Celestials From Outer Space
By Prodigal
"I know," Princess Karma said with a giggle, "We'll have a contest! Whoever
captures and returns the luststone, will win me!"
"Oh, great," Samanthiel the Cherub thought as the teenage boys of all races
began chasing after the glowing crystal sphere, "How am I supposed to
protect Tommy from this?"
With IN Anime coming up, I decided to beat SJG to the punch by adapting In
Nomine to my current favorite anime-themed game. And so without further ado,
I give you the Teenagers From Outer Space adaptation of In Nomine. (You must
own a copy of Teenagers From Outer Space and In Nomine to play.)
Celestial TFOS characters are created just like normal TFOS characters. Roll
1d6 nine times, then assign the result of each roll to one of the nine
stats. Relationship With Superior (AKA Relationship With Parents) is used to
dtermine success in dealing with the Archangel or Demon Prince your
character serves, and Driving is used by celestials with wings (or Ofanim)
to fly.
Celestial TFOS characters also have an Essence statistic, which is rolled
after the other nine statistics have been assigned. This represents the
character's starting Essence, which can go up to 9. Essence is regained both
at the normal rate of one point/day, and by performing rites, exactly as in
In Nomine. To determine the character's starting Rites, roll 1d6/2, and
select them from the rites for your character's superior. Essence can be
spent to improve the character's chances of succeeding at a knack roll, but
the When Too Much Is Too Much rule of TFOS applies.
Celestial TFOS characters roll 2d6 rather than 1d6 to determine the number
of points that can be spent on Knacks. Songs are bought as Knacks, and can
not be bought at higher than 3 to start with.
Celestials do not roll on the Strange Alien Powers Man Was Not Meant To Know
table, but instead roll 1d6/2, to determine what angelic or demonic
abilities they have in addition to their Choir or Band resonance. The first
of the 1-3 abilities must be the Choir or Band attunement appropriate to the
celestial's Superior.
There are no vessels in TFOS In Nomine - Celestials only have one form, and
their status as Near Humans, Not Very Near Humans, or Real Weirdies depends
on their Choir or Band.
As this is not suitable for anything buy a silly game, two of the Demon
Princes' Words had to be changed slightly. Since no TFOS character ever
actually manages to sleep with anyone, Andrealphus has become the Prince of
Making Out, and the total absence of lethality in TFOS means that Saminga
has to become the Prince of Bonk, instead.
Trauma: Use the TFOS rules for recovering Bonk damage to simulate Trauma,
with the exception of Malakim. Their choir's immunity to Trauma is
represented by recovering from negative Bonk twice as fast as normal.
Dissonance: Celestials take dissonance as normal. If the celestial gains an
amount of dissonance equal or higher than his or her Bonk, the player rolls
1d6, and adds the level of dissonance. The GM rolls 1d6+6. If the GM's roll
is higher, the dissonance is converted to discord, at one level of discord
for every two points of dissonance. If the player rolls higher, the
celestial falls (if an angel,) or redeems (if a demon.)
Choirs and Bands
This will cover how the Teenagers From Outer Space versions of the Choirs
and Bands work in the TFOS rules. The format they will be presented in is
Choir/Band Name*, what type of TFOS alien they equate to, and how their
resonance works in TFOS mechanics. Except where otherwise noted, angelic
resonances are based on Smarts, while demonic resonances are based on Cool.
Substitute the amount the celestial beats the target number by for the check
digit (with results over 6 putting the celestial at risk of falling afoul of
the When Too Much Is Too Much rule.) If no details on a Choir or Band's
resonance is listed, it functions as detailed in In Nomine.
*For convenience, Near Human will be abbreviated as NH, Not Very Near Human
as NVH, and Real Weirdie as RW.
Angels
Seraphim - NVH - A Seraph can roll its resonance to resist a human Fake Out attempt.
Cherubim - NVH - TFOS Cherubim all appear as anthropomorphic winged animals.
Ofanim - RW - Ofanim roll Driving to use their resonance. In addition to being able to
detect the fastest route to a location, Ofanim have the Super-Speed power.
Elohim - NVH
Malakim - NH - While the oath about never surrendering or allowing oneself to be captured
by the forces of Lucifer can be left as-is in silly campaigns (and, if the
Malakite's player is suitable poker-faced, can give rise to high comedy,)
"Never suffer an evil to win when it is my choice" is far more suitable to
TFOS Malakim (except, perhaps, among NPC Malakim who refuse to accept the
lack of lethality in the game.) The remaining two oaths should likewise be
designed as appropriately suited to silly games.
Kyriotates - RW - Kyriotates do not need vessels in TFOSIN, but can possess other beings as
per the In Nomine rules, rolling their Cool versus the host's Smarts. Aliens
count as 7-force beings for the purposes of possession. If a Kyrio's host is
reduced to negative Bonk, the Kyrio takes a point of dissonance. While the
sight of a Kyrio does not automatically stun those who see it, the Kyrio can
spend a point of essence to attempt to stun those non-celestials who see it,
rolling its Looks versus their Cool.
Mercurians - NH
Demons:
Balseraphs - NVH - Balseraphs are the only type of Celestial that can use the human Fake Out
ability.
Djinn - NVH - TFOS Djinn, like Cherubim, appear as anthropomorphic winged animals. Whether
they appear frightening or comical is left to player and GM discretion.
Calabim - NVH - TFOS Calabim start with 1d6 levels of Discord, and roll Body to inflict Bonk
with their resonance.
Habbalah - NVH - Habbalah roll Smarts versus their victims' Cool to use their resonance.
Lilim - NVH - Lilim roll Smarts to detect Needs, and Cool versus their victims' Cool to
inflict a Geas.
Shedim - RW - A Shedite can still only possess one being at a time, rolling its Looks
versus its victim's Cool. Given the silliness of TFOS, the acts a Shedite
will inspire its host toward will tend to be more innocuous than in In
Nomine, and certain organs are never extruded from its form (and any
tentacles are strictly used for holding pencils, thankyouverymuch.) Any
attempts to guide its host toward having sex will meet with as little
success as any other TFOS character's attempts to do so on their own.
Repeated attempts will lead to the Shedite being ejected. The host is
allowed to roll its Cool versus the Shedim's Cool once per day to expel the
Shedite, and if the host is reduced to negative Bonk, the Shedite is
expelled and takes a point of dissonance.
Impudites - NH - Impudites must be created with a minimum Cool of 2.
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