From owner-in_nomine-digest@lists.io.com Sun Jul 19 08:27:50 1998 Return-Path: Received: from lists.io.com (lists.io.com [199.170.88.15]) by pyramid.sjgames.com (8.8.7/8.8.7) with ESMTP id IAA29282 for ; Sun, 19 Jul 1998 08:27:49 -0500 Received: (from majordom@localhost) by lists.io.com (8.9.0/8.9.0) id IAA24465 for in_nomine-digest-outgoing; Sun, 19 Jul 1998 08:32:39 -0500 Date: Sun, 19 Jul 1998 08:32:39 -0500 Message-Id: <199807191332.IAA24465@lists.io.com> X-Authentication-Warning: lists.io.com: majordom set sender to owner-in_nomine-digest@lists.io.com using -f From: owner-in_nomine-digest@lists.io.com (in_nomine-digest) To: in_nomine-digest@lists.io.com Subject: in_nomine-digest V1 #867 Reply-To: in_nomine-l@lists.io.com Sender: owner-in_nomine-digest@lists.io.com Errors-To: owner-in_nomine-digest@lists.io.com Precedence: bulk in_nomine-digest Sunday, July 19 1998 Volume 01 : Number 867 In this digest: IN> Patrick's Homegrown IN LARP System (7) IN> Patrick's Homegrown IN LARP System (4) IN> Patrick's Homegrown IN LARP System (6) IN> Patrick's Homegrown IN LARP System (8) IN> Re: IN- Tether net-book Re: IN> Take cover!!! Re: IN> Re: IN- Salvation and Damnation IN> IN: London proposal ---------------------------------------------------------------------- Date: Sun, 19 Jul 1998 16:43:00 +1000 From: "Patrick O'Duffy" Subject: IN> Patrick's Homegrown IN LARP System (7) SUPERIORS Some of the Superiors from the tabletop version do not appear in LARP play. Further, some of the attunements given by existing Superiors do not translate well into LARP play. Any suggestions for refining the system are gratefully recieved. I've only defined the attunements that require clarification or rules changes. Many of the regular attunements tarnslate directly, but require a GM for assistance in use. Some attunements are based off the character's resonance. Use the normal rules for the resonance for that type of Celestial - so angels have only as limited amount of uses of their resonance, and demons gain dissonance if they fail in the attempt. As a rule, players cannot summon their Superiors during a game, unless this is part of a plot approved by the GM. Getting someone in a really cool costume to play the Superior could be fun. Each Superior has various Rites for regaining Essence. Many of these aren't really doable in LARP play, or would require a player to do nothing all LARP but perform rites. Use common sense to determine what rites can be used. As mentioned earlier, Choir/Band attunements cost 1 Resource, while Superior Attunements cost 2 Resources. Distinctions can only be bestowed upon players by GMs. ARCHANGELS BLANDINE Not used. Her servitors are too geared towards dreams to be really useful in LARPs. A game set in the Marches would be different, of course. DAVID CHERUBIM: The player must overcome the target's Corporeal Forces with their Celestial Forces in order to grab an object's from another's grasp. OFANIM: The player can progress slowly through minerals - call a time-out & a GM to observe. MALAKIM: The player can return to normal at will. KYRIOTATE: The vessel cannot be abandoned, and the player must buy Vessel levels to support it. It does 1 extra Body Hit damage in combat and has 2 extra Body Hits. COLD TOUCH: The player must overcome the target's Corporeal Forces with their Celestial Forces (celestial targets may resist with Celestial Forces if they wish). The effect lasts for 15 minutes. MASTER OF GRANITE HAND: The character inflicts unarmed damage equal to their Corporeal Forces in Body Hits. DOMINIC SERAPHIM: Increase their effective Celestial Forces by 50% for the purposes of determining the result of their resonance use (but not how many resonance cards they get). HEAVENLY JUDGEMENT: The sword will infict 1 Body Hit every 10 seconds. VASSAL OF CONSCIENCE: Characters with 1 Celestial Force confess. FRIEND OF JUDGEMENT: Characters with 1-2 Celestial Forces confess. ELI OFANIM: Can adjust an object'a age by (Ethereal Forces x2) years. MALAKIM: Always inflict an extra Body Hit if using a weapon, despite its size. GABRIEL The player must notify the GM that they are playing an agent of Gabriel, after which the GM will inform them of any characters in the LARP that come under their sphere of punishment. MALAKIM: The green flame does 1 extra Body Hit damage in unarmed combat. SMITE: Does a number of Body Hits equal to the Essence spent. MASTER OF THE LIGHT: All foes are at -1 Corporeal Forces for the duration of the fight. This applies to both attacking and defending. JANUS SERAPHIM: With no Fast-Talk skill, this is a bit redundant. Give Seraphim an extra Resource to spend. CHERUBIM: The attuned person acts as a loyal servant (2 Resources). OFANIM: Increase the Ofanim's Ethereal Forces by 50% (round up) where appplicable. MALAKIM: Never fail in using explosives. KYRIOTATES: Don't bother with this one. Too difficult. PASSAGE: The character can spend 1 Essence to open any lock. MASTER OF MOTION: The character is fast enough to run away from any confrontation. JEAN OFANIM: The end points each take 3 Body Hits damage. ELOHIM: Increase the character's Ethereal Forces by 50% of their Celestial Forces when using the computer (round up). MALAKIM: Increase the character's Forces by 50% (round up) when using these Skills. MERCURIANS: Use the rules for the Song of Tongues as previously mentioned, except that the Mercurian ability causes no Disturbance. GENERATOR: Does Body Hit damage equal to half the Essence spent (round up), plus the target is at -1 to all appropriate tasks for 10 seconds. MASTER OF THE MACHINE: Heals 1 Body Hit per point of Essence. JORDI Not used in normal LARPs. Not unless you want to come in a gorilla suit. If so, then go hog wild with Jordi - but for now, let's forget it. LAURENCE OFANIM: May catch any target they pursue, as long as the target does not have a power of some sort that makes them impossible to catch. MALAKIM: Increase their Celestial Forces by 50% (roudn up) for purposes of determining the effects of their resonance (not how often they can use it). KYRIOTATE: One half of the Kyrio pair gets a free Role and a free Vessel level (but can't buy more), but this vessel cannot be abandoned. MERCURIANS: Increase their