11-28-2014, 09:26 PM | #1 |
Join Date: Jun 2014
Location: Norway
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GURPS Avernum
Hey all! So, I'm going to GM my first GURPS campaign soon, with some friends, during the holiday times. As the setting, I chose the setting of the classic indie-RPG series Avernum, by Spiderweb Software, which is a setting with a big focus on caves and the subterranean.
So, those that have played and know the Avernum series, could you help me with realising this setting in GURPS stats? Like, how would you stat the templates of the major humanoid species, such as the nephilim, slithzerikai, and vahnatai? And how would you handle the fact that that "mage" and "priest" spells are two different magical disciplines, but seemingly everyone can learn them both? Here's my stats for the nephilim and slithzerikai templates. I'm thinking about going with about 200 points for the player characters, but I'm still thinking that these templates are a little too expensive. Do you have any suggestions on how to change them? Nephilim template (100) : Attributes: +1 Dexterity (20) Secondary attributes: +2 Perception (10) Advantages: Acute Hearing 1 (2), Acute Taste & Smell 1 (2), Acute Vision 1 (2), Claws (Sharp, 5), Teeth (Sharp, 1), Fur (1), Damage Resistance 1 (4, Flexible -20%), Temperature Tolerance 1 (1), Night Vision 7 (7), Parabolic Hearing 2 (8), Ultrahearing (5), Catfall (10), Combat Reflexes (15), Perfect Balance (15) Disadvantages: Sleepy (1/2 of the time) [8] Slithzerikai template (100): Attributes: +3 Strength (30), -1 Dexterity (-20), +2 Health (20) Advantages: Amphibious (10), Damage Resistance 2 (8, Flexible -20%), 4 (12, Burning Only -40%), Scales (Fur perk, 1), Nictitating Membrane 1 (1), Breath Holding 4 (8), Night Vision 5 (5), Peripheral Vision (15) Claws (Blunt, 3), Teeth (Sharp, 1), Striker (4, Long 1 +100%, Cannot Parry -40%, Clumsy 2 -40%, Weak -50%), Longevity (2), Temperature Tolerance 5 (5) Disadvantages: Coldblooded 1 (-5) |
11-29-2014, 09:46 AM | #2 |
Banned
Join Date: Oct 2014
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Re: GURPS Avernum
I rather like the games (although I never have managed to finish any), so I'll try and say something.
Maybe you could drop Catfall (and/or Perfect Balance) and Combat Reflexes from the Nephilim template? Having the former would certainly fit a race of cat people, but I think the other advantages establish the differences adequately. I don't know how canonical the latter is, since it's been a while, but CR is perhaps best left to individual consideration. You could also consider dropping the flat Per bonus since the template contains so many perception-enhancing advantages. Sliths are a bit trickier: the Striker and Longevity may be unnecessary for game purposes, but I can't think of anything else. No idea about Vahnatai. Last edited by Pirtti; 11-29-2014 at 10:04 AM. |
11-29-2014, 10:20 AM | #3 | |
Join Date: Jul 2005
Location: Endor
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Re: GURPS Avernum
Nice, GURPS seems like a good fit for Exile/Avernum.
