ("the bends"). A character that fails the check experiences excruciating pain as small air bubbles form in its bloodstream; such a character is considered stunned and generally unable to move, and remains so until returned to normal atmospheric pressure. A character that fails the check with an Exceptional Failure (Effect -6 or lower) falls unconscious. 128 | 129 | The real danger of vacuum comes from suffocation, though holding one's breath in vacuum damages the lungs. Treat anyone trapped in a hard vacuum as being utterly without air under the [Suffocation](#suffocation) rules. 130 | 131 | Unfiltered radiation bombards any character trapped in the vacuum of space without protective gear. A character exposed to this ionizing radiation suffers from severe sunburn as well as the effects equivalent to a high level irradiated area. See [Radiation Exposure](#radiation-exposure) for specific details. 132 | 133 | ## Weather 134 | 135 | Driving wind, rain, snowstorms and so forth give a –1 DM to ranged attacks from poor visibility and a –1 DM to ranged attacks from environmental interference. [Sensors](../book1/equipment.md#sensory-aids) can be used to avoid the visibility penalty. Extremely high winds and torrential rain can inflict a negative Dice Modifier of –1 to –4 to all skill checks. 136 | -------------------------------------------------------------------------------- /src/vds/common-grav-vehicles.md: -------------------------------------------------------------------------------- 1 | # Chapter 3: Common Grav Vehicles 2 | 3 | This section describes some of the grav vehicles that can be commonly encountered in Cepheus Engine campaigns. These are not the only types of grav vehicles that exist, and creative Referees are encouraged to integrate grav vehicles of their own creation or from other sources into their universes as they see fit. 4 | 5 | ## TL9 Air/Raft 6 | 7 | Using an open four-ton chassis (0 Hull, 1 Structure, Armor 3), the Air/Raft is a classic example of a basic vehicle propelled by anti-gravity technology. It carries an Early Fusion power plant, Code E, and a Grav propulsion system, Code E, giving a top speed of 100 kph, a cruising speed of 75 kph, and an Agility DM of +0. 1.61 liters of hydrogen support the power plant for 28 days. This vehicle is equipped with Advanced controls, a Class III communication system (Regional), basic civilian sensors (DM -2), and a Model 1 computer. It also comes equipped with Autopilot (Grav Vehicle-0). There is a basic cockpit and three cramped seats. Cargo capacity is 24.57 kiloliters, or just over two displacement tons. The vehicle requires a crew of one, the pilot. The vehicle can carry three additional passengers in cramped seats. The vehicle costs KCr94.340 (including discounts and fees) and takes 36 hours to build. 8 | 9 | | Category | Component | Spaces | Price(Cr) | Notes | 10 | | --- | --- | --- | --- | --- | 11 | | Chassis | Base | 48 | 6250 | Code 8 | 12 | | | Configuration | | \-625 | Open | 13 | | Power Plant | Early Fusion | \-1.25 | 1425 | Code E | 14 | | Propulsion | Grav | \-1.4 | 70000 | Code E | 15 | | Fuel | Hydrogen | \-1.61 | 64.51 | Fuel capacity = 672 hours | 16 | | Controls | Advanced | \-2 | 10000 | | 17 | | | Autopilot | | 2000 | [Grav Vehicle-0](../book1/skills.md#grav-vehicle) | 18 | | Communications | Class III | \-0.05 | 2000 | Regional (500 km) | 19 | | Sensors | Basic Civilian | \-6 | 10000 | | 20 | | Computer | Model 1 | \-0.01 | 500 | | 21 | | Accommodations | Basic | \-2 | 1000 | One crew | 22 | | | Cramped Seat | \-4 | 2000 | Three passengers, cramped | 23 | | Cargo | | \-24.57 | | | 24 | | **TOTALS** | | **0** | **104614.5** | **Cr94,160 with Std Design Discount** | 25 | 26 | ## TL15 G/Carrier 27 | 28 | Using a closed eight-ton chassis (1 Hull, 2 Structure, Armor 18), the G/Carrier, or Grav Carrier, is effectively a flying tank, and is the standard fighting vehicle of many High Stellar military forces. It carries an Advanced Fusion power plant, Code S, and an Extreme Grav propulsion system, Code S, giving a top speed of 2000 kph, a cruising speed of 1500 kph and an Agility DM of +1. 7.06 kiloliters of hydrogen support the power plant for 28 days. This vehicle is equipped with Advanced controls, a Class IV communication system (Continental), basic military sensors (DM +0), and a Model 5/fib computer. It also comes equipped with Autopilot (Grav Vehicle-2). There is one extended cockpit and twelve cramped seats. The vehicle has one weapon point, bearing a powered ring mount armed with a Fusion Gun-TL 15, which is protected by gun shields (Armor 7). The G/Carrier is equipped with environmental protection (vacuum) and basic life support for 10 days. Cargo capacity is 24.99 kiloliters. The chassis is additionally armored with Bonded Superdense (×2). The vehicle requires a crew of two: one pilot, one gunner. The vehicle can carry up to 12 additional passengers in cramped seats. The vehicle costs KCr3,138.560 (including discounts and fees) and takes 864 hours (36 days) to build. 29 | 30 | | Category | Component | Spaces | Price(Cr) | Notes | 31 | | --- | --- | --- | --- | --- | 32 | | Chassis | Base | 96 | 13350 | Code C | 33 | | | Configuration | | | Closed | 34 | | | Armor | \-9.6 | 13350 | Bonded Superdense (Armor ×2) | 35 | | | Environmental Protection (Vacuum) | \-3 | 960000 | | 36 | | Power Plant | Advanced Fusion | \-5.25 | 23650 | Code S | 37 | | Propulsion | Extreme Grav | \-6 | 240000 | Code S | 38 | | Fuel | Hydrogen | \-7.06 | 282.24 | Fuel capacity = 672 hours | 39 | | Controls | Advanced | \-2 | 10000 | Agility +1 | 40 | | | Autopilot | | 2000 | [Grav Vehicle-2](../book1/skills.md#grav-vehicle) | 41 | | Communications | Class IV | \-0.1 | 4000 | Continental (5000 km) | 42 | | Sensors | Basic Military | \-12 | 20000 | [Comms DM+0](../book1/skills.md#comms); Very Distant (50 km) | 43 | | Computer | Model 5 | 0 | 10000 | | 44 | | | Options | | 5000 | Hardened (fib) | 45 | | Accommodations | Extended Cockpit | \-4 | 2000 | Two crew (pilot, gunner) | 46 | | | Cramped Seat | \-16 | 8000 | 12 passengers, cramped | 47 | | | Basic Life Support | \-3 | 3500 | Last 10 days | 48 | | Armaments | Ring Weapon Mount, Powered | | 2150 | | 49 | | | Gun Shield | | 1400 | Armor 7 | 50 | | | Fusion Gun-TL 15 | \-3 | 200000 | | 51 | | Cargo | | \-24.99 | | | 52 | | **TOTALS** | | **0** | **3487282.24** | **Cr3,138,560 with Std Design Discount** | 53 | 54 | ## TL12 Grav Bike 55 | 56 | Using an open 0.5-ton chassis (0 Hull, 1 Structure, Armor 5), the Grav Bike is a light form of personal anti-gravity transport commonly used for rapid transit over planetary surfaces. It carries a Fusion power plant, Code B, and an Advanced Grav propulsion system, Code B, giving a top speed of 400kph, a cruising speed of 300kph, and an Agiliity DM of +1. 320 liters of Hydrogen support the power plant for 28 days. This vehicle is equipped with Basic controls, a Class IV communication system (Continental), and a Model 3 computer. It also comes equipped with Autopilot (Grav Vehicle-1). There is one basic cockpit. Cargo capacity is 2.21 kiloliters. The vehicle requires a crew of one: the pilot. The vehicle cannot carry any additional passengers. The vehicle costs KCr41.390 (including discounts and fees) and takes 5 hours to build. 57 | 58 | | Category | Component | Spaces | Price(Cr) | Notes | 59 | | --- | --- | --- | --- | --- | 60 | | Chassis | Base | 6 | 1850 | Code 3 | 61 | | | Configuration | | \-185 | Open | 62 | | Power Plant | Fusion | \-0.15 | 300 | Code B | 63 | | Propulsion | Advanced Grav | \-0.23 | 30000 | Code B | 64 | | Fuel | Hydrogen | \-0.32 | 12.902 | Fuel capacity = 672 hours | 65 | | Controls | Basic | \-1 | 0 | Agility +0 | 66 | | | Autopilot | | 7000 | [Grav Vehicle-1](../book1/skills.md#grav-vehicle) | 67 | | Communications | Class IV | \-0.1 | 4000 | Continental (5000 km) | 68 | | Computer | Model 3 | 0 | 2000 | | 69 | | Accommodations | Basic Cockpit | \-2 | 1000 | One crew (pilot) | 70 | | Cargo | | \-2.21 | | | 71 | | **TOTALS** | | **0** | **45977.9024** | **Cr41,390 with Std Design Discount** | 72 | 73 | ## TL11 Grav Floater 74 | 75 | Using an open one-ton chassis (0 Hull, 1 Structure, Armor 4), the Grav Floater is a floating platform designed for a single pilot. It carries an Early Fusion power plant, Code B, and a Grav propulsion system, Code B, giving a top speed of 100 kph, a cruising speed of 75 kph, and an Agility DM of +2. 170 liters of hydrogen support the power plant for 14 days. This vehicle is equipped with Advanced controls, a Class III communication system (Regional), standard sensors (DM -4), and a Model 1 computer. It also comes equipped with Autopilot (Grav Vehicle-1). There is a basic cockpit. Cargo capacity is 4.39 kiloliters. The vehicle requires a crew of one, the pilot. The vehicle cannot carry any additional passengers. The vehicle costs KCr30,580 (including discounts and fees) and takes 9 hours to build. 76 | 77 | | Category | Component | Spaces | Price(Cr) | Notes | 78 | | --- | --- | --- | --- | --- | 79 | | Chassis | Base | 12 | 2400 | Code 5 | 80 | | | Configuration | | \-240 | Open | 81 | | Power Plant | Early Fusion | \-0.26 | 300 | Code B | 82 | | Propulsion | Grav | \-0.12 | 6000 | Code B | 83 | | Fuel | Hydrogen | \-0.17 | 6.96 | Fuel capacity = 336 hours | 84 | | Controls | Advanced | \-2 | 10000 | Agility +1 | 85 | | | Autopilot | | 7000 | [Grav Vehicle-1](../book1/skills.md#grav-vehicle) | 86 | | Communications | Class III | \-0.05 | 2000 | Regional (500 km) | 87 | | Sensors | Standard | \-3 | 5000 | [Comms DM-4](../book1/skills.md#comms) | 88 | | Computer | Model 1 | \-0.01 | 500 | | 89 | | Accommodations | Cockpit, basic | \-2 | 1000 | One crew | 90 | | Cargo | | \-4.39 | | | 91 | | **TOTALS** | | **0** | **33966.96** | **Cr30,580 with Std Design Discount** | 92 | 93 | ## TL9 Grav Tank 94 | 95 | Using a closed 8-ton chassis (1 Hull, 2 Structure, Armor 9), the Grav Tank is a popular TL9 military grav vehicle for resolving planetary surface conflicts. It carries an Early Fusion power plant, Code S, and a Grav propulsion system, Code S, giving a top speed of 500kph, a cruising speed of 375kph and an Agility DM of +1. 14.11 kiloliters of hydrogen support the power plant for 28 days. This vehicle is equipped with Advanced controls, a Class IV communication system (Continental), Basic Civilian sensors (DM -2), and a Model 1/fib computer. It also comes equipped with Autopilot (Grav Vehicle-0). There is one extended cockpit and twelve cramped seats. The vehicle has one weapon point, bearing a small turret armed with a Beam Laser-TL 9. The Grav Tank is equipped with environmental protection (vacuum) and basic life support for 10 days. Cargo capacity is 12.18 kiloliters. The chassis is additionally armored with Titanium Steel (×2). The vehicle requires a crew of two: one pilot, one gunner. The vehicle can carry up to 12 additional passengers in cramped seats. The vehicle costs KCr1,469.400 (including discounts and fees) and takes 432 hours (18 days) to build. 96 | 97 | | Category | Component | Spaces | Price(Cr) | Notes | 98 | | --- | --- | --- | --- | --- | 99 | | Chassis | Base | 96 | 13350 | Code C | 100 | | | Configuration | | | Closed | 101 | | | Armor | \-9.6 | 2670 | Titanium Steel (Armor ×2) | 102 | | | Environmental Protection (Vacuum) | \-3 | 960000 | | 103 | | Power Plant | Early Fusion | \-10.5 | 11825 | Code S | 104 | | Propulsion | Grav | \-12 | 600000 | Code S | 105 | | Fuel | Hydrogen | \-14.11 | 564.48 | Fuel capacity = 672 hours | 106 | | Controls | Advanced | \-2 | 10000 | Agility +1 | 107 | | | Autopilot | | 2000 | [Grav Vehicle-1](../book1/skills.md#grav-vehicle) | 108 | | Communications | Class IV | \-0.1 | 4000 | Continental (5000 km) | 109 | | Sensors | Basic Civilian | \-6 | 10000 | [Comms DM-2](../book1/skills.md#comms); Distant (5 km) | 110 | | Computer | Model 1 | \-0.01 | 500 | | 111 | | | Options | | 250 | Hardened (fib) | 112 | | Accommodations | Extended Cockpit | \-4 | 2000 | Two crew (pilot, gunner) | 113 | | | Cramped Seats | \-16 | 8000 | 12 passengers, cramped | 114 | | | Basic Life Support | \-3 | 3500 | Lasts 10 days | 115 | | Armaments | Turret (Small) | \-0.5 | 4000 | | 116 | | | Beam Laser-TL 9 | \-3 | 100000 | | 117 | | Cargo | | \-12.18 | | | 118 | | **TOTALS** | | **0** | **1632659.48** | **Cr1,469,400 with Std Design Discount** | 119 | 120 | ## TL9 Speeder 121 | 122 | Using a closed 2-ton chassis (0 Hull, 1 Structure, Armor 3), the Speeder is a grav-powered craft intended for high speed transit across a planetary surface. The Speeder’s chassis is streamlined. It carries an Early Fusion power plant, Code E, and a Grav propulsion system, Code E, giving a top speed of 1000kph, a cruising speed of 750kph and an Agility DM of +2. 810 liters of hydrogen support the power plant for 28 days. This vehicle is equipped with Advanced controls, a Class IV communication system (Continental), Basic Civilian sensors (DM -2), and a Model 1 computer. It also comes equipped with Autopilot (Grav Vehicle-0). There is one extended cockpit. The Speeder comes compete with an entertainment system. This vehicle is equipped with environmental protection (vacuum) and basic life support for 10 days. Cargo capacity is 2.43 kiloliters. The vehicle requires a crew of one: the pilot. The vehicle can carry up to one additional passenger in the extended cockpit. The vehicle costs KCr330.250 (including discounts and fees) and takes 18 hours to build. 123 | 124 | | Category | Component | Spaces | Price(Cr) | Notes | 125 | | --- | --- | --- | --- | --- | 126 | | Chassis | Base | 24 | 3550 | Code 6 | 127 | | | Configuration | | | Closed | 128 | | | Options | | 17750 | Streamlined | 129 | | | Environmental Protection (Vacuum) | \-3 | 240000 | | 130 | | Power Plant | Early Fusion | \-1.25 | 1425 | Code E | 131 | | Propulsion | Grav | \-1.4 | 70000 | Code E | 132 | | Fuel | Hydrogen | \-0.81 | 32.256 | Fuel capacity = 672 hours | 133 | | Controls | Advanced | \-2 | 10000 | Agility +1 | 134 | | | Autopilot | | 2000 | [Grav Vehicle-0](../book1/skills.md#grav-vehicle) | 135 | | Communications | Class IV | \-0.1 | 4000 | Continental (5000 km) | 136 | | Sensors | Basic Civilian | \-6 | 10000 | [Comms DM-2](../book1/skills.md#comms); Distant (5 km) | 137 | | Computer | Model 1 | \-0.01 | 500 | | 138 | | Accommodations | Extended Cockpit | \-4 | 2000 | Two crew (pilot, gunner) | 139 | | | Basic Life Support | \-3 | 3500 | Last 10 days | 140 | | Additional Components | Entertainment System | \-0 | 200 | | 141 | | Cargo | | \-2.43 | | | 142 | | **TOTALS** | | **0** | **366957.256** | **Cr330,250 with Std Design Discount** | 143 | -------------------------------------------------------------------------------- /src/book3/adventures.md: -------------------------------------------------------------------------------- 1 | # Chapter 17: Adventures 2 | 3 | Players in a Cepheus Engine universe are adventurers, plain and simple. They will seek out experiences and exploits, reveling in the thrill and excitement that comes from the pursuit of their goals. Cepheus Engine adventures encompass the potential for adventure that can be found in classic era science fiction. The opportunities are virtually limitless, restricted only by the circumstances of the scenario and the capabilities of the characters. The Referee generates and adjudicates encounters that make up the building blocks of these adventures. As the characters move from one adventure to the next, the stories create a campaign, set against a universe of the Referee's creation. Therein lays the core of a great roleplaying game experience. 