Hello.
And Be welcome to the Blog.
We have seen Type.
Now we're going to see the second definition.
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The second definition is Concept, between: Common, Hero, and Player.
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There's an alternative list for Concept, adding five items.
So, they are: Healer, Investigator, Magicfolk, Person of Power, and Tank.
You can define the Concept during the character creation.
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First list
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# Common -- Kyat(le), +1 to Technology (Vocation)
# Hero -- Hýu (this is a fýr), +5 to Reaction, and +1 to Watch (Vocation)
# Player -- Iyyer, +1 to Assets (Vocation, for Control or Lore)
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Second list
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# Healer -- Ommeltyr, +1 to Heal (Medicine -- Cure Other)
# Investigator -- Imoah (Magic Nation's), or Oerkletrimmeh, +1 to Watch (Vocation)
# Magicfolk -- Imahfoug, or Taiklover, +2 to Aptitude (Trigger) or similar, as Faith, for example
# Person of Power -- Hut, +2 to Trigger (usually Potency)
# Tank -- Quark, +1 to Heal (Magic, or Power -- including Cure Other)
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There's even a third way to define Concept.
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Third list
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# Social -- Shetle, -1 Action to Reaction bonus
# Mixed (Social and Combatant) -- Rindle, +1 Action to Reaction bonus
# Combatant -- Buttýr, +3 Actions to Reaction bonus
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Don't forget you have to make a choice of when you take action during the Turn, during combat.
There are six Phases, and only a Vampire take action in all Phases. Most of the time, a character have had training to act in a sequence of Turn because Action is really very fast in Enigma, a Phase is half a second, a Turn is 3 seconds.
If you're a Social, you don't have to make this choice, you roll a d6 to know when you're going to take action during the Scene.
A Combatant gains an extra Scene Notion test to make anytime during a Turn.
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I hope you're enjoying the reading.
Stay Plugged.