Free Will in In Nomine


or,

Carpe Diem

The Lilim are known as the Tempters. Consider how this works. First, the Lilim senses a person's Need. It can be a perfectly innocuous Need, such as -- to know the current location of a runaway child. Then the Lilim offers to satisfy this Need, in exchange for a future favor, which the person does not know is demonic. Then the Lilim calls in the favor. If the person rolls well on their Will roll, this blows up in the Lilim's face and the victim has gotten their Need satisfied for nothing. If the person fails their Will roll, they may find themselves sacrificing that child -- now that they've found them.

Something seems to be wrong here.

The Shedim are known as the Corruptors. Consider how this works. First, the Shedite must succeed on a Will roll and their victim must fail one. Then the Shedite can move in and take possession. When the Shedite wishes the host to do something evil, they have a Contest of Wills. If the Shedite wins, the host does something evil. One must either assume that the host's soul can be corrupted by failing a roll -- that almost any human will fail -- or that the Shedim don't do any corrupting at all.

Something seems to be wrong here, too.

Free Will shouldn't be about rolls or rules. It should be about hard choices, and it should be about roleplaying.

This document presents an extensive series of "patches" to the In Nomine system that give each PC and NPC a greater degree of control over their own life. It won't always make a difference -- much of the time, for example, the book's rules will still reflect how people react to Habbalite-induced emotion. However, when it is in a person's nature to control this raging emotion, they will be able to do so. These patches will, hopefully, retain the system's balance.

1. Unchanged Resonances
The resonances of the Seraphim, Cherubim, Ofanim, Elohim, Malakim, Mercurians, Djinn, and Calabim do not affect the target's will, and do not require modification.

2. Kyriotates

Kyriotate possession infects the host with the grace of God. The key question, when a Kyriotate attempts possession, is this: "Is the host willing to give their body to the Kyriotate in order to help the Kyriotate or to be touched by this grace?" If the host is unwilling, then the Kyriotate cannot make this possession.

If this were the only change, the resonance would be crippled. Therefore, the Kyriotates are also given a new ability: when a host rejects them, they have a certain insight into why.

The Kyriotate's new resonance is defined as follows:

First, the Kyriotate must succeed at a Perception roll. This brings them "in tune" with the host, which is necessary to meld harmlessly into the host's body.

At this time, the potential host senses the Kyriotate's effort (and check digit) on a spiritual level. Beings who are aware of the Symphony can make a Perception roll to notice the resonance attempt on a conscious level. Either way, they freely decide whether to allow the possession or reject it.

If the Kyriotate's possession is successful, they can remain in the host's body for a number of days equal to their Celestial Forces. They can possess up to 9 Forces worth of hosts, as usual. Animals can usually be presumed willing, but some of them don't trust angels to take care of necessary business like dam building, gathering nuts for the winter, et al.

If the possession is refused, the Kyriotate gains insight into the reason for this refusal. Compare the check digit of the Kyriotate's successful Perception roll to the appropriate chart below.

Check Digit Results (for Unwilling Subjects)
1 The Kyriotate learns only that the subject does not consider grace worth giving up their body for.
2 The Kyriotate knows whether the subject is unwilling to loan out their body right then, or ever. They know whether the subject is non-altruistic or just can't afford to be "absent" for a few days.
3 If the subject refuses because of their situation, the Kyriotate knows when that situation is expected to end. Otherwise, the Kyriotate understands roughly how deep the subject's rejection of God and grace runs -- e.g. are they "egocentric," "nihilistic," or "malevolent?" (and so forth.)
4 The Kyriotate can choose to know the single greatest reason why the subject doesn't want to be possessed right then, or they can learn what could be offered to the subject to make them willing.
5 The Kyriotate understands both the single greatest reason why the subject doesn't want to be possessed right now -- and they know what could be offered them to make them willing.
6 The Kyriotate understands the above and the possession attempt cannot be consciously detected by anyone but a Superior.
Check Digit Results (for Willing Subjects)
1-3 The Kyriotate can possess the subject, but learns nothing more about them.
4 Unless the subject would wish that information withheld, the Kyriotate understands what the host intended to be doing for the next (Kyriotate's Celestial Forces) days.
5 Unless the subject would wish that information withheld, the Kyriotate understands the above and what life circumstances would make the host happy.
6 The Kyriotate can communicate freely with the host's mind, although a non-celestial host will not remember the possession afterwards. Celestial subjects can remain in their body (to observe and to talk, but not to control) instead of being evicted to the Marches; they can move back and forth between the Marches and their possessed body at any time.
Changed Choir Attunements:
Dominic -- Dominic's Kyriotates add their Celestial Forces to their check digit of their resonance roll if the potential host is a subject of inquiry.
MarcMarc's Kyriotates automatically succeed on their Perception-based resonance roll.

