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CREATE
BETTER STORIES
Take d100 Roleplaying
Back to its Core

Comae Engine charts a new path for the classic


d100 rules. They have been retooled from the
ground up for more creative storytelling,
keeping the rooted approach players have
enjoyed for decades.

At the core is a versatile


conflict resolution system. Combine mysteries,
social conflicts, puzzles, stunts, combat –
and most other challenges used in modern
storytelling. You can play almost
any story, in any genre.

Comae Engine is a standalone game.


If you are familiar with classic d100 games,
you will feel right at home

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THE

COMAE
ENGINE
Recasting d100 Roleplaying

v 0.98

Written by Clarence Redd

Game Mechanics by
Clarence Redd, Michael Larrimore and William Yon

Design and Layout by


Clarence Redd

Cover Art by
Axel Sauerwald

Illustrations by
Martin Bergquist, Huleeb and Clarence Redd

Special Thanks to
Pete Nash, Lawrence Whitaker and Shawn Medero

Copyright © 2022 by Clarence Redd


ISBN 0978-91-986534-2-7
Published by FrostByte Books. First edition 2022

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CONTENT
Preface ......................................... 5
Readme ........................................ 6

Characters ................................... 8
Skills ............................................ 9
Focus ........................................... 11
Tags ............................................. 16
Conflict Pools ............................. 18
Luck Points ................................. 20
Character Sheet .......................... 23

Conflicts ...................................... 24
Skill Rolls ..................................... 25
Extended Conflicts ...................... 26
Damage ........................................ 30
Lenses ......................................... 32
Conflict Examples ....................... 37

NPCs ........................................... 44
Code Blocks................................. 44
Stats............................................ 45
Generator .................................... 46

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PREFACE
Comae Engine is a downsized roleplaying game
when you need quick mechanics to tell a good story

Painfully late in the design process of my first roleplaying game, M-SPACE,


I discovered how to play exciting scenarios without resorting to in-game vio-
lence. Eager to share my findings, I shoehorned the rules into a short chapter
named Extended Conflicts.
Those few pages turned out to be the most important part of the book,
completely changing how I played d100 games.
In the years that followed, I kept experimenting with the most funda-
mental pieces of the rules: conflict resolution and characters. I felt certain
they could be taken much further by stripping them to the core and building
everything back on top of the Extended Conflicts.
And after several false starts and failed attempts over the years, Comae
Engine has finally taken shape.
By recasting the d100 RPG fundamentals, I have found that Comae En-
gine also recasts the actors of the game. With a flexible conflict resolution,
allowing for more varied storytelling, players bring out new sides of their
characters – and themselves. Aggression is down, creative thinking up. It’s as
if roleplaying finally leaves its war-gaming roots behind – all without switch-
ing rule systems.
I hope you enjoy this new take on d100 roleplaying.

Clarence Redd, December 2022

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README
We all tell stories. And when we do not tell them, we listen to other people’s stories

From an evolutionary viewpoint, stories helped humanity survive. When the


wolves attacked twelve years ago, this is how we beat them. The art of literature
grew from prosaic assertions like that. The step from retelling an event, to a
tale answering the question What if…? is surprisingly short even today.

Story + Game
Roleplaying games (RPGs) take storytelling and turn it into a structured
game. They tell you whether a difficult task fails or succeeds, how long you
can keep trying and what a failure might mean.
With just a few numbers and some dice as a framework, the rules al-
low you to make up fantastic stories with your friends. And Comae Engine
is designed to make this collaborative storytelling as exciting and flexible as
possible.

Back to the Core


In many ways, this is a rulebook reduced to its core. Not only has every word
been carefully weighed, the actual rules have also been condensed to a min-
imum. The text might seem a bit dry at times, but this is meant to get you
started playing quickly.
Characters and conflicts form the basic building blocks in Comae Engine,
just like in a good book or movie. With these rules in place, you will have a
solid foundation to build upon.

If You are New to Roleplaying


If this is your first roleplaying game, check out the link below before
reading this book. That way, you will learn the basics before digging in:
http://www.frostbytebooks.com/blog/what-is-roleplaying?

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GAME OVERVIEW
»» Easy to Learn. The basic rules of Comae Engine are quick to learn. You
can make a character in just a few minutes and start playing. The rules
are intuitive, with roll-under of a skill percentage to succeed in most
tasks. There is a bit more to it, but d100 games are beginner-friendly,
without losing any of the appeal for seasoned players.

»» Modular. If you need more detailed rules, you can add them as you go.
This book contains a few extras and more will be available as separate
plugins. This will let your stories dictate what rules you need, not the
other way around.

»» Flexible Conflicts. The rules in Comae Engine have been retooled to


nudge roleplaying away from its combat-oriented past. Social con-
flicts, natural obstacles, puzzles, chases, fist fights – all challenges are
given the same attention of detail.

»» NPCs Have Feelings Too. All non-player characters have personal-


ities and goals. And you can create them during play, keeping prepa-
rations to a minimum. Killing and looting might be popular in some
RPGs – this is not one of those games.

»» Scale Up. If you enjoy Comae Engine but would like more nitty-gritty
rule details – well, you can! This book has two older siblings, M-SPACE
and Odd Soot, going deeper in almost every aspect. And their half-sib-
ling, Mythras, offers yet another layer of detail.

With all the introductions made, it is time to take on the rules. The next
chapter jumps straight into character creation, telling you everything needed
to create a hero. After that, rules for conflicts are covered, to turn the hero’s
journey into an exciting story.

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CHARACTERS

Characters in Comae Engine consist of four main components:

»» Skills. Nine broad skills define what knowledge a character possesses,


often connected to a career. Range: 0-100%
»» Conflict Pools. Four Conflict Pools show how much damage and
stress the character can take. Range: 1-20 points.
»» Tags. Tags represent any advantages the character has picked up, like
wealth or a secret identity. Represented by a few words.
»» Luck Points. Luck Points make sure fate stays on the character’s side
– as it should for heroes. Range 1-3 points.

In the next section – Conflicts, starting on page 24 – you learn how the
various values are used and what dice to roll.

Character Concept
Start with an idea for a character you want to play, fitting the genre of the
scenario. If you need inspiration, check the sample careers on page 21. Also,
add your character’s name and career on the character sheet.

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SKILLS
The nine broad skills in Comae Engine represent common ways that PCs
solve problems. In most RPGs, the characters fight, climb walls, search for
hidden clues, persuade reluctant NPCs and so on. Each skill offers a way
forward for characters in difficult situations, like a list of options.
For many scenarios, these skills will be more than enough. If you need
more details, you can add a Focus to one or more skills, representing deeper
knowledge in a field. See the Focus chapter for more information.

