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Dungeon Fantasy Adventurers

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100% found this document useful (1 vote)
1K views31 pages

Dungeon Fantasy Adventurers

Uploaded by

Artem Eremin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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TM

Written and Edited by SEAN PUNCH


Illustrated by ANDY CLARKSON, ED NORTHCOTT, and DAN SMITH

An e23 Sourcebook for GURPS ®

STEVE JACKSON GAMES ®


Stock #37-0303 Version 1.0 – December 20, 2007
INTRODUCTION ...........3
CONTENTS Druidic Arts . . . . . . . . . . . . . . . . 22 Weapons . . . . . . . . . . . . . . . . . . . 26
About the Author . . . . . . . . . . . . . 3 Holy Might . . . . . . . . . . . . . . . . . 22 Shields. . . . . . . . . . . . . . . . . . . . . 27
Dungeon Fantasy Glossary . . . . . 3 Armor . . . . . . . . . . . . . . . . . . . . . 27
5. GEAR . . . . . . . . . . . . . . . . . 23 Concoctions . . . . . . . . . . . . . . . . 28
1. DUNGEON FANTASY Basics . . . . . . . . . . . . . . . . . . . . . 23 Power Items. . . . . . . . . . . . . . . . . 28
Buying (and Selling) Gear . . . . . 23 Magic Items . . . . . . . . . . . . . . . . 30
TEMPLATES . . . . . . . . . . . . 4
Special Orders . . . . . . . . . . . . . . 25
Barbarian . . . . . . . . . . . . . . . . . . . 4
Bard . . . . . . . . . . . . . . . . . . . . . . . . 5
Cleric . . . . . . . . . . . . . . . . . . . . . . . 6
Druid . . . . . . . . . . . . . . . . . . . . . . . 7
Holy Warrior . . . . . . . . . . . . . . . . 7 About GURPS
Knight . . . . . . . . . . . . . . . . . . . . . . 8 Steve Jackson Games is committed to full support of GURPS players. Our address
Martial Artist . . . . . . . . . . . . . . . . 9 is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include a self-addressed,
Scout . . . . . . . . . . . . . . . . . . . . . . 10 stamped envelope (SASE) any time you write us! We can also be reached by e-mail:
[email protected]. Resources include:
Swashbuckler . . . . . . . . . . . . . . . 11
Thief . . . . . . . . . . . . . . . . . . . . . . 12 Pyramid (www.sjgames.com/pyramid). Our online magazine includes new
Wizard. . . . . . . . . . . . . . . . . . . . . 13 GURPS rules and articles. It also covers the d20 system, Ars Magica, BESM, Call of
Cthulhu, and many more top games – and other Steve Jackson Games releases like
2. DUNGEON DELVERS’ Illuminati, Car Wars, Transhuman Space, and more. Pyramid subscribers also get
CHEAT SHEET . . . . . . . . 14 opportunities to playtest new GURPS books!
Suitable Advantages. . . . . . . . . . 14 New supplements and adventures. GURPS continues to grow, and we’ll be happy to
New Advantages . . . . . . . . . . . . . 14 let you know what’s new. For a current catalog, send us a legal-sized SASE, or just visit
Suitable Disadvantages . . . . . . . 15 www.warehouse23.com.
e23. Our e-publishing division offers GURPS adventures, play aids, and support
Disadvantage Limit. . . . . . . . . . . 15
not available anywhere else! Just head over to e23.sjgames.com.
Suitable Skills. . . . . . . . . . . . . . . 16 Errata. Everyone makes mistakes, including us – but we do our best to fix our
Everyman Skills . . . . . . . . . . . . . 16 errors. Up-to-date errata sheets for all GURPS releases, including this book, are avail-
able on our website – see below.
3. SPELLS . . . . . . . . . . . . . . . . 19 Internet. Visit us on the World Wide Web at www.sjgames.com for errata, updates,
Clerical Spells . . . . . . . . . . . . . . . 19 Q&A, and much more. To discuss GURPS with SJ Games staff and fellow gamers,
Druidic Spells . . . . . . . . . . . . . . . 19 cometo our forums at forums.sjgames.com. The GURPS Dungeon Fantasy:
Wizardly Spells. . . . . . . . . . . . . . 20 Adventurers web page is www.sjgames.com/gurps/books/dungeonfantasy.
Spell vs. Spell . . . . . . . . . . . . . . . 20 Bibliographies. Many of our books have extensive bibliographies, and we’re putting
Spell vs. Power . . . . . . . . . . . . . . 20 them online – with links to let you buy the books that interest you! Go to the book’s
Magic Resistance. . . . . . . . . . . . . 20 web page and look for the “Bibliography” link.

4. POWERS . . . . . . . . . . . . . . . 21 Rules and statistics in this book are specifically for the GURPS Basic Set, Fourth
Bard-Song . . . . . . . . . . . . . . . . . . 21 Edition. Page references that begin with B refer to that book, not this one.
Chi Mastery . . . . . . . . . . . . . . . . 21

GURPS System Design ❚ STEVE JACKSON Managing Editor ❚ PHILIP REED Marketing Director ❚ PAUL CHAPMAN
GURPS Line Editor ❚ SEAN PUNCH Art Director ❚ WILL SCHOONOVER Sales Manager ❚ ROSS JEPSON
e23 Manager ❚ PAUL CHAPMAN Production Artists ❚ ALEX FERNANDEZ Errata Coordinator ❚ FADE MANLEY
Page Design ❚ PHILIP REED and –––– and PHILIP REED GURPS FAQ Maintainer ❚ –––––––
JUSTIN DE WITT Indexer ❚ THOMAS WEIGEL STÉPHANE THÉRIAULT
Prepress Checker ❚ WILL SCHOONOVER

Playtesters: Paul Chapman, Tobias Loehr, and Thomas Weigel

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Dungeon Fantasy: Adventurers, Pyramid and
the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated,
or used under license. GURPS Dungeon Fantasy: Adventurers is copyright © 2007 by Steve Jackson Games Incorporated. All rights reserved.
The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal,
and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage
the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

CONTENTS 2
INTRODUCTION
. . . the “plot” for a hack-and-slash adventure will be very sim-
ple. “Joe the Barbarian, with his friends Ed the Barbarian and
Marge the Barbarian, went down into a cave. They saw lots of
monsters and killed them and took their treasure. A dragon ate
Ed. Joe and Marge ran away. The End.”
– GURPS Basic Set
Fantasy is an engaging genre, bursting with wonder and
mystery. It offers worlds full of fascinating lands, dotted with
great cities and populated by exotic cultures. All of this has a
powerful resonance with any gamer familiar with myth, fairy-
tales, and the fantasy epics of literature and film. For that, get
GURPS Fantasy.
But something else resonates with nearly every gamer.
That’s the thrill of taking a powerful, faux-medieval adventur-
er down into a cave – or a haunted forest, or a sinister strong-
hold – and seeing lots of monsters, killing them, and taking
their treasure. For that, there’s GURPS Dungeon Fantasy.
Break it out when you don’t feel like dealing with complicated
plots, fussy social interactions, and so on. The results won’t be
refined. They might not even be “real roleplaying” (whatever
that is). But they’ll be fun!
Dungeon Fantasy: Adventurers isn’t a complete guide to
races, monsters, treasures, traps, etc. It’s a simple “crib sheet”
that points out which bits and pieces of the Basic Set you need
to create dungeon raiders (Dungeon Fantasy: Dungeons will ABOUT THE AUTHOR
do the same for running dungeon fantasy games). The idea is Sean “Dr. Kromm” Punch set out to become a particle
to give players and GM a common point of reference, so that physicist and ended up as the GURPS Line Editor. Since 1995,
when the GM asks everybody to create characters for a dun- he has compiled the two GURPS Compendium volumes, writ-
geon crawl, they can do so quickly, without consulting endless ten GURPS Wizards and GURPS Undead, edited or revised
books for hard-to-use abilities. You just need the Basic Set and over 20 other GURPS books, and masterminded rules for
this supplement – and GURPS Magic, if you plan to play a dozens more. Most recently, he created the GURPS Basic Set,
spellcaster. Fourth Edition with coauthor David Pulver, wrote GURPS
Be warned that Dungeon Fantasy: Adventurers shameless- Powers with coauthor Phil Masters, and wrote GURPS
ly cuts corners and makes assumptions. It’s a guide to making Martial Arts with coauthor Peter V. Dell’Orto. Sean has been
two-dimensional “heroes” from a non-culture, and pillages his- a fanatical gamer since 1979. His non-gaming interests include
tory and fantasy novels at random for powerful equipment and cinema, computers, and wine. He lives in Montréal, Québec
mythology. Use it in a serious fantasy campaign at your peril. with his wife, Bonnie. They have two cats, Banshee and
Zephyra, and a noisy parrot, Circe.

Dungeon Fantasy Glossary


adventurer: Somebody who goes down in caves, sees lots of hack-and-slash: What adventurers do on a dungeon crawl –
monsters, kills them, and takes their stuff. See also that is, hack and slash monsters to death in order to get
munchkin. their stuff.
delver: See adventurer. hero: An amusing euphemism for adventurer. See munchkin
dungeon: A cave, cellar, mine, sewer, tomb, or other nasty, for the truth.
dank hole – often several levels deep – filled with deadly munchkin: 1. A PC designed to be good at hack-and-slash,
monsters, hidden pits, cunning traps, cursed altars, flow- typically by optimizing his abilities, collecting powerful
ing lava, and so on. Often seems designed expressly to kill treasures, and neglecting such time-wasting pursuits as
adventurers, who come for the treasure. having hobbies besides looting and friends who aren’t
dungeon crawl: An adventure in a dungeon. munchkins. 2. The player of such a character. 3.
Munchkin, the award-winning dungeon fantasy card
game from SJ Games.

INTRODUCTION 3
CHAPTER ONE

DUNGEON FANTASY
TEMPLATES
The quickest and easiest way to create a suitable delver is Advantages: High Pain Threshold [10] and Outdoorsman 4
via a template. To use a template, simply pay its point cost, [40]. • A further 30 points chosen from among ST +1 to +3
choose any options left open on the template, and note what [9/level], HT +1 to +3 [10/level], Per +1 to +6 [5/level],
abilities this gives you. To customize your PC, spend any addi- Absolute Direction [5], Acute Senses (any) [2/level], Alcohol
tional points from quirks or personal disadvantages on what- Tolerance [1], Animal Empathy [5], Animal Friend 1-4
ever you like (subject to GM approval). See How to Use [5/level], Combat Reflexes [15], Discriminatory Smell [15],
Character Templates (p. B258) for details. Fearlessness [2/level], Fit [5] or Very Fit [15], Hard to Kill
These templates assume a 250-point campaign. As the [2/level], Hard to Subdue [2/level], Lifting ST 1-3 [3/level],
Basic Set suggests, 250 points is right in the middle for the Luck [15] or Extraordinary Luck [30], Magic Resistance
leading roles in fantasy novels – which most munchkins see as [2/level], Rapid Healing [5] or Very Rapid Healing [15],
a decent, if stingy, starting point. The GM is free to vary power Recovery [10], Resistant to Disease (+3) or (+8) [3 or 5],
level either way, of course. Resistant to Poison (+3) [5], Signature Gear [Varies],
Dungeon fantasy works best if every PC fills a distinct Striking ST 1 or 2 [5 or 9†], Temperature Tolerance 1 or 2
niche. The GM can reinforce this by making templates manda- [1 or 2], or Weapon Bond [1].
tory – contrary to what every other GURPS supplement says. Disadvantages: Gigantism [0] and Social Stigma (Minority
To make up for this restriction, he should let delvers spend Group) [-10]. • Another -10 points chosen from among Easy
earned points to acquire anything on their template, including to Read [-10], Gullibility [-10*], Language: Spoken
advantages that can’t normally be bought in play and skills that (Native)/Written (None) [-3], Low TL 1 or 2 [-5 or -10],
require special training. (A traditionalist GM can require Odious Personal Habit (Unrefined manners) [-5], Phobia
heroes to spend $40+ per point for “guild training” before they (Machinery) [-5*], or Wealth (Struggling) [-10]. • A further
can “level up” and gain new abilities.) Disadvantages are -20 points chosen from among the previous traits or
always suggestions, though; players may substitute their own Appearance (Unattractive or Ugly) [-4 or -8], Bad Temper
choices. [-10*], Berserk [-10*], Bloodlust [-10*], Compulsive
For important notes, see Dungeon Delvers’ Cheat Sheet Carousing [-5*] or Phobia (Crowds) [-15*], Gluttony [-5*],
(p. 14), Spells (p. 19), and Powers (p. 21). The players can pil- Ham-Fisted 1 or 2 [-5 or -10], Horrible Hangovers [-1],
lage the templates and notes for ideas even if the GM lets them Impulsiveness [-10*], Overconfidence [-5*], or Sense of Duty
create PCs from scratch. (Adventuring companions) [-5].
Primary Skills: Camouflage (E) IQ+4 [1]-14‡; Navigation
(Land) (A) IQ+4 [2]-14‡; Survival (any) (A) Per+3 [1]-15‡;
BARBARIAN and Tracking (A) Per+3 [1]-15‡. • One of Thrown Weapon
250 points (Axe/Mace, Harpoon, Spear, or Stick) (E) DX+2 [4]-15;
You’re a beefy warrior from somewhere distant and a little or Bolas, Bow, Spear Thrower, or Throwing, all (A) DX+1
backward – probably the Frozen North. You combine physical [4]-14. • One of these four melee skills packages:
grit with a connection to nature second only to that of the 1. One of Axe/Mace, Broadsword, or Spear, all (A) DX+2 [8]-15,
druid (p. 7). As the Big, Tough Guy, you can withstand almost and Shield (E) DX+3 [8]-16.
any punishment, even dangers that armor can’t stop, making 2. Flail (H) DX+1 [8]-14 and Shield (E) DX+3 [8]-16.
you as essential in combat as the party’s knight (p. 8). You’re 3. One of Polearm, Spear, Two-Handed Axe/Mace, or Two-
also a more-than-capable outdoorsman, and as crucial as the Handed Sword, all (A) DX+4 [16]-17.
scout (p. 10) on outdoor adventures. 4. Two-Handed Flail (H) DX+3 [16]-16.
Attributes: ST 17 (Size†, -10%) [63]; DX 13 [60]; IQ 10 [0]; HT Secondary Skills: Brawling (E) DX [1]-13; Stealth and
13 [30]. Wrestling, both (A) DX [2]-13; Mimicry (Animal Sounds or
Secondary Characteristics: Damage 1d+2/3d-1; BL 58 lbs.; HP Bird Calls) and Naturalist, both (H) IQ+2 [1]-12‡;
22 (Size†, -10%) [9]; Will 10 [0]; Per 12 [10]; FP 13 [0]; Basic Swimming (E) HT [1]-13; Hiking and Running, both (A)
Speed 6.00 [-10]; Basic Move 7† [0]. HT-1 [1]-12; and Fishing (E) Per+4 [1]-16‡.

DUNGEON FANTASY TEMPLATES 4


Background Skills: Animal Handling (any), Disguise Cultural Adaptability [10], Eidetic Memory [5] or
(Animals), and Weather Sense, all (A) IQ [2]-10; and Photographic Memory [10], Honest Face [1], Language
Intimidation (A) Will [2]-10. • Four of Forced Entry (E) DX Talent [10], Languages (any) [2-6/language], Luck [15],
[1]-13; Climbing (A) DX-1 [1]-12; First Aid, Gesture, or Musical Ability 3 or 4 [5 or 10], No Hangover [1],
Seamanship, all (E) IQ [1]-10; Carousing (E) HT [1]-13; Penetrating Voice [1], Signature Gear [Varies], Smooth
Lifting (A) HT-1 [1]-12; Skiing (H) HT-2 [1]-11; or Operator 1 [15], Social Chameleon [5], Wealth (Comfortable
Observation (A) Per-1 [1]-11. or Wealthy) [10 or 20], or Wild Talent 1 [20].
Disadvantages: -15 points chosen from among Chummy [-5] or
* Multiplied for self-control number; see p. B120.
Gregarious [-10], Compulsive Carousing [-5*],
† Includes effects of Gigantism (p. B20). Rolls to hit you are
Lecherousness [-15*], Sense of Duty (Adventuring compan-
at +1. You may use oversized weapons (p. 27) and must buy
ions) [-5], or Xenophilia [-10*]. • Another -15 points chosen
extra-large armor (p. 28).
from among Curious [-5*], Impulsiveness [-10*],
‡ Includes +4 for Outdoorsman.
Overconfidence [-5*], or Trickster [-15*]. • A further -20
Customization Notes points chosen from either of the two previous lists or Code
Many barbarian archetypes exist. The savage berserker has of Honor (Gentleman’s) [-10], Compulsive Lying [-15*],
more ST, extra “physical grit” like HT and Hard to Kill, and Odious Personal Habit (Continuous singing or strumming)
such disadvantages as Berserk and Bloodlust. The primal sur- [-5], or Post-Combat Shakes [-5*].
vivalist goes for more Per, Discriminatory Smell, Temperature
Tolerance, and disadvantages like illiteracy, Low TL, and
reduced Wealth. The noble wilderness guardian prefers Animal
Empathy, Animal Friend, Fearlessness, and disadvantages like
Overconfidence and Sense of Duty.
Choose weapon skills that underline the desired “feel.” The
stereotypical Dark Ages warrior might have Axe/Mace, Shield,
and Thrown Weapon (Axe/Mace). A caveman would probably
prefer Spear and Thrown Weapon (Spear).
Match Survival specialty and background skills to origin,
too. An ocean raider from the Frozen North will want Survival
(Arctic), Seamanship, and Skiing. A jungle guerrilla in leopard
skin will find Survival (Jungle), Gesture, and Observation more
useful.
Since any weapon is deadly at ST 17, you don’t need a pricy
sword; axes, sticks, and clubs will do. Unlike other warriors,
then, consider using the 5 points that quirks give you to
strengthen your archetype instead of sacrificing them for
money. For example, a jungle warrior might buy two more lev-
els of Camouflage and another level of Stealth – strong and
sneaky is a deadly mix!

