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in_nomine-digest Wednesday, December 10 1997 Volume 01 : Number 509
In this digest:
IN> Too Too Solid Flesh - Pt 4
IN> Too Too Solid Flesh - Pt 3
Re: IN> Hellhounds
Habbakim of Fate (Re: IN> [FLUFF] Red Dwarf/"Intellectual" shows)
HTML & the INC (Re: IN> Fluff: In Nomine Movie Trailers)
IN> Bal/Seraphim Anatomy
Re: IN> An Awful Noise in the Name of the Lord (was Re: Achmetha)
Re: IN> Kyriotates and Vessels
Re: IN> What formats are okay for posting?
RE: IN> Kyriotates and Vessels
----------------------------------------------------------------------
Date: Thu, 11 Dec 1997 06:50:27 +1100
From: "Patrick O'Duffy"
Subject: IN> Too Too Solid Flesh - Pt 4
Section 3: Events and Opportunities
As this is a largely freeform scenario, there is no set plot as
such. This section will hopefully give some meat for play, with
locations, items, and possible events for the adventure, including the
two big items, the Head and the Enema Pump.
The Head of John the Baptist
A legendary relic, this is the head of St. John, cut off at the
request of Salomè way way back in the New Testament. The head is
infused with powerful divine energies, and is one of the oldest and more
powerful relics in the world. The Head is a hard artifact to pin down -
it has a tendency to become lost (which is why it isn't locked in a
Vatican vault at the moment).
The Head is the head of an adult Arab man, in his late forties.
While withered and damaged by the passage of millennia, it's still
largely intact. The Head's eyes have been removed and replaced with
bronze orbs, although the eyelids are usually shut. There are also
other bronze bits in the Head, prongs and arcs of metal piercing the
skull, and it sits on a bronze and hardwood base.
The Head has the power to determine the Fate and Destiny of any
mortal. Furthermore, it knows just how the human can achieve that
Fate/Destiny, and what encouragement will lead them there. The Head
gives an oracular message to those who consult it, and while it's always
cryptic, it inevitably leads to the mortal's Destiny. Never their Fate
- - the Head is a divine object, and cannot be used by demons. Humans
with diabolic intent who consult the Head will find that the information
will still end up bringing them to their true Destiny.
To use the Head, a mortal must touch it bare-handed. They will
then involuntarily spend all their Essence (this can't be avoided, even
by Soldiers or Saints). If they spend at least 3 points of Essence in
this fashion, the Head's eyes will open, blank and bronze. It will look
at them and then make a statement that can lead them to their Destiny.
The Head is cryptic and more than cryptic, with statements that contain
multiple levels of meaning. The recipient of the prediction will have
some ability to unravel the message, and will almost always be able to
achieve their Destiny.
Currently, the Head is in an airtight locked compartment in the
cloning labs, complete with Waldo arms and extraction equipment.
There's a large incision in the back of the skull, where Lucinda is
extracting small pieces of John's brain for study and cloning, hoping to
unlock the predictive power of the Head and bend it to serving Fate.
The Jade Enema Pump of the Emperor of Shenzau
This is a small nozzle about 20 cm long, made of jade, crystal,
ebony, bronze and ivory. It's very old - at least a thousand years. It
may be Chinese, maybe Japanese - things are unclear. What is definite
is its purpose - it's a enema nozzle. You insert it into the user's
rectum, and pump your colonic fluids or whatever into the bowel. Lots
of fun for all the family, and a popular means of administering
medication for centuries.
The nozzle is very valuable as an antique, but Dr, Yamaguchi - who
found the nozzle a few years ago under mysterious circumstances -
believes it has even more valuable properties.
Yamaguchi has spent the last few years working on a cancer
treatment, partly based on medical science, partially on folk medicine.
His medication is made from a base of powdered brown rice, mixed with
megavitamin, beta-blockers, amino acids and other medical things, meant
for the treatment of bowel cancer. Eating it didn't work so well,
inserting it as a colonic worked better, but it still wasn't a cure.
But, when Yamaguchi used the Shenzau pump - complete remission of bowel
cancer, as well as major improvements in other cancers of the internal
organs! A breakthrough. While the power of the enema pump is yet to be
explained, there are theories, and Dr. Yamaguchi and his backers hope to
crack the mystery soon.
They won't. Unfortunately, the whole thing is a 'joke' cooked up
by Usagi. The pump has no powers. What Usagi does is use a combination
of the Song of Healing, the Song of Light and his Prank attunement.
This alleviates the patient's health temporarily, and alters the test
results so that it appears the cancer is in remission. He doctors the
data to support the idea, then changes the stored data on disc so that
when it comes time to finish the joke, Yamaguchi will look like he's
been lying all along.
The pump is also extremely valuable, and it's always possible that
thieves might decide to steal it...
The Morgue
This is down in the basement. Few people go there except for Irene
and the medical examiner - and he never goes there anymore, because
Irene scares him shitless. He communicates with her by memo only.
The morgue is a big room, all shiny and cold. One wall is lined
with pull-out drawers, which is where the bodies are kept. Bodies are
rarely out on display, unless things have been busy. There are a couple
of large examination tables in the centre of the room, and trays of
scalpels, saws, medical equipment and suchlike (possible weapons - Power
ranges from 0-2). There are a couple of freezers for medicines, serums
etc, all that medical type stuff.
