FUDGE IN NOMINE

By David Edelstein

FUDGE is an excellent "freeware" roleplaying game by Grey Ghost Games. In Nomine is an excellent game about angels and demons by Steve Jackson Games. I am a freelance writer and editor for SJG who has written many In Nomine supplements, in whole or in part. While I rather like the In Nomine system, it does have its flaws, and I'm also very fond of FUDGE. So, here is my FUDGE translation of In Nomine.

I have not attempted to translate every detail of In Nomine; that would take too much space. To use these rules, you will need at least a basic familiarity with both In Nomine and Fudge, so you can fill in details yourself. I have also not tried to provide exact conversions. For example, one particular Resource might cost 10 character points while another costs 5 in In Nomine, but in Fudge I might have made the first one cost 3 Gifts while the second costs 2 Gifts. As in any conversion between game systems, you will find that in some cases, a character will "benefit" by conversion to Fudge, and in other cases might "lose" something. I placed a higher priority on taking advantage of Fudge's simpler mechanics and capturing the spirit and feel of Fudge rules than I did on trying to construct a precise translation that maintains exactly the same "balance."

(As a general rule, I treated 1 Gift as being roughly equivalent to 3 character points in In Nomine. But I used that only as an approximate guideline, not as a formula to be followed strictly.)

The net effect of these rules is that many actions (such as resonances and Songs) are more reliable, particularly at the high end, but it's more difficult to generate high check digit effects. Humans will also be a little more competent and not quite so overpowered by celestials.

References to rules are noted as "IN, p. xx," when referring to a page in the In Nomine rulebook, or "Fudge 0.00" (i.e., Fudge 1.6, 4.22, etc.) when referring to a section of the Fudge rules. The rules below are organized in such a way as to correspond to the appropriate section of the Fudge rules.

You may also download these rules as a zipped file in Rich Text Format.

Other Fudge -- In Nomine Conversions

Robert Knop has his own FUDGE In Nomine page, with a very different approach than mine.

Patrick O'Duffy (e-mail: redfern@thehub.com.au has also written a Fudge-In Nomine conversion. We took different approaches in many respects. He's given me permission to make his file available here also.


TABLE OF CONTENTS


1.0 CHARACTER CREATION

I prefer Fudge's Objective Character Creation system (Fudge 1.6), but you can make a Fudge In Nomine character using Subjective Character Creation (Fudge 1.5) as well. I will give guidelines for using either system.

1.3 CHARACTER TRAITS

Fudge character creation involves assigning Traits, consisting of Attributes, Skills, Gifts, Faults, and Supernormal Powers. In Nomine characters have Forces, Characteristics, and Resources; the latter consist of Skills, Songs, Advantages, Attunements, Roles, Vessels, Artifacts, and Servants. Celestials may also have Discord, while humans have Disadvantages.

Below is a summary of how In Nomine Resources are treated in Fudge. Details are found in the appropriate section.

In Nomine ResourceFudge Trait
Forces
Characteristics
Skill
Advantage
Artifact
Attunement
Distinction
Resonance
Rite
Role
Servant
Song
Vessel
Word
Discord
Disadvantage
Attribute
Attribute (dependent)
Skill
Gift
Gift
Supernormal Power
Supernormal Power (special)
Supernormal Power (special)
Gift
Gift
Gift
Gift
Gift
Supernormal Power (special)
Fault
Fault

1.31 ATTRIBUTES

There are three attributes, known as Forces: Corporeal Forces, Ethereal Forces, and Celestial Forces. Each Force has two characteristics (dependent attributes) associated with it:

AttributeCharacteristics
Corporeal ForcesStrength
Agility
Ethereal ForcesIntelligence
Precision
Celestial ForcesWill
Perception

Forces are rated on the standard Fudge scale. The default for all characteristics is the level of its associated Force. You may raise one of the two characteristics dependent on a Force, by lowering its paired characteristic by the same number of levels. No attribute or characteristic can go below Terrible, nor can either rise above Superb. (Legendary attributes and characteristics are restricted to Superiors.)

Example: A human has Fair Corporeal Forces, which means he has a Fair Strength and Agility by default. He may raise his Strength to Good by lowering his Agility to Mediocre. He could have a Great Strength by lowering his Agility to Terrible.

Note that In Nomine is centered on a celestial scale, so the values below reflect a celestial standard. Fair is average for a celestial, but humans will average Poor to Mediocre; they are poor to mediocre compared to celestials.

Note also that for some purposes (such as Essence capacity), it will be necessary to keep track of a character's total Forces. This means recording the numerical In Nomine equivalent. I.e., someone with Poor Corporeal Forces and Mediocre Ethereal and Celestial Forces has 5 total Forces.

1.31.1 In Nomine – Fudge Attribute Conversions
Forces/Levels * Characteristics
In NomineFudgeIn NomineFudge
0Terrible (-3)0Terrible (-1)
1Poor (-2)1-2Poor (-2)
2Mediocre (-1)3-4Mediocre (-3)
3Fair (+0)5-6Fair (+0)
4Good (+1)7-8Good (+1)
5Great (+2)9-10Great (+2)
6Superb (+3)11-12Superb (+3)
* This table may also be used as a general-purpose conversion table for any 1-6 In Nomine range that must be converted to the Fudge scale.

1.31.2 Inverted Target Table

Sometimes the target of an action is based on another attribute or value, where the higher the value, the easier the action (such as when your target to perceive someone's celestial form is equal to his Celestial Forces, or when the check digit of a Song is your target for some other action). For such situations, use the following table:

Compared ValueCheck DigitFudge Target
Terrible1Superb
Poor2Great
Mediocre3Good
Fair4Fair
Good5Mediocre
Great6Poor
Superb7Terrible

1.315 CHARACTER TYPES

For In Nomine purposes, there are several "races" of characters, and Forces are strongly tied to one's race. The table below shows the default for each character type's Forces in all three realms. These are the starting values for any such being of that type. (See 2.3 Character Types for more character creation information.)