4 | 5 | ## Conflict 6 | 7 | Stories are about conflict. Conflict doesn't have to be violent, but without a struggle of some kind, there is no story, and without a story, there is no true sense of adventure. The key to a great adventure is conflict. As a Referee, you should make sure you have conflict, and that the player characters are directly involved in that conflict. If there isn't any conflict, you lose the impetus for action. If the player characters aren't directly involved, they are just watching a story, which sounds more like a movie or a play than a roleplaying game. 8 | 9 | Conflict doesn't have to be physical combat. It could just as easily be political or corporate intrigue, achieving a specific goal before the protagonist can either get there first or stop the characters from succeeding, handling courtly issues of a noble or legal nature, negotiating a diplomatic resolution to a larger conflict, and much more. 10 | 11 | ## The Plot 12 | 13 | The plot of the adventure is essentially the synopsis of the events that will transpire over the course of the adventure. You should be able to sum up the plot of your adventure in one sentence. Knowing your plot before you begin creating the adventure provides focus and direction, and creates context for the scenes you will create for your adventure. 14 | 15 | If you have problems in coming up with a plot for your adventure, you might look into Polti's "The Thirty-Six Dramatic Situations." It's an extensive list of basic plots that you can use as the basis for your own stories and adventures. 16 | 17 | ## The EPIC Adventure System 18 | 19 | The Epic Adventure System provides a way to design and organize adventures, that incorporates enough flexibility that the player characters have the 'freedom to roam' without causing the Referee nightmares. An Epic Adventure is broken down into 6 parts: 20 | 21 | - Cast of Characters 22 | - Background 23 | - Minor Scenes 24 | - Plot Keys 25 | - Chapters 26 | - Adventure Checklist 27 | 28 | ### The Cast of Characters 29 | 30 | The Cast of Characters describes the major characters encountered in the course of the adventure. 31 | 32 | ### The Background 33 | 34 | The Background section provides the Referee with the background information necessary to properly run the adventure, and lays the groundwork for introducing this adventure to the players. 35 | 36 | ### Minor Scenes 37 | 38 | Minor Scenes (usually just referred to as 'Scenes') or just Scenes, are encounters or events that involve the player characters in some form. Many are directly related to the adventure, and may provide clues, equipment, or other information and materials needed to eventually complete the adventure. Others are merely to provide diversion and amusement. Scenes, unless noted in their descriptions, do not need to be played in any particular order, and may be sprung upon the player characters when the Referee deems appropriate. 39 | 40 | ### Plot Keys 41 | 42 | Plot Keys (or simply 'Keys') make up the heart of the storyline for the adventure. They contain vital pieces to the plot that must be played for the adventure to make any sense to the players in the end. You may play any number of Scenes before and after each Plot Keys, but all of the Plot Keys should eventually be completed in their proper order. 43 | 44 | ### Chapters 45 | 46 | A Chapter (or 'Act') is made up of one of more Plot Keys, and probably one or more Scenes. They outline the plot to the Referee, and provide tips and information for playing the Scenes and Plot Keys that are contained in the Chapter. In order to complete a Chapter, each Plot Key within must be completed. Each Chapter must be completed, and played in order to successfully run the adventure. 47 | 48 | Because of the 'cinematic' nature of an EPIC adventure, it is easy for the Referee to allow the player characters to temporarily deviate from the current adventure storyline to follow a false lead or pursue another short adventure that has interested them. When the player characters are ready to return to this adventure plot line, simply pick up with the next Scene. 49 | 50 | ### Adventure Checklist 51 | 52 | The Adventure Checklist provides the Referees with a recommended guideline of the order in which various Scenes and Plot Keys in this adventure should be presented to the players. As the characters complete each Scene or Plot Key, the Referee simply checks it off the list. When every Plot Key in a Chapter has been played, that Chapter has been completed and the Referee may begin the first Scene in the next Chapter. 53 | 54 | You will note that not every Minor Scene is included in the Checklist. This allows Referees who would like to use the Checklist, but would like to change things a little bit to swap out scenes, or include their own custom scenes. If you feel comfortable in letting your characters stray from the order of the Checklist, you may determine the 'cinematic' order of the scenes as you see fit, or use a weekly events chart like the Example Weekly Event table to determine the course of events. 55 | 56 | This example weekly events chart has been created for an adventure in which the characters spend several weeks in the outback searching for lost ruins in the hope of finding historical artifacts. 57 | 58 | | 2D6 | Weekly Event | 59 | | --- | --- | 60 | | 2-8 | Play a Minor Scene/Find a Ruin | 61 | | 9-11 | Starport Run. The Professor has an errand requiring the characters to go to the local starport for the week. | 62 | | 12 | Plot Key | 63 | 64 | Explanation of Example Weekly Event entries: 65 | 66 | **Play a Minor Scene:** Select one of the Minor Scenes and run the scene as directed. 67 | 68 | **Starport Run:** This is an excuse and opportunity to bring in sideline encounters, patrons and scenarios unrelated to this adventure. 69 | 70 | **Play a Plot Key:** Plot Keys should be plays in the correct order for the adventure to make sense to the players. If you change the order of the Plot Keys, you should be sure to adjust the other scenes to ensure that the adventure flows properly and makes sense. 71 | 72 | ## Adventures in Five Acts 73 | 74 | Many satisfying adventures have been inspired by the five-act structure of literary and dramatic creations. Made famous by Gustav Freytag's analysis of Shakespearean plays, the five-act structure lends itself well to basic adventures with only minor modifications. 75 | 76 | At its core, the five-act structure for adventures depends on five major scenes or Plot Keys: the Story Hook and Challenge, the Escalation, the Complication, the Climax and finally the Reward. Even though this structure is based on five Plot Keys, you can easily add or subtract as many minor scenes as the adventure you're creating calls for. Don't be afraid to deviate from this pattern as you become more comfortable with adventure creation. 77 | 78 | ### The Story Hook 79 | 80 | The key to the opening scene of any adventure is action. The story hook Plot Key should therefore be an action scene, involving either combat or some form of physical challenge. This draws the characters into the main conflict of the adventure's plot, and introduces the party to agents of the main antagonist. As this scene is wrapping up, you can either provide clues to the direction of the next Plot Key, or introduce a minor scene that ultimately points the party in the direction of the final climax of the adventure. 81 | 82 | ### The Escalation 83 | 84 | Now that you've met the needs of your more action-oriented players, you should create a series of roleplaying scenes or puzzle challenges that further escalate the plot, leading ultimately to a Plot Key that helps the players form a plan of attack for reaching the climax of the adventure. This allows non-combat characters an opportunity to shine. Investigation and information gathering make for excellent scenes in this regard. In addition, it provides the full roleplaying experience to the players, emphasizing why the group is playing a roleplaying game instead of a board game. 85 | 86 | ### The Complication 87 | 88 | Nothing is ever as straight-forward as it seems. The third major Plot Key introduces a complication to the party in fulfilling the needs of the plot. This Plot Key often requires the characters to expend resources, forcing them to decide on whether to spend their resources on this particular challenge or the big climactic challenge that is coming up next. In addition, this scene often introduces a plot twist or restriction that makes the resolution of this challenge and/or the climax that much harder. 89 | 90 | ### The Climax 91 | 92 | This Plot Key is the final showdown, the final fight with the primary antagonist of this story and his minions. This scene is most often a big fight or confrontation, but under the right circumstances, it could be a social or mental challenge instead. This is the big scene where everyone should have a chance to shine. It is suggested that this scene require a challenge more complex than "kill everyone", even if it's as simple as "kill everyone without any collateral damage to property or other persons". If the climax is a combat scene, the site for the climax should also include at least two different terrain features, to provide for some interesting situations that make such scenes memorable. While you don't want to overdo yourself, you also want to make this scene feel more exciting or important than the other scenes in the adventure. 93 | 94 | ### The Reward 95 | 96 | This scene is the dénouement, where the plot is wrapped up and the characters receive their reward for their victory, or experience the consequences of their failure, on those occasions where things didn't necessarily work out. Often in Cepheus Engine adventures, the reward is monetary. However, characters might instead earn titles, receive ship shares, gain political support, earn some form of social advantage, recover lost or hidden information, or even learn a campaign secret that could change the face of the world forever. Sometimes, there's a final plot twist here, such as a secret guardian guarding the reward or a false reward serving as a distraction from the true reward of the adventure. If you have ideas for a future scenario you'd like to offer the players, you can even drop the first hints of things to come in the reward scene, giving the characters motivation to pursue the clues that may well lead to their next daring adventure. 97 | 98 | ### Other Suggestions 99 | 100 | When creating your own adventures, keep things dense and concise. You will find that players have a knack for complicating things all by themselves, so don't feel a need to include a lot of false leads and irrelevant details. You can always improvise the additional of extra scenes as the need arises, but it is hard to work around a large number of required scenes if the adventurers suddenly take the adventure in a totally different direction. 101 | 102 | ## The Three-Dimensional Campaign 103 | 104 | Unless you're running a "one-shot" adventure, put in the effort to keep your setting, plot and adventure three-dimensional. That is, even if your campaign has a very strong overarching plot, not everything has to be tied in it directly. For example, if your campaign revolves around a massive struggle between two interstellar polities, there should be some NPCs, sub-plots, protagonists and even organizations that don't work directly (if at all) for any side of the overarching conflict. Not every protagonist in your game has to serve the enemy government, and not all good guys have to get along together very well. 105 | 106 | The reason for this, besides realism, is that both you and your players will eventually want to take a break from the main plot and do something else, especially during a long campaign. Sometimes you'll want, say, to steal a high-tech prototype, and that research facility belongs to a third interstellar government that remains outside the overarching conflict; sometimes you'll just want to explore an old, forgotten ruin uncovered in the wilderness of a backwater planet, a place unrelated to the main plot. Besides, making two factions work together against a common enemy despite hating each other with a passion could be a cool adventure, and so could be playing one opposing faction against another without getting caught. 107 | 108 | ### The Rule of Three 109 | 110 | As a general rule of a thumb when creating background elements involved in conflicts, such as organizations, factions, political figures, etc., you will best be served by creating three of them. For example, when you're designing a power struggle in an interstellar government, you should probably have three factions. The typical war can be created with three opposing sides, even if one of them is simply a large band of pirates with goals at odds with the two "official" sides. Creating three elements vying for the same goal creates a greater degree of dynamic complexity, allowing for adventures that explore the different relationships between the three elements without reducing the conflict to a simple "black-and-white", two-dimensional confrontation. Three sides give you plenty of opportunity to explore shifting alliances, subversive practices, negotiations, alternate paths to personal success and greater variety in your scenarios. 111 | -------------------------------------------------------------------------------- /src/book3/social-encounters.md: -------------------------------------------------------------------------------- 1 | # Chapter 14: Social Encounters 2 | 3 | In the Cepheus Engine, an encounter is defined as an unexpected or casual meeting with someone or something. A large part of the Referee's job is the administration of encounters. Through encounters, the Referee presents information, opportunities and conflicts for the players to interact with, which is the core of any gaming session. 4 | 5 | There are a number of different types of social encounters: routine, legal, patron, random, rumor and scenario. The Encounter Types Overview table offers suggestions on the frequency of various encounters, and the chance associated with the occurrence of such an encounter. 6 | 7 | **Encounter Tables:** This chapter provides a number of encounter tables to serve as inspiration for the Referee. The Referee is encouraged to create tables more in line with their Cepheus Engine universe or with the specific adventure they are running. 8 | 9 | | Encounter Type | Frequency | Chance | 10 | | --- | --- | --- | 11 | | Routine | As needed | As needed | 12 | | Scenario | As needed | As needed | 13 | | Legal | Daily | Law Level or less on 2D6 | 14 | | Random | Daily | 8+ on 2D6 | 15 | | Patron | Weekly | 9+ on 2D6 | 16 | | Rumor | Weekly | 7+ on 2D6 | 17 | 18 | ## Routine Encounters 19 | 20 | Routine encounters involve meeting normal people while doing normal activities, such as interviewing potential crew members in a starport diner or buying new ammunition from the clerk in a gun shop. Such scenes are rarely important in and of themselves. From a roleplaying perspective, routine encounters create a background of expected behavior that makes scenario encounters and random encounters stand out in comparison because of their unexpected content. Routine encounters help move characters logically from the time and place of one important scene to the next. 21 | 22 | ## Scenario Encounters 23 | 24 | Within the Cepheus Engine rules, an adventure is defined as a story for players to experience, comprised of a series of related scenes or encounters. These related encounters are called scenario encounters, because they serve to further the plot of the adventure toward its climax. The Referee creates scenario encounters as dictated by the story they will tell. 25 | 26 | ## Random Encounters 27 | 28 | Random encounters offer players a sense of variety in their gaming experience. These colorful encounters often include individuals pursuing goals that are unrelated to those of the adventurers themselves. From a roleplaying perspective, random encounters help create the illusion of a universe that exists outside of the adventurers' experiences, thus creating a sense of verisimilitude. 29 | 30 | Random encounters can be determined by rolling a D66 on a table such as the Random Encounters table presented in these rules. Unique tables might be created for specific worlds or adventures. As with other social encounters, non-player character reactions may be determined randomly by the Referee or selected according to the nature of the situation. 