3. Balseraphs

Balseraph lies cannot corrupt unless the victim chooses to believe them. Ergo, belief should be seductive but not inevitable. The proposed new resonance is this:

Balseraphs live in a "bubble" of their personal truth -- almost the same as the external truth. At character creation or at the Fall, each Balseraph chooses two central lies that define that Balseraph's viewpoint, as well as a third "floating" lie that can be changed with the Balseraph's moods. Changing this floating lie requires a Will roll. If the roll is an 11, a 12, or a failure with a check digit of 6, the Balseraph will take a note of dissonance.

Anyone who comes within a number of yards equal to the Liar's Celestial Forces comes under the influence of these lies. Each round that they are within this bubble, they take one Mind hit for each lie they refuse to believe. Upon leaving that bubble, they can force themselves to shed a mistaken belief at a further cost of one Mind hit each. Consciously identifying these lies requires a successful Perception roll.

A Balseraph can give up one of their central lies at any time (although their path to this difficult decision should be roleplayed). A Superior can force them to accept a new central lie; this is roughly as difficult as giving them a Servitor Attunement. The Balseraph cannot Redeem until they have abandoned all of the central lies worked into their being.

Changed Band Attunements
Andrealphus -- the victim automatically gains pleasure from the sensation the Balseraph inflicts upon them, but does not necessarily gain enjoyment.
Malphas -- Malphas' Balseraphs can change their third lie automatically once per day.
Valefor -- the Balseraph may add its Celestial Forces to any Fast-Talk roll.

4. Habbalah

There is no Will roll to resist the Habbalite resonance. The emotions are considered to be external to the personality of the victim, imposed from the outside. The element of free will comes in as follows: anyone can cast off the effects of all imposed emotions for:

1 minute, at a cost of 1 Essence;
1 hour, at a cost of 2 Essence;
6 hours, at a cost of 3 Essence;
1 day, at a cost of 4 Essence;
1 week, at a cost of 5 Essence.

If the victim is short on Essence, they can substitute (appropriate Forces) hits for each point of Essence. For example, a Seraph with 3 Ethereal Forces could substitute 3 Mind hits for a point of Essence.

Habbalah take dissonance only if they admit to their passions or their demonic state -- rare, and easily avoided, but their resonance has been weakened.

Changed Band Attunements
Andrealphus -- As long as a Habbalite is true to Andrealphus, they are shielded from their Band dissonance condition. Further, they can inflict the Lustful Discord using their resonance, with the level of the Discord and the number of days it lasts being equal to their Celestial Forces.
Malphas -- Malphas' Habbalah must use their resonance to achieve the effect listed.

5. Lilim

Accepting a Kyriotate possession brings grace; similarly, accepting a Lilim's help is a black mark on a person's soul. Whenever a Lilim offers to fulfill a Need, with the intention of claiming a geas hook, the victim will understand subconsciously that the favor is being offered by Hell. Beings capable of hearing the Symphony can make a Perception roll to understand this consciously, and therefore understand that they are dealing with a Lilim.

This weakens the Lilim's power significantly, but there is an advantage: their Geases are inflicted automatically. The victim does not get any Will roll to resist: when the Lilim names their favor, the Geas Discord goes into effect.

Lilim Geases are temporary: they inflict damage/dissonance five times and then they go away. That is usually sufficient incentive.

Changed Band Attunements
Belial -- add the Lilim's Ethereal Forces to the level of the Geas when attempting to Geas someone into acts of mayhem or destruction.
Haagenti -- The Lilim of Haagenti are still extraordinary cooks. They also have unlimited financial credit in the mortal world -- conspicuous consumption all the way!
Kronos -- Kronos' Lilim can see dissonance and Discord in the eyes of others, and can make a Perception roll to know the level and nature of these afflictions precisely.
Malphas -- The deals of a Lilim of Malphas are still Hell-tainted. With a successful Lying or Fast-Talk roll, however, they can make deals that don't involve them seem just as Hell-tainted to one or all of the parties involved.
Valefor -- Valefor's seducers add one to the target number of all social skill rolls, as long as they are working towards a theft.

6. Shedim

Shedim can enter any human body with a successful Will roll. They can remain in that body for up to their Celestial Forces in days. They do not immediately acquire control over it, however.

The Shedite takes control, and then forces the host to commit evil acts, by coercion. Once the human agrees to do something nasty, the Shedite can use their body to do anything in the same "league" of evil-ness. If at some point the human refuses, the Shedite is expelled, but can inflict one level of Discord on the ex-host -- plus one level for each time the human agreed to one of the Shedite's actions.

At each point, the host is aware of the consequences of refusing the bargain. They also understand the limits on the Shedite -- for example, when they first give the Shedite control, they will understand that the Shedite can't break the host's ethical code. The Shedite can work on Hell's behalf, however, from that point forward.

In exchange for this slight reduction in power, the Shedite gains the ability to use the host's skills -- with the same target number as the host's! That is, a Shedite riding a human with Agility 3 and Dodge 2 can roll against their own Dodge or against a target of 5.