"Race"Default Forces
Mortal
Undead
Saint
Spirit (Celestial or Ethereal)
Celestial
Poor
Poor
Mediocre
Terrible
Mediocre

How many Forces a character actually has depends on his character type, and whether you use objective or subjective character creation. For objective character creation, the GM should grant a certain number of free levels which a character can use to raise his attributes above the default; recommended levels are given below for each character type. For subjective character creation, the GM may allow the player to simply choose his attribute levels, with restrictions as noted below.

Note that the free levels are recommendations for player characters, or notable NPCs. They do not reflect either the minimum or maximum total Forces that a character of that type might conceivably have.

Character typeFree LevelsRestrictions
HumansMaximum for Forces and characteristics is Great. Minimum for Forces is Poor, except for humans who are severely disabled (or young).
Mortals
Mundane2
Soldier3
Sorcerer3
Undead
Zombi1Celestial Forces default at Terrible, and cannot be raised; Corporeal Forces default at Mediocre
Vampire2
Mummy3
Saint1
SpiritsThese vary widely; weak spirits may have Terrible Forces in all three realms, while infernal spirits become demons at 7 Forces, and relievers become angels at 9 Forces. The GM may permit any values within this range.
Demonling3
Imp, Gremlin5
Reliever6
Ethereal6
CelestialsMinimum for Forces is Poor.
Angel3
Demon3
Outcast3
Renegade3
Remnant1Celestial Forces default to Terrible and may not be raised. (Do not raise other Forces to compensate!)

1.32 SKILLS

Skills may be purchased and applied using standard Fudge rules (Fudge 1.32 and 1.62), and whatever level of skill depth the GM desires. If translating skills directly from In Nomine, In Nomine skills are moderately broad (Fudge 1.62), and using Objective Character Creation, 30 free skill levels would be an appropriate starting amount for player characters. (The GM might wish to give humans an advantage here by either giving them 10-20 extra free levels, or allowing celestials only 20 free skill levels. This is consistent with the optional rules in the Corporeal Player's Guide, which give humans an advantage for being native to the corporeal plane, whereas celestials must learn everything from scratch.)

As a rough guide for translating In Nomine skills into Fudge skills, look at the In Nomine skill's default, and assign it a Fudge cost level according to the chart below. For translating In Nomine skill levels to Fudge levels, you will need to look at the character's target number (characteristic plus skill level), since an In Nomine character with a 6 Intelligence and Computer Operations/1 is as good at computer operations as a character with a 1 Intelligence and Computer Operations/6. (If you want to be mean to celestials who buy scanty skills and rely on their high attributes, though, you could translate skill levels directly, in which case use the Forces conversion table above, replacing Forces with skill level.)

1.32.1 In Nomine — Fudge Skill Conversions
In Nomine DefaultFudge SkillIn Nomine Target NumberFudge Skill Level
-5 or moreVery Hard0-3Terrible
-4Hard4-5Poor
-2 to -3Most6Mediocre
0 to -1Easy7-8Fair
9-10Good
11-12Great
13-15Superb
16-18Legendary

1.33 GIFTS

Most In Nomine Resources are treated as Gifts in Fudge. The number of free Gifts a character is allowed, and the option of trading skill levels for Gifts, is up to the GM. (See Objective Character Creation for some recommendations.)

1.331 ADVANTAGES

Most Advantages are only available to humans; Charisma and Status are exceptions. Some sample advantages are given below.

Blessed (3 Gifts)
Blessed humans raise their Will by four levels for purposes of resisting attunements, Songs, and persuasion attempts (i.e., a Blessed human with a Fair Will would resist diabolical resonances as if his Will was Legendary). This only applies to those powers resisted by Will.

Charisma (1 Gift per level, 3 levels max)
Humans and celestials can both buy Charisma, but for a celestial, it is linked to a single vessel (see 1.336); losing the vessel means losing the Charisma. Each level of Charisma adds +1 to any NPC reaction rolls the GM might make (Fudge 3.7). Optionally, the GM might permit limited Charisma, which only affects certain people or certain situations (such as Sex Appeal, which only works on people disposed toward the character's gender). Limited Charisma has an extra +1 effect in appropriate situations (e.g., spending 2 Gifts on Sex Appeal would give a +3 to reactions by the opposite sex), but has no effect on anyone else.

Soul Link (1 Gift per level, 3 levels max)
See the Corporeal Player's Guide, p. 27, for full details. When the human asks the being to whom he is Soul Linked for a favor, that being must make a Mediocre Will roll to refuse. A level 2 Soul Link requires a Good Will roll, and a level 3 Soul Link requires a Superb Will roll.

Status (1 to 3 Gifts)
Humans may buy Status independently; celestials must buy it connected to a Role (see 1.333). Without spending a Gift on Status, the character is assumed to be either a vagrant, or at best lower-middle class (or a student, or someone else without much money or prestige).

1 Gift makes the character mid- to upper middle-class, a reputable professional. 2 Gifts makes the character wealthy and highly respectable (such as a big-name university professor, doctor, or lawyer, or a local politician, etc.) 3 Gifts makes the character as filthy rich and powerful as the GM will allow.

Symphonic Awareness (1 Gift)
This is the ability to perceive the Symphony, which includes being able to hear disturbances, and control one's own Essence. Spirits, celestials, undead, and Saints receive it automatically; do not charge for it from their allotment of free Gifts. Other humans must have at least 6 total Forces in order to purchase this Gift.

Toughness (1 Gift per level, 2 levels max)
Toughness makes humans tougher; see Wounds, 4.5, for its exact effects.