31 | 32 | | D66 | Encounter | 33 | | --- | --- | 34 | | 11 | Adventurers | 35 | | 12 | Alien Starship Crew | 36 | | 13 | Ambushing Brigands | 37 | | 14 | Bandits | 38 | | 15 | Beggars | 39 | | 16 | Belters | 40 | | 21 | Drunken Crew | 41 | | 22 | Fugitives | 42 | | 23 | Government Officials | 43 | | 24 | Guards | 44 | | 25 | Hunters and Guides | 45 | | 26 | Law Enforcers on Patrol | 46 | | 31 | Local Performers | 47 | | 32 | Maintenance Robots | 48 | | 33 | Merchants | 49 | | 34 | Military Personnel on Leave | 50 | | 35 | Noble with Retinue | 51 | | 36 | Peasants | 52 | | 41 | Political Dissident | 53 | | 42 | Potential Patron | 54 | | 43 | Public Demonstration | 55 | | 44 | Religious Pilgrims | 56 | | 45 | Reporters | 57 | | 46 | Researchers | 58 | | 51 | Riotous Mob | 59 | | 52 | Security Troops | 60 | | 53 | Servant Robots | 61 | | 54 | Soldiers on Patrol | 62 | | 55 | Street Vendors | 63 | | 56 | Technicians | 64 | | 61 | Thugs | 65 | | 62 | Tourists | 66 | | 63 | Traders | 67 | | 64 | Vigilantes | 68 | | 65 | Workers | 69 | | 66 | Referee's Choice | 70 | 71 | ## Legal Encounters 72 | 73 | Legal encounters involve interactions with local planetary law enforcement. Some worlds have stricter laws than others. This is represented by the world's Law Level value. The higher the Law Level, the more likely that offworld visitors will be harassed by local law enforcement. When the Referee determines that a legal encounter happens, a local police officer will stop the adventurers and require identification. Further complications are at the Referee's discretion. 74 | 75 | ## Patron Encounters 76 | 77 | A patron is a non-player character that gives financial or other support to a person, organization, cause, or activity. Referees often use patrons as a tool to attempt to engage player characters in adventures. Patron encounters represent the beginning of an open-ended adventure idea, aka the hook. The patron provides the mission that serves as the basis for an adventure, as well as the reward for successfully completing it. 78 | 79 | Adventurers frequently seek out patrons as a source of employment. Less frequently, a patron may seek out the adventurers, based on their reputation. The Referee may roll a D66 on the Patron Encounters table or create one independently. Unique Patron Encounter tables might be created for specific worlds or adventures. 80 | 81 | | D66 | Potential Patron | 82 | | --- | --- | 83 | | 11 | Agent | 84 | | 12 | Athlete | 85 | | 13 | Barbarian | 86 | | 14 | Belter | 87 | | 15 | Broker | 88 | | 16 | Bureaucrat | 89 | | 21 | Celebrity | 90 | | 22 | Colonist | 91 | | 23 | Con Artist | 92 | | 24 | Corporate Executive | 93 | | 25 | Courier | 94 | | 26 | Diplomat | 95 | | 31 | Drifter | 96 | | 32 | Educator | 97 | | 33 | Entertainer | 98 | | 34 | Financier | 99 | | 35 | Fugitive | 100 | | 36 | Hijacker | 101 | | 41 | Hunter | 102 | | 42 | Marine | 103 | | 43 | Mercenary | 104 | | 44 | Merchant | 105 | | 45 | Navy | 106 | | 46 | Noble | 107 | | 51 | Physician | 108 | | 52 | Pirate | 109 | | 53 | Politician | 110 | | 54 | Rogue | 111 | | 55 | Scientist | 112 | | 56 | Scout | 113 | | 61 | Smuggler | 114 | | 62 | System Defense Officer | 115 | | 63 | Technician | 116 | | 64 | Terrorist | 117 | | 65 | Tourist | 118 | | 66 | Referee's Choice | 119 | 120 | ### Format for Patron Encounters 121 | 122 | Some Referees prefer to "wing it," and consider little more than a patron's name and the mission at hand. However, for those seeking a more detailed way of creating reusable patron encounters, the Cepheus Engine rules offers a fairly comprehensive format for recording patron encounters. This format identifies five specific elements for a given patron. These are: 123 | 124 | - The patron's name and role. Names can be changed if the patron encounter is reused. 125 | - The skills and resources required to complete the mission 126 | - The suggested reward for the mission 127 | - The mission as described to the characters 128 | - What's really going on. Several possible variants are presented – either pick or roll for which is the real situation. This is the key element that allows reusability. 129 | 130 | Here is an example of a patron encounter captured in this format: 131 | 132 | #### Bruce Ayala, Interplanetary Playboy 133 | 134 | - **Required:** Investigate, Streetwise; No special equipment required. 135 | - **Reward:** Cr500 a day, plus expenses; minimum of two weeks. 136 | 137 | ##### Players' Information 138 | 139 | Word on the street is that the famous holovid star and interplanetary playboy Bruce Ayala is cruising the local bar scene. That night, Bruce Ayala, along with his entourage of publicists and models, staggers into the same locale as the party and buys a round for every offworlder. Over the course of the evening, he continually hounds the party for details of their exploits, always comparing their adventures to roles he's portrayed. Late into the evening, Ayala corners one of the party members and offers the crew a job, if it can be handled with discretion. He provides contact information, and arranges a meeting to discuss terms, if they are interested. 140 | 141 | ##### Referee's Information 142 | 143 | When Bruce Ayala achieved system-wide fame as a holovid star, he admits that it went right to his head, and it cost him the love of a wonderful young woman by the name of Martha McKernan. He's kept tabs on Martha over the years through private investigators and the like, one of whom has reported that she's gone missing a few days ago. Ayala wants to hire the party to discretely investigate Martha's disappearance, locate the young woman and rescue her from whatever situation she might be in. He's concerned that his current media distributor, Penultimate Productions, have pulled something, as he has been secretly planning to sign a new contract with a competitor, System Media Studios. That represents a great loss for Penultimate Productions, and Ayala feels that they are not above coercion to insure the holovid star continues to bring them money. In all of the options presented below, further development is left to the discretion of the Referee. 144 | 145 | 1. All is as it appears. Bruce Ayala is correct; Penultimate Productions has discovered their star's clandestine plans. Slowly moving away from the verge of bankruptcy, the media distributor owes their recovery to Bruce Ayala's success in the box office. Worried that the star's departure could cost them everything, the executive producers have hired thugs to kidnap Martha McKernan and use her to force him to extend his current contract. 146 | 2. Sadly, Bruce Ayala is incorrect. His own agent, Cornelius Brass, has a gambling problem, a huge gambling problem. He's fallen in so much debt to the local crime syndicate that they've started threatening his life and the lives of his family, and the man has become desperate. Brass has arranged for the kidnapping of Martha McKernan, hoping to ransom her to enough Credits to pay off his debt and tuck away a tidy bankroll so he can continue his gambling habit. 147 | 3. Bruce Ayala has been less than truthful. He's been stalking the innocent Martha McKernan for years, using his fame and fortune to attempt to force her into marrying him. In an act of desperation, Martha has gone on the run, trying to make her way out of the star system undetected in an effort to find safety from Ayala's overwhelming attentions. 148 | 4. System Media Studios has kidnapped Martha McKernan as a form of leverage to use on Bruce Ayala in the event he changes his mind and backs out of the secret negotiations. They believe he is unaware of her disappearance, and only intend to reveal her status as a prisoner should he start entertaining the thought of extending his current contract with Penultimate Productions. 149 | 5. Martha McKernan has watched Bruce Ayala's meteoric rise to success with envy and jealousy. She feels scorned by the holovid star, and every image of Bruce Ayala with some starlet has pushed her further into the depths of hatred and loathing. Martha has arranged her own "kidnapping", so that she can demand a costly ransom from Bruce. Any extended contact with Martha will reveal that she is not completely sane, and will likely go to extreme lengths to harm and humiliate Bruce Ayala. 150 | 6. Martha McKernan is actually on vacation, hiking deep in a wilderness preserve to get away from civilization for a few weeks. Edmund Sang, a private investigator employed by Bruce Ayala, has reported her missing simply to get more money from Mr. Ayala to "locate" her. When the party shows up and begins investigating, he realizes that he might get caught and so desperately attempts to redirect them, to avoid having his deception discovered. Sang's efforts to create a false trail points to the local crime syndicate, who do not take kindly to the party investigating their illicit activities looking for a girl they've never heard of. 151 | 152 | ## Rumors 153 | 154 | Rumors are best thought of as encounters with information rather than with people or events. Rumors often fill one of two different roles: they plant the seed for a potential new adventure, or they provide background information that makes the universe seem larger than just the character's experiences. Rumors can take many forms, including, but not limited to, graffiti on the walls, newspaper or online articles, overheard conversations, secret notes, and televised broadcasts. 155 | 156 | Because rumors are encounters with information, the player character has no patron should they decide to pursue the rumor itself. If the matter doesn't pan out, the player character has no one to blame but himself. However, given the promise of potential reward, enterprising characters are likely to attempt to exploit the information they've uncovered. 157 | 158 | Random encounters are often determined by rolling a D66 on a table such as the Random Rumor Content table presented in these rules. As with other encounter types, unique tables might be created for specific worlds or adventures. 159 | 160 | | D66 | Encounter | 161 | | --- | --- | 162 | | 11 | Background information | 163 | | 12 | Background information | 164 | | 13 | Broad background information | 165 | | 14 | Broad background information | 166 | | 15 | Broad background information | 167 | | 16 | Completely false information | 168 | | 21 | General location data | 169 | | 22 | General location data | 170 | | 23 | General location data | 171 | | 24 | Helpful data | 172 | | 25 | Important fact | 173 | | 26 | Information leading to trap | 174 | | 31 | Library data reference | 175 | | 32 | Library data reference (general information) | 176 | | 33 | Library data reference (general information) | 177 | | 34 | Major fact | 178 | | 35 | Major fact | 179 | | 36 | Minor fact | 180 | | 41 | Minor fact | 181 | | 42 | Misleading background data | 182 | | 43 | Misleading background data | 183 | | 44 | Misleading background information | 184 | | 45 | Misleading background information | 185 | | 46 | Misleading background information | 186 | | 51 | Misleading clue | 187 | | 52 | Obvious clue | 188 | | 53 | Partial (potentially misleading) fact | 189 | | 54 | Reliable recommendation to action | 190 | | 55 | Specific background data | 191 | | 56 | Specific background data | 192 | | 61 | Specific location data | 193 | | 62 | Specific location data | 194 | | 63 | Terminology | 195 | | 64 | Veiled clue | 196 | | 65 | Veiled clue | 197 | | 66 | Referee's Choice | 198 | 199 | ## Influencing Attitudes 200 | 201 | The Referee determines the starting attitude of any character the characters encounter during the game. The characters can then try to influence the character's attitude using Social Standing and various interaction skills, such as [Liaison](../book1/skills.md#liaison) and [Carousing](../book1/skills.md#carousing). The Attitude Descriptions table describes the effects of character attitudes. 202 | 203 | | Attitude | Means | Possible Actions | 204 | | --- | --- | --- | 205 | | Hostile | Will take risks to oppose you | Attack, interfere, berate, flee | 206 | | Unfriendly | Wishes you ill | Mislead, gossip, avoid, watch suspiciously, insult | 207 | | Indifferent | Doesn't care either way | Socially acceptable interaction | 208 | | Friendly | Wishes you well | Chat, advise, offer limited help, advocate | 209 | | Helpful | Will take risks to aid you | Protect, back up, heal, aid, support | 210 | 211 | Characters can attempt to improve another's attitude, using a Difficult (-2) Social Standing-based check using the appropriate skill, usually [Liaison](../book1/skills.md#liaison). With a success, the character's attitude is improved by one step; with an exceptional success, the attitude improves by two steps. Note that a particularly bad influence check can actually make a character's attitude worse. On an exceptional failure, the character's attitude shifts one step more Hostile. In general, a character can attempt to influence another character only once in any given scene. 212 | 213 | Players get to choose their characters' attitudes, and so interaction skills cannot force a player-character to behave in a specific way. Typically, the only way a player character can be forced into a particular behavior is through the use of psionics or some other external force. 214 | -------------------------------------------------------------------------------- /src/tools/world.js: -------------------------------------------------------------------------------- 1 | /** 2 | * Represents a Cepheus Engine world. 3 | * @typedef {Object} World 4 | * @property {string} [name="WorldName"] - The world's name. Defaults to "WorldName" if not supplied. 5 | * @property {string} [uwp] - The world's Universal World Profile (A123456-7). Automatically generated randomly if not supplied. 6 | * @property {string} [bases] - Naval/Scout/Pirate bases single-letter code. Automatically derived from UWP if not supplied. 7 | * @property {string} [remarks] - The world's Trade Codes. Automatically derived from UWP if not supplied. 8 | * @property {string} [travelZone] - Single-letter Amber or Red travel zone identifier. Automatically derived from UWP if not supplied. 9 | * @property {string} [pbg] - Population Modifier/Planetoid Belts/Gas Giants. Automatically derived from UWP if not supplied. 10 | * @property {string} [allegiance="Na"] - Two-letter allegiance code. Defaults to the non-aligned "Na" code if not supplied. 11 | * @property {string} [stellarData=""] - The world's stellar data. Defaults to an empty string if not supplied. 12 | */ 13 | class World { 14 | constructor(name, uwp, bases, remarks, travelZone, pbg, allegiance, stellarData) { 15 | this.name = name ? name : "WorldName"; 16 | this.uwp = uwp ? uwp : generateUwp(); 17 | this.bases = bases ? bases : generateBases(this.uwp); 18 | this.remarks = remarks ? remarks : generateTradeCodes(this.uwp); 19 | this.travelZone = travelZone ? travelZone : generateTravelZone(this.uwp); 20 | this.pbg = pbg ? pbg : generatePbg(this.uwp); 21 | this.allegiance = allegiance ? allegiance : "Na"; 22 | this.stellarData = stellarData ? stellarData : ""; 23 | } 24 | print() { 25 | return `${this.uwp} ${this.bases} ${this.remarks.padEnd(16, " ")} ${this.travelZone} ${this.pbg} ${this.allegiance} ${this.stellarData}`; 26 | } 27 | } 28 | 29 | // Iterator that returns a World object with each next() until it exhausts its list of world names. 