Primary Skills: Acting (A) IQ [2]-14; Diplomacy (H) IQ [1]-14†;


BARD Fast-Talk (A) IQ+1 [1]-15†; Musical Instrument (any) (H) IQ
[2]-15‡; Performance (A) IQ+1 [1]-15†; Public Speaking
250 points
(A) IQ+2 [1]-16†§; and Singing (E) HT+4 [1]-15†‡. • One
You’re a magical minstrel who dabbles in a little of every-
of Rapier, Saber, Shortsword, or Smallsword, all (A) DX+2
thing: the roguish pursuits of the thief (p. 12), the swordplay of
[8]-14. • One of Shield (Buckler) (E) DX+2 [4]-14; Cloak or
the swashbuckler (p. 11), and the spellcraft of the wizard
Main-Gauche, both (A) DX+1 [4]-13; or raise main sword
(p. 13). You rarely need to be so crudely direct, though – the
skill to DX+2 [12]-15. • One of Thrown Weapon (Knife) (E)
power of Bard-Song (p. 21) lets you neutralize many oppo-
DX+1 [2]-13; or Bow or Throwing, both (A) DX [2]-12.
nents without resorting to violence or tiring spells. Exceptional
Secondary Skills: Fast-Draw (any) (E) DX [1]-12; Stealth (A)
social gifts round out your repertoire, helping the party score
DX [2]-12; Current Affairs (any) and Savoir-Faire (High
superior deals when buying or selling in town.
Society), both (E) IQ [1]-14; Interrogation, Merchant,
Attributes: ST 11 [10]; DX 12 [40]; IQ 14 [80]; HT 11 [10]. Propaganda, and Streetwise, all (A) IQ-1 [1]-13; Musical
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP Composition (H) IQ [1]-14‡; Carousing (E) HT [1]-11;
11 [0]; Will 14 [0]; Per 14 [0]; FP 11 [0]; Basic Speed 6.00 [5]; Intimidation (A) Will-1 [1]-13; and Detect Lies (H) Per-2
Basic Move 6 [0]. [1]-12.
Advantages: Bardic Talent 2 [16]; Charisma 1 [5]; Musical Background Skills: Heraldry and Poetry, both (A) IQ-1 [1]-
Ability 2 [10]; and Voice [10]. • 25 points in Bard-Song abil- 13. • Six of Climbing or Dancing, both (A) DX-1 [1]-11;
ities (p. 21); put leftovers into special skills and spells. • A Acrobatics or Sleight of Hand, both (H) DX-2 [1]-10; First
further 25 points chosen from among additional Bard-Song Aid or Gesture, both (E) IQ [1]-14; Connoisseur (any),
abilities or DX +1 [20], IQ +1 [20], FP +1 to +8 [3/level], Disguise, Teaching, or Writing, all (A) IQ-1 [1]-13; Mimicry
Basic Speed +1 [20], Acute Hearing [2/level], Appearance (Speech) or Ventriloquism, both (H) IQ-2 [1]-12; Hiking (A)
(Attractive, Handsome, or Very Handsome) [4, 12, or 16], HT-1 [1]-10; Sex Appeal (A) HT+1 [1]-12†; Scrounging (E)
Bardic Talent 3 or 4 [8 or 16], Charisma 2-6 [5/level], Per [1]-14; or Observation (A) Per-1 [1]-13.

DUNGEON FANTASY TEMPLATES 5


Special Skills and Spells: Spend 20 points on Hypnotism (H) Fanaticism [-15], Intolerance (“Evil” religions) or (All other
IQ-2 [1]-12; Musical Influence (VH) IQ-1 [1]-13‡; Persuade religions) [-5 or -10], Vow (Chastity or Vegetarianism) [-5],
(H) Will-2 [1]-12; Suggest or Sway Emotions, both (H) Will- or Wealth (Struggling or Poor) [-10 or -15]. • A further -25
2 [1]-12 (require Persuade); Captivate (H) Will-2 [1]-12 points chosen from either of the two previous lists or
(requires Suggest); or wizardly spells (p. 20) from the Charitable [-15*], Compulsive Generosity [-5*] or
Communication and Empathy and/or Mind Control col- Miserliness [-10*], Gluttony [-5*], Overconfidence [-5*],
leges, which will be either (H) IQ [1]-14 or (VH) IQ-1 [1]-13 Overweight [-1] or Fat [-3], Selfless [-5*], Sense of Duty
with the +2 for Bardic Talent. (Adventuring companions) [-5], Stubbornness [-5],
Truthfulness [-5*], or Weirdness Magnet [-15].
* Multiplied for self-control number; see p. B120.
Primary Skills: Esoteric Medicine (Holy) (H) Per [4]-14 and
† Includes +2 for Voice.
Exorcism (H) Will [4]-14. • One of Innate Attack (any)
‡ Includes +2 for Musical Ability.
(E) DX+2 [4]-14; Throwing (A) DX+1 [4]-13; or Sling (H) DX
§ Includes +1 for Charisma.
[4]-12. • One of these three melee skills packages:
Customization Notes 1. One of Axe/Mace or Broadsword, both (A) DX+2 [8]-14, and
A bard doesn’t start out an expert at anything, and can be Shield (E) DX+2 [4]-14.
challenging to play until he has earned some points to spend 2. Flail (H) DX+1 [8]-13 and Shield (E) DX+2 [4]-14.
on his favorite tricks. Thus, bards are best for players who 3. Staff (A) DX+3 [12]-15.
don’t mind supporting the party with a little song, a little spell-
casting, and a little swordplay. It helps to decide early on Secondary Skills: First Aid (E) IQ [1]-14; Hidden Lore
whether to focus on Bard-Song (Rapier Wit and Terror work (Demons, Spirits, or Undead), Occultism, Public Speaking,
well in combat), spells (also combat-effective, and benefit from and Teaching, all (A) IQ-1 [1]-13; Diagnosis, Theology,
higher IQ or Bardic Talent), or out-of-combat effectiveness and Religious Ritual, all (H) IQ-2 [1]-12; Surgery (VH) IQ-2
(e.g., high Charisma aids reactions, and enables the [2]-12; and Meditation (H) Will-2 [1]-12.
Enthrallment skills to sway platoons of neutrals to the bard’s Background Skills: Five of Climbing or Stealth, both (A) DX-1
cause; see p. B191). [1]-11; Gesture, Panhandling, or Savoir-Faire (High
Since a bard needs a costly blade and a musical instrument Society), all (E) IQ [1]-14; Research or Writing, both (A)
– the latter often bought as an expensive power item (p. 28) – IQ-1 [1]-13; Hiking (A) HT-1 [1]-11; Scrounging (E) Per
it’s wise to sacrifice some of the 5 points from quirks for cash. [1]-14; or Observation or Search, both (A) Per-1 [1]-13.
Given the diversity of Bard-Song abilities, instruments, and Spells: Choose 20 clerical spells (p. 19), which will be either (H)
spells, bards don’t especially need those points to further dis- IQ+1 [1]-15 or (VH) IQ [1]-14 with the +3 for Power
tinguish themselves from their peers. Investiture.
* Multiplied for self-control number; see p. B120.
CLERIC Customization Notes
250 points The classic fantasy cleric who wants to turn undead should
You’re the mortal representative of the Powers of Good. spend 24 of the 25 points earmarked for Holy abilities on True
You might not be the physical foe of Evil that is the holy war- Faith with the Turning enhancement (GURPS Powers, p. 84).
rior (p. 7), but you’re no cloistered idealist – when Evil need Other possibilities exist, but most work better as high-level
whacking, you go out in the world and whack it. To comple- abilities, to be acquired later with earned points.
ment your mundane weapons, your god grants you healing After that, the most important thing to decide for a cleric is
and protection spells (p. 19), and also the spark of Holy Might starting spells. Common areas of concentration include spells
(p. 22), which never fails you even when you’re too exhausted that boost resistance and combat effectiveness, known as
to fight or cast. “buffs”; healing spells; and spells for combating supernatural
foes (evil wizards, undead, etc.). For example:
Attributes: ST 12 [20]; DX 12 [40]; IQ 14 [80]; HT 12 [20].
Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP Buffs: Affect Spirits, Armor, Bravery, Coolness, Flaming
12 [0]; Will 14 [0]; Per 14 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Weapon, Magic Resistance, Might, Resist Acid, Resist Cold,
Basic Move 6 [0]. Resist Disease, Resist Fire, Resist Lightning, Resist Pain,
Advantages: Clerical Investment [5] and Power Investiture 3 Resist Poison, Resist Pressure, Shield, Strengthen Will, Vigor,
[30]. • 25 points in Holy abilities (p. 22); put leftovers into Warmth, and Wisdom.
spells. • A further 20 points chosen from among additional Healing: Awaken, Cleansing, Great Healing, Healing
Holy abilities or ST +1 or +2 [10 or 20], DX +1 [20], IQ +1 Slumber, Lend Energy, Lend Vitality, Major Healing, Minor
[20], HT +1 or +2 [10 or 20], Will +1 to +4 [5/level], FP +1 to Healing, Neutralize Poison, Recover Energy, Relieve Paralysis,
+6 [3/level], Fearlessness [2/level] or Unfazeable [15], Healer Restoration, Restore Hearing, Restore Sight, Restore Speech,
1 or 2 [10 or 20], Languages (any) [2-6/language], Luck [15], Share Vitality, Stone to Flesh, Stop Bleeding, Stop Paralysis,
Mind Shield [4/level], Power Investiture 4 or 5 [10 or 20], and Stop Spasm.
Resistant to Disease (+3) or (+8) [3 or 5], or Signature Gear Supernatural Warfare: Affect Spirits, Astral Vision, Aura,
[Varies]. Command, Command Spirit, Detect Magic, Dispel Possession,
Disadvantages: One of Honesty (12) [-10], Sense of Duty Final Rest, Magic Resistance, Repel Spirits, Sense Spirit,
(Coreligionists) [-10], or Vow (No edged weapons) Silence, Strengthen Will, Summon Spirit, Sunbolt, Sunlight,
[-10]. • Another -15 points chosen from among those traits Thunderclap, Turn Spirit, Turn Zombie, and Watchdog.
or Disciplines of Faith (Ritualism or Mysticism) [-5 or -10],

DUNGEON FANTASY TEMPLATES 6


These choices might have something to do with the cleric’s and Veterinary, all (H) IQ-2 [1]-12; and Survival (any) (A)
god, but other traits can reflect the deity’s nature. For instance, Per-1 [1]-13.
a priest of the War God might select more DX; disadvantages Background Skills: Climbing and Stealth, both (A) DX [2]-12;
like Fanaticism, Intolerance, and Overconfidence; and “sol- and Hiking (A) HT-1 [1]-12. • Three of Knife (E) DX [1]-12;
dierly” skills such as Climbing, Hiking, and Stealth. First Aid or Gesture, both (E) IQ [1]-14; Animal Handling
Most clerics will want to trade some or all of the 5 points (any other), Hidden Lore (any other), or Teaching, all (A)
from quirks for money for a good power item (p. 28) – most IQ-1 [1]-13; Diagnosis or Poisons, both (H) IQ-2 [1]-12; or
often a superior holy symbol – and decent armor. Observation (A) Per-1 [1]-13.
Spells: Choose 20 druidic spells (p. 19), which will be either (H)
IQ+1 [1]-15 or (VH) IQ [1]-14 with the +3 for Power
DRUID Investiture (Druidic).
250 points * Multiplied for self-control number; see p. B120.
Your friends call you a “nature priest.” That’s half true: you † Includes +1 for Green Thumb.
do worship Nature, and Nature has powerful allies, but you’re
dedicated to Life above all, and your powers are a divine Customization Notes
reward for your fervor. Like the cleric (p. 6), you cast support- Druids fall into a few broad categories, defined largely by
ive spells (p. 19). You’re also an initiate of the Druidic Arts their spells. Beastmasters prefer spells that let them summon
(p. 22). These gifts don’t work perfectly down in the dungeon, and interact with animals, and might enter play knowing
but they do work – and without you, the party often wouldn’t Animal Control (Bird Control, Fish Control, Mammal Control,
reach the dungeon! Reptile Control, and Vermin Control), Beast Link, Beast-
Rouser, Beast Seeker, Beast Speech, Beast-Soother, Beast
Attributes: ST 11 [10]; DX 12 [40]; IQ 14 [80]; HT 13 [30]. Summoning, Master, Protect Animal, Repel Animal (Repel
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP Birds, Repel Fish, Repel Mammals, Repel Reptiles, and Repel
11 [0]; Will 14 [0]; Per 14 [0]; FP 13 [0]; Basic Speed 6.00 Vermin), Rider, and Rider Within.
[-5]; Basic Move 6 [0]. Elementalists favor spells of elemental fury. A typical start-
Advantages: Green Thumb 1 [5] and Power Investiture 3 ing list would be Clouds, Fog, Freeze, Frost, Mystic Mist, Rain,
(Druidic) [30]. • 20 points in Druidic abilities (p. 22); put Recover Energy, Shape Air, Shape Earth, Shape Water, Snow,
leftovers into spells. • A further 20 points chosen from Summon Air Elemental, Summon Earth Elemental, Summon
among additional Druidic abilities or IQ +1 [20], HT +1 or Fire Elemental, Summon Water Elemental, Wall of Wind,
+2 [10 or 20], Per +1 to +4 [5/level], FP +1 to +6 [3/level], Waves, Whirlpool, Wind, and Windstorm.
Animal Friend 1-4 [5/level], Green Thumb 2-4 [5/level], Green druids focus on Plant spells and magic useful in the
Healer 1 or 2 [10 or 20], Intuition [15], Luck [15], Mind forest. Such a druid might start with Animate Plant, Blossom,
Shield [4/level], Outdoorsman 1 or 2 [10 or 20], Power Conceal, Create Plant, False Tracks, Forest Warning, Hide
Investiture (Druidic) 4 or 5 [10 or 20], Resistant to Disease Path, Identify Plant, Plant Control, Plant Growth, Plant Sense,
(+3) or (+8) [3 or 5], Signature Gear [Varies], or Spirit Plant Speech, Plant Vision, Pollen Cloud, Rain of Nuts,
Empathy [10]. Rejuvenate Plant, Shape Plant, Tangle Growth, Walk Through
Disadvantages: -20 points chosen from among Disciplines of Plants, and Walk Through Wood.
Faith (Ritualism or Mysticism) [-5 or -10], Sense of Duty Of course, a druid could know just about any set of druidic
(Wild nature) [-15], Vow (Vegetarianism) [-5], Vow (Never spells – he isn’t limited to one of these lists. Druids who desire
sleep indoors) [-10], or Wealth (Struggling or Poor) [-10 or access to powerful combat and shapeshifting magic should be
-15]. • A further -25 points chosen from among the previous sure to raise Power Investiture (Druidic) to level 4 or 5 with
traits or Intolerance (Urbanites) [-5], Loner [-5*], No Sense advantage points.
of Humor [-10], Odious Personal Habit (“Dirty hippy”) [-5], Unlike other casters, druids rarely trade the 5 points they
Overconfidence [-5*], Phobia (Crowds) [-15*], Phobia (Fire) get from quirks for money for a power item. More likely invest-
[-5*], Phobia (Machinery) [-5*], Stubbornness [-5], or ments are extra spells or Druidic abilities.
Weirdness Magnet [-15].
Primary Skills: Esoteric Medicine (Druidic) (H) Per [4]-14;
Herb Lore (VH) IQ [4]-14†; and Naturalist (H) IQ
[2]-14†. • One of Innate Attack (any) or Thrown Weapon
HOLY WARRIOR
(Spear or Stick), all (E) DX+2 [4]-14; Bolas, Lasso, or
250 points
Throwing, all (A) DX+1 [4]-13; or Blowpipe, Net, or Sling, all You fight for what’s right – and the gods have your back.
(H) DX [4]-12. • One of these two melee skills packages: You’re on a quest to bury Evil six feet deep and make sure it
stays there. Like the cleric (p. 6), you carry the flame of Holy
1. One of Axe/Mace, Broadsword, Shortsword, or Spear, all (A) Might (p. 22), but where the cleric wields spells, you prefer the
DX+2 [8]-14, and Shield (E) DX+2 [4]-14. sword, much like the knight (p. 8). While people who don’t
2. One of Spear or Staff, both (A) DX+3 [12]-15. know you sometimes think that makes you a generalist, you’re
a true specialist when it comes to destroying Evil.
Secondary Skills: Camouflage (E) IQ [1]-14; Animal Handling
(any), Disguise (Animals), Hidden Lore (Elementals, Attributes: ST 13 [30]; DX 13 [60]; IQ 12 [40]; HT 13 [30].
Faeries, or Nature Spirits), and Weather Sense, all (A) IQ-1 Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP 13
[1]-13; Mimicry (Animal Sounds or Bird Calls), Pharmacy [0]; Will 14 [10]; Per 12 [0]; FP 13 [0]; Basic Speed 6.00 [-10];
(Herbal), Religious Ritual (Druidic), Theology (Druidic), Basic Move 6 [0].

