Version 0.2.2
All Content CC-BY-SA
Last Updated: Jan 5th, 2026[[FATE Core SRD|https://fate-srd.com/fate-core]]
[[Support Us|https://ko-fi.com/noxaegis]]
[[Join for Playtesting!|https://discord.gg/dzVsDrXAF7]]
[[Credits & About|About]]<span style="color:#F5DEB3; background-color: #000000; display: block; border: #483D8B ridge 0.2em; border-radius: 1em; padding: 1em">
<<if $inventory.length == 0>>You are not carrying anything.<<else>>You are carrying:
<<inv>> <<endif>>
</span><span style="color:#008080; background-color: #000000; display: block; border: #B0C4DE ridge 0.2em; border-radius: 1em; padding: 1em"><strong>Physical Stress:</strong><em> <span id="health"><<= ["Dead", "Fading Quickly", "Broken Bones", "Bumps and Bruises", "Slight Discomfort", "Healthy", "Very Healthy", "Extremely Healthy", "Supremely Healthy"][$char.health]>></span> </em>
----
<strong>Mental Stress:</strong><em> <span id="sanity"><<= ["Dead", "Totally Insane", "Hallucinations", "Nightmares", "Headaches", "Healthy", "Very Healthy", "Extremely Healthy", "Supremely Healthy"][$char.sanity]>></span> </em>
----
<strong>You have {</strong><em> <span id="fate"><<= $char.fate>> </span></em> <strong>} Fate Points</strong>
</span><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Welcome</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
<tr>
<td colspan="2"><span style="background-color: #000000; float: left; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em; font: 18px Cambria; color: #84b4c4">
ACCESS DENIED
</span>
</td>
<td>
<span style="width: 350px; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em"><<include "GOTO List">></span>
</td>
</tr>
<tr>
<td colspan="3">
<span style="width: 100%; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<<include "GOTO ???">>
</span></td></tr></table><<set $char to {name: "Character", fate: 3, sklpts: 0, as1: "None", as2: "None", athletics: 0, burglary: 0, contacts: 0, crafts: 0, deceive: 0, drive: 0, empathy: 0, fight: 0, investigate: 0, lore: 0, notice: 0, physique: 0, provoke: 0, rapport: 0, resources: 0, science: 0, shoot: 0, stealth: 0, will: 0, stunt1: "None", stunt2: "None", stunt3: "None", health: 8, sanity: 8}>>
<<script>>
macros.initInv = {
handler: function(place, macroName, params, parser) {
state.active.variables.inventory = [];
}
};
macros.addToInv = {
handler: function(place, macroName, params, parser) {
if (params.length == 0) {
throwError(place, "<<" + macroName + ">>: no parameters given");
return;
}
if (state.active.variables.inventory.indexOf(params[0]) == -1) {
state.active.variables.inventory.push(params[0]);
}
}
};
macros.removeFromInv = {
handler: function(place, macroName, params, parser) {
if (params.length == 0) {
throwError(place, "<<" + macroName + ">>: no parameters given");
return;
}
var index = state.active.variables.inventory.indexOf(params[0]);
if (index != -1) {
state.active.variables.inventory.splice(index, 1);
}
}
};
macros.inv = {
handler: function(place, macroName, params, parser) {
if (state.active.variables.inventory.length == 0) {
new Wikifier(place, 'nothing');
} else {
new Wikifier(place, state.active.variables.inventory.join(','));
}
}
};
macros.invWithLinks = {
handler: function(place, macroName, params, parser) {
if (state.active.variables.inventory.length == 0) {
new Wikifier(place, 'nothing');
} else {
new Wikifier(place, '[[' + state.active.variables.inventory.join(']]<br>[[') + ']]');
}
}
};
macros.emptyInv = {
handler: function(place, macroName, params, parser) {
state.active.variables.inventory = []
}
};
<</script>>
<<set $fate to 0>>
<<initInv>>
-------------------------------------------------------
<<cacheaudio "test_welcome" "audio/TestWelcome.mp3">><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Welcome</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
<tr>
<td colspan="2"><span style="background-color: #000000; float: left; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em; font: 18px Cambria; color: #84b4c4">
This work is based on Fate Core System and Fate Accelerated Edition ( found at http://www.faterpg.com/ ), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license ( http://creativecommons.org/licenses/by/3.0/ ).
Please Note:
This is all currently in a stage of development and may undergo (sometimes frequent) changes or appear to be bare-bones in structure at first.
[[Changelog]]
</span>
</td>
<td>
<span style="width: 350px; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em"><<include "GOTO List">></span>
</td>
</tr>
<tr>
<td colspan="3">
</td>
</tr>
</table><<widget "roll">>
<<set $dice to 0>>
<<set $dice to $dice += $fate>>
<<if $fate > 0>>Fate granted a bonus!<<endif>>
<<set $roll = random(-1,1)>>
<<set $d1 to $roll>>
Die 1 was a <<= $d1>>
<<set $dice to $dice += $d1>>
<<set $roll = random(-1,1)>>
<<set $d2 to $roll>>
Die 2 was a <<= $d2>>
<<set $dice to $dice += $d2>>
<<set $roll = random(-1,1)>>
<<set $d3 to $roll>>
Die 3 was a <<= $d3>>
<<set $dice to $dice += $d3>>
<<set $roll = random(-1,1)>>
<<set $d4 to $roll>>
Die 4 was a <<= $d4>>
<<set $dice to $dice += $d4>>
Total from dice was <<= $dice>>
<<if $args[0]>><<set $rltot to $dice += $args[0]>>Plus a skill bonus of <<= $args[0]>> makes a total of <<= $rltot>> for the roll.<<endif>>
<</widget>><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Vampires</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
<tr>
<td colspan="2"><span style="background-color: #000000; float: left; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em; font: 18px Cambria; color: #84b4c4">
All entries here are from the viewpoint of the Agency, and use their terminology.
Most vampires only know what they've seen on TV or read in books and are unaware of how any of their abilities actually work. Most don't care or have a need to know. Even most Progenitors don't know the exact mechanism of how the process of creation works.
The Agency has been made recently aware due to certain events that there are actually three seperate branches of vampirism. All currently known vampires are from the Terrestrial branch and are the classic vampire that most people are familiar with. Unless otherwise specified, any references to vampirism in general are assumed to be from this type.
It has been known to the Agency for some time that there is a branch of vampirism that sank with Atlantis, and is theoretically still there, using the deep ocean to avoid the sun. It is thought, but currently not confirmed, that they may have developed a symbiotic relationship with cephalopods.
The third, only recently discovered, has been dubbed the Celestial branch by the Agency. Previously believed to be extinct even by the few vampires that knew of their existance, only a few of them remain and not much os yet known about them by the Agency. These vampires turn to a red amber-like substance when exposed to sunlight instead of catching flame.
</span>
</td>
<td>
<span style="width: 350px; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em"><<include "GOTO List">></span>
</td>
</tr>
<tr>
<td colspan="3">
<span style="width: 100%; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<<include "GOTO Vampires">>
</span></td></tr></table><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Vampires</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
<tr>
<td colspan="2"><span style="background-color: #000000; float: left; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em; font: 18px Cambria; color: #84b4c4">
Vampires get access to three skills that humans do not.
Restraint: Acts like Physique/Will but for Hunger.
Servants: Specialized contacts which may include animals. This can be increased if the appropriate power is possessed by the character.
Shapeshifting: The ability to transform into an animal or even another person. This can be increased if the appropriate power is possessed by the character.
