Showing posts with label GURPS. Show all posts
Showing posts with label GURPS. Show all posts

Friday, December 11, 2020

The Bonnano Gigantino (I Meccanici di La Cosa Nostra; GURPS Classic)

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Technically the founding member of the Commission, the Bonnani have a roller-coaster history with that organizing organization.  After the capo di tutti capi was killed, 26-year-old Joe Bananas re-forged the family.  He even changed the name of the family, from Maranzano to Bonnano, but that was probably just good PR.  A failed attempt at a coup in the Commission after Joe Bananas' long-time ally Joe Profaci died (and the ensuing Banana War between Joe's heir and Profaci's son-in-law Bill and the Commission's pick, Gasparino DiGregorio) cost them the most powerful family status they'd enjoyed from the Thirties to the Sixties.  It was also the origin of the Colombo family, a reward to an opportunistic hitman all too happy to turn on his boss.  


Donnie Brasco, that rat, further cemented the family's fall, as the FBI agent infiltrated the family as it chewed through several capi in the Seventies and got them kicked off the Commission Salvatore Maranzano had founded.  Fuckin' Brasco wasn't even investigating the Bonnani at first, but the Colombi. They came back hard in the Nineties under the so-called Last Don, Big Joe Massino, whose focus on secrecy re-earned their seat, their supreme power, and their reputation as the most brutal of the Five Families.  Gotti helped, too, I guess.  The century changed, and capo Frank Coppa became the first made Bonnano since the Castellamarese War to turn informant or witness.  Of course, Big Joe, the only Mafia don to not be serving prison at the time, himself turned rat in the face of being the first mob boss to face the death penalty since '44.  A cavalcade of arrests and some warfare have plagued the family to this day, greatly weakening it once more.


The Gigantino was designed in the Nineties, a hulking intimidation piece composed mostly of a giant gun and armor.  Later models haven't changed this very simple design much, honestly, merely upgrading technology where possible.  The biggest boost was improvements in firearms construction, allowing a brutal 60mm gun to come standard with newer models.  Its name, which means "Little Giant", refers to its status as the heaviest meccanico commonly found among the families by a good three tons.  They are one of the more commonly seen meccanici outside of the States, as the Bonnano family ferries them to allies in Canada and especially to the Sicilian Mafia in Castellamare del Golfo, led by a boss named Tempesta with his own famous inclinations to violence.  Other families do keep a slow market going for these metal musclemen ~ what organization doesn't need to put the scare into someone sometimes? ~ and some say that this is the only thing keeping the Bonnano family alive.  Not around any Bonnano, of course, else a Gigantino show up at your door.


However, Gigantini actually see use fairly rarely.  They are tall and slow and oh so very visible, which puts any Gigantino pilot or their family at risk of attracting unwanted attention from other families or Johnny Law.  This has led to the question of who owns how many Gigantino meccanici being a matter of public knowledge.  If you purchase one, you have to be very careful about its use, so you make sure everyone knows you could use it against them if they forced your hand.  The decans of Agchoniôn, Arôtosael, Axiôphêth, and Methiax often empower these meccanici, their corresponding colors, images, and sigils starkly arranged to maximize the visual effect of the meccanici.  It can be astounding how similar the magics of invisibility and silence can be to those that make things scarier than they already are.


Subassemblies:  Two legs, two striker arms, limited-rotation turret.
Drivetrain:  100 kW motive power leg drivetrain, one in each leg.
Arm Motors:  Cheap ST 1000 arm motors in each arm.
Cockpit:  Basic, with computer downgrade (Complexity 2), in body.  No additional programs pre-installed.
Built-In Weapons:  TL8 60mm Gatling gun in body facing forward with 50 shots.
Sensors:  5-mile range PESA in turret facing forward. 2-mile range AESA in turret facing forward.
Comsuite:  Mini, in turret.
Power Plant:  133.4 kW ceramic engine in body.
Fuel:  Two 31.5-gallon self-sealing tanks, one in each leg, and a 20-gallon self-sealing tank in turret, provide 9.995 hours fuel.
Volumes:  Turret 3.595 cf, arms 4 cf each, legs 23.605 cf each, body 70.8295 cf.
Structure and Hit Points:  Extra heavy frame strength, cheap materials.  Human-compatible.  Turret 84 HP, arms 192 HP each, legs 300 HP each, body 750 HP.
Surface Features:  Sealed.
Armor:  PD 4, DR 465 laminate.
Statistics:  Loaded weight 20,566.05 lbs.  Empty weight 19,403.05 lbs.  Loaded mass 10.283 tons. Mecha volume 129.6345 cf.  Size Modifier +3, arms 0, turret -2, legs +1. Price $1,701,863.50.  HT 12.
ST and Reach:  Body ST 1500.  Arm ST 768/1000, arm (with reach 2, damage thrust 77d, swing 79d).  
Dimensions:  19 feet 4.5131 inches tall, 6 feet 5.5044 inches wide and long.
Ground Performance:  Ground speed 25 mph, gMR 2.5, gSR 1, ground Move 12.

