TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0303
  Version 1.0 – December 20, 2007
  ®
  TM
  Written and Edited by SEAN PUNCH
  Illustrated by ANDY CLARKSON, ED NORTHCOTT, and DAN SMITH
  
  INTRODUCTION . . . . . . . . . . . 3
  About the Author . . . . . . . . . . . . . 3
  Dungeon Fantasy Glossary . . . . . 3
  1. DUNGEON FANTASY
  TEMPLATES. . . . . . . . . . . . 4
  Barbarian . . . . . . . . . . . . . . . . . . . 4
  Bard. . . . . . . . . . . . . . . . . . . . . . . . 5
  Cleric . . . . . . . . . . . . . . . . . . . . . . . 6
  Druid . . . . . . . . . . . . . . . . . . . . . . . 7
  Holy Warrior . . . . . . . . . . . . . . . . 7
  Knight . . . . . . . . . . . . . . . . . . . . . . 8
  Martial Artist . . . . . . . . . . . . . . . . 9
  Scout . . . . . . . . . . . . . . . . . . . . . . 10
  Swashbuckler . . . . . . . . . . . . . . . 11
  Thief . . . . . . . . . . . . . . . . . . . . . . 12
  Wizard. . . . . . . . . . . . . . . . . . . . . 13
  2. DUNGEON DELVERS’ 
  CHEAT SHEET . . . . . . . . 14
  Suitable Advantages. . . . . . . . . . 14
  New Advantages . . . . . . . . . . . . . 14
  Suitable Disadvantages . . . . . . . 15
  Disadvantage Limit. . . . . . . . . . . 15
  Suitable Skills. . . . . . . . . . . . . . . 16
  Everyman Skills . . . . . . . . . . . . . 16
  3. SPELLS . . . . . . . . . . . . . . . . 19
  Clerical Spells. . . . . . . . . . . . . . . 19
  Druidic Spells. . . . . . . . . . . . . . . 19
  Wizardly Spells. . . . . . . . . . . . . . 20
  Spell vs. Spell . . . . . . . . . . . . . . . 20
  Spell vs. Power . . . . . . . . . . . . . . 20
  Magic Resistance. . . . . . . . . . . . . 20
  4. POWERS. . . . . . . . . . . . . . . 21
  Bard-Song. . . . . . . . . . . . . . . . . . 21
  Chi Mastery . . . . . . . . . . . . . . . . 21
  Druidic Arts . . . . . . . . . . . . . . . . 22
  Holy Might . . . . . . . . . . . . . . . . . 22
  5. GEAR . . . . . . . . . . . . . . . . . 23
  Basics . . . . . . . . . . . . . . . . . . . . . 23
  Buying (and Selling) Gear . . . . . 23
  Special Orders . . . . . . . . . . . . . . 25
  Weapons . . . . . . . . . . . . . . . . . . . 26
  Shields. . . . . . . . . . . . . . . . . . . . . 27
  Armor . . . . . . . . . . . . . . . . . . . . . 27
  Concoctions . . . . . . . . . . . . . . . . 28
  Power Items. . . . . . . . . . . . . . . . . 28
  Magic Items . . . . . . . . . . . . . . . . 30
  CONTENTS
  2
  About GURPS
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  CONTENTS
  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, 
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  Playtesters: Paul Chapman, Tobias Loehr, and Thomas Weigel
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  e23 Manager ❚ PAUL CHAPMAN
  Page Design ❚ PHILIP REED and ––––
  JUSTIN DE WITT
  Managing Editor ❚ PHILIP REED
  Art Director ❚ WILL SCHOONOVER
  Production Artists ❚ ALEX FERNANDEZ 
  and PHILIP REED
  Indexer ❚ THOMAS WEIGEL
  Prepress Checker ❚ WILL SCHOONOVER
  Marketing Director ❚ PAUL CHAPMAN
  Sales Manager ❚ ROSS JEPSON
  Errata Coordinator ❚ FADE MANLEY
  GURPS FAQ Maintainer ❚ –––––––
  STÉPHANE THÉRIAULT
  
  . . . 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
  do the same for running dungeon fantasy games). The idea is
  to give players and GM a common point of reference, so that
  when the GM asks everybody to create characters for a dun-
  geon crawl, they can do so quickly, without consulting endless
  books for hard-to-use abilities. You just need the Basic Set and
  this supplement – and GURPS Magic, if you plan to play a
  spellcaster.
  Be warned that Dungeon Fantasy: Adventurers shameless-
  ly cuts corners and makes assumptions. It’s a guide to making
  two-dimensional “heroes” from a non-culture, and pillages his-
  tory and fantasy novels at random for powerful equipment and
  mythology. Use it in a serious fantasy campaign at your peril.
  ABOUT THE AUTHOR
  Sean “Dr. Kromm” Punch set out to become a particle
  physicist and ended up as the GURPS Line Editor. Since 1995,
  he has compiled the two GURPS Compendium volumes, writ-
  ten GURPS Wizards and GURPS Undead, edited or revised
  over 20 other GURPS books, and masterminded rules for
  dozens more. Most recently, he created the GURPS Basic Set,
  Fourth Edition with coauthor David Pulver, wrote GURPS
  Powers with coauthor Phil Masters, and wrote GURPS
  Martial Arts with coauthor Peter V. Dell’Orto. Sean has been
  a fanatical gamer since 1979. His non-gaming interests include
  cinema, computers, and wine. He lives in Montréal, Québec
  with his wife, Bonnie. They have two cats, Banshee and
  Zephyra, and a noisy parrot, Circe.
  INTRODUCTION
  3
  adventurer: Somebody who goes down in caves, sees lots of
  monsters, kills them, and takes their stuff. See also
  munchkin.
  delver: See adventurer.
  dungeon: A cave, cellar, mine, sewer, tomb, or other nasty,
  dank hole – often several levels deep – filled with deadly
  monsters, hidden pits, cunning traps, cursed altars, flow-
  ing lava, and so on. Often seems designed expressly to kill
  adventurers, who come for the treasure.
  dungeon crawl: An adventure in a dungeon.
  hack-and-slash: What adventurers do on a dungeon crawl –
  that is, hack and slash monsters to death in order to get
  their stuff.
  hero: An amusing euphemism for adventurer. See munchkin
  for the truth.
  munchkin: 1. A PC designed to be good at hack-and-slash,
  typically by optimizing his abilities, collecting powerful
  treasures, and neglecting such time-wasting pursuits as
  having hobbies besides looting and friends who aren’t
  munchkins. 2. The player of such a character. 3.
  Munchkin, the award-winning dungeon fantasy card
  game from SJ Games.
  Dungeon Fantasy Glossary
  INTRODUCTION
  
  The quickest and easiest way to create a suitable delver is
  via a template. To use a template, simply pay its point cost,
  choose any options left open on the template, and note what
  abilities this gives you. To customize your PC, spend any addi-
  tional points from quirks or personal disadvantages on what-
  ever you like (subject to GM approval). See How to Use
  Character Templates (p. B258) for details.
  These templates assume a 250-point campaign. As the
  Basic Set suggests, 250 points is right in the middle for the
  leading roles in fantasy novels – which most munchkins see as
  a decent, if stingy, starting point. The GM is free to vary power
  level either way, of course.
  Dungeon fantasy works best if every PC fills a distinct
  niche. The GM can reinforce this by making templates manda-
  tory – contrary to what every other GURPS supplement says.
  To make up for this restriction, he should let delvers spend
  earned points to acquire anything on their template, including
  advantages that can’t normally be bought in play and skills that
  require special training. (A traditionalist GM can require
  heroes to spend $40+ per point for “guild training” before they
  can “level up” and gain new abilities.) Disadvantages are
  always suggestions, though; players may substitute their own
  choices.
  For important notes, see Dungeon Delvers’ Cheat Sheet
  (p. 14), Spells (p. 19), and Powers (p. 21). The players can pil-
  lage the templates and notes for ideas even if the GM lets them
  create PCs from scratch.
  BARBARIAN
  250 points
  You’re a beefy warrior from somewhere distant and a little
  backward – probably the Frozen North. You combine physical
  grit with a connection to nature second only to that of the
  druid (p. 7). As the Big, Tough Guy, you can withstand almost
  any punishment, even dangers that armor can’t stop, making
  you as essential in combat as the party’s knight (p. 8). You’re
  also a more-than-capable outdoorsman, and as crucial as the
  scout (p. 10) on outdoor adventures.
  Attributes: ST 17 (Size†, -10%) [63]; DX 13 [60]; IQ 10 [0]; HT
  13 [30].
  Secondary Characteristics: Damage 1d+2/3d-1; BL 58 lbs.; HP
  22 (Size†, -10%) [9]; Will 10 [0]; Per 12 [10]; FP 13 [0]; Basic
  Speed 6.00 [-10]; Basic Move 7† [0].
  Advantages: High Pain Threshold [10] and Outdoorsman 4
  [40]. • A further 30 points chosen from among ST +1 to +3
  [9/level], HT +1 to +3 [10/level], Per +1 to +6 [5/level],
  Absolute Direction [5], Acute Senses (any) [2/level], Alcohol
  Tolerance [1], Animal Empathy [5], Animal Friend 1-4
  [5/level], Combat Reflexes [15], Discriminatory Smell [15],
  Fearlessness [2/level], Fit [5] or Very Fit [15], Hard to Kill
  [2/level], Hard to Subdue [2/level], Lifting ST 1-3 [3/level],
  Luck [15] or Extraordinary Luck [30], Magic Resistance
  [2/level], Rapid Healing [5] or Very Rapid Healing [15],
  Recovery [10], Resistant to Disease (+3) or (+8) [3 or 5],
  Resistant to Poison (+3) [5], Signature Gear [Varies],
  Striking ST 1 or 2 [5 or 9†], Temperature Tolerance 1 or 2 
  [1 or 2], or Weapon Bond [1].
  Disadvantages: Gigantism [0] and Social Stigma (Minority
  Group) [-10]. • Another -10 points chosen from among Easy
  to Read [-10], Gullibility [-10*], Language: Spoken
  (Native)/Written (None) [-3], Low TL 1 or 2 [-5 or -10],
  Odious Personal Habit (Unrefined manners) [-5], Phobia
  (Machinery) [-5*], or Wealth (Struggling) [-10]. • A further 
  -20 points chosen from among the previous traits or
  Appearance (Unattractive or Ugly) [-4 or -8], Bad Temper 
  [-10*], Berserk [-10*], Bloodlust [-10*], Compulsive
  Carousing [-5*] or Phobia (Crowds) [-15*], Gluttony [-5*],
  Ham-Fisted 1 or 2 [-5 or -10], Horrible Hangovers [-1],
  Impulsiveness [-10*], Overconfidence [-5*], or Sense of Duty
  (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‡;
  and Tracking (A) Per+3 [1]-15‡. • One of Thrown Weapon
  (Axe/Mace, Harpoon, Spear, or Stick) (E) DX+2 [4]-15; 
  or Bolas, Bow, Spear Thrower, or Throwing, all (A) DX+1
  [4]-14. • One of these four melee skills packages:
  1. One of Axe/Mace, Broadsword, or Spear, all (A) DX+2 [8]-15,
  and Shield (E) DX+3 [8]-16.
  2. Flail (H) DX+1 [8]-14 and Shield (E) DX+3 [8]-16.
  3. One of Polearm, Spear, Two-Handed Axe/Mace, or Two-
  Handed Sword, all (A) DX+4 [16]-17.
  4. Two-Handed Flail (H) DX+3 [16]-16.
  Secondary Skills: Brawling (E) DX [1]-13; Stealth and
  Wrestling, both (A) DX [2]-13; Mimicry (Animal Sounds or
  Bird Calls) and Naturalist, both (H) IQ+2 [1]-12‡;
  Swimming (E) HT [1]-13; Hiking and Running, both (A) 
  HT-1 [1]-12; and Fishing (E) Per+4 [1]-16‡.
  DUNGEON FANTASY TEMPLATES
  4
  CHAPTER ONE
  DUNGEON FANTASY
  TEMPLATES
  