DUNGEON FANTASY TEMPLATES 7


Advantages: Born War Leader 1 [5]; Higher Purpose (Slay Blessed (notably the Heroic Feats variant; see p. B41),
Demons or Slay Undead) [5]; Holiness 2 [10]; and Shtick Resistant to Evil Supernatural Powers, and True Faith with
(Foes slain personally can’t rise as undead) [1]. • 25 points Turning (GURPS Powers, p. 84). Gamers who wish to focus
in Holy abilities (p. 22); put leftovers into more advan- exclusively on fighting will be happier playing barbarians,
tages. • A further 25 points chosen from among additional knights, and swashbucklers.
Holy abilities or ST +1 or +2 [10 or 20], DX +1 [20], HT +1 Other choices should support a clear archetype. Some holy
or +2 [10 or 20], HP +1 to +3 [2/level], Will +1 to +5 [5/level], warriors are paragons of religious chivalry (peaceful Higher
Born War Leader 2-4 [5/level], Combat Reflexes [15], Purpose, more Holiness, Charitable, Code of Honor, and of
Enhanced Block 1 [5], Enhanced Parry 1 (One Melee course the Lance and Riding skills); others are hard-eyed
Weapon skill) [5], Fearlessness [2/level] or Unfazeable [15], inquisitors (more Will, Unfazeable, Honesty, Intolerance, No
Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Sense of Humor, and skills like Stealth and Interrogation). All
Threshold [10], Higher Purpose (different from first) [5], are crusaders, whether they lead armies (additional Born War
Holiness 3 or 4 [5 or 10], Luck [15], Magic Resistance Leader, Fanaticism, Sense of Duty, and soldier’s skills such as
[2/level], Rapid Healing [5], Recovery [10], Resistant to First Aid and Hiking) or confront Evil’s champions in person-
Disease (+3) or (+8) [3 or 5], Resistant to Poison (+3) [5], al combat (more ST and HP, High Pain Threshold, Bloodlust,
Signature Gear [Varies], Striking ST 1 or 2 [5 or 10], or and supplementary Physiology and Psychology specialties for
Weapon Bond [1]. monsters).
Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good Like most fighters, holy warriors should consider sacrific-
entities) [-10], or Vow (Own no more than horse can carry) ing some of the 5 points from quirks for cash enough to buy
[-10]. • Another -15 points chosen from among those traits good weapons and armor.
or Charitable [-15*], Compulsive Generosity [-5*],
Compulsive Vowing [-5*], Disciplines of Faith (Ritualism or
Mysticism) [-5 or -10], Fanaticism [-15], Intolerance (“Evil” KNIGHT
religions) or (All other religions) [-5 or -10], Selfless [-5*], 250 points
Truthfulness [-5*], or Vow (Chastity) [-5]. • A further -15 Officially, you might not be a knight, but you’re more dedi-
points chosen from either of the two previous lists or cated than some fop living in a castle. Anyway, “knight” sounds
Bloodlust [-10*], Code of Honor (Chivalry) [-15], Easy to better than “fighter” (dull!) or “thug” (offensive!). Like the bar-
Read [-10], No Sense of Humor [-10], Overconfidence [-5*], barian (p. 4), you favor heavy weapons, and like the swash-
Sense of Duty (Adventuring companions) [-5], or buckler (p. 11), you’re very skilled. Unlike both, though, you
Stubbornness [-5]. have the good sense to wear proper armor. You’re into dun-
Primary Skills: Exorcism (H) Will [4]-14 and Hidden Lore geon delving to prove your mettle – although the loot doesn’t
(Demons or Undead) (A) IQ [2]-12. • One of Crossbow or hurt, given the high price of decent weapons and armor.
Thrown Weapon (Axe/Mace or Spear), all (E) DX+2 [4]-15;
or Throwing (A) DX+1 [4]-14. • One of these three melee Attributes: ST 14 [40]; DX 14 [80]; IQ 10 [0]; HT 13 [30].
skills packages: Secondary Characteristics: Damage 1d/2d; BL 39 lbs.; HP 14
[0]; Will 10 [0]; Per 10 [0]; FP 13 [0]; Basic Speed 6.00 [-15];
1. One of Axe/Mace, Broadsword, or Spear, all (A) DX+3 Basic Move 6 [0].
[12]-16, and Shield (E) DX+3 [8]-16. Advantages: Born War Leader 2 [10]; Combat Reflexes [15];
2. Flail (H) DX+2 [12]-15 and Shield (E) DX+3 [8]-16. and High Pain Threshold [10]. • Another 60 points chosen
3. One of Polearm, Spear, or Two-Handed Sword, all (A) DX+5 from among ST +1 to +6 [10/level], DX +1 to +3 [20/level],
[20]-18. HT +1 to +6 [10/level], HP +1 to +4 [2/level], Basic Speed +1
Secondary Skills: Brawling (E) DX+1 [2]-14; Wrestling (A) or +2 [20 or 40], Alcohol Tolerance [1], Born War Leader 3
DX+1 [4]-14; Leadership (A) IQ [1]-12†; Physiology (mon- or 4 [5 or 10], Enhanced Block 1 [5], Enhanced Parry 1 (One
ster type) and Psychology (same monster type), both (H) IQ Melee Weapon skill) [5], Fearlessness [2/level], Fit [5] or
[4]-12; Strategy and Tactics, both (H) IQ [2]-12†; and Very Fit [15], Hard to Kill [2/level], Hard to Subdue [2/level],
Intimidation (A) Will-1 [1]-13. Luck [15] or Extraordinary Luck [30], Penetrating Voice [1],
Background Skills: Religious Ritual and Theology, both (H) Rapid Healing [5], Recovery [10], Signature Gear [Varies],
IQ-2 [1]-10; Meditation (H) Will-2 [1]-10; and Esoteric Striking ST 1 or 2 [5 or 10], Weapon Bond [1], or Weapon
Medicine (Holy) (H) Per-2 [1]-10. • Five of Fast-Draw (any) Master [20 to 45].
(E) DX [1]-13; Climbing, Lance, Riding (Horse), or Stealth, all Disadvantages: -20 points chosen from among Bad Temper
(A) DX-1 [1]-12; First Aid or Gesture, both (E) IQ [1]-12; [-10*], Bloodlust [-10*], Code of Honor (Pirate’s, Soldier’s, or
Interrogation (A) IQ-1 [1]-11; Physiology (other monster type) Chivalry) [-5, -10, or -15], Obsession (Slay some specific type
or Psychology (other monster type), both (H) IQ-2 [1]-10; of monster) [-5*], One Eye [-15], Sense of Duty (Nation)
Hiking (A) HT-1 [1]-12; or Observation (A) Per-1 [1]-11. [-10], Vow (Never refuse a challenge to combat) [-10], or
Wounded [-5]. • Another -15 points chosen from among those
* Multiplied for self-control number; see p. B120. traits or Bully [-10*], Compulsive Carousing [-5*], Greed
† Includes +1 for Born War Leader (p. 14). [-15*], Honesty [-10*], Lecherousness [-15*], Overconfidence
Customization Notes [-5*], or Sense of Duty (Adventuring companions) [-5].
The whole point of playing a holy warrior is to have Holy Primary Skills: Brawling (E) DX+1 [2]-15 or Boxing (A) DX
abilities, so it makes sense to favor these when choosing [2]-14; Fast-Draw (any) (E) DX+1 [1]-15†; Knife (E) DX
advantages. Holy warriors get especially good use out of [1]-14; Shield (E) DX+2 [4]-16‡; and Sumo Wrestling or
Wrestling, both (A) DX [2]-14. • One of Crossbow or Thrown

DUNGEON FANTASY TEMPLATES 8


An important decision is whether to master just one weapon
skill or be good with two or three. A single skill will let you
dominate combat with your weapon of choice right from the
start. You can’t control what loot you’ll find, though – if you’re
adept at Axe/Mace, Broadsword, and Flail, then you’ll be able
to use most one-handed weapons that turn up. Don’t forget
that some weapons need multiple skills; e.g., a samurai needs
Broadsword and Two-Handed Sword for his katana (but can
omit Shield).
Most knights trade the 5 points from quirks for cash for
arms and armor.

MARTIAL ARTIST
250 points
You’re a true master of barehanded combat and exotic
weapons, from a faraway land – probably the Mysterious East.
While the knight (p. 8) and swashbuckler (p. 11) claim to be
Weapon (Axe/Mace or Spear), all (E) DX+2 [4]-16; Bow trained in “martial arts,” their kung fu is weak. Years as a
or Throwing, both (A) DX+1 [4]-15; or Sling (H) DX monastic ascetic have awakened your gift for Chi Mastery
[4]-14. • One of these three sets of options: (p. 21) and taught you disciplines that channel your inner
strength. Now you’ve left the monastery for the dungeon to
1. One of Axe/Mace, Broadsword, Polearm‡, Shortsword, perfect your art against even the strangest of foes.
Spear‡, or Two-Handed Sword‡, all (A) DX+6 [24]-20; or
Flail (H) DX+5 [24]-19. Attributes: ST 11 [10]; DX 16 [120]; IQ 10 [0]; HT 12 [20].
2. Two of Axe/Mace, Broadsword, Polearm‡, Shortsword, Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
Spear‡, or Two-Handed Sword‡, all (A) DX+3 [12]-17; or 11 [0]; Will 11 [5]; Per 10 [0]; FP 12 [0]; Basic Speed 7.00 [0];
Flail (H) DX+2 [12]-16. Basic Move 8 [5].
3. Three of Axe/Mace, Broadsword, Lance, Polearm‡, Riding Advantages: Chi Talent 2 [30] and Trained by a Master
(Horse), Shortsword, Spear‡, or Two-Handed Sword‡, all [30]. • 20 points in Chi abilities (p. 21); put leftovers into
(A) DX+2 [8]-16; or Flail (H) DX+1 [8]-15. special skills. • A further 20 points chosen from among addi-
tional Chi abilities or ST +1 or +2 [10 or 20], DX +1 [20], IQ
Secondary Skills: Armoury (Body Armor or Melee Weapons) +1 [20], HT +1 or +2 [10 or 20], Will +1 to +4 [5/level], Per
and Connoisseur (Weapons), both (A) IQ+1 [4]-11; +1 to +4 [5/level], FP +1 to +6 [3/level], Basic Speed +1 [20],
Leadership (A) IQ+1 [1]-11§; and Strategy and Tactics, both Basic Move +1 or +2 [5 or 10], Ambidexterity [5], Chi Talent
(H) IQ+1 [2]-11§. 3 [15], Combat Reflexes [15], Enhanced Dodge 1 [15],
Background Skills: Four of Forced Entry (E) DX [1]-14; Enhanced Parry 1 or 2 (Unarmed) [5 or 10], Fit [5] or Very
Climbing or Stealth, both (A) DX-1 [1]-13; First Aid, Gesture, Fit [15], Flexibility [5] or Double-Jointed [15], High Pain
or Savoir-Faire (High Society), all (E) IQ [1]-10; Gambling, Threshold [10], Luck [15], Magic Resistance [2/level], Mind
Heraldry, or Streetwise, all (A) IQ-1 [1]-9; Carousing (E) HT Shield [4/level], Signature Gear [Varies], Unfazeable [15],
[1]-13; Hiking (A) HT-1 [1]-12; Intimidation (A) Will-1 [1]-9; Weapon Bond [1], Weapon Master (One exotic weapon)
Scrounging (E) Per [1]-10; or Observation (A) Per-1 [1]-9. [20], or Wild Talent 1 [20].
Disadvantages: Disciplines of Faith (Chi Rituals)
* Multiplied for self-control number; see p. B120.
[-10]. • Another -25 points chosen from among Code of
† Includes +1 for Combat Reflexes.
Honor (Bushido, equivalent to Chivalry) [-15], Compulsive
‡ Knights who prefer two-handed weapons can omit Shield
Vowing [-5*], Honesty [-10*], Obsession (“Perfect my art at
and raise a two-handed combat skill by a level.
any cost!”) [-10*], Social Stigma (Minority Group) [-10],
§ Includes +2 for Born War Leader (p. 14).
Vow (Vegetarianism) [-5], Vow (Silence) [-10], Vow (Always
Customization Notes fight unarmed) [-15], or Wealth (Struggling, Poor, or Dead
With 60 points in advantages, any “heavy fighter” archetype Broke) [-10, -15, or -25]. • A further -15 points chosen from
fits. Examples include the chivalrous knight (more Born War among those traits or Callous [-5], Loner [-5*], No Sense of
Leader, Weapon Master with knightly weapons, Code of Humor [-10], Overconfidence [-5*], Sense of Duty
Honor (Chivalry), Honesty, Sense of Duty, and the (Adventuring companions) [-5], or Stubbornness [-5].
Broadsword, Heraldry, Lance, Riding, and Savoir-Faire skills), Primary Skills: Jumping (E) DX [1]-16; and Acrobatics, Judo,
the lithe Amazon (high DX and Basic Speed, Sense of Duty to and Karate, all (H) DX-1 [2]-15. • One of Thrown Weapon
her sisters, skill with Shortsword and Spear, and a soldier’s (Dart, Knife, or Shuriken) (E) DX [1]-16; Throwing (A) DX-
knowledge of First Aid, Hiking, and Scrounging), the thug 1 [1]-15; or Blowpipe or Sling, both (H) DX-2 [1]-14. • One
(piles of ST, Bad Temper, Bloodlust, the Flail skill because it’s of these three melee skills packages:
menacing, and Forced Entry and Intimidation), and the crusty
1. Two of Knife (E) DX+2 [4]-18; Axe/Mace, Jitte/Sai,
mercenary (extra HT and HP, Hard to Kill, Rapid Healing,
Shortsword, Smallsword, Staff, or Tonfa, all (A) DX+1
Code of Honor (Soldier’s), Greed, the Polearm skill for the bat-
[4]-17; or Flail or Kusari, both (H) DX [4]-16.
tlefield, and Carousing and Gambling for downtime).

DUNGEON FANTASY TEMPLATES 9


2. One of the Melee Weapon skills in option 1, and raise both [20], HT +1 or +2 [10 or 20], Per +1 to +4 [5/level], Basic
Judo and Karate to DX [4]-16. Speed +1 [20], Basic Move +1 to +3 [5/level], Absolute
3. No Melee Weapon skills, but raise one of Judo or Karate to Direction [5], Acute Vision [2/level], Combat Reflexes [15],
DX+1 [8]-17 and the other to DX [4]-16. Danger Sense [15], Fit [5] or Very Fit [15], High Pain
Threshold [10], Luck [15], Night Vision 1-9 [1/level],
Secondary Skills: Stealth (A) DX-1 [1]-15 and Meditation (H)
Outdoorsman 3 or 4 [10 or 20], Peripheral Vision [15],
Will-1 [2]-10.
Rapid Healing [5], Signature Gear [Varies], Weapon Bond
Background Skills: Tactics (H) IQ [4]-10. • Three of Fast-Draw
[1], or Weapon Master (Bow) [20].
(any) (E) DX [1]-16; Climbing (A) DX-1 [1]-15; First Aid or
Disadvantages: -15 points chosen from among Bloodlust
Gesture (E) IQ [1]-10; Teaching (A) IQ-1 [1]-9; Hiking
[-10*], Callous [-5], Greed [-15*], Honesty [-10*],
or Running, both (A) HT-1 [1]-11; Intimidation (A) Will-1
Overconfidence [-5*], Sense of Duty (Adventuring compan-
[1]-10; or Observation (A) Per-1 [1]-9.
ions) [-5], or Stubbornness [-5]. • Another -35 points chosen
Special Skills: Seven of Immovable Stance, Light Walk, Parry
from among the previous traits or Code of Honor (Pirate’s or
Missile Weapons, Push, or Throwing Art, all (H) DX+1
Soldier’s) [-5 or -10], Intolerance (Urbanites) [-5], Loner
[2]-17; Breaking Blow, Flying Leap (requires Power Blow),
[-5*], No Sense of Humor [-10], Odious Personal Habit
or Pressure Points, all (H) IQ+1 [2]-11; Breath Control or
(“Unwashed bushwhacker”) [-5], Paranoia [-10], Phobia
Kiai, both (H) HT+1 [2]-13; Body Control (VH) HT [2]-12;
(Crowds) [-15*], Social Stigma (Disowned) [-5], Vow (Never
Mental Strength (E) Will+3 [2]-14; Mind Block (A) Will+2
sleep indoors) [-10], or Vow (Own no more than what can be
[2]-13; Autohypnosis or Power Blow (H) Will+1 [2]-12;
carried) [-10].
Esoteric Medicine (Chi) (H) Per+1 [2]-11; or Blind Fighting
Primary Skills: Bow (A) DX+4 [16]-18; Camouflage (E) IQ+3
(VH) Per [2]-10. All include +2 for Chi Talent.
[2]-14†; Fast-Draw (Arrow) (E) DX [1]-14; Observation (A)
* Multiplied for self-control number; see p. B120. Per [2]-14; and Tracking (A) Per+2 [2]-16†. • One of these
two melee skills packages:
Customization Notes
The martial artist must balance Chi abilities, other advan-
tages, and special skills. It’s tempting to take a few combat-
effective Chi abilities (DR, Striking ST, etc.) and put all leftover
points into one skill (e.g., Power Blow). However, the warrior
with Catfall, DR, Danger Sense, and Resistant will probably
live longer to develop his skills!
Favored combat skills affect these choices. Some martial
artists fight using Judo and Karate. They need DR (to protect
their hands) and Striking ST (because they lack a weapon’s
leverage), and should improve Breaking Blow early in order to
defeat armor. Martial artists who fight armed can take a longer
view – they have a weapon between them and their enemies.
This template depicts a fighter fresh from the monastery or
academy. He’s capable but needs time to hone his skills. He’ll
grow quickly with a few points, and the 5 points from quirks
can boost key skills significantly. Those points aren’t needed
for cash – a martial artist requires only inexpensive weapons
and perhaps gauntlets (count as brass knuckles and protect the
hands).

SCOUT
250 points
1. One of Broadsword, Shortsword, or Spear, all (A) DX+2
You’re called “archer,” “stalker,” and “tracker,” and you’ve
[8]-16, and Shield (E) DX+2 [4]-16.
filled all three roles in the past. Such labels don’t do justice to
2. One of Broadsword, Shortsword, Spear, or Staff, all (A)
your expertise, however. By taking the stealth of the thief
DX+3 [12]-17.
(p. 12) into the great outdoors and mixing it with the mobility
and skill at arms of the swashbuckler (p. 11), you’ve become a Secondary Skills: Climbing and Stealth, both (A) DX-1 [1]-13;
master of guerrilla warfare. You track elusive prey of all Gesture (E) IQ+1 [2]-12; Cartography, Shadowing, and
descriptions – and when the trail leads down into the dungeon, Traps, all (A) IQ+1 [4]-12; Navigation (Land or Sea) (A) IQ+1
you follow it without hesitation. [1]-12†; Mimicry (Bird Calls) (H) IQ+1 [2]-12†; Hiking (A)
HT [2]-12; and Survival (any) (A) Per+1 [1]-15†.
Attributes: ST 13 [30]; DX 14 [80]; IQ 11 [20]; HT 12 [20].
Background Skills: 8 points in improved primary or secondary
Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP 13
skills, or Brawling, Fast-Draw (any other), Garrote,
[0]; Will 11 [0]; Per 14 [15]; FP 12 [0]; Basic Speed 7.00 [10];
Jumping, Knife, or Knot-Tying, all (E) DX [1]-14; Boating
Basic Move 7 [0].
(Unpowered), Riding (Horse), Throwing, or Wrestling, all
Advantages: Heroic Archer [20] and Outdoorsman 2 [20]. • 20
(A) DX-1 [1]-13; First Aid or Seamanship, both (E) IQ [1]-11;
points chosen from among ST +1 or +2 [10 or 20], DX +1
Armoury (Missile Weapons), Prospecting, or Weather Sense,

