ENIGMA SRD V1.3

Table of contents

Licensing

ENIGMA System Reference Document V1.3, by Andrew Pelham, is licensed under the Creative Commons Attribution 4.0 with no commercial use (https://creativecommons.org/licenses/by-nc/4.0/).

Introduction

Background

Enigma is a roleplaying game designed for high-stakes escapades. Inspired by old pulp adventure novels and Franco-Belgian comics with cliche villains, the system allows players to go on flashy quests and foil dastardly plots. Just like legendary heroes, players usually triumph and rarely ever die; Enigma embraces this, focusing on how the adventurers interact and the results that linger with them for the rest of their careers.

Enigma was designed to create the feel of high octane adventures where players can become death defying, luck toting, cartoon pulp heros. It is an engine to tell fantastic stories with your friends.

Setting

Enigma takes its players back to a familiar history in the early 20th century. Ultimately it is up to the Gamemaster (or Director) to decide what has changed. Are there new continents or countries? Perhaps advanced technologies are common. Regardless, there are usually villains acting upon some secret (or not-so-secret) agenda, and it is up to the players to meddle in as many ways as possible.

The Basics

In order to play Enigma, you simply need these rules, some 6 sided dice, pencils, and paper. Designate one person as the Director, and have them read the rules on running the game. You will be telling a story as a group, facilitated by the Director.

Making a Character

The Adventurer Spirit

Your character isn’t a villain, a ruthless killer, or a cruel mercenary. You’re an adventurer; the type of hero who would throw a punch in a bar brawl but wouldn’t murder someone in cold blood. You might smash a chair over a goon’s head or wallop someone’s gun out of their hand, but your spirit is good-hearted. You are bold, brave, imperfect, but fundamentally heroic. When you create your character, ask yourself: Would a child cheer for this person? Would they seem larger-than-life, colorful, and brave, even when they stumble?

You can be tough. You can be scrappy. But you should always feel like a “good guy”.

Archetypes

In Enigma there are 6 different archetypes that are used to represent the typical characters that appear. An archetype defines the outline of your character, but by no means limits it. They help to guide you when choosing Equipment, identifying Knacks, and finding your fit in the crew.

The six archetypes are as follows:

Although a balanced group of characters keeps things diverse, by no means should the archetypes limit your choices. A group of five entertainers can be just as fun as a mix of roles.

Furthermore, your character doesn’t have to be a human, and often the best companions aren’t! Whether you are a detective robot or a snowy white dog, you’ll fit right in.

Description

Once you have a general character idea, you can describe them with the following fields.

Profession

This is what your character does on a day-to-day basis. It could be a paid job like “Accountant” or a descriptor like “Drifter”

Biography

This is all the statistical information on your character. How old are you? Where were you born? Where do you live now? What is your full-given birth name? Either respond with stark form answers or write an elegant description.

Appearance

This is where you can truly describe your character’s look. What’s their resting expression? How do they stand? Do they look disheveled or refined? What stands out as unique? You can also use this section to add clothes and other non-trivial items, whatever makes sense for your character.

Drives

This is what keeps your character going. They may have an estate back home to take care of, a yearn for another breaking news story, or even just untreated wanderlust. This shouldn’t necessarily be a specific goal to complete, like “find my lost father” since the nature of an adventure might never lead you towards that. However, “The hunt for my lost father” could be a drive to keep your character adventuring. Each Archetype has a list of sample Drives you can use if you get stuck.

Relationships

Select one other player at the table, and form a connection between your character and theirs. You could have been war buddies, old rivals, or even something as simple as childhood friends.

Equipment

Every character needs tools to help them brave the unknown. This is where Equipment comes into play. Every character can carry the necessary items they need for survival on their person - clothes, food, and the like - but Equipment describes the items that are iconic for them. These are the things that your character is never seen without: a trusty whip, your grandfather’s revolver, a professor’s folding trowel.

Each piece of Equipment your character has should help tell their story. It can be anything, not just a tool: a moldy sandwich, a dirty washrag, and an ancient stick, etc. Select up to two pieces of Equipment that help shape your character. Think of evocative descriptions - the more specific the better.

Knacks

This is your chance to say what your character is great at. Sometimes an character’s Knack might be in line with their Equipment or profession, but it just as easily can be outside.

