The Dice: This is how the dice functions: We have almost exclusively 12-sided dice in Empyrean. Each dice has the following potential results: Botch, Failure, Success, Critical Success. The Botch Number is 1. Botch counts as -1 success for the entire roll. Failure counts as 0 success. Success counts as 1 Success, and Critical counts as 2 successes. The Success / Target number determines the minimum result needed to score a success. So for a roll with 8+, any result of 8 or higher is a success (and any result between 2 and 7 is a failure). The Critical number determines the minimum result needed to score a critical. So for a roll with 10+, any result of 10 or higher is a critical is a critical, whilst any result between the critical number and the success number is a success, and any result other than those is a failure or a botch if that result is 1. Each roll is usually made by at least 2 dice while unmodified. The basic number of dice ro...
Empyreans can further refine their powers so that when they're already activated, they can pour even more of the force of Destiny to create a mighty burst of power, called a Surge. Following are some examples of what can be achieved using the Surge mechanic: Aetherean Whirlwind: (Requires Aetherean Edge). Your melee attack for this round attacks all enemies within melee range. In addition you can disengage from melee and move up to your movement at no action cost. Dimension Edge: (Requires Aetherean Edge). You can make a ranged attack with your melee weapon. You attack the air, tearing the space that divides you and your target in order to teleport your attack to them. The ranged attack receives supremacy, and you maintain all the benefits of Aetherean Edge. Winged Avenger: (Requires Empyrean Wings). Your empyrean wings harden, doubling as weapons for the round, granting you Supremacy to melee attack rolls, allowing your melee combat roll result to be used as a...
Comments
Post a Comment