In one corner is Irene's desk. It has a bin stuffed with memos that
she never reads, and a scrapbook of 'strange death' news notices in one
drawer. In the nearest freezer is the head of Johnny, Irene's pet
zombi. Johnny sits in a tray of ice and bits of frozen meat. He
gibbers, mumbles, and occasionally spits blood. Only one eye still
works, and he looks around wildly at anyone nearby. His brain has
turned to much, and he's no longer sentient. He is, however, great wild
goose chase material once the PCs work out they're looking for a head...
The Cloning Laboratory
This is Lucinda's home base, up on the tenth floor. It takes up a
fair chunk of space - about a quarter of the floor. Entry is by a
single airlock-style door, which requires a code number to be entered
and an ID card to be swiped through a reader. All the researchers have
cards, and they all know the number (1013). However, determined and
physical types could just break the doors down (strong Plexiglas).
Inside, you have a well set out and comprehensive genetics lab.
Workspace, computers, centrifuges and microscopes and stuff like that.
There are 8 other researchers here, other than Absalom and Lucinda
(see Humans). They have no idea about the true purpose of the work here
- - they do other tests and experiments, forming the basis upon which
Lucinda works in secret. If PCs talk to them, they will say that
Lucinda is good to work with, but that Dr. Absalom can be an arsehole.
At the back of the lab is Lucinda and Absalom's office, which is
partitioned off and usually locked. This is where the Head is kept, in
a glass work box that is usually covered in an opaque metal shell.
Strapped to the bottom of Absalom's desk is a sawn-off shotgun. Lucinda
keeps her pistol in her desk drawer, or on her person.
The files on the computers largely relate to the 'normal' cloning that
goes on, with a bare smidgen of info about anomalous material (the
Head's brain matter, which the humans have done a small amount of work
on without knowing what it is). The real meat is in private and
encrypted folders; you need to enter the password (Vapula65000) to get
in. This has all the info on the Head, the project, and how far it's
progressed.
Currently, they've yet to successfully clone brain material that
retains the Head's oracular ability, but they're getting close. The
last few batches have reacted to stimuli before the stimuli was added,
and the feeling is that they will break the secret within the fortnight.
Staging
These are the things that set the stage for the game, and while they can
be modified, they should take place in the following order.
The PCs Arrive
Once the PCs learn of their mission, they can make their way to the
hospital. The media circus is gearing up for the arrival of Dr,
Yamaguchi, and bored reporters are smoking and complaining about the
heat. There's a decent turnout - a cure of cancer is big, but medical
stories aren't normally that exciting, so there's only about 10-15 print
reporters and two TV news teams. Give the PCs as much time as they need
to get comfortable.
Dr. Yamaguchi (about 2pm)
After the PCs (and players) are settled, the cry goes up that the
Japanese are coming. Two helicopters land in the parking lot; one has
Yamaguchi, Usagi and a bodyguard, the other has Kimchi and another
guard. The media swarm them as they approach the hospital and are
ushered inside by hospital security. After a little while, Yamaguchi
makes a statement (a press conference area has been set up on the second
floor). The statement is in rather broken English, and he talks about
his work, a bit of Zen, and acts generally vague. He doesn't mention
the particulars of the cure (the whole enema thing). After a while, he
finishes his statement and goes into the hospital (no reporters
allowed).
Medivac Alert! (about 3.30pm)
Just as the conference finishes, word comes in of a fire down in
Underwood, and the Medivac team mobilize. People in white overalls pile
into helicopters and ambulances and speed off. This gets a small
response from the press, who takes a few pictures. If the PCs wish to
join the response (and can find a good reason to go along with it),
they'll find themselves aiding burn victims at a local metalworks
factory. No signs of deliberate arson - just an accident. They may
meet Craven and O'Malley at this point.
Tarantino Arrives (about 4.30pm)
The excitement has well and truly died down at this stage, and only
a few reporters are sticking around to keep an eye on things. Suddenly,
two limos pull into the parking lot, and out comes... Quentin
Tarantino? Along with Duke, Connie (in a wheelchair, and resenting it),
Max and the Reservoir Dogs. Quentin laps up the suddenly revitalized
media attention, and makes an improptu speech on the steps about
checking his mother in to be treated by Yamaguchi.
- --
Patrick O'Duffy, Brisbane, Australia
The ants are in the sugar
The muscles athrophied
We're on the other side, the screen is us and we're TV
MARILYN MANSON, "Man That You Fear"
------------------------------
Date: Thu, 11 Dec 1997 06:48:17 +1100
From: "Patrick O'Duffy"
Subject: IN> Too Too Solid Flesh - Pt 3
Section 2: Humans
Max Shelby Soldier of Nybbas, Tarantino's bodyguard
Corporeal Forces: 3 Strength- 6 Agility- 6 HP: 24
Ethereal Forces: 2 Intelligence- 4 Precision- 5 HP: 8
Celestial Forces: 1 Will- 2 Perception- 2 HP: 2
Status: 2 Essence: 6 Toughness: 1
Driving/ 3, Fighting/ 4, Ranged Weapon/ 4, Japanese/ 2, Move Silently/ 3
(9)
Acid/ 3
.45 Pistol, bonus +2 to R. Weapon (Eth. Artifact)
Story - Max always wanted to be a movie star, but he was hampered by
his total inability to act. Never one to admit to his own shortcomings,
though, and capitalizing on his athletic ability, he became a stuntman,
while looking for his Big Break.