Knacks are meant to be specific. Avoid generics like “Listening” or “Shooting”. Instead, your character might have a Knack in “Throwing large nets”, “Climbing over walls”, or even “Listening to organ music”. Select up to three Knacks for your character, again, the more specific the better.

Next Steps

Once you’ve built out your character, generate your character’s Lucky Saves by rolling 1d6. Then, you’re done! Peril, Threads, and Insight will grow and change as you progress on your adventure!

The Archetypes

The Investigator

With a need to uncover the hidden, characters who embody the Investigator archetype are typically the driving force when busting open hidden plots.

Investigators often have occupations like detectives, reporters, or even agents. They are keen-eyed, with a knack for puzzle-solving.

For inspiration, look towards figures like Captain Francis Blake, Master Keaton, Hercule Poirot, Tintin, or Lupin III.

Sample Investigator Drives

Drive Description
Expose the Truth You are compelled to uncover secrets and lies, even at personal risk.
Seek Justice You feel a duty to bring wrongdoers to light and ensure they face consequences.
Connect the Dots Obsessive curiosity drives you to link disparate clues into a cohesive picture.
Challenge Authority You distrust power and seek to hold the powerful accountable.
Uncover the Past You are fascinated by forgotten histories and the truth buried within them.
Understand People You seek to unravel the motives and stories behind everyone you meet.

Sample Investigator Equipment

Magnifying glass Trench coat Lockpicking set Shortwave radio Auto Pistol Hip Flask
Notepad and pencil Fake mustache set Fingerprint powder Signal mirror Brass knuckles Cigarette case
Pocket flashlight Wide-brimmed hat Portable typewriter Whistle Small derringer Handcuffs
Miniature camera Dark sunglasses Telescoping baton Morse code tapper Wrist watch Spyglass
Map case with maps Change of clothes Stethoscope Homing pigeon kit Tranquilizer darts Bag of marbles
Pocket knife Police badge Codebook Disposable phone Throwing knife False papers

The Brawler

Always ready for a fight, the Brawler archetype is cruisin’ for a bruisin’. Characters who embody the Brawler archetype often are ready for action at a moment’s notice.

Brawlers can come from a wide variety of backgrounds, from soldiers to thugs. Proficient in many forms of weaponry, Brawlers typically make up for social skills with thick skin.

For inspiration, look towards figures like Bruce Lee, Rocky Balboa, Captain Haddock, Rick O’Connell, or Ryo Saeba.

Sample Brawler Drives

Drive Description
Protect the Vulnerable You will not stand by while others are threatened or harmed.
Prove Your Strength You seek to test your mettle and show you’re the toughest in the room.
Settle Old Scores Personal vendettas or unresolved conflicts push you to confront challenges head-on.
Break the Rules You thrive in chaos and feel alive when disrupting order.
Face the Challenge You seek out dangerous opponents or impossible odds to push your limits.
Defend Your Honor You won’t tolerate insults to your reputation or those you care about.

Sample Brawler Equipment

Heavy leather gloves Brass knuckles Leather jacket Broken bottle Motorcycle Deck of cards
Flask of whiskey Billy club Sturdy boots Chair leg Rusty pickup truck Frying Pan
Switchblade Revolver Flak vest Length of chain Handgrenade Sandwich
Dice set Throwing axe Flat Cap Bar stool Glass shard Roll of duct tape
Brass knuckles Trench knife Arm guards Lead pipe Cloth wrap Rope
Cigar case Shotgun Knee pads Fire extinguisher Two-by-four Set of keys

The Researcher

This archetype would much rather have their head in a good book as opposed to a high-octane adventure. Sometimes ignorant of their surroundings, Researchers have a hunger for knowledge and can provide critical for unearthing valuable information.

As the name implies, Researchers typically come from a STEM background. Scientists, teachers, historians, and even musicians can classify as Researchers, given a certain devotion to their work.

For inspiration, look towards figures like Dr. Ellie Satler, Professor Phillip Mortimer, Richard Feynman, Professor Calculus, or Gendo Ikari.

