You are on page 1of 15

================================================================= -----------------------| | | INJU | | v1.0 | | | | The Storyteller Game | | | -----------------------Using the Storyteller rules by White Wolf Games, Inc.

Written by Ed Hrzic Copyright (c) 1997 by Ed Hrzic Storyteller, White Wolf and The World of Darkness are trademarks (TM) of White Wolf Games Inc. The use in this file is not a challenge to their trademarks. ================================================================= Playtesters This part deserves a little bit of explaination. As some may recall, I posted a request for playtesters for this game. Despite stating in the request that it was going to be based upon the Storyteller RPG system, people still responded, asking to be a playtester, because they thought that it was a computer game. Now, I had about fifteen people (after all was said and done) that "seemed" to understand that the game was a paper and pencil role-playing game. However, after setting a deadline, and reinforming the testers, I received no responses to requests for input on how the game was. Well, this game is going out, whether input or not. So, as it is, there have been NO playtesters. ================================================================= ***************************************************************** * Suggested for mature readers. Please be advised. * ***************************************************************** ----------------------------------------------------------------T A B L E O F C O N T E N T S ----------------------------------------------------------------I. II. III. IV. V. VI. VII. VIII. IX. INTRODUCTION GENERATING AN INJU THE GROWTHES DESIGNATIONS OF INJU SPECIAL INJU RULES THE ROLE OF THE INJU FITTING AN INJU INTO THE WORLD OF DARKNESS RESOURCES LAST NOTES

----------------------------------------------------------------I. INTRODUCTION

----------------------------------------------------------------Most people don't wish to believe. But they do. They believe the unexplained, but it drives them insane. What is it? To look into the face of an "Inju" is to look into the face of hell, lust, hate and grief, and clenched together into an inseparable mass of terror. To fear an Inju is human. But what IS an Inju? No one rightly knows. The origins of these creatures are shrouded within the tapestry of time, and none have been able to sift through the remains. Perhaps the Inju were created by some trouble individual, with only revenge left. And maybe they were loosed upon the Earth by some terrible creature from times and lands passed. Regardless of where they came from, they are here. Safety is, and always has been, a myth in the eyes of the victims of the Inju. Where they will strike, no one knows. Don't turn your back, and never leave yourself open. The Inju Role-playing Game is about controlling the most vile and debased creatures that have existed: the Inju, masses of carnal desires and hunger, striking and violating who they please. NOTE: This is not a "full game" as you will have to have some working knowledge of the Storyteller system (preferably the World of Darkness series of five games: Vampire, Werewolf, Mage, Wraith, and Changeling). Some general quick information is given about some specific rules, but if you want a full description of the Storyteller rules, you are reading the wrong file. ----------------------------------------------------------------II. GENERATING AN INJU ----------------------------------------------------------------Creating an Inju is much like creating a character in the Storyteller system. Some of the steps and characteristics are the same, yet there are some moderate changes. - STEP ONE: Character Concept Just what is the motivation for the Inju? A suggested amount of motivations for the Inju are listed in part IV. These drive the Inju into doing what it does. Secondly, what type of Inju is it? There are several Designations of Inju, and are listed in part IV. - STEP TWO: Select Attributes The Inju don't have a choice in their attributes (i.e. primary, secondary and tertiary) as they do in the other Storyteller games; these attributes are divided up using the dots given for the particular category. As usual, an Inju starts with one dot in each of their attributes, except in Appearance. This statistic is labeled as an 'X' (much like the Nosferatu in Vampire), and cannot be increased. This represents the horrifying aspect of what the Inju looks like. - PHYSICAL: Strength, Dexterity and Stamina. Starting Dots: 10. Attribute Maximum: 8

