Mneme CE Combat Rules/Character Conditions
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.
| 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 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 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
| 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 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.
| 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
| 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
| 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
- Mneme CE Combat Rules - Main index
- Chapter 7: Outcomes - Damage and combat results
- Chapter 9: Equipment - Medical supplies and gear