Friday, October 23, 2020

The Colombo Tarantella, a medevac meccanico (GURPS 3rd edition)

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It is perhaps completely unsurprising that the most popular medevac meccanico among the Mafia is produced by the Colombo family.  Considered by many to be the weakest of New York's Five Families after tearing itself apart in not one, but three, civil wars, their investment in and development of the Tarantello might be the only thing which allowed enough Colombi to survive to call themselves a family still.  Hell, in 2000, the Commissione were actively planning to change Five Families into Four.  Considering the Bonnano family's release of the Cimaruta-class meccanico in 2005, some have suggested that the Colombi bought their aid in returning to their seat in the Commissione with the plans and technology of the Tarantella.


A rather no-nonsense design, at least in terms of its mechanics and systems, the Tarantella resembles the spider for which it was named, with four legs on one side and four on the other.  Each leg bulges with the shape of a ducted fan near its foot.  The body is slightly ovoid between the two sets of legs, with a dome capping it to hold the meccanico's sensors and comms.  Just beneath the body can be seen the thin profile of a folded pod, a rectangular protrusion on the underbelly.  Most often witnessed in the midst of a raging gun battle or the aftermath of a bombing or somesuch, the Tarantella uses those fans on its legs to boost its jumps, leaping into the worst of it over the person it has come to rescue.  The pod then extends down, forming a double wall of armor, as any bullets or shrapnel would have to get past the meccanico's legs before being tested against the pod's walls.  Often trained in emergency medicine as well as meccanico piloting, the driver of the Tarantella will then pop out, retrieve the wounded person, attach them to the medical equipment, and hop back into the cockpit to retract the pod and jump away once more.


They best be quick about it, as the Tarantella's lack of any non-ablative armor leaves it vulnerable to prolonged damage or repeated trips into active threat ones.  Combined with its miniscule capacity ~ each Tarantella can only hold a single rescued patient ~ this leaves its services as something of a luxury.  The average associate or even made man would do well to make other arrangements should they fall, as the Tarantelle are likely to come only for their bosses, capos, and consiglieri.  Since the release of the Bonanno Cimaruta, its ability to perform mass evacuations have allowed it to become the Tarantella's primary competition.  Being significantly more expensive than its parent design has prevented it from totally usurping the Tarantella's place, of course.


Subassemblies:  Eight legs, full-rotation turret, underbody pod.
Drivetrain:  100 kW motive power leg drivetrain, in legs.
Thrusters:  Eight ducted fan thrusters, each with 250 lbs. thrust, one in each leg.
Cockpit:  Basic, with compact, genius, high-capacity computer (Complexity 4), in body.  complexity 2 Computer Navigation, Complexity 2 Damage Control, Complexity 1 Datalink, and Complexity 2 Routine Vehicle Operation programs.
Sensors:  5-mile range PESA in turret.
Miscellaneous Equipment:  Emergency support unit (p. VE68), stretcher pallet (p. VE68).
Comsuite:  Advanced, in turret.
Power Plant:  100.74 kW nuclear power unit in body powers all systems for six months.
Cargo Space:  5 cf in body with load of 200 lbs.
Volumes:  Turret 1.64 cf, pod 45 cf, legs 5.235 cf each, body 50.1464 cf.
Structure and Hit Points:  Medium frame strength, advanced materials. Transformable. Two configurations: “pickup/dropoff” (no subassemblies folded), “transport” (pod folded).  Turret 14 HP, pod 150 HP, legs 29 HP each, body 150 HP.
Surface Features:  Sealed.
Armor:  PD 4, DR 28 fireproof ablative.
Statistics:  Loaded weight 4204.96 lbs.  Empty weight 3804.96 lbs.  Loaded mass 2.10238 tons. Mecha volume 138.6664 cf.  Size Modifier +3, pod +2, turret -2, legs 0. Price $1,973,834.80.  HT 12.
ST and Reach:  Body ST 300.
Dimensions:  10 feet 10.3068 inches tall, 7 feet 11.736 inches diameter (length/width).
Ground Performance:  Ground speed 85 mph, gMR 1.25, gSR 3, ground Move 12/42. Jump-capable.