30 | function* worldGenerator() { 31 | // Names from http://www.nameexoworlds.iau.org/, plus a few extras 32 | let names = [ 33 | "Abol", "Absolutno", "Agouto", "Ahra", "Aiolos", "Alasia", "Albmi", "Alef", "Amadioha", "Amansinaya", "Anadolu", "Ananuca", "Aniara", "Arber", "Arcalis", "Astrolabos", "Asye", "Atakoraka", "Aumatex", "Awasis", "Awohali", "Axolotl", "Ayeyarwady", "Babylonia", "Baekdu", "Bagan", "Baiduri", "Bambaruush", "Banksia", "Barajeel", "Batsu", "Beirut", "Belel", "Belenos", "Belisama", "Bendida", "Berehynia", "Bibha", "Bocaprins", "Boinayel", "Bosona", "Bran", "Bubup", "Buna", "Buru", "Caleuche", "Catalineta", "Cayahuanca", "Ceibo", "Chaophraya", "Chason", "Chechia", "Chura", "Citadelle", "Citala", "Cocibolca", "Cruinlagh", "Cuancoa", "Cuptor", "Danfeng", "Decastro", "Dilmun", "Dingolay", "Ditso", "Diwo", "Diya", "Dofida", "Dombay", "Dopere", "Drukyul", "Ebla", "Eburonia", "Eiger", "Emiw", "Enaiposha", "Equiano", "Eyeke", "Felixvarela", "Filetdor", "Finlay", "Flegetonte", "Fold", "Formosa", "Franz", "Funi", "Gakyid", "Ganja", "Gar", "Ggantija", "Gloas", "Gnomon", "Gokturk", "Guahayona", "Guarani", "Guatauba", "Gumala", "Haik", "Hairu", "Halla", "Hamarik", "Hiisi", "Hoggar", "Horna", "Hunahpu", "Hunor", "Ibirapita", "Illyrian", "Independance", "Inquill", "Intan", "Iolaus", "Irena", "Isagel", "Isli", "Itonda", "Ixbalanque", "Iztok", "Jebus", "Kaewkosin", "Kalausi", "Kamuy", "Karaka", "Kaveh", "Kavian", "Kereru", "Khomsa", "Koeia", "Koit", "Komondor", "Kosjenka", "Koyopa", "Kralomoc", "Krotoa", "Kua'kua", "Laligurans", "Leklsullun", "Lerna", "Lete", "Levantes", "Liesma", "Lionrock", "Lucilinburhuc", "Lusitania", "Macondo", "Madalitso", "Madriu", "Maeping", "Mago", "Magor", "Mahsati", "Makombe", "Makropulos", "Malmok", "Marohu", "Maru", "Mastika", "Matza", "Mazalaai", "Melquiades", "Mintome", "Moldoveanu", "Monch", "Montuno", "Morava", "Moriah", "Mouhoun", "Mpingo", "Mulchatna", "Muspelheim", "Nachtwacht", "Najsakopajk", "Nakanbe", "Naledi", "Naqaya", "Naron", "Nasti", "Natasha", "Negoiu", "Nenque", "Neri", "Nervia", "Nikawiy", "Noifasui", "Noquisi", "Nosaxa", "Nushagak", "Nyamien", "Onasilos", "Orkaria", "Parumleo", "Peitruss", "Perwana", "Petra", "Phailinsiam", "Phoenicia", "Pincoya", "Pipitea", "Pipoltr", "Pirx", "Poerava", "Pollera", "Puli", "Qingluan", "Ramajay", "Rapeto", "Regoc", "Riosar", "Rosalia", "Sagarmatha", "Samagiya", "Samaya", "Sansuna", "Santamasa", "Sazum", "Shama", "Sharjah", "Sika", "Sissi", "Solaris", "Staburags", "Sterrennacht", "Stribor", "Su", "Sumajmajta", "Surt", "Tahay", "Taika", "Tangra", "Tanzanite", "Tapecue", "Tassili", "Teberda", "Tevel", "Timir", "Tislit", "Toge", "Tojil", "Tondra", "Trimobe", "Tryzub", "Tuiren", "Tumearandu", "Tupa", "Tupi", "Tylos", "Ugarit", "Uklun", "Umbaassa", "Uruk", "Uuba", "Veles", "Victoriapeak", "Viculus", "Viriato", "Vlasina", "Vytis", "Wadirum", "Wangshu", "Wattle", "Wouri", "Xihe", "Xolotl", "Xolotlan", "Yanyan", "Yvaga", "Zembra", "Zembretta", 34 | "Erehwemos", "Lacipyt", "Victoria", "Albert", "Diavlo", "Grizel", "Indeep", "Pynchan", "Ranther", "Sainte Foy", "Sharmun", "Taldor", "Vendetierre" // these are "special" Traveller names :) 35 | ]; 36 | try { 37 | let usedNames = []; 38 | const MARKOV = new Markov(); // using https://www.npmjs.com/package/js-markov/v/2.0.3 39 | MARKOV.addStates(names); 40 | MARKOV.train(); 41 | while (true) { 42 | let newName = MARKOV.generateRandom(13); 43 | if (!usedNames.includes(newName)) { 44 | yield generateWorld(newName, true); 45 | usedNames.push(newName); 46 | } 47 | } 48 | } catch (error) { 49 | console.error(error); 50 | console.warn("Warning! Couldn't use Markov generator, after predefined worlds are exhausted, remainder will be named (Unnamed)."); 51 | for (let i = names.length - 1; i > 0; i--) { // shuffle the names 52 | const J = Math.floor(Math.random() * (i + 1)); 53 | [names[i], names[J]] = [names[J], names[i]]; 54 | } 55 | for (const NAME of names) { 56 | yield generateWorld(NAME, true); 57 | } 58 | while (true) 59 | yield generateWorld("(Unnamed)", true); // if the Markov generator fails, return "(Unnamed)" 60 | } 61 | } 62 | 63 | // Generates a Cepheus Engine UWP per the SRD rules 64 | function generateUwp() { 65 | // World Size 66 | const SIZE = roll() - 2; 67 | 68 | // Atmosphere 69 | let atmosphere = 0; 70 | if (SIZE != 0) { 71 | atmosphere = Math.max(0, Math.min(roll() - 7 + SIZE, 15)); 72 | } 73 | 74 | // Hydrographics 75 | let hydrographics = 0; 76 | if (SIZE > 1) { 77 | hydrographics = roll() - 7 + SIZE; 78 | if (atmosphere <= 1 || (atmosphere >= 10 && atmosphere <= 12)) { 79 | hydrographics -= 4; 80 | } else if (atmosphere == 15) { 81 | hydrographics -= 2; 82 | } 83 | hydrographics = Math.max(0, Math.min(hydrographics, 10)); 84 | } 85 | 86 | // World Population 87 | let population = roll() - 2; 88 | if (SIZE <= 2) 89 | --population; 90 | if (atmosphere >= 10) 91 | population -= 2; 92 | else if (atmosphere == 6) 93 | population += 3; 94 | else if (atmosphere == 5 || atmosphere == 8) 95 | ++population; 96 | if (hydrographics == 0 && atmosphere < 3) 97 | population -= 2; 98 | population = Math.max(0, Math.min(population, 10)); 99 | 100 | // Primary Starport 101 | let starport = roll() - 7 + population; 102 | if (starport <= 2) 103 | starport = "X"; 104 | else if (starport >= 11) 105 | starport = "A"; 106 | else { 107 | switch (starport) { 108 | case 3: 109 | case 4: 110 | starport = "E"; 111 | break; 112 | case 5: 113 | case 6: 114 | starport = "D"; 115 | break; 116 | case 7: 117 | case 8: 118 | starport = "C"; 119 | break; 120 | case 9: 121 | case 10: 122 | starport = "B"; 123 | break; 124 | } 125 | } 126 | 127 | // World Government 128 | let government = 0; 129 | if (population != 0) 130 | government = Math.max(0, Math.min(roll() - 7 + population, 15)); 131 | 132 | // Law Level 133 | let lawLevel = 0; 134 | if (government != 0) 135 | lawLevel = Math.max(0, Math.min(roll() - 7 + government, 15)); 136 | 137 | // Technology Level 138 | let technologyLevel = roll(1); 139 | switch (starport) { 140 | case "A": 141 | technologyLevel += 6; 142 | break; 143 | case "B": 144 | technologyLevel += 4; 145 | break; 146 | case "C": 147 | technologyLevel += 2; 148 | break; 149 | case "X": 150 | technologyLevel -= 4; 151 | break; 152 | } 153 | switch (SIZE) { 154 | case 0: 155 | case 1: 156 | technologyLevel += 2; 157 | break; 158 | case 2: 159 | case 3: 160 | case 4: 161 | ++technologyLevel; 162 | break; 163 | } 164 | switch (atmosphere) { 165 | case 0: 166 | case 1: 167 | case 2: 168 | case 3: 169 | case 10: 170 | case 11: 171 | case 12: 172 | case 13: 173 | case 14: 174 | case 15: 175 | ++technologyLevel; 176 | break; 177 | } 178 | switch (hydrographics) { 179 | case 0: 180 | case 9: 181 | ++technologyLevel; 182 | break; 183 | case 10: 184 | technologyLevel += 2; 185 | break; 186 | } 187 | switch (population) { 188 | case 1: 189 | case 2: 190 | case 3: 191 | case 4: 192 | case 5: 193 | case 9: 194 | ++technologyLevel; 195 | break; 196 | case 10: 197 | technologyLevel += 2; 198 | break; 199 | case 11: 200 | technologyLevel += 3; 201 | break; 202 | case 12: 203 | technologyLevel += 4; 204 | break; 205 | } 206 | switch (government) { 207 | case 0: 208 | case 5: 209 | ++technologyLevel; 210 | break; 211 | case 7: 212 | technologyLevel += 2; 213 | break; 214 | case 13: 215 | case 14: 216 | technologyLevel -= 2; 217 | break; 218 | } 219 | if ((hydrographics == 0 || hydrographics == 10) && population >= 6) 220 | technologyLevel = Math.max(4, technologyLevel); 221 | if (atmosphere == 4 || atmosphere == 7 || atmosphere == 9) 222 | technologyLevel = Math.max(5, technologyLevel); 223 | if (atmosphere <= 3 || (atmosphere >= 10 && atmosphere <= 12)) 224 | technologyLevel = Math.max(7, technologyLevel); 225 | if ((atmosphere == 13 || atmosphere == 14) && hydrographics == 10) 226 | technologyLevel = Math.max(7, technologyLevel); 227 | technologyLevel = Math.max(0, technologyLevel); 228 | 229 | return `${starport}${pseudoHex(SIZE)}${pseudoHex(atmosphere)}${pseudoHex(hydrographics)}${pseudoHex(population)}${pseudoHex(government)}${pseudoHex(lawLevel)}-${pseudoHex(technologyLevel)}`; 230 | } 231 | 232 | // Generates Naval/Scout/Pirate bases for a supplied UWP string 233 | function generateBases(uwp) { 234 | const STARPORT = uwp[0]; 235 | let navalBase = false; 236 | let scoutBase = false; 237 | let pirateBase = false; 238 | let bases = " "; 239 | switch (STARPORT) { 240 | case "A": 241 | navalBase = roll() >= 8 ? true : false; 242 | scoutBase = roll() - 3 >= 7 ? true : false; 243 | break; 244 | case "B": 245 | navalBase = roll() >= 8 ? true : false; 246 | scoutBase = roll() - 2 >= 7 ? true : false; 247 | break; 248 | case "C": 249 | scoutBase = roll() - 1 >= 7 ? true : false; 250 | break; 251 | case "D": 252 | scoutBase = roll() >= 7 ? true : false; 253 | break; 254 | } 255 | if (!navalBase && STARPORT != "A") 256 | pirateBase = roll() >= 12 ? true : false; 257 | if (navalBase && scoutBase) 258 | bases = "A"; 259 | else if (scoutBase && pirateBase) 260 | bases = "G"; 261 | else if (navalBase) 262 | bases = "N"; 263 | else if (pirateBase) 264 | bases = "P"; 265 | else if (scoutBase) 266 | bases = "S"; 267 | 268 | return bases; 269 | } 270 | 271 | // Generates Trade Codes for a supplied UWP string 272 | function generateTradeCodes(uwp) { 273 | // let starport = pseudoHex(uwp[0]); 274 | const SIZE = pseudoHex(uwp[1]); 275 | const ATMOSPHERE = pseudoHex(uwp[2]); 276 | const HYDROGRAPHICS = pseudoHex(uwp[3]); 277 | const POPULATION = pseudoHex(uwp[4]); 278 | const GOVERNMENT = pseudoHex(uwp[5]); 279 | const LAW_LEVEL = pseudoHex(uwp[6]); 280 | // uwp[7] is "-" 281 | const TECHNOLOGY_LEVEL = pseudoHex(uwp[8]); 282 | 283 | // Trade Codes 284 | let tradeCodes = []; 285 | if (ATMOSPHERE >= 4 && ATMOSPHERE <= 9 && HYDROGRAPHICS >= 4 && HYDROGRAPHICS <= 8 && POPULATION >= 5 && POPULATION <= 7) 286 | tradeCodes.push("Ag"); 287 | if (SIZE == 0 && ATMOSPHERE == 0 && HYDROGRAPHICS == 0) 288 | tradeCodes.push("As"); 289 | if (POPULATION == 0 && GOVERNMENT == 0 && LAW_LEVEL == 0) 290 | tradeCodes.push("Ba"); 291 | if (ATMOSPHERE >= 2 && HYDROGRAPHICS == 0) 292 | tradeCodes.push("De"); 293 | if (ATMOSPHERE >= 10 && HYDROGRAPHICS >= 1) 294 | tradeCodes.push("Fl"); 295 | if ([5, 6, 8].includes(ATMOSPHERE) && HYDROGRAPHICS >= 4 && HYDROGRAPHICS <= 9 && POPULATION >= 4 && POPULATION <= 8) 296 | tradeCodes.push("Ga"); 297 | if (POPULATION >= 9) 298 | tradeCodes.push("Hi"); 299 | if (TECHNOLOGY_LEVEL >= 12) 300 | tradeCodes.push("Ht"); 301 | if (ATMOSPHERE <= 1 && HYDROGRAPHICS >= 1) 302 | tradeCodes.push("Ic"); 303 | if ([0, 1, 2, 4, 7, 9].includes(ATMOSPHERE) && POPULATION >= 9) 304 | tradeCodes.push("In"); 305 | if (POPULATION >= 1 && POPULATION <= 3) 306 | tradeCodes.push("Lo"); 307 | if (TECHNOLOGY_LEVEL <= 5) 308 | tradeCodes.push("Lt"); 309 | if (ATMOSPHERE <= 3 && HYDROGRAPHICS <= 3 && POPULATION >= 6) 310 | tradeCodes.push("Na"); 311 | if (POPULATION >= 4 && POPULATION <= 6) 312 | tradeCodes.push("Ni"); 313 | if (ATMOSPHERE >= 2 && ATMOSPHERE <= 5 && HYDROGRAPHICS <= 3) 314 | tradeCodes.push("Po"); 315 | if ([6, 8].includes(ATMOSPHERE) && POPULATION >= 6 && POPULATION <= 8) 316 | tradeCodes.push("Ri"); 317 | if (HYDROGRAPHICS == 10) 318 | tradeCodes.push("Wa"); 319 | if (ATMOSPHERE == 0) 320 | tradeCodes.push("Va"); 321 | 322 | return tradeCodes.join(" "); 323 | } 324 | 325 | // Generates Population Modifier/Planetoid Belts/Gas Giants for a supplied UWP string 326 | function generatePbg(uwp) { 327 | const SIZE = pseudoHex(uwp[1]); 328 | const POPULATION = pseudoHex(uwp[4]); 329 | 330 | // Population Modifier 331 | let populationModifier = 0; 332 | if (POPULATION > 0) 333 | populationModifier = Math.max(1, Math.min(roll() - 3)); // Cepheus Engine is actually -2, however all other Traveller versions are at maximum 9; this is also needed for usage with Traveller Map 334 | 335 | // Planetoid Belt Presence 336 | let planetoidBelts = roll() >= 4 ? Math.max(1, roll(1) - 3) : 0; 337 | if (SIZE == 0) 338 | planetoidBelts = Math.max(1, planetoidBelts); 339 | 340 | // Gas Giant Presence 341 | const GAS_GIANTS = roll() >= 5 ? Math.max(1, roll(1) - 2) : 0; 342 | 343 | return `${pseudoHex(populationModifier)}${pseudoHex(planetoidBelts)}${pseudoHex(GAS_GIANTS)}`; 344 | } 345 | 346 | // Generates Amber travel zones for a supplied UWP string 347 | function generateTravelZone(uwp) { 348 | const ATMOSPHERE = pseudoHex(uwp[2]); 349 | const GOVERNMENT = pseudoHex(uwp[5]); 350 | const LAW_LEVEL = pseudoHex(uwp[6]); 351 | let travelZone = " "; 352 | if (ATMOSPHERE >= 10 || GOVERNMENT == 0 || GOVERNMENT == 7 || GOVERNMENT == 10 || LAW_LEVEL == 0 || LAW_LEVEL >= 9) 353 | travelZone = "A"; 354 | 355 | return travelZone; 356 | } 357 | 358 | /** 359 | * Creates a new World object with the specified name, handling special predefined world names. 360 | * 361 | * @param {string} [name] - The name to use for the world. 362 | * @param {boolean} outputAsObject - Whether to return a World object, or directly print the results. 363 | * @returns {World|string} The generated World object, or alternatively a string representation of it. 364 | */ 365 | function generateWorld(name, outputAsObject = false) { 366 | const WORLDS = { 367 | "Victoria": new World("Victoria", "X697770-4", " ", undefined, "R", "112", undefined, "K6 V"), 368 | "Sharmun": new World("Sharmun", "X86787A–5", undefined, undefined, "R"), 369 | "Taldor": new World("Taldor", "C866413-8"), 370 | "Ranther": new World("Ranther", "D539598-5"), 371 | "Pynchan": new World("Pynchan", "C656795-9", undefined, undefined, "A"), 372 | "Sainte Foy": new World("Sainte Foy", "B756733–7", undefined, undefined, "A"), 373 | "Grizel": new World("Grizel", "C768400-6", undefined, undefined, "A"), 374 | "Vendetierre": new World("Vendetierre", "C759685-8") 375 | }; // :) 376 | if ((name == "Victoria" && roll() == 12) || WORLDS[name]) 377 | w = WORLDS[name]; 378 | else 379 | w = new World(name); 380 | 381 | if (!outputAsObject) 382 | return w.print(); 383 | else 384 | return w; 385 | } 386 | -------------------------------------------------------------------------------- /src/book3/refereeing-the-game.md: -------------------------------------------------------------------------------- 1 | # Chapter 16: Refereeing the Game 2 | 3 | The Referee is the person who takes responsibility for running a Cepheus Engine game. The Referee creates the adventure, runs the players through it, takes on the roles of the various characters the characters meet, and handles any questions about the rules. While running the game is a big responsibility, it's not as hard as it might seem, and providing a fun and entertaining game for your friends can be quite rewarding. 4 | 5 | The rules of Cepheus Engine provide a comprehensive outline for the basic activities confronting any character in the universe you are creating. These rules are necessarily brief and admittedly omit many possible activities. After all, a roleplaying game cannot ever attempt to provide adequate rules that govern the entire universe. In the hands of players and a Referee, however, the Cepheus Engine rules are the start of dynamic adventures that can range across the universe. 6 | 7 | This chapter is about helping you as the Referee run your games. The advice found within this chapter is completely optional; feel free to use it or ignore it as you like. 8 | 9 | ## Rule Zero 10 | 11 | Remember that it is just a game. The most important thing in it is to have fun, both for you and your players, and everything else is secondary to that. So if a rule, a plot, or even realism and consistency get in the way of your fun or that of your players, it is your right and duty as the Referee to change it. As a Referee, you, not the rulebooks, are the final arbiter in your game. This is a serious responsibility, but also a great freedom: the freedom to create and run an entertaining game that suits your needs and the needs of your group. If you and your players are enjoying yourself, you are doing things right, even if you are ignoring or modifying the rules and even if your game is not necessarily realistic or even self-consistent. 