Character Creation
CHARACTER CREATION
Welcome to the Mneme Character Creation system for the Cepheus Engine tabletop RPG. This comprehensive index provides navigation to all character creation resources, core rules chapters, Quick Fix rule changes, and variant combat character rules.
Core Character Creation Chapters (1-4)
The Mneme Character Creation system consists of four comprehensive chapters:
| Chapter | Title | Key Content |
|---|---|---|
| Chapter 1 | Mneme CE Chapter 1 Character Creation | 24 careers, characteristics, homeworlds, background skills, aging, mustering out |
| Chapter 2 | Mneme CE Chapter 2 Skills | Skill tables by career, skill descriptions, cascades and specialties |
| Chapter 3 | Mneme CE Chapter 3 Psionics | Psionic powers, talents, testing, training, psionic combat |
| Chapter 4 | Mneme CE Chapter 4 Equipment | Weapons, armor, gear, technology levels, starting equipment |
Quick Fix Rules Changes to Character Creation
The Mneme system applies these streamlined rules to standard Cepheus Engine character creation:
Core Mechanic Changes
| Rule Area | RAW (Old Rule) | Mneme Quick Fix (New Rule) |
|---|---|---|
| Task Resolution | Roll 2D6 + DM vs. static 8 | Roll 2D6 + DM vs. Variable Difficulty |
| Commission/Advancement | Separate rolls for Commission and Advancement | Survival Effect 4+ = Advancement (no separate rolls) |
| Re-enlistment | Roll for re-enlistment; natural 12 = forced re-enlist | Automatic success if choosing to re-enlist; no forced re-enlist |
| Anagathics | Declare before Survival; triggers second Survival roll; grants bonus per term used | Simplified: Spend 100,000Cr per use, no aging roll, limit = SOC − 7 uses |
| Aging | Roll 2D6 − Terms | Use Core Task Resolution: 2D6 + END DM vs. (Terms + 1) Difficulty |
| Drifter Career | Must roll to qualify; failing = loop of draft/drifter | Automatic qualification; failing Survival = lose job (not ejected) |
| Benefits | Roll after every career change | Track per career, roll all at mustering out |
| Draft Options | Government conscription: Aerospace, Marine, Maritime, Navy, Scout, Surface Defense | Force/drag careers: Barbarian, Belter, Colonist, Mercenary, Pirate, Rogue |
| Drifter/Belter/Barbarian | Can retire normally | No retirement for these careers |
| Athlete, Entertainer, Hunter, Scout | No advancement (auto-gain 2nd skill instead) | All careers have advancement now |
Career-Specific Quick Fixes
| Career | RAW | Mneme Quick Fix |
|---|---|---|
| Scout | Survival END 7+ | Survival END 6+ |
| Hunter | Survival STR 8+ | Survival INT 6+ |
| Noble | Qualification SOC 4+, Survival SOC 4+ | Qualification SOC 12+, Survival SOC 6+; SOC reflects rank when advancing |
Quick Fix Reference
Complete Quick Fix rules available in:
- [file:221015_MNEME_24_CAREER_CARDS.pdf Mneme 24 Career Cards PDF] - Complete quick reference with all rule changes
- Character Creation Checklist (GitHub Wiki) - Streamlined step-by-step guide with Quick Fixes applied
Mneme CE Variant Combat - Character Rules
The Mneme Combat system includes character-related rules designed for streamlined, narrative-focused play:
Combat Character Chapters
| Chapter | Title | Description | Character-Related Content |
|---|---|---|---|
| Combat Ch 1 | Introduction | Design philosophy and overview | One Roll per Turn concept |
| Combat Ch 2 | Core Mechanics | Task resolution system | Variable difficulty, Effect-based outcomes |
| Combat Ch 3 | Dice Mechanics | Modifiers and advantage | Character DM application |
| Combat Ch 4 | Running Combat | Narrative combat cycle | Character positioning, actions |
| Combat Ch 5 | Conditions | Environmental factors | Character awareness, visibility effects |
