In Nomine Revisited: Equinox.

Equinox

The equinoxes are special times for celestials.

Normally, a celestial will recover Essence at either sunrise or sunset, depending on whether they’re an angel or a demon. However, on the days of the vernal and autumnal equinoxes, celestials will instead generate Essence at the precise moment of the equinox, and will regenerate two Essence, not one. This is true for all celestials.  Outcasts, the Celestially Discordant, Renegades, Remnants, those in Limbo: everybody.

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Jinn, Djinn Demon of Gin [In Nomine]

Jinn

Djinn Demon of Gin

Corporeal Forces: 3 Strength: 6 Agility: 6

Ethereal Forces: 4 Intelligence: 10 Precision: 6

Celestial Forces: 5 Will: 12 Perception: 8

Word-Forces: 5

Vessel/4; Vessel/1, -1 Charisma (for setting up deals)

Role: Bartender-Hipster-Assassin/6, Status/3

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GURPS In Nomine Revisited: Swedenborg-1

Swedenborg-1 [Quantum 7]

If this parallel could have a ranking higher than Z-10, it would — which, given the apparently unremarkable nature of the alternate, might seem odd to the casual researcher. When originally surveyed, Swedenborg-1 got misclassified as a (relatively common) alternate where parachronics had not been invented: its lack of mana was likewise not particularly noteworthy. What research was done mostly hoped to determine whether it was what echoes turn into when they hit 1998.

This fortunately meant that there were relatively few people on Homeline present on Swedenborg-1 when it became apparent that the alternate in fact was dominated by two factions of supernatural entities that not only resembled traditional “angels” and “demons:” they referred to themselves as angels and demons, and had the raw power and supposed history to back up their claims. This in itself might not have made Infinity panic, but the demonstrated proof of an afterlife (on Swedenborg-1, at least) did. Fortunately for the Secret, no-one from Homeline had actually died yet on the timeline; and a full retreat and quarantine has given the I-Cops the hope that the inhabitants remain ignorant of the universes outside their own.

At least, that’s what the I-Cops hope.

Swedenborg-1, 2008

Current Affairs

An epic war between “Heaven” and “Hell” rages beyond the notice of the mundane world.

Divergence Point

Officially: 1998, with the non-invention of parachronics. Unofficially, arguably anywhere from 14,000 BC to the Big Bang.

Major Civilizations

Western (Empire with rivals), Chinese (empire), Orthodox (Empire with rivals), Indic (Empire)

Great Powers

People’s Republic of China (Ogliarchy, CR5), Republic of India (representative democracy, CR4), Russian Republic (Dictatorship, CR3), United Kingdom (representative democracy, CR3), United States of America (representative democracy, CR3)

Worldline Data

TL: 8

Quantum: 7

Mana Level: none (standard); normal (nonstandard)

Centrum Zone: Red

Infinity Level: Z10

On the surface, the world seems normal enough; like many timelines that apparently had the lack of parachronics as its divergence point, it suffered from terrorist attacks in the beginning of the new millennium and is still dealing with the consequences of the same, over half a decade later. The USA remains the most powerful nation on the planet, although — again as usual — both the PRC and the ROI are gearing up to be rivals (in this particular alternate, the USA appears likely to eventually ally with the latter against the former). No world wars appear to be looming, but the usual brushfire conflicts over poor resource allocation show no sign of disappearing.

This is all a façade.

Infinity does not know whether or not the supernatural inhabitants of Swedenborg-1 are in fact “angels” and “demons” who serve either “the Seraphim Council” or “Lucifer;” while the theologies of the various religions remain the same in both this timeline’s and Homeline’s, the mythologies are only superficially similar. What evidence has been gathered from either of the two factions (plus a third, much weaker one, which mostly seems made up of supernatural entities usually associated with various polytheistic religions) suggests that Heaven and Hell are largely content to ignore human religions and institutions except where they might impact their own private War. While there are profound philosophical and ethical differences between the two factions, apparently members of one are capable of moving to the other — and do so on a regular basis.

