The Sorcerer's Impediments
Converted to an In Nomine "Hevvy" Adventure for Angels
by Elizabeth McCoy
The Sorcerer's Impediments was designed as an introduction to In Nomine and edited down to a stand-alone file containing all the rules (many simplified or glossed) needed to actually play. For those who would like to use that adventure in their regular In Nomine "Hevvy" campaign (instead of the "Lite" one the adventure was originally designed for), here is everything that was stripped out of the e23 adventure. You will need to download The Sorcerer's Impediments for the rest!
While pre-generated player-characters for GURPS and In Nomine are included, the concept is simple enough to be dropped in the laps of just about any group of angels -- or hostile demons!
For that matter, nothing's stopping the Game Master from inflicting the situation on mundane investigators . . .
* * *
There are angels and there are demons; there are Archangels and there are Demon Princes. Long ago, God and Lucifer had a discussion about Free Will; now, there's a secret War between Heaven and Hell. Angels work toward the betterment of the universal Symphony; demons want to impose their personal symphonies on everyone else. Angels prefer selflessness, thinking of the group above the individual. Demons, naturally, want to be the one on top and to Hell -- or somewhere -- with everyone else on the bottom.
And then there are the humans -- some serve knowingly, Soldiers of God or Hell. Some are servants and minions. And some . . . are sorcerers, who conjure up spirits and demons. Most of those are damned by Hell-tainted rituals, seduced by the promises of the Demon of Sorcery, who serves the Prince of Fate.
Naturally, that tends to upset the angels, and they try to . . . contain the problem.
As a fast adventure, a certain amount of handwaving may be required. Places where the GM should decide details, based on the group's playstyle, will have GM's Notes with suggestions.
Act One: Target Acquisition
This section is short and straightforward, so that the GM and players may get a sense for what their resources and objectives are.
It is sad but true that the practice of sorcery tends to require Essence expenditures, and then there's the demon-summoning aspects -- both of which the Symphony tends to protest in the form of disturbance which the Aware (celestials, Soldiers, sorcerers) can perceive.
Thus disturbance has come to the attention of the player characters, the local agents of Heaven. As they are the only characters in the near vicinity, it falls to them to find out where the disturbance came from, and do something appropriate about it. E.g., if the disturbance is caused by a friendly angel or Soldier, chide him for being noisy and trade phone numbers for later use. If the disturbance is caused by one of the forces of Hell, smite -- or, as there is a Seraph of Destiny in the group -- assess for redemption potential.
Therefore, when discovering agents of Hell or ethereals, the pre-generated PCs have the options of "turn them to the bright side," kill them, frighten them away, or capture them, as appropriate.
GM Notes: Aiming the PCs
There are three ways characters could get involved in a plot such as this. The fastest way is to assume that the group already knows what to do when they detect disturbance, they know each other, and they all meet in the closest coffee house or fast-food place because they were in the right place at the right time to hear and investigate.
Another common tactic is that a passing celestial, Soldier, or Saint detected disturbance, and called up whichever Seneschal has jurisdiction over the area. This would mean that one of the PCs (probably the Seraph) would talk to someone higher-ranking, and get to pass the rest along to his associates in the area.
The third way is direct Superior intervention. The matter has come to an Archangel's attention -- don't bother asking how, because if it were important, he'd have mentioned -- and he's contacted the PC(s) directly.
Some players enjoy meeting their PCs' Bosses. Others get twitchy about being pushed around by authority figures, and would rather ferret out plots by themselves. Some GMs prefer a less "special Servitor" model of player characters, and emphasize the hierarchy with supervisors and Seneschals. Pick which model the GM and players are most comfortable with.
Act Two: Target Disposal
In which the player characters and the non-player characters encounter each other and determine their conflicts of interest.
The location is an older house, on the outskirts of town, with no near neighbors. While the player characters and their target are probably the only Symphonically aware people in range, they can't be sure of that. Best to try to minimize disturbance for as long as possible. Good thing they have a Soldier to help.
