In Nomine - The Score

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== General Themes: ==
The Original In Nomine was a bit overly bombastic and violent as might suit an American audience in the 90's. I am toning down a few details particularly around combat and updating the setting for the 2020's.
I am aiming for an investigative focused game set in the modern day about changing the world for the better by putting a fictional face behind the complex evils of the world. 
== Setting changes ==
=== Cold War ===
When the Symphony is disturbed and mortals become aware of Celestial affairs, it makes work on Earth significantly harder for both sides. There was an agreement to limit Angelic and Infernal Influence on Earth. Heaven and Hell both have a set number of Angels and Demons that they can send to Earth at any given time, if they attempt to exceed this number, Tethers will not allow them through (enforced by Yves and Kronos who have built this into the blueprints of all Earthly Tethers and no attempts to evade their watchful eye have been successful.) The number of Celestials on Earth is always kept below this threshold to ensure that re-enforcements or Superiors can always have access to Earth in an emergency.
This has led to more human soldiers and less Angels/Demons - This is also why duty on Earth is a privilege and honour, whilst Demons and Angels are relatively uncommon on Earth, human soldiers, saints, sorcerers and seers are about 10 times more common than Angels and demons. They may even be entrusted as guardians and Seneschals of a Tether.
This is another reason why Renegades on both sides are so despised. Every renegade Demon or Angel on Earth is taking up space that could be occupied by a loyal servant of Heaven/Hell.
=== Influence don't control ===
Resonances, Songs and other abilities are incapable of truly compelling mortals as this would remove free will, they deceive, tempt, coerce, persuade or act on permission and they are supernaturally good at doing so. Because I can't replicate the temptations of a demon that is several millennia old, with NPCs this is represented by a will roll to resist, but it's ultimately the mortal's choice, the celestial is just tempting or convincing them. Some people are more open to such things than others. Such as a Kyriotate being able to possess a mother who is trying to lift a car to save their child or a drug addict who wants to seek release from consciousness. 
Celestials have no such protection and to them, these rolls represent a magical compulsion. 
== Basic Rules ==
=== Dice rolls ===
* The most common dice roll in In Nomine is a D666 roll. This is three normal (6-sided) dice. The first two of these number are added together to compare against the target number. The third dice is called the "check digit" and just determines how well you did. This determines things like how much you heal, how long a guard will be gone or the depth of the understanding you gain from your resonance.
* The target number is usually your Attribute + Skill (or Song) or just the attribute if you don't have a relevant skill, so roll low. Difficulties will modify this target number (by up to +3/-3), not the dice roll. Some rolls will have different target numbers. Particularly supernatural abilities like Resonances, their target number is described under the specific power.
* A roll of 111 is a divine intervention (Usually a critical success), whilst 666 is a Infernal intervention (a critical failure).
* In a contested roll, both sides make a roll including any modifiers. 
** If one side succeeds and the other doesn't then the side that succeeds wins. 
** If neither wins then both fail and the situation is unresolved. 
** The lowest roll on the first two dice wins. If this is the same then the highest check digit wins. 
=== Essence ===
Characters start off with an amount of essence equal to their forces. They regain 1 point per day at Sunrise (for Angels) and can be assumed to have full essence at the start of any adventure. Essence can be spent to do several things:
* Every point of essence spent (before a roll) raises the target number of a d666 roll by 1. This must be declared before the roll. 
* Most songs and some specific abilities require essence to be spent in order to activate them.
* Payment - Demons and Angels can trade essence with a touch, this is used for very small thank yous, bribes or payments between each other. 
=== Combat ===
First decide what you want to do: Use a supernatural ability or take another action. 
* If one person is starting the fight, then they go first.
* Then we go on order of Perception (if using a supernatural power) or Agility (for movement and doing physical actions)
* You can take one action, you can move and you can roll to resist any attacks (usually by dodging physical attacks or rolling will to resist powers.)
