From owner-in_nomine-digest@lists.io.com Fri Feb 5 13:28:04 1999 Return-Path: Received: from lists.io.com (majordom@lists.io.com [199.170.88.15]) by pyramid.sjgames.com (8.8.7/8.8.7) with ESMTP id NAA32529 for ; Fri, 5 Feb 1999 13:28:03 -0600 Received: (from majordom@localhost) by lists.io.com (8.9.1a/8.9.1a) id NAA22305 for in_nomine-digest-outgoing; Fri, 5 Feb 1999 13:13:22 -0600 Date: Fri, 5 Feb 1999 13:13:22 -0600 Message-Id: <199902051913.NAA22305@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 #1112 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 Friday, February 5 1999 Volume 01 : Number 1112 In this digest: IN> 20 Special Offers! Re: IN> conversion rules... Re: IN> Re: conversion rules Re: IN> zoos IN> Four Minor Choirs Re: IN> conversion rules... Re: IN> conversion rules... Re: IN> Hearts Re: IN> More GURPS IN discussion.... Re: IN> Re: conversion rules Re: IN> conversion rules (long) IN> conversion rules addendum IN> Conversion rules errata IN> Yet another Conversion rules addendum IN> Yet another Errata Re: IN> Re: conversion rules Re: IN> Yet another Errata Re: IN> Yet another Errata IN> Existing character converted to WoD stats, for a look-see Re: IN> More GURPS IN discussion.... Re: IN> Hearts Re: IN> Re: conversion rules IN> Pen Pal IN> Corporeal Player's Guide playtest ---------------------------------------------------------------------- Date: Fri, 5 Feb 1999 02:35:08 +0900 From: suupueqau87@es.flinders.edu.au (guyiopm) Subject: IN> 20 Special Offers! 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Basically, we're trying to get an angel that > will work in *all* the system-terms...w/o being so powerful as to obliterate the > other PCs. > But would paradox effect an angel - I mean you might accept a miracle on the grounds of human faith more readily than standard magic... Roland ------------------------------ Date: Thu, 04 Feb 1999 23:55:47 +0000 From: Roland Ward Subject: Re: IN> Re: conversion rules > > > Yeah, I'd agree IN, also isn't about balck and white. > > But out of interest what did you mean by: > "WoD *needs* angels, because *someone* has to be on squarely > on the good side!" > > I'm possibly misunderstanding you. > > If you and other people use grey-area-ed it becomes a word by default, but > at the moment I say that the answer to that question is kinda grey-area-ed. > > Ramesh aka Demon of Fiddling. There's greys in WoD but there are definitely black parts to it too - I think he's alluding to the fact there are not good things to balance some of the really evil parts of the Wod saga. From a personal point of view I always felt what was missing was something looking after the human element - why don't all the supernaturals take over the mundane - why does society prosper? Perhaps this is where the Angels/Demons come in - as the physical essense of human belief they hold a check on the others such as the Wyrm. Why else would the vampire fear the holy ? Roland :-) ------------------------------ Date: Thu, 04 Feb 1999 23:49:46 +0000 From: Roland Ward Subject: Re: IN> zoos Martin Arnold wrote: > Dear angels and demons > > I was just wondering, you know, do zoos belong to Vapula? Oppression of > animals through technology (if you count cages, artificial environments > as technological). > Safari parks would be Jordi's - zoo's are gradually becoming more Angelically biased (as they become more proactive in the survival of rare species). Originally zoo's would have to be Kobal - animals used to be kept in appalling conditions for the mere amusement of visitors who came to gawk at the funny creatures. > Also, in trawling through some other lists and newsgroups, particularly > the Armageddon RPG, In Nomine seems to be a widely misunderstood game. > Everyone who posted seems to think that it's a silly game. Too humorous > and not dark and angsty enough! > Who cares! ;-) I have played CoC for laughs, and dark mystery AD&D before - - it's not upto the games designers how you run the game - it's up to the GM. A good system should not restrict you to how you should play a game - it should allow for any style you want - personally, like the best films the