Unfortunately, Max wasn't the most stable man in the world (and
still isn't). While doing stunt work for a rather ordinary TV action
drama, he developed a crush on Marcy James, the female lead. She did
nothing to lead him, but his crush grew into lust, then into obsession.
He got thrown off the show for bothering her, but that didn't stop him,
and he started stalking her. His work deteriorated, and he was thrown
out of the Stuntman's Union, devoting all his time and interest to his
obsession with Marcy. Finally, he ended up stalking and murdering her
one rainy night.
Then Duke stepped in. He'd been watching Max from afar, sizing him
up. He made him an offer in exchange for service and his soul. Max had
shaky sanity, no money and a body in his lap, and readily agreed. Duke
got rid of the body, gave Max a job as Tarantino's bodyguard, gave him
infernal power and all the rest.
Max rather likes being a Soldier of Hell. Never burdened with
anything like morality, he sees it as a way of getting what he wants.
He obeys Duke out of fear more than loyalty - he knows Duke has the
evidence of his murders (yes, plural - Max is the obsessive type), and
would release the evidence if he crosses him.
He doesn't much care for people, and they often don't care for him.
Quentin tolerates him as a necessity, and Connie hates him but can't do
anything about it. Max lords his position, his physical fitness, and
anything else he can find over others. He has an overconfidence
problem, and thinks he's way cool. If things come to blows, he'll
scream down hospital corridors on his motorbike, guns blazing, damn the
consequences.
Max has two main problems. First, his overconfidence. Second, his
obsession with attractive women. When meeting a female PC or NPC, make
a reaction roll for Max. If the check digit of a successful result is 5
or 6, Max will become obsessed with that character and begin to stalk
them. He'll only stalk one woman at a time - if more than one character
qualifies, choose the most interesting one.
Quentin Tarantino Film Director
Corporeal Forces: 1 Strength- 2 Agility- 2 HP: 2
Ethereal Forces: 2 Intelligence- 5 Precision- 4 HP: 10
Celestial Forces: 2 Will- 4 Perception- 5 HP: 8
Status: 6 Essence: 5
Artistry (Screenwriting)/ 4, Emote/ 2, Fast-Talk/ 3, Knowledge
(Hollywood)/ 5,
Knowledge (Acting)/ 3
Story - It's Quentin Tarantino, man... you know enough about him
already. He's shooting a film at MovieWorld, and has been drawn into
this by Duke, his manager.
Tarantino's fame has gone right to his head, and he's become used
to being obeyed. He also plays his image as the famous director to the
hilt - butting into conversations, mapping out camera angles with his
hands, trying to get laid... and so on.
Once you get past the image and the ego, Quentin's a decent guy.
He cares about his mother, and is terrified that she might die of
cancer. He wants to find out if the Yamaguchi treatment is for real,
and to cure his Mom. Of course, he'll try and get this done by throwing
his weight around and being a dickhead.
Quentin knows nothing about the War, and would never suspect the
truth about Duke and Max. If he finds out... well, he probably wouldn't
believe it anyway. Then he'd stick something similar into one of his
films.
Connie Tarantino Mother and Comics Buff
Corporeal Forces: 1 Strength- 2 Agility- 2 HP: 2
Ethereal Forces: 2 Intelligence- 5 Precision- 4 HP: 10
Celestial Forces: 2 Will- 4 Perception- 5 HP: 8
Status: 4 Essence: 5
Knowledge (Comics)/ 3, Emote/ 2, Driving/ 2, Japanese/2
Story - Connie Tarantino's just an ordinary American mother whose
son happens to be rich and famous. And like a good mother, she's used
her relationship with her boy to get her own cut of the action.
In all honesty, Connie's a nice lady. Kind, sincere, bright and
perky, she might be getting a little old but she's got lots of energy.
Her hobby is collecting comic books, mainly alternative and offbeat
stuff, and with the money that Quentin gives her, she can afford to
indulge in things like original art, signed comics, statues and all that
other junk that most collector's can only dream of.
Connie doesn't have a problem with Quentin's movies - she's hipper
than she looks - but she's not crazy about some of his associates. She
dislikes Duke and Max very much - she doesn't trust them in the
slightest, and she tries to use her influence with Quentin to distance
him from them.
This is one reason why Duke has targeted her. He's used his
resonance to convince her that she has liver cancer (nasty), and that
she doesn't have more than a year to live. This comes just as she's
taking a holiday with Quentin in Australia (while he makes his new
movie). Quentin has rushed her to Bethlehem West in the hope of getting
Dr. Yamaguchi to treat her.
Connie does believe she has cancer, and feels the symptomatic
pains, but doesn't let it slow her down. She's canny and clever, and
keeps her eyes and ears open. If she takes a shine to the PCs, she
could be a helpful source of information on Duke and Max (although she
doesn't know about their true natures), and about other things in the
hospital she comes into contact with. Think a younger, tougher Miss
Marple. Oh, and she's not above using the PCs for her own ends -
whether it's getting them to take down Duke, or just running into town
to buy back-issues.
