334 Cepheus — Part 10: Appendices & Quick Reference


Appendix A: Master Task Resolution

The Core Roll

2D6 + Modifiers ≥ Target Number

Element Value
Base TN 8
Modifiers Characteristic DM + Skill + Situational (max ±4 total)
Boon 3D6, keep highest 2
Bane 3D6, keep lowest 2
Critical Success Natural 12 → treat Effect as +6 minimum
Critical Failure Natural 2 → treat Effect as −6 minimum

Difficulty Table

Difficulty TN No-Mod Success
Simple 4+ 92%
Routine 6+ 72%
Standard 8+ 28%
Difficult 10+ 8%
Very Difficult 11+ 3%
Formidable 13+ <1%

Effect Table

Effect Degree Result
−6+ Exceptional Failure Disaster; a new problem
−5 to −2 Failure No progress
−1 Marginal Failure Fail, or succeed at a serious cost
0–2 Marginal Success Barely; evidence, noise, or delay. No bonus fact.
3–5 Success Clean, and one step sooner if the task has a duration
6+ Exceptional Success Clean, plus +1D6 damage, half time, or one bonus fact

Appendix B: Characteristic Modifiers

Score DM Score DM
1–2 −2 9–11 +1
3–5 −1 12–14 +2
6–8 +0 15 +3

Appendix C: Combat Quick Reference

Initiative

Actions

Significant Minor
Attack Move (1 band)
Aim (+1 next attack) Draw/holster
Use Skill (complex) Drop prone / stand
Sprint (2 bands) Reload
First Aid Speak
Suppressive Fire Quick Look

Range Bands

Band Distance Ranged DM Melee
Personal 0 m — Normal
Close 1–3 m +0 Normal
Short 4–25 m +0 −2 DM
Medium 26–100 m −1 Impossible
Long 101–300 m −2 Impossible
Very Long 300+ m −4 Impossible

Cover

Type DM to be hit
Light (furniture, brush) −1
Medium (tree, wall, crate) −2
Heavy (bunker, battle dress) −4

Armor

Armor AR Soak Notes
None 0 0 —
Cloth 3 1 Concealable
Mesh 5 2 Standard spacer
Ballistic Weave 6 2 +1 vs. knockdown
Combat Armor 10 4 Sealed 1 hour
Heavy Combat 14 5 Sealed 6 hrs, −1 DEX
Battle Dress 15 6 Sealed 24 hrs, +2 STR (carry)
Ablat 8 2 Laser damage halved; degrades
Reflec 12 4 Lasers only; Soak 0 vs. slug or plasma

Damage Application

Health

Stat Formula
Stamina END + Athletics level
Lifeblood END + STR DM
Condition Trigger Effect
Winded Stamina ≤ half Cosmetic only
Wounded Lifeblood < max Visible bleeding
Seriously Wounded Lifeblood ≤ half −1 DM physical, move halved
Critically Wounded Lifeblood ≤ 3 −2 DM all, END 8+/round or unconscious
Unconscious Lifeblood 0 Dying; lose 1 Lifeblood/round
Dead Lifeblood ≤ negative END —

Healing

Method Time Skill Effect
First Aid 10 min Medicine 8+ 1D6 Stamina; stabilize dying
Recovery Check 8 hrs rest END 8+ 1D6 Stamina (2D6 on Exceptional)
Surgery 1D6 hrs Medicine 8+ 1D6 Lifeblood; 1 attempt per injury
Natural Healing 1 week Medical supervision 1 Lifeblood/week (1 per 2 weeks unsupervised)

Weapon Table (Abbreviated)

| Weapon | Skill | Damage | Range | Notes | |---|---|---|---| | Knife | Melee (Blade) | 2D6+STR | Close | Concealable | | Sword | Melee (Blade) | 3D6+STR | Close | — | | Body Pistol | Gun (Slug) | 2D6 | Close | Concealable | | Revolver | Gun (Slug) | 3D6 | Close | Reliable | | Auto Pistol | Gun (Slug) | 3D6 | Close | Burst | | Shotgun | Gun (Slug) | 4D6 | Short | −1/band beyond Short | | SMG | Gun (Slug) | 3D6 | Short | Burst | | Assault Rifle | Gun (Slug) | 3D6+3 | Medium | Burst | | Laser Carbine | Gun (Energy) | 4D6 | Medium | No recoil; −1 in rain/smoke | | Laser Rifle | Gun (Energy) | 5D6 | Long | No recoil; −1 in rain/smoke | | Plasma Rifle | Gun (Energy) | 6D6 | Medium | Overheat on nat 2 | | Grenade, Frag | Heavy | 5D6 | Short (thrown) | Blast: Short | | Stunner | Gun (Energy) | 3D6 | Close | Stamina only; unconscious at 0 |

Burst: +1 DM, +1D6 damage. 3 rounds. Autofire/Suppression: No to-hit. Targets make END 8+ or lose next action. Open targets failing by 6+ take 1D6.