The most common supernatural entities to be found on Swedenborg-1 are angels and demons. There seem to be various “breeds” of both, complete with common supernatural abilities. The verified examples of same include: lie detection, mental domination, the ability to track anyone anywhere, hyper-reflexes, entropy control, perfect empathy, emotional domination, detection of moral transgressions, forced loyalty, body possession, mind control, perfect awareness of relationships, and psychic vampirism. Sub-faction leaders (called “Archangels” and “Demon Princes” by locals; Infinity simply refers to them as “gods”) also offer a large number of specialized abilities of varying power. There are also numerous human servants, including post-mortem ones. The mortals’ (and Undeads’) abilities are usually much weaker, but still formidable.

Outworld Involvement

Normally, Infinity would simply ban all contact with Swedenborg-1 and be done with it. Unfortunately, the timeline is a place where literal miracles occur on a regular basis. If the resources there could be tapped, the payoff could be nigh-unlimited. The I-Cops thus compromise by allowing a bare trickle of researchers (as in, one at a time) to visit the timeline precisely long enough to set up particular experiments, then return. The current (indeed, only) research focus is on developing a reliable method of detecting supernatural entities; once that happens, Infinity hopes to be able to risk more missions on Swedenborg-1. Whether or not the Cabal is active on this timeline is a question of some interest to Infinity, and particularly I-SWAT (who is not so much rumored to recruit from this timeline as it is simply been assumed that such recruiting is happening).

While Centrum knows about Swedenborg-1 it apparently fears it: once its nature was discovered, Centrum immediately abandoned all of its non-portable equipment and evacuated on the spot. Infinity is worried that at least one Centran has died on Swedenborg-1, which might mean that Homeline’s own information quarantine was doomed before it started.

Other Swedenborgs

There are currently five Swedenborg-type timelines found and identified as such.  All are Q7, and the other four known are paired interestingly. On Swedenborg-2 and -3, the difference between the Heaven and Hell factions is much more sharply defined; Heaven seems to be winning their War in Swedenborg-2, while Hell is steadily more powerful in Swedenborg-3. In contrast, in Swedenborg-4 and -5 the difference between the two factions is much blurrier. On Swedenborg-4, this has resulted in a fairly run-down alternate world; but in Swedenborg-5 the general mood is much brighter.

What Infinity does not know yet is that there are at least two more worlds that should be designated as Swedenborg. One is misfiled as Reality Taiping-3 (Q7), due to the existence and survival of a Taiping kingdom.  In reality, it is a timeline where the faction leader “Lucifer” was victorious: Infinity knows it mostly as an inexplicably degrading alternate where entropy keeps increasing in bizarre ways. The second is a world where one particular faction sub-leader was destroyed in 1008 AD instead of another: unknown to Infinity, Centrum has misfiled it as Minus One/Y/2000.12.21, and thinks of it as merely being a steampunk alternate with an odd amount of not-precisely-recognizable technology.

The material presented here is my original creation, intended for use with the In Nomine and GURPS systems from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

In Nomine and GURPS are registered trademarks of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

In Nomine Revisited: Quinn, Mercurian Angel of Psychohistory.

Looking back at this one: dear goodness, but the headaches it’d cause for GMs.

Quinn

Mercurian Vassal of Lightning

Angel of Psychohistory

Corporeal Forces: 3 Strength: 6 Agility: 6

Ethereal Forces: 6 Intelligence: 12 Precision: 12

Celestial Forces: 5 Will: 9 Perception: 11

Suggested Word-Forces: 14

Vessel: human male/2

Skills: Computer Operation/3, Detect Lies/3, Dodge/3, Emote/1, Fighting/2, Knowledge (Psychohistory/6*, statistics/6, Research/1, Sociology/6), Move Silently/1, Ranged Weapons/2 (pistol), Savoir-Faire/1

*Psychohistory is defined, in this setting, as the prediction of future mass events and societal trends from existing data. It is not meant to predict the actions of specific individuals or events. Put another way, this skill will not tell you how many children you will have, or who will win the next Kentucky Derby, but it can tell you where the next war will be.

