Game Mechanics

RESONANCE ROLLS

Target Number = [Perception 1 OR Will 2] + Extra Essence 3 – Dissonance
Check Digit = CD + Modifications

Modifications (not applicable to Cherubim/Djinn):

physical contact with subject: +2
within one yard of subject: +1
direct line of sight, 10 – 50 yards away: -1
audio and video reproduction: -1
audio reproduction only: -2
visual reproduction only: -3

Failed roll:

CD 1-5 = Number of hours until Resonance can be used for same purpose/target
CD 6 = Angelic Resonance unusable for (6 – CelF) hours, or 10 minutes if CelF = 6

To oppose Will-Based Resonances:

Must have at least 4 Forces
Make successful Will roll with CD higher than CD of Resonance roll

1 All angels except Kyriotates; Lilim
2 All demons except Lilim; Kyriotates
3 Optional

DISSONANCE ROLLS

Current Dissonance = Dissonance + Levels of Discord 1

Immediately after doing something dissonant, roll three dice.

If roll is 111:

Angelic Dissonance is reset to 0
Demons generate levels of Discord equal to CD AND add one point of Dissonance
Demonic Resonance cannot be used for CD hours

If roll is 666:

Angels become Outcast; Resonance cannot be used for CD hours
Outcast angels FALL and become demons 2; Resonance cannot be used for CD hours
Demonic Dissonance is reset to 0

If at least one die equals or exceeds the amount of Current Dissonance:

Add one point of Dissonance
Resonance cannot be used for CD hours

If all dice are less than Current Dissonance:

Angelic characters become Outcast
Outcast angels FALL and become demons 2
Demons generate levels of Discord equal to the CD AND add one point of Dissonance
Resonance cannot be used for CD hours

1 specific to some Corporeal and Ethereal Discords (Vulnerable Ofanim/Calabim, Angry Elohim/Habbalah, Lilim with Aura, Berserk Mercurians/Impudites, Cowardly Malakim, Fearful Cherubim/Djinn, Paranoid Seraphim/Balseraphs)
2 does not apply to Malakim

SKILL ROLLS

Target Number = [Skill Level OR Default] + Appropriate Characteristic + Difficulty Modifier + Risk 1 + Extra Essence 1 + Artifact Level of Talisman 1
Check Digit = CD + Risk 1 + Automatic Success Bonus

Contest of Skills: If both parties make their target number, the higher CD wins. If CD is the same, it’s a draw.

Appropriate Characteristic: Strength, Agility, Intelligence, Precision, Will, Perception

Difficulty Modifier:

very tough: -2
tough: -1
easy: +1
very easy: +2

Risk:

less risky: +1 to Target Number / -1 to Check Digit
more risky: -1 to Target Number / +1 to Check Digit

Extra Essence: Note that mortals with no control spend all their Essence at once

Automatic Success Bonus: [(Final Target Number – 12) OR 0, whichever is greater]

1 Optional

SONG ROLLS

Target Number = [Song Level OR Relic Level] + Appropriate Forces + Bonus for Taking Extra Time 1 + Risk 1 + Extra Essence 1
Check Digit = CD + Multiple Realms Bonus + Automatic Success Bonus + Affiliation + Risk 1 + Extra Essence 1

Performance:

Level 1: hand/body motions AND vocal component, same round
Level 2: hand/body motions OR vocal component, same round
Levels 3 and 4: gesture/spoken phrase same round, mental invocation next round
Levels 5 and 6: gesture, spoken, or mental invocation same round

Appropriate Forces: Corporeal, Ethereal, Celestial

Bonus for Taking Extra Time:

two extra rounds: +1
one extra minute: +2
five minutes: +3
one full hour: +4
one full day: +5
one week: +6
one month: +7
one year: +8

Risk:

less risky: +1 to Target Number / -1 to Check Digit
more risky: -1 to Target Number / +1 to Check Digit

Extra Essence: Essence to increase Target Number will not increase CD, and vice versa

Multiple Realms Bonus:

two songs of a given type: +1
three songs of a given type: +2

Automatic Success Bonus: [(Final Target Number – 12) OR 0, whichever is greater]

Affiliation: Max of +1 for affiliated Choir/Band or Word

1 Optional

VESSELS

Cost: (3 pts x Vessel Level) + (2 x Charisma Level)

Body Hits: (Vessel Level + Corporeal Forces) x Strength

Damage:

if Vessel takes 25% of Body Hits in one attack: Stunned until the end of next round
if Vessel takes Body Hits: unconscious
if Vessel takes Body Hits + (Vessel Level x Strength): destroyed/dead

Vessel Level: 1 to 6

Charisma Level: -2 to +3

Changing Between Vessels: 1 round + 1 essence

Going Celestial: Will Roll; if successful spend 2 Essence; can be maintained for (Will Roll CD + Will) minutes in Corporeal Plane 1

Going Corporeal: automatic

Possessed Hosts: Use Celestial’s Strength and Agility

1 Kyriotates and Shedim can spend up to (10 x Celestial Forces) minutes in Celestial Form without any host vessels; Kyriotates can take Celestial Form with 3 unused Forces

Game Mechanics

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