Motofusa Yamaguchi Eccentric Medical Researcher
Corporeal Forces: 1 Strength- 2 Agility- 2 HP: 2
Ethereal Forces: 3 Intelligence- 6 Precision- 6 HP: 18
Celestial Forces: 1 Will- 2 Perception- 2 HP: 2
Status: 5 Essence: 5
Medicine/ 6, Knowledge (Medical Science)/ 6, Chemistry/ 4, English/ 1
Story - Dr. Yamaguchi is a bona-fide genius in the field of medical
research. But like many geniuses, he has some fairly strange ideas and
practices.
At the moment, the strangest idea he has is about his cancer cure,
which involves a mixture of brown rice, vitamins and minerals being
pumped into the patient as an enema. Healthy, sure, but not what would
normally cure cancer. But - if you use the special enema pump, the
ancient Shenzau jade pump - then the mixture will actually cure cancer!
Not just bowel cancer, but cancer of most internal organs!
Very strange, true, but so far research is very promising. As to
why only this enema pump works - well, sometimes Dr. Yamaguchi talks
about the unique atomic structure of the time-worn jade, of the pump's
slight magnetic field. But mostly he talks about the planet Sirius,
about Zen and ancient Japanese mysticism. Half the time, no-one knows
what the hell he's on about.
Dr. Yamaguchi has trouble dealing with the world outside his head -
it could even be a minor form of autism! He combines the stereotypes of
the inscrutable Oriental and the absent-minded professor. All that he
really can concentrate on is his research and his strange ideas about
the world. Oh, and golf. He loves golf.
Unbeknownst to Usagi, Yamaguchi's Destiny is to be a major player
in the discovery of a cure for cancer - and his Fate is to become a
discredited laughing stock. If Usagi or Absalom every realize this,
things could change very quickly.
Yamaguchi is no more than a pawn in this game, and doesn't realize
that the 'cure' is a trick concocted by Usagi. If he finds out, though,
he won't lose faith. He'll just keep working at finding a cure that
works.
Author's Note: Dr. Yamaguchi, and indeed the whole enema pump
idea, is pretty much lifted wholesale from the Tom Robbins novel, Half
Asleep in Frog Pajamas. A decent book, if rather self indulgent.
Reading it will probably give a much better idea of the way Dr.
Yamaguchi behaves than the above material does.
Kimchi Hida Flirtatious Research Assistant
Corporeal Forces: 2 Strength- 3 Agility- 5 HP: 6
Ethereal Forces: 2 Intelligence- 4 Precision- 4 HP: 8
Celestial Forces: 1 Will- 2 Perception- 2 HP: 2
Status: 3 Essence: 5 Charisma: 2 (Sex appeal)
Medicine/ 3, Fighting/ 2, Computer Operation/ 3, English/ 2, Lying/ 2,
Seduction/ 2
Story - Kimchi is one of Dr. Yamaguchi's assistants (Usagi is the
other). She got the job through her father's connections , but though
she's competent enough, she's so bored. She wants to be a model, or a
actress, or a singer, or... something interesting. Instead she's here
in this country where it's too hot, and all the boys are gaijin, and her
silly boss talks such nonsense.
So, Kimchi chats up boys and tries to have fun. Any male PCs that
she makes a good reaction roll against will have her trying hard to get
them into bed, or at least to take her out and show her a good time.
She was seeing Usagi for a while, but his weird sense of humor drove her
away. Anyway, he made her feel tired and worn-out all the time.
Kimchi has zero interest in the War, and won't believe in it if it
crops up. She serves mainly as comic relief and as a entry into Dr.
Yamaguchi's group.
Dr Archibald (Arch) Craven Medivac doctor
Corporeal Forces: 1 Strength- 2 Agility- 2 HP: 2
Ethereal Forces: 2 Intelligence- 5 Precision- 5 HP: 10
Celestial Forces: 2 Will- 4 Perception- 5 HP: 8
Status: 5 Essence: 5
Computer Operation/ 2, Detect Lies/ 2, Driving/ 3, Knowledge (Drumming)/
3,
Medicine/ 5
Story - On the surface Arch is all swagger and attitude, complete
with shaved head, earring, tattoos and bikie leathers. He spends his
free time playing drums in a rhythm and blues band.
His attitude is a manifestation of his determination to rebel
against his wealthy background. Despite appearances, Arch comes from an
extremely conservative family and was educated in private schools.
Arch is highly intelligent and an extremely good doctor. His
caring nature makes him more popular with the nursing staff than the
other doctors. He shares his small house with his Harley, which takes
pride of place in the living room
Arch knows nothing about the demonic infestation of Bethlehem
West. Irene freaks him out, and he avoids her. He has heard a little
about the 'experiments' in the labs, and is slightly curious. He has
been struck by the fact that Harry is acting a little oddly recently,
but puts it down to a mid-life crisis (and possibly alcohol). He finds
the Yamaguchi media circus quite amusing, and wants Tarantino's
autograph.
Arch is a strong ally for the PCs, and a good candidate for Soldier
status. He doesn't believe in God, but will change his mind if he sees
proof.
