How to Use Capacities

This section covers how Capacities are represented, allocated, and implemented in the game and includes play examples to illustrate Capacity checks in action. Additionally, you will find guidance for GMs on when you shouldn’t call for a roll.

Capacity Dice: In Enigma, each Capacity is represented by a specific die size, ranging from d4 to d12. The higher your Capacity Die is for a given Capacity, the more likely you are to succeed in tasks associated with that Capacity. During character creation, players strategically assign these dice to their Capacities, establishing the groundwork for their characters' abilities and how they engage with the game world.

Assigning Capacity Dice: Assigning Capacity dice is a crucial strategic choice, reflecting a character's innate talents and areas for development. Distribute a predefined set of dice (d4, d6, d8, d8, d10, d12) across the capacities. This choice determines your character's initial capability levels, highlighting potential avenues for growth and specialization.

Capacity Checks: In the game, actions are resolved by rolling the die corresponding to the relevant Capacity. Capacity checks are important for determining the outcomes of actions and dealing with the various challenges and interactions in the game. These checks can be divided into two categories: unopposed and opposed, each with different narrative and mechanical roles.

Unopposed Checks: An unopposed check is employed when a character faces a challenge not directly contested by another's actions. The player rolls a die corresponding to the relevant Capacity against a GM-set difficulty level, which spans from 2 (signaling a straightforward task) to 12 (indicating a task of extreme difficulty). The difficulty reflects the complexity and the stakes of the task. Success is marked by a roll that meets or exceeds this threshold, achieving the character's goal or advancing them towards it.

Example:

Player: "I want to leap to the next skyscraper, using the debris as a makeshift bridge".

Game Master: "That's a daring move. Given the distance and the precariousness of the debris, I'm setting the difficulty for this Navigate check at 8".

Player: Rolls their Navigate die and announces, "I rolled a 10".

Game Master: "Your feet find solid footing among the debris, and with a determined sprint, you make the leap. You land gracefully on the other side, turning to signal your companions that the path is clear. Your successful navigation not only brings you closer to your goal but also bolsters your party's morale".

Opposed Checks: These checks come into play when another party directly contests actions, be it an NPC or another player's character. Both parties roll the die associated with the pertinent capacity, and the higher result wins the contest. In a tie, a re-roll is prompted to ensure a decisive outcome.

Example:

Player: "I present our case for the alliance, highlighting how our cooperation could bring stability and prosperity to both our lands".

Game Master: "The head of the council, skilled in discerning underlying motives, will oppose your Influence check with their Glean capacity to judge the sincerity and implications of your proposal".

Player: Rolls their Influence die, and the Game Master rolls for the NPC's Glean check.

Player: "I've got an 8 on my roll".

Game Master: "And the head of the council got a 6 on their Glean check".

Game Master: "Despite their initial skepticism, your persuasive argument and genuine demeanor convince the council head of your true intentions. 'Your proposal holds promise for us all. Let's proceed with this alliance,' they agree, offering a hand in partnership. Your effective use of Influence has not only won you an ally but also demonstrated the power of genuine diplomacy in forging lasting bonds".

Dynamic Dice: Your character's capacities dynamically evolve to reflect their journey's highs and lows. Triumphs and notable deeds can enhance their capabilities, denoting personal growth, whereas obstacles and setbacks might temporarily hinder their abilities, echoing the realism of fluctuating fortunes. The die size assigned to each capacity fluctuates based on your character's experiences. These adjustments are reset after a rest, representing the character's rejuvenation and preparedness for forthcoming endeavors.

Evolve: Achieving the maximum roll results causes a capacity to temporarily “Evolve”. Increase your current die size of the associated Capacity (for example, d4 to d6), illustrating gaining momentum or ability in the associated Capacity.

Regress: Rolling a 1 on a Capacity check causes that Capacity to temporarily “Regress.” Decreasing the die size (for instance, d8 to d6) illustrates losing confidence or ability in the associated Capacity.

Example:

Player: "Carefully measuring the distance, I take a running start, aiming to leap across the gap between the skyscrapers.”

Game Master: "The wind howls around you as you sprint, the ground crumbling at the edge. Roll your Navigate Check.”

Player: "I got a 6! A maximum roll!"

Game Master: "With a heart-pounding leap, you soar across the chasm, landing gracefully on the other side. The precision and bravery of your action mark a significant moment in your journey. As a result of your maximum roll and the narrative impact of this daring maneuver, your Navigate capacity evolves from a d6 to a d8. Your character's confidence to traverse perilous environments has grown, and you feel more equipped to face such perils throughout the day.

If a player cannot meet or exceed the difficulty level of a task, do not call for a roll. Instead, simply state, “Based on your current capacity, this task is beyond you.” Similarly, if a task has a difficulty level of 1, do not ask for a roll; allow them to succeed. You can say, “No roll needed; you open the unlocked door with ease.”