DUNGEON FANTASY TEMPLATES 10


all (A) IQ-1 [1]-10; Swimming (E) HT [1]-12; Running weapon) [1]; and Weapon Master (Weapon of choice)
(A) HT-1 [1]-11; Skiing (H) HT-2 [1]-10; or Search (A) Per-1 [20]. • Another 60 points chosen from among ST +1 to +6
[1]-13. [10/level], DX +1 to +3 [20/level], Basic Speed +1 or +2 [20
or 40], Basic Move +1 to +3 [5/level], Alcohol Tolerance [1],
* Multiplied for self-control number; see p. B120.
Ambidexterity [5], Appearance (Attractive, Handsome, or
† Includes +2 for Outdoorsman.
Very Handsome) [4, 12, or 16], Charisma [5/level], Daredevil
Customization Notes [15], Enhanced Dodge 1 [15], Enhanced Parry 2 or 3
The scout has one of the more specialized templates. It’s (Weapon of choice) [5 or 10], Extra Attack 1 [25], No
built around the Bow and Tracking skills, plus supporting abil- Hangover [1], Perfect Balance [15], Rapier Wit [5],
ities. Thus, a scout requires interesting choices of advantages, Serendipity [15/level], Signature Gear [Varies], Striking ST 1
disadvantages, and skills to stand out. Classic archetypes or 2 [5 or 10], or replace Luck [15] with Extraordinary Luck
include: [30] for 15 points or with Ridiculous Luck [60] for 45 points.
Disadvantages: -15 points chosen from among Code of Honor
Bounty Hunter: You capture criminals – dead or alive – sup- (Pirate’s or Gentleman’s) [-5 or -10], Obsession (“Become the
plementing archery with traps and beatings. Danger Sense best swordsman in the world!”) [-10*], Vow (Use only
helps you avoid attempts to turn the tables on you, and high weapon of choice) [-5], Vow (Never refuse a challenge to
Per doesn’t hurt, either. Especially suitable disadvantages combat) [-10], Vow (Challenge every swordsman to combat)
include Callous, Code of Honor (Pirate’s), Greed, Loner, No [-15], or Vow (Never wear armor) [-15]. • Another -15 points
Sense of Humor, and Paranoia. A one-handed Melee Weapon chosen from among those traits or Impulsiveness [-10*],
skill and Shield are handy; not every hunt ends with a bow- Overconfidence [-5*], Short Attention Span [-10*], or
shot. Use background skill points to raise Stealth and Traps, Trickster [-15*]. • A further -20 points chosen from the two
and to buy Brawling, Knot-Tying, and Wrestling for subduing previous lists or Chummy [-5] or Gregarious [-10],
and restraining your quarry. Compulsive Carousing [-5*], Compulsive Spending [-5*],
Ranger: You’re an honor-bound protector of roads and wild Greed [-15*], Jealousy [-10], Lecherousness [-15*], One Eye
places – part patrolman, part warden. Combat Reflexes is clas- [-15], Sense of Duty (Adventuring companions) [-5], or
sic (nobody surprises a ranger), and the remaining points Wounded [-5].
might raise Basic Move for covering ground quickly, or buy Primary Skills: Jumping (E) DX [1]-15; Fast-Draw (Knife) and
Absolute Direction. Disadvantages include several of Code of Fast-Draw (Sword), both (E) DX+1 [1]-16†; and Acrobatics
Honor, Honesty, Sense of Duty, and various Vows, plus Loner, (H) DX [4]-15. • Either Thrown Weapon (Knife) (E) DX+1
Phobia, and/or Social Stigma to explain why you avoid others. [2]-16 or Throwing (A) DX [2]-15. • One of these three melee
Get sword and Shield skills, and spend background skill points skills packages:
to raise Navigation a couple of levels and buy Boating, Riding,
Running, Skiing, and Swimming, all so that you can get any- 1. One of Broadsword, Rapier, Saber, Shortsword, or
where at any time. Smallsword, all (A) DX+3 [12]-18; one of Shield (Buckler)
Sharpshooter: You’re a dedicated bow sniper – basically, an (E) DX+3 [8]-18, or Cloak or Main-Gauche, both (A) DX+2
assassin. You’ll almost certainly want Weapon Master (Bow) [8]-17.
for the damage bonus. Disadvantages ought to include a heavy 2. One of the sword skills in option 1 at DX+4 [16]-19; one of
dose of “negative” traits like Bloodlust, Callous, Intolerance, Shield (Buckler) (E) DX+2 [4]-17, or Cloak or Main-Gauche,
and No Sense of Humor. Since you use your bow whenever both (A) DX+1 [4]-16.
possible, you’ll probably want only a sword skill for backup (no 3. One of the sword skills in option 1 at DX+5 [20]-20!
Shield). Background skill points might raise Bow another level, Secondary Skills: Brawling (E) DX+1 [2]-16 or Boxing (A) DX
buy other assassination skills such as Garrote and Knife, and [2]-15; and Wrestling (A) DX [2]-15.
add Fast-Draw for your blades. Background Skills: Stealth (A) DX-1 [1]-14; Savoir-Faire (High
Society) (E) IQ+1 [2]-11 or Streetwise (A) IQ [2]-10; and
SWASHBUCKLER Carousing (E) HT [1]-13. • Seven of Fast-Draw (any other)
(E) DX+1 [1]-16†; Climbing (A) DX-1 [1]-14; First Aid,
250 points Gesture, or Seamanship, all (E) IQ [1]-10; Connoisseur
You’re living proof that the sword is mightier, speedier, and (any), Fast-Talk, or Gambling, all (A) IQ-1 [1]-9; Hiking or
more stylish than, well, just about everything. In the time it Sex Appeal, both (A) HT-1 [1]-12; Intimidation (A) Will-1
takes the plodding knight (p. 8) to strike his first blow, you’ve [1]-9; Scrounging (E) Per [1]-10; or Search (A) Per-1 [1]-9.
struck two, and with more flair – and although you respect the
* Multiplied for self-control number; see p. B120.
precision of the martial artist (p. 9), you would never bring
† Includes +1 for Combat Reflexes.
fists to a swordfight. You like nothing better than to leap and
tumble through battle, blade a blur, deftly covering the party’s Customization Notes
flanks and rear. The swashbuckler is built around one sword skill. Be sure
Attributes: ST 11 [10]; DX 15 [100]; IQ 10 [0]; HT 13 [30]. that Enhanced Parry and Weapon Master agree with that
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP choice, that Weapon Bond is with a suitable blade, and that
11 [0]; Will 10 [0]; Per 10 [0]; FP 13 [0]; Basic Speed 7.00 [0]; any sword acquired as Signature Gear is similarly appropriate.
Basic Move 7 [0]. If selecting the Vow pertaining to weapons, it should match all
Advantages: Combat Reflexes [15]; Enhanced Parry 1 (Weapon of this as well.
of choice) [5]; Luck [15]; Weapon Bond (Any starting

DUNGEON FANTASY TEMPLATES 11


Obviously, this makes the swashbuckler a real weapon spe- Primary Skills: Forced Entry (E) DX [1]-15; Climbing (A)
cialist – a lot like the scout. The difference is that the swash- DX+3 [1]-18†‡; Filch (A) DX [2]-15; Stealth (A) DX+3
buckler has great latitude with advantages. It’s possible to cre- [12]-18; Escape (H) DX+1 [1]-16†; Pickpocket (H) DX
ate completely different characters by focusing on offense [2]-15§; and Lockpicking and Traps, both (A) IQ+1 [4]-14.
(more ST, Extra Attack, Striking ST, and Signature Gear for Secondary Skills: Acrobatics (H) DX-1 [1]-14‡; Sleight of Hand
fine swords), defense (more Basic Speed, Enhanced Dodge, (H) DX-1 [1]-14§; Gesture (E) IQ [1]-13; Holdout,
and Enhanced Parry, not to mention extra Luck), or dash and Shadowing, Smuggling, and Streetwise, all (A) IQ [2]-13;
flair (Appearance, Charisma, Daredevil, Rapier Wit, and and Search and Urban Survival, both (A) Per [2]-14. • One
Serendipity). of Rapier, Saber, Shortsword, or Smallsword, all (A) DX-1
An interesting choice of background skills is equally impor- [1]-14. • One of Shield (Buckler) (E) DX [1]-15; Cloak or
tant. Some swashbucklers are fops with Savoir-Faire and every Main-Gauche, both (A) DX-1 [1]-14; or raise main sword
known Connoisseur specialty. Others are rakes or pirates with skill to DX [2]-15. • One of Crossbow or Thrown Weapon
Climbing, Fast-Talk, Gambling, Streetwise, and possibly (Knife), both (E) DX [1]-15; Bow or Throwing, both (A)
Seamanship – and of course Search for looting dead bodies! DX-1 [1]-14; or Sling (H) DX-2 [1]-13.
Most swashbucklers would benefit from sacrificing the 5 Background Skills: Brawling (E) DX [1]-15; Gambling (A)
points they get from quirks to acquire the money for a nice IQ-1 [1]-12; and Carousing (E) HT [1]-11. • Another 7 points
sword. Those with Signature Gear won’t need this, though, and spent on any previous skill, or on Fast-Draw (any) or
may prefer to buy higher weapon skills or a few skills bor- Garrote, both (E) DX [1]-15; First Aid, Panhandling, or
rowed from the thief. Seamanship (E) IQ [1]-13; Cartography, Connoisseur (any),
Disguise, Fast-Talk, or Merchant, all (A) IQ-1 [1]-12;
Counterfeiting, Forgery, or Poisons, all (H) IQ-2 [1]-11;
THIEF Hiking (A) HT-1 [1]-10; Scrounging (E) Per [1]-14; or Lip
250 points Reading or Observation, both (A) Per-1 [1]-13.
You’re a “procurement expert,” whatever unflattering terms * Multiplied for self-control number; see p. B120.
others may use. You take things that need taking. Of course, † Includes +3 for Flexibility.
the best stuff is inevitably in trapped chests behind locked ‡ Includes +1 for Perfect Balance.
doors guarded by monsters in mazes. This frames your busi- § Includes +1 for High Manual Dexterity.
ness relationship with the party: they merely have to take care
of the monsters. You’ll handle finding treasures and unlocking Customization Notes
doors and bypassing traps – for a reasonable consideration, Thieves aren’t combatants built around toughness and
naturally. Oh, and those rumors that you moonlight as an combat skills, nor do they have access to powers, spells, and
assassin or a spy? Nonsense! special skills. They’re broad-based experts at mundane skills.
Thus, they’re best-suited to players who prefer a supporting
Attributes: ST 11 [10]; DX 15 [100]; IQ 13 [60]; HT 11 [10]. role in pre-combat scouting and post-combat looting. A party
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP won’t live long without one thief, and may consist entirely of
11 [0]; Will 13 [0]; Per 14 [5]; FP 11 [0]; Basic Speed 6.00 thieves.
[-10]; Basic Move 7 [5]. The burglar specializes in getting in and stealing things. He
Advantages: Flexibility [5]; High Manual Dexterity 1 [5]; and might choose Catfall, Double-Jointed, and more High Manual
Perfect Balance [15]. • A further 30 points chosen from
among DX +1 [20], IQ +1 [20], Per +1 to +6 [5/level], Basic
Speed +1 [20], Basic Move +1 or +2 [5 or 10], Ambidexterity
[5], Catfall [10], Combat Reflexes [15], Danger Sense [15],
Enhanced Dodge 1 or 2 [15 or 30], Gizmos 1-3 [5/level], High
Manual Dexterity 2-4 [5/level], Honest Face [1], Luck [15] or
Extraordinary Luck [30], Night Vision 1-9 [1/level],
Peripheral Vision [15], Serendipity [15/level], Signature
Gear [Varies], Striking ST 1 or 2 (Only on surprise attack,
-60%) [2 or 4], Wealth (Comfortable or Wealthy) [10 or 20],
or improve Flexibility [5] to Double-Jointed [15] for 10
points.
Disadvantages: One of Greed (12) [-15], Kleptomania (12)
[-15], or Trickster (12) [-15]. • One of Callous [-5], Code of
Honor (Pirate’s) [-5], or Curious (12) [-5]. • A further -20
points chosen from either of the two previous lists or Bad
Temper [-10*], Bloodlust [-10*], Compulsive Carousing
[-5*], Compulsive Gambling [-5*], Compulsive Lying [-15*],
Compulsive Spending [-5*], Cowardice [-10*], Laziness
[-10], Lecherousness [-15*], Loner [-5*], One Eye [-15],
Overconfidence [-5*], Post-Combat Shakes [-5*], Sense of
Duty (Adventuring companions) [-5], Skinny [-5], or Social
Stigma (Criminal Record) [-5].

DUNGEON FANTASY TEMPLATES 12


Dexterity. He often suffers from Kleptomania and is Curious, Secondary Skills: Hazardous Materials (Magical), Research,
and frequently has traits like Overconfidence and Skinny. His Speed-Reading, Teaching, and Writing, all (A) IQ-1 [1]-14;
background skill points go into improved Climbing, Forced and Meditation (H) Will-1 [2]-14. • Either Shield (Buckler)
Entry, and/or Lockpicking, leaving a point or two for some- (E) DX+2 [4]-14 and Smallsword (A) DX+1 [4]-13, or Staff
thing like Observation (for casing targets). (A) DX+2 [8]-14. • One of Innate Attack (any) or Thrown
The mastermind is a plotter. He has more IQ – plus Wealth Weapon (Dart) (E) DX+2 [4]-14; Throwing (A) DX+1 [4]-13;
to bankroll his schemes. He’s classically a Trickster with a per- or Sling (H) DX [4]-12.
verse Code of Honor about splitting up loot, and often Background Skills: Nine of Fast-Draw (Potion) (E) DX [1]-12;
Compulsive Lying. His background points go toward “urban” Climbing or Stealth, both (A) DX-1 [1]-11; Body Sense (H)
skills: higher Streetwise and Urban Survival, and things like DX-2 [1]-10; First Aid, Gesture, or Savoir-Faire (High
Counterfeiting, Forgery, and Merchant. Society), all (E) IQ [1]-15; Cartography or Hidden Lore (any
The assassin uses his skills not to steal but to kill for hire. other) (A) IQ-1 [1]-14; Diplomacy, Physiology (monster
Combat Reflexes, Gizmos (for concealed weapons), and type), or Strategy, all (H) IQ-2 [1]-13; Hiking (A) HT-1 [1]-10;
Striking ST (for backstabs) all help. Bloodlust, Callous, Greed, or Scrounging (E) Per [1]-12.
and Loner are common. Background skill points go toward Spells: Choose 30 wizardly spells (p. 20), which will be either
raising combat skills and buying Fast-Draw, Garrote, and (H) IQ+1 [1]-16 or (VH) IQ [1]-15 with the +3 for Magery.
Poisons.
* Multiplied for self-control number; see p. B120.
Many thieves put the 5 points from quirks into more skills.
† Means that helpful clerical spells (such as healing) work
You can’t be “too good” at sneaking or finding traps!
at -3 on you. Harmful ones aren’t affected!
‡ Includes +3 for Magery.
WIZARD Customization Notes
250 points Unlike other casters, wizards lack a power that’s distinct
You’re the only truly learned delver. Your knowledge of from their spells; their spell lists tend to define them.
magic is deeper than that of the cleric (p. 6) or druid (p. 7), and Essentially unrestricted access to magic makes generalization
your spells don’t merely borrow the power of mercurial super- impossible, but here are three classics:
natural beings (demons are quite controllable). The party Artillery Mage: Specializes in direct-damage magic – espe-
needs your mighty wizardry, knowledge of all manner of cially area-effect spells. A representative spell list is Breathe
strange creatures, and raw intellect. Not that you don’t need Fire, Burning Touch, Concussion, Create Air, Create Fire,
the party – the greatest magical secrets are buried in the dark- Deflect Energy, Explosive Fireball, Extinguish Fire, Fire Cloud,
est pits, and you’re smart enough to travel with bodyguards. Fireball, Fireproof, Flame Jet, Flaming Armor, Flaming
Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10]. Missiles, Flaming Weapon, Heat, Ignite Fire, Lightning, Purify
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 Air, Rain of Fire, Resist Fire, Shape Air, Shape Fire, Smoke,
[0]; Will 15 [0]; Per 12 [-15]; FP 14 [9]; Basic Speed 6.00 [5]; Sound, Spark Storm, Stench, Thunderclap, Wall of Lightning,
Basic Move 6 [0]. and Windstorm. Extra Magery to enable higher damage dice is
Advantages: Magery 3 [35]. • 30 points chosen from among DX valuable, and the Innate Attack skill is indispensable.
+1 [20], IQ +1 [20], Will +1 to +5 [5/level], FP +1 to +10 Illusionist: Specializes in baffling (dumber) enemies.
[3/level], Eidetic Memory [5] or Photographic Memory [10], Typical starting spells would be Apportation, Blackout, Blur,
Gizmos 1-3 [5/level], Intuition [15], Language Talent [10], Colors, Complex Illusion, Continual Light, Darkness, Daze,
Languages (any) [2-6/language], Luck [15] or Extraordinary Fascinate, Flash, Foolishness, Haste, Hide, Hinder, Hush,
Luck [30], Magery 4, 5, or 6 [10, 20, or 30], Mind Shield Illusion Disguise, Illusion Shell, Independence, Invisibility,
[4/level], Signature Gear [Varies], Spirit Empathy [10], or Light, Mage-Stealth, Mass Daze, Mirror, Perfect Illusion,
Wild Talent 1 (Retention, +25%; Focused, Magical, -20%) Phantom, Silence, Simple Illusion, Sound, Voices, and Wall of
[21]. Silence. A Photographic Memory for faces and voices greatly
Disadvantages: -15 points chosen from among Curious [-5*], enhances believable illusions, and mundane Stealth and many
Frightens Animals [-10], Obsession (Become the world’s of these spells are complementary.
most powerful wizard, a lich, etc.) [-10*], Pyromania [-5*], Necromancer: Specializes in creating undead and throwing
Skinny [-5], Social Stigma (Excommunicated)† [-10], Unfit malisons. A necromancer might start with Agonize,
[-5] or Very Unfit [-15], Unnatural Features 1-5 [-1/level], or Animation, Choke, Clumsiness, Control Zombie, Death Vision,
Weirdness Magnet [-15]. • Another -20 points chosen from Deathtouch, Debility, Decay, Frailty, Itch, Lend Energy, Lend
among the previous traits or Absent-Mindedness [-15], Bad Vitality, Minor Healing, Pain, Paralyze Limb, Pestilence,
Temper [-10*], Clueless [-10], Combat Paralysis [-15], Rotting Death, Sensitize, Sickness, Skull-Spirit, Spasm, Steal
Cowardice [-10*], Hard of Hearing [-10], Klutz [-5] or Total Energy, Steal Vitality, Stun, Summon Spirit, Test Food,
Klutz [-15], Loner [-5*], Low Pain Threshold [-10], Nervous Wither Limb, Zombie, and Zombie Summoning. Spirit
Stomach [-1], Oblivious [-5], Overconfidence [-5*], Post- Empathy is handy, obviously – as are Hidden Lore specialties
Combat Shakes [-5*], Sense of Duty (Adventuring compan- pertinent to darker beings.
ions) [-5], or Stubbornness [-5]. Most wizards want as many FP as they can afford. It’s also
Primary Skills: Hidden Lore (Demons, Magic Items, Magical useful to trade the 5 points granted by quirks to get money for
Writings, or Spirits) and Occultism, both (A) IQ [2]-15; a high-capacity power item (p. 28) and a belt stocked with paut
Alchemy (VH) IQ [8]-15; and Thaumatology (VH) IQ [1]-15‡. (p. 29).

DUNGEON FANTASY TEMPLATES 13


CHAPTER TWO

DUNGEON DELVERS’
CHEAT SHEET
Real munchkins may shun templates, opting to create and
optimize dungeon-crawling PCs by hand. To hasten the
New Advantage: Heroic Archer process, the next few sections pare down the big lists of advan-
20 points tages, disadvantages, and skills in the Basic Set to merely large
You can draw and shoot a bow quickly. To do so, tables of more-or-less suitable traits.
take a Ready maneuver to get an arrow. On your next
turn, make a Bow roll at -3 to ready your bow in no
time. Failure means you can only ready, but success SUITABLE ADVANTAGES
lets you attack at -3 on the same turn! Both penalties The Basic Set offers many advantages. Below is a list of
are only -1 if you have Weapon Master (Bow). This those best-suited to dungeon crawls. It excludes most social
trick shaves a second off the usual two-second ready advantages (since those rarely matter in a dungeon unless they
time, letting you shoot every other turn. By making a grant equipment), exotic and supernatural traits that are more
Fast-Draw (Arrow) roll to ready an arrow instantly applicable to monsters than to PCs (for exceptions, see Powers,
before either roll above, you can shoot every turn! p. 21), and abilities that make little sense except in high-tech or
You’re also a “natural” with the bow in general. sci-fi contexts. The GM is free to permit any advantage, of
Whenever you Attack or All-Out Attack, add your course!
bow’s Accuracy bonus without taking an Aim maneu- Advantage Cost Page
ver (if you Aim, add another +1 after one second, or Absolute Direction 5 B34
+2 after two). When you Move and Attack or are in Acute Senses 2/level B35
close combat, ignore your bow’s Bulk penalty instead Alcohol Tolerance 1 B100
of adding Acc. Finally, ignore penalties for crazy posi- Allies Variable B36
tions or acrobatics while shooting, and halve similar Ambidexterity 5 B39
penalties to Fast-Draw (Arrow). Animal Empathy 5 B40
Animal Friend 5/level B90
New Talent: Born War Leader Appearance Variable B21
Blessed 10 B40
5 points/level
Breath-Holding 2/level B41
You get +1 per level to Leadership, Strategy, and Catfall 10 B41
Tactics – and to Intelligence Analysis and Savoir-Faire Charisma 5/level B41
(Military), in games that use those skills. You also get Clerical Investment 5 B43
+1 per level to reaction rolls made by professional Combat Reflexes 15 B43
fighters. Contacts Variable B44
Cultural Adaptability 10 B46
New Perk: Weapon Bond Cultural Familiarity 1 B23
Danger Sense 15 B47
1 point
Daredevil 15 B47
You own a weapon that’s uniquely suited to Discriminatory Smell 15 B49
you, and get +1 to effective skill when using it. This Double-Jointed 15 B56
has nothing to do with magic or quality – you’re just Eidetic Memory 5 B51
used to your weapon. If you lose the weapon, you lose Empathy 15 B51
this perk! You may start play with a bond to any kind Enhanced Defenses Variable B51
of weapon you’ve bought with cash or as Signature Extra Attack 25/attack B53
Gear. Fearlessness 2/level B55
Fit 5 B55
Continued on next page . . .

