Alpha 1.1

Combat

Combat can be enjoyable and engaging but requires more detailed rules to balance fun and interesting conflict. This section will cover the Order of Battle (turn order), Action Economy, and Damage rules, among other details, to engage in smooth and entertaining combat.

Order of Battle

You don't need to engage in combat with every NPC or monster you come across. 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.

  1. In combat, players decide the order in which their characters take their turns. The Game Master determines the order of NPCs and monsters. Normally, the player characters take the first turn unless the story gives a reason for the Game Master to go first, such as if the PCs are ambushed.

  2. The player whose character is first in the turn order takes their turn.

  3. After the first player takes their turn, the Game Master (GM) chooses an enemy to take the next turn. You will continue swapping back and forth like this - one of your party’s characters, then one of the GM's characters - until everyone has had a turn.

  4. Once all combatants have taken a turn, the next round will begin in the same order.

For example, the party decides at the beginning of the combat that they want their turn order to be: 1) Null, 2) Berrik, 3) Lotty, and 4) Flynn. If they encounter 6 Soldiers, the Order of Battle might look like this:

  1. Null

  2. Soldier 1

  3. Berrik

  4. Soldier 2

  5. Lotty

  6. Soldier 3

  7. Flynn

  8. Soldier 4

  9. Soldier 5

  10. Soldier 6

If a creature dies or is otherwise removed from the turn order simply remove them order and slide everyone up one, even if this disrupts the alternating order of battle.

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 is governed by an action economy that grants characters two actions. These actions can be used for moving, attacking, using abilities, and creating a dynamic and strategic combat experience. Some powerful actions may require 2 actions, while certain abilities can be used on another creature's turn and are called reactions.

  • 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 ability to maneuver around the battlefield is defined by their speed and the spaces that comprise the battlefield. At the cost ofan action, you can move up to your speed to another unoccupied space.

    • Space(s): Whether darting through city streets or delving into the darkest dungeons every location is broken up into many spaces. If you are using grids think of a space as equivalent to one grid square. A single space in Enigma is equivalent to 5 feet or roughly 1.5 meters. This measurement helps visualize the distance covered in various environments. All measurements are measured in spaces in enigma but you can use the equivalent measurement in feet or meters if it helps you better visualize. If you are not using a grid consider using descriptions to determine distance in relationship to you. Adjacent (next to you), Near (within 1 move action) Far (within 2 move actions), or very far (beyond two move actions).

    • Speed: The distance you can move per action is directly tied to the maximum value of your Navigate die. For instance, if your Navigate die is a d8, you can move up to 8 spaces with one action allocated to movement.

    • Types of Movement: How your character moves is as diverse as your imagination. Beyond mere walking, you can swim, climb, or even employ creative tactics to navigate the environment. However, should you attempt something particularly daring, like swinging from a chandelier, be prepared for your GM to call for a Navigate or other relevant faculty 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"!

  • 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.

  • 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.

  • 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 + 2 from Escalation for a total of 8".

    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”.

  • 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.

  • 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.

  • 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.

  • 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!"

  • 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

How much damage a character can survive is determined by their Endure die, which can range from a d4 to a d12. Endure will determine how many Life Points you have as well as how much you recover during a rest.

  • 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.

  • In combat, the level of danger increases over time, which is called Escalation. Attacks and powers usually cause damage equal to or half of the current escalation level. For instance, a melee attack will cause 1 damage at Escalation 1 and 3 damage at Escalation 3. Escalation starts at 1 when combat begins and goes up by 1 at the start of each new round. Some powers can also raise the escalation level.

    • 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 would drop to 0 the player must choose how to resolve their character's fate. This choice between Sacrifice or Survive is detailed below. This choice allows for players to make meaningful decisions even in the gravest circumstances.

  • 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.

  • 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".

  • 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.

  • 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".

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.