</span>
</td>
<td>
<span style="width: 350px; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em"><<include "GOTO List">></span>
</td>
</tr>
<tr>
<td colspan="3">
<span style="width: 100%; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<<include "GOTO Vampires">>
</span></td></tr></table><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Vampires</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
<tr>
<td colspan="2"><span style="background-color: #000000; float: left; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em; font: 18px Cambria; color: #84b4c4">
Because they are no longer connected (or never were) to their spiritual core, Vampires are Naturally Grounded.
Vampires begin with a base of three powers but they can acquire more by taking additional weaknesses (at creation only) or by spending Refresh at any time which a Stunt could be purchased.
Example Powers:
Create Servants: Allows for the creation of afflicted animal or human servants.
Flight: Uses Athletics to fly with or without changing shape.
Heightened Senses: +2 Notice
Master of Beasts: Can use Rapport or Provoke to command animals.
Mind Control: Uses Provoke vs target's Will to implant a command.
Mysterious Stranger: Uses Deceive vs target's Will to make them forget your presence or appearance.
Predatory Grace: +1 Athletics & Stealth. Can be taken multiple times.
Predatory Strength: +1 Fight & Physique. Can be taken multiple times.
Progenitor: Can create other vampires.
Seductive: +1 Empathy & Rapport. Can be taken multiple times.
Shapeshifter: Required for increasing the associated skill.
Social Predator: +1 Deceive & Provoke. Can be taken multiple times.
Telepathy: Uses Empathy to read thoughts and Will to send them.
Vampiric Charm: Uses Rapport vs the target's Will.
Wall Crawler: Can use Athletics to crawl or walk on surfaces such as walls and even ceilings.
All vampires are extremely hard to put down. At any time during a conflict, they can ignore the incoming damage from one blow at the cost of Hunger.
Empathic Resonance (still adding this from notes)
</span>
</td>
<td>
<span style="width: 350px; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em"><<include "GOTO List">></span>
</td>
</tr>
<tr>
<td colspan="3">
<span style="width: 100%; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<<include "GOTO Vampires">>
</span></td></tr></table><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Vampires</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
<tr>
<td colspan="2"><span style="background-color: #000000; float: left; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em; font: 18px Cambria; color: #84b4c4">
All vampires begin with the same two weaknesses: "I Hunger" & "Sunlight is my Doom".
They gain a new Stress tracker, labeled Hunger. If they are "taken out" in this manner, they temporarily lose control of their character and go into a bloodlust. Hunger does not automatically restore at the end of a conflict and can only be removed by feeding. Restraint applies to this track, adding more boxes and a consequence slot as well as providing a means of defense from eating your friends.
The amount of damage taken from sunlight is relative to the age of the vampire in question. Older vampires become steadily more attuned to the darkness, causing the light to be more damaging even as they grow in power. Fledgling vampires find sunlight painful, but certainly not lethal. After their first year though, they find it increasingly more damaging and harder to resist. Any "Ancient" vampires remaining in the world likely only live deep underground and far from the light. Restraint is rolled as a defense against this damage, the [#] is both the difficulty of the roll and the amount of potential damage caused.
Fledgling: < 1 Year [ 0 ]
Young: 1-25 Years [ 2 ]
Experienced: 25-250 Years [ 4 ]
Elder: 250-1000 Years [ 6 ]
Ancient: 1000+ Years [ 8 ]
The [#] can also be used as a guideline for how many additional weaknesses a given age group should begin with. Feel free to make up more weaknesses as long as they fit your game's theme. This list is by no means exhaustive but here is a list of examples we came up with (all of which are drawn from different vampire or vampire-like myths from around the world):
Animal Traits (sleeps upside down; pointed ears; long fingernails)
Aura of Decay (nearby plants and insects die; food starts to spoil)
Burned & Repelled by Religious Tokens
Cannot Cross Running Water
Compulsive Counter
Invitation Required to Enter a Domain
No Reflection / No Shadow
Repelled by Garlic (or some other plant)
Rest Only If... (inside of a coffin; surrounded by grave soil; in filthy conditions; submerged in vinegar)
Silver (or other metal) Weakness
Hair & fingernails grow super long during sleep and must be cut daily.
</span>
</td>
<td>
<span style="width: 350px; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em"><<include "GOTO List">></span>
</td>
</tr>
<tr>
<td colspan="3">
<span style="width: 100%; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<<include "GOTO Vampires">>
</span></td></tr></table><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">Agency Files: Hall, Kyle</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
<tr>
<td colspan="2"><span style="background-color: #000000; float: left; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em; font: 18px Cambria; color: #84b4c4">
Dr. Kyle Hall
Refresh: 3
1. Senior Enigma Researcher
2. Family Legacy
3. Supernatural Virologist
4. Cryptid Ecology Specialist
S1: Dr Hall can use his Lore in place of Will when defending against Enigmas.
S2: Due to his family's extensive involvement in the Agency, Dr Hall is almost universally known and respected. As such, he has a +2 in any challenge against other Agents.
[Superb +5]: Lore
[Great +4]: Education
[Good +3]: Notice
[Fair +2]: Shoot | Investigation
[Average +1]: Will | Technology | Resources
__EXTRAS__
Languages: English, Spanish, Mandarin Chinese, Latin
E1: Naturally Grounded
E2: Inner Strength
__GEAR__
??? | ??? | ???
__STRESS__
Body: [_] [_]
MLD / MOD / SEV
Mind: [_] [_] [_]
MLD / MOD / SEV
</span>
</td>
<td>
<span style="background-color: #000000; display: block; float: right; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">[img[https://demo.stygian-forge.com/srd-tea/images/drhall.png]]</span>
</td>
</tr>
<tr>
<td colspan="3"><span style="width: 100%; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em"><span style="font: 40px Cambria, serif; color: #C0C0C0"><<include "GOTO Employees">></span>
</span></td></tr></table>Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.<table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Welcome</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
<tr>
<td colspan="2"><span style="background-color: #000000; float: left; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em; font: 18px Cambria; color: #84b4c4"><<nobr>>
Welcome to The Enigma Agency!<br><br>
First off I would like to thank you for taking an interest in this project. It is something that we enjoy doing and wish greatly to continue.<br><br>
There are also online playable adventures using these systems via our Discord. The Enigma Agency as a setting is an SCP-like supernatural detective game where Agents work on cases involving various supernatural encounters and themes.<br><br>
Coming Soon: A MUD built on these systems, where you can join other Agents for live play!<br><br>
This game contains dark and adult themes including but not limited to: Addiction & Substance Abuse, Body Horror, General Horror, Mild to Moderate Violence, Mild to Moderate Sexual Themes, Discussion of Death, Dark Humor, Foul Language<br><br><</nobr>>
</span>
</td>
<td>
<span style="width: 350px; background-color: #000000; float: right; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em"><<include "GOTO List">></span>
</td>
</tr>
<tr>
<td colspan="3">
</td>
</tr>
</table><span style="font: 48px Cambria, serif; color: #C0C0C0"><<link "Welcome" "Welcome">><</link>></span>
-----
<span style="font: 36px Cambria, serif; color: #C0C0C0"><<link "-> Character Basics" "Character Basics">><</link>></span>
-----
<span style="font: 24px Cambria, serif; color: #C0C0C0"><<link "--> Neutrals" "Neutrals">><</link>></span>
<span style="font: 24px Cambria, serif; color: #C0C0C0"><<link "--> Hexen" "Hexen">><</link>></span>
<span style="font: 24px Cambria, serif; color: #C0C0C0"><<link "--> Vampires" "Vampires">><</link>></span>
<span style="font: 24px Cambria, serif; color: #C0C0C0"><<link "--> Zoanthropes" "Zoanthropes">><</link>></span>
<span style="font: 24px Cambria, serif; color: #C0C0C0"><<link "--> Other Enigmatics" "Enigmatics">><</link>></span>
-----
<span style="font: 36px Cambria, serif; color: #C0C0C0"><<link "-> Agency Files" "Agency Files">><</link>></span>
<span style="font: 24px Cambria, serif; color: #C0C0C0"><<link "--> Employees (NPCs)" "Employees (NPCs)">><</link>></span>
<span style="font: 24px Cambria, serif; color: #C0C0C0"><<link "--> Enigmas" "Enigmas">><</link>></span>
<span style="font: 24px Cambria, serif; color: #C0C0C0"><<link "--> Organizations" "Organizations">><</link>></span><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Character Basics</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
<tr>
<td colspan="2"><span style="background-color: #000000; float: left; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em; font: 18px Cambria; color: #84b4c4">
NEUTRALS
* Refresh of 4
* 4 Aspects (Concept; Trouble; +2)
* 3 Stunts
* A skill pyramid of 4 (+1) / 3 (+2) / 2 (+3) / 1 (+4)
HEXEN
* Refresh of 3
* 4 Aspects (Concept; Trouble; Focus; +1)
* 3 Stunts
* A skill pyramid of 4 (+1) / 3 (+2) / 2 (+3) / 1 (+4)
* Starting Focus Skills = 1 (+1) / 1 (+2) / 1 (+3)
* 1 Focus Stunt
</span>
</td>
<td>
<span style="width: 350px; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em"><<include "GOTO List">></span>
</td>
</tr>
<tr>
<td colspan="3">
<span style="width: 100%; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<<include "GOTO Basic">>
</span></td></tr></table><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Character Basics</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
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Neutrals are those without magic at all, and (usually) make up the majority of the world's population. Neutrals gain the following:
Naturally Grounded: Any attack which would inflict Spiritual Stress is defended against with a natural +2 buffer. Spiritual Stress received is instead translated into either Physical or Mental. This is chosen by the target.
