**Flaming Feather**


Last Updated: 24 April 1998

In Nomine
House Rules Collection:
Rule Expansions and Modifications

**Flaming Feather**



Contents:

(4/24) Steve Jessop's Falling
(4/22) Jo Hart's Prophecy: The High Cost of Medding.
(4/20) Leathal Weapon's Roles.
Hatcher Rhanyr's Lycanthropes (5/14)
Elizabeth McCoy & Walter Milliken's Bright Lilim Choir Attunements (3/25)
Hatcher Rhanyr's Churahn (3/14)
Brian Gracey's Magick System (3/14)
Joel Cardella's Alternate Body Hits Rules
Don Fnordlioni's Role Levels (Updated 2/26)
Doantam Phan's Damage Modifier System
Combat Rules Changes
Robert Wolff 's Additional Human Rules (2/20)
Christopher Paul's House Rules (4/21)

**Flaming Feather**


Joel Cardella's Alternate Body Hits Rules

(from Joel Cardella <dronf@io.com>)

I seem to have a slight problem with computing body hits. Consider the following examples:

I think a better approach would be Stregth times Vessel, eliminating the Corporeal addition, as Strength is a directly related to that anyway.

This makes the above examples as follows:

  1. "Normal human" - 8 hits
  2. "Above average" - 18 hits
  3. Matthew - 21 hits

This is MUCH more realistic, but a pistol at full power STILL couldn't take out a human. Look how much more valuable that makes the Corporeal Vessel (only 3 points per level!):

(Average Celestial - 3 Corp, 6 Strength)
Vessel/1 - 6 hits! - Lower than average human!
Vessel/2 - 12 hits - Better than a motorcycle
Vessel/3 - 18 hits - Better than a small car
Vessel/4 - 24 hits - Large Car
Vessel/5 - 30 hits! - Almost a helicopter!
Vessel/6 - 36 hits!! - Better than a helicopter!


I guess they don't make Vessels like they used to...

**Flaming Feather**


Don Fnordlioni's Roles Levels

(from Don Fnordlioni <donfnord+@pitt.edu> )

Okay, so this is what I was thinking about roles. It seems that when you buy a role, you pretty much get everything associated with that role's past, depending on the role level. Here's a chart, off the top of my head, to try to illustrate my thoughts.

Level one: You are a minor, passing riff in the Symphony. You have no surviving family, no close friends. Maybe ten people know you by name. If you the bare minimum of identification, and when you pay rent, you pay cash.

Level two: Any surviving family lives far away, and don't talk to you often. You have one or two close friends, and around a half a dozen acquaintances. You have a birth certificate, a social security number, and a driver's liscence.

Level three: You talk to your immediate family on a semi-regular basis. You have a wide circle of friends, co-workers, and acquaintances who talk about you when you're not there, and would notice and act upon any extended, unexplained absence. You have an active checking account, and a long-established credit history. You recieve a fair share of junk mail. You might have, or have had, a long-term romantic relationship.

Level four: You visit with your immediate family three to four times a year, and talk to your extended family at least twice a year. Your friends, co-workers, or employees would notice any unexplained absence for more than a day, and would probably call the police under three days. Nearly every aspect of your life is well-documented -- you have immediate and near-instant access to records such as pay-stubs, mortgage payments, and tax returns. Parts of your life may have been documented in local newspapers. You may be, or have been, married to a mortal.

Level five: You are an integral part of the Symphony -- your family includes children of your own, and your friends and acquaintances hear from you at least once every couple days. Your dog comes when called, and if you're missing for more than a few hours, someone will ask you about it. You can't walk a hundred yards in your home town without being recognized. Any celebration in your honor (an anniversary, birthday, etc.) is a huge affair, and you can find comfort in the fact that your funeral will be an enormous, tragic event. Your entire life is scrupulously documented, down to the last detail.

