Supporting Cast

Characters for "Strange Bedfellows"

Pregenerated Characters for In Nomine

By Elizabeth McCoy

These are pregenerated PCs with both GURPS and In Nomine stats, designed for the "Strange Bedfellows Expanded" adventure that begins in this issue. Naturally, GMs may use any of these as NPCs or pregenerated characters for other adventures!

The Characters

These are all 9-Force angels, too new to modern Earth to have been given Roles yet. (They do have drivers' licenses, though, with sufficient backing to withstand a traffic ticket or two -- but not a higher-level investigation.) All have variable genders -- alter the default one as desired.

The GURPS translation has been altered from a straight conversion in some places, for elegance and to make them 100-point (plus racial template, Choir template, and Choir Attunement) characters. All have Literacy, Essence Control 9, and 5 points from Quirks (some left blank for players to define).

OZEM
Ofanite of War

Ozem is first in his age-set classes, a young prodigy of motion (if prone to daydreaming during Earth studies). He's quite unaware that his vessel is attractive -- he just thinks it's decently streamlined, and tends to view it as yet another vehicle to drive. He's on a fast-track to being a covert warrior, and thus has had a little training in restraining his natural Ofanite impulsiveness. A little. Ozem had never met Judgment Servitors before, but he's expecting them to be just as annoying, pedantic, hidebound, and supercilious as his fellow Michaelites seem to believe. (He's a good character for anyone who's already impulsive!)

GURPS Character Sheet

ST 12 [-15]; DX 16 [20]; IQ 12 [-15]; HT 13 [-10]
Advantages: Alertness +4 [20], Extra Hit Points +7 [35], Power Investiture (all 3), Vessel (Attractive Appearance) [35].
Disadvantage: Servitor of Michael [-8]
Quirk: Clueless about Earth - except cars.
Skills: Acrobatics-14 [1], Brawling-16 [1], Climbing-15 [1], Dancing-11 [0], Driving (Car)-15 [1], Escape-13 [0.5], Fast Draw (Knife-17 [1], Pistol-17 [1]), Fast-Talk-7 [0], Guns (Pistol)/TL7-19 [2], Holdout-10 [0.5], Knife-18 [4], Running-11 [1], Shadowing-11 [0.5], Tactics-10 [1]
Song: Numinous Corpus: Wings-9 [4]

In Nomine Character Sheet

Corporeal Forces - 3

Strength 5

Agility 7

Ethereal Forces - 6

Intelligence 5

Precision 7

Celestial Forces - 5

Will 5

Perception 7

Vessel: Human/2, Charisma +1 (Body Hits: 25)

Skills: Acrobatics/2 [9], Climbing/2 [9], Driving/2 [9], Escape/1 [8], Fighting/2 [10], Move Silently/2, [9], Ranged Weapon/3 (Pistol) [10], Running/2 [9], Small Weapon/4 (Knife) [11], Swimming/1 [8], Tactics/2 [7]

Songs: Wings/3 [6]

Attunement: Ofanite of War

KEHELAHATH
Kyriotate of War

Kehelahath -- "Kel" for short -- has been down to Earth a few times, to get used to the concept of . . . lying, to cover for one's host-body. Since her Will is so weak for one of the Dominations, she's not likely to do much possessing of animals unless she gets lucky or spends Essence to boost her Will. Still, Kel's happy enough in the vessel her Kyriotate of War attunement gives her -- so long as she has her Big Honkin' Axe around. Like Ozem, her opinions of Judgment are thoroughly steeped in Michaelite "bad attitude," though she's had little actual experience with triads. (Despite being a Kyriotate, her Will is low enough that she would be a good character for someone who doesn't want to worry about resonances or less-human Choir attitudes.)

GURPS Character Sheet

ST 18 [45]; DX 17 [30]; IQ 14; HT 14
Advantages: Combat Reflexes [15], Extra Hit Point +1 [5], Power Investiture (Corporeal 4, Ethereal 3, Celestial 2), Vessel [30].
Disadvantages: Servitor of War [-8], Reduced Alertness 2 [-10], Weak Will 4 [-32].
Skills: Acrobatics-14 [0.5], Acting-13 [1], Axe-17 [2], Brawling-17 [1], Climbing-15 [0.5], Driving (Car)-15 [0.5], Fast Draw (Pistol)-18 [1], Fast-Talk-14 [2], First Aid/TL7-9 [0], Guns (Pistol)/TL7-19 [1], Stealth-16 [1], Throwing-14 [0.5], Two-handed Axe-17 [2].
Songs: Healing (Corporeal-12 [6]), Motion (Corpoeal-12 [6])

In Nomine Character Sheet

Corporeal Forces - 4

Strength 9

Agility 7

Ethereal Forces - 3

Intelligence 6

Precision 6

Celestial Forces - 2

Will 4

Perception 4

Vessel: Human/1 (Body Hits: 45)

Skills: Acrobatics/1 [8], Climbing/1 [8], Dodge/5 [12], Driving/1 [7], Emote/2 [6], Fast-Talk/3 [7], Fighting/2 [15], Large Weapon/3 (Battleaxe) [12], Lying/2 [8], Move Silently/2 [9], Ranged Weapon/2 (Pistol) [8], Throwing/1 [8]

Songs: Healing (Corporeal/4 [8]), Motion (Corporeal/4 [8]).]

