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In Nomine Nobilis Characters

I will not present detailed conversion rules here -- it's recommended that In Nomine Nobilis characters be designed as Nobilis characters, rather than trying to translate Corporeal Forces into Aspect levels, Essence into Miracle Points, etc. Below I will describe how to create a celestial character using Nobilis. Start with the usual 25 character points Nobilis gives you to buy Attributes and Gifts.



Attributes

Nobilis' Attributes are Aspect, Domain, Realm, and Spirit.

Aspect corresponds roughly to Corporeal and Ethereal Forces, and Spirit corresponds roughly to Celestial Forces. You could make a direct translation between Forces and levels (with or without some tweaking), but again, I advise you to create In Nomine Nobilis characters from the ground up, as Nobilis Attributes are much more crucial to character concept than In Nomine Forces are.

One way in which Spirit will differ from Nobilis rules is that in In Nomine, there are no "Anchors" (except in the case of Kyriotates). Spirit is used when invoking one's resonance, or resisting another celestial's resonance (see resonances, below), so it remains a vital attribute in In Nomine.

Domain represents how much control a celestial has over his Word ("Estate" in Nobilis terms) -- note that this is not the same as how powerful his Word is, which means Domain has some things in common with Word-Forces, but equating them is even less suitable than equating Aspect and Spirit to regular Forces. A celestial with a very minor Word can have a high Domain level, and a celestial with a very important Word can have a low Domain. Domain might reflect the celestial's experience at wielding his Word, or it might reflect the results of recent Word-battles in the Symphony which have strengthened or weakened his control over his Word.

Realm has no easy equivalent in In Nomine, since it's a measure of how much power the character has within his Chancel. Nobilis Chancels have much in common with In Nomine Tethers, but most In Nomine characters don't spend much time around Tethers, particularly Word-bound angels and demons (except the Seneschal himself). Furthermore, Nobilis Imperators usually have only one Chancel for all their Earth-bound minions, while In Nomine Superiors have a multitude of Tethers, great and small. In Nobilis, Chancels are generally treated as the PCs' base of operations and a crucial feature of the campaign, while Tethers are incidental to many In Nomine campaigns.

The alternative I recommened is treating Realm in In Nomine Nobilis as a measure of how much influence the celestial has in his Superior's Cathedral or Principality. This would make Realm partially correspond to In Nomine Distinctions (see below). Keep in mind that this also means Realm miracles involve reshaping the Superior's Domain (not to be confused with the Domain Attribute, above), so most Archangels and Demon Princes will not be partial to Servitors who throw Realm miracles around casually. All the usual precautions about granting Distinctions in In Nomine only to trusted Servitors who have truly earned them apply even moreso when they have this kind of power. Of course, In Nomine Nobilis assumes that the PCs are powerful Word-bound Servitors, so it's also all right to let them start out as high-ranking Servitors as well, but a celestial's Realm level should be considered very carefully, keeping in mind that the higher it is, the more his Superior will have an eye on him. And the GM should feel free to simply disallow Realm to starting characters, or perhaps limit them to a maximum level of 3.

Realm/Distinction Equivalency Table
Realm LevelDistinction
0None
1Vassal/Knight
2Friend/Captain
3Master/Baron
4special/Count/Marquis/Earl/etc.
5special/Duke


Celestial Powers

Nobilis Gifts are a catch-all for any kind of inherent special ability. Most In Nomine special powers can be designed as Gifts. At the GM's option, powers common to all celestials (such as Celestial, Celestial Form, and resonances, might not be charged against the character's starting total of 25 character points.)

Celestial Immortality

All celestials are, of course, immortal, and cannot be permanently killed by physical means (though they do suffer trauma upon losing a vessel). This seems to be somewhat more powerful than the Nobilis gift Eternal, but somewhat less powerful than Nobilis Immortality. Treat it as a Major Preservation of Self, Automatic, Self-Only, Comprehensive, and Uncommon, for a total cost of 4 points.

Celestial Form

The ability to "go celestial," which allows both an invisible and intangible form on Earth, and the power to travel between planes, is a Lesser Change of Self, with a Normal invocation (requiring 2 Aspect Miracle Points to activate). It has comprehensive flexibility and is not common, for a total cost of 1 point.

Vessels

Each vessel is a Major Creation, with the special limitation that they can only be created (and granted) by Superiors. The basic cost for a vessel is 1 character point each. At the GM's (and Superior's) option, a vessel may be granted additional powers, most of which will cost 1 point each. An exceptionally tough vessel could be represented by giving it the Durant gift, for example.

Disturbance

Anyone who is Symphonically Aware can perceive disturbance as a level 0 Aspect miracle.

The fact that celestials cause disturbance is a Restriction (a Limit of Spirit) worth 1-2 MPs (meaning that if causing disturbance, or the need to avoid causing a disturbance, seriously hinders a character during the course of a story, he gets 1-2 Spirit Miracle Points). The exact value depends on how tightly the GM enforces the "no disturbance" rule. If the campaign makes causing a disturbance a Very Bad Thing, and doing so inevitably earns the culprit punishments and other inconveniences, then it should be worth 2 MPs. If the GM generally lets the PCs get away with a certain amount of disturbance, as long as it's not constant and/or extremely loud, then this Restriction is only worth 1 MP.

