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Everything Happens in 6 Seconds

The Enterprise RPG System also has a unique combat system, with simplified actions requiring less dice rolls and stats to remember, while still maintaining flexibility. Most combat actions in this system also involve an opposed roll, allowing for a more engaging and active defence.

Combat is chaotic, with each character acting simultaneously. To translate this to the Enterprise RPG System, Combat Rounds and skill Activation Time are used. Each Combat Round is a period of 6 seconds. At the start of each round, all characters in combat declare an initial action to carry out, with the option of a second action each round. This rule exists to give several ‘break points’ in a combat and allow everyone to easily understand what is happening.

An action's Activation Time is how long it takes to complete, for example: drawing a sword (1 second), dashing 5 meter (3 seconds, or less depending on your running Competency), or activating a Psionic Scream (3 seconds). See the table below for several example actions:

Action Typical AT (Seconds)
Move 1m 1
Dash 5m 3
Attack in melee 3
Quickfire gun 1
Aim and fire gun 3
Reload gun Varies
Give orders 2
Drop something 1
Throw something 3
Dodge attack 3

Note: If in doubt, use a 'standard' AT of 3 seconds for actions, which will mostly allow 2 actions per character per round, unless an action is clearly very fast or slow. Searching for things (in a full backpack or an unknown place for example) is an example of something that could take a long time.

Action Order

Each combat round, the order in which players act depends on what they have decided to do. Actions with a faster Activation Time are of course completed first, and in a tie the lower competency score goes first.

Player Intent

Actions happen simultaneously over each 6 second round. In order to simplify chaotic combat, when each player nominates their actions for the round, they also give the intent behind their actions, and the GM secretly decides the intent of all NPCs. This system allows for actions to be as simple or complex as necessary, and allows for lots of roleplaying even during combat. Each player declaring their intent allows combat to be more dynamic, and also prevents players from reacting to events during a round and changing the (simultaneous) actions of their character based on how the round is developing. Player intent allows everyone to easily figure which actions in a combat are passively or actively opposed, and which competencies should oppose each challenge.

Flow of a combat round

  • Round starts
  • Each character in combat declares their intent that round and nominates actions that add up to an activation time of at most 6 seconds.
    • This should be reasonably simultaneous. If players constantly take a long time discussing actions, the discussion can become their action for the first couple of seconds in a round
  • The action(s) with the shortest Activation Time takes place.
  • In the case of a tie in activation times, the skill with the lower Competency goes first.
  • If Competency levels are also tied, the affected players roll a d10 and the lower roll goes first.
    • This roll is also used in the challenge score for the players’ actions
    • If there is a tie, reroll, but use the outcome of the first roll in the challenge score
  • Action(s) with longer Activation Times take place in order
  • Round ends

Note: generally, actions that happen simultaneously are actively opposed, while other actions are passively opposed.

Long Actions

Sometimes a character will need to take a longer action during combat, like assembling a large weapon, performing first aid or defusing a bomb. If an action has an Activation Time of more than 6 seconds, then take 6 seconds off the Activation Time each round, and when there are less than 6 seconds left, it happens at the correct time in that combat round.

Example: Jenny is retrieving and loading a rocket launcher, which will take her 10 seconds. She therefore spends one round preparing, then has completed her action 4 seconds into the next round. She can then take an action for the last 2 seconds of the round and decides to move into a better firing position. The next round, she aims and fires the rocket launcher, which takes 6 seconds.


Damage taken is the Victory Margin of a challenge, when positive. A VM of 'critical success' generally will not deal additional damage, but will have an extra critical effect – stun, disarm, fear, etc. A VM of 'critical failure'

Advanced Rules

The previous sections describe the complete framework of the Megacorp RPG, and they are abstracted: able to be used in any fantasy or real life setting as is, without any changes. The core rules are also very flexible – since everything is a competency that is improved over time with repeated challenges, it is easy to design interesting special abilities or convert over existing elements into this system. What we have done while designing the Megacorp RPG advanced rules is to take elements of the Megacorp lore (like psionics or Incarnate DNA mutations) and some parts of real life (like the extensive grappling rules or equipment) and inserted them into this system.

Each individual section here (except the GM material at the very end) is not essential to the RPG by itself, but all of them together make up the details, character and generally the cool parts of the Megacorp RPG.

