Adapting Bill Mantlo and Michael Golden’s Micronauts into the Cepheus Engine (the OSR 2d6 sci-fi system derived from Mongoose Traveller 1e) creates a high-concept space fantasy campaign where heavy military logistics meet subatomic cosmic horror.
Cepheus Engine's modular design handles the contrast between the high-tech Microverse, cybernetic modification, and macro-scale survival on Earth well.
Core Campaign Mechanics & Scaling
The Scale Threshold (Microverse vs. Macroverse)
To avoid recalculating massive stats whenever the party travels between Homeworld and the Outer Universe (Earth), use a relative scale multiplier system.
Micro-Scale (Internal): Within the Microverse, treat everything normally. A laser pistol does $2\text{d}6$ damage, armor absorbs standard values, and a starship functions like a standard 100t to 1000t Cepheus hull.
Macro-Scale (On Earth):
Damage Scale: Multiply all Macro-world physical damage by 10 against Micro-beings (e.g., a domestic cat's claw dealing $1\text{d}6$ scratch damage inflicts $10\text{d}6$ Micro-damage). Micro-weapons deal $1/10\text{th}$ damage to Macro-targets (minimum 1 point), unless targeting soft points (eyes, exposed wires) with a difficult ($10+$) task check.
Movement: A Micro-character’s standard move on Earth is measured in centimeters ($1\text{m}$ move = $1\text{cm}$ in Macro-space).
New Traits, Lifeforms & Cyberware
1. Microverse Lifeforms & Races
Acroyear
Stat Modifiers: STR +2, END +2, SOC -1
Traits:
Bioconnected Armor: Acroyears receive innate Armor 6 that cannot be removed without killing them.
Gravity Bond: Spending 1 point of END allows an Acroyear to double their speed or increase melee damage by $+2$ for 3 rounds by tapping their world-core connection.
Culture: Rigorous martial code; non-compliance with duty yields an immediate SOC drop to 0 among their peers.
Insectoid (Bug's Species - Kaliklak Hive)
Stat Modifiers: DEX +2, INT -1
Traits:
Wall-Crawling: Can traverse vertical and inverted surfaces at normal movement speed without athletic checks.
Antennae Sense: $+2$ DM on Recon and Initiative checks; immune to surprise from behind.
Roboid / Bio-Synthetic Synthetic
Stat Modifiers: STR +1, END +3, DEX -1, CHA/SOC 0 (Fixed)
Traits:
Unliving: Immune to gas, vacuum, biological poison, and radiation under 100 rads.
Repair: Cannot heal naturally; requires Mechanic or Engineering checks and spare parts to restore lost hit points.
2. Cybernetics: The Body Banks
Baron Karza’s Body Banks fit neatly into the Cepheus cybernetics framework, but with a dark twist: high-tier implants incur systemic corruption or psychological degradation.
| Augmentation | Cost (Cr) | Mechanical Effect (Cepheus Engine) |
| Centaur Quad-Chassis | 150,000 | Replaces lower torso. Doubles ground movement; $+3$ STR; grants $1\text{d}6$ trampling attack. |
| Integrated Weapon Mount | 20,000 | Conceals a pistol or laser weapon in a limb. Draws power directly from the user's END pool. |
| Surgical Bio-Replacement | 10,000 | Replaces a severed limb using harvested tissue. Prevents stat loss from severe injuries. |
| Memory-Wipe Override | 50,000 | Installed by Karza's scientists. $+2$ DM against psionics, but character loses 1 point of INT permanent memory context. |
Psionics & The Enigma Force
The Enigma Force replaces standard Cepheus Psionics. It is an ambient cosmic entity that binds the Microverse together.
Enigma Talent (PSI Equivalent): Requires a latent roll or specific event (like Arcturus Rann’s 1,000-year coma).
Uni-Power Manifestation (Major Power):
Cost: 6 PSI points per round.
Effect: The user summons a cosmic avatar (The Captain Universe phenomenon). The character gains $+4$ to all physical stats (STR, DEX, END), an innate Energy Shield (Armor 10), and can fire an energy beam dealing $4\text{d}6$ AP (Armor Piercing) damage.
Telepathic Link: Allows instant, zero-lag communication across starship bridges or between bonded entities (e.g., Rann and Biotron).
Cepheus Engine Ship & Equipment Stats
Equipping the Rebellions & Dog Soldiers
Rockets / Rocket Lances: Treat as a Heavy Pistol/Rifle hybrid. $3\text{d}6$ Damage, Range 20m, Auto-2 capability.