  Background Skills:
  Animal Handling (any), Disguise
  (Animals), and Weather Sense, all (A) IQ [2]-10; and
  Intimidation (A) Will [2]-10. • Four of Forced Entry (E) DX
  [1]-13; Climbing (A) DX-1 [1]-12; First Aid, Gesture, or
  Seamanship, all (E) IQ [1]-10; Carousing (E) HT [1]-13;
  Lifting (A) HT-1 [1]-12; Skiing (H) HT-2 [1]-11; or
  Observation (A) Per-1 [1]-11.
  * Multiplied for self-control number; see p. B120.
  † Includes effects of Gigantism (p. B20). Rolls to hit you are
  at +1. You may use oversized weapons (p. 27) and must buy
  extra-large armor (p. 28).
  ‡ Includes +4 for Outdoorsman.
  Customization Notes
  Many barbarian archetypes exist. The savage berserker has
  more ST, extra “physical grit” like HT and Hard to Kill, and
  such disadvantages as Berserk and Bloodlust. The primal sur-
  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!
  BARD
  250 points
  You’re a magical minstrel who dabbles in a little of every-
  thing: the roguish pursuits of the thief (p. 12), the swordplay of
  the swashbuckler (p. 11), and the spellcraft of the wizard
  (p. 13). You rarely need to be so crudely direct, though – the
  power of Bard-Song (p. 21) lets you neutralize many oppo-
  nents without resorting to violence or tiring spells. Exceptional
  social gifts round out your repertoire, helping the party score
  superior deals when buying or selling in town.
  Attributes: ST 11 [10]; DX 12 [40]; IQ 14 [80]; HT 11 [10].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  11 [0]; Will 14 [0]; Per 14 [0]; FP 11 [0]; Basic Speed 6.00 [5];
  Basic Move 6 [0].
  Advantages: Bardic Talent 2 [16]; Charisma 1 [5]; Musical
  Ability 2 [10]; and Voice [10]. • 25 points in Bard-Song abil-
  ities (p. 21); put leftovers into special skills and spells. • A
  further 25 points chosen from among additional Bard-Song
  abilities or DX +1 [20], IQ +1 [20], FP +1 to +8 [3/level],
  Basic Speed +1 [20], Acute Hearing [2/level], Appearance
  (Attractive, Handsome, or Very Handsome) [4, 12, or 16],
  Bardic Talent 3 or 4 [8 or 16], Charisma 2-6 [5/level],
  Cultural Adaptability [10], Eidetic Memory [5] or
  Photographic Memory [10], Honest Face [1], Language
  Talent [10], Languages (any) [2-6/language], Luck [15],
  Musical Ability 3 or 4 [5 or 10], No Hangover [1],
  Penetrating Voice [1], Signature Gear [Varies], Smooth
  Operator 1 [15], Social Chameleon [5], Wealth (Comfortable
  or Wealthy) [10 or 20], or Wild Talent 1 [20].
  Disadvantages: -15 points chosen from among Chummy [-5] or
  Gregarious 
  [-10], 
  Compulsive 
  Carousing 
  [-5*],
  Lecherousness [-15*], Sense of Duty (Adventuring compan-
  ions) [-5], or Xenophilia [-10*]. • Another -15 points chosen
  from among Curious [-5*], Impulsiveness [-10*],
  Overconfidence [-5*], or Trickster [-15*]. • A further -20
  points chosen from either of the two previous lists or Code
  of Honor (Gentleman’s) [-10], Compulsive Lying [-15*],
  Odious Personal Habit (Continuous singing or strumming)
  [-5], or Post-Combat Shakes [-5*].
  Primary Skills: Acting (A) IQ [2]-14; Diplomacy (H) IQ [1]-14†;
  Fast-Talk (A) IQ+1 [1]-15†; Musical Instrument (any) (H) IQ
  [2]-15‡; Performance (A) IQ+1 [1]-15†; Public Speaking 
  (A) IQ+2 [1]-16†§; and Singing (E) HT+4 [1]-15†‡. • One 
  of Rapier, Saber, Shortsword, or Smallsword, all (A) DX+2
  [8]-14. • One of Shield (Buckler) (E) DX+2 [4]-14; Cloak or
  Main-Gauche, both (A) DX+1 [4]-13; or raise main sword
  skill to DX+2 [12]-15. • One of Thrown Weapon (Knife) (E)
  DX+1 [2]-13; or Bow or Throwing, both (A) DX [2]-12.
  Secondary Skills: Fast-Draw (any) (E) DX [1]-12; Stealth (A)
  DX [2]-12; Current Affairs (any) and Savoir-Faire (High
  Society), both (E) IQ [1]-14; Interrogation, Merchant,
  Propaganda, and Streetwise, all (A) IQ-1 [1]-13; Musical
  Composition (H) IQ [1]-14‡; Carousing (E) HT [1]-11;
  Intimidation (A) Will-1 [1]-13; and Detect Lies (H) Per-2 
  [1]-12.
  Background Skills: Heraldry and Poetry, both (A) IQ-1 [1]-
  13. • Six of Climbing or Dancing, both (A) DX-1 [1]-11;
  Acrobatics or Sleight of Hand, both (H) DX-2 [1]-10; First
  Aid or Gesture, both (E) IQ [1]-14; Connoisseur (any),
  Disguise, Teaching, or Writing, all (A) IQ-1 [1]-13; Mimicry
  (Speech) or Ventriloquism, both (H) IQ-2 [1]-12; Hiking (A)
  HT-1 [1]-10; Sex Appeal (A) HT+1 [1]-12†; Scrounging (E)
  Per [1]-14; or Observation (A) Per-1 [1]-13.
  DUNGEON FANTASY TEMPLATES
  5
  
  Special Skills and Spells: Spend 20 points on Hypnotism (H)
  IQ-2 [1]-12; Musical Influence (VH) IQ-1 [1]-13‡; Persuade
  (H) Will-2 [1]-12; Suggest or Sway Emotions, both (H) Will-
  2 [1]-12 (require Persuade); Captivate (H) Will-2 [1]-12
  (requires Suggest); or wizardly spells (p. 20) from the
  Communication and Empathy and/or Mind Control col-
  leges, which will be either (H) IQ [1]-14 or (VH) IQ-1 [1]-13
  with the +2 for Bardic Talent.
  * Multiplied for self-control number; see p. B120.
  † Includes +2 for Voice.
  ‡ Includes +2 for Musical Ability.
  § Includes +1 for Charisma.
  Customization Notes
  A bard doesn’t start out an expert at anything, and can be
  challenging to play until he has earned some points to spend
  on his favorite tricks. Thus, bards are best for players who
  don’t mind supporting the party with a little song, a little spell-
  casting, and a little swordplay. It helps to decide early on
  whether to focus on Bard-Song (Rapier Wit and Terror work
  well in combat), spells (also combat-effective, and benefit from
  higher IQ or Bardic Talent), or out-of-combat effectiveness
  (e.g., high Charisma aids reactions, and enables the
  Enthrallment skills to sway platoons of neutrals to the bard’s
  cause; see p. B191).
  Since a bard needs a costly blade and a musical instrument
  – the latter often bought as an expensive power item (p. 28) –
  it’s wise to sacrifice some of the 5 points from quirks for cash.
  Given the diversity of Bard-Song abilities, instruments, and
  spells, bards don’t especially need those points to further dis-
  tinguish themselves from their peers.
  CLERIC
  250 points
  You’re the mortal representative of the Powers of Good.
  You might not be the physical foe of Evil that is the holy war-
  rior (p. 7), but you’re no cloistered idealist – when Evil need
  whacking, you go out in the world and whack it. To comple-
  ment your mundane weapons, your god grants you healing
  and protection spells (p. 19), and also the spark of Holy Might
  (p. 22), which never fails you even when you’re too exhausted
  to fight or cast.
  Attributes: ST 12 [20]; DX 12 [40]; IQ 14 [80]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP
  12 [0]; Will 14 [0]; Per 14 [0]; FP 12 [0]; Basic Speed 6.00 [0];
  Basic Move 6 [0].
  Advantages: Clerical Investment [5] and Power Investiture 3
  [30]. • 25 points in Holy abilities (p. 22); put leftovers into
  spells. • A further 20 points chosen from among additional
  Holy abilities or ST +1 or +2 [10 or 20], DX +1 [20], IQ +1
  [20], HT +1 or +2 [10 or 20], Will +1 to +4 [5/level], FP +1 to
  +6 [3/level], Fearlessness [2/level] or Unfazeable [15], Healer
  1 or 2 [10 or 20], Languages (any) [2-6/language], Luck [15],
  Mind Shield [4/level], Power Investiture 4 or 5 [10 or 20],
  Resistant to Disease (+3) or (+8) [3 or 5], or Signature Gear
  [Varies].
  Disadvantages: One of Honesty (12) [-10], Sense of Duty
  (Coreligionists) [-10], or Vow (No edged weapons) 
  [-10]. • Another -15 points chosen from among those traits
  or Disciplines of Faith (Ritualism or Mysticism) [-5 or -10],
  Fanaticism [-15], Intolerance (“Evil” religions) or (All other
  religions) [-5 or -10], Vow (Chastity or Vegetarianism) [-5],
  or Wealth (Struggling or Poor) [-10 or -15]. • A further -25
  points chosen from either of the two previous lists or
  Charitable [-15*], Compulsive Generosity [-5*] or
  Miserliness [-10*], Gluttony [-5*], Overconfidence [-5*],
  Overweight [-1] or Fat [-3], Selfless [-5*], Sense of Duty
  (Adventuring companions) [-5], Stubbornness [-5],
  Truthfulness [-5*], or Weirdness Magnet [-15].
  Primary Skills: Esoteric Medicine (Holy) (H) Per [4]-14 and
  Exorcism (H) Will [4]-14. • One of Innate Attack (any) 
  (E) DX+2 [4]-14; Throwing (A) DX+1 [4]-13; or Sling (H) DX
  [4]-12. • One of these three melee skills packages:
  1. One of Axe/Mace or Broadsword, both (A) DX+2 [8]-14, and
  Shield (E) DX+2 [4]-14.
  2. Flail (H) DX+1 [8]-13 and Shield (E) DX+2 [4]-14.
  3. Staff (A) DX+3 [12]-15.
  Secondary Skills: First Aid (E) IQ [1]-14; Hidden Lore
  (Demons, Spirits, or Undead), Occultism, Public Speaking,
  and Teaching, all (A) IQ-1 [1]-13; Diagnosis, Theology, 
  and Religious Ritual, all (H) IQ-2 [1]-12; Surgery (VH) IQ-2
  [2]-12; and Meditation (H) Will-2 [1]-12.
  Background Skills: Five of Climbing or Stealth, both (A) DX-1
  [1]-11; Gesture, Panhandling, or Savoir-Faire (High
  Society), all (E) IQ [1]-14; Research or Writing, both (A) 
  IQ-1 [1]-13; Hiking (A) HT-1 [1]-11; Scrounging (E) Per 
  [1]-14; or Observation or Search, both (A) Per-1 [1]-13.
  Spells: Choose 20 clerical spells (p. 19), which will be either (H)
  IQ+1 [1]-15 or (VH) IQ [1]-14 with the +3 for Power
  Investiture.
  * Multiplied for self-control number; see p. B120.
  Customization Notes
  The classic fantasy cleric who wants to turn undead should
  spend 24 of the 25 points earmarked for Holy abilities on True
  Faith with the Turning enhancement (GURPS Powers, p. 84).
  Other possibilities exist, but most work better as high-level
  abilities, to be acquired later with earned points.
  After that, the most important thing to decide for a cleric is
  starting spells. Common areas of concentration include spells
  that boost resistance and combat effectiveness, known as
  “buffs”; healing spells; and spells for combating supernatural
  foes (evil wizards, undead, etc.). For example:
  Buffs: Affect Spirits, Armor, Bravery, Coolness, Flaming
  Weapon, Magic Resistance, Might, Resist Acid, Resist Cold,
  Resist Disease, Resist Fire, Resist Lightning, Resist Pain,
  Resist Poison, Resist Pressure, Shield, Strengthen Will, Vigor,
  Warmth, and Wisdom.
  Healing: Awaken, Cleansing, Great Healing, Healing
  Slumber, Lend Energy, Lend Vitality, Major Healing, Minor
  Healing, Neutralize Poison, Recover Energy, Relieve Paralysis,
  Restoration, Restore Hearing, Restore Sight, Restore Speech,
  Share Vitality, Stone to Flesh, Stop Bleeding, Stop Paralysis,
  and Stop Spasm.
  Supernatural Warfare: Affect Spirits, Astral Vision, Aura,
  Command, Command Spirit, Detect Magic, Dispel Possession,
  Final Rest, Magic Resistance, Repel Spirits, Sense Spirit,
  Silence, Strengthen Will, Summon Spirit, Sunbolt, Sunlight,
  Thunderclap, Turn Spirit, Turn Zombie, and Watchdog.
  DUNGEON FANTASY TEMPLATES
  6
  
