
Archetype Powers
In this game, powers allow you to showcase your character's abilities in various ways, providing numerous options to tailor your skills to your play style and your party's needs, whether for combat, support, or elemental manipulation. Enigma powers are unique abilities derived from the ENIGMA capacities: Endure, Navigate, Influence, Glean, Manifest, and Attack. These powers reflect a character's skill, knowledge of magic, technology, or martial prowess.
Powers are organized into Archetypes, each featuring distinct themes and complementary abilities. There are 24 Archetypes in total. This variety lets players mix and match powers from different categories to fully customize their characters. Each Archetype contains 10 unique powers, resulting in 240 powers available in the game.
Players can creatively combine powers from various Archetypes to craft truly unique characters. Additionally, there are no restrictions on flavor. For instance, if you want to build your character as a master of fire but are interested in the Glacial Spear from the Frost Archetype, you can choose it and creatively reinterpret it as a Flaming Spear.
Below, you will find a list of each Archetype, art depicting the Archetype and a brief description of their powers. Each power is available in an expandable list. Click on the name of a power to learn its flavor text, mechanics, and more. Before doing so, it’s advisable to familiarize yourself with the formatting of the powers.
Name: The name of the power. If you re-flavor a power, you should re-flavor the Power name to fit the new flavor.
Level: The power level determines the cost of obtaining power when it can be used in combat and the strain of using it outside combat.
Cost: Every power comes with an associated cost regarding the action economy.
Action: Using this ability will cost you one of your actions during this turn in combat.
Reaction: Typically used outside your turn, this action costs one action on your next turn in combat.
Passive: No action is required to activate.
Special: Some powers do not utilize any of the above options and have a unique and specific cost to use (e.g., 10 minutes).
Capacity: This capacity is closely linked to your power and will determine what you roll when using the strain system. The mechanic texts will also indicate if a power necessitates a capacity check.
Range: This is how far away you can target a creature with a power.
Self: You can only target yourself with this power.
Touch: You must touch a creature to target it with a power. You can use touch powers on yourself.
x Spaces: You can target a creature within the number of spaces listed. You must be able to perceive a creature within range to target them.
Other: Most powers use the above ranges, but some are unique and will detail a specific range (e.g. 1 Mile).
Flavor: This is a narrative description of the power in action. Like the power name, it can be rewritten to meet your character's power fantasy. Flavor text is always Italicized.
Mechanics: This is a mechanical description of the power in action. Follow these instructions to resolve the power. Mechanical text is always in bold.