12 | 13 | With that in mind, the most important rule of the game, dubbed Rule Zero in the Cepheus Engine rules, is that the Referee always has the right to modify the rules. As a Referee, your rules modifications can be as simple and improvised as "um, grab some dice, roll them, and tell me the number" or involve extremely complex home-brew charts that dictate the smallest of details. This is your game, after all. 14 | 15 | ## Gaming Style 16 | 17 | Every gamer tends to enjoy a specific gaming style. Some people are consummate "Role-Players", gaining a lot of pleasure from character development and interaction. Others are intense "Combat Monkeys", finding that an action-packed cinematic frenzy of laser bolts and hand grenades meets their gaming needs. Some players are "Puzzle Solvers", finding the mental challenges of riddles, logic problems, puzzles and mystery adventures to be the perfect balm. Most of us are a mix of all of the above, in differing proportions and varying levels of interest and intensity. 18 | 19 | As a Referee, it is recommended that you bear in mind that all styles of play are valid. If everyone is an action fan, combat-heavy games work well. Roleplaying the group's interactions with shopkeepers can be entertaining, as well. For some, delivering long angst-ridden poetry in-game can be fulfilling. Intraparty conflict might be a good thing, with the right group of gamers. Even violating the advice found in these rules is perfectly okay, so long as the entire gaming group is having fun. Remember Rule Zero! 20 | 21 | Be aware of what you and your players want. If you want something different from your players, something is going to have to change. Logically, it should be the group in the minority, which in this case would be you as the Referee. Similarly, if a single player wants a different style of play, if it can't be easily integrated, don't force the issue. Sometimes players or Referees don't fit a particular gaming group's style. It does not make anyone wrong; things just did not work out or come together for that particular game. 22 | 23 | ## Improvisation 24 | 25 | One of the keys to successfully running a Cepheus Engine session boils down to your ability to improvise when circumstances so dictate. You can certainly plan everything out for your session, to the degree with which you are comfortable. However, at some point in time, whether intentionally or accidentally, you are going to have to improvise a scenario that you did not plan in advance. Maybe the mercenary rolled poorly in that last combat, dying during the previous encounter, and the corporate executive that hired the adventurers only made the deal with him. Perhaps the party decides to pursue another adventure, which you had not yet prepared, half-way through the current one, based on a clue they found in the second encounter of the evening. Whatever the reason, you should be prepared as a Referee to improvise as needed to keep the session moving. 26 | 27 | A common misconception exists that improvisation during a game and preparation for a game are two opposed approaches. To the contrary, the more efficiently you prepare for the game, the easier it will be for you to improvise and "wing it" during actual play. The key to efficient preparation is not deciding ahead what the characters will do (leave that to the players), but rather creating material which would both allow the players to do exciting things and which will allow you to easily set up challenges, encounters, NPCs, locations and plots that will fit the flow of the game. This might sound like a lot of work at first but is actually much simpler, the key here is to create flexible material which will fit different plot lines, different locations and different uses with ease. 28 | 29 | In today's world, spare time and inspiration tends to come at unexpected and irregular times. Carry a small notebook with you. Whenever an idea for whatever part of your game strikes your mind, jot it down in the notebook. Later on, when you happen to have a little more spare time, look these ideas and develop the ones you like a little bit more. Organize a binder at home (or a directory on your computer), with different partitions (or electronic files) for NPCs, locations, creatures, locations and plot hooks. Each item (NPC, location etc) you develop shouldn't be long, a few sentences per item will work in most cases (remember that most stats for a character or creature will fit in a small paragraph, if not a single sentence.) Keep these well-organized and these could be used whenever you need them in-game or in a short-term preparation for the game. The same goes for location maps you happen to doodle during work, while riding public transit or while attending boring classes or lectures, nothing of this kind should go to waste. 30 | 31 | Most of the adventure elements you prepare, even locations or NPCs intended to be used in a specific plot line, should be designed in such a way that it will be easy to 'recycle' these elements for use in different circumstances in the event you don't use that element in the intended plot or location. Players have a tendency to miss the stuff you've labored hard to create, so be prepared to make a few changes to all the unused bits and pieces of previous adventures to use in the next ones. 32 | 33 | ### Improvisational Preparation 34 | 35 | It is definitely possible to prepare in advance for improvisation. It is suggested that Referees consider preparing the following for their adventure or campaign: 36 | 37 | **A list of random names** for NPCs, locations and vessels can serve any Referee well. Take them from any source you like, your imagination, baby-name sites, even phone books, but it always helps to have a quick source of names for the people and places you have to create on the fly rather than just calling them "this guy" or "that tower". That way, when the characters ask a random citizen for their name, you can easily choose one from your list, provide it to the group and then cross it off. Having the ability to name a character or place quickly helps establish a strong sense of depth and internal consistency within your setting. 38 | 39 | Many Referees also find it helpful to keep **a small collection of generic locations and encounters** on hand, in case the party decides to go in an unexpected direction. It is perfectly okay to use adventures or modules that you find online or in the products you own. If you can create a few easy-to-place encounters beforehand, this could also prove to be very useful. Your goal here is simply to have activities for the characters to do through the rest of the given gaming session. You can always recoup and plot a better strategy for this new direction the players have taken between sessions. These little scenarios just give you a delaying tactic that lets you entertain your players at the same time. 40 | 41 | **A collection of stat blocks** for stock NPCs, perhaps expanding on the small collection found later in this guide, can provide you with potential allies, contacts, rivals, enemies, bystanders and potentially even ready-made player-characters should the need arise over the course of the gaming session. 42 | 43 | Creating a **reference sheet** of the player-characters' important combat statistics can help you evaluate the impact of an encounter or challenge when you have to improvise a scenario on the fly. 44 | 45 | A notebook or electronic document for **session notes** can help you capture the details you've created for your campaign or adventure, either on the fly or through early preparation. With this, you are more likely to provide a consistent and vibrant gaming experience. 46 | 47 | ### Recycling Game Material 48 | 49 | As preparation time is limited for most Referees, you may find it of good benefit to maximize your effective use of material and rules while minimizing the time devoted to creating new non-player characters, vessels, adventures or locations from scratch. The nature of the Cepheus Engine is of great help here, as the rules are relatively simple and abstract; a major part of each animal, location, vessel or character is nothing but narrative, and narrative is easy to change. This is called "reskinning". By changing the narrative, the stat block for a veteran mercenary might be reused as an alien hunter with little or no modifications to the game mechanics. 50 | 51 | A good example is the use of location floor plans. If, for example, you've downloaded or bought detailed floor plans for a particular location (or a product including these floor plans) or perhaps you've found them online, you can utilize them in more than one way. If the floor plans originally detailed the hidden base of some human space pirates, you can still easily modify them to be used for an alien fortress, for the remnants of a research facility devastated by a natural disaster, or even for a private mansion for an eccentric corporate executive. The map can remain the same, or largely the same, but the description can change the perception of the players. 52 | 53 | ## Running the Game 54 | 55 | The first rule of the Cepheus Engine system is to have fun. A good Referee will make a reasonable effort to create a gaming experience that is fun for everyone. The following guidelines might help with that. 56 | 57 | ### Assigning Difficulties 58 | 59 | At the core of every Cepheus Engine adventure lies a sequence of tasks that the character must accomplish in order to succeed. The Referee is in charge of assigning the difficulty of these tasks, and then interpreting the outcome. The default is Average (+0). Make a task easier if you want a particular task to be accomplished, but not be everyone. This will highlight characters with skill levels in an easy way. If you want to make a task challenging, but still feel comfortable with giving the players a good chance of success, set the Difficulty to Difficult (-2). Reserve Very Difficult (-4) and Formidable (-6) for very special circumstances, such as attempting the near impossible. As the Referee, you may not want to say "No" except in the most extreme circumstances, but assigning a Difficulty of Formidable (-6) is almost as good, and can create some interesting story developments and a sense of excited accomplishment should the character succeed. 60 | 61 | ### Modifying the Roll or the Difficulty 62 | 63 | There are two ways of making a task easier or harder: modify the character's die roll or modify the task's Difficulty. Generally speaking, circumstances affecting a character's performance, like having just the right tools for the job or being forced to improvise, apply a modifier to the die roll. Circumstances making the task easier or harder to accomplish, like a favorable or unfavorable environment or a particularly demanding task, modify the Difficulty. If a condition applies to the character – like knowledge, health, equipment, preparedness, and such – it's usually a die modifier. It doesn't have to be too fine a line, since modifying the die roll or the Difficulty amounts to the same thing in the end: the task being easier or harder to accomplish. 64 | 65 | ### Circumstance Modifiers 66 | 67 | Some circumstances make a check easier or harder, resulting in a bonus or penalty that is added to the check result. The Referee can alter the odds of success in two ways: 68 | 69 | - If a character has help, such as good tools, competent aids or other beneficial circumstances, he receives a +1 bonus to his skill check. 70 | - If a character is hampered, such as having defective tools, incompetent assistance or other negative circumstances, he receives a -1 penalty to his skill check. 71 | 72 | ### Automatic Successes 73 | 74 | Sometimes it is just easier to assume the character automatically succeeds at a skill check. If the character has an applicable skill, and the results of the skill check do not impact the progress of the story, endanger the character, and the actual success or failure is not interesting, just assume the character succeeds and move on. Remember, the Cepheus Engine rules suggest that the Referee should only call for checks: 75 | 76 | - When the characters are in danger. 77 | - When the task is especially difficult or hazardous. 78 | - When the characters are under the pressure of time. 79 | - When success or failure is especially important or interesting. 80 | 81 | ### Using Opposed Checks 82 | 83 | [Opposed checks](../introduction.md#opposed-checks) are a great way to create tension between two individuals. Suddenly, the players can target their attention on an NPC, and that helps with immersion into the game. Should two or more characters seek to do the same thing at the same time, or to resist one another's actions, use an [opposed check](../introduction.md#opposed-checks). The highest check result wins. 84 | 85 | ## That's not in the Rules 86 | 87 | Sometimes in the course of play, things come up that are not covered in the rules. When this happens, the Referee is responsible for these handling situations, making fair evaluations of what the characters do and deciding what happens as a result. As the Referee, you will need to quickly improvise a solution. The easiest way to do so is to simply decide if the suggested action is fun or not, and if it is fun, let it happen, then throw in a complication that adds to the enjoyment of the scene. Some Referees prefer a more mechanical approach. Identify a skill the covers the basic nature of the request, set a Difficulty of Average (+0) or Difficult (-2), and let them try. If nothing comes to mind immediately, ask the player to tell you what skill they would use to accomplish this task. If no skill appears to work, then choose the best characteristic, and have the player roll a characteristic check. However you decide to resolve it, the key here is to quickly address the request and keep the game moving forward. 88 | 89 | ## Solo Play as Referee Prep Work 90 | 91 | Many of the Cepheus Engines rule subsystems can be leveraged for solo play. For Referees, this can turn building a universe of their own into a game in and of itself. What follows is a list of suggested activities that can prove to be fun in and of themselves, as well as help Referees create new material for their personal adventures and campaigns. In addition, solo play can help Referees learn the rules and become more proficient for when they run games before a group of players. 92 | 93 | Solo play is not limited to Referees. Players can also learn a lot about and enjoy aspects of the Cepheus Engine rules through solo play in those times when a Referee or gaming group is not currently available. 94 | 95 | ### Character Creation 96 | 97 | A Referee always needs non-player characters. Use the information in [Chapter 1: Character Creation](../book1/character-creation.md) to generate new characters. These characters can easily become future patrons, random encounters, enemies, allies or simply background characters for a Cepheus Engine universe. 98 | 99 | ### Personal Combat 100 | 101 | Take some characters and use the rules from [Chapter 5: Personal Combat](../book1/personal-combat.md) to practice the combat system. Recreate scenes from science fiction or action movies using the characters, to get a feel for how the rules of combat work in various scenarios. 102 | 103 | ### Starship Construction 104 | 105 | Construct some starships and other vessels using the rules in [Chapter 8: Ship Design and Construction](../book2/ship-design-and-construction.md). Build on various scales, to get an idea of how the different elements of starship construction work together. You can even use the information under [Starship Revenue](../book2/off-world-travel.md#starship-revenue) in [Chapter 6: Off-World Travel](../book2/off-world-travel.md) to determine if your ships would be economically viable without outside assistance. 106 | 107 | ### Space Combat 108 | 109 | Take some vessels and pit them against one another using the space combat rules found in [Chapter 10: Space Combat](../book2/space-combat.md). Once again, feel free to recreate scenes from science fiction movies using the vessels, to get a feel for how the rules of space combat work in various scenarios. 