  These choices might have something to do with the cleric’s
  god, but other traits can reflect the deity’s nature. For instance,
  a priest of the War God might select more DX; disadvantages
  like Fanaticism, Intolerance, and Overconfidence; and “sol-
  dierly” skills such as Climbing, Hiking, and Stealth.
  Most clerics will want to trade some or all of the 5 points
  from quirks for money for a good power item (p. 28) – most
  often a superior holy symbol – and decent armor.
  DRUID
  250 points
  Your friends call you a “nature priest.” That’s half true: you
  do worship Nature, and Nature has powerful allies, but you’re
  dedicated to Life above all, and your powers are a divine
  reward for your fervor. Like the cleric (p. 6), you cast support-
  ive spells (p. 19). You’re also an initiate of the Druidic Arts
  (p. 22). These gifts don’t work perfectly down in the dungeon,
  but they do work – and without you, the party often wouldn’t
  reach the dungeon!
  Attributes: ST 11 [10]; DX 12 [40]; IQ 14 [80]; HT 13 [30].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  11 [0]; Will 14 [0]; Per 14 [0]; FP 13 [0]; Basic Speed 6.00 
  [-5]; Basic Move 6 [0].
  Advantages: Green Thumb 1 [5] and Power Investiture 3
  (Druidic) [30]. • 20 points in Druidic abilities (p. 22); put
  leftovers into spells. • A further 20 points chosen from
  among additional Druidic abilities or IQ +1 [20], HT +1 or
  +2 [10 or 20], Per +1 to +4 [5/level], FP +1 to +6 [3/level],
  Animal Friend 1-4 [5/level], Green Thumb 2-4 [5/level],
  Healer 1 or 2 [10 or 20], Intuition [15], Luck [15], Mind
  Shield [4/level], Outdoorsman 1 or 2 [10 or 20], Power
  Investiture (Druidic) 4 or 5 [10 or 20], Resistant to Disease
  (+3) or (+8) [3 or 5], Signature Gear [Varies], or Spirit
  Empathy [10].
  Disadvantages: -20 points chosen from among Disciplines of
  Faith (Ritualism or Mysticism) [-5 or -10], Sense of Duty
  (Wild nature) [-15], Vow (Vegetarianism) [-5], Vow (Never
  sleep indoors) [-10], or Wealth (Struggling or Poor) [-10 or 
  -15]. • A further -25 points chosen from among the previous
  traits or Intolerance (Urbanites) [-5], Loner [-5*], No Sense
  of Humor [-10], Odious Personal Habit (“Dirty hippy”) [-5],
  Overconfidence [-5*], Phobia (Crowds) [-15*], Phobia (Fire)
  [-5*], Phobia (Machinery) [-5*], Stubbornness [-5], or
  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
  (Spear or Stick), all (E) DX+2 [4]-14; Bolas, Lasso, or
  Throwing, all (A) DX+1 [4]-13; or Blowpipe, Net, or Sling, all
  (H) DX [4]-12. • One of these two melee skills packages:
  1. One of Axe/Mace, Broadsword, Shortsword, or Spear, all (A)
  DX+2 [8]-14, and Shield (E) DX+2 [4]-14.
  2. One of Spear or Staff, both (A) DX+3 [12]-15.
  Secondary Skills: Camouflage (E) IQ [1]-14; Animal Handling
  (any), Disguise (Animals), Hidden Lore (Elementals,
  Faeries, or Nature Spirits), and Weather Sense, all (A) IQ-1
  [1]-13; Mimicry (Animal Sounds or Bird Calls), Pharmacy
  (Herbal), Religious Ritual (Druidic), Theology (Druidic),
  and Veterinary, all (H) IQ-2 [1]-12; and Survival (any) (A)
  Per-1 [1]-13.
  Background Skills: Climbing and Stealth, both (A) DX [2]-12;
  and Hiking (A) HT-1 [1]-12. • Three of Knife (E) DX [1]-12;
  First Aid or Gesture, both (E) IQ [1]-14; Animal Handling
  (any other), Hidden Lore (any other), or Teaching, all (A) 
  IQ-1 [1]-13; Diagnosis or Poisons, both (H) IQ-2 [1]-12; or
  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
  Investiture (Druidic).
  * Multiplied for self-control number; see p. B120.
  † Includes +1 for Green Thumb.
  Customization Notes
  Druids fall into a few broad categories, defined largely by
  their spells. Beastmasters prefer spells that let them summon
  and interact with animals, and might enter play knowing
  Animal Control (Bird Control, Fish Control, Mammal Control,
  Reptile Control, and Vermin Control), Beast Link, Beast-
  Rouser, Beast Seeker, Beast Speech, Beast-Soother, Beast
  Summoning, Master, Protect Animal, Repel Animal (Repel
  Birds, Repel Fish, Repel Mammals, Repel Reptiles, and Repel
  Vermin), Rider, and Rider Within.
  Elementalists favor spells of elemental fury. A typical start-
  ing list would be Clouds, Fog, Freeze, Frost, Mystic Mist, Rain,
  Recover Energy, Shape Air, Shape Earth, Shape Water, Snow,
  Summon Air Elemental, Summon Earth Elemental, Summon
  Fire Elemental, Summon Water Elemental, Wall of Wind,
  Waves, Whirlpool, Wind, and Windstorm.
  Green druids focus on Plant spells and magic useful in the
  forest. Such a druid might start with Animate Plant, Blossom,
  Conceal, Create Plant, False Tracks, Forest Warning, Hide
  Path, Identify Plant, Plant Control, Plant Growth, Plant Sense,
  Plant Speech, Plant Vision, Pollen Cloud, Rain of Nuts,
  Rejuvenate Plant, Shape Plant, Tangle Growth, Walk Through
  Plants, and Walk Through Wood.
  Of course, a druid could know just about any set of druidic
  spells – he isn’t limited to one of these lists. Druids who desire
  access to powerful combat and shapeshifting magic should be
  sure to raise Power Investiture (Druidic) to level 4 or 5 with
  advantage points.
  Unlike other casters, druids rarely trade the 5 points they
  get from quirks for money for a power item. More likely invest-
  ments are extra spells or Druidic abilities.
  HOLY WARRIOR
  250 points
  You fight for what’s right – and the gods have your back.
  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
  Might (p. 22), but where the cleric wields spells, you prefer the
  sword, much like the knight (p. 8). While people who don’t
  know you sometimes think that makes you a generalist, you’re
  a true specialist when it comes to destroying Evil.
  Attributes: ST 13 [30]; DX 13 [60]; IQ 12 [40]; HT 13 [30].
  Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP 13
  [0]; Will 14 [10]; Per 12 [0]; FP 13 [0]; Basic Speed 6.00 [-10];
  Basic Move 6 [0].
  DUNGEON FANTASY TEMPLATES
  7
  
