334 Cepheus — Part 9: World & Adventure Generation


Design Philosophy

The referee's job is not to simulate a universe. It is to create situations worth escaping from. These tools generate worlds, encounters, and adventures fast enough to improvise at the table, but deep enough to sustain a campaign. Use what you need. Skip what you don't.


World Generation: The Universal World Profile (UWP)

Every world is summarized by a UWP code: A788899-8

Each digit represents a trait, rated 0–F (hexadecimal: 0–9, A=10, B=11, C=12, D=13, E=14, F=15).

Position Code Trait Description
1 A Starport Quality of spaceport facilities
2 7 Size Planetary diameter (0 = asteroid, A = 16,000km+)
3 8 Atmosphere Type and breathability
4 8 Hydrographics Percentage of surface water
5 8 Population Order of magnitude (0 = 0, A = 10 billion+)
6 9 Government Type of ruling authority
7 9 Law Level Restrictiveness (0 = none, F = totalitarian)
8 8 Tech Level Maximum technological capability

Generating a World (Quick Method)

Roll or choose each element. For a full sector, roll randomly. For a specific adventure, choose deliberately.

1. Starport (2D6)

Roll Code Quality Fuel Repair Berthing (Cr/week)
2 X None No No 0
3–4 E Frontier No No 10
5–6 D Poor Unrefined Limited 50
7–8 C Routine Unrefined Limited 100
9–10 B Good Refined Available 500
11–12 A Excellent Refined Full 1,000

2. Size (2D6−2)

Roll Code Diameter Gravity Notes
0 0 <1,000km Negligible Asteroid, belt
1 1 1,600km 0.05g Low gravity
2–3 2–3 3,200–4,800km 0.15–0.25g Small, tectonically dead
4–5 4–5 6,400–8,000km 0.4–0.5g Mars-like
6–8 6–8 9,600–11,200km 0.7–1.0g Earth-like
9–10 9–A 12,800–16,000km 1.1–1.5g Heavy world
11+ B+ 16,000km+ 1.6g+ High gravity, dense atmosphere

3. Atmosphere (2D6−7 + Size, minimum 0)

Code Type Pressure Breathable? Gear Required
0 None Vacuum No Vacc Suit
1 Trace <0.001 atm No Vacc Suit
2 Very Thin, Tainted 0.001–0.09 No Respirator + Filter
3 Very Thin 0.001–0.09 Yes Respirator
4 Thin, Tainted 0.1–0.42 No Filter Mask
5 Thin 0.1–0.42 Yes —
6 Standard 0.43–1.0 Yes —
7 Standard, Tainted 0.43–1.0 No Filter Mask
8 Dense 1.01–2.0 Yes —
9 Dense, Tainted 1.01–2.0 No Filter Mask
A (10) Exotic Varies Special Special
B (11) Corrosive Varies No Vacc Suit
C (12) Insidious Varies No Vacc Suit, special precautions
D+ — — — Referee's discretion

4. Hydrographics (2D6−7 + Size, 0–10)

Code Coverage Climate Notes
0 0% Desert world
1 10% Dry world
2 20% Arid
3 30% Sparse water
4 40% Drought-prone
5 50% Marginal
6 60% Earth-like
7 70% Wet
8 80% Archipelago
9 90% Island chains
A (10) 100% Water world

5. Population (2D6−2)

Code Population Description
0 0 Uninhabited
1 Tens Outpost
2 Hundreds Village
3 Thousands Small town
4 Tens of thousands Town
5 Hundreds of thousands City
6 Millions Multiple cities
7 Tens of millions Nation-state
8 Hundreds of millions Continental
9 Billions Global civilization
A (10) Tens of billions Ecumenopolis or hive

6. Government (2D6−7 + Population, minimum 0)

Code Type Typical Law Stability
0 None 0 Anarchy, unstable
1 Company/Corporation Varies Profit-driven
2 Participating Democracy Low–Medium Stable, slow
3 Self-Perpetuating Oligarchy Medium Stable, corrupt
4 Representative Democracy Medium Stable
5 Feudal Technocracy Medium Merit-based hierarchy
6 Captive Government High Occupied, puppet
7 Balkanization Varies Multiple factions
8 Civil Service Bureaucracy High Stable, stifling
9 Impersonal Bureaucracy Very High Kafkaesque
A (10) Charismatic Dictator Varies Personality cult
B (11) Non-Charismatic Leader High Military junta
C (12) Charismatic Oligarchy Medium Corporate/religious council
D (13) Religious Dictatorship Very High Theocratic
E (14) Religious Autocracy Total God-king
F (15) Totalitarian Oligarchy Total Surveillance state