DUNGEON DELVERS’ CHEAT SHEET 14


Suitable Advantages (Continued)
Advantage
Flexibility
Cost
5
Page
B56
Disadvantage Limit
Gizmos 5/gizmo B57 In dungeon fantasy games, disadvantages serve two
Hard to Kill 2/level B58 real purposes:
Hard to Subdue 2/level B59 1. To distinguish PCs whose players have – in hal-
Healer 10/level B90 lowed munchkin tradition – taken almost identical abil-
High Manual Dexterity 5/level B59 ities because those are what’s effective.
High Pain Threshold 10 B59 2. To represent the exaggerated “alignments” (Good,
Higher Purpose 5 B59 Chaotic, etc.) found in many fantasy universes.
Honest Face 1 B101
Intuition 15 B63 This doesn’t mean that they give fewer points! Any
Language Talent 10 B65 penalties they cause still apply, and in the absence of
Languages Variable B23 such drawbacks, the GM should exercise sadistic cre-
Lifting ST 3/level B65 ativity at least once per adventure. However, it’s
Luck Variable B66 admirable munchkinism to take disadvantages that are
Magery 5 + 10/level B66 “free points,” and classic hack-and-slash heroes aren’t
Magic Resistance 2/level B67 thwarted by their problems at every turn anyway, so
Mind Shield 4/level B70 the disadvantage limit effectively increases the cam-
Musical Ability 5/level B91 paign’s power level. A suggested limit is -50 points of
Night Vision 1/level B71 disadvantages and reduced attributes or secondary
No Hangover 1 B101 characteristics, regardless of power level, plus -5 points
Outdoorsman 10/level B91 in quirks.
Penetrating Voice 1 B101
Perfect Balance 15 B74
Peripheral Vision 15 B74 aren’t meaningful or enforceable in a dungeon environment.
Photographic Memory 10 B51 Below are the disadvantages most appropriate for delvers. The
Power Investiture 10/level B77 GM is welcome to allow others.
Rapid Healing 5 B79 An asterisk (*) next to cost means that a self-control num-
Rapier Wit 5 B79 ber is required; see pp. B120-121. The listed cost is for a self-
Recovery 10 B80 control number of 12.
Reputation Variable B26
Resistant Variable B80 Disadvantage Cost Page
Sensitive 5 B51 Absent-Mindedness -15 B122
Serendipity 15/level B83 Appearance Variable B21
Shtick 1 B101 Bad Sight -25 B123
Signature Gear Variable B85 Bad Temper -10* B124
Smooth Operator 15/level B91 Berserk -10* B124
Social Chameleon 5 B86 Bloodlust -10* B125
Speak With Animals 25 B87 Bowlegged -1 B165
Spirit Empathy 10 B88 Bully -10* B125
Striking ST 5/level B88 Callous -5 B125
Temperature Tolerance 1/level B93 Charitable -15* B125
Trained by a Master 30 B93 Chummy -5 B126
True Faith 15 B94 Clueless -10 B126
Unfazeable 15 B95 Code of Honor -5 to -15 B127
Unusual Background Variable B96 Colorblindness -10 B127
Very Fit 15 B55 Combat Paralysis -15 B127
Very Rapid Healing 15 B79 Compulsive Behavior -5 to -15* B128
Voice 10 B97 Cowardice -10* B129
Wealth 10, 20, or 30 B25 Curious -5* B129
Weapon Master Variable B99 Delusions -5 to -15 B130
Wild Talent 20/level B99 Disciplines of Faith -5 to -15 B132
Distinctive Features -1 B165
Disturbing Voice -10 B132
SUITABLE DISADVANTAGES Divine Curse Variable B132
Many disadvantages in the Basic Set don’t suit dungeon Dwarfism -15 B19
crawls. The reasons given under Suitable Advantages (p. 14) Easy to Kill -2/level B134
apply here, along with two others: crippling physical problems Easy to Read -10 B134
(e.g., One Arm and Quadriplegic) simply aren’t fun in pure Fanaticism -15 B136
hack-and-slash games, while quite a few mental problems Continued on next page . . .

DUNGEON DELVERS’ CHEAT SHEET 15


Suitable Disadvantages (Continued) Suitable Disadvantages (Continued)
Disadvantage Cost Page Disadvantage Cost Page
Fat -3 B19 Trickster -15* B159
Fearfulness -2/level B136 Truthfulness -5* B159
Frightens Animals -10 B137 Unfit -5 B160
Gigantism 0 B20 Unluckiness -10 B160
Gluttony -5* B137 Unnatural Features Variable B22
Greed -15* B137 Very Fat -5 B19
Gregarious -10 B126 Very Unfit -15 B160
Gullibility -10* B137 Vow -5 to -15 B160
Ham-Fisted -5 or -10 B138 Wealth -10, -15, or -25 B25
Hard of Hearing -10 B138 Weirdness Magnet -15 B161
Honesty -10* B138 Wounded -5 B162
Horrible Hangovers -1 B165 Xenophilia -10* B162
Hunchback -10 B139
Impulsiveness -10* B139
Incompetence -1 B164
Increased Consumption 1
Intolerance
-10
Variable
B139
B140
Everyman Skills
Jealousy -10 B140 Some activities are so common on dungeon crawls
Kleptomania -15* B141 that players assume – wrongly – that they’re unskilled
Klutz -5 B141 feats. Most dungeon-crawlers should have at least a
Laziness -10 B142 point in each of the following:
Lecherousness -15* B142 • Climbing, Hiking, and Stealth: When the party
Loner -5* B142 moves as a group, it’s only as good at these things as its
Low Pain Threshold -10 B142 worst member.
Magic Susceptibility -3/level B143 • First Aid: For bandaging after fights, especially
Minor Handicaps -1 B165 when the healer is down and there are no healing
Miserliness -10* B144 potions left.
Missing Digit -2 or -5 B144 • Gesture: Party members often want to communi-
Nervous Stomach -1 B165 cate basic concepts like “Attack!” and “Distract him
Night Blindness -10 B144 while I steal his gold!” without speaking.
No Depth Perception -15 B145 • Observation, Scrounging, or Search: Spotting clues
No Sense of Humor -10 B146 and loot is vital!
No Sense of Smell/Taste -5 B146
Oblivious -5 B146 Because dungeon fantasy games have such a narrow
Obsession -5 or -10* B146 focus, the GM may wish to limit Incompetence
Odious Personal Habits -5 to -15 B22 (p. B164) to the above skills and – when using tem-
On the Edge -15* B146 plates – the primary skills on an adventurer’s template.
One Eye -15 B147
Overconfidence -5* B148
Overweight -1 B19
Paranoia -10 B148
Phobias
Post-Combat Shakes
Variable*
-5*
B148
B150
SUITABLE SKILLS
The GM is free to allow delvers to choose any skill, but high-
Pyromania -5* B150 tech skills aren’t appropriate, academic skills mostly suit NPC
Reputation Variable B26 sages, and boring skills (like Accounting) won’t be useful in the
Selfish -5* B153 dungeon . . . which means that players in touch with their
Selfless -5* B153 inner munchkin won’t bother with them. Below is a list of
Sense of Duty -2 to -20 B153 skills that do fit hack-and-slash games. Individuals with special
Short Attention Span -10* B153 powers may possess other, more unusual skills; see Powers
Shyness -5, -10, or -20 B154 (p. 21).
Skinny -5 B18 An asterisk (*) next to a skill name means that skill requires
Slow Healing -5/level B155 specialization. The GM may opt to ignore specialties in a real-
Social Stigma -5 to -20 B155 ly simple game!
Squeamish -10* B156
Stubbornness -5 B157 Skill Type Page
Stuttering -10 B157 Acrobatics DX/H B174
Susceptible Variable B158 Acting IQ/A B174
Total Klutz -15 B141 Alchemy/TL IQ/VH B174
Continued . . . Continued on next page . . .

DUNGEON DELVERS’ CHEAT SHEET 16


Suitable Skills (Continued) Suitable Skills (Continued)
Skill Type Page Skill Type Page
Animal Handling* IQ/A B175 Knife DX/E B208
Architecture/TL IQ/A B176 Knot-Tying DX/E B203
Area Knowledge* IQ/E B176 Kusari DX/H B209
Armoury/TL* IQ/A B178 Lance DX/A B204
Axe/Mace DX/A B208 Lasso DX/A B204
Blowpipe DX/H B180 Leadership IQ/A B204
Boating/TL* DX/A B180 Leatherworking DX/E B205
Body Language Per/A B181 Lifting HT/A B205
Body Sense DX/H B181 Lip Reading Per/A B205
Bolas DX/A B181 Lockpicking/TL IQ/A B206
Bow DX/A B182 Main-Gauche DX/A B208
Boxing DX/A B182 Meditation Will/H B207
Brawling DX/E B182 Merchant IQ/A B209
Broadsword DX/A B208 Mimicry* IQ/H B210
Camouflage IQ/E B183 Musical Composition IQ/H B210
Carousing HT/E B183 Musical Instrument* IQ/H B211
Cartography IQ/A B183 Naturalist* IQ/H B211
Climbing DX/A B183 Navigation/TL* IQ/A B211
Cloak DX/A B184 Net DX/H B211
Connoisseur* IQ/A B185 Observation Per/A B211
Counterfeiting/TL IQ/H B185 Occultism IQ/A B212
Crossbow DX/E B186 Packing IQ/A B212
Current Affairs/TL* IQ/E B186 Panhandling IQ/E B212
Dancing DX/A B187 Performance IQ/A B212
Detect Lies Per/H B187 Pharmacy/TL (Herbal) IQ/H B213
Diagnosis/TL IQ/H B187 Philosophy* IQ/H B213
Diplomacy IQ/H B187 Physiology/TL* IQ/H B213
Disguise/TL* IQ/A B187 Pickpocket DX/H B213
Engineer/TL* IQ/H B190 Poetry IQ/A B214
Erotic Art DX/A B192 Poisons/TL IQ/H B214
Escape DX/H B192 Polearm DX/A B208
Falconry IQ/A B194 Professional Skill DX/A or IQ/A B215
Fast-Draw* DX/E B194 Propaganda/TL IQ/A B216
Fast-Talk IQ/A B195 Prospecting/TL IQ/A B216
Filch DX/A B195 Psychology IQ/H B216
First Aid/TL IQ/E B195 Public Speaking IQ/A B216
Fishing Per/E B195 Rapier DX/A B208
Flail DX/H B208 Religious Ritual* IQ/H B217
Forced Entry DX/E B196 Research/TL IQ/A B217
Forgery/TL IQ/H B196 Riding* DX/A B217
Gambling IQ/A B197 Running HT/A B218
Games* IQ/E B197 Saber DX/A B208
Garrote DX/E B197 Savoir-Faire (High Society) IQ/E B218
Gesture IQ/E B198 Scrounging Per/E B218
Hazardous Materials (Magical) IQ/A B199 Seamanship/TL IQ/E B185
Heraldry IQ/A B199 Search Per/A B219
Hidden Lore* IQ/A B199 Sex Appeal HT/A B219
Hiking HT/A B200 Shadowing IQ/A B219
Hobby Skill DX/E or IQ/E B200 Shield* DX/E B220
Holdout IQ/A B200 Shortsword DX/A B209
Innate Attack* DX/E B201 Singing HT/E B220
Interrogation IQ/A B202 Skiing HT/H B221
Intimidation Will/A B202 Sleight of Hand DX/H B221
Jeweler/TL IQ/H B203 Sling DX/H B221
Jitte/Sai DX/A B208 Smallsword DX/A B208
Judo DX/H B203 Smith/TL* IQ/A B221
Jumping DX/E B203 Smuggling IQ/A B221
Karate DX/H B203 Spear DX/A B208
Continued . . . Continued on next page . . .

DUNGEON DELVERS’ CHEAT SHEET 17


Suitable Skills (Continued)
Skill Type Page
Spear Thrower DX/A B222
Speed-Reading IQ/A B222
Staff DX/A B208
Stealth DX/A B222
Strategy* IQ/H B222
Streetwise IQ/A B223
Sumo Wrestling DX/A B223
Surgery/TL IQ/VH B223
Survival* Per/A B223
Swimming HT/E B224
Tactics IQ/H B224
Teaching IQ/A B224
Teamster* IQ/A B225
Thaumatology IQ/VH B225
Theology* IQ/H B226 Druid! (IQ). Replaces druidic Religious Ritual and Theology
Throwing DX/A B226 skills, as well as Animal Handling (any), Disguise (Animals),
Thrown Weapon* DX/E B226 Herb Lore, Hidden Lore (any natural lore), Naturalist,
Tonfa DX/A B209 Pharmacy (Herbal), Veterinary, and Weather Sense. Make a Per-
Tracking Per/A B226 based roll for Esoteric Medicine (Druidic) or any kind of
Traps/TL IQ/A B226 Survival.
Two-Handed Axe/Mace DX/A B208 Holy Warrior! (IQ). Replaces Leadership, Religious Ritual,
Two-Handed Flail DX/H B208 Strategy, Tactics, and Theology, as well as Hidden Lore,
Two-Handed Sword DX/A B209 Physiology, and Psychology specialties pertaining to evil mon-
Urban Survival Per/A B228 sters. Make a Will-based roll for Exorcism, Intimidation, or
Ventriloquism IQ/H B228 Meditation.
Veterinary/TL IQ/H B228 Knight! (DX). Replaces “heavy” Melee Weapon skills
Weather Sense IQ/A B209 (Axe/Mace, Broadsword, Flail, Polearm, Spear, Two-Handed
Whip DX/A B209 Sword, etc.) and Shield – plus Lance and Riding (Horse), for
Wrestling DX/A B228 mounted combat. Make an IQ-based roll for Leadership,
Writing IQ/A B228 Strategy, or Tactics, or when an Armoury or Connoisseur roll is
called for to recognize or maintain arms or armor.
Martial Artist! (DX). Replaces Judo, Karate, and any Melee
Wildcard Skills Weapon or Thrown Weapon skill used with “exotic” weapons:
The table above reduces the Basic Set list by better than Axe/Mace for kama, Flail for nunchaku, Jitte/Sai, Kusari,
half but still contains over 100 skills. The GM may wish to go Smallsword for jo, Staff for bo, Thrown Weapon (Shuriken), and
one step simpler and assign wildcard skills (p. B175) to the Tonfa. Also covers related Fast-Draw skills, and any use of
character types represented by the templates on pp. 4-13. If Acrobatics, Climbing, Jumping, or Stealth in combat. Make a
using a template, find the matching wildcard skill below, Will-based roll for Meditation.
remove the ordinary skills it covers and related skill Talents Scout! (IQ). Replaces Camouflage, Cartography, and
(Born War Leader, Green Thumb, Musical Ability, Navigation (Land); Shadowing, but only when outdoors; and
Outdoorsman, etc.) from the template, and spend the points Gesture and Mimicry (Bird Calls) for signaling allies. Make a
assigned to those things on as much of the wildcard skill as DX-based roll for Stealth, a HT-based roll for Hiking, or a Per-
they’ll buy. based roll for Observation, Survival (any), Tracking, or any use
Barbarian! (IQ). Replaces Camouflage, Disguise (Animals), of Traps to spot traps.
Mimicry (Animal Sounds, Bird Calls), Naturalist, Navigation Swashbuckler! (DX). Replaces Fast-Draw, Melee Weapon,
(Land), and Weather Sense. Make a HT-based roll for Hiking, and Thrown Weapon skills for one-handed blades – Broadsword,
Running, or Swimming, or a Per-based roll for Fishing, Survival Fast-Draw (Knife or Sword), Knife, Main-Gauche, Rapier,
(any), or Tracking. Saber, Shortsword, Smallsword, and Thrown Weapon (Knife).
Bard! (IQ). Replaces Acting, Current Affairs (any), Also covers Boxing, Brawling, Cloak, Shield, and Wrestling, and
Diplomacy, Fast-Talk, Heraldry, Musical Instrument (any one), any use of Acrobatics, Climbing, Jumping, or Stealth in combat.
Performance, Poetry, Propaganda, and Public Speaking. Make a Thief! (DX). Replaces Climbing, Escape, Filch, Forced Entry,
HT-based roll for Carousing or Singing, or a Per-based roll for Pickpocket, Sleight of Hand, and Stealth. Make an IQ-based roll
Detect Lies. for Holdout, Lockpicking, Shadowing, Smuggling, Streetwise,
Cleric! (IQ). Replaces any Philosophy, Religious Ritual, or or Traps, or for Gesture to signal allies. Make a Per-based roll for
Theology skill for the priest’s faith, plus Diagnosis, First Aid, Search or Urban Survival.
Hidden Lore (Demons, Spirits, Undead, etc.), Occultism, Public Wizard! (IQ). Replaces Alchemy, Hazardous Materials
Speaking, Surgery, and Teaching. Make a Will-based roll for (Magical), Hidden Lore (any magical specialty), Occultism,
Exorcism or Meditation, or a Per-based roll for Esoteric Research, Speed-Reading, Teaching, Thaumatology, and
Medicine (Holy). Writing. Make a DX-based roll for Body Sense or Innate Attack
when spellcasting, or a Will-based roll for Meditation.

