Supplement 1: 1,000,001 characters

CEPHEUS ENGINE

Science Fiction Adventure

in whatever period you want

Number of Characters:
Number the characters

Maximum Terms:

World Trade Codes

Agricultural
Asteroid
Desert
Fluid Oceans
Garden
High Population
High Technology
Ice-Capped
Industrial
Low Technology
Poor
Rich
Water World
Vacuum World
World Law Level:

Background Skills























Instructions

Click the "Generate" button to be offered a plain text file containing characters generated using the Cepheus Engine rules. The characters are generated using your browser using javascript. You may even want to save a copy of this page including its scripts and use it offline.

The sliders in each section affect how random decisions are made during character creation. If the sliders are all in the same position, then each option has the same chance of occuring. Note that you can force the generator to only try for one Career by having only one Career option slider not on the left. But given the nature of the Cepheus Engine rules, characters may still try for further careers at random based on your settings; it will pick a career completely at random after the first career if only one is set.

To create a band of thugs, put 'Rogue' upto maximum and 'Service Defense' upto about half-way. Then only choose 'Auto Pistol' and 'Dagger' as the mustering out weapon, 'Slug Pistol' as the only Gun Combat cascade, and 'Slashing Weapons' and 'Natural Weapons' as the only Melee Combat cascade. Set 'cash benefits' to zero. Now click 'Generate'.

DISCLAIMER: actually trying to create 1,000,001 characters in one go will probably crash your browser.

Authorship

This code was written by Jonathan Sherlock in April 2017 for the Open Gaming Licence content of the Cepheus Engine. Others are free to download or use for any purpose including commercial purposes so long as you know this code is staying up here and might be revised from time to time by me. For any issues with the code, please e-mail me; I have a gmail account "jonathan.a.sherlock".

Chosen Career

Athlete
Aerospace Defense
Agent
Barbarian
Belter
Bureaucrat
Colonist
Diplomat
Drifter
Entertainer
Hunter
Marine
Maritime Defense
Mercenary
Merchant
Navy
Noble
Physician
Pirate
Rogue
Scientist
Scout
Surface Defense
Technician

Preference if qualification / enlistment fails

Stop character generation
Take a term in the Drifters
Submit to the Draft

Preference if character has an injury or age crisis

Stop character generation
Go to Drifter career

Preference on completion of a career

Stop character generation
Try another career

Skill table preference

Personal Development
Service
Specialist
Advanced Education

Mustering Out table preference

Material Benefits
Cash Benefits

Preference for subsequent receipt of Weapon benefit

Skill in weapon
New Weapon

Preference for weapon received in mustering out

Dagger
Spear
Pike
Sword
Broadsword
Halberd
Bayonet
Blade
Cutlass
Foil
Bow
Crossbow
Revolver
Auto Pistol
Carbine
Rifle
Shotgun
Submachinegun
Auto Rifle
Assault Rifle
Body Pistol
Laser Carbine
Snub Pistol
Accelerator Rifle
Laser Rifle
Advanced Combat Rifle
Gauss Rifle
Laser Pistol

Cascade Skill Preferences

Gun Combat

Archery
Energy Pistol
Energy Rifle
Shotgun
Slug Pistol
Slug Rifle

Melee Combat

Bludgeoning Weapons
Natural Weapons
Piercing Weapons
Slashing Weapons

Gunnery

Bay Weapons
Heavy Weapons
Screens
Spinal Mounts
Turret Weapons

Vehicle

Aircraft
Mole
Tracked Vehicle
Watercraft
Wheeled Vehicle

Aircraft

Grav Vehicle
Rotor Aircraft
Winged Aircraft

Watercraft

Motorboats
Ocean Ships
Sailing Ships
Submarine

Sciences

Life Sciences
Physical Sciences
Social Sciences
Space Sciences

Animals

Farming
Riding
Survival
Veterinary Medicine

Tick all the trade codes that apply to the characters' homeworld. Note that several possible trade codes are not present because they have no effect on background skills (e.g. "Non Industrial").