La Nonna con Tredici Macchie

"The Grandmother with Thirteen Spots", Ravenna Bellini was born in 1957 with a face full of birthmarks blotching her countenance.  A long-time strega of the Colombo family who came into her own in the early 1990s during the Third Colombo Civil War, her maneuverings to lead the family as its boss is one of the more surprising consequences of Carmine Persico's March 2019 death.  Popular with the Florida branch of the Colombo family, she leads her small faction from within her trusted Tarantella meccanico.


Known to have great proficiency with the decans of Atrax and Phthenoth, as well as some with Alleborith, Kumeatêl, and Sphandôr, of course, and increasingly with Alath as she's aged, rumors have often claimed that Ravenna has delved into Anostêr, Bianakith, Kurtaêl, and Tepsisem as well.  It is widely assumed (and almost certainly correctly) that the old woman has established a long and powerful blood connection to her meccanico, granting a +3 to her effective skill using its enchantments.


Ravenna has had a sound system installed into her Tarantella's body, over which she often plays the traditional music of the tarantella.  Infamously, she and her daughter have enchanted this sound system so that anyone who hears its song is compelled to whip themselves into the frenzied complexities of tarantism, dancing wildly like the Sicilian ladies of old (a limited version of Mass Suggestion that cost half as much energy for only allowing a single possible suggestion).  Their ceremonies and spells over several years have also improved the meccanico's defenses (Deflect increases its PD to 5 and Fortify increases its DR to 31).  The flow of mana through the Tarantella's structure ensures that anyone within heals incredibly quickly (Major Healing).  Ravenna has installed a 100-terabyte medical database into her meccanico, upgrading its Complexity to 2 to improve its predictive and associative ability to make itself useful on the fly, as well as a terabyte of hacker-stolen dossiers on other Mafiosi, including confidential informants and undercover police.


Thirteen women painted lavender in a classical Roman style dance wildly across La Nonna con Tredici Macchie's meccanico, prominently kicking up their feet in a field of poppy flowers all crimson, red, and orange.  Four of the women hold white mirrors, four wield cerulean-blue swords, four wave rose-colored wands, and a lone dancer among them brandishes an orange snake in her hand.  Each of the women is named in Enochian with the name of an archangel, saint, or Roman god associated with healing and protection.  A blue cord stretches between them, dotted with knots; nowhere can be seen the ends of the cord.  Apple, orange, and palm trees arch above them, from whose branches hang bulbs of garlic and numerous spiders, as well as the webs of the latter.  In the negative space, against a background of deep wine-purple, sigils composed of various combinations of Greek crosses (looking like plus signs with their equal arms), downward-pointing arrows, squares, and pentacles are drawn in white, red, and orange.  A tin statue of an eagle landing sits atop its turret.

Friday, September 18, 2020

Gli Meccanichi di La Cosa Nostra, a GURPS Classic setting

As always, thank you to my patrons Jaina Bee, Ferny, Casey, Dave, Todd, and Darius.  They and my other patrons saw this post a week early ~ if you would like to support my writing and my streaming (and join them in seeing all of my blog posts before anyone else), you can do so on my Patreon ~ even $1/month helps a tremendous amount! 


Genre:  Anime-esque, crime story, urban fantasy, mecha, alternate history
Premise:  Mafia drama in the present day, plus mecha and ceremonial magic
Tech Level:  As with the real world of the present day, the world is a mature TL 8
Character Creation:  150 points, up to 40 points in disadvantages, up to 5 quirks; can trade points for cash (B16, B83), trade points for equipment (CI17), and use temporary wealth (CI18)
Books:  GURPS Cabal (magic system only, there is no giant conspiracy; rival organizations such as the Yakuza or Bloods might have access to different styles of magic, just as powerful), GURPS Cops (for enemies), GURPS Grimoire, GURPS High-Tech, GURPS Magic, GURPS Mecha, GURPS Modern Firepower, GURPS SWAT (for enemies), GURPS Vehicles, GURPS Vehicles Expansion 1, GURPS Vehicles Expansion 2

The Roaring Twenties were a helluva time to be a mobster.  The Anti-Saloon League had no idea the can of worms they would end up opening.