110 | 111 | ### Subsector Creation 112 | 113 | Using the rules found in [Chapter 12: Worlds](worlds.md), create a subsector and identify the systems within it. Generate and record the UWPs for every system. After the worlds have been created, look over the subsector for possible communication and trade routes. If you are inspired, create some background information on the most interesting worlds. 114 | 115 | ### Animal Encounter Creation 116 | 117 | Choose a world from a list of UWPs, and expand on it. Create some maps of the planet's surface, and the build encounter tables for each terrain type on the map, using the rules found in [Chapter 13: Planetary Wilderness Encounters](planetary-wilderness-encounters.md). If you are so inclined, you can then pit some characters against the different animals you've created using the [personal combat system](../book1/personal-combat.md), to see how they might fare against player characters in the future. 118 | 119 | ### Practice Trade and Commerce 120 | 121 | Grab a 200-ton TL9 Merchant Trader and use the [Chapter 7: Trade and Commerce](../book2/trade-and-commerce.md) rules to explore the economic environment of a generated subsector. Use the rules for passengers, freight and even speculative trading to get a feel for them. By tracking the revenue and expenses for the ship, it could give you an idea of where traders will focus their attentions within the subsector. If this is being played as a solo game, keep going until either the ship is paid for or the ship goes bankrupt. This is a good way to validate trade routes, and identify "stepping stone" worlds between strong markets in a subsector. 122 | 123 | ### Patron Encounter Creation 124 | 125 | The seed of most adventures within a Cepheus Engine universe are captured in patron encounters. Using the details of a subsector's list of UWPs, create and record some patron encounters using the format found under [Patron Encounters](social-encounters.md#patron-encounters) in [Chapter 14: Social Encounters](social-encounters.md). Think about science fiction and action-based movies, television shows and literature, and use those to inspire some of the patron encounters you create. 126 | -------------------------------------------------------------------------------- /src/book3/planetary-wilderness-encounters.md: -------------------------------------------------------------------------------- 1 | # Chapter 13: Planetary Wilderness Encounters 2 | 3 | Characters in the uncivilized areas on the planet’s surface quickly find out that they are not alone. So long as a world can support life, animal encounters and other natural events are common, regardless of the current terrain. This chapter discusses various encounters that can occur in the wilderness on a planet’s surface. 4 | 5 | ## Animal Encounters 6 | 7 | Animals in any ecological system interact with each other, forming food chains, obeying instincts, defending territory, and generally living out their lives. When people enter such an ecological system, they will encounter the animals of the system, prompting natural reactions, such as attack or flight. 8 | 9 | Although the precise nature of animals may change, and they may prove quite alien to ordinary experience, most will conform to the broad classifications given below. A Referee may choose to establish his own ecological system on a specific world, ignoring the encounter system outlined here. This system, however, is intended to allow broad latitude in both animal types and attack/defense mechanisms, while remaining essentially logical and reasonable. 10 | 11 | **Animal Types:** Nearly all animals may be classified into four basic categories: herbivore, omnivore, carnivore, and scavenger. Specific definitions for these terms are provided in a later section of these rules, and differ from the precise scientific definitions in current use. Within each category, a variety of animal types exist, based on specific feeding/hunting habits; examples of this concept are grazers, chasers, and pouncers. 12 | 13 | Animals which are encountered may be further classified into various categories and types, and specific attack and defense mechanisms determined. The resulting description indicates the actions an animal will take without resorting to such confining labels as bear or tiger. While a Referee may well elect to use such names, this system also allows the players freedom to encounter truly alien beasts as well. 14 | 15 | ### Animals and Characteristics 16 | 17 | Animals have a similar range of characteristics to humans, but there are several differences: 18 | 19 | **Instinct:** Instinct is the animal equivalent of Education. Animals apply their Instinct DM to tasks such as sensing prey or solving problems. 20 | 21 | **Pack:** Pack is the animal equivalent of Social Standing. The higher a creature’s Pack score, the larger the group that it is associated with, and the more standing the creature has in that group. 22 | 23 | ### Planetary Themes 24 | 25 | A world's ecology can be extremely diverse. However, the Referee may elect to implement specific themes on a planetary basis, to create consistency and flavor in presentation. Distinctive features help make each world stand out to the players as unique experiences. These could range from basic symmetry to reproductive methods (and the associated genders), from the number of limb pairs to the common sensory organs. The implementation of a planetary theme lies at the discretion of the Referee. 26 | 27 | ### Step One: Choose a Terrain 28 | 29 | Terrain has an impact on the type of animals one might encounter. Giant aquatic creatures are not found in forests, after all, nor are feathered flying creatures found flying at the bottom of the ocean. The first step in the rules for creating animals in the Cepheus Engine is to choose the creature’s terrain, as terrain can have a significant impact on an animal’s statistics. 30 | 31 | The Terrain DM Chart details modifiers for animal subtypes and sizes, In addition, the result of 1D6 determines the basic movement for a given creature (A for Amphibious, F for Flight, S for Swimming, and W for Walking). Some movement codes have a number after them; these are an additional Size DM for the animal. 32 | 33 | | Terrain | Subtype DM | Size DM | 1 | 2 | 3 | 4 | 5 | 6 | 34 | | --- | --- | --- | --- | --- | --- | --- | --- | --- | 35 | | Clear | +3 | — | W | W | W | W | W +2 | F –6 | 36 | | Plain or Prairie | +4 | — | W | W | W | W +2 | W +4 | F –6 | 37 | | Desert (hot or cold) | +3 | –3 | W | W | W | W | F –4 | F –6 | 38 | | Hills, Foothills | — | — | W | W | W | W +2 | F –4 | F –6 | 39 | | Mountain | — | — | W | W | W | F –2 | F –4 | F –6 | 40 | | Forest | –4 | –4 | W | W | W | W | F –4 | F –6 | 41 | | Woods | –2 | –1 | W | W | W | W | W | F –6 | 42 | | Jungle | –4 | –3 | W | W | W | W | W +2 | F –6 | 43 | | Rainforest | –2 | –2 | W | W | W | W +2 | W +4 | F –6 | 44 | | Rough, Broken | –3 | –3 | W | W | W | W +2 | F –4 | F –6 | 45 | | Swamp, Marsh | –2 | +4 | S –6 | A +2 | W | W | F –4 | F –6 | 46 | | Beach, Shore | +3 | +2 | S +1 | A +2 | W | W | F –4 | F –6 | 47 | | Riverbank | +1 | +1 | S –4 | A | W | W | W | F –6 | 48 | | Ocean shallows | +4 | +1 | S +4 | S +2 | S | S | F –4 | F –6 | 49 | | Open ocean | +4 | –4 | S +6 | S +4 | S +2 | S | F –4 | F –6 | 50 | | Deep ocean | +4 | +2 | S +8 | S +6 | S +4 | S +2 | S | S –2 | 51 | 52 | ### Step Two: Determine the Animal’s Type and Subtype 53 | 54 | The Referee should then determine the animal’s type and subtype. If the Referee is building up an encounter table, the animal’s type is obvious: the type necessary to fill in this entry on the encounter table. Otherwise, the Referee must choose an appropriate type: Carnivore, Herbivore, Omnivore or Scavenger. The Referee might also roll on the 1D6 Animal Encounter Table Template to randomly choose an animal type. 55 | 56 | Once the animal type has been determined, the Referee rolls 2D6, and add in the terrain’s Subtype DM. After that, the Referee consults the Subtype by Animal Type table under the column of the animal’s type to determine the animal’s subtype. 57 | 58 | | 2D6 | Herbivore | Omnivore | Carnivore | Scavenger | 59 | | --- | --- | --- | --- | --- | 60 | | 1 or less | Filter | Gatherer | Pouncer | Carrion-Eater | 61 | | 2 | Filter | Eater | Siren | Reducer | 62 | | 3 | Intermittent | Gatherer | Pouncer | Hijacker | 63 | | 4 | Intermittent | Eater | Killer | Carrion-Eater | 64 | | 5 | Intermittent | Gatherer | Trapper | Intimidator | 65 | | 6 | Intermittent | Hunter | Pouncer | Reducer | 66 | | 7 | Grazer | Hunter | Chaser | Carrion-Eater | 67 | | 8 | Grazer | Hunter | Chaser | Reducer | 68 | | 9 | Grazer | Gatherer | Chaser | Hijacker | 69 | | 10 | Grazer | Eater | Killer | Intimidator | 70 | | 11 | Grazer | Hunter | Chaser | Reducer | 71 | | 12 | Grazer | Gatherer | Siren | Hijacker | 72 | | 13 or more | Grazer | Gatherer | Chaser | Intimidator | 73 | 74 | ### Step Three: Note Modifiers and Skills by Subtype 75 | 76 | Terran creatures that exemplify these specific subtypes are noted in brackets after the name. The Referee should make note of the characteristic modifiers and skills that are noted after the description – the exact level of skills varies depending on the particular creature. 77 | 78 | **Carrion-Eater (vulture):** Scavengers which wait for all other threats to disperse before beginning. Carrion-eaters have Recon. Instinct +2. 79 | 80 | **Chaser (wolf):** Animals which kill their prey by attacking and exhausting it after a chase. Chasers have Athletics. Dexterity +4, Instinct +2, Pack +2. 81 | 82 | **Eater (army ant):** Eaters will eat anything they encounter, including characters. Endurance +4. Pack +2. 83 | 84 | **Filter (earthworm):** Herbivores which pass their environment through their bodies are termed filters. Unlike grazers, which move to food, filters move a flow of matter through themselves and filter out the food. Endurance +4. 85 | 86 | **Gatherer (raccoon, chimpanzee):** Gatherers are herbivores that collect and store food. Gatherers have Recon. Pack +2. 87 | 88 | **Grazer (antelope):** Grazers move from food source to food source, often in large packs. Their primary form of defense tends to be fleeing danger. Instinct +2, Pack +4. 89 | 90 | **Hijacker (lion):** Scavengers which steal the kills of others through brute force or weight of numbers are hijackers. Strength +2, Pack +2. 91 | 92 | **Hunter (baboon):** Opportunistic predators that stalk easy prey. Hunters have Survival. Instinct +2. 93 | 94 | **Intermittent (elephant):** Herbivores that do not devote their entire time to searching for food. Intermittents have Pack +4. 95 | 96 | **Intimidator (coyote):** Scavengers which establish their claim to food by frightening or intimidating other creatures. 97 | 98 | **Killer (shark):** Carnivores that possess a raw killing instinct, attacking in a frenzied manner. Killers have Natural Weapons and either Strength or Dexterity +4, Instinct +4, Pack –2. 99 | 100 | **Pouncer (cat):** Pouncers kill by stalking and ambushing their prey. Pouncers have Recon and Athletics. Dexterity +4, Instinct +4. 101 | 102 | **Reducer (vermin):** Reducers are scavengers that act constantly on all available food, devouring even the remains left by other scavengers. Pack +4 103 | 104 | **Siren (venus fly-trap):** Sirens create a lure to attract prey. Usually, this lure will be specific to the species the siren preys on, but some rare lures are universal. Pack –4. 105 | 106 | **Trapper (spider):** An animal which allows its prey to enter a trap. Generally, any creature surprised by a trapper is caught in its trap. Pack –2. 107 | 108 | ### Step Four: Determine Animal Size and Characteristics 109 | 110 | For each creature, roll 2D6 for its Size and apply any Size DMs based on terrain and movement. The creature’s Size determines its Weight, Strength, Dexterity and Endurance – for example, a roll of 7 means that the creature has a mass of 100kg, a Strength score of 3D6, a Dexterity score of 3D6 and an Endurance of 3D6. 111 | 112 | Intelligence for most animals is 0 or 1. Roll 2D6+DMs for the animal’s Instinct and Pack. To determine the number appearing value, consult the Number Appearing by Pack Characteristic Score table. 113 | 114 | All animals have at least [Athletics](../book1/skills.md#athletics) 0, [Recon](../book1/skills.md#recon) 0, and [Survival](../book1/skills.md#survival) 0, and most will have 1D6 ranks split among these skills, [Natural Weapons](../book1/skills.md#natural-weapons), and any skills listed in their behavior. 115 | 116 | #### Animal Size 117 | 118 | | 2D6 | Weight (kg) | Strength | Dexterity | Endurance | 119 | | --- | --- | --- | --- | --- | 120 | | 1 or less | 1 | 1 | 1D6 | 1 | 121 | | 2 | 3 | 2 | 1D6 | 2 | 122 | | 3 | 6 | 1D6 | 2D6 | 1D6 | 123 | | 4 | 12 | 1D6 | 2D6 | 1D6 | 124 | | 5 | 25 | 2D6 | 3D6 | 2D6 | 125 | | 6 | 50 | 2D6 | 4D6 | 2D6 | 126 | | 7 | 100 | 3D6 | 3D6 | 3D6 | 127 | | 8 | 200 | 3D6 | 3D6 | 3D6 | 128 | | 9 | 400 | 4D6 | 2D6 | 4D6 | 129 | | 10 | 800 | 4D6 | 2D6 | 4D6 | 130 | | 11 | 1,600 | 5D6 | 2D6 | 5D6 | 131 | | 12 | 3,200 | 5D6 | 1D6 | 5D6 | 132 | | 13 | 5,000 | 6D6 | 1D6 | 6D6 | 133 | | 14 | 10,000 | 6D6 | 1D6 | 6D6 | 134 | | 15 | 15,000 | 7D6 | 1D6 | 7D6 | 135 | | 16 | 20,000 | 7D6 | 1D6 | 7D6 | 136 | | 17 | 25,000 | 8D6 | 1D6 | 8D6 | 137 | | 18 | 30,000 | 8D6 | 1D6 | 8D6 | 138 | | 19 | 35,000 | 9D6 | 1D6 | 9D6 | 139 | | 20+ | 40,000 | 9D6 | 1D6 | 9D6 | 140 | 141 | #### Number Appearing by Pack Characteristic Score 142 | 143 | | Pack | Number Appearing | 144 | | --- | --- | 145 | | 0 | 1 | 146 | | 1–2 | 1D3 | 147 | | 3–5 | 1D6 | 148 | | 6–8 | 2D6 | 149 | | 9–11 | 3D6 | 150 | | 12–14 | 4D6 | 151 | | 15+ | 5D6 | 152 | 153 | ### Step Five: Determine Animal’s Weapons, Armor and Base Speed 154 | 155 | Roll 2D6 separately for the animal’s Weapons and Armor. 156 | 157 | **Weapons:** When generating weapons, roll 2D6 and consult the Animal Weapons table. Add a +8 DM if the animal is a Carnivore, and a +4 if it is an Omnivore; subtract a –6 DM if the animal is a Herbivore. Scavengers automatically have Teeth in addition to any other weapons. If a number is present after the Weapons type, then add that number to the number of damage dice the creature rolls. Damage from attacks depends on the creature’s Strength score, as shown in the Damage by Strength table. 158 | 159 | **Armor:** When generating an animal’s armor, roll 2D6-7, and add the animal’s Size result (the die roll result that determined the animal’s size, not the actual weight of the animal.) Add a +4 DM when rolling for armor if the animal is a Herbivore, and a +2 if it is an Scavenger; apply a –2 DM if the animal is a Carnivore. Also, Flyers suffer a –2 DM when determining armor. Consult the Animal Armor table for the animal’s armor rating. 160 | 161 | **Base Speed:** An animal’s base speed is determined by generating a Speed Multiplier, as per the Animal Speed Multiplier by Subtype table, and multiplying that by 6, which is the average speed of a human in meters per minor action. If an Animal Speed Multiplier value falls below the value found in the Minimum Speed column, round it up to the Minimum Speed value. 