Professional Documents
Culture Documents
2D6-Based Modern
Role-Playing Game
By Mark Stout
Air Force
You serve in your Qualification INT 6+
country's air force. Survival INT 5+ Advancement EDU 8+
Re-Enlistment 5+
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Airman Piloting-1 1 1000 Contact
1 Lieutenant Leadership-1 2 1000 +1 INT
2 Captain 3 2000 Weapon
3 Major 4 5000 Contact
4 Lt. Colonel 5 10000 +1 EDU
5 Colonel 6 10000 Ally
6 Br. General SOC +1 7 20000 +1 SOC
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 INT Carousing Computer Admin
2 +1 DEX Gun Combat Gunnery Computer
3 +1 END Gunnery Investigation Jack o’ Trades
4 +1 EDU Melee Combat Science Medicine
5 Athletics Computer Repair Leadership
6 Carousing Survival Piloting Tactics
Business
You are in the business Qualification INT 5+
of business. Survival INT 4+ Advancement EDU 8+
Re-Enlistment 5+
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Intern Admin-1 1 1000 Contact
1 Rookie 2 2000 +1 INT
2 Associate 3 2000 Contact
3 Supervisor Liaison-1 4 5000 Contact
4 Manager 5 10000 +1 EDU
5 Executive 6 20000 Ally
6 CEO SOC +1 7 50000 +1 SOC
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 STR Admin Leadership Computer
2 +1 DEX Liaison Admin Jack o’ Trades
3 +1 INT Driving Deception Science
4 +1 END Athletics Liaison Liaison
5 Athletics Carousing Computer Admin
6 Carousing Deception Investigation Leadership
Navy
You serve in your Qualification INT 6+
country's navy. Survival INT 5+ Advancement EDU 8+
Re-Enlistment 5+
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Seaman Watercraft-1 1 1000 Contact
1 Chief 2 1000 +1 INT
2 Lieutenant Leadership-1 3 2000 Weapon
3 Lt. Cmdr 4 5000 Contact
4 Commander 5 10000 +1 EDU
5 Captain 6 10000 Ally
6 Admiral SOC +1 7 20000 +1 SOC
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 INT Watercraft Computer Admin
2 +1 DEX Gun Combat Gunnery Science
3 +1 END Gunnery Watercraft Jack o’ Trades
4 +1 EDU Repair Medicine Medicine
5 Athletics Computer Repair Leadership
6 Carousing Melee Combat Piloting Tactics
Scientist
You are a university Qualification EDU 6+
professor, physician, or Survival INT 4+ Advancement EDU 9+
research scientist. Re-Enlistment 5+
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Intern Science-1 1 1000 Contact
1 Lab Tech 2 2000 +1 INT
2 Assistant Admin-1 3 5000 Contact
3 Researcher 4 10000 +1 SOC
4 Associate 5 10000 +1 EDU
5 Fellow 6 20000 Ally
6 Project Lead Leadership-1 7 50000 +1 EDU
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 INT Admin Computer Admin
2 +1 DEX Computer Liaison Computer
3 +1 END Driving Medicine Jack o’ Trades
4 +1 EDU Medicine Science Medicine
5 Athletics Investigation Repair Science
6 Carousing Science Investigation Leadership
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Skills
Skills are your character’s greatest asset in Cepheus Modern. Skilled characters
are competent. A Skill at level 1 (denoted Skill-1) represents someone who is
employable; Skill-3 denotes a professional; and Skill-5 represents an expert. For
example, a newly trained paramedic has Medicine-1; an experienced physician
has Medicine-3; and a cutting-edge neurosurgeon has Medicine-5. The task
resolution system takes this into account. Professionals should automatically
succeed at routine tasks (difficulty 4+) and easily perform average tasks
(difficulty 6+), while experts will automatically succeed in routine and average
tasks and easily manage difficult (8+) ones.
Skill List
• Admin: Business administration, forgery, and dealing with bureaucracies
and the law.
• Animals: The care and training of animals, as well as general agriculture.
• Athletics: The ability to exert oneself physically. This skill is never rolled
unskilled.
• Carousing: The art of mingling in social settings to achieve your goals, and
gambling.
• Computer: Programming, working with computer hardware, and hacking.
