Cepheus Engine Fantasy Traveller Part 2 – Character Classes

I’ve been interested in the responses and comments on the ‘Citizens of the Imperium’ Traveller RPG forum following my first post in converting the Cepheus Engine SRD to a fantasy world. So for part 2, I’m going to expand the number of converted careers from the CE SRD into something that would look like a your typical player-character party. From the SRD I’m going to apply the same methodology as I converted the ‘Hunter’ career, to the following careers:-





An entrance to a dungeon, castle, or something else?

Character Generation Process

Background Skills (all four careers)

Same as on page 25, choose 3 or roll a D6 plus 1 per Education attribute DM and all are at level 0. This also replaces the homeworld-specific skills in the CE SRD.

1 Animals

2 Linguistics

3 Survival

4 Tactics

5 Vehicle (Wheeled Vehicle)

6 Streetwise

Career Qualification

Rogues, Mercenaries and Scouts roll as normal to qualify. I would say not to bother for qualification for a Barbarian, on my fictional fantasy world of Grond it’s not something you really have a choice in; more through matter of circumstances that a Barbarian becomes a Barbarian.

Service Skills

All careers get all the skills listed in their specific table, at level 0.

The replacement skills for each career are listed below.

If you already have a skill at level 0, there is no additional advancement if you get the skill again.


Roll for survival:

Barbarian roll STR 6+

Mercenaries roll END 6+

Rogues roll DEX 4+

Scouts roll END 7+

Commissions and Advancement

Because Barbarians and Scouts do not have commission or advancement checks, they get to make two rolls for skills instead of one for every term. However at rank 0, Barbarian’s get Melee Combat -1 and Scouts (instead of Pilot -1) get Recon -1. Mercenaries and Rogues can make a commission check at their second term of service by rolling INT 7+ / STR 6+ (bringing them to rank-1 Lieutenant / Associate level) where they can then make an advancement roll on INT 6+ and Rogues advance on INT 7+.

Replacement ranks and skills tables for Mercenary and Rogue careers.

Skills and Training

Each term you can choose from the Personal Development, Service Skills and Specialist Skills tables. If you have EDU 8+ you can also roll on the Advanced Education table. Remember that Barbarians and Scouts get to roll twice every term, all other careers have one roll per term. Select a table and roll 1D6 for the skill that you receive at level 1. If you have already have the skill, then increase this by a further level. (See replacement skills tables above).

Once you have made your skill checks, you then roll for survival as per each careers chance of survival. If you make the roll, repeat the process. If you don’t, something terrible has happened to your character (killed by huge boulder, tripped over and impaled on your own sword, fell into a shark infested… you get the idea). Alternatively you can muster out and receive the benefits entitled to you according to the number of terms served. For every term that your character serves, they age by four years.

Mustering out and Material Benefits

Characters receive one benefit per term served. An additional benefit is gained if the character achieves rank 4, two additional benefits for rank 5 and three for rank 6.

Cash Benefits

Up to three benefit rolls can be taken on the cash table, all the others must be taken in material benefits. Characters with Gambling skill receive +1 on cash benefit rolls. Note that cash is in gold pieces (gp) rather than credits (Cr).

Material Benefits

Material benefits may be characteristic alterations, physical goods or or some sort of societal benefit. Descriptions for the items in the tables:-

Riding Horse

This includes a horse that is trained to respond to a rider, plus the necessary equipment so that a rider can ride the horse effectively as for as long as reasonably required.

Scroll of Free Passage

The bearer is allowed to travel through the land of one kingdom or defined regional area and contains a seal of authority that is recognised and accepted by law-abiding citizens. It allows the bearer to pass unhindered and without financial charge through that regional area.

Armour (piece or full set, as described in the armour table)

A piece or complete set of armour can be chosen from the armour table and worn as per the requirements and restrictions for that item.


The character leaves the profession with an appropriate weapon, which can be a hand or missile weapon. Choice is made from the weapons tables. Where a weapon has already been chosen, subsequent receipts of a weapon can be taken as additional skill rolls or additional weapons as preferred.


The character leaves the profession with a choice of dagger or variant. Choice is made from the weapons tables. Where a dagger has already been chosen, subsequent receipts of a dagger can be taken as additional skill rolls or additional daggers as preferred.

Changes to Skill Descriptions


The character is trained in the use of understanding and using methods of short or long-range communications such as smoke, flags or leaving messages, patterns or signs that can be interpreted by others with the same skill. Other methods could be verbal (eg. making animal noises) or leaving a burning fire in a particular place. Increases in skill level allows the complexity of communication method to be increased and chance of it being interpreted by someone else reduced.

Specialist Armour (was Battle Dress)

The recipient was had training to wear and make effective use of armour that requires this skill to wear, in order to get advantage of its use. Specific types of armour require this skill at different levels which will be specified by the armour at time of purchase.

Gunnery (Cascade Skill)

The various specialities of this skill cover different types of large ranged weapons. When this skill is received, the character must immediately select one of the following: Trebuchet, ballista, cannon, mortar or battering ram. Some weapons may not be available due to the tech level of the world.


The character is able to construct, maintain or take apart with sufficient skill that the item can be reconstructed, equipment or constructions within the tech level of their world. For example the skill allows (within reason) the character to construct personal items (eg. A sextant) or put together building projects such as a small fort or defensive position.


This character is able to utilise calculations and equipment to help resolve complex mathematical problems. Typical equipment available would be a slide rule, abacus, books containing astronomical data and logarithmic tables.


The character is skilled at utilising explosives (which would be gunpowder-based on the world of Grond) in various amounts, for the purposes of blowing stuff up. Starting skill levels would allow the construction of personal weapons such as grenades, higher skill levels are required to facilitate large-scale demolitions.


The individual is competent in operating methods of transport such as boats, ships or domesticated flying creatures.

Final Conclusion

So there we now have a few character classes with some mechanics converted to a fantasy background. For the next part (subject to change – ha!) I think I’ll take a look at either a weapons and equipment book like I did for the Classic Traveller ‘Fantasy Traveller’ series, or look at some opponents for our character classes… which means monsters!

Part one of this series can be found here.

This article is released under the Open Game License as defined under the heading ‘In respect to Cepheus Engine and Open Game License (OGL) Products‘ in the ‘About’ page.

About AlegisDownport

Musings on the Traveller RPG world, technology, astronomy and digital art.
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2 Responses to Cepheus Engine Fantasy Traveller Part 2 – Character Classes

  1. Paul Elliott says:

    Is that Pickering Castle/Yorkshire on a sunny day?

    • Hi Paul, unfortunately not – its the back of Carisbrooke Castle on the Isle of Wight, on a what was a very hot and sunny day in July last year. The entrance/exit leads out to a field (to the back of where I am facing) where a surrounding bank looks out on the town of Newport.

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