Ofanim Game Mechanics


The resonance of an Ofanite is for movement. In game terms, this can work for them in three different ways.

First, the check digit of a successful resonance roll can be added to the check digit for any of the following skills: Acrobatic Dodge, Agility, Climbing, Dodge, Driving, Piloting, Running -- and any other skill roll that both the GM and the players can agree on. The resonance's check digit is added to the skill roll's check digit, even if this makes the result higher than 6, representing a success (or failure) of celestial proportions. The skill being enhanced must be stated before the resonance is rolled; the resulting modifier will only work with that skill.

Failing a resonance-modified skill roll generates dissonance in the Ofanim when the check digit of the failed roll is calculated to be greater than 6. Skill modifiers obtained through resonance cannot be accumulated; in fact, dissonance is generated if the skill modifier is not applied to a skill roll before his resonance is invoked again.

Second, an Ofanite may add a successful resonance roll's check digit to the target number (not the check digit) of an Area Knowledge skill roll. Since these angels have an inherent grasp of the patterns of location in the Symphony, they're able to "feel" their way toward any general site -- "the nearest convenience store" -- or a specific place -- "the nearest gas station that sells diesel." Their resonance is only for established locations that exist in the public consciousness, not the precise tracking that is the trademark of the Cherubim. GMs should apply penalties to skill rolls if the desired results are too specific ("2708 Charlesworth") or subjective ("the best place to buy CDs").

Third, an Ofanite may invoke his resonance to travel up to a number of miles equal to a successful roll's check digit -- in a single minute! -- while in his celestial form. This makes it simple to travel very quickly across the corporeal world, but compromises a low profile.

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