Mneme CE Combat Rules/Quick Characters
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