In the Cepheus Engine, the player is free to choose background skills as made available by world trade codes and world law level and from the education list.

As a consequence, unchecking a trade code may make certain skills unavailable to be chosen. That is the only use of trade codes by this character generator.

Click anywhere in this box to close it.

Select the law level that applies to the characters' homeworld. A law level of 0-6 makes "Gun Combat-0" available as a background skill. Law level of 7-9 makes "Melee Combat-0" available. A law level of 10+ makes neither available.

In the Cepheus Engine, the player is free to choose background skills as made available by world trade codes and world law level and from the education list.

As a consequence, selecting the law level of the world makes Gun Combat and Melee Combat available or unavailable to be chosen. That is the only use of law level by this character generator.

Click anywhere in this box to close it.

Customise generated characters' interest in background skills here. The more the slider next to the skill is moved to the right, the greater the chance of that skill being included.

By default, all skills are set to the middle except for those that rely on trade codes. To enable skills that require trade codes, ensure that trade code is ticked.

To eliminate a skill from selection for characters, slide its bar all the way to the left. It is recommended you select five or more background skills so that characters with an EDU of 12 get the full five skills.

If there are less background skills selected than a characters' EDU mod, all selected background skills are added and the 'extra' slot is lost. If no background skills are selected, the generator will pick skills at random from the whole list.

Click anywhere in this box to close it.

Select the probability of a character attempting to enter each career here. Note that all careers start out at chance 'zero' by default, but the generator treats this as giving any career an equal chance.

If you only want one career, leave all the others at zero and slide that career's bar anywhere to the right. Note, however, that in the Cepheus Engine, a character can decide to try for any number of careers up to the maximum terms (7).

If only one career is selected, subsequent careers will be decided by an even-chance random selection of all remaining careers.

Therefore, it is recommended that the main career selected be fully moved to the right, and then second and third preferences given lower probabilities of being selected to control character backgrounds. However, random chance selections can be really interesting.

A note on sliding bars: each bar assigns a value of 0 to 10 to that selection. The generator then adds up all values, and each value's chance of random selection is its value divided by the total values. For example, if there are three values and Value A is 5, Value B is 3 and Value C is 2, they will have a random chance of 50%, 30% and 20% respectively. If Value B is set to 5, they will now have chances of 41.6%, 41.6% and 16.16%.

Click anywhere in this box to close it.

If a character fails a qualification roll, what do you want them to do next? They can submit to the draft (automatic entry into random military career, no commission possible in term 1), try another career, or give up.

This can mean a few characters are generated who are 'non-starters' - 18 year olds with only a UPP and background skills. But leaving this at zero means characters will keep trying until they reach the maximum terms available or no careers are left.

A note on sliding bars: each bar assigns a value of 0 to 10 to that selection. The generator then adds up all values, and each value's chance of random selection is its value divided by the total values. For example, if there are three values and Value A is 5, Value B is 3 and Value C is 2, they will have a random chance of 50%, 30% and 20% respectively. If Value B is set to 5, they will now have chances of 41.6%, 41.6% and 16.16%.

Click anywhere in this box to close it.

An injury or age crisis occurs whenever a survival mishap or ageing reduces a characteristic to zero. Damage that does not reduce a characteristic to zero is healed at Cr5000 per point, which can become a debt paid later, often by mustering out benefits. But 1D x Cr10,000 must be paid immediately by the character in an injury or ageing crisis; if not, the character dies. If the money is paid, the characteristic is only restored to a value of '1'.

Usually such a crisis will kill the character, but occasionally they have money in the bank from a previous career and can pay this bill. In such a situation, the character automatically fails qualification rolls but may take Drifter terms. This is a risk, given that the next injury might hit the characteristic now at value '1'.

A note on sliding bars: each bar assigns a value of 0 to 10 to that selection. The generator then adds up all values, and each value's chance of random selection is its value divided by the total values. For example, if there are three values and Value A is 5, Value B is 3 and Value C is 2, they will have a random chance of 50%, 30% and 20% respectively. If Value B is set to 5, they will now have chances of 41.6%, 41.6% and 16.16%.