- SOCIAL: Charisma, Manipulation and Appearance. Starting Dots: 0 (yes, ZERO). Attribute Maximum: 2 - MENTAL: Intelligence, Wits and Perception. Starting Dots: 3. Attribute Maximum: 4 - STEP THREE: Select Abilities The Inju aren't typically interested in the typical skills of the mortals. However, there are some skills that may be useful to the Inju, such as combat skills. - Prioritize Talents, Skills and Knowledges (5/3/0) - STEP FOUR: Select Advantages The advantages of an Inju are the powers and uses that the Inju can make of the world at large. - BACKGROUNDS (3); Limited by Designation. Listed in part IV. - GROWTHES (7); Limited by Designation. Listed in part III. - TURMOIL (5): Self-Control, Gratification - STEP FIVE: Finishing Touches - WILLPOWER: Equal to Self-Control rating - POWER: Equal to Gratification rating - FETISH: Listed in section part IV. - SPEND FREEBIE POINTS (15): Abilities 2 per dot Attributes 5 per dot Backgrounds 2 per dot Gratification 3 per dot Growthes 5 per dot Power 8 per permanent dot Turmoil 2 per dot Willpower 1 per dot During character creation, Gratification and Self-Control cannot be greater than 4 dots. ----------------------------------------------------------------III. DEFINITIONS OF THE GROWTHES ----------------------------------------------------------------The Growthes of the Inju represent the powers and extensions of the Inju, and its incarnation. At the start, an Inju may only have a maximum of three dots in any one Growthe. In addition to this, many of the Growthes requires a certain amount of 'Power' to use. BEAM -- Power Beam allows attack does a Growth. This Cost: 1 per use the Inju to fire a light ray at a target. This base damage of 1 + the number of dots in the Beam attack has a difficulty of 6.

CLAWS -- Power Cost: 0 / 2 per round of use Claws allow the Inju to rend flesh and clothing, and is the prime way that Inju fight. Each dot in the Claws Growthe gives the Inju an extra die of damage when using a claw attack, which is Strength + 1. When using 2 Power, the damage is increased by the number of Claws dots. At a rating of three dots or more, wounds inflicted by these Claws should be considered aggravated damage. FLAME -- Power Cost: 2 per use

Flame allows the Inju to breath a column of flame from its mouth, or some other opening that the player chooses. This attack is pure flame, as the Inju secretes a mixture that is volatile in contact with the air. This attack does a base damage of 3 + the number of dots in the Flame Growthe. The difficulty of this attack is 8. The number of feet that the flame can reach equals the Flame dots, multiplied by ten feet. Flammable objects will be ignited sixty-percent of the time. FLIGHT -- Power Cost: 1 per 5 minutes The Inju can fly at maximum speed for a number of minutes equal to the number of dots in the Flight Growthe. At an average speed, they may fly ten times that much. HEIGHTENED SENSES The Inju's has a heightened sense, which is chosen when this Growthe is selected. When using this sense, the Inju adds the number of dots in their Heightened Sense Growthe with the Perception roll. HORNS -- Power Cost: 0 / 2 per round of use Horns are usually used to impale someone with, and is a form of attack that Inju rarely use, or is even seen. The base damage for this attack is Strength + 2. However, when using 2 Power, the damage is increased by the number of dots in the Horns Growthe. The difficulty of this attack is 8. HORRIFY -- Power Cost: 1 per use This ability of the Inju uses its appearance to totally shock the intended victim. This "attack" has a base value of 3 + the number of dots in the Horrify Growthe, against a target number of 6. The victim must make a Willpower test (usually 3 dice) versus the number of successes that the Inju made. If the Inju wins, the victim is stunned with shock and cannot move. If the Inju makes 5 or more successes, the victim falls unconscious. INVISIBILITY -- Power Cost: 1 per minute The Inju can remain invisible for as long as it pays Power for. However, when the Inju turns invisible, it must make an Invisibility roll, with a target of 5. This is the number of successes that another individual must make with its Perception, with the same difficulty. LEAP -- Power Cost: 1 per use The Inju can leap extra distances. Normally, the Inju can jump a number of meters equal to its Strength attribute, but with this Growthe, allows the Inju to jump additional meters equal to the number of dots in the Leap Growthe. LIMBS Many Inju have extra limbs that have all manner of uses. For each dot in the Limbs Growthe, the Inju has one extra limb. These limbs have Strength equal to the Inju's Strength - 2, and have the same difficulty for attacking as a normal limb. MIND SEND -- Power Cost: 1 per use The Inju can send thoughts and words into a target's mind. The victim must roll its Wits versus the number of dots in the Inju's Mind Send Growthe. Failing to net a success means that the Inju's influence has affected the victim. In game terms, this is

