334 Cepheus — Part 3: Skills & Tasks


How Skills Work in Play

A skill represents trained competence. In 334 Cepheus, skills are divided into Broad skills and Flat skills.

Broad Skills & Narrow Specialties

A Broad skill covers a general domain. A Narrow specialty covers a specific application within that domain.

Effective Skill = Broad Level + Narrow Level

Using a Narrow Specialty you possess: Add both levels to your roll. Using a Broad skill without a Narrow specialty: Use only the Broad level. You are not unskilled. Using neither Broad nor Narrow: You are unskilled (−1 DM).

Example: You have Gun Combat-1 and Energy Rifle-2. When firing an energy rifle, your total skill modifier is +3. When firing a shotgun (a specialty you do not have), your modifier is +1 (Gun Combat-1 only). When attempting First Aid with no Medicine skill, you are unskilled (−1 DM).

Skill Caps


The Complete Skill List

Combat Skills

Skill Type Description
Gun Combat Broad Use of personal firearms.
— Energy Pistol Narrow Laser pistols, plasma casters, stunners.
— Energy Rifle Narrow Laser rifles, plasma weapons, sniper systems.
— Slug Pistol Narrow Revolvers, autopistols, needle guns.
— Slug Rifle Narrow Assault rifles, shotguns, hunting rifles.
Melee Combat Broad Close-quarters fighting.
— Blade Narrow Swords, knives, bayonets, monofilament edges.
— Bludgeon Narrow Clubs, maces, stun batons.
— Unarmed Narrow Martial arts, brawling, grappling.
Heavy Weapons Flat Crew-served weapons, rocket launchers, vehicle-mounted guns.
Turret Weapons Flat Ship and vehicle turret operation.

Technical Skills

Skill Type Description
Computer Flat Programming, hacking, data analysis, intrusion.
Electronics Flat Repair and operation of electronic systems, comms, sensors.
Engineering Broad Design, repair, and maintenance of starship systems.
— Jump Drive Narrow FTL drive mechanics and calibration.
— M-Drive Narrow Maneuver drive systems.
— Power Plant Narrow Fusion and alternative power systems.
— Life Support Narrow Atmosphere, gravity, thermal regulation.
Mechanic Flat Ground vehicle, industrial, and general machinery repair.
Medicine Flat First aid, surgery, diagnosis, pharmacology.
Navigation Flat Astrogation, jump plotting, orbital mechanics.
Sensors Flat Operating and interpreting scanner, radar, and lidar data.

Piloting & Vehicle Skills

Skill Type Description
Drive Flat Ground vehicles, wheeled and tracked.
Pilot Broad Operation of aircraft and spacecraft.
— Small Craft Narrow Shuttles, fighters, air/rafts.
— Spacecraft Narrow Standard starships up to 2,000 tons.
— Capital Ships Narrow Warships and liners exceeding 2,000 tons.
Vacc Suit Flat Operation of hostile environment suits, including battle dress.
Zero-G Flat Movement and combat in microgravity.

Social Skills

Skill Type Description
Admin Flat Bureaucracy, paperwork, organizational navigation.
Advocate Flat Law, contracts, legal argumentation.
Broker Flat Trade negotiation, market analysis, speculative commerce.
Carousing Flat Social drinking, gambling, street networking, vice.
Deception Flat Lies, disguises, forgery, misdirection.
Diplomacy Flat Formal negotiation, treaties, political maneuvering.
Insight Flat Reading emotions, detecting lies, judging character.
Leadership Flat Command, morale, tactical coordination.
Persuasion Flat Convincing others, rhetoric, seduction, intimidation.
Steward Flat Hospitality, passenger care, cuisine, service.
Streetwise Flat Criminal underworld, black markets, urban survival.

Knowledge & Investigation Skills

Skill Type Description
Investigation Flat Crime scene analysis, evidence gathering, deduction.
Language Flat Each level represents fluency in one additional language.
Profession Flat A specific trade or craft (declare at acquisition).
Science Broad Academic research and application. Science-0 covers cross-disciplinary tasks.
— Life Sciences Narrow Biology, genetics, xenobiology, ecology.
— Physical Sciences Narrow Physics, chemistry, materials science.
— Social Sciences Narrow Sociology, psychology, anthropology, history.
— Space Sciences Narrow Astronomy, planetology, cosmology.
Trade Flat A specific commercial craft (declare at acquisition).

Science-0. Background Knowledge, or a Broad rank with no Narrow specialty, lets you attempt science outside one field at the Broad level. Use a Narrow specialty only when the task is clearly Life, Physical, Social, or Space.

Survival & Field Skills

Skill Type Description
Animals Flat Riding, training, veterinary care.
Athletics Flat Running, climbing, swimming, throwing.
Recon Flat Scouting, ambush detection, situational awareness.
Stealth Flat Hiding, shadowing, silent movement.
Survival Flat Wilderness survival, tracking, foraging.

Art & Performance

Skill Type Description
Art Broad Creative expression and performance.
— Music Narrow Instruments, composition, vocal performance.
— Visual Arts Narrow Painting, sculpture, holography.
— Writing Narrow Fiction, journalism, technical writing.
— Performance Narrow Acting, dance, oratory.

