Alpha 1.2
Combat
Combat can be both enjoyable and engaging, but to truly capture the excitement and drama of conflict, it requires well-defined rules that ensure balance and fairness. In this section, we will explore important concepts such as the Order of Battle, which dictates the turn order of participants; the Action Economy, which manages how often characters can act; and the Damage rules, which determine the impact of attacks. We will delve into these elements and more, providing the necessary details to facilitate fluid and captivating combat experiences.t.
Order of Battle
You don't need to engage in combat with every NPC or monster you encounter. However, there are times when combat is unavoidable. We use a straightforward turn order that alternates between the party and their adversaries to bring some order to the chaos of battle. Follow the steps below to determine the order of actions.
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In combat, players decide how their characters take turns, while the Game Master (GM) determines the order for NPCs and monsters. Typically, player characters take the first turn unless there is a story reason for the GM to go first, such as in the case of an ambush.
The player whose character is first in the turn order takes their turn.
After the first player takes their turn, the GM chooses an enemy to take the next turn.
This alternating pattern continues—one of the party members takes a turn, followed by one of the GM's characters—until all combatants have had their turns.
Once every combatant has completed a turn, the next round will begin in the same order.
For example, if the party decides at the beginning of combat that their turn order is 1) Null, 2) Berrik, 3) Lotty, and 4) Flynn, and they encounter 6 Soldiers, the Order of Battle might look like this:
Null
Soldier 1
Berrik
Soldier 2
Lotty
Soldier 3
Flynn
Soldier 4
Soldier 5
Soldier 6
If a creature dies or is otherwise removed from the turn order, remove that creature from the order and slide all remaining creatures up one position, even if this disrupts the alternating order of battle.
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In non-combat situations such as exploration or group discussions, consider using the combat turn order as a guide. This can help ensure that everyone gets a chance to contribute, manage conversations, prevent players from talking over each other, and give quieter members an opportunity to participate. It also serves as a tool for structured exploration and decision-making, allowing each player to share their character's insights and actions.
Action Economy
In combat, each turn operates under an action economy that allows characters to take two actions. These actions can be used for various purposes such as moving, attacking, using abilities, and creating a dynamic and strategic combat experience. Some powerful actions require one full action, while certain abilities can be used during another creature's turn; these are known as reactions. Additionally, some activities your character can perform outside of combat take longer than a single action and are explained in more detail in other sections of this guide. In this section, you will learn what actions are, the different types of actions you can take, and examples of how actions function during gameplay.
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During your turn in combat, you've got a few set actions you can always count on: Move, Hide, Notice, Attack, Hide, Use an item or Activate a Power. But the fun doesn't stop there. If you've got a creative idea, like knocking down a statue onto an enemy, that's where Improvised Actions come into play. -
Your character's movement on the battlefield is determined by speed and the layout of the environment. Effective maneuvering is essential for tactical positioning and adapting to changing combat situations.
Space(s): Every location, whether you're navigating bustling city streets or exploring dark dungeons, is made up of distinct spaces. If you're using a grid system, each space corresponds to one grid square. In Enigma, a single space represents 5 feet, or approximately 1.5 meters. This measurement helps to visualize distances in different environments.
If you are not using a grid system, you might want to use descriptive terms for distances instead.
Adjacent: Next to you.
Near: Within 1 move action.
Far: Within 2 move actions.
Very Far: Beyond 2 move actions.
All measurements in Enigma are expressed in spaces but can be visualized in feet or meters if that helps clarity.
Speed: The maximum distance you can move during each action is based on the highest value shown on your Navigate die. For example, if your Navigate die shows a d8, you can move up to 8 spaces when using the Move Action.
Breaking Up Movement: You can pause your movement to take an action or interact with the environment. However, each pause reduces your remaining speed by 1 space.
Types of Movement: The way your character moves is limited only by your imagination. Beyond simple walking, you can swim, climb, or use creative tactics to navigate your environment. However, if you try something particularly daring, like swinging from a chandelier, be ready for your Game Master (GM) to ask for a Navigate check or another relevant skill check.
Examples:
Normal Movement
Player: "I want to run up to the bouncer and hit them".
Game Master: "Great, what is your speed?".
Player: I have a d10 Navigate so that makes my speed 10”.
Game Master: "Looks like the bouncer is only 7 spaces from you you can for sure get inteo melee with them with one action and have an action remaining to attack them”!
Broken up Movement
Player: "I want to run up to the bouncer and hit them. But on the way can I lock the door behind me, and pick up they keycard on the desk".
