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CEPHEUS ATOM

CEPHEUS ATOM
BY OMER GOLAN-JOEL

1
STELLAGAMA PUBLISHING
CEPHEUS ATOM
1ST REVISION
CREDITS

AUTHOR INTERIOR ART


Omer Golan-Joel Public Domain
EDITOR Hannah Saunders
Josh Peters PLAYTESTER
INTERIOR DESIGN AND LAYOUT Ashton Dyck, Edward Renfroe, and
Omer Golan-Joel Kay Hardy
COVER ART
(c)Briangoff www.fotosearch.com
Stock Photography

We thank Kelly “K-Slacker” Roberge for


his inspiration for this ruleset.

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CEPHEUS ATOM

LEGAL DISCLAIMER
• This Product is derived from the Traveller System Reference Document and other
Open Gaming Content made available by the Open Gaming License and does not
contain closed content from products published by either Mongoose Publishing or Far
Future Enterprises. This Product is not affiliated with either Mongoose Publishing or
Far Future Enterprises, and it makes no claim to or challenge to any trademarks held
by either entity. The use of the Traveller System Reference Document does not convey
the endorsement of this Product by either Mongoose Publishing or Far Future
Enterprises as a product of either of their product lines.
• Cepheus Engine and Samardan Press™ are the trademarks of Jason "Flynn" Kemp”;
Stellagama Publishing is not affiliated with Jason "Flynn" Kemp or Samardan Press™.
• The names “Cepheus” and “Cepheus Engine” are used in this product with Jason
"Flynn" Kemp’s permission.
• Product Identity: The following items are hereby identified as Product Identity, as
defined in the Open Game License version 1.0a, Section 1(e) and are not open content,
and thus are property of Stellagama Publishing: All trademarks or registered
trademarks, proper names (characters, organizations etc.), dialogue, plots, storylines,
locations, characters, artwork and trade dress. (Elements that have previously been
designated as Open Game Content or are in the public domain are not included in this
declaration.) Open Content: Except for material designated as product identity (see
above), any game mechanics are Open Game Content as defined in the Open Gaming
License version 1.0a section 1(d). No portion of this work other than the material
designated as Open Game Content may be reproduced in any form without written
permission. A copy of the Open Game License is shown on the last page of this book.
To learn more about the Open Game License, please go to http://
www.opengamingfoundation.org/.
• All events, persons, locations, and other material included within these rules are, of
course, strictly fictional.

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STELLAGAMA PUBLISHING

TABLE OF CONTENTS
Introduction 6
About the Author 6
Stellagama Publishing 7
Two Basic Rules 7
Basic Rules and Characters 8
Skills 9
Character creation 9
Contamination 10
Fatigue 10
Common Equipment 12
Armor 12
Common Weapons 13
Heavy Weapons 14
General Equipment 14
Vehicles 15
Combat 16
Personnel Combat 16
Vehicle Combat 18
Repairing Vehicles 19
Exploration 20
Overland Map and Movement 20
Unusual Weather 22
Camping 22
Urban Scavenging 23
Foraging 23
Contaminated Zones and Other Hazards 23
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CEPHEUS ATOM
Underground Movement 24
Light and Darkness 24
Contamination and Mutations 26
Genotype 26
Monster Mutations 27
Psionics 27
Disfiguring Mutations 27
Beneficial Mutations 28
Detrimental Mutations 29
Encounters and Monsters 32
Reactions 32
Monster Format 33
Random Encounters and Monsters 34
Random Humanoid Encounters 37
Robot Encounters 40
Relics 44
Trinkets 44
Mechanical and Electronic Parts 44
Identifying Relics 44
Broken Relics 44
Trading in Relics 45
Relic Vehicles and Dormant Robots 45
Relic Tables 46
Legal Information 50
Open Game Licence Version 1.0A 50

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STELLAGAMA PUBLISHING

INTRODUCTION
The bombs fell. Nations wielded varied and monstrous weapons against one
another. Fires, clouds of poison, and worse have swept the world. Now only the
savage Wastes remain: haunted by mutants, deranged robots, and genegineered
monstrosities. But from the fire, heroes and villains rise: tribals, survivors,
mutants, all the warped remnants of Humanity. Armed with primitive weapons,
pre-Collapse artifacts, and afflicted by strange mutations, they set forth to
conquer the wastes, or at least to survive them. By spear and laser, they shall
prevail – or die a horrible death.
Cepheus Atom is a lightweight role-playing game where players assume the roles
of survivors exploring a sci-fantasy post-apocalyptic world. This is, as some people
call it, a “gonzo” apocalypse – expect sentient mutant animals and plants!, death-
ray guns, and wild mutations, rather than the grimmer darkness of a more realistic
apocalypse. The rules are designed for fast, “beer and pretzels” play, where
players roll dice and blow up stuff between bites of pizza and sips of soft drink, all
while enjoying an evening with friends.
All you need to play are this booklet, a few six-sided dice, writing supplies, and
your wild imagination.

ABOUT THE AUTHOR


Omer Golan-Joel is a 38-years-old freelance English-Hebrew-English translator and
an avid sci-fi and fantasy gamer. He lives in the town of Yavne, Israel with his wife
Einat and two cats Saki and Chicha – the real masters of the house – as well as an
entourage of house geckos. Omer is a fan of science-fiction, fantasy, and history,
an amateur cook, and a hobbyist herpetologist. He also writes sci-fi and fantasy
role-playing gaming material, including These Stars Are Ours!, a full-scale
campaign setting for the Cepheus Engine and other OGL 2D6 sci-fi games, which
he published through Stellagama Publishing® in 2017; Cepheus Light, a full-scale
sci-fi ruleset, published in 2018; and Sword of Cepheus, a sword & sorcery ruleset
published in 2020.

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CEPHEUS ATOM
STELLAGAMA PUBLISHING
Stellagama Publishing is a small international role-playing game publisher focused
on science fiction gaming, founded in January 2016. We publish gaming material
for the Cepheus Engine, 2D6 Sci-Fi OGL, Stars Without Number, and White Star
RPGs. Our goals are to publish enjoyable and immediately playable supplements,
settings, rulesets, and adventures for our fellow players and Referees. Our flagship
setting is These Stars Are Ours!, a high-action space-opera universe in which Terra
only recently gained its freedom from the mighty Reticulan Empire. Our flagship
ruleset is Cepheus Light, an old-school 2D6 sci-fi role-playing game, and we have
recently (early 2020) released a 2D6 sword & sorcery ruleset named Sword of
Cepheus.

TWO BASIC RULES


Rule 0: to facilitate play, the Referee is the final arbiter for any game-related
question.
Rule 1: this is a game played for fun. If a rule gets in the way of your group’s fun,
change or ignore it, subject to Rule Zero, above.
A NOTE ON USABILITY
All material included in this book, except for the above introduction chapter and
the Open Game License text at the back of the book, is Open Content. This means
that the book, with the above-noted exceptions, can serve as a basis of your rules
and products (including commercial ones!), and even re-published if you so desire.
As noted above, the name “Cepheus Engine”, however, is a trademark owned by
Jason “Flynn” Kemp and Samardan Press™ and using them is subject to consent
from Jason “Flynn” Kemp and Samardan Press™. Claiming compatibility with the
Cepheus Engine follows the Cepheus Engine Compatibility-Statement License, as
given in the Cepheus Engine System Reference Document published by Samardan
Press™.

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STELLAGAMA PUBLISHING
Open Game Content starts here

BASIC RULES AND CHARACTERS


This chapter is the heart of Cepheus Atom. In it, we present the simple rules for
creating and equipping characters and resolving the actions those characters
attempt.

DIE ROLL CONVENTIONS


Cepheus Atom uses common six-sided dice. We note each die you need to roll as
a “D”. For example, “2D” means “roll two dice and add the results together”.
In this game, “DM” means Dice Modifier, a number you add or subtract from a dice
roll. For example, “2D, DM-2” means “roll two dice, add the results together, and
then subtract 2 from the total”. This is often written as “2D-2”.

THE BASIC MECHANIC


Throw 2D: throw two six-sided dice and add the results together, add the skill level
as a DM, and compare to a pre-determined difficulty number. If the total equals or
exceeds the difficulty number, you succeed. Otherwise, you fail.
Skill notation: "Throw Skill 6+" means throw two dice, add them together and add
the relevant skill, and if the total equals or exceeds 6, you succeed. For example, a
Referee might ask a player to roll Knowledge 8+ to determine the kind of disease
ravaging a trade caravan. The player would roll 2D, add the Knowledge skill level,
and succeed on a result of 8 or more.
Post-apocalyptic survivors are tough and resourceful; if they lack a skill, they throw
tasks for it without modifiers (i.e. at DM+0).
An unmodified result of 2 is always a failure, and an unmodified, “natural” result
of 12 is always a success.