Example:
Jezekiel Shedite slips into Joe Schmoe's body.

Jezekiel wants to take control. He informs the host: give me control over your body or your hand will wither (Crippled/1). Joe is aware that the Shedite can't do anything in his body (with this permission) that he wouldn't do, so he says, "Okay."

Jezekiel wants to hit a kid on the sidewalk. He informs the host: give me leave to do random acts of minor violence, or you'll start rotting slowly from within (Pallid/2). Joe knows that the Shedite can't do anything really bad with this permission, and he doesn't want to rot from within, so he says, "Okay."

Jezekiel wants to open fire with an Uzi in a crowded mall. He informs the host: give me leave to really hurt people, though not in twisted ways, or you'll start twitching. All over. All the time. So much you can barely walk (Twitchy/3). Joe struggles with himself very hard, and eventually says, "No!" And the Shedite is ejected, and Joe gets a bad nervous disorder.

Changed Band Attunements
Andrealphus -- The Shedim of Andrealphus can threaten to make their host permanently unable to achieve sexual release in addition to all other penalties. They add their Corporeal Forces to their Will roll to move into any potential host that they touch.
Baal -- Baal's Shedim can always find the closest host that will permit the Shedite to engage in acts of violence.
Haagenti -- In addition to all other penalties, Haagenti's Shedim can inflict Obese/2 upon a host who rejects them.
Kobal -- Kobal's Shedim can always find the closest host both willing and able to perform a joke they have in mind.
Kronos -- Kronos' Shedim can automatically sense the Fate of any host who accepts their control.

7. Impudites

Charming a victim is now a straight resonance roll. It has two effects:

1. If the Impudite could befriend the victim normally, this process is made instant.
2. If the Impudite could not befriend the victim normally, a sick affection is imposed on the victim's soul. For an angel or demon, violence against the Impudite becomes dissonant. For a non-celestial, violence against the Impudite causes one mind hit for each hit of damage done to the Impudite.

8. Miscellaneous Changed Attunements and Distinctions

Dark Desire -- this emotional manipulation is treated as a Habbalite resonance effect, and can be resisted as such. One expenditure of Essence, as long as it lasts, protects against all such emotional manipulations -- except that 1 additional Essence or the equivalent must be spent by the victim for each Essence spent on an Attunement like this one.
Consume -- see Dark Desire, above.
Polarize -- see Dark Desire, above.
Calabim of Beleth -- the victim does not receive a Will roll; either the worst thing the Calabite can do stuns and disorients them, or it does not. This is roleplayed.
Djinn of Malphas -- see Dark Desire, above.
Calabim of Malphas -- Since the Calabite is literally destroying the relationship, the people involved have no choice at all -- while the effects last, they lose the memory of the things that made the relationship exist. This resonance cannot affect true love.
Djinn of Valefor -- The Djinn of Valefor terrify the subjects of their attunements. The Djinn can turn this effect on and off, and it is treated as a Habbalite effect -- similar to Disgust, except that the victim trembles and cowers instead of vomits if they are forced into contact and do not spend appropriate Essence.
Distinctions -- Dark Humor -- the first two Distinctions are Habbalite effects. For the third, remove the Will roll entirely.
Distinctions -- Judgment -- the victims of the first two distinctions do not confess, but the Servitor of Judgment can see their crimes in their eyes.
Cherubim of Janus -- The subject of a Wind Cherub's Attunement will perceive in the Cherub all the qualities they most respect -- but this does not mean that they will necessarily do anything on that Cherub's behalf. For example, a devout human will sense that the Cherub is an angel -- whereas a demon will suspect that the Cherub is a high-ranking and powerful Word-bound demon.
Crown of Joy -- There is no Will roll. If the victim gives in to joy, and dances, then the check digit of their next important successful roll is doubled; otherwise, the check digit of their next important failed roll is doubled. Demons must dance for 5 minutes, just like everyone else.
Divine Logic -- If the victim fails their Intelligence roll, they will automatically believe that the angel's argument is correct. This does not mean that they have to accept that truth, however.

9. Dissonance and Falling

A Will roll can be substituted for a dissonance roll at any point. If this is successful, no Discord is accrued, and an angel will not become an Outcast. However, unless the check digit of the Will roll is 5 or 6, a point of dissonance is still acquired.

Falling should always be a roleplaying choice. Any angel who blows a dissonance roll simply gains Discord, or becomes an Outcast if their Archangel would give up on them. Falling integrates all Discord and dissonance into the ex-angel's nature, removing it -- except for Calabim, who keep an appropriate amount of Discord and gain character points for it.

10. Ethereal and Celestial Discord

A character must give in to a "personality" Discord at least once per level per three days, or the Discord will increase one level. This cannot be a token effort -- it must, at the least, risk the character or their goals to some extent. There is no Will roll involved, however. The GM is encouraged to use creative penalties when a Discord would go past six, and to be lenient when the opportunities to indulge simply don't come up.