Game Master: "Maybe, remeber that every action or interaction you make during your movement descreases your speed for the movement by 1. What is your speed”?
Player: I have a d10 Navigate so that makes my speed 10”.
Game Master: "Looks like the bouncer is only 9 spaces from you you can for sure get into melee with the bouncer with one action and have an action remaining to attack them. However, you will only have enough total speed to either lock the door or pick up the keycard. Which one do you want to do”?
Player: “Oh okay, yeah I think it's more important to lock the door so I will leave the keycard for now, lock the door and move into melee”.
Movement that requires a Capacity Check
Player: "I want to use the hanging vines to swing across the chasm and land behind the enemy".
Game Master: "That’s a bold move! Since it's quite the acrobatic feat, make a Navigate check to see if you can swing across successfully".
Player: The player rolls the Navigate die. "I rolled a 7”.
Game Master: "With grace and agility, you swing across the chasm, catching the enemies by surprise from behind. Your successful maneuver not only gets you safely to the other side but also puts you in an advantageous position for the next phase of combat. Well done"!
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You can get the drop on your foes or avoid fighting entirely by taking advantage of the Hide and Notice actions.
Hide: As an action you can make a Navigate check contested by a foe’s Glean die to become hidden from that foe. If more than one foe can currently Notice you they each roll a Glean die. To Hide from a creature you must break line of sight.
Notice: As an action you can make a Glean check contested by a foe’s Navigate die to notice a foe that is Hidden. To attempt to Notice a creature you must have line of sight on them.
Hidden: A Hidden combatant cannot be targeted by powers, attacks, or capacity checks by a combatant that does not Notice them.
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Every clash and parry is controlled by the Attack action, which pits the attacker against the defender in a test of skill and wit. This method of combat guarantees that each encounter is a dynamic exchange, where strategy and ability are crucial.
Launching an Attack: When you're on the offensive, you'll roll your Attack die and add the Escalation Modifier to see if your strike lands. This roll represents your attempt to outmaneuver and successfully hit your opponent.
There are no stats for specific weapons like in other TTRPGs. Instead, your weapons are categorized as either Melee or Ranged. Everything else is just for flavor. For example, you could use a longsword for Melee attacks, or get creative and have your character wield an oversized rolling pin. Similarly, for Ranged attacks, some characters might use a rifle, while others might infuse playing cards with energy and use them as projectiles.
Melee attacks are made against enemies that are next to you.
You cannot make ranged attacks against enemies that are adjacent to you and within the maximum range of your Glean die. You have the option to make ranged attacks beyond your maximum range, up to twice the maximum value of your Glean die, but these attacks are made at a disadvantage. Any attacks made beyond twice the maximum value of your Glean die automatically miss.
Mounting a Defense: In response, the defender rolls their Endure die to avoid melee attacks and navigates to dodge ranged attacks, setting the stage for a tense showdown. This opposed check determines whether the defender can effectively counter or evade the attack.
Determining Damage: Attacks typically cause Escalation damage, which is explained in the damage section of this page.
Example:
Game Master: "Roll your Attack die as an action to see if your attack lands".
Player: Player rolls their Attack Die. "I got a 6 on my Attack roll”.
Game Master: GM rolls the goblin's Endure die and compares. "Against the Goblins roll of 4, your attack hits and deals 1 damage to their Life Points”.
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Items can typically be activated at the cost of an action. The types of items you can activate are covered in the Gear section of this guide.
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Your special abilities are known as powers. These powers offer unique abilities, such as casting elemental magic or moving stealthily during battles. Each power comes with specific actions needed to use it. Powers are a key part of what sets your character apart, both in combat and outside of it. For more information on powers, refer to the Powers section of this guide.
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Unless stated otherwise by an attack or power, you need a clear line of sight from yourself to the target. If you cannot see an enemy but know their location—such as if they are hidden in smoke, the lights are off, or if you have other means of detecting them—you can still target them with attacks or powers. However, your capacity check will be at a disadvantage unless a power explicitly states that it does not require a line of sight. If an enemy is completely obscured by cover, such as being behind a solid wall, you cannot target them with attacks or powers unless a specific power allows for targeting through obstacles or cover.
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Not every possible action a player character might take is covered by specific rules. Any action that doesn't fit into one of the other action types is considered an Improvised Action. The player needs to declare what they want to do, and the Game Master will then instruct them on what to roll for the improvised action, how many actions it will take, and the difficulty of the action.
Example:
Player: "I want to try and knock that statue over onto the enemies below us."
