I posted a question to the Fate Core Google Community to keep my busy while CAMELOT Trigger is in edits. After a spirited discussion, I decided to take on one of Those Games Where You Love The setting But Hate The System. The In Nomine books by Steve Jackson hold a special place in my heart. The right mix of drama, humor and horror. But the system was just horror to me. I tried running the game a few times and the story never got a grip because of the rules.
This began as a DFRPG hack with the help of my friend and awesome In Nomine GM Brent. He crafted a game that his players still remember fondly to this day, which is no mean feat with the D666 system. This is meant to get the feel of the fiction right rather than convert the mechanics. Although, the mechanics that I did like I did try to save.
If you're just here for CAMELOT Trigger, I hope to have news soon. Otherwise, check out the jump for the first part of the hack. If you want me continue, please let me know here, on the G+ community, or
Forces: You might also call them refresh. But they serve a slightly difference purpose too - your forces are your stress boxes! You split up how your forces are set between Corporeal (physical), Etherial (mental) and Celestial (spiritual stress).
The refresh breaks down like this:
Celestials: 9 Forces
Supernaturals: 7 Forces
Human+: 6 Forces
Humans: 5 Forces
Skills: The same as FATE Core. In Nomine Skills weren't anything special, either. One addition is a skill called Devotion, which functions in a similar matter to Will and Physique, but for Celestial stress and songs.
Vessels: Everyone's FATE Pyramid is their Vessel. For those celestials who want more than one, they buy one as a stunt - they build a new skill pyramid. They may also take an aspect for this Vessel called a Role.
Aspects: Celestial aspects are a little different. Instead of high concept, trouble and trio, they are broken down as such:
Word: The first aspect is the celestial's word. The basic is "servant of X", but adding a different descriptor, like "protector of Stone" or "Lust's party planner" can shift the aspect to better fit the character. This can also be changed with a milestone should the celestial earn a more specific Word.
Superior: The Celestial's relationship with their boss is also important. This takes the place of trouble because, more often than not, it's a source of complications. But it's also a positive, so it makes perfect sense as an aspect.
The trio takes place as in Fate Core, though the First Adventure is usually the first time the celestial hit Earth. This can be throughout time and history, so let the players have fun setting up stories about "that little fire they caused in Alexandria".
Songs: Taken as stunts. If you possess 2 of the same kind of stunt, you gain a +1 to sing them. All three gets you a +2.
Artifacts: These are stunts that are contained in items wielded by the user. Corporeal artifacts offer a + 2 to a skill in a specific circumstance. Ethereal artifacts allow for a different skill use in a certain situation. Celestial artifacts allow for a Song to be sung by any wielder. Each of these items is powered by essence. They can be shut down to gain a fate point. Regaining the fate point requires reinvesting it, which requires the use of a point and a Fair Devotion roll.
Resonance: Every celestial gets a resonance based on their choir. It is a stunt that requires a Fate Points to use.
Dissonance: This is a chance to keep Fate points in the same role as Essence in the symphony. Rather than a compel, dissonance is represented by paying a Fate point. A Seraph can lie but they have to pay a Fate Point to do it. Lacking a fate point, they take Celestial Stress.
Next time, I'll break down the resonances of the Bands and Choirs as I see them.