A very particular set of (sub-) skills This article offers a rather unnecessary thing: a number of skill techniques bought to their maximum level and given new names as quick-pick advantages. These came about when I concocted a technique-based bunch of parkour- and thievery-related power-ups during the playtest for Dungeon Fantasy Denizens: Thieves. They didn’t appear in the book, so in the spirit of waste not, want not, I leave you with those power-ups here, along with more that I created later. Such technique-based advantages β I’ll call them “TBAs” β aren’t a new thing. Dungeon Fantasy 11: Power-Ups (p. 7) gives them a thumbs-up for simplicity, and offers examples…
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Dumping out the loot sack: More rules and tools for GURPS Dungeon Fantasy thieves
As promised in my mini review of GURPS Dungeon Fantasy Denizens: Thieves, I'm rounding up and presenting ideas and content that I had suggested for the book during its playtest but that didn't end up between its pages.
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GURPS resource: New techniques
Getting technique-al The skill sub-sets called techniques (pp. B229-233) are a fun part of GURPS. This page lists new techniques of my own invention. I’m no guru at technique design. My new techniques here are all simple creations, built without complication as a bonus to some existing use of a prerequisite skill, or a reduction of some existing penalty. Easy stuff. The only parts calling for a little thought are setting the maximum number of levels, and deciding whether the technique is Average or Hard. I’m still winging it, so feel free to modify my ideas, especially my arbitrary maximum levels. And please comment if you see flaws in my…
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GURPS/DFRPG resource: New weapons
Minding the gaps This page concocts a handful of new weapons for GURPS and Dungeon Fantasy Roleplaying Game (DFRPG). These aren’t built from any fancy “design system” (including GLAIVE), nor are they conjured out of thin air; they’re simply extrapolated from the games’ weapon tables to fill in “gaps” among existing models. Wherever possible, data from the newer Low-Tech, Martial Arts, and DFRPG is used as reference, superseding information in Basic Set. (Some of the existing weapons discussed don’t appear at all in Basic Set.) In short, these serve no great need, and are some of the most mundane weapons you can find. But hey, what adventurer doesn’t appreciate more…
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GURPS/DFRPG resource: New perks
Looking to ply your PC with new powers but can’t pay the points? Perk up! Whether you call them perks (GURPS) or just 1-point advantages (DFRPG), single-point purchases make for interesting differentiators and even snack-sized superpowers. Below are some perks of my own invention, for your consideration and use. Leave a comment if any seem particularly interesting! Standard Operating Procedures (SOP) A Standard Operating Procedure (SOP), introduced in GURPS Power-Ups 2: Perks, specifies some task or action that a character performs as a matter of course, even off-screen β reloading weapons (good for action heroes), sitting with your back to a wall (good for paranoid heroes), and many more. This lets the…
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GURPS/DFRPG resource: New Talents
Talents in GURPS are advantages that boost skills and typically offer some additional benefit. Dungeon Fantasy Roleplaying Game (DFRPG) has Talents too (even if that game just calls them “advantages”). This page will hold any Talents that I’ve created or revised. In addition to the expected information, I note where the Talents have been introduced earlier on other pages. Reading those may offer additional background on the thinking behind the Talents. This page may be updated with new offerings at any time, so check back now and then. The Talent show Assassinβs Gift 5 points/level (GURPS, DFRPG) Killing comes unnaturally easy to you β just not the straight-up, face-to-face kind…
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Three new Talents for GURPS/DFRPG: Graceful, Lithe, and Life of the Party
For your character-building pleasure, and apropos of nothing in particular, here are three new Talents for GURPS andΒ Dungeon Fantasy Releplaying Game. Two Talents are variants on a single physical concept and the other Talent social, but they’re all good for PCs who like to entertain or just stir up fun. (They’re also pretty simple and obvious ideas; maybe you’ve already come up with similar Talents for your own games?) Edit 2019-07-15: This article originally had two Talents, Graceful and Life of the Party. Now there areΒ three,Β as one was a poor buy inΒ DFRPGΒ (containing several skills not found in the game). With that split into two versions, here are three Talents for…
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Dungeon dining: Exotic eats and remarkable rations for Fantasy travelers
The dungeon is an eat-or-be-eaten world. Eat your rations, or you’ll get all woozy and a fuscous slime will eat your lunch. And your legs. Delvers far from the nearest inn don’t need to worry. Travel-ready rations are cheap and light: just $2 and 0.5 lbs. per meal in the worlds of Dungeon Fantasy (DF) and Dungeon Fantasy Roleplaying Game (DFRPG). But… What is that stuff? Hard cheese and harder bread, again? With some over-salted, meat-like stuff you dismiss as Dire Pemmican? It gets old. So you dabble in dwarven rations, stocking up at that one Costco a mile under Ghrimmbil’s Gate. At $5 and 1 lb. per meal, it’s…
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The talented thief: Stealing the spotlight in GURPS and DFRPG
You know how it goes. You think “Hey, Iβll toss out some quick new Talents for thief characters”β¦ and the next thing you know, it’s an essay on where weaknesses lie in the fantasy thief template, why you would want to nab more Talents, whatβs already available, how new ones should be designed, how much your thief should spend on them, what else can boost the professionβ¦ Yeesh, itβs already looking like some unsolicited (and low-rent) first draft of Dungeon Fantasy Denizens: Thieves down there. Well, this article may not be the shortest thing you read today, but itβll slip you a swag bag of valuable (?) new Talents for characters (even…
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Beware the assassin’s blade
DFRPG idea: “Assassin’s weapons”. Has small notches, grooves, etc. on blade, supposedly to carry more poison. Probably not real, but let it be in game.Add cost to blade. Gives +1 to Poisons roll to use extra poison (Practical Poisoning, Exploits p58). Also lets poison survive 4, not 3, blocked its (Adventurers p116). However, Armory (Melee Weapons) +5 roll (= IQ) makes purpose clear; gives negative reactions! You may have heard of the “assassin’s weapon” or “assassin’s blade” or some such: a blade etched with grooves that help carry poison and more effectively deliver it to the target. This isn’t necessarily something that was used in real life (or so I’ve…