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Groups

One of the most noticeable changes in Epic Mode is the use of Groups. While Groups can appear in play at other times, Epic Mode you will always include them. Groups are multiple identical elohim that act as one. Groups must be at least 2 Tiers below the primary elohim opposing them. So, a Tier:3 character can challenge Groups of up to Tier:1. An Archangel character can challenge Groups of up to Tier:2. There may still be elohim involved of only 1 Tier below the primary elohim, but those will be individual elohim and not Groups. These individuals should exercise caution as Groups may prove quite dangerous to them if their Ranks and Powers are not too far different. 

The maximum size of a Group depends on the strength of the highest Tier character on the opposing side. If the highest opposing elohim is 2 Tiers higher, the Group can consist of up to 3 members. If the highest opposing elohim is 3 Tiers higher, the Group can consist of up to 7 members. In the case of Un-clean Spirits in the presence of an opposing Archangel, the Unclean Spirits can possibly comprise a Group of up to 12 members. Table 6 details how Groups are handled. 

There are qualities of Epic Mode other than Groups that actually define it more directly. Epic Mode pro-vides a change of pace in that there are declared targets or goals for an Epic Mode encounter. Once those targets are Defeated or otherwise dealt with or the stated goals met or failed, the encounter ends, regardless of the condition of the other elohim or Groups of elohim. In fact, depending on the scenario, when some elohim are Defeated in Epic Mode they may be soon replaced by identical elohim. 

Epic Mode scenario goals will be different when compared to most previous experience in the game. The majority of regular Conflicts will be story based and feel more natural. Epic Mode goals may some-times feel more like playing a video game or scenario based table top miniatures game.

Examples of possible Scenario Goals: 

  • Defeat specified Target(s)
  • Protect specified destination(s), object(s), or Target(s)
  • Reach a specified destination(s), object(s), or Target(s)
  • Move or remove specified object(s) or Target(s)
  • Do any of the above within or for a specified number of Cycles

In Epic Mode, Groups of lesser elohim are handled in most respects as a single character with the Attributes of a single Group member. The following are the exceptions: 

1. Guard - Groups have -1 Guard while they have 2 members, -2 Guard at 3 members, -3 Guard at 5 members, -4 Guard at 7 members, and -5 Guard at 12 members. (Negative Guard value is considered 0.) 

2. Precision - Groups have +1 Precision while they have 2 members, +2 Precision at 3 members, +3 at 5 members, +4 Precision at 7 members, and +5 Precision at 12 members. 

3. Force - Groups have +3 Force while they have 2 members, +6 Force at 3 members, +9 Force at 5 members, +12 Force at 7 members, and +15 Force at 12 members. 

4. Magnitude - Groups are considered to have the full Magnitude of the entire Group. However, increases to Magnitude are only applied once to the total and not to each member. 

5. Wear - Wear to Endurance, Resolve, or Passion is subtracted from Groups as if from a single Group member. Once one of these values reaches 0, one Group member is removed. Then the Current value of that Attribute is reset to its maximum and any remaining Wear is subtracted. This works in reverse if Resolve or Passion are restored to a diminished Group (or Endurance if using Revive, Rouse, etc.) if the Group was diminished because of Wear to that Attribute. Once exceeding the maximum value of an Attribute, add 1 Group member that had been removed and continue to restore the Attribute from 0. 

6. Resisting - Groups Resist and make Checks using the value of one Group member plus any increases. Any Wear applied to Resolve or Passion does not lower Attribute values used for Checks unless the Group is down to its last member. Spiritual Effects & Songs like Bind and Reject whose higher versions can affect multiple Tier:1 Targets, can affect two Tier:1 Groups at their Tier:3 version only. Unbreakable Chains can affect up to 3 Tier:1 Groups or 2 Tier:2 Groups.

7. Spiritual Effects - Groups of Ministering Spirits or Beasts using Spiritual Effects gain 20 additional Resolve for determining the maximum Resolve that can be invested into the use of Spiritual Effects. The exception to this is that no Cost may be paid for a single Target or a variable Cost that exceeds the amount of Resolve of one Group member plus any Increases. Any Wear applied to Resolve does not reduce available Resolve for Spiritual Effects unless the Group is down to its last member. 

8. Songs - Groups of Minstrels or Bestial Fallen using Songs gain 1 SPP for determining the maximum SPP they can invest into the Songs they choose to Sing each Cycle. Any Wear applied to Passion does not reduce SPP unless the Group is down to its last member. Singing Groups can also Harmonize within the Group, increasing the maximum effect of each Song. Groups may still layer no more than three Songs and may not sing Songs whose combined Complexity exceed the Control of one Group member.