Inner Strength: An additional, stackable +2 bonus can be added to any stunt the character possesses simply by spending a fate point.
Additional Neutral Stunts:
Magic Resistance: Additional +2 bonus vs anything that induces Spiritual Stress & a base +2 to defend vs all other incoming magical effects.
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<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Hexen</span></td>
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<span style="font: 24px Cambria; color: #b22222">Hexen (Agency Classification)</span>
Hexen is the Agency’s umbrella term for individuals capable of producing effects that fall outside known physical laws, commonly classified as magic, psychic phenomena, or paranormal manipulation. While the internal philosophies of these practitioners vary widely, the Agency treats them as a single operational category for containment, training, and risk assessment purposes.
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<span style="font: 24px Cambria; color: #b22222">Magicians & Mentalists</span>
From an operational standpoint, Magicians and Mentalists are not fundamentally different. Both manipulate non-physical energies through training, belief, and mental discipline. The distinction exists primarily for flavor and methodology:
* Magicians typically rely on Grimoires, rituals, symbols, and externalized traditions.
* Mentalists rely on Mantras, meditative states, internalized patterns, and psychic discipline.
For the sake of consistency, the rules use the term Focus to refer to either approach.
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<span style="font: 24px Cambria; color: #b22222">The Focus</span>
The Focus is the single most important tool a Hexen possesses. It is the framework that allows them to perform actions beyond human capability. A focus may be:
* A physical object (book, talisman, ritual tools)
* A collection of objects (a personal library, charm set)
* A mental or spiritual state (induced trance, mantra cycles, neural patterns)
A focus does not need to be physical, but it must be defined.
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<span style="font: 24px Cambria; color: #b22222">Hexen & Refresh</span>
Hexen begin play with 1 fewer Refresh than Neutral characters.
This represents the mental and spiritual strain of wielding supernatural power.
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<span style="font: 24px Cambria; color: #b22222">Focus Skills</span>
Each Focus has its own skill list, separate from the character’s normal skills.
At creation, the Focus begins with:
* 1 skill at +3
* 1 skill at +2
* 1 skill at +1
These skills follow the same column rules as normal Fate skill pyramids.
<span style="font: 24px Cambria; color: #b22222">Focus Skill List</span>
Each entry lists both common Agency terminology and an alternate thematic name.
* Conjure (Manifest): Create or summon entities, forces, or objects
* Damage (Disrupt): Cause harm, destruction, or destabilization
* Enchant (Imbue): Enhance objects or grant new properties
* Enthrall (Control): Dominate or command minds, spirits, or constructs
* Scry (Scan): Sense, observe, or gather information beyond normal means
* Spirit: Spiritual endurance; the supernatural equivalent of Physique or Will
* Transmute (Metamorphose): Alter the form or nature of matter or beings
* Ward (Shield): Defensive magic, barriers, and protective effects
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<span style="font: 24px Cambria; color: #b22222">Example Applications</span>
* Summoning a spirit: Conjure
* Communicating via a Ouija board: Scry
* Animating and empowering a corpse: Enchant
* Commanding a zombie: Enthrall
* Blessing an area against ghosts: Ward
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<span style="font: 24px Cambria; color: #b22222">Focus Stunts</span>
Each Focus begins with one Focus Stunt, which functions exactly like a character stunt but applies only to actions using the focus.
<span style="font: 24px Cambria; color: #b22222">Example Focus Stunts</span>
* Loremaster: +2 to Lore checks related to magical theory or history
* Rotes: +2 to a specific, frequently used spell or effect
* Medium: +2 when interacting with incorporeal or spiritual entities
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<span style="font: 24px Cambria; color: #b22222">Advancing the Focus</span>
A player may invest additional Refresh into their Focus to enhance its power.
For each point of Refresh spent on the Focus, choose one:
* +3 Focus Skill points, distributed normally
* +1 Focus Stunt and +1 Focus Skill point
This represents deeper specialization, refinement of technique, or dangerous breakthroughs in understanding.
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<span style="font: 24px Cambria; color: #b22222">Design Intent</span>
* The Focus acts as a secondary character with its own progression
* Hexen trade versatility and safety for raw capability
* Advancement emphasizes depth over breadth
* The system supports both ritual-heavy and psychic-discipline styles equally
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<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Hexen</span></td>
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<span style="font: 24px Cambria; color: #b22222">Using Magic</span>
When a Hexen attempts to work magic, several factors influence the outcome, but all spellcasting ultimately resolves to a Focus Skill roll.
The caster rolls their skill against a Difficulty determined by the environment, the target, and the scale of the effect.
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<span style="font: 24px Cambria; color: #b22222">Environmental Modifiers (Aura Strength)</span>
Aura Strength represents the amount of ambient magical energy available in the environment. Most locations are Normal, but belief, symbolism, and human presence can dramatically alter this.
| Aura Strength | Difficulty Modifier |
| ------------- | ------------------- |
| Undetectable | +4 |
| Weakened | +2 |
| Normal | 0 |
| Strong | −2 |
| Powerful | −4 |
<span style="font: 24px Cambria; color: #b22222">Guidelines:</span>
* Mundane locations (office buildings, hospitals, suburban neighborhoods) tend toward Weakened or Undetectable aura.
* Places of belief or symbolism (temples, ancient sites, ritual spaces) often have Strong or Powerful aura.
* Large groups of skeptics suppress aura; large groups of believers enhance it.
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<span style="font: 24px Cambria; color: #b22222">Target-Based Modifiers</span>
* Using magic directly against a "Naturally Grounded" individual increases the Difficulty by +2.