Task Difficulties
Difficulty Description Difficulty Number
Easy 4+
Average 6+
Difficult 8+
Formidable 10+

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CEPHEUS ATOM
SKILLS
There are 6 skills: Combat, Knowledge, Physical, Social, Survival, and Technical.
Combat: this skill covers actions that involve committing violence. Anything from
spears and guns to artillery and demolitions.
Knowledge: this skill covers anything like science, general knowledge, medicine,
and art.
Physical: any time a character needs to exert themselves, use this skill. This can
include feats of athleticism, stealth, acrobatics, and so on.
Social: for whenever a character wishes to interact with other human beings in a
social manner. Use this skill to bargain, lie, carouse, or conduct negotiations.
Survival: this is the skill used for surviving the Wastes, and includes foraging,
tracking, scouting, and avoiding Contamination.
Technical: a catch-all skill for tasks involving technology. This includes driving,
performing repairs, computer programming and hacking, and jury-rigging
machines to work when you need them to.

CHARACTER CREATION
1. Throw 2D; that is your Endurance, an indication of how tough you are.
2. Throw 4D; that's your Lifeblood, a measure of how well you resist injury.
3. Distribute 5 points among your six skills. You may not assign more than 3
points to any single skill.
4. You start the game with food and water for 3 days, a backpack and canteen/
waterskin, a utility knife, and 100 TU (Trade Units) worth of items, purchased
from the equipment list in the next chapter.
5. You start the game with 20 rounds, arrows, or bolts for any ranged weapons
that do not have the Blast characteristic.

OPTIONAL RULE: STARTING MUTATED


Some Referees will want to run Near Human campaigns. These campaigns will
often have mutated player characters. In that case, each PC starts with 2 points of
Contamination and one minor mutation (throw 1D; on 1-3, this is an adverse
mutation; on 4-6, this is a beneficial mutation).

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STELLAGAMA PUBLISHING
CONTAMINATION
The Wasteland is contaminated by a mélange of horrid biochemical weapons,
radioactive fallout, nanotechnological plagues, and even worse. The denizens of
the Wasteland simply call this dangerous mixture “Contamination” – a collective
term for all contaminants and mutagens. The actual effects of exposure may vary,
but in game terms we measure this simply as Contamination. It is nearly
impossible to get rid from Contamination. Accumulation leads to mutations, some
detrimental, some beneficial, but continued Contamination always leads to the
same end: a gruesome death.
Each situation where a character is exposed to Contamination will require a
Survival throw. The Referee determines the contamination level considering the
intensity of the Contamination present in the environment.

CONTAMINATION LEVELS
Player characters typically begin the game with 0 Contamination. For Wasteland-
residing NPCs, throw 1D-1 to determine their Contamination level. Repeated
exposure to contaminants leads to cumulative mutation. There are six levels of
Contamination, culminating in the character’s ultimate death. Whenever a
character gains a level of Contamination, refer to the Mutations chapter for
further information.

FATIGUE
When a character is Fatigued, they suffer DM-1 to all actions and may only move
10m per combat round, even when not attacking.

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CEPHEUS ATOM

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COMMON EQUIPMENT
This chapter lists equipment commonly available in any proper bartertown. Prices
are in Trade Units (TU). One TU is equal to enough food and water to survive for a
day.
Note that Trade Units are a common name chosen for the sake of rule clarity. The
Referee may call them by another name suitable for their campaign, such as Barter
Units, replace them with irreplaceable pre-Collapse items such as ball bearings, or
use ammunition as currency, at the rate of 2 TUs per bullet or bolt.
Advanced pre-Collapse equipment is not generally available. Characters will
usually have to search Ancient ruins to find that sort of rare device. Alternatively,
at the Referee’s discretion, such advanced relic equipment may be available in
small quantities at a particularly large market town. Refer to the Relics chapter for
further information.

ARMOR
The following suits of armor are commonly available in post-apocalyptic markets.

Common Armor
Armor Cost (TU) Protection Notes Examples
Light 20 2 - Cloth, hide, or leather.
DM-2 to stealth-related
Medium 40 4 Chitin, tire tread, or chain.
throws
Stealth impossible; halve
Heavy 60 8 Carapace or plate metal.
movement speed
DM-1 to be hit. May not
Shield 20 - be used with any two- Any shield
handed weapon.

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CEPHEUS ATOM
COMMON WEAPONS
The following weapons are commonly traded in merchant caravans and in
bartertowns They will be of decent quality but could be previously owned.
Range is given as Effective/Maximum range in meters. Hitting targets up to
Effective Range requires Combat 8+; To hit a target at a distance of up to Maximum
Range requires Combat 10+.

Common Weapons
Weapon Cost (TU) Range DMG Notes
Dagger or Knife 10 5/10 1D May be thrown
Club or Staff 5 - 2D Two-handed
Spear 10 5/20 2D May be thrown
Axe or Machete 10 - 2D May serve as a tool
Sword or Cutlass 20 - 3D
Battleaxe or
25 - 4D Two-handed
Broadsword
Hand Crossbow
20 10/50 2D 1 combat round to reload
or Zip Gun
Scattergun, 1 combat round to reload; two-
Shotgun 75 20/40 4D
handed
Improvised SMG 100 30/60 2D Automatic, 1 combat round to reload
Pipe Rifle,
Crossbow, or 50 50/150 2D 1 combat round to reload; two-handed
Bow
Pipe Bomb 20 10/20 4D Blast, AV 3D
Molotov Cocktail 5 10/20 2D Blast, Fire, AV 2D

Small-arm ammunition costs 40 TU per 20 rounds or bolts.


Two-handed: uses for the character’s hands; the character may not use a shield
together with a two-handed weapon.
Scattergun: DM+2 vs. flying targets; DM+1 vs. targets in Effective range; may hit
up to 2 adjacent targets.
Blast: causes damage to up to 3 adjacent targets.
Fire: target catches fire on 6+; burning targets suffer 2D damage per round for 1D
rounds, or until put out.
AV: Anti-Vehicular dice (see Combat and Vehicles).
Automatic: May attack twice per combat round (any target); both attacks together
spend 3 rounds of ammunition.
Note that unless stated otherwise, firearms have AV 1D; melee or mechanical-
ranged weapons can rarely damage vehicles in combat.

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STELLAGAMA PUBLISHING
HEAVY WEAPONS
These heavy and expensive weapons are almost always mounted on vehicles.
However, sometimes they find their way into the hands of marauders.
Flamethrower and gatling gun ammunition costs 100 TU per 20 fuel units or
rounds.
Heavy Weapons
Weapon Cost (TU) Range DMG Notes
Flamethrower 300 10/20 3D AV 2D, Automatic, Fire
Gatling Gun
500 30/90 3D AV 3D, Automatic
(Improvised)
Pipe Bomb
400 20/60 4D AV 3D, Blast
Thrower
RPG 100 50/150 4D AV 5D, Blast, one use only

GENERAL EQUIPMENT
The following items are common in post-Collapse markets.

General Equipment
Item Cost (TU) Notes
Binoculars 80 X10 magnification
Compass 30 DM+1 to Survival throws to avoid getting lost
Crowbar 20 May also serve as a club
DM+2 to resist Contamination; automatic success on all
Gas Mask 90 throws to resist airborne toxins. Filter lasts for 6 hours
of continuous use and costs 10 TU
Lockpick tools 90 Required to pick mechanical locks
Mechanical toolset 80 Useful for crafting, tinkering, and repairing.
Mirror 5 Hand-held; made of polished stainless steel
Musical instrument 50 -
Pole, 3m 5 Standard issue for adventurers in the Wastes
Rations (1 day) 1 Food and water
Rope, 20m 15 -
Tent 40 Can fit 3 comfortably, 5 uncomfortably.
Torches (6) 1 Each burns for 1 hour
Lighter 10 Throw 2D on each use; gas runs out on 4-

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CEPHEUS ATOM
VEHICLES
The following table lists common vehicles, and their cost at a typical bartertown.
Fuel costs 30 TU per refill for a car, a motorboat, a water jet ski, or motorcycle, or
60 for a truck, monster truck, or railcar. Sailboats and rowboats require no fuel.
See the Combat chapter for details about vehicle Agility and Armor.

Vehicles
Vehicle Cost (TU) Agility Armor
Car 500 +0 3/6
Monster truck 2000 +0 9/12
Motorboat 1000 +1 6/12
Motorcycle 300 +2 3/6
Railcar or subway car 2500 -2 9/16
Rowboat 50 -2 3/6
Sailboat 500 -1 3/6
Truck 1500 -1 6/12
Water jet ski 2000 +2 3/6

OPTIONAL RULE: ENCUMBRANCE


For a more hardcore survival experience, limit the items a character may carry to
a number equal to their Endurance. Tiny items such as a zip lighter or a compass,
as well as clothes and backpacks, do not count as items; 20 rounds of ammunition,
an e-clip (see the Relics chapter), or 6 torches count as one item; a heavy weapon
such as a great sword or flamethrower or medium armor count as two items; and
heavy armor counts as 3 items. Carrying more items than a character’s Endurance
halves the character’s movement rate. Characters can carry a maximum of items
equal to twice their Endurance score.

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COMBAT
The Wastes are a dangerous place. Between ravenous mutants and vicious
marauders, a scavenger’s life involves continuous conflict. This chapter details the
combat rules to resolve the inevitable trouble that will come calling.