My thoughts on the Nephilim template: As these are regular racial templates, remember that every member of the race except a few disabled individuals has all of these. So I would ditch Combat Reflexes, Perfect Balance, probably Catfall, definitely Damage Resistance (the kitties aren't armored). Not all neph are acrobatic ninjas, and anyway I seem to recall in the games taking falls and having my neph characters take damage with everyone else. (Now, if these were Dungeon Fantasy-style templates, you might want armies of acrobatic ninja catfolk, at least for player characters, but seems to me that Exile/Avernum aims more at the gritty hardscrabble style.) I'd ditch Temperature Tolerance, too, on the principle that the neph should be as miserable in the underworld as everyone else. Fur lets them get away with not having to scavenge clothes like the humans, but they should still suffer from the cold and damp. Stacking Perception and all the Acute Senses seems like double-dipping to me; I'd just go with +1 or +2 Per myself. Parabolic Hearing seems like a bit much, also. Ultrahearing on the other hand… that's a nice touch, actually, I could accept that, but you might want to consider instead the much cheaper Perk of Extended Hearing (High). Let's chuck Flexibility in there, to make up thematically for the super-agile traits we ditched. Perhaps something like this: Nephilim (21 points) Secondary attributes: +1 Perception (5) Advantages: Claws, Sharp (5); Teeth, Sharp (1); Fur (1); Ultrahearing (5); Flexibility (5); Night Vision 7 (7). Disadvantages: Sleepy (1/2 of the time) (-8) Nepharim (21 points) As above, plus: Attributes: +3 Strength (30), -1 Intelligence (-20) Disadvantages: Pick one of Bad Temper sc12- (-10) OR Berserk sc12- (-10) OR Bestial (-10). Features: Sterile [0] Now the sliths are supposed to be plenty tough, so I don't mind their template being quite so high, but let's see here. Were they really amphibious? I don't remember that, but it's been a long time. In this case, the high DR makes sense, but I'd probably ditch the fireproofing for simplicity's sake, and save twelve points there. Come to think of it, I don't think you need to take Scales, since you already have DR. Oh, and it should be Tough Skin, not Flexible, right? I'd nerf Temperature Tolerance, too, for the same reason as the Nephilim, and with that on the template you'll never get a chance to play much with Cold-Blooded! Maybe Temperature Tolerance 1, since they did come from the caves originally, but… Come to think of it, there's an argument for doubling the value of Cold-Blooded if your entire campaign is set in the caves; your sliths will rarely be at full Basic Speed and DX because of the low temperatures. But let's not go there for now. Perhaps reduced Speed, too? They're supposed to be big, slow, but smart lizard people. Oh, and here's a thought. GURPS Fantasy introduced a rule that it is permissible for racial templates to set the baseline for Night Vision at a different point (cf. Tolkien's orcs having poorer vision in sunlight) as a feature; you suffer normal darkness penalties below that level, and brightness penalties above it. Since the sliths were cave-dwellers, we could say they have Night Vision 5 (baseline) for 0 points. So let's try: Slithzerikai (55 points) Attributes: +3 Strength (30); -1 Dexterity (-20); +2 Health (+20) Secondary Attributes: -1.00 Basic Speed (-20) Advantages: Amphibious (10); DR 2 (Flexible, -40%) (6); Nictitating Membrane 1 (1); Breath Holding 4 (8); Night Vision 5 (baseline) (0); Peripheral Vision (15); Claws, Blunt (3); Teeth, Sharp (1); Crushing Striker (Long 1, +100%; Cannot Parry, -40%; Clumsy 2, -40%; Weak, -50%) (4); Longevity (2). Disadvantages: Cold-Blooded 1 (-5) Features: Size Modifier +1 YMMV of course; I'm aiming for noticeably-but-not-incredibly tough, with plenty of room for players to develop the character their own way, but you might want more supernaturally monstrous kitties and lizards, or Dungeon Fantasy-style niche protection. Quote:
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11-30-2014, 05:49 AM | #5 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: GURPS Avernum
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Last edited by Gold & Appel Inc; 11-30-2014 at 06:11 AM. |
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11-30-2014, 02:58 PM | #6 | |||||||||
Join Date: Jun 2014
Location: Norway
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Re: GURPS Avernum
Thank you! I thought so as well, obviously. ;)
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11-30-2014, 09:32 PM | #7 |
Join Date: Jun 2014
Location: Norway
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Re: GURPS Avernum
Btw, do anyone have any fitting stats for slithzerikai spears? For those who don't know, they are two-pronged spears, made entirely of metal.
