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Mneme CE Combat Rules/Character Conditions

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Chapter 8: Character Conditions

Characters in combat and hazardous situations accumulate various conditions that affect their abilities, actions, and survival chances. This chapter details the physical states, mental states, exhaustion, and situational conditions that characters may experience, along with their effects and recovery methods.

Health States and Injury Thresholds

Characters have Hit Points (HP) equal to the sum of their three physical characteristics (Str + Dex + End). Damage reduces HP, and various thresholds determine the severity of a character's condition.

Health State Thresholds
State Condition HP Threshold Effects
Healthy Uninjured Full HP No penalties
Wounded Injured Any damage below 1/3 HP Wound penalties apply
Seriously Wounded Seriously Injured Damage ≥ 1/3 HP (rounded down) 3/4 movement speed, cannot Dash
Critically Wounded Critically Injured Damage ≥ 2/3 HP (rounded down) Unconscious, Immobile
Dying Near Death Damage > HP End roll every round or die

Wounded

Definition
Any character who has taken damage below one-third of their total HP.
Wound Penalties
Every 3 points of damage taken applies a -1 penalty to all physical and mental rolls. This represents pain, shock, and reduced capacity.
Example
A character with 21 HP who has taken 6 damage has a wound penalty of -2 (6 ÷ 3 = 2).
Pain Management
Morphine, combat drugs, or pain management drugs can reduce wound penalties. Pain medication level reduces penalties equal to its level but may cause addiction.

Seriously Wounded

Definition
Taking damage equal to or greater than one-third of total HP (rounded down), but less than two-thirds.
Movement Restrictions
  • Movement speed reduced to 3/4
  • Dash action unavailable
  • Normal move becomes 4.5m / 3 spaces (instead of 6m / 4 spaces)
Special Conditions
Bleeding
If a single damage roll equals or exceeds the seriously wounded threshold (1/3 HP), the character begins bleeding. They take 1 point of damage every minute until first aid is applied.
Example
A character with 21 HP takes a single hit dealing 9 damage. Since 9 > 7 (1/3 of 21), they begin bleeding.

Critically Wounded

Definition
Taking damage equal to or greater than two-thirds of total HP (rounded down).
Effects
  • Automatically rendered Unconscious and Knocked Out
  • Considered Helpless and Immobile
  • Can only take Full Rest actions
Recovery
  • Full Rest: -1 damage per 7 days
  • Full Rest with Serious Care: -1 damage per 3 days
Stimulants
Adrenaline shots or combat stimulants can temporarily awaken a critically wounded character. However, any violent action causes the Bleeding condition.

Dying

Definition
Taking damage greater than total HP.
Survival Rolls
  • Every combat round, make an Endurance roll against Difficulty 4
  • Wound penalties apply to this roll
  • On a failed roll: the character dies
  • On a success: the character remains alive for another round
Stabilization
  • First Aid stabilizes the character for a number of hours equal to their End characteristic
  • After stabilization wears off, the character needs Intensive Care
  • Dying characters are Unconscious and Immobile
Intensive Care Requirements
  • Must have Medic 2+ character or AI sickbay
  • Difficulty 8 roll required daily unless proper resources available
  • Failure = must make Dying roll
  • Success = heals 1 damage every 3 days

Massive Damage

Definition
Taking more than total HP in damage from a single attack.
Survival Check
  • Roll Endurance against Difficulty 8 with wound penalties
  • Success means survival but may result in Crippled condition if damage concentrated in one area
  • Failure means death

Mental Conditions

Mental conditions affect perception, cognition, communication, and decision-making abilities.

Unaware

Definition
Characters who are unprepared, ambushed, or unable to properly defend themselves.
Combat Effects
  • Suffer Disadvantage on defending rolls
  • Attackers gain Advantage when attacking unaware targets
Synonyms
Blindsided, Flatfooted

Dazed

Causes
Strong emotions, context overload, confusion, sensory overload.
Effects
  • Character can only take Move or Defend actions
  • Cannot perform complex actions requiring thought or concentration
Duration
Typically lasts until end of round or until character can compose themselves.

Stunned

Causes
Strong emotions, fear, shock, sudden trauma, concussive force.
Effects
  • Unable to take most physical and mental actions
  • Unable to fully defend themselves
  • Difficulty to attack stunned target reduced by 2
  • PC difficulty for all actions increased by 2
Recovery
Usually recovers after one round or with medical attention.

Panicked

Definition
Overwhelming fear causing defensive reactions.
Effects
  • Disadvantage on all attack rolls
  • May only take Defensive or Move actions
  • Cannot perform aggressive or complex actions
Triggers
Typically caused by failed morale checks, overwhelming threat, or critical injury to allies.