DUNGEON DELVERS’ CHEAT SHEET 18


CHAPTER THREE

SPELLS
Spells in a dungeon fantasy game use the rules in Chapter Restoration, Monk’s Banquet, Regeneration, Suspend
5 of the Basic Set and in GURPS Magic, with the exceptions Curse, and Vigil.
noted below for specific types of magic. PI 5: Bless, Curse, Earthquake, Entrap Spirit, Instant
Regeneration, Pentagram, Remove Curse, Storm, and
Suspend Mana.
CLERICAL SPELLS PI 6: Bind Spirit, Drain Mana, Planar Summons (Divine
Clerical magic emanates from the gods, and differs from Servitor), Sanctuary, and Resurrection.
standard wizardly magic in three ways:
• Clerics require Power Investiture (p. B77), not Magery.
Whenever the rules refer to Magery level (e.g., Magery and
DRUIDIC SPELLS
Druidic spells are the work of invisible natural spirits
Effect, p. B237), use the cleric’s Power Investiture level instead.
bound to the druid by his gods. They function like clerical
The GM should let clerics buy up to at least Power Investiture
spells (above), except as follows:
6 in play.
• Clerical spells are affected by sanctity, not mana. Sanctity • They require Power Investiture (Druidic), not regular
is “normal” everywhere but in areas that are specially cursed Power Investiture.
(no or low sanctity) or blessed (high or very high sanctity). • They’re influenced by nature’s strength rather than by
These levels affect holy magic just like mana levels affect wiz- sanctity. They’re at full skill in healthy wilderness, natural
ardly magic. caves, etc.; -1 in despoiled wild places such mines or clear-cut
• Clerical spells don’t have prerequisites beyond a mini- forests; -3 in cities and cut-stone tunnels; -5 amidst ordinary
mum Power Investiture level, or require study to learn. To pollution; and -10 in a poisoned wasteland.
acquire one, the cleric prays and spends a point. Available • They use a different list:
spells are limited, though. A recommended spell list for dun-
PI 1: Beast-Rouser, Beast-Soother, Detect Magic, Detect
geon fantasy:
Poison, Extinguish Fire, Find Direction, Hawk Vision,
PI 1: Armor, Aura, Body-Reading, Bravery, Cleansing, Identify Plant, Master, No-Smell, Purify Air, Purify Earth,
Coolness, Detect Magic, Detect Poison, Final Rest, Lend Purify Water, Quick March, Recover Energy, Seek Coastline,
Energy, Lend Vitality, Light, Might, Minor Healing, Purify Seek Earth, Seek Food, Seek Pass, Seek Plant, Seek Water,
Air, Purify Water, Recover Energy, Sense Life, Sense Spirit, Sense Life, Tell Position, and Umbrella.
Share Vitality, Shield, Silence, Stop Bleeding, Test Food, PI 2: Animal Control, Beast Link, Beast Seeker, Beast Speech,
Thunderclap, Umbrella, Vigor, Warmth, and Watchdog. Bless Plants, Cure Disease, Fog, Frost, Heal Plant, Hide
PI 2: Awaken, Clean, Command, Compel Truth, Continual Path, Know Location, Light Tread, Mystic Mist, Neutralize
Light, Create Water, Glow, Great Voice, Healing Slumber, Poison, Pathfinder, Plant Growth, Plant Vision, Pollen
Major Healing, Peaceful Sleep, Persuasion, Purify Food, Cloud, Predict Earth Movement, Predict Weather, Purify
Relieve Sickness, Remove Contagion, Resist Acid, Resist Food, Repel Animal, Rider, Rider Within, Shape Air, Shape
Cold, Resist Disease, Resist Fire, Resist Lightning, Resist Earth, Shape Plant, Shape Water, Spider Silk, Wall of Wind,
Pain, Resist Poison, Resist Pressure, Restore Hearing, Weather Dome, and Windstorm.
Restore Memory, Restore Sight, Restore Speech, Seeker, PI 3: Animate Plant, Beast Summoning, Blossom, Breathe
Soilproof, Stop Spasm, Summon Spirit, Truthsayer, Turn Water, Clouds, Conceal, Create Plant, False Tracks, Forest
Spirit, Turn Zombie, and Wall of Light. Warning, Freeze, Instant Neutralize Poison, Melt Ice, Plant
PI 3: Affect Spirits, Astral Vision, Breathe Water, Command Control, Plant Sense, Plant Speech, Protect Animal, Rain,
Spirit, Create Food, Cure Disease, Dispel Possession, Rain of Nuts, Rejuvenate Plant, Remember Path, Resist
Flaming Weapon, Great Healing, Magic Resistance, Cold, Resist Lightning, Resist Pressure, Snow, Snow Shoes,
Neutralize Poison, Oath, Relieve Madness, Relieve Paralysis, Summon Elemental, Swim, Tangle Growth, Walk Through
Repel Spirits, Restoration, See Secrets, Silver Tongue, Stone Plants, Walk Through Wood, Water Vision, Waves,
to Flesh, Stop Paralysis, Strengthen Will, Sunbolt, Sunlight, Whirlpool, and Wind.
Suspended Animation, Water to Wine, and Wisdom. PI 4: Beast Possession, Blight, Body of Slime, Body of Water,
PI 4: Astral Block, Banish, Cleansing, Continual Sunlight, Body of Wind, Body of Wood, Control Elemental, Create
Dispel Magic, Divination, Essential Food, Gift of Letters, Animal, Create Spring, Dispel Magic, Dry Spring, Frostbite,
Gift of Tongues, Instant Neutralize Poison, Instant Hail, Lightning, Plant Form, Sandstorm, Shapeshifting,
Storm, Strike Barren, Tide, and Wither Plant.

SPELLS 19
• Aside from Lend Energy and Recover Energy, Healing
spells are the dominion of clerics. Wizards may only learn
Spell vs. Spell Healing spells that either belong to another college as well or
Spells that affect other spells work normally on any are in the only prerequisite path to a spell in a different col-
type of magic, regardless of the kinds of spellcasters lege (e.g., Zombie requires Lend Vitality, so a wizard could
involved. Clerics, druids, and wizards can all learn learn it). In the latter case, if any other path exists, the wiz-
Detect Magic and Dispel Magic, and use them on magic ard must take it instead.
worked by other sorts of casters. The same logic applies • Animal, Plant, and Weather spells are the preserve of
to wizards who know Spell Shield, Ward, etc. – such druids. Again, wizards may only learn such magic as part of
things can block clerical and druidic spells. Clerics and another college or when a spell from another college
druids can’t usually return the favor, though; they bor- absolutely requires it.
row their magic, while wizards know how it works. They • Enchantment spells are the sphere of sage NPC
can, of course, smite the wizard or feed him to bears. enchanters, who don’t share their secrets. If you want a
magic sword and can’t afford one, go look in a dungeon . . .
Spell vs. Power • Spells that permit teleportation and time manipulation
Spells can’t normally interfere with powers. Chi tend to ruin dungeon fantasy, where time constraints, physi-
Mastery (p. 21) isn’t magic, but a form of inner strength. cal barriers, and keeping the party together are among the
Druidic Arts (p. 22) and Holy Might (p. 22) are divine most important challenges. These include Accelerate Time,
power immanent, not merely borrowed magic. Bard- Create Gate, Rapid Journey, Slow Time, Suspend Time,
Song (p. 21) is the exception – it is magic, and subject to Teleport, Teleport Other, Time Out, Timeport, and Timeport
being detected, dispelled, etc., by spells. A bard’s abilities Other. Evil NPC archmages sometimes do know these spells!
resist at a level equal to his skill with Musical Instrument Life isn’t fair.
or Singing, as applicable, plus his Bardic Talent. • Radiation spells don’t suit dungeon fantasy, so they
don’t exist for anyone.
Magic Resistance
Magic Resistance works against clerical, druidic, and Other spells need changes to be balanced in dungeon fan-
wizardly spells. tasy:
• “Create” spells that materialize permanent matter tend
to destroy the economy. If delvers could create wealth, why
PI 5: Alter Terrain, Arboreal Immurement, Create Elemental, would they raid dungeons? Such spells last for a day.
Entombment, Partial Shapeshifting, Permanent Beast • Enlarge is too good for the energy cost. It costs 15 FP
Possession, Permanent Shapeshifting, Plant Form Other, per +1 SM.
and Shapeshift Others. • To keep Invisibility from completely upstaging thieves,
PI 6: Earthquake, Geyser, Move Terrain, and Volcano. the spell ends instantly if the subject attacks, casts a combat
spell, or otherwise does anything more violent than moving
around, spying, and stealing. Reduce energy cost from 5/3 to
WIZARDLY SPELLS 4/2 to compensate.
Wizards use the magic system as written. They require
Magery, and should be allowed to buy up to at least Magery
6 in play. Wizards do have to learn prerequisites and don’t
have limited spell lists, but several spells are off-limits (unless
the GM makes an exception):

SPELLS 20
CHAPTER FOUR

POWERS
Certain abilities of fantasy adventurers are best represented Bardic Talent
using powers similar to the psionic powers on pp. B254-257.
This is partly because they’re more like innate gifts than 8 points/level
learned arts and partly because a game with many different Bardic Talent both adds to Bard-Song rolls and lets the bard
kinds of abilities makes it easier for each PC in the party to find cast Communication and Empathy and Mind Control spells
his niche – a dungeon fantasy tradition. A power has three (only!) as if he were a wizard who had the same level of Magery
components: with the Song limitation.

1. A set of advantages, the power’s abilities.


2. A special limitation, the power modifier (abbreviated
“PM”), which applies to all abilities.
3. A Talent that makes the power work better by adding to
all rolls against attributes, secondary characteristics, or skills
to use the abilities.
As well, in a dungeon fantasy campaign, certain unusual
skills are restricted to people who possess a particular power
(individuals who’ve spent points on that power’s abilities
and/or Talent). This is about niche protection again! If the GM
gives everybody access to Musical Influence and Power Blow,
for instance, then bards and martial artists won’t be as distinc-
tive and useful.
For much more on powers, see GURPS Powers.

Bardic Skills
BARD-SONG Those with any points in Bard-Song can learn Captivate
This is the power of magical song. Its abilities are subject to (p. B191), Hypnotism (p. B201), Musical Influence (p. B210),
the Bard-Song limitation. Rolls to use them are made at a Persuade (p. B191), Suggest (p. B191), and Sway Emotions
bonus equal to the bard’s Bardic Talent level. (p. B192).

Power Modifier: Bard-Song CHI MASTERY


-30% This power channels the user’s life energy, or chi. All of its
Bard-Song abilities require the bard to sing or play a musi- abilities have the Chi limitation. Rolls to use them enjoy a
cal instrument at skill 14+; all effects end immediately if he bonus equal to the wielder’s Chi Talent level.
stops. Anything that affects others only works on targets who
can hear the music, while any messages or instructions the
bard sends have to be hidden in song. Bard-Song abilities are
Power Modifier: Chi
also subject to the constraints on wizardly magic: they need -10%
mana to work, Dispel Magic can end their ongoing effects, and Chi abilities depend on special diet, exercise, and meditation.
modifiers such as the -5 for low mana and penalties for Magic The user must take the disadvantage Disciplines of Faith (Chi
Resistance apply to rolls to use them. Rituals) [-10] to reflect this. Each day, roll 1d; this is how many
hours less he has for sleep, standing watch, etc. Moreover, he
must pay double for rations, which reflects not just an unusual
Bard-Song Abilities diet, but incense, ointments, etc. If deprived of these things, or
Empathy (PM, -30%) [11]; Mimicry (PM, -30%) [7]; Mind if he fails to sacrifice the necessary time, he must take a day out
Control (PM, -30%) [35]; Rapier Wit (PM, -30%) [4]; Speak to rebalance his chi. His entire power will immediately burn out
With Animals (PM, -30%) [18]; Subsonic Speech (PM, -30%) for 1d days if called upon before he does this.
[7]; Telecommunication (Telesend; PM, -30%) [21]; Terror
(PM, -30%) [21]; and Ultrasonic Speech (PM, -30%) [7].

POWERS 21
Chi Abilities Druidic Talent
Catfall (PM, -10%) [9]; Damage Resistance 1 or 2 (PM, -10%; 5 points/level
Tough Skin, -40%) [3 or 5]; Danger Sense (PM, -10%) [14]; Each level of Power Investiture (Druidic) costs 10 points,
Enhanced Move 0.5 or 1 (Ground; PM, -10%) [9 or 18]; Extra includes a level of Druidic Talent, and thus adds to both
Attack 1 or 2 (PM, -10%) [23 or 45]; Metabolism Control 1 to 5 druidic spells and rolls for Druidic abilities. Spellcasting druids
(PM, -10%) [5 to 23]; Perfect Balance (PM, -10%) [14]; should buy that advantage – not this one.
Regeneration (Slow, Regular, or Fast; PM, -10%) [9, 23, or 45];
Resistant to Metabolic Hazards (+3) or (+8) (PM, -10%) [9 or
14]; Striking ST 1 or 2 (PM, -10%) [5 or 9]; and Super Jump 1 Druidic Skills
or 2 (PM, -10%) [9 or 18]. Those with any points in Druidic Arts can learn Esoteric
Medicine (Druidic) (p. B192) and Herb Lore (p. B199).
Chi Talent
15 points/level HOLY MIGHT
Chi Talent adds to both Chi Mastery rolls and the special chi This power is granted by the user’s patron deity. Its abilities
skills below. In general, a power’s Talent doesn’t add to its spe- have the Holy limitation. Any rolls necessary to use them
cial skills – this one is an exception! receive a bonus equal to the user’s Holiness.

Chi Skills Power Modifier: Holy


Those with any points in Chi Mastery can learn -10%
Autohypnosis (p. B179), Blind Fighting (p. B180), Body Holy abilities depend on the possessor living a virtuous life.
Control (p. B181), Breaking Blow (p. B182), Breath Control He must adopt a moral code worth -10 points: Honesty (12),
(p. B182), Esoteric Medicine (Chi) (p. B192), Flying Leap Sense of Duty (Coreligionists), a major Vow, etc. If he trans-
(p. B196), Immovable Stance (p. B201), Invisibility Art gresses, he loses his power – although his god won’t endanger
(p. B202), Kiai (p. B203), Light Walk (p. B205), Mental him unless the sin is terrible. To recover his power, he must
Strength (p. B209), Mind Block (p. B210), Parry Missile offer significant penance: coin and goods equal to starting
Weapons (p. B212), Power Blow (p. B215), Pressure Points money ($1,000), a full month of fasting, a major quest, etc.
(p. B215), Pressure Secrets (p. B215), Push (p. B216),
Throwing Art (p. B226), and Zen Archery (p. B228).
Holy Abilities
Allies (Divine servant of equal points; 12 or less; PM, -10%;
DRUIDIC ARTS Summonable, +100%) [19] or (15 or less) [29]; Blessed (PM, -
This power emanates from nature itself. Its abilities must 10%) [9]; Detect (PM, -10%) for evil [18], good [18], or super-
be bought with the Druidic limitation. Rolls made for them get natural beings [18]; Healing (Faith Healing, +20%; PM, -10%)
a bonus equal to the user’s Druidic Talent level. [33]; Intuition (PM, -10%) [14]; Oracle (PM, -10%) [14]; Patron
(Deity; 6 or less; Highly Accessible, +50%; PM, -10%; Special
Abilities, +100%) [36] or (9 or less) [72]; Resistant to Evil
Power Modifier: Druidic Supernatural Powers (+3) or (+8) (PM, -10%) [5 or 9]; Spirit
-10% Empathy (PM, -10%) [9]; and True Faith (PM, -10%; Turning*,
In areas where nature is weak, druidic abilities take the +65%) [24].
same penalties to success rolls that druidic spells suffer; see * Take a Concentrate maneuver and roll a Quick Contest of
Druidic Spells (p. 19). Abilities that don’t require a success roll Will with any undead or evil spirit in sight. If you win or tie,
instead lose 10% of their potency – Ally point value, DR, etc. – the creature can’t come closer than yards equal to your margin
per -1 (round down). of victory (minimum one yard). If it’s closer already, it must
move away. Effects endure for as long as you concentrate and
for 1d seconds afterward.
Druidic Abilities
Allies (Nature spirit or powerful totem beast of equal Holiness
points; 12 or less; PM, -10%; Summonable, +100%) [19] or (15
or less) [29]; Animal Empathy (PM, -10%) [5]; Channeling 5 points/level
(PM, -10%; Specialized, Nature Spirits, -50%) [4]; Damage This is the Talent for Holy Might, and is normally bought
Resistance 1 or 2 (Limited, Elemental, -20%; PM, -10%) [4 or by holy warriors. Clerics buy Power Investiture instead, at 10
7]; Detect (PM, -10%) for all plants [18], all animals [18], or points/level. Each level of Power Investiture both adds to cler-
anything alive [27]; Medium (PM, -10%; Specialized, Nature ical spells and counts as a level of Holiness.
Spirits, -50%) [4]; Mind Control (Animals Only, -25%; PM, -
10%) [33]; Plant Empathy (PM, -10%) [5]; Speak With Animals Holy Skills
(PM, -10%) [23]; Speak With Plants (PM, -10%) [14]; and
Those with any points in Holy Might can learn Esoteric
Terrain Adaptation (PM, -10%) [5] for ice, mud, snow, or other
Medicine (Holy) (p. B192) and Exorcism (p. B193).
weather-related conditions.

POWERS 22
CHAPTER FIVE

GEAR
Heroes need lots of stuff to be self-sufficient. An exhaus- Canteen. Miniature wooden barrel on a strap. Won’t shatter
tive guide to everything seen in fantasy would fill volumes, in combat! Holds 1 quart of liquid (2 lbs. if water). $10, 3 lbs.
but these equipment lists strive to cover everything vital to Fishhooks and Line. Basic equipment for Fishing skill. Needs
beginners. Many items aren’t realistic – they’re aimed at a pole. $50, 0.1 lb.
dungeon fantasy. They might be unbalancing in more sensible Group Basics. Basic equipment for Cooking and Survival
campaigns! skill for a group – cook pots, rope, hatchet, etc., for 3-8 campers.
While dungeon crawls gleefully knife realism and leave it to $50, 20 lbs.
twitch, it’s customary to track money, encumbrance, arrows, Personal Basics. Minimum gear for camping; -2 to Survival
healing potions, etc. Half the fun is pulling off coups in rolls without it. Includes utensils, tinderbox, and flint and steel.
resource management. The other half is hauling back as much $5, 1 lb.
booty as you can carry! Thus, everything here has a detailed Pouch or Purse. Holds 3 lbs. of small items (coins, personal
cost, weight, number of uses, etc. basics, etc.). $10, 0.2 lb.
Rations. One meal of dried meat, cheese, etc. $2, 0.5 lb.
Sleeping Fur. A winter bedroll, suitable for ice caves, arctic
BASICS adventures, etc. $50, 8 lbs.
These items are fairly realistic, unlikely to require GM con- Sundial, Miniature. On a neck chain. Tells time, and allows
trol, and available in most cities and good-sized towns. Some Navigation at only -1 for equipment – but only in sunlight.
equipment from the Basic Set appears here for quick access $40, 1 lb.
and to separate it from high-tech gear. Tent, 1-Man. Includes ropes; no poles needed. $50, 5 lbs.
Tent, 2-Man. Includes ropes; requires one 6-foot pole. $80,
12 lbs.
Camping and Survival Gear Tent, 4-Man. Includes ropes; requires 2 poles. $150, 30 lbs.
Backpack, Frame. Holds 100 lbs. of gear. $100, 10 lbs. Tent, 20-Man. Includes ropes; requires 16 poles. $300, 100 lbs.
Backpack, Small. Holds 40 lbs. of gear. $60, 3 lbs. Wineskin. Holds 1 gallon of liquid (8 lbs. if water). $10, 0.25 lb.
Blanket. A warm bedroll. $20, 4 lbs.

Buying (and Selling) Gear


Since a delver’s kit is as important as his abilities, he’ll Extra Money
want to start with good gear and sell loot to afford even bet- Trading Points for Money (p. B26) is common among
ter stuff. Thus, dungeon fantasy needs clear rules for buy- delvers. Since Signature Gear is worth $500/point, it’s fair
ing and selling. to give the same oomph to those blowing points on things
that do risk being broken or worn out. Each point sacri-
Starting Money ficed yields $500 – not merely $100 – in extra starting
Average starting money is $1,000, all of it available for money. Dead Broke PCs cannot do this! To encourage
gear. Delvers may be Dead Broke ($0), Poor ($200), adventurers to go on adventures, this option isn’t available
Struggling ($500), Comfortable ($2,000), Wealthy ($5,000), after the campaign begins.
or Very Wealthy ($20,000) at the usual point costs. Filthy
Rich is off-limits – nobody that rich would raid dungeons! Wealth in Play
“Society” can be summed up as “town, where we buy
Signature Gear and sell stuff.” To give Wealth impact once play begins,
Any adventurer may designate a nonexpendable item as assume that it represents business contacts. For all loot
Signature Gear and pay 1 point (instead of cash) per $500 except coin and gems, it determines the percentage of an
in value. This makes it part of his abilities, buying the GM’s item’s new price that the adventurer can get when selling:
word that he won’t often be without it. The GM might allow 0% if Dead Broke, 10% if Poor, 20% if Struggling, 40% if
such gear to be magically “hexed” and irremovable. Average, 60% if Comfortable, 80% if Wealthy, or 100% if
Very Wealthy.

