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.
- Direct hire (Patron)
- Distress signal
- Rumor at the starport
- Personal stake (friend in trouble, debt called in)
- Discovery (map, artifact, data cache)
Node 2: Investigation
Gathering information before acting.
- Interview witnesses
- Hack databases
- Scout the location
- Consult experts
- Bribe officials
Key Question: What do the players need to know to succeed? What false leads exist?
Node 3: Complication
The situation is worse than advertised.
- Third party involved (rival crew, military, aliens)
- The target has moved / changed
- Betrayal by employer or ally
- Environmental hazard (storm, solar flare, quarantine)
- The job is illegal / immoral
Node 4: The Climax
The decisive confrontation.
- Heist (break in, steal, escape)
- Rescue (infiltrate, extract, evade)
- Assault (attack, destroy, secure)
- Negotiation (diplomacy, blackmail, deception)
- Investigation (solve, prove, expose)
Node 5: The Fallout
Consequences of their choices.
- Payment (full, partial, or betrayal)
- Reputation (new allies, new enemies)
- Legal (warrants, bounties, pardons)
- Personal (crew relationships, psychological scars)
- Cosmic (what did they unleash?)
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:
- Force (military, thugs, weapons)
- Finance (money, resources, trade)
- Influence (political, social, media)
- Reach (territory, networks, intelligence)
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
- Task Resolution: Uncertain outcome + meaningful consequence + time pressure.
- Random Encounters: Entering new environment, spending time in risky area, or when the table needs energy.
- Morale: NPCs lose 50% force or leader.
- Reaction: Meeting new NPCs with unclear disposition.
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:
- Starport: 2D6 = 7 → C (Routine)
- Size: 2D6−2 = 6 → 6 (9,600km, 0.8g)
- Atmosphere: 2D6−7+6 = 7 → 7 (Standard, Tainted)
- Hydro: 2D6−7+6 = 5 → 5 (50%, marginal)
- Population: 2D6−2 = 5 → 5 (Hundreds of thousands)
- Government: 2D6−7+5 = 5 → 5 (Feudal Technocracy)
- Law: 2D6−7+5 = 4 → 4 (Light assault weapons banned)
- Tech: Modifiers → 8 (Interplanetary)
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.