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Mneme CE Combat Rules

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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

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

Mneme CE Combat Rules Summary (10 Chapters)
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.