Sloth-Man and Cheetah-Girl!

Ethereal Detectives

 

Sloth-Man

Corporeal Forces: 0              Strength: 0                 Agility: 0

Ethereal Forces: 4                 Intelligence: 8           Precision: 8

Celestial Forces: 3                Will: 6                        Perception: 6

 

Elements: Information  (Perspective) (primary); Society (Culture) (secondary)

 

Affinities: Divination (Strong); Deception (Moderate)

 

Skills: Area Knowledge/4 (August Prosperity Collective), Artistry/1 (piano), Detect Lies/4, Dreaming/1, Emote/4, Knowledge (Criminology/6, Psychology/6), Language (English/3 [native], Helltongue/1, Japanese/3), Savoir-Faire/4, Survival/1 (The Marches)

 

Songs: Charm (Ethereal/3), Entropy (Celestial/3), Draining (Celestial/1), Opening (Ethereal/1), Truth (Corporeal/1, Ethereal/1)

 

Dread: Misunderstanding something important/4 (12 pt)

 

Image:  An anthropomorphic cartoon sloth wearing a deerstalker cap, a somewhat oriental-looking bathrobe and fuzzy slippers.

 

Cheetah-Girl

Corporeal Forces: 1              Strength: 2                 Agility: 2

Ethereal Forces: 3                 Intelligence: 6           Precision: 6

Celestial Forces: 3                Will: 6                        Perception: 6

+2 Charisma

 

Elements: Information (News) (primary); Struggle (The Hunt) (secondary)

 

Affinities: Puissance (Club) (Strong); Divination (Moderate)

 

Skills: Area Knowledge (August Prosperity Collective/2, the Marches/3), Detect Lies/1, Dodge/2, Dreaming/3, Emote/1, Fighting/3, Language (English/3 [native], Helltongue/3, Japanese/1), Large Weapon/3 (Club), Move Silently/2, Savoir-Faire/1, Seduction/2, Survival/4 (The Marches), Tracking/1

 

Songs: Draining (Celestial/1), Entropy (Celestial/1), Memory (Ethereal/2), Might (Ethereal/3)

 

Dread: Forgetting something important/2 (6pt)

 

Image: An anthropomorphic (and unambiguously female) cartoon cheetah in running shoes and tracksuit.

 

 

They don't have very many choices.  Try to remember that.

 

It's not easy to be ethereals formed from popular culture (in this case, a successful American animated television show from the late 1970s - one that only exists in the In Nomine universe, so don't go looking).  When the first rush of belief is over, and you can start to feel the Essence start to ever so slightly slip away, the question of what you'll do to survive stops being academic and starts becoming terrifyingly important.  You start looking for options - and if you haven't learned the difference between what you want to do and what you have to do, well, you learn fast, or die.

 

Joining up with the August Prosperity Collective wasn't a pleasant decision - but it was the only one going at the time.  The Collective was willing enough to let Sloth-Man and Cheetah-Girl take a place at the table, subject to a few conditions.  Like serving Hell; specifically, Nybbas and his charming quest to drive all of humanity's leisure activities down to the lowest common denominator.  It was a harsh and cruel condition... but they swallowed it, to their quiet shame.  Many entities aligned with the forces of Good pretty much stop caring about Sloth-Man and Cheetah-Girl's motivations at this point, and the ethereals honestly can't blame them much for it.

 

The other major condition was that the two ethereals use their abilities for their new masters.  In the original animated show, the two were detectives: Cheetah-Girl would go out and investigate crimes and Sloth-Man would solve them with his superior brainpower (yes, very Nero Wolfe of them; when you're going to steal, steal from the masters).  This hasn't changed: they still go out and solve mysteries... for the Collective, and ultimately for Hell.  The horrid bit is that they are good at it, and not entirely because they're being essentially coerced.  One of the tragedies of being an ethereal is that it feels good to do the things associated with your elements: if you are the sort of entity designed to solve puzzles and mysteries, there's a certain joy in solving them, even if solving them would aid someone else whom you despise.

 

There's also the minor point that the time that the two solve mysteries is time not spent by, say, Sloth-Man ferreting out spies and informants, or Cheetah-Girl 'entertaining' lucky demons or Hellsworn with certain tastes.  The work is salvation; the work is betrayal.  The work is the work.

 

They try not to think about what they once were: cheerful, sappy, ready to solve everyone's problems in twenty-two and a half minutes.  Sure, they can project those emotions - you don't last long working for Nybbas without giving him exactly what he expects of you - and on those rare occasions where they can act according to their original natures, they will, with a pathetic eagerness.  But they get the chance less often than they do to show mercy in their investigations.  When they can do that, they do... but each is the hostage of the other, which means that risks that seem acceptable when applied to one seem much less so when applied to two.

 

Believe them: they have no choice at all.  Heaven is closed to them.  The other ethereal pantheons either hate the modern spirits that have supplanted their worship, or are incapable of withstanding the might of Heaven and Hell.  This is the only choice besides a lingering death.  There are no other options, much as either would wish for it.  Much as either have looked for one, in those few moments stolen from degrading work and even more degrading service.  There is no other way.

 

What?

 

No.  The Grail is a pretty myth, but it is lost, and will not be found.

 

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