Cepheus Universal House Rules

Cepheus Universal is Zozer Games’ excellent 2d6 science fiction roleplaying game, based on Cepheus and developed from there. As such, there is a lot to the game that will be familiar to anyone who has played any of the 2d6 versions of Traveller over the years, right through to the Mongoose editions. Universal is a one book, very complete SF game, which introduces a number of innovations to the Cepheus family. A couple of favourites would be speculative trading which is very fast, and the design of large ‘capital’ starships, using a quick component based design.
This is a short document that outlines the options I use and the tweaks I have made to Cepheus Universal to run the game at my table. Suffice to say that none of the below are strictly necessary, the game is great as it is, but they make some minor tonal shifts that I like. Most all other steps and rules apply, this document only notes some choices and changes.
For most task based rolls I use the standard 2d6 + Skill + Characteristic to get an 8+. In some key areas Universal drops the characteristic bonus. Mostly, I put it back in, though I’m mindful of the probability ranges and effects of some of these rolls, with starship gunnery and speculative trading being two examples.
I come and go with some of these house rules, and they are subject to change and flux. Nevertheless, I thought I’d post them for reference to any GM out there that’s running Cepheus Universal.

Characters

I use design based creation p.26.
p.28. I use the following more generous Characteristic String –  E: 11, 10, 9, 8, 7, 6
Select a Homeworld Skill
A character’s homeworld provides one skill at level 1. Either choose any one skill and justify it in your character biography, or select one based on the character’s homeworld trade codes.
Ice-Capped – Survival
Poor – Survival
Non-Agricultural –  Mechancal
Agricultural – Agriculture
Rich – Carousing
Industrial – Ground Vehicle
Vacuum – Zero-G
Non-Industrial – Mechanical
Asteroid Belt – Zero-G
Desert – Survival
Water World – Watercraft
p.29. Divide up EIGHT skill levels between the skills offered by your character’s chosen career. No skill level may start at more than 3. All other Career Skills begin at level 0.
p.30. Add the following Career:
Performer
[Art]
Other Skills
Athletics
Carousing
Bribery
Liaison
Recon
Steward
Vehicle
Rank
1 Extra
2 Walk on
3 Craftsman
4 Artist
5 Celebrity
6 National Treasure
p.32. Each Career provides a +1 to two Characteristics
Academic:  INT, EDU
Agent:  INT, DEX
Belter:  END, DEX
Citizen:  EDU, SOC
Explorer:  END, EDU
Fixer: INT, SOC
Marine:  STR, EDU
Mercenary:  STR, DEX
Merchant:  INT, SOC
Performer: DEX or INT, SOC
Rogue:  DEX, INT
Spacer:  DEX, EDU
Primitive:  STR, END
Scavanger:  DEX, INT
Technician:  DEX, EDU
Scientist: EDU, INT
p.46 Add the following Skills
Art (Cascade Skill): The various specialties of this skill cover different types of
Artistic endeavours. When this skill is received, the character must immediately
select one of the following: Fine Art, Performance Art, Writing, or Media.
Athletics: Significantly trained in physical development. Physical characteristic tests become standard 8+ checks using Athletics and one of the Characteristics
Rename Vacc Suit as Zero-G
Make sure to apply p. 46:
“It is common to give all player characters level-0 in Vacc Suit, Ground Vehicle and the combat skills of Gun Combat and Melee Combat…”
p.49 Use Abstract Experience

Game System

p.58 Perception Roll. This is ‘Unskilled OK’ so doesn’t attract an unskilled penalty.

Space Combat

p.237 4. Advantage Phase
An effect of 6 on the advantage roll provides a further -2 DM to an enemy attack
p.239 7. Damage Phase
An effect of 6 on the attack roll provides a +2 bonus to the damage roll for adventure class ships
p.239 Ship Damage Table
p.240 Component Damage Table
Swap CU 6 and 7, so Armour becomes 7. Armour Damage is to reduce by 1 point (Hull)

Spacecraft Design

p.249 1 Hull Point every 25t of Hull (this effectively doubles Hull Points). This expansion of Hull Points and the slight curtailment of Hull damage above, gives me a slightly more robust set of ships that will survive a bit longer before kaboom. 

Running the Game

p386. Use Option 4. Destiny Dice. The pool of 6 dice are a shared group resource that can be called on for critical rolls by table concensus.
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