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Mneme Career Cards Quick Fix
The Career Cards Quick Fix is a set of streamlined variant rules for Cepheus Engine character creation. These rules simplify the standard mechanics while maintaining tactical depth and narrative richness.
Overview
The Quick Fix system replaces complex and redundant mechanics with unified task resolution. The core philosophy: use the Core Task Resolution System (2D6 + DM vs. Difficulty) for everything, eliminating standalone subsystems.
Key Document: [file:221015_MNEME_24_CAREER_CARDS.pdf Mneme 24 Career Cards PDF]
Change Summary: RAW vs. Quick Fix
Task Resolution
| Rule Area |
RAW (Rules As Written) |
Quick Fix (Mneme Variant)
|
| Core Mechanic |
Roll 2D6 + DM against static 8 |
Roll 2D6 + DM against Variable Difficulty (career-specific target numbers)
|
- Reference: Cepheus Engine SRD p.11 (Core Task Resolution System)
- Already used in Qualifying, Survival, Commission, and Advancement rolls—now applied universally
Commission and Advancement
| RAW |
Quick Fix
|
| Separate rolls for Commission and Advancement |
Survival Effect 4+ = Automatic Advancement
|
| Commission check to enter Rank 1 |
No Commission roll needed—all careers start Rank 0
|
| Advancement check separate from Survival |
Survival roll determines both survival AND advancement
|
| SOC gains from events |
Even Ranks increase SOC by 1
|
| No SOC loss mechanic |
Failing by 4+ reduces SOC by 1
|
- Reference: Cepheus Engine SRD p.14 (Degree of Success)
Re-Enlistment
| RAW |
Quick Fix
|
| Roll 2D6 to re-enlist |
Automatic success if choosing to continue
|
| Natural 12 = forced re-enlistment |
No forced re-enlistment
|
| Two interpretations of re-enlist rules |
Player freely chooses to continue or leave
|
Anagathics (Anti-Aging Drugs)
| RAW |
Quick Fix
|
| Declare before Survival roll |
Declare before Aging roll
|
| Triggers second Survival roll |
No second Survival roll
|
| Grants cumulative bonus per term |
Simplified: Spend 100,000Cr per use
|
| Complex bonus calculation |
Skip aging roll entirely when using
|
| No usage limits |
Maximum uses = SOC − 7 (High SOC needed for access)
|
Examples:
- SOC 8 = 1 use maximum
- SOC 10 = 3 uses maximum
- SOC 12 = 5 uses maximum
High SOC characters have social connections to access Anagathics and secure loans.
Aging
| RAW |
Quick Fix
|
| Standalone mechanic: Roll 2D6 − Terms |
Core Task Resolution: 2D6 + END DM vs. Difficulty (Terms + 1)
|
| Complex lookup tables |
Integrated Effect-based results
|
Aging Results by Effect:
| Effect |
Physical Characteristics |
Mental/Social
|
| 1+ |
No Effect |
No Effect
|
| 0 |
No Effect |
No Effect
|
| −1 |
Reduce STR, DEX, or END by 1 |
—
|
| −2 |
Choose two from STR/DEX/END, reduce each by 1 |
—
|
| −3 |
Reduce STR, DEX, and END by 1 |
—
|
| −4 |
Choose one: reduce by 2; others reduce by 1 |
—
|
| −5 |
Choose two: reduce by 2; remaining reduces by 1 |
—
|
| −6 |
Reduce STR, DEX, and END by 2 |
—
|
| −7 |
Reduce STR, DEX, END by 2 |
Choose INT, EDU, or SOC: reduce by 1
|
Drifter Career
| RAW |
Quick Fix
|
| Must roll to qualify |
Automatic qualification
|
| Failing creates draft/drifter loop |
Failing Survival = lose job (stay in career, find new job)
|
| Can retire normally |
No retirement benefits
|
Benefits
| RAW |
Quick Fix
|
| Roll after every career change |
Track per career, roll all at mustering out
|
| Immediate benefit rolling |
Deferred until final retirement
|
| Complex tracking |
Simplified: note which career each benefit came from
|
Draft Options
| RAW (Government Conscription) |
Quick Fix (Forced/Drag Careers)
|
| Aerospace Defense |
Barbarian
|
| Marine |
Belter
|
| Maritime Defense |
Colonist
|
| Navy |
Mercenary
|
| Scout |
Pirate
|
| Surface Defense |
Rogue
|
Draft represents careers characters get dragged into or forced into, not government military conscription.
