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
- During character creation: No skill above Level 3. A Broad skill is at most 2, and a Narrow specialty is at most 2.
- Career cap: Careers, training, and end-of-adventure rolls cannot raise any skill above Level 4. This is the cap that stops one skill from dominating every roll.
- Legendary (Level 5–6): Only the Referee grants these, for a campaign-defining achievement. The standard advancement roll stops at Level 4. Nothing exceeds Level 6.
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.
- Success: The skill increases by one level.
- Failure: No advancement this arc.
- Exceptional Success (Effect 6+): Gain an additional Level 0 in a related skill, or increase a second used skill by one level (still not above 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:
- The outcome is uncertain.
- Failure has meaningful consequences.
- Time pressure, opposition, or danger is present.
- The character is acting outside their competence.
Do not call for a roll when:
- The task is within the character's daily professional competence.
- There is no time pressure or opposition.
- The player has established thorough preparation.
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.
- Persuasion changes minds given time and leverage.
- Deception creates false beliefs, but the target may verify.
- Insight reveals emotional states and inconsistencies, not absolute truth.
- Intimidation (a use of Persuasion or Carousing) produces compliance through fear, but breeds resentment.
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.