Click anywhere in this box to close it.

When a character ends a career through discharge, failure of the reenlistment roll they need to choose whether they wish to try to qualify for further careers, or stop character generation. This value is also used to decide how likely it is the character will continue in their current career on a successful reenlistment (although a roll of 12 means they must continue).

A higher 'Stop character generation' value will lead to characters that are less likely to take more terms in their current career, and are less likely to try to qualify for new careers after their current careers. They will tend to be younger characters.

A note on sliding bars: each bar assigns a value of 0 to 10 to that selection. The generator then adds up all values, and each value's chance of random selection is its value divided by the total values. For example, if there are three values and Value A is 5, Value B is 3 and Value C is 2, they will have a random chance of 50%, 30% and 20% respectively. If Value B is set to 5, they will now have chances of 41.6%, 41.6% and 16.16%.

Click anywhere in this box to close it.

These sliders set the likelihood for each skill table. Note that if the character does not have an Education score of at least 8, the Advanced Education will be ignored and the remaining three will be used to make a decision. My own preference as a player was for more skills than attribute scores, and I generally turn Personal Development down.

A note on sliding bars: each bar assigns a value of 0 to 10 to that selection. The generator then adds up all values, and each value's chance of random selection is its value divided by the total values. For example, if there are three values and Value A is 5, Value B is 3 and Value C is 2, they will have a random chance of 50%, 30% and 20% respectively. If Value B is set to 5, they will now have chances of 41.6%, 41.6% and 16.16%.

Click anywhere in this box to close it.

Set the proportion of material benefits and cash benefits here. However high you set the cash benefits, the maximum number of rolls on the cash table is three.

A note on sliding bars: each bar assigns a value of 0 to 10 to that selection. The generator then adds up all values, and each value's chance of random selection is its value divided by the total values. For example, if there are three values and Value A is 5, Value B is 3 and Value C is 2, they will have a random chance of 50%, 30% and 20% respectively. If Value B is set to 5, they will now have chances of 41.6%, 41.6% and 16.16%.

Click anywhere in this box to close it.

When a character receives the 'Weapon' benefit on mustering out, they must decide on a weapon. Adjust the sliders to reflect the preferred weapons to be received by characters.

A note on sliding bars: each bar assigns a value of 0 to 10 to that selection. The generator then adds up all values, and each value's chance of random selection is its value divided by the total values. For example, if there are three values and Value A is 5, Value B is 3 and Value C is 2, they will have a random chance of 50%, 30% and 20% respectively. If Value B is set to 5, they will now have chances of 41.6%, 41.6% and 16.16%.

Click anywhere in this box to close it.

When a character receives the 'Weapon' benefit on mustering out for a 2nd or subsequent time, they must decide whether to take another weapon or a skill in a weapon that they have. Which weapon they want is decided by the 'Preference for weapon received in mustering out.'

A note on sliding bars: each bar assigns a value of 0 to 10 to that selection. The generator then adds up all values, and each value's chance of random selection is its value divided by the total values. For example, if there are three values and Value A is 5, Value B is 3 and Value C is 2, they will have a random chance of 50%, 30% and 20% respectively. If Value B is set to 5, they will now have chances of 41.6%, 41.6% and 16.16%.

Click anywhere in this box to close it.

Each of these sets determines the decision by the characters on receipt of each cascade skill. One value I favour is to only have 'Wheeled Vehicle' and 'Aircraft' above zero for the Vehicle Cascade. Then only have Grav Vehicle under Aircraft above zero. This effectively means characters choose between Wheeled Vehicle or Grav Vehicle - my vision of the choices available in a future urban environment.

A note on sliding bars: each bar assigns a value of 0 to 10 to that selection. The generator then adds up all values, and each value's chance of random selection is its value divided by the total values. For example, if there are three values and Value A is 5, Value B is 3 and Value C is 2, they will have a random chance of 50%, 30% and 20% respectively. If Value B is set to 5, they will now have chances of 41.6%, 41.6% and 16.16%.

Click anywhere in this box to close it.