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Groups

One of the most noticeable changes as characters increase in Rank is the use of enemy Groups, multiple identical elohim that act as one.

Groups can become surprisingly powerful, so caution should be employed when using Groups against the players. Consult the following guidelines for suggestions on the maximum size and strength of Groups relative to the players.

Lowest Player Character Group of 3 Group of 7 Group of 12
at least Rank:7 Unclean Spirits

at least Rank:12 up to Power:3

at least Rank:18 up to Power:7 Unclean Spirits
at least Rank:24 up to Power:14 up to Power:7 Unclean Spirits
at least Rank:32 up to Power:21 up to Power:14 up to Power:1
at least Rank:40 up to max Tier:2 up to max Tier:2 up to Power:11
at least Rank:45 up to max Tier:2 up to max Tier:2 up to max Tier:2


Groups are handled in most respects as a single character with the Attributes of a single Group member. The following are the exceptions: 

  1. 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.

  2. Force - Groups have 3 more Force per Group member beyond the first.

  3. Guard - Groups have 1 less Guard per Group member beyond the first.

  4. Precision - Groups have 1 more Precision per Group member beyond the first.

  5. Damage Received - Damage 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 damage 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 damage 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 damage 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 every additional Group member for determining the maximum Resolve that can be invested into the use of Spiritual Effects. The Allotment affecting a single Target or invested in a Variable Allotment may exceed the amount of Resolve of one Group member plus any Increases. Any damage applied to Resolve does not reduce available Resolve for Spiritual Effects unless it reduces the total Group members.

  8. Songs - Groups of Minstrels or Bestial Fallen using Songs gain 1 SPP for every additional Group member for determining the maximum SPP they can invest into the Songs they choose to Sing each Cycle. Any damage applied to Passion does not reduce SPP unless it reduces the total Group members. Singing Groups can also Harmonize within the Group, increasing the maximum effect of each Song. A group cannot invest more SPP than an individual Group member has into any single Song without Harmonizing. Groups consider Complexity for each Song individually and not combined. A Group cannot sing any Song with a Complexity higher than the an individual Group member's Control.

  9. Perception - Groups Perceive using the to Perceive plus 1 for every 2 additional Group members that are not Messenger-related. Messengers or Beasts that are related to Messengers add 1 to Perceive for each addition Group member. Groups are Perceived using their vs. Perceive minus 1 for every additional Group member that is not Messenger-related. Messengers or Beasts that are related to Messengers add 1 vs. Perceive for every 2 additional Group members.

  10. Social Skills - Groups add 1 to their Social Skills while they have more than 1 member, +2 with 3 or more members, +3 with 7 or more members, +4 with 12 members.

  11. Social Composure - Groups add 1 to their Social Composures while they have more than 1 member, +2 with 3 or more members, +3 with 7 or more members, +4 with 12 members.
  12. cannot Express Glory - Groups trying to Express their Glory does not add their Magnitude together.

  13. vs. Expressed Glory - Groups being affected by Expressed Glory do not add their Magnitude together.

  14. Honor for Defeating Groups - Each additional Group member beyond the first awards half the usual Honor amount that would be given for an individual.