PERSONNEL COMBAT
Surprise: When two potentially hostile parties encounter one another, there is a
chance that either group will be surprised. Each party throws Physical 6+. If one
party succeeds and the other fails, the successful side surprises the other and
enjoys one free round of action. If both parties succeed or fail, there is no surprise.
Apply DM+3 to the throw for any party setting up an ambush, and DM-1 to the
throw for any party that has vehicles or that consists of groups of over 10
creatures.
Initiative: at the beginning of combat, each character throws 2D and adds their
Combat skill for their Initiative score. Characters act in order from the highest to
the lowest Initiative.
Time and movement: A combat round represents 6 seconds of in-game time.
During which, characters may move up to 10m and attack or move 20m without
attacking.
Attacking: throw Combat 8+ to hit a target in melee or within Effective range; this
throw becomes Combat 10+ to hit targets beyond Effective range. Apply half the
target's Combat skil as a -DM to hit in melee and in ranged attacks.
Shotguns can hit two adjacent targets at once. Throw to-hit for each. Anyone
wielding an automatic weapon can attack twice each round and may switch
between targets when doing so.
Damage: upon a hit, throw the weapon's damage dice, subtract the target’s armor
Protection rating (if any), and subtract the result to the target's Endurance. If the
target’s Endurance reaches zero, the target suffers a Minor Wound: DM-1 to all
actions. After a character’s Endurance is depleted, any further damage is
subtracted from Lifeblood. If the target loses more than half of their Lifeblood,
they suffer a Severe Wound and are out of combat. If Lifeblood reach zero, the
target dies.
Healing: characters recover all Endurance after a 10-minute break. Lifeblood lost
in Severe Wounds requires 5D days of rest to heal.

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CEPHEUS ATOM
Morale: monsters and NPCs rarely fight to the death. After suffering their first
death, if surprised, after having sustained more than 50% casualties, or whenever
NPCs suffer unduly in combat, Referees should consider rolling a Morale check.
Both sides throw 2D and add their leader’s Social skill; DM-2 if the leader has been
killed. If one side’s result is two times greater than the other side’s, the losing side
of the Morale check will flee. Combatants get a free attack against fleeing
opponents. PCs do not roll for Morale; NPCs in their service however, do.

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VEHICLE COMBAT
Vehicle combat is almost always a chase and is played out in turns. Each side
throws 1D + Technical + Vehicle Agility; the vehicle with the higher throw has
Advantage. The Pursuer wins on a tie. A vehicle with Advantage may attack
normally (Combat 8+). A vehicle without Advantage can attack at DM-4. A chase
lasts until one side is disabled or 5 turns pass without either being destroyed, at
which point the Quarry escapes.
Upon a successful hit, throw the weapon's AV dice. If the throw is greater than the
first armor number, throw on the Regular Damage table. If the throw is greater
than the second armor number, throw on the Critical Damage table. For example,
a Gatling Gun (AV 3D) attack on a Monster Truck (Armor 9/12) would roll 3D to
determine damage. Any roll of 9 or less would result in no damage. A roll of 9-12
would result in a roll on the Regular Damage column of the Vehicle Damage Table.
A roll of 13 or more would result in a roll on the Critical Damage column of the
Vehicle Damage Table.

Vehicle Damage Table


2D Regular Critical
4- Breach Knocked out
5 Cargo Knocked out
6 Crew Knocked out
7 Weapon Crew
8-9 Locomotion Crew
10 Electronics Destroyed
11 Power plant Destroyed
12 Critical Destroyed

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CEPHEUS ATOM
Breach: the vehicle’s seal compromised. NBC protection fails; a small watercraft will
sink within 1D rounds unless repaired.
Cargo: whole or part of the vehicle’s cargo is destroyed (Referee’s choice).
Crew: apply 2D damage to all crew and passengers.
Weapon: one weapon is destroyed or disabled (Referee’s choice).
Locomotion: the vehicle cannot move.
Electronics: the vehicle’s electronics are fried.
Power Plant: the vehicle cannot move or use energy-dependent systems.
Critical: roll on the Critical Damage column instead.
Knocked Out: the vehicle is rendered inoperable and is completely out of combat.
The crew take no damage.
Destroyed: the vehicle is destroyed. Apply 5D damage to all crew and passengers
unless they throw Physical 8+ to bail out in time.

REPAIRING VEHICLES
Once combat is over, throw Technical 8+ to return a damaged or disabled system
back to functionality. This consumes 1D units of mechanical or electronic parts (as
relevant). The Referee may decide that certain repairs require a workshop or unique
parts. Knocked Out vehicles can be salvaged or possibly towed for repair in a
workshop. Destroyed vehicles are unsalvageable.

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EXPLORATION
A blasted post-apocalyptic wasteland is sometimes more dangerous to explore
than subterranean bunkers or irradiated ruins. Danger lurks everywhere in the
Wastes. But the riches of the Ancients lie buried in the Wastes, in the warrens of
fallout shelters, military bunkers, subway systems, and even sewers. Only the
brave, the foolish, or the desperate would consider venturing out beyond the
walls to plunder and explore the remains of a once glorious civilization brought
low. The following rules provide rules for travelling through the wilds and surviving
untold hazards.

OVERLAND MAP AND MOVEMENT


The typical old-school wilderness adventure map uses a 10km hexagon grid. A
character may travel 30km (3 hexes) a day on foot on open plains, or 15km (1.5
hexes) a day if carrying excess load or wearing heavy armor.
Terrain type will further slow the rate of travel as noted below. For the sake of
simplicity, terrain modifiers do not stack; choose the most appropriate terrain
type for the current region:

Terrain Movement Effects


Terrain Movement rate multiplier
City/Urban 2/3
Desert/Badlands 2/3
Forest/Jungle 2/3
Hills/Mountains 1/3
Plains/Grasslands Full
Swamp/Aquatic 2/3
A trail allows characters on foot (but not vehicles) to move at their full movement
speed regardless of terrain. A road permits vehicles to travel at full speed. Railcars
and subway cars require rails to benefit from their full movement speeds.

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CEPHEUS ATOM
VEHICLE TRAVEL
On a pristine pre-Collapse road, most land vehicles can cross the typical 400km-
sized, 10-km-per-hexagon hexagon-grid map within a few hours. However, very
few such roads exist after the Collapse, and the few roads that remain are riddled
with potholes and debris, preventing fast travel. Thus, the basic travel speed is
100km a day, modified by terrain as per the above table. Water travel, including
the effects of weather, is beyond the scope of these rules and is left to the
Referee’s discretion.

FORCED MARCHING
A character may double their overland travel range by force marching for one day.
At the end of that day, they must throw Physical 4+ or be Fatigued. This is subject
toa further DM-1 per further day of forced marching. Fatigued characters may not
force-march. You may force march with a vehicle. Instead of a Physical roll to avoid
being Fatigued, throw Technical 4+ to avoid a vehicle breakdown (requiring a unit
of spare parts and a Technical 6+ throw to repair).

BECOMING LOST
It is easy to lose one’s way in a post-apocalyptic wasteland. A party following a
trail, road, coast, or waterway will never get lost. In all other instances of travel,
make a daily Survival throw with the target numbers given below to avoid getting
lost. Remember that a result of 2 on the dice before modifiers is always a failure
regardless of skill.

Getting Lost
Terrain Survival throw to avoid getting lost
City/Urban 4+
Desert/Badlands 6+
Forest/Jungle 4+
Hills/Mountains 4+
Plains/Grasslands 3+
Swamp/Aquatic 5+

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UNUSUAL WEATHER
Characters exploring post-Collapse wastelands risk exposure to extreme and
unusual weather. Throw 1D per day of wilderness travel; on 1, unusual weather
occurs per the following table. This weather event can occur at any time during
the day or night. The Referee secretly makes a Survival 6+ throw using the highest
skill among the party beforehand; if successful, the characters will know ahead of
time that a storm is coming and may seek shelter in time. Shelter allows the party
to avoid the unusual weather event’s effects.

Unusual Weather Table


2D Weather Effect
Movement rate is halved; structures the characters are
1 Tornado
in may collapse at the Referee’s discretion.
Movement rate is halved; characters may only see to a
2 Blizzard
range of 3m and suffer DM-1 to ranged attack throws.
Movement rate is halved; travelers must throw Survival
3 Thick fog or Dust Storm
8+ to avoid getting lost.
As dust storm, and unprotected creatures suffer 1 point
4 Sandstorm or Acid Rain
of damage per turn (10 minutes) or exposure.
Throw 10+ once for the storm for a random
5 Superlightning Storm unprotected character to be hit by lightning for 4D
damage if outdoors.
As dust storm, and unprotected creatures must throw
6 Radioactive Blowout!
Survival 6+ or gain a level of Contamination.

CAMPING
Selecting a good site to camp at night can save lives. When making camp, the
Referee may allow the party to choose one skill throw for the party to create a
defensible camp and avoid random encounters at the night. This is usually a
Survival 6+ throw in wilderness locations. The Referee may allow a Technical 6+
throw in urban areas to represent building barricades, or even a Physical 6+ throw
when it is possible to climb to a safe and otherwise inaccessible location.
Characters should keep watches at night. Only characters on watch will be alert
and fully armored if trouble arises; the rest will be asleep in normal clothes.
However, each character must sleep at least half a night to enjoy the benefit of
rest (such as healing) and to avoid being Fatigued.