Naturally Grounded individuals disrupt magical energy simply by existing; indirect or environmental effects are not penalized.
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<span style="font: 24px Cambria; color: #b22222">Effect Scale</span>
The larger and more destructive the effect, the harder it is to manifest.
* For every 2 potential damage the effect could inflict, add +1 Difficulty.
<span style="font: 20px Cambria; color: #b22222">Examples:</span>
* Lighting a match at a distance: little to no modifier
* Hurling a bolt of flame: moderate increase
* Igniting an entire building at once: extreme difficulty, likely impossible for a single caster
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<span style="font: 24px Cambria; color: #b22222">Preparation & Mitigation</span>
Preparation can significantly reduce the difficulty of spellcasting.
* Taking Your Time (Conflict):
Skip your turn to carefully prepare. Gain −2 Difficulty on your next spellcasting roll.
* Prepared in Advance:
Stunts, focuses, rituals, charms, or pre-written circles may grant −2 Difficulty on the first spell of a scene or under specific conditions.
These are examples. Hexen magic rewards planning, foresight, and narrative setup.
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<span style="font: 24px Cambria; color: #b22222">Resolution & Failure</span>
After rolling, compare the result to the final Difficulty.
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<span style="font: 24px Cambria; color: #b22222">Failure (Roll < Difficulty)</span>
The caster must choose one of the following:
* Let the Energy Collapse:
The spell fizzles with no effect with no Aura Stress taken. The Hexen may try the same spell again the following round with a +2 by recycling the energy.
*Force the Spell:
The spell manifests at half intended strength and the caster takes Aura Stress equal to the difference between the Difficulty and the total.
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<span style="font: 24px Cambria; color: #b22222">Tie (Roll = Difficulty)</span>
The spell partially succeeds.
* The spell manifests at half strength with no Stress, or
* The caster may force full strength by taking Aura Stress.
Stress damage for forcing the spell = Difficulty - Focus Skill; minimum of 1.
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<span style="font: 24px Cambria; color: #b22222">Success (Roll > Difficulty)</span>
The spell manifests as intended with no Stress cost.
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<span style="font: 24px Cambria; color: #b22222">Narrative Intent</span>
* Hexen magic is powerful but risky
* Preparation matters as much as raw ability
* Failure creates meaningful choices rather than dead ends
* Aura Stress represents backlash, exhaustion, and metaphysical strain
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<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Agency Files</span></td>
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YOU DO NOT HAVE THE CLEARANCE TO VIEW THIS INFORMATION
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<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Employees</span></td>
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<span style="font: 28px Cambria, serif; color: #C0C0C0"><<link "Berri, Hollie" "Berri, Hollie">><</link>> | <<link "Hall, Kyle" "Hall, Kyle">><</link>>
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<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">Agency Files: Blank Character</span></td>
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Character Name: ???
Fate Points: [_] [_] [_] [_]
Concept: ???
Trouble: ???
Aspect: ???
Aspect: ???
Stunt: ???
Stunt: ???
[Great +4]: ???
[Good +3]: ??? | ???
[Fair +2]: ??? | ??? | ???
[Average +1]: ??? | ??? | ??? | ???
__EXTRAS__
Naturally Grounded
Inner Strength
Languages: ???
GEAR
???
???
???
Body: [_] [_]
MLD / MOD / SEV
Mind: [_] [_]
MLD / MOD / SEV
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<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Vampires</span></td>
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If the character used to be a Magician, they are now no longer. Refund any spent Refresh and replace that template with this one. They also gain Naturally Grounded (as Neutrals above). If Neutral, they lose Inner Strength and Magic Resistance (if purchased, refund Refresh).
They gain a new Stress tracker, labeled Hunger.
Starting Weakness Aspects: I Hunger, Sunlight is my Doom
Supernatural Powers: (Pick 3)
You may add two additional powers for each weakness you take. We recommend no more than two additional weaknesses for player characters, but do what works best for your game.
Additional powers can be purchased in place of Stunts using Refresh.
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</span></td></tr></table><span style="font: 28px Cambria, serif; color: #C0C0C0"><<link "Casting Spells" "Casting Spells">><</link>> | <span style="font: 28px Cambria, serif; color: #C0C0C0"><<link "Aura Consequences" "Aura Consequences">><</link>>
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<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Vampires</span></td>
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<span style="font: 22px Cambria; color: #800020">Thralls</span>
Thralls are still entirely human, merely temporarily carrying or infected with the spores of the organism. Just being in proximity of some vampires is enough to cause someone to become exposed or infected, reducing their ability to resist the source. Most beome Thralls from being bitten, and the length of time which this effect lingers depends mostly on the age of the vampire that made the bite. Older vampires feed less often, but the effects from it last much longer.
If the person exposed takes enough Stress that they gain a Consequence, then the first taken is Vampire Thrall. While in this state, characters gain a +2 to resist control from other Vampires (but a -2 for the one that inflicted it) and a +2 to resist infections of all types.
<span style="font: 22px Cambria; color: #800020">Vassals</span>
Vassals are servants who have been infused with vampiric blood, granting them some of the abilities of their masters, but making them wholly dependant on those masters at the same time. Vassals removed from sources of exposure and access to vampire blood revert to a fully human state within 30 days, but will suffer from terrible withdrawls. Any vampire can create a Vassal.
A Vassal character gains a temporary Aspect: " Master's Vassal ", for 1 year, after that, it replaces one of the character's other aspects as it starts to take over their personality. If the character is removed from all sources of vampiric blood for 30 days before the aspect becomes permanent, this timer is reset. Afterward, only a long time of therapy and isolation from vampires has a chance to return the character to normal.
Vassals gain +2 Physique, and a +4 to resist all forms of infection, and a +4 to resist control from vampires who are not their Master. They also borrow one of their Master's vampiric powers, and due to Empathic Resonance, know the general state and direction of their Master.
<span style="font: 22px Cambria; color: #800020">Consorts</span>
Consorts have been infused with the spawn of a Progenitor, meaning that the organism has adopted them as a host. It remains in hibernation until it feels the host begin to die, which causes it to awaken and take over. No Consort has so far survived removal from all sources of exposure and vampiric blood. Without a nearby source of it, the organism simply remains in hibernation for up to 90 days before forcing the change to occur itself, rather than succumbing to starvation inside of the host.
Consorts gain +2 Physique, +4 to resist infections, +4 to resist vampiric influences (aside from their Progen). They also gain the Weakness: I Hunger; and they may choose 2 Vampiric Powers of their own.
Upon approaching death, the Consort automatically becomes a Fledgeling Vampire; likely not in control of themselves.
<span style="font: 22px Cambria; color: #800020">Fledgelings</span>
This stage of the vampire's life is arguably the most difficult. It lasts for about a year and is considered over when they can no longer handle exposure to sunlight. During the first month, the new vampire undergoes physical and often psychological changes as well as the organism inside their brain seeks to survive by whatever means neccessary. The first few weeks, the vampire doesn't even have fangs and isn't producing enough of the secondary infection to induce Thralldom in potential victims and so is almost entirely dependant upon their Progenitor to help them fed early on. Due to their constantly changing body, they also feed often (usually needing blood 4-5 times per week) but generally only causing weakness in their prey unless they've been skipping meals.
<span style="font: 22px Cambria; color: #800020">Young</span>
Those lucky enough to survive their first year and start to actually burn in the light of the sun are now full vampires. At this stage, the vampire's metabolism becomes more stable, allowing them to feed more deeply less often. Typical specimens feed twice a week, not usually needing to kill prey unless they've been pushed, though some do it for sport. The Agency recognizes this stage to be from between 1 and 25 years. Only one known case of a vampire from this category being a Progenitor has ever been recorded, and that happened during the Mexico Incident.
