Nomenklatura

Santa Claus						Lucifer
Kris Kringle						The Devil
Father Christmas					Satan
Saint Nicholas						The Morning Star
Kerstman						Beelzebub
Père Noël						Prince of Darkness
Sinterklaas						Iblis

Do you honestly think that any of those are the true name of those beings? The name that their significant other moans in bed? The name that their parents used when scolding them?

Names have power. Given names, chosen names, nicknames… the more they're used, the more widely they're known, the more power they hold. That's the reason why beings of power are known by so many names. It defuses the influence and control that others have over them.

But there's nothing one can do to lesson the impact of their true name. Other than hiding it.

For humans, this is the name given to them through the traditional ways, but for fantastical creatures, it is the name that binds them to their power. And learning this name lets mortals tap into that power. Even knowing how to properly pronounce a single syllable of a creature's name offers a fraction of their might.

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Characters

Every player at the table creates a character. These characters are mortals who have pierced the veil and perceived the true name of something, at least in part.

Your Patron

Each player takes an index card, and on it writes two commonly known names of one being of power. This can be any creature – from gods to fables, from legends to folklore. You can even select the best of the best among mortals, as long as they have multiple names; think Arnold Schwarzenegger and The Governator.

Example: The Wicked Witch of the West, Theodora

You have discovered a nomen, part of the true name of this being. This can be one given name, a clan name, or perhaps just a syllable. Write down the part of its name that you know. It does not matter how you spell it or what sort of letters you use. All you need to know is how to pronounce it, so be clear. You must pronounce it the same way every time. 

Example: Winkies

Below the nomen, write down what part of the being's power you have access to when you speak it. Perhaps this manifests like a magic spell or two, or through incredible good luck, or even superhuman abilities like x-ray vision or super strength. This doesn't have to be a direct feat or power that your patron has, but you should think of how it relates to or is within their commonly recognized domain.

Example: Can give any mammal the ability to fly for a short amount of time.

Who Am I?

Take another index card. Write your character’s true name followed by the nickname, pseudonym, or common name that they share with other people. As someone with access to a nomen, you know the value of protecting your true name.

Next, write a sentence or three describing how you came across your patron's nomen. It may have been shared willingly (perhaps as part of a bargain) by your patron, discovered through research, or a family secret shared from generation to generation, etc. Be sure to include how your patron feels about you knowing part of their name. 

Skip a line and then describe something your character knows or does better than most of the mortal population. This could be a skill, physical activity, or knowledge in a particular field. As far as those who are unaware of nomen are concern, this is what makes your character distinct.

Finally, write or draw a description of your character. Be sure to include facts like age, build, typical attire and the like. Once everyone has completed their character and introduced them to the table, move on to the next step.

Example: Halest Paw, aka Nikko

Nikko is the head of the flying monkies in Oz and was given one of Theodora's nomen when he got the job. It gives him the ability to recruit new monkies to the cause, giving them wings long enough for them to return to Theodora's castle for permanent enlistment.

Among his peers, Nikko is the only one capable of speech. This talent allows him to carry messages on behalf of Theodora and act as a scout and spy.

Nikko is a golden snub-nosed monkey, complete with the signature blue face. He wears a blue and red fez with a matching smoking jacket, perfectly tailored for his size. The walking stick he carries is actually a human fibula with the ends sanded smooth.

Nemesis

When it comes to conflicts between powerful beings, they rarely consider mortals to be more than pawns. So when it comes down to it, your nemesis is really your patron's nemesis. Sure, they may make your life difficult or be out to kill you, but it's mostly to mess with your patron or obtain the nomen which you know.

On a third index card, write the commonly known name of an enemy of your patron. This could be someone obvious, like good vs. evil, night vs. day, and summer vs. winter. Or maybe it is something more nuanced, like an outcast mutant elf plotting against Santa.

Once you've picked your nemesis, write down a nomen for the nemesis, including the power that it grants to those that know it. Agents of your nemesis will use this nomen during their encounters with you.

Note: Depending on how many people are playing, you may want to cooperatively design a nemesis or two shared between multiple patrons. If you do so, note one nomen for the nemesis for each paired patron, but expect that most minions for that nemesis will only have access to one.

Example: Zeke, The Cowardly Lion

Bar: You emit a low, rumbling roar that shakes the ground violently enough to knock people prone.
Bary: Until the next sunrise, you become a werelion, gifted with jagged teeth, sharp claws, fur and slabs of muscle. You're gifted with near invulnerability but a particular weakness to silver.

Relationships

Consider the character to your right. On the back of your character's index card, write a sentence or two that describes how your characters know each other. The player to your left will tell you how your character knows theirs – you should note that on the back of your card as well.

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Basic Gameplay

The player with the longest name goes first. In case of a tie, choose the player most embarrassed by or unwilling to share their middle name. Game play will proceed clockwise around the table, beginning with this first player. 