Game Master: "That's a creative move! Let's make that an Improvised Action. Give me either a Navigate or Attack check with a difficulty of 8 to see if you can pull it off."
Player: The player rolls their Attack die. "I rolled a 9!"
Game Master: "With a mighty splash of your hammer, you send the statue tumbling down. It crashes into the enemies with a thunderous impact, scattering them and causing chaos. Your successful improvised action has turned the tide of the battle!"
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Characters can use reactions during other characters' turns, adding an extra layer of strategy to encounters. Using a reaction will subtract one action from the character's next turn, balancing the immediate benefit with a future cost. This system promotes thoughtful decision-making and enriches the complexity of combat interactions.
Damage
A character can only endure so much damage before falling to their injuries. This section will explain how damage is tracked, applied, and recovered during the adventuring day.
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Your character's stamina and health are indicated by your Life Points. You have a number of Life Points equal to the maximum value of your Endure die. For example, if your Endure die is a d10, you have 10 life points. Every time an attack hits you, you fail against a power that damages you, or you are affected by some environmental effect that hurts you, you will mark off one or more Life Points.
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In combat, the level of danger increases over time; this progression is known as Escalation. Attacks and powers typically inflict damage that corresponds to the current escalation level, either equal to or half of it. For example, a melee attack deals 1 damage at Escalation level 1 and 3 damage at Escalation level 3. Escalation begins at 1 when the first combat round starts and increases by 1 at the beginning of each new round. Certain powers can also raise the escalation level.
Push Forward Mechanics: Escalation resets to 1 only when you take a Breather or Rest, which encourages players to keep advancing. While exploring, it’s important to carefully balance the need for recovery with the opportunity to access more powerful abilities as the escalation level rises.
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Some powers and items allow a character to recover Life points; all other injuries must be recovered with time. Below you will find two options for spending time to recover lost Life Points.
Breather: During light activity, such as sitting, meditating, eating, or drinking, regain 2 Life Points and increase one capacity die that is currently diminished below your base. You can benefit from two Breathers per day
Rest: While sleeping for at least 8 hours, you regain half of your maximum Endure die value in Life Points, and all your Capacities die return to their base values. You can only benefit from 1 Rest per day.
Mortal Peril
When a character's Life Points drop to 0, the player must decide how to resolve their character's fate. This choice between Sacrifice or Survive is explained in more detail below. It allows players to make meaningful decisions even in the most challenging situations.
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Opting for Sacrifice is choosing a brave end, ensuring your character's story concludes with a profound impact. This choice solidifies their legacy and can provide your allies with crucial advantages, potentially changing the outcome of dire situations. The specific details of this sacrifice, created in collaboration with the GM, should reflect the character's essence and the demands of the narrative. This can range from heroic last stands to selfless acts of protection. For example, a character might activate a rune to seal a breach in reality at the cost of their existence or stand alone against a tide of foes to cover their comrades' retreat, embodying the essence of heroism. It's important to discuss with your GM how your character’s death might best serve the party.
Example:
Player: "As the horde closes in, I realize we're not all going to make it out. I want to use my last Bang, not just to hold them back but to cause a cave-in. It'll block the tunnel, sacrificing myself but ensuring the party escapes. Can my character do that"?
Game Master: "That's a brave and selfless choice. If you're sure, your character can certainly attempt this heroic act. As you set the grenade, your companions flee, and you share a final moment of eye contact, a silent goodbye. The explosion is massive, the tunnel collapses behind your fleeing friends, and the horde is stopped in its tracks. Your sacrifice not only saves your party but also becomes a legendary tale of heroism in the face of certain doom. Your character's name will be remembered and honored".
Player: "I want my character's last thought to be of the good times with the party, hoping they'll live fuller lives because of this".
Game Master: "As the rocks begin to fall, your character's final thoughts are of laughter around campfires and shared victories. A smile crosses their face, content in knowing their final act ensured their friends' survival. The party will carry these memories forward, forever marking the impact your character had on their lives and the world".
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Survival involves your character overcoming great odds at a cost. This option adds complexity to your character's journey, influenced by the experience and player-GM creativity. Surviving a deadly poison may leave visible scars, a valuable artifact might break, or a beloved NPC could sacrifice their life. Alternatively, your character may develop a fear related to the experience. Discuss with your GM who or what will be sacrificed for your character’s survival. Your life points return to half of their maximum value.
Example:Player: "Seeing no way out, I think my character's only option is to invoke the ancient curse we discovered earlier. It's meant to repel the undead army but at a great personal cost. I'm willing to endure the curse to save everyone. How does that play out?"