Sample Researcher Drives

Drive Description
Understand the Unknown You are driven to comprehend what others cannot, no matter how obscure.
Preserve Knowledge You see it as your duty to safeguard important information or artifacts.
Solve the Problem A puzzle, mystery, or question becomes your obsession until you crack it.
Expand the Field You aim to make discoveries that will change the world or earn recognition.
Debunk the Myths You seek to separate fact from fiction, proving or disproving the incredible.
Recover Lost Secrets You are obsessed with retrieving knowledge that has been forgotten or hidden.

Sample Researcher Equipment

Microscope Encyclopedia set Magnifying glass Telegraph key Reading glasses Vacuum Tube
Test tubes and chemicals Field journal Slide rule Notebook and pen Pocket protector Chalk and blackboard
Pocket watch Rolodex of contacts Portable generator Portable radio Lab coat Compass
Small telescope Scientific journal Soldering iron Signal flags Tweezers Set of vials
Sample jars Dictionary Tool kit Semaphore kit Clipboard Magnifying glass
Portable scale Map collection Geiger counter Morse code book Specimen jars Weather balloon

The Entertainer

Not to be confused with the Scott Joplin classic, Entertainers are charismatic assets to any group. They convey many layers of thought in their speech, motion, and even stance.

Entertainer characters might be singers, dancers, or other performers, but they may also come from backgrounds like salesmen.

For inspiration, look towards figures like Charlie Chaplin, Bianca Castafiore, Faye Valentine, Violet Evergarden, or Elvis Presley.

Sample Entertainer Drives

Drive Description
Captivate the Crowd You live for the attention and adoration of others, seeking to win them over.
Defuse Tension You take it upon yourself to ease tempers and smooth over conflicts with charm.
Inspire Others You strive to spark hope, joy, or passion in those who have lost their way.
Seek the Spotlight You hunger for fame, recognition, or the thrill of performing.
Change Minds You believe in the power of art and words to persuade and transform others.
Celebrate Life You want to bring joy to dark places and make the most of every moment.

Sample Entertainer Equipment

Violin Stage makeup kit Autograph Portable megaphone Tonic Water Set of balls
Harmonica Feather boa Cane Business cards Deck of cards Confetti
Trumpet Top hat Jewelry collection Notebook and pen Box of tricks Spotlight
Tambourine Tuxedo Mirror Phone book Champagne Curtain
Accordion Clown outfit Perfume bottle Rolodeck Tickets Stilt set
Ukulele Magic wand Cigarette holder Announcement flyers Playing dice Bouquet

The Explorer

The Explorer archetype has wanderlust at their core. Burdened with adventuring gear, they have a keen sense of direction and usually have no difficulty with a map and compass.

Explorer archetype characters are often the easiest to dream up. Dilettantes, nomads, and even industrialists can act as Explorer characters.

For inspiration, look towards figures like Indiana Jones, Lara Croft, Roald Amundsen, Captain Nemo, or Nathan Drake.

Sample Explorer Drives

Drive Description
Push the Boundaries You crave the thrill of discovery and the challenge of venturing where others fear.
Map the Unknown You feel compelled to chart new territories, leaving no detail undocumented.
Seek the Sublime You are drawn to the beauty and wonder of the world, seeking awe-inspiring experiences.
Escape the Past You run from a former life, finding solace in new horizons.
Test Your Limits You seek to survive in the harshest conditions and prove your endurance.
Discover Hidden Places You are fascinated by secret locations and forgotten worlds.

Sample Explorer Equipment

Compass Flint and steel Pith helmet Machete Revolver Bug repellent
Map and map case Canteen Hiking boots Climbing gear Lever Action Rifle Specimen jars
Sextant First aid kit Utility belt Lantern Bow and arrows Local currency
Altimeter Hunting knife Leather backpack Portable stove Throwing knives Tribal mask
Chronometer Rope Water purification tablets Field journal Whip Pocketwatch
Signal mirror Binoculars Sunblock Shovel Kukri Compass

The Operator

Filling the gaps left by the previous five archetypes, the Operator specializes in something significant. Despite being an expert in what they do, Operator characters bring more than just expertise to the table.

Characters that embody the Operator archetype could be pilots, sea captains, authors, stock brokers, or even gurus. The one thing uniting them is that they know their craft better than anyone else.

