The following constitutes a suggested set of translations, conversions, and
point values for the new game concepts presented in the Ethereal Player's
Guide, for the use of GURPS: In Nomine players. This is not a full-text
conversion -- the translations assume the reader owns the Guide.
General Fixes
Some concepts are translated consistently between In Nomine and GURPS: In
Nomine. To avoid repetition, they are listed here and hold unless otherwise
noted for a specific object.
For "Forces," read "Power Investiture". For "CD" (which stands for "Check
Digit"), read "degree of success (min. 1)" for numerical calculations; while
if an ability has different effects at different check digits, use the
CD-to-degree-of-success table on G:IN p. 210. ("A CD of 6" is generally
equivalent to a critical success or failure.)
A "target number" is the skill level or effective attribute of the moment
-- whatever the player is to roll against. When a mechanic requires the
level at which the singer knows a Song or other skill, use the table given
on p. 206 to convert the GURPS points invested to an effective skill level.
For every 4 points over 16 invested, add another level of skill knowledge,
although some Songs and other abilities may only operate up to a maximum of
six levels.
Battle mechanics are different between GURPS and In Nomine, but
translations which preserve the spirit of the statistics are roughly these:
for Protection, read "DR"; for Power, give that bonus to the damage type;
and for Accuracy, use as a modifier to hit. For attributes, after
converting as per G:IN p. 205, Strength is read as ST; Agility, DX;
Intelligence, IQ; for Precision, use DX modified by levels of such things
as Manual Dexterity or Klutziness; and Will and Perception are as normal.
Many Songs have mechanics-specific changes; there is a separate translation
file for these.
Finally, it is suggested that GURPS: In Nomine supersede the Ethereal
Player's Guide with respect to mechanical issues that are directly
addressed there; in particular, Trauma is substantially gentler for
ethereals there than in the EPG.
A word on two abilities: godhood, and mastery of a Domain, are high-level
Advantages that are best quantified within the context of a particular game.
Example: Housecat Vessel
Advantages: Acute Hearing +4 [8], Acute Taste/Smell +4 [8], Alertness +5 [25], Attractive Appearance [5], Catfall [10], Claws [15], Combat Reflexes [15], Decreased Life Support [10], Discriminatory Smell [15], Double-Jointed [5], Enhanced Move x1/2 [5], Faz Sense [10], Four Legs [5], Night Vision [10], Perfect Balance [15], Sharp Teeth [5], Ultrahearing [5]. Disadvantages: Color Blindness [-10], Disturbing Voice [-10], Horizontal [-10], Inconvenient Size [-15], No Fine Manipulators [-30], Short Arms [-10], Social Stigma (valuable property)[-10] Natural Skills: Acrobatics at DX [4], Jumping at DX [1], Stealth at DX+2 [8], Climbing at DX (+3 climbing up, -3 climbing down) [2] Total points: 171 in Advantages - 95 in Disadvantages + 15 in natural skills = 91 points, so an Essence Cache for a cat Vessel (at least, one complete with the heightened senses and natural skills above) would need to have space for 91 Essence, and would cost 91 points. |
Back to the INC Mainpage.
Back to the Resources page.
Send mail to the Curator