Any action that players keep coming back to again and again can be fleshed out with special rules as needed: for example, if players are always sneaking around in their missions it could be engaging to add an 'alertness' competency to guards that is checked periodically or additional mechanics for stealthy takedowns. If players are often talking their way out of situations, then having a challenge for each point and counterpoint in a debate will make it way more gripping.

Additional Combat Rules

Focussed Actions

Sometimes a character will want to take certain action(s) that leave a couple of seconds at the end a round where they have no plans – for example Jane chooses to draw her sword (1 sec) and the attack the Anubian next to her (3sec). This leaves her with 2 seconds left in the round with nothing to do.

To avoid this waste of time, Jane can choose to carefully aim her sword swing, and await an opportunity over those 2 seconds, giving her a +2 bonus (+1 per second) to her Swordplay Challenge Score.

Rushed Actions

A player may need to do an action much faster than normal. They can choose to take a massive penalty of -10 to their CS in order to reduce the AT by 1 second. This is to represent the extreme costs of trying to rush in a combat situation – everyone is already at their peak concentration levels and hurrying in will often result in failure, except for a rare miraculous success that will become a cool story to tell.

Luck Bonus

This is a rule to award good roleplaying and allow players to occasionally perform extreme feats. The GM may award a player +1 to luck for great roleplay (or another reason). Luck accumulates (+2, +3...) over multiple rewards and can be consumed to grant that bonus to a single challenge. Players must decide to use the bonus before rolling and cannot use only part of their luck – it’s all or nothing.

Natural 10

If a player rolls a '0' (representing 10) on their d10 for a challenge roll, they may roll again (once only) and add the two rolls together as their final challenge roll. Note: A player can also choose not to roll again if a 10 will get a good VM result (learning through failure or a critical).


Defending yourself in the Enterprise RPG system is the opposite of attacking, and it involves carrying out the opposed challenge of competency + roll + trait and comparing it to the challenger’s CS.

Defensive Competencies

Characters who expect to come under attack regularly can train in defensive competencies to evade or mitigate powerful attacks against them. Defensive competencies are useful during gameplay to allow players to have a skill that they can use to counter unexpected attacks Defensive competencies should not be used as the opposed skill roll in every case – in a swordfight a character would defend with their sword skill, or the driver of a car would avoid attacks using their drive competency Examples:

Dodge (BQ): Generally used to avoid longer distance physical attacks, like thrown objects. Requires the character to know the attack is coming, and the ability to move out of the way.

Block (BQ): Blocking close range physical attacks efficiently and causing them to be deflected and deal less or no damage to a character.

Morale (EQ): A defence against insults, slander, bullying or other emotional attacks. Morale should receive increasing penalties if it is tested repeatedly in a short period.

Mental Discipline (MQ): The defence against many psionic attacks that affect the mind, like Mindfire or Sympathy, but not physical psionics, like Telekinesis or Psionic Scream. A failed MENTAL DISCIPLINE defence causes the ability to critically hit against a character’s broken willpower.

Focus (IQ): The ability to ignore distractions and respond quickly to a new situation

Passive Opposition

In some cases, a character has no way to actively oppose a challenge, for example a surprise attack or if they are incapacitated. In this case, they do not get a d10 roll – their CS is just the competency + trait.

Shoehorned Defences

A character may use a defensive competency at a time where it isn’t really appropriate, like trying to Block a car speeding towards them, or Dodge a bullet. In these cases, give the challenge a -5 modifier for difficulty and, depending on circumstances, the character may only achieve a partial success on a Victory Margin of 1-3 (bullet grazes character instead of hitting them, etc.).