| Combat Ch 6 | Actions | Combat actions | Character movement, attacks, reactions |
| Combat Ch 7 | Outcomes | Success/failure effects | Character damage, consequences |
| Combat Ch 8 | Character Conditions | Health and mental states | Wounded, stunned, fatigued states |
| Combat Ch 9 | Equipment | Weapons and armor | Character gear, weapon traits |
| Combat Ch 10 | Quick Characters | NPC generation | Character Points (CP) system, templates |
Key Combat Character Concepts
One Roll Per Turn
The Mneme combat system simplifies character actions:
- Single roll determines both PC success AND adversary response
- Referee doesn't roll for NPCs - PC rolls against Referee-set Difficulty
- Effect (roll vs. Difficulty difference) determines damage and outcomes for both sides
Character Points (CP) System
For rapid NPC/adversary creation from Chapter 10:
- Starting CP
- 50 CP for quick generation
- Characteristic Costs
- Based on characteristic value (3-15 scale)
- Skill Costs
- Varies by skill level
- Equipment Budget
- Based on career and technology level
Quick Stat Generation:
- Hit Points: HP = Strength + Dexterity + Endurance
- Wounded Threshold: Any damage taken
- Seriously Wounded: Damage ≥ Highest physical characteristic
- Critically Wounded: Damage ≥ Sum of two physical characteristics
- Dying: Damage > Total HP
Quick Skill Assignment:
- Unskilled: -3 DM to relevant rolls
- Skill 0: Basic training, no DM penalty
- Skill 1: 1 term of experience, +1 DM
- Skill 2: 2-3 terms of experience, +2 DM
- Skill 3+: Expert level, +3 DM or higher
Character Templates
Pre-generated stat blocks for common roles (from Chapter 10):
- Warrior Template
- Combat-focused with melee and ranged capabilities
- STR 9, DEX 7, END 8, INT 6, EDU 5, SOC 5 | HP: 24 | TL 6-8
- Specialist Template
- Skilled operative with technical abilities
- STR 7, DEX 9, END 6, INT 8, EDU 6, SOC 5 | HP: 22 | TL 8-10
See Chapter 10: Quick Characters for complete templates and sample NPCs.
Difficulty Number Table
| Description | Difficulty | Dice Modifier |
|---|---|---|
| Easy | 4 | +4 |
| Routine | 6 | +2 |
| Average | 8 | +0 |
| Difficult | 10 | -2 |
| Very Difficult | 12 | -4 |
| Formidable | 14 | -6 |
Superiority Table
| Situation | Modifier |
|---|---|
| Superior Firepower | +1 to +3 |
| Superior Position/Action | +1 to +2 |
Quick Character Generation Methods
| Method | Best For | Link |
|---|---|---|
| Full Character Creation | Player characters, detailed backgrounds | Chapter 1 |
| Career Cards Quick Reference | Quick career lookup, summary tables | [file:221015_MNEME_24_CAREER_CARDS.pdf Career Cards PDF] |
| Quick Characters (CP System) | NPCs, adversaries, combat encounters | Combat Chapter 10 |
Getting Started
For New Players
- Start with Chapter 1 for the full character creation walkthrough
- Review the Quick Fix Rules section above for streamlined mechanics
- Use the [file:221015_MNEME_24_CAREER_CARDS.pdf Career Cards] for quick career reference
- Reference Chapter 2 for skill details
For Referees (GMs)
- Use Quick Characters for rapid NPC generation
- Reference all four core chapters for complete player options
- Use Combat Rules for streamlined encounter resolution
- The Career Cards PDF contains the complete Quick Fix rules
Related Resources
| Resource | Description |
|---|---|
| Mneme Cepheus Engine Rules | Core rules overview |
| Mneme CE Combat Rules | Complete streamlined combat system |
| CE Exploration of the World | Travel, trade, exploration |
| Mneme World Generator | Create homeworlds for your characters |
| Mneme CE Chapter 8 Ship Design | Starship construction |
| SOC Scale Economic Implications | Understanding Social Standing and economics |