For inspiration, look towards figures like Tony Stark, Spike Spiegel, Piotr Skut, Morpheus, or Jock Lindsey

Sample Operator Drives

Drive Description
Master Your Craft You aim to achieve unparalleled skill with tools, technology, or vehicles.
Be the Best Support You take pride in keeping the team moving and solving problems behind the scenes.
Prove Your Worth You want to show that your expertise is essential, even if it’s not always glamorous.
Outwit the System You enjoy bending technology or rules to your will in clever ways.
Stay in Control You feel at peace when you can command machines, vehicles, or processes.
Innovate Boldly You are driven to invent, hack, or improve technology beyond its intended limits.

Sample Operator Equipment

Wrench set Shortwave radio Aviator goggles Compass Trench gun Thermos
Screwdriver set Signal flares Leather flight jacket Map and map case Pocket knife Cigarette case and lighter
Oil can Whistle Pilot’s cap Sextant Bowie knife Parachute
Spare parts kit Flashlight Steel toe boots Altimeter Flare gun Flight manual
Tool belt Notebook and pen Bandana Chronometer Crowbar Aviator sunglasses
Socket set Signal flags Wristwatch Signal mirror Throwing knife Box of rations

Gameplay

Gambles

Whenever an character wants to do something that might fail, they make a Gamble. To do this, the player first states what they hope will happen on a Success. The Director then sets the stakes by explaining what will happen on a Blunder, or by inviting the group to contribute ideas. The player then rolls 1d6.

Success

If the result is a 5 or 6, the action succeeds. The player narrates their character’s success with flair.

Blunder

If the result is a 1–4, the action fails. The character gains 1 Peril, and the Director describes the failure based on the previously established stakes.

Pulp heroes don’t fail forever. Whenever a Gamble results in a blunder, the player adds 1 Blammo! Die to their sheet.

Modifiers

Often, you won’t roll just one die when making a Gamble. Depending on your circumstances, you may add more dice to your pool—or lose some.

Bonus Dice

Add one die for each relevant Knack, piece of Equipment, Insight, Thread, Blammo! Dice, or external advantage that applies to the action.

Penalties

Some EEquipment or external factors may impose penalties. For each penalty, remove one die from your pool. A Gamble can never be reduced below 1 die, no matter how many penalties apply.

Gamble Example

Nara Quinn, the daring archaeologist, is attempting to leap across a collapsing stone bridge.

Player: I want Nara to run across the bridge, leaping over the gap to the other side.

Director: Okay, this calls for a Gamble. Let’s set the stakes: on a Blunder I think Nara leaps but just barely misses the ledge, falling a few feet before narrowly grabbing another rock that juts out.

Player: Perfect.

Nara has a Knack for understanding ancient stonework. She also carries her Dad’s trusty grappling hook as one of her pieces of Equipment. The Director imposes one penalty for Nara’s known fear of heights. This results in 2 dice total.

The player rolls: 3 and 6. Success!

Player: Nara dashes forward, and just before the stone crumbles away, she leaps and rolls to safety on the other side - grinning at the chasm below.

Group Gambles

In some cases, all of the players are working to accomplish (or survive) something. In this case, they can make a Group Gamble. The players collectively decide the Success and Blunder outcomes, and then each make a Gamble as they normally would, applying any relevant Bonus Dice. If the majority of the Gambles result in a Success, the characters succeed. Otherwise, the Group Gamble results in a Blunder, and Peril increases for all players.

Blammo! Dice

Every dog has their day, and every character gets a chance to do something daring. Whenever a character fails a Gamble, their player gains a Blammo! Die. There is no limit to how many Blammo! Dice a character may accrue, and they can be spent on any Gamble.

To spend a Blammo! Dice, the player must declare a unique onomatopoeia—one that hasn’t been used yet by any other player. They then describe where that sound effect appears if the Gamble succeeds. For example, a player throwing a vase at a goon might say, “PLUNK!” and narrate the moment the vase crashes into the goon’s head.

Unlike Lucky Save, Blammo! Dice must be spent before the roll. If a Gamble is already resolved, it’s too late to use them. Once the Gamble is rolled, the dice are cast.

