334 Cepheus — Part 2: Character Creation
Design Philosophy
Characters in 334 Cepheus are not built—they are grown. You will guide your character through terms of service, aging, and events, emerging with a history as well as a stat block. Death during creation is optional, not default. Player agency is woven into every random roll.
The Six Steps
- Roll Characteristics (2D6+6 each, swap any two)
- Choose Homeworld (gain background skills)
- Gain Background Knowledge (free Level 0 skills)
- Serve Terms (career, survival, events, skills, advancement)
- Apply Aging (if applicable)
- Muster Out (benefits, debts, connections)
Step 1: Characteristics
Roll 2D6+6 for each characteristic in order:
- Strength (STR)
- Dexterity (DEX)
- Endurance (END)
- Intelligence (INT)
- Education (EDU)
- Social Standing (SOC)
Once rolled, you may swap any two characteristics.
Example: You roll STR 9, DEX 7, END 8, INT 12, EDU 10, SOC 5. You want to play a diplomat, so you swap SOC and INT, giving you SOC 12 and INT 5.
Step 2: Homeworld
Your homeworld represents your first 18 years. Choose one that fits your concept.
| Homeworld | Description | Background Skills (Level 0 each) |
|---|---|---|
| High-Tech City | Advanced urban world | Computer, Streetwise, Drive |
| Industrial | Factory world, working class | Engineer, Trade, Vacc Suit |
| Agricultural | Farming, rural communities | Animals, Drive, Survival |
| Desert | Arid, hostile environment | Survival, Recon, Mechanic |
| Ice World | Frozen, isolated settlements | Survival, Vacc Suit, Athletics |
| Water World | Oceanic, island or submarine | Athletics, Profession (Sailor), Vacc Suit |
| Low-Tech | Pre-industrial society | Melee Combat, Survival, Animals |
| Frontier | Colony, dangerous borders | Gun Combat, Survival, Recon |
| High-Gravity | Dense, heavy environment | Athletics, Vacc Suit, Endurance +1* |
| Low-Gravity | Orbital habitats, asteroid bases | Zero-G, Athletics, Computer |
*If characteristic modifiers would exceed +3, record it as a situational bonus instead.
You gain Level 0 in each listed skill. Level 0 means you are competent enough to avoid the unskilled penalty.
Step 3: Background Knowledge
Every character receives Background Knowledge: a number of skills equal to 3 + EDU DM (minimum 1) at Level 0. Choose these freely from the skill list.
This replaces the "Jack-of-All-Trades" skill. No single skill tax covers everything—you simply start with a broader foundation.
Step 4: Career Terms
A term of service is 4 years. Each term, you:
- Choose a Career and attempt to Qualify
- Survive (or suffer a Mishap)
- Roll for Event
- Gain Skills
- Attempt Advancement
You may serve up to 7 terms (ages 18–46). After each term, you must attempt to re-enlist to continue.
Qualification
Each career has a Qualification roll. Roll 2D6 + DM ≥ target to enter.
| Career | Qualification | Key DM |
|---|---|---|
| Agent | INT 6+ | INT |
| Army | END 5+ | END |
| Barbarian | END 6+ | END |
| Belter | INT 5+ | INT |
| Bureaucrat | EDU 6+ | EDU |
| Colonist | END 5+ | END |
| Drifter | Automatic | — |
| Entertainer | SOC 6+ | SOC |
| Marine | END 6+ | END |
| Merchant | INT 5+ | INT |
| Navy | INT 6+ | INT |
| Noble | SOC 8+ | SOC |
| Physician | EDU 7+ | EDU |
| Pirate | DEX 5+ | DEX |
| Rogue | DEX 5+ | DEX |
| Scholar | EDU 6+ | EDU |
| Scientist | EDU 6+ | EDU |
| Scout | INT 5+ | INT |
| Surface Defence | END 5+ | END |
| Technician | EDU 6+ | EDU |
| Thug | STR 5+ | STR |
| Trader | INT 5+ | INT |
| Worker | END 5+ | END |
| Aerospace Defence | DEX 6+ | DEX |
If you fail qualification: You are Drafted. Enter any career, but start at Rank 0 with no basic training skills. Your first-term survival roll is at −2 DM.
The Draft represents conscription, desperation, or bureaucratic reassignment. You got in, but barely.