Skill List
Awareness. Sight, hearing, scent, taste – anything related to our sens-
es are collected under this skill, as well as tracking.
Combat. The Combat skill is used for any situations featuring phys-
ical violence: swashbuckling, bar brawls, demolitions or firing a gun.
Cunning. Covers sneaking and hiding, but also typical thievery crafts,
like lockpicking, pick pocketing, forgery and sleight of hand.
Knowledge. This broad skill covers various knowledge-based profi-
ciencies, like languages, research and bureaucracy.
Move. This skill covers all physical skills, like climbing, jumping, run-
ning, swimming and dancing.
Science. Science, like Knowledge, is a broad skill, covering all natural
sciences, including Medicine.
Social. All social activities are collected here. If you need to tell a con-
vincing lie or entertain at a cocktail party, this is the skill to use. Also,
bribery, acting and oratory fall under Social.
Tech. The character understands how mechanical and electronic ob-
jects work and knows how to hot-wire, repair and build them. Also
covers the handling of vehicles.
Willpower. Any time your grit and mental resilience comes into play,
Willpower is used. Examples include resisting the influence of a char-
ismatic speaker or staying cool in frightening situations.

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SKILL VALUES
When you have a good picture of what skills to choose for your character,
distribute the values from one of the skill pyramids below. Start by giving
your main skill the top value – either 70% or 50%, depending on if you use the
Focus rules or not – then move downward. The remaining skills start at 5%.

Without Focus Rules: With Focus Rules:


70% 50%*
50% 50% 30%* 30%*
30% 30% 30% 30% 30% 30% 30% 30%

* = When using a Focus, these three skills gain a +20% bonus.

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FOCUS
By narrowing the scope of a skill, players can add a Focus, an area of exper-
tise they are particularly good at. Examples include Cunning //Lockpicking or
Tech //Computers. This is an optional rule if you like more specialised char-
acters.
When using a Focus, add +20% to the skill value. If you have 50% in
Awareness and add //Perception as a Focus, roll below 70% (50+20) to succeed
with //Perception. Other Awareness rolls remain at 50%, however. The Game
Master has the final say whether an action fits under a Focus or not, but you
should always explain why you think it would work.
Whenever a skill roll is called for, you can use an applicable Focus – if you
have it – unless specifically stated.

Focus List
»» Awareness. Insight, Perception, Track
»» Combat. Gunnery, Melee, Ranged, Unarmed
»» Cunning. Gambling, Lockpicking, Sleight, Stealth
»» Knowledge. Art & Music, Bureaucracy, Commerce, Craft,
Language, Research
»» Move. Acrobatics, Athletics, Brawn, Dancing, Ride, Swim
»» Science. Astronomy, Chemistry, Medicine, Navigation, Survival
»» Social. Acting, Deceit, Influence, Oratory
»» Tech. Computers, Comms, Engineering, Mechanics, Pilot,
Sensors
»» Willpower. Person, Circle

Each Focus gets a short description on the following pages. If you don’t
need that kind of detail yet, skip ahead to the chapter on Tags on page 16.
Later, if you want to tailor Comae Engine to your unique setting, the Focus
list is easy to expand, change or replace entirely. To recreate Watership Down
by Richard Adams, you might want to add //Leadership to Social and throw
out Move //Dancing, for example.

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FOCUS DESCRIPTIONS
Awareness
//Insight. By observing a person, you get a feeling for their true intentions,
psychological makeup and emotions. Used versus //Influence or //Deceit to
spot a lie.

//Perception. You pick up small details that most people miss. It might be
a peculiar scent or scuff marks revealing a hidden door or clue, or anything
related to the senses.

//Track. Finding footprints, broken twigs and common hiding places, you can
identify and follow tracks in most environments.

Combat
//Gunnery. With this Focus, you can handle most artillery and cannons, sta-
tionary or mounted on vehicles.

//Melee. You are trained in close combat, using swords, clubs, shields – or any
other melee weapon.

//Ranged. Slings, bows, crossbows, handguns, blasters – you know how to


handle ranged weapons in combat.

//Unarmed. Using nothing but your hands – or other body parts – you have
learned how to fight efficiently.

Cunning
//Gambling. With good knowledge of various games, you can take on poker,
roulette and many others – and actually win.

//Lockpicking. You are familiar with various lock mechanisms and know how
to open them without a key. A specialised toolset is preferred but not neces-
sary.

//Sleight. Using speed and a few tricks, you can pick pockets, make objects
seemingly disappear and slip a card up your sleeve without anyone noticing.

//Stealth. You are trained in hiding and moving without being noticed. Can
be used versus //Perception.

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FOCUS DESCRIPTIONS
Knowledge
//Art & Music. You have a knack for creating, performing and analysing piec-
es of art or music.

//Bureaucracy. You know how to move in political circles and can maneuver
labyrinthine bureaucracies without getting lost.

//Commerce. Goods come in many qualities and styles, but you know how to
discern the good from the bad. And what they are worth.

//Craft. With your bare hands and a few tools, you create masterful everyday
objects in various materials. With a good workshop, you are a true artisan.

//Language. All characters start with their native language as a Focus. A high-
er skill means you speak, read and write better than average, relative the com-
munity you live in.

//Research. You have been trained in digging out facts from archives and li-
braries, both old and new.

Move
//Acrobatics. With full control over your body, you can jump, land and swing
in ways unthinkable to most people.

//Athletics. Climbing, jumping, running – you can take on regular physical


challanges with bravado and endurance.

//Brawn. You are physically strong and capable of lifting, throwing and break-
ing things.

//Dancing. Aside from knowing the popular dancing styles, you also have a
natural talent for moving to music.

//Ride. You are a skilled rider. You also know how to take care of a riding
animal, how to soothe and befriend them.

//Swim. You know how to tackle most bodies of water, regardless of weather
and season. You also have basic knowledge of diving.

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FOCUS DESCRIPTIONS
Science
//Astronomy. With good knowledge of moons, planets, comets and stars – in-
cluding the physics related to them – you can make calculations and predic-
tions of celestial events.

//Chemistry. You are trained to identify and concoct various chemicals. With
the right equipment, you can also make good use of a lab.

//Medicine. You are trained in first aid, psychology and medicine. A successful
roll restores 1d4 points to any Conflict Pool that is above zero, or 1 point if
below. Only one try per Pool and day is allowed.

//Navigation. Keeping track of directions and maps, you are skilled in the art
of navigation, both on land, underground and on the seas.

//Survival. With deep knowledge of the natural environment, you know how
to survive for a week without any resources or outside help. This includes
finding and building shelter, as well as locating water and food.

Social
//Acting. On or off the stage, you can impersonate almost any type of charac-
ter, using your voice, gestures, makeup and dress.

//Deceit. You can tell a good lie without being caught.

//Influence. You have a way of persuading people, talking your way past guards
and constables, or charm bartenders and door keepers.

//Oratory. Oratory works much the same as //Influence, but for an audience.
You can make a witty speech at a wedding, inspire soldiers before a battle or
sway the jury in a courtroom.

Tech
//Computers. You know computer hardware and software inside out. And how
to hack them.

//Comms. Trained in communications equipment, you know how to use and


repair the devices of your era – even under difficult circumstances.

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FOCUS DESCRIPTIONS
//Engineering. With a thorough understanding of large-scale construction,
you can judge the strength of various structures, how to build them and where
the weak points are located.

//Mechanics. You can tinker with mechanical and electronic equipment, like
vehicles, starships and engines.

//Pilot. Pilot is a wide Focus including all types of vehicles common in your
era. If you want, add additional specialisations like Automobile and Airplane.

//Sensors. In high-tech societies, Sensors allow you to scan for heat signatures,
movement, lifeforms – or anything else the technology level allows for.