Lucky Saves

At the start of each new leg of an adventure, each character generates 1d6 Lucky Saves. These represent the sheer dumb luck pulp adventure characters have, which can get them out of a bind. For each Lucky Save a player spends after making a Gamble, they may increase the value on a die by one. For example, if a player rolled a 3, they could spend two Lucky Saves to increase it to a 5. These must be rationed though, as characters won’t get more points until the next Leg.

Just The Thing!

This is an optional rule which can be used at the Director’s discretion. Another way players can spend Lucky Saves is to spend one to produce a piece of equipment or an item that would be useful for them in that moment. Entered a dark cavern and nobody thought to bring a flashlight? Spend a Lucky Save to make that problem go away.

Flashpoints

This is an optional rule which can be used at the Director’s discretion. Another way players can spend Lucky Saves is to pool them towards a Flashpoint. During a Tumult the players may elect to initiate a Flashpoint by collectively spending Lucky Saves equal to the number of players, split by their choosing. This happens before the players begin a new round of turns. In doing so, the Director must now introduce a third variable to the situation. Usually a Flashpoint is beneficial to the players, by nature of increasing entropy, but that doesn’t always mean it’s a friendly ally. Below are some samples of Flashpoints that might appear:

  • A friendly NPC appears
  • A not-so-friendly NPC appears
  • A 3rd party or other faction appears
  • A natural disaster strikes
  • The authorities show up, for better or for worse
  • Explosions, lots of explosions

Threads

As the characters encounter the weird, strange, and sinister, they can add a Thread. These represent a curiosity that a character keeps in the back of their mind while adventuring. At the Director’s discretion, players can add an idea, group, or person to their sheet after learning more about it.

Often, this occurs at the end of a Leg. The characters bust the secret hideout of a dastardly cult and thus gain a Thread about the cult at large. Another example could be unearthing an idol of a lost civilization and thereby gaining a Thread for said civilization.

Threads can then be leveraged as Modifiers when making a Gamble. If a roll involves something a character has a Thread about, it grants them a bonus die. For example, if a character has a Thread about a cult, they could apply a bonus die to breaking into the cult’s secret door, escaping a monster the cult has summoned, or even punching a cultist in the face.

Each character can only have one Thread at a time. If a character is offered another, the player must decide which one to keep.

Peril

No character is invincible—slowly, the strain of boldly going into the unknown will catch up to them. This is represented as Peril and the resulting Knockouts.

Whenever a character experiences a negative consequence, they often accumulate Peril. A character’s Peril ranges from 0–6 at any given time and is often gained from a Blunder.

Peril can be managed any time the characters take a substantial rest. This may mean a full eight hours of sleep, or just a well-deserved stop for tea in a calming location. When this happens, all players are allowed to make a Resting roll.

Resting

When Resting, each player rolls 1d6. If the result is less than or equal to their current Peril, it decreases by one. For example, if a player has 4 Peril and rolls a 2, their Peril decreases to 3.

Players should narrate how their character recovers (or doesn’t) while Resting. Do they meditate? Shoot cans with their revolver? Give a rousing rant about how dire the situation is?

Knockouts

When a character reaches 6 Peril, they gain a Knockout. This represents a character finally buckling under the tension and going down. It doesn’t always mean being literally knocked out—it might happen during a brawl, but it could also symbolize a character becoming too fatigued or overwhelmed to continue.

Once a character gains a Knockout, their Peril resets to 0, and they are incapacitated for the rest of the current Encounter. The remaining players will need to decide what to do with them until they recover in the next Encounter. Knockouts are permanent. If a character gains four Knockouts, they become too weary to go on and must enter Retirement.

Retirement

Not even pulp heroes are invincible, and eventually they meet their end. If a character reaches 4 Knockouts, fear not—they are not removed from the game immediately.

Retired characters continue to play until the end of the current adventure’s Leg. Until then, their Peril no longer increases, but they cannot gain Bonus Dice from modifiers on any roll.

Insights

The silver lining to gaining Knockouts is that a character also gains an Insight.

An Insight is an experiential bonus earned through hardship. It reflects the nature of the Knockout. For example, if a character hits 6 Peril by nearly drowning in a rushing river, the Director asks the player to describe the Insight they gained. The player might suggest something like: “Staying afloat even while weighed down with gear.”