Rites

In Nomine Rites are a bit different from Nobilis Rites. They allow characters to earn extra Miracle Points by performing actions that strengthen their Words (or that of their Superior).

You can use In Nomine Rites converted intact into Nobilis; treat each point of Essence gained as an extra temporary Miracle Point. Rites of the celestial's own Word earn Domain Miracle Points. Rites of someone else's Word earn Spirit Miracle Points. Rites of the performer's Superior's Word may earn either Spirit or Realm Miracle Points, whichever the character chooses at the time he performs the Rite.


Resonances

Resonances are also bought as Gifts, and like the default celestial powers above, the GM may elect not to charge celestials for them.

Resonances are functions of the celestial's Spirit Attribute (i.e., all resonances are Gifts of Spirit, and Spirit Miracle Points are used to invoke them).

Using a Perception-based resonance is treated as a Major Divination (i.e., a level 5 miracle). There is no "Auctoritus" to defeat when using a Perception-based resonance. However, a basic success only grants the equivalent of a check digit of 2. Each additional check digit raises the level of the miracle by 1. The celestial may also settle for a CD of 1 by aiming for a level 4 miracle.

Miracle LevelCheck Digit Equivalent
41
52
63
74
85
96

Example: A Seraph with Spirit 4 can achieve a CD of 1 as a level 4 (simple) miracle. To achieve a CD of 2, he needs a level 5 (normal) miracle (costing 1 SMP), and a CD of 3 is a level 6 (hard) miracle costing 2 SMPs. CDs of 4 or 5 are levels 7 and 8, respectively, which both qualify as deep miracles for the Seraph, costing 3 SMPs. A Spirit rank of 4 will only allow a level 9 miracle as a Word of Command, however, so if the Seraph wants a CD of 6, he'll need to spend 8 SMPs, and take a serious wound in the process!

Will-based resonances must overcome the target's Will, much like penetrating an Auctoritas in Nobilis. The basic level of the miracle depends on the specific resonance (see below), but this will only affect someone with a Spirit rank of 0. The celestial must declare what level of Spirit he wishes to overcome when invoking his resonance; this level is added to the miracle level. If the target has a higher level of Spirit than what the celestial targeted, the resonance fails. Additionally, anyone targeted by a Will-based resonance may spend Spirit Miracle Points to increase his level of resistance.

Example: A Balseraph with Spirit 4 is trying to pass himself off as the President to a Secret Service agent. The GM rules that this is a Lesser Change (of perception) -- a level 6 miracle. This makes it a hard miracle for the Balseraph, requiring 2 SMPs. Because the Balseraph suspects that the Secret Service agent might be a Soldier of God, and thus have a high Spirit level, he declares that he'll try to overcome a Spirit level of 2. That costs him an extra 2 SMPs, for a total of 4. If the Secret Service agent's Spirit is 2 or less, he will be successfully convinced that the Balseraph is the President. If the Secret Service agent has a Spirit of 3 or higher (or if he has a Spirit of 2, but spends a SMP resisting), the Balseraph will fail.

See the Choirs and Bands page for individual handling of each Choir and Band in In Nomine Nobilis.


Attunements

Attunements (Choir/Band and Servitor) should be individually designed as Gifts. Use the guidelines here and in Nobilis to construct them.

(Not too helpful? Sorry -- when I have time, maybe I will write up some sample conversions.)


Songs

Songs are also handled as Gifts, and must be converted individually. As a rule of thumb, Songs will not be Automatic, but will be Simple, Normal, or Hard miracles. Common Songs are Common; uncommon and secret Songs, of course, are not.


Dissonance

Celestials earn dissonance as they do in In Nomine, for the most part. There are two kinds of dissonance conditions: Choir/Band dissonance restrictions, and Superior dissonance conditions.

Superior dissonance conditions are very similar to Nobilis Affiliations. As with an Affiliation, the GM may award a Realm or Spirit Miracle Point to a character who performs a great service in the name of his Superior's Word.

Each point of dissonance a celestial has raises the level of any resonance-related miracles he wants to perform by 1.

Furthermore, if a celestial accrues dissonance exceeding his Spirit level, either he becomes Outcast (if an angel), Falls (if already an Outcast), or acquires a new Discord (see below) if a demon.

Celestials may convert two points of dissonance (not three, as in In Nomine) into a level of Discord at any time.


Discord

Discords are Limits -- usually of Aspect or Spirit, though it's possible that a Discord could be defined as a Limit of Domain or Realm, or as a Restriction. These limits aren't given levels, as in In Nomine. The GM simply decides how hindering the limit is, and the character will earn an appropriate number of the appropriate type of Miracle Points when the limitation comes up.