Edward S. Ellis is the first person to have described the device now known as a "mecha" in his dime novel The Steam-Man of the Prairies.  That's much earlier than the Roaring Twenties, of course, but it took until World War I's horrifying trench warfare tactics to make Johnny Brainerd's invention real.  The first true walking mecha ~ named "Mother" ~ was built by the British in 1916, and it won the war by breaking the stalemate of the trenches.

January 1920 saw the start of Prohibition, as the "Thirsty-First" Amendment and the Volstead Act kicked in.  Crime immediately skyrocketed, and the Mafia were right there in the thick of it.  Five months later, the United States government made the fateful decision to disband the Mecha Corps entirely.  Most of the remaining mecha were distributed among the infantry, with a few falling off a truck into Italian hands.

Not all the mecha that flooded the streets during Prohibition were American-made, however.  In May of 1919, the Italian government had ordered 1400 Fiat 3000 light battle meccanichi and 50 Fiat 2000 heavy battle meccanichi (in fact, the heaviest design of all mecha at the time) from the luxury automobile company Fabbrica Italiana Automobili Torino.  Only 100 of the former and 2 of the latter were delivered, as the order was cancelled when the war ended.  Two years later, FIAT workers raised the red flag of communism over their factories in a major strike.  The centrist parties who worked with the trade union Confederazione Generale del Lavoro to end the strike utterly failed to prevent Benito Mussolini's coup d'état the next year.

Waves of Italian immigrants, many of them Mafia, many of them communists, streamed to New York City.  With them came the designs for the FIAT meccanichi and even a few in various stages of completion, plucked from the waste pile at the factories they seized from the capitalist bosses.  With this brainpower, the American Mafia could now produce more meccanichi and innovate.

Which they did.  And the government didn't.  The results of this reality in an age of unprecedented illegal profit were quite predictable.

Also to our benefit was the Italian history of magical practice.  From our nonne keeping alive the old folkways to the Ancient and Primitive Rite of Memphis-Misraïm keeping alive Cagliostro's wisdom, the 1909-1910 visit of the gifted medium Eusapia Palladino, and the very contemporary writings of Arturo Reghini and Julius Evola, we had access to many secret knowledges.  Soon, our circles and our sigils adorned the meccanichi, wreathing them in powerful enchantments.  Evola's work as a mechanic and an artillerist and Reghini's mathematical genius offered the Mafia unprecedented insight in anchoring these spells into cutting edge technology.  Of course, both went on to be fundamental in the development of fascism, so fuck those guys.

Secretary of War Dwight F. Davis tried to fight the tide in 1928, but he was still a soldier at heart and no policeman.  His solution was the Experimental Mechanized Brigade, but it was disbanded after only three months.  Guess who got the benefit of its leftovers?
 
La Cosa Nostra in those days was smart.  They knew they had the freedom to flaunt their social power, but they knew the advantage the meccanichi gave them relied on them having no balance fielded by the forces of the law.  They kept the meccanichi quiet, using them in shadow and in rumor only.  Until the goddamn Mustache Petes came from Catellamare del Golfo.

Salvatore Maranzano came to this country looking to kick off a war.  His boss, Don Vito Ferro, sent him here to start one and, in February 1930, he did.  The Sicilians hadn't been, how do you say, acculturated into the mechanized Mafia of the States.  Their enthusiasm led them to make mistakes.  Visible ones.  Suddenly it wasn't just poor folks' urban legends that featured the meccanichi, but the newsreels.  Luckily for us, America was still wallowing in the depths of the Great Depression.  Frankly, Prohibition gave us the money to keep ahead of the tax-funded cops' attempts to match our armament in the streets.

Unfortunately for us, the New Deal started pumping money into police budgets the very next year after the Castellamerese War and, by the time the War rolled around, the gap had almost been closed.  Our operations were on the ropes and we were starting to scramble.  Only the newly-minted Commission and a dedication to Omertà kept us in business.