Attunement: Kyriotate of War

SOPHERETH
Seraph of Judgment

"Sophie" has been on exactly one Earth mission, and still takes her job very, very seriously. She leans slightly toward the "Mercy" faction in Judgment -- but is naively unaware that Judgment has factions. As Dominican Most Holy go, she can be reasoned with surprisingly well; she won't let people get away with things, but she will delay the lecture if it seems prudent. She's not thrilled to be working with Michaelites -- they're always so "disorganized and irrationally rude (sung in the strong opinion chord)" -- but she will do her duty and retrieve the AWOL Cherub before he Falls! From a more War-like point of view, she's nosy, ivory-tower, and can barely hold her own in a firefight -- a total civilian. (Her curiosity may well increase the friction between herself and Parnach . . .) Sophie's probably best for someone with previous roleplaying experience, being by turns soft-hearted, intellectual, or stern.

GURPS Character Sheet

ST 11 [-20]; DX 11 [-20]; IQ 16; HT 12 [-15]
Advantages: Charisma +1 [5], Servitor Attunement (Heavenly Judgment) [45], Vessel [30]
Disadvantages: Clueless [-10], Curious [-5], Servitor of Judgment [-10].
Quirk: Ivory Tower Naivete.
Skills: Artist-13 [0.5], Brawling-10 [0.5], Computer Operation/TL7-16 [1], Criminology/TL7-15 [1], Detect Lies-13 [0.5], Guns (Pistol)/TL7-13 [1], Interrogation*-16 [2], Law-15 [2], Leadership-16 [0.5], Research-15 [1], Singing-14 [4], Stealth-11 [0.5], Tactics-13 [0.5], Typing-15 [16], Writing*-16 [2].
Songs: Form (Ethereal-13 [6]), Motion (Celestial-13 [2]), Possession-13 [2], Shields (Celestial-14 [4])
* Sophie's Interrogation skill is geared toward effective use of the Seraph resonance and Detect Lies. Writing is technical writing, to take efficient notes and write up reports.

In Nomine Character Sheet

Corporeal Forces - 2

Strength 4

Agility 4

Ethereal Forces - 3

Intelligence 7

Precision 5

Celestial Forces - 4

Will 8

Perception 8

Vessel: Human/1, Charisma +1 (Body Hits: 10)

Skills: Artistry/1 (Drawing) [9], Computer Operation/2 [9], Detect Lies/1 [9], Fighting/1 [7], Move Silently/1 [5], Ranged Weapon/2 (Pistol) [7], Singing/1 [9], Tactics/1 [8].

Songs: Form (Ethereal/4 [7]), Motion (Celestial/2 [6]), Possession/2 [6], Shields (Celestial/3 [7])

Attunements: Seraph of Judgment, Heavenly Judgment

CLEMENT
Cherub of Judgment

Clement is firmly in the "Mercy" camp of in Judgment. He's sweet, easy-going, and tries to explain to subjects that Judgment's only harassing them because they're all angels, and even Judges care about people. He's the sort to request that the Seraph ask if a subject has learned from his mistakes and is truly repentant, so they can avoid overworking the Celestial Tribunal. Nevertheless, even his laid-back temper gets strained by Michaelite hostility. (Parnach is likely to especially annoy him, since "we're both Cherubim together, so we should get along.") As soon as he summons his Big Honkin' Sword, he'll garner some envy from the Michaelites, though. Naturally, he's attuned to Sophie. His Earth experience is minimal -- two missions. Clement is a peace-maker character, suitable for players who avoid getting involved with in-character strife.

GURPS Character Sheet

ST 16 [20]; DX 17 [30]; IQ 10 [-30]; HT 16 [20]
Advantages: Alertness +2 [10], Artifact: (Corporeal 1, Bastard Sword, Summonable for 0 Essence, Immediately Recognizable as Artifact) [18], Extra Hit Points +2 [10], Power Investiture (Corporeal 4, Ethereal 2, Celestial 3), Strong Will +2 [8], Vessel [30].
Disadvantages: Chummy [-5], Honesty [-10], Overconfidence [-10], Servitor of Judgment [-10].
Skills: Acting-8 [0.5], Artist-7 [0.5], Broadsword-17 [2], Brawling-16 [0.5], Climbing-12 [0], Detect Lies-7 [0.5], Driving (Car)-15 [0.5], Fast Draw (Rifle)-16 [0.5], Guns (Rifle)/TL7-17 [0.5], Running-13 [0.5], Stealth-12 [0], Swimming-16 [0.5], Two-handed Sword-15 [0.5].
Songs: Healing (Corporeal-7 [2], Ethereal-4 [1], Celestial-5 [1]), Shields (Corporeal-7 [2]), Numinous Corpus: Claws-8 [6].