Energy Swords (Acroyear Blades): $2\text{d}6+2$ Damage, Ignores 4 points of non-energy armor.
Disintegrator / Bio-Blaster: $4\text{d}6$ Damage; targets hit must make an END check or suffer an immediate attribute drop.
The Starship HMS Endeavor
Hull: 400-ton Streamlined Scout/Exploration Vessel (Micro-Scale).
M-Drive: Thrust 4 (High maneuverability through Homeworld's molecular orb tracks).
J-Drive: Sub-space Jump Drive 2 (Penetrates the Spacewall with an Enigma-Assisted roll).
Special Fittings: Biosphere Stasis Pods (Allows 1,000-year cryo-sleep with zero cell degradation); Integrated Telepathic Interface Terminal.
Referee Campaign Hooks
The Body Bank Heist: The PCs are contracted by Princess Mari's rebel underground to infiltrate a Dog Soldier medical outpost on Homeworld to retrieve the harvested organs/cybernetics of a key rebel commander before they are converted into Karza's shock-troops.
Stranded in the Outer Realm: A misjump through the Spacewall strands the party's ship in an Earth suburban backyard. They must scavenge micro-components (copper wire, toy battery packs) to repair their J-Drive while fighting off a terrier and a lawnmower.
The Enigma Awakening: A PC begins displaying uncontrolled Enigma Force manifestations. Karza’s elite Huntarr forces track the energy signature, forcing the party to race to the center of Homeworld to stabilize the cosmic connection.
Here are character profiles, career histories, and complete Cepheus Engine stat blocks for both Commander Arcturus Rann and Baron Karza, scaled and formatted for immediate use in your campaign.
Commander Arcturus Rann
Arcturus Rann spent a millennium in suspended animation aboard the HMS Endeavor, his mind wandering the Microverse in telepathic communion with the Enigma Force. Upon his return, he found his parents murdered, his home enslaved by Baron Karza, and himself thrust into the role of reluctant messiah for the Microverse resistance.
Arcturus Rann 79A9C9-E Age 1032 (Appears 32) 5 Terms
UPP: STR 7 (+0), DEX 9 (+1), END 10 (+1), INT 9 (+1), EDU 12 (+2), SOC 12 (+2) - PSI 14 (+2)
Skills: Athletics (Dexterity) 1, Leadership 3, Gun Combat (Energy Pistol) 2, Melee (Blade) 2,
Pilot (Spacecraft) 2, Tactics (Military) 2, Recon 1, Persuade 1, Navigation 1, Admin 1
Equipped: Laser Pistol (3d6), Energy Sword (2d6+2 AP4), Enigma-Linked Comm-Link,
HMS Endeavor Command Ring, Reinforced Duty Uniform (Armor 3)
Career Profile: Royal Explorer / Resistance Commander
Terms 1–2 (Nobility / Navy Explorer): Commissioned as Prince of Homeworld. Underwent extensive officer training before embarking on the 1,000-year deep-space mapping mission aboard the HMS Endeavor.
Terms 3–4 (Stasis & Psychic Awakening): Spent centuries in telepathic stasis. During this period, his PSI rating expanded from Latent (2) to 14 through prolonged immersion in the Time-Minds and Enigma Force.
Term 5 (Rebel Leader): Returned to find Homeworld under Karza's control. Mobilized the rebellion, took command of the underground forces, and mastered tactical combat across Microverse environments.
Special Ability: Enigma Force Avatar
When Rann manifests the Enigma Force (costing 4 PSI points per round), he temporarily taps into the Uni-Power:
Stat Boost: Increases STR, DEX, and END by $+2$ (improving DM attributes accordingly).
Uni-Shield: Generates an aura providing Armor 8 against all energy and physical attacks.
Uni-Beam: Can fire a blast of cosmic force from his hands dealing $4\text{d}6$ AP damage (Range 30m).
Baron Karza
Baron Karza is the undisputed tyrant of Homeworld, an ancient biological genius who conquered death itself through the horrific alchemy of the Body Banks. Cold, calculating, and overwhelmingly powerful, he seamlessly blends ruthless cybernetics with dark sorcery and strategic military oppression.