7. Law Level (2D6−7 + Government, 0–F)

Code Weapons Armor Psionics Trade Restrictions
0 No restrictions No restrictions Unregulated None
1 Poison gas, explosives banned None Registration None
2 Portable energy weapons banned Combat armor banned Registration, testing Some goods taxed
3 Military weapons banned None Restricted, licensed Some goods prohibited
4 Light assault weapons banned None Illegal Many goods prohibited
5 Personal concealable weapons banned Mesh+ banned Illegal, death penalty Most trade regulated
6 All firearms banned All armor banned Absolute ban Strict customs
7 Shotguns banned All armor banned Absolute ban Military inspection
8 All bladed weapons banned All armor banned Absolute ban Total customs control
9 All weapons banned All armor banned Absolute ban Trade by permit only
A+ No civilian activity permitted — — Command economy

8. Tech Level (1D6 + modifiers based on starport, size, atmosphere, hydrographics, population, government)

Code Era Capabilities
0 Stone Age Primitive tools
1 Bronze/Iron Age Metallurgy, agriculture
2 Renaissance Printing, sailing ships
3 Industrial Steam, early firearms
4 Mechanized Internal combustion, radio
5 Broadcast Television, fission, jets
6 Atomic Early spaceflight, computers
7 Spaceflight Orbital habitats, lasers
8 Interplanetary Jump-1, Vacc Suits, fusion
9 Interstellar Jump-2, combat armor
10 (A) Advanced Jump-3, battle dress, neural comms
11 (B) High Jump-4, anagathics, AI
12 (C) Very High Jump-5, molecular manufacturing
13 (D) Ultra Jump-6, near-immortality
14 (E) Transcendent Antimatter, planetcraft
15 (F) Singularity Post-human, incomprehensible

World Tags

Beyond the UWP, every world has two Tags that define its personality. Roll or choose:

D66 Tag Implication
11 Alien Ruins Ancient structures, valuable artifacts, xenoarchaeologists, looters
12 Asteroid Miners Independent prospectors, claim jumpers, volatile community
13 Atmospheric Plague Filter masks required. Quarantine protocols. Black market vaccines.
14 Bureaucratic Hell Three forms to breathe. Bribery is standard procedure.
15 Corporate State Everything is owned. Everyone is employed. Dissent is downsized.
16 Criminal Haven Law level is a suggestion. Syndicates run the ports.
21 Cultural Conservatory Strict preservation of pre-space traditions. Offworlders are suspect.
22 Cybernetic Theocracy Flesh is weak. Augmentation is salvation. Natural humans are heretics.
23 Desert World Water is currency. Cities are underground or domed.
24 Ecumenopolis One city covers the planet. Vertical slums. Sky-high wealth disparity.
25 Failed Colony Terraforming collapsed. Survivors are desperate. Infrastructure crumbles.
26 Feudal Empire Noble houses control territory. Honor duels. Vassalage.
31 Free Port No tariffs, no questions. Pirates and merchants mingle.
32 Frozen Waste Ice covers everything. Thermal gear mandatory. Subglacial oceans.
33 Garden World Paradise. Everyone wants it. Wars are fought over it.
34 Generation Ship Wreck Ancient colony ship crashed here. Descendants forgot their origins.
35 Gladiatorial Culture Public combat is entertainment and justice.
36 Hive Mind Telepathic collective. Individuality is aberration.
41 Hostile Biosphere Everything is toxic, venomous, or carnivorous.
42 Imperial Capital Seat of regional power. Spies, diplomats, and assassins.
43 Lost Technology TL 15 artifacts in a TL 8 society. Guarded zealously.
44 Military Outpost Fortress world. Civil liberties suspended. Leave quickly.
45 Nomadic Fleet No fixed ports. Population lives in ships, stations, or rovers.
46 Orbital Ring Artificial ring structure dominates sky. Elevator access.
51 Penal Colony Prison labor drives the economy. Escape attempts are common.
52 Psionic Institute
53 Quarantined Biological or memetic hazard. Shoot-on-sight enforcement.
54 Religious Pilgrimage Sacred site. Millions visit. Merchants and pickpockets thrive.
55 Research Station Scientists study something dangerous. They need supplies.
56 Robotic Servitors AI and robots perform all labor. Humans are obsolete or idle.
61 Seeded World Deliberately terraformed. Designers still monitor.
62 Smuggler's Route Hidden caches, blind sensors, corrupt port authorities.
63 Tidal Locked One side always faces sun. Twilight belt is habitable.
64 Tomb World Extinct civilization. Valuable. Haunted (maybe literally).
65 War Zone Active conflict. Mercenaries welcome. Civilians are targets.
66 Xenophobic Isolationists Offworlders are shot on sight. Or enslaved. Or eaten.