Insights can be used whenever a player—or another player—faces a similar situation, granting a bonus die. You learned the hard way, and now others can benefit from your pain.

Running The Show

Legs

A Leg is a segment of a larger adventure. Most adventures have 3–5 Legs, though the number can vary depending on the type of story your Director creates. Each Leg is usually self-contained with its own arc, while still tying into the overarching plot.

Each Leg functions like a mini-adventure that builds into the larger story. Here’s an example:

  • Leg 1 – The Strange Auction: A mysterious idol goes missing during a high-society auction, and the characters must track down its whereabouts. This Leg includes a chase and a puzzle, ultimately leading to the thief’s capture. He reveals he isn’t the mastermind and has already passed the idol on to his boss—setting up the next Leg.

  • Leg 2 – The Journey to Cairo: After discovering the idol was sold to a wealthy philanthropist named Baron Chomsky, the characters catch a direct flight to Cairo. Midway through, the plane is hijacked by members of a strange cult. The plane crashes, leaving the characters stranded in the desert. They locate a remote outpost and manage to reclaim it from cultists before resupplying.

  • Leg 3 – An Unholy Weapon: Arriving in Cairo, the characters find a tense conflict brewing between Baron Chomsky and the cult. Both are searching for the idol, which is rumored to unlock an ancient weapon. Following leads from locals, the characters journey to an abandoned temple. There, as the Baron attempts to activate the weapon, both groups are ambushed by the cult!

As you can see, each Leg acts like an episode in a serialized story—complete with its own goals and conflicts, but contributing to a larger arc. Each features a key antagonist, with threats escalating from a simple thief to the Baron and beyond.

Encounters

Each Leg is broken into a series of story events called Encounters. In each Encounter, there is a setting, a cast, obstacles, and often a major objective. You can think of each Encounter as a story beat: some bring triumphant moments for the characters, while others plunge them into danger or despair.

An Encounter typically involves several Gambles to determine the outcomes of the players’ actions. For example, one Encounter from the previous example might involve a chase through crowded city streets—complete with a clear goal, defined setting, involved cast, and a gauntlet of challenges to overcome.

Every Encounter begins with The Wide Shot, which sets the stage and paints a vivid picture of the situation. After this, the Director asks the players what they’d like to do first.

Whether an Encounter ends in victory or failure, the story must keep moving. It’s up to the Director to introduce new Threads or paths forward—so even if the burglar escapes, there’s still a compelling story to tell.

Tumults

Sometimes, all hell breaks loose and the characters find themselves in a high-stakes scenario. This is known as a Tumult. In a Tumult, time slows down, and players take turns to establish some sense of order.

During a Tumult, the players always act first and can choose any turn order—even changing it from round to round. On their turn, a player may do one distinct thing. If the action involves risk or skill, the Director will call for a Gamble. Once all players have acted, the Director describes what the enemies and environment do in response.

A Tumult typically ends when one side is knocked out, flees, or surrenders. It’s ultimately up to the Director to decide when a Tumult is over.

The Director

In order to facilitate the massive adventures the players will take on, someone must take on the role of the Director. They help to weave the players’ story together, creating a good time for all.

As the Director you will present the Encounters and adjudicate the Gambles made by the players. Here are some things to keep in mind while running a game:

  • Don’t feel the need to add lots of sub-plots and things happening in the background. It’s certainly a good thing to have a twist or a secret to deploy, but the players will likely be driving the main focus of the adventure

  • You are not the villain. You might be playing a villainous character sometimes, but you are still a friend at the table. You should be rooting for the characters, helping them find whatever bonuses they can get.

  • When in doubt, err on the rule of cool. If you don’t know whether or not the players’ zany plan will actually work, let them try! This doesn’t mean you have to grant their every wish, but it never hurts to allow one more dice roll.

The Wide Shot

This is a crucial tool for the Director to balance the shared narration. At the start of an Encounter, you will initially describe the space around the characters. Then, allow each player to describe something else in their field of view their character can see. Getting into a taxi? What does each character see that makes them feel uneasy?

Ask leading questions that force them to describe more than just a building or a person. It’s very bright here, what might be contributing to the light? The basement is dark and smells strange, what is making the smell worse?