World War II saw the government essentially surrender, as they reached an agreement with the imprisoned Lucky Luciano to get a wide variety of services from the Mafia in order to defeat the Axis.  As part of this Operation Underworld, Lucky cannily negotiated to acquire upgraded designs and materials to produce more meccanichi.  Including military specs, which we could fund with the proceeds from Cuban and Vegas casinos.  Once again, the balance was in our favor and it would remain so until the Apalachin Meeting in 1957 and the Valachi trial in 1963.

As the government once again focused unbelievable amounts of effort into destroying us, the battles between our meccanichi and those of the pigs were freed entirely from the need for concealment.  The streets rang with our gunfire for three decades during which only the rise of the New Age and its magical innovations kept us alive as an outfit.  The RICO Act cost us Vegas in the 80s, but the real turning point came with the twin blows of John Gotti's trial and the fall of the Berlin Wall at the beginning of the 1990s.

Without the arms race against the Soviets, the military dumped ordinance and training into local police departments.  Finally, after 70 years of trying, the cops could match our meccanichi in the street.  Three decades of slowly losing ground has left us where we are today, a mere shadow of what we once were.

***

Each of the families of the Mafia produces its own set of meccanichi, with the Cerrito family of San Jose being one of the most prolific in doing so (and in fact, keeping current with mecha technology by intertwining themselves with the tech industry is the only thing keeping the family in existence since 2009), though the Five Families of New York, naturally enough, have the history, money, and power to pump out a good number as well.  Meccanichi are referred to by make and model, much like cars.  Like cars, specific meccanichi are often further marked by specific variations on the basic design (y'know, like the Toyota Corolla SE, the Corolla LE, etc.)

All of the weights and prices below are approximate targets, and will likely be adjusted when I actually stat out the various Mafia meccanichi.  The prices do NOT include the price of any enchantments on the meccanichi, as these tend to be after-market additions by made mages of the purchaser's crew.

  1. The DeCavalcante Soprano, a very basic human-compatible $300k 1.5-ton utility mech mostly used as a cheap status symbol among made men
  2. The Bufalino Teamster, a $400k 3.5-ton labor-style battlesuit often sold or gifted to unions as part of taking them over
  3. The Cerrito Mustache Pete, a human-compatible $500k 2-ton light battle mech intended to be flashy and ridiculous as a distraction
  4. The Colombo Soldato, a no-nonsense $600k 1.5-ton light battle battlesuit that serves as mechanical muscle for the organization
  5. The Lucchese Pentito, a $750k 2.5-ton light battle battlesuit based on police designs intended to combat the Mafia
  6. The Genovese Camorra, a $1.25m 6-ton scout mech designed to function as a lookout
  7. The Gambino Bootlegger, a human-compatible $1.5m 5-ton scout mech intended for use as a smuggling vehicle
  8. The Bonanno Gigantino, a human-compatible $1.5m 10-ton light battle mech designed to intimidate
  9. The Cerrito Omertà, a $2m 5-ton transforming scout battlesuit optimized for stealth
  10. The Colombo Tarantella, a jump-capable $2.5m 2-ton arachniform medical mech
  11. The Genovese Mano Negro, a $3m 5-ton scout/light battle transformable battlesuit designed for use by assassins
  12. The Chicago Bloody Nineteenth, a $3.5m 4.5-ton light battle mech with bombs and guns for all those times you just need someone dead and you don't care about the details
  13. The Lucchese Gaetano, a jump-capable $4m 4-ton command utility mech designed for capos to better manage their crews
  14. The Gambino Racketeer, a human-compatible $6m 2-ton utility mech marketed as an all-purpose machine to help business run more efficiently
  15. The Bonanno Maranzano, a human-compatible $6m 6-ton command light battle mech, the only mech designed for use by underbosses
  16. The Cerrito Consigliere, a flight-capable $7m 6-ton command scout battlesuit marketed to lieutenants and advisors
  17. The Chicago St. Valentine's, a $7.5m 7-ton light battle mech designed to camouflage itself for the massacre
  18. The Cerrito Godfather, a $8m 2-ton command light battle battlesuit worn by many a don and pretentious capo
  19. The Genovese Bugsy, a human-compatible $9m 5-ton command utility mech marketed to ambitious made men who want to start their own outfit
  20. The Cerrito Rispetto, a human-compatible $10m 1-ton luxury command utility mech for the don or dona that wants to impress their peers