Here are the additional complications that were omitted from the Lite version.
GM Notes: Longer Adventures
Just because this is designed as an introductory adventure, to be played quickly and give everyone a taste of the system and setting, doesn't mean that it couldn't be an incident in an ongoing campaign -- or that the players might not decide to make meticulous plans and preparations. If this is what the group finds fun, and there's enough time to get through it . . . let them!
Aside from spying (with the Kyriotate and bird-hosts or mundane cameras), PCs might research the property the disturbance came from. If this is the case, the players might want to take more time on it than a fast game might need -- or the GM might want to give this information to the players immediately, as part of the prior off-screen investigation.
If the GM wants to skip all the research, instead provide information that a toddler has been kidnapped at a time corresponding to Song-disturbance in the area -- and let the angels rush to the rescue.
Here is a more detailed version of what the PCs might find in the office on p. 6 of The Sorcerer's Impediments. Use this data if the players enjoy solving puzzles, or if they've managed to break in when both sorcerer and demon are out of the house and the GM needs to stall to increase tension.
Aside from the methods listed in the Lite adventure, the desk's lock may also yield to a straight Lockpicking roll, which causes no disturbance.
Inside the desk are Alexandre's sorcerous notes. He keeps two sets -- one in plain text, and one in code: fractured Latin and Greek, riddles, backward handwriting, and the like. The stolen ritual (see Ummah's background, p. 8 of The Sorcerer's Impediments) is also here. A sufficiently extraordinary roll on a suitable skill (Knowledge (Occultism), Sorcery, etc.) or a default may find a key to undoing the bonds that link the demonlings with their vessels, which can be exploited by the PCs! If the angels can't figure out that trick, though, they can always try to . . . persuade . . . Alexandre or Ummah to assist them.
The computer contains the start of a (rather dreadful) manuscript which appears to be in some kind of esoteric code, with information in riddles, parables, and metaphors. (It is based from the coded notebook, if the PCs have seen that.) The computer's files also contain pornography, written and photographed. Some of it is in the same style as the manuscript. Some of the pictures are of a stunningly sexy woman -- and use of resonance through media (In Nomine, p. 57) on those could give interesting information indeed, as they are of Ummah herself.
As noted above, the PCs might spy on the occupants and plot to break in at some point when the human (and "human") occupants are absent. In a short session, use the material in "Where's Who" section the e23 document. For random choice or longer plotting . . .
Alexandre Darkmoon spends most of his time in one of three places, depending on time of day and the GM's sadistic whims. For random choice, roll a d6: 1-2, basement; 3-4, office; 5-6: bedroom. He avoids the kitchen save when he notices he's hungry, and usually eats in his office or bedroom.
Ummah is ostensibly a demon familiar, so her location depends on where Alexandre is. If he's working in his office, she is probably in the basement, tormenting the demonlings for her own amusement, or in the bedroom, preparing it for her "master" (flip a coin if undecided, or roll a d6 for evens or odds). If he's in the basement, she's there too, aiding Alexandre in preparing more vessels. If he's in the bedroom, then she's keeping her pet (and herself) satiated there until he has to sleep -- then it's back to the basement for demon torment, or library for reading up on taxidermy or trashy fiction.
The Demonling Horde is kept in the basement in the day. At night, with strict instructions not to stray for long, they are set loose to find more vessel parts. This could pose a problem for small, furry Kyriotate hosts who are spying on the area.
If the GM has spurred the PCs into action with a kidnapping, the child is in a cage in the non-demonling side of the basement -- alive, if without food, drink, or a diaper change. (On the plus side, a 3-Force toddler is a potential host with some communication ability . . .)
And What Do We Do With Them?
With access to the "going celestial" rules, Ummah has another tactic besides using her resonance or talking her way out of things . . . celestial combat. Her potent Will makes her highly dangerous in that arena, even without considering her Calabite nature.
Meanwhile, capture of the sorcerer may be easier with a Kyriotate on the team -- though that will bring the dissonance conditions of the Dominiation into play, for longer term complications.