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CEPHEUS ATOM
URBAN SCAVENGING
In an urban environment, characters may scavenge for Ancient relics. Each day, a
party may make up to 3 scavenging attempts. In each attempt, every party
member actively searching the ruins throws Survival 6+. On success, roll for one
relic as per the Relics chapter.
However, such scavenging is dangerous. On an unmodified throw of 4 or less
(regardless of skill), a mishap occurs, per the following table.
Urban Scavenging Table
1D Result Effects
1-2 Encounter! Roll on the appropriate Encounter table.
3 Injury! Throw Physical 6+ or suffer 1D damage.
Character is separated from the party and may get into
4-5 Lost!
trouble (Referee’s discretion).
Throw Survival 4+ or gain a level of Contamination (see
6 Contamination!
the Contamination and Mutations chapter).

FORAGING
Characters low on food or water must forage to survive. Foraging characters move
at 2/3 speed, which is cumulative with terrain effects and may not attempt any
forced marches. The character with the highest Survival skill in the party throws
Survival 5+ to find enough food and water for the party for that day. DM+1 per two
additional foraging group members, to a maximum of DM+3. When finding
foraged food and water, the Referee should secretly throw 1D; on 1, the food and
water are Contaminated and any creature consuming them must throw Survival
6+ or gain a level of Contamination. Characters may throw Knowledge 6+ or
Survival 6+ to check if found food and water are contaminated. This throw should
be done by the Referee. Going over 2 days without food causes Fatigue; going over
one week without food leads to DM-2 to all actions; beyond 4 weeks without food,
the character dies.
CONTAMINATED ZONES AND OTHER HAZARDS
Some areas, either above or below ground, are contaminated with radiation and
other mutagenic hazards. Characters traveling through such zones must throw
Survival 6+ per 10km of travel or gain a level of Contamination. Before entering a
contaminated zone, however, the Referee should make one Survival throw using
the highest Survival skill in the party; if successful, the party notices signs of
contamination and can choose to avoid the area before risking Contamination.
Detecting other hazards like traps, unstable structures, or other environmental
hazards like quicksand or a predator’s ambush, requires a successful Knowledge,
Survival or Technical throw, at the Referee’s discretion.

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UNDERGROUND MOVEMENT
Often the Referee will use a square grid map to represent a ruin the players are
exploring. Especially when the Referee has converted an old school adventure to
Cepheus Atom. The scale is typically 3m (or 10ft) per square, but other scales are
possible.
The time unit used while exploring underground ruins is a 10-minute Turn, which
is equal to 100 combat rounds. While exploring, characters are moving slowly and
carefully, on alert for hazards and hidden features. Thus, an exploring character
will usually explore at a rate of 300m (100 squares) per turn.
Because of the stress inherent to an underground environment, characters will
have to rest for 1 turn after every 5 turns of exploration; otherwise, they will be
Fatigued.

LIGHT AND DARKNESS


Subterranean ruins and the Wasteland’s moonless nights rarely contain ambient
light. Characters must use their own light sources to be able to see anything.
Torches are a staple, flashlights are valuable, and pre-Collapse night vision
apparatuses are prized items. In dim light, characters suffer DM-1 to all actions
requiring sight, including hitting targets in combat; in full darkness, this penalty
increases to DM-2.

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CONTAMINATION AND MUTATIONS


As noted above, the Wasteland is contaminated by a mélange of horrid
biochemical weapons, radioactive fallout, nanotechnological plagues, and even
worse. When characters gain Contamination levels, as noted in the Basic Rules
chapter, refer to the following tables for their effect.

Contamination and Mutation


Contamination level Mutagenic effects
0 None Lucky you! But this won’t last long in the Wastes.
No significant effect. Negligible mutations may appear, such
1 Mild
as a sixth toe or eleventh finger.
The character gains a Minor mutation. Throw 1D: 1-4, a
2 Low detrimental mutation; 5-6, a beneficial one. The character is
now Near-Human.
The character gains a Medium mutation. Throw 1D: 1-4, a
3 Moderate
detrimental mutation; 5-6, a beneficial one.
The character gains a Major mutation. Throw 1D: 1-4, a
4 High detrimental mutation; 5-6, a beneficial one. The character is
now a Mutant.
Throw 1D for each mutation the character possesses. On 1-3,
5 Severe it remains unchanged. On 4-6, roll a new mutation of the
same type, which replaces the existing mutation.
The character begins to mutate uncontrollably. Each day roll
6 Lethal for each mutation as per Severe Contamination, above. The
character dies a horrid death 1D days later.

GENOTYPE
Characters with 0 Contamination are Humans. When they gain one or more
mutations, they become Near-Humans. Characters who gain a disfiguring
mutation or has one or more Major mutations are Mutants.
Humans gain DM+2 to resist Contamination or other poisons and diseases and
may fully utilize Ancient medical technology.
Near-Humans do not enjoy any DM bonus to avoid Contamination, but still may
fully utilize Ancient medical technology.
Mutants suffer from penalties when using Ancient medical technology. When
attempting to use Ancient medical technology, throw 1D: on 1-3, the technology
works as intended; on 4-5, its effect is halved; and on 6, it has no effect at all.

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MONSTER MUTATIONS
Monstrous animals and other beings adapted to the Wastes cope far better with
Contamination than ordinary or near-humans. For such creatures, throw 2D and
consult the following table.
If a creature rolls a mutation it already has, remove it instead.

Monster Mutations
2D Mutation
2 Major Flaw
3-5 Minor Flaw
6-9 Minor Perk
10 Medium Perk
11 Medium Flaw
12 Major Perk

PSIONICS
Certain mutations are Psionic and are marked with an asterisk on the Mutation
Tables. Each time a character uses a Psionic power, they must throw Knowledge
6+. On success, they may use it again later that day. On failure, the power works
but the character cannot use it until they rest for a whole night.
Resisting a Psionic power requires a Knowledge 8+ throw, unless noted otherwise.

DISFIGURING MUTATIONS
Mutations marked in Italics are disfiguring and make their bearer a Mutant.

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BENEFICIAL MUTATIONS

Minor Beneficial Mutations


2D Mutation Effect
2-3 Additional Eyes Cannot be surprised. Obviously mutated.
Move small objects – up to 1kg in mass each - to up to
4 Far Hand*
approximately 10m in each use.
Heal Minor Wounds immediately after combat; heal Severe
5 Fast healing
Wounds in 2D days.
6 Infravision Can see heat signatures at a range of 5m.
Accumulated DM+1 to all throws to resist Contamination and other poisons
7-8
Resistance and diseases.
9 Fleet Feet Move at 150% speed.
10 Thick Hide Natural armor rating of 3. Cumulative with worn armor.
Can detect a target’s surface emotions and influence them,
11-12 Empathy* altering Reaction throws by one category in either direction on
the Reaction table. Not useable in combat. Range 10m.

Medium Beneficial Mutations


2D Mutation Effect
2-3 Domination* Make a target an ally for 1 turn (ten minutes).
4 Robust Permanently gain 2D additional Endurance. Obviously mutated.
5 Natural Weapon Gain a natural attack doing 2D damage. Obviously mutated.
Natural armor rating of 5. Cumulative with worn armor. Obviously
6 Scaly Armor
mutated.
Contamination
7-8 DM+4 to throws to resist Contamination.
Tolerance
Psionically “see” to up to 10m. This power can work through solid
9 Clairvoyance*
objects.
Throw Combat 8+ to hit a target for 2D damage; target may not
10 Kinetic Blast*
throw Knowledge to resist this.
Read the surface thoughts of a target. Does not require a
11-12 Read Thoughts*
common language.

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DETRIMENTAL MUTATIONS

Major Beneficial Mutations


2D Mutation Effect
2-3 Mind Block Immune to mind-affecting Psionics.
Optical The mutant can shoot beams of energy from their eyes, requiring
4
Emissions a Combat 8+ throw to hit and causing 4D damage.
Target is knocked unconscious for 1 turn; a successful Knowledge
5 Psionic Blast*
6+ throw reduces this to 1 round of paralysis.
Target is paralyzed for 2D rounds and cannot move. The target
6 Brain Lock*
can still speak and is conscious.
Gain the Aberrant Deformity detrimental mutation. You do 1D
7-8 Gigantism more damage per hit with all melee attacks. This also applies to
muscle-powered weapons such as bows and thrown knives.
Natural armor rating of 8. Cumulative with worn armor. Move at
9 Steelskin
half speed. Obviously mutated.
Move object, attack creature, or hurl target for 4D damage;
10 Telekinesis*
requires a Combat 8+ throw to hit. No Knowledge roll to resist.
False Sensory Cause a target to hallucinate. The mutant must concentrate to
11-12
Input* maintain the illusion.

Minor Detrimental Mutations


2D Mutation Effect
Mobility
2-3 Move at half speed.
Impaired
Frequent
4 DM-1 to Knowledge and Technical throws.
Migraines
Environmental
5 DM-2 to resist Contamination and other poisons and diseases.
Sensitivity
Aberrant Cannot use armor designed for normal humans. Obviously
6
Deformity mutated.
Bizarre Obviously mutated; the player should describe the character’s
7-8
Appearance weird features. DM-1 to Social throws.
DM-1 to Physical throws; must rest 1 turn of 6 (in exploration and
9 Chronic Asthma
not combat) and 2 turns out of 6 (when exploring).
10 Poor Hearing DM-1 to Surprise throws.
11-12 Nervous Spasms DM-1 to Combat and Physical throws.