  Advantages: Born War Leader 1 [5]; Higher Purpose (Slay
  Demons or Slay Undead) [5]; Holiness 2 [10]; and Shtick
  (Foes slain personally can’t rise as undead) [1]. • 25 points
  in Holy abilities (p. 22); put leftovers into more advan-
  tages. • A further 25 points chosen from among additional
  Holy abilities or ST +1 or +2 [10 or 20], DX +1 [20], HT +1
  or +2 [10 or 20], HP +1 to +3 [2/level], Will +1 to +5 [5/level],
  Born War Leader 2-4 [5/level], Combat Reflexes [15],
  Enhanced Block 1 [5], Enhanced Parry 1 (One Melee
  Weapon skill) [5], Fearlessness [2/level] or Unfazeable [15],
  Hard to Kill [2/level], Hard to Subdue [2/level], High Pain
  Threshold [10], Higher Purpose (different from first) [5],
  Holiness 3 or 4 [5 or 10], Luck [15], Magic Resistance
  [2/level], Rapid Healing [5], Recovery [10], Resistant to
  Disease (+3) or (+8) [3 or 5], Resistant to Poison (+3) [5],
  Signature Gear [Varies], Striking ST 1 or 2 [5 or 10], or
  Weapon Bond [1].
  Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good
  entities) [-10], or Vow (Own no more than horse can carry)
  [-10]. • Another -15 points chosen from among those traits
  or Charitable [-15*], Compulsive Generosity [-5*],
  Compulsive Vowing [-5*], Disciplines of Faith (Ritualism or
  Mysticism) [-5 or -10], Fanaticism [-15], Intolerance (“Evil”
  religions) or (All other religions) [-5 or -10], Selfless [-5*],
  Truthfulness [-5*], or Vow (Chastity) [-5]. • A further -15
  points chosen from either of the two previous lists or
  Bloodlust [-10*], Code of Honor (Chivalry) [-15], Easy to
  Read [-10], No Sense of Humor [-10], Overconfidence [-5*],
  Sense of Duty (Adventuring companions) [-5], or
  Stubbornness [-5].
  Primary Skills: Exorcism (H) Will [4]-14 and Hidden Lore
  (Demons or Undead) (A) IQ [2]-12. • One of Crossbow or
  Thrown Weapon (Axe/Mace or Spear), all (E) DX+2 [4]-15;
  or Throwing (A) DX+1 [4]-14. • One of these three melee
  skills packages:
  1. One of Axe/Mace, Broadsword, or Spear, all (A) DX+3 
  [12]-16, and Shield (E) DX+3 [8]-16.
  2. Flail (H) DX+2 [12]-15 and Shield (E) DX+3 [8]-16.
  3. One of Polearm, Spear, or Two-Handed Sword, all (A) DX+5
  [20]-18.
  Secondary Skills: Brawling (E) DX+1 [2]-14; Wrestling (A)
  DX+1 [4]-14; Leadership (A) IQ [1]-12†; Physiology (mon-
  ster type) and Psychology (same monster type), both (H) IQ
  [4]-12; Strategy and Tactics, both (H) IQ [2]-12†; and
  Intimidation (A) Will-1 [1]-13.
  Background Skills: Religious Ritual and Theology, both (H) 
  IQ-2 [1]-10; Meditation (H) Will-2 [1]-10; and Esoteric
  Medicine (Holy) (H) Per-2 [1]-10. • Five of Fast-Draw (any)
  (E) DX [1]-13; Climbing, Lance, Riding (Horse), or Stealth, all
  (A) DX-1 [1]-12; First Aid or Gesture, both (E) IQ [1]-12;
  Interrogation (A) IQ-1 [1]-11; Physiology (other monster type)
  or Psychology (other monster type), both (H) IQ-2 [1]-10;
  Hiking (A) HT-1 [1]-12; or Observation (A) Per-1 [1]-11.
  * Multiplied for self-control number; see p. B120.
  † Includes +1 for Born War Leader (p. 14).
  Customization Notes
  The whole point of playing a holy warrior is to have Holy
  abilities, so it makes sense to favor these when choosing
  advantages. Holy warriors get especially good use out of
  Blessed (notably the Heroic Feats variant; see p. B41),
  Resistant to Evil Supernatural Powers, and True Faith with
  Turning (GURPS Powers, p. 84). Gamers who wish to focus
  exclusively on fighting will be happier playing barbarians,
  knights, and swashbucklers.
  Other choices should support a clear archetype. Some holy
  warriors are paragons of religious chivalry (peaceful Higher
  Purpose, more Holiness, Charitable, Code of Honor, and of
  course the Lance and Riding skills); others are hard-eyed
  inquisitors (more Will, Unfazeable, Honesty, Intolerance, No
  Sense of Humor, and skills like Stealth and Interrogation). All
  are crusaders, whether they lead armies (additional Born War
  Leader, Fanaticism, Sense of Duty, and soldier’s skills such as
  First Aid and Hiking) or confront Evil’s champions in person-
  al combat (more ST and HP, High Pain Threshold, Bloodlust,
  and supplementary Physiology and Psychology specialties for
  monsters).
  Like most fighters, holy warriors should consider sacrific-
  ing some of the 5 points from quirks for cash enough to buy
  good weapons and armor.
  KNIGHT
  250 points
  Officially, you might not be a knight, but you’re more dedi-
  cated than some fop living in a castle. Anyway, “knight” sounds
  better than “fighter” (dull!) or “thug” (offensive!). Like the bar-
  barian (p. 4), you favor heavy weapons, and like the swash-
  buckler (p. 11), you’re very skilled. Unlike both, though, you
  have the good sense to wear proper armor. You’re into dun-
  geon delving to prove your mettle – although the loot doesn’t
  hurt, given the high price of decent weapons and armor.
  Attributes: ST 14 [40]; DX 14 [80]; IQ 10 [0]; HT 13 [30].
  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];
  Basic Move 6 [0].
  Advantages: Born War Leader 2 [10]; Combat Reflexes [15];
  and High Pain Threshold [10]. • Another 60 points chosen
  from among ST +1 to +6 [10/level], DX +1 to +3 [20/level],
  HT +1 to +6 [10/level], HP +1 to +4 [2/level], Basic Speed +1
  or +2 [20 or 40], Alcohol Tolerance [1], Born War Leader 3
  or 4 [5 or 10], Enhanced Block 1 [5], Enhanced Parry 1 (One
  Melee Weapon skill) [5], Fearlessness [2/level], Fit [5] or
  Very Fit [15], Hard to Kill [2/level], Hard to Subdue [2/level],
  Luck [15] or Extraordinary Luck [30], Penetrating Voice [1],
  Rapid Healing [5], Recovery [10], Signature Gear [Varies],
  Striking ST 1 or 2 [5 or 10], Weapon Bond [1], or Weapon
  Master [20 to 45].
  Disadvantages: -20 points chosen from among Bad Temper 
  [-10*], Bloodlust [-10*], Code of Honor (Pirate’s, Soldier’s, or
  Chivalry) [-5, -10, or -15], Obsession (Slay some specific type
  of monster) [-5*], One Eye [-15], Sense of Duty (Nation) 
  [-10], Vow (Never refuse a challenge to combat) [-10], or
  Wounded [-5]. • Another -15 points chosen from among those
  traits or Bully [-10*], Compulsive Carousing [-5*], Greed 
  [-15*], Honesty [-10*], Lecherousness [-15*], Overconfidence
  [-5*], or Sense of Duty (Adventuring companions) [-5].
  Primary Skills: Brawling (E) DX+1 [2]-15 or Boxing (A) DX 
  [2]-14; Fast-Draw (any) (E) DX+1 [1]-15†; Knife (E) DX 
  [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
  
  Weapon (Axe/Mace or Spear), all (E) DX+2 [4]-16; Bow 
  or Throwing, both (A) DX+1 [4]-15; or Sling (H) DX 
  [4]-14. • One of these three sets of options:
  1. One of Axe/Mace, Broadsword, Polearm‡, Shortsword,
  Spear‡, or Two-Handed Sword‡, all (A) DX+6 [24]-20; or
  Flail (H) DX+5 [24]-19.
  2. Two of Axe/Mace, Broadsword, Polearm‡, Shortsword,
  Spear‡, or Two-Handed Sword‡, all (A) DX+3 [12]-17; or
  Flail (H) DX+2 [12]-16.
  3. Three of Axe/Mace, Broadsword, Lance, Polearm‡, Riding
  (Horse), Shortsword, Spear‡, or Two-Handed Sword‡, all
  (A) DX+2 [8]-16; or Flail (H) DX+1 [8]-15.
  Secondary Skills: Armoury (Body Armor or Melee Weapons)
  and Connoisseur (Weapons), both (A) IQ+1 [4]-11;
  Leadership (A) IQ+1 [1]-11§; and Strategy and Tactics, both
  (H) IQ+1 [2]-11§.
  Background Skills: Four of Forced Entry (E) DX [1]-14;
  Climbing or Stealth, both (A) DX-1 [1]-13; First Aid, Gesture,
  or Savoir-Faire (High Society), all (E) IQ [1]-10; Gambling,
  Heraldry, or Streetwise, all (A) IQ-1 [1]-9; Carousing (E) HT
  [1]-13; Hiking (A) HT-1 [1]-12; Intimidation (A) Will-1 [1]-9;
  Scrounging (E) Per [1]-10; or Observation (A) Per-1 [1]-9.
  * Multiplied for self-control number; see p. B120.
  † Includes +1 for Combat Reflexes.
  ‡ Knights who prefer two-handed weapons can omit Shield
  and raise a two-handed combat skill by a level.
  § Includes +2 for Born War Leader (p. 14).
  Customization Notes
  With 60 points in advantages, any “heavy fighter” archetype
  fits. Examples include the chivalrous knight (more Born War
  Leader, Weapon Master with knightly weapons, Code of
  Honor (Chivalry), Honesty, Sense of Duty, and the
  Broadsword, Heraldry, Lance, Riding, and Savoir-Faire skills),
  the lithe Amazon (high DX and Basic Speed, Sense of Duty to
  her sisters, skill with Shortsword and Spear, and a soldier’s
  knowledge of First Aid, Hiking, and Scrounging), the thug
  (piles of ST, Bad Temper, Bloodlust, the Flail skill because it’s
  menacing, and Forced Entry and Intimidation), and the crusty
  mercenary (extra HT and HP, Hard to Kill, Rapid Healing,
  Code of Honor (Soldier’s), Greed, the Polearm skill for the bat-
  tlefield, and Carousing and Gambling for downtime).
  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
  trained in “martial arts,” their kung fu is weak. Years as a
  monastic ascetic have awakened your gift for Chi Mastery
  (p. 21) and taught you disciplines that channel your inner
  strength. Now you’ve left the monastery for the dungeon to
  perfect your art against even the strangest of foes.
  Attributes: ST 11 [10]; DX 16 [120]; IQ 10 [0]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  11 [0]; Will 11 [5]; Per 10 [0]; FP 12 [0]; Basic Speed 7.00 [0];
  Basic Move 8 [5].
  Advantages: Chi Talent 2 [30] and Trained by a Master
  [30]. • 20 points in Chi abilities (p. 21); put leftovers into
  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
  +1 [20], HT +1 or +2 [10 or 20], Will +1 to +4 [5/level], Per
  +1 to +4 [5/level], FP +1 to +6 [3/level], Basic Speed +1 [20],
  Basic Move +1 or +2 [5 or 10], Ambidexterity [5], Chi Talent
  3 [15], Combat Reflexes [15], Enhanced Dodge 1 [15],
  Enhanced Parry 1 or 2 (Unarmed) [5 or 10], Fit [5] or Very
  Fit [15], Flexibility [5] or Double-Jointed [15], High Pain
  Threshold [10], Luck [15], Magic Resistance [2/level], Mind
  Shield [4/level], Signature Gear [Varies], Unfazeable [15],
  Weapon Bond [1], Weapon Master (One exotic weapon)
  [20], or Wild Talent 1 [20].
  Disadvantages: 
  Disciplines 
  of 
  Faith 
  (Chi 
  Rituals) 
  [-10]. • Another -25 points chosen from among Code of
  Honor (Bushido, equivalent to Chivalry) [-15], Compulsive
  Vowing [-5*], Honesty [-10*], Obsession (“Perfect my art at
  any cost!”) [-10*], Social Stigma (Minority Group) [-10],
  Vow (Vegetarianism) [-5], Vow (Silence) [-10], Vow (Always
  fight unarmed) [-15], or Wealth (Struggling, Poor, or Dead
  Broke) [-10, -15, or -25]. • A further -15 points chosen from
  among those traits or Callous [-5], Loner [-5*], No Sense of
  Humor [-10], Overconfidence [-5*], Sense of Duty
  (Adventuring companions) [-5], or Stubbornness [-5].
  Primary Skills: Jumping (E) DX [1]-16; and Acrobatics, Judo,
  and Karate, all (H) DX-1 [2]-15. • One of Thrown Weapon
  (Dart, Knife, or Shuriken) (E) DX [1]-16; Throwing (A) DX-
  1 [1]-15; or Blowpipe or Sling, both (H) DX-2 [1]-14. • One
  of these three melee skills packages:
  1. Two of Knife (E) DX+2 [4]-18; Axe/Mace, Jitte/Sai,
  Shortsword, Smallsword, Staff, or Tonfa, all (A) DX+1 
  [4]-17; or Flail or Kusari, both (H) DX [4]-16.
  DUNGEON FANTASY TEMPLATES
  9
  