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11-30-2014, 10:56 PM | #8 | |||||||
Join Date: Jul 2005
Location: Endor
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Re: GURPS Avernum
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Bully is a good addition to the list. Quote:
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This thread has got me breaking out the games again. :) Quote:
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12-01-2014, 01:08 AM | #9 | ||||||
Join Date: Jun 2014
Location: Norway
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Re: GURPS Avernum
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Interestingly, this nephar mentions that she took him in during the wars, presumably the ones that the previous party of adventurers had taken part in back in the first games, some two years before the second game, when he was "but a wee kit". So if the nephilim (or just the nephar) don't have Shortened Lifespan, they definitely have several levels of Early Maturation (BTW, which book/article is it that describes the rules for that advantage in 4th edition?). Quote:
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Which reminds me of another issue that I need to clarify. How would you handle the "blessed" equipment in the games, the most powerful of the "mundane" equipment? I imagine them to not be "true" enchanted pieces of equipment at all, but rather equipment that has been thoroughly blessed to the degree that they act as if they were on a higher scale of craftsmanship, even if they are already "Fine" or "Very Fine"! Of course, since I imagine this permanent blessing to be a lengthy project, only steel equipment (which is already pretty rare and valuable in the caves to begin with) of good quality is ever blessed in this manner. I imagine that this blessing does not preclude the equipment from receiving proper enchantments, and stack reasonably with them, but that may be a smidge too powerful, if the PCs get ahold of such equipment. Of course, I guess that one may just treat them as regular pieces of enchanted equipment as well, but "enchanted" by a priest, instead of a mage. ;) Anyways, thank you all for your suggestions so far! I'll update the racial templates, perhaps even with an experimental vahnatai template, when I get home and can retrieve my books! =) |
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12-01-2014, 04:56 AM | #10 |
Join Date: Jun 2014
Location: Norway
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Re: GURPS Avernum
All right, here's my second draft of the nephilim/nepharim and slithzerikai templates! I need a little more time to think about my first draft of the Vahnatai, but I already have some ideas about how they're going to be.
Nephilim (45 points) Attributes: +1 Dexterity (20) Secondary attributes: +1 Perception (5) Advantages: Claws, Sharp (5); Teeth, Sharp (1); Fur (1); DR 1 (Tough Skin, -40%) (3); Temperature Tolerance (not active if fur is absent, wet, etc) (1); Accessory (long, flexible tail) (1); Deep Sleeper (1); Parabolic Hearing 1 (4); Ultrahearing (5); Combat Reflexes (15); Night Vision 7 (7). Disadvantages: Sleepy (1/2 of the time) (-8); Slow Riser (-5); Social Stigma (Minority Group) (-10). Features: Purring voice (0). Racial quirk: Conscientious about their fur (-1). Nepharim (62 points) As above, plus: Attributes: +3 Strength (Size Modifier -10%) (27) Disadvantages: Pick one of Bad Temper (12) (-10) OR Berserk (12) (-10) OR Bloodlust (12) (-10) OR Bully (12) (-10). Features: Size Modifier 1 (0); Sterile (0). Slithzerikai (62 points) Attributes: +3 Strength (Size Modifier -10%) (27); -1 Dexterity (-20); +2 Health (+20) Secondary Attributes: -1.25 Basic Speed (-25) Advantages: Amphibious (10); Scales (basically Fur perk (remember that DR does not, in itself, provide resistance to sunburn and the like, though it is rarely relevant, especially in this kind of campaign)); DR 2 [First layer] (Flexible, -20%) (8); DR 4 [Second layer] (Only Burning Attacks, -40%) (12); Nictitating Membrane 1 (1); Breath Holding 4 (8); Night Vision 5 (baseline) (0); Peripheral Vision (15); Claws, Blunt (3); Teeth, Sharp (1); Crushing Striker (Long 1, +100%; Cannot Parry, -40%; Clumsy 2, -40%; Weak, -50%) (4); Temperature Tolerance 5 (5); Longevity (2). Disadvantages: Cold-Blooded 1 (-5); Slow Healing 1 (-5); Social Stigma (Minority Group) (-10). Features: Sibilant Voice (0); Size Modifier 1 (0). So there you have it. Feedback is, as always, appreciated! |
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avernum, fantasy, setting |
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