162 | 163 | #### Animal Weapons 164 | 165 | | 2D6 | Weapons | 166 | | --- | --- | 167 | | 1 or less | Hooves | 168 | | 2 | Hooves and Horns | 169 | | 3 | Horns | 170 | | 4 | Hooves and Teeth | 171 | | 5 | Horns and Teeth | 172 | | 6 | Thrasher | 173 | | 7 | Claws | 174 | | 8 | Teeth | 175 | | 9 | Claws and Teeth | 176 | | 10 | Claws +1 | 177 | | 11 | Stinger | 178 | | 12 | Teeth +1 | 179 | | 13 | Claws +1 and Teeth +1 | 180 | | 14 | Claws +1 and Stinger +1 | 181 | | 15 | Claws +2 | 182 | | 16 | Teeth +2 | 183 | | 17 | Claws +2 and Teeth +2 | 184 | | 18 | Claws +2 and Stinger +2 | 185 | | 19+ | Projectile | 186 | 187 | #### Animal Armor 188 | 189 | | 2D6 | Armor | 190 | | --- | --- | 191 | | 1 or less | 0 | 192 | | 2 | 0 | 193 | | 3 | 0 | 194 | | 4 | 1 | 195 | | 5 | 1 | 196 | | 6 | 2 | 197 | | 7 | 2 | 198 | | 8 | 3 | 199 | | 9 | 3 | 200 | | 10 | 4 | 201 | | 11 | 4 | 202 | | 12 | 5 | 203 | | 13 | 5 | 204 | | 14 | 6 | 205 | | 15 | 6 | 206 | | 16 | 7 | 207 | | 17+ | 7 | 208 | 209 | #### Damage by Strength 210 | 211 | | Strength | Damage | 212 | | --- | --- | 213 | | 1–10 | 1D6 | 214 | | 11–20 | 2D6 | 215 | | 21–30 | 3D6 | 216 | | 31–40 | 4D6 | 217 | | 41–50 | 5D6 | 218 | | 51–60 | 6D6 | 219 | | 61–70 | 7D6 | 220 | | 71–80 | 8D6 | 221 | | 81–90 | 9D6 | 222 | | 91+ | 10D6 | 223 | 224 | #### Animal Speed Multiplier by Subtype 225 | 226 | | Type | Speed Multiplier | Minimum Speed | 227 | | --- | --- | --- | 228 | | Carnivore | 229 | | Chaser | 1D6-2 | 2 | 230 | | Killer | 1D6-3 | 1 | 231 | | Pouncer | 1D6-4 | 1 | 232 | | Siren | 1D6-4 | 0 | 233 | | Trapper | 1D6-5 | 0 | 234 | | Herbivore | 235 | | Filter | 1D6-5 | 0 | 236 | | Grazer | 1D6-2 | 2 | 237 | | Intermittent | 1D6-4 | 1 | 238 | | Omnivore | 239 | | Eater | 1D6-3 | 1 | 240 | | Gatherer | 1D6-3 | 1 | 241 | | Hunter | 1D6-4 | 1 | 242 | | Scavenger | 243 | | Carrion-eater | 1D6-3 | 1 | 244 | | Hijacker | 1D6-4 | 1 | 245 | | Intimidator | 1D6-4 | 1 | 246 | | Reducer | 1D6-4 | 1 | 247 | 248 | ## Universal Animal Format 249 | 250 | The following format is used to represent animal’s basic game statistics in the Cepheus Engine rules. 251 | 252 | ``` 253 | [Animal Name; optional] 254 | [Size]kg [Subtype] ([Type]), [Terrain] [Locomotion], [Animal UPP, replacing Education with Instinct and Social Standing with Pack], #App: [Number Appearing] 255 | [Animal Skill List, in alphabetical order, with skill levels listed after skill names] 256 | [Animal weapons]; [Animal armor]; Speed: [Speed]m 257 | [Animal Description; optional] 258 | ``` 259 | 260 | For example, this creature could represent a tough little flying alien pest that loves to shred things and eat them: 261 | 262 | ``` 263 | 6kg Eater (Omnivore), Hill Flyer, 6A5168, #App: 2d6 264 | Athletics-0, Melee(Natural Weapons)-1, Recon-1, Survival-2 265 | Claws (2d6); Hide (1); Speed: 6m 266 | ``` 267 | 268 | ## Animals in Combat 269 | 270 | Unless otherwise noted, animals operate just like characters in combat. The range category of an animal’s weapons can be found in the Animal Weapon Ranges table. 271 | 272 | | Weapon | Range | 273 | | --- | --- | 274 | | Claws | melee (extended reach) | 275 | | Hooves | melee (extended reach) | 276 | | Horns | melee (extended reach) | 277 | | Projectile | ranged (thrown) | 278 | | Stinger | melee (close quarters) | 279 | | Teeth | melee (close quarters) | 280 | | Thrasher | melee (close quarters) | 281 | 282 | ## Creating Encounter Tables 283 | 284 | The system for creating animals in the Cepheus Engine rules can be used to generate creatures on the fly. However, the system works best when the Referee prepares an encounter table for each terrain likely to be encountered. This not only gives the Referee statistics for wilderness adventuring, but also provided a large amount of potential background data for expanding the world within the universe the Referee has created. 285 | 286 | To create an encounter table, first the Referee should select a table format. Although an encounter table can be in whatever format the Referee desires, the two formats most commonly used are represented in these rules as the 1D6 Animal Encounter Table Template and the 2D6 Animal Encounter Table Template. Note that the Templates only provide an animal's type (carnivore, herbivore, omnivore or scavenger), and in the case of the 2D6 table, event. 287 | 288 | Each entry should be generated in turn. When an encounter table indicates that an event will occur, the Referee should create an event appropriate to the world and terrain. An event may be almost anything, including a natural disaster or seismic event, an interesting terrain feature or curiosity, unusual flora or weather. The Hills Terrain Encounter Table is an example of a completed encounter table. 289 | 290 | ### 1D6 Animal Encounter Table Template 291 | | 1D6 | Animal Type | 292 | | --- | --- | 293 | | 1 | Scavenger | 294 | | 2 | Herbivore | 295 | | 3 | Herbivore | 296 | | 4 | Herbivore | 297 | | 5 | Omnivore | 298 | | 6 | Carnivore | 299 | 300 | ### 2D6 Animal Encounter Table Template 301 | | 2D6 | Result | 302 | | --- | --- | 303 | | 2 | Scavenger | 304 | | 3 | Omnivore | 305 | | 4 | Scavenger | 306 | | 5 | Omnivore | 307 | | 6 | Herbivore | 308 | | 7 | Herbivore | 309 | | 8 | Herbivore | 310 | | 9 | Carnivore | 311 | | 10 | Event | 312 | | 11 | Carnivore | 313 | | 12 | Carnivore | 314 | 315 | ### 2D6 Animal Encounter Table Template 316 | | 2D6 | #App | Size | Subtype | Move | UPP | Weapons | Armor | 317 | | --- | --- | --- | --- | --- | --- | --- | --- | 318 | | 2 | 2D6 | 100kg | Hijacker (S) | W 12m | 9H91A7 | Teeth (1d6) | Fur (2) | 319 | | 3 | 4D6 | 200kg | Gatherer (O) | W 6m | CC816D | Teeth (2d6) | Scales (3) | 320 | | 4 | 1D6 | 25kg | Intimidator (S) | W 6m | 995174 | Claws (1d6), teeth (1d6) | Hide (3) | 321 | | 5 | 3D6 | 100kg | Hunter (O) | W 6m | D94184 | Stinger (2d6) | Hide (2) | 322 | | 6 | 3D6 | 25kg | Grazer (H) | W 12m | 34A1DB | Hooves (1d6), horns (1d6) | Shell (2) | 323 | | 7 | 3D6 | 6kg | Intermittent (H) | F 6m | 38217B | Horns (1d6) | Fur (1) | 324 | | 8 | 3D6 | 5,000kg | Grazer (H) | W 12m | N3M16B | Hooves (3d6), horns (3d6) | Shell (7) | 325 | | 9 | 4D6 | 400kg | Chaser (C) | W 12m | E8B1AE | Claws (3d6), stinger (3d6) | Fur (1) | 326 | | 10 | Event | Cliff, standing 1d6×5 meters tall (Randomly determine if group is at top or bottom) | 327 | | 11 | 2D6 | 800kg | Chaser (C) | W 12m | AAD1A6 | Projectile (2d6) | Hide (2) | 328 | | 12 | 1D6 | 3,200kg | Killer (C) | W 12m | B7G18A | Teeth (3d6) | Fur (3) | 329 | 330 | ## Using the Encounter Tables 331 | 332 | Each day an adventuring band may possibly have one or more encounters with some animal life forms. As a general rule, the Referee will check for an encounter once while the band is travelling and once while the band is halted (for rest, exercise, encampment, or whatever). There is a one-third chance (5+ on 1D6) that an animal encounter will occur in any of the specified terrain types. The Referee may choose to modify this frequency depending on planetary or local conditions. 333 | 334 | In addition, specific encounters at specific locations are always possible. For example, the Referee may already have populated a location (perhaps a ruin) with specific animals. These are not subject to normal random encounter rules. 335 | 336 | By their lifeless nature, vacuum worlds (and any other world without life) tend to have encounter tables comprised primarily of events. On an airless world, events could include silt pools that operate like quicksand, magnetic anomalies, solar flares, or possibly tracks left by previous explorers. 337 | 338 | ## Animal Reactions in Encounters 339 | 340 | When characters disturb an animal or otherwise draw attention to themselves while within its territory roll 2D6 and consult the Animal Reactions by Subtype table. If the result on the table is neither attack nor flee, then the animal stands still until provoked again, in which case roll again. 341 | 342 | | Type | Attack | Flee | 343 | | --- | --- | --- | 344 | | Carnivore | 345 | | Chaser | If the chasers outnumber the characters, they attack. | 5- | 346 | | Killer | 6+ | 3- | 347 | | Pouncer | If the pouncer has surprise, it attacks. | If the pouncer is surprised, it flees. | 348 | | Siren | If the siren has surprise, it attacks. | 4- | 349 | | Trapper | If the trapper has surprise, it attacks. | 5- | 350 | | Herbivore | 351 | | Filter | 10+ if possible | 5- | 352 | | Grazer | 8+ | 6- | 353 | | Intermittent | 10+ | 4- | 354 | | Omnivore | 355 | | Eater | 5+ | 4- | 356 | | Gatherer | 9+ | 7- | 357 | | Hunter | If the hunter is bigger than at least one character, then it attacks on a 6+. Otherwise, it attacks on a 10+ | 5- | 358 | | Scavenger | 359 | | Carrion-eater | 11+ | 7- | 360 | | Hijacker | 7+ | 6- | 361 | | Intimidator | 8+ | 7- | 362 | | Reducer | 10+ | 7- | 363 | -------------------------------------------------------------------------------- /src/book3/worlds.md: -------------------------------------------------------------------------------- 1 | # Chapter 12: Worlds 2 | 3 | The basic planetary characteristics are Size, Atmosphere, Hydrology, Population, Government, Law Level, Technology Level, Starport and Bases, and are generated using two-dice throws, with DMs applied based on other characteristics. These characteristics establish the basic identity of a world, and are referred to as the Universal World Profile (UWP). Additional information can be generated, and should be, to more fully describe a world. 4 | 5 | ## The Universal World Profile (UWP) 6 | 7 | The Cepheus Engine utilizes a concise one-line coding to encapsulate data on an individual world in a manner that, with a little practice, can be quickly and easily read. The specifics of the Universal World Profile can be found below: 8 | 9 | ``` 10 | WorldName 0000 A123456-7x Ni R 123 Na 11 | ``` 12 | 13 | ### The Explanation 14 | 15 | **WorldName:** indicates the common name for the world that is being profiled. 16 | 17 | **0000:** provides the location of the world's hex (column, then row) on the sector or subsector map. 18 | 19 | **A123456-7:** is the classic world profile. Each number or letter is a pseudo-hexadecimal code representing a specific value on the corresponding world data charts. In order, the profile defines the following elements: [Starport](#primary-starport), [World Size](#world-size), [Atmosphere](#atmosphere), [Hydrographics](#hydrographics), [Population](#world-population), [Government](#world-government), [Law Level](#law-level), followed by a hyphen and finally [Technology Level](#technology-level). 20 | 21 | **X:** indicates where information about a world's [bases](#bases) are noted. A space here indicates that the world has no bases worthy of note on an interstellar level. 22 | 23 | **Ni:** is used here to indicate where special remarks and [trade codes](#trade-codes) are displayed as part of the world data profile. 24 | 25 | **R:** provides information about the world's [Travel Zone](#travel-zones) classification. A space indicates a world that is generally safe to visit. An "A" represents an [Amber Zone](#amber-zone), indicating a world that adventurers should approach with more caution than normal. An "R" indicates a [Red Zone](#red-zone), a world where travel is prohibited for any of a number of reasons, from physical dangers to political secrecy. 26 | 27 | **123:** represents a brief synopsis of three pieces of data: a [Population Modifier](#population-modifier) for the main world, the number of [Planetoid Belts](#planetoid-belt-presence) in the system, and the number of [Gas Giants](#gas-giant-presence) in the system. 28 | 29 | **Na:** indicates the system's [interstellar allegiance](#polities-and-world-allegiance). "Na" is used for non-aligned worlds. 30 | 31 | ## Star Mapping 32 | 33 | For Cepheus Engine universes, the presence of star systems is marked on hex maps, each hex representing one parsec. For each system, generate a Universal World Profile for the primary world of the system. The smallest astrogation map size, the subsector, measures 8 hexes wide by 10 hexes high. An intermediate map size, the quadrant, measures two subsectors by two subsectors, while the largest map size, the sector, measures two quadrants by two quadrants. 34 | 35 | There is a basic one-half chance normally that a world (and its attendant stellar system) will be in a hex. Systematically check each hex on the subsector map, throwing one die and marking the hex with a circle if the result is a 4, 5, or 6. This indicates that a world is present; otherwise, leave the hex blank. The Referee may elect to alter the normal chances of worlds, making them more frequent or less frequent to correspond to specific regions of the galaxy. A 50% density (no DM) is appropriate for the spiral arms of the galaxy. Apply a –2 DM for 'rift sectors', a –1 DM for sparse sectors and a +1 DM for densely populated sectors. 36 | 37 | ## World Size 38 | 39 | The Size characteristic for inhabitable worlds ranges from 0 to 10, and is determined by rolling 2D6–2. 40 | 41 | | Digit | World Size | Surface Gravity (gs) | 42 | | --- | --- | --- | 43 | | 0 | 800 km (typically an asteroid) | Negligible | 44 | | 1 | 1,600 km | 0.05 | 45 | | 2 | 3,200 km | 0.15 | 46 | | 3 | 4,800 km | 0.25 | 47 | | 4 | 6,400 km | 0.35 | 48 | | 5 | 8,000 km | 0.45 | 49 | | 6 | 9,600 km | 0.7 | 50 | | 7 | 11,200 km | 0.9 | 51 | | 8 | 12,800 km | 1.0 | 52 | | 9 | 14,400 km | 1.25 | 53 | | 10 (A) | 16,000 km | 1.4 | 54 | 55 | ### High and Low Gravity Worlds 56 | 57 | Worlds where the gravity is 0.75 or less are low-gravity worlds. Common features include improbable-looking rock formations, thin and spindly life forms and flying as a common form of locomotion (assuming the atmosphere is thick enough to support flyers). Humans tend to find life on low-gravity worlds to be initially pleasant, but regular exercise regimes and medicinal supplements are required to prevent bone and muscle degradation. Those who spent too long on low-gravity worlds cannot tolerate higher gravities. Characters on low-gravity worlds suffer a –1 DM to all skill checks until they acclimatize, a process which takes 1D6 weeks. Characters with the Zero-G skill at level 0 or better acclimatize instantly. 58 | 59 | High-gravity worlds have a gravity 1.25 times or more than of Earth. They tend to be extremely dense worlds; common features include wide rocky plains, squat, muscular creatures, and plant life that spreads out like lichen instead of growing up. Crawling, burrowing or swimming are the commonest forms of locomotion. Humans find high-gravity worlds unpleasant. Especially high-gravity worlds require the use of pressured or powered suits to support the human frame. Characters on high-gravity worlds suffer a –1 DM to all skill checks until they acclimatize, a process which takes 1D6 weeks. 60 | 61 | ## Atmosphere 62 | 63 | A planet's Atmosphere is generated by rolling 2D6–7 and adding the planet's Size. If a world's Size equals 0, then the world's Atmosphere equals 0. The Atmosphere code should never be higher than 15(F). 64 | 65 | | Digit | Atmosphere | Pressure | Survival Gear Required | 66 | | --- | --- | --- | --- | 67 | | 0 | None | 0.00 | Vacc Suit | 68 | | 1 | Trace | 0.001 to 0.09 | Vacc Suit | 69 | | 2 | Very Thin, Tainted | 0.1 to 0.42 | Respirator, Filter | 70 | | 3 | Very Thin | 0.1 to 0.42 | Respirator | 71 | | 4 | Thin, Tainted | 0.43 to 0.7 | Filter | 72 | | 5 | Thin | 0.43 to 0.7 | | 73 | | 6 | Standard | 0.71–1.49 | | 74 | | 7 | Standard, Tainted | 0.71–1.49 | Filter | 75 | | 8 | Dense | 1.5 to 2.49 | | 76 | | 9 | Dense, Tainted | 1.5 to 2.49 | Filter | 77 | | 10 (A) | Exotic | Varies | Air Supply | 78 | | 11 (B) | Corrosive | Varies | Vacc Suit | 79 | | 12 (C) | Insidious | Varies | Vacc Suit | 80 | | 13 (D) | Dense, High | 2.5+ | | 81 | | 14 (E) | Thin, Low | 0.5 or less | | 82 | | 15 (F) | Unusual | Varies | Varies | 83 | 84 | ### Atmosphere Types 85 | 86 | **Tainted:** Tainted atmospheres contain some element that is harmful to humans, such as an unusually high proportion of carbon dioxide. A character who breathes a tainted atmosphere without a filter will suffer 1D6 damage every few minutes (or hours, depending on the level of taint). 87 | 88 | **Exotic:** An exotic atmosphere is unbreathable by humans, but is not otherwise hazardous. A character needs an air supply to breath in an exotic atmosphere. 89 | 90 | **Corrosive:** Corrosive atmospheres are highly dangerous. A character who breathes in a corrosive atmosphere will suffer 1D6 damage each round. 91 | 92 | **Insidious:** An insidious atmosphere is like a corrosive one, but it is so corrosive that it attacks equipment as well. The chief danger in an insidious atmosphere is that the toxic gases will destroy the seals and filters on the character's protective gear. An insidious atmosphere worms its way past protection after 2D6 hours on average, although vigilant maintenance or advanced protective gear can prolong survival times. 