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04-11-2011, 02:32 PM | #1 |
Join Date: Dec 2007
Location: Brooklyn, NY
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Building In Nomine Abilities in GURPS 4e
Familiarity with In Nomine is required to be much use in this thread, but that doesn't mean that anyone with a good, healthy, crunchy knowledge of GURPS 4e rules can't chime in with suggestions!
This thread is for people who find the exercise of discussing and building powers and templates from fiction and other game systems using GURPS 4e's rules to be fun. It hopefully will be the go-to thread for GMs and players that want to see quality GURPS 4e conversions of In Nomine celestials and their abilities, whether to play a full-on In Nomine game using the GURPS system, to inject some In Nomine into an existing game, or just to see if some of the cool powers and templates could be fun and useful to add into their entirely non-IN games. This thread is not the "Unofficial GURPS In Nomine for 4ed thread". That thread (which is in the In Nomine - not GURPS - forum) was about trying to try to discuss and "write" a hypothetical future official GURPS: In Nomine for GURPS 4th Edition as a crowd-sourcing effort (initiated by players and not by SJG). It's 48 pages (at the time of this posting), with some good ideas, but mostly filled with arguments about which way is "best" or "right", differences in opinion regarding the philosophy of the project ("we convert entirely from scratch using GURPS 4ed" or "we convert the previous conversion, changing as little as possible"), and discussions concerning whether certain ways of doing things would be frowned upon by the Line Editor due to complexity or potentially confusing price structures if any of what was built would even ever be considered for a hypothetical revised GURPS:IN edition (that for all we know might never see the light of day). I'm trying to change that thread's direction, with new rules and more focus. On the other hand, it doesn't get nearly the traffic and eyeballs as the GURPS forum, and those it does may not know much about GURPS and its rules. For this reason, I'm creating this thread in addition to the other one. I'm happy to take it upon myself to do the job of cross-posting power and template builds to both threads. I think doing it this way will produce faster and better results. I would like to propose some guidelines from the outset:
There'll almost certainly be more guidelines to add to that list over time, but I think that pretty much is it for now. If you can think of any, please suggest them! It's important that this be a thread approached with compromise, open-mindedness, and camaraderie. And remember, we're not trying to crowd-source the writing of the next G:IN (that way leads to madness, as well as a 40+ page thread that mostly doesn't go anywhere), we're getting together to build IN powers and templates and have fun. Also, again, yes, there is a similar (and active) thread in the In Nomine forum. I will do the job of cross-posting builds in both places. I'm doing this because you can't have a thread that exists in two forums at once, and I don't want to exclude the smaller but predominantly IN group nor do I want to lose out on the far larger audience the GURPS forum has.
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-JC |
04-11-2011, 02:34 PM | #2 |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Building In Nomine Abilities in GURPS 4e
I'll start!
I think I've captured the Shedim resonance. Let me know what you think. My thought is that my next step is to do a couple of specific Demon Prince "enhancements" to the Shedim resonance next, and then do Kyriotates (since they're not as straightforward as all that). Standard Shedim ResonanceNote that I decided against basing this on Possession. GURPS Possession is complete and total control over the target, with no mechanic to allow for Quick Contests of Wills in the face of forcing the subject to go against his principles (including making him do something that could kill him). It also isn't kind to possessing entities that are inside the body when it dies (a Shedite gets a point of dissonance but more or less can shrug off the host dying). And, finally, Possession leaves the victim with no memory - you may have ruined their lives, but you haven't corrupted them, only deeply confused them. So a build with Mind Control and Permeation (Flesh) seemed best. Further note that I didn't add in a power modifier (I wasn't sure what we were doing with that), and also didn't consider adding things like Low or No Signature (again, didn't know what we were doing about that, whether we were using expanded Low and No Signature rules in Powers and Psionic Powers, and also in light of Symphonic disturbances which would be the signatures of certain abilities I assume). Finally, some of the things that the In Nomine check digit did are not included and again, I wasn't exactly sure what we were doing with that (probably tying to margin of success or failure in GURPS, but applying that to ongoing attempts to use the abilities and also to modify durations seemed... complicated). I'm hoping for feedback, constructive criticism, corrections where there are errors, suggestions, etc. on the above build. And as I said, next stop, a couple of Shedite Band Attunements, for Malphas and Saminga. And then Kyriotates.
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-JC |
04-11-2011, 03:01 PM | #3 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Building In Nomine Abilities in GURPS 4e
I suspect that trying to balance this stuff finely against "normal" GURPS may not be worth the effort. So setting-specific conventions may be quite broad. With that in mind, I'd like to propose the power modifier "celestial powers", which is worth the usual -10%.
It also means that the normal "visible" effects of powers become Disturbance. That means that normal people and animals won't notice, but celestials, Soldiers, Saints, undead and so on (the main actors in IN) can notice them at some distance, and without needing line-of-sight/hearing, or anything else apart from being conscious. |
04-11-2011, 03:45 PM | #4 | |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Building In Nomine Abilities in GURPS 4e
Quote:
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-JC |
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04-11-2011, 03:57 PM | #5 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Building In Nomine Abilities in GURPS 4e
I'd define each of the Forces as a Focus for the same Source; so there'd actually be 3 different PMs. This lets you use Power Talents in place of Force levels for Songs and so on.
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04-11-2011, 04:07 PM | #6 | |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Building In Nomine Abilities in GURPS 4e
Quote:
In either case, though, I think it makes sense to add to the Power Modifier(s), now that I think about it, that their powers can only be fueled by essence (an ER) for -5%. I never see IN characters getting fatigued using their abilities. They're clearly not spending FP, it's essence. I'd also propose that whatever is used as the model for doing Forces (Power Investiture levels, or levels of Power Talent) gets bundled within its price a point of essence (Slow Recharge, 1/day, -60%). This keeps them tied together as they are in IN. And Kyriotates would have to buy Forces (however they're built) bundled with levels of Compartmentalized Mind. EDIT: One thing to note though - we need to keep in mind that there is such a thing as Word Forces that Word-bound celestials have. Not sure how that fits in with stuff. Also, can power modifiers be nested? Because we could have a PM for each realm (Cel, Eth, Cor), but it'd be useful, I think, if they all had built into them a super-PM, which I'm going to call Symphonic.
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-JC Last edited by JCurwen3; 04-11-2011 at 04:11 PM. Reason: Remembered Word Forces, and also suggested nested PMs. |
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04-11-2011, 03:58 PM | #7 |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Building In Nomine Abilities in GURPS 4e
I would like to propose that wherever we use Low and No Signature, that we use the expanded rules on p. P103 and Psionic Powers, p. 20.
Basically, there are two kinds of signatures:
Low Signature is the term used up to -6 (+15%), and No Signature is the term used thereafter, at the +20% and +25% levels. These terms are for "real world" mundane signatures. Low Psychic Signature and No Psychic Signature are terms used for Disturbances, as per Psionic Powers. I think this is important considering the importance of Disturbance (power signatures) in IN.
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-JC |
Tags |
conversion, gurps, gurps in nomine, in nomine, permeation (flesh), possession |
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