Willpower
Like other skills, Willpower works with Focuses – but they are applied in a
slightly different way. All PCs start with two Willpower Focuses, //Person
and //Circle. These represent their most important driving forces. Roll on the
table below for one Verb//Person pair and one Verb//Circle pair (or choose
pairs freely).

A Willpower Focus gives an extra +20% to Willpower – but only when you
actually work towards the Focus. Additionally, you get an extra experience roll
if you have acted according to your Willpower Focuses more often than not.

1d10 Verb //Person //Circle

1 Love Sibling Village

2 Avenge Relative Family

3 Hide from Child Gang

4 Hate Partner University

5 Find Boss Cult

6 Betray Friend Clan

7 Be Loyal to Patron Prison

8 Fear Ward Religion

9 Compete with Neighbour Hospital

10 Protect Teacher Business

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TAGS
In addition to skills, your character also gets two Tags, reflecting advantages
they have acquired earlier in life. Check the sample careers on page 21 for typ-
ical Tag combinations, pick freely from the list or roll 1d12 for a random result.

Tag List
1. #Contact. During a scenario, you can arrange meetings with a
contact to gain information and hear (or spread) rumours. The first
meeting is always accepted (100% success rate). But for each following
request during a scenario, the chance is halved (50%, 25%, 13% and so
on). The contact might be an old friend, a former colleague, an infor-
mant, an old professor, a relative or any other acquaintance. Keep in
mind that the information they have might be useless, biased or false
– all depending on the scenario.
2. #High Society. You know how to dress, behave and speak in the
upper classes. Without #High Society, all Social rolls are at -20% with
members of the upper class.
3. #Lab. You have easy access to one or several labs – including a
knowledgable assistant – where clues and specimens can be analysed
without questions being asked. Similar to #Contacts, the first request
for access is always granted. But for each following request, the chance
is halved.
4. #Pass. You have an ID card that provides easy entrance to other-
wise closed facilities. It might be a journalist pass, a police badge or
something similar. It will not grant access every time or to every place
however. In borderline situations, treat #Pass as +20% to Social.
5. #Streetwise. You know how to behave in criminal circles and who
to ask for rumours, information or illegal wares. Without #Streetwise,
all Social rolls are at -20% in criminal circles.

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TAGS
6. #Wealth. You own a sizeable house or apartment, can afford fine
clothes and delicious food. Optionally, you also have access to a vehi-
cle, an ageing butler or a small plot of land.
7. #Membership. You are a member of an organisation – covert or
open – that you can call upon for support. Examples include military
intelligence, religious organisations, criminal networks and various
scientific societies. Unfortunately, calls are not always heeded and any
reactions might be quite untimely. The membership might be in the
same Circle as in the Willpower Focus (see page 15).
8. #Status. You have acquired a certain status, through deeds or a po-
sition of power. For people that are aware of the status, all your Social
rolls are at +20%. Examples include skilled artists, envoys of a king and
well-regarded scientists.
9. #Gear. You have access to advanced or experimental equipment. For
weapons, this might mean +1 to +3 extra damage. Other gear will have
other (more or less subtle) updates, like speed, range, miniaturisation,
cool design or experimental features. But beware of bugs.
10. #Secret Identity. You have a second identity known only to a few
select people. This is often used by secret agents, criminals and vigi-
lantes.
11. #Headquarters. You have access to a small property as a base of
operations. It might be a detective’s office, a secret back room at a
research facility or a hideaway in the woods.
12. #Auspicious. Fate smiles at you. You have 3 Luck Points to start
with, returning to 3 every time they renew.

Creating New Tags


The Game Master is free to invent new Tags or remove current ones
to better suit their campaign.

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CONFLICT POOLS
Conflict Pools work like hit points in many games but split into four aspects
of stress.

»» BODY. Represents physical stress, like wounds, exhaustion, blood loss


and diseases. Both combat and strenuous activities drain the BODY
Pool.
»» INT. Intelligence is used for intellectually challenging activities, like
research, investigations and puzzle solving.
»» POW. Power comes into action to test your mental strength in stress-
ful and frightening situations. In settings that include magic, it also
rates magical affinity and resistance.
»» CHA. Charisma is used in any social situations, when you need to
persuade someone, give a rousing speech or outwit a competitor at a
fund raising party.

Allocate the following four values to the Conflict Pools:

16 14 12 10

If you prefer random values, roll 2d6+6 for all four Conflict Pools.

What Size?
Comae Engine lacks a size attribute and uses a catch-all BODY value
instead. But in combination with skills and Focuses, you can get a
good picture of how the BODY value is manifested. A high BODY
paired with Move//Brawn indicates a big and strong character, while
Move//Athletics points to good endurance. And with high Combat or
Cunning//Stealth, the character is probably dexterous.

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LUCK POINTS
Most characters start with 2 Luck Points. They represent the way heroes seem
to be favoured by fate in hopeless situations. Spend 1 Luck Point to do any
of the following:

»» Flip the Dice. After a roll on a d100, you can flip the digits (from 73
to 37, for example).
»» Reduce Damage. Damage from a single roll can be reduced to 1.
»» Timely Appearance. Have a Contact appear.
»» Look What I Found. Find a small piece of equipment.
»» Refreshed. Restore one Conflict Pool to 1.

Luck Points are fully restored after a scenario.

Negative Luck Points


Optionally, you can use negative Luck Points to keep a good story going. This
allows you to push your Luck Points down to -2.
If you push Luck by -1, you must turn a successful skill roll into a failure in
the next scene. This restores a single negative Luck Point. In essence, you are
using borrowed luck and it comes back at you with a vengeance.
If you end a scenario with negative Luck Points, they are not restored to
their starting value.

Example of Negative Luck


Espen is piloting an airplane across a choppy ocean when he runs out of
fuel. He has spent his two Luck Points earlier in the scenario and asks the
Game Master if he can push luck into negative territory. The GM accepts and
has Espen find a spare – just enough to take the plane ashore. Espen’s Luck
Points are now at -1.
In the following scene, Espen climbs a steep rock face to reach a backdoor
to the experimental facilities of a psionic institute. The Game Master asks
Espen for a Move roll. The roll is successful, but to raise Luck Points back to
zero, Espen accepts to fail the roll.

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CAREERS
If you need inspiration for a character, check the careers below for typical
skill combinations and Tags. Whenever appropriate, a Focus is suggested as
well. If no Focus is suggested, any of the skill Focuses fits with the career.
When you play without Focuses, just ignore them altogether.