best sessions I have played have incorporated humour and tragedy... Roland :-) ------------------------------ Date: Thu, 04 Feb 1999 16:26:48 -0500 From: Earl Wajenberg Subject: IN> Four Minor Choirs We are given to understand that there are additional choirs beyond the major seven. The Menuim and Pachadim have been documented. The Concordians were put forward, then dropped on the cutting room floor. Here are four more candidates for Choirs Minor: Bene Levav (a.k.a "Children of the Mind," "Mentalities") Celestial form: a sparkling point of light, in colors characteristic of the individual. Resonnance: Telepathy. Bene Levav can read minds to a maximum depth proportional to their check digit: 1 - Emotional state 2 - Verbal thought 3 - Conceptual thought 4 - Conscious memory 5 - Unconscious memory 6 - Unconscious emotion Symphonically aware beings can detect and resist with a Will roll. A drawback of their telepathy is that it is always two-way; the target can read the mind of the Ben Levav, and at the same depth the Ben Levav is using. The Ben Levav must be in sense-shot of the target to initiate telepathic contact the first time. It can hold or resume contact with remote targets with another act of resonnance, until it leaves the realm; it must renew contact by sense-shot on return to a given realm. Dissonance: Celestial and Ethereal combat is dissonant for Bene Levav; normally, they will use defensive Songs to avoid it. Bene Levav are a minor choir in the War because they are inherently bad at combat. Not only are they dissonant at Celestial and Ethereal combat, they never develop more than one Corporeal Force. Bene 'Or (a.k.a. "Children of the Light," "Luminals") Celestial form: A banner of aurora borealis, in colors characteristic of the individual. Resonnance: Clairvoyance. Bene 'Or have extraordinary vision, according to the check digit of their resonnance roll: 1 - See in the dark, or with X-ray vision, or set a "tracer." 2 - The above, and see and hear from a pre-set "tracer." 3 - The above, and telescopic vision. 4 - The above and microscopic vision. 5 - The above, and detect "echoes" of Disturbance up to a number of days equal to Celestial Forces. 6 - The above, and use a "tracer" set in another realm, or see "tracers." A "tracer" may be set on an object or person in any realm; it resembles a Cherubic attunement but does not give the Ben 'Or information on direction or distance. It is destroyed if the object it is set on is destroyed, or exits the realm it is in. A Ben 'Or can keep an arbitrary number of tracers going, but they all cease when the Ben 'Or leaves the realm. Dissonance: Celestial and Ethereal combat, same as for Bene Levav. Like their sibling choir, the Bene 'Or are wimps that never develop more than one Corporeal Force. Bene Sephiroth (a.k.a. "Children of the Spheres") Celestial form: A cluster of lights connected by a network of thinner luminous strands, in a cloud or zone of luminosity. Conections constantly break and reform in a rapid dance. The size, brilliance, color, and texture of the lights, connections, and aura all vary greatly with the individual. There are always ten lights. Resonnance: Ascension. Bene Sephiroth can move themselves and some cargo from one realm to another without causing Disturbance. Dissonance: Causing damage to themselves or their cargo by making a transit. All Bene Sephiroth have exactly ten Forces, three of each type and one that can be of any type. They never fledge from Releivers. If they have a vessel, it must be at least level three. They are a minor choir because they are expensive to make, don't grow Forces, and have a resonnance that is useful but pretty specialized. Bene Ruach (a.k.a. "Children of the Air" or "of the Spirit," "Aerials") Celestial form: An amorphous, glassy blob; a celestial amoeba Resonnance: Shapeshifting. Bene Ruach have the equivalent of the Song of Form at no Essence cost and with no Disturbance. They can keep a form for as long as a day. Dissonance: Keeping a form longer than a day. Their vessels may look normal, but they are always made of some fluid, usually air, but mist and fire are also possible. As