Routed

Definition
Overwhelming fear causing complete retreat.
Effects
  • May only take Defend, Retreat, or Pull Back actions
  • Cannot attack or take aggressive actions
  • Automatically attempt to move away from threats
Recovery
Requires successful leadership roll, removal from danger, or time to regroup.

Physical Load Conditions

Carrying capacity affects movement, combat ability, and exhaustion rates. Characters can use either Strength or the average of Strength and Endurance (whichever is higher) to determine load capacity.

Load Conditions
Load Level Weight Capacity Penalty Movement Activity Level
Light Str × 2 kg None Full Light Activity
Medium Str × 4 kg -1 DM to physical rolls 75% Moderate Activity
Heavy Str × 6 kg -2 DM to physical rolls 75% Strenuous Activity
Maximum Str × 12 kg No other actions possible 1.5m/round (Full Action) Intense Activity
Push/Drag Str × 30 kg Action required 50% Strenuous Activity
Load Penalty Note
Load penalties apply even in Low or Zero-G environments as they affect inertia management.

Exhaustion and Fatigue

Characters performing sustained activity accumulate exhaustion damage, which functions similarly to physical wounds.

Activity Levels

Activity Levels and Exhaustion
Activity Level Examples Endurance Capacity Hourly Equivalent
Resting Eating, relaxing, chatting, watching Unlimited N/A
Light Activity Marching 5kph, comfortable conditions End × 2 hours/day 1:1
Moderate Activity Light jog 7kph, physical labor, medium load End hours/day 1 hour = 2 hours light
Strenuous Activity Running 10kph, brute force labor, heavy load End/2 hours/day 1 hour = 3 hours light
Intense Activity Sprinting 15kph, maximum effort, maximum load End/3 hours/day 1 hour = 4 hours light

Exhaustion Damage

Threshold Check
When exceeding daily activity capacity, roll Endurance against Difficulty 6 + hours exceeded.
Failure Effects
  • Take 1 damage plus 1 additional damage per Fail Effect of 3
  • Damage noted as "Exh Dmg" (Exhaustion Damage)
  • Every 3 exhaustion damage = -1 penalty to all rolls (like wound penalties)
Recovery
Exhaustion damage heals like regular injuries through rest and medical care.

Stimulants

Stimulants allow characters to ignore exhaustion penalties temporarily.

Mechanism
Stimulants remove exhaustion penalty levels equal to their potency level for a duration (typically 6 hours).
Side Effects
  • Additional stimulants beyond Endurance DM + 1 per 24-hour period cause 1 exhaustion damage per level
  • Addiction risk: Roll End Difficulty 8 to resist craving after 2-3 uses per month
  • Withdrawal: Failure effect = number of days with -1 to all rolls
Stimulant Levels
Level Duration Cost (TL7) Weight
Level 1 6 hours 50 Cr 2000 per kg
Level 2 6 hours 150 Cr 2000 per kg

Status Effects and Movement Conditions

Various conditions affect a character's mobility and ability to act.

Knocked Back

Cause
Bludgeoning damage equal to or greater than half the character's Seriously Wounded threshold.
Effect
Character is moved one or more spaces away from the source of damage.
Calculation
Number of spaces knocked back = bludgeoning damage taken (ignoring armor) divided by half Seriously Wounded threshold.

Knocked Down

Cause
Bludgeoning damage plus bad footing or imbalance factor.
Effect
Character falls to Prone or Lying position.
Recovery
Getting up requires movement actions based on stance changes.

Grappled

Definition
Physically engaged in unarmed combat with another character.
Effects
  • Can only oppose the grapple on their turn
  • Restricted movement and actions
  • Limbs/extremities may be affected similar to Crippled or Bound
See Also
Grappling in Chapter 7: Outcomes

Bound

Definition
Character's limbs are restrained or tied.
Effects
  • Cannot use bound arms, hands, legs, or feet
  • Considered Helpless and Immobile unless some limbs remain free
  • If partial mobility, suffer Disadvantage on rolls
Recovery
Requires freeing action by self or ally.