1.332 ARTIFACTS

There are three kinds of artifacts in In Nomine; Corporeal, Ethereal, and Celestial. Below are rough guidelines for converting them into Fudge. If using artifact Features, from the Liber Reliquarum, an appropriate Feature might add or subtract 1 or more Gifts from the total cost of an artifact.

Corporeal Artifacts
A corporeal artifact is 1 Gift. It allows its owner to make a Fair Perception roll once a day to locate it, wherever it may be. The owner may spend another Gift to make the location roll Poor.

Ethereal Artifacts
Ethereal artifacts, or talismans, enhance skills. For 1 Gift, a talisman gives whoever holds it a Great level with a given skill. If the wielder already has that skill, the talisman raises his skill to Superb. Each additional Gift raises the level by 1, so a Driving talisman costing 3 Gifts would give an unskilled person a Legendary Driving level, and someone who already has the Driving skill would become Legendary +1.

Celestial Artifacts
There are two kinds of celestial artifacts: relics, and reliquaries. Relics contain Songs, and are priced the same as the appropriate Song (see below). Reliquaries can store Essence; each Gift is 1 point of Essence that the reliquary may store (to a maximum of 6). A reliquary and relic may be combined in one artifact.

1.333 ROLES

Only celestials (and ethereals) need Roles. A role costs 1 to 3 Gifts, plus any Status associated with the Role (see 1.331). Roles give a celestial a real identity within the Symphony, and can also be used to cover disturbances the celestial makes, if what he did is something that would be normal for his Role. The roll to eliminate disturbance is made against the character's Celestial Forces; the target is based on the level of his Role (see below).

Role level (Cost in Gifts)Eliminate DisturbanceDegree of Establishment in the Symphony
1GreatA sketchy legal identity; you have identification and a real job, an address, etc., but not much else in the way of background.
2FairQuite solid and well-established; you have acquaintances who've known you for a while, and a lengthy personal history (though there may be a few holes in it for those who dig deeply enough).
3PoorYou are almost as "real" as any human, and will never be exposed by mundane means.

1.334 SERVANTS

A servant is a follower who can be forced to obey the character. The table below gives the number of Gifts a given type of servant costs. A servant must make a Fair Will roll in order to disobey an order. (Orders that are suicidal, or command the servant to do something harmful or deeply offensive or unpleasant, may lower the target by 1 to 3 levels, at the GM's discretion.)

The base target for the servant's Will roll can be raised by 1 for each extra Gift spent on the servant, while lowering the target will reduce the cost by 1 Gift per level. (I.e., spending two extra Gifts would force the servant to make a Great Will roll to disobey an order, while lowering the servant's target to Mediocre would lower the cost by 1 Gift.) The base Will target cannot be reduced below Poor or raised above Superb, and no servant can cost less than 1 Gift.

Level (Cost in Gifts)Type of Servant
1A 4-Force Zombi, or an ordinary animal.
2A 4-Force spirit.
3A familiar, or a 4-Force human.
4A 5-Force mortal or vampire.
5A 6-Force Soldier or undead, or a 5-Force human with 20 extra skill levels.
6A 7-Force Soldier or undead, or a 6-Force human with 20 extra skill levels.

1.335 SONGS

Songs are supernatural powers, but they are treated as Gifts in Fudge. Each Song costs 1 Gift, which gives a base target of Good to perform the Song (see 2.5 for the rules concerning Song performances). Each additional Gift spent on a Song will lower the target one level. (I.e., for 3 Gifts, you can have a Song with a performance target of Mediocre.)

1.336 VESSELS

Vessels are physical bodies for celestials (and ethereals). Vessels are rated in levels, from 1 to 6. Each vessel level costs 1 Gift (plus any Charisma attached to the vessel; see 1.331). See Wounds, 4.5, for the effects of vessel levels.

1.337 RITES

Rites are treated as Gifts, though normally they can only be awarded by a Superior. Each Rite costs 1 Gift; humans must have a good explanation for how they earned it. Celestials get a certain number of Rites for free from their Superior.

1.34 DISCORD AND DISADVANTAGES

In Nomine Discords are treated as Faults in Fudge. Some Discords are found in IN, pp. 85-89. Each level of Discord equals 1 Fault. (Note that humans may also have Discords, but they are called Disadvantages.)

Converting the effects of particular In Nomine Discords into Fudge is left to the GM, but as a general rule, when a character must roll to resist the effects of a Discord, the target is based on the Discord level (use the level conversion table, 1.31.1).

1.6 OBJECTIVE CHARACTER CREATION

In objective character creation, the GM gives each character a certain number of free skill levels and/or Gifts and/or Supernormal powers. These may be traded back and forth under guidelines also established by the GM. Below are some recommendations, but feel free to alter these as you see fit.

If using a skill depth comparable to In Nomine (moderately broad), each character should get 30 free skill levels. (Per 1.32, the GM might elect to give humans an edge by either allowing them an extra 10-20 levels, or allowing celestials only 20 free skill levels.)

For human characters, 1 to 3 free Gifts would be appropriate (1 for mundanes and Zombis, 2 for Vampires, 3 for Soldiers, Sorcerers, and Mummies). For celestials and Saints, allow 4 free Gifts if they start with 30 skill levels; allow celestials 6 if you reduce them to 20 skill levels, as suggested above. The GM might give up to 9 free Gifts for a high-powered game.

Humans (including Saints) and Spirits get no free Supernormal powers, but may obtain them (with the GM's permission) by trading Gifts for them. Vampires and Mummies should get 1 free Supernormal power. Celestials should get 2 free Supernormal powers. Note that these are in addition to any default Supernormal powers (such as Resonances and Choir/Band Attunements).

1.63 GIFTS & FAULTS

Characters may take Faults (Discord or Disadvantages) to gain extra Gifts or skill levels.