Forces by 50% (rounn up) when Dodging. BLADE BLESSING: The blade inflicts an extra Body Hit for the next (Celestial Forces) attacks. MARC KYRIOTATES: Increase the character's Celestial Forces by 50% (round up) for the purpose of determining how many resonance cards they recieve per session. DIVINE CONTRACT: The deal breaker takes Body Hits equal to the Essence spent. VASSAL OF TRADE: The character must overcome the target's Celestial Forces with their own, but suffers no penalty for failure. MASTER OF FINANCES: Fake it. MICHAEL SERAPHIM: Defenders against the player's attack cannot use Dodge (unless they have the Skill themselves and in a talisman, in which case they get the standard doubling). OFANIM: The character's opponent in combat may only strike the Ofanim if they have positive Body Hits left after the Ofanim's attack. KYRIOTATES: One of the Kyrio players may purchase Vessel levels, but cannot abandon the Vessel. PROFICIENCY: The character does +1 Body Hit with the chosen weapon HOWL: Stuns those within range for 10 seconds. VASSAL OF WAR: The players can communicate with notes carried via GM. NOVALIS SERAPHIM: Other characters must overcome the Seraph's Celestial Forces in order to be violent as long as they are within 5 metres or an appropriate sub-area of the LARP. ELOHIM: The player must use one of their resonance cards to gain the information. MALAKIM: The entangled characters can only walk slowly or crawl. KYRIOTATES: Don't bother even if the game is outside - not unless your idea of fun is sitting in a tree all night. MERCURIANS: Not applicable. Give Mercurians an extra Resource. NOTHING BUT FLOWERS: The character is totally invisible behind all plants. CROWN OF JOY: Affected characters must overcome the player's Celestial Forces with their won to avoid dancing. MASTER OF PEACE: Resisiting characters must overcome the player's Celestial Forces wih their own - and the player gets +1. YVES OFANIM: Can use their Celestial Forces in place of their Ethereal Forces in the appropriate circumstances if they wish. ELOHIM: Get an extra resonance card per session, only usable if touching the target. DIVINE LOGIC: The player must overcome the target's Ethereal Forces with their own. FRIEND OF THE SAGES: The player has every Knowledge skill. ------------------------------ Date: Sun, 19 Jul 1998 16:33:06 +1000 From: "Patrick O'Duffy" Subject: IN> Patrick's Homegrown IN LARP System (4) CHARACTER CREATION Player Characters get an amount of Forces, just as they would in tabletop. These are divided between the 3 categories, with a minimum of 1 Force per category. Normal mortals get 5 Forces. Soldiers get 6 Forces, with a minimum of 2 Corporeal Forces. Mummies get 6 Forces, vampires get 5, and zombis get 5 (no Celestial Forces). Celestials get 9 Forces, with a maximum of 6 Forces of any one type. The character then gets a number of _Resources_ equal to their Forces (e.g. an Angel would get 9 Resources). These correspond to the Resource types for the tabletop game, with some modifications. The main modification is that this version is more heavily quantisized than tabletop. You don't generally have varying levels of a Resource - you either have it or you don't. The character has a number of Body Hits equal to their Corporeal Forces (plus any Vessel levels). Mind & Soul Hits aren't (generally) used in this version of IN. Celestial characters also have their Resonance, as well as Attunements. These are covered in the CELESTIAL POWERS section and the SUPERIORS section. Choir/Band Attunements cost 1 Resource, while Superior Attunements cost 2 Resources. ARTIFACTS Corporeal Artifacts cost 1 Resorce. This gives the player a prop of some sort to use in the LARP. The player has an attunement to the Artifact, similar to that of a Cherub (see CELESTIAL POWERS), with an effect equal to their Corporeal Forces. Furthermore, any Disturbance created by using the artifact is reduced by one level (see DISTURBANCE). For example, injuring a human is normally an Audible disturbance, but using an Artifact weapon would reduce that to Quiet. Ethereal Artifacts (talismans) cost 2 Resources. They give the player a Skill to use as their own. If the player doesn't possess the skill, this doubles their Forces as usual. If they alrady know the Skill, it _triples_ their effective Forces. The owner is also attuned to the Artifact as above, but bases the effect on their Ethereal Forces. Celestial Artifacts cost 3 Resources. They are divided into Relics and Reliquaries. The owner is attuned to the Artifact as above, but bases the effect on their Celestial Forces. A Relic contains a Song that the player can use in the normal way (see below). The Relic also contains Essence that can be used to power the Song. The Relic normally only holds enough Essence to use the Song once per LARP. A Reliquary contain Essence for the character to use as they see fit. The Reliquary contains 3 points of Essence, and must be in physical contact with the wearer to be used. It regenerates 1 point of Essence per day, at the same time as the owner. Some Artifacts have special or unique abilities. The cost of these Artifacts should be determined by the GM (as a rule of thumb, 4 character points = 1 LARP Resource). ROLES Roles cost 1 Resource. They act to diminish the Disturbance caused by a Celestial, as long as they act in accordance with the Role. The player must define the Role and what actions would be covered by the Role. These actions cause 1 level less Disturbance than usual (see DISTURBANCE). For instance, an angel with the Role "Police Officer" who punched a criminal would cause only a Quiet disturbance, rather than the usual Audible disturbance. Status is not used in this version of IN. Most characters will have a status defined by their background and should roleplay accordingly. SERVANT Servants cost 1-3 Resources. These are tricky to represent in the LARP environment, and will require GM permission. A normal human as a servant costs 1 Resource. This character must be played by another player in the LARP. They are independant characters, and can refuse orders from their 'master' if they have good reason. Alternatively, 1 Resource will also buy a loyal and obidient minor creature (such as an animal or Imp). They will obey all instructions, but since they are not played by another person, a GM will control/represent the creature and decide how effective it is in fulfilling its orders. A loyal human/Soldier costs 2 Resources. This character will obey almost all orders from its 'master', short of actions that go directly against its principles. Even in this instance, the 'master' can attempt to force the Servant to obay through roleplay. For 2 Resources, the player can also have a Soldier or Undead as a servant. This servant can resist orders as above. For 3 Resources, the player can have a loyal Soldier or Undead as a servant. SKILLS As mentioned previously, possessing a Skill effectively doubles the character's Forces for the sake of performing a task. The following are the Skills available: CORPOREAL: Acrobatics, Climbing, Dodge, Fighting, Large Weapons (covers use of _all_ large weapons), Move Silently ETHEREAL: Chemistry, Computer Operation, Electronics, Engineering, Knowledge, Language, Lockpicking, Medicine, Ranged Weapons (covers use of _all_ ranged weapons_), Small Weapons (covers use of _all_ small weapons_) The Skills Escape & Throwing are based off either Corporeal or Ethereal Forces (player's preference). These are mainly the Skills that have some utility in the LARP environment. Characters may have skills that are effective only outside LARPS if they wish (and have permission). These do not cost any Resources, but their use must be worked out with a GM. SONGS Songs allow the character to perform supernatural acts. In this version of IN, Songs are performed automatically - a character never fails in Singing. However, whether or not the Song actually affects the target may depend on comparing appropriate Forces. The effects of Songs are covered in the SONGS section. Each version of a Song (Corporal, Ethereal, Celestial) costs 1 Resource. The character knows the Song well enough to perform it quickly, with only a mental invocation. If they spend a full minute (real time) doing nothing but invoking the Song, they increase their effective Forces by 1 for the Song's effects. VESSELS Vessels are only available to Celestials or Undead characters. They must purchase at least 1 Vessel level in order to have a body. Each Vessel level costs 1 Resource, and increases the character's Body Hits by 1. DISCORD Having a Discord gives the character an extra Resource. It also makes the character that much less effective. The Discords from the following list are available, with the following effects: CORPOREAL Damaged Sense - the player automatically _fails_ any task based on the damaged sense. Crippled - the character is missing an arm or leg (or the equivalent). This should be roleplayed & costumed accordingly. They will fail any task that requires use of the crippled area (unless a Gm rules otherwise). Vulnerable - the character takes 1 Hit of damage every minute that they're exposed to the offending substance. Discolored, Obese, Pallid, Stigmata, Ugly and Vestigium - these all require the player to use makeup & costuming to represent the Discord. These have no mechanical effect, and are fairly minor. The player recieves 1 Resource if they have _2_or_more_ of these Discords. ETHEREAL Aura - any Celestially aware character can detect the player's Aura if they are in the same 'subsection' of the LARP (same room, closet etc), as long as the perceiving character has 3+ Celestial Forces. Bound - the character is bound to an artifact or object. They must obey commands issued by someone owning the object (unless they go _directly_ against the character's personality), and gain 1 point of dissonance if the object is damaged. Geas - the particulars of the geas will vary from case to case. In general, if the geased character has not completed their mission by the end of the LARP session, they will take 1 Hit of damage. In an ongoing LARP campaign, this damage will not heal until the geas is completed. Other penalties for failure could be implemented at the GM's discretion. Angry, Berserk, Cowardly, Fear, Paranoia - must be roleplayed. These form a major part of the character's personality and should be emphasized. CELESTIAL Normally, Celestial Discords interfere with the character's ability to regain Essence. This isn't very important in LARPs, unless you run a campaign with very frequent sessions. If that's the case, assume that characters with Celestial Discords only regenerate Essence at half the rate of other characters (with the exception of characters with Need). Celestial Blindness - the character can only detect Raucous Disturbances. Need - if the character with the Need does not fulfill the Need during the LARP session, they do not regenerate any of the Essence spent during the session during 'downtime'. Obviously, this Discord is only meaningful in an ongoing LARP campaign. GMs may wish to inflict other penalties during a one-shot game. Gluttonous, Greedy, Lustful, Merciful, Murderous, Slothful - these must be roleplayed. ------------------------------ Date: Sun, 19 Jul 1998 16:40:03 +1000 From: "Patrick O'Duffy" Subject: IN> Patrick's Homegrown IN LARP System (6) CELESTIAL POWERS The various resonances of the Celestials have been greatly simplified for LARP play. Angelic resonances always work, but can only be used a certain number of times per session. Demonic resonances can be used as often as the player likes, but must overcome the target's Forces in order to work. Attunements are covered in the SUPERIORS section. ANGELIC RESONANCES The player can only use their resonance a number of times each LARP equal to their Celestial Forces. Their Forces also govern how much information they receive from using the resonance (although they may spend Essence to increase their effective Forces and thus gain more information). The easiest thing to do is to give Angelic PCs a number of cards equal to their Celestial Forces, each card describing the effect of the resonance. The player can then present their target with the card and get the information from them without needing a GM. SERAPHIM Use the chart given in the rulebook (p.94), substituting the Seraph's Celestial Forces for the check digit. CHERUBIM Use the chart given (p.96) as a guideline. The Cherub will know where the attuned object is within the LARP environment, rather than pinning things down to miles or yards. The Cherub can freely attune to things, but can only check those attunements (ie go to a GM and ask where the object is) by using one of their resonance attempt cards. OFANIM The Ofanim can use one of their resonance cards in any of the following ways: 1. Adding their Celestial Forces to their Corporeal Forces for the purpose of a single task check that is based on movement or Agility. 