a result, they never weigh as much as they ought. This, plus their need to keep shifting shape, limits their use in the War. ------------------------------ Date: Thu, 4 Feb 1999 21:16:22 -0000 From: "Ramesh Satkurunath" Subject: Re: IN> conversion rules... Roland Ward wrote on 05 February >> The GM wants the angelic thing explainable in Mage terms (all things get squeezed >> into Mage lore in his campaigns)...so far, we're saying an Oracle/High Umbrood >> Spirit = Archangel. We're still hashing at what Essence should be like >> (quintessence? gnosis?), and Songs. Basically, we're trying to get an angel that >> will work in *all* the system-terms...w/o being so powerful as to obliterate the >> other PCs. >> > >But would paradox effect an angel - I mean you might accept a miracle on the grounds >of human faith more readily than standard magic... Vampires, Werewolves and other supernatuals don't get paradox, and neither would angels - 2 words - Static Magic. Sorry for going off topic. Ramesh aka Demon of Fiddling ------------------------------ Date: Thu, 04 Feb 1999 19:06:18 EST From: "Perry Lloyd" Subject: Re: IN> conversion rules... [Celestial in Mage] >But would paradox effect an angel - I mean you might accept a miracle on the grounds >of human faith more readily than standard magic... If I were the Storyteller, I'd make it so Angels and Demons don't have to worry about paradox as much as the magi do. I'd say that like the garou and vampires, angels and demons should have their own rules to play by, with their own weaknesses. Perhaps the Storyteller could whip up a few weaknesses for Angels (not unlike silver for the garou and sunlight/fire for the kindred) - maybe anything "unholy" would do aggravated damage. I don't know, ask EDG. - -Perry Perry M. Lloyd (spook_number_six@hotmail.com) "...Love is kind...love never fails...." 1 Corinthians 13:4-8 ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Thu, 04 Feb 1999 19:23:21 EST From: "Perry Lloyd" Subject: Re: IN> Hearts Elizabeth spake: >>Also, does the person holding the Heart know where, as in on the planet, >>or does the person *see* the person to whom the heart is attuned and >>they must determine from context where the person is? > >Context. (Well, a *Superior* could probably figure out *where*.) Ah. Ok. Gotcha. thanks! - -Perry, KFC Perry M. Lloyd (spook_number_six@hotmail.com) "...Love is kind...love never fails...." 1 Corinthians 13:4-8 ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Thu, 04 Feb 1999 19:30:58 EST From: "Perry Lloyd" Subject: Re: IN> More GURPS IN discussion.... >>Sorry, but my physical strength should not determine my Spiritual Power. > >Same argument applies to GURPS mages using the regular magic rules. >Been there, done that argument N times before. It's going to work that >way. But the difference between GURPS magic "hedge Magic" and In Nomine Songs is that the Songs are NOT magic. They represent a changing of the very stuff the universe is made of, altering and plucking chords of the great Symphony of God, not channelling mana energies. >>What about Willpower? Why is physical stamina the measure of personal >>energy rather than Fatigue? > >Because that's how GURPS has *always* done this. Magic, psi powers, >super powers -- all use Fatigue (if they use anything). The only >exceptions are the WW conversions, and we've been told not to do the >same. > >I'm afraid this is a closed issue, for the time being. C'est la vie. I always switch fatigue and hit points anyway. :) - -Perry, KFC Perry M. Lloyd (spook_number_six@hotmail.com) "...Love is kind...love never fails...." 