Rules and Resources
Combat
A few of the optional rules described in the Game Master's Guide (p. 120) will be used in the adventures. Target numbers for attacks will only be based on Characteristic + Skill, ie. Forces will not be added. Instead the relevant Forces will be added to the Power of a successful attack.
The Improved Dodge will be used (if the check digit of a dodge is higher than the check digit of an attack then no damage will be taken).
The order of combat actions will be adjusted slightly from the table on In Nomine p. 68. Steps 3, 4 and 5 will be merged so that a dodge and damage (including stunning or unconsciousness) will be resolved immediately following an attack. This means that a combatant may be stunned in a round before they have had a chance to take their action.
Starting Characters
Celestials will start with the standard 9 Forces and 4 character points per Force. In general only Songs, Attunements and Rites from the main rulebook will be allowed. A starting character may begin with a Choir Attunement or one basic Rite (for 3 character points) from another Superior if their background is suitable. Advanced Celestial NPC characters will generally start with about 5 character points per Force and be given a wider choice of Rites and Attunements.
Soldiers and Mundanes will begin play with five character points per Force, rather than four. The extra points should be spent on Status, Charisma or Skills which define their natural position within the Symphony. Soldiers may pay three character points to begin with a single basic Rite of a Superior.
Improving Characters
Character points will be rewarded at the end of a session and at the end of an adventure as advised in the Game Masters Guide. In general character points may only spent at the end of the adventure. For Celestials existing Skills or Songs may only be improved one point at a time. For humans existing Skills may be improved by up to two points at a time, but Songs by only one. Any new Skill can be learned at level one. Only new Songs listed as Common in Liber Canticorum may be learned without any difficulties. Other Songs can only be gained during play or as a minor reward. For Attunements, Forces or other advanced Resources, if the character's Superior is willing then the character will receive enough character points to purchase the resource (or a significant contribution towards its cost), but be left to decide for themselves if the resource will be purchased.
Skills
Skill: Intimidation (Will), Default -1
Physical violence or some other threat can force cooperation from others. A victim of Intimidation must make a Will roll minus the successful Intimidation check digit to act against the source of the threat for (Corporeal Forces) minutes.
Skill: Observation (Per), Default -1
This skill covers seeing, hearing or smelling things in the corporeal world by deliberate search. It will not detect celestial phenomenon such as disturbances or celestial forms. A failed check digit represents the number of minutes wasted in an unsuccessful search.