1 Fault = 1 Gift
1 Fault = 3 skill levels *

Because Forces are an important part of In Nomine, and gaining or losing them is quite difficult (especially for humans), the GM may not want to allow PCs to start with extra Attributes in exchange for Faults. If the GM permits it, 1 extra Force is the recommended limit. It takes two Faults to get one extra Attribute level. (The GM might allow a single dependent characteristic to be raised one level in exchange for one Fault.)

* Assuming you are using moderately broad skills, as in In Nomine. Increase or decrease this ratio if you are using very broad or specific skills.

1.64 TRADING TRAITS

During character creation, free skill levels may be traded (in either direction). Use the rates below, assuming you are using moderately broad skills, as in In Nomine. Increase or decrease this ratio if you are using very broad or specific skills.

1 gift = 3 skill levels
2 gifts = 1 Supernormal power (see below)
1 Supernormal power = 6 skill levels

As mentioned above under Gifts & Faults (1.63), the GM should be restrictive about allowing starting characters to trade Attributes (Forces). If this is permitted, it's not recommended that characters be allowed to gain or lose more than 1 Force. 1 Force equals 6 skill levels, or 2 Gifts, or 1 Supernormal power.

2.0 SUPERNORMAL POWERS

In In Nomine, Supernormal powers can be considered all those abilities that (usually) can only be granted by a Superior. Supernormal Powers consist of Attunements (Choir/Band and Servitor), Resonances, Distinctions, and Words. Only Attunements can be acquired by starting characters (though celestials get a Resonance for free; see below).

Songs (1.335) are effectively supernormal powers, but they are purchased as Gifts, because they are less powerful and more easily available than other Supernormal powers. However, the rules for Songs are given below.

2.1 AVAILABLE SUPERNORMAL POWERS

Choir/Band Attunements: These cost 1 Supernormal power each. Celestials get their native one by default, and usually only celestials may acquire additional ones, and usually only from their own Superior. If the GM permits a human to have a Choir or Band Attunement (see Corporeal Player's Guide, p. 23), he should probably charge 1 Supernormal power and one Gift. If the GM permits a celestial to have a Choir or Band Attunement from a Superior other than its own, this should also cost an extra Gift (and a good explanation!). Note that a Choir or Band Attunement from another Superior must be your own Choir or Band. I.e., a Seraph of Judgment can receive Laurence's Seraph Attunement, but not Laurence's Cherub Attunement.

Servitor Attunements: These cost 2 Supernormal powers each. Anyone can receive them, but receiving one from a Superior other than your own should cost an extra Gift and there should be a good reason for it.

Resonances: Every celestial gets his native resonance by default. Normally this is the only resonance possible for any character.

Distinctions: These are awarded by Superiors for exceptional service, and shouldn't be allowed to starting characters.

Words: These can only be given to celestials, and as with Distinctions, can only be earned in play.

2.2 POWERS AT CHARACTER CREATION

Celestials normally get 2 free powers (in addition to their Resonance and native Choir/Band Attunement, which is part of their "racial package"), while humans get none. Either can exchange Gifts or skill levels for Supernormal powers if the GM permits this (for humans, it should be more difficult). However, some other character types get certain powers by default, as part of their "racial" package

2.3 CHARACTER TYPES

Most character types gets certain special abilities by default.

2.31 CELESTIALS

Celestials automatically get a Resonance (see below) and their native Choir/Band Attunement (I.e., Seraphim of Fire get the Seraph of Fire Choir Attunement by default). They get an additional 2 Supernormal powers which may be used to buy additional Attunements, normally only from their own Superior.

2.32 SPIRITS

Celestial Spirits can acquire Choir/Band Attunements and Servitor Attunements, but get none for free. They cannot have a Resonance. Ethereal spirits might have special powers of their own, but these are up to the GM to create.

2.33 MORTALS

Mortals don't get any free Supernormal powers, but can trade other traits for them with the GM's permission. They can acquire Servitor Attunements, but not normally Choir or Band Attunements (see 2.1). Normally only Soldiers are given Attunements. It is possible, but rare, for a Soldier to earn a Distinction. Sorcerers may obtain the Sorcery Attunement by a variety of means.

2.34 SAINTS

Saints get no free Supernormal powers, but they get the Blessed and Symphonic Awareness advantages (1.331) for free. They are also considered to have a Vessel with a number of levels equal to their Corporeal Forces. Like mortals, they can't normally have Choir Attunements, but they can receive Servitor Attunements, either from whichever Archangel they serve, or from Laurence.

2.35 UNDEAD

There are three kinds of undead in In Nomine; Zombis, Vampires, and Mummies. All receive the Symphonic Awareness advantage (1.331) for free.

Zombis: Zombis always have Terrible Celestial Forces, which cannot be increased. They also have a level 3 Need (usually for something disgusting, like brains or blood or eyeballs), and get a free Numinous Corpus Song.

Vampires: Vampires automatically get a level 3 Vulnerability to sunlight, and a level 3 Need (usually for blood). They receive 1 free Supernormal power.

Mummies: Mummies get 1 free Supernormal power.

2.36 REMNANTS

Remnants are a special kind of celestial. They automatically have Terrible Celestial Forces, and cannot increase them. (The GM might allow a Remnant to increase his dependent characteristics of Will and/or Perception to Poor, but no higher.) They receive 2 free Supernormal powers, and the Choir/Band Attunement and Rites they originally possessed as a Servitor. They do not have a Resonance. They may purchase any other appropriate Gifts and Supernormal powers, but none that require the use of Celestial Forces (including Celestial Songs).

2.5 SONGS

Songs are purchased as Gifts (1.335), but can otherwise be treated as Supernormal powers. There are three types of Songs; Corporeal, Ethereal and Celestial. Mortals can usually only perform Corporeal Songs.

Characters performing a Song roll against their Attribute of the same type as the Song; i.e., someone performing a Corporeal Song makes an Unopposed Celestial Forces roll. The target for successfully performing a Song is Good. Each extra Gift spent to improve a Song lowers the target by 1 level.