A large part of the appeal of an In Nomine game is the characters and their interactions. Situations may be violent or peaceful based not just on supernatural abilities, but on approach and personality. The most aggressive angel of War may have a meeting of minds and hearts with a demon of the War, and the most peaceful Servitor of Flowers might say the wrong thing and find himself fleeing sniper fire. The Words, Choirs, and Bands certainly suggest the bell-curve of how interactions are likely to proceed, but they're not straight-jackets.
These are the complete character sheets for the characters listed in The Sorcerer's Impediments, plus an additional player-character angel. Where the descriptive information is entirely duplicated in the Lite adventure, it has been omitted here.
Here are four pre-generated characters for use in this adventure. As Servitors of Yves, Blandine, and Gabriel -- and one of Eli's, in service to Blandine -- they could also be used in many of the adventure seeds from Superiors 3: Hope and Prophecy, which details the Archangels of Destiny, Dreams, and Fire. (In Nomine Superiors: Eli, from e23, expands on the powers, personality, and Servitor culture of the Archangel of Creation.)
The characters are arranged in order of Choir, from most holy to most worldly. While they have default names and genders, players may adjust either.
Seraph of Destiny
Corporeal Forces - 2
Ethereal Forces - 3
Celestial Forces - 4
Skills: Artistry/1 (Painting), Computer Operation/1, Detect Lies/2, Emote/1, Knowledge/5 (Literature), Languages (English/3*, Spanish/1), Singing/1
Songs: Healing (Corporeal/5, Ethereal/2, Celestial/1), Shields (Corporeal/5)
Attunement: Seraph of Destiny
* Jonathan gets one Language/3 for free; In Nomine, p. 75.
Jonathan is a young Seraph of Destiny, recently assigned to the corporeal realm, Earth. He has faith in his Archangel's faith in him, and this makes him confident and assured. It also makes him take his job very seriously, and he will push for the obvious rightness of any tactics that advance the Word of Destiny and foil the Word of Fate.
As a young Seraph, he still takes conversation very literally; beware of using euphemisms around him, for he has a tendency to use his resonance to figure out what the Truth is, and blurt it out.
(This is Jonathan from Fall of the Malakim, p. 69. GMs may decide that this is part of his "past," "future," or simply an alternate reality to the events which occurred in that book.)
Malakite of Fire
Corporeal Forces - 4
Ethereal Forces - 2
Celestial Forces - 3
Skills: Acrobatics/1, Climbing/1, Dodge/2, Escape/1, Fast-Talk/2, Fighting/4, Running/1
Songs: Claws/1, Healing (Corporeal/2), Shields (Corporeal/6, Celestial/4)
Attunement: Malakite of Fire*
* Merari's assigned targets are those who cruelly raise false hopes in others. She may recognize anyone who does this, though only the one currently in her "target" slot will be dissonant to ignore.
Merari is not so new to Earth as Jonathan, but she is no expert at corporeal life. Fortunately, she tempers her urges toward violence when around Servitors of Destiny, and Seraphim she feels she should obey.
Though a bit slow of thought in celestial society, Merari is not stupid -- her intelligence is human-normal. She's perfectly capable of coming up with reasonable plans, and is not so lazy or careless as to insist on jumping in with hands flaming. Of course, if the plan should happen to involve flaming hands and mayhem, she's the Virtue for the job and happy to do her part.
Kyriotate of Creation, in service to Blandine
Corporeal Forces - 3
Ethereal Forces - 2
Celestial Forces - 4
Skills: Dodge/6, Emote/3, Escape/2, Fast-Talk/2, Fighting/1, Lockpicking/3, Lying/2, Move Silently/3, Ranged Weapon/2 (Pistol), Savoir-Faire/2
Songs: Entropy (Celestial/3), Healing (Corporeal/6)
Attunement: Kyriotate of Creation
Hasadiah is a Kyriotate, who refers to itself as "they," giving rise to such mangling of language as "we am the Kyriotate in the squirrel, the mouse, and the librarian." Fortunately, most other people call Hasa "it," or whatever gender its host of the moment is. (This can also cause confusion; as a Kyriotate of Creation, Hasa is able to modify the host's form nearly as well as a computer expert modifies a CGI model.)
