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| Stage Home Settings Detroit Houston Superiors The Host Mihir, Archangel of Friendship Tamiel, Archangel of the Deep The Horde Abatha, Princess of Madness Rahab, Prince of the Seas Servitors The Host Dumah, Seraph of Silence Kakkiel, Malakite of Storms Morael, Kyrotate of Fear The Horde Af, Djinn of Wrath Jack, Shedite of Haunted Toys Kezef, Calabite of Decay Morrthis, Impudite of Syrup Perdix, Balseraph of Despair Septet Choirs Arelim, The Valiant Bands Ifrit, The Curses Marsiths, The Tormentors Stuff Weapon Thermos Daybreak Intro Symphony Official In Nomine Website In Nomine Character Encyclopedia Unofficial In Nomine Websites Attercap.Net: A Webcomic |
Arelim
The Valiant "Fall, damn you! Fall!" Zane felt the bullets strike his body as the Hellsworn on the other end of the gun pulled the trigger without hesitation or mercy. He knew that his corporeal form could little more. "I am not damned, and though you may slay my body I will never Fall," he said through gritted teeth. Let the man who served demons think on that and pray for repentance before retribution was brought on him. In a day when where political correctness rule and the best way to end a disagreement is by agreeing the Arelim stick out like a sore thumb. They were created when man was at war constantly and the War itself was still being fought, not locked in an endless stalemate. The Valiant seek action, passion and blood and they won't stop until they get some. Even if it's their own. For them, "do or do not," is not just a quote, it is a creed, it is their lifeblood. RESONANCE An Arelim's resonance is for valiance, a strength of mind or spirit that enables a person to encounter danger with firmness. Their connection with they Symphony allows them to withstand more than any other angels of the same stature. An Arelim does not quit until he has been put down. And once he can get back up, his aggressor should watch his own. Their doggedness and bloody-mindedness, especially when it comes to battle, put them on ill footing with the generally more political Mercurian. Even a Malakite has stepped back and whistled in awe of this small choir's ability to take more than they can dish out. DISSONANCE It is dissonant for one of the Valiant to quit or give up. On anything. Arelim will argue until they've won or the other gives up, they will fight (often dirty) until dead, and once they've accepted a challenge, they will persevere until the challenge is gone one way or another. Arelim gain dissonance by quitting any task they've begun. Because of this, they are not known for volunteering for a task they know they can not handle. MANNER AND APPEARANCE In their celestial forms, Arelim look like a tongue of white fire, and emit a mild phosphoric heat that refuses to die out. No matter what shape an Arelim takes, he will never appear soft. Instead, the Arelim seem to cultivate a hard-boiled and tough appearance, even if their vessel is that of a butterfly. In every realm the Valiant are obstinate, but they aren't stupid. They're very careful about what they choose to do, and sometimes come across as aloof as they walk the wire of do or do not. They're fond of competition and trials. Not all of them concentrate solely in the arts martial or the physical, either. Many prefer to focus on the battlefields of debate, survival and, with the advent of computers, the digital realm. They are the of power chords the Symphony, relentless and non-stop. GAME MECHANICS Arelim have the ability to take a hit and keep on coming. On a successful resonance roll (using Will not Perception) the angel will gain CD additional Forces (up to a total of 6) worth of Hits for the realm he is in for a number of minutes equal to his Celestial Forces. The Arelim's ties to the Symphony do not give them extra Forces, only the Hits those Forces would bring. Once the minutes of an Arelim's resonance have passed the extra "partial" Forces will vanish, and the damage they have taken will spread through them, multiple times. Some of the unwise Arelim find themselves with less Forces they had as a Reliever from time to time. CHOIR ATTUNEMENT When Michael puts an Arelim on earth, he wants that angel to stay there. For this reason, all Arelim are granted 9 additional points to spend towards vessel, helping to insure that they won't be leaving the corporeal realm any time soon -- unless by choice. Credits: Erich Arendall |
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All content © 1997 - 2008 Erich Arendall (except where noted) The In Nomine art, characters, and concepts presented here are original creations, intended for use with the In Nomine® system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games. The "In Nomine" and "flaming feather" graphics are (C) 1997-2008 Steve Jackson Games, Incorporated. In Nomine® is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy. |
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