Every Song has wildly different effects; see Appendix 7.1 for some sample Song writeups. The better the character's Rolled Degree (Fudge 3.0), the more powerful the Song's effect. As a general guideline for converting In Nomine Song levels to Fudge, use the conversion table below. (For converting Forces, use table 1.31.1.)

For generating check digit results, use the absolute value (drop any negative sign) of the results of the Fudge die roll as a "relative degree," and add 1. I.e., a +2 Fudge die result would be a check digit of 3, while a -1 would be CD of 2. Since this will give the same range of results regardless of the character's actual attribute or target, it is equivalent to the equally random In Nomine check digit.

Every +1 bonus to the target number or the check digit in In Nomine translates to an increase of one level in both the rolled degree and the relative degree in Fudge. So, knowing two versions of the same Song raises your rolled degree (and relative degree) with either Song by 1; knowing all three versions gives a 2 level increase. Spending two extra rounds to perform a Song raises your level by 1, etc. Each point of Essence spent increases your level of success by 1. Thus, Songs in Fudge will tend to be more reliable than in In Nomine, but a little less powerful on average(but more easily boosted).

Add any modifiers to the Fudge die roll after converting it to a positive number for check digit purposes!
2.51 In Nomine – Fudge Song Conversions
Fudge TargetIn Nomine Song Level
Superb *
Great *
Good
Fair
Mediocre
Poor
1
2
3
4
5
6
* This target is not normally possible in Fudge, since Good is the minimum, but these levels are included for conversion purposes.

Example: A demon has spent 3 Gifts on an Ethereal Song, so his target is Mediocre. For conversion purposes, he has the equivalent of level 5 proficiency with the Song. He has Mediocre Ethereal Forces, and performs the Song, getting a Fudge die result of +1, or Fair. This is sufficient for success, and is the equivalent of a CD of 2. Suppose he spent a point of Essence, but rolled -2 on his Fudge dice. This would give him a rolled degree of (Mediocre -2 +1) = Poor, a failure. His relative degree was -2; this means a check digit equivalent of 3, plus 1 for the point of Essence (add modifiers after converting, remember). He has a failed performance with a check digit of 4.

Resistance and Negation: Some Songs can be resisted. There are two kinds of resistance in In Nomine: resistance, in which the target must make his roll and beat the check digit of the Song, and negation, in which the target only needs to make his roll.

Unless otherwise stated, a Song can be resisted in Fudge by making an Opposed Roll against the Song performance, with a minimum target of Good. A Song can be negated simply by making a Good roll.

Example: The Song performed by the demon above is the Ethereal Song of Attraction. The demon performed the Song successfully with a Fair result and a CD of 2. His victim may resist with a Will roll. If the Will roll makes its minimum target of Good, it will beat the Song's result of Fair, and the victim will successfully resist.

2.6 RESONANCES

All celestials have a resonance, which they may invoke at will. Most resonances are either Perception-based or Will-based.

Resonances generally work as follows: roll the relevant characteristic with a target of Good. Whether successful or not, take the absolute value of your relative degree and add 1, and use that as your check digit. (I.e., if you got a +0, your CD is 1. If you got a -2, your CD is 3.) Then apply any other modifiers to the check digit of your resonance (In Nomine p. 57). Any Essence spent on the resonance roll raises the CD and the rolled degree by 1.

Example: A Seraph has Great Perception, and makes a resonance roll, getting a result of -1, or Good. This is a success with a CD of 2.

Any failure with a rolled degree of Poor or worse, or a critical failure (-4) is treated as a failure with a CD of 6 (IN, p. 56).

As with Song performances, this means that celestials in Fudge will tend to have more reliable resonances (though less so for those whose attributes are at the lower end), but it is more difficult to get high check digits. Also note, however, that a celestial who wants to spend Essence to boost his check digit will need to spend less in Fudge than he would in In Nomine.

2.61 ANGELIC RESONANCES

Unless otherwise stated, angelic resonances are based on the Perception attribute.

Seraphim: Works exactly as described above; just use the In Nomine check digit results table.

Cherubim: Works exactly as described above; just use the In Nomine check digit results table. They must make a Will roll (with a target of Good) to negate an attunement.

Ofanim: For the first use of their resonance — adding to an Agility-based roll — use the check digit conversion given above, and add that many levels to the rolled degree of the Agility roll. If the Agility roll fails with a critical failure (-4) or a rolled degree of Poor or worse, he suffers dissonance.

The second function works as above for adding to the rolled degree of an Area Knowledge skill roll.

The third function works as with other resonance conversions.

Elohim: Works exactly as described above; just use the In Nomine check digit results table.

Malakim: Works exactly as described above; just use the In Nomine check digit results table.

Kyriotates: Kyriotates invoke their resonance by rolling their Will against their subject's Will as an Opposed Action (Fudge 3.5). Add +1 to the relative degree to get the check digit.

Mercurians: Works exactly as described above; just use the In Nomine check digit results table.

2.62 DIABOLICAL RESONANCES

Unless otherwise stated, diabolical resonances are based on the Will attribute.

Balseraphs: If the Balseraph makes his resonance roll, the victim can resist it with an Unopposed Will roll, with a target of Good. If the victim gets a Rolled degree greater than Superb (or a critical success; +4), then the Balseraph takes dissonance. Seraphim add +2 levels to their Will roll to resist a Balseraph. (For a more precise conversion of the In Nomine bonus, divide the Seraph's Celestial Forces by two, rounding down.)

Djinn: The Djinn resonance functions normally; removing an attunement requires a Will roll with a target of Good, plus the number of days left on the attunement.

Calabim: Calabim invoke their resonance by making a Will roll with a target of Good, as usual. If the target attempts to resist, it becomes an Opposed Roll, with the target using Strength or Will (depending on whether it's a corporeal or celestial attack), and also having a minimum target of Good. If the Calabite wins, add the check digit to either his Corporeal Forces or Celestial Forces, as appropriate, to get his Damage Factor.

