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Mneme CE Combat Rules/Quick Characters

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Chapter 10: Quick Characters

This chapter provides quick character generation rules, sample NPCs, and character templates for use in Mneme Combat Encounters. These quick generation methods allow Referees to rapidly create adversaries, allies, and encounters without going through the full character creation process.

Quick Character Generation

The Mneme system allows for streamlined character creation using Character Points (CP) for quick generation. This system is particularly useful for creating NPCs, adversaries, and supporting cast for combat encounters.

Character Point Basics

Starting CP
Characters begin with 50 CP for quick generation
Characteristic Costs
Based on the characteristic value (3-15 scale)
Skill Costs
Varies by skill level and career requirements
Equipment Budget
Based on career and technology level

Quick Stat Generation

Characteristic Base Cost Modifier Example Values
Strength 1-3 CP Str/3 - 2 (round down) 7-9 = 0, 10-12 = +1
Dexterity 1-3 CP Dex/3 - 2 (round down) 7-9 = 0, 10-12 = +1
Endurance 1-3 CP End/3 - 2 (round down) 7-9 = 0, 10-12 = +1
Intelligence 1-3 CP Int/3 - 2 (round down) 7-9 = 0, 10-12 = +1
Education 0-3 CP Edu/3 - 2 (round down) 5-8 = -1, 9-11 = 0
Social Standing 0-3 CP Soc/3 - 2 (round down) 5-8 = -1, 9-11 = 0

Hit Points Calculation

Formula
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

For NPCs and quick characters, assign skills using these shortcuts:

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 by Role

The following templates provide pre-generated stats for common character types. Use these as starting points and customize as needed.

Warrior Template

Concept
Combat-focused character with melee and ranged capabilities
Typical Characteristics
STR 9, DEX 7, END 8, INT 6, EDU 5, SOC 5
HP
24
Technology Level
TL 6-8
Skill Level Notes
Gun Combat (Slug Rifle) 1 Primary ranged skill
Melee Combat 0 Basic melee training
Recon 1 Field awareness
Athletics 0 Physical conditioning
Survival 0 Wilderness basics
Animals (Riding) 0 Mount handling
Tactics 0 Basic tactical knowledge

Specialist Template

Concept
Skilled operative with technical abilities
Typical Characteristics
STR 7, DEX 9, END 6, INT 8, EDU 6, SOC 5
HP
22
Technology Level
TL 8-10
Skill Level Notes
Streetwise 1 Urban survival and contacts
Mechanics 0 Equipment repair
Gun Combat 0 Basic firearms
Melee Combat 0 Close quarters defense
Recon 0 Observation skills
Electronics 0 Technical systems
Broker/Advocate 0 Social skills

Sample NPCs

The following are complete, ready-to-use NPC stat blocks for common encounter types.

Yeoman - Warrior (TL6-3)

A barbarian warrior from a low-technology world, skilled in both traditional and outworld weapons.

Characteristic Score Modifier
Strength 9 +1
Dexterity 6 0
Endurance 9 +1
Intelligence 6 0
Education 5 -1
Social Standing 5 -1
Hit Points
24
Technology Level
TL6-3
Career
Barbarian (3 terms), 30 years old
Background
Low Law, Poor World

Skills:

  • Animals (Farming) 0
  • Gun-Combat-0 (Archery)
  • Mechanics 0
  • Gun Combat (Slug Rifle) 1
  • Melee Combat 0
  • Recon 1
  • Survival 0
  • Animals (Riding) 0
  • Athletics 0
  • Tactics 0

Equipment:

  • Assault Rifle 7x40mm - Aim +2, 3d6 piercing damage, RoA 3, Range 500m/3000m
  • Auto Pistol 7x25mm - Aim +0, 1d6 piercing damage, RoA 2, Range 200m/2000m
  • Cheap Shortsword - 1d6 piercing damage, Light trait
  • Load Bearing Gear (webbing, belts, straps)
  • Flashlight 5m L4
  • Wooden/Bamboo Bottle 1L
  • Outdoor Clothing/Travel Clothes
Total Weight
11.8 kg
Equipment Value
379.8 Cr
Remaining Cash
620.3 Cr

Combat Stats:

Initiative
Recon 1 + Int 0 = +1
Defense Modifiers
Conditions (varies by situation)
Movement
4 spaces (6m) Light / 3 spaces (4.5m) Medium Load
Superiority
Typically 1:1 to 1:2 in small groups

Under-Enforcer - Specialist (TL9-2)

A rogue operative with advanced equipment and urban survival skills.