Level six: You are an integral part of the Symphony - your family includes children of your own, and you meet friends and acquaintances all the time. You're also extremely famous, so even people you don't know will recognise you, and the Press is constantly at your door. If your missing for more than a few minutes, people will enquire about you, and most likely people watch your every move. You probably even have a few stalkers, and a large number of dedicated fans who'd do anything to help their hero. Any celebration in your honour is a huge affair, and is probably recognised in the press, or even televised. Your funeral will be an enormous, tragic event, and a few demented fans will probably take their own lives. Your entire life is in the public eye, and is documented in painful detail. (This sixth level was contributed by Psychedelic Goblin <942777u@merkland.rgu.ac.uk>)

Okay, so that's what I'm thinking. I tried not to include any (or many) referances to fame or status, since, for some reason, they're different.

I like including positive or negative aspects of a high or low role -- obviously, since the PCs are adventurous types, there are times when they'd really like to slip away, unnoticed. Other times, it'd be extremely useful to be missed. Also, in my mind, people with level 4 and 5 roles leave a huge paper trail, and it's very difficult for them to act anonymously. Their movements are check-pointed by credit-card purchases, and if they did something like bring a dead body home, their family might have something to say.

If I were running an In Nomine game, I'd like to play up the importance of roles.

**Flaming Feather**


Doantam Phan's Damage Modifier System

(from Doantam Phan <cdoan@ix.netcom.com> )

After reading through In Nomine, I think that, though cinematic-type action is good, there are times when it's somewhat ridiculous. (90 hits, for example) Therefore, I submit my ideas for weapon damage to this mailing list. I realize that they're sorta complex, and a bit clunky. I also haven't tested them out in a full game yet, but.. still, here they are. :)

How it Works:

Roll d666 for attack, as normal. If you hit, then figure out the following things.

First, figure out the Damage Modifier (my term), by subtracting the Weapon's Power from 6. So, if you were using a .44 Revolver, you'd have a 3. If you were using a Derringer, you'd have a 7.

Then, if the Check Digit is equal, or above the Damage Modifier, add one to the Damage Modifier and roll again. Repeat until the d6 is lower than the Damage Modifier or the Damage Modifier is above 6. Sum up all the damage, and that is the damage that is done.

3 Examples:

Using a .44 Revolver, Bob, the Angel, shoots a Demon. The Damage Modifier for his .44 is currently 3. (Because the Power of a .44 is +3, 6-3=3). He rolls his d666 for attack, and gets a 115. He is currently doing 5 damage. Because 5 is greater than 3, he rolls another d6, and gets a 2. Because the Damage Modifier went up to 4 this time, he does not get to roll another d6. His total damage is 7, (5+2).

In this example, Bob uses a Derringer (Power of -1). The Damage Modifier is 7. Bob rolls a d666. He gets a 113. The 3 is not above the Damage Modifier, so Bob does 3 damage.

In this example, Bob uses an M-16, bursting it, so it has a Power of +8. The Damage Modifier is -2. He rolls his d666 to attack, getting a 126. Since the 6 is above -2, he rolls a d6 again. The Damage Modifier goes up to -1. Bob gets a 3, and rolls again. The Damage Modifier is 0. Bob gets a 4, and rolls again. The Damage Modifier is 1. Bob gets a 6, and rolls again. The Damage Modifier is 2. Bob gets a 1. His Total Damage is 6+3+4+6+1=20.

Test Damages for Differing Weapons:

.44 Revolver (Power of +3): 5 (2 rolls) ; 1 (1 roll); 12 (3 rolls); 8 (2 rolls);

Sawed-off Shotgun (Power of +6): 8 (3 rolls); 15 (4 rolls); 20 (4 rolls); 10 (3 rolls);

M-16, burst (Power of +8); 17 (4 rolls); 14 (4 rolls); 24 (6 rolls)

And so on.. Hopefully, the preceeding examples made it clear on how it works. This system produces more 'realistic' damages (somewhat), though you can still be cinematic, to an extent.

**Flaming Feather**


Combat Rules Changes

(from Don Fnordlioni <donfnord+@pitt.edu>)

So, I've seen a couple attempts at fixing the combat system. Here's my fix, and I think it's pretty easy.

When computing Body hits, change "times Strength" to "plus Strength."

That's about it. Leave everything else.