Appendix D: Ship Combat Quick Reference

Ship Card

Initiative

2D6 + Thrust + Pilot skill

Ranges

Adjacent → Close → Short → Medium → Long → Very Long → Distant

Crew Stations (1 Significant Action each)

Station Key Actions
Pilot Evasive (Bane to be hit), Aggressive (Boon both ways), Hold, Change range
Gunner Fire, Point Defense, Target Systems (−2 DM, direct Critical)
Engineer Damage Control (repair system), Overcharge (+2 DM, risk disable on nat 2), Reroute Power
Sensors Lock Target (+1 DM), Jamming (opposed), Scan
Captain Coordinate (+1 DM to one station), Bridge Drama (creative +1/Boon)

Weapons

Type Damage Notes
Single Laser 2D6 —
Double Laser 3D6 Standard turret
Triple Laser 4D6 High power
Particle Beam 5D6 AP 2 (ignore 2 Armor)
Meson Gun 6D6 Ignores armor; spinal only
Missile Salvo 4D6 Hits end of the round after launch; one Point Defense check
Smart Missile 4D6 +1 DM; cannot evade
Nuclear Missile 6D6 Blast Short; radiation hazard
Railgun 4D6 AP 4
Mass Driver 6D6 Spinal; devastating

Defenses

Critical Table (1D6)

Roll System Effect
1 M-Drive Thrust 0; cannot change range
2 Jump Drive Cannot jump; misjump risk if in jump
3 Power Plant Lose 25% power; all ship rolls at Bane until repaired
4 Sensors Blind; attacks at Bane
5 Weapons One random weapon disabled
6 Crew/Fuel 1–3 on 1D6: 1D6 crew injured. 4–6: lose 1D6 tons of fuel

Jump Travel

Requirement Detail
Fuel 10% ship tonnage per parsec
Plot Navigation 8+
Distance 100+ diameters from gravity well
Duration 168 hours ± 10%

Misjump Table (2D6):


Appendix E: Psionics Quick Reference

Power Strain Time Range Key Effect
Telepathy 2 Action Short Read thoughts, send, detect lies
Clairvoyance 3 1 min Distant Remote view, past scry
Telekinesis 2+ Action Medium Move objects, disarm, shield
Awareness 1/min Passive Self Anti-surprise, detect hidden, sense danger
Pyrokinesis 4 Action Close Fire damage, overheat weapons
Healing Trance 3 10 min Touch 1D6 Stamina + level; 1 LB on Exceptional
Teleportation 5+ Action Self Instant move; risky at distance

PSI Characteristic: Roll 2D6 during testing (Cr 10,000, 4 weeks). Unskilled penalty: −1 DM (not −3). Push: Double effect; take Strain as Lifeblood damage. Burn: After pushing, END 8+ or lose 1 PSI permanently.


Appendix F: NPC Templates

Thug (Criminal Muscle)

STR DEX END INT EDU SOC
10 7 8 5 4 3

Skills: Melee Combat (Bludgeon)-1, Streetwise-1, Gun Combat (Slug Pistol)-0 Stamina: 8 | Lifeblood: 8 Gear: Club or auto pistol, cloth armor Morale: Flee at 50% casualties or leader down.

Corporate Security

STR DEX END INT EDU SOC
9 9 8 7 7 5

Skills: Gun Combat (Energy Carbine)-1, Recon-1, Tactics-0 Stamina: 9 | Lifeblood: 8 Gear: Laser carbine, mesh armor, comm unit Morale: Hold until 75% casualties or officer down.

Starport Fixer

STR DEX END INT EDU SOC
5 7 6 10 8 6

Skills: Broker-2, Streetwise-1, Deception-1, Persuasion-1 Stamina: 6 | Lifeblood: 6 Gear: Concealed body pistol, expensive clothing, data pad Hook: Knows who needs what, for a price.

Alien Predator

STR DEX END INT — —
14 12 10 4 — —

Skills: Survival-2, Stealth-2, Melee Combat (Claws)-2 Stamina: 10 | Lifeblood: 10 Armor: Hide AR 4 Special: Ambush from concealment gains Boon on first attack.

Starship Captain (Veteran)

STR DEX END INT EDU SOC
8 9 7 10 9 8

Skills: Pilot (Spacecraft)-2, Leadership-2, Tactics-1, Gun Combat-1, Broker-1 Stamina: 7 | Lifeblood: 7 Gear: Naval dress sidearm, mesh armor under coat, captain's credentials Bridge Drama: Once per ship combat, grants Boon to one station.