Songs: Empathy (Ethereal/1, Celestial/1), Fire (Ethereal/1), Friendship (Ethereal/1), Light (Celestial/3), Lightning (Ethereal/1), Machines (Ethereal/1), Memory (Celestial/1), Shadows (Corporeal/1), Shields (all/1), Submission (Corporeal/1, Celestial/1), Symphony (All/2), Tongues (Corporeal/3, Ethereal/5*), Truth (Ethereal/2)

*Free from Mercurian of Lightning Attunement

Role: “Isaac Flynn” (statistician/6, Status 5)

Attunements: Mercurian of Lightning, Seraphim of Lightning, Library Card, Vassal of Lightning, Angel of Psychohistory

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Iadnamad [In Nomine]

Iadnamad [12pt]

Mechanics: each iadnamad acts as a skill-granting talisman/6 (the specific skill is picked during the creation process) that can only be used by a ‘regular’ human of no more than five Forces.  Every time an iadnamad is used for a skill roll it succeeds, no matter how difficult the task was; but roll against the skill anyway.  If the roll would have failed, deduct a number of hits equal to how much the iadnamad failed its roll (Strength/Agility skills do Body Hits, Intelligence/Precision do Mind, and Will/Perception do Soul) to a specific mortal sapient target (see below), also of no more than five Forces. 

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In Nomine Revisited: Lorelei, Bright Lilim of Divine Fire.

That ‘Divine Fire’ thing is a reference to about ten years’ worth of a quiet struggle of mine to redefine a certain aspect of the In Nomine in-game universe to the point where everybody would forget that it had ever been anything else. I’ve always regretting not knowing if it would have succeeded, in the end. Alas.

Lorelei

Bright Lilim of Divine Fire

Corporeal Forces: 3 Strength: 6 Agility: 6

Ethereal Forces: 3 Intelligence: 6 Precision: 6

Celestial Forces: 3 Will: 6 Perception: 6

Vessel: female vessel/1, +1 Charisma

Skills: Dodge/1, Driving/1, Fighting/1, Move Silently/1, Savoir-Faire/1, Small Weapon/1 (Whip)

Songs: Healing (Corporeal/1), Shields (Corporeal/1)

Attunements: Bright Lilim of Divine Fire, Ofanite of Divine Fire

Role: Rich Socialite/6, Status/6 (“Laura Meadows”)

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In Nomine Revisited: Jeduthun, Kyriotate of War

Jeduthun

Kyriotate of War

Corporeal Forces: 4 Strength: 9 Agility: 7

Ethereal Forces: 4 Intelligence: 7 Precision: 9

Celestial Forces: 4 Will: 8 Perception: 8

Vessel: two vessels/3 (defaults to male/3 and female/3, dependant on mission; one will typically have Charisma +1)

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In Nomine: Lightskimmers.

Lightskimmers

Description: Essentially a sail-powered catamaran, if catamarans and their sails were made of glittering prisms of light that manage to brilliantly, yet painlessly, sparkle. There isn’t really a standard model anymore; but if there was, it would comfortably seat about twenty.  The artifacts are built for speed, not durability. Anything that manages to hit a lightskimmer can likely disable it with one shot, but these days nothing or no-one with less power than a Superior can hit a lightskimmer.

Major Ability: Lightskimmers can sail anywhere there is light, in all three planes of existence.  Note: there is no way to disguise the appearance of one. Or make people ignore the presence of one.

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Mastho, Djinn Demon of Bad Research

Mastho

Djinn Inspector

Demon of Bad Research

Corporeal Forces: 3 Strength: 6 Agility: 6

Ethereal Forces: 6 Intelligence: 12 Precision: 12

Celestial Forces: 5 Will: 10 Perception: 10

Word-Forces: 12

Vessel: human male/4, human female/4

Skills: Chemistry/1, Computer Operation/1, Dodge/6, Electronics/1, Emote/6, Fast-Talk/6, Fighting/3, Knowledge/6 (Social Engineering), Lying/6, Ranged Weapon/3 (pistol), Seduction/6

Songs: Machines (all/3), Possession/6, Shields (Corporeal/6), Tongues (Corporeal/3, Ethereal/6)

Attunements: Djinn of Technology, Shedite of Technology, Technobabble, Word of Power, Inspector, Demon of Bad Research

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