Professional Documents
Culture Documents
CREATE
BETTER STORIES
Take d100 Roleplaying
Back to its Core
COMAE
ENGINE
Recasting d100 Roleplaying
v 0.98
Game Mechanics by
Clarence Redd, Michael Larrimore and William Yon
Cover Art by
Axel Sauerwald
Illustrations by
Martin Bergquist, Huleeb and Clarence Redd
Special Thanks to
Pete Nash, Lawrence Whitaker and Shawn Medero
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
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.
»» 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.
»» 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.
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.
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.
10
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.
11
//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.
//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.
12
//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.
//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.
13
//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.
//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.
14
//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.
15
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.
16
17
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.
18
»» 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.
20
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
21
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.
22
24
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:
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.
25
26
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%
28
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.
29
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.
30
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).
31
32
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.
33
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.
34
35
36
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.
37
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.
+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.
38
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.
39
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.
40
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.
41
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.
42
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.
43
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.
44
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.
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.
45
Personality. Roll 1d20 twice for the NPC’s main personality. For clas-
sic antagonists, roll once on Personality and once on Dark Triad.
Neutral or
– 41-60
Indifferent
46
48
1d20 Type Positive (Even Rolls) Gain... Negative (Odd Rolls) Lose...
Through a misunder-
An old grudge has been ironed
11-12 Enemy standing, A competitor in
out
business, work or love
49
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.
50
To be released in 2023