Using Skills

Standard Tasks

The player declares their action. The Referee sets the Difficulty (TN). The player rolls 2D6 + Characteristic DM + Skill + Situational DMs.

Never roll for trivial actions. If a skilled professional would succeed automatically under calm conditions, no roll is required. Reserve the dice for moments of stress, opposition, or consequence.

Teamwork

When multiple characters cooperate on a task, designate one as the primary actor. Each assistant with at least Level 0 in the relevant skill grants +1 DM to the primary roll (maximum +2 from assistants).

If an assistant has no skill but relevant tools or attributes, they grant no DM but may absorb Bane (e.g., the unskilled character handles the heavy lifting while the expert focuses on the delicate work).

Taking Time & Rushing

Approach Effect
Careful (2× normal time) Reduce Difficulty by one step, or gain Boon.
Standard Normal roll.
Rushed (½ normal time) Increase Difficulty by one step, or suffer Bane.
Desperate (¼ normal time or less) Increase Difficulty by two steps, or suffer Bane and cap Effect at 0 (no exceptional successes).

Defaulting

If you lack a skill but possess a closely related skill, the Referee may allow you to roll with that skill at −1 DM (instead of the unskilled −1). This represents transferable knowledge.

Example: You lack Computer but have Electronics-2. The Referee lets you attempt a basic hacking task at +1 (Electronics-2 minus 1) instead of −1.


Skill Advancement

Characters improve through training and experience.

End-of-Adventure Advancement

At the conclusion of a significant adventure (not every session—every arc), each player may attempt to advance one skill they used meaningfully during play.

Roll 2D6 + INT DM. The target number is 8 + current skill level. This roll cannot raise a skill above the career cap of Level 4.

Example: You have Gun Combat-2. To advance to 3, you need 11+ on 2D6 + INT DM. With INT 10 (DM +1), you need to roll 10.

Training

Between adventures, characters may dedicate time to formal study.

Duration Cost Result
1 week Cr 500 Refresher. If skill is 0, gain Level 1.
4 weeks Cr 2,000 Intensive course. Attempt advancement roll at Boon.
12 weeks Cr 5,000 + instructor Full program. Automatic advancement if current level ≤ 2. Roll normally if level 3+.

Instructor Requirement: To train from Level 3 to Level 4, you need an instructor with the skill at least two levels higher than your current level. Ordinary training stops at Level 4.

Self-Teaching: You may attempt to learn without an instructor, but all training rolls suffer Bane.


Referee's Toolbox

When to Call for a Roll

Call for a roll when:

Do not call for a roll when:

Situational Modifiers

Use these as guidelines. Remember the ±4 cap.

Circumstance DM
Superior equipment +1 to +2
Extensive preparation or reconnaissance +1 to +2
Acting with surprise +2
Familiar environment +1
Poor equipment −1 to −2
Fatigue or mild injury −1
Severe weather or environmental hazard −1 to −2
Acting under direct fire −2
Complete darkness / sensory deprivation −2
Unfamiliar technology (unskilled) −3

Social Task Guidance

Social skills are not mind control. They create opportunities, shift attitudes, and extract information—but they cannot force a character to act against their core interests or values.

Always allow the opposed Insight roll when a PC is the target of social manipulation.


Examples in Play

Hacking a Terminal Kael (INT +1, Computer-2) attempts to bypass a security terminal. The Referee sets the task as Difficult (TN 10) because the system is encrypted. Kael has a military-grade deck (+1 DM). Total modifier: +1 (INT) + 2 (skill) + 1 (deck) = +4 (at cap). He rolls 2D6 = 6. Total: 10. Effect 0. Marginal Success. He bypasses the lock, but the system flags an anomaly. Security will investigate in 1D6 minutes.

Seducing a Contact Mira (SOC +2, Persuasion-1) wants to charm an informant at a casino. The Referee calls it Standard (TN 8) —the informant is lonely but cautious. Mira is dressed well (+1) and buys drinks (+1). Total DM: +2 (SOC) + 1 (skill) + 2 (situation) = +5, capped at +4. She rolls 2D6 = 9. Total: 13. Effect +5. Success. The informant opens up and reveals the location of the smuggler's drop. Because this is social, not magical, the informant still expects payment and will bolt if threatened.

Repairing a Jump Drive Torvald (INT +0, Engineering (Jump Drive)-3) must fix a misaligned drive crystal before the patrol arrives in 2 hours. The Referee calls it Difficult (TN 10) and notes the Rushed time frame (no Boon because Torvald is skilled and has proper tools). His assistant, Jin (Engineering-1), helps. Teamwork grants +1 DM. Total: +0 (INT) + 3 (skill) + 1 (assistant) = +4 (capped). He rolls 2D6 = 5. Total: 9. Effect −1. Marginal Failure. Torvald realizes the crystal is cracked, not misaligned. He needs a replacement part—time to improvise or negotiate.


334 Cepheus Copyright © 2026, 334 Cepheus Authors. Derived from Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason "Flynn" Kemp.