2. Asking a GM for relevant information about the LARP environment or the game city. 3. Escaping any confrontation or leaving the LARP at any time by moving quickly. ELOHIM Use the chart on p. 99, substituting the character's Celestial Forces for the check digit. MALAKIM Use the chart on p. 101, substituting the character's Celestial Forces for the check digit. To represent the Malakim's immunity to Trauma, you might allow Malakim that have been killed to return to play 5-10 minutes later, but with a reduced amount of Body Hits. MERCURIANS Use the chart on p. 104, substituting the character's Celestial Forces for the check digit. KYRIOTATES - FOR EXPERIENCED GMs & PLAYERS ONLY You can have a Kyrio in LARPs, but you really can't have them swapping bodies with impunity. If a player wants to be a Kyrio, they'll have to find another player who'll co-operate. These two players are now playing the one Kyriotate, which has possessed these two hosts prior to the game. The rule that 9-Force Kyriotates couldn't possess two humans at onec gets waived (otherwise you'd be using cardboards cutouts of cats & birds, and that's just silly). The two players will have to communicate regularly between themselves to keep the information flowing. GMs will have to let player A know if player B is in a dangerous situation - otherwise it can be assumed that the two halves operate largely autonomously. Now, that should be enough, without complicating things further with possessing other players. But if you want to go the whole hog... Give the player _pair_ a number of resonance cards equal to the Kyrio's Celestial Forces. If both players agree, one of them can attempt to possess another player by using one of their resonance attempts. They must overcome the target's Celestial Forces with their own, and then inform the character as to what is going on. If the target likes the deal, the Kyrio may change members, assimilating the new character and leaving a very confused character behind. This is fun for roleplaying, but can get out of hand and overcomplicate things. If the target player wants to continue playing their own character for the LARP (and who can blame them), then the Kyrio only takes control for a few minutes - long enough to do the thing they possessed the person for in the first place, and then transfer back to the old character (no contest of Forces needed). Phrases like 'GM supervision', 'GM permission' and 'experienced players' go without saying at this point. Only put Kyriotates in the game if you're comfortable with the extra effort required. Whiny players who really really really really wanna play one should be told to bugger off. DEMONIC RESONANCES Unlike angels, demons can use their resonance as often as they like. However, they have to beat the target's Celestial Forces with their own to use the Resonance - and that's _beat_, not tie. If the attempt fails, the demon takes a note of Dissonance (much harsher than tabletop), and cannot use their resonance on that character again for the rest of the LARP. BALSERAPHS The Balseraph must overcome their target's Celestial Forces (if using the resonance aginst a group, the Balseraph must overcome the Forces of each member, but only has to spend Essence to improve their Forces once). If the Balseraph succeeds, the target will believe the lie for a number of minutes equal to the Balseraph's Celestial Forces. Using the resonance against Seraphs is difficult - the Seraph's Celestial Forces are considered to be 50% greater than normal (round down). If the lie fails, or the Balseraph is caught in a lie, they suffer a note of dissonance. They can get rid of this dissonance in the next LARP session if they can use their resonance successfully on the same target. DJINN The Djinn resonance is very similar to the Cherub resonance. They can only be attuned to a number of objects equal to their Celestial Forces, but this is automatic and doesn't require overcoming the target's Forces. At any time during the LARP, the Djinn may ask a GM for the whereabouts of the target, subject to the strength of their attunement (as per Cherubs, see p. 96). If the Djinn wishes to de-attune from the target, this is an unopposed task of Difficulty 4. Failure inflicts a note of dissonance. CALABIM The Calabim can inflict damage on a target. In the case of an inanimate object, the GM assigns a difficulty based on the object's strength & structure. Otherwise, the Calabite must overcome the target's Corporeal Forces with their Celestial Forces. The attack has a range equal to double the Calabite's Corporeal Forces in feet. If the attack succeeds, the target takes Body Hits equal to half the Calabite's Corporeal Forces (round up). If it fails, the Calabite takes a note of dissonance, _and_ must invoke the resonance against other targets in range until something takes damage. Calabim start with a Discord, of a type corresponding to their highest Force (or chosen by the player if their Forces are identical), and recieve an extra Resource. HABBALAH Habbalah can inflict emotions on others. To do so, they must overcome the target's Celestial Forces with their own. If they succeed, the target suffers the effects described (see below). If the Habbalah fails, they recieve a point of dissonance and suffer the effects of the emotion themselves. The emotions inflicted must be roleplayed by the recipient. FURY: Attack object of fury a number of times equal to the player's Celestial Forces. SADNESS: Lasts for the duration of the LARP. DISGUST: Lasts for duration of LARP and for a few days of downtime. LOVE: Lasts for duration of LARP and for a few days of downtime. EMPTINESS: Target is inert & drained for rest of