1 Corinthians 13:4-8 ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Thu, 04 Feb 1999 19:38:28 EST From: "Perry Lloyd" Subject: Re: IN> Re: conversion rules > There's greys in WoD but there are definitely black parts to it too - I think >he's alluding to the fact there are not good things to balance some of the >really evil parts of the Wod saga. From a personal point of view I always felt >what was missing was something looking after the human element - why don't all >the supernaturals take over the mundane - why does society prosper? Perhaps >this is where the Angels/Demons come in - as the physical essense of human >belief they hold a check on the others such as the Wyrm. >Why else would the vampire fear the holy ? I'd love to bring a group of vampire PC into a situation where they expected to just use and lose the human's they encounter. Unfortunately for them the humans would be soldiers of god. Laurence to be exact. D'oh. Songs of Fire anyone? Numinous Corpus: Fire, heh heh heh... Be careful who you try and pick on. - -Perry, Kyriotate of Flowers serving Creation and sometimes Tanniael, Archangel of Tea Perry M. Lloyd (spook_number_six@hotmail.com) "...Love is kind...love never fails...." 1 Corinthians 13:4-8 ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Thu, 04 Feb 1999 20:38:52 -0500 From: EDG Subject: Re: IN> conversion rules (long) Perry Lloyd wrote: > I don't know, ask EDG. Ask me? Oh, right - I convert things. Let's see... ATTRIBUTES. A standard human gets a 6/4/3 distribution in the WoD, with the initial dot, so make that 9/7/6, or 3/3/3;3/2/2;2/2/2. A balanced human in IN gets 2/2/1, so 8/8/4, or 4/4;4/4;2/2. HOWEVER, you have to deal with more traits on a smaller scale; 5 is the human max in WoD, 10 in IN, so halving stats is a good way to work things. (Whenever I say to halve something, round to the nearest integer, unless that would take the value to zero. Whenever a halving leaves you with a number that's less than one, round up to one.) IN Strength fulfills essentially the same function as WoD Strength and Stamina; I would suggest simply halving the value of Strength and then giving that to both Strength and Stamina, so that an IN character with 4 Strength would have 2 Str 2 Sta in WoD. (I would, on a side note, allow characters to have Strength and Stamina that averaged to the IN value; so that a 4 IN Str character could have 3 Strength and 1 Stamina, or vice-versa. Notice that a character may not take an Attribute to zero, with certain notable exceptions. Your ST will inform you if this is appropriate for your character.) IN Agility is essentially the same as WoD Dexterity; HOWEVER, Precision also figures into things. Average Agility and Precision and halve _that_ value; a character with 4 Agility and 4 Precision, therefore, can be assumed to have a Dexterity of 2. IN Will can be translated directly to WoD Willpower; do NOT halve the value. You may have to allow Celestial characters a Willpower above 10. IN Intelligence and Perception basically fulfill the same functions as their WoD counterparts, but Perception is played somewhat as Wits, too; therefore, deal with it as per Strength - halve the value, and give Perception and Wits each that value. A character with 4 Intelligence and 2 Perception, therefore, ought to have 1 each in Perception and Wits and 2 in Intelligence. Then, add the requisite 1 automatic dot to each attribute. At this point, the 2/2/1 forces character ought to have the stats Str 3 Cha X Per 2 Dex 3 Man X Int 3 Sta 3 App X Wit 2 Will 2 You'll notice that the Social stats are at X - IN Traits don't cover them. Instead, give each Social stat the initial 1, and give players 3 more dots to play with; then, for each level of Charisma, raise every Social characteristic by 1/2. (If the character has an odd number of levels of Charisma - 1, for example - the player may choose to place a dot in ONE Attribute, and choose another to set 1/2 a dot in - in other words, the Attribute needs only half the regular amount of XP to be raised.) The character (with no Charisma) should now look like this: Str 3 Cha 2 Per 3 Dex 3 Man 2 Int 2 Sta 3 App 2 Wit 2 Will 2 SKILLS. As in IN, skills in WoD have an "average" value of 0. The IN maximum skill is 6; the WoD max skill is 5. I'd suggest simply translating the skills directly from IN to WoD, for simplicity's sake; but give them [Forces] more points with which to purchase skills and Songs. (This raises the number from [Forces x 4] to [Forces x 5].) Defaults are not used in the WoD. SONGS. Add the level of the Song to the number of Forces a character has in that Song's realm, and use that as the WoD level. If our character had Celestial