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The Elements
Mystic Empyrean uses the following nine elements, which are appropriate for High Fantasy
Campaigns. Other campaigns may wish to change the names of the elements.
Fire The element governing strength and power.
Light The element governing discovery and pure knowledge.
Electricity The element governing inspiration and practical knowledge.
Water The element governing adaptability and personal relationships.
Stone The element governing defense and permanence.
Darkness The element governing secrets and stealth.
Air The element governing leadership and business relationships.
Anima The Universal Success element. Anima represents creation, becoming, and birth.
Aether The Universal failure element. Aether represents oblivion, destruction, and death.
Alignments
Every action within a Balance-based world is aligned with one of the basic elements. A fire
action is aligned with light and air, and opposed by stone and water. The alignment wheel to the right
shows the relationships of each element to the others. There are four levels of alignment
Perfect every element is perfectly aligned with itself and with the Universal Success element
Anima.
Outside every element has an outside alignment with its two adjacent elements on the wheel.
Neutral every element has neutral alignment with the two elements that are two steps away
from it on the wheel.
Opposition every element is opposed to the two elements that are opposite it on the wheel,
and to the Universal Failure element Aether.
Difficulty Levels
To increase the difficulty of an attempt, the GM may decide to break it down into multiple
attempts. For example, swinging across a chasm while dodging arrows from enemy warriors could be
seen as two attempts (one to swing successfully, and one to dodge). The GM might even stipulate an
additional attempt, to jump from the rope and land successfully, if the situation warrants.
Opposed Draws
For attempts that are directly opposed by a party, and where only one party can claim success
(such as a player attacking a monster, who is trying to dodge away), an opposed draw is used. Both
parties should determine the alignments of their actions (in the example above, fire for attacking and
water for dodging). Both players make a draw and compare their results. A higher result type wins the
opposed draw, with a second draw being used to break ties. If both parties fail or have neutral success,
the action ends with neither gaining ground (in situations where this is possible) or with both losing
ground (if appropriate).
Retaliation
When the time comes for the game to fight back against the players, the GM can make draws
from the world to determine what actions are taken by enemies,
and how successful they are. These will normally, but not
always, be opposed draws.