The end result is, the average mundane human, with Corporeal Forces:3, Vessel:3, and Strength:6, will have a Body Hits of 12. This means the best hit from a shotgun will drop him to exactly zero, which I believe is fairly accurate. It's not perfectly accurate, IMO, since I think an average shotgun hit will kill an average guy outright, but this leaves some room for cinematic play. This also makes the maximum Body Hits for a PC Celesital 24 (CForces:6, Vessel:6, Strength:12). This sounds about right, and is plenty tough -- it takes exactly the same amount of damage to completely destroy a tank-like Celestial's vessel as it does to destroy a "small car." (A VW Bug, I guess.)

(from Moriah - Steve Jackson Games <73407.515@CompuServe.COM>)

Here's my quick fix for those who want deadlier force:

When computing damage, multiply the Check Digit by two (three for a very real and deadly game).

House Rules from Christopher Paul -- he's come up with some Combat Rules, Some New Numinous Corpus, and some other Songs.

**Flaming Feather**


Robert Wolff's Additional Human Rules

(from Robert Wolff <mail.v-wave.com@lists.io.com>)

The Evolution of the Human Spirit

Angels are created directly by God and/or the Archangels. Human beings, by contrast, are part of the symphony, and therefore are contained within the Weft and Weave of God's plan. Human beings can still achieve some status, power, and Celestial Force, however, either through the intervention of Angels and Demons. Such beings are now Soldiers, and are Celestially advanced human beings who are capable of touching/controlling the symphony to such a degree as to actually control their flow of Essence, as well as learn Corporeal songs.

Saints - The Ultimate Soldier

If a Soldier achieves enough forces to total 9, then they are of a sufficient power level to equal most Celestials... save for the ability to learn Songs in their Ethereal or Celestial modes. Thus, if a Soldier ever achieves 9 Forces, their Supervisor can petition that such an individual be made a Saint, in order that such a powerful individual be more highly utilized in the battle against darkness.

Saints gain the following benefits:

  1. The ability to use Ethereal Songs
  2. The ability to recruit and advance their own Soldiers.
  3. The possibility of being word-bound, and thus becoming a "patron Saint" to a holy word.

However, such an individual still is limited to the Corporeal vessel they were born with. If this vessel is destroyed, they pass on to their greater reward, possibly to continue their actions from beyond the pale, as it were. Thus, St. Francis is still attempting to further the word of Love from within Heaven's walls, even though he died centuries ago. He cannot, however, decide to go stroll about the Corporeal realm if he wishes to. Instead, his machinations must be done through the services of others.

(The Song of Projection comes to mind as a handy way to visit one's Earth-bound Soldiers.)

Thus, mystical experiences and holy visions may be visited upon a mere mortal by dead Saint in an attempt to communicate and recruit the individual. Such individuals become Soldiers in the service of a Saint, rather than in the service of an angel.

Note: Some Saints and Archangels get along quite fine (I imagine that Eli, Novalis, and St. Francis are all on speaking terms, at least!), whereas some Archangels would never trust a mere mortal (or in some cases, ex-mortal) with the important business of furthering God's Work.

Not every Saint has passed on to their final reward, however. Some soldiers, who started as mere underlings, have gained enough experience in their lifetime to be useful Saints while still rooted in the Corporeal Realm. Such individuals may still recruit their Soldiers to follow them, but need not necessarily resort to mystic dreams and visions, but rather to standard dialogue and conversation. However, a little show of power is probably necessary to show the mortal that you are a serious player in the Great Game, and not just a nutball who thinks that he is a Cosmically Powerful Being.

Sinners - the Saint's Nemesis

Thus, Sinners are the Diabolical counterpart to Saints. Just as Soldiers of God can become powerful enough to gain even more power in the Armies of Light, so too can those individuals who lust for power petition Hell for an even bigger piece of the action.

Let's face it. Your average demon may be good at his job, but he just doesn't have the feel for evil that a human being has. A good soldier may often notice that his boss just doesn't recognize the big picture, and that a truly evil human Sinner would do the job better than a Diabolical.

They have gained enough personal power that they have been noticed by Lucifer, and achieved His "dark blessing", WITHOUT being blown to ashes by their own bosses in the meantime.

