Mneme CE Combat Rules
Mneme CE Combat Rules
Mneme Variant Combat Rules for the Cepheus Engine tabletop RPG system. These are streamlined, narrative-focused combat rules designed to reduce mental overhead and speed up gameplay while maintaining tactical depth.
Overview
The Mneme Combat System takes what would have been many rolls and boils it down to One Roll per Turn in which the value is symmetrically beneficial or detrimental to both the PC and their opposition. The Referee doesn't roll for NPCs—instead, the PC rolls against a Difficulty set by the Referee, with the Effect of the roll determining outcomes for both sides.
- Design Philosophy
- Named after Mnemosyne, the muse of memory, the goal of the system is to be easier on the mind to run.
Credits
- Writing: Justin Aquino
- Art: Nicco Salonga
- Editing: Adrian Martinez
- Play Testing: Mike Dulay
Legal Notice
These are Variant Rules, specifically called the Mneme variant rules. Please credit the Mneme Variant Rules when deriving content from this work.
This Product is derived from the Traveller System Reference Document, and other Open Gaming Content made available by the Open Gaming License (OGL).
Cepheus Engine and Samardan Press are the trademarks of Jason "Flynn" Kemp.
Core Combat Rulebook
Content Statistics
| Chapter | Lines | Size | Key Features |
|---|---|---|---|
| Chapter 1 | ~80 | 6KB | Introduction & Design Philosophy |
| Chapter 2 | ~180 | 10KB | Core Mechanics (One Roll per Turn) |
| Chapter 3 | ~100 | 3KB | Dice Mechanics & Modifiers |
| Chapter 4 | ~120 | 10KB | Running Combat (Narrative focus) |
| Chapter 5 | ~150 | 6KB | Conditions (Awareness, Terrain, etc.) |
| Chapter 6 | ~800 | 29KB | Actions (Movement, Reactions, Combat) |
| Chapter 7 | ~600 | 20KB | Outcomes (Damage, Success/Failure) |
| Chapter 8 | ~550 | 21KB | Character Conditions (Health, Mental) |
| Chapter 9 | ~1,200 | 27KB | Equipment (Weapons, Armor, Traits) |
| Chapter 10 | ~300 | 9KB | Quick Characters (NPC Templates) |
| Total | 4,880 | 141KB | Complete combat system |
Chapter Directory
| # | Chapter | Description |
|---|---|---|
| 1 | Chapter 1: Introduction | What are the Mneme Variant Rules? Key benefits, design philosophy |
| 2 | Chapter 2: Core Mechanics | One Roll per Turn, Task Resolution, Referee doesn't roll |
| 3 | Chapter 3: Dice Mechanics | Modifiers, Difficulty, Effects, Advantage/Disadvantage |
| 4 | Chapter 4: Running Combat | Narrative combat, 3 Key Factors, Combat Cycle |
| 5 | Chapter 5: Conditions | Awareness, Terrain, Time, Weather, Visibility |
| 6 | Chapter 6: Actions | Action types, Movement, Reactions |
| 7 | Chapter 7: Outcomes | Damage, Success/Failure effects |
| 8 | Chapter 8: Character Conditions | Health states, mental conditions |
| 9 | Chapter 9: Equipment | Weapons, armor, equipment traits |
| 10 | Chapter 10: Quick Characters | Sample NPCs, templates |
Quick Reference Tables
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 |
Key Principles
One Roll Per Turn
To speed up play and keep the focus on the back-and-forth conversation between the Referee and Players, the Mneme system uses one roll per turn that determines both the PC's success AND the adversary's response.
Referee Doesn't Roll
The Referee sets the Difficulty based on circumstances, but does not roll dice for NPCs. The PC rolls against this Difficulty, and the Effect (how much they succeed or fail by) determines what happens to both sides.
Effects Matter
The Effect (the difference between the roll and the Difficulty) determines:
- How successful the action is
- How much damage is dealt or received
- What conditions change
- Whether there are costly consequences
Symmetrical Outcomes
The system is designed to be symmetrical—a high Effect benefits the PC and harms the adversary proportionally. A low or negative Effect means the PC suffers while the adversary gains advantage.
Related Documentation
- Mneme Cepheus Engine Rules - Core character creation and rules
- Mneme CE Chapter 1 Character Creation - Character generation
- Mneme CE Chapter 2 Skills - Skill system
- Mneme CE Chapter 3 Psionics - Psionic powers
- Mneme World Generator - World and system generation
- SOC Scale Economic Implications - Economic scale reference