In Nomine Character Sheet

Corporeal Forces - 4

Strength 8

Agility 8

Ethereal Forces - 2

Intelligence 3

Precision 5

Celestial Forces - 3

Will 6

Perception 6

Vessel: Human/2 (Body Hits: 48)

Skills: Artistry/1 (Drawing) [7], Detect Lies/1 [7], Dodge/1 [9], Driving/3 [8], Fighting/2 [14], Large Weapon/3 (Broadsword) [11], Lying/1 [7], Ranged Weapon/1 (Rifle) [6], Running/1 [9], Swimming/1 [9].

Songs: Healing (Corporeal/2 [6], Ethereal/1 [3], Celestial/1 [4]), Shields (Corporeal/2 [6]), Claws/4 [8].

Attunement: Cherub of Judgment

Artifact: Broadsword/1, Summonable for 0 Essence, Obviously a Relic

EBED-DAN
Elohite of Judgment

As a direct counter to Clement, Ebed-dan is an old-school Elohite who believes the Symphony is well-served by a bit of inflexible, inexorable Justice. If he didn't also believe in advising -- rather than overruling -- the Seraph of the triad, he'd be horribly annoying at best. He was last on Earth in the days of horses and crossbows, with a Role as a seaport tavern owner, and is suffering a bit of culture shock. (Naturally, he doesn't express it overmuch, lest it unsettle his Seraph, but pretending that he's Perfectly Fine would only lead to grief as well, in his objective opinion.) He's encountered enough hostility from Servitors of War to return it -- though typically only as aloofness and the occasional snide remark. (He did get his crossbow, since the Michaelites have their weapons.) Like Sophie, Ebed-dan is better for players with previous roleplaying experience.

GURPS Character Sheet

ST 10 [-30]; DX 12 [-15]; IQ 19 [60]; HT 13 [-10]
Advantages: Common Sense [10], Combat Reflexes [15], Extra Hit Point +1 [5], Musical Ability +3 [3], Power Investiture (Corporeal 2, Ethereal 4, Celestial 3), Rapier Wit [5], Servitor Attunement (Incarnate Law) [15], Vessel [30].
Disadvantages: Reduced Alertness -1 [-5], Servitor of Judgment [-10], Weak Will -3 [-24].
Skills: Acting-20 [4], Animal Handling-17 [1], Area Knowledge (1400s Italy)-19 [1], Artist-16 [0.5], Beverage-Making-20 [2], Brawling-11 [0.5], Cartography/TL3-18 [1], Cooking/TL3-20 [2], Cooperage-20 [2], Crossbow-14 [4], Detect Lies-16 [0.5], Diplomacy-16 [0.5], Escape-12 [4], Fast Draw (Arrow)-12 [0.5], Fire-Making (Flint Sparking)-14 [4], First Aid/TL3-20 [2], Forensics/TL3-16 [0.5], Games (Chess)-20 [2], Holdout-17 [0.5], Interrogation-17 [0.5], Knife-14 [4], Knife Throwing-12 [1], Language (1400s Italian)-19 [2], Law*-18 [2], Lockpicking/TL3-17 [0.5], Psychology-16 [0.5], Research-17 [0.5], Riding (Horse)-14 [1], Savoir-Faire-18 [0.5], Singing-17 [2], Stealth-14 [1], Tactics-16 [0.5], Veterinary/TL3-16 [0.5].
Song: Shields (Ethereal-16 [2])
*Besides being out-dated, Ebed-dan's Law skill is now subsumed by his Incarnate Law attunement.

In Nomine Character Sheet

Corporeal Forces - 2

Strength 3

Agility 5

Ethereal Forces - 4

Intelligence 8

Precision 8

Celestial Forces - 3

Will 5

Perception 7

Vessel: Human/2 (Body Hits: 12)

Skills: Artistry/1 (Drawing) [8], Detect Lies/1 [8], Dodge/1 [6], Riding/1* (Horse) [6], Emote/2 [9], Escape/1 [9], Fighting/1 [6], Lockpicking/1 [9], Lying/1 [9], Medicine/1 [9], Move Silently/2 [7], Ranged Weapon/1 (Crossbow) [9], Savoir-Faire/1 [9], Small Weapon/1 (Knife) [9], Tactics/1 [9]

Songs: Shields (Ethereal/2 [6])

Attunements: Elohite of Judgment, Incarnate Law

*Riding (Horse) is based on Agility.