Appendix G: Conversion from Cepheus Engine / Classic Traveller

From (CE/CT) To (334 Cepheus)
Characteristic DM
Unskilled −3 Unskilled −1 (−3 only for alien/advanced tech)
Skill list Use 334 Cepheus list; add Deception, Investigation, Persuasion, Art. Consolidate cascades to Broad/Narrow.
Task DM stacking Cap at ±4; excess becomes Boon/Bane
Difficulty modifiers
Damage to characteristics Use Stamina/Lifeblood track
Armor AR is damage reduction. Soak turns a small remainder into 1 Stamina
Initiative (DEX order) Roll 2D6 + DEX DM each round
Death in chargen Optional; default is Mishap table
Aging start Term 5 (Physical), Term 6 (Standard), Term 7 (Sedentary)
JoT skill Replaced by Background Knowledge
Ship combat (complex) Use Ship Combat Cards, abstracted missiles, Bridge Drama
Mortgage Default 1/300 of ship cost per month, or start owned and in need of repairs. Optional harsh rate is 1/240 after 20% down
Trade (purely random) Add Trade Legwork layer

Appendix H: Character Sheet Summary

NAME: _________________ AGE: ___ SPECIES: Human (default)
CHARACTERISTICS DM
STR ___ (___) ___
DEX ___ (___) ___
END ___ (___) ___
INT ___ (___) ___
EDU ___ (___) ___
SOC ___ (___) ___
PSI ___ (___) ___
HEALTH Stamina: ___ / ___ (END + Athletics) Lifeblood: ___ / ___ (END + STR DM)
SKILLS
Broad Skills & Narrow Specialties:
Gun Combat ___
— Energy Pistol ___
— Energy Rifle ___
— Slug Pistol ___
— Slug Rifle ___
Melee Combat ___
— Blade ___
— Bludgeon ___
— Unarmed ___
Engineering ___
— Jump Drive ___
— M-Drive ___
— Power Plant ___
— Life Support ___
Pilot ___
— Small Craft ___
— Spacecraft ___
— Capital Ships ___
Science ___
— Life ___
— Physical ___
— Social ___
— Space ___
Art ___
— Music ___
— Visual ___
— Writing ___
— Performance ___
Flat Skills: Admin ___ Advocate ___ Animals ___ Athletics ___ Broker ___ Carousing ___ Computer ___ Deception ___ Diplomacy ___ 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 ___
EQUIPMENT
Armor: _________________ (AR ___ / Soak ___)
Weapon 1: _________________ (Damage ___)
Weapon 2: _________________ (Damage ___)
Gear: _______________________________________ ___________________________________________
Encumbrance: ___ / ___ slots (STR + END)
CAREER HISTORY
Term 1: _________________ Rank: ___ Skills: _______________
Term 2: _________________ Rank: ___ Skills: _______________
Term 3: _________________ Rank: ___ Skills: _______________
Term 4: _________________ Rank: ___ Skills: _______________
Term 5: _________________ Rank: ___ Skills: _______________
Term 6: _________________ Rank: ___ Skills: _______________
Term 7: _________________ Rank: ___ Skills: _______________
MUSTERING OUT BENEFITS
Cash: Cr _____________
Material: ___________________________________
Debt: Cr _____________
CONNECTIONS
Allies: _____________________________________
Contacts: ___________________________________
Enemies: ____________________________________
NOTES ____________________________________________ ____________________________________________

Appendix I: Index of Rules

Part Title Key Content
1 Core Mechanics 2D6 resolution, Boon/Bane, Effect, Difficulty, caps
2 Character Creation Lifepath, careers, no default death, aging thresholds
3 Skills & Tasks Broad/Narrow skills, teamwork, advancement, defaulting
4 Personal Combat Stamina/Lifeblood, initiative per round, armor as DR
5 Equipment & Gear Weapons, armor, encumbrance slots, tech levels
6 Psionics PSI characteristic, 7 powers, Strain, Burn
7 Starships & Space Combat Ship cards, abstracted missiles, Bridge Drama, jump
8 Trade & Economy Legwork, speculative trade, passengers, freight, smuggling
9 World & Adventure Generation UWP, Tags, encounters, 5-node adventures, factions
10 Appendices Quick reference tables, NPCs, conversion, character sheet

Final Word

334 Cepheus is a toolkit, not a cage. Use the rules that serve your table. Ignore the ones that don't. The goal is not simulation—it is story, tension, and the feeling of being a competent person in over your head, 40,000 light-years from home.

Fly safe. Roll well. Trust your crew.


334 Cepheus — Complete Ruleset Version 1.0 — August 2026

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