usually used to enact a lack of resistance from the victim. If this is the case, the victim's Strength is reduced by half, rounding up, when struggling with the Inju. MIND REND -- Power Cost: 5 per use The Inju can rend the victim's mind, wiping it clean of all sentient thought. The victim still remains reactive to the Inju's actions (pain,, etc.), it is too far gone to remember what do to. The Inju using the Mind Rend rolls dice equal to the number of dots in the Mind Rend Growthe. The target number is 7 + the victim's highest Mental attribute. Two successes are all that are needed. However, the victim will "unconsciously" spend 1 Willpower point to negate 1 success. REGENERATION -- Power Cost: 1 per die of use This Growthe allows an Inju to heal any physical damage that it might have sustained. To use this power, designate how many dice will be used. The difficulty number is 4 + the number of levels of damage taken thus far. Each success reduced the damage level by one. SABER -- Power Cost: 1 per round of use Sometimes, Inju have the ability to extend a large blade from their hand, which is used to repel oncoming attacks. This attack does base damage of Strength + 2 + the number of dots in the Saber Growthe. However, the ability to wield this blade is based upon the 'Melee' ability. The difficulty is 6. SKIN Skin represents the toughened hide of the Inju. This skin allows the Inju extra soak dice in combat. During a soak test for damage received, add dice equal to the Skin rating. STRENGTH -- Power Cost: 1 per round of use Strength allows the Inju to increase their Strength through this skill. The Strength dots add to any Strength test used, but to a maximum of 10. As it is, this Growthe is much more useful to Neophyte Inju. TEETH -- Power Cost: 0 / 2 per round of use The strong teeth of the Inju can rend flesh as well. This attack does a base damage of Strength. When using 2 Power, the damage is increased by the number of dots in the Teeth Growthe. This attack has a difficulty of 5. TENTACLE (Primary) The Primary Tentacle is the organ that the Inju uses on its victims. It is rather large and unwieldy, and cannot execute any fine manipulation. It can be used to attack, though, as the Strength rating for this Tentacle is equal to the Inju's Strength - 1 (to a minimum of 1). The number of feet that the Primary Tentacle can reach is equal to five times the number of dots in the Primary Tentacle Growthe. Attacking with the Primary Tentacle has a difficulty of 7. TENTACLE (Secondary) The Secondary Tentacle is a smaller organ that the Primary one, and has less strength, but is more agile than the Primary one. These tentacles are mainly used for restraining the victim. For

each dot that is in the one secondary tentacle. the Inju's Strength - 2 Secondary Tentacles has

Secondary Tentacle Growthe, the Inju has These tentacles have Strength equal to (to a minimum of 1). Attacking with the a difficulty of 6.

TENTACLE (Tertiary) Tertiary Tentacles are much like the above two, yet are capable of fine manipulation. For each dot that is in the Tertiary Tentacle Growthe, the Inju has one Tertiary Tentacle. These tentacles have Strength equal to the Inju's Strength - 3 (to a minimum of 1). Attacking with the Tertiary Tentacles has a difficulty of 5. ----------------------------------------------------------------IV. DESIGNATIONS OF INJU --------------------------------------------------------------------------| DESIGNATIONS

The Inju is a general term to describe the broad collection of creatures that have the same common goal, and use the same means to the same ends. This is not to say that they ARE the same; just the methods. Different Designations of Inju have access to different Growthes, some which others might not have. 'Banned Growthes' represents which Growthes the Inju CANNOT use. Regardless of what is written in the Designation of the Inju, each one begins with one dot in the Primary Tentacle Growthe. ALIEN Through some mishap, or deliberately, this type of Inju is stranded on Earth. Advantage: The Alien Inju automatically has one dot in the Regeneration Growthe. Banned Growthes: Flight, Horns, Mind Send, Teeth Common Motivations: Breeding, Power, Subjugation EXPERIMENT The Experimental Inju was created through some sort of accident: a new strain of bacteria that infected a scientist, or simply trying to clone new life. Whatever the means, the Experiment is now out of control. Advantage: The Experimental Inju gains one dot in an allowable Growthe of your choice. Banned Growthes: Beam, Invisibility, Leaping, Mind Rend Common Motivations: Lust, Pain, Release GOLEM This Inju is a creature made entirely of stone. Extracted from legend, these creatures can be incredibly difficult to wound, due to their tough exterior. Advantage: The Golem already begins with one dot in the Skin Growthe. Banned Growthes: Beam, Limbs, Mind Rend, Tentacles (Tertiary) Common Motivations: Death, Power, Subjugation HUMANOID The Humanoid Inju appears more humanoid that the other Inju, so that in some small manner, they can blend into the humans' society, and strike without warning. Advantage: The Humanoid Inju actually has an Appearance rating.