Detective Pilot
Awareness //Perception, Combat, Tech //Pilot, Willpower, Knowledge
Social //Influence //Navigation
Tags: #Secret ID, #Headquarters Tags: #Auspicious and choose
#Streetwise or #High Society
Doctor
Science //Medicine, Awareness Scientist
//Perception, Social Science, Awareness //Perception,
Tags: #High Society, #Lab Tech
Tags: #Circle (Scientific Society),
Archeologist #Lab
Knowledge //Research, Knowledge
//History, Awareness //Perception Soldier
Tags: #Contact, #Lab Combat, Cunning //Stealth, Move
//Athletics
Criminal Tags: #Circle (Military Intelli-
Combat, Cunning, Move //Athletics gence), #Gear
Tags: #Streetwise, #Contact
Dilettante
Journalist Science, Social, Knowledge
Knowledge //Language, Knowledge //Research
//Research, Social Tags: #Contact, #Wealth
Tags: #Contact, #Pass

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SAMPLE CHARACTER

Espen Lind, Journalist


Espen Lind, Journalist
Espen Lind, Journalist
Skills Conflict Pools
Skills Conflic
Awareness 50% //Perception
Skills BODY
Conflict 12 t Pools
Pools
Awareness 50%
Combat
Awareness 30% //Perception
50% INTBODY
BODY 16
12
12
Comba t 30% INT 16
Cunning
Combat 30%30% POW
INT 16 10
Cunnin g 30% POW 10
Knowledge
Cunning 30% 30% //Research CHA
POW 1014
Knowledge 30% //Research CHA 14
Move
Knowledge30%
Move 30%
30% //Research CHA 14
Pilot 5%
MoveScience
30% 5% Luck Points: 2
Science Luck Points: 2
Pilot 5% 5%30% //Influence
Social Luck Points: 2
Social5%
30% //Influence Tags
Science
Tech 5% Tags
Tech 5% Contact
Tags
SocialWillpo
30% //Influence
wer 30% //Fear Clan #Contact
Willpower Pass
Contact( Journalist)
5% ct 30%
Tech //Prote Sibling #Pass ( Journalist)
Willpower 30% Pass ( Journalist)

CHARACTER SHEET
Blank index cards, as shown above, can be used as simple character sheets.
Write down any equipment and personal notes on the back.
If you crave a statelier look, print the sheet to the right on thick, matte
paper and cut away excessive white areas. You can download the sheet in dif-
ferent colours from www.frostbytebooks.com/downloads-new

Character Improvement
At the end of a session, all PCs get 1d4+1 to raise one skill. If you
played according to your character’s Willpower Focus, add a second
experience roll, raising another skill by 1d4+1.
Getting a new Focus requires you to forego four experience rolls,
and a new Tag costs six experience rolls.

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CONFLICTS

Whenever a character attempts to do something difficult, you roll 1d100 and


compare with a skill value (or Focus) to get the result. In general, a roll equal
to or below the relevant skill value is successful – resulting in a successful
action by the character. A roll above the skill value results in a failed attempt
or that complications arise.
But sometimes, you might want to add a layer of complexity to better
model the situation. If an action is opposed by an NPC – pitting Perception
versus Stealth when hiding, for example – this is called an Opposed Roll.
When a situation has potential for high drama and excitement, you can
turn it into an Extended Conflict. This means the characters involved make
several skill rolls, zooming in on the conflict in greater detail. Every highest
successful roll deals damage to one of the opponent’s Conflict Pools. When
a Conflict Pool has dropped to zero, that character has been defeated. Ex-
tended Conflicts are used for any type of conflict, like persuasion, chasing
someone, solving a puzzle, combat and so on.
Here follows some more details about skill rolls, Opposed Rolls and Ex-
tended Conflicts.

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SKILL ROLLS
This is the most common way to check if an action is successful. Roll equal to
or below a skill value (or Focus) to succeed.
Double digits (11, 22, 33…) are called exceptional rolls. If the roll is below
your skill, something exceptionally good happens. If the roll is above your
skill, something exceptionally bad happens. Double zero (00) is always ex-
ceptionally bad, regardless of skill value.

Bonuses and Penalties


If the Game Master deems an action to be particularly easy or difficult, or if
another PC helps, the skill might get a bonus or penalty.

»» Routine. Automatic success A Helping Hand. Add +10% for


»» Easy. Add +20% to the skill one assisting PC with the right
»» Normal. Use the skill as it is skill, +5% for the second, +2%
»» Hard. Reduce skill by -20% for the third. The GM is the final
»» Very Hard. Reduce skill by -40% arbiter on how many can help.

OPPOSED ROLLS
When a skill is met with resistance from an NPC, you use an Opposed Roll.
Decide what skills fit the situation, then both participants roll. The highest
successful roll wins. Common situations include:

»» Haggling. //Commerce vs. //Commerce


»» Persuasion. //Influence vs. //Influence (or //Influence vs. Willpower)
»» Hiding, Sneaking. //Perception vs. //Stealth

Escalate
If you lose an Opposed Roll, you can always Escalate and ask the Game
Master to turn it into an Extended Conflict – covered in the next few pages.

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EXTENDED CONFLICTS
In more complex and dramatic situations, you can use Extended Conflicts.
Here, you allow the dramatic situation to unfold in greater detail, leaving
room for success and setbacks as the conflict develops.
Extended Conflicts use opposed skill rolls – as described on the previous
page – but several in a row. Each roll allows the winner to cause damage to
one of the opponent’s Conflict Pools.
The standard damage is 1d6. Under special circumstances – like using a
weapon – damage can be both higher and lower. When any of the partici-
pants’ Conflict Pools reach zero, the conflict ends.
Extended Conflicts are divided into rounds, where all participants make
one skill roll each round. A round can be anything from a few seconds to a full
day, depending on the situation. For example, combat is moving quickly and
a round only lasts 5-10 seconds. But trekking across a glacier might best be
measured in days. Both situations can be emulated with Extended Conflicts,
but with different round lengths.

Choosing a Conflict Pool


Depending on the situation, choose the Conflict Pool best suited.

»» BODY for combat, stealth or physical challenges.


»» INT for intellectual challenges like puzzles, finding hidden objects
and doing research.
»» POW for luck-based situations, willpower and magic.
»» CHA for social interactions.

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EXTENDED CONFLICTS

Choosing Skills
In most cases, deciding what skills to use in a conflict is easy. But sometimes
it gets more complicated – often because a character lacks a certain skill or
Focus.
The first step is to use a similar Focus, perhaps with a penalty of -20%.
If the character does not have an appropriate Focus, use a skill instead of a
Focus. The Game Master might want to apply a penalty (-20% or -40%), to
reflect how difficult the situation is.

Static Opponents
In some situations, you might want to set up an Extended Conflict
against a static opposition. Common examples would be a burglar
picking a well-crafted lock or a boatsman steering a craft through a
storm. Rate the opposing force using the table below.

Conflict Challenge
Opposition
Pool Rating
Easy 5 30%
Normal 10 50%
Hard 15 70%
Very Hard 20 90%

In general, the Challenge Rating represents how difficult an obstacle


is to overcome (a fierce storm, a master’s lock), while the Conflict Pool
indicates how long it will take to get through.

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EXTENDED CONFLICTS

The Conflict Round


For any type of Extended Conflict, use the following general steps.

1. Conflict Pool. Decide what skill and Conflict Pool best fit the current
situation.
2. Initiative. The character with the highest Conflict Pool acts first. The
player describes what their character wants to do. Repeat for the other
character(s) in falling Conflict Pool order.
3. Roll. Everyone involved rolls 1d100 against their skill.
4. Narrate. The character with the highest successful roll wins the round.
The winner narrates the outcome of the roll, based on what they tried
to achieve.
5. Damage. The winner rolls damage. Subtract from the losing charac-
ter’s Conflict Pool.

Continue with step 1-5 until all but one participant reach zero, surrender
or flee. Any time a character’s Conflict Pool reaches zero, they are out (in
most situations – see more under Damage on the following pages).