Example: A Calabite with a Good Will and Great Corporeal Forces tries to attack an angel with a Great Strength. The Calabite rolls +1, for a Rolled degree of Great and a CD of 2. The angel rolls a -1, for a rolled degree of Good. The Calabite succeeds in inflicting damage equal to his Great Corporeal Forces (+2) plus the CD (2) for a total of 4.

Habbalah: The Habbalite resonance works as an Opposed Roll vs. the victim's Will (both have a minimum target of Good, as usual). If the Habbalite wins, apply emotional effects as usual (translating as necessary) (In Nomine p. 147). Additionally, the victim's Intelligence and Precision is reduced by 2 levels for the duration (or the Habbalite's Ethereal Forces/2, rounded down, if you want to convert the In Nomine effect more precisely).

Lilim: Lilim make a normal Perception-based resonance roll to spot a Need. When invoking a Geas on someone, the subject may resist with a Will roll with a target equal to the level of the Geas +1 (i.e., a level 1 Geas may be resisted with a Mediocre Will roll, while a level 6 Geas requires a Superb +1 Will roll).

Shedim: Shedim possess someone by winning an Opposed resonance roll against the victim's Will (with a minimum target of Good for each). If the Shedite successfully takes possession, the check digit of his resonance roll is added to his Will rolls when trying to control his host for the duration. The Shedite must win an Opposed Will roll to make his host do something evil.

Once per day, the host gets a Perception roll to realize he's not in control. The target for this roll begins at Superb, but is lowered by 1 per day (to a minimum of Terrible). If he succeeds, he gets a +2 bonus to his Will while resisting the Shedite, until he gets a good night's sleep.

Impudites: An Impudite's resonance roll is Will-based, with a target level equal to the sum of victim's Ethereal and Celestial Forces. (I.e., a subject with Mediocre (2) Ethereal Forces and Good (4) Celestial Forces would give the Impudite a target of Superb, while someone with Superb (6) Ethereal and Celestial Forces would have a target of Superb +6!)

The subject may resist the Impudite by making an unopposed Will roll with a target of Good. If he beats the Impudite's rolled result, Essence equal to the Impudite's check digit is transferred to the victim.

Cherubim, Elohim, Kyriotates, and Mercurians can resist with a Will roll, and a Perception roll with a target of Good.

3.0 ACTION RESOLUTION

Most action resolution is handled as usual in Fudge. Below are some rules for specific In Nomine actions.

3.2 GENERAL ACTION RESOLUTION

Skill and attribute rolls can be handled as usual in Fudge. If you want to transfer In Nomine mechanics for difficulty modifiers (IN p. 38), use the following conversion:

3.21 In Nomine – Fudge Difficulty Level Conversion
In Nomine DifficultyFudge Target
Very Tough (-2)Great
Tough (-1)Good
Average (+0)Fair
Easy (+1)Mediocre
Very Easy (+2)Poor

Most actions requiring base attribute rolls in In Nomine, unless otherwise specified, can be assumed to have a target of Fair in Fudge, adjusted by 1 level per +/-1 In Nomine modifier. (For actions where modifiers may be fairly large – commonly reaching the +/-6 level, the GM should halve the In Nomine modifier to get the Fudge modifier, since a +/-3 modifier in Fudge is a huge bonus. This would most commonly include situations where characters get a bonus or penalty equal to their Forces in a particular realm. In the latter case, you may wish to simplify by making it a flat +2 bonus.)

3.3 OTHER ACTIONS

3.31 ASSUMING CELESTIAL FORM

Assuming celestial form (IN p. 54) requires a Will roll using normal action resolution (3.2).

3.32 PERCEIVING CELESTIAL FORMS

Perceiving celestial forms (IN p. 53) requires a Perception roll, with a target based on the subject's Celestial Forces; use the Inverted Conversion Table (1.31.2). (I.e., someone with Poor Celestial Forces would require a Great Perception roll to spot, while someone with Great Celestial Forces would require a Poor roll.) Add two levels to the Perception roll if the subject is viewed leaving a mortal host, and add two levels (or optionally, half the viewer's Celestial Forces) if the viewer is in celestial form himself.

3.33 PERCEIVING THE SYMPHONY

Perceiving disturbances (IN pp. 54-55) requires a Perception roll. Adjust the rolled result downward by 1 level per -1 In Nomine range penalty, and upward by 1 level per 2 points of disturbance. Compare the final result to the table below to get a check digit to use with the "What Happened?" table on IN p. 55.

3.33.1 In Nomine – Fudge Perception roll Conversion Table
Rolled ResultCheck Digit
Fair or lower
Good
Great
Superb
Superb+1
Superb+2
Superb+3 or higher
0
1
2
3
4
5
6

Example: A Soldier with a Fair Perception is nearby when a 10-Force Balseraph takes celestial form. He rolls 4DF and gets +1, or a Good result. The disturbance is 12 points (10 plus the 2 points of Essence the Balseraph had to spend), which raises the human's result 6 levels (to Superb +4). However, he's far enough away to get a -2 penalty in In Nomine, so the result is lowered back to Superb +2. This has the effect of a check digit of 5 on the Perception table.

3.34 IDENTIFYING ARTIFACTS

All Symphonically aware beings can detect an artifact upon first seeing it, and again upon first touching it (IN p. 42). The roll is made against Perception +2 (or add half the character's Forces in the appropriate realm; Corporeal Forces for a corporeal artifact, etc.). Beings who have an attunement to create an artifact of that type add 2 levels. The result is compared to the In Nomine – Fudge Perception roll Conversion Table (3.33.1).