LARP, suffers -1 to their Corporeal Forces. If the Habbalah inflicts Emptiness on themselves, and the player wishes the character to redeem themselves, they may do so (best to consult a GM as well). Furthermore, anyone inflicted by a Habbalah's emotions will have their Ethereal Forces reduced by -1 for the duration of the effect. Elohim are vulnerable to a Habbalah's resonance - halve their Celestial Forces (round down) for the purpose of resisting the Habbalah. LILIM A Lilim may inflict a Geas on a target by overcoming their Celestial Forces. If the attempt fails, the Lilim gains a note of dissonance. If the attempt succeeds, the player, target and GM must confer on the terms of the geas, and what the Lilim must do in order to fulfill the target's need. The Lilim may do this at their leisure, or even during downtime if the GM feels it is appropriate. The strength of the geas is based on the Lilim's Celestial Forces - the greater the Forces, the more demanding the geas may be. If the target does not act to fulfill the geas, they will suffer a number of Body Hits at the end of each LARP equal to half the Lilim's Celestial Forces (round down) - and this damage will not heal during downtime. Both Lilim and target should roleplay the process of favour/geas fulfillment, and come to an arrangement that both find doable and fun. IMPUDITES Impudites can both charm the target and steal their essence. Charming the target requires the Impudite to overcome the target's Celestial Forces with their own. If they succeed, the victim is charmed for a number of minutes equal to the Impudite's Celestial Forces. If they fail, the Impudite takes a note of dissonance. Even if they succeed, an Impudite may only charm a given target once per LARP session. To steal Essence, the Impudite must touch a charmed target. They may then steal an amount of Essence equal to their Celestial Forces or less. This can only be done once per session to any given target. Cherubs, Elohim, Mercurian and Kyriotates are able to resist the Impudite's charms - increase the Celestial Forces of these angels by 50% (round up) for the purpose of the Impudite's attempt to charm them. SHEDIM - EXPERIENCED GMs & PLAYERS ONLY Much like Kyriotates, Shedim are difficult to represent in LARP play. However, if the GM wants to, they are a little simpler to represent than Kyriotates. The Shedim player starts the game with a character who is already possessed. How strongly the character is possessed, and how strong the struggle bewteen host and Shedim is being fought, is _completely_ at the discretion of the player. It's a roleplay thing. The Shedim gets a number of resonance cards, just like an angel, with which they can attempt to possess other players. First, they must overcome the target's Celestial Forces with their own - and failure will cause a note of dissonance. The player must then explain to the target what is going on. This will onyl be a temporary possession, after which the Shedim will 'snap back' into the old body. The possession will generally only last long enough to accomplish a single task (up to 5 minutes). What that task is depends on how many resonance attempts/cards the Shedim is willing to expend on possessing the target. Innocous tasks only require one of the Shedim's cards. Risky or morally dubious tasks require two cards. 'Evil' or dangerous tasks require three cards (or even more, at the GM's discretion). After the task is complete, the Shedim may not attempt to possess that person again until the next LARP session. If all concerned are willing, continued Shedim possession could start to have effects on a PC's personality, but this is entirely optional. While the Shedim is possessing someone else, the previous Host will be back to normal (whatever that is at this point), and this change in personality should be roleplayed. ------------------------------ Date: Sun, 19 Jul 1998 16:45:23 +1000 From: "Patrick O'Duffy" Subject: IN> Patrick's Homegrown IN LARP System (8) DEMON PRINCES ANDREALPHUS BALSERAPHS: The victim must attempt to overcome the player's Celestial Forces to resist. DJINN: If you need this one, you run some very interesting games that I think are illegal in my part of the world. Give the Djinn an extra Resource instead. CALABIM: Give the player an extra Resource. HABBALAH: The player stills suffers dissonance if they fail, but can keep attempting to inflict the emotion onto others until they succeed. They recieve a 50% (round up) bonus to their resonance if touching their target. LILIM: They automatically succeed in knowing the target's need if they touch them. This gived them a +1 bonus to the use of the resonance. SHEDIM: +50% bonus to resonance if touching the target. IMPUDITES: +50% bonus to resonance on someone they've had sex with. DARK DESIRE: The target must overcome the player's Celestial Forces to resist. KISS OF DEATH: Does (Essence spent x2) Body Hits, but the player must overcome the target's Celestial Forces. ASMODEUS Servitors instantly recognize other members of their Band if they're in the same sub-area of the LARP, and know how much dissonance they have. Servitors also get a free Role and two skills to complement said Role. DISSONANCE BINDING: The victim's Corporeal Forces are reduced by (their dissonance + player's Celestial Forces)/2 (round down). BAAL BALSERAPHS: Defenders against the player's attack cannot use Dodge (unless they have the Skill themselves _and_ in a talisman, in which case they get the standard doubling). CALABIM: +50% of their Corporeal Forces (round up) as a bonus to use their resonance for injuring flesh. LILIM: Give the player an extra Resource. SHEDIM: Give the player an extra Resource. STATE OF OPHIS: Not used. BELETH See Blandine. BELIAL CALABIM: The player does damage equal to their Corporeal Forces in Body Hits when using their resonance. HABBALAH: This effect lasts for 30 seconds. LILIM: +50% of the player's Ethereal Forces as a bonus to appropriate resonance use. IMPUDITES: +50% of the player's Corporeal Forces as a bonus to appropriate resonance use. INCENDIARY: The fire does 1 Body Hit of damage every 10 seconds. FIREWALKER: The character can heal 50% of their Corporeal Forces (round down). HAAGENTI HABBALAH: +50% of the player's Corporeal Forces as a bonus to appropriate resonance use. LILIM: Give the player an extra Resource, unless the game is set in a diner... SHEDIM: +1 bonus for most discords, +50% bonus for Gluttony. IMPUDITES: The player does not need to overcome the target's Forces. This can only be done once per session and causes a Loud disturbance. CONSUME: The target must overcome the player's Corporeal Forces with their Celestial Forces. DEVOUR: Succeed automatically. Adds a further +1 to Body Hits done in combat. If the player uses it more than twice in a LARP, they will vomit, taking 1 Body Hit and inflicting Hits equal to the amount of times it has been used on anyone standing before them. CAPTAIN OF CANNIBALS, BARON OF SATANIC DISHES: Both effects last 5 minutes. KOBAL Kobal's special rites must be roleplayed. PRANK: The player must make an unopposed task using Celestial Forces - - Difficulty is equal to the amount of people affected. The victims may resist by overcoming the player's Celestial Forces with their own. If this is failed, they will believe the illusion for 10 seconds. KNIGHT, CAPTAIN, BARON: In all cases, the victim must overcome the player's Celestial Forces. In the case of the Baron attunement, the victim's Forces are reduced by half the player's Celestial Forces (round down) for their next task attempt. KRONOS LILIM: 50% of the player's Celestial Forces as a bonus to appropriate resonance use. IMPUDITES: Can only do this once per LARP. TEMPORAL PROJECTION: The victim can resist by overcoming the player's Celestial Forces. The target vanishes for the rest of the LARP - - or for a GM determined length of time. MALPHAS CALABIM: The effect lasts for the rest of the LARP. The victim can resist by overcomign the player's Celestial Forces. SHEDIM: The player only needs to use one resonance card to make the victim do anything. This requires agreement on the parts of the GM, the target and the player. IMPUDITES: This automatically succeeds (give the player a number of resonance cards as per usual), with an effect equal to the player's Celestial Forces. IMBROGLIO: All affected must overcome the player's Celestial Forces to resist. POLARIZE: The player may spend Essence to imporve the effect (see table, p. 175). The target with the higher Celestial Forces may attempt to resist by overcoming the player's Celestial Forces. NYBBAS Each Servitor recieves a free Servant, worth 1 Resource. LILIM: The player recieves a free Role. SAMINGA HABBALAH: Give the player a free Resource. LILIM: The player gets Servant worth 2 Resources. ZOMBI: The player can only use this attunement during downtime, and can only create 1 Zombi in any downtime period. VAMPIRIC KISS: The player must overcome the target's Celestial Forces. The victim loses Body Hits equal to half the player's Celestial Forces (round up), while the player gains that much Essence. VALEFOR BALSERAPHS: +50% bonus to Celestial Forces for appropriate resonance rolls. DJINN: The attuned person acts as a loyal servant (2 Resources). CALABIM: Increase the Calabim's Ethereal Forces by 50% (round up) where appplicable. LILIM: +50% bonus to Ethereal Forces for appropriate resonance rolls. KYRIOTATES: Don't bother with this one. Too difficult. PASSAGE: The character can spend 1 Essence to open any lock. BARON OF BUCCANEERS: The character is fast enough to run away from any confrontation. VAPULA SERAPHIM: +50% bonus to Celestial Forces for appropriate resonance rolls. HABBALAH: The Habbalah can stun the target for 30 seconds. LILIM: +50% bonus to Celestial Forces for appropriate resonance rolls, and to Computer Operation attempts. INVENTION: The relic will last for the duration of the LARP. They do not function if the user is out of Essence. ------------------------------ Date: Sun, 19 Jul 1998 00:50:26 PDT From: "Tom Swenson" Subject: IN> Re: IN- Tether net-book > > > >> >> > Why don't we organize an >> >Net-book??!! This would be great!!! >> >> There's a real official book in the works -- though a collection of >> additional Tethers might be worthwhile, it might be worth waiting a >bit >> for the Tether book to come out before everyone goes off creating a >lot >> of Tethers for a net-book. >> >> >> > > >Will we get a chance to playtest the Tether Book (thru Pyramid?) > >And if anyone has any Tether suggestions (I am currently fixing one >that was made for New York) you can email them to me, and after the >Tether Book comes out, we can then tweak it. For now, I'll stick it >any Tether ideas on my webpage, seeing as how I update mine >semi-weekly... > >And one day, I'll have Tether Ideas for In Nomine Detroit.. > >Graveyard Greg > I had an idea for one of Kobal's Tethers in the south of France the Maginot Line. ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Sun, 19 Jul 1998 01:08:10 -0800 From: Armand Subject: Re: IN> Take cover!!! >Now where does that leave all the AppleMac users We're secretly planning to get together with the rosicrucians to find the lost Templar treasure so that we can take over the world and off all the angels and demons. Bwa ha ha! Armand > > > >Roland :-) > >(beginning to feel like a servitor of Malphas on this list....) ------------------------------ Date: Sun, 19 Jul 1998 10:17:45 +0200 (DFT) From: Anders Gabrielsson Subject: Re: IN> Re: IN- Salvation and Damnation On Sat, 18 Jul 1998, Daniel Maberry wrote: > >From: Anders Gabrielsson > >This whole line of reasoning of course requiers that you identify God > with > >the Symphony. Not many do that. (Is that's what's called pan-theism? I > >never get those terms straight.) Most see God as, in some sense, > separate > >from His creation, which gives them a bit of leeway in how they deal > with > >their fellow human beings, not to mention nature in general. > > I didn't clearly state this, but I writing from an IN perspective, not a > real-world religious perspective. From what I can tell, the IN universe > is pantheistic; it's also my personal favorite definition of the nature > of God. That doesn't change the way people see God - they don't know. Anders Gabrielsson anders@stp.ling.uu.se The contents of this message belong to me and nobody else. So there! Geography is just therapy for