In Nomine
LARP Rules
(Part Two)

by
Patrick O'Duffy

These rules are intended as an unofficial companion to In Nomine. You'll need a copy of the rulebook to make sense of the details and various power-ups. These rules only cover the basic IN rulebook - maybe we can handle the supplements in a later edition.

Contents

  1. Basic Mechanics
  2. Complications
  3. Character Creation
  4. Disturbance
  5. Dissonance
  6. Combat
  7. Other Changes
  8. Experience
  9. Songs
  10. Celestial Powers
  11. Angelic Resonances
  12. Demonic Resonances
  13. Superiors
  14. Archangels
  15. Demon Princes
SONGS
Not all Songs are available in LARP play, nor are all versions of some Songs appropriate. If a player really wants a Song that doesn't really do anything in normal LARP play, discuss it with a GM and come to some sort of compromise.

In cases where Songs affect others in a not-too-obvious way, give the player with the Song a card with instructions for the target, signed by the GM. This allows the player to tell the target of the Song's effects without requiring a GM's presence.

If Songs affect multiple targets, or require constant comparison of Forces for the duration, the Singer only has to spend Essence to improve their Forces at the time of performing the Song. This bonus will last for the duration of the Song (as appropriate). Target characters can still spend Essence to improve their forces, in which case the player cannot spend extra Essence to improve their Forces further.

Range and duration are greatly simplified for LARP play. There are three range brackets: arm's length (about 1 meter or so - you don't have to touch the target in general, but you should be able to), nearby (within the same room or area of the LARP, as long as you can see the target, and universal (affets anyone in the LARP, as long as you can see them). There are four duration brackets: instant (30 seconds or less), short-term (5 minutes or so), mid-term (half an hour) and long-term (duration of the LARP). Of course, Songs that have an instantaneous effect (like Healing) have no duration - they happen, and then they're done.

ATTRACTION
This is a long-term Song, and costs 1 Essence to use. They cause an Audible degree of disturbance.

  • Corporeal: The player attunes two objects to each other. Anyone holding one of the objects will be able to tell where the other is (ask a GM).
  • Ethereal: Makes the target fall in love. It has an arm's length range, and the player must overcome the target's Celestial Forces with their Ethereal Forces. The player determines the target's object of desire. If the player wishes, they may spend an extra point of Essence to have the effects continue into downtime (GM determined duration).
  • Celestial Powers: This acts just like the Cherub resonance, with an effect equal to the player's Celestial Forces (see Celestial Powers.
CHARM
This Song costs a minimum 2 Essence to use, and has an Audible disturbance. They reduce the target's appropriate Forces by the player's appropriate Forces, down to a minimum of zero Forces.

The Song has a nearby range. The player can target multiple characters, but the efect is reduced by 1 point for every additional target. Of course, the player can also spend extra Essence to raise their Forces and so increase the effect.

  • Corporeal: Duration is short-term.
  • Ethereal: Duration is long-term.
  • Celestial: Duration is instant
DREAMS
This song isn't used in normal LARP play. If a LARP was set in the Marches, it might be worth working out rules for the Song.

ENTROPY
This Song costs 1 Essence (2 for Celestial version) and is Raucous. It affects nearby targets.

  • Corporeal: Alter the target's age by an amount equal to the player's Celestial Forces times the Essence spent (in years). The player's Corporeal Forces must overcome the target's.
  • Ethereal: Mental attack - the player must overcome the target's Ethereal Forces with their own. If the target is a Celestial, they may choose to have the player overcome their Celestial Forces instead (target's discretion). The target suffers terrors and fears (this must be roleplayed) for the rest of the LARP. If the amount of Essence spent by the player in powering the Song is equal to or greater than the target's Ethereal Forces, the target passes out from fear for 5-10 minutes.
  • Celestial: The player must overcome the target's Celestial Forces with their own (other Celestials get a +1 bonus to their Forces to defend). If successful, they can take no actions for 5 minutes.
FORM
This Song costs 1 Essence, and has a short-term duration. It causes an Audible distrubance, but only after the duration ends.

Players wishing to use the Song of Form might want to bring extra costuming or makeup materials with them to the LARP to better represent the changes. If so, the time they take to change their appearance does not count toward the duration.

  • Corporeal: Armor. The player recieves extra Body Hits equal to their Corporeal forces, and all damage suffered during the Song's duration is taken from these extra points first.
  • Ethereal: Invisibility. The player can be detected only by characters with greater Ethereal Forces than the player, and even then only vaguely. The player should make some sort of gesture or carry a sign saying "INVISIBLE" around during the duration.
  • Celestial: Shapechanging. Apply the same costs as in the IN rulebook.
HARMONY
1 Essence required. The range is nearby. The disturbance varies with the amount of people affected - 1-2 (Quiet), 3-5 (Audible), 6-8 (Loud), or 9+ (Raucous).
  • Corporeal: Makes all in range (including player) weak and sluggish, reducing their Corporeal forces by half the player's corporeal Forces (round down). It has an instant duration.
  • Ethereal: All targets become rational and subdued, and can only take violent action if their Celestial Forces are greater than the player's Ethereal forces. The Song has a short-term duration.
  • Celestial: Temporarily negates 1 Discord of the target, lasting for a short-term duration.
HEALING
Only the Corporeal version of the Song is available for normal LARP play. It costs 1 Essence, is Audible and has no range (the player must touch the target). It restores a number of Body Hits equal to the player's Corporeal Forces.