Game Master: "By choosing to embrace the curse, your character channels the ancient words, their voice echoing with power. As the undead recoil and retreat, consumed by the curse's energy, your character collapses, the curse's mark etching into their skin. You've turned the tide, saving your party and the innocent lives at stake. But the curse lingers in you, a constant companion. While you survive, the magic has left its mark, changing your interactions with the world and the arcane. Your bravery has saved many, but the journey ahead will be altered by the weight of this choice. Moreover, you cannot benefit from healing magic outside of Fixes for the duration of the campaign. Knowing what it will cost you do you still want to go through with Surviving"?
Player: "Yeah let’s do it. I imagine my character struggling to their feet, leaning on their comrades, determined to face whatever comes next, despite the personal toll".
Game Master: "As your character rises, supported by their friends, there's a newfound resolve in their eyes. The party rallies around you, knowing the road ahead might be fraught with challenges from the curse you now bear. But together, you move forward, a testament to the sacrifices made for the greater good. Your character's story is now one of resilience and endurance, a beacon of hope and determination for all who hear it".
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When a character faces mortal danger, it's crucial to pause the action and present the options of Sacrifice and Survive. This moment is not just a simple decision point; it's a significant turning point in the story, influenced by the character's journey and the overall narrative. It's important to emphasize the seriousness of the situation and the potential consequences of each choice. The decision should carry weight and be consistent with the character's development and the larger story. By carefully crafting this pivotal moment, it becomes a powerful and memorable adventure aspect.
Injury System
Injuries represent the lasting consequences of Surviving after falling in battle. When a player chooses to Survive, and the narrative doesn’t provide a natural consequence, the Game Master may impose an injury. These injuries reflect the physical and psychological toll of near-death experiences, creating opportunities for storytelling, character development, and tactical challenges.
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The duration of an injury depends on how many times a character has Survived in the same encounter. The more a character pushes their body beyond its limits, the longer the injury lasts.
First Survival: Injury lasts 1d4 rests.
Second Survival (Same Encounter): Injury lasts 2 × (1d4 rests).
Third Survival (Same Encounter): Injury lasts 3 × (1d4 rests).
Example: If a character Survives twice in the same battle, they might suffer a Sprained Ankle that originally lasted 3 rests (1d4 result). Since they Survived twice, it now lasts 6 rests (3 × 2 days).
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If a character Survives multiple times in the same encounter, their existing injury duration is extended as described above. However, if the circumstances justify it, they may suffer multiple distinct injuries affecting different capacities.
Example 1: Same Injury Extended:
A character who Survives twice in one battle does not gain two separate "Sprained Ankles." Instead, their existing Sprained Ankle duration is doubled.
Example 2: Multiple Injuries:
If the circumstances justify it, they may receive different injuries.
Example: A character takes a brutal fall and then gets slashed by a Reaper’s talon. They may suffer:
Sprained Ankle (Speed -2).
Deep Laceration (Disadvantage on Endure checks).
In this case, they must recover from both injuries separately.
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Natural Recovery: Injuries heal after the specified rest duration has elapsed. No additional rolls are needed unless the Game Master introduces complications.
Medical Assistance: Players can accelerate recovery using specialized treatment
Stitcher Assistance: A party member with the appropriate Stitcher powers can reduce the required rests by 1 per day spent treating the injury.
Example: A character with 3 rests remaining needs only 2 rests after a day with a Stitcher.
Purchase Accelerated Healing Services: In major settlements (Nexus City, medical facilities, and corporate labs), players can pay for accelerated healing using Exaltium-infused medical technology.
Players can reduce the remaining days to recover an injury by 1 day per Wealth Point spent
This service is only available in major locations and may require faction standing or additional favors.
Illegal clinics may provide healing to criminals or outcasts—at higher costs or risks.
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Item descripInjuries impose disadvantages or other penalties based on their severity and type. The impact is narrative-driven and affects a single capacity.
Common Injury Effects:
Disadvantage on a Capacity Check: A Burned Hand might impose disadvantage on Attack or Navigate checks that require dexterity.
Reduced Speed: Leg injuries (sprains, fractures) reduce movement speed by 2 spaces.
Temporary Life Point Reduction: Illnesses or internal injuries might reduce max Life Points by 3 until healed.
Below are a list of pre-generated list of expected injuries and their effects. This list is not all encompassing but rather should serve as a guide for how injuries should be structured.