GEAR 23
Combat Accessories Miscellaneous Hardware
Hip Quiver. Holds 20 arrows or bolts. $15, 1 lb. Cord, 3/16”. Mainly for pull-ropes and trip-ropes. Supports
Hip Quiver, Large. Holds 50 arrows or bolts. Two compart- 90 lbs. Per 10 yards: $1, 0.5 lb.
ments. $30, 2 lbs. Iron Spike. For spiking doors, anchoring traps, etc. $1,
Lanyard, Chain. Lets you retrieve dropped weapon on a DX 0.5 lb.
roll. Each attempt requires a Ready maneuver. Can be cut: -6 Ladder, 10’. Wooden. For scaling walls and crossing chasms.
to hit, DR 4, HP 6. $15, 0.5 lb. $25, 15 lbs.
Lanyard, Leather. As chain lanyard, but only DR 2, HP 2. $1, Pole, 6’. For lifting chests, pitching tents, prodding traps,
0.1 lb. etc. $5, 3 lbs.
Shoulder Quiver. Holds 12 arrows or bolts. $10, 0.5 lb. Pole, 10’. For things you wouldn’t touch with a 6’ pole. $8,
Whetstone. For sharpening weapons. $5, 1 lb. 5 lbs.
Rope, 3/8”. Supports 300 lbs. Per 10 yards: $5, 1.5 lbs.
Rope, 3/4”. Supports 1,100 lbs. Per 10 yards: $25, 5 lbs.
Containers
Barrel. Holds 5 gallons of liquid (40 lbs. if water). DR 1, HP
11. $65, 20 lbs. Musical Instruments
Bottle. Holds 1 quart of liquid (2 lbs. if water). DR 1, HP 4. These items are used mainly by bards. Everything but the
$3, 1 lb. whistle is suitable for Bard-Song (p. 21). No special ability is
Bottle, Small. Holds 1 pint of liquid (1 lb. if water). DR 1, HP needed simply to make noise!
2. $2, 0.5 lb.
Drum. Audible for miles! Two-handed. $40, 2 lbs.
Bucket. With rope handle. Holds 1 gallon of liquid (8 lbs. if
Harp or Zither. Can play softly enough not to be heard
water). DR 1, HP 6. $15, 4 lbs.
through a door. Two-handed. $250, 3 lbs.
Chest, Wooden. Holds 400 lbs. or 5 cubic feet of loot. Has
Horn. Audible for miles! Two-handed; speech is impossible.
brackets for two poles; add Basic Lift of carriers to assess
$100, 2 lbs.
encumbrance. DR 2, HP 14. $200, 40 lbs.
Stringed. Cittern, lute, oud, etc. Two-handed. $150, 5 lbs.
Sack. Holds 40 lbs. of loot. Requires two hands or a pole.
Whistle. For signaling – not suitable for Bard-Song. $5,
DR 1, HP 5. $30, 3 lbs.
0.1 lb.
Strongbox, Iron. Holds 40 lbs. of coins or other small items.
Woodwind. Bamboo flute, tin whistle, or similar. Two-
DR 12, HP 10. $250, 15 lbs.
handed; speech is impossible. $40, 1 lb.
Vial, Crystal. Holds half a pint of liquid (0.5 lb. if water).
Thick, with stopper – good for collecting corrosive blood, etc.
DR 1, HP 1. $5, 0.25 lb. Tools
Balance and Weights. Can precisely weigh up to 2 lbs. of
Light Sources gold, magic herbs, etc. $35, 3 lbs.
Crowbar, 3’. For Forced Entry. Treat as a small mace in
Candle, Beeswax. Sufficient to read by. Lasts 24 hrs. $5, 1 lb.
combat, at -1 to skill. $20, 3 lbs.
Candle, Tallow. Smell may attract monsters! Lasts 12 hrs.
File. Can saw through hinge, padlock, etc., in (DR + HP)
$0.50, 1 lb.
minutes. $40, 1 lb.
Lantern. Eliminates darkness penalties in a two-yard
Hatchet. For Forced Entry, cutting firewood, etc. Treat as a
radius. Requires a hand. Burns for 24 hours on 1 pint of oil.
hatchet in combat, at -1 to skill. $15, 2 lbs.
$20, 2 lbs.
Mallet. For Forced Entry, driving iron spikes, staking vam-
Oil. For lanterns. Not useful as a flaming weapon. Per pint:
pires, etc. Treat as a small mace in combat, at -1 to skill. $15,
$2, 1 lb.
3 lbs.
Torch. Eliminates darkness penalties in a two-yard radius.
Pickaxe. Improves digging speed. $15, 8 lbs.
Requires a hand. Burns for 1 hr. $3, 1 lb.
Saw. Used to hack off valuable horns, tusks, etc. $150, 3 lbs.
Shovel. Speeds up digging. $12, 6 lbs.
Medical Gear Tool Kit, Backpack. Basic equipment for one of Armoury,
Bandages. Cloth bandages for a half-dozen wounds. Basic Smith, etc. Other skills can use it, but at -2. $600, 20 lbs.
equipment for First Aid skill. $10, 1 lb. Wheelbarrow. Holds 350 lbs. Can be pushed, or harnessed
First Aid Kit. Complete kit for treating wounds. +1 to First behind someone. Divide effective weight of load by 5. $60, 18
Aid skill. $50, 2 lbs. lbs.
Litter. For carrying wounded allies (or loot!) weighing up to
200 lbs. Requires two bearers; add their Basic Lift to assess Writing Equipment
encumbrance. $50, 25 lbs.
Paper, 20 Sheets. Heavy papyrus or similar, suitable for
Surgical Instruments. Basic equipment for Surgery skill.
maps or magical writings. $20, 1 lb.
Also useful for removing mana organs, eyeballs, etc., from
Scribe’s Kit. Quills, inkbottles, and penknife. $50, 2 lbs.
dead monsters without ruining them. $300, 15 lbs.

GEAR 24
SPECIAL ORDERS shooting. Weapon safely re-slings itself when dropped (a free
action). $200, 2 lbs.
These items are available only from regional suppliers, the Dwarven Whetstone. Gives edged weapons +1 damage for
black market, alchemists, particular races, etc. Delvers may sharpness with first blow that connects after sharpening (1
start out with them – but to obtain them in play, they’ll have to minute/weapon). $500, 1 lb.
visit a metropolis, shop at a traveling bazaar (and doubtless
pay criminal prices), or find them as treasure.
Covert Ops and Security Gear
Bit and Brace. Useful for drilling peepholes. Does sw-2(2)
Adventure-Wear pi++ per second to wood. $120, 5 lbs.
Anti-Garrote Collar. Gives +4 DR vs. strangling and garrot- Caltrops. Take a Ready maneuver to deploy. Victims who
ing damage (but not neck blows). Can be worn with armor. miss a Vision-2 roll step on a number of spikes equal to mar-
$35, 1 lb. gin of failure. Each inflicts thr-3 imp – based on his ST – to the
Delver’s Webbing. Belt and suspenders with pouches for 20 foot. Caltrops that penetrate DR continue to do damage each
lbs. of potions, gadgets, knives, etc. Readying a carried item turn until removed (two Ready maneuvers). Enough for one
takes just one Ready maneuver – and is a free action with a hex: $5, 0.5 lb.
suitable Fast-Draw roll. Gives +1 to DX and Fast-Draw rolls to Climbing Spikes. Strap-on spikes for both hands and feet
reach these items. Rumored to be the work of brownies! $160, allow scaling of vertical surfaces at no penalty. $400, 4 lbs.
3 lbs. Disguise Kit. +1 to Disguise skill. $800, 10 lbs.
Helmet Lamp. Shuttered, hands-free lantern that throws a Giant Spider Silk Cord. Supports 360 lbs. Per 10 yards: $100,
five-yard beam. Attaches to all popular helmet patterns. Burns 0.5 lb.
for 12 hours on 1 pint of oil. $100, 2 lbs. Grapnel. Throw to ST¥2 yards. Supports 300 lbs. $80, 2 lbs.
Potion Belt. Belt with four slots, each of which can carry Lockpicks. Basic equipment for Lockpicking skill. $50, 0.1
one “grenade” bottle or two potion vials. Wearer can reach lb. Better kits are heavier because they include more tools.
them with Ready or Fast-Draw. Padding removes risk of acci- Good quality: +1 to skill; $250, 0.5 lb. Fine quality: +2 to skill;
dental breakage and gives containers +2 DR vs. deliberate $1,000, 2 lbs.
attacks. $60, 1 lb. Nageteppo, Flash. When hurled, everyone within 10 yards of
Quick-Release Backpack. Holds 40 lbs. of gear. Dropping it where it lands must roll vs. HT or suffer Blindness (a Vision-
is a free action. Items liable to break if dropped must check for Based affliction). Roll vs. HT to recover every turn. $40, 0.2 lb.
this (1 on 1d if unsure). $300, 3 lbs. Nageteppo, Smoke. When hurled, fills a two-yard radius
with smoke (-10 to Vision) for 5 seconds. $40, 0.2 lb.
Camping and Survival Gear
Alchemist’s Matches. Start fires in just one
second! Waterproof tin of 50. May set fire to
a pack if dropped (1 on 1d). $15, 0.25 lb.
Compass. Allows Navigation rolls at no
penalty for equipment. $50, 5 lbs.
Dwarven Rations. One meal of nasty,
hard bread. A steady diet (a month or more)
gives Resistant to Poison (+3) while contin-
ued. $5, 1 lb.
Elven Rations. Tasty wafers of Essential
Food. Three meals: $15, 0.5 lb.
Timed Candle. Alchemist’s mixture burns
at a precise rate for 12 hours. Marked in
hours and minutes. Handy for timing spell
durations – especially underground! $5, 1 lb.

Combat Accessories
Bandoleer. Carries 6 lbs. of throwing
weapons (24 daggers, 12 packs of caltrops,
30 nageteppo, etc.). Wearer can reach them
with Ready or Fast-Draw. $60, 1 lb.
Crossbow Rest. Lets a standing crossbow-
man brace while aiming. Takes a Ready to
set up. $40, 2 lbs.
Crossbow Sight. +1 Acc for aimed shots.
Iron, not fragile glass. $100, 1 lb.
Crossbow Sling. Totes a loaded crossbow
“hands free,” a Ready maneuver away from

GEAR 25
Padlocks. For chests, strongboxes, etc. Cheap ones have DR Optics
3, HP 4, and give +5 to Lockpicking; $20, 1 lb. Good ones have
Bull’s-Eye Lantern. Shuttered lantern with lens throws a 10-
DR 6, HP 5, and give no Lockpicking modifier; $400, 2 lbs.
yard beam. Requires a hand. Burns for 6 hours on 1 pint of oil.
Fine ones have DR 12, HP 5, and give -5 to Lockpicking;
$100, 2 lbs.
$8,000, 2 lbs.
Burning Glass. Sets fires – but only in sunlight. $40, 0.25 lb.
Portable Ladder, 30’. Wooden slats attached to two hooked
Corrective Spectacles. Mitigator for Bad Sight. Large and
ropes. No Climbing roll required, once attached. Fits in a pack.
heavy, like bottle-bottoms. Give DR 1 to eyes, but break if this
$200, 10 lbs.
is penetrated! $150, 0.5 lb.
Portable Ram. Miniature, steel-capped ram with handles
Mirrors. Glass-covered bronze or lead. Hand mirror, useful
requires two to four users. Does sw+3d+1 cr every three sec-
for peering around corners: $15, 1 lb. Tall mirror, large enough
onds. Use highest ST plus 1/5 the total of all other ST scores.
to reflect Medusa’s gaze or fool stupid goblins: $125, 10 lbs.
$150, 35 lbs.
Telescope. Gives Telescopic Vision 1 (2¥ magnification).
Shackles. DR 4, HP 10. $200, 2 lbs.
$500, 6 lbs.
Snorkel, 6’. Airtight bamboo tube with mouthpiece. $30,
Tinted Goggles. “Alchemist’s goggles” grant Protected
1 lb.
Vision, at the cost of -5 to Vision rolls. Give DR 1 to the eyes,
Spy’s Horn. Carefully shaped hollow horn, open at both
but break if this is penetrated! $150, 0.5 lb.
ends, allows a Hearing roll to listen
through doors, shutters, etc., at a
penalty equal to barrier’s (DR +
HP)/5. $100, 2 lbs.
Traps. Spring-loaded leg-hold
traps. Roll vs. Traps to set. If
chained or staked down, victim
must break free from trap’s ST
to move away. Mini-trap: 1d-1
cr, ST 8; $80, 2.5 lbs. Man trap:
1d+1 cr, ST 12; $180, 6 lbs.
Monster trap: 1d+3 cr, ST 16;
$320, 11 lbs.

Esoteric Supplies
Backpack Alchemy Lab. Basic
equipment for identifying potions and magic items with
Alchemy skill; -2 to brew potions in the field. $1,000, 10 lbs.
WEAPONS
All of the TL0-4 weapons on pp. B271-277 are available in
Healer’s Kit. Basic equipment for one specialty of Esoteric dungeon fantasy games – including TL4 blades normally not
Medicine skill. Also gives +1 to First Aid skill. $200, 10 lbs. found in “medieval” settings (bards, swashbucklers, and
Holy Symbol. Ordinary religious symbol made of wood, thieves prefer these). Players with GURPS Martial Arts may
cheap metal, etc., and blessed only by user’s personal faith. buy its TL0-4 weapons, too, regardless of culture of origin.
$50, 1 lb. Delvers can apply several modifiers to improve their
Holy Symbol, Blessed. Sanctified by a high priest. Gives +1 weapons. These are “stackable” unless noted otherwise, but
to rolls for Exorcism, True Faith, etc. (but not clerical spells). some are restricted to specific weapon types. Each modifier
$250, 1 lb. has a “cost factor” (CF); to find final cost, simply multiply list
Holy Symbol, High. Sanctified by head of religious order. cost for a good-quality weapon by (1 + total CF).
Gives +2 to rolls for Exorcism, True Faith, etc. $1,000, 1 lb.
Holy Water. Small bottle holds enough (1/2 pint) to damage Balanced: +1 to skill with any melee weapon or projectile
an unholy creature with a suitable Weakness. Hurl it using the (arrow, bolt etc.), or +1 Acc with a blowpipe, bow, or crossbow.
“grenade” rules; see Concoctions (p. 28). $15, 1 lb. All weapons except sticks and improvised weapons: +4 CF.
Dwarven: Changes a Parry of 0U to 0, letting a weapon that
can’t normally parry and attack on the same turn do just that.
Information Doesn’t prevent the weapon from becoming unready after
Manual. Allows default rolls for one “information” skill that attacking (‡ on ST). Any unbalanced weapon: +4 CF.
normally has no default – Alchemy, Hidden Lore, etc. Roll at Elven: Lets a bow shoot at +2 to ST for range and damage
IQ-4 if Easy, IQ-5 if Average, IQ-6 if Hard, or IQ-7 if Very Hard. purposes; e.g., a ST 11 elf could draw a ST 13 bow. Any bow
$100, 6 lbs. (not crossbow): +16 CF.
Map. Rugged, foldable, and reliable map of explored Fine*: -1 to odds of breakage, and +1 to damage for any cut-
dungeon, city, forest, etc. Unreliable maps are cheaper. $100+, ting or impaling weapon, or +20% to range for a blowpipe,
0.1 lb. bow, or crossbow. Projectiles (arrows, bolts, etc.), and crush-
Tome. As manual, but also gives those who know the skill +1 ing- or impaling-only melee or thrown weapons: +2 CF.
to identify items, do research, etc. $500, 12 lbs. Fencing weapons, swords, blowpipes, bows, and crossbows: +3
CF. Other cutting melee/thrown weapons: +9 CF.

GEAR 26
Meteoric†: Meteoric iron is immune to magic – Reverse Orichalcum*†: Shield offers the same DB, but has only 2/3
Missiles, Steelwraith, Turn Blade, and so on won’t stop it, and its usual weight and gives non-orichalcum weapons +2 to odds
Shape Metal, Shatter, and the like can’t destroy it. Of course, it of breakage when parrying a shield bash. +149 CF.
can’t benefit from enchantments, weapon-enhancing spells, or Ornate: Impresses plebes exactly as for the weapon modifi-
magical repairs. Any metal weapon: +19 CF. er (p. 26): +1 to reactions for +1 CF, +2 for +4 CF, and +3 for
Orichalcum†: Orichalcum weapons won’t break. Non- +9 CF.
orichalcum weapons have +2 to odds of breakage when parry-
* Dwarven, meteoric, and orichalcum are mutually exclu-
ing heavy orichalcum ones. Any metal weapon: +29 CF.
sive.
Ornate: Jewels, gold, etc. Modifies reactions from buyers,
† Weight effects multiply together. A fine dwarven or fine
gullible hirelings, etc. All weapons except improvised weapons,
meteoric shield has 1.5 times usual weight; a fine orichalcum
projectiles, and sticks: +1 to reactions for +1 CF, +2 for +4 CF,
one is half usual weight.
and +3 for +9 CF.
Silver*†: Metal arrows, bolts, melee weapons, and thrown
weapons can be made of solid silver to exploit monster
Vulnerability, but have +2 to odds of breakage: +19 CF. Silver
ARMOR
coating for these weapons doesn’t worsen breakage but isn’t as All of the TL0-4 armor on pp. B283-284 is fair game in a
effective (see p. B275): +2 CF. dungeon fantasy campaign. Many modifiers are available to
Very Fine*: -2 to odds of breakage and +2 to damage. improve armor; these have “cost factors” (CF) that affect cost
Fencing weapons and swords only: +19 CF. as explained for weapons (p. 26). Most modifiers are specific to
particular kinds of armor.
* Fine, very fine, and solid silver are mutually exclusive.
† Meteoric, orichalcum, and solid silver are mutually exclu- Dragonhide*: Any hard leather armor (DR 2) can be drag-
sive – although meteoric and orichalcum weapons can be onhide. This provides from +1 to +4 DR, depending on the
silver-coated. dragon’s age (elder dragonhide has up to +7 DR, but isn’t for
sale). It also gives -3 reactions from dragons! Weight and cost
Example: A fine, balanced dwarven axe has +9 CF for fine depend on DR bonus (treat “neg.” weight as 0.5 lb to begin
(“other cutting weapons”), +4 CF for balanced, and +4 CF for with): +1 DR is 1.25 times weight and +37 CF; +2 DR is 1.5
dwarven, for a total +17 CF. This multiplies cost by (1 + 17) = times weight and +44 CF; +3 DR is 1.75 times weight and +52
18. An axe is $50, so this axe costs $900. It gets -1 to break, +1 CF; and +4 DR is 2 times weight and +59 CF.
to damage and skill, and Parry 0 instead of 0U. Dwarven*: Dwarves can forge any DR 6-7 plate armor to be
extra-thick. This raises weight: +1 DR weighs 1.2 times as
much, +2 DR weighs 1.4 times as much, and +3 DR weighs 1.6
Weapons for Giants times as much. Cost depends on DR bonus: +1 DR is +1 CF, +2
An SM +1 fighter, such as a barbarian with Gigantism, may DR is +2 CF, and +3 DR is +3 CF.
use an oversized weapon. Multiply the weapon’s listed damage Elven: Elven mail uses the higher DR listed for the base
bonus by 1.5 and round down, but always add at least +1; e.g., armor against all damage – don’t reduce its DR vs. crushing
sw-2 becomes sw-1, while sw+4 becomes sw+6. Also multiply blows. Any mail: +3 CF.
ST and final weight and cost, after all modifiers, by 1.5! Fine*: Expertly fitted, with no waste material. Offers full DR
at 3/4 the usual weight. Only fits wearers whose height and
SHIELDS weight match the original owner’s! Any armor: +9 CF.
Giant Spider Silk: Improves cloth armor from DR 1 to DR 2,
All of the shields on p. B287 exist in dungeon fantasy. As and allows it to be worn under other armor, for +2 DR, with-
with weapons, it’s possible to apply modifiers to shields, out the DX penalty for layering. +99 CF.
including bucklers but not cloaks; these have “cost factors” Meteoric†: Resists magic as for the weapon modifier
(CF) that affect cost according to the rules for weapons (p. 26). (above). Any metal armor: +19 CF.
Since shield damage is too complex to be fun in dungeon fan- Orichalcum*†: Provides full DR at just 1/3 the usual weight!
tasy, none of these modifiers affect shield breakage. Any bronze plate armor (assume that gauntlets and sollerets
Balanced: +1 to Shield skill. +4 CF. can be bronze): +29 CF.
Dwarven*†: Made of hefty iron. When ignoring shield dam- Ornate‡: Dress to impress, exactly as for the weapon modi-
age, the primary effect is to give +1 to shield-bash damage fier (p. 26). Any armor: +1 to reactions for +1 CF, +2 for +4 CF,
(cumulative with +1 for spikes, if any). Doubles weight! +4 CF. and +3 for +9 CF.
Fine†: Shield has the same DB, but only 3/4 its usual weight: Spiked: Lets the wearer roll DX-4 to stab each foe in close
+9 CF. combat with him for 1d-2 imp, once per turn, as a free action.
Meteoric*†: Resists magic as for the weapon modifier Anyone who strikes him with an unarmed attack is hit imme-
(above), gives +1 to shield-bash damage (cumulative with +1 diately and automatically – and a bite, slam, or Constriction
for spikes, if any), and doubles weight. +99 CF. Attack means that attacker suffers maximum damage (4
Mirrored: Polished or silvered to reflect gaze attacks. A suc- points). Any plate armor: +2 CF.
cessful Block against a Vision-Based attack allows an immedi- Thieves’‡: Blackened mail woven for maximum flexibility
ate Shield roll to redirect the curse onto anyone within its and minimum noise. Ignore its weight for encumbrance pur-
usual range. Rolls to resist reflected gazes are at +3. Dwarven, poses when making Climbing and Stealth rolls. Any mail: +3
meteoric, or orichalcum shields: +2 CF. Other shields: +6 CF. CF.