This is no rare feat. In the intensely political matrix of Hell, any soldier who is damned good at their job is going to be a threat to their superior's position. However, through careful manipulation and flattery, as well as letting their Bosses take the Credit for a job badly done, a soldier can curry enough favour to enable his own survival long enough for Lucifer to take notice. If Lucifer does take notice that a human soul is doing enough Evil that they should be entrusted with more power, then that individual is "promoted" to Sinner.

Any Soldier of Hell who has gained 9 Forces, as well as the notice of Lucifer, gains the following abilities as a Sinner:

  1. The ability to use Ethereal Songs
  2. The ability to recruit and advance their own Soldiers.
  3. The possibility of being word-bound, and thus becoming a "Patron Sinner" of an Infernal Word. (very rare, but possible)

Thus, many Sinners, who have not yet died and gone to Hell, amass great armies of followers in an attempt to do even greater evil. They often have their own Soldiers as lieutenants of sorts, and wind their way through the matrix of human society, furthering their own infernal cause.

Many large corporations are owned by Sinners. At least one well-known software designer started out by selling his soul, becoming a Soldier, and playing the political game to the point where Lucifer recognized him as a truly greedy Sinner and allowed him to expand his field of interest. If there's one thing that Hell knows about, it's how to make money through manipulation, monopoly, and brute force. Not much can be said for the machinations of Sinners after they die. It is hoped that they attain enough favour during their lifetime that they are allowed to continue their machinations after death (in a manner somewhat similar to Saints in Heaven, Sinners would have continue pulling strings in Hell). However, Hell's somewhat more stringent policies make it doubtful that any but the most ingenious, inventive, creative, and successful Sinners wind up as anything but playthings in the Diabolical Afterlife.

Bodhisattvas - the Self-made Man

A Bodhisattva is someone who has achieved a Celestial Force through their own actions, meditations, thoughts, and personal tribulations. They did not achieve their Celestial Force through the intervention of an Angel. Thus, they are not bound to the service of any particular Angel, Archangel, or Saint. However, this does not meant that a Bodhisattva is without guidance and conscience. The personal spiritual Journey that brought such an individual to a place of enlightenment also heightens the individual's sense of duty, purpose, and personal commitment to the Symphony.

A Bodhisattva has learned that life is about choice, and is about responsibility. The laws of Karma are the principle guiding force for all Bodhisattvas. Thus, they have opened their eyes to the Absolute Freedom that the human condition represents. They have also recognized their Absolute Responsibility for all of their actions. A Bodhisattva recognizes the inter-relatedness of all things. One cannot pretend that suffering in the world is "somebody else's problem". If there is some good that one can do, one must do that good.

Therefore, a Bodhisattva is honourable, kind, charitable, and giving, not because they are told to be so, but because they MUST BE THAT WAY for their spiritual perspective to remain intact. If they lose sight of this enlightened perspective, and fall into the short-sighted mortal trap of other human beings, and risk "falling" to the dark side. (see below)

Bodhisattvas are bound to their corporeal vessels in the same way that all human beings are. Thus, if a Bodhisattva's Corporeal Vessel is destroyed, they are dead, and pass on to the higher planes of existence. However, some choose to remain in Heaven, like Saints do, in an attempt to do some further Good for their fellow man. Indeed, Bodhisattvas are personally committed to the salvation of every human soul, and have foregone continuing up through the various Celestial realms in favour of remaining in the lowest Celestial plane (heaven), and working towards saving those souls still caught up in the Corporeal existence.

Bodhisattvas gain the following abilities:

  1. 1 Celestial Force
  2. The ability to Control their Essence Flow

However, they do not gain the Soldier's ability to learn Corporeal versions of Songs. Such songs may only be learned by Soldiers, as they have more direct access to mechanisms of learning such songs. Instead, Bodhisattvas must perservere without the luxury of learning Corporeal Songs. That is the price they pay for remaining unallied in the Armies of Light.