Endure Injuries: These injuries make it harder to withstand physical strain, pain, or environmental hazards. While suffering from these injuries, you gain a stack of disadvantage on Endure checks.
Broken Ribs
Concussion
Crushed Windpipe
Deep Bleeding Wound
Frostbite
Heat Exhaustion
Internal Bruising
Nerve Damage
Organ Damage
Severe Fatigue
Navigate Injuries: These injuries hinder mobility, reflexes, or body coordination. While suffering from these injuries, you gain a stack of disadvantage on Navigate checks.
Ankle Sprain
Inner Ear Damage
Fractured Foot
Hip Displacement
Joint Damage
Muscle Tear
Broken Toe
Slipped Disc
Torn Ligaments
Twisted Ankle
Influence Injuries: These injuries affect communication, confidence, and presence. While suffering from these injuries, you gain a stack of disadvantage on Influence checks.
Broken Jaw
Burned Face
Damaged Vocal Cords
Facial Disfigurement
Missing Teeth
Nervous Tics
Shattered Nose
Speech Impediment
Tension in Voice
Trembling Hands
Glean Injuries: These injuries affect perception, awareness, and intelligence-based actions. While suffering from these injuries, you gain a stack of disadvantage on Glean checks.
Blinded in One Eye
Concussive Shock
Ear Trauma
Hallucinations
Head Trauma
Migraine
Nerve Tension
Sinus Rupture
Smoke Inhalation
Vestibular Damage
Manifest Injuries: These injuries represent mental and emotional scars that interfere with a character’s ability to manifest their powers. While suffering from these injuries, you gain a stack of disadvantage on Manifest checks.
Anxiety
Depression
Disassociation
Doubt
Frustration
Guilt
Intrusive Thoughts
Paranoia
Post-Traumatic Stress
Attack Injuries: These injuries make it harder to fight effectively. While suffering from these injuries, you gain a stack of disadvantage on Attack checks.
Broken Fingers
Burned Hands
Crushed Forearm
Dislocated Shoulder
Fractured Elbow
Heavy Bruising
Muscle Atrophy
Severed Tendon
Torn Rotator Cuff
Tremors
Speed Injuries:These injuries directly impact how far a character can move. While suffering from these injuries, your speed is reduced by 2 spaces to a minimum of 1.
Cracked Pelvis
Dislocated Hip
Fractured Shin
Pulled Hamstring
Severed Achilles Tendon
Severe Calf Tear
Sprained Knee
Torn Foot Ligaments
Spine Trauma
Wrenched Ankle
Armor-Restrictive Injuries: These injuries make armor unbearable to wear due to pain or physical limitations. While suffering from these injuries, if you wear armor of any kind you have disadvantage on all capacity checks.
Broken Collarbone
Crushed Ribs
Dislocated Shoulder Blade
Exposed Nerve Endings
Fractured Sternum
Hyperextended Spine
Mangled Torso
Pulmonary Bruising
Ruptured Blood Vessels
Severe Inflammation
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The injury system in Enigma introduces meaningful consequences that enhance survival, strategic decision-making, and storytelling. As the Game Master, your goal is to ensure injuries add to the experience without being overly punishing. Here are the key points:
Balancing Injuries
Vary Severity: Initial injuries should be significant but manageable.
Organic Stacking: Allow injuries to accumulate naturally without overwhelming players.
Avoid Overuse: Use injuries strategically to mark pivotal moments, not as punishments for every mistake.
Injuries as Narrative Tools
Tied to Combat & Roleplay: Describe how injuries happen during encounters.
NPC Reactions: Visible injuries can shape interactions, affecting how characters are perceived.
Character Arcs: Encourage players to explore the psychological impacts of injuries.
Recovery Management
Encourage Treatment Seeking: Healing services should exist, creating a cost-benefit analysis for players.
Time as a Resource: Force decisions between resting or pushing forward, using downtime for story development.
Temporary Solutions: Provide options for managing injuries without negating their effects.
Fairness and Consistency
Explain the System: Ensure players understand injuries from the beginning.
Player Agency: Give players narrative choices in how they sustain injuries.
Simplify Tracking: Keep injury records straightforward to avoid confusion.
Permanent Injuries
Use Sparingly: Permanent injuries should only result from extreme situations.
Player Agency on Consequences: Allow players to shape the narrative of long-term injuries.
Semi-Permanent Effects: Some injuries could require specific treatments rather than being permanent.
The injury system should create tension, enhance roleplay, and engage players. Maintain fairness, focus on narrative depth, and prioritize fun, turning injuries into a vital part of storytelling and gameplay.