=================================================================

                    ------------------------
                   |                        |
                   |         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.

=================================================================

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*       Suggested for mature readers.  Please be advised.       *
*****************************************************************

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                T A B L E  O F  C O N T E N T S
-----------------------------------------------------------------

   I.  INTRODUCTION
  II.  GENERATING AN INJU
 III.  THE GROWTHES
  IV.  DESIGNATIONS OF INJU
   V.  SPECIAL INJU RULES
  VI.  THE ROLE OF THE INJU
 VII.  FITTING AN INJU INTO THE WORLD OF DARKNESS
VIII.  RESOURCES
  IX.  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 Cost: 1 per use
  Beam allows the Inju to fire a light ray at a target.  This
attack does a base damage of 1 + the number of dots in the Beam
Growth.  This 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 Secondary Tentacle Growthe, the Inju has
one secondary tentacle.  These tentacles have Strength equal to
the Inju's Strength - 2 (to a minimum of 1).  Attacking with the
Secondary Tentacles has 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 small Lair, hidden from plain view.
  **      A small Lair, hidden beneath the ground.
  ***     A moderate Lair, hidden discreetly beneath the ground.
  ****    A moderate Lair, tucked away beneath the ground.
  *****   A 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              Damage: 1 + Beam         Difficulty: 6
  Bite *            Damage: Str + Teeth      Difficulty: 5
  Claw              Damage: Str + Claws      Difficulty: 6
  Flame             Damage: 3 + Flame        Difficulty: 8
  Grapple           Damage: Str              Difficulty: 6
  Horns             Damage: Str + 2 + Horns  Difficulty: 8
  Kick              Damage: Str + 1          Difficulty: 7
  Limbs             Damage: Str - 2          Difficulty: =
  Punch / Smash     Damage: Str              Difficulty: 6
  Saber **          Damage: Str + 2 + Saber  Difficulty: 7
  Tentacle, Primar. Damage: Str - 1          Difficulty: 7
  Tentacle, Second. Damage: Str - 2          Difficulty: 6
  Tentacle, Tertia. Damage: Str - 3          Difficulty: 5
  Throw             Damage: Str              Difficulty: 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 Self-
Control.  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 ever-
hungry 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, foul-
smelling 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        3
       New Growthe        7
       Willpower          current rating
       Self-Control       current rating
       Ability            current rating x 2
       Growthe            current rating x 3
       Attribute          current rating x 4

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 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

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