93 | 94 | **Dense, High (D):** These worlds have thick N2/O2 atmospheres, but their mean surface pressure is too high to support unprotected human life (high pressure nitrogen and oxygen are deadly to humans). However, pressure naturally decreases with increasing altitude, so if there are highlands at the right altitude the pressure may drop enough to support human life. Alternatively, there may not be any topography high enough for humans to inhabit, necessitating floating gravitic or dirigible habitats or sealed habitats on the surface. 95 | 96 | **Thin, Low (E):** The opposite of the Dense, High atmosphere, these massive worlds have thin N2/O2 atmospheres that settle in the lowlands and depressions and are only breathable there – the pressure drops off so rapidly with altitude that the highest topographic points of the surface may be close to vacuum. 97 | 98 | **Unusual (F):** An Unusual atmosphere is a catchall term for an atmosphere that behaves in a strange manner. Examples include ellipsoidal atmospheres, which are thin at the poles and dense at the equator; Panthalassic worlds composed of a rocky core surrounded by a water layer hundreds of kilometers thick; worlds wracked by storms so intense that that the local air pressure changes from dense to thin depending on the current weather; and other planets with unusual and hazardous atmospheric conditions. 99 | 100 | ## Hydrographics 101 | 102 | Hydrographic percentage is obtained by rolling 2D6–7 and adding the world's Size, modified by the world's atmosphere or size as described in the Hydrographic DMs by Size and Atmosphere table. 103 | 104 | | Condition | DM | 105 | | --- | --- | 106 | | Size 0 or 1 | Hydrographics must be 0 | 107 | | Atmosphere 0, 1, A, B or C | –4 | 108 | | Atmosphere E | –2 | 109 | 110 | A world's Hydrographics value should never exceed 10 (A), nor may it be lower than 0. 111 | 112 | | Digit | Hydrographic Percentage | Description | 113 | | --- | --- | --- | 114 | | 0 | 0%–5% | Desert world | 115 | | 1 | 6%–15% | Dry world | 116 | | 2 | 16%–25% | A few small seas. | 117 | | 3 | 26%–35% | Small seas and oceans. | 118 | | 4 | 36%–45% | Wet world | 119 | | 5 | 46%–55% | Large oceans | 120 | | 6 | 56%–65% | | 121 | | 7 | 66%–75% | Earth-like world | 122 | | 8 | 76%–85% | Water world | 123 | | 9 | 86%–95% | Only a few small islands and archipelagos. | 124 | | 10 (A) | 96–100% | Almost entirely water. | 125 | 126 | ## World Population 127 | 128 | A world's Population is generated by rolling 2D6–2, modified by the world's Size, Atmosphere and Hydrographics as described in the Population DMs table. A world's Population value should never exceed 10 (A). If a world has a population of 0, it is uninhabited and the world also has a Government, Law Level and Technology Level of 0. 129 | 130 | ### Population DMs 131 | 132 | | Condition | DM | 133 | | --- | --- | 134 | | Size is 2 or less | \-1 | 135 | | Atmosphere is A or greater | \-2 | 136 | | Atmosphere is 6 | +3 | 137 | | Atmosphere is 5 or 8 | +1 | 138 | | Hydrographics is 0 and Atmosphere less than 3 | \-2 | 139 | 140 | ### World Population 141 | 142 | | Digit | Population | Range | Comparison | 143 | | --- | --- | --- | --- | 144 | | 0 | None | 0 | | 145 | | 1 | Few | 10+ | A tiny farmstead or a single family | 146 | | 2 | Hundreds | 100+ | A village | 147 | | 3 | Thousands | 1,000+ | | 148 | | 4 | Tens of thousands | 10,000+ | Small town | 149 | | 5 | Hundreds of thousands | 100,000+ | Average city | 150 | | 6 | Millions | 1,000,000+ | | 151 | | 7 | Tens of millions | 10,000,000+ | Large city | 152 | | 8 | Hundreds of millions | 100,000,000+ | | 153 | | 9 | Billions | 1,000,000,000+ | Present day Earth | 154 | | 10 (A) | Tens of billions | 10,000,000,000+ | | 155 | 156 | ### Population Modifier 157 | 158 | Sometimes it is enough just to know that a world has hundreds of millions of people on it (Population 8). Other times, a Referee or player may want a more specific number. The Population Modifier is determined by rolling 2D6-2. If the Population is greater than 0, the minimum Population Modifier value is 1. If the Population code is 0, then the Population Modifier is also 0. The Population Modifier is multiplied by 10 raised to the power of the Population code to determine a more specific number of people living on the world. For example, if the Referee generates a Population Modifier of 4 for a world with a Population code of 8, then he knows that (4×108, which is…) 400,000,000 people live on that world. 159 | 160 | ## Primary Starport 161 | 162 | Many worlds have starports, their presence being essential to interstellar trade and commerce. To determine the world's primary starport, roll 2D6-7 and add the world's Population value. Compare the result to the Primary Starport table to determine the starport class for the world. Each starport class offers different levels of service. The Starport Class Services table provides more specific details. 163 | 164 | | Roll | Starport Class | 165 | | --- | --- | 166 | | 2 | X | 167 | | 3 | E | 168 | | 4 | E | 169 | | 5 | D | 170 | | 6 | D | 171 | | 7 | C | 172 | | 8 | C | 173 | | 9 | B | 174 | | 10 | B | 175 | | 11+ | A | 176 | 177 | ### Starport Class Services 178 | 179 | | Class | Descriptor | Best Fuel | Annual Maint. | Shipyard Capacity | Possible Bases | 180 | | --- | --- | --- | --- | --- | --- | 181 | | A | Excellent | Refined | Yes | Can construct starships and non-starships | Naval, Scout | 182 | | B | Good | Refined | Yes | Can construct non-starships | Naval, Scout | 183 | | C | Routine | Unrefined | No | Can perform reasonable repairs | Scout | 184 | | D | Poor | Unrefined | No | None | Scout | 185 | | E | Frontier | None | No | None | None | 186 | | X | None | None | No | None | None | 187 | 188 | ## World Government 189 | 190 | The Government characteristic is determined by rolling 2D6–7 and adding the world's Population. If a world's Population equals 0, then the world's Government equals 0. The Government code should never be higher than 15(F), nor lower than 0. 191 | 192 | | Type | Government | 193 | | --- | --- | 194 | | 0 | None | 195 | | 1 | Company/Corporation | 196 | | 2 | Participating Democracy | 197 | | 3 | Self-Perpetuating Oligarchy | 198 | | 4 | Representative Democracy | 199 | | 5 | Feudal Technocracy | 200 | | 6 | Captive Government | 201 | | 7 | Balkanization | 202 | | 8 | Civil Service Bureaucracy | 203 | | 9 | Impersonal Bureaucracy | 204 | | 10 (A) | Charismatic Dictator | 205 | | 11 (B) | Non-Charismatic Leader | 206 | | 12 (C) | Charismatic Oligarchy | 207 | | 13 (D) | Religious Dictatorship | 208 | | 14 (E) | Religious Autocracy | 209 | | 15 (F) | Totalitarian Oligarchy | 210 | 211 | ## Law Level 212 | 213 | Law level is determined by rolling 2D6–7 and adding the Government characteristic. If the world's Government is 0, then the world's Law Level is also 0. Law Level should never be less than 0. 214 | 215 | | Digit | Descriptor | Not Allowed | 216 | | --- | --- | --- | 217 | | 0 | No Law | No restrictions; candidate for Amber Zone status | 218 | | 1 | Low Law | Poison gas, explosives, undetectable weapons, weapons or mass destruction | 219 | | 2 | Low Law | Portable energy weapons (except ship-mounted weapons) | 220 | | 3 | Low Law | Heavy weapons | 221 | | 4 | Medium Law | Light assault weapons and submachine guns | 222 | | 5 | Medium Law | Personal concealable weapons | 223 | | 6 | Medium Law | All firearms except shotguns and stunners; carrying weapons discouraged | 224 | | 7 | High Law | Shotguns | 225 | | 8 | High Law | All bladed weapons, stunners | 226 | | 9 | High Law | Any weapons outside one's residence; candidate for Amber Zone status | 227 | | 10(A)+ | Extreme Law | Any weapons allowed at all; candidate for Amber Zone status | 228 | 229 | ## Technology Level 230 | 231 | The Technology Level (also called "tech level" or TL) of the world is determined by rolling 1D6 and adding DMs per the Technology Level DMs by UWP Values table. A world's Technology Level may not be below 0. 232 | 233 | | Value | Starport | Size | Atmosphere | Hydrographics | Population | Government | 234 | | --- | --- | --- | --- | --- | --- | --- | 235 | | 0 | | +2 | +1 | +1 | | +1 | 236 | | 1 | | +2 | +1 | | +1 | | 237 | | 2 | | +1 | +1 | | +1 | | 238 | | 3 | | +1 | +1 | | +1 | | 239 | | 4 | | +1 | | | +1 | | 240 | | 5 | | | | | +1 | +1 | 241 | | 6 | | | | | | | 242 | | 7 | | | | | | +2 | 243 | | 8 | | | | | | | 244 | | 9 | | | | +1 | +1 | | 245 | | 10 (A) | +6 | | +1 | +2 | +2 | | 246 | | 11 (B) | +4 | | +1 | | +3 | | 247 | | 12 (C) | +2 | | +1 | | +4 | | 248 | | 13 (D) | | | +1 | | | –2 | 249 | | 14 (E) | | | +1 | | | –2 | 250 | | 15 (F) | | | +1 | | | | 251 | | X | –4 | | | | | | 252 | 253 | Certain world conditions must meet a minimum Technology Level requirement. If the world possesses a lower technology level, then the Referee should increase the world's tech level to the required minimum. 254 | 255 | | Conditions | Minimum TL | 256 | | --- | --- | 257 | | Hydrographics is 0 or 10(A), Population is at least 6 | 4 | 258 | | Atmosphere is 4, 7 or 9 | 5 | 259 | | Atmosphere is 3 or less, or 10(A)-12(C) | 7 | 260 | | Atmosphere is 13(D) or 14(E), Hydrographics is 10(A) | 7 | 261 | 262 | ## Trade Codes 263 | 264 | Trade codes are assigned based on a world's UWP values, as noted in the UWP Values for Trade Codes table. 265 | 266 | | Classification | Code | Size | Atmos. | Hydro | Pop. | Gov. | Law | TL | 267 | | --- | --- | --- | --- | --- | --- | --- | --- | --- | 268 | | Agricultural | Ag | | 4–9 | 4–8 | 5–7 | | | | 269 | | Asteroid | As | 0 | 0 | 0 | | | | | 270 | | Barren | Ba | | | | 0 | 0 | 0 | | 271 | | Desert | De | | 2+ | 0 | | | | | 272 | | Fluid Oceans | Fl | | 10+ | 1+ | | | | | 273 | | Garden | Ga | | 5,6,8 | 4–9 | 4–8 | | | | 274 | | High Population | Hi | | | | 9+ | | | | 275 | | High Technology | Ht | | | | | | | 12+ | 276 | | Ice-Capped | Ic | | 0–1 | 1+ | | | | | 277 | | Industrial | In | | 0–2,4,7,9 | | 9+ | | | | 278 | | Low Population | Lo | | | | 1–3 | | | | 279 | | Low Technology | Lt | | | | | | | 5– | 280 | | Non-Agricultural | Na | | 0–3 | 0–3 | 6+ | | | | 281 | | Non-Industrial | Ni | | | | 4–6 | | | | 282 | | Poor | Po | | 2–5 | 0–3 | | | | | 283 | | Rich | Ri | | 6,8 | | 6–8 | | | | 284 | | Water World | Wa | | | 10 | | | | | 285 | | Vacuum | Va | | 0 | | | | | | 286 | 287 | ## Planetoid Belt Presence 288 | 289 | Planetoid belts exist in many systems, and are mined by belters for ice, ore and other interesting things. To determine the presence of planetoid belts in a given star system, throw 4+ on 2D6 for at least one planetoid belt to be present in the system. If planetoid belts are present, then the number of planetoid belts in the system is 1D6-3, minimum of 1. If the primary world of the system is Size 0, then there's at least one planetoid belt in the system automatically. 290 | 291 | ## Gas Giant Presence 292 | 293 | A star system may have one or more gas giant planets. The presence of a gas giant allows starships equipped with fuel scoops to refuel by skimming; this eliminates fuel cost for the vessel and increases profit. It also allows refueling at systems that do not have starports. Refueling in this fashion requires 1D6 hours per 40 tons of fuel. 294 | 295 | Gas giants are relatively common. For each system throw 5+ on 2D6 for at least one gas giant to be present in the system. If gas giants are present, then the number of gas giants in the system is 1D6-2, minimum of 1. 296 | 297 | ## Bases 298 | 299 | Stellar systems may have bases for military forces, the navy, the scouts, or for other arms of interstellar government. Bases can help determine political boundaries within a given region of space. An interstellar government will place bases along its borders to guard against aggression from rival states, or to control local systems. The presence of multiple bases within a few parsecs might indicate a contested border, or a mighty stronghold. While other bases may exist, the two primary bases are the Naval Base and the Scout Base. 300 | 301 | ### Naval Base 302 | 303 | A naval base is a supply depot, refueling station, repair yard or fortress of the Navy. Naval vessels can obtain refined fuel and supplies here. If a world possesses a Class-A or Class-B starport, throw 8+ on 2D6 to determine the presence of a naval base in the system. 304 | 305 | ### Scout Base 306 | 307 | A scout base or outpost offers refined fuel and supplies to scout ships. If a world does not possess a Class-E or Class-X starport, throw 7+ on 2D6 to determine the presence of a scout base in the system. This roll suffers a DM -1 if the world has a Class-C starport, a DM -2 for a Class-B starport and a DM -3 for a Class-A starport. 308 | 309 | ### Pirate Base 310 | 311 | A pirate base serves as a haven for interstellar pirates. If a world does not possess a Class-A starport or a naval base, throw 12+ on 2D6 to determine the presence of a pirate base in the system. 312 | 313 | ### Base Codes 314 | 315 | The presence of one or more bases is designated on the hex map with a base code in the upper-left of the world hex. The Base Codes table identifies which note-worthy bases, if any, are present. 316 | 317 | | Code | Description | 318 | | --- | --- | 319 | | A | Naval Base and Scout Base/Outpost | 320 | | G | Scout Base/Outpost and Pirate Base | 321 | | N | Naval Base | 322 | | P | Pirate Base | 323 | | S | Scout Base/Outpost | 324 | 325 | ## Travel Zones 326 | 327 | Most worlds are assumed to be civilized, or at least amenable to adventurers and other visitors. Some, however, are caught in the throes of war, plagued by disease, or simply not ready for interstellar visitors. Such worlds are classified by travel zones to denote such status. In most cases, the Referee should indicate travel zones based on the information available. Two such zone types exist: amber and red. 328 | 329 | ### Amber Zone 330 | 331 | An Amber world has been deemed dangerous, and travelers are warned to be on their guard. Amber worlds are often undergoing upheaval or revolution, or else are naturally hazardous environments. A world with an Atmosphere of 10+, a government of 0, 7 or 10, or a Law Level of 0 or 9+ should be considered for Amber status. 332 | 333 | ### Red Zone 334 | 335 | Red worlds are interdicted and travel to them is forbidden. Interdictions are enforced by the Navy. Red zones can indicate that the world is too dangerous to allow visitors. The Referee assigns Red worlds at his discretion. 336 | 337 | ## Polities and World Allegiance 338 | 339 | Worlds may be independent, or part of a larger polity that spans a system or more. Polities range from loose confederations of a few worlds with common trade or defense policies or cultural links, to vast star empires containing thousands of systems and trillions of citizens. Polity borders should be drawn on the map. Note that larger polities will usually have sub-domains, which should also be marked. 340 | 341 | ## Communications Routes and Trade Routes 342 | 343 | Within the subsector, governments will have established communications and trade routes connecting some (but not all) worlds. Messages between businesses, governments and people generally follow these routes. 344 | 345 | Communications routes should be carefully drawn so as to avoid making all parts of the subsector accessible; a subsector should have some areas as backwaters for exploration and adventure. Communications routes are drawn as single lines connecting hexes on the subsector grid. 346 | 347 | Trade routes link worlds that have strong commercial ties. Consult the Trade Route Worlds table– if any pair of worlds matching the two columns lay within four parsecs of each other, and there is a Jump–1 or Jump–2 route between them, then mark a trade route connecting those two worlds. 348 | 349 | | First End Point | Second End Point | 350 | | --- | --- | 351 | | Industrial or High Tech | Asteroid, Desert, Ice Capped, Non-Industrial | 352 | | High Population or Rich | Agricultural, Garden, Water World | 353 | --------------------------------------------------------------------------------