Dr. Caroline O'Malley Medivac doctor
Corporeal Forces: 1 Strength- 2 Agility- 2 HP: 2
Ethereal Forces: 2 Intelligence-5 Precision- 5 HP: 10
Celestial Forces: 2 Will- 5 Perception- 4 HP: 10
Status: 5 Essence: 5
Medicine/ 5, Chemistry/ 2, Computer Ops/ 2, Lying/ 2, Throwing/ 3
Story - Caroline has been a doctor for quite a few years. She's a
nice, friendly woman, good bedside manner, committed to her patients,
plays netball and reads detective stories in her free time.
And she has bowel cancer.
She found out in a routine check-up a few months ago, and it's hit
her hard. She's been a member of the Uniting Church all her life, but
she's really losing faith at the moment. She's divorced, single for a
while, no children, no one to really turn to. She's throwing herself
into Medivac work very hard to avoid thinking about the cancer, and
about the fact that she probably has less than a year to live, but it
preys on her mind. She's started taking painkillers in secret, stealing
them from the supply cabinets, and doesn't want anyone to know (not
addicted yet, but maybe soon).
She sees the visit by Dr. Yamaguchi as being her only hope. She's
keeping tabs on the events, desperate for a chance at life. She could
be an ally for the PCs - or she could be co-opted by the demons to be an
undercover agent. She's a good person, but she's run out of hope and
doesn't want to die. The PCs could attempt to cure her, or give her her
faith back, or just give her a chance to share her feelings.
Generic Humans
As well as the named PCs above, there are a whole host of other humans
running around Bethlehem West.
Technical Types
Doctors, nurses, medical officers, researchers and the like. The
skills they have depend on what they do. Assume that they have 2
Ethereal Forces, with the rest split between Corporeal and Celestial.
Medivac officers are doctors and paramedics, often very focused on
their job.
The cloning researchers don't know about the Head - their work
forms the infrastructure upon which Lucinda builds.
Combat Types
There are a few bodyguards and biffy types in the hospital right
now. They usually have 2 Corporeal Forces, 2 Ethereal and 1 Celestial,
although really tough types might have 3 Corporeal and only 1 Celestial
and Ethereal. None of them have guns (this is Brisbane, remember), but
will have an appropriate close combat skill at 3 or 4.
As well as Max Shelby, Tarantino has a couple of Australian
bodyguards, Kim Davidson (female) and Tony Olivetti (male). They're
armed with truncheons and know some martial arts. Tarantino refers to
them as the Reservoir Dogs and makes them dress appropriately, and
they're really not impressed by that. They work for the movie studio,
and don't care much for Shelby.
Dr. Yamaguchi has two efficient Japanese gentlemen who keep a
careful eye on him. They know martial arts, but will only fight as a
last resort. They will do their best to protect the doctor if things
get dangerous. No one ever mentions their names.
Patients
Pretty much all sorts, young/old, male/female, rich(ish)/poor. The
hospital is in the southern part of Brisbane, halfway between
middle-class and poor areas, and the clientele are often from the poorer
parts. Richer patients will have private rooms on the 7th floor, while
the poor share wards.
The patient load increases with the news of Yamaguchi's cure -
cancer patients, unsurprisingly. There are some desperate people who
want to get their health back.
For some PCs, the patients are a faceless backdrop. Others will want
to interact with them as much as possible. If you've got Kyriotate PCs,
this might well form their main pool of Hosts. Flesh out some ideas and
try and keep things varied.
- --
Patrick O'Duffy, Brisbane, Australia
The ants are in the sugar
The muscles athrophied
We're on the other side, the screen is us and we're TV
MARILYN MANSON, "Man That You Fear"
------------------------------
Date: Wed, 10 Dec 1997 14:31:55 -0500
From: Elizabeth McCoy
Subject: Re: IN> Hellhounds
At 7:34 AM -0600 12/9/97, Shadowcat wrote:
>On Mon, 8 Dec 1997, Elizabeth McCoy wrote:
>
> [Huge cut of munchkin bait]
>> B: say yes and provide proof in various ways as to why it's bad
>> for something big and mean and combat effective to have a low Will --
>> you can order it around, but so can anyone with... Song of Charm,
>> various demonic resonances, Fast-Talk, Song of Possession, Kyrio
>> resonance, various fun attunements (something like that, try
>> Divine Logic)...
>
> Would the Hellhound give off noice in the symphony just for
>existing? I had origanaly thought it would but on later looks I'm not
>sure.
I don't think it would, no -- it's a celestial creature, but
so long as it's not spending Essence, using Songs, or destroying
mundane things...
- --emccoy@nh.ultranet.com // arcangel@io.com In Nomine Line Editor
GURPS, Roleplayers, In Nomine stuff; Art: http://www.io.com/~arcangel/
------------------------------
Date: Wed, 10 Dec 1997 15:20:17 -0500
From: Elizabeth McCoy
Subject: Habbakim of Fate (Re: IN> [FLUFF] Red Dwarf/"Intellectual" shows)
At 11:43 AM -0600 12/9/97, Redneck Gaijin wrote:
[...]
> (3) I will never do anything which will lead a soul to its
>bright Destiny.
> (4) I will obey Kronos' will in all things.
[...]
> How's -that-? }:-{D
Since #3 is already a Fate dissonance condition, and #4 is just
plain smart thinking, *I'd* make you re-do those to something
more meaningful...
