Enigma

Enigma is the deuteragonist of the Project Creber series. He is a dissenter who previously served as a Soldat under the A.A.H.W., but has since betrayed them, working for the mysterious Nevada Emancipation Syndicate (N.E.S.) to take revenge on the A.A.H.W., a goal which they plan to achieve by freeing Creber from containment.
==Description==
Enigma is an ex-Soldat, recognizable for the small, rectangular optic on his left eye alongside the standard Soldat eyepiece serving as his right eye (which he can extend for magnification, though it is unknown if this is a standard feature of his Soldat eye piece, or a function that resulted from a modification), as well as a vertically-split head that was visibly stitched back together.
In battle, Enigma is shown to be very stealthy, accurate and tactically aware. His main skill is his marksmanship, coupled with his plasma sniper rifle, which fires blasts (lasers in the Extrication Part 1 and bolts in Extrication Part 2) that leave marks and wounds (as well as the flesh and blood of those wounds) orange (likely due to the heat of the energy involved) for a long period of time.Potke confirms that the orange marks left by Enigma's rifle blasts are not A.T.P. blood, but an effect of the plasma shots, explaining why even those with normal red blood get orange wounds when shot at by Enigma's rifle. While powerful enough to pierce through a fence and three A.T.P. units in a single shot, the weapon does have its limits, as it only left a slightly-melted dent on The Suppressor's helmet without causing any actual damage to the enemy.
As opposed to Creber, who prefers to aggressively engage in open conflicts like most Madness Combat protagonists, Enigma is more like the methodical 2BDamned, preferring to outsmart his opponents from a safe distance, equip himself with all the gadgets he needs in a given situation, plan out for possible scenarios rather than improvising on the spot, and overall provide both direct and indirect support for his allies.
Enigma is also quite skeptic, though despite this, he is still hopeful that Creber will provide what the mission requires, being somewhat less skeptical than his currently unknown boss. Finally, despite the seriousness of his work, Enigma is still able to find time to relax, taking his coffee break while preparing his weapons and chatting with his currently-unidentified superior.
==History==
Enigma's past is currently unknown, though given his stitched-up head and his Soldat status, he was definitely involved in several brutal experiences. At some point in the past, he betrayed the A.A.H.W. to become an agent of the Nevada Emancipation Syndicate (N.E.S.). The goal of the mysterious syndicate is still unknown, though it is clear that they want to "punish the agency for their crimes against Nevada", hence, they view Creber as a valuable ally to help them achieve this goal.
===Project Creber: Extrication Part 1===
Enigma's first appearance is on a rooftop of a skyscraper, with a perfect view of Creber's current whereabouts. He serves as the instrument that sets in motion Creber's escape by releasing him from his containment, with a well placed sniper shot. He then relocates to a more favorable spot to later aid Creber with additional support fire, making sure he suceeds. Towards the end of the first part Enigma is seen talking with a currently unknown higher-up of his, reporting on the situation. He then proceeds to call Creber on a tablet he purposefully left for him to stumble upon, introducing himself and trying to get on Creber's good side. After giving the protagonist further instructions, the episode ends.
===Project Creber: Extrication Part 2===
Starting off the second part with Enigma having a call with his N.E.S. overseer, he goes over the plan and gives his insight on the entire situation. Despite having doubts and not being too optimistic over the whole thing, he packs up and moves towards the next vantage point. He's absent for the majority of the episode, and reappears after Creber leaves the facility complex on the other side. Already waiting with a perfect view of the target, he assists Creber with clearing the way to the bunker, even managing to scratch the impenetrable armor of the Suppressor. However, the AAHW Soldats spot his location from afar and after receiving orders from their supervisor, send an assault squad to eliminate him. Enigma came prepared, and installed an alarm system that alerted him about the incoming threat ahead of time. Just enough time, in fact, to dash into the nearby locker and hide from his adversaries. The AAHW squad enters the room and finds it abandoned. After searching and securing everything, they commit a fatal error of triggering one of Enigma's gadgets. The device flashes everyone and eliminates all the A.T.Ps in the room with an electric shock, short circuiting their artificial components. Enigma storms out of the locker and quickly dispatches any normal agents, unaffected by the shock. After the encounter, he rushes to the window to save Creber from an advancing team of A.T.Ps, and escort him to the bunker's entrance. The episode ends.
==Trivia==
*Potke changed the instant lasers shot by Enigma's rifle to plasma bolts because he found the downward trajectory of the projectile to be better.Potke changed the blasts fired by Enigma's plasma rifle because he found the bullet drop to be better than an instant laser.
==References==
Category:Characters
Category:Deuteragonists