Baron Karza FCFFC2-0 Age Unknown (Cybernetically Eternal) 12+ Terms
UPP: STR 15 (+3), DEX 12 (+2), END 15 (+3), INT 15 (+3), EDU 12 (+2), SOC 12 (+2) - PSI 0 (Immune)
Skills: Admin 4, Science (Cybernetics) 4, Science (Genetics) 4, Leadership 4, Tactics (Military) 3,
Heavy Weapons (Vehicle) 3, Melee (Unarmed) 3, Gun Combat (Energy) 2, Deception 3, Persuade 2
Equipped: Integrated Body Bank Dreadnought Cyber-Armor (Armor 12), Heavy Chest-Blaster (4d6 AP6),
Concealed Energy Blades (3d6), Master Control Override Key
Career Profile: Chief Scientist / Supreme Dictator
Terms 1–4 (Royal Bio-Scientist): Served as Homeworld’s premier geneticist and cyberneticist. Secretly developed the Body Banks under the guise of longevity research for the royal family.
Terms 5–8 (Usurper & Warlord): Executed the royal family, seized Homeworld’s political infrastructure, and enforced martial law using his bio-engineered Dog Soldiers and subjugated warlords.
Terms 9+ (Cybernetic Sovereign): Rebuilt his own body into an indestructible black-armored dreadnought chassis, establishing an empire spanning multiple molecular world-zones.
Special Mechanics & Augmentations
Integrated Body-Bank Chassis: Karza’s armor is not suit-equipment; it is his body. He is immune to poison, gas, vacuum, bleeding, and critical hits targeting vital organs.
Centaur Morphing System: By spending a Minor Action, Karza can lower his lower chassis into a quadrupedal centaur form. In this configuration, his ground movement doubles, his STR increases to 18 (+4 DM), and he gains a Trample melee attack ($2\text{d}6+4$ damage).
Psionic Null Field: The dark energy powering Karza’s cybernetics generates an absolute dampening field. All psionic attacks or Enigma Force powers directed directly at him suffer a -4 DM penalty.
NPC Tactical Combat Summary
| Metric | Commander Arcturus Rann | Baron Karza |
| Primary Offense | Laser Pistol ($3\text{d}6$) / Energy Sword ($2\text{d}6+2$) | Heavy Chest-Blaster ($4\text{d}6$ AP6) |
| Special Offense | Uni-Beam ($4\text{d}6$ AP) via Enigma Force | Centaur Trample ($2\text{d}6+4$) |
| Defense / Armor | Armor 3 (Duty Uniform) / Armor 8 (Uni-Shield) | Armor 12 (Dreadnought Hull) |
| Tactical Role | Agile Skirmisher, Field Commander, Buff/Psionic | Unstoppable Anchor Tank, Heavy Siege Enforcer |
Here are character profiles, career histories, and complete Cepheus Engine stat blocks for Princess Mari (Marionette), Acroyear, and Bug, tailored for immediate use in your campaign.
Princess Mari (Marionette)
Once the sheltered princess of Homeworld, Mari discarded her royal gown for leather armor and dual blasters after Baron Karza murdered her parents. Agile, passionate, and fiercely pragmatic, she serves as co-commander of the Micronauts, handling frontline tactics while Arcturus Rann focuses on the big picture.
Princess Mari 5A9A7B-E Age 26 4 Terms
UPP: STR 5 (+0), DEX 10 (+1), END 9 (+1), INT 10 (+1), EDU 7 (+0), SOC 11 (+1) - PSI 0
Skills: Athletics (Acrobatics) 3, Gun Combat (Energy Pistol) 2, Stealth 2, Leadership 2,
Melee (Unarmed) 1, Recon 1, Pilot (Small Craft) 1, Deception 1, Streetwise 1
Equipped: Twin Micro-Laser Pistols (2d6+1 each, Dual-Wield capable), Micro-Fiber Bodysuit (Armor 2),
Personal Grapple-Line, Resistance Comm-Link
Career Profile: Royal Heir / Resistance Leader
Term 1 (Nobility / Underground): Royal upbringing abruptly cut short by Karza’s coup. Joined the street-level resistance under the pseudonym "Marionette."
Terms 2–3 (Rebel Guerilla): Specialized in urban infiltration, assassination evasion, and hit-and-run sabotage against Karza’s Body Bank outposts.
Term 4 (Resistance Co-Commander): Linked up with Arcturus Rann upon his return aboard the HMS Endeavor, establishing herself as the tactical field leader of the rebellion.