Like Merari, Hasadiah is human-normal intelligence -- the lower end of it. This makes the Domination an unlikely match for the Archangel of Dreams and the realm of sleeping minds, but teamed with a Soldier, Hasadiah can keep things running smoothly in the corporeal realm, while the Soldier works on the ethereal plane.
Soldier of Dreams
Corporeal Forces - 2
Ethereal Forces - 2
Celestial Forces - 2
Skills*: Dodge/3, Dreaming/4, Driving/2, Knowledges (Local Area/3, Psychology/3, War-games/1), Lying/2, Medicine/1, Ranged Weapon/2 (Pistol), Swimming/1, Tactics/4
Song: Dreams (Corporeal/1)
* Kris has the free skill package for humans, from p. 24 of the Corporeal Player's Guide.
When in the Marches, Kris has a habit of telling hostile dream-spirits, "I'm Murphy, and I'm the worst thing to go wrong for you." On Earth, Kris is a bit less showy. Still, someone's got to keep the angels from being too openly supernatural, remind them to go to the bathroom, take baths, and eat pizza now and then . . .
Since a Soldier's life can be full of emergencies, Kris tends to drift from job to job, but mostly looks like a college student and does take a few classes now and then (especially Psychology, which helps when trying to understand and explain humanity to non-humans). Kris works closely with Hasadiah -- when the Kyriotate is in control, Kris is in the Marches, which is a fine place indeed for a Soldier of Dreams.
GM Notes: Malakite Resonance Results
It is very probable that Merari will use her resonance upon the NPCs (and the PCs). This may be a good thing, if the Kyriotate winds up possessing someone -- its state of honor will be very different from that of a demon, demonling, or sorcerer.
Here are resonance results for the NPCs, by check digit.
1-2: Noble: Hung up his own clothes in the closet or did not abandon the kidnapping plan, if the GM is using that plot twist. Didn't do the dishes or kidnapped a child.
3-4: Noble: Mastered a difficult skill (the vessel ritual), did not flinch from putting the skill into practice, helped build something (the cage). Ignoble: Has not finished his book, has not deciphered a promising code in one of his reference works, has spent time photographing his servant instead of working. (If using the kidnapping thread, insert those results as appropriate instead of the last entries.)
5: Most Noble: Alexandre did not give up when he was bullied and abandoned, but instead picked himself up and kept going. Most Ignoble: He sold his soul to Hell. (Alexandre does not consider this ignoble; he found the ritual and made it work, did he not?)
6: Alexandre aspires to be a secret ruler of the world, an immortal mover and shaker behind the scenes, able to control the lives and happiness of others -- and a knowledgeable and potent mastermind. And indeed, he has that dark potential! If he turned his abilities to selfless ends, he could be a leader of others, bending his remarkable will toward the greater good with impassioned and inspired speeches. He is, obviously, closer to the darker end of this.
1-2: Noble: Has not slaughtered a half-dozen of the annoying little creatures, despite provocation. Ignoble: Has neglected several opportunities in her work to pursue recreational activities.
3-4: Noble: Obtained the experimental ritual and helped her "junior partner" complete it, thought of using small animals for vessels instead of robbing graveyards, has not slaughtered the creatures despite provocation. Ignoble: Has neglected opportunities to pursue recreation instead, wasn't able to figure out how to make the ritual work better, had to grovel and beg to get the utilities turned on.
5: Most Noble: Ummah has served her master with devotion and zeal, nearly selfless in her belief of the rightness of his cause. Most Ignoble: She is plotting to overthrow her immediate superior . . . eventually . . . and take her place. (Ummah considers both of these noble.)
6: Ummah aspires to be a secret master of the fates of others. Her true depths are not so grand -- she is more a secret middle-manager of the fates of others -- and her possible heights would have her a sympathetic counselor, healer of the emotional wounds of others.