This skill also covers the use of sensors, communications gear, and other
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Weapons
Stat Explanations
• Tech Level (TL): Technological level.
• Range: Effective/Maximum in meters.
• Damage: Damage caused by the weapon.
• Magazine: The amount of ammunition the weapon holds. If the magazine
requires additional time to reload, this will be noted.
• Ammo Cost: Cost per magazine.
• Cost: The weapon’s cost.
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Vehicles
A wide variety of vehicles exist across cultures for planetary, atmospheric, and
oceanic transportation. The following is a list of a few of the more common
conveyances.
Characters may purchase a vehicle at its base Tech Level or on any higher TL.
Higher-tech vehicles typically have greater range and endurance, at the Referee’s
discretion.
Stat Block Explanation
• Tech Level (TL): Technological level.
• Agility (Agi): The vehicle's maneuverability. It applies as a DM to throws in
vehicle combat.
• Speed (Spd): The vehicle's speed in kilometers per hour (km/h).
• Light Damage Threshold: Weapons have to throw this number or above on
their AV dice to penetrate armor and cause regular damage hits.
• Critical Damage Threshold: Weapons have to throw this number or above
on their AV dice to cause a critical damage hit. Note that small arms do not
cause critical damage even in this case.
• Weapons: These are the weapons included in the vehicle’s price by default.
• Crew/Psgrs: The first number shows the number of crew-members the
vehicle requires, and the second shows the number of passengers it may
carry.
• Cargo: The vehicle's cargo capacity in kilograms.
• Cost: The vehicle's cost.
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Frenzy
A character with a Melee Combat skill of 1 or higher, who either kills or disables
an enemy in melee combat, may move 1.5m and immediately attack an adjacent
enemy. Characters may do so in the same combat action a number of times equal
to their Melee Combat skill.
Ranged Combat
To hit a target in your weapon’s Effective range, throw Gun Combat or Heavy
Weapons 8+. Beyond Effective range, throw 10+ instead, out to maximum range.
Hitting an obscured target (such as behind bushes) is penalized by a DM -1.
Attacking a target behind hard cover has a penalty of DM -2. Attacking a target
behind heavy prepared cover, such as a bunker, has a penalty of DM -3.
Attacks on a prone character in ranged combat are penalized by DM -2. If the
prone character is behind, use the cover DM instead, with an additional DM -1.
If a character has a total cover DM of -4 or more, they cannot make any direct fire
ranged attacks themselves. They are completely blocked by their cover. They
may still attack, and be attacked, by indirect weapons such as grenades.
Shooting in darkness incurs a DM -2 to hit, while shooting in dim light incurs a
DM -1 to hit.
A summary of conditions that affect ranged combat are as follows.
Condition DM
Target obscured DM -1
Target behind hard cover DM -2
Target in heavy cover DM -3
Target running (double move on its DM -1
previous round)
Target behind total cover DM -4, direct fire impossible
Target prone DM -2
Target prone behind cover Cover DM and an additional DM -1
Darkness DM -2
Dim Light DM -1
Target dodging (optional rule) DM -target's Gun Combat skill
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CHAPTER 4: ANIMALS
Characters in the uncivilized areas quickly find out that they are not alone.
Animal encounters and other natural events are common, regardless of the
current terrain.
Animal Encounters
Animals in any ecological system interact with each other, forming food chains,
obeying instincts, defending territory, and generally living out their lives. When
people enter such an ecological system, they will encounter the animals of the
system, prompting natural reactions, such as attack or flight.
Although the precise nature of animals may change, most will conform to the
broad classifications given below. This system, however, is intended to allow
broad latitude in both animal types and attack/defense mechanisms, while
remaining essentially logical and reasonable.
Animal Types
Nearly all animals may be classified into four basic categories: herbivore,
omnivore, carnivore, and scavenger. Specific definitions for these terms are
provided in a later section of these rules, and differ from the precise scientific
definitions in current use. Within each category, a variety of animal types exist,
based on specific feeding/hunting habits; examples of this concept are grazers,
chasers, and pouncers.
Animals which are encountered may be further classified into various categories
and types, and specific attack and defense mechanisms determined. The
resulting description indicates the actions an animal will take without resorting
to such confining labels as bear or tiger.