<span style="font: 22px Cambria; color: #800020">Experienced</span>
Experienced vampires seem to be the primary acting force for their kind, at least on the surface. Most Progenitors are from this category, usually at the latter half of this stage. The age range the Agency recognizes for this stage is 25-250 years old. As their metabolism changes, they feed less often (about 1/7-10 days), but the urge to feed more deeply at once becomes more pronounced and they will either kill one victim, or weaken two or even three individuals per feeding.
<span style="font: 22px Cambria; color: #800020">Elder</span>
Most vampires of this stage start to become reclusive, eventually seeking out remote locations or moving underground entirely. They may only feed once a month, but they'll kill three or four people at one sitting, or weaken three times that number. The Agency recognizes vampires from between the ages of 250 to 1000 to be in this category.
<span style="font: 22px Cambria; color: #800020">Ancient</span>
The oldest vampires seem to avoid humanity as a whole except to feed. Some may feed only once a year, or once a decade... but when they do, they can wipe out a small village in a single feeding, or wreak havoc by creating a legion of Thralls in the wake of an after-nap snack.
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</span></td></tr></table><span style="font: 28px Cambria, serif; color: #C0C0C0"><<link "Vampires" "Vampires">><</link>> | <span style="font: 28px Cambria, serif; color: #C0C0C0"><<link "Stages of Vampirism" "Stages of Vampirism">><</link>> | <<link "Weaknesses" "Vampire Weaknesses">><</link>> | <<link "Powers" "Vampire Powers">><</link>> | <<link "Skills" "Vampire Skills">><</link>> | <<link "Lore" "Vampire Lore">><</link>>
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<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Employees</span></td>
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<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Welcome</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
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ACCESS DENIED
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<span style="width: 350px; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em"><<include "GOTO List">></span>
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<span style="width: 100%; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<<include "GOTO Enigmas">>
</span></td></tr></table><span style="font: 40px Cambria, serif; color: #C0C0C0"><<link "Enigmas" "Enigmas">><</link>>
</span>
<span style="font: 28px Cambria, serif; color: #C0C0C0"><<link "Mermaids" "Mermaids">><</link>> | <<link "Wendigo" "Wendigo">><</link>>
</span><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Welcome</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
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ACCESS DENIED
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<span style="width: 350px; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em"><<include "GOTO List">></span>
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<span style="width: 100%; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<<include "GOTO Enigmas">>
</span></td></tr></table><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Zoathropes</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
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<td colspan="2"><span style="background-color: #000000; float: left; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em; font: 18px Cambria; color: #84b4c4">
<span style="font: 22px Cambria; color: #006600">Traits</span>
Zoathropes have 1 fewer Refresh than Neutrals.
All Zoathropes have naturally heightened senses and reflexes, even in human form. This gives them a +1 on their Notice and Athletics.
Zoathropes choose a single animal form which must be warm blooded and consume the flesh of mammals on a regular basis.
Choose 2 appropriate animal traits. An owl might have a keen eyesight (additional +1 Notice) and near silent movement (+1 Stealth) for example.
Zoathropes gain a new Stress Tracker: Beastial, which is affected by Restraint. Things which can trigger this Stress are: Full Moon, Pain/Damage, Exposure to Fire, Touching Silver. Consequences for this Stress are often bestial traits such as musky odor, territorial, disconnected, hyena/fox laugh, etc. When this Stress is overwhelmed, the character enters a fully Bestial state which they cannot control.
<span style="font: 22px Cambria; color: #006600">Skills</span>
Commune = The ability to communicate and control the animal which you also transform into.
Restraint = The ability to hold yourself in check, even when the animal wants to take over. This skill grants you additional stress boxes and consequence slots similar to Physique.
Shapeshifting = How good you are at controling your form.
</span>
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<<include "GOTO Zoa">>
</span></td></tr></table><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Enigmatics</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
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ACCESS DENIED
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<<include "GOTO Freaks">>
</span></td></tr></table><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Welcome</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
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<td colspan="2"><span style="background-color: #000000; float: left; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em; font: 18px Cambria; color: #84b4c4">
Commune:
Communicate w/Animal = 1
+2 for "Related" Animals
Command Animal = 3
+2 for Animals in a Group
+2 for "Related" Animals
Shapeshifting:
Animal Transformation = 1
Partial Transformation = 2
Bestial Transformation = 4
+1 New Moon
+4 Touching Silver
</span>
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<span style="width: 100%; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<<include "GOTO Zoa">>
</span></td></tr></table><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Welcome</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
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<td colspan="2"><span style="background-color: #000000; float: left; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em; font: 18px Cambria; color: #84b4c4">
0.2.2 (Jan 5th)
* Adjusted Overall Layout
* Added Stress & Consequences
* Added Agency Clearance
* Expanded Hexen Information
- Spellcasting Guidelines
- Aura Consequences
0.2.1 (July 31st)
* Added Zoathropes
- Rules for what can be a Zoathrope
- Zoathrope specific skills
* Added Enigmatics
- Faeblood
- Psychic Vampires
* Added Organizations
- Psykorp
- Phase Jumpers
- OTF
* Adjusted Vampires
- Rules for Vassels & Consorts as player characters
</span>
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</td>
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</table><span style="font: 40px Cambria, serif; color: #C0C0C0"><<link "Zoanthropes" "Zoanthropes">><</link>>
</span>
<span style="font: 28px Cambria, serif; color: #C0C0C0"><<link "Afflicted vs Natural" "Afflicted Zoa">><</link>> | <<link "Skills" "Zoanthrope Skills">><</link>> | <<link "Lore" "Zoanthrope Lore">><</link>>
</span><span style="font: 40px Cambria, serif; color: #C0C0C0"><<link "Enigmatics" "Enigmatics">><</link>>
</span>
<span style="font: 28px Cambria, serif; color: #C0C0C0"><<link "???" "???">><</link>> | <<link "?!?" "?!?">><</link>>
</span><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Zoathropes</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
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<span style="font: 22px Cambria; color: #006600">Types of Animals</span>
The types of animals that can be Zoathropes is limited to those which are warm blooded and eat flesh.
Zoathropes come in 2 types: Afflicted and Natural.
<span style="font: 22px Cambria; color: #006600">Afflicted</span>
Afflicted Zoathropes happen when an adult human is exposed to this supernatural virus and becomes infected. This is a fairly rare occurance, as Zoathropes are only contagious during the full moon, and the human in question has to survive the attack.
The animal form of the newly infected does not have to match the one that caused the infection. Nearly all Afflicted become Werewolves; we are still studying as to exactly why. Most Afflicted do not live beyond a year of their infection, as they become increasingly unstable over time and are hunted down.
Afflicted Zoathropes cannot control their form, and shift into their Bestial state during the full moon. During this time they will attempt to attack and eat anything made of meat, though they seem to prefer human targets. In their human form they start to go insane over time, and are highly prone to cannibalism. The only time they assume their animal form is to flee, which generally they only do in the presence of fire.
Afflicted Zoathropes should never be Player Characters.
<span style="font: 22px Cambria; color: #006600">Natural</span>
Even "Natural" Zoathropes aren't typically born that way, though as long as the original viral exposure happened before puberty, they are able to control their shapeshifting (mostly) and are not prone to cannibalism.