Conflict Example
Yra is sneaking past a guard at the starport in Qetesh. The guard has INT 11
and Awareness 45%, while Yra’s average of BODY+POW is 12. Her Cunning
is at 65%. Yra’s player describes how she moves in the shadows and starts by
rolling 50, versus 68 for the guard (rolled by the Game Master). Yra wins! She
rolls 1d6 for damage and reduces her opponent to INT 7. Yra’s player narrates
how she slips between crates, quickly approaching her goal. Yra keeps rolling
well, only losing 2 points, while her opponent’s pool soon has dropped to 1.
She is right behind him as they enter the next round. She rolls 14 and the
guard fails at 72. Yra rolls 5 for damage, reducing the opponent’s pool below
zero. She slips past the guard and into an airlock. The conflict is over.

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DAMAGE
Lost Conflict Pool points are restored to their full value after a good night’s
sleep. But only as long as they remain above zero.
When a Conflict Pool reaches zero, it means the character has given ev-
erything they had.

»» Zero BODY indicates physical exhaustion and non-lethal wounds.


»» Zero INT means the character is mentally exhausted and unable to
take in more impressions or process new information.
»» Zero POW represents a complete lack of initiative and willpower.
Any connections with higher powers are barely upheld.
»» Zero CHA means the PC has lost all self-esteem and belief in the
world.

Pushing and Comae


If a player wants to press on despite a Conflict Pool reaching zero, the values
can be pushed down to their full negative value (almost). But at a cost. Below
zero, the following effects apply:

»» All skills are at -20%.


»» After the conflict ends, each Conflict Pool is only restored by 1 point
a day up to zero.
»» If any Conflict Pool is reduced to its full negative value, the character
enters a Comae State. This means the scenario might be over, or any
remaining PCs might continue if everyone agrees.

Taken together, you can push on in demanding scenes – to reach a desired


goal – but it comes with a cost.

End Game
Depending on the type of game you want to play, characters might die or
only be temporarily removed if a Conflict Pool reaches its full negative value.

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DAMAGE
More Ways to Take Damage
Falling. 1d6 BODY per 5 metres. 1d3 with a successful Move roll.
Fire. Small (Campfire): 1d4 BODY per 5 seconds. Medium (Burning
car): 1d8 BODY per 5 seconds. Large (Room on fire): 2d8 per 5 sec-
onds.
Poison. Every poison is given a Challenge Rating that a character
must beat in an Opposed Roll versus Move (without any Focus), or
take BODY damage.
»» Mild Poison. 6/30%. Damage 1d4
»» Medium Poison. 11/50%. Damage 1d6
»» Strong Poison. 16/70%. Damage 1d8
Some poisons might affect the victim in other ways as well
(like sleep, dizziness, vomiting, itching and so on).

Crashing. 1d6 BODY per 25km/h. 1d3 with a successful Move roll.
Fear. Lose 1d4 to 1d10 POW, depending on how shocking or gory the
situation is. Also, make a successful Willpower roll to resist the urge
to flee.
Suffocation. After 1 minute without air, take 1d6 BODY per minute.
At zero BODY, the character loses consciousness.
Dehydration. After 12 hours without water, every additional 6 hours
cause 1d4 BODY.
Hunger. After 48 hours without food, every additional day causes 1d4
BODY.
Strenuous Labour. After 4 hours of hard manual labour, every ad-
ditional hour causes 1d4 BODY. Also, roll Willpower every hour to
avoid giving up.
Weapons and Armour. See page 36 for a list of weapons, their damage
and how much armour protects a wearer (Armour Points).

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LENSES
If you want to add more variety to Extended Conflicts, these optional rules
for Lenses provide a few extra details.
With Lenses, you choose how to approach an opponent. You use the same
skill, but in slightly different ways. For example, do you enter a debate in an
aggressive way, or do you use caution to minimise risk? Would you prefer to
climb a wall quickly or covertly when trying to avoid being detected?
Lenses represent the strategy or attitude you apply and can be used in any
Extended Conflict, from combat to dinner parties. In every round (almost;
see more later), choose the Lens that best describes the way you approach
the opponent. Check the list on the next page to see what bonus or penalty
to apply.

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LENSES

List of Lenses
»» Aggressive. -20% on skill. Roll damage twice, pick the higher. You go
in with everything you have, without much thought of your own protection.
»» Cautious. +20% on skill, but you only deal half damage. You play it safe,
doing everything you can to avoid taking damage.
»» Clever. Roll skill as normal, but you only observe (and defend your-
self ) this round. If you lose, you take damage as normal. If you win this
round, you deal no damage. But in the next round, you get +20% on the
skill roll (ie. you do not pick a new Lens in the following round) OR
roll damage twice and pick the higher. You observe your enemy, dissecting
their moves, to take advantage of any weaknesses or flaws.
»» Covert. Roll Cunning instead of the main skill used in the conflict.
If you lose the roll, you are at -20% in the next round. If you win the
roll, apply any damage to either the main Conflict Pool or any other
Pool. In addition, the opponent is at -20% in the next round, as your
positioning is very favourable. You sneak up on your foe – literally or sym-
bolically – to put a blade to their neck or insult them gravely.
»» Flamboyant. You roll a secondary skill instead of the main skill used in
the conflict. The secondary skill should reflect the type of flamboyancy
you aim for (Move, for example, if you swing from a chandelier). If
you lose the roll, you are at -20% in the next round. If you win the roll,
apply any damage to either the opponent’s main Conflict Pool or to
their CHA. In addition, the opponent is at -20% next round. You show
off your brilliance by making an unnecessarily flashy move, to impress both
your opponent and any bystanders.
»» Quick. You make your skill roll at -20%, but are allowed a second ac-
tion – but not a second attack – in the same round. It might be to
change weapons (no roll needed), climb out of reach (Move), overturn
a piece of furniture (Move), hide (Cunning) and so on. You use speed to
your advantage, finishing your move in half the time, leaving space for a
second action.

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LENSES
Adding Lenses to the Conflict Round
The Conflict Round looks almost identical, with the addition of choosing a
Lens in step two.

1. Conflict Pool. Decide what skill and Conflict Pool best fit the current
situation.
2. Initiative & Lens. The character with the highest Conflict Pool acts
first. The player describes what their character wants to do and what
Lens they use. Repeat for the other character(s) in falling Pool order.
3. Roll. Everyone involved rolls 1d100 against their skill.
4. Narrate. The character with the highest successful roll wins the round.
The winner narrates the outcome of the roll, based on what they tried
to achieve and the Lens they chose.
5. Damage. The winner rolls damage. Subtract from the losing charac-
ter’s Conflict Pool (or several characters’ Pools).

Lens Example
Limus follows a mysterious NPC through a crowded outdoor antiques mar-
ket, hoping for a clue to the main antagonist’s headquarters. But after a while
the NPC suspects something and starts running. The GM declares that the
chase now enters a conflict round. The Move skill will be used, with //Athletics
as the main Focus.
Limus acts first. His player picks an Aggressive Lens to make use of his
high Move //Athletics score – and to end the chase quickly. He describes
how he tries to run and push through the crowd, ignoring the chaos and
angry shouts he stirs up. The GM doesn’t pick a Lens for the NPC, as it is a
low-level thug.
Then, both parties roll the dice. At 42, the GM succeeds.
Limus has Move //Athletics at 85%, but the Aggressive Lens gives a penal-
ty of -20%. He rolls 68 – a failure. The GM rolls 2 BODY and Limus’ player
decides to use the Clever Lens in the next round.