imperialists. ------------------------------ Date: Sun, 19 Jul 1998 06:10:26 PDT From: "Martin Arnold" Subject: IN> IN: London proposal Howdy doo >Why don't we organize an >Net-book??!! This would be great!!! Cool. This is a good idea, I have been working on doing London as a setting for my IN campaign. I would like to share these ideas for that purpose. What I suggest is that I present what I've started with and use that as a basis for discussion. Anyone with suggestions or more knowledge of the places) should chip in. originally I wanted to do this all by myself so I could say 'hey, I made this' but that's a little egotistical and may heads are better than one! Of course this will completely contradict any forthcoming Tetherbook but what the hey! EGO ALERT!!!I also intended (and still do) to put this on a website I'm working on when finished as part of my little corner of the IN world and game. Anyway here goes: (roughness anticipated) London (part 1) "The rain of London pimples The ebony street with white And the neon-lamps of London Stain the canals of night And the park becomes a jungle In the alchemy of night" (Louis MacNeice) Celestially, London is divided into two territories with the rest of the city inbetween. These areas are aligned to wither side of the War and to the more old fashioned celestial forces. Heaven maintains a divine stronghold within the City of London itself - the 'Square mile'. Here are found two of the Host's most powerful Tethers: St. Paul's Cathedral (Laurence) and the Temple (Dominic), along with the Bank of England - the 'Old lady if Threadneedle street' - which is tethered to Marc. Hell controls the City of Westminster. The Houses of Parliament at Westminster Palace are shared by tow of the most powerful princes in the Infernal Court, Asmodeus and Kronos. Kronos, although every library and archive within the buildings is linked to his own, is mainly linked to the famous clock tower named after its bell: Big Ben. Temple Bar marks the division between the two cities and is marked by a bronze griffin statue (which replaced a far more impressive gateway designed by Christopher Wren). On state occasions the sovereign still has to asks the Lord Mayor of London's permission in order to enter his city. He then marches forward carrying the Sword of state symbolising his role as protector. Ironically, either side maintains a powerful tether in the opposing territory (territory is probably not the best way of looking at it). Both fulfil similar roles as major strongholds in the celestial battlefield and will serve an even greater purpose in the even of a Final War. Westminster Abbey, where sovereigns have been crowned since 1066, is one of Heavens most powerful tethers (rivalling even Notre Dame) on earth. Controlled mainly by Laurence, it is shared by all Archangels equally (or so the theory goes). Unlike St Paul's it is not a place of public worship. In the vaults of the abbey are some of Heaven's mightiest weapons from the vaults of the Church of the Sword in the eternal City and Jean's Halls 23. These are stored in readiness for the inevitable. The Tower of London is Hell's stronghold, and is commanded by Asmodeus. Like Westminster Abbey, the Tower is shared by all of Hell (or so the theory goes); and, like the abbey, it also is a storehouse for part of the infernal armoury - some of which is actually on display! The Tower is also home to the Crown Jewels (perhaps a relic?). the twin ravens kept here (their wings have been clipped) are said to protect the Tower; should they leave it will lose its invincibility. Alongside these few are other tethers of varying power and importance. Perhaps the most powerful is the British Library, linked (like all museums and libraries in the city) of course top Yves' Library. The Library is now separate from the British Museum, after years of delay and setbacks, in a building just up the road. The Library is his main tether and sanctuary, but he still maintains a strong link to the museum, if only for the treasures housed within its walls (including a relic known as the rosetta Stone which contains the Corporeal Song of Tongues and was used to break the code of the Hieroglyphics). The British Museum is too important to be forsaken by Destiny just because of corporeal concerns (like size and space!); Yves' angels do a good job of preventing opportunistic Demons of Theft from ransacking the place (in fact many novice servants of Valefor nurture the idea that if they can do just that then Valefor would be pleased. He would - but he's long past caring about it, and would not be very pleased if a servant wasted his time by getting caught ding something like that. It hasn't succeeded so far). The London servants of valefor direct newcomers to maintaining their interests at one Sotheby's, the auctioneers, where interesting items can come and go easily. The Science Museum, while also linked to the Library in Heaven, is a strong tether to Jean. Why? Simply because of its unfailing popularity to everyone. Here modern inventions are explained and science is truly made into fun. The museum has dome more to popularise Lightning than any other place nearby. The royal Botanical Gardens at Kew are another strong tether, this time to Flowers herself, Novalis. David has another equally strong tether at Wembley stadium, the home of the FA cup at English football in general. Its importance is often underestimated, even in these times of hooliganism and general exuberance. Gabriel maintains a tether at New Scotland Yard, home of the Metropolitan Police Force. Jordi and Blandine have no tethers themselves; Blandine] works just as hard though, maintaining the dreams of a city especially as it prepares for the oncoming millennium with projects like the Millennium Dome. Jordi suffers form the usual problems he faces in urban environments (not to say hat London doesn't have any wildlife to help); places like London Zoo just aren't powerful enough to really serve the word of animals. Khalid maintains the Central mosque as his main tether, calling out to all the Moslems within the ever diversifying capital city. He's just as welcome as Westminster abbey (especially given his word), but he finds it difficult to help