This does not mean that a Bodhisattva cannot fight alongside a Soldier, Saint, or Angel. Instead, a Bodhisattva chooses to do whatever they want to do, for their own reasons. They cannot be ordered or cajoled. The have attained Enlightenment through their own actions, and they are now responsible for those actions. If they lose sight of that Absolute Responsibility that they have for their own actions, they will lose sight of the effect that they will have on their fellow man. Thus, if a Bodhisattva's actions lead to the destruction, degredation, or downfall or others, it is a sure sign that they have already lost their Enlightened perspective, and have become Enshadowed (see below).

Enshadowed Bodhisattvas

Some Bodhisattvas, through the lure of power or sensual pleasure, have lost sight of their ultimate responsibility for their actions. They begin to enjoy the favours and attentions more so than the aid that their teachings give to others. Thus, some Bodhisattvas have become so enraptured with the fealty of their followers that they have lost their Enlightenment, and become Enshadowed.

These individuals are generally more interested in gaining power. This power can be in the form of money, sex, political favour, or any other Corporeal lure. It is not uncommon for one of the Enshadowed to rise to levels of amazing personal power as cult leaders, amassing huge personal fortunes, armies of goons, and harems/stables of misguided sexual slaves, all aching to gain the favour of their Leader.

This does not mean that the Enshadowed Bodhisattvas necessarily are conscious of their Evil nature. Much like the Habballah, they have clouded their own judgement in order to more readily enjoy the fruits of their Corporeal works. Such Enshadowed Bodhisattvas think that they are working towards the salvation of their fellow man, but generally have confused the issues to the point where their followers are incapable of achieving any sense of Enlightenment on their own.

For example, if a Bodhisattva has amassed a small group of followers, and allows himself to become addicted to the power of controlling these individuals, he will subconsciously switch sides and become an Enshadowed Bodhisattva. Such an individual may claim to be attempting to "open his followers eyes to the greater possibilities" through such acts as sexual favours, ritual torture, or personal submission. While his followers truly believe that they are working towards their own personal Enlightenment, they do not stand any chance of attaining such a Perspective while under the tutelage of an Enshadowed Bodhisattva. Indeed, subconsciously the Enshadowed Bodhisattva knows that they have "lost their way", and will steer their followers away from true Enlightenment, lest anybody find out that the Teacher has become ensorcelled by Power.

California seems to be a favourite breeding ground for Enshadowed Bodhisattvas, but they can be found anywhere where there are boggled and botched individuals craving some sense of purpose. Anywhere where they can recruit followers is a good place for an Enshadowed Bodhisattva to set up camp.

**Flaming Feather**


Brian Gracey Magick System

(from Brian Gracey <s012433@umslvma.umsl.edu>)

Magick is and always has been a power in the corporeal realm, though in recent times, few believe in it, and fewer still know the tricks to working it. Magick, unlike the Songs of the celestials, does not create new notes within the Symphony, it simply alters existing ones to the will of the user. Magick is an integral part of the corporeal realm, and though it may affect the ethereal and the celestial, it is always based in the corporeal.

Only those of corporeal existance may use magick, though other beings (celestials, ethereal spirits) in a corporeal vessel may attempt to at great difficulty [Ethereal (for a spirit) or Celestial (for a celestial) Forces are deducted from the base target].

Magick is neither divine nor infernal in nature, yet it is not neccessarily accepted, at the GMs discresion, by either side. Magick can lean in one direction or the other however, being "influenced" by Heaven or Hell. This influence, which depends upon the intended use of the magick, the user, and the materials used in its action, determine whether intervention of a divine or an infernal nature will be beneficial or detrimental.

Magick is fueled by Essence, and as such, takes a directed use of Essence to perform. This means that normally, only beings with [6+ Forces] may attempt to use magick, though, as anyone can learn the inovcations and the rites, even those with [5- Forces] may occasionally through great concentration work a little magick [d666 vs. Will - Total Forces; Check Digit = total Essence which may be spent on the attempt].

Base Target = [Current Essence + Invocation/Ritual Level - Dissonance; Check Digit = potency of desired effect; failed roll inflicts {Check Digit} notes of Dissonance]

Magick is commonly categorized as having two spheres, Passive and Active magick. Passive magick does NOT disturb the Symphony, not even through Essence expenditure, though Active magick does slightly, with a degree of {Essence Spent}. The effects of either type of magick can affect the Symphony though, such as through taking human life or summoning a demon. The disturbance created though will not "announce" that the effect was achived through magick however...