Personally.
emccoy@nh.ultranet.com, Uppity Wynch
http://brie.bmsc.washington.edu/people/merritt/books/Eye_of_Argon.html
"rumoured to contain hoards of plunder, and many young wenches"
Mike [falsetto]: "We're tired of these degrading patriachical slurs!
From now on we demand to be called 'wynchys.'"
------------------------------
Date: Wed, 10 Dec 1997 14:29:18 -0500
From: Elizabeth McCoy
Subject: HTML & the INC (Re: IN> Fluff: In Nomine Movie Trailers)
At 10:24 PM -0500 12/8/97, Emily Dresner wrote:
>Ahem. It sounds like you all need HTMLmail, an old PERL script which will
>take your ASCII mail and turn it into HTML-ized web pages. Not pretty,
>but with making some stock Head/Body tags in seperate files and a text
>editor, you can crank stuff out much faster then by hand. I used to
>use it for archiving Starweb turns. For the price of your soul, I will go
>looking around and find it. It's an old UNIX utility.
>
>If not, Beth and assorted servitors, I will WRITE you something rough,
>quick, dirty and lame to haul in the page, parse it, and spit out the
>HTML when I ought to be writing Win95 security software.
>
>- Em, Demon of LEGO, the Happy Sparc 20
Eeep! Um, will it run on a Mac?
- --emccoy@nh.ultranet.com // arcangel@io.com In Nomine Line Editor
GURPS, Roleplayers, In Nomine stuff; Art: http://www.io.com/~arcangel/
------------------------------
Date: Wed, 10 Dec 1997 16:15:12 -0500
From: Elizabeth McCoy
Subject: IN> Bal/Seraphim Anatomy
At 10:16 AM -0500 12/9/97, IQJason@aol.com wrote:
>Emily writes:
>Speaking of the bal/seraphim...isn't it strange that all six eyes face front
>the way they do, and in the typical predator pairs? I'd think they'd circle
>the head like a crown (or a halo) as to see the truth from all sides...
Hmmmm..... Okay, I'm weird now.
#1: It's a matter of choice, and their eyes can wander around
their scaly little heads to their heart's content.
#2: They have compound eyes that bulge up a little, giving some better
perspectives.
#3: they *do* have predator pairs, since that gives them better
depth perception (2 is the *minimum* -- more gives *better*
distance judging, if I remember my SF anatomy right). Their
flexible snakely bodies allow them to focus on just about everything,
just not all at once.
#4: those are only the eyes that you *see*...
Note the .sig has no reference to my titles.
At 11:08 AM -0500 12/9/97, Earl Wajenberg wrote:
>gantr@NKU.EDU wrote:
>
>Ditto the multiple wings. Seraphim appear in the Bible only once, in
>a vision of Isaiah's, where they are described as having six wings
>(and FEET, which rather rules out snakes). The Four Living Creatures
>have four wings each in Ezekiel, six in Revelation.
I thought that the wings were *covering* the feet -- maybe they
*don't* have feet, and that's what they were hiding...? O:>
Hm... My Angel Dictionary (Gustav Davidson) says: "4 faces and 6 wings."
Which would mean they're missing 4 wings and 2 eyes...
It also says, "the Isaiah mention is the only one to seraphim in
the Old Testament, unless the expression 'firey serpents' (Numbers
12:6) may be taken to denote them."
emccoy@nh.ultranet.com, Uppity Wynch
http://brie.bmsc.washington.edu/people/merritt/books/Eye_of_Argon.html
"rumoured to contain hoards of plunder, and many young wenches"
Mike [falsetto]: "We're tired of these degrading patriachical slurs!
From now on we demand to be called 'wynchys.'"
------------------------------
Date: Wed, 10 Dec 1997 14:43:47 -0500
From: Elizabeth McCoy
Subject: Re: IN> An Awful Noise in the Name of the Lord (was Re: Achmetha)
At 12:50 AM -0500 12/9/97, Pee Kitty wrote:
>On Mon, 8 Dec 1997, Elizabeth McCoy wrote:
>
>> At 10:03 PM -0500 12/5/97, Pee Kitty wrote:
>> >no disturbance, taking one combat round to do so. Why the change?
>>
>
>> So -- a Shedite *can* do a quiet body hop, or a noisy one.
>
>Okay, I gotcha. Any change of getting a sneak preview of just how the
>rules are gonna work when they get finalized? I hate dropping changes on
>my players like that all sudden-like...
I can manage this, I think... Disclaimer: The book will be going
by Other Superiors Than I before it goes to press. Anything that
happens there, happens down in Austin, and I don't get to know
until I get my own copy. (And if I find any inconsistancies,
I take dissonance. *sniffle*)
What I believe to be the rules:
The Sheddie touches the target, and (its player) states the intention
to make a "silent" transfer. It takes (Forces) seconds to accomplish,
can't be done with violent moving (i.e., in combat), and the rolls
are made at the end of that time. If the resonance fails or the target
resists, the Shedite goes >BONG< as it assumes celestial form. If
physical contact is broken, the Shedite remains in the current host.
Dentists, surgeons, or other people who can maintain contineous
contact for a couple of combat rounds are wonderful "transfer"
hosts for Shedim -- they slip from Joe to Dr. to Jill, and no
one is the wiser...