out given his ties to Islam and the persecution he has suffered because of it. Janus maintains a tether at that haven of chaos: Heathrow (thanks to Adam Canning - I hope o got that right! - for giving me that one), in particular the lost property section; although Janus (and indeed Demons of Theft) are found in equal proportion at places like Covent Garden and the many street markets London has to offer. Michael has an interesting situation in London; his Word is not as powerful during peacetime as it was when it helped maintain the spirit of the Blitz survivors (still manifest today, though, in the elderly). The Imperial War museum is a tether to the Groves, but is not very powerful at all consioerng the Archangel it serves. However, Michael's servants help out at a couple of other sites, in particular one that his enemies don't know about: the Cabinet war Rooms, used as a place for corporeal war planning. The other is linked to the Imperial War Museum and is moored in the river; HMS Belfast a wartime vessel and tourist attraction. These places, along with the Cenotaph are actually neutral ground between Michael and Baal's servitors who are concerns, mainly, with keeping the spirit of the places alive rather than their enemies safety in actual fact. To this end they have decreed that, while they are enemies, these places must remain neutral ground - especially the cenotaph which contains, alongside the list of mortals who have given their lives in wartime, the names of lost servants on either side - in equal proportions. To this end, Novalis' seneschal had a relic created to prevent conflict as long as it is worn. These relics are poppy's the same as those that adorn the Somme and symbolise Remembrance day each year. Any celestial visiting a War site (the Museum, Cenotaph or HMS Belfast) must wear a poppy or be thrown out quickly and forcefully. While they have no love for the other side, the Angels and Demons of War have too much respect for these mortal institutions and their significance to let them be destroyed by careless fighting; their will come a time and a place for that, however. Of the minor Archangels, Christopher is the most powerful; his tether at the Great Ormond St. Hospital for sock Children has grown in strength since its popularisation on TV (and of course the sterling work it genuinely does). A Victorian Chapel in the back contains plaques of those who now play eternal; with the Cherub. Zadkiel does her best, but doesn't have any tethers. Her Angels maintain several places of refuge and work tirelessly becaust they re iftebn in the front linbe in the constant feuding between Andrealphus and Fleurity (to follow). She picks up the pieces of the lives caught in the crossfire and helps pick up the pieces. Her work is often underestimated by her fellows, but not her enemies. Hell also has a share of the action, in particular Speakers Corner, which although not terribly powerful, is an insidious little link to Stygia and Malphas. Ever since the mid 19th century, people have had the right to come here and blow free and hard on whatever they choose, so long as they don't blaspheme, breach the peace or use obscenities - but then Demons of Factions don't have to, do they! The Monument, a memorial to a 'slight' incident one night in 1666 (how appropriate a date!). Belial maintains this tourist attraction as a link to Sheol, even if it isn't as powerful as the days of the Great Fire. Madam Tussauds disturbing and ridiculous (although hideously popular) waxwork museum serves Kobal nicely, although his demons are just as interested in sights such as the Spiting Image (a satirical TV show sadly missed) Rubberworks, and the spot where Oscar Wilde was arrested for homosexuality (that certainly made the Price of Dark Jest laught that day). As hinted at earlier, André and Fleurity don't have too equitable a relationship in London, and as a re4sult no tethers either. Drugs is always getting in the way of Lust as many prostitutes, forced onto the streets, wind up dead (unless angles of Protection can get their first) from the all to easily available amount of drugs on the scene. Nybbas has major interest here, just as he does in every capital city in the western world. However his actual tether can be found on the set of the National Lottery (on the BBC network). In fact it is rumoured that the lottery balls and even the two machines (named after Lancelot and Guineverre, if memory serves, and chosen at random each week by some of the lottery's eager victims) are diabolical devices of Nybbas' devising! With the exception of the up and coming Mammon, who has large plans (more to follow) for London, none of the other Prices have tethers. Servants of Beleth and Saminga can be found helping out at the Tower or the London Dungeon where they like to scare tourists in-between sweeping the floors and protecting the places. Mammon however has plans, his servants are currently found helping out the auctions rooms that serve Valefor, offering to help when Theft's boys have to leave. In time Mammon plans to take the place over and promote greed totally, even now a little greed (millions of $ for a painting!) hasn't done valefor any harm and he is pleased with the arrangement. Harrods is also on the large one's list; currently un-tethered for fear it will harm the place rather than help it, and no celestial wants that for the shop that can get anything! As far as the Angels and Demons in London go, they exist ion two distinct levels, reflecting the traditional English concept of a social hierarchy. The older and more powerful celestials (seneschals and other wordbound etc.) are more reactionary and conservative reflecting the institutions they serve (both corporeally and celestially), while the younger ones (the PC's) are fresher and more open top change and progress. The older 'institutions' however, are the more powerful ones though, such as Dominic and Laurence' servants, on Heaven's side, or Asmodeus and Kronos, on the other. MORE TO FOLLOW... ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ End of in_nomine-digest V1 #867 ******************************* The material here is (C) 1997 Steve Jackson Games, Incorporated. All rights reserved.