Passive magicks do not drastically alter the Symphony, they only sense within it or "bend" it slightly. Passive magicks have a base cost of {1 Essence}.

Active magicks alter the Symphony to the desires of the user, and cost {3 Essence} as a base.

There are two accepted ways to perform magick, through Invocation and Ritual.

Invocations are sort of a "quick cast" form of magick, taking only one round to perform. They usually require some form of verbal and/or somantic component, though this is left to the discresion of the GM. The use of this diluted form of magick decreases the target level of the attempted roll by {Essence Cost}, and the effects of a successful roll will manifest the round after completion of the invocation. Some magicks, at the will of the GM, may not be performed through invocation, such as summoning or binding.

A Ritual is the most basic, and most potent, form of magick; grand cerimonies, endless dances to invoke spirits, control nature, etc. A ritual takes a base time of {1 hour} to perform, with every additional hour spent beyond the required time increasing the target level of the attempted roll by 1. Also a ritual requires grandiose verbal and somantic components, as well as mystical materials, called Foci. Effects of a successful roll manifest {Check Digit} minutes after the rite's completion.

In order to perform a ritual, one needs {Total Forces - Ritual Level} levels of foci. Foci are not inherently magickal in and of themselves, but with the aid of words and movement from the performer, they give shape to the magick. The level of a focus indicates its "mystacism" as well as its rarity.

Foci may not be "bought" with Character Points, they must be gained through play, either being bought or found by the character. Obtaining high level foci might become adventures in and of themselves. Any levels of foci beyond the required amount increase the target number of the attempted roll by {Focus Level}, thus even if no focus is needed to perform a rite, using one is beneficial. Foci may also be used as such for invocations, but are not required.

Anything can be attempted, and usually achived, through magick, and there are as many different Invocations, Foci, and Rituals as there are notes within the Symphony.

 
Focus/Suggested Use                         Level   Influence
-------------------------------------------------------------
antique mirror/divining                      2       neutral
 
cistern of blood (virginal)/divining         3       infernal
 
cistern of water/divining                    1       neutral
 
cistern of holy water/divining               3       divine
 
personal effect(s) of             
target/binding, divining,                             
summoning, etc.                              3       varies
 
runic circle (common
chalk)/any ritual magick                     1       neutral
 
runic circle (sulfur)/any ritual magick      2       infernal
 
runic circle (quartz)/any ritual magick      2       divine

 

Invocations and Rituals

Rite of Binding
The rite of Binding usually accompanies the rite of Summoning, locking the conjured being into service. This forced indenture is an Active form of magick which only affects non-corporeal beings. The target of the attempt may resist with a Will roll, which, if successful, prevents the magus from attempting again for {target's Will} hours. The only problem is, the target is still present... However, if the magick is successful, the target must do the performer's bidding, willing or not, for {Ritual Level * Check Digit} hours.
Target: Base - {target's Ethereal (spirit) or Celestial (celestial) Forces}
Essence Requirement: Base + {target's Ethereal (spirit) or Celestial (celestial) Forces} Essence

Divining
Divination, which may take the form of an invocation or a ritual, allows the user to detect the location and general state of any thing or being. This form of magick is Passive. The performer must him/herself know the target, its name (though not its true name), and/or a general description. As the magick is being performed, it must be directed to a specific plane of existance.
Target: Base; if divining a plane the user is not currently manifested on, the target is Base - {Essence Cost}
Essence Requirement: Divining the Corporeal: Base; Divining the Ethereal: Base + 3 Essence; Divining the Celestial: Base + 5 Essence

Protection
Used as an invocation or a ritual, these magicks wrap the Symphony about the user in a protective blanket. This is Passive magick if it is magick at all, for some speculate that it is simply falling so deep within the notes of the Symphony, by releasing all of one's Essence into it, that no variations in it can affect you. A successful roll protects the performer for {Invocation or Ritual Level * Check Digit} rounds, decreasing the target numbers of any Symphonic action against him or her by {Check Digit}.
Target: Base
Essence Requirement: Total remaining Essence