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Medium Detrimental Mutations


2D Mutation Effect
2-3 Poor Vision DM-2 to ranged attacks and Surprise throws.
Psychic
4 DM-2 to resist Psionics.
Sensitivity
DM-3 to Surprise throws. DM+1 to random encounter chances on
5 Distinctive Odor
the Random Encounter tables. Obviously mutated.
6 Night Blindness Treat poorly lit environments as total darkness.
7-8 Poor Reflexes DM+1 to all ranged attack throws against the character.
Cannot use heavy weapons. Must wield medium-sized weapons
9 Minute Size
with both hands. Gain the Aberrant Deformitymutations
Pain Does not feel pain; Endurance/Lifeblood damage is tracked by the
10
Insensitivity Referee instead.
Suffers DM-2 to all Physical tasks using brute force, and DM-1 to
11-12 Weakened
all melee attack rolls.

Major Detrimental Mutations


2D Mutation Effect
Unstable
2-3 DM-4 to Survival throws to avoid Contamination.
Genetics
Gain the Aberrant Deformity, Bizarre Appearance, and Mobility-
4 Tumorization
Impaired detrimental mutations. Obviously mutated.
5 Missing Arm No two-handed weapons or shields allowed. DM-1 to Physical.
6 Slow Mutant Gain the Poor Reflexes and Mobility Impaired mutations.
DM-2 to all attacks and other skill throws in combat. Subject to
7-8 Fear Response
Morale as an NPC.
Wounds bleed (1 additional point per round) until bandaged,
9 Bleeder
which requires 1 full round to carry out.
Hideously Gain the Aberrant Deformity detrimental mutation and suffer
10
Mutated DM-3 to Reaction throws.
11 Thin-Skinned DM+1 to each damage die rolled against the character.
Constantly transmit a psionic signal. DM-2 to resist Psionics; can
12 Psychic Beacon
never surprise opponents; DM+1 to random encounter chances.

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ENCOUNTERS AND MONSTERS


The following random encounter tables are designed not to simply place monsters
in the adventurers’ path, but to also provide Referees fodder for developing
spontaneous adventures and encounters through role-play. These random
encounter tables cover various environments, and include both mutated animals
and humanoids. The Referee should check randomly for encounters once per day
and once per night. The exact timing and circumstances of such encounters are up
to the Referee, and can be further detailed through the use of the Reaction Table,
as well as PC skill rolls. Note that, of course, Referees may place any mutant,
humanoid, or robot in any location or circumstance they desire.
These tables are not exhaustive, and we encourage the Referee to create custom
tables for their own specific campaign areas.

REACTIONS
While deranged mutant beasts and mindless robots will almost always attack
hapless scavengers, intelligent NPCs might react in a variety of ways when
encountering PC groups. To randomly determine the attitude of any NPC, throw
2D on the following table. These results are subject to Referee interpretation. An
otherwise hostile gang of marauders who are “Friendly” might be willing to trade.
The Referee is encouraged to use the Reaction roll as a way to make each
encounter unique. Note that reactions are not affected by the Social skill, but
characters may throw Social 6+ after the Reaction roll to improve the creature’s
Reaction by one level.

Reactions
2D Reaction
2-3 Hostile; attacks.
4-5 Unfriendly; may attack.
6-8 Neutral; suspicious.
9-11 Indifferent; uninterested.
12+ Friendly; helpful.

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MONSTER FORMAT
A monster has Endurance/Lifeblood, Movement, Armor, an attack, skills, and
special abilities or mutations.
For example: A Giant Gecko has the following stats: 7/15, Move 10m, Armor 2,
Bite (melee 2D damage). Combat-2, Physical-2. Gigantism and Wall-Walking.
This means that this horrible lizard has 7 Endurance, 15 Lifeblood, a moves 10m/
round, has 2 points of armor, has bite attack at DM+2 to-hit causing 2D damage,
has the Gigantism mutation (already factored into its damage), and can walk on
walls.
Skills not listed in a creature’s description are at level-0 by default.

SPECIAL ATTACKS
Disease: after taking damage from a diseased creature, the victim must throw
Physical 6+ or develop symptoms the next round. A disease may mimic the effects
of any detrimental mutation or have another effect the Referee finds appropriate.
The victim may throw Physical 6+ each subsequent day to overcome the disease.
Paralysis: upon a successful attack, the victim must throw Physical 6+ or be
paralyzed for the next 1D turns. No matter how many attacks the victim suffers
from a paralyzing creature that round, they only need to throw Physical 6+ once
per round.
Stun: throw Physical 6+ to avoid getting stunned. a stunned character may not
move or act, but are not helpless, though hitting them is at DM+1.

EVOLUTION IN ACTION
The Collapse accelerated evolution and any creatures the PCs encounter will rarely
be the same the next time they appear. The next time a party encounters a specific
group of monsters, the Referee may roll for a new mutation (as given in the
Contamination and Mutations chapter), and add it to the monsters, or replace an
existing mutation with a new one.

HUMANOIDS AND RELICS


Some Humanoids will always carry certain trinkets or relics. Furthermore, for
every Humanoid encounter, the Referee should throw 1D: on 6, the Humanoids
carry one or more additional relics. The Referee may increase this chance for
particularly advanced Humanoids. Sentient beings will utilize such gear if they
understand how it works, at the Referee’s discretion.

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RANDOM ENCOUNTERS AND MONSTERS
Roll 1d6 to see if there is an encounter, and then roll 1d6 on the encounter table.
The number of dice in parentheses next to a given monster’s name is the number
of creatures encountered.

City or Urban (2-in-6 chance of encounter)


2D Encounter Description
Roll on the table corresponding to the common terrain type
1 Roll Again
surrounding the ruins.
6/12, Move 15m, Armor 3, Bite (melee 2D damage), Physical-
2 Giant Roaches (1D) 2, Survival-3. DM+4 to resist disease, poison, and
Contamination; Gigantism.
7/15, Move 10m, Armor 2, Bite (melee 2D damage). Combat-
3 Giant Geckos (1D)
2, Physical-2, Survival-1. Gigantism and Wall-Walking.
12/30, Move 10m, Armor 3, 6x tentacles (melee 1D damage
4 Tentacle Worm (1)
each, Paralysis). Physical-1, Combat-2, Survival-1. Gigantism.
5 Brain Mice (2D) 3/6, Move 10m, Armor 0, Brain Bite (psionic; 1D damage).
Roll on the appropriate table in the next sub-chapter,
6 Humanoids
Humanoid Encounters table.

Plains or Grasslands (1-in-6 chance of encounter)


2D Encounter Description
6/10, Immobile, Armor 0, Gamma Blast (ranged, 1 damage,
1 Rad Grass (1D)
throw vs. Contamination).
Grenade Plants 7/14, Move 3m, Armor 0, Explosive Kernel (1D damage, can
2
(2D) affect up to 3 adjacent targets).
7/15, Move 15m, Armor 1, Bite (1D damage). Combat-1,
3 Coydogs (2D)
Physical-1, Survival-1. 1-in-6 chance of Diseased.
6/14, Move 20m (fly), Armor 1, Beak (2D damage) or 2 Talon
4 Vulchlings (1D) attacks (melee DM+1, 1D damage each). Combat-1, Survival-
1.
15/32, Move 10m, Armor 5, 4x tentacles (melee 2D damage
5 Tentacat (1)
each, Paralysis). Combat-3, Physical-3, Survival-2. Gigantism.
6 Humanoids Roll on the appropriate Humanoid Encounters table.

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Hills or Mountains (2-in-6 chance of encounter)


2D Encounter Description
4/9, Move 20m (fly), Armor 0, Bite (melee, 1 damage) or
1 Psibats (2D)
Psionic Blast. Physical-1, Survival-2. Blindsight, Psionic Blast.
5/10, Move 15m, Armor 5, Bite (melee 1D damage). Combat-
2 Giant Ants (1D)
1. Gigantism.
8/15, Move 10m, Armor 1, Butt (melee 2D damage) or Brain
3 Night Goats (1D) Lock. Combat-2, Physical-1, Survival-1. Additional Eyes, Brain
Lock.
20/42, Move 10m, Armor 5, 2x Bites (3D damage) and 4x
4 Ursor (1) claws (melee 1D damage each). Combat-2, Physical-2,
Survival-3. Gigantism.
24/50, Move 10m (fly), Armor 10, Bite (melee 5D damage)
and 2 claws (melee 2D each) or breath (4D Fire damage to up
5 Gamma Wyrm (1) to 3 adjacent targets; may Contaminate; throw Survival 6+ to
resist). Combat-3, Physical-1, Survival-2. May have a hoard of
relics in its lair.
6 Humanoids Roll on the appropriate Humanoid Encounters table.