Though it starts at 0, it can be increased during character creation through Freebie points and through Experience points. Banned Growthes: Beam, Saber, Skin, Mind Rend Common Motivations: Breeding, Power, Release INFERNAL The spawn of Hades, the Infernal Inju can also be called "daemons". Loosed upon the earth by their Dark Lord, they hunt and violate the population with no apparent goal. Advantages: The Infernal Inju automatically has one dot in the Horrify Growthe. Banned Growthes: Beam, Mind Send, Mind Rend, Strength Common Motivations: Death, Lust, Pain MACHINE The Machine Inju was created in a laboratory (much like the Experiment Inju), but was given a consciousness all of its own by an invading force. As it is, the machine is possessed by some sort of mechanical spirit that is now part of the machine, and cannot be forced from it. Advantages: Machine Inju have two additional health levels at the top of the Health chart. Banned Growthes: Horrify, Invisibility, Mind Send, Mind Rend Common Motivations: Power, Release MASS The Mass Inju is simply a huge mass of flesh and tentacles, and have no arms or legs. There doesn't appear to be a center to the mass; only an influence that controls the actions of the Inju. The real origin of the Inju unknown, though usually it is some sort of mishap. Advantages: The Mass Inju automatically has one dot in the Tentacle (Secondary) Growthe. Banned Growthes: Claws, Leap, Limbs, Saber, Teeth Common Motivations: Death, Pain, Release SPAWNED The Spawned Inju are the most unique sort. The Spawned are the actual manifestations of the innermost desires of people. However, these manifestations are not from just any people. They are usually from the desires of people who are the very symbols of morality. The turmoil inside of the person is so great that it has actually been given consciousness. More often than not, the individual does not even know what is happening. Though, when the Spawned satisfies itself, the person is quizzically satisfied as well. Advantages: The Spawned Inju automatically has one dot in the Mind Send Growthe. Banned Growthes: Flame, Heightened Senses, Saber, Regeneration Common Motivations: Lust, Pain ----------| MOTIVATIONS

What exactly motivates an Inju? This is a bigger mystery yet, as each Inju has its own agenda. Through it all, an Inju can be described as lusting for power. As they claim more and more bodies, their amount of power increases dramatically. But as they accumulate more power, they need more to satisfy their hunger, which makes the elder Inju even more dangerous and

insatiable. BREEDING The Inju uses the Expulsion to implant its seed into a female host. In almost all cases, the host and seed are incompatible, resulting in nothing. Thus the Inju hunts for a suitable vessel to breed its young. DEATH The Inju is motivated by killing its victims. It enjoys slaying its conquests by impaling them with its own devices, or severing the body with its own limbs. LUST The Inju has a lust for gratifying itself through its victims. Many times, when it has found a particularly satisfying victim, it will continue to stalk them. More often than not, when the Inju tires of that victim, it is usual killed in the final encounter. PAIN The Inju enjoys inflicting pain on its victims through the encounter. Death is too quick; too short. Pain is much more pleasing. POWER The Inju is in a lust for the power gained from its encounters, death preferable, as there is much more energy released. RELEASE The Inju has a well of energy and pain building up within itself, and uses its victims to release these energies, ending up with the death of the victim. SUBJUGATION The Inju does not wish to kill or severely harm its victims; only control them, as it needs a "herd" that it can use to its own ends. ----------| BACKGROUNDS

The Inju have few Background options, because of their nature. These Backgrounds are "essential" to most any being, as they also create the foundation of how the character acts and lives. ALLIES Allies can be creatures, and, rarely, humans, who can help the Inju in its activities. More often than not, these Allies are other, younger, Inju. The Inju has one ally for every dot in this background. See the other World of Darkness games for Ally information and categorization. FAME The Inju is known by various peoples, either by legendary status, contact, or by victimization. See other World of Darkness games for Fame information. LAIR The Lair background represents the Inju's hideout, where it goes to lick its wounds, and rest until it has regained its strength. The more dots in this background, the better the Lair

is hidden. * ** *** **** ***** A A A A A small Lair, hidden from plain view. small Lair, hidden beneath the ground. moderate Lair, hidden discreetly beneath the ground. moderate Lair, tucked away beneath the ground. large Lair, that is very well hidden. FETISHES