** An attack is usually rolled using:
*** Fighting + Strength for fighting without weapons in the Corporeal realm
*** Fighting + Intelligence for fighting on the Ethereal plane (Which is always brawling unless powers or relics are involved)
*** Fighting + Will for fighting in Celestial form (Which is also usually a brawl unless powers or relics are involved)
*** Ranged Weapon + Precision + Weapon modifier (for shooting guns)
*** Small weapons + Precision + Weapon modifier (for single handed melee attacks like knives or batons)
*** Large Weapons+ Strength + Weapon modifier (For 2-handed melee weapons like battle axes or great swords)
** You can take a full defence to add +2 to your dodge rolls or aim to add +1 to your next attack. 
** If the attacker failed to hit or if a successful dodge roll was lower than the attack then you avoid the attack. 
** If the dodge or resistance roll succeeds, but rolls higher than the attack roll, then subtract the check digit of the dodge roll from the attackers damage. 
** Damage inflicted is the check digit of the roll plus any weapon modifiers. (Some relics may change this radically)
Ranged Weapons Melee Weapons
Weapon (uses shooting skill)	Weapon modifier 	Damage	Range (Meters)
0/-1/-2/-3	Shots	-	Weapon 	Weapon modifier	Damage
Derringer 	+1 	+1 	5/10/15/20 	2 	-	Punch (fighting) 	0 	0
automatic pistol (9mm) 	0 	+2 	10/20/30/40 	13 	-	Kick (fighting) 	-1 	+1
Large Revolver 	0 	+3 	15/30/45/60 	6 	-	Brass Knuckles (Fighting) 	0 	+1
sawn-off shotgun 	-1 	+6 	3/6/9/12 	2 	-	Club/Baton (Small weapon) 	-1 	+3
Uzi (Spray) 	+1 	+5 	3/6/9/12 	5 	-	Dagger/Knife (Small weapon) 	+1 	+2
Bolt action rifle 	+1 	+4 	100/200/300/400	10 	-	Hatchet (Small weapon) 	-1 	+3
Carbine Rifle (Single)
Carbine Rifle (Spray)	-1
0 	+2
+6 	50/100/150/200 	30
6 	-	Rapier/short sword (Small weapon)	0 	+4
Sniper rifle 	+1 (-3 if not set up)	+6 	200/400/600/800	1 	-	Great sword (Large weapon) 	0 	+6
Assault Rifle (Single)
Assault Rifle (Spray)	0
+1 	+4
+8 	100/200/300/400	30
6 	-	Great axe (Large weapon) 	-1 	+6
(Spray fire will hit everybody involved if fired into a melee), Sniper rifles get the penalty in close range or if the shooter doesn't have anything to rest on. Note that I've changed some of the weapon values because I've removed corporeal forces from the "to hit" roll as a house rule.
Armour: If the attackers raw check digit is equal to or less than the value of the armour, then reduce the damage by that amount, if it's higher then the attacker has hit somewhere not covered by the armour.
* Heavy clothing/Leather (1 armour)
* Concealed stab vest (1 armour or 3 vs blades)
* Concealed ballistic vest (1 armour or 3 vs bullets)
* Full Chainmail armour (2 vs blades 1 vs bludgeons, 0 vs bullets)
* Full plate armour (1 armour or 3 vs blades and bludgeons)
* Obvious military body armour (4 armour)
=== Hit Points ===
In a change to the core rules I am reducing the number of hit points:
* Corporeal Body hits are equal to Total Forces + Corporeal Forces + Strength. Vessels and Toughness both add 5 Body hits per level. Celestials and humans fall unconscious at 0 Body hits, and die after taking additional hits equal to their (vessel level or Toughness) + Corporeal Forces + Strength. 
* Ethereal hits are: Ethereal Forces x Intelligence.
* Celestial hits are: Celestial Forces x Will
=== Resonance ===
When you want to use your resonance, roll D666 against your perception (usually). If you succeed then the following table tells you how much you find out; http://www.sjgames.com/gurps/books/in-nomine/img/IN_Check_Digits.pdf
=== Dissonance and Discord ===
Each character will have at least two things which cause them dissonance. One from their Choir and one from their superior. If you violate these instructions or otherwise act in a way that is against your nature, you may gain dissonance points. 