Motion at 2, then, his Song level would be 3 for WoD purposes. (You may want to list the actual Song level alongside the name, for use in determining what needs to be done to activate the Song.) ATTUNEMENTS, RESONANCES. Treat as Werewolf gifts; simply roll the appropriate Attributes when using the Attunement or Resonance. (You may want to write these Attributes down for easy reference. Some Demons will roll Willpower instead of an Attribute.) ESSENCE. Tricky. Treat as Willpower; give it a permanent value and a temporary value. For our human, the permanent value will be 5 - his total number of Forces - and his temp value can never rise above his permanent value. Note that Essence, like Blood Pool in Vampire, can vastly exceed 10. VESSELS, ROLES. Treat as Backgrounds, but both Vessels and Roles (and Status) cost twice normal Background cost. DISCORD. Apply to rolls as normal. (Subtract 1 die per level for related rolls.) DISSONANCE. Apply to rolls as normal. (Subtract 1 die per level for Resonance rolls.) RELICS, RELIQUARIES, ETC. List under Equipment, making sure to note the level. Add the level to rolls as appropriate. HITS. Take the level of the character's vessel, add any levels of Toughness, and multiply it by _twice_ Stamina. Add 2; this is the number of Health Levels the character has. The first is always Bruised; the last is always Incapacitated. Distribute roll modifiers as appropriate. If the character takes a number of Health Levels equal to Stamina _beyond_ Incapacitated, the vessel is destroyed. Multiply Intelligence by Perception, and add 2; this is the number of Ethereal HL your character has. Use the same rules as Corporeal HL for modifiers; if the character takes a number of Etheeal HL _beyond_ Incapacitated, the character is Ethereally destroyed. Willpower plus 2 is the number of Celestial HL a character has. Otherwise use the same rules as Corporeal HL for modifiers; if a character takes a number of Celestial HL equal to his Willpower _beyond_ Incapacitated, he is destroyed Celestially. FINAL TOUCHES. Add Backgrounds as appropriate. Our starting human character, therefore, would look like this: Str 3 Cha 2 Per 2 Dex 3 Man 2 Int 3 Sta 3 App 2 Wit 2 Act 0 Ani 0 Bur 1 Ale 1 Dri 1 Com 1 Ath 2 Eti 0 Fin 0 Bra 2 Fir 0 Inv 0 Dod 2 Mel 0 Law 1 Emp 0 Mus 1 Lin 0 Int 0 Rep 0 Med 0 Lea 0 Sec 0 Occ 1 Str 0 Ste 1 Pol 1 Sub 0 Sur 0 Sci 0 AK: Chicago 2 Fast-Talk 1 Corporeal Motion: 2 Celestial Motion: 3 Corporeal Light: 2 Willpower: 2 (2) Essence: 5 (5) Corporeal HL: 8 Ethereal HL: 6 Resources: 2 Celestial HL: 4 - --- Is this acceptable to you? I have a 9-Force Demon sitting here; I'll pull her into the WoD to test my conversion system. Regards, EDG - -- Exquisite Dead Guy x2556, EH 210, box 319 159.28.165.120 "Jesus saves. Roll for initiative." ------------------------------ Date: Thu, 04 Feb 1999 20:52:03 -0500 From: EDG Subject: IN> conversion rules addendum Folks, I completely forgot a few things in my conversion rules. First, give every Soldier 2 levels of the Merit: True Faith at no cost. Give Celestials 1 level for every 3 Forces they have. (Remember, though, in the cases of those working the Diabolical side, that True Faith isn't always in God!) Second, Angels take aggravated damage from "unholy" weapons, from the teeth and claws of vampires and werewolves, and from vulgar attack magicks. "Unholy" weapons include religious symbols used by those actively serving the Infernal side. Demons take aggravated damage from "holy" weapons, from the teeth and claws of vampires and werewolves, and from vulgar attack magicks. "Holy" weapons include religious symbols used by people actively serving the Heavenly side. I think that's it. More later. - -EDG - -- Exquisite Dead Guy x2556, EH 210, box 319 159.28.165.120 "Jesus saves. Roll for initiative." ------------------------------ Date: Thu, 04 Feb 1999 21:03:16 -0500 From: EDG Subject: IN> Conversion rules errata In the section dealing with Social Attributes: For every level of Charisma, raise Charisma by 1 and both other Social Attributes by 1/2. (If the character has an odd number of levels of Charisma - 1, for example - the player may