----------|

Fetishes are arousing items or events that attract the Inju's attention. Each Inju has a Fetish, regardless of its Designation. It's interesting to note that the Inju's Fetishes tend to be similar to a human's fetishes. An Inju gains more Gratification when fulfilling a Fetish in its victim. Some may include: asian, cheerleaders, schoolgirls, gymnasts, leather, redheads, teachers, tall, short, and many more. ----------------------------------------------------------------V. SPECIAL INJU RULES --------------------------------------------------------------------------| COMBAT

These are quick hand-to-hand combat rules found from the first edition of Vampire: The Masquerade, with some added things. These rules will usually be used between two combating Inju. Beam Bite * Claw Flame Grapple Horns Kick Limbs Punch / Smash Saber ** Tentacle, Primar. Tentacle, Second. Tentacle, Tertia. Throw Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: Damage: 1 + Str Str 3 + Str Str Str Str Str Str Str Str Str Str Beam + Teeth + Claws Flame Difficulty: Difficulty: Difficulty: Difficulty: Difficulty: + 2 + Horns Difficulty: + 1 Difficulty: - 2 Difficulty: Difficulty: + 2 + Saber Difficulty: - 1 Difficulty: - 2 Difficulty: - 3 Difficulty: Difficulty: 6 5 6 8 6 8 7 = 6 7 7 6 5 7

* You must 'Grapple' your opponent first. ** Uses the 'Melee' ability. 1. Both parties involved roll their Dexterity + Brawl. The target number is the difficulty of the maneuver used. 2. The participant with the most successes hits the opponent. For every success over the opponent, one extra damage die is scored on the following step. 3. Depending on the maneuver used, roll the dice for damage, plus those scored for extra successes. The target number is the opponent's Stamina + 3. 4. The opponent may soak. The target is the number of damage successes rolled + 5. 5. Instead of attacking, the opponent may dodge. This is accomplished by rolling Dexterity + Dodge, with a target of the opponent's Dexterity + 1.

----------|

ENCOUNTER

The Encounters are somewhat like Combat, above. There are some other items to take into account. 1. The Inju must Grapple the victim as per Grappling rules. 2. The victim may then make an extended Strength test against the Inju to free itself. 3. The Inju then makes its attack rolls (tentacle or other) against the victim (difficulty Sta + 2). The victim does not have to roll to soak. If the victim does soak, the difficulty is the Inju's Strength + 1. Negate any armor that is being used, unless applicable. Each extra success deals a health level of damage to the victim. 4. If the victim lasts a number of rounds equal to the Inju's Stamina or more, the Inju gains Gratification equal to the Stamina of the victim, plus the number of rounds that encounter took. The only exception to this is the Death motivation. At the end of a Release Motivation encounter, the Inju will automatically release two Health levels of damage on the victim. The victim may soak. ----------| GRATIFICATION

Gratification represents the pleasure and power that the Inju receives from the victim. This also is a marker for the amount of Power the Inju needs to gain more power. For the Inju to gain a permanent point of Power, it must gain Gratification equal to 10 + the Inju's permanent Power. Once the Inju has gained this rating, it gains a permanent Power Point, and the excess counts toward the next level of Gratification. If an Inju's Gratification goes negative, it loses a permanent point of Power, and is reduced to the previous level of Gratification. Thus, in the Inju's lust for Power, it is harder for them to satisfy their hunger. For every day (twenty-four hours) that the Inju goes without, reduce the Inju's Gratification by 2. EXAMPLE. One Inju has permanent Power of 3, and Gratification of 0. After two days, it cannot find a victim, so the Gratification is -4. It's permanent Power is reduced to 2, but its Gratification rating is reduced to the previous level, which would be 9. ----------| SELF-CONTROL

Rarely does an Inju practice Self-Control. Though, there are times when it would be more prudent to wait for an opportune time, then jump out in the midst of a crowd. If the Storyteller calls for a Self-Control test, the target number is 5, plus the number of days that the Inju has gone without. One success is all that it take to curb the urge. ----------| WILLPOWER The Willpower of the Inju is used in conjunction with SelfControl. If the Inju feels its will slipping from Self-Control, it may spend 1 Willpower point to stay itself. However, depending on the nature, the Storyteller may have the Inju spend more Willpower points.