  2. One of the Melee Weapon skills in option 1, and raise both
  Judo and Karate to DX [4]-16.
  3. No Melee Weapon skills, but raise one of Judo or Karate to
  DX+1 [8]-17 and the other to DX [4]-16.
  Secondary Skills: Stealth (A) DX-1 [1]-15 and Meditation (H)
  Will-1 [2]-10.
  Background Skills: Tactics (H) IQ [4]-10. • Three of Fast-Draw
  (any) (E) DX [1]-16; Climbing (A) DX-1 [1]-15; First Aid or
  Gesture (E) IQ [1]-10; Teaching (A) IQ-1 [1]-9; Hiking 
  or Running, both (A) HT-1 [1]-11; Intimidation (A) Will-1
  [1]-10; or Observation (A) Per-1 [1]-9.
  Special Skills: Seven of Immovable Stance, Light Walk, Parry
  Missile Weapons, Push, or Throwing Art, all (H) DX+1 
  [2]-17; Breaking Blow, Flying Leap (requires Power Blow),
  or Pressure Points, all (H) IQ+1 [2]-11; Breath Control or
  Kiai, both (H) HT+1 [2]-13; Body Control (VH) HT [2]-12;
  Mental Strength (E) Will+3 [2]-14; Mind Block (A) Will+2
  [2]-13; Autohypnosis or Power Blow (H) Will+1 [2]-12;
  Esoteric Medicine (Chi) (H) Per+1 [2]-11; or Blind Fighting
  (VH) Per [2]-10. All include +2 for Chi Talent.
  * Multiplied for self-control number; see p. B120.
  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
  You’re called “archer,” “stalker,” and “tracker,” and you’ve
  filled all three roles in the past. Such labels don’t do justice to
  your expertise, however. By taking the stealth of the thief
  (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
  master of guerrilla warfare. You track elusive prey of all
  descriptions – and when the trail leads down into the dungeon,
  you follow it without hesitation.
  Attributes: ST 13 [30]; DX 14 [80]; IQ 11 [20]; HT 12 [20].
  Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP 13
  [0]; Will 11 [0]; Per 14 [15]; FP 12 [0]; Basic Speed 7.00 [10];
  Basic Move 7 [0].
  Advantages: Heroic Archer [20] and Outdoorsman 2 [20]. • 20
  points chosen from among ST +1 or +2 [10 or 20], DX +1
  [20], HT +1 or +2 [10 or 20], Per +1 to +4 [5/level], Basic
  Speed +1 [20], Basic Move +1 to +3 [5/level], Absolute
  Direction [5], Acute Vision [2/level], Combat Reflexes [15],
  Danger Sense [15], Fit [5] or Very Fit [15], High Pain
  Threshold [10], Luck [15], Night Vision 1-9 [1/level],
  Outdoorsman 3 or 4 [10 or 20], Peripheral Vision [15],
  Rapid Healing [5], Signature Gear [Varies], Weapon Bond
  [1], or Weapon Master (Bow) [20].
  Disadvantages: -15 points chosen from among Bloodlust 
  [-10*], Callous [-5], Greed [-15*], Honesty [-10*],
  Overconfidence [-5*], Sense of Duty (Adventuring compan-
  ions) [-5], or Stubbornness [-5]. • Another -35 points chosen
  from among the previous traits or Code of Honor (Pirate’s or
  Soldier’s) [-5 or -10], Intolerance (Urbanites) [-5], Loner 
  [-5*], No Sense of Humor [-10], Odious Personal Habit
  (“Unwashed bushwhacker”) [-5], Paranoia [-10], Phobia
  (Crowds) [-15*], Social Stigma (Disowned) [-5], Vow (Never
  sleep indoors) [-10], or Vow (Own no more than what can be
  carried) [-10].
  Primary Skills: Bow (A) DX+4 [16]-18; Camouflage (E) IQ+3
  [2]-14†; Fast-Draw (Arrow) (E) DX [1]-14; Observation (A)
  Per [2]-14; and Tracking (A) Per+2 [2]-16†. • One of these
  two melee skills packages:
  1. One of Broadsword, Shortsword, or Spear, all (A) DX+2 
  [8]-16, and Shield (E) DX+2 [4]-16.
  2. One of Broadsword, Shortsword, Spear, or Staff, all (A)
  DX+3 [12]-17.
  Secondary Skills: Climbing and Stealth, both (A) DX-1 [1]-13;
  Gesture (E) IQ+1 [2]-12; Cartography, Shadowing, and
  Traps, all (A) IQ+1 [4]-12; Navigation (Land or Sea) (A) IQ+1
  [1]-12†; Mimicry (Bird Calls) (H) IQ+1 [2]-12†; Hiking (A)
  HT [2]-12; and Survival (any) (A) Per+1 [1]-15†.
  Background Skills: 8 points in improved primary or secondary
  skills, or Brawling, Fast-Draw (any other), Garrote,
  Jumping, Knife, or Knot-Tying, all (E) DX [1]-14; Boating
  (Unpowered), Riding (Horse), Throwing, or Wrestling, all
  (A) DX-1 [1]-13; First Aid or Seamanship, both (E) IQ [1]-11;
  Armoury (Missile Weapons), Prospecting, or Weather Sense,
  DUNGEON FANTASY TEMPLATES
  10
  
  all (A) IQ-1 [1]-10; Swimming (E) HT [1]-12; Running 
  (A) HT-1 [1]-11; Skiing (H) HT-2 [1]-10; or Search (A) Per-1
  [1]-13.
  * Multiplied for self-control number; see p. B120.
  † Includes +2 for Outdoorsman.
  Customization Notes
  The scout has one of the more specialized templates. It’s
  built around the Bow and Tracking skills, plus supporting abil-
  ities. Thus, a scout requires interesting choices of advantages,
  disadvantages, and skills to stand out. Classic archetypes
  include:
  Bounty Hunter: You capture criminals – dead or alive – sup-
  plementing archery with traps and beatings. Danger Sense
  helps you avoid attempts to turn the tables on you, and high
  Per doesn’t hurt, either. Especially suitable disadvantages
  include Callous, Code of Honor (Pirate’s), Greed, Loner, No
  Sense of Humor, and Paranoia. A one-handed Melee Weapon
  skill and Shield are handy; not every hunt ends with a bow-
  shot. Use background skill points to raise Stealth and Traps,
  and to buy Brawling, Knot-Tying, and Wrestling for subduing
  and restraining your quarry.
  Ranger: You’re an honor-bound protector of roads and wild
  places – part patrolman, part warden. Combat Reflexes is clas-
  sic (nobody surprises a ranger), and the remaining points
  might raise Basic Move for covering ground quickly, or buy
  Absolute Direction. Disadvantages include several of Code of
  Honor, Honesty, Sense of Duty, and various Vows, plus Loner,
  Phobia, and/or Social Stigma to explain why you avoid others.
  Get sword and Shield skills, and spend background skill points
  to raise Navigation a couple of levels and buy Boating, Riding,
  Running, Skiing, and Swimming, all so that you can get any-
  where at any time.
  Sharpshooter: You’re a dedicated bow sniper – basically, an
  assassin. You’ll almost certainly want Weapon Master (Bow)
  for the damage bonus. Disadvantages ought to include a heavy
  dose of “negative” traits like Bloodlust, Callous, Intolerance,
  and No Sense of Humor. Since you use your bow whenever
  possible, you’ll probably want only a sword skill for backup (no
  Shield). Background skill points might raise Bow another level,
  buy other assassination skills such as Garrote and Knife, and
  add Fast-Draw for your blades.
  SWASHBUCKLER
  250 points
  You’re living proof that the sword is mightier, speedier, and
  more stylish than, well, just about everything. In the time it
  takes the plodding knight (p. 8) to strike his first blow, you’ve
  struck two, and with more flair – and although you respect the
  precision of the martial artist (p. 9), you would never bring
  fists to a swordfight. You like nothing better than to leap and
  tumble through battle, blade a blur, deftly covering the party’s
  flanks and rear.
  Attributes: ST 11 [10]; DX 15 [100]; IQ 10 [0]; HT 13 [30].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  11 [0]; Will 10 [0]; Per 10 [0]; FP 13 [0]; Basic Speed 7.00 [0];
  Basic Move 7 [0].
  Advantages: Combat Reflexes [15]; Enhanced Parry 1 (Weapon
  of choice) [5]; Luck [15]; Weapon Bond (Any starting
  weapon) [1]; and Weapon Master (Weapon of choice)
  [20]. • Another 60 points chosen from among ST +1 to +6
  [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],
  Ambidexterity [5], Appearance (Attractive, Handsome, or
  Very Handsome) [4, 12, or 16], Charisma [5/level], Daredevil
  [15], Enhanced Dodge 1 [15], Enhanced Parry 2 or 3
  (Weapon of choice) [5 or 10], Extra Attack 1 [25], No
  Hangover [1], Perfect Balance [15], Rapier Wit [5],
  Serendipity [15/level], Signature Gear [Varies], Striking ST 1
  or 2 [5 or 10], or replace Luck [15] with Extraordinary Luck
  [30] for 15 points or with Ridiculous Luck [60] for 45 points.
  Disadvantages: -15 points chosen from among Code of Honor
  (Pirate’s or Gentleman’s) [-5 or -10], Obsession (“Become the
  best swordsman in the world!”) [-10*], Vow (Use only
  weapon of choice) [-5], Vow (Never refuse a challenge to
  combat) [-10], Vow (Challenge every swordsman to combat)
  [-15], or Vow (Never wear armor) [-15]. • Another -15 points
  chosen from among those traits or Impulsiveness [-10*],
  Overconfidence [-5*], Short Attention Span [-10*], or
  Trickster [-15*]. • A further -20 points chosen from the two
  previous lists or Chummy [-5] or Gregarious [-10],
  Compulsive Carousing [-5*], Compulsive Spending [-5*],
  Greed [-15*], Jealousy [-10], Lecherousness [-15*], One Eye
  [-15], Sense of Duty (Adventuring companions) [-5], or
  Wounded [-5].
  Primary Skills: Jumping (E) DX [1]-15; Fast-Draw (Knife) and
  Fast-Draw (Sword), both (E) DX+1 [1]-16†; and Acrobatics
  (H) DX [4]-15. • Either Thrown Weapon (Knife) (E) DX+1
  [2]-16 or Throwing (A) DX [2]-15. • One of these three melee
  skills packages:
  1. One of Broadsword, Rapier, Saber, Shortsword, or
  Smallsword, all (A) DX+3 [12]-18; one of Shield (Buckler)
  (E) DX+3 [8]-18, or Cloak or Main-Gauche, both (A) DX+2
  [8]-17.
  2. One of the sword skills in option 1 at DX+4 [16]-19; one of
  Shield (Buckler) (E) DX+2 [4]-17, or Cloak or Main-Gauche,
  both (A) DX+1 [4]-16.
  3. One of the sword skills in option 1 at DX+5 [20]-20!
  Secondary Skills: Brawling (E) DX+1 [2]-16 or Boxing (A) DX
  [2]-15; and Wrestling (A) DX [2]-15.
  Background Skills: Stealth (A) DX-1 [1]-14; Savoir-Faire (High
  Society) (E) IQ+1 [2]-11 or Streetwise (A) IQ [2]-10; and
  Carousing (E) HT [1]-13. • Seven of Fast-Draw (any other)
  (E) DX+1 [1]-16†; Climbing (A) DX-1 [1]-14; First Aid,
  Gesture, or Seamanship, all (E) IQ [1]-10; Connoisseur
  (any), Fast-Talk, or Gambling, all (A) IQ-1 [1]-9; Hiking or
  Sex Appeal, both (A) HT-1 [1]-12; Intimidation (A) Will-1
  [1]-9; Scrounging (E) Per [1]-10; or Search (A) Per-1 [1]-9.
  * Multiplied for self-control number; see p. B120.
  † Includes +1 for Combat Reflexes.
  Customization Notes
  The swashbuckler is built around one sword skill. Be sure
  that Enhanced Parry and Weapon Master agree with that
  choice, that Weapon Bond is with a suitable blade, and that
  any sword acquired as Signature Gear is similarly appropriate.
  If selecting the Vow pertaining to weapons, it should match all
  of this as well.
  DUNGEON FANTASY TEMPLATES
  11
  