choose to either raise Charisma by 1, OR place 1/2 of a dot the other two Attributes.) ** Someone with a Charisma of 3, therefore, could end up with Cha 4 OR Cha 5 Man 3.5 Man 3 App 3.5 App 3 Half-dots still work the same way (they halve the number of XP you need to raise the Attribute to the next level). - -EDG - -- Exquisite Dead Guy x2556, EH 210, box 319 159.28.165.120 "Jesus saves. Roll for initiative." ------------------------------ Date: Thu, 04 Feb 1999 21:05:25 -0500 From: EDG Subject: IN> Yet another Conversion rules addendum Again with Social stats: Another way to work Charisma is to simply add half of the value to any Social roll the character makes (round up). This is slightly simpler in terms of calculation. - -EDG - -- Exquisite Dead Guy x2556, EH 210, box 319 159.28.165.120 "Jesus saves. Roll for initiative." ------------------------------ Date: Thu, 04 Feb 1999 21:07:46 -0500 From: EDG Subject: IN> Yet another Errata I'm sorry for the posting flurry; I keep finding bits where I screwed up. Give the character half of their Forces, rounded up, to play with in the Social department - not necessarily 3 dots. - -EDG - -- Exquisite Dead Guy x2556, EH 210, box 319 159.28.165.120 "Jesus saves. Roll for initiative." ------------------------------ Date: Fri, 05 Feb 1999 18:20:22 -0800 From: Steel Angel Subject: Re: IN> Re: conversion rules darkelf wrote: > That phrase is really buggin' you, huh? :) Well, I was thinking of Wraith and > Vampire particularly when I used it w/ my GM -- there's spectres and sabbat and, > come to think of it, Nephandi in Mage and all sorts of clearly evil critters > lurking about. Heck, Nephandi sell their souls to 'demons'...but no where is > there mention of benevolent counter-forces...so, I suggested adapting IN angels. > (Though now that I think on it, there's mention in Wraith that the Tempest holds > beings of good and evil in its depths, but the book doesn't elaborate on the > good.) Now, I know angels aren't always benevolent and sometimes they're pretty > scary, but they are 'the good guys' in a way I haven't seen other WoD > supernaturals be. So that's what I meant by it...I think... O:) Okay, this isn't a WoD list. There are lots (some of which I'm on) and this thread seems to be going on -just- a bit long, hm? Not to be rude at all, mind you. :) ------------------------------ Date: Thu, 04 Feb 1999 21:34:42 -0500 From: EDG Subject: Re: IN> Yet another Errata Yes, I know Errata is plural. But "an Errata" is a collection of the damn things. QED. Celestial HL, as I've found when writing up my demon, are _way_ low. What you need to do is multiply Will by Intelligence. (Don't add 2.) That should give you the proper number of Celestial HL. - -EDG - -- Exquisite Dead Guy x2556, EH 210, box 319 159.28.165.120 "Jesus saves. Roll for initiative." ------------------------------ Date: Thu, 04 Feb 1999 21:35:58 -0500 From: EDG Subject: Re: IN> Yet another Errata Yet again I messed up! Teach me to do a conversion when I'm tired. The correct formula is Will x (Int - 1) = Cel HL Sorry. :) - -EDG - -- Exquisite Dead Guy x2556, EH 210, box 319 159.28.165.120 "Jesus saves. Roll for initiative." ------------------------------ Date: Thu, 04 Feb 1999 21:47:53 -0500 From: EDG Subject: IN> Existing character converted to WoD stats, for a look-see Name: Chrys Parker Word: Drugs Dissonance: 1 Player: EDG Choir/Band: Lilim Home: Destroyed/The Ship Campaign: Perry's Forces: 9 Group: The Heroes Str: 2 Cha: 3 Per: 6 Dex: 4 Man: 3 Int: 5 Sta: 2 App: 2 Wit: 6 Fast-Talk: 2 Drive: 1 AK: Athens, OH: 2 Seduction: 1 Etiquette: 2 Linguistics: 2 (Spanish) Subterfuge: 2 Sci: Drug Effects: 4 Celestial Song of Tongues: 7 (4) Willpower: 7 (7) Essence: 9 (2) Corporeal HL: 4 Vessel: F/H 1 (Cha 1) Role: Fixer (2/2) Ethereal HL: 32 Vessel: F/H 1 (Cha 1) Celestial HL: 28 Resources: 4 _Attunements_ _Resonances_ Lilim of Drugs Lilim Knight of Addicts _Discord_ OD _Geasa_ 3: Cowardly Aldo, L1 (dead) Rrg, L3 (undead!) Equipment: Star Wars blaster: Stun, Kill, Embarass Hideously *** This is after 3 sessions of playing (hence the Discord and the lost Essence). I think she turns out rather