----------|

POWER

Power represents the total capacity of the Inju to use its abilities and Powers. Also a symbol of the Inju's standing. When an Inju uses its Power for its Growthes, it uses not its permanent Power, but its Power pool, which is equal to the Inju's Power. The Power pool will fluctuate during an adventure, and when the Inju's Power increases. An Inju's replenished 1 point of Power after every thirty minutes. As well, when an Inju gains Gratification from an encounter, each point of Gratification earned restore one point of Power, up to the Inju's maximum. ----------| FETISHES

Fetishes also satisfy an extra Gratification requirement. If the Inju is presented with a potential victim of its Fetish, the Self-Control difficulty is increased by an additional 2. As part of Gratification, if the Inju satisfies its Fetish (i.e. the victim is of the Inju's Fetish), it gains +2 Gratification, in addition to what it would get from the victim. ----------| MOTIVATION

The Motivations for the Inju act much like the Fetishes of an Inju. If the Inju has satisfied the conditions for the Motivation, the Inju gains an additional +2 Gratification, in addition to what it would get from the victim. ----------------------------------------------------------------VI. THE ROLE OF THE INJU ----------------------------------------------------------------Most of what the Inju are about has been stated above, but to digress on the topic also means to understand the Inju's actions, and perhaps plight. Whatever motivates an Inju, Breeding, Death, or not, is based upon the rather basic instincts of the human mind. Release, Subjugation, Power, human beings of every walk of life wish to control and elevate themselves beyond the scope of others. Are the Inju, in this respect, any different than the humans they violate? To an extent, no, as every human is different, so are the methods that the humans use. Are the Inju the embodiment of evil? To understand an Inju is also to pity them. They are an everhungry race of creatures, and will never find fulfillment. This is a means to an end, as few Inju survive for a long enough time. ----------| EXPULSION

The Expulsion is the term used for the fluid that is produced upon the end of an Inju's encounter, regardless if the victim is alive or not. This fluid carries the Inju's genetic code, and can identify a specific Inju. It is a foul-tasting, foulsmelling liquid, that many victims can attest to. The color is usually bright, if not glowing. The colors usually range from green, to pink, to purple, to white. ----------| INJU GROUPS

The Inju don't operate in group. This is because the Inju want to feed upon the power of a victim solely. Rarely do Inju share victims, as the Power is divided equally between them. If more than one Inju encounter a perspective victim, they usually combat themselves for possession of that victim. This seems to be an instinctive trait within the Inju structure, and becomes stronger as the older they get. The only exception to this rule is the Neophyte Inju, as there is power in numbers. These Inju, more often than not, share the victims that are caught. As the Inju grow in power and strength, they leave the confines of the group, and seek its own ends. ----------| SIZE

The typical Inju is approximately seven to nine feet tall, depending on the Designation. Some of the smaller ones, such as the Mass Inju, are about five feet tall (or long). There are talks of Elder Inju who rise more than ten feet in height. If there is any truth to this matter, no one has found it, as there aren't many Elder Inju left. ----------| LANGUAGE

Inju can understand and speak just about any language there is. If they need to speak a certain language, their mind simply adapts to it. Some call this a form of mind projection, as the victim always understands what is being said. ----------| FEMALE INJU

Are there any female Inju? There is no concrete "yes or no" answer. There exist several hundreds of thousands of Inju across the globe (and probably other places as well), and the means to reproduce is a problem. Even for the Breeding Motivation of some Inju, the perfect mate is not always achievable, which is less than 3%. So then, where are all of these Inju appearing from? Some say that there are Inju who have some female characteristics, such as breasts and smaller frames. However, these "female" Inju tend to be as powerful as their larger "mates". Of those who said they have seen "female" Inju, it is surprising to note that the victims are still female. It is unknown if these "female" Inju mate with other Inju and give birth, but the aspect is possible. ----------| EXPERIENCE