Set the Scene

On each player's turn, they will set the scene for the other characters. It is up to those players to decide where the current player's character is – a side mission, creating a diversion, on a bender, etc. The current player picks a nemesis and then describes what is happening that is putting the characters at a decision point. The nemesis should put pressure on the characters, making things exciting and forcing some sort of action. Scenes are not static, they are in motion.

Play Out the Scene

The current player, as the nemesis, and the characters play out the scene. This is a give and take, with the characters taking actions as they see fit and the nemesis player attempting to create tension. Eventually, the scene will reach a point where the players do not agree on the outcome. That’s when a contest occurs.

Basic Contests

Each player in a contest rolls 2d6. The player with the highest roll gets to narrate the outcome of the conflict. The player narrating can describe any logical outcome that does not result in a character or the nemesis being permanently removed from the story (although they can be removed from the scene). In the event of a tie, the current player always gets to narrate, but is restricted in narration. The nemesis gets some of what they wanted, but so do the characters.

Using a Unique Skill

When preparing to roll, any character can attempt to explain how they might use their unique skill or knowledge to influence the outcome of the contest. If everyone agrees, they can add +2 to their upcoming roll. A character can only use their unique skill once per scene.

Using a Nomen

To call on this mystical power, a player must pronounce one nomen from their card. This can occur before or after a regular conflict roll. The character player then rolls 2d6. 

12+: Your side instantly wins the contest and you narrate the outcome. Additionally, the next time you use this same nomen, you add +1 to the nomen roll.

10-11: Your patron grants you more power than you're used to and the ability to control it. You can choose one other player who's contest roll doesn't influence the outcome. If they were the only person in opposition of you, you win the contest and can narrate a favorable outcome.

6-8: You gain a +2 bonus to your contest roll and can briefly narrate how the nomen manifests in relation to the contest at hand.

3-4: You have tapped into power more potent than you can control. Your contest roll doesn't influence the outcome of the contest. If you were the only person on your side of the contest, you lose the contest.

1-2: The opposing side wins the contest and narrates how your use of your nomen was either actually part of their plan or benefited them in some way.

Learning Nomen

Each time your character hears a nomen being used during a conflict, you have a chance to learn it. If multiple people say the same nomen within a minute or two, that only grants one attempt. Each time this happens, roll 2d6 and add +1 for each nomen you already know.

12+: You learn the new nomen and note it on your character card. Additionally, you've had a flash of insight and know how to combine the new nomen with one of your existing nomen. Consider the power granted by the two nomen. Create a new nomen on your character card and note the ability that speaking it gives you. This new nomen becomes part of your character's true name and the potential now exists for others to learn it and treat you as their patron. Like other patrons, you must have at least two commonly known names, so add another to your character at this time.

9-11: You instantly learn the new nomen and note it on your character card.

6-8: You clearly heard the nomen but can't get the pronunciation correct. Note it on your character card with an open circle next to it. At any time, you can attempt to use it during a conflict but only roll 1d6. If you successfully use your nomen to influence the conflict, you've figure out the pronunciation and can place a check next to the nomen to indicate you've learned it completely.

3-5: You fail to learn the new nomen.

You can willingly teach another person how to use a nomen which you currently possess. Doing so takes several hours of practice and you lose access to the nomen after finishing the teaching. Gifting power is a sacrifice, while stealing it simply makes those who seize opportunities stronger.

End on a Cliffhanger

After the scene has gone on for a bit, probably around ten minutes or so, the nemesis should introduce a new dilemma. This dilemma is not resolved, however. Instead, the scene ends. Play moves clockwise, and the new nemesis sets the next scene for the next player. Continue in this fashion for the time available.

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Legacy Play

Characters quickly have the ability to learn many nomen over the course of one story and it is not recommended you use the same characters for future stories due to power creep. However, if you want to create a “campaign” of related stories, you have a few options:

1. Patron cards can be saved and used in future games. If you plan to do so, note any unresolved nemesis’s on the back of the patron card. This list may grow and shrink during stories and you may introduce a new nemesis for a patron in future games. If your character is using an existing patron, you may choose to use an existing nomen or add a new one.

2. Nemsis cards can be saved and used in future games. If you plan to do so, note any patrons on the back to which the nemesis plots against. This list may grow and shrink during stories and you may use an existing nemesis for a different patron in future games. If you select an existing nemesis, you may add a new nomen to the existing list.

3. If any of your characters has learned an original nomen (12+ in Learning Nomen) then they may be used as a patron in future games. You should note the nemesis's of that character's patron on the back of the character card. When used in future games, you can use these nemesis's or create a new one. Additionally, you can choose any syllable/part from the character's true name and add a nomen for it if one isn't already listed.