I don't think it's going to require a roll at a penalty, since
it takes both contact *and* extra time. But that's one of
the things that might get put in.
(If a GM felt like it, they might let the Sheddie take a penalty
to the roll in an attempt to ooze faster -- perhaps for every -1
to the target number, it takes -1 seconds (minimum 1)? But that's
a GM call, since it adds rather a bit more complexity to an already
complex Band.)
- --emccoy@nh.ultranet.com // arcangel@io.com In Nomine Line Editor
GURPS, Roleplayers, In Nomine stuff; Art: http://www.io.com/~arcangel/
------------------------------
Date: Wed, 10 Dec 1997 15:49:55 -0500
From: Elizabeth McCoy
Subject: Re: IN> Kyriotates and Vessels
At 11:55 PM -0700 12/8/97, Kingsley Lintz wrote:
> So...give me just one logical reason why a Celestial who has a
>Vessel taken over by a Kyriotate CAN'T just ascend back to Heaven and come
>back down in their other Vessel?
They can, according to the APG. (Actually, they don't even have to
ascend, from the wording of the text, but that may be slightly
wonky.) At the end of the possession, the vessel vanishes back
into the original owner's potentiality back pocket. (Yes, celestials
and characters from Toon have some similarities...)
Of course, a Kyrio in a friend's vessel *is* going to have tied
up 9+ Forces doing it (it took that many to displace all the owner's
Forces, and using any less, subsequently, will destablize the vessel's
existance, snapping it back into potentiality (*)). And the friend will
make the usual BONG coming back to Earth in his spare vessel.
Not a problem if you have a friendly Tether, perhaps. Anywhere else,
though, it's starting to invite problems...
And it *does* pool all their Forces in one place, which is a very
un-Kyrio thing to do! I'd think a GM would be perfectly within
his rights to say a Kyrio doing that too often is going to start
taking dissonance.
I'd *personally* also inflict some kind of celestial punishment
for leaving a vessel wounded -- perhaps Mind Hits, if not dissonance,
and certainly an annoyed friend! (Remember, the vessel will remain
wounded in potentiality! It will have to be swapped into by the owner,
and then healed!)
(*) If the owner suddenly is granted a Force (from 9 to 10, say),
the Kyrio doesn't automatically need 10 Forces to control his
borrowed vessel. He took it over with 9, and it requires only 9
to be stable. Next time he takes over his buddy's vessel, though,
he *will* need 10 -- once committed to displacing someone else's
Forces, the Kyrio's Forces *cannot* be relocated.
Think of it as someone sliding into a suit -- without arms, legs,
torso, etc., the suit will collapse and look funny. The shape and
size of the "suit" depends on what the original owner looked like.
Kyriotates with living vessels (Laurencians and Michaelites)
*also* have their Forces tied up in those vessels -- even when
the vessel is in potentiality! (The Forces used have to be specially
warped...) If the vessel is destroyed, the Forces are freed up.
>> Bingo. Kyriotates are inherently non-corporeal -- unlike other celestials,
>> it is not in their nature to anchor themselves to and identify with one
>> form at a time for an indefinite period. This is true of Shedim also, but
>> even more so for Kyriotates.
> Sooo....why are Kyriotates, even less able to anchor to a single
>Vessel than Shedim, able to anchor to a single Vessel, which Shedim can't?
Shedim don't displace the host-Forces, they mingle with them. It's
obviously something to do with that qualitative difference between
human souls and celestial souls. A Shedite can't mingle with another
celestial (too intimate? their twisted minds recoil from the idea
utterly?), but can seep into a human soul. Animals have simpler
souls, without the nice niches and crannies that a Shedite settles
into. (Though Rusty the K-9 of God might count as sentient enough
for Shedite possession, if a GM wanted to let a dog-Saint be
sentient enough to generate those dark places in the soul where
Shedim hide!)
A Kyrio just boots the former owner out and doesn't worry about
anything but settling into the driver's seat.
>[...] Bear in mind in this that I'm -not- arguing
>that Shedim should be able to do it...I just REALLY don't like it for
>Kyrios.
Time for a GM house rule, probably. It's *your* game, you get to
decide which rules you want! I can certainly see how it could be
useful.
[HAH! I found the celestial form thing! p. 54 of the forthcoming APG:
"assuming their time-limited celestial form and disturbing the
Symphony."]
- --emccoy@nh.ultranet.com // arcangel@io.com In Nomine Line Editor
GURPS, Roleplayers, In Nomine stuff; Art: http://www.io.com/~arcangel/
------------------------------
Date: Wed, 10 Dec 1997 17:11:36 -0500
From: Elizabeth McCoy
Subject: Re: IN> What formats are okay for posting?
At 7:18 PM +1100 12/10/97, Patrick O'Duffy wrote:
> Is it okay to post attached documents to this list?
NO!
(Though the partial stuff is probably 'kay. Just everybody try
not to make *too* much of a habit of it?)
> I've been working
>on an IN adventure in Word, and I'd like some feedback, but converting
>the whole thing (30 pages) to text and sticking it into a message would
>be real unwieldy. Any advice?
Got a web-page? Want to see it on the INC? Or I can put it on
my pages and just give out the URL.
(If it's HTML-ized somewhat, *I* can take it as an attachment.)
A tip for quick and dirty HTML conversion from VapuSoft Word.