nicely; I think that maybe Song levels are a bit extreme, though, and I might want to tone them down from (Song + App. Forces) to (Song + App. Forces)/2, rounded up, which would bring Chrys's Song of Tongues from 7 to 4 - a much more reasonable number of dice to be rolling. Let me know what you think. - -EDG - -- Exquisite Dead Guy x2556, EH 210, box 319 159.28.165.120 "Jesus saves. Roll for initiative." ------------------------------ Date: Thu, 04 Feb 99 23:52 EST From: Walter Milliken Subject: Re: IN> More GURPS IN discussion.... >>Same argument applies to GURPS mages using the regular magic rules. >>Been there, done that argument N times before. It's going to work that >>way. > >But the difference between GURPS magic "hedge Magic" and In Nomine Songs >is that the Songs are NOT magic. They represent a changing of the very >stuff the universe is made of, altering and plucking chords of the great >Symphony of God, not channelling mana energies. Quite true. But the mechanics are virtually identical, once you get past the naming conventions. The difference between "normal" GURPS magic spells and Songs will be covered; they won't be the same thing, exactly, but they *will* use the same mechanics. - ---Walter ------------------------------ Date: Fri, 5 Feb 1999 14:08:08 +0000 From: Julian Breen Subject: Re: IN> Hearts In message , Elizabeth McCoy writes >>Beth, where does the above about demon Hearts not being touchable by >>other demons come from? I can't find a reference to it. IN (pg 185) says >>that a demonic Heart may not be _moved_ '...save by its owner or his >>infernal master.' Then again the IPG says (pg 98) that '...anyone might >>be able to steal a Heart if his plans were clever enough...' > >p. 185 -- "But don't touch them, they're demon's Hearts. If you >touched one, it would glow red hot until you dropped it." To >paraquote from memory. > Hmm. So the Hearts _are_ touchable, only it becomes impossible to handle them for any length of time. Unless of course you have asbestos gloves... ;) Next question: Does a celestial *know* when his Heart is touched/scutinised/moved? - -- Julian jules@bigjules.demon.co.uk ------------------------------ Date: Fri, 5 Feb 1999 16:08:39 -0000 From: "Ramesh Satkurunath" Subject: Re: IN> Re: conversion rules Steel Angel wrote > Okay, this isn't a WoD list. There are lots (some of which I'm on) and >this thread seems to be going on -just- a bit long, hm? Not to be rude >at all, mind you. :) Agreed. Which is why I took the thread off list already. Ramesh ------------------------------ Date: Fri, 5 Feb 1999 12:05:31 -0500 From: "SAMMAEL" Subject: IN> Pen Pal Hello World. I have recently started an In Nomine Game, and I have a lot of really basic questions to ask about the game. Rather then spamming the mailing lists with dumb questions, I was wondering if someone would be willing to start up an e-mail dialogue with me. Specifically I am having a lot of trouble with the combat system. If an expierenced GM would like to take a green newbie under thier wing, I wouldn't have to post my ignorance to this list for the world to see. Thank you SAMMAEL ------------------------------ Date: Fri, 5 Feb 1999 01:22:25 -0500 From: David Edelstein Subject: IN> Corporeal Player's Guide playtest Just in case you're not aware, the Corporeal Player's Guide (which will cover everything you want to know about human characters, including Soldiers, Saints, sorcerers, undead, Children of the Grigori, ghosts, and many others) is now available for playtest on the Pyramid boards. Actually, at present Chapters 1-4 are available for comment. Chapters 5 and 6 should be posted soon, and I am in the process of writing chapter 7.... I am the sole author of this book (though some others are contributing some material: John Karakash wrote the opening vignette, Redneck wrote the article which I am using as the basis of the section on ghosts). So I get to accept all the praise and take all the blame. :) - -David ------------------------------ End of in_nomine-digest V1 #1112 ******************************** The material here is (C) 1999 Steve Jackson Games, Incorporated. All rights reserved.