They are contagious during the full moon, but only if they assume any form other than fully human. They are more prone to Bestial behaviour during this time, and are still considered quite dangerous.
Werewolves are still the most common Zoathrope, though many other forms are known to exist.
</span>
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<span style="width: 100%; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<<include "GOTO Zoa">>
</span></td></tr></table><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Character Basics</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
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<td colspan="2"><span style="background-color: #000000; float: left; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em; font: 18px Cambria; color: #84b4c4">
<span style="font: 36px Cambria; color: #b22222">Revised Stress & Consequence System (Agency Ruleset)</span>
This campaign involves more frequent and higher-stakes conflict than baseline Fate Core. To support that, Stress and Consequences have been reworked to make damage feel meaningful without turning every fight into a death sentence.
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<span style="font: 24px Cambria; color: #b22222">Stress Tracks</span>
All characters have multiple Stress tracks, each tied to a specific skill and narrative domain.
<span style="font: 24px Cambria; color: #b22222">Universal Stress Tracks</span>
All characters possess:
* Physical Stress → governed by Physique
* Mental Stress → governed by Will
<span style="font: 24px Cambria; color: #b22222">Supernatural Stress Tracks</span>
Only certain character types possess additional tracks:
* Hexen: Aura Stress → governed by Spirit
* Vampires: Hunger Stress → governed by Restraint
* Zoanthropes: Bestial Stress → governed by Restraint
These tracks represent internal supernatural pressures rather than external harm.
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<span style="font: 24px Cambria; color: #b22222">Stress Capacity</span>
Each Stress track has a baseline capacity of 2, plus 1-for-1 from its governing skill.
<span style="font: 18px Cambria; color: #b22222">Formula:</span>
Stress Capacity = 2 + Relevant Skill Rating
<span style="font: 18px Cambria; color: #b22222">Examples</span>
* Physique +3 → 5 Physical Stress
* Will +2 → 4 Mental Stress
* Restraint +4 → 6 Hunger or Bestial Stress
* Spirit +1 → 3 Spiritual Stress
Stress can refresh between stages of a conflict, not just at scene end.
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<span style="font: 24px Cambria; color: #b22222">Damage Resolution</span>
1. Stress First
* All damage is applied to the appropriate Stress track first.
* Stress must be exhausted before Consequences are used.
2. Overflow to Consequences
If incoming damage exceeds remaining Stress:
* Stress is reduced to 0
* Excess damage rolls into Consequences
* Without special circumstances, overflow damage may only inflict one Consequence tier
After the Consequence is applied:
* The affected Stress track immediately resets to full capacity.
<span style="font: 18px Cambria; color: #b22222">Example</span>
Jason has:
* Physique +2 → 4 Physical Stress
* 2 Physical Stress remaining
* No Physical Consequences
Jason takes 5 Physical damage from a normal attack.
* 2 Stress is cleared
* Overflow would normally be 3 damage
* Jason takes a Mild Physical Consequence
* His Physical Stress resets to 4
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<span style="font: 24px Cambria; color: #b22222">Breaking the Overflow Cap</span>
The single-tier overflow limit may be bypassed if:
* The attacker Succeeds with Style, or
* The attacker uses a relevant Stunt
In these cases, the attacker may force a higher-tier Consequence:
* Moderate instead of Mild
* Severe instead of Moderate
* Critical instead of Severe
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<span style="font: 24px Cambria; color: #b22222">Expanded Consequence Ladder</span>
All characters have access to the following Consequence tiers:
* Negligible (optional; requires a Stunt) → Minor harm, fleeting but exploitable
* Mild
* Moderate
* Severe
* Critical (new; universal) → Catastrophic injury, corruption, or transformation with long-term or permanent narrative impact
A character is Taken Out only when:
* All applicable Consequence slots are filled, and
* They suffer further damage they cannot absorb
Being Taken Out means the opposition determines the outcome, as per Fate Core.
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<span style="font: 24px Cambria; color: #b22222">Additional Stunts</span>
Some example stunts using these mechanics:
* Tis But a Scratch → Adds Negligible Consequence for Physical Stress
* Iron Will → Adds Negligible Consequence for Mental Stress
* Spirit Well → Adds Negligible Consequence for Aura Stress
* Hit it Where it Hurts → Bypass 2 Stress (without removal) to inflict a Consequence
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<span style="font: 24px Cambria; color: #b22222">Narrative Intent</span>
* Stress represents endurance, composure, and control
* Consequences represent lasting harm or change
* Supernatural Stress tracks reflect internal pressure, not wounds
* Stunts and Succeeding with Style meaningfully alter outcomes
* Characters can endure multiple exchanges, but injuries matter
</span>
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<span style="width: 100%; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<<include "GOTO Basic">>
</span></td></tr></table><span style="font: 28px Cambria, serif; color: #C0C0C0"><<link "Adjusted Skills" "Adjusted Skills">><</link>> | <span style="font: 28px Cambria, serif; color: #C0C0C0"><<link "Supernatural Skills" "Supernatural Skills">><</link>> | <span style="font: 28px Cambria, serif; color: #C0C0C0"><<link "Stress & Consequences" "Stress & Consequences">><</link>> | <span style="font: 28px Cambria, serif; color: #C0C0C0"><<link "Agency Clearance" "Agency Clearance">><</link>>
</span><table style="width:100%">
<caption><span style="background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
<table style="width: 100%"><tr>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td>
<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Character Basics</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
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<td colspan="2"><span style="background-color: #000000; float: left; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em; font: 18px Cambria; color: #84b4c4">
<span style="font: 30px Cambria; color: #b22222">Enigma Agency Skill List</span>
These skills define what characters are capable of accomplishing within the Enigma Agency setting. Each skill represents training, experience, or innate talent and is used in conjunction with aspects, stunts, and stress tracks as normal under Fate Core rules.
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<span style="font: 24px Cambria; color: #b22222">Art</span>
Art covers the creation and performance of artistic works. This includes singing, playing instruments, painting, sculpting, writing, and other creative expressions. Art may also be used to evaluate or interpret artistic works.
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<span style="font: 24px Cambria; color: #b22222">Athletics</span>
Athletics represents physical fitness, agility, and coordination. It is primarily used for running, jumping, climbing, and avoiding harm through movement and dodging.
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<span style="font: 24px Cambria; color: #b22222">Burglary</span>
Burglary is the ability to bypass security measures, pick locks, disable alarms, and escape from confined or restricted spaces. It also covers finding unconventional routes in or out of secured areas.
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<span style="font: 24px Cambria; color: #b22222">Contacts</span>
Contacts reflects a character’s network of acquaintances, informants, and professional relationships. Knowing who to talk to is often more important than knowing what to do.
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<span style="font: 24px Cambria; color: #b22222">Deceive</span>
Deceive is the skill of lying, misdirection, and presenting false information convincingly. It is used to conceal truths, create false impressions, or manipulate perceptions.
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<span style="font: 24px Cambria; color: #b22222">Drive</span>
Drive governs the operation of vehicles such as cars, motorcycles, boats, forklifts, and similar conveyances.
Aircraft: Using Drive for aircraft requires an appropriate Stunt.
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<span style="font: 24px Cambria; color: #b22222">Education</span>
Education covers conventional academic knowledge not included under Lore. This includes history, mathematics, science, medicine, and formal training disciplines.
Languages: Characters gain one additional starting language per point of Education.
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<span style="font: 24px Cambria; color: #b22222">Empathy</span>
Empathy is the ability to read emotions, notice changes in behavior, and understand the emotional states of others. It is commonly used to detect lies, stress, or hidden motives.