LIGHT
The Song has an Essence cost of 1. It causes only Quiet disturbance.

  • Corporeal: Creates light within the nearby area, for a short-term duration, and can be turned on and off at will. Give the player a torch or lantern of some kind if you like.
  • Ethereal: Creates illusions within arm's length. Only those with greater Ethereal Forces than the player's can see through the illusion. It lasts for the short-term, and can be no bigger than the player's Ethereal Forces in cubic feet. Most likely, the player will need to have a GM make an announcement about the illusion.
  • Celestial: Laser beam. The target takes Body Hits equal to the Essence spent, and is dazzled (-1 Force to appropriate tasks)for 30 seconds.
MOTION
This Song is audible, and has a minimum Essence cost of 1 (2 for Celestial). All these effects are fairly obvious, and will usually require a GM to make an announcement or at least be present. Players may be required to present signs stating what they are doing.
  • Corporeal: Flight. This lasts for the short-term, and is fast enough to allow the player to escape from any kind of physical confrontation. of course, the power is of limited utility indoors (where most LARPs happen).
  • Ethereal: Telekinesis. The player can lift a weight equal to about 5 kilograms for a short-term period. The range is nearby. Pulling an object from someone's grasp requires overcoming their Corporeal Forces with the player's Ethereal Forces.
  • Celestial: Teleportation. The player can teleport themselves (and an appropriate amount of extra weight) anywhere within the LARP environment or to any nearby area outside (with GM approval). The player may also attempt to teleport someone else (overcoming their Corporeal Forces with the player's Celestial Forces), with the GM's permission. Targets cannot be teleported inside other objects or into dangerous situations, but it could get rid of someone for a few minutes or even until the end of the LARP (although that could be a bit boring for them).
NUMINOUS CORPUS
These all have the same effect (with the exception of "Wings"). They increase the player's damage in combat by 1 Body Hit, and add 1 to their Corporeal Forces for the attack resolution. They cost 1 Essence, are Quiet and last for the duration of the LARP. The player can turn them on and off at will.

Wings are different. Same cost and disturbance, but they work just like the Corporeal Cong of Motion (although more obviously).

POSSESSION
Forget it. Way too difficult to represent. If GMs want to see it used, they can give it to NPCs and work out rules as they like.

PROJECTION
See "Possession". Just unworkable for LARPs.

SHIELDS
These will almost certainly require GM announcements. The Songs are Audible and cost a minimum of 1 Essence, covering an area within arm's length.

  • Corporeal: Protects those inside from any physical damage (bullets, cars, bombs etc). Lasts for an instant.
  • Ethereal: Prevents all Attunements, Resonances and Essence-based atacks. Lasts for an instant.
  • Celestial: Prevents all Celestial-based atempts to perceive through the barrier, as well as masking all disturbances for the duration (short-term), although the noise is heard as soon as the shield falls. It does not move with the player. If the shield masks multiple disturbances, treat them all as being one level noisier when the barrier drops.
THUNDER
Range is the nearby area. All those in range are stunned and can only act if they overcome the player's Corporeal Forces with their Celestial forces. This lasts for approximately 1 minute real time. The Song costs at least 1 Essence and is Raucous. Furthermore, the noise will mask all other disturbance caused within the area of effect for a short-term period.

TONGUES
The Song costs 1 Essence and is Quiet. It will definitely require a GM's presence to facilitate things.

  • Corporeal: The player can communicate in all languages simultaneously. Long-term duration.
  • Ethereal: The player can communicate telepathically with anyone nearby. The duration is short-term, and the target can block their mind to communication if they overcome the player's Ethereal Forces with their Celestial forces. Generally, a GM will end up carrying messages back and forth between player and target.
  • Celestial: The player can write a brief (15 words or less) note and give it to a GM to give to another character. The GM delivers the note within the next 5 minutes, and awards the target an extra point of Essence.
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 recieve 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 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 (IN, p.94), substituting the Seraph's Celestial Forces for the check digit.

CHERUBIM
Use the chart given (IN, 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 (i.e. go to a GM and ask where the object is) by using one of their resonance atempt 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 tme by moving quickly.

ELOHIM
Use the chart on pg. 99, substituting the character's Celestial Forces for the check digit.

MALAKIM
Use the chart on pg. 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 pg. 104, substituting the character's Celestial Forces for the check digit.

KYRIOTATES - FOR EXPERIENCED GMS AND 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 Kyriotae, which has possessed these two hosts prior to the game. The rule that 9-Force Kyriotates couldn't possess two humans at once gets waived (otherwise you'd be using cardboard cutouts of cats and brds, and that's just silly).

The two players will have to communicate regularly eteen 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 without possessing other layers. But if you want to go 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 atempts. 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).

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 for the rest of the LARP.

BALSERAPHS
The Balseraph must overcome their target's Celestial Forces (if using the resonance against 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, se IN pg. 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 and structure. Otherwise, the Calabite must overcome the target's Corporeal Forces with ther 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 and drained for rest of LARP, suffering a -1 to their Corporeal Forces. If the Habbalah inflicts Emptiness on themselves, and the player wishes the character to Redeem, 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 favor/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 the 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 thier Celestial Forces or less. this can only be done once per session to any given target.

Cherubim, Elohim, Kyriotates and Mercurians 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 AND 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 between 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 explain to the target what is going on. This will only 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. Innocuous 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.

Go to Part Three of the In Nomine LARP Rules.

Go back to Part One of the In Nomine LARP Rules.

Go back to The Last Days


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