Survival
Each career has a Survival roll (2D6 + DM ≥ target).
Failing Survival does not kill you. Instead, roll on the Mishap table and leave the career.
General Mishap Table (1D6)
| Roll | Result |
|---|---|
| 1 | Severely injured. Roll twice on the Injury table; take the worse result. |
| 2 | Disgraced. Reduce SOC by 2. Leave in scandal. |
| 3 | Political upheaval. Your faction is purged. Gain an Enemy. |
| 4 | Financial disaster. Lose all benefits from this career. Gain Debt-1. |
| 5 | Wounded. Roll on the Injury table. |
| 6 | Wrong place, wrong time. Ejected from service. No additional effect. |
Injury Table (1D6)
| Roll | Result |
|---|---|
| 1 | Nearly killed. Reduce one physical characteristic by 1D6. |
| 2 | Severely injured. Reduce one physical characteristic by 1D3. |
| 3 | Scarred. Reduce one physical characteristic by 1. Gain an Enemy. |
| 4 | Injured. Reduce one physical characteristic by 1. |
| 5 | Lightly injured. No permanent effect, but you must leave the career. |
| 6 | Lucky escape. No effect. |
Optional Hardcore Rule: If your group prefers lethal chargen, Survival failure results in death. Announce this at campaign start.
Events
After surviving, roll on your career's Events table (1D6 or 1D66). Events provide hooks, skill opportunities, allies, enemies, and complications.
Example (Agent): "An investigation takes a dangerous turn. Gain one of Investigate, Deception, or Gun Combat, and gain an Enemy."
Skills
Each term, gain one skill level from your career's skill tables (Personal Development, Service Skills, Specialist Skills, Advanced Education).
Directed Chargen: Once per career, after rolling for a skill, you may reroll and take the second result. This represents focused effort or natural aptitude.
Skill Caps During Creation:
- Any single skill: Level 3 maximum
- Broad skill: Level 2 maximum
- Narrow specialty: Level 2 maximum
After creation, careers, training, and end-of-adventure rolls stop at Level 4. See Part 3.
Advancement
Each term, roll 2D6 + DM ≥ your career's Advancement target. Success = promotion. Each rank typically grants a skill or benefit.
Step 5: Aging
Aging checks begin after your aging threshold, which varies by career type:
| Career Type | Aging Starts | Examples |
|---|---|---|
| Physical | Term 5 (age 34) | Marine, Army, Pirate, Thug, Barbarian |
| Standard | Term 6 (age 38) | Agent, Navy, Scout, Merchant, Rogue |
| Sedentary | Term 7 (age 42) | Bureaucrat, Scholar, Scientist, Noble, Entertainer |
At the start of each term at or beyond your threshold, roll 2D6:
- If the result is less than your total terms served: Reduce one physical characteristic (STR, DEX, or END) by 1.
- If the result is 3 or more below your terms served: Reduce one physical characteristic by 2, or reduce two physical characteristics by 1 each.
Medical Care: If you have access to TL 12+ medical facilities, you may reroll one aging roll per term.
Example: You have served 5 terms in the Marines (Physical). At the start of Term 6, roll 2D6. You need 6+ to avoid aging. You roll 4—reduce one physical stat by 1.
Step 6: Mustering Out
When you leave a career, you receive benefits: one roll per term served on either the Cash or Material Benefits table.
| Material Benefits (1D6) | Cash (1D6) |
|---|---|
| 1. Weapon | 1. Cr 1,000 |
| 2. Armor | 2. Cr 5,000 |
| 3. Ally | 3. Cr 10,000 |
| 4. Contact | 4. Cr 20,000 |
| 5. Ship Share | 5. Cr 50,000 |
| 6. Ship Share or TAS Membership | 6. Cr 100,000 |
Rank Bonuses: Some careers grant DM bonuses to cash rolls at higher ranks, or automatic benefits (e.g., Navy Rank 5+ may grant a ship share).
Debt: If you gained Debt through mishaps, you owe Cr 10,000 per level. This must be paid from starting cash or during play.