1-2: Noble: Won a fight! Ignoble: Lost a fight!
3-4: Noble: Won a fight, caught a small furry thing, blamed something on someone else and got away with it. Ignoble: Lost a fight, tore a small furry thing so much it wasn't very useful for making vessels, got caught doing something.
5: Most Noble: Got to Earth! Most Ignoble: Got summoned and enslaved.
6: The demonlings aspire to gain power (over others, via more Forces, etc.) so that they can hurt what they don't like and escape bigger things. They are paragons of stupid selfishness, and their darkest depths would make them powerful as well -- but as demonlings, they do hold the unlikely potential to seek redemption and become angels. The very unlikely potential.
If the GM uses a kidnapped toddler to spur the PCs into action, the child has have 3 Forces and negligible characteristics; assign a 2 for any resistance purposes unless the Game Master has plans for a follow-on adventure.
Corporeal Forces - 1*
Ethereal Forces - 2
Celestial Forces - 3
Skills*: Computer Operation/1, Command/2, Driving/1, Focus/2, Knowledges (Local Area/3, Sorcery/3, Taxidermy/1), Ranged Weapon/1 (Pistol), Small Weapon/1 (Knife), Swimming/1, Summon/2
Rituals: Suggest (Command), Create Vessel (Focus), Summon Demonling (Summon)
Disadvantages: Damaged Sense/1 (Sight), Lustful/2, Slothful/1
* Alexandre has the free skill package for humans, from p. 24 of the Corporeal Player's Guide. He has also bought two characteristic points, giving him Strength and Agility 3 despite having only 1 Corporeal Force.
Create Vessel is the ritual he uses to bind demonlings into dead bodies. See his background and Ummah's, below, for more details about this adventure McGuffin.
Calabite of Fate
Corporeal Forces - 2
Ethereal Forces - 3
Celestial Forces - 4
Vessel: Human/4, Charisma/3 (Sex Appeal)
Skills: Dodge/3, Emote/3, Fighting/2, Lying/1, Savoir-Faire/2, Seduction/1
Songs: Charm (Celestial/4), Entropy* (Ethereal/1, Celestial/1), Light (Celestial/3)
Attunements: Calabite of Fate, Infernal Pact
* As an entropic Calabite herself, Ummah has a +1 to the check digit of any successful performance of the Songs of Entropy.
Combat Tactics: Ummah, like her pet sorcerer, is not the sort to seek out brawls. She's capable, but would rather spread confusion with her Songs of Entropy, her entropic resonance, and the demonlings. If pressed corporeally, she will shift to celestial form, where she is much more potent! (Her Fighting skill is suddenly based on Will, for instance, and her Dodge on Perception. And she still has her resonance.) She'd be willing to stall angels to let Alexandre (her meal ticket) get away, but would rather descend to her Heart than risk losing more than 1 Force, rather Trauma than soul-death, and rather let her human dupe die than experience Trauma herself. And, of course, the demonlings are totally expendable to her; let them deal with the PCs, help them mop up if they're winning, and flee with Alexandre otherwise.
Corporeal Forces - 1
Ethereal Forces - 1
Celestial Forces - 1
Vessel: Dead Body/1
Skills: Fighting/2, Move Silently/1, Running/1
Since the bodies decay and require maintenance, the number of demonlings in the horde is restricted by how many Alexandre and Ummah can keep intact; they're at about maximum now, but the PCs don't need to know that. They can discover that the bodies are fragile on their own, but the sheer numbers of the little horrors (as many as the GM feels like running in combat) makes them a threat. The dead-body vessels that the demonlings have are vessels, and as such, may be possessed by a Kyriotate . . .
Combat Tactics: These are not sophisticated fighters, looking for openings or tricky ways to get behind enemies. They just attack, or just run, very simply. To avoid bogging down the action, the GM may wish to roll once and require Dodge once per "sub-horde" of demonlings (making any damage a small multiple of the check digit), or use only eight to ten as the total horde. Operate on mob mentality: if more than one or two attack, they all attack. If more than one or two flee or are killed, they all flee.