Encounter Generation

Space Encounters

Roll 1D6 when entering a system, or 1D6 per week in transit.

Roll Encounter
1 Customs Inspection. Random search or targeted. Law level determines hostility.
2 Pirate. Single ship or wolf pack. Thrust comparison determines if escape is possible.
3 Derelict. Abandoned ship. Salvage, trap, or distress beacon?
4 Solar Flare / Navigation Hazard. Pilot 8+ to avoid damage or delay.
5 Other Trader. Potential ally, competitor, or mark.
6 Military Patrol. They want to scan your transponder. Have you been naughty?

Complication (roll 1D6 after any encounter):

Roll Complication
1 The encounter was bait. Reinforcements arrive in 1D6 rounds.
2 A third party is watching. Your actions will be reported.
3 The encounter damaged something you didn't notice. System failure in 1D6 hours.
4 Someone on your crew recognizes the other party. History complicates things.
5 The encounter reveals a secret (hidden base, smuggler cache, distress signal).
6 No complication. Clean encounter.

Animal Encounters

When exploring wilderness, roll 1D6 per day or when entering new terrain.

Terrain Roll Modifier
Clear, settled −2
Plains, scrub +0
Forest, jungle +1
Mountain, desert +0
Swamp, marsh +1
Ocean, ice +1
Roll Encounter
0–1 None
2 Herbivore herd. Passive. Potential food/resource.
3 Scavenger pack. Follows the party, attacks the weak.
4 Predator. Hunts. May stalk for hours before striking.
5 Grazer mob. Herbivores in panic. Stampede hazard.
6 Apex predator. Lethal. Avoid or fight with preparation.
7+ Exotic / Alien. Referee's choice. Sentient? Psionic? Technological?

Animal Template (roll 1D6 for each trait):

Trait Roll 1 Roll 2 Roll 3 Roll 4 Roll 5 Roll 6
Size Tiny (1D6 HP) Small (2D6) Medium (3D6) Large (4D6) Huge (5D6) Massive (6D6)
Weapon Teeth/claws Horns/spikes Constrict/crush Poison/spit Charge/trample Tool use
Armor None Hide (AR 2) Scales (AR 4) Shell (AR 6) Exoskeleton (AR 8) Energy field
Behavior Flee Avoid Curious Territorial Hunt Ambush
Movement Burrow Climb Swim Fly Sprint Teleport (short)

Social Encounters

Roll 1D6 when carousing, docking, or entering a new social space.

Roll Encounter
1 Rival crew. Same profession, competing for the same job.
2 Informant. Has information for sale. Trustworthiness questionable.
3 Old friend / enemy. Someone from a character's past appears.
4 Official. Bureaucrat, cop, or spy. Wants something: taxes, bribes, cooperation.
5 Criminal contact. Offers illegal work. Dangerous but lucrative.
6 Patron. Someone with money and a problem. The classic adventure hook.

Adventure Design: The 5-Node Mission

Every adventure is a network of 5 nodes, not a linear path. The players choose the order. The nodes are:

Node 1: The Hook

How the players learn about the job.

Node 2: Investigation

Gathering information before acting.

Key Question: What do the players need to know to succeed? What false leads exist?

Node 3: Complication

The situation is worse than advertised.

Node 4: The Climax

The decisive confrontation.

Node 5: The Fallout

Consequences of their choices.


Faction Generation

Every world or sector has 3 factions in tension. Roll or choose:

D6 Primary Interest Secondary Interest
1 Wealth Control
2 Power Survival
3 Religion Expansion
4 Knowledge Secrecy
5 Security Freedom
6 Tradition Innovation

Faction Relationship (roll 1D6 for each pair):

Roll Relationship
1 At War
2 Cold War
3 Uneasy Alliance
4 Trade Partners
5 Ignorant
6 Subsumed

Faction Strength: Rate each faction 1–6 in:

A faction with 15+ total is dominant. A faction with 6 or less is desperate.