Do a Change command. Find "^p" (the paragraph marker thingy)
and replace with "
^p". Replace all. At the top, add
the first
. At the bottom, delete the unnecessary
.
Then, at the top, add:
[your title here]
and at the bottom, add
Mark Italics either with _ or * or whatever ascii conversion you
want, or by surrounding it with (e.g., thing in
italics).
- --emccoy@nh.ultranet.com // arcangel@io.com In Nomine Line Editor
GURPS, Roleplayers, In Nomine stuff; Art: http://www.io.com/~arcangel/
------------------------------
Date: Wed, 10 Dec 1997 14:13:38 -0800
From: "Steven Feldon (Exchange)"
Subject: RE: IN> Kyriotates and Vessels
Since I'm just now considering David for a role in my campaign, I'm just
now realizing this: there's no wording in the listing for Kyriotates of
Stone that would indicate that their vessels "tie up" forces. Is this
the silent extra benefit of having "vessels" that don't really look like
people?
steve
-----Original Message-----
From: Elizabeth McCoy [SMTP:emccoy@nh.ultranet.com]
Sent: Wednesday, December 10, 1997 12:50 PM
To: in_nomine-l@lists.io.com
Subject: Re: IN> Kyriotates and Vessels
At 11:55 PM -0700 12/8/97, Kingsley Lintz wrote:
> So...give me just one logical reason why a Celestial who
has a
>Vessel taken over by a Kyriotate CAN'T just ascend back to
Heaven and come
>back down in their other Vessel?
They can, according to the APG. (Actually, they don't even have
to
ascend, from the wording of the text, but that may be slightly
wonky.) At the end of the possession, the vessel vanishes back
into the original owner's potentiality back pocket. (Yes,
celestials
and characters from Toon have some similarities...)
Of course, a Kyrio in a friend's vessel *is* going to have tied
up 9+ Forces doing it (it took that many to displace all the
owner's
Forces, and using any less, subsequently, will destablize the
vessel's
existance, snapping it back into potentiality (*)). And the
friend will
make the usual BONG coming back to Earth in his spare vessel.
Not a problem if you have a friendly Tether, perhaps. Anywhere
else,
though, it's starting to invite problems...
And it *does* pool all their Forces in one place, which is a
very
un-Kyrio thing to do! I'd think a GM would be perfectly within
his rights to say a Kyrio doing that too often is going to start
taking dissonance.
I'd *personally* also inflict some kind of celestial punishment
for leaving a vessel wounded -- perhaps Mind Hits, if not
dissonance,
and certainly an annoyed friend! (Remember, the vessel will
remain
wounded in potentiality! It will have to be swapped into by the
owner,
and then healed!)
(*) If the owner suddenly is granted a Force (from 9 to 10,
say),
the Kyrio doesn't automatically need 10 Forces to control his
borrowed vessel. He took it over with 9, and it requires only 9
to be stable. Next time he takes over his buddy's vessel,
though,
he *will* need 10 -- once committed to displacing someone else's
Forces, the Kyrio's Forces *cannot* be relocated.
Think of it as someone sliding into a suit -- without arms,
legs,
torso, etc., the suit will collapse and look funny. The shape
and
size of the "suit" depends on what the original owner looked
like.
Kyriotates with living vessels (Laurencians and Michaelites)
*also* have their Forces tied up in those vessels -- even when
the vessel is in potentiality! (The Forces used have to be
specially
warped...) If the vessel is destroyed, the Forces are freed up.
>> Bingo. Kyriotates are inherently non-corporeal -- unlike
other celestials,
>> it is not in their nature to anchor themselves to and
identify with one
>> form at a time for an indefinite period. This is true of
Shedim also, but
>> even more so for Kyriotates.
> Sooo....why are Kyriotates, even less able to anchor to
a single
>Vessel than Shedim, able to anchor to a single Vessel, which
Shedim can't?
Shedim don't displace the host-Forces, they mingle with them.
It's
obviously something to do with that qualitative difference
between
human souls and celestial souls. A Shedite can't mingle with
another
celestial (too intimate? their twisted minds recoil from the
idea
utterly?), but can seep into a human soul. Animals have simpler
souls, without the nice niches and crannies that a Shedite
settles
into. (Though Rusty the K-9 of God might count as sentient
enough
for Shedite possession, if a GM wanted to let a dog-Saint be
sentient enough to generate those dark places in the soul where
Shedim hide!)
A Kyrio just boots the former owner out and doesn't worry about
anything but settling into the driver's seat.
>[...] Bear in mind in this that I'm -not- arguing
>that Shedim should be able to do it...I just REALLY don't like
it for
>Kyrios.
Time for a GM house rule, probably. It's *your* game, you get
to
decide which rules you want! I can certainly see how it could be
useful.
[HAH! I found the celestial form thing! p. 54 of the forthcoming
APG:
"assuming their time-limited celestial form and disturbing the
Symphony."]
--emccoy@nh.ultranet.com // arcangel@io.com In Nomine Line
Editor
GURPS, Roleplayers, In Nomine stuff; Art:
http://www.io.com/~arcangel/
------------------------------
End of in_nomine-digest V1 #509
*******************************
The material here is (C) 1997 Steve Jackson Games, Incorporated.
All rights reserved.