GURPS In Nomine Appendix
Nothing says that this adventure could not be a sampler -- or introduction -- for GURPS In Nomine, or simply dropped into any other supernatural-tinged campaign with minor changes. Here are the GURPS character sheets for the pre-generated player characters and NPCs.
GURPS In Nomine
GURPS In Nomine uses GURPS Third Edition rules; all references to GURPS in this section mean the Third edition, not the Fourth. Converted characters have been "normalized" as if they had been created in GURPS. The only exception is in levels of Discord; in a normal conversion, an adapted Frequency of Submission table (pp. CI10-11) would be used. For simplicity, Discord has been taken "straight," with the default GURPS Basic Set or GURPS Compendium I mechanics. Note that Songs have had the -5 applied for use outside the celestial realm. If these characters go to Hell or Heaven, they will have +5 to all Songs. The default Tech Level for GURPS In Nomine is TL7.
Extra Hit Points and Reduced Hit Points
Many converted GURPS characters have Extra Hit Points for physical, mental, and celestial combat. The physical advantage is written as Extra Hit Points for the vessel in question. Extra Hit Points (Mind) are bought with the -50% Limitation, "Only for mental combat," and Extra Hit Points (Soul) are bought with the -20% Limitation, "Only for celestial combat." Reduced Hit Points for Mind Hits and Soul Hits have the same Limitations. See GURPS In Nomine, pp. 27-28, for more information.
Power Investiture and Essence Control
The GURPS In Nomine advantages Power Investiture (p. IN27), and Essence Control (p. IN31) are both included in the Basic Celestial Template (pp. IN9-10). Celestials are assumed to have the default 9 levels of Essence Control, and have allocated their initial Power Investiture levels to Power Investiture (Corporeal) 3, Power Investiture (Ethereal) 3, and Power Investiture (Celestial) 3. Any totals listed in the descriptions include these levels plus any additional purchased; lower levels than 3 will be treated as disadvantages.
Rules and statistics in this article are specifically for the GURPS Basic Set, Third Edition. Any page reference that begins with a B refers to the GURPS Basic Set -- e.g., p. B102 means p. 102 of the GURPS Basic Set, Third Edition. Page references that begin with CI indicate GURPS Compendium I, M is for GURPS Magic, and IN refers to GURPS In Nomine. For a full list of abbreviations, see p. CI181 or the updated web list.
Player Characters in GURPS
Though starting characters by the rules on p. IN16 -- the Basic Celestial Template, Choir, and Choir Attunement are "free," and the remainder is built on 100 points plus disadvantage and quirks -- total character points have been listed for each of the pre-generated PCs.
Most of the characters have few, if any, Disadvantages, and some undefined Quirks. If the GM permits, players may customize their characters appropriately.
Jonathan, Seraph of Destiny
ST 12 [-15]; DX 12 [-15]; IQ 16 ; HT 14 .
Speed 6.5; Move 6.
Advantages: Alertness +4 ; Basic Celestial Template ; Choir (Seraph) ; Choir Attunement (Seraph of Destiny) ; Power Investiture (Celestial) 4 ; Vessel (Human, Extra Hit Points +5, Zeroed) .
Disadvantages: Power Investiture (Corporeal) 2 [-10]; Servitor of Destiny [-7].
Quirks: Confident in his Archangel's estimation of him; Takes slang and euphemisms literally; 3 to be chosen by the player [-5].
Skills: Acting-14* [1/2]; Area Knowledge (Yves' Library)-14 [1/2]; Artist-13 [1/2]; Computer Operation/TL7-15 [1/2]; Detect Lies-14 ; History-13 [1/2]; Leadership-14 [1/2]; Literature-17 ; Mathematics-13 [1/2]; Musical Instrument (Violin)-13 [1/2]; Research-14 [1/2]; Singing-15 ; Typing-11 [1/2]; Writing-13 [1/2].