  Obviously, this makes the swashbuckler a real weapon spe-
  cialist – a lot like the scout. The difference is that the swash-
  buckler has great latitude with advantages. It’s possible to cre-
  ate completely different characters by focusing on offense
  (more ST, Extra Attack, Striking ST, and Signature Gear for
  fine swords), defense (more Basic Speed, Enhanced Dodge,
  and Enhanced Parry, not to mention extra Luck), or dash and
  flair (Appearance, Charisma, Daredevil, Rapier Wit, and
  Serendipity).
  An interesting choice of background skills is equally impor-
  tant. Some swashbucklers are fops with Savoir-Faire and every
  known Connoisseur specialty. Others are rakes or pirates with
  Climbing, Fast-Talk, Gambling, Streetwise, and possibly
  Seamanship – and of course Search for looting dead bodies!
  Most swashbucklers would benefit from sacrificing the 5
  points they get from quirks to acquire the money for a nice
  sword. Those with Signature Gear won’t need this, though, and
  may prefer to buy higher weapon skills or a few skills bor-
  rowed from the thief.
  THIEF
  250 points
  You’re a “procurement expert,” whatever unflattering terms
  others may use. You take things that need taking. Of course,
  the best stuff is inevitably in trapped chests behind locked
  doors guarded by monsters in mazes. This frames your busi-
  ness relationship with the party: they merely have to take care
  of the monsters. You’ll handle finding treasures and unlocking
  doors and bypassing traps – for a reasonable consideration,
  naturally. Oh, and those rumors that you moonlight as an
  assassin or a spy? Nonsense!
  Attributes: ST 11 [10]; DX 15 [100]; IQ 13 [60]; HT 11 [10].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  11 [0]; Will 13 [0]; Per 14 [5]; FP 11 [0]; Basic Speed 6.00 
  [-10]; Basic Move 7 [5].
  Advantages: Flexibility [5]; High Manual Dexterity 1 [5]; and
  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].
  Primary Skills: Forced Entry (E) DX [1]-15; Climbing (A)
  DX+3 [1]-18†‡; Filch (A) DX [2]-15; Stealth (A) DX+3 
  [12]-18; Escape (H) DX+1 [1]-16†; Pickpocket (H) DX 
  [2]-15§; and Lockpicking and Traps, both (A) IQ+1 [4]-14.
  Secondary Skills: Acrobatics (H) DX-1 [1]-14‡; Sleight of Hand
  (H) DX-1 [1]-14§; Gesture (E) IQ [1]-13; Holdout,
  Shadowing, Smuggling, and Streetwise, all (A) IQ [2]-13;
  and Search and Urban Survival, both (A) Per [2]-14. • One
  of Rapier, Saber, Shortsword, or Smallsword, all (A) DX-1
  [1]-14. • One of Shield (Buckler) (E) DX [1]-15; Cloak or
  Main-Gauche, both (A) DX-1 [1]-14; or raise main sword
  skill to DX [2]-15. • One of Crossbow or Thrown Weapon
  (Knife), both (E) DX [1]-15; Bow or Throwing, both (A) 
  DX-1 [1]-14; or Sling (H) DX-2 [1]-13.
  Background Skills: Brawling (E) DX [1]-15; Gambling (A) 
  IQ-1 [1]-12; and Carousing (E) HT [1]-11. • Another 7 points
  spent on any previous skill, or on Fast-Draw (any) or
  Garrote, both (E) DX [1]-15; First Aid, Panhandling, or
  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;
  Hiking (A) HT-1 [1]-10; Scrounging (E) Per [1]-14; or Lip
  Reading or Observation, both (A) Per-1 [1]-13.
  * Multiplied for self-control number; see p. B120.
  † Includes +3 for Flexibility.
  ‡ Includes +1 for Perfect Balance.
  § Includes +1 for High Manual Dexterity.
  Customization Notes
  Thieves aren’t combatants built around toughness and
  combat skills, nor do they have access to powers, spells, and
  special skills. They’re broad-based experts at mundane skills.
  Thus, they’re best-suited to players who prefer a supporting
  role in pre-combat scouting and post-combat looting. A party
  won’t live long without one thief, and may consist entirely of
  thieves.
  The burglar specializes in getting in and stealing things. He
  might choose Catfall, Double-Jointed, and more High Manual
  DUNGEON FANTASY TEMPLATES
  12
  
  Dexterity. He often suffers from Kleptomania and is Curious,
  and frequently has traits like Overconfidence and Skinny. His
  background skill points go into improved Climbing, Forced
  Entry, and/or Lockpicking, leaving a point or two for some-
  thing like Observation (for casing targets).
  The mastermind is a plotter. He has more IQ – plus Wealth
  to bankroll his schemes. He’s classically a Trickster with a per-
  verse Code of Honor about splitting up loot, and often
  Compulsive Lying. His background points go toward “urban”
  skills: higher Streetwise and Urban Survival, and things like
  Counterfeiting, Forgery, and Merchant.
  The assassin uses his skills not to steal but to kill for hire.
  Combat Reflexes, Gizmos (for concealed weapons), and
  Striking ST (for backstabs) all help. Bloodlust, Callous, Greed,
  and Loner are common. Background skill points go toward
  raising combat skills and buying Fast-Draw, Garrote, and
  Poisons.
  Many thieves put the 5 points from quirks into more skills.
  You can’t be “too good” at sneaking or finding traps!
  WIZARD
  250 points
  You’re the only truly learned delver. Your knowledge of
  magic is deeper than that of the cleric (p. 6) or druid (p. 7), and
  your spells don’t merely borrow the power of mercurial super-
  natural beings (demons are quite controllable). The party
  needs your mighty wizardry, knowledge of all manner of
  strange creatures, and raw intellect. Not that you don’t need
  the party – the greatest magical secrets are buried in the dark-
  est pits, and you’re smart enough to travel with bodyguards.
  Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10
  [0]; Will 15 [0]; Per 12 [-15]; FP 14 [9]; Basic Speed 6.00 [5];
  Basic Move 6 [0].
  Advantages: Magery 3 [35]. • 30 points chosen from among DX
  +1 [20], IQ +1 [20], Will +1 to +5 [5/level], FP +1 to +10
  [3/level], Eidetic Memory [5] or Photographic Memory [10],
  Gizmos 1-3 [5/level], Intuition [15], Language Talent [10],
  Languages (any) [2-6/language], Luck [15] or Extraordinary
  Luck [30], Magery 4, 5, or 6 [10, 20, or 30], Mind Shield
  [4/level], Signature Gear [Varies], Spirit Empathy [10], or
  Wild Talent 1 (Retention, +25%; Focused, Magical, -20%)
  [21].
  Disadvantages: -15 points chosen from among Curious [-5*],
  Frightens Animals [-10], Obsession (Become the world’s
  most powerful wizard, a lich, etc.) [-10*], Pyromania [-5*],
  Skinny [-5], Social Stigma (Excommunicated)† [-10], Unfit
  [-5] or Very Unfit [-15], Unnatural Features 1-5 [-1/level], or
  Weirdness Magnet [-15]. • Another -20 points chosen from
  among the previous traits or Absent-Mindedness [-15], Bad
  Temper [-10*], Clueless [-10], Combat Paralysis [-15],
  Cowardice [-10*], Hard of Hearing [-10], Klutz [-5] or Total
  Klutz [-15], Loner [-5*], Low Pain Threshold [-10], Nervous
  Stomach [-1], Oblivious [-5], Overconfidence [-5*], Post-
  Combat Shakes [-5*], Sense of Duty (Adventuring compan-
  ions) [-5], or Stubbornness [-5].
  Primary Skills: Hidden Lore (Demons, Magic Items, Magical
  Writings, or Spirits) and Occultism, both (A) IQ [2]-15;
  Alchemy (VH) IQ [8]-15; and Thaumatology (VH) IQ [1]-15‡.
  Secondary Skills: Hazardous Materials (Magical), Research,
  Speed-Reading, Teaching, and Writing, all (A) IQ-1 [1]-14;
  and Meditation (H) Will-1 [2]-14. • Either Shield (Buckler)
  (E) DX+2 [4]-14 and Smallsword (A) DX+1 [4]-13, or Staff
  (A) DX+2 [8]-14. • One of Innate Attack (any) or Thrown
  Weapon (Dart) (E) DX+2 [4]-14; Throwing (A) DX+1 [4]-13;
  or Sling (H) DX [4]-12.
  Background Skills: Nine of Fast-Draw (Potion) (E) DX [1]-12;
  Climbing or Stealth, both (A) DX-1 [1]-11; Body Sense (H)
  DX-2 [1]-10; First Aid, Gesture, or Savoir-Faire (High
  Society), all (E) IQ [1]-15; Cartography or Hidden Lore (any
  other) (A) IQ-1 [1]-14; Diplomacy, Physiology (monster
  type), or Strategy, all (H) IQ-2 [1]-13; Hiking (A) HT-1 [1]-10;
  or Scrounging (E) Per [1]-12.
  Spells: Choose 30 wizardly spells (p. 20), which will be either
  (H) IQ+1 [1]-16 or (VH) IQ [1]-15 with the +3 for Magery.
  * Multiplied for self-control number; see p. B120.
  † Means that helpful clerical spells (such as healing) work
  at -3 on you. Harmful ones aren’t affected!
  ‡ Includes +3 for Magery.
  Customization Notes
  Unlike other casters, wizards lack a power that’s distinct
  from their spells; their spell lists tend to define them.
  Essentially unrestricted access to magic makes generalization
  impossible, but here are three classics:
  Artillery Mage: Specializes in direct-damage magic – espe-
  cially area-effect spells. A representative spell list is Breathe
  Fire, Burning Touch, Concussion, Create Air, Create Fire,
  Deflect Energy, Explosive Fireball, Extinguish Fire, Fire Cloud,
  Fireball, Fireproof, Flame Jet, Flaming Armor, Flaming
  Missiles, Flaming Weapon, Heat, Ignite Fire, Lightning, Purify
  Air, Rain of Fire, Resist Fire, Shape Air, Shape Fire, Smoke,
  Sound, Spark Storm, Stench, Thunderclap, Wall of Lightning,
  and Windstorm. Extra Magery to enable higher damage dice is
  valuable, and the Innate Attack skill is indispensable.
  Illusionist: Specializes in baffling (dumber) enemies.
  Typical starting spells would be Apportation, Blackout, Blur,
  Colors, Complex Illusion, Continual Light, Darkness, Daze,
  Fascinate, Flash, Foolishness, Haste, Hide, Hinder, Hush,
  Illusion Disguise, Illusion Shell, Independence, Invisibility,
  Light, Mage-Stealth, Mass Daze, Mirror, Perfect Illusion,
  Phantom, Silence, Simple Illusion, Sound, Voices, and Wall of
  Silence. A Photographic Memory for faces and voices greatly
  enhances believable illusions, and mundane Stealth and many
  of these spells are complementary.
  Necromancer: Specializes in creating undead and throwing
  malisons. A necromancer might start with Agonize,
  Animation, Choke, Clumsiness, Control Zombie, Death Vision,
  Deathtouch, Debility, Decay, Frailty, Itch, Lend Energy, Lend
  Vitality, Minor Healing, Pain, Paralyze Limb, Pestilence,
  Rotting Death, Sensitize, Sickness, Skull-Spirit, Spasm, Steal
  Energy, Steal Vitality, Stun, Summon Spirit, Test Food,
  Wither Limb, Zombie, and Zombie Summoning. Spirit
  Empathy is handy, obviously – as are Hidden Lore specialties
  pertinent to darker beings.
  Most wizards want as many FP as they can afford. It’s also
  useful to trade the 5 points granted by quirks to get money for
  a high-capacity power item (p. 28) and a belt stocked with paut
  (p. 29).
  DUNGEON FANTASY TEMPLATES
  13
  