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LENSES
Narrative Support
An important advantage of Lenses is how they offer players – including the
Game Master – more narrative support in conflicts.
Instead of merely using variations of “I hit them with my sword,” a Lens
provides a starting point for more lively descriptions. “I swing my sword from
side to side in a frenzy” (Aggressive) paints a quite different scene from “I
keep my distance, observing her movements while ducking any attacks” (Clever).
Combined with penalties and bonuses, a conflict is easier to visualise this way.
By switching Lenses, a conflict can also move through different phases
depending on how the opponent fares. A brash public speaker might start out
Aggressive, but be forced by an experienced opponent to a Cautious attitude,
when his CHA Pool drops precariously low.

NPCs and Lenses


Most NPCs do not use Lenses, unless the Game Master decides otherwise.
Low-level NPCs might not even be competent enough to think of a strategy
– they simply make a plain roll, oblivious to the nuances of a skilled practi-
tioner. High-level or recurring NPCs will often benefit from using Lenses,
however.

Using Lenses for Regular Skill Rolls


If you want, Lenses can be applied to regular skill rolls as well. A
burglar might want to pick a lock faster than normal with the Quick
Lens, for example, thereby accepting the -20% skill penalty.
To make this work, ignore any exact references to damage and tim-
ing in the Lens descriptions. Both might be applicable, but used with
less accuracy. So, Quick will not allow for a second roll in a round, but
the action simply takes half the time compared to normal. Likewise,
to use Clever the character will have to spend some time studying the
situation, but probably for more than a round.

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WEAPONS AND ARMOUR
Combat in Comae Engine works like any other conflict. But in combat, the
tools you bring make a big difference. The values listed below are optional,
but are recommended if physical violence occurs frequently in your scenarios.
In essence, weapon damage replaces base conflict damage. Instead of al-
ways doing 1d6 BODY, an unarmed strike will do 1d3, while a long sword
will inflict 1d8, for example. Check the list below for some typical weapons.
For ranged weapons, their ranges are listed as well (@50 metres, for example).
Armour protects the wearer from damage. It can be anything from a me-
dieval chainmail to a sci-fi mesh suit, but they all work by absorbing incom-
ing damage. The amount of absorption is listed as Armour Points (AP). A
single AP reduces damage by 1. Any damage above the AP lowers BODY.
Shields are rare these days, but are common in many historical settings.
They work by reducing an attacker’s chance to hit.

Melee Weapons Shields


Unarmed. 1d3 Small Shield. Lowers opponent’s
Impromptu Weapon. 1d4 Combat by -20%. Melee only
Martial Arts. 1d4 Large Shield. Lowers opponent’s
Dagger. 1d4 Combat skill by -20% for both
Cudgel. 1d4 melee and ranged weapons
Staff. 1d4
Short Sword. 1d6 Armour
Axe. 1d6 Light Armour. Leather or Synthet-
Long Sword. 1d8 ic. Armour Points 2
Medium Armour. Chain or Mesh.
Ranged Weapons Armour Points 3
Longbow. 1d6 @ 50 metres Heavy Armour. Metal Plate or
Small Firearm. 1d6 @ 10 metres Composite. Move and Awareness
Regular Firearm. 1d8 @ 20 metres -20%. Armour Points 4
Small Blaster. 1d8 @ 20 metres Bullet Proof. Composite. Armour
Heavy Blaster. 1d10 @ 50 metres Points 2 (4 vs. firearms)

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EXTENDED CONFLICT EXAMPLES
Persuade
Conflict Pool CHA Opposition Same as PC
Skill Social, Awareness Round
2 minutes
//Influence //Oratory Length
Focus
//Deceit //Insight Damage 1d6

Persuasion can cover many different situations, like fast talking to outwit a guard,
putting pressure on a bureaucrat to bypass red tape or dissuade an aging king from
starting a war.
A single skill roll is often sufficient, but for more important situations an extended
conflict will add detail, drama and difficult decisions.
The persuasion attempt is always initiated by the “attacker.” The player lays out
their argument in as much or as little detail as they want. The Game Master responds
and both roll to see who wins the first round. The winning deals damage and has
gained the upper hand.
Keep presenting arguments and rolling the dice until one opponent’s CHA Pool
reaches zero or they give up.
With multiple participants, everyone belonging to one side of the argument takes
the same amount of damage (ie. you only roll damage once per side in a round). For
skill rolls, use the skill value of the main speaker in each round.

Lenses
Aggressive. You use open threats and intimidation to push through. Long-term con-
sequences are likely, with the Social Disposition score plummeting (see page 46).
Clever. You spend some time observing or researching your opponent to find a fruit-
ful approach. This might involve revealing their Motivations and Personality (see
Code Block on page 44).
Covert. With deceptive arguments, veiled threats and insinuations, you poison the
ears of your opponent. But you also open for the opponent to do the same.
Flamboyant. You launch a stream of stirring language, flattering the listener, envel-
oping them in intricate words.
Quick. You have no time for small talk and target the opponent’s weak spot right
away.

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EXTENDED CONFLICT EXAMPLES
Journey on Foot
Conflict Pool BODY Opposition Challenge Rating
Skill Move Round Length 6 hours
Focus //Athletics Damage 1d6 to 1d10

Trekking can be a peaceful stroll through beautiful vistas, with the GM skipping
ahead to more dramatic scenes. But landscapes also offer opportunities for challeng-
ing terrain, sneaking past enemies and time constraints.
With Extended Conflicts, you have a tool to measure progress, time passing and
any effects of fatigue. Add a random encounter table and you can turn most journeys
into nice side quests.
Start by defining the terrain’s stats. The Conflict Pool represents distance. Five
points roughly equal one day of travel.
Set the percentage according to the terrain’s difficulty. Keep in mind that this
value might be different along various stretches of the journey.

30% Plains, Fields 50% Hills, Forests 70% Mountains, Wetland

+20% for bad weather, snow or heat. -20% if there is a path/road or if the route is
well-known from earlier travels.
For the PCs, calculate the mean skill value of the group. Then, roll twice a day,
taking turns rolling for the entire group. If the PCs win a round, they deal damage as
a group (with a single d6 roll).
If the PC’s roll is successful but not the highest roll, they still reduce the terrain’s
Pool with 1d3 (but they still take 1d6 damage).
If the PCs fail and the terrain’s roll is successful, only the PCs take damage.
If both sides fail, re-roll. I see this as a false start, re-planning, finding an alternate
route, fickle weather, dilly-dallying - a situation where the opponents test the waters.
The PC’s BODY is replenished every night with a proper camp - or a //Survival
roll - plus a good night’s sleep. Otherwise, BODY is restored to half its initial score. If
anyone’s BODY is reduced to zero, the group must rest for a full day (24h) to replen-
ish the pool. To keep going despite zero BODY, roll Willpower.
To go faster, increase damage rolls to 1d8 or 1d10.
The journey ends when the Terrain Pool reaches zero.