In addition to making the Encounter more evocative, you are receiving a goldmine of character-oriented worldbuilding that you can then pick up and sling right back at them later!

Damage and Peril

In Enigma, there is no physical damage or wounds for the players to worry about; in nearly any pulp adventure, pain isn’t what stops the plot from moving forward.

This doesn’t mean that characters don’t get injured, but rather, any injuries manifest as an increase of overall Peril. If a character twists their ankle, their Peril increases, but they still narratively stop and bandage the wound or find a stick to walk with.

As the Director, it is your job to dole out Peril when necessary. Here is a list of some common places this might happen:

  • When a player rolls a Blunder on a Gamble
  • When an enemy rolls a Success on a Gamble
  • When the environment is particularly unforgiving, weather, etc.
  • When they encounter the weird, strange, odd, or eldritch
  • When you feel like it

Adventuring Strain

While adventuring, characters will accumulate lots of Peril. Peril is always recovered at a time and rate appropriate to the story. If the players want to keep forging ahead through the night, don’t let them reap the benefits of Resting.

That being said, if every character gets knocked out because of mismanaged Peril, don’t let that halt the story progression. One simple solution is to have all the characters awake, just to find themselves captured by the enemy!

Dangers

As the Director, you must present the players with obstacles, enemies, and the other sort. Whether that be henchmen or a boulder rolling down the corridor, these barriers make the game exciting.

NPC’s and other figures you control typically don’t manage Peril or dice rolls in the exact same way as players; that would simply put too much strain on the Director.

As successes are made against enemies, you can reference the threshold of successes if you are unsure of when the enemy should be bested. In most cases, the narration will dictate when enemies fall, but for major villains it can be useful to count the number of successful “hits”.

Each enemy also has a static dice pool they use when rolling against a character to attack or cause harm. The table below has sample pool sizes.

Enemy Type Success Threshold Dice Pool
Minion 1 1
Lieutenant 2 3
Villain 4 5

As the Director you also can take whatever creative liberties you see fit in any given scenario. This can mean manipulating enemy thresholds or dice pools to smooth over the action, or removing the need for dice rolling entirely.

Uncovering Treasure

As the party moves along with their journey, they should earn rewards in a variety of ways. While not always “Holy Grails”, the rewards should equal the risk involved. Here are some forms treasure might take:

  • Physical Treasure. It never hurts to have a box of jewels or an expensive painting inside of a secret lair, but as a Director you will need to be careful; often treasure can be used as a MacGuffin to the plot, so an overabundance of it can confuse or dilute the main objective.

  • Allies and Connections. Having a pal in this line of business is always useful. Once the party can sufficiently help out an NPC, you can have them return in countless scenarios. These connections can also unlock new modes of travel, money-making schemes, or even inside information

  • Shortcuts. All of the above rewards can be boiled down into shortcuts. If the players think critically and roleplay well, they should be rewarded with skipping over obstacles and getting themselves into a better position than before.

Rules Cheat Sheet

Gamble

  • Success on a 5 or 6. Otherwise, the character’s action fails and their player gains one Blammo! Die.

Bonus Dice

Penalties

  • Remove one die for each piece of Equipment or external factor that hinders the character. The dice pool cannot be reduced below 1.

Lucky Saves

  • For each Lucky Save a character spends after rolling, the player may increase the value of one die by 1.

Blammo! Dice

  • Gained when a Gamble results in failure.
  • Can be spent as Bonus Dice. For each one spent, the player must include a unique sound effect in the imagined outcome.
  • There is no maximum number of Blammo! Dice a character can accrue.

Threads

  • Gained when prompted by the Director.
  • Grants Bonus Dice to any roll directly involving that Thread.
  • A character may only have one Thread at a time.

Peril

  • Ranges from 0–6.
  • Accumulated from failed Gambles, narrative consequences, or at the Director’s discretion.

Resting

  • Roll 1d6. If the result is less than or equal to the character’s current Peril, reduce Peril by 1.

Knockouts

Insights

  • Gained when a character experiences a Knockout.
  • Represents what the character has learned from the ordeal (e.g., “slipping on ice”).
  • Grants a Bonus Dice to any player when a character faces a similar situation.