Desert or Badlands (2-in-6 chance of encounter)


2D Encounter Description
1 Screech Bush (1D) 8/16, Immobile, Armor 0, Screech (psionic 1D damage).
10/21, Move 10m, Armor 6, Bite (melee 2D damage).
2 Giant Beetle (1D)
Combat-2. Gigantism.
9/18, Move 10m, Armor 6, 2 Claws (melee 1D damage each)
Gamma Scorpion or 1 sting (melee; target must throw Physical 6+ or die from
3
(1D) poison within 1 turn). Combat-2, Physical-2, Survival-1.
Gigantism.
16/35, Move 10m (burrowing), Armor 5, Bite (melee 4D
damage). Combat-3, Physical-3, Survival-2. Burrow, Tremor
4 Landshark (1)
Sense – may notice Moving characters in perfect dark and
through walls up to a range of 10m.
18/39, Move 5m (burrowing), Armor 4, Bite (melee 5D
5 Sandworm (1) damage). Combat-3, Physical-3, Survival-1. Burrow, swallow
whole on an unmodified attack throw of 11 or 12. Gigantism.
Roll on the appropriate table in the next sub-chapter,
6 Humanoids
Humanoid Encounters table.

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Swamp or Aquatic (3-in-6 chance of encounter)


2D Encounter Description
5/12, Move 10m (fly), Armor 3, Vomit (ranged 1D damage).
1 Vomit Fly (1D) Physical-1, Survival-1. Gigantism, 1-in-6 chance to spread
Disease.
8/16, Move 10m (walk or swim), Armor 5, 2 pincers (melee
2 Lobstrosity (1D) 2D damage each). Combat-1, Physical-1, Survival-1.
Gigantism, severs limbs on an unmodified attack throw of 12.
6/13, Move 10m, Armor 1, Bite (melee 1D damage; target
3 Giant Snake (1) must throw Physical 6+ or die from poison within 1 turn).
Combat-1, Physical-2. Gigantism.
15/33, Move 2m, Armor 0, Slime (melee 2D damage).
Combat-3. Splits into two Jellies with 7/30 Endurance/
4 Ochre Jelly (1)
Lifeblood when first damaged (melee 1D damage). The new
jellies can be killed but have Armor 6.
21/44, Move 5m (swim or slither), Armor 3, Beak (melee 3D
5 Land Octopus (1) damage) and 8x arms (melee 1D damage each). Combat-3,
Physical-2, Survival-1. Gigantism.
Roll on the appropriate table in the next sub-chapter,
6 Humanoids
Humanoid Encounters table.

Forest or Jungle (2-in-6 chance of encounter)


2D Encounter Description
Giant Centipedes 4/7, Move 5m, Armor 0, Bite (melee, 1 damag,e and may
1
(2D) cause Disease; throw Physical 6+ to resist). Gigantism.
7/16, Move 10m, Armor 3, Bite (melee 1D damage; throw
2 Spidergoats (1D) Physical 6+ or be paralysed). Combat-1, Physical-2, Survival-1.
Web.
13/28, Immobile, Armor 4, Constrict (melee 1D damage + 1D
damage each further round unless the tree takes 10 or more
Hangman Trees
3 damage to its vine or the victim throws Physical 6+). Combat-
(1D)
2. Psi-Charm – may mind-control characters; throw
Knowledge 6+ to resist.
10/20, Move 3m, Armor 4, Bite (melee 3D damage) or spit
4 Giant Flytraps (1D)
(ranged 1D damage). Combat-2.
20/44, Move 5, Armor 5, 2x pseudopods (melee 4D damage
5 Fungal Polyp (1) each). Sentient. Empathy, Telepathy. Combat-4, Physical-2,
Survival-1.
Roll on the appropriate table in the next sub-chapter,
6 Humanoids
Humanoid Encounters table.

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RANDOM HUMANOID ENCOUNTERS
City or Urban
2D Encounter Description
6/12, Move 10m, Armor 0, Club (melee 2D damage) or Rock
1 Mole-People (3D) (ranged 1D damage). Physical-1, Survival-1. Bizarre
appearance, infravision, light sensitivity.
7/15, Move 10m, Armor 0, Mace (melee 2D damage) or Bow
2 Morlocks (2D) (ranged 2D damage). Physical-1, Survival-1. Infravision, light
sensitivity. Random trinket.
8/15, Move 10m, Armor 0, Kinetic Blast (ranged 2D damage),
Knowledge-1, Technical-1. Infravision, light sensitivity.
3 Archivists (1D)
Bizarre Appearance. Increased chance of relics. Worships
“pure” humans.
10/22, Move 10m, Armor 3, Bite (2D damage; victim must
throw Physical 6+ or be paralyzed for 2D rounds) or Weapon
4 Ghouls (1D)
(melee 2D damage). Combat-1, Physical-3, Survival-2. Light
sensitivity.
5 Special! Referee’s choice.
6 Robots! Roll on the Robot Encounters table.

Plains or Grasslands
2D Encounter Description
5/9, Move 15m, Armor 0, Sling Stone (ranged 1D damage) or
1 Plain Creepers (3D) Bite (melee 1D damage). Physical-2, Survival-2. Fleet feet,
natural weapon, Minute Size. Fears “pure” humans.
9/18, Move 10m (fly), Armor 0, Spear (melee 2D damage) or
Bow (ranged 2D damage). Combat-1, Physical-1, Survival-1.
2 Carrin (2D)
Winged flight, thin-skinned. Often accompanied by 1D
Vulchlings (2-in-6 chance).
9/20, Move 10m, Armor 1, Laser Eyes (ranged 2D damage) or
3 Brighteyes (1D) Club (melee 2D damage). Physical-1, Survival-1. Optical
emissions, frequent migraines, fear response.
11/23, Move 10m, Armor 1, barbs (melee 1 damage; victim
4 Needlemen (1D) must throw Physical 6+ or suffer additional 2D damage).
Combat-1, Physical-1, Survival-1. Natural weapon.
5 Special! Referee’s choice.
6 Robots! Roll on the Robot Encounters table.

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Hills or Mountains
2D Encounter Description
3/6, Move 15m, Armor 0, Sling Stone (ranged 1D damage) or
1 Koboldoids (3D) Spear (melee or ranged 2D damage). Physical-3, Survival-1.
Minute Siuze, light sensitivity. Often lay elaborate traps.
8/16, Move 10m (fly), Armor 0, Spear (melee or ranged 2D
2 Camazotz (2D) damage). Combat-1, Survival-1. Winged flight, Minute Size,
thin-skinned, echolocation – may see in perfect dark.
10/20, Move 10m, Armor 3, Spear (melee or ranged 2D
3 Cavemen (1D)
damage). Combat-2, Physical-1, Survival-2. Thick hide, robust.
30/60, Move 5m, Armor 5, Giant Axe (melee 4D damage) or
Giant Javelin (ranged 3D damage). Combat-4, Physical-2,
4 Gigant (1)
Survival-2. Additional eyes, infravision, gigantism, aberrant
deformity. Random trinket. Hates “pure” humans.
5 Special! Referee’s choice.
6 Robots! Roll on the Robot Encounters table.

Desert or Badlands
2D Encounter Description
5/10, Move 10m, Armor 0, Club (melee 2D damage).
Physical-1, Survival-1. Accumulated resistance, distinctive
1 Tumoroid (4D)
odor, tumorization. 1-in-6 chance of PCs contracting disease
if engaged in melee.
7/13, Move 10m, Armor 1, Spear (melee or ranged 2D
damage) or Psionic Blast. Physical-2, Survival-2. Psionic blast,
2 Sandmen (1D)
Psychic Sensitivity as per the mutation of the same name,
bleeder.
12/25, Move 10m, Armor 5, Bite (melee 2D damage) and 2
3 Lizardfolk (1D) claws (melee, 1D damage each). Combat-1, Physical-2,
Survival-2. Natural weapon, scaly armor.
10/20, Move 15m, Armor 8, Spear (melee or ranged 2D
damage) or Sting (melee; target must throw Physical 6+ or
4 Insectaurs (1D)
die from poison within 1 turn). Combat-3, Physical-2,
Survival-2. Fleet feet, natural weapon, Steelskin.
5 Special! Referee’s choice.
6 Robots! Roll on the Robot Encounters table.

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Swamp or Aquatic
2D Encounter Description
5/10, Move 10m, Armor 0, Knife (melee or ranged 1D
1 Misborn (3D)
damage). Physical-1, Survival-1. Aberrant Deformity.
7/14, Move 10m, Armor 0, Blowgun (ranged 1 damage;
victim must throw Physical 6+ or be paralyzed). Survival-1.
2 Brethren (2D) Additional eyes, Psychic Sensitivity (see the mutation in the
previous chapter). DM+1 to throws to find Relics. Hates
“pure” humans.
10/19, Move 10m, Armor 3, Spear (melee or ranged 2D
3 Leatherbacks (1D) damage). Combat-1, Physical-1, Survival-1. Quick reflexes,
thick hide, nervous spasms.
12/24, Move 5m, Armor 5, Bite (melee 1D damage; victim
must throw Physical 6+ or suffer additional 2D damage) or
Constrict (melee 1D damage; 1D additional damage each
4 Hissers (1D) further round unless the Hisser takes 10 or more damage or
the victim throws Physical 6+).). Combat-1, Physical-2,
Survival-2. Infravision, scaly hide, natural weapon, mobility
impaired. Possible relics.
5 Special! Referee’s choice.
6 Robots! Roll on the Robot Encounters table.