Rite of Summoning
Summoning, which is a form of Active magick, is risky buisness to say the least, and as such is usually accompanied by a rite of Binding or some form of protective magick. By casting into the Symphony and calling upon a being with its true name, the performer pulls the targets Essence through the planes to his or her location. The summoned being manifests in their celestial or ethereal form, and as such one cannot summon a corporeal being. When called, the target may attempt to resist the summons with a Will roll, which if successful prevents the performer from attempting another summoning for {target's Will} hours. Summoning requires that the True Name of the subject is known, which may lead to adventures in search of such sacred names.
Target: Base - {target's Ethereal (spirit) or Celestial (celestial) Forces}
Essence Requirement: Base + {target's Ethereal (spirit) or Celestial (celestial) Forces}

**Flaming Feather**


Hatcher Rhanyr's Churahn

(from Hatcher Rhanyr <hatcher@megalinx.net> )

Many ages ago, Dominic devised a plan that would wipe the evil seed that had spread across Creation like a plague. With the help of Eli and the other Archangels they set about to create a race neither Angelic nor Human. The thought of the Dominic and Eli, acting like God, frightened many of the Archangels but they helped none the less. Eli took a portion of an Angels "soul" from each band and then selected a human "soul" to combine it with. Then they formed a vessel around this soul and named him Churahn, in honor of the essence of eternity and man. Yves knowing that this was all part of God's plan took the information on how Eli created Churahn and gave it to Kronos, for him to deliver to the Demon Princes. The Demon Princes repeated what the Archangels had done and created another named Kaurneh.

Churahn and Kaurneh went together and they began to have children. Dominic questioned how this was possible but Eli had vanished. The Children, named after their father began to reproduce as well. What had started as a dream had quickly decended into nightmare. However Eli returned to rectify this mistake and made the descendants of Churahn no longer able to reproduce. However this still did not stop them from abusing humanity. Then God brought his wrath down upon the Archangels.

God cursed the Churahn with an insatiable desire to destroy one another. As each Churahn took another one's head (this is one of the only ways to destroy one) they became enveloped in that Churahn's essence and absorbed his/her skills. God also made it so that each Churahn could sense when another is near. However as each Churahn is at least part Celestial, God declared that no Churahn may take another's life on holy ground. God's last proclamation was that in the end there can be only one.

GAME MECHANICS:

Churahns usually have between 6 and 8 Forces. It is impossible however for a Churahn to reach 9 Forces though. Like their human counterparts they can only use Corporeal songs. However they do have the ability to conciously use Essence which they regain like humans, at noon. There are several rites that allow a Churahn to regain essence more quickly though. By taking another Churahn's life, the victor gains the fallen Churahn's essence. Also while on holy ground, Churahn gain 2 points of Essence instead of one each day.

ABILITIES:

Immortality: The Churahn are almost immortal in that they can regenerate 1 hit per round. However even when a Churahn has taken all the hits his body can take, he/she still regenerates. The only true way to ensure a Churahn's death is by decapitation (severing of the head).

Sense Another: This ability is always in effect. When a Churahn gets within 100 ft of another Churahn they mutually sense each other. On a successful Perception roll the Churahn can also tell who exactly this Churahn is.

**Flaming Feather**


Elizabeth McCoy'sBright Lilim "Choir" Attunements

(from Elizabeth McCoy <emccoy@nh.ultranet.com> and Walter Milliken <milliken@bbn.com>)

Reactions of the various Archangels to Lilim seeking Redemption are noted in [brackets]. Archangelic reactions to Lilim may also be taken as a guideline to how likely Lilith is to have traded "favors" with the Archangel in question, and to how the Archangel will react to his servitors making deals with Lilim or even Lilith herself.

The smart Lilim looking for Redemption would be best advised to approach Marc, whose Word has a strong connection with the Lilim resonance. Eli and Novalis are generally also laid-back enough to listen to a request for Redemption, and Yves might well accept one, knowing something about the likely outcome. Janus might take service from one just to upset things. None of these Archangels is likely to do anything unpleasant in response to a sincere request. Most of the others would be likely to grant Redemption only under unusual circumstances, and approaching them ranges from mildly risky to outright suicidal.