  Real munchkins may shun templates, opting to create and
  optimize dungeon-crawling PCs by hand. To hasten the
  process, the next few sections pare down the big lists of advan-
  tages, disadvantages, and skills in the Basic Set to merely large
  tables of more-or-less suitable traits.
  SUITABLE ADVANTAGES
  The Basic Set offers many advantages. Below is a list of
  those best-suited to dungeon crawls. It excludes most social
  advantages (since those rarely matter in a dungeon unless they
  grant equipment), exotic and supernatural traits that are more
  applicable to monsters than to PCs (for exceptions, see Powers,
  p. 21), and abilities that make little sense except in high-tech or
  sci-fi contexts. The GM is free to permit any advantage, of
  course!
  Advantage
  Cost
  Page
  Absolute Direction
  5
  B34
  Acute Senses
  2/level
  B35
  Alcohol Tolerance
  1
  B100
  Allies
  Variable
  B36
  Ambidexterity
  5
  B39
  Animal Empathy
  5
  B40
  Animal Friend
  5/level
  B90
  Appearance
  Variable
  B21
  Blessed
  10
  B40
  Breath-Holding
  2/level
  B41
  Catfall
  10
  B41
  Charisma
  5/level
  B41
  Clerical Investment
  5
  B43
  Combat Reflexes
  15
  B43
  Contacts
  Variable
  B44
  Cultural Adaptability
  10
  B46
  Cultural Familiarity
  1
  B23
  Danger Sense
  15
  B47
  Daredevil
  15
  B47
  Discriminatory Smell
  15
  B49
  Double-Jointed
  15
  B56
  Eidetic Memory
  5
  B51
  Empathy
  15
  B51
  Enhanced Defenses
  Variable
  B51
  Extra Attack
  25/attack
  B53
  Fearlessness
  2/level
  B55
  Fit
  5
  B55
  Continued on next page . . .
  DUNGEON DELVERS’ CHEAT SHEET
  14
  CHAPTER TWO
  DUNGEON DELVERS’
  CHEAT SHEET
  New Advantage: Heroic Archer
  20 points
  You can draw and shoot a bow quickly. To do so,
  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
  lets you attack at -3 on the same turn! Both penalties
  are only -1 if you have Weapon Master (Bow). This
  trick shaves a second off the usual two-second ready
  time, letting you shoot every other turn. By making a
  Fast-Draw (Arrow) roll to ready an arrow instantly
  before either roll above, you can shoot every turn!
  You’re also a “natural” with the bow in general.
  Whenever you Attack or All-Out Attack, add your
  bow’s Accuracy bonus without taking an Aim maneu-
  ver (if you Aim, add another +1 after one second, or
  +2 after two). When you Move and Attack or are in
  close combat, ignore your bow’s Bulk penalty instead
  of adding Acc. Finally, ignore penalties for crazy posi-
  tions or acrobatics while shooting, and halve similar
  penalties to Fast-Draw (Arrow).
  New Talent: Born War Leader
  5 points/level
  You get +1 per level to Leadership, Strategy, and
  Tactics – and to Intelligence Analysis and Savoir-Faire
  (Military), in games that use those skills. You also get
  +1 per level to reaction rolls made by professional
  fighters.
  New Perk: Weapon Bond
  1 point
  You own a weapon that’s uniquely suited to 
  you, and get +1 to effective skill when using it. This
  has nothing to do with magic or quality – you’re just
  used to your weapon. If you lose the weapon, you lose
  this perk! You may start play with a bond to any kind
  of weapon you’ve bought with cash or as Signature
  Gear.
  
  Suitable Advantages (Continued)
  Advantage
  Cost
  Page
  Flexibility
  5
  B56
  Gizmos
  5/gizmo
  B57
  Hard to Kill
  2/level
  B58
  Hard to Subdue
  2/level
  B59
  Healer
  10/level
  B90
  High Manual Dexterity
  5/level
  B59
  High Pain Threshold
  10
  B59
  Higher Purpose
  5
  B59
  Honest Face
  1
  B101
  Intuition
  15
  B63
  Language Talent
  10
  B65
  Languages
  Variable
  B23
  Lifting ST
  3/level
  B65
  Luck
  Variable
  B66
  Magery
  5 + 10/level
  B66
  Magic Resistance
  2/level
  B67
  Mind Shield
  4/level
  B70
  Musical Ability
  5/level
  B91
  Night Vision
  1/level
  B71
  No Hangover
  1
  B101
  Outdoorsman
  10/level
  B91
  Penetrating Voice
  1
  B101
  Perfect Balance
  15
  B74
  Peripheral Vision
  15
  B74
  Photographic Memory
  10
  B51
  Power Investiture
  10/level
  B77
  Rapid Healing
  5
  B79
  Rapier Wit
  5
  B79
  Recovery
  10
  B80
  Reputation
  Variable
  B26
  Resistant
  Variable
  B80
  Sensitive
  5
  B51
  Serendipity
  15/level
  B83
  Shtick
  1
  B101
  Signature Gear
  Variable
  B85
  Smooth Operator
  15/level
  B91
  Social Chameleon
  5
  B86
  Speak With Animals
  25
  B87
  Spirit Empathy
  10
  B88
  Striking ST
  5/level
  B88
  Temperature Tolerance
  1/level
  B93
  Trained by a Master
  30
  B93
  True Faith
  15
  B94
  Unfazeable
  15
  B95
  Unusual Background
  Variable
  B96
  Very Fit
  15
  B55
  Very Rapid Healing
  15
  B79
  Voice
  10
  B97
  Wealth
  10, 20, or 30
  B25
  Weapon Master
  Variable
  B99
  Wild Talent
  20/level
  B99
  SUITABLE DISADVANTAGES
  Many disadvantages in the Basic Set don’t suit dungeon
  crawls. The reasons given under Suitable Advantages (p. 14)
  apply here, along with two others: crippling physical problems
  (e.g., One Arm and Quadriplegic) simply aren’t fun in pure
  hack-and-slash games, while quite a few mental problems
  aren’t meaningful or enforceable in a dungeon environment.
  Below are the disadvantages most appropriate for delvers. The
  GM is welcome to allow others.
  An asterisk (*) next to cost means that a self-control num-
  ber is required; see pp. B120-121. The listed cost is for a self-
  control number of 12.
  Disadvantage
  Cost
  Page
  Absent-Mindedness
  -15
  B122
  Appearance
  Variable
  B21
  Bad Sight
  -25
  B123
  Bad Temper
  -10*
  B124
  Berserk
  -10*
  B124
  Bloodlust
  -10*
  B125
  Bowlegged
  -1
  B165
  Bully
  -10*
  B125
  Callous
  -5
  B125
  Charitable
  -15*
  B125
  Chummy
  -5
  B126
  Clueless
  -10
  B126
  Code of Honor
  -5 to -15
  B127
  Colorblindness
  -10
  B127
  Combat Paralysis
  -15
  B127
  Compulsive Behavior
  -5 to -15*
  B128
  Cowardice
  -10*
  B129
  Curious
  -5*
  B129
  Delusions
  -5 to -15
  B130
  Disciplines of Faith
  -5 to -15
  B132
  Distinctive Features
  -1
  B165
  Disturbing Voice
  -10
  B132
  Divine Curse
  Variable
  B132
  Dwarfism
  -15
  B19
  Easy to Kill
  -2/level
  B134
  Easy to Read
  -10
  B134
  Fanaticism
  -15
  B136
  Continued on next page . . .
  DUNGEON DELVERS’ CHEAT SHEET
  15
  Disadvantage Limit
  In dungeon fantasy games, disadvantages serve two
  real purposes:
  1. To distinguish PCs whose players have – in hal-
  lowed munchkin tradition – taken almost identical abil-
  ities because those are what’s effective.
  2. To represent the exaggerated “alignments” (Good,
  Chaotic, etc.) found in many fantasy universes.
  This doesn’t mean that they give fewer points! Any
  penalties they cause still apply, and in the absence of
  such drawbacks, the GM should exercise sadistic cre-
  ativity at least once per adventure. However, it’s
  admirable munchkinism to take disadvantages that are
  “free points,” and classic hack-and-slash heroes aren’t
  thwarted by their problems at every turn anyway, so
  the disadvantage limit effectively increases the cam-
  paign’s power level. A suggested limit is -50 points of
  disadvantages and reduced attributes or secondary
  characteristics, regardless of power level, plus -5 points
  in quirks.
  
