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Showing posts from April, 2017

Inspiration and Character Drives

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Aethons are embodiments of ideals. Like other beings of Yrion, they are, in fact, emanations of inspiration, aspects of the Flame Eternal that shapes the very realms of Yrion itself, and which, ultimately nourishes all of existence, including the Prime Worlds. Therefore, in the universe of Empyrean Inspiration lies at the root of everything. It is the source of what many call "magic", or mysticism. This is a power that is available to everyone, in different forms. The difference being is that Empyreans can channel this abstract energy into tangible supernatural powers. This is a gift passed onto them through their spiritual heritage - they were once Aethons. Nonetheless, every being with a spirit has access to the power of inspiration, and can use it in the following ways: - As a standard part of making Spirit - based actions. Inspiration is used instead of traits, when the player declares a spirit-based action. As the player may choose any virtue or ideal regardle

Flaws

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Heroes have flaws that they must overcome. Flaws are what make characters intriguing, and create interesting dynamics in stories. Flaws form a pair together with traits in storytelling in Empyrean. As we established earlier, character traits are storytelling enablers, they give players a hook to spin the ongoing story in a direction of their choosing / temperament. What can be great with role playing games, is letting the player choose the means they use to face a coming challenge, instead of expecting them to shoehorn their character into a stereotype in order to "succeed" (whilst most of the time, they succeed in enforcing said stereotype). Flaws are what give a storyteller the ability to meaningfully challenge his players, delivering a character-oriented storyline, which is established by the challenges that it provides. While most of the time Flaws are simply negative psychological aspects of the character, indicating a "war within", a very suitable

Character Traits

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Character Traits are a central aspect of the system of Empyrean. As characters progress through stories, they develop and refine their core and complementary traits - the things that truly make them who they are and diversify them from each other, but also from the countless other characters encountered during play. These traits can be limited to the specific examples listed together with the Aspects, but they can also expand to cover any adjective that better describes the character. On any occasion, character traits are coupled to a specific Aspect other than Spirit. Spirit doesn't have "traits" and although each character certainly has their own individual sense of "Spirit" this type of diversification happens with the virtues and ideals that the character chooses to emphasize. Every other Aspect, however, has character traits assossiated with it. Following is a small list, by all means not a comprehensive one, of the character traits that better m

Abilities

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Abilities are coupled with corresponding Aspects. They signify that the character has training or is otherwise experienced in a specific area. Given that Empyrean is a storytelling-focused game, the role of Abilities mostly supports the ongoing narrative. In terms of the game mechanics, training and experience in an ability grants a bonus dice. In terms of the overall gameplay, the narrative makes use of abilities without necessarily requiring some roll. When the storyteller must share information with the players he can distribute this information according to the players' abilities. This is the primary purpose of having abilities in the game, they exist as a tool that shapes the story, and immerses the players inside the role of their characters. Therefore, success and failure are secondary when it comes to abilities, what should matter more, is what kind of story they help shape, and what kind of character they help to create.

Aspects - Spirit

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Spirit is the final Aspect (or the first of them all, depending on one's point of view). Spirit is a symbol of the worlds beyond. The unfolding dream, Yrion, the High Aether, the Aethons, the divinities, the myriad other planes, dimensions and realms that remain interconnected. As living creatures of destiny all beings of the Prime Worlds are connected to the world of Spirit as well. All that exists partakes of the world of spirit, but in Yrion the spirit is pristine and pure. Thus all other Aspects are subject to the laws of the Prime Worlds, whilst Spirit alone is subject to the laws of the Unfolding Dream in its entirety. However, the Aspect of Spirit does not actually measure a creature's spirit -which is impossible- but, as with the other Aspects, describes how much a creature has developed, spiritually, and thus it describes the creature's connection to the spirit world. This may or may not translate into mystical powers, or contact with otherworldly entities