No Retirement Careers
| RAW |
Quick Fix
|
| All careers can retire normally |
Drifter, Belter, Barbarian have no retirement (no safety net)
|
Universal Career Advancement
| RAW |
Quick Fix
|
| Athlete, Entertainer, Hunter, Scout: No advancement (auto-gain 2nd skill) |
All careers have ranks and advancement
|
Career-Specific Changes:
| Career |
RAW |
Quick Fix
|
| Scout |
Survival END 7+ |
Survival END 6+
|
| Hunter |
Survival STR 8+ |
Survival INT 6+
|
| Noble |
Qualification SOC 4+, Survival SOC 4+ |
Qualification SOC 12+, Survival SOC 6+, SOC reflects rank when advancing (obscenely wealthy)
|
Character Creation Checklist (Quick Fix Applied)
Step 1: Generate Characteristics
- Roll 2D6 for STR, DEX, END, INT, EDU, SOC
- Calculate DMs: (Characteristic / 3) − 2, round down
Step 2: Determine Homeworld
- Choose or roll for homeworld trade codes
- Gain background skills: 3 + EDU modifier at Level 0
- First two from homeworld; rest from education list
Step 3: Choose Career
- Select from 24 careers
- Roll qualification vs. Variable Difficulty (not static 8)
- −2 DM per previous career
- Drifter: Automatic qualification
- Draft: Automatic qualification to forced career
Step 4: Basic Training
- First term, first career: All service skills at Level 0
- First term, subsequent careers: Pick one service skill at Level 0
Step 5: Skills and Training
- Choose skill table and roll
- Skill-0 if new; +1 level if existing
- Characteristic improvements apply immediately
Step 6: Survival Roll
- Roll 2D6 + DM vs. career-specific difficulty
- Effect 4+ = Advancement
- Even rank: +1 SOC
- Fail by 4+: −1 SOC
- Success: Note benefit for mustering out
- Failure: Mishap, no benefit this term
Step 7: Aging
- Age increases by 4 years per term
- Age 34+: Roll using Quick Fix Aging (2D6 + END DM vs. Terms+1)
- Anagathics option: Spend 100,000Cr, skip aging (max SOC−7 uses)
Step 8: Re-Enlistment
- Automatic if continuing
- No forced re-enlistment on 12
- 7+ terms: Must retire
Step 9: Change Career or Muster Out
- Under 7 terms: Can choose new career (−2 DM per previous)
- Track benefits per career
- Roll all benefits at mustering out
Step 10: Buy Equipment
- Purchase starting gear
- Ships and vehicles if affordable
Quick Reference Tables
Variable Difficulty Examples
| Description |
Difficulty |
DM Modifier
|
| Easy |
4 |
+4
|
| Routine |
6 |
+2
|
| Average |
8 |
+0
|
| Difficult |
10 |
−2
|
| Very Difficult |
12 |
−4
|
| Formidable |
14 |
−6
|
Career Card Count
- 24 Complete Careers with Quick Fix rules applied
- Each card includes:
- Qualification target number
- Survival difficulty
- Skill tables (Personal Development, Service, Specialist, Advanced)
- Ranks and bonuses
- Mustering Out benefits (Cash and Benefits tables)
- Special rules and notes
Implementation Notes
For Players
The Quick Fix system makes character creation faster while maintaining meaningful choices:
- Fewer rolls — Survival roll handles survival AND advancement
- No dead ends — Drifter auto-qualify prevents qualification loops
- Clearer aging — Task resolution system applies universally
- Strategic anagathics — SOC-based limit creates interesting choices
For Referees
- Unified mechanics — One system (2D6 + DM vs. Difficulty) for everything
- Easier tracking — Benefits noted per career, rolled at end
- Transparent difficulties — Variable targets make career differences clearer
- Consistent math — No edge cases or special subsystems