Characteristic Score Modifier
Strength 8 0
Dexterity 9 +1
Endurance 6 0
Intelligence 7 0
Education 5 -1
Social Standing 5 -1
Hit Points
23
Technology Level
TL9-2
Career
Rogue (3 terms), 30 years old
Background
High Population, Industrial World

Skills:

  • Broker 0
  • Advocate 0
  • Streetwise 1
  • Mechanics 0
  • Gun Combat 0
  • Melee Combat 0
  • Recon 0
  • Vehicle 0
  • Electronics 0

Equipment:

  • Dagger - 2d3-1 piercing, Finesse, Light, Thrown 1/3
  • Auto Pistol 12x20mm - Aim +0, 2d3 piercing damage, RoA 2, Range 150m/1500m, 3 magazines
  • Assault Rifle 5x50mm - Aim +3, 3d6-2 piercing damage, RoA 3, Range 500m/3000m, 7 magazines
  • Hand Grenade (2) - 7d3 explosive, Thrown 1.5/5
  • Cheap Ballistic Plates - AR 12 (Head and Torso only)
  • Flashlight 5m L4
  • Waterskin 1L
  • Outdoor Clothing/Travel Clothes
  • Light Intensifier Goggles (Reduce darkness by 4)
  • Personal Communicator
Total Weight
24.7 kg (Medium Load)
Equipment Value
3,082.5 Cr
Remaining Cash
2,917.5 Cr

Combat Stats:

Initiative
Streetwise 1 + Int 0 = +1
Defense Modifiers
+1 from Dex, Conditions vary
Armor
AR 12 (Head/Torso only)
Movement
3 spaces (4.5m) due to Medium Load
Superiority
Typically has equipment advantage

Quick Generation Method

For rapid NPC creation, follow these steps:

Step 1: Determine Role

Choose a combat role for the NPC:

Warrior
Focus on combat skills, average Int/Edu
Specialist
Mix of technical and combat skills
Leader
Higher Int/Soc, Tactics skill
Minion
Lower stats, minimal skills

Step 2: Assign Characteristics (9 CP)

Distribute 9 CP among characteristics (typical range 5-11):

Priority Characteristic Typical Score
Primary Combat stat (Str/Dex) 9-11 (+1 to +2)
Secondary Endurance 7-9 (0 to +1)
Tertiary Intelligence 6-7 (0)
Low Education/Social 5-6 (-1 to 0)

Step 3: Calculate HP

HP = STR + DEX + END
Note thresholds
1/3 HP (Crippled), 2/3 HP (Serious), Full HP (Critical)

Step 4: Assign Skills (12-18 CP)

Primary Skill
1-2 (combat or main role)
Secondary Skills
0-1 (supporting abilities)
Background Skills
0 (minimal training)

Step 5: Equipment Budget

TL Starting Budget Equipment Focus
TL 0-3 100-500 Cr Primitive weapons, basic armor
TL 4-6 500-2000 Cr Slug weapons, flak armor
TL 7-9 1000-5000 Cr Advanced slug/laser, ballistic plates
TL 10-12 2000-10000 Cr Energy weapons, combat armor

Step 6: Final Calculations

Initiative
Primary combat skill + Characteristic modifier
Defense
Cover + Conditions + Skill (if defending)
Movement
4 spaces light, 3 spaces medium load
Difficulty as Adversary
8 + Competence + Conditions

Sample Encounter Framework

The following demonstrates how to use quick characters in an encounter.

Wilderness Pursuit Scenario

Situation
Yeoman warriors pursuing Under-Enforcer specialists
Forces
10 Yeomen vs 3-4 Enforcers
Terrain
Wilderness (dense, broken ground)
Objectives
  • Enforcers: Escape to extraction point
  • Yeomen: Recapture prisoners

Key Conditions:

Yeomen
Light encumbrance, mounted (bisons), TL6 equipment
Enforcers
Medium encumbrance, on foot, TL9 equipment
Terrain
Reduces movement 1-2 spaces, provides concealment

Movement Comparison:

Unit Move Dash Run
Yeoman (Light) 4 spaces 10 spaces 15 spaces
Enforcer (Medium) 3 spaces 7 spaces 10 spaces
Bison Mounts 3 spaces 7 spaces 10 spaces

Superiority Factors:

Numbers
Yeomen 3:1 advantage (+3 superiority)
Equipment
Enforcers higher TL (-2 to Yeoman superiority)
Mobility
Mounted vs Foot (varies by terrain)

NPC Stat Block Format

Use this format for quick NPC reference:

Name - Role (TL X-Y)
STR X (+M)  INT X (M)  HP X (W/S/C/D)
DEX X (+M)  EDU X (M)  
END X (+M)  SOC X (M)  

Skills: Primary X, Secondary X, Background X...
Equipment: Weapon (Damage, Traits), Armor (AR), Gear...
Combat: Init +X, Move X spaces, Difficulty as Adversary: XX
Notes: Special abilities, tactics, or conditions