Dungeon Fantasy Adventurers
Dungeon Fantasy Adventurers
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
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.
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‡.
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).
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 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 . . .
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.
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).
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.
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.
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.
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.
INDEX 31