Inju can increase their traits through Experience points, just as everyone else can. The only traits that cannot be increased with Experience are Power and Gratification, the former increased by the latter, and the latter increased only through encounters. New Ability New Growthe Willpower Self-Control Ability Growthe Attribute 3 7 current current current current current

rating rating rating x 2 rating x 3 rating x 4

-----------------------------------------------------------------

VII. FITTING AN INJU INTO THE WORLD OF DARKNESS ----------------------------------------------------------------The Inju are vile creatures, and that particular statement should be driven home. Many of the creatures of the World of Darkness shun these creatures, as their horrifying acts promote nothing but degradation and destruction. There are some, in fact, who hunt these very creatures, as they understand the threat that they represent. VAMPIRES (the Kindred) The Kindred share one thing in common with the Inju: their feeding off of humans. This is where most of the similarities stop, as even the Kindred have some sort of morality to them. The Inju are bound by nothing, and fear most nothing, and commit random slaughter and destruction. The Vampires choose to stay away from these creatures, since they are powerful as they are disgusting. When a member of a clan is involved, they will do their best to destroy the offending creature. The claws, horns and teeth of an Inju wounding a Vampire should be considered aggravated damage. WEREWOLVES (the Garou) The Garou DETEST the Inju, and ever since the Garou discovered the Inju, they have made it one of their quests to eradicate these creatures in protection of Gaia. MAGES Many Mages see the Inju as pawns to be controlled, and desire to draw the large amounts of energy out of them, and feed their nodes. WRAITHES Wraithes aren't too concerned with the Inju, as their part is done. However, a certain Wraith may have been the victim of an Inju, is seeking vengeance against the creature, by pointing several people in its direction in the Human World. CHANGELINGS The Changelings abhor the sight and actions of the Inju, and do what they can do destroy them. In all manners, let it be Kindred, Garou, or the like, there are several groups that hunt Inju, as they realize the potential danger these creatures pose. After all, "The truth is out there." ----------| CAMPAIGNS

As it is, the Inju RPG is plotless and meaningless. The real value of the game lies within its interactions with the other creatures in the World of Darkness. If the Storyteller does not wish to have an Inju campaign, or even allow PCs to become Inju, here are some other suggestions: ASSISTANCE This is the core Inju campaign. It involves several Neophyte Inju in various quests that the Storyteller can deem. The Inju will come across other Inju, and conflict is evident.

INJU-HUNT (Using the Inju RPG as a source-book) Perhaps the Inju have destroyed one of more friends of the PCs, or are directly involved within the PCs affairs. This could lead to them investigating what the Inju are and what they do, if they did not know. They can find information on the subject in various old book shops, and in legends. SERVICES RENDERED Somehow, the Inju are contacted by some mortal. Binding them into his service (no small task; the Storyteller must come up with the method), they work for him in doing jobs. If done correctly, they are rewarded. This campaign is gearing the Inju toward a "better" outlook, and detracting most of the game from what it is essentially about. ----------------------------------------------------------------VIII. RESOURCES ----------------------------------------------------------------The Inju RPG does have influences, but none that I distinctly relied on in making the game. The most major influence, as stated above, is the "Inju" series of pictures from the PC computer games "Inju Genma" and "Inju Genma 2: Brain Burst". The "tentacle genre" of animated features also show through: Urotsukidoji, La Blue Girl, Twin Dolls, Adventure Kid and Legend of Lyon: Flare. As I see the rest, changes to the game will be made. ----------------------------------------------------------------IX. LAST NOTES ----------------------------------------------------------------Late in 1996, I can across an archive with pictures from the games called "Inju Genma" and "Inju Genma 2", though from other sources, I have heard it was "Genmu". I don't know the correct one, as I know only a small amount of the Japanese language. Though the archive was incomplete, I found other scraps of the remaining pictures scattered around the internet. After searching for quite some time, I have finally found the collection. In that time, I found that "Inju Genma" meant "Demon-Beast Nightmare". And with checking my handy Japanese character dictionary, "Inju" means "Demon-Beast", though with a stress mark over the 'ju'. During the painstaking time of finding the Inju collections, where I ended up with several dead-end leads, I began to think of an Inju RPG for the World of Darkness. It certainly fits into the genre, and could quite possibly be completely compatible. Since I have never played the Inju computer games (as of yet), I am drawing from other sources of what is know as the "tentacle genre", of games and anime in trying to create an RPG that takes these horrifying creatures, and makes them playable. I do it for this reason: I'd rather have you ROLE-PLAY what an Inju does, rather than you go out and DO what an Inju does. But remember, THIS IS ONLY A GAME! As you can see, the game is rather incomplete, and full of holes. I hope to have a more comprehensive version out in the near future, as I will rely on feedback on what to change. I hope that you have fun with the game, and I always welcome feedback at "bd981@yfn.ysu.edu", as I KNOW that people are going

to read this one! - Ed Hrzic -----------------------------------------------------------------

You might also like