Generally, any Archangel with a hostile reaction is unlikely to grant Redemption unless the Lilim in question has done a great service to his Word, as well as being truly repentant. A Lilim approaching such a hostile Archangel is taking a great risk. On a good day, a hostile Archangel might recommend seeking out someone "more compatible". (On a very good day, she might get an introduction: "Here, she's looking for a softy, and I thought of you." On a bad day, the Lilim is likely to get a squad of Malikim as a response....

After the reaction note is listed the "Choir" Attunement that may eventually be granted a Bright Lilim serving that Superior. A character starting as a Bright Lilim bound to the Archangel's service gets this free, just as for any normal angel. A starting "free" Lilim might be able to purchase these Attunements for 5 points, but Asmodeus will consider possession of such attunements to be evidence of a lack of commitment to evil.... (Asmodeus probably has a special interest in Bright Lilim, as well, since they are, without exception, defectors.)

Renegade or "free" Lilim seeking Redemption after character creation must pay the usual price for Choir Attunements (5 points), as well as earning them from their new Superior through exceptional service.

Blandine [indifferent, would most like ones with high Ethereal Forces]
In the Marches, the Lilim's natural resonance is always active and successful, with a check digit equal to the angel's Ethereal Forces. As for Elohim, Lilim may make resonance rolls in an attempt to improve the check digit.

David [generally hostile to Lilim, and vice versa]
The very few Lilim in service to David can sense the best way to shape stone and minerals (especially gemstones). (Note that diamonds are often used to represent bonds of love and loyalty -- which comes under David's goals well enough.)

Dominic [hostile unless the Lilim is *clearly* loyal to Good]
Dominic's Lilim are used to find the weaknesses of other angels, which might lead them to Fall.

Eli [generally positive toward Lilim]
Lilim of Eli can use their resonance to sense the drive to create, and, with higher check digits, tell what would best inspire a creative person to produce a masterwork.

Gabriel [indifferent to mildly positive]
Gabriel's Lilim can determine exactly what punishment an offender needs to truly repent of his cruelty. Like her Malakim, Gabriel's Lilim are assigned to specific cases.

Janus [positive?]
The Lilim of Janus may add their Ethereal Forces to any attempt to Geas someone into an action that disrupts the status quo.

Jean [generally positive, especially to one turned from Vapula]
Jean's Lilim have the same abilities as Vapula's, but different motivations and goals.

Jordi [mildly hostile to indifferent]
Lilim attuned to Jordi can automatically sense the needs of any animal they touch. They can then command one simple service from any animal whose need they've fulfilled. Jordi's Lilim are most often associated with release-to-wild programs and other activities that free animals from the constraints of Man.

Laurence [strongly hostile]
If Laurence accepted Lilim at all, he would use them to help gather intelligence from the other side. Such a Lilim could apply her Celestial Forces as a penalty to the Will roll of any demon's attempt to resist her Geas.

Marc [strongly positive... "Have I got a deal for you...."]
Marc's Lilim can automatically use their resonance to determine what a person most would like to trade for. If a Lilim of Trade makes a deal using her resonance, the other party is automatically Geased to keep the bargain. (This does not apply to unspecified future favors, just direct and clearly-stated exchanges.)

Michael [mildly hostile]
The rare Lilim of Michael can use their resonance to determine an opponent's "Achilles Heel" -- i.e., the person's greatest weakness in combat. This is as useful when training someone as it is in real combat.

Novalis [moderately positive]
Novalis' Lilim can use their resonance on an angry or violent person to tell what would calm them down or make them peaceful. They can also sense the needs of plants, of course -- but it's hard to get favors in return....

Yves [moderately positive]
Lilim in service to Yves can tell whether fulfilling a need detected by their resonance will lead the subject toward his Destiny, his Fate, or neither. ("Both" equally counts as a "neither.")

**Flaming Feather**


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Elizabeth McCoy <arcangel@prismnet.com>
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