Cherubim Game Mechanics
The Cherubim resonance is for location. They can attune themselves to as
many things as they have Forces. If a Cherub allows an object of his attunement
to be destroyed (its Strength reduced below zero), he generates dissonance,
though this does not negate his attunement. If the object of a Cherub's
attunement is broken and its parts separated, the individual pieces can
only be detected on a
check digit of six. If a
Cherub can successfully restore the destroyed item to wholeness -- unlikely
in the case of living things -- then the dissonance its destruction generated
will disappear.
A successful Will roll can remove an attunement. As mentioned above, a failed
attempt also generates dissonance.
Check Digit Results
1 You know the
direction of the attuned object.
2 You know the direction of the attuned object
and its general condition.
3 You know the direction of the attuned object, its general condition
and
its approximate distance from you (to the nearest mile).
4 You know the direction of the attuned object, its general condition and
its approximate distance from you
(to the nearest yard).
5 You know the direction of the attuned object, its general condition, its
approximate distance from you (to the nearest yard)
and whether or not
it's moving.
6 You know the direction of the attuned object, its general condition, its
approximate distance from you (to the nearest yard) and whether or not it's
moving
or in immediate danger.
Back to the Cherubim
Choirs of Angels --
Seraphim
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Ofanim |
Elohim |
Malakim |
Kyriotates
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Mercurians |
Grigori