Crippled

Definition
Limb or extremity rendered unusable through injury.
Thresholds
  • Limbs (legs, arms): Crippled at 1/3 HP damage to that location
  • Extremities (hands, feet): Crippled at 1/10 HP damage to that location
Movement Effects
  • Crippled leg/foot: Cannot move without crutch or assistance; 1/4 movement crawling
  • Crippled hand: Cannot use that hand; if both hands crippled, severely limited

Immobile

Definition
Cannot move from current position or space.
Causes
  • Grappled - must spend turn opposing grapple
  • Critically Wounded or Dying - unconscious
  • Bound with all limbs restrained
  • Crippled to extent of immobility
Effects
  • Cannot change position or location
  • Often considered Helpless

Helpless

Definition
Cannot physically defend or move from harm's way.
Combat Effects
  • Attackers gain Advantage or automatically succeed on attacks
  • PC still rolls on their turn
  • Roll relevant survival skills (typically Endurance) plus favorable conditions
Examples
  • Unconscious characters
  • Characters performing Full Actions that prevent defense
  • Bound characters with no free limbs

Unconscious

Definition
Not conscious; cannot perform mental or physical actions.
Synonyms
Knocked Out, Out Cold
Effects
  • Considered Helpless and Immobile
  • Automatically occurs at Critically Wounded state
  • No actions possible

Blind

Definition
Cannot see or use visual perception.
Effects
  • Cannot Directly See threats or targets
  • Must use non-visual means to Indirectly Know locations
  • Suffers Invisible Threat conditions if cannot determine attack sources
Recovery
Depends on cause - may require medical treatment, time, or equipment repair.

Situational Combat Conditions

Temporary conditions arising from the combat environment and tactical situation.

Under Fire

Definition
When adversaries have initiative and are actively covering an area with attacks.
Effects
  • Adversary's Skill and Aim Modifier (if applicable) adds to difficulty of actions
  • Harder to act or return fire
  • Penalty applies when adversary can Directly See the character or action would expose them
Mitigation
  • Stay under cover or move quickly between cover
  • Use Supporting Actions to split adversary attention
  • Use Coordinating Actions to force adversaries to divide attention
Synonyms
Taking Fire

Concealed or Hidden

Definition
Character is undetected by adversaries.
Effects
  • Adversaries are Unaware of character
  • Character benefits from concealment modifiers
  • Can set up ambush or avoid engagement
Breaking Concealment
  • Attacking while concealed reveals position (unless silenced weapon and hidden)
  • Movement or noise may reveal position
  • Adversaries using Scan/Search may detect hidden character

Flanked

Definition
Character faces multiple threats from different directions.
Effects
  • Must divide attention and resources
  • Suffers Superiority condition modifiers
  • Increased difficulty in defense

Environmental Conditions

Environmental factors affect character performance and can cause damage or conditions.

Extreme Temperature

Heat and Cold Effects
  • Uncomfortable heat/cold: Counts as Light Activity
  • Difficult heat/cold: Counts as Moderate Activity
  • Extreme heat/cold: Counts as Strenuous Activity
  • Inhospitable heat/cold: Counts as Intense Activity
Damage
Extreme conditions deal 1 exhaustion damage per hour or per day of exposure.

Gravity Conditions

Zero-G / Micro-Gravity
  • Characters without proper skills/tools suffer Disadvantage
  • Can use Zero-G or Athletics skill to prevent loss of control
  • Must limit combat skill by Zero-G/Athletics skill level
  • Need anchoring: thruster packs, magnetic grapples, lanyards, or physical aid
Firearms in Zero-G
  • Non-recoilless firearms suffer Disadvantage without anchoring
  • Recoilless firearms function normally
  • Combat thruster packs offset recoil at Delta-V cost

Terrain Hazards

Terrain Effects
Terrain Type Concealment Cover Movement Notes
Open Ground None None Full No penalties
Broken Ground Prone only Prone only 1/2 Roll Athletics/Dex when moving >12m/round
Light Foliage Partial Partial 1/2 Managed wilderness
Heavy Foliage Mostly Mostly 1/2 Dense, impassable areas
Ankle Deep Water 1/2 Hazardous - hides hazards
Knee Deep Water Prone only Prone only 1/4 Murky water hides more
Chest Deep Water Crouching Crouching Swim Difficult wading
45°+ Slope Behind slope Behind slope Climb Requires climbing
Failure on Hazard Rolls
Ordinary Failure typically results in falling, stopping, or losing cover/concealment.

Characteristic (Stat) Damage

Characteristics can suffer damage separate from HP damage, affecting specific abilities.

Intelligence and Education Damage
Can occur from mental trauma, certain weapons, or critical effects.
Recovery
  • Recover 1 stat damage per 3 days of Physical or Psychological Therapy
  • Can only undergo therapy for 1 stat at a time
  • Must fully heal HP damage first
Psionic Strength
Falls under Exhaustion Rules - each Psionic Point used equals 1 hour of moderate activity.

Healing and Recovery

Characters recover from damage through natural healing, medical treatment, and rest.

Natural Healing

Recovery rates depend on wound severity, activity level, and medical care quality.