Example: A demon with a Fair Perception and Fair Celestial Forces picks up a relic. He rolls a result of +0, or Fair, adding +1 (half his Celestial Forces, rounded down) for a Good result. This is equivalent to a CD of 1 on the Identifying Artifacts table in In Nomine.

3.35 INVOCATIONS

Invoking a Superior (IN pp. 108-109) is done by making a Situational Roll (Fudge 3.1). Add up any In Nomine bonuses (per the Universal Invocation Modifiers chart, IN p. 108, and for each individual Superior) and consult the table below for the target.

3.35.1 In Nomine — Fudge Invocation Table
In Nomine Invocation Target NumberFudge Target
1
2
3
4
5
6
7
8
9
10-11
12+
Superb+3
Superb+2
Superb+1
Superb
Great
Good
Fair
Mediocre
Poor
Terrible
Automatic

3.4 DISSONANCE

Dissonance rolls (IN pp. 57-58) are Situational Rolls in Fudge (Fudge 3.1). A celestial with no dissonance succeeds automatically (unless he gets an Intervention; see 3.6). 1 point of dissonance gives a target of Poor, rising for each additional point (so 4 points of dissonance would give a target of Great, 6 points a target of Superb +1, etc.).

3.5 SPENDING ESSENCE

Anyone who spends Essence (IN p. 46) on a roll raises his rolled degree by the amount of Essence spent.

Example: A human with a Fair Will attempts to resist a Balseraph's resonance. He spends 2 points of Essence, and makes a Fudge roll, getting a result of +1. His rolled result is Superb.

This makes spending Essence much more powerful in Fudge; if you dislike that effect, require 2 points of Essence for each +1 Fudge bonus.

3.6 INTERVENTIONS

Using Fudge does lose the cute mechanic of the "111" or "666" result. To generate Interventions in Fudge, simply use Critical Results (Fudge 3.6). A natural +4 roll is treated as a favorable Intervention for whoever rolls it, while a natural -4 is an unfavorable Intervention.

4.0 COMBAT

Any Fudge combat rules can be used in Fudge In Nomine. The only things that need to be specifically translated are Toughness & Vessel levels, and ethereal and celestial combat.

4.5 WOUNDS

4.52 DAMAGE CAPACITY

If using a simple Damage Capacity attribute, then Damage Capacity is equal to the character's Strength, raised by a number of levels equal to the character's Toughness or Vessel level. (I.e., an angel with Good Strength and a Vessel/3 has a Damage Capacity of Superb+1).

4.53 WOUND FACTORS

For the most part, simply use Fudge mechanics rather than trying to translate damage and defense factors directly from In Nomine. If you need to convert an In Nomine attack into a Fudge attack, In Nomine Power translates fairly directly into Fudge Wound Factors, so an In Nomine attack of Power +2 would be a Fudge damage factor of +2.

Likewise, 1 point of Protection in In Nomine equals +1 to the character's Defense Factor in Fudge.

4.57 RECORDING WOUNDS

You can use either of the methods of recording wounds in Fudge (Fudge 4.57). If using the more detailed method of recording wounds, then everybody starts with the basic wound progression given in Fudge. Each level of Toughness or Vessel adds another wound box, as follows:

1,23,45,67,89+
Base:ScratchHurtVery HurtIncapacitatedNear Death
ooooooo
Vessel/1ScratchHurtVery HurtIncapacitatedNear Death
oooooooo
Vessel/2ScratchHurtVery HurtIncapacitatedNear Death
ooooooooo
Vessel/3ScratchHurtVery HurtIncapacitatedNear Death
oooooooooo
Vessel/4ScratchHurtVery HurtIncapacitatedNear Death
ooooooooooo
Vessel/5ScratchHurtVery HurtIncapacitatedNear Death
oooooooooooo
Vessel/6ScratchHurtVery HurtIncapacitatedNear Death
ooooooooooooo

4.6 ETHEREAL COMBAT

Ethereal combat (IN p. 63) requires ethereal damage and defensive factors in Fudge, and an Ethereal Damage Capacity. A character's Ethereal Damage Capacity is equal to his Intelligence plus half his Ethereal Forces (round down). (I.e., Fair Intelligence with Fair Ethereal Forces gives a Good Ethereal Damage Capacity; Superb Intelligence and Superb Ethereal Forces gives a Superb+3 Ethereal Damage Capacity.)

Your ethereal offensive and defensive factors are obtained by comparing your Intelligence to Fudge's Offensive Factors table (Fudge 4.54). Thus, a Mediocre Intelligence is a base ethereal damage/defensive factor of -1, a Superb Intelligence a damage/defensive factor of +3, etc. If you have Good Ethereal Forces, add +1. Great Ethereal Forces adds +2, and Superb Ethereal Forces adds +3.

Example: A sorcerer with a Great Intelligence and Good Ethereal Forces has a Superb+1 Ethereal Damage Capacity, and an ethereal damage and defensive factor of +3.

Conduct combat like other forms of combat, using Intelligence as your basic combat skill. You may use any combat maneuvers the GM deems applicable to ethereal combat. Dodging should be based on Precision rather than Agility.

Being reduced to less than Terrible Ethereal Damage Capacity has the same effect as being reduced to 0 Mind Hits in In Nomine – you are knocked unconscious, ejected from the Marches (if you were there), and gain 1 level of Ethereal Discord. You cannot be further harmed ethereally until your Ethereal Damage Capacity heals back to at least half its normal level.

4.7 CELESTIAL COMBAT

Celestial combat in Fudge is handled just like ethereal combat (above), but replace Intelligence with Will, Ethereal Forces with Celestial Forces, and Precision with Perception.

Example: a celestial with a Fair Will and Good Celestial Forces would have a Great Celestial Damage Capacity, and celestial offensive and defensive factors of +1.

If Celestial Damage Capacity is reduced below Terrible, the character loses 1 Force (IN p. 63), and 1 level from each of the characteristics associated with it, but his Celestial Damage Capacity is immediately restored to its maximum level (which may be lower than before, if he lost a Celestial Force).