GEAR 27
* Weight effects multiply together; e.g., dwarven plate with Drinkable: A vial holding one dose of medicine or potion.
+3 DR (1.6 times weight) of fine quality (3/4 weight), weighs Carried for combat and not packed, it can be targeted at -7
1.2 times as much as usual. and breaks on 1-4 on 1d on a fall. Once in hand, it takes a
† Meteoric and orichalcum are mutually exclusive. Ready maneuver to open, another to drink. Draining it leaves
‡ Thieves’ mail cannot be ornate. a crystal vial (p. 24). 0.5 lb.
Grenade: A bottle meant to be hurled at enemies. Slung for
combat, it’s targeted at -5 and breaks on 1-4 on 1d on a fall.
Armor for Giants Hurling it is an Attack with the Throwing skill: Acc 0, Range
For armor that’s large enough to fit an SM +1 user – such ST¥2, and Bulk -2. It shatters on striking DR 3+, such as
as a barbarian with Gigantism – double the final cost and armor (affects wearer), a shield (affects shield), or the ground
weight, after all modifiers. (area effects, if any, only). Dumping it out leaves a small bot-
tle (p. 24). 1 lb.
CONCOCTIONS Utility: A vial of something useful – but not for drinking.
Treat as a drinkable in most respects, but using it requires a
Dungeon fantasy wouldn’t be complete without delvers long action. 0.5 lb.
swilling healing and strength potions – and hurling acid and
flaming goo in battle. These concoctions require a Ready
maneuver or a Fast-Draw (Potion) roll to remove from Chemicals
delver’s webbing (p. 25) or a potion belt (p. 25), 1d seconds to These substances, while sold by alchemists, are anachro-
dig out of a pouch. They come in four classes (weights nistic science – not magic.
include container):
Acid (Grenade). Ordinary acid inflicts 1d-3 corrosion
Bundle: A bunch of herbs for repelling monsters. Once in damage; DR protects normally. Can instead be used to burn
hand, the user must actively brandish it by taking Ready through a mundane lock in 3d minutes. $10, 1 lb.
maneuvers. 0.25 lb. Alchemist’s Fire (Grenade). Self-igniting sticky oil! A direct
hit causes 1d burning damage/second for 30 seconds or until
the target rolls on ground; armor DR protects at 1/5 normal.
Tossed at the ground, it creates a two-yard-radius fire (1d-1
Power Items burn/second) for 30 seconds. $100, 1 lb.
GURPS Magic introduces Powerstones: objects Glow Vial (Utility). Once separate pill is dropped into vial,
(often gems) that hold extra FP for spells. These come glows brightly enough to eliminate darkness penalties in a
with complexities that don’t suit dungeon crawls. In two-yard radius for 12 hours. Includes cord for wearing
dungeon fantasy, any spellcaster may instead designate around neck, light shows, etc. Liquid can instead be used to
one thing he owns – holy symbol, staff, etc. – as his mark a glowing path through one typical dungeon level. $30,
“power item.” It holds extra FP for casting spells, and 0.5 lb.
when they’re gone, they’re gone (like a Manastone, for
those with Magic). The maximum FP it can hold Natural Preparations
depends on its value as a nonmagical item:
Most natural preparations are the work of druids. They’re
Value FP Value FP Value FP plant and animal products with nonmagical effects useful to
$50 1 $1,400 9 $4,900 17 delvers.
$120 2 $1,700 10 $5,500 18
Anti-Toxin (Drinkable). Herbal antidote for one specific
$220 3 $2,000 11 $6,200 19
non-alchemical poison or venom. Completely halts effects of
$340 4 $2,400 12 $7,000 20
that toxin after 1d minutes. $20, 0.5 lb.
$490 5 $2,800 13 $12,000 25
Garlic (Bundle). Repels vampires. $5, 0.25 lb.
$670 6 $3,300 14 $18,000 30
Wolfsbane (Bundle). Repels lycanthropes. $5, 0.25 lb.
$880 7 $3,800 15 $26,000 35
$1,100 8 $4,300 16 $37,000 40
For in-between values, use the next-highest amount.
Poisons
An ordinary $10 staff will hold 1 FP; a fine, ornate staff These are fantasy poisons. Those marked “utility” are
worth $120, 2 FP; and a $1,000 high holy symbol, 8 FP. follow-up agents – they go on cutting or impaling weapons,
Casters can buy jewelry of any value, add gems to work only if the blade pierces DR, and last for one wound or
items, etc., to qualify for better power items. three hits that are blocked, parried, or stopped by DR. Ignore
A caster must pay $5/FP (to the temple, guild, or weight when carried on a weapon. “Grenade” means a respi-
whatever) for the “charge” in his power item. He can ratory or contact agent. All prices buy one dose.
“top it up” at this cost whenever he’s in the city. He has Bladeblack (Utility). Deadliest manmade blade venom,
to do the same thing to change power items; e.g., if he from the legendary Assassins’ Guild. A living victim must
finds a bejeweled ring worth $10,000 and wants to put make an immediate HT-5 roll or suffer 6d injury. $1,000, 0.5
25 FP in it, he must visit town and pay $125 to do so. lb.
Casters can’t have multiple power items or use Demon’s Brew (Grenade). Respiratory agent made from
another’s power item. demon ichor. Fumes affect a two-yard radius. Anything that
breathes takes 2d injury, or only 1d with a HT roll. $500, 1 lb.

GEAR 28
Monster Drool (Utility). Generic blade venom made from Paut (Drinkable). Restores 4 FP depleted for magic. $135,
giant centipedes, spiders, or whatever else is in season. Often 0.5 lb.
used on whole quivers of arrows because it’s cheap. A living Perception Potion (Drinkable). +6 to Sense rolls for 3d¥5
victim must make an immediate HT roll or suffer 2 points of minutes. $700, 0.5 lb.
injury. $20, 0.5 lb. Sleep Potion (Grenade). Fumes affect a two-yard radius.
Oozing Doom (Grenade). Contact agent made from slimes. Living beings who breathe them must roll HT-4 or sleep for
Soaks clothing – or enters cracks in manmade or natural 16-HT hours. $500, 1 lb.
armor – in DR seconds. Living victims then take 2d injury, or Speed Potion (Drinkable). +1 Basic Speed and Move per
only 1d with a HT roll. $100, 1 lb. dose (up to +3), for 3d¥4 minutes. $550, 0.5 lb.
Strength Potion (Drinkable). +1d ST (but no extra HP!) for
1 hour. $250, 0.5 lb.
Potions Thieves’ Oil (Utility). Rubbed on the body, gives +5 to all
Potions, prepared by alchemists, are magical. Ongoing rolls to escape bonds, squeeze through openings, and break
effects are subject to Dispel Magic vs. an assumed Alchemy free for 1d hours. $700, 0.5 lb.
skill of 15. True Water (Utility). Purifies up to 100 gallons of water in a
Drinkables take effect a turn after being guzzled; grenades manmade container. $750, 0.5 lb.
work on impact. Targets with Magic Resistance must fail a HT Universal Antidote (Drinkable). Instantly cures all poisons
+ MR roll for drinkables or fumes to affect them. Only one affecting the drinker. $750, 0.5 lb.
dose of a given potion can affect someone at a time, except as Weakness Potion (Grenade). Fumes affect a two-yard
noted. radius. Living beings who breathe them have -3 ST/dose (up
Note to those with GURPS Magic: Costs assume a “com- to -12 ST) for 1d minutes. $800, 1 lb.
mon magic” campaign, but several effects have been changed. Wisdom Potion (Drinkable). +1 IQ for 1 hour. $1,500,
Agility Potion (Drinkable). +1d DX for 1 hour. $700, 0.5 lb.
0.5 lb.
Alchemical Antidote (Drinkable). Instantly negates all
potions currently affecting the drinker. $400, 0.5 lb.
Alkahest (Grenade). “Universal solvent” inflicts 1d cor-
rosion injury on any tangible foe, bypassing DR.
Alternatively, dissolves a lock made from any metal in 1d
minutes. $1,650, 1 lb.
Balm of Regeneration (Drinkable). Salve, not a potion.
Heals user 2 HP at the cost of 1 FP, once per second, until
he reaches either full HP or 0 FP. $900, 0.5 lb.
Death Potion (Grenade). Fumes affect a two-yard
radius. Targets that breathe take 4d injury, or only 2d
with a HT roll. $1,000, 1 lb.
Fire Resistance Potion (Drinkable). Immunity to fire
damage for 1d hours. $500, 0.5 lb.
Flight Potion (Drinkable). Flight at Move 10 for 1 hour.
$3,000, 0.5 lb.
Great Healing Potion (Drinkable). Heals 4d HP.
$1,000, 0.5 lb.
Invisibility Potion (Drinkable). Grants invisibility for
1d¥10 minutes or until user attacks, casts a spell,
etc. $2,250, 0.5 lb.
Invulnerability Potion (Drinkable). +3 DR, cumulative
with other DR, for 1d+1 hours. $2,100, 0.5 lb.
Liquid Ice (Grenade). Target takes 2d burning damage
on contact due to extreme cold – not fire. Armor DR pro-
tects at 1/5 normal. $250, 1 lb.
Magebane (Grenade). Fumes affect a two-yard radius.
Wizards who breathe them can’t cast spells for 1 hour.
$1,400, 1 lb.
Magic Resistance Potion (Drinkable). +5 Magic
Resistance (and -5 to wizardly spells) for 1 hour. $1,600,
0.5 lb.
Major Healing Potion (Drinkable). Heals 2d HP. $350,
0.5 lb.
Minor Healing Potion (Drinkable). Heals 1d HP. $120,
0.5 lb.

GEAR 29
MAGIC ITEMS Other Items
These are complete items popular with (wealthy!) adventur-
“Low-end” magic items abound in dungeon fantasy, and are
often for sale. A small sampling appears below. Powerful items ers. The spells or skills involved appear in parentheses.
are found only in dungeons, of course! Boots of Balance (Balance). Grant Perfect Balance (p. B74).
Note to those with GURPS Magic: Costs assume that $15,080, 3 lbs.
enchanted items up to 100 energy points are Quick and Dirty Bottomless Purse (Hideaway). Holds 9 lbs. instead of 3 lbs.
($1/point), that more powerful artifacts are second-hand Slow Extra 6 lbs. don’t count as encumbrance! $12,010, 0.2 lb.
and Sure items ($20/point), and that alchemical amulets are rare Cornucopia Quiver (Cornucopia). Creates ordinary arrows.
($66/day, plus ingredients). Only one arrow at a time. $110, 0.5 lb.
Gem of Healing (Major Healing, Spell Stone). Jasper stone
Magic Weapons and Armor heals 8 HP when crushed in hand. One use. $400, neg.
Ironskin Amulet (Alchemical amulet). Gives +3 DR.
The table below provides the following information: $28,720, 0.25 lb.
Spell: The enchantment. Spells not found in the Basic Set are Moly Amulet (Alchemical amulet). Grants +5 Magic
from GURPS Magic. Resistance (and -5 to wizardly spells). $23,600, 0.25 lb.
Effects: What the enchantment does. See pp. B480-483 and Necklace of Fireballs (Explosive Fireball, Spell Stone).
Magic for details. Rubies can be removed (Ready) and hurled (Attack) as 3d
Base Item: What the enchantment goes on: Armor, Melee exploding fireballs. 10 uses. $7,200, 0.25 lb.
Weapon (includes throwing weapons), Missile Weapon, Salamander Amulet (Alchemical amulet). Bestows immuni-
Projectile (arrow, bolt, etc.), Shield, or Weapon (melee or mis- ty to normal fire and fire spells. $4,920, 0.25 lb.
sile). This item isn’t included in the cost – buy it separately! Since Serpent’s Amulet (Alchemical amulet). Gives immunity to
starting gear is a lifetime’s worth of stuff, PCs can start with any poison. $9,590, 0.25 lb.
spell/item combination they can afford. After that, the GM Siege Stone (Rive, Spell Stone). Struck by a hammer, ram,
decides what Ye Olde Magick Shoppe has (“Could I interest you etc., this flint stone adds 5d damage to that one blow vs. an
in a giant orichalcum greatsword of smiting?”). inanimate object. One use. $550, neg.
Cost: The enchantment’s cost. Remember to add item cost! Wizard’s Staff (Staff). Quarterstaff. Extends the wizard’s
Prefix/Suffix: A suggested name for the item; e.g., “fine icy reach. $40, 4 lbs.
broadsword of seeking.” Wizard’s Wand (Staff). Baton. Extends the wizard’s reach.
$50, 1 lb.

Magic Weapons and Armor Table


Spell Effects Base Item Cost Prefix Suffix
Accuracy +1 to hit Weapon $5,000 Accurate of Seeking
Accuracy +1 to hit Projectile $25 True of True Flight
Continual Light light equal to torch Any $8,000 Glowing of Light
Defending Weapon/Shield +1 to Parry/Block Melee Weapon/Shield $10,000 Defending of Defense
Deflect +1 DB Armor/Shield $2,000 Warding of Warding
Deflect +2 DB Armor/Shield $10,000 Deflecting of Deflection
Flaming Weapon +2 fire* Melee Weapon $15,400 Flaming of Flame
Flaming Weapon +2 fire* Projectile $75 Fire of Burning
Fortify +1 DR Armor $50 Unyielding of Solidity
Fortify +2 DR Armor $4,000 Impenetrable of Invulnerability
Icy Weapon +2 cold* Melee Weapon $17,000 Icy of Ice
Icy Weapon +2 cold* Projectile $75 Cold of Freezing
Lighten -25% from weight Armor/Shield $100 Light of Lightness
Lighten -50% from weight Armor/Shield $10,000 Weightless of Weightlessness
Lightning Weapon +2 electrical* Melee Weapon $15,300 Crackling of Shocking
Lightning Weapon +2 electrical* Projectile $75 Lightning of Lightning
Penetrating Weapon armor divisor (2) Melee Weapon $5,000 Penetrating of Penetration
Penetrating Weapon armor divisor (2) Missile Weapon $10,000 Penetrating of Penetration
Penetrating Weapon armor divisor (2) Projectile $25 Burrowing of Piercing
Puissance +1 damage Melee Weapon $5,000 Mighty of Smiting
Puissance +1 damage Missile Weapon $10,000 Strongarm of Striking
Puissance +1 damage Projectile $25 Swift of Impact
Shatterproof unbreakable Weapon $8,000 Eternal of Durability
* Follow-up – adds injury of listed type if attack pierces DR, not basic damage.

GEAR 30
Advantages, 14-15.
INDEX
Druidic Arts, 22. Incompetence disadvantage, Skills, 16-18; everyman, 16;
Adventurer, 3. Dungeon crawl, 3. 16. wildcard, 18.
Alignment, 6-7, 15. Dungeon, 3. Invisibility spell, 20. Spells, 19-20, 30; changed,
Armor, 27-28, 30; magical, Dwarven gear, 25-27; armor, Knight, 8-9, 18. 20; cleric, 6-7, 19; druid, 7,
30. 26-27; rations, 25; shields, Magic items, 30. 19-20; magic items and,
Barbarian, 4-5, 18. 27. Martial artist, 9-10, 18. 30; template starting spells,
Bard, 5-6, 18. Economics, 23. Meteoric gear, 27. 6-7, 13; wizard, 13, 20.
Bard-Song, 21. Elven gear, 25-27; rations, Munchkin, 3, 14. Starting money, 23.
Born War Leader advan- 25; weapons, 26. Musical instruments, 24. Swashbuckler, 11-12, 18.
tage, 14. Enlarge spell, 20. New advantages, 14. Template spells, 6-7, 13.
Chemicals, 28. Equipment, see Gear. Orichalcum gear, 27. Templates, 4-13, 18.
Chi Mastery, 21-22. Gear, 23-30; basic, 23-24; Outdoors, 4, 7, 10. Thief, 12-13, 18.
Cleric, 6-7, 18-19; spells, 6-7, chemicals, 28; esoteric, 26; Points for money, 23. Thieves’ armor, 27.
19. giants, 27-28; magical, 29- Poisons, 28-29. Wealth, 23.
Concoctions, 28. 30; poisons, 28-29; special Weapon Bond advantage,
Potions, 29.
Cost factor, 26. order, 25-26. 14.
Power items, 28.
Countermagic, 20. Hack-n-slash, 3. Weapons, 26-27, 30; magi-
Powers, 20-22; countermag-
Create spells, 20. Hero, 3. cal, 30.
ic, 20.
Delver, 3. Heroic Archer advantage, Wildcard skills, 18.
Scout, 10-11, 18.
14. Wizard, 13-14, 18, 20; spells,
Disadvantages, 15-16. Shields, 27.
Holy Might, 22. 13, 20.
Dragonhide, 27. Signature Gear advantage,
Holy warrior, 7-8, 18.
Druid, 7, 18-20, 28; gear, 28; 23.
spells, 7, 19-20.

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