What is the Seventh Enigma?
Well, that's a riddle, isn't it?
(Yeah, cheep joke, I know)
The 7th Enigma Universe (sometimes abbreviated 7E) is the
label I'm applying to a new fiction project I'm working on. The core concept is to, like Heroes on NBC, Astro City,
Rising Stars, or similar works, take a slightly different look at the tropes of
comic book superheroes and the worlds they inhabit. It's nothing that hasn't been done before,
but I hope I've found a worthwhile angle.
And if I haven't, you can't really stop me anyway. :P
That still begs the question "what is the 7th
enigma?" but I really don't have an answer. I don't even know what the other six enigmas
are. It's just that 7th Enigma can be
made into a really cool logo.
The 7th Enigma Universe takes its inspiration from the
question of "what would happen if people had superpowers in the real
world?" It's an old question,
debated countless times. There have even
been some "realistic" takes on superpowers in the past. The NBC show Heroes, which probably kicked
this matter to the front of my brain again, is a recent example. Going into the wayback machine a little,
there's the Wild Cards universe. Both of
those are similar in that they limit the field a little before grappling with
the question. I decided to avoid those
limitations myself. In the 7E universe,
anything goes. All the classic
"origins" will be available, and not limited by world-builder's fiat.
That means I want room for aliens, magic users, mutants, and
guys in power armor, and even alien mutant magic users in power armor. It also means I'm not going to dodge around
the supertech issue by saying mad inventors and superscientists are using some
highly refined form of psi power to make their machines work.
I am, however, taking a completely different dodge. A world where superpowers had been around all
along wouldn't really be recognizable to us.
It'd be so drastically changed that what I was writing would be more
like science fiction than superheroes.
So taking a page from Marvel's New Universe (one taken many times
before) and saying superpowers and related phenomena didn't exist until
recently. I'm going to tell the story of
a normal world that one day wakes up and realizes it has superpowers. Then, in manageable chunks, I can examine the
ramifications of different superpowers.
But what does this mean to you, my legions of adoring
readers?
Well, for one thing, it means a new label over on the
side. I'm adding a 7th Enigma
category. 7th Enigma content might also
get other labels, like Artistic Widgets and Fiction Widgets. But mostly, 7th Enigma Widgets will be for
gaming. Specifically, they'll be for the
4-Color system, for which I am deeply indebted to Phil Reed of Ronin Arts. (Everybody say "Thanks, Phil")
And yes, I could have used M&M instead, but I can write
4C characters off the top of my head, with no references at all. For M&M characters, I'd have to have my
book, and my character creator spreadsheet, and it'd take time. And, honestly, I'm too lazy for that. So this way, you get stats you can use if you
were a fan of the most Marvelous supers game from the 1980s, and I get to hash
out ideas in a solid form.
I'm simultaneously developing the setting and plotting the
first book (tentatively called Seven Wonders).
As I go along, I'll put up stats for various characters, and maybe some
gear and so-forth. Of course, don't
quote me on any of this. What ends up in
the book may be different than what I post on the blog. For one thing, I have to keep some surprises,
and for another, I change my mind a lot.
Before we get going, I'll give you a brief rundown of 4C. For more info, try the Ronin Arts forums, here.
There are 7 Primary traits and 4 Secondary traits.
Primary
Melee: This Primary Trait is the measure of a character’s
expertise in melee combat. When kicking, punching, stabbing, or otherwise
fighting in close quarters, this Trait determines the success or failure of the
attack.
Coordination: This Primary Trait is the measure of a
character’s physical proficiency. When shooting, throwing, dodging, balancing,
or otherwise employing physical nimbleness, this Trait determines the success
or failure of the action.
Brawn: This Primary Trait is the measure of a character’s
physical power. When lifting heavy objects, determining damage with melee or
thrown attacks, throwing an object a certain distance, or otherwise engaged in
activities relying on physical power, this Trait determines the success or
failure of the action.
Fortitude: This Primary Trait is the measure of a
character’s physical stamina and robustness. When attempting to hold breath,
resist sickness, overcome toxins, ignore fatigue, keep from dying, or otherwise
engaged in physically strenuous tasks, this Trait determines the success or
failure of the action.
Intellect: This Primary Trait is a measure of the
character’s intelligence. When attempting to invent, solve a problem, learn, or
otherwise use smarts, this Trait determines the success or failure of the
action.
Awareness: This Primary Trait is a measure of the
character’s intuition. When attempting
to sense danger, spot something, recognize a hunch, or otherwise work on
instinct rather than analyzing a situation, this Trait determines the success
or failure of the action.
Willpower: This Primary Trait is a measure of the
character’s mental strength. When dealing with psychic abilities, magic powers,
issues of willpower, or otherwise using powers of the mind, this Trait
determines the success or failure of the action.
Secondary
Damage: This Secondary Trait is a measure of the physical
punishment a character can suffer before dying. This Secondary Trait uses a
numerical score (not Rank Value) that is decreased as the character takes
damage. This Secondary Trait, as well as damage and healing
This Secondary Trait’s starting value is calculated by
adding up the Rank Values of the character’s first four Primary Traits (Melee,
Coordination, Brawn, and Fortitude).
Fortune: This Secondary Trait is a measure of the
character’s ability to use luck, training, and/or experience to influence the
present. This Secondary Trait uses a numerical score (not Rank Value) and
points may be spent from it to affect die rolls and improve the Rank Values of
Primary Traits.
This Secondary Trait’s starting value is calculated by
adding together the Rank Values of the character’s last three Primary Traits
(Intellect, Awareness, and Willpower).
Lifestyle: This Trait is a measure of the character’s wealth
and ability to procure needed items and services.
To calculate the Rank Value for this Secondary Trait roll
once on Table 1.
Repute: This Secondary Trait is a measure of how well the character
is known; the greater the score the more popular the character. This Secondary
Trait uses a numerical score (not Rank Value).
To calculate this Secondary Trait’s value roll d% and divide
the result by 3 (round up).
(Not that I'm going to do that)
Rank Values: Primary traits have a percentile value and a
descriptive adjective. The number is all
that really matters to the system, but the descriptors are much more
flavorful. You can add your own when you
play. For simplicity's sake, I'm just
going to use the rank numbers, and generally the first one from any given range
within a rank, such that someone with a 30-39 has a 30 for my calculation
purposes.
Rank
1-2
3-5
6-9
10-19
20-29
30-39
40-49
50-74
75-99
100-149
150-999
1000
Besides Traits, you've got Powers, Skills, and
Contacts.
I'm using freeform powers, which is a fancy way to say I
just make up whatever I want. It's easy:
just describe what you want the power to do and assign a rank number to
it. These characters won't be "balanced"
like, say, the Unisystem ones, but the source material isn't particularly
balanced, either, and in this case my task is to represent the source material
accurately rather than to produce completely playable content.
Skills are the stuff a character is particularly good
at. Both in the pulp-inspired writing
that I like and in superhero comics, there's a lot of latitude in a character's
skills. Captain Striker can use any gun
he damn well picks up, and fly any kind of plane, because that's the way the
writer wants it. So Skills are fairly
broad, although I'll suggest specialties.
A skill gives a character one extra rank when he's using it. For instance, a Scientist with an Exceptional
Intellect would have a Super Intellect in the area of Science.
Contacts are the people a character knows and can call on
for help or information. I'll be pretty
descriptive with these, since that's more fun to me than totally broad
categories.
By next week, I should have a pretty good idea of what
characters will be running around. To
the (negligible) extent that I'll focus on anything, I'll try to focus on
villains, since they're really the fun people anyway.