Forest or Jungle
2D Encounter Description
6/11, Move 10m, Armor 0, Spear (melee or ranged 2D
1 Wardents (2D) damage). Physical-1, Survival-2. Minute Size, mind block, read
thoughts, telekinesis.
8/16, Move 10m, Armor 1, Bite (melee 1D damage; victim
must throw Physical 6+ or be paralyzed). Combat-1, Physical-
2 Ettercaps (1D)
2, Survival-1. Web, may be accompanied by 1D spidergoats
(1-in-6 chance).
10/22, Move 10m, Armor 3, Giant Club (melee 3D damage).
3 Green Men (1D) Combat-2, Physical-1, Survival-1. Thick hide, robust,
gigantism.
8/18, Move 10m, Armor 3, Irradiate (ranged, can affect 3
adjacent targets at once; target must throw Survival 6+ or
4 Glowing One (1)
gain a level of Contamination). Combat-1, Physical-2,
Survival-3.
5 Special! Referee’s choice.
6 Robots! Roll on the Robot Encounters table.

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ROBOT ENCOUNTERS
Robots usually haunt ruins and underground vaults, carrying out the last orders of
their long-dead masters. Referees can place them as necessary for the adventure.
However, scavengers may occasionally encounter robots wandering the wastes, as
noted in the preceding tables. Use the following table to determine what specific
kind of automaton has been encountered.
Robots lack Endurance and Lifeblood and are never wounded. Instead, they have
Hits, which function as a single pool that soaks weapon damage. When the robot’s
Hits are depleted, the robot is destroyed. Robots are immune to mind-affecting
attacks but suffer an additional 1D damage from ion or electrical weapons; EMP
weapons stun them. Robots with Asimov inhibitors will never attack humans or
near-humans, and will retreat if attacked; however, they will attack animals and
mutants. Robots whose Asimov inhibitors are missing or malfunctioning may
attack any target.
OVERRIDING AND REPROGRAMMING ROBOTS
A character with enough authority or with technical knowledge of robotic control
codes may override a robot.
Pre-Collapse ID cards (see the Relics chapter) permit the overriding of robots. A
character possessing a Citizenship Card may override a Household Droid. A
Technician’s Access Card allows PCs to override Industrial Bots and Agribots. A
Security Card permits those who possess one to override Security Droids and
Police Robots. The ultra-rare Military Access Card will override Warbots. Military
Access Cards are never found randomly, and the Referee should place one (if any)
at their own discretion.
A character may attempt to use their Technical skill to recall pre-Collapse access
codes and thus override robots. Warning: Security Droids, Police Robots, and
Warbots will detect a failed override attempt and immediately attack the would-
be hacker, even if they were not aggressive before.
Overrides last for 1 turn (10 minutes). To permanently gain control of a robot, the
character must reprogram it. This requires the programmer to first override the
robot as above. Then the programmer must command the robot to fully shut
down; civilian robots will automatically shut down upon command, but security,
police, and military bots require a Technical 6+ throw to shut down due to fail
safes. A Military Access Card permits the programmer to shut down any robot
without a second throw. Once the robot is offline, the programmer must throw
Technical 8+ to reprogram the robot. Failure indicates that they cannot change the
robots programming; success means that the robot is now under the
programmer’s permanent control. A “natural” throw of 2 results in the robot
immediately booting up and going Berserk.

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REPAIRING ROBOTS
Characters may attempt to repair damaged robots. This costs one unit of
mechanical parts and one unit of electronic parts per 10 restored hits, rounding
down. For example, repairing 26 Hits will cost 2 mechanical parts and 2 electronic
parts. The repair job also requires a Technical 6+ throw. The character may retry a
failed repair throw, but each failed attempt consumes half the number of parts
required for the repairs.

Robot Encounters
2D Encounter Description
10 Hits, Move 10m, Armor 3, Bludgeon (melee 1D damage)
Household Droid
1 or by another weapon. Physical-1. Asimov inhibitor. Override:
(1)
Technical 6+.
40 Hits, Move 5m, Armor 5, Trample (melee 2D damage;
victim must throw Physical 6+ or be knocked prone) or Cutter
2 Agribots (1D)
(melee 3D damage). Physical-1, Technical-1. Override:
Technical 8+.
60 Hits, Move 5m, Armor 8, Trample (melee 3D damage;
victim must throw Physical 6+ or be knocked prone) or
3 Industrial Bots (1D)
Welder (2D fire damage). Physical-2, Technical-1. Asimov
inhibitor. Override: Technical 8+.
30 Hits, Move 15m, Armor 6, Bludgeon (melee 2D damage),
Stun Ray (on successful hit, victim must throw Physical 6+ or
4 Security Droids (1D) be paralyzed), or by weapon. Combat-1, Physical-1. Modified
Asimov inhibitor: will prefer to use non-lethal force but will
resort to lethal force if cornered. Override: Technical 10+.
50 Hits, Move 15m, Armor 10, Bludgeon (melee 2D damage),
Stun Ray (on successful hit, victim must throw Physical 6+ or
be paralyzed), or by weapon. Combat-2, Physical-2, Technical-
5 Police Robots (1D)
1. Modified Asimov inhibitor: will prefer to use non-lethal
force but will resort to lethal force if cornered. Override:
Technical 10+.
100 Hits, Move 20m, Armor 16, 3 lasers (range 3D damage
each) and missile (ranged 5D damage; may affect up to 3
6 Warbot (1)
adjacent targets at once). Combat-2, Physical-2, Technical-1.
No Asimov inhibitor. Override: Technical 12+.

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ROBOT REACTIONS
When the PCs encounter a robot, the Referee should roll on the following table to
determine the robot’s behavior:

Robot Behavior
1D Behavior
Programmed. This robot has been programmed to perform specific tasks.
1-2 These often date from before the Collapse. The robot will act as programmed
unless overridden by authorized personnel.
Controlled. The robot is under the direct command of a specific individual,
3 often remotely. The robot’s master may be around. May still be overridden by
persons possessing enough technical ability.
Wild. This robot is entirely free-willed and not necessarily hostile. Roll
4-5
Reaction as per any NPC. May still be overridden.
Berserk. Danger! The robot does not recognize any human authority. Always
6
hostile to all organic life.

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RELICS
Pre-Collapse ruins and bunkers hold many of the ancients’ wondrous artifacts.
This chapter details them and their use.

TRINKETS
In addition to the useful relics this chapter presents, the Referee should add minor
trinkets (worth 1 TU each) to most finds in ruins and to the typical mutant’s hoard.
These have no game-rules effect but may be traded or hoarded as desired by the
players and their characters.

MECHANICAL AND ELECTRONIC PARTS


Mechanical and electronic parts are used for building and repairing mechanical
and electronic devices. Each unit of parts is worth 1 TU. Each time the characters
find Mechanical or Electronic Parts, the number found depends on the location
plundered: 1D in ruined towns, 2D in abandoned cities, and 3D in dead
metropolises.

IDENTIFYING RELICS
Characters will always correctly identify consumables and relics worth up to 25 TU
in value. To correctly identify rarer relics, throw Knowledge 6+ using the highest
Knowledge skill in the party.

BROKEN RELICS
Consumable relics are found in working order and represent whatever can be
salvaged. Other relics have a 50 per cent chance of being in working order. Roll 1D,
with 1-3 indicating that the relic is broken. Repairing a relic requires a Technical 6+
throw and 10% of the relic’s own base cost in spare parts. If the PC fails this throw,
they waste the spare parts. However, the character may make another repair
attempt with similar risks. Each relic repair attempt takes one day. PCs may repair
relic vehicles and robots according to the vehicle repair rules in the Combat
chapter, which also apply to robots. An unmodified throw result of 2 on the
Technical skill throw permanently destroys the relic.

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TRADING IN RELICS
All bartertowns, trading posts, and open-air markets trade in mechanical and
electronic spare parts, food, and water, at their nominal value: 1 TU per unit.
These locations will usually have a good stock of common items available, though
the Referee may restrict the number of mechanical or electronic spare parts in
certain scenarios. The typical bartertown will also typically have a good selection
of ammo, power cells, and fuel. There will usually be 1D gizmos, 2D medicines, 1D
weapons, and 1D suits of armor available for purchase, with a maximum base
value of 250TU. If the Referee is randomly generating a merchant’s wares, reroll
relics worth more than 250TU.
Traders will buy identified relics in working order for ½ of their base value,
rounded down. They will buy unidentified relics for ¼ their base value, rounded
down. They will buy a broken, but identified and repairable relic at ¼ of their base
value. This is cumulative with the discount for unidentified relics, so traders will
buy a broken unidentified relic for 1/16th of its base value.
Bartertown tinkers will repair a broken relic for ½ of its base value rounded down.
They can identify common relics worth up to 250TU at the cost of ¼ of their base
value.
Merchants will sell relics for twice their base price.

RELIC VEHICLES AND DORMANT ROBOTS


Relic vehicles and reprogrammable dormant robots are rare. Characters should
find them at the Referee’s discretion, rather than as the result of random table
rolls.