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EXTENDED CONFLICT EXAMPLES
Pick a Lock
Conflict Pool BODY Opposition Challenge Rating
Skill Cunning Round Length 2 minutes
Focus //Lockpicking Damage 1d6

Most locks can be opened with a single skill roll. But in dramatic situations an Ex-
tended Conflict can increase tension.
Start by defining how well-crafted the lock is by using the table on page 28. The
percentage tells you how hard the lock is to pick, while the Pool defines how long it
takes. A plain, well-kept lock would have around 50% and a Conflict Pool of 10.
Every time the PC wins a round, lower the lock’s Pool by 1d6. If the GM wins,
they roll 1d6, lowering the PC’s BODY.
If the lock is reduced to zero first, it clicks and opens. If the PC’s BODY is re-
duced to zero first, they cannot open it (“It’s a strange mechanism from Alteia that I’ve
never seen before”).

Lenses
Aggressive. The lock will probably be broken afterwards and even a casual observer
might notice it’s been violently manipulated.
Cautious. You make no sounds and leave no scratches on the lock. But it takes longer
to open the lock.
Clever. You make no sounds and leave no scratches on the lock. But it takes longer
to open the lock.
Quick. Burglars are often in a hurry. With the Quick Lens, they are allowed two rolls
per round.

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EXTENDED CONFLICT EXAMPLES
Search for Clues
Conflict Pool INT Opposition Challenge Rating
Skill Awareness Round Length 5-20 minutes
Focus //Perception Damage 1d6

When searching for clues in a room or apartment, this mechanic can be used to
add some pressure.
First, the GM needs to prepare some clues for the PCs to find. It can be diaries,
letters, photographs, notes – or anything that fits the scenario. Rate the clues from
least important to most important.
The GM now sets the overall challenge rating, using the table on page 28 (ie. how
well-hidden are the clues?). Next, decide at what key Pool values the different clues
will be found.
With a difficulty of 15 and three clues, for example, the PCs might find the first
clue after reducing the Pool to 10, the second at 5 and the third at zero. (Unless their
INT Pool is reduced to zero first, in which case they give up).
If several characters are searching, let the players take turns making skill rolls.
Divide the time a search takes by the number of PCs involved. Any damage the PCs
take reduces all participant’s individual INT Pools. When dealing damage, only one
player rolls.

Lenses
Aggressive. You go in like a ruffian, turning the place upside down. You probably
break stuff in the process and cause quite some racket. But you might get results
quickly.
Cautious. You take extra care not to move stuff around or leave fingerprints. Useful if
you don’t want the search to be noticed afterwards.
Clever. You spend time observing the room, considering the best hiding places, before
pulling out drawers or finding secret compartments.

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EXTENDED CONFLICT EXAMPLES
Melee Combat
Conflict Pool BODY Opposition Same as PC
Skill Combat Round Length 5 seconds
Focus //Melee //Unarmed Damage 1d6 or per weapon

Melee combat can be anything from bar brawls to lavish sword play. By never allowing
BODY to be reduced below zero, you can have non-lethal fights, ending from fatigue,
surrender or unconsciousness.
Below zero, things get serious.
The participant with the highest Conflict Pool wins the initiative and attacks first,
using any of the Lenses they find useful.
Describe your PC’s intentions and actions, with the chosen Lens as a starting
point. The GM does the same for the opponent.
Both of you make Combat rolls. The one with the highest successful roll narrates
the outcome and rolls for damage. Repeat for the next round.

Lenses
Aggressive. You attack ferociously, setting personal safety aside.
Cautious. You keep your distance, evade direct hits and back away.
Flamboyant. You make a show of the fight, jumping onto tables, toppling furniture
and swinging from chandeliers.

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EXTENDED CONFLICT EXAMPLES
Firearm Combat
Conflict Pool BODY Opposition Same as PC
Skill Combat Round Length 5 seconds
Focus //Ranged Damage 1d6 or per weapon

In firearm combat, the most common tactics is to remain in cover most of the
time. This is best modelled with Lenses.
While you are in cover, anyone firing at you is at -20% to -100%, depending
on how well the cover protects you. Running from one cover to the next requires
a Move //Athletics roll. With the aid of suppressive fire from at least one ally, the
enemy is at -40% (if they dare a shot).
To shoot while in cover, use the Quick Lens. Your Combat skill is reduced by
-20%, but you are exposed only for as long as it takes to fire. Ducking back is your
second action. Enemies shoot at -40% when you use this method.

Lenses
Aggressive. You charge at the enemy, shooting from the hip, hoping to overrun or
scare them away.
Cautious. You stay in cover, peeking out, firing mostly to keep the enemy down.
Perfect for suppressive fire.
Clever. You watch, listen and relocate to favourable positions to spot the opponent,
firing only as they expose themselves.
Covert. You move from cover to cover, approaching the enemy sideways to eventually
surprise them. You can also add distractions to mislead your target. Depending on the
distance, several rounds might be needed to get close to the enemy.
Flamboyant. You move swiftly but by an unexpected path – making use of objects
and constructions around you – catching the enemy by surprise.
Quick. See description above.

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EXTENDED CONFLICT EXAMPLES
Dinner Party
Conflict Pool CHA Opposition Same as PC
Skill Social, Awareness Round
20-30 minutes
//Influence //Oratory Length
Focus
//Deceit //Insight Damage 1d6

Inviting the PCs to an ecclectic party is a fun way to hand out clues. By socialising
with the guests, the PCs get a chance to find out details and rumours when people
speak more openly than usual.
The entire dinner party is treated as an Extended Conflict and is given a collective
Conflict Pool. Every time a PC is chatting with guests relevant to the case they are
working on, they make opposed rolls. If they win a roll, reduce the collective Dinner
Party Pool. If they lose a roll, only the PC making the skill roll takes damage to their
CHA Pool.
Similar to searching for clues, the GM should prepare a few leads to be picked up
in conversations. Rank them from least to most interesting. Decide on a few key Pool
values the PCs must reach to get the clues, starting with the least important.
Also, decide on which guests are attending the dinner, their connection to the case
and if the PCs know who they are beforehand. Depending on who they speak with,
the exact information the PCs get might be slightly different.
With a failed roll, reduce the PC’s CHA Pool as they “lose” the discussion. If a
character’s pool drops to zero, they are asked to leave the party – or gets thrown out –
even if there is no apparent reason.
A party like this is a timed conflict, meaning that it will end after 2-6 hours, even
if all Conflict Pools remain above zero. Hopefully, a couple of PCs will get enough
good rolls to pick up a few interesting leads.

Lenses
Clever. The character observes a guest, their rhetoric style and common replies, before
actually getting into a discussion with them.
Covert. With just a few words, you make the opponent insecure – or even fearful –
about what secrets you might know or who you are working for.
Flamboyant. The conversation catches the attention of those around you as the argu-
ment turns wildly humouristic, poetic or toxic – or all three at once. The “winner” will
be granted the audience’s goodwill for the rest of the evening.

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NPCs

Characters and conflicts form the basis of most storytelling. To create con-
flicts in roleplaying, player characters will often need NPCs as opponents.
And while NPCs use mostly the same rules as PCs, Comae Engine adds a few
parameters to make them tick.