  Suitable Disadvantages (Continued)
  Disadvantage
  Cost
  Page
  Fat
  -3
  B19
  Fearfulness
  -2/level
  B136
  Frightens Animals
  -10
  B137
  Gigantism
  0
  B20
  Gluttony
  -5*
  B137
  Greed
  -15*
  B137
  Gregarious
  -10
  B126
  Gullibility
  -10*
  B137
  Ham-Fisted
  -5 or -10
  B138
  Hard of Hearing
  -10
  B138
  Honesty
  -10*
  B138
  Horrible Hangovers
  -1
  B165
  Hunchback
  -10
  B139
  Impulsiveness
  -10*
  B139
  Incompetence
  -1
  B164
  Increased Consumption 1 -10
  B139
  Intolerance
  Variable
  B140
  Jealousy
  -10
  B140
  Kleptomania
  -15*
  B141
  Klutz
  -5
  B141
  Laziness
  -10
  B142
  Lecherousness
  -15*
  B142
  Loner
  -5*
  B142
  Low Pain Threshold
  -10
  B142
  Magic Susceptibility
  -3/level
  B143
  Minor Handicaps
  -1
  B165
  Miserliness
  -10*
  B144
  Missing Digit
  -2 or -5
  B144
  Nervous Stomach
  -1
  B165
  Night Blindness
  -10
  B144
  No Depth Perception
  -15
  B145
  No Sense of Humor
  -10
  B146
  No Sense of Smell/Taste
  -5
  B146
  Oblivious
  -5
  B146
  Obsession
  -5 or -10*
  B146
  Odious Personal Habits
  -5 to -15
  B22
  On the Edge
  -15*
  B146
  One Eye
  -15
  B147
  Overconfidence
  -5*
  B148
  Overweight
  -1
  B19
  Paranoia
  -10
  B148
  Phobias
  Variable*
  B148
  Post-Combat Shakes
  -5*
  B150
  Pyromania
  -5*
  B150
  Reputation
  Variable
  B26
  Selfish
  -5*
  B153
  Selfless
  -5*
  B153
  Sense of Duty
  -2 to -20
  B153
  Short Attention Span
  -10*
  B153
  Shyness
  -5, -10, or -20
  B154
  Skinny
  -5
  B18
  Slow Healing
  -5/level
  B155
  Social Stigma
  -5 to -20
  B155
  Squeamish
  -10*
  B156
  Stubbornness
  -5
  B157
  Stuttering
  -10
  B157
  Susceptible
  Variable
  B158
  Total Klutz
  -15
  B141
  Continued . . .
  Suitable Disadvantages (Continued)
  Disadvantage
  Cost
  Page
  Trickster
  -15*
  B159
  Truthfulness
  -5*
  B159
  Unfit
  -5
  B160
  Unluckiness
  -10
  B160
  Unnatural Features
  Variable
  B22
  Very Fat
  -5
  B19
  Very Unfit
  -15
  B160
  Vow
  -5 to -15
  B160
  Wealth
  -10, -15, or -25
  B25
  Weirdness Magnet
  -15
  B161
  Wounded
  -5
  B162
  Xenophilia
  -10*
  B162
  SUITABLE SKILLS
  The GM is free to allow delvers to choose any skill, but high-
  tech skills aren’t appropriate, academic skills mostly suit NPC
  sages, and boring skills (like Accounting) won’t be useful in the
  dungeon . . . which means that players in touch with their
  inner munchkin won’t bother with them. Below is a list of
  skills that do fit hack-and-slash games. Individuals with special
  powers may possess other, more unusual skills; see Powers
  (p. 21).
  An asterisk (*) next to a skill name means that skill requires
  specialization. The GM may opt to ignore specialties in a real-
  ly simple game!
  Skill
  Type
  Page
  Acrobatics
  DX/H
  B174
  Acting
  IQ/A
  B174
  Alchemy/TL
  IQ/VH
  B174
  Continued on next page . . .
  DUNGEON DELVERS’ CHEAT SHEET
  16
  Everyman Skills
  Some activities are so common on dungeon crawls
  that players assume – wrongly – that they’re unskilled
  feats. Most dungeon-crawlers should have at least a
  point in each of the following:
  • Climbing, Hiking, and Stealth: When the party
  moves as a group, it’s only as good at these things as its
  worst member.
  • First Aid: For bandaging after fights, especially
  when the healer is down and there are no healing
  potions left.
  • Gesture: Party members often want to communi-
  cate basic concepts like “Attack!” and “Distract him
  while I steal his gold!” without speaking.
  • Observation, Scrounging, or Search: Spotting clues
  and loot is vital!
  Because dungeon fantasy games have such a narrow
  focus, the GM may wish to limit Incompetence
  (p. B164) to the above skills and – when using tem-
  plates – the primary skills on an adventurer’s template.
  
  Suitable Skills (Continued)
  Skill
  Type
  Page
  Animal Handling*
  IQ/A
  B175
  Architecture/TL
  IQ/A
  B176
  Area Knowledge*
  IQ/E
  B176
  Armoury/TL*
  IQ/A
  B178
  Axe/Mace
  DX/A
  B208
  Blowpipe
  DX/H
  B180
  Boating/TL*
  DX/A
  B180
  Body Language
  Per/A
  B181
  Body Sense
  DX/H
  B181
  Bolas
  DX/A
  B181
  Bow
  DX/A
  B182
  Boxing
  DX/A
  B182
  Brawling
  DX/E
  B182
  Broadsword
  DX/A
  B208
  Camouflage
  IQ/E
  B183
  Carousing
  HT/E
  B183
  Cartography
  IQ/A
  B183
  Climbing
  DX/A
  B183
  Cloak
  DX/A
  B184
  Connoisseur*
  IQ/A
  B185
  Counterfeiting/TL
  IQ/H
  B185
  Crossbow
  DX/E
  B186
  Current Affairs/TL*
  IQ/E
  B186
  Dancing
  DX/A
  B187
  Detect Lies
  Per/H
  B187
  Diagnosis/TL
  IQ/H
  B187
  Diplomacy
  IQ/H
  B187
  Disguise/TL*
  IQ/A
  B187
  Engineer/TL*
  IQ/H
  B190
  Erotic Art
  DX/A
  B192
  Escape
  DX/H
  B192
  Falconry
  IQ/A
  B194
  Fast-Draw*
  DX/E
  B194
  Fast-Talk
  IQ/A
  B195
  Filch
  DX/A
  B195
  First Aid/TL
  IQ/E
  B195
  Fishing
  Per/E
  B195
  Flail
  DX/H
  B208
  Forced Entry
  DX/E
  B196
  Forgery/TL
  IQ/H
  B196
  Gambling
  IQ/A
  B197
  Games*
  IQ/E
  B197
  Garrote
  DX/E
  B197
  Gesture
  IQ/E
  B198
  Hazardous Materials (Magical)
  IQ/A
  B199
  Heraldry
  IQ/A
  B199
  Hidden Lore*
  IQ/A
  B199
  Hiking
  HT/A
  B200
  Hobby Skill
  DX/E or IQ/E
  B200
  Holdout
  IQ/A
  B200
  Innate Attack*
  DX/E
  B201
  Interrogation
  IQ/A
  B202
  Intimidation
  Will/A
  B202
  Jeweler/TL
  IQ/H
  B203
  Jitte/Sai
  DX/A
  B208
  Judo
  DX/H
  B203
  Jumping
  DX/E
  B203
  Karate
  DX/H
  B203
  Continued . . .
  Suitable Skills (Continued)
  Skill
  Type
  Page
  Knife
  DX/E
  B208
  Knot-Tying
  DX/E
  B203
  Kusari
  DX/H
  B209
  Lance
  DX/A
  B204
  Lasso
  DX/A
  B204
  Leadership
  IQ/A
  B204
  Leatherworking
  DX/E
  B205
  Lifting
  HT/A
  B205
  Lip Reading
  Per/A
  B205
  Lockpicking/TL
  IQ/A
  B206
  Main-Gauche
  DX/A
  B208
  Meditation
  Will/H
  B207
  Merchant
  IQ/A
  B209
  Mimicry*
  IQ/H
  B210
  Musical Composition
  IQ/H
  B210
  Musical Instrument*
  IQ/H
  B211
  Naturalist*
  IQ/H
  B211
  Navigation/TL*
  IQ/A
  B211
  Net
  DX/H
  B211
  Observation
  Per/A
  B211
  Occultism
  IQ/A
  B212
  Packing
  IQ/A
  B212
  Panhandling
  IQ/E
  B212
  Performance
  IQ/A
  B212
  Pharmacy/TL (Herbal)
  IQ/H
  B213
  Philosophy*
  IQ/H
  B213
  Physiology/TL*
  IQ/H
  B213
  Pickpocket
  DX/H
  B213
  Poetry
  IQ/A
  B214
  Poisons/TL
  IQ/H
  B214
  Polearm
  DX/A
  B208
  Professional Skill
  DX/A or IQ/A
  B215
  Propaganda/TL
  IQ/A
  B216
  Prospecting/TL
  IQ/A
  B216
  Psychology
  IQ/H
  B216
  Public Speaking
  IQ/A
  B216
  Rapier
  DX/A
  B208
  Religious Ritual*
  IQ/H
  B217
  Research/TL
  IQ/A
  B217
  Riding*
  DX/A
  B217
  Running
  HT/A
  B218
  Saber
  DX/A
  B208
  Savoir-Faire (High Society)
  IQ/E
  B218
  Scrounging
  Per/E
  B218
  Seamanship/TL
  IQ/E
  B185
  Search
  Per/A
  B219
  Sex Appeal
  HT/A
  B219
  Shadowing
  IQ/A
  B219
  Shield*
  DX/E
  B220
  Shortsword
  DX/A
  B209
  Singing
  HT/E
  B220
  Skiing
  HT/H
  B221
  Sleight of Hand
  DX/H
  B221
  Sling
  DX/H
  B221
  Smallsword
  DX/A
  B208
  Smith/TL*
  IQ/A
  B221
  Smuggling
  IQ/A
  B221
  Spear
  DX/A
  B208
  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
  Throwing
  DX/A
  B226
  Thrown Weapon*
  DX/E
  B226
  Tonfa
  DX/A
  B209
  Tracking
  Per/A
  B226
  Traps/TL
  IQ/A
  B226
  Two-Handed Axe/Mace
  DX/A
  B208
  Two-Handed Flail
  DX/H
  B208
  Two-Handed Sword
  DX/A
  B209
  Urban Survival
  Per/A
  B228
  Ventriloquism
  IQ/H
  B228
  Veterinary/TL
  IQ/H
  B228
  Weather Sense
  IQ/A
  B209
  Whip
  DX/A
  B209
  Wrestling
  DX/A
  B228
  Writing
  IQ/A
  B228
  Wildcard Skills
  The table above reduces the Basic Set list by better than
  half but still contains over 100 skills. The GM may wish to go
  one step simpler and assign wildcard skills (p. B175) to the
  character types represented by the templates on pp. 4-13. If
  using a template, find the matching wildcard skill below,
  remove the ordinary skills it covers and related skill Talents
  (Born War Leader, Green Thumb, Musical Ability,
  Outdoorsman, etc.) from the template, and spend the points
  assigned to those things on as much of the wildcard skill as
  they’ll buy.
  Barbarian! (IQ). Replaces Camouflage, Disguise (Animals),
  Mimicry (Animal Sounds, Bird Calls), Naturalist, Navigation
  (Land), and Weather Sense. Make a HT-based roll for Hiking,
  Running, or Swimming, or a Per-based roll for Fishing, Survival
  (any), or Tracking.
  Bard! (IQ). Replaces Acting, Current Affairs (any),
  Diplomacy, Fast-Talk, Heraldry, Musical Instrument (any one),
  Performance, Poetry, Propaganda, and Public Speaking. Make a
  HT-based roll for Carousing or Singing, or a Per-based roll for
  Detect Lies.
  Cleric! (IQ). Replaces any Philosophy, Religious Ritual, or
  Theology skill for the priest’s faith, plus Diagnosis, First Aid,
  Hidden Lore (Demons, Spirits, Undead, etc.), Occultism, Public
  Speaking, Surgery, and Teaching. Make a Will-based roll for
  Exorcism or Meditation, or a Per-based roll for Esoteric
  Medicine (Holy).
  Druid! (IQ). Replaces druidic Religious Ritual and Theology
  skills, as well as Animal Handling (any), Disguise (Animals),
  Herb Lore, Hidden Lore (any natural lore), Naturalist,
  Pharmacy (Herbal), Veterinary, and Weather Sense. Make a Per-
  based roll for Esoteric Medicine (Druidic) or any kind of
  Survival.
  Holy Warrior! (IQ). Replaces Leadership, Religious Ritual,
  Strategy, Tactics, and Theology, as well as Hidden Lore,
  Physiology, and Psychology specialties pertaining to evil mon-
  sters. Make a Will-based roll for Exorcism, Intimidation, or
  Meditation.
  Knight! (DX). Replaces “heavy” Melee Weapon skills
  (Axe/Mace, Broadsword, Flail, Polearm, Spear, Two-Handed
  Sword, etc.) and Shield – plus Lance and Riding (Horse), for
  mounted combat. Make an IQ-based roll for Leadership,
  