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RELIC TABLES
Upon a successful Scavenging throw (see the Exploration chapter), roll on the
following tables to determine what was found.

General Relic Table


2D Relic Type
2 Rare Gizmo
3 Medicine
4-5 Mechanical Parts
6-7 Consumables
8-9 Electronic Parts
10 Common Gizmo
11 Weapon
12 Armor

Consumables
1D TU Consumable
1 1 each 1D days of edible food; contaminated on a roll of 5+ on 1D
2 1 each 1D days of potable drinks; contaminated on a roll of 5+ on 1D
3 5 each 1D power cells
4 10 each 1D Gas mask filters
5 15 each 1D units of vehicle fuel
6 40 each 1Dx20 units of ammunition

Common Gizmos
2D TU Gizmo
2 - Roll on the Rare Gizmo table
3 125 Portable hologram projector (with 1D movies)*
Gas Mask (DM+2 to resist Contamination; automatic success for
4 100 throws to resist airborne toxins; filter lasts 6 hours of continuous use
and costs 10 TU; comes with a full filter)
5 15 Pocket Flashlight (works for 12 hours from one power cell)*
6 5 Zip Lighter (Throw 2D on each use; gas runs out on 4-)
7 5 Astronaut Pen (can write upside down or underwater)
Citizenship Card (proof of “pre-Collapse identity”; allows access to
8 10
certain pre-Collapse areas).
Communicator (works with other communicators; 1-in-3 chance of
9 50 each
finding a pair)*
10 120 Geiger Counter (automatically detects Contamination)*
11 125 UV Sterilizer (cleans Contaminated food)*
12 - Roll twice, ignore this result if it occurs again.
*Requires a power cell or fuel to operate.

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CEPHEUS ATOM
Rare Gizmos
2D TU Gizmo
2 750 X-Ray Goggles (can see through walls; blocked by thick metal)*
3 650 Cyberdeck (DM+2 to all hacking and programming throws)*
4 300 Personal Information Processor (DM+1 to all Knowledge throws)*
Technician Access Card (access pre-Collapse infrastructure areas;
5 250
command certain robots)
6 200 Power Cell Charger (1 turn to charge a drained power cell)
7 140 Motion Detector (DM+2 to Surprise throws)*
Auto-Translator (translate between any language and the pre-loaded
8 240
pre-Collapse language)*
9 260 Night Vision Goggles (provide low-light and infrared vision)*
Jetpack (allows flight at 20m/round even when the character attacks,
10 450 maximum 5 rounds of flight before needing 1 turn cool-down
period)*
Security Card (allows access to restricted pre-Collapse areas and
11 600
command of security and police bots)
12 - Roll twice, ignore this result if it occurs again.
*Requires a power cell or fuel to operate.

Medicines
2D TU Medicine
Rebirth Serum (if applied immediately after combat, revives a
2 500
character whose Lifeblood fell to zero).
3 150 Stimshot B (immediately heals 4D points of damage)*
4 100 Antibiotics (immediately heals disease)*
Nite-Nite Shot (target must throw Physical 8+ or fall unconscious for
5 75
1D turns)*
Medkit (1D uses; restores wounded Endurance to its full value in one
6 10 each
round)
7 2 each 3D sustenance pills (1-day nutrition each)
8 5 each 1D empty ready syringes
9 50 Stimshot A (immediately heals 2D points of damage)*
10 100 Antitoxin (immediately cures poisoning)*
11 100 Combat Drugs (DM+2 to-hit and +4 to damage for 2D rounds)*
Regeneration Tank (heals all damage, disease, and Contamination;
12 2000 restores subject to Human and removes all mutations; contains
enough Biogel for 1D uses).
*Requires a ready syringe. A “broken” result means that you only find the vial.

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Armor
2D TU Armor Protection Notes
DM+4 to all Physical throws, DM+1 to-
2 2500 Powered Armor 14 hit in melee, power cell charger,
accessories as per Combat Armor
3 600 Plastex Suit 10 No Heavy Armor penalty
Concealable; requires a power cell to
4 450 Force Field 5
run for 6 Turns.
Immune to airborne or aerosol toxins
5 250 Rad Suit - and diseases; DM+4 to all throws to
resist Contamination
6 75 Flak Jacket 7 -
7 50 Plasteel Jumpsuit 3 -
8 Concealed Vest 5 Concealable below normal clothes
9 90 Riot Shield - DM-2 to be hit in melee combat
Stealth impossible; halve movement
10 350 Riot Armor 10
rate.
Integrated gas mask, communicator,
11 650 Combat Armor 12 and night-vision goggles; No heavy
armor penalty
Combat Environment As Combat Armor, with integrated Rad
12 1000 14
Suit Suit

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Weapons
2D TU Weapon Range DMG Notes
Can cut through thick steel (requires
2 1500 Laser Rapier - 6D power cell; one cells powers 20
successful hits)
requires power cell; one power cell
3 750 Lasgun 500/1000 5D
powers 20 shots
requires power cell; a cells powers
4 150 Vibro-Blade - 4D
20 successful hits
Automatic; requires ammo;
5 70 Pulse Rifle 150/450 3D
magazine capacity 40 rounds
Pre-Collapse
6 60 100/300 2D +1 to-hit; requires ammo
Crossbow
Pre-Collapse
7 40 - 2D +1 to-hit; may serve as a tool
Machete
requires ammo; magazine capacity
8 60 Handgun 30/90 2D
10 rounds
9 50 each 1D Grenades 10/20 5D Blast, AV 4D
10 250 Chainsaw - 5D requires power cell or fuel
Target must throw Physical 8+ or be
stunned for 1D rounds; requires
11 500 Riot Baton - 2D
power cell; one cells powers 20
successful hits
Blast; requires power cell; requires
12 1200 Sonic Rifle 30/90 4D power cell; one power cell powers
20 shots
Weapons come with a full magazine/power cell; roll 1D: on a 1-2, they come with 1D
additional magazines/power cells.

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LEGAL INFORMATION
This Product is derived from the Traveller System Reference Document and other
Open Gaming Content made available by the Open Gaming License and does not
contain closed content from products published by either Mongoose Publishing or
Far Future Enterprises. This Product is not affiliated with either Mongoose
Publishing or Far Future Enterprises, and it makes no claim to or challenge to any
trademarks held by either entity. The use of the Traveller System Reference
Document does not convey the endorsement of this Product by either Mongoose
Publishing or Far Future Enterprises as a product of either of their product lines.
Cepheus Engine and Samardan Press™ are the trademarks of Jason "Flynn"
Kemp”; Stellagama Publishing is not affiliated with Jason "Flynn" Kemp or
Samardan Press™.
The names “Cepheus” and “Cepheus Engine” are used in this product with Jason
"Flynn" Kemp’s permission.

OPEN GAME LICENCE VERSION 1.0A


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. („Wizards‟). All rights reserved.

1. Definitions:

(a) ’Contributors’ means the copyright and/or trademark owners who have contributed Open Game Content;

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(d) ’Open Game Content’ means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody
the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means
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(f) ‘Trademark’ means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products
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(g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content;

(h) ‘You’ or ‘Your’ means the Licensee in terms of this agreement.

2. The Licence: This Licence applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms
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3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this Licence.

4. Grant and Consideration: In consideration for agreeing to use this Licence, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive Licence
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6. Notice of Licence Copyright: You must update the COPYRIGHT NOTICE portion of this Licence to include the exact text of the COPYRIGHT NOTICE of any Open
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly Licenced in another,
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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

The following are classified as Open Content: All material in this product except for the introduction text, Appendix B, and the text of the Open Game License. These
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The following are not Open Content and are © 2018 Stellagama Publishing: Introduction text and Appendix B.

The text of the Open Game Licence © 2000 Wizards of the Coast, Inc.

9. Updating the Licence: Wizards or its designated Agents may publish updated versions of this Licence. You may use any authorised version of this Licence to copy,
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12. Inability to Comply: If it is impossible for You to comply with any of the terms of this Licence with respect to some or all of the Open Game Content due to statute,
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14. Reformation: If any provision of this Licence is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

High Guard System Reference Document Copyright © 2008, Mongoose Publishing.

Mercenary System Reference Document Copyright © 2008, Mongoose Publishing.

Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle,
David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter
Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch

System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

T20 - The Traveller’s Handbook Copyright 2002, Quiklink Interactive, Inc. Traveller is a trademark of Far Future Enterprises and is used under license.

Traveller System Reference Document Copyright © 2008, Mongoose Publishing.

Traveller is © 2008 Mongoose Publishing. Traveller and related logos, character, names, and distinctive likenesses thereof are trademarks of Far Future Enterprises
unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorized User.

Outer Veil, Copyright 2011 © Spica Publishing: Authors Omer Golan-Joel and Richard Hazlewood.

Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason "Flynn" Kemp

Cepheus Engine’s ‘70s 2D6 Retro Rules’, Copyright © 2017 Zozer Games, author Paul Elliott

Clement Sector Core Setting Book 2.0 Copyright 2016, Gypsy Knights Games LLC

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Cepheus Light © 2018, Stellagama Publishing; Authors Omer Golan-Joel and Josh Peters.

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Cepheus Atom © 2020, Stellagama Publishing; Author Omer Golan-Joel.

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