IN> weapon damage

James Walker nyungan at yahoo.com.au
Fri Sep 5 09:32:29 CDT 2008


=|horsefly|=- <st0fkillers at gmail.com> wrote:


> *Thank-you,* James. That was both succinct and a very
> amusing example.
[grins] thank you!

> I shall have to include an NPC with those traits among its
> skills.
Then something you will have to work out is the Power and Accuracy for 'human' bodies. 
Power plus accuracy shouldn't go above 4; that's the balance point for swords etc.
When Creationer Malakim use improvised weapons, Power ranges from 1 to 6; without their attunement improvised weapons shouldn't be as effective. A thrown rock has a Power of -2; being hit by a rock or a skull would be about the same, maybe?

Accuracy can be a negative, and often is for cumbersome weapons. Perhaps Acc = -[squirming Impudites Ethereal Forces]? This would make nimble characters useless as weapons, while well built but slow/stupid characters would be perfect.


> Question: how much damage would the Impudite
> "take"?

The IN rules don't really cover this; for my own games I'd rule exactly the same as the target. That's where this strategy would really work - beating one PC to death with another PC.

Of course, to avoid bogging the game down with claims of (un)realism, have a Major WordBound develop an Attunement for this sort of combat, and include the stats in the Attunement. After all, what's 'realistic' for a supernatural power? And you can increase the damage to something that will threaten your group without making normal weapons look bad.

Cheers, James.


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