Aspects - Insight

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Insight is the Fourth Aspect. It governs all of the mental faculties available to us, whether they belong to the right or left brain hemisphere, as well as our powers of perception, timing and reaction. Insight is loosely connected to the notion of time, because those who benefit from its power seem to have a knack for acting in the right moment, or being in the right place at the right time, and always have the right advice to give, the right words to say or perceive the truth of things. Some people interpret this sense of timing as luck or fortune. Those that know, simply call it Insight. Of course the domain of Insight doesn't stop there. Since its elemental nature is that of Air which is fluid, Insight is also everywhere, and connects everything with everything else, same as Adeptness, but also different. Insight connects things at a high level, and everything is ultimately brought to the light. Knowledge, reason, and intuition combine into erudite or educated concept

Aspect - Fortitude

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Fortitude is the third among the Aspects. It is the domain of the tenacious and stoic, those who survive and persevere against adversity. The Elemental power of the Fortitude Aspect is Earth. Characters who prioritize Fortitude gravitate towards a fixed - sometimes rigid- value system and often like to simplify the world, painting it in very stark colors, or even just dividing it between black and white. Fortitude characters are hardy and strong-willed, and have a propensity for entrenchment and defense. Some like to use their tenacity in a heroic way, but others merely become cruel and cynical tyrants, who seek to conform everything to their rigid views. Fortitude without Force becomes immovable and inwardly complacent, whilst Fortitude without Adeptness becomes rigid and ultimately breaks under pressure. Fortitude is also about control, thus Fortitude characters are disciplined and can exercise a great degree of control over themselves. Nonetheless, there is such a thin

Aspect - Adeptness

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Adeptness is the second Aspect, and passes into the fluid domain of adaptation and evolution. To adapt, one develops skill, balance and agility. And when one cannot instantly handle a situation they can always compensate with cunning and deceit. The Elemental rulership of the Aspect of Adeptness is water. Witty characters who rely on a combination of skill and cunning are right at home in Adeptness. Like the Aspect itself, these characters are often fluid. They navigate difficulties with great apparent ease, and can even exude charm and look very smooth and suave. Adeptness is equally the domain of acrobats, craftsmen, but also of tricksters, charmers and deceivers of all sorts. Adeptness is the home of the adaptable and mercurial, but also it is the home of the smart, dexterous and practical, and the socially adept. Its waters become the medium that connect everyone and everything with everyone and everything else, but the manner and pattern of the connection remains vague

Aspect - Force

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Force is the first of the Five Aspects. It is, among many other things, the aggressive domain of fiery individuals who prefer action, rather than talk. The Elemental power of the Force Aspect is Fire. Choleric individuals, prone to taking initiative are those most likely to choose Force as their primary domain, but this doesn't imply it is the domain of bull-headed egoists. On the contrary righteous zealots, passionate, inspired, driven individuals may all fit excellently in the domain of Force. In general, however, Force is the domain of daring deeds, where actions speak louder than words. The bold, the brave, the daring, the dashing and heroic are all part of Force. This is also the domain of competition, where the swift, decisive and willful prevails over those who may be more ponderous or even considerate. As such, however, it is the domain of battles, not wars. It is the Aspect of victory here and now, no long-term goals involved. This is why Force underneath

The Aspects

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The Five Aspects are a core gaming element and determine the basic qualities of any character or creature. Each Aspect describes a character and drastically affects their odds of success in any action that relates to the Aspect in question. Aspects are not exact descriptors but are closer to describing an Aspect of the game of Empyrean itself, grouping several activities (sometimes from various disciplines) together. In that manner, the Aspects have an "elemental" quality, that further associates the Aspect with particular characteristics. Their purpose is to help differentiate one character from another. Aspects are coupled with specific characteristics that give the character a certain "type". This is further incorporated with certain passions, traits and ideals that are tightly coupled with specific aspects. Aspects have specific development points. The more a player uses specific aspects during play, the more they will gain the opportunity to f