![]() ![]() ![]() So I would ditch Combat Reflexes, Perfect Balance, probably Catfall, definitely Damage Resistance (the kitties aren't armored). Nice, GURPS seems like a good fit for Exile/Avernum.Īs these are regular racial templates, remember that every member of the race except a few disabled individuals has all of these. Do you have any suggestions on how to change them?Īdvantages: 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)ĭisadvantages: Sleepy (1/2 of the time) Īttributes: +3 Strength (30), -1 Dexterity (-20), +2 Health (20)Īdvantages: 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) 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. Here's my stats for the nephilim and slithzerikai templates. 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? 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. ![]() Hey all! So, I'm going to GM my first GURPS campaign soon, with some friends, during the holiday times. ![]()
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