Songs: Healing (Corporeal)-17 ; Healing (Ethereal)-14 ; Healing (Celestial)-13 ; Shields (Corporeal)-17 .
Languages: Angelic (native)-16 ; English (native)-16 ; Spanish-14 [1/2].
* Jonathan cannot use his Acting skill to lie. However, he can use it to remain poker-faced, or to emphasize true body-language.
Merari, Malakite of Fire
ST 14 ; DX 16 ; IQ 12 [-15]; HT 15 .
Speed 7.75; Move 9.
Advantages: Alertness +1 ; Basic Celestial Template ; Choir (Malakite) ; Choir Attunement (Malakite of Fire) ; Combat Reflexes ; High Pain Threshold ; Power Investiture (Corporeal) 4 ; Strong Will +1 ; Vessel (Human, Extra Hit Points +1, Zeroed) .
Disadvantages: Power Investiture (Ethereal) -1 [-10]; Servitor of Fire [-12].
Quirks: Enjoys Mayhem; Defers to Seraphim and Servitors of Destiny; 3 to be chosen by the player [-5].
Skills: Acrobatics-14 ; Brawling-17 ; Climbing-15 ; Escape-14 ; Fast-Talk-12 ; Running-13 .
Songs: Healing (Corporeal)-10 ; Numinous Corpus (Claws)-10 ; Shields (Corporeal)-12 ; Shields (Celestial)-12 .
Languages: Angelic (native)-12 ; English (native)-12 .
Hasadiah, Kyriotate of Creation, in service to Blandine
ST 13 [-10]; DX 13 [-10]; IQ 13 [-10]; HT 16 .
Speed 7.25; Move 7.
Advantages: Alertness +2 ; Basic Celestial Template ; Choir (Kyriotate) ; Choir Attunement (Kyriotate of Creation) ; Combat Reflexes ; Power Investiture (Celestial) 4 ; Servitor of Eli, In Service To Dreams ; Strong Will +6 .
Disadvantages: Power Investiture (Ethereal) -1 [-10].
Quirks: Refers to itself as plural; Doesn't like the Marches; 3 to be chosen by the player [-5].
Skills: Acting-14 ; Brawling-12 [1/2]; Escape-12 ; Fast-Talk-12 ; Guns/TL7 (Pistol)-14 [1/2]; Lockpicking/TL7-14 ; Savoir-Faire-13 ; Stealth-15 .
Songs: Entropy (Celestial)-12 ; Healing (Corporeal)-14 .
Languages: Angelic (native)-13 ; English (native)-13 .
In GURPS In Nomine, Hasa relies far more on IQ to be a "social spy" concept than it does in In Nomine, and designing "them" as a GURPS character reflects this.
Kris Murphy, Soldier of Dreams
ST 9 [-10]; DX 13 ; IQ 12 ; HT 9 [-10].
Speed 5.5; Move 5.
Advantages: Combat Reflexes ; Soldier of Dreams (Essence Control 6, Power Investiture (Corporeal) 1, Symphonic Awareness) ; Toughness +1 .
Disadvantages: Duty (Dangerous, quite often (12 or less)) [-10]; Struggling Wealth [-10].
Quirks: Trademark: Refers to "Murphy's Law" in various ways; Likes being possessed by a Kyriotate; 3 to be chosen by the player [-5].
Skills: Acting-10 [1/2]; Area Knowledge-12 ; Driving (Car)-12 ; First Aid/TL7-12 ; Guns/TL7 (Pistol)-15 ; Lucid Dreaming-15 ; Hobby Skill: War-games-11 ; Psychology-12 ; Swimming-12 [1/2]; Tactics-13 .
Songs: Dreams (Corporeal)-10 .
Languages: English (native)-13 .
* Kris' Hobby Skill might be useful enough to be full price -- as it is listed here -- or the GM could rule it a true hobby, with the effective points counting double, and say Kris has it at 12 instead.
The Game Master might also allow Kris' player to assign up to twenty more points in Disadvantages, which could purchase Ethereal Connection (p. IN19) and an Ethereal Song (such as Ethereal Shields), or raise Kris' IQ.