If this happens, roll 3D6, your target number is the original number of dissonance points you had before you performed the dissonant act. If any single dice get over this number, then you've succeeded, just gain 1 dissonance. If you don't get any of the three dice over this number or roll a 666, then you lose your connection to your superior and become an outcast. You can't access your superior's rites or rituals and can't return to Heaven until you clear up the dissonance and patch things up with your superior. 
You can, at any time, turn your temporary dissonance into a permanent flaw to get rid of it. 
== Rule changes ==
=== You can't fall unless you jump ===
You can only fall if you make a conscious choice to do so. If you fail a dissonance roll, you may become outcaste as normal. If you fail a dissonance roll whilst outcaste, you are no longer able to regain essence on your own at sunrise or sunset and must beg or borrow it from others instead, slowly starving. You may then at any time choose to fall OR throw yourself on the mercy of Heaven or Hell (and likely never see Earth again) by converting your dissonance to discord and seeking the forgiveness of your Superior. 
=== Perverting your Resonance ===
Angels and Demons have their own resonances. However an Angel is just a selfless demon and visa versa. You can at any time, take an automatic point of dissonance (no roll needed) to use the basic resonance of your opposite choir or band. This is a very quick way to fall. 
=== Simplified Disturbance ===
The existing calculations are a pain, so instead use the following table as an estimate to see how "loud" Disturbance is. Disturbance is calculated for an entire scene, NPCs and PCs both contribute to the noise. 
For each 20 points of Disturbance in the area, celestials get a -1 to all actions until they leave the vicinity and take 1 ethereal damage (nosebleeds, headaches and so on) every minute until they leave. (A superior's visit can nullify these side effects, but not the noise its self). In addition, such noise attracts attention from angry celestials of either side. Dominic and Asmodeus in particular dislike those who make such noise and Dominic's Malakim have been known to discorporate Angels as well as Demons that cause too much disturbance. 
For Mortals: 
* Using supernatural abilities like songs or spells generates Disturbance, as described in the power its self. 
* Humans can cause as much death or destruction as they like without causing disturbance. Go them.
For Celestials: 
* Damaging things: 1 point of disturbance for 4 hits of damage done to anything (Human, animal or object) except another celestial's vessel.
* Using a song: Degree of disturbance described in the Song.
* Killing a human: 12 + any hit point damage done to kill them.
* Assuming Celestial form: The number of forces entering or leaving (Base: 9 for PCs)
* 1 per person who witnesses you in celestial form.
* A Superior appearing (+20 if they appear in a vessel or +30 if they appear in celestial form.)
* (Note: I've removed the disturbance cost for spending Essence.)
Perception roll modifier	1 disturb
(Whisper)	5 Disturb (Shout)	10 disturb
(Gunshot)	20 disturb
(church bell)	30 disturb
(Lightning strike)	50 disturb
(Sonic boom)	100 disturb
(ammo depot exploding)
Auto 	5cm away 	1.25m away 	5m away (A room)	20m away	45m away 	125m away 	500m away
+3 	10cm away	2.5m away 	10m away 	40m away	90m away 	250m away 	1km away
+2 	20cm away	5m away 	20m away 	80m away	180m away 	500m away 	2km away
+1 	50cm away	12.5m away 	50m away 	200m away
(Sports Stadium)	450m away 	1.25km away	5km away
0 	1m away 	25m away 	100m away
(Cathedral)	400m away
(Super tanker)	900m away
(village)	2.5km away
(Small town)	10km away
(small city)
-2 	2m away 	50m away 	200m away 	800m away
(car racecourse)	1.8km away
(Airport)	5km away 	20km away
-4 	5m away
(A room)	125m away 	500m away 	2km away	4.5km away	12.5km away	50km away
-6 	10m away 	250m away 	1km away 	4km away	9km away 	25km away
(Greater London)	100km away
-8 	20m away 	500m away 	2km away 	8km away	18km away 	50km away 	200km away
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