Divide 30 points among the following 8 attributes:
In essence, during the game, you will be adding your score in an attribute to a 1d6 roll. You may be able to add a 'Skill' (see below) as well. This is compared against a target number, or the GM will respond to the total on the fly. Sometimes, when you do much better than you need to do, you'll do *Too* Well, and that can be very bad.
Every time you roll a 6 (during the game), you get to roll again and add the next number to your roll. If you roll 3 6s in a row, though, the Devil or a Demon Prince will take an interest. Similarly, if you roll a 1, roll two more dice -- if they're both 1s, God or an Archangel has taken an interest.
Dissonance is bad stuff that happens when angels and demons violate their natures. It subtracts from all resonance rolls, and can result in an angel or demon being thrown out of Heaven or Hell. (Demons thrown out of Hell are usually hunted down by various interested parties on both sides.) 3 points of dissonance can be converted into something icky like a crippling of the physical form or a deformation of the mind. Dissonance conditions are the same as for the Choirs/Bands in In Nomine. Ignore Superior-based dissonance.
Skills can be both good (things you are good at) and bad (things you are awful at.) You can have up to 3 points worth of "bad" (negative) Skills, divided between 1-3 areas of endeavor, e.g. --
-1 Cooking
-2 Unarmed Combat
If X is the number of "bad" Skill points you have, you have 5+X points of "good" Skills, divided between 1-8 Skills, e.g. --
+2 Gunfighting
+4 Lawyering
+1 Driving a Car
+1 Sneaking Around
Using these Skills, you would roll ...
Culture -1 ... to Cook,
Corporeal -2 ... to fight bare-handed,
Corporeal +2 ... to shoot a gun,
Ethereal +4 ... to understand law,
Cool +4 ... to win court cases personally,
Looks +4 ... to win court cases while gagged, (high target number here!)
Culture +1 ... to drive a car,
Culture ... to ride a bike, and
Corporeal +1 ... to sneak around.
/Songs/ are songs that work miracles.
You have 5 points worth of Songs, divided between 1-5 Songs.
There are no "bad" Songs -- knowing a Song is always a good thing.
However, you can take up to two points of 'Discord' (bad icky
supernatural flaws), each of which gives you an extra Song point.
Songs are just like skills, but a little bit harder to use.
If you are not using a Song on someone resisting, the usual target number
is 9. If they have a relevant defensive skill, that might raise the
target number by the level of that skill. Easy things will have lower
target numbers and hard things higher target numbers.
/Essence/ starts at 10. You gain 1 Essence point per day -- at sunrise for angels and at sunset for demons. You can spend a point of Essence to give a +1 on any roll, two points for a +2, etc. Ignore Rites.
Songs do not cost Essence to use, but the more you use them, the more unpredictable the consequence of failure becomes.
/Neat Stuff/
You can give up 1 Attribute Point for an extra Vessel.
You can give up 1 Attribute Point for fame or fortune.
You can give up 1 Attribute Point for 1-3 lackeys.
You can give up 1 Attribute Point for an artifact that does something cool.
You can give up 2 Attribute Points for a major artifact.
You can give up 2 Attribute Points for an extra Attunement (see below.)
You can give up 1 Attribute Point for an extra Skill Point.
You can give up 3 Attribute Points for an extra Song Point.
You each get 2 'Attunements' from your Superior -- minor abilities that always work. These can be anything suitable. You must have a Superior who directs your efforts in the mortal world, unless you want to be Outcast or a Renegade. If you are, you only get 1 Attunement from your former Superior.
*NOTE*
In the TFOS spirit, taking too much damage does *not* kill you.
In the In Nomine spirit, the reason for this is that you are a celestial
being, and it takes a Superior to kill a celestial being.