In Nomine (role-playing game)
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In Nomine | |
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In Nomine cover |
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Designer(s) | Derek Pearcy |
Publisher(s) | Steve Jackson Games |
Publication date | 1997 |
Genre(s) | Bangsian fantasy horror |
System | Custom (d666) |
In Nomine is a role-playing game designed by Derek Pearcy and published in 1997 by Steve Jackson Games, based on the French game In Nomine Satanis/Magna Veritas. Players typically assume the role of angels and demons in a setting that draws heavily on the traditional Christian mythos. In Nomine won the Origins Award for Best Graphic Presentation of a Roleplaying Game, Adventure, or Supplement of 1997.
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[edit] Setting
The game combines the supernatural with mundane reality, with campaigns often set in the modern world. Supernatural characters take on a human (or other mundane) form to further their various agendas. Although individual campaigns can focus on combat or direct conflict, Heaven and Hell have at this point in time settled into something of a Cold War. Angels and demons typically struggle indirectly, by attempting to draw humans closer to their respective sides. Open hostilities are costly, and in the game setting, rarely prove to be the most efficient option. This allows In Nomine to have the qualities of a morality play as well as those of a more standard role-playing game.
Angels and demons, collectively termed celestials, are sorted into different Choirs (angelic) or Bands (demonic). Musical themes permeate the literature. For example, all of creation is collectively termed "The Symphony," and "spells" do not exist; celestial powers are either resonances, attunements, or "Songs". Every Choir or Band has a "resonance" associated with it, a unique way in which they interact with the Symphony that functions as a supernatural ability.
A celestial generally also has two sets of "dissonance conditions," that determine how they acquire notes of dissonance. One set comes from the base Choir or Band, and the other set comes from the Word they serve. Violating these conditions involves fundamentally rejecting their identity (for demons) or their place in the Symphony (for angels), and this rejection manifests itself in dissonance. Dissonance impairs a celestial's abilities in certain ways, and is keyed to spiritual anguish. For example, Seraphim see lies plainly (via use of their resonance) and in turn cannot bring themselves to lie without betraying their natures (which earns them dissonance). Acquiring notes of dissonance, in turn, interferes with their ability to use their resonance. Thus, once an angel starts distancing itself from the Symphony, it runs the risk of getting caught in a vicious cycle that leads it further and further from its angelic nature - and down the path to Falling. Bands do not tend to have a similar problem; redeeming a demon typically requires Superior intervention, whereas an angel can Fall spontaneously by itself. Angels and demons usually work for one of the thirteen main Archangels or fourteen main Demon Princes. These are celestials who are each bound to a powerful "Word," or fundamental concept. Not every Word-bound celestial is a Superior; only the most important, most powerful, and most knowledgeable earn Superior status. For instance, Michael is the Archangel of War. Doxas, Angel of Glory, is his lieutenant, and while respected, does not bear the title and responsibilities of Archangel. The Archangel or Demon Prince which a character works for shapes their nature, personality, abilities, and restrictions as much as their Choir or Band. Words can change subtly if a Demon Prince redeems or an Archangel Falls - for instance, Andrealphus, the Demon Prince of (selfish) Lust, was once the Archangel of (selfless) Love. Both Heaven and Hell (especially the latter) are divided on many important matters. For example, Michael's militant stance towards Hell clashes with that of Novalis, the peace-loving Archangel of Flowers, and that of Jean, Archangel of Lightning, who favors a moderate approach between the two extremes. Most Archangels are hesitant to support one particular religion, but Dominic (Judgment) and Laurence (the Sword) take extra pains to promote Catholicism, while Khalid (Faith) is avowedly Muslim.
There is no canon as to which side must be the "good guys," although in practice most games tend to default to the assumption that Heaven is in fact seeking to further the overall cause of good, and Hell is seeking to undermine it. One can play a "backwards" game as freedom fighters based in Hell fighting against angelic oppression just as easily as a "straight" game where angels seek to bring out all that is good in the human spirit. To accommodate both these perspectives, game literature often describes a morally gray universe, where angelic and demonic forces sometimes work together for mutual benefit. Both Heaven and Hell are home to a great many political schemers and powerful secret police.
Supplements to the line include books on humans (mundane or supernaturally recruited) and ethereal spirits (creatures born of dreams), which can be player characters or non-player characters.
[edit] Main Bands of demons and Choirs of angels
The Bands and Choirs are reflections of one another. The generally accepted explanation is that after some angels sided with Lucifer in the Rebellion, their natures became twisted and broken, forming the Bands. Angels who Fall become demons of their complementary band - e.g., Seraphim become Balseraphs, Elohim become Habbalah, etc. In the rare event that a demon redeems, it takes up service in Heaven as a member of the Choir its Band corresponds to. Whereas angels are selfless, demons are selfish. Whereas angels use Perception to understand the Divine order, demons are more concerned with using their willpower to reshape reality to their liking.
The Choirs of angels, in descending order of divinity:
- Seraphim (Seraph) - "The Most Holy." Truth; Heavenly 'nobility' that are sometimes awkward on Earth. In their true forms, appear as bird-winged serpents with six eyes.
- Cherubim (Cherub) - " The Guardians." Devotion; "guardian angels." Appear as winged animals, typically those of the stockier variety.
- Ofanim (Ofanite) - "The Wheels." Motion; twitchy, impulsive angels. Appear as wheels of flame.
- Elohim (Elohite) - "The Powers." Objectivity; impartial and empathic judges of character. Appear as androgynous, glowing humans, not too different from "Greys."
- Malakim (Malakite) - "The Virtues." Honor; often warriors. Incapable of Falling. Appear as human silhouettes with black wings and silver chains representing their Oaths.
- Kyriotates (Kyriotate) - "The Dominions." Multiplicity; can possess many forms at one time. Appear as an undifferentiated and shifting cloud of body parts.
- Mercurians (Mercurian) - "The Friends of Man." Society; socialites - "No one likes humanity as much as the Mercurians - not even humanity." Appear as stereotypical angels - humans with halos and wings.
- Grigori (Grigori) (a minor Choir)- "The Watchers." An outcast Choir, which was purged from Heaven and may or may not still exist. Reputedly appeared as humans of giantlike stature. Responsible for the Nephilim.
The Bands of demons are, in descending distance from humanity:
- Balseraphs (Balseraph) - "The Liars." Whereas Seraphim seek Truth, the Balseraphs create their own "truths," and draw others into them. Appear as Seraphim, but with bat rather than bird wings.
- Djinn (Djinn) - "The Stalkers." Cherubim who have grown cold and cynical become Djinn. Appear as winged predatory animals.
- Calabim (Calabite) - "The Destroyers." Ofanim whose natural movement has been twisted inwards become Calabim. Beings of entropy, they can use these pent-up energies to destroy with a touch. Appear as the stereotypical demon, with horns, talons, and wings.
- Habbalah (Habbalite) - "The Punishers." Whereas Elohim epitomize objectivity, Habbalah are extremely subjective and driven by emotion - to the point where they invariably believe that they are faithful angels. They often are bent on seeking out the weak - and anyone they can break with their supernatural abilities is "weak." Habbalah appear as ritually disfigured Elohim, sporting tattoos and often flaying off some of their skin.
- Lilim (Lilim) - "The Tempters." Occasionally considered the parallel to Malakim, although Malakim cannot fall. Lilim only originate in Hell, each one personally created by Lilith, although they can redeem to become "Bright Lilim." Lilim use Geases, a supernatural means of enforcing debts and favors. Appear as green humans with tastefully small horns.
- Shedim (Shedite) - "The Corruptors." Unlike Kyriotates, Shedim cannot possess nonhumans, can only possess one individual at a time, and seek to progressively corrupt that individual. Appear as indiscriminate clouds of body parts.
- Impudites (Impudite) - "The Takers." Like Mercurians, Impudites adore humanity - but in a needy, self-centered way. They drain spiritual energy ("Essence") away from their victims. Like Lilim, their true forms are basically human with tastefully small horns, but the coloration is red.
- Skulkers (Skulker) (a minor Band) - Fallen Grigori. Instead of being hyper-sensitive to Symphonic disturbances like their angelic counterparts, Skulkers have the ability to mask disturbances and an instinct for remaining hidden. The difficulty of finding them combined with their rarity makes them a so-far nonexistent -- or concealed -- commodity in Hell.
[edit] System
The default mechanic of the system is the "d666." This consists of a roll of three six-sided dice; the first two are added together and compared to a target number to determine success or failure, the third determines the degree of success or failure. The third digit is often referred to as the "check digit," or "CD." Rolling all 1s or all 6s results in an "intervention" - divine or infernal, respectively - essentially filling the role of a spectacular success or failure. Note that, for example, rolling 1, 1, 1, always benefits Heaven, making it a critical success for an angelic player, but a critical failure for a demonic player. Because the roll of 6, 6, 6 always benefits a demonic player, it is sometimes referred to as a freight train from Hell.
Though there are numerous powers players can purchase with experience or earn through missions, the rules themselves are at a level of simplicity that stands in stark contrast to the complex politics and baroque cosmology. Most agree that this results in "In Nomine" achieving flexibility and simplicity, but not game balance.
[edit] GURPS
GURPS In Nomine is a third edition GURPS adaptation of the In Nomine setting. It contains conversion material for the core rules as well as selected supplemental rules, and is actually longer than the original book by sixteen pages, or one signature. It also includes information about the Grigori and their resonance, as well as the Fallen Grigori (also known as Skulkers), which has not yet appeared in the original line. The conversion guidelines in the back can convert both to and from GURPS and the original system.
The character point values for Celestial characters in GURPS In Nomine are very high in relation to most other GURPS settings. Starting characters can easily exceed 800 points, and more experienced characters are likely to exceed 1500 points.
[edit] In Nomine -- World Weavers
"In Nomine" was, with Steve Jackson himself giving permission, briefly an online interactive fiction roleplaying game within the World Weavers roleplaying game group. The "game" was much more story-oriented, with the dice rolling and GM role phased out in favor of players/writers coming up with their own twists and turns in the game. Though there was initial interest in the concept, there were too few players to sustain an active In Nomine component in World Weavers, and the game was shut down after several months.
[edit] See also
- In Nomine Anime
[edit] External links
- Official Site
- Official GURPS site
- ORC List: MUSHes and the like