Thursday, June 25, 2020

Alokhosiel, kuriotes vassal of Animals under Bloodsuckers under Insects, angel of Bedbugs

The concerns of Jordi, archangel of Animals, rarely coincide with those of Blandine, archangel of Dreams.  Jordi still views her with some slight suspicion, dating back 27 millennia to Heaven’s discovery that the human imagination could create sentient beings in the ethereal realm.  It took Michael himself, archangel of War, firstborn of Heaven, Guardian of the Watchtower of the South, and one of the Four Horsemen, and his words to save humanity from Jordi’s rage at their distracting abstraction.  The ethereal realm is Blandine’s domain, and she is much more fond of Homo sapiens than Jordi is.

Nonetheless, they disagree with the same archangels and, for the most part, the two just plain rarely think about the other and their works.  Rimu, the angel of Unicorns, malak of Animals in service to Dreams, is well-known among the Host as one of the rare exceptions to this detente.  A former djinn of Lust whose Redemption was sponsored by the archangel of Animals, his wings almost immediately turned black in the Light of Heaven.  Alokhosiel, however, is an even rarer example, in that they work with Blandine’s servitors and has even been rewarded by her for that work, but Alokhosiel remains firmly in the service of Jordi.

They are an old angel, serving for many millions of years beneath Atalef, the ofan angel of Bats, often possessing a species of parasites that used the winged mammals as hosts.  When human effects on the ethereal realm were discovered, Jordi sponsored Alokhosiel for the Word of Bedbugs, a 5-10 million year old branch of those parasites’ evolution that had come to haunt the beds of early humans.  Yves, archangel of Destiny, with his constant smile that is somehow both devious and indulgent, was the first to vote in favor.  The archangel of Animals tasked his choirmate with the mission of keeping humans awake and thereby limiting their ability to effect the ethereal realm by their dreams.  A mission Jordi never officially rescinded, though only a couple millennia later everything changed when the Eden Experiment failed and Lucifer rebelled.  That was 22,625 p.e.v.

Lilith threw open the gates of Hell in 15,000 p.e.v., kicking off the War with her undeniable statement that Freedom is to be first among all values.  Alokhosiel took it upon themself to reinterpret Jordi’s wishes into the fight against this new enemy.  They learned the Songs of Dreams and began to protect the sentient apes for whom they had begun to develop a fondness from the demons who would harm them while they slept, in either the corporeal realm where their regenerative rest left them vulnerable or the ethereal realm where human thought and belief were the prize to be won as angels and demons fought.

This is the work Alokhosiel continues to do to this day, and Blandine herself has noticed.  She considered approaching Jordi to bring the kuriotes into her service, but as the inventor of love and once the embodiment of Hope, she didn’t need to consult with Lang (mercurian of Destiny and angel of Foresight) to know that such an ask would not go over well.  Nonetheless, she has rewarded Alokhosiel with a rite and a couple of attunements, even as Jordi has promoted them to the rank of Vassal.  As a Vassal, they are in loose command of eight or so unranked angels, mostly other kuriotes.  An ofan by the name of Cimex serves to keep Alokhosiel in contact with their old friend Atelef, and Pishpesh (a malak) has seized the chance to ambush demons unexpectedly by serving the angel of Bedbugs.  A mercurian of Dreams in service to Animals who is known as Vants ferries messages between Blandine and Alokhosiel.