Code Blocks
Just like player characters, NPCs consist of skills, Conflict Pools and Tags.
But to give them personality and a driving force, they are also assigned a
collection of Tags called Code Blocks.
A Code Block contains instructions on how a character acts and why.
Like a few lines of computer code forms a program, the Code Block describes
how to run a specific NPC. For example, a crime boss might be Non-empath-
ic, driven by revenge and is newly wed. And he has a good eye for the PCs.

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NPC Code Blocks include four Tags:

»» Personality. What overall personality traits characterise the NPC?


Examples: Jovial, Reserved, Non-empathic.
»» Social Disposition. What is the NPC’s attitude towards the PCs?
Examples: Friendly, Malicious.
»» Motivation. What overarching goal does the NPC strive for? Exam-
ples: Money, Faith, Logic.
»» Recent Events. What recent event – good or bad – has befallen the
NPC? Examples: Lose money, Marriage, The death of a close relative.

For inspiration and quick creation of NPCs, use the random generator on
pages 46-49 to create a Code Block in just a few dice rolls. For regular stats,
see below.

NPC Stats
To speed up the creation process, NPCs are divided into three general lev-
els: Common, Skilled and Master. Use the skill values listed here as starting
points and adjust them to fit your needs.

Skills Conflict Pools


Common. 50%, 30%, 30% Common. 6, 6, 8, 10
Skilled. 70%, 50%, 50% Skilled. 6, 8, 10, 12
Master. 90%, 70%, 70% Master. 10, 12, 14, 16

Use the Conflict Pool values above as starting points and adjust them to
fit your needs. Common and Skilled NPCs cannot push their Conflict Pools
below zero.
If you want, complement with 1 Focus for Skilled NPCs and 1-3 Focuses
for Masters.

Tags
Most Common NPCs do not have Tags (aside from Code Blocks), while
Skilled have one. Masters might have several Tags, including some unique
ones, not available to the PCs.

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NPCs
Code Block Generator
Roll on the tables below to set up a basic Code Block for an NPC.

Personality. Roll 1d20 twice for the NPC’s main personality. For clas-
sic antagonists, roll once on Personality and once on Dark Triad.

1d20 Personality 1d20 Personality 1d20 Dark Triad

1 Reserved 11 Manipulative 1-2 Self-Centred

2 Shy 12 Charming 3-4 Aggressive

3 Indifferent 13 Cheerful 5-6 Non-Empathic

4 Nervous 14 Moody 7-8 Moody

5 Stressed 15 Correct 9-10 Lying

6 Aggressive 16 Talkative 11-12 Sadistic

7 Pushy 17 Inquisitive 13-14 Scheming

8 Irritating 18 Bitter 15-16 Manipulative

9 Generous 19 Lying 17-18 Impulsive

10 Extroverted 20 Boring 19-20 Fanatic

Social Disposition. Social Disposition represents the NPC’s attitude


towards the player characters. The skill percentages are used as bo-
nuses or penalties if the PC has a social conflict with the NPC. Most
common people will start as Neutral towards the PCs. Depending on
how their encounters develop, the value might change over time.

Social Dispostion PC Skill +/- Random Reaction

Affectionate +40% 1-10

Friendly +20% 11-40

Neutral or
– 41-60
Indifferent

Unfriendly -20% 61-75

Malicious -40% 76-00

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NPCs
Motivation. What motivates the NPC? Roll once or twice below to
give the character a driving force.

1d20 Motivation Description

Money is a strong motivator both to the poor and the


1-2 Money
wealthy. But for very different reasons

These individuals want to impress their friends,


3-4 Status colleagues, neighbours or any other Circles they deem
important

Order These persons base their lives on rational thought,


5-6
and Logic suppressing emotions in the long run

Drinking beer, going to the theatre, playing games,


7-8 Enjoy Life gossiping - nothing is more important to those that
seek pleasure

Rest and relaxation is seen as the basis for a good life.


9-10 Loiter Anything interfering with that must go. From the
outside, it might look like laziness

All beings deserve kindness. A person with this motiva-


11-12 Altruism
tion strongly believes we should all help each other.

Investing their time and soul in a deity and/or congre-


13-14 Faith gation. Either compassion or intolerance follows. Or
both

Spending their time and energy on family, neighbours,


15-16 Circle colleagues, a book reading club, a sports team – or any
other Circle in their life.

A drive to be the best – or at least keep improving – in


17-18 Expertise
any skill

Their goal is to stay healthy – or keep an illness from


19-20 Health
getting worse

Quick NPCs. Chuck 4d20 in a single roll to really speed up NPC


creation. Read the dice from left to right, starting with Personality.

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NPCs
Recent Event. What important event has occured recently to the
NPC? Roll once or twice below. Odd values indicate a negative event,
while even values represent a positive event.

1d20 Type Positive (Even Rolls) Gain... Negative (Odd Rolls) Lose...

Pay raise, A hefty inher- Bad luck in gambling, Losing


1-2 Money itance, Income from a a job, The victim of a crime,
crime Making a bad business deal

Loved one dies by accident,


New love, Engagement, A
3-4 Love illness or a crime, Divorce,
new spouse
Broken heart

Child dies by accident, illness


Childbirth, Successful or crime, Family split up to
5-6 Family grown-up kids, Adopting find jobs, to study or to join
a kid the army, A falling out after a
longtime quarrel

Ailment cured, Improved


Contracting a disease, Having
7-8 Health medication, Successful
an accident, Old wound returns
surgery

A friend dies by an accident,


A new acquaintance, illness or crime, A falling out
9-10 Friend
Return of an old friend over money, love or differing
worldviews

Through a misunder-
An old grudge has been ironed
11-12 Enemy standing, A competitor in
out
business, work or love

A new job, Promotion, Losing a job, Being demoted,


Work/
13-14 Making a good business Losing a good customer, Out-
Business
deal paced by competitor

Any recent endeavours Nothing goes the way it


15-16 Success
have been successful should.

A newly acquired skill, Bodily or mental limitations


Finishing education, because of old age or illness,
17-18 Talent
Achieve mastery, Winning Customers complain, Bad
a prize reviews

19-20 Faith Self-explanatory Self-explanatory

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Acknowledgements

First of all, I would like to thank Michael Larrimore and William Yon for
their invaluable contributions to Comae Engine. I’m extremely grateful for
their patience, despite the long and convoluted path this book has taken (sor-
ry about that).
Also, Comae Engine would not have existed without the prior work of
some very talented game designers. Pete Nash and Lawrence Whitaker mod-
ernised BRP with RuneQuest 6 and Mythras, laying much of the ground-
work for this project. Also, Paolo Guccione’s early work on conflict resolution
helped spark the ideas that are at the core of Comae Engine.
And finally, this project had not been possible without the support of
Katarina, Olle and my parents Inge and Birgitta. They have stood by me
whenever my health found new ways to crush my hopes.

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TIME TO GO SOLO
TREY is a solo RPG engine that offers
limitless adventures with no preparations.
All you need is three dice and an imagination.
Use it alongside any RPG rules.

To be released in 2023

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Gilles Nouzies (Order #42060516)

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