Adventure Seeds

Roll 1D66 or choose:

Roll Seed
11 A colony ship's AI has gone insane. It thinks the passengers are cargo and the crew are pests.
12 A noble's heir has joined a pirate crew. Retrieve them before the scandal breaks.
13 Anagathics smuggling ring. The drugs are real, but the side effects are worse than advertised.
14 Archaeological dig uncovered a psionic artifact. Now the dig team is murdering each other.
15 A starport customs AI has developed a grudge against your ship. Every arrival is a full inspection.
16
21 A jump drive misjump dropped a ship 200 years in the past. Can they avoid paradox?
22 A world's water supply is poisoned. The corporation that sold the purification system denies fault.
23 A celebrity's brain scan has been stolen. Blackmail, replacement, or resurrection?
24 A prison break in a penal colony. The escapees are political prisoners... or terrorists.
25 A trade route is haunted. Ships disappear. Sensors show nothing. Survivors are catatonic.
26 A robotic servitor world has elected an AI as president. Is it sentient? Is it legal?
31 A bioship—an organic jump-capable creature—has been spotted. Hunt it, study it, or communicate?
32 A feudal world's nobles are using offworld mercenaries in their succession war.
33 A generation ship's descendants have regressed to TL 3. They worship the ship's reactor as a god.
34 A corporate research station has gone silent. The last transmission was screaming.
35 A free port's neutrality is being tested by two warring empires. Choose a side or broker peace.
36 A tomb world's defenses have activated. The archaeological team is trapped inside.
41 A smuggler's cache contains something alive. It's growing.
42 A military outpost has been overrun by its own experimental bioweapons.
43 A psionic institute wants to "recruit" one of your crew. Voluntarily or not.
44 A garden world's ecosystem is artificial. The gardeners are returning.
45 A criminal haven's boss has died. The succession war will burn the port down.
46 A quarantined world holds the cure for a plague spreading through the sector.
51 A nomadic fleet's path intersects with a developing colony. Collision or cooperation?
52 A failed colony's survivors have become cannibals. They don't want to be saved.
53 A religious pilgrimage site is actually a psionic amplifier. The faithful are being harvested.
54 A gladiatorial world's champion is an offworlder who wants to escape.
55 A bureaucratic world's AI has imprisoned everyone for paperwork violations.
56 A xenophobic world has shot down a civilian ship. The passengers are still alive.
61 A seeded world's terraforming is failing. The designers offer a reward for diagnosis.
62 A war zone's mercenaries have stopped fighting. They're waiting for something.
63 A corporate executive has faked their death. They want to hire you to prove it.
64
65 A medical station is experimenting on refugees. The data is valuable. The ethics are not.
66 A rival crew has the same contract. Last one to the objective gets nothing.

Referee's Quick Reference

When to Roll

Reaction Rolls (2D6 + SOC DM)

Result Reaction
2–3 Hostile. Attack or drive off.
4–5 Unfriendly. Refuse cooperation.
6–8 Neutral. Businesslike.
9–10 Friendly. Willing to help for fair price.
11–12 Helpful. Goes out of their way.
13+ Enthusiastic. Allies, discounts, or romance.

Morale Rolls (2D6 + highest Leader skill or INT+SOC DM)

Result Action
2–5 Rout. Flee or surrender.
6–7 Hesitate. No action this round.
8–9 Hold. Continue fighting.
10+ Rally. +1 DM for 1 round.

Random Complications (1D66)

Roll Complication
11 The authorities arrive.
12 A fire starts.
13 The lights go out.
14 Someone unexpected is here.
15
16 Equipment fails.
21 Weather / environment worsens.
22 A third party enters.
23 The target is not what it seems.
24 Someone is lying.
25 The map is wrong.
26 Communication is jammed.
31 A trap is sprung.
32 The exit is blocked.
33 Reinforcements arrive (enemy).
34 Reinforcements arrive (ally).
35 A secret door / passage is found.
36 The ceiling / floor gives way.
41 A hostage is taken.
42 Someone switches sides.
43 The payment is fake / insufficient.
44 A disease / poison takes effect.
45 Gravity shifts.
46 Atmosphere begins venting.
51 A computer system locks down.
52 An alarm sounds.
53 A valuable item is destroyed.
54 Someone recognizes the PCs.
55 A prophecy / prediction comes true.
56 The enemy offers terms.
61 A natural disaster begins.
62 A ship / vehicle crashes nearby.
63 The laws change.
64 A faction declares war.
65 A crewmember receives a distress call from family.
66 Roll twice. Both happen.

Example: Generating a World

Rolls:

UWP: C675548-8

Tags: Roll 2D66 = 15 (Corporate State), 23 (Desert World)

Name: Kharon-IV

Description: A desert world with marginal water, ruled by a technocratic nobility descended from the original terraformers. The atmosphere is breathable with a filter mask—without it, the alkaline dust scars the lungs. The corporate state controls all water production; citizens are employees. Offworlders are tolerated at the starport but forbidden from the aquifer complexes without permits. A thriving black market in water purification tech and illegal filter masks operates in the underground slums. The nobles live in climate-controlled arcologies; the workers live in sealed hab-domes. Tension is high. The players arrive with a cargo of "agricultural equipment" that is actually weapons for the resistance.


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