Corporeal  2  //  Strength  6  Agility  2  //  18 Body Hits
Ethereal  4  //  Intelligence  10  Precision  6  //  40 Mind Hits
Celestial  3  //  Will  6  Perception  2  //  18 Soul Hits
Word-Forces  4
Skills:  Climbing/2=4, Escape/2=8, Fighting/1=7 or 11 or 7, Move Silently/4=6
Songs:  Banishing (Corporeal/3=5), Draining (Corporeal/3=5), Dreams (Corporeal/3=5, Ethereal/2=6, Celestial/1=4), Entropy (Ethereal/1=5), Form (Ethereal/2=6), Numinous Corpus (Fangs/1=3, Plates/3=5), Revulsion (Ethereal/3=7), Sleep (Corporeal/4=6)
Attunements:  Angel of Bedbugs*, Angel of Bloodsuckers**, Angel of Insects***, Call of the Wild, Dream Joining, Kuriotes of Animals, Kuriotes of Dreams, Ofan of Animals, Vassal of Animals
Rites:  Drink a pint of blood; Rescue an animal endangered by man's works or man's carelessness; Spend 1 hour among a crowd of at least 300 beings who are all aware of each other; Spend 2 hours in a place where you are actively not desired; Spend 8 hours successfully protecting a sleeper from active forces of danger (+2 Essence); Spend 8 hours with no trace of civilization in sight; Live in a city for one full day as an animal, without spending Essence
Dissonance:  Being swayed by the concerns of human society, its rules, or its expectations; Value human life over animal life; Kill sloppily or with torture.
*  Angel of Bedbugs:  Whenever someone with this attunement spends Essence to improve a Move Silently roll, they also reduce their shortest dimension (depth for most humans) by one-half per point of Essence spent.  For example, if Alokhosiel (inhabiting a human body measuring 10 inches from nose to back of head) spent 3 Essence to raise the target of their Move Silently roll to 9, the body of the human they're possessing would be reduced by 7/8 to 1.25 inches, allowing them to squeeze into much smaller cracks.
**  Angel of Bloodsuckers:  If someone with this attunement successfully hits with a melee attack without being noticed, they reduce the amount of disturbance caused by the number of ranks they have in the Move Silently skill (but at least by 1).
***  Angel of Insects:  Someone with this attunement may add their Corporeal Forces to any Climbing roll or roll to hold onto, hang from, or balance on a surface.  Including things like hanging upside down from the ceiling.

Converting Alokhosiel to GURPS In Nomine require some diversion from strictly following the procedure given in GIN, because GIN has a mechanical tool that In Nomine itself does not: the Extra Mind Hits advantage.  That direct conversion method from the book resulted in Alokhosiel being smarter than any mortal human alive, possibly ever (IQ 22), which was over-the-top on its own, but that also resulted in them having virtuoso levels of ability in every Song they possessed.  My solution was to start from that strict conversion and then to reduce Alokhosiel's IQ to reasonable levels while increasing their levels of Extra Mind Hits to compensate.  After all, the reason I gave them such a high Intelligence in IN was to model that famous bedbug hardiness in their realm of focus.