Special actions

Type Time (Secs) Description Challenge Roll Critical Success Critical Failure Notes
Move 6 Character moves into the target's square and moves together with the target for a distance of X Meters where X is the victory margin, capped at the maximum of the number of Grapple ranks, minimum 1 meter. This is very much like how a bouncer would drag a drunk out of a venue. This is also the same action that would be taken to grab someone away from a rushing car. 1d10 + BQ + Grapple (Move) Also deals VM damage you fall prone All grapple checks assume 2 free hands. To maintain the grapple, the character simply has to make a new grapple roll each turn.
Throw 3 The character moves into the target's square and hurls the target a distance of X Meters where X is the victory margin divided by ten (rounded down) plus 1M. This is very much how an aikido master would use momentum to throw an enemy. 1d10 + BQ + Grapple (Throw) Make a free move action You fall prone Throw can create a situation where the target is hurt by the fall (if thrown vertically up)
Hurt 3 Character moves into the same space as the target and deals VM damage to target, basically this represents choking, dislocating, breaking. 1d10 + BQ + Grapple (Hurt) double damage Damage to self
Disarm 3 Character disarms the target, on a success, target's weapon drops to the ground in the same 1M space as the target. 1d10 + BQ + Grapple (Disarm) Character may take and use the target's weapon. You add the absolute value of your negative VM to your opponent's VM unlike many grapple moves, the user does not move into the targets space
Immobilize 3 Character induces a penalty to that limb equal to VM. (E.g.: If the victory margin is 3, the target has a -3 penalty on rolls with the immobilized limb), the target cannot move away. If the character maintains the immobilization grapple, then the target can attempt to break free in next action by opposed grapple rolls. 1d10 + BQ + Grapple (immobilize) Target cannot use that limb until next turn. Target immobilizes character instead. Unlike many grapple moves, the user does not move into the target's space
Slam 3 Character hits the target against an obstacle dealing VM damage. If the character does this against a floored/prone or immobilized target, he does x 2 VM damage. 1d10 + BQ + Grapple (slam) Make a free grapple You add the absolute value of your negative VM to your opponent's VM Unlike many grapple moves, the user does not move into the targets space
Trip 3 Character trips the target and the target is floored. This means the target needs to spend some time to get back up. 1d10 + BQ + Grapple (trip) Make a free grapple Character is tripped Instead unlike many grapple moves, the user does not move into the target's space.
Type Time (Secs) Description Challenge Roll Critical success Critical Failure Notes
Unarmed Strike
Strike 3 This can be a kick, punch, headbutt. The Character chooses which limb to use. Deals damage as per VM 1d10 + BQ + unarmed strike Make a free grapple, or double damage. Damage to self
Strike multiple 4 Character attempts to strike multiple targets with the same strike within reach. Roll a challenge roll for each target seperately, with a penalty of -4 per target. E.g.: character trying to hit 3 men surrounding her, she rolls three separate unarmed strikes but uses the same amount of time, however each roll is done at -12 (-4 multiplied by 3) 1d10 + BQ + unarmed strike Make a free move action Damage to self
Impale 4 Character tries to strike through the first target and potentially even injuring a second target behind the first. The character receives a -10 penalty to attack the second character behind the one in front, but uses the same roll to attack both primary and secondary targets. If the character can reach a third character behind the second, an additional -10 (that means -20) can be applied for the third. And so on. 1d10 + BQ + unarmed strike Make a free grapple, or double damage. Damage to self
Follow-up strike 2 There are normally no bonuses with a second unarmed strike, however if the second strike is done with an opposing limb, e.g.: right leg after left leg or a left hand after a right hand strike, the momentum gives the character a bonus to speed (one second less than normal) 1d10 + BQ + unarmed strike
Type Time (Secs) Description Challenge Roll Critical success Critical Failure Notes
Parkour 3 The character moves through obstacles, vaulting over low barriers, jumping across walls and so forth, moving a number of meters equal to VM, capped at the number of ranks in Parkour, with a minimum of 1 meter. 1d10 + BQ + Run (parkour) Free move action You fall prone and deal yourself damage equal to the VM
Dash 1 The character moves 1m in any direction, except into occupied 1M squares. 1d10 + BQ + Run (Dash) Free move action You fall prone
Sprint 3 The character builds up momentum and runs through unhindered space, moving 1 meter per victory margin, to a maximum capped at the number of ranks in Run, with a minimum of 5 meters 1d10 + BQ + Run (sprint) Free move action You fall prone
Type Time (Secs) Description Challenge Roll Critical success Critical Failure Notes
Duck 2 The character moves aside to avoid danger. This should be timed carefully. Because if an enemy is spending 3 seconds to punch the character, and this character ducks in 2 seconds. The character would not benefit from the duck. This should be used in conjunction with "wait" 1d10 + BQ + Dodge (Duck) Free unarmed or melee weapon strike You fall prone
Feint 2 Feinting is special because it is a dodge that allows the character to utilize their IQ or EQ trait instead of BQ for the purposes of avoiding danger, but strictly from an intelligent attacker (at least IQ score of 1, like an animal) 1d10 + IQ/EQ + Dodge (Feint) Free unarmed or melee weapon strike You add the absolute value of your negative VM to your opponent's VM