Natural Healing and Medical Care Table
Wound State Moderate Activity Moderate + Care Light Activity Light + Care Full Rest Full Rest + Care
Wounded
(Dmg < 1/3 HP)
No Healing -1 dmg/3 days -1 dmg/2 days -1 dmg/day -1 dmg/day -2 dmg/day
Seriously Wounded
(Dmg < 2/3 HP)
No Healing No Healing -1 dmg/3 days -1 dmg/2 days -1 dmg/2 days -1 dmg/day
Critically Wounded
(Dmg < 2/3 HP)
Immobile Immobile Immobile Immobile -1 dmg/7 days -1 dmg/3 days
Dying
(Dmg > HP)
Immobile Immobile Immobile Immobile -1 dmg/7 days -1 dmg/3 days
Lost Progress
Performing more strenuous activity than allowed loses the day's healing progress and requires restarting the next day.
Note
Wound penalties persist while wounded and affect all rolls including healing-related checks.

First Aid

Effect
Reduces damage equal to the Effect of the Medic check (minimum 1).
Actions Required
  • Minor Action to get materials from ready First Aid Kit
  • Significant Action to perform first aid
  • Duration: 3 minutes (30 rounds) or shortened by success effect
Difficulty
  • Difficulty 8 to perform on another character
  • Difficulty 10 to perform on oneself
Critical Functions
  • Stops Bleeding condition
  • Stabilizes Dying characters temporarily for End hours
Trauma Kits
Provide DM bonus to First Aid rolls based on Tech Level (TL+1 = +1 DM, etc.)

Surgery

Requirement
Character must be Seriously Wounded (after first aid applied).
Procedure
  • Difficulty 8
  • Duration: 30 minutes
  • Tools, assistance modify the roll
Success Effects
  • Reduces damage by twice the success effect
Failure Effects
  • Reduce Fail Effect by Medic skill
  • Remaining Fail Effect multiplies surgery time
  • Fail Effect exceeding half character's End causes double Fail Effect damage
Requirements
Hospital or sickbay facilities needed.

Medical Care Levels

Medical Care Requirements
Care Level Patient Condition Care Requirements Capacity Equivalent
Light Care Damage < 1/3 HP Monitor rest, medicine, food, water 1 patient = 1 light care
Moderate Care Damage > 1/3 HP Therapy, medicine application, cleaning 1 patient = 2 light care
Serious Care Damage > 2/3 HP Feeding, changing, exercise, movement 1 patient = 4 light care
Intensive Care Damage > HP (Dying) Constant supervision by Medic 2+ or AI 1 patient = 8 light care
Medic Capacity
  • Medic 0: Can care for 8 light care patients
  • Each Medic level above 0 doubles capacity
  • Medic 2+ supervising doubles capacity of medics they oversee
Medical Consumables
Budget 100 Cr per 0.5kg. No single medicine type exceeds 20% of budget.

"On the Brink" Rule

Characters who lose their turn due to conditions can still contribute to the narrative.

Eligibility
Bound, Immobile, or Helpless PCs who cannot take actions to affect their condition.
Benefit Options
Grant Advantage
Grant an Advantage to another PC of their choice. That player adds to what happens on their turn.
Future Advantage (Dying Characters Only)
  • State a course of action they will do if they survive
  • Gain Advantage for future rolls relevant to that intended action
  • Can transfer to any character the player chooses, including future characters
Purpose
Keeps players engaged even when their character is incapacitated, allowing them to shape the story.

Condition Summary Table

Quick Reference: Character Conditions
Category Condition Key Effects Recovery
Health States Wounded Wound penalties: -1 per 3 damage Rest, medical care
Seriously Wounded 3/4 movement, no dash, may bleed First aid, surgery, rest
Critically Wounded Unconscious, immobile Serious/intensive care
Dying End roll/round or die Intensive care, stabilization
Mental States Unaware Disadvantage defense Gain awareness
Dazed Only Move or Defend Compose self
Stunned Limited actions, +2 attack difficulty Time, medical care
Panicked Disadvantage attacks, defensive only Remove from danger
Routed Only defend/retreat Leadership, regroup
Physical Status Knocked Back Moved spaces Automatic
Knocked Down Prone/lying position Stand up action
Grappled Restricted actions, oppose grapple Win grapple, escape
Bound Limbs restrained, helpless Freeing action
Crippled Limb/extremity unusable Medical treatment, time
Severe Status Immobile Cannot move position Resolve underlying cause
Helpless Cannot defend or move Resolve underlying cause
Unconscious No actions possible Time, medical care
Environmental Exhaustion Damage -1 per 3 damage to all rolls Rest, stimulants (temp)
Load Penalties -1 to -2 DM, reduced movement Reduce carried weight
Under Fire Increased action difficulty Cover, suppressing fire
Flanked Superiority penalties Reposition, regroup

See Also