Special Trait: Acrobatic Evasion & Akimbo Fire
Acrobatic Dodge: When moving at full speed, Mari adds her Athletics (Acrobatics) skill level ($+3$) as a direct penalty to enemy attack rolls targeting her.
Akimbo Precision: Mari can fire both Micro-Laser Pistols in a single combat round without taking the standard two-weapon penalty, provided both attacks target the same or adjacent foes.
Acroyear
The deposed monarch of the planet Acroyear, this stoic warrior adheres to an unyielding code of honor. Bound to the literal energy core of his home planet, Acroyear is an armored powerhouse capable of wielding energy weapons and slicing through cybernetic plating with his ancestral blade.
Acroyear D8C5A4-0 Age 42 6 Terms
UPP: STR 13 (+2), DEX 8 (+0), END 12 (+2), INT 5 (-1), EDU 10 (+1), SOC 4 (-1) - PSI 0
Skills: Melee (Blade) 3, Heavy Weapons (Vehicle) 2, Tactics (Military) 2, Athletics (Strength) 2,
Leadership 1, Navigation 1, Survival 1
Equipped: Acroyear Bioconnected Power Armor (Armor 6, Integrated Flight Thrusters),
Energy Broadsword (3d6 AP4), Energy Shield Emitter (+2 Armor vs. Ranged)
Career Profile: Planetary Monarch / Exile Warrior
Terms 1–4 (Acroyear Royal Guard / King): Rose through the rigid military hierarchy of his home world to inherit the throne. Mastered traditional energy-blade dueling and mass battle tactics.
Terms 5–6 (Exile / Micronaut): Betrayed by his brother Shaitan, who aligned with Karza. Stripped of his throne, Acroyear pledged his sword to Rann and Mari to restore honor to his people and destroy the Body Banks.
Special Trait: World-Core Connection
Gravity Bond: Once per combat encounter, Acroyear can draw directly upon his planetary energy bond (costing 2 END). For 3 rounds, he doubles his tactical movement speed, gains an additional $+2$ to STR checks/melee damage, and ignores all environmental environmental penalties (e.g., high gravity, vacuum, zero-g).
Bug
Hailing from the subterranean, overgrown world-zone of Kaliklak, Bug is an insectoid thief whose rapid-fire chatter belies a deadly warrior. Possessing wall-crawling abilities and 360-degree antenna awareness, he serves as the team's scout, infiltrator, and primary skirmisher.
Bug 6B7485-0 Age 22 3 Terms
UPP: STR 6 (+0), DEX 11 (+1), END 7 (+0), INT 4 (-1), EDU 8 (+0), SOC 5 (-1) - PSI 0
Skills: Stealth 3, Recon 2, Gun Combat (Energy Rifle/Lance) 2, Athletics (Climbing) 2,
Streetwise 2, Mechanics 1, Melee (Staff/Lance) 1
Equipped: Dual Rocket-Lances (3d6, Range 20m, Auto-2), Kaliklak Chitin Accoutrements (Armor 1),
Thief’s Rig & Micro-Splicer
Career Profile: Kaliklak Hive-Thief / Rebel Scout
Term 1 (Rogue / Hive Scavenger): Navigated the deadly jungles and subterranean tunnels of Kaliklak, developing unmatched infiltration and climbing skills.
Terms 2–3 (Rebel Infiltrator): Captured by Karza's Dog Soldiers and sent to the Homeworld Arena. Rescued by Rann and Mari, he joined the Micronauts as their primary point-man and scout.
Special Trait: Insectoid Biology & Antennae Sense
Surface Mastery: Bug moves across walls, ceilings, and vertical surfaces at his normal movement speed without requiring skill checks.
Antennae Danger Sense: Bug’s antennae detect micro-air currents and electromagnetic shifts. He gains a $+2\text{ DM}$ to all Recon and Initiative rolls and cannot be surprised or backstabbed.
NPC Tactical Combat Summary
| Metric | Princess Mari | Acroyear | Bug |
| Primary Offense | Twin Micro-Lasers ($2\text{d}6+1$ each) | Energy Broadsword ($3\text{d}6$ AP4) | Rocket-Lances ($3\text{d}6$, Auto-2) |
| Defense / Armor | Armor 2 + Acrobatic Dodge | Armor 6 (Innate Bioconnected) | Armor 1 + Wall Evasion |
| Tactical Role | Agile Gunslinger / Commander | Frontline Heavy Tank / Melee | Scout / Infiltrator / Flanker |
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