Example Career: Agent
Qualification: INT 6+ Survival: END 6+ Advancement: INT 7+
Ranks
| Rank | Title | Benefit |
|---|---|---|
| 0 | Rookie | — |
| 1 | Field Agent | Investigation 1 |
| 2 | Senior Agent | — |
| 3 | Special Agent | Deception 1 |
| 4 | Assistant Director | — |
| 5 | Director | SOC +1 |
| 6 | Section Chief | — |
Skill Tables
| 1D6 | Personal Development | Service Skills | Specialist Skills | Advanced Education |
|---|---|---|---|---|
| 1 | +1 STR | Gun Combat | Investigation | Computer |
| 2 | +1 DEX | Deception | Persuasion | Advocate |
| 3 | +1 END | Drive | Stealth | Language |
| 4 | +1 INT | Athletics | Recon | Medicine |
| 5 | +1 EDU | Streetwise | Gun Combat | Leadership |
| 6 | +1 SOC | Computer | Survival | Admin |
Mishaps (1D6)
- Injured on duty. Roll on Injury table twice; take worse.
- A criminal syndicate marks you. Gain an Enemy.
- A mission goes wrong. Reduce SOC by 1.
- You uncover internal corruption. Gain an Ally but must leave.
- Wounded. Roll on Injury table.
- Political purge. Dismissed without benefits.
Events (1D66)
| Roll | Event |
|---|---|
| 11 | Disaster! Roll on Mishap table, but you are not ejected. |
| 12 | Investigating a syndicate. Gain Streetwise or Gun Combat. |
| 13 | Undercover assignment. Gain Deception or Stealth. |
| 14 | Build an informant network. Gain 1D3 Contacts. |
| 15 | A mentor takes interest in your career. Gain an Ally. |
| 16 | Foila major plot. Gain SOC +1 and a decoration. |
| 21 | Personal protection duty. Gain Persuasion or Recon. |
| 22 | Off-world assignment. Gain Pilot or Vacc Suit. |
| 23 | You are falsely accused. Clear your name to gain an Ally; fail and reduce SOC by 1. |
| 24 | Specialized training. Gain any one skill. |
| 25 | You go rogue to finish a case. Gain an Enemy but also any one skill. |
| 26 | Recruited by intelligence. May enter Agent career next term automatically. |
| 31 | |
| 32 | Disaster leaves you stranded. Gain Survival or Athletics. |
| 33 | You befriend a foreign operative. Gain Ally and Language. |
| 34 | Routine audit reveals irregularities. Gain Admin or Investigation. |
| 35 | You are given command of a team. Gain Leadership. |
| 36 | Life event. Roll on Life Events table. |
| 41–66 | As above, or Referee's discretion. |
Core Skill List
Broad Skills with Narrow Specialties
When using a narrow specialty you possess, your effective skill = Broad level + Narrow level. When using a broad skill without a narrow specialty, your effective skill = Broad level (no unskilled penalty). If you have neither, you are unskilled (−1 DM).
| Broad Skill | Narrow Specialties |
|---|---|
| Gun Combat | Energy Pistol, Energy Rifle, Slug Pistol, Slug Rifle, Shotgun |
| Melee Combat | Blade, Bludgeon, Unarmed |
| Engineering | Jump Drive, M-Drive, Power Plant, Life Support |
| Pilot | Small Craft, Spacecraft, Capital Ships |
| Science | Life Sciences, Physical Sciences, Social Sciences, Space Sciences |
| Art | Performance, Visual Arts, Writing, Music |
Flat Skills (No Specialties)
Admin · Advocate · Animals · Athletics · Broker · Carousing · Computer · Deception · Drive · Electronics · Heavy Weapons · Insight · Investigation · Language · Leadership · Medicine · Navigation · Persuasion · Profession · Recon · Sensors · Stealth · Steward · Streetwise · Survival · Trade · Turret Weapons · Vacc Suit · Zero-G
Quick Reference: Character Creation Checklist
- Roll 2D6+6 for STR, DEX, END, INT, EDU, SOC. Swap any two.
- Choose Homeworld. Gain 3 skills at Level 0.
- Gain Background Knowledge: 3 + EDU DM skills at Level 0.
- Choose first career. Attempt Qualification (or be Drafted).
- For each term:
- Roll Survival (Mishap on failure)
- Roll Event
- Roll Skill Table (reroll once per career if desired)
- Roll Advancement
- Check Aging (if applicable)
- Decide: Re-enlist or Muster Out?
- Muster Out: 1 benefit per term (Cash or Material)
- Finalize name, description, equipment, connections.