6.3 SAMPLE CHARACTER CONVERSION

Below is my own character in my face-to-face In Nomine game. First is the In Nomine character sheet, then his Fudge conversion.

XINUL

Kyriotate of Destiny (in Service to Jean)

Corporeal Forces -- 2

Strength 4 Agility 4
Ethereal Forces -- 3

Intelligence 8 Precision 4
Celestial Forces -- 4

Will 10 Perception 6

Songs: Healing (Corporeal/2), Form (Corporeal/4, Ethereal/3), Harmony (Ethereal/3), Motion (Celestial/4), Shadows (Celestial/2)

Skills: Computer Operation/1, Knowledge (Internet Porn/2)

Attunements: Kyriotate of Destiny, Ofanite of Destiny, Library Card

Total Cost: 36 points

XINUL

Kyriotate of Destiny (in service to Jean)

Mediocre Corporeal Forces
Mediocre Strength
Mediocre Agility
Fair Ethereal Forces
Good Intelligence
Mediocre Precision
Good Celestial Forces
Great Will
Fair Perception

Songs:

Healing (Corporeal) -- Minimum Target: Good
Form (Corporeal) -- Minimum Target: Fair
Form (Ethereal) -- Minimum Target: Good
Harmony (Ethereal) -- Minimum Target: Good
Motion (Celestial) -- Minimum Target: Fair
Shadows (Celestial) -- Minimum Target: Good

Skills:

Computer Operation: Good
Knowledge (Internet Porn): Good

Attunements:

Kyriotate of Destiny — may use any of his hosts' skills (the GM may wish to allow a bonus, considering that the angel gets to use his own attributes in conjunction with the skills in In Nomine. But it would be simpler to say the Kyriotate simply gets to use the host's skills at the level the host knows them.)

Ofanite of Destiny — Add half the angel's Celestial Forces (round up; +2 in Xinul's case) to the result of any Knowledge or Intelligence-based skill roll.

Library Card — works as described in Heaven & Hell

7.0 APPENDICES

7.1 SONGS

I have listed some of the Songs from the basic In Nomine rulebook (IN pp. 78-85) to demonstrate how to convert Songs into Fudge. I provide only a few notes below, not the entire text of the Songs. You can use the In Nomine — Fudge Song Conversion table (2.51) to convert any details not included below. (Many Songs will use the Inverted Target Table, 1.31.2). Many Songs easily translate directly into Fudge.

ATTRACTION
Corporeal: Make a Perception roll to detect the direction of the "tug"; the target is based on the check digit, using the Inverted Target Table).
Ethereal: Translates directly.
Celestial: Make a Perception roll with a target based on the check digit of the Song, using the using the Inverted Target Table. Use the relative degree of the Perception roll as a check digit, per normal resonance mechanics (see 2.6).

CHARM

The Songs of Charm reduce the appropriate characteristic by a number of levels equal to the check digit. No characteristic can be reduced below Terrible.

DREAMS
Corporeal: Translates directly.
Ethereal: Skills may be raised or lowered by a number of levels equal to the check digit (but not below Terrible).
Celestial: The performer may add the check digit to the results of Will rolls to shape a dream. Points of Will gained or lost as a result of spending the night in Blandine's or Beleth's realms are a temporary shift of 1 level. The performer may shift the dreamer to the opposite side of the Marches with a Song performance result of Superb or better.

ENTROPY
Corporeal: Translates directly.
Ethereal: This Song inflicts ethereal damage. Add the check digit and the amount of Essence spent on the Song, reduce the target's ethereal defensive factor (see 4.6), and apply the remainder to the target's Ethereal Damage Capacity.
Celestial: Translates directly.

FORM
Corporeal: Translates directly; each point of Protection equals +1 to Damage Capacity (or the character's defensive factor).
Ethereal: Others must make a Perception roll with a target equal to the rolled result of the Song. Subtract half the character's numerical skill equivalent with the Song (see 2.51) from an attacker's roll to hit (or from his offensive factor).
Celestial: Translates directly.

HARMONY
Corporeal: Everyone within range reduces their Strength and Agility by a number of levels equal to the check digit (but not lower than Terrible).
Ethereal: Subjects must make a Will roll with a target equal to the performer's Ethereal Forces+1 in order to resist.
Celestial: Translates directly.

HEALING
Corporeal: The performer can heal wounds (or levels of Damage Capacity) equal to the check digit of the Song, or his skill equivalent with the Song, whichever is higher.
Ethereal: The performer heals levels of Ethereal Damage Capacity equal to the check digit of the Song.
Celestial: The performer heals levels of Celestial Damage Capacity equal to the check digit of the Song.

LIGHT
Corporeal: Translates directly.
Ethereal: Subjects may detect the illusion with a Perception roll, with a target equal to the performer's Ethereal Forces +1.
Celestial: Automatically strikes the subject with a damage factor equal to the check digit plus the amount of Essence spent. The dazzling effect subtracts 2 levels from appropriate skill rolls. Others may make a Perception roll with a target based on the performer's skill with the Song, using the Inverted Target Table, to spot the flash.

7.2 ATTUNEMENTS

There are over two hundred Choir, Band, and Servitor Attunements and Distinctions in the basic In Nomine rulebook. Detailing conversions for all of them here would take up entirely too much space. Fortunately, most don't require any mechanical conversions, and those that do should be fairly simply to translate.

Many attunements involve giving a bonus equal to the celestial's Forces in a particular realm. In most cases, you will probably want to divide that number by two (and round up) to get the Fudge bonus (or simply average it to a flat +2 bonus, for simplicity's sake). Bonuses of +4 to +6 are much too great for most Fudge purposes.

7.3 SORCERY

Not written yet – I will write this when I have time.

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