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Old 11-28-2014, 10:26 PM   #1
Tiggurix
 
Join Date: Jun 2014
Location: Norway
Default 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)
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avernum, fantasy, setting


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