ST 14 [0]; DX 6 [-70]; IQ 16 [20]; HT 14 [0]
Advantages:  Angel of Bedbugs* [60]; Angel of Bloodsuckers** [20]; Angel of Insects*** [10]; Call of the Wild [20]; Celestial Racial Template [390]; Dream Joining☧ [15]; Extra Mind Hits +9 [22.5]; Kuriotes [175]; Kuriotes of Animals [75]; Kuriotes of Dreams [5]; Ofan of Animals [47]; Power Investiture (Celestial) 3 [0]; Power Investiture (Corporeal) 2 [0]; Power Investiture (Ethereal) 4 [0]; Power Investiture (Word)🔯 4 [12]; Rite: Drink a pint of blood [2]; Rite: Spend 1 hour among a crowd of at least 300 beings who are all aware of each other [2]; Rite: Spend 2 hours in a place where you are actively not desired [2]; Rite: Spend 8 hours successfully protecting a sleeper from active forces of danger (+2 Essence) [4]; Vassal of Animals [15]
Disadvantages:  Distractible [-1]; Reduced Alertness -16 [-80]; Reduced Manual Dexterity -4 [-12]; Servitor of Jordi [-16]; Short Attention Span [-10]; Weak Will -8 [-64]
Skills:  Brawling (P/E) DX-1 [1/2]-5; Climbing (P/A) DX-1 [1]-5; Escape (P/H) DX+2 [16]-8; Stealth (P/A) DX+1 [4]-7
Songs:  Banishing (Corporeal) (M/VH) IQ+Corp [4]-13 or 18; Draining (Corporeal) (M/VH) IQ+Corp [4]-13 or 18; Dreams (Celestial) (M/VH) IQ+Cel-2 [1]-13 or 18; Dreams (Corporeal) (M/VH) IQ+Corp [4]-13 or 18; Dreams (Ethereal) (M/VH) IQ+Eth-1 [2]-14 or 19; Entropy (Ethereal) (M/VH) IQ+Eth-2 [1]-13 or 18; Form (Ethereal) (M/VH) IQ+Eth-1 [2]-14 or 19; Numinous Corpus (Fangs) (M/VH) IQ+Corp-2 [1]-11 or 16; Numinous Corpus (Plates) (M/VH) IQ+Corp [4]-13 or 18; Revulsion (Ethereal) (M/VH) IQ+Eth [4]-15 or 20; Sleep (Corporeal) (M/VH) IQ+Corp+1 [8]-14 or 19
Attributes -50 + Advantages 876.5 + Disadvantages -183 + Skills 21.5 + Songs 35 = 700 points
*  As a relatively quick and rough conversion of the attunement described above, treat this as the Shrinking advantage, with the -60% limitation that it only affects the one dimension, the -15% limitation that it costs a variable amount of Essence, and the +30% enhancement that the user retains their usual hit points.  That's a total of -45% to the cost of Shrinking.  Technically, 9 levels should be purchased, which would cost 225 points, but it is highly unlikely that Alokhosiel would ever want to spend 5 Essence to shrink a human to a depth of 0.5 mm.  While that would still be possible, I've set the cost to the equivalent of 5 levels, plus 5 points to cover the permanent link between this power and spending Essence on Stealth rolls.
**  If someone with this attunement successfully hits with a melee attack without being noticed, they reduce the amount of disturbance caused by the amount by which their Stealth skill is larger than their DX-3 (so in Alokhosiel's case, by 4).
***  Someone with this attunement adds their Corporeal Power to any Climbing roll or roll to hold onto, hang from, or balance on a surface.  Including hanging upside down from the ceiling.
☧  This attunement is used to merge the dreamscapes of two separate dreamers, so that they “meet” one another in their dreams. It requires 2 Essence. Both dreamscapes must be active and occupied, and in the same part of the Marches (within what passes for “line of sight” in the ethereal realm). Once two dreamers are joined, the dreams also join, and support one another. If one of the dreamers fails a skill roll by 6 or more, the dream will not automatically slide into the realm of Nightmare unless the other dreamer does so, too. And if the first dreamer makes any successful skill roll before that happens, the “nightmare slip” is nullified entirely, and both dreamers once again have “clean slates” until another skill roll fails by 6 or more. However, it is equally difficult to slip out of Beleth’s grasp once in it . . . if a merged dreamscape passes into the darker side of the Marches, it takes two successes, both by 6 or more, for an automatic journey back. A merged dreamscape contains elements of the psyche of both dreamers, and the dreamers are both “along for the ride” together. If either dreamer wakes up, the merge is gently broken, and the two dreamscapes drift apart again.
🔯  3 points/level:  Every level of this advantage allows you to store and spend one extra point of Essence; this can allow you to exceed the usual 2/3 HT limit.  It also grants a +1 bonus on aging rolls made as a result of your Soul Hits going to 0 or less.

In In Nomine, Alokhosiel is relatively weak.  Without their Word and the rites and attunements of their intermediate superiors (the angels of Bloodsuckers and Insects), they're really not much more powerful than a starting angelic PC.  They thus lends themself both to serving as the immediate superior or mentor of an appropriate PC (probably one of Animals or of Dreams, obviously), as well as to storylines emphasizing one of my favoritestest themes in all of In Nomine ~ that the existence of the Divine elevates every tiniest bit of the world, no matter how small, to the greatest level of significance, and that the struggle between Fate and Destiny draws attention to that significance where otherwise it can easily be forgot.

GURPS, on the other hand, as it always will with kuriotates, stresses just how ungodly (ha!) powerful they are.  I mean seriously, the absolute minimum point total for a kuriotes is 693 points, and for a kuriotes of Animals its 698.  This puts them, by default, at significantly higher than the standard GURPS Supers starting level and about equal to a black op from GURPS Black Ops.  Here, the theme might be that even the weakest of angels stands far superior to humanity and that danger can come from any crack or crevasse.  It can be an object lesson in human pride and arrogance, if the spirit behind such seemingly miniscule, weak beings as bedbugs stands equal to the most ridiculously talented, highly trained ubermenschen that the human species can produce.  Alokhosiel, thus, works well as either an ally or an enemy of a black ops team getting involved in matters way over even their elevated heads.  It's a little grittier than I think most GURPS Black Ops games would play, but I think it fits strongly into the setting from all three of GURPS Black Ops's genre inspirations: neo-noir, cosmic espionage, and Men in Black.