Animals and Characteristics
Animals have a similar range of characteristics to humans, but there are several
differences:
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Strength Damage
1–10 1D6
11–20 2D6
21–30 3D6
31–40 4D6
41–50 5D6
51–60 6D6
61-70 7D6
71-80 8D6
81-90 9D6
91+ 10D6
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Example Animals
Wolf
50kg chaser (carnivore), forest walker, 7J91C8, #App 2d6+2
Athletics-1, Melee (Natural Weapons)-1, Recon-2, Survival-1
Teeth (3d6), Hide (1), Speed (12m)
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Bull Shark
150kg killer (carnivore), ocean swimmer, EAC0C1, #App 1d3
Athletics-0, Melee (Natural Weapons)-2, Recon-1, Survival-1
Teeth (4d6), Hide (3), Speed (12m).
African Elephant
5000kg intermittent (herbivore), plains walker, Q2N16C, #App 4d6
Athletics-0, Melee (Natural Weapons)-0, Recon-1, Survival-2
Feet (3d6), Hide (7), Speed (3m).
Cobra
6kg hunter (carnivore), plains walker, 3831A5, #App 1d6
Athletics-0, Melee (Natural Weapons)-1, Recon-1, Survival-2
Teeth (1+venom Vir9, 3d6 damage), Hide (0), Speed (1m).
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Street Mage
You learned magic while Qualification Auto
running the mean streets. Survival INT 5+ Advancement MAG 7+
Re-Enlistment 4
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Urchin Streetwise-1 1 1000 Contact
1 Runner 2 1000 +1 INT
2 Trickster 3 2000 Weapon
3 Magician Talent-1 4 5000 Contact
4 Shaman 5 10000 +1 EDU
5 Seer 6 10000 Ally
6 Wise One 7 20000 +1 MAG
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 STR Talent Recon Admin
2 +1 DEX Melee Combat Talent Computer
3 +1 INT Gun Combat +1 MAG Jack o’ Trades
4 Melee Combat Streetwise Driving Tactics
5 Athletics Stealth Repair Talent
6 Carousing Deception Liaison Leadership
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Armor
Armor TL Protection Cost
Vacc Suit 9 6 $10000
Vacc Suit, Hostile Env. 10 10 $20000
Combat Environment Suit 10 9 $5000
Reflec 10 0/14 vs. lasers $3000
Combat Armor 11 11 $20000
Powered Armor 13 18 $500000
Vacc Suit, Advanced 13 6/14 vs. lasers $20000
Weave 13 8 $6000
• Combat Armor (TL11): Enclosed rigid military armor. Combat armor can
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Pharmaceuticals
Pharmaceutical TL Cost
Fast Forward 10 $200
Metabolic Accelerator 10 $500
Medicinal Metabolic Accelerator 11 $1000
Anagathic 15 $2000
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Melee Weapons
Weapon TL Cost Dmg Qualities
Vibroblade 13 $1500 4D
• Vibroblade (TL13): An intermediate-sized bladed weapon using hypersonic
micro-vibrations of the blade to create a potent cutting force.
Ranged Weapons
Weapon TL Cost Range Dmg Mag Ammo Qualities
Laser Carbine 8 $2500 100/400 4D 15 $1000 AV 1D, Double Tap,
Laser
Snub Revolver 8 $400 5/20 2D 6 $6 Zero-G
Accelerator Rifle 9 $1500 100/400 3D 20 $15 AV 1D, Auto 2, Zero-G
Laser Rifle 9 $3500 300/500 5D 30 $1500 AV 2D, Double Tap,
Laser
Advanced 10 $2000 200/400 3D 40 $30 AV 1D, Auto 3, Scope
Combat Rifle
Laser Pistol 10 $1500 50/200 3D 10 $500 Double Tap, Laser
Stunner 10 $600 10/30 3D 10 $10 Stun, Zero-G
Gauss Pistol 12 $2000 20/100 3D 30 $30 AV 1D, Auto 2
Gauss Rifle 12 $3000 300/600 4D 100 $40 AV 1D, Auto 4
Blaster 13 $5000 50/200 4D 20 $100 AV 1D, Laser
Blaster, Heavy 13 $10000 200/400 5D 50 $500 AV 2D, Auto 3, Laser
Plasma Rifle 16 $15000 150/300 6D 10 $500 AV 2D
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