Non-Player Characters in GURPS
Like the pre-generated player characters, the NPCs have been "normalized," as if they were created in GURPS In Nomine to begin with -- and Alexandre and Ummah are both now starting-level characters.
Alexandre Darkmoon, Sorcerer
ST 9 [-10]; DX 13 ; IQ 13 ; HT 10 .
Speed 5.75; Move 5.
Advantages: Alertness +1 ; Sorcerer (Essence Control 6, Power Investiture (Sorcery), Symphonic Awareness) ; Strong Will +4 ; Toughness +1 .
Disadvantages: Bad Sight (Nearsighted) [-10]; Laziness [-10]; Lecherousness [-15].
Quirks: Budding megalomaniac; Dislikes cute, furry animals [-5]; Hates his real name; Writing a Grand Occult Book [-4].
Skills: Area Knowledge-12 [1/2]; Computer Operation/TL7-12 [1/2]; Driving (Car)-11 [1/2]; Guns/TL7 (Pistol)-14 [1/2]; Knife-12 [1/2]; Occultism-13 ; Professional Skill (Taxidermy)-11 ; Research-11 [1/2]; Swimming-12 [1/2].
Spells: Create Vessel-11 ; Loyalty-11 ; Planar Summons (Ethereal Realm)-12 ; Summon Demonling-12 .
Languages: English (native)-13 .
Ummah, Calabite of Fate
ST 12 [-15]; DX 12 [-15]; IQ 16 ; HT 14 .
Speed 6.5; Move 6.
Advantages: Band (Calabite) ; Band Attunement (Calabite of Fate) ; Basic Celestial Template ; Combat Reflexes ; Power Investiture (Celestial) 4 ; Servitor Attunement (Infernal Pact) ; Strong Will +5 ; Vessel (Human, Very Beautiful, Zeroed) .
Disadvantages: Power Investiture (Corporeal) -1 [-10]; Reduced Alertness -3 [-15].
Quirks: Devoted to Fate's service; Enjoys tormenting lesser beings (e.g., demonlings); Indulges in corporeal pleasures; Lousy housekeeper; Plots to overthrow her immediate superior, Hatiphas, Balseraph Demon of Sorcery, and take her Word [-5].
Skills: Acting-17 ; Brawling-12 ; Research-15 ; Savoir-Faire-17 ; Scrounging-16 ; Sex Appeal-15 .
Songs: Charm (Celestial)-16 ; Entropy (Ethereal)-13 ; Entropy (Celestial)-13 ; Light (Celestial)-15 .
Languages: English (native)-16 ; Helltongue (native)-16 .
Infernal Pact is the Servitor Attunement of Fate (and Sorcery) which grants the advantage of Power Investiture (Sorcery) -- and incidentally damns the human who accepts it. Infernal Pact is a new power, costing 10 points.
Despite not being a starting character in In Nomine, Ummah can be made easily enough as a starting character in GURPS In Nomine.
ST 6 [-70]; DX 5 [-80]; IQ 4 [-90]; HT 6 [-70].
Speed 2.75; Move 3.
Advantages: Basic Celestial Template ; Strong Will +2 ; Vessel (Dead Body, Ugly, Zeroed) .
Disadvantages: Bad Temper [-10]; Bestial [-10]; Bully [-10], Dead Broke [-25]; Duty (Involuntary, Quite Often (12-)) [-20]; Essence Control 3 [-6]; Power Investiture (Corporeal) -2 [-20]; Power Investiture (Ethereal) -2 [-20]; Power Investiture (Celestial) -2 [-20]; Reduced Alertness -3 [-15].
Quirks: Cowardly individually, bold in packs; Glad to be out of Hell [-2].
Skills: Brawling-8 ; Running-6 ; Stealth-5 .
Languages: English (native)-4 ; Helltongue (native)-4 .
Individually, they are revolting, but not that terrifying. Add demonlings until they are suitably threatening.
Article publication date: December 30, 2005
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