In Nomine
LARP Rules
Part Three

by
Patrick O'Duffy

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

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.

I've only defined the attunements that require clarification or rules changes. Many of the regular attunements translate 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 a limited number 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 from another's grasp.

Ofanim: The player can progress slowly through minerals - call a time-out and 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 his Celestial Forces (celestial targets may resist with Celestial Forces if they wish). The effect lasts for 15 minutes.

Master Of The Granite Hand: The character inflicts unarmed damage equal to his 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 for how many resonance cards they get.

Heavenly Judgement: The sword will inflict 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's age by (Ethereal Forcesx2) years.

Malakim: Always inflicts 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 (level 2 Resource).

Ofanim: Increase the Ofanim's effective Ethereal Forces by 50% (round up) where applicable.

Malakim: Never fail 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 appropriate 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% (round up) for purposes of determining the effects of their resonance (but nof for how many resonance cards they recieve).

Kyriotate: One half of the Kyrio pair gets a free Role and a free Vessel (but can't buy more), but this Vessel cannot be abandoned.

Mercurians: Increase their Forces by 50% (round up) when Dodging.

Blade Blessing: The blade inflicts an extra Body Hit for the next (Celestial Forces) atacks.

MARC
Kyriotates: Increase the character's Celestial Forces by 50% (round up) for the purpose of determining how many resonance cards they receive 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 yards (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 even bother 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 own to avoid dancing.

Master Of Peace: Resisting characters must overcome the player's Celestial Forces with 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.

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 still 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 gives 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 reognize 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 compliment said Rols.

Dissonance Binding: The victim's Corporeal Forces are reduced by (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
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.

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 layer 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: Succeeds 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 victim 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 determineed length of time.

MALPHAS
Calabim: The effect lasts for the rest of the LARP. The victim can resist by overcoming 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.

Imbroiglio: All affected must overcome the player's Celestial Forces to resist.

Polarize: The player may spend Essence to improve 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 a Servant or Servants 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 uses.

Djinn: The attuned person acts as a loyal servant (2 Resources).

Calabim: Increase the Calabim's Ethereal Forces by 50% (round up) where applicable.

Lilim: +50% bonus to Ethereal Forces for appropriate resonance uses.

Shedim: 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
Balseraphs: +50% bonus to Celestial Forces for appropriate resonance uses.

Habbalah: The Habbalah can stun the target for 30 seconds.

Lilim: +50% bonus to Celestial Forces for appropriate resonance uses, 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.

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

Go back to The Last Days.


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