05-10-2018, 11:25 AM | #1 |
Join Date: Mar 2010
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GURPS In Nomine
I absolutely love In Nomine the RPG.
I was thinking about trying the GURPS version - just was curious how it compares.... Thanks! |
05-10-2018, 06:31 PM | #2 |
Join Date: Sep 2007
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Re: GURPS In Nomine
Just to be sure, you noticed the In Nomine forum, yes? Asking about the GURPS version isn't out of place here, but you might also get some good responses there.
I have the GURPS version (or at least the first book), but I haven't actually played in a game. (Not the sort of thing my group usually wants to do.) So it's hard to compare to the original (which I don't have). Got to love the d666 roll for color, though. |
05-10-2018, 06:36 PM | #3 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS In Nomine
I'm the same I have both but never played either so dont feel qualified to compare or answer your question.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
05-10-2018, 06:38 PM | #4 |
Join Date: Jun 2006
Location: On the road again...
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Re: GURPS In Nomine
The key point as far as GURPS is concerned is that GURPS In Nomine is for GURPS 3e, meaning some translations in templates and power-ups are needed for 4e play.
I have it buried in storage, so I can't be of more help, sorry.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
05-10-2018, 07:34 PM | #5 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS In Nomine
If I were to do a Fourth Edition conversion (and its on my list) I would ho with a full powers based version where Third Edition went with a mix.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
05-10-2018, 09:28 PM | #6 |
Join Date: Sep 2004
Location: Upper Peninsula of Michigan
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Re: GURPS In Nomine
I GM'ed two extensive campaigns of GURPS In Nomine. Both were a little odd -- one was human-centric, and one was Marches-centric. However, both campaigns lasted several years, which is a pretty good run I think.
Overall the system worked pretty well in my opinion. I should have let the humans power up to Soldiers faster; the 45-point package is a big hurdle to overcome if they're slogging their way through regular adventuring point gain from mundanes. Starting Soldiers should be fine -- and they're considerably more survivable in GURPS In Nomine than in regular IN. Marches combat ended up needing to be tweaked a bit; considering that Ethereal Charm is irresistible, the first opponent to land one is basically done (don't travel alone if you expect Marches combat), and the unconsciousness mechanic was downshifted so that it was immediate rather than hanging around repeatedly passing rolls while at 0 Mind Hits. However, Marches combat is a pretty corner case in most campaigns. That's all I can remember off the top of my head. I wouldn't even sweat the conversion to 4e too much; the points are probably still pretty reasonable for most stuff, and the template costs of the stats for celestials can just get buried in the racial templates. |
05-11-2018, 12:06 AM | #7 |
Join Date: Aug 2004
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Re: GURPS In Nomine
GIN was one of the games that lead me to formulate my signature: two characters who were considered roughly comparable to each other in IN ended up with wildly different point totals in GIN — so much so that GIN basically waived the cost of Choir/Band, the two biggest offenders against point balance. But it didn't stop there: Songs, Attunements, Superiors, the Ethereal and Celestial templates… everything had point costs all over the place.
What I'd probably do today would be to waive the point costs for all supernatural traits and just use the In Nomine system to determine their initial allotment and later advancement, but translate them into GURPS terms for use in the game. I'd then supplement that with 100 character points to spend on “mundane” character traits (mostly Attributes and Skills, but also a few Advantages) per the usual rules for GURPS, adjusted up or down based on how experienced the character is supposed to be. There would be a few caveats, like making sure that Attribute and Advantage expenditures remain roughly in line with one's Forces configuration (say, by establishing mandatory spending based on what your Forces are); but for the most part, I'd go with a strict divide in that mundane traits would be bought and earned via character points while supernatural traits would be determined and advanced per In Nomine's system. Anyway, one thing that GIN introduced to GURPS is what became the Possession advantage. |
05-11-2018, 08:19 PM | #8 | |
Join Date: Apr 2005
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Re: GURPS In Nomine
Quote:
http://moelane.com/wp-content/upload...oogle-Docs.pdf http://moelane.com/2017/10/04/in-nom...-in-nomine-4e/ |
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05-12-2018, 12:14 AM | #9 |
Join Date: Sep 2004
Location: Upper Peninsula of Michigan
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Re: GURPS In Nomine
Moe! Holy crap man, it's been four years since you last posted. Good to see you're still kicking. How are things?
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05-12-2018, 12:18 AM | #10 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS In Nomine
Quote:
I also went with +4 to Basic Attributes, my current form advantages are... Advantages: Spirit [276]; Detect Spirits [10]; Hard to Subdue 5 [10]; Healing (Faith Healing, +20%) [36]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, No Vitals) [10]; Magic Resistance 4 (Improved, +150%) [20]; Name Hearing [1]; Protected Hearing [5]; Protected Power [5]; Protected Vision [5]; Regeneration (Regular) [25]; Social Regard 4 (Feared) [20]; Summon Servants (Ally Group, Built on 50%; 12 or less; Summonable, +100%) [8]; Temperature Tolerance 10 (5/5) [10]; Unfazeable [15]; Unkillable 3 [150]. I went with a powers based rather than your Power Investiture based method for their abilities and my version is more expensive.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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