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<span style="font: 24px Cambria; color: #b22222">Fight</span>
Fight governs close-quarters combat within the same zone, including unarmed combat and melee weapons.
For ranged combat, see Shoot.
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<span style="font: 24px Cambria; color: #b22222">Investigate</span>
Investigate is used to uncover information through careful analysis, research, and detailed scrutiny. While Notice catches what is immediately apparent, Investigate reveals what is hidden or overlooked.
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<span style="font: 24px Cambria; color: #b22222">Lore</span>
Lore encompasses esoteric, obscure, or unconventional knowledge not covered by standard education. This includes mythology, occult studies, religious traditions, paranormal theory, and forbidden or lost texts.
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<span style="font: 24px Cambria; color: #b22222">Mechanics</span>
Mechanics covers the construction, repair, and understanding of machines and complex systems with moving parts. This includes vehicles, tools, structural systems, and environmental infrastructure.
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<span style="font: 24px Cambria; color: #b22222">Notice</span>
Notice reflects situational awareness and passive observation. It is used to spot danger, detect movement, or notice unusual details without active searching.
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<span style="font: 24px Cambria; color: #b22222">Physique</span>
Physique represents raw physical power, endurance, and resilience.
Mechanical Effect: Each point of Physique grants +1 Physical Stress capacity.
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<span style="font: 24px Cambria; color: #b22222">Provoke</span>
Provoke is the skill of eliciting negative emotional responses such as fear, anger, or shame. It can be used to intimidate, taunt, threaten, or issue forceful commands.
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<span style="font: 24px Cambria; color: #b22222">Rapport</span>
Rapport is the skill of building trust, goodwill, and positive emotional connections. It is used to persuade, calm tensions, and establish friendly relationships.
Rapport is often considered the counterpart to Provoke.
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<span style="font: 24px Cambria; color: #b22222">Resources</span>
Resources represents access to money, equipment, property, and material influence. It determines a character’s ability to acquire goods or leverage financial power.
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<span style="font: 24px Cambria; color: #b22222">Shoot</span>
Shoot governs the use of ranged weapons, including firearms and thrown weapons, whether against active opponents or stationary targets.
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<span style="font: 24px Cambria; color: #b22222">Stealth</span>
Stealth allows a character to avoid detection, whether by hiding in place or moving unseen through an area.
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<span style="font: 24px Cambria; color: #b22222">Survival</span>
Survival covers practical, real-world skills such as navigation, hunting, fishing, outdoor survival, and basic first aid. It may be used as an alternative to Education for certain medical or field applications.
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<span style="font: 24px Cambria; color: #b22222">Technology</span>
Technology governs the use and manipulation of electronic devices, including computers, phones, tablets, networks, and digital systems.
Hacking: Requires an appropriate Stunt.
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<span style="font: 24px Cambria; color: #b22222">Will</span>
Will represents mental resilience, discipline, and emotional control.
Mechanical Effect: Each point of Will grants +1 Mental Stress capacity.
</span>
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<span style="width: 100%; background-color: #000000; display: block; border: #708090 ridge 0.2em; border-radius: 1em; padding: 1em">
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<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Character Basics</span></td>
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<span style="font: 30px Cambria; color: #b22222">Additional Enigma Agency Skills</span>
These skills are only available to characters of specific Enigma classifications, as noted.
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<span style="font: 24px Cambria; color: #b22222">Restraint (Vampires & Zoanthropes Only)</span>
Restraint represents a supernatural being’s ability to suppress instinctual urges and control predatory or bestial impulses. For Vampires, this primarily governs hunger and bloodlust. For Zoanthropes, it governs the control of feral instincts, especially during heightened lunar influence.
<span style="font: 20px Cambria; color: #b22222">Common Uses:</span>
* Resist entering a feeding frenzy or bestial rage
* Maintain composure when exposed to triggers (blood, fear, full moon)
* Act subtly in human society despite supernatural instincts
* Suppress involuntary transformations or manifestations
<span style="font: 20px Cambria; color: #b22222">Mechanical Notes:</span>
* Restraint determines the size of the Hunger Stress Track (Vampires) or Bestial Stress Track (Zoanthropes).
* Restraint may be rolled defensively against Provoke, environmental triggers, or supernatural compulsion.
* Failure often results in stress, loss of control, or compelled behavior rather than immediate physical harm.
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<span style="font: 24px Cambria; color: #b22222">Shapeshifting (Vampires & Zoanthropes Only)</span>
Shapeshifting governs the ability to alter one’s physical form through supernatural means. This may include partial transformations, full alternate forms, or subtle anatomical changes.
<span style="font: 20px Cambria; color: #b22222">Common Uses:</span>
* Transform into animal or hybrid forms
* Alter physical traits (claws, fangs, eyes, enhanced musculature)
* Use alternative forms for mobility, infiltration, or combat
* Maintain or suppress transformations under stress
<span style="font: 20px Cambria; color: #b22222">Mechanical Notes:</span>
* Shapeshifting rolls may increase difficulty based on complexity or duration of the transformation.
* Extended or forced transformations often inflict Hunger or Bestial Stress.
* Succeeding with style may allow additional benefits such as speed, armor, or natural weapons for the scene.
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<span style="font: 24px Cambria; color: #b22222">Spirit (Hexen Only)</span>
Spirit represents a Hexen’s inner well of supernatural resilience, focus, and spiritual endurance. It is the metaphysical counterpart to Physique and Will.
<span style="font: 20px Cambria; color: #b22222">Common Uses:</span>
* Resist spiritual backlash or magical strain
* Channel, stabilize, or contain magical energies
* Endure hostile supernatural environments
* Recover or control unstable spell effects
<span style="font: 20px Cambria; color: #b22222">Mechanical Notes:</span>
* Spirit determines the size of the Aura Stress Track.
* Spirit may be rolled defensively against magical attacks, corruption, possession, or forced spellcasting.
* Spirit is frequently used when forcing spells after a failed or marginal casting attempt.
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<span style="font: 24px Cambria; color: #b22222">Servants (Vampires Only)</span>
Servants represents a vampire’s network of loyal thralls, familiars, cultists, or dominated agents. Unlike Contacts, Servants are bound by supernatural influence, fear, or dependence rather than social reciprocity.
<span style="font: 20px Cambria; color: #b22222">Common Uses:</span>
* Obtain information through controlled agents
* Secure resources, shelter, or victims
* Enforce influence within mortal institutions
* Carry out tasks without direct vampire involvement
<span style="font: 20px Cambria; color: #b22222">Mechanical Notes:</span>
* Servants can replace Contacts when dealing specifically with vampire-controlled networks.
* Overuse may attract attention or cause instability among servants.
* Servants may degrade, rebel, or require maintenance through feeding or coercion.
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<span style="font: 24px Cambria; color: #b22222">Commune (Zoanthropes Only)</span>
Commune represents a Zoanthrope’s connection to their spirit animal. This bond allows communication, guidance, and limited command over instinctual or spiritual aspects of the beast.
<span style="font: 20px Cambria; color: #b22222">Common Uses:</span>
* Communicate with the spirit animal for insight or guidance
* Command or suppress the beast’s urges
* Invoke heightened senses or instincts
* Communicate with related animals or spirits
<span style="font: 20px Cambria; color: #b22222">Mechanical Notes:</span>
* Commune may be rolled to gain narrative advantages related to instinct, tracking, or territory.
* Failure can result in Bestial Stress or partial loss of control.
* Commune may be used to justify certain stunts tied to enhanced perception or animal behavior.
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<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Character Basics</span></td>
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<span style="font: 30px Cambria; color: #b22222">Agency Clearance Structure</span>
All personnel are assigned two independent clearance ratings:
* T-Clearance → Tactical & Field Operations
* I-Clearance → Information, Research & Containment
These are recorded separately and only overlap when absolutely necessary.
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<span style="font: 24px Cambria; color: #b22222"> 🛡 Tactical Clearance (T-Clearance)</span>
Access to weapons, combat gear, vehicles, field protocols, and live operations.
<span style="font: 20px Cambria; color: #b22222">T0 – Civilian / Non-Combatant</span>
* No weapons access
* No field deployment
* May be escorted in secure zones
* Examples: Contractors, medical patients, civilian consultants
<span style="font: 20px Cambria; color: #b22222">T1 – Auxiliary Operative</span>
* Basic non-lethal equipment
* Defensive tools (tasers, restraints, limited armor)
* May assist in controlled field operations
* Examples: Lab techs on escort, trainees, support staff
<span style="font: 20px Cambria; color: #b22222">T2 – Field Agent</span>
* Standard firearms and Agency-issued weapons
* Silver, incendiary, and anomalous ammo *with approval*
* Access to armored vehicles
* May engage hostile entities under protocol
* Examples: Standard-level operatives
<span style="font: 20px Cambria; color: #b22222">T3 – Tactical Specialist</span>
* Heavy weapons and experimental gear
* Anomalous or prototype weapons
* Squad command authority in the field
* Emergency override of T1–T2 restrictions
* Examples: Veteran hunters, containment assault teams
<span style="font: 20px Cambria; color: #b22222">T4 – Black Authority</span>
* Unrestricted weapons access
* Deployment of forbidden or catastrophic countermeasures
* Can authorize lethal containment events
* Access to off-record arsenals
* Rare. Heavily monitored.
* Examples: Crisis Commanders, Founder-level operatives
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<span style="font: 24px Cambria; color: #b22222"> 🧠 Informational Clearance (I-Clearance)</span>
Access to classified data, research, enigmas, containment protocols, and forbidden knowledge.
<span style="font: 20px Cambria; color: #b22222">I0 – Sanitized</span>
* Knows the “cover story” only
* No anomalous knowledge
* Examples: Local law enforcement, civilians
<span style="font: 20px Cambria; color: #b22222">I1 – Limited Awareness</span>
* Aware anomalies exist
* May access redacted reports
* No exposure to high-risk memetics or rituals
* Examples: Junior staff, interns, security rookies
<span style="font: 20px Cambria; color: #b22222">I2 – Cleared Research</span>
* Full access to case files and known entities
* May conduct experiments under supervision
* Knows Agency history in broad strokes
* Examples: Abby, Sam, most scientists
<span style="font: 20px Cambria; color: #b22222">I3 – Deep Clearance</span>
* Access to forbidden texts and pre-modern rituals
* Knows about failed experiments and cover-ups
* May interact directly with sentient anomalies
* Psychological evaluations mandatory
* Examples: senior researchers
<span style="font: 20px Cambria; color: #b22222">I4 – Esoteric Authority</span>
* Knowledge of reality-altering entities
* Access to Founders’ archives
* Knows the *true* history of the Agency
* May authorize memory alteration or information purges
* Examples: Inner Circle, Founder bloodlines
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<span style="font: 24px Cambria; color: #b22222">🔁 Cross-Clearance Examples (In-World Flavor)</span>
Field Security → T2 / I1
*Trusted with weapons, shielded from deeper truths.
Abby Jones → T1 / I2
*Minimal combat access, deep systems and data authority.
Dr. Kyle Hall → T1 / I3
*Rarely armed, but knows things that get people killed.
Jesse Simmons → T3 / I2
*Heavy firepower, but doesn’t get the full picture.
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<span style="font: 20px Cambria; color: #b22222"> 🧷 Temporary Overrides</span>
* Red Tags → Temporary Tactical escalation
* White Tags → Temporary Information access
Granted for specific operations and logged by Qelli.
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<td><span style="font: 48px Cambria, serif; color: #008080">The Enigma Agency</span>
<span style="font: 24px Cambria, serif; color: #008080">System Reference: Hexen</span></td>
<td> [img[https://demo.stygian-forge.com/srd-tea/images/enigma.png]]</td></tr></table></span></caption>
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<span style="font: 24px Cambria; color: #b22222">Negligible Aura Consequences (Optional / Stunt-Gated)</span>
<i>Minor ripples, strange sensations, fleeting oddities.</i>
<span style="font: 18px Cambria; color: #4682b4">Static in the Veins</span>
Magic feels “loud” for a while. Subtle spellwork causes minor sensory artifacts (flickers, whispers, smells).
<span style="font: 18px Cambria; color: #4682b4">Lingering Echo</span>
The spell leaves a faint resonance; sensitive beings or wards can easily tell magic was used here.
<span style="font: 18px Cambria; color: #4682b4">Aura Fatigue</span>
You feel drained and distracted. Mundane tasks are fine, but magic requires extra focus until you rest.
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<span style="font: 24px Cambria; color: #b22222">Mild Aura Consequences</span>
<i>Noticeable burnout or backlash, but still manageable.</i>
<span style="font: 18px Cambria; color: #4682b4">Spellburn</span>
Headaches, nosebleeds, trembling hands. Casting repeatedly risks escalating consequences.
<span style="font: 18px Cambria; color: #4682b4">Warped Aura</span>
Your magical signature is unstable: spells behave oddly or manifest with unintended cosmetic effects.
<span style="font: 18px Cambria; color: #4682b4">Psychic Feedback</span>
Emotions bleed into your magic. Strong feelings can accidentally influence spell outcomes.
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<span style="font: 24px Cambria; color: #b22222">Moderate Aura Consequences</span>
<i>Clear damage to the Hexen’s connection to magic.</i>
<span style="font: 18px Cambria; color: #4682b4">Aura Scarring</span>
A portion of your aura is permanently altered. Certain types of magic feel harder, or disturbingly easier.
<span style="font: 18px Cambria; color: #4682b4">Corrupt Resonance</span>
Something answered your call when it shouldn’t have. You occasionally sense its presence.
<span style="font: 18px Cambria; color: #4682b4">Mana Sickness</span>
Nausea, vertigo, hallucinations tied to magical stimuli. Strong auras become overwhelming.
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<span style="font: 24px Cambria; color: #b22222">Severe Aura Consequences</span>
<i>Dangerous corruption or deep spiritual injury.</i>
<span style="font: 18px Cambria; color: #4682b4">Burnt Channels</span>
Part of your magical capacity is temporarily inaccessible. Forcing spells risks immediate backlash.
<span style="font: 18px Cambria; color: #4682b4">Tainted Soul</span>
Your aura carries a stain: spirits react with fear or hunger, wards respond unpredictably.
<span style="font: 18px Cambria; color: #4682b4">Unstable Conduit</span>
Magic discharges involuntarily under stress, potentially affecting allies or surroundings.
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<span style="font: 24px Cambria; color: #b22222">Critical Aura Consequences</span>
<i>Lasting transformation or existential danger.</i>
<span style="font: 18px Cambria; color: #4682b4">Arcane Collapse</span>
Your aura partially implodes. Recovery requires a quest, ritual, or external intervention.
<span style="font: 18px Cambria; color: #4682b4">Corruption Made Flesh</span>
The backlash manifests physically: marks, mutations, or supernatural traits tied to the failed magic.
<span style="font: 18px Cambria; color: #4682b4">Open Channel</span>
Something now has a path to you. You are never entirely alone on the spiritual plane.
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