VANIAH
Malakite of Stone

While not the brightest gem in the quarry, Vaniah's good-hearted and devoted to the concept of unity, dammit. (Though it wasn't all-capital or profanity-ed until three minutes after she met the group she was supposed to keep together -- Dominicans and War-angels . . .) Though strong and sturdy, she often lets her mind wander when matters aren't immediately interesting. She's also got a very simple fighting style -- wade in swinging. This makes her easier to dodge, but once she connects with something, it's going to be pretty well smote. (Vaniah's for players who like smiting -- in moderation, as Stone's dissonance conditions forbid hitting first.)

GURPS Character Sheet

ST 17 [30]; DX 15 [10]; IQ 10 [-30]; HT 16 [20]
Advantages: Alertness +1 [5], Choir Attunements (Malakite of Stone [0], Mercurian of Stone [30]), Power Investiture (Corporeal 4, Ethereal 2, Celestial 3), Strong Will +2 [8], Vessel (Attractive) [35].
Disadvantages: Absent-Mindedness [-15], Easy to Read [-10], Servitor of Stone [-18].
Skills: Acrobatics-12 [0.5], Acting-10 [2], Brawling-15 [1], Climbing-13 [0.5], First Aid/TL7-9 [0.5], Running-13 [0.5], Staff-15 [4], Stealth-14 [1].
Songs: Form (Corporeal-13 [20]), Tongues (Corporeal-7 [1]), Numinous Corpus (Wings)-9 [4].

In Nomine Character Sheet

Corporeal Forces - 4

Strength 10

Agility 6

Ethereal Forces - 2

Intelligence 4

Precision 4

Celestial Forces - 3

Will 7

Perception 5

Vessel: Human/1, Charisma +1 (Body Hits: 50]

Skills: Acrobatics/1 [7], Climbing/1 [7], Detect Lies/1 [6], Emote/3 [8], Fighting/2 [16], Large Weapon/4 (Staff) [14], Medicine/1 [5], Move Silently/2 [8], Running/1 [11]

Songs: Form (Corporeal/6 [10]), Tongues (Corporeal/1 [5]), Wings/3 [7]

Attunements: Malakite of Stone, Mercurian of Stone

MINNI
Mercurian of the Sword

Minni is pert, perky, cute, and not what one would expect of a demonbane Laurencian. She's barely even excellent (by Sword standards) with her saber. On the other hand, her ability to dodge is boggling, especially when she feels like being acrobatic about it. She's looking forward to more Earth experience, and a Role as a Bounty Hunter. Now, if only War and Judgment could settle their differences and work together as God's Plan asks of angels. Sheesh! (Minni's a good character for someone who wants to play up the religious and faith aspects of In Nomine, or simply be an acrobat.)

GURPS Character Sheet

ST 12 [-15]; DX 16 [20]; IQ 14; HT 14
Advantages: Combat Reflexes [15], Enhanced Dodge [15], Power Investiture (all 3), Sanctity [5], Servitor of Laurence [1], Vessel (Attractive) [35].
Disadvantages: Broad-Minded [-1], Imaginative [-1].
Skills: Acrobatics-16 [4], Climbing-14 [0.5], Dancing-14 [0.5], Detect Lies-11 [0.5], Diplomacy-11 [0.5], Driving (Car)-14 [0.5], Fast Draw (Sword)-16 [0.5], Fast-Talk-12 [0.5], First Aid/TL7-13 [0.5], Fencing-17 [4], Guns (Pistol)/TL7-17 [0.5], Judo-14 [1], Stealth-14 [0.5].
Songs: Charm (Corporeal-12 [8]), Numinous Corpus (Wings)-11 [4].

In Nomine Character Sheet

Corporeal Forces - 3

Strength 5

Agility 7

Ethereal Forces - 3

Intelligence 6

Precision 6

Celestial Forces - 3

Will 6

Perception 6

Vessel: Human/1, Charisma +1 (Body Hits: 20)

Skills: Acrobatics/4 [11], Climbing/1 [8], Detect Lies/1 [7], Dodge/6 [13], Driving/1 [7], Fast-Talk/1 [7], Fighting/1 [9], Medicine/1 [7], Move Silently/1 [8], Ranged Weapon/1 (Pistol) [7], Savoir-Faire/1 [7], Small Weapon/4 (Saber)* [10]

Songs: Charm (Corporeal/5 [8]), Wings/3 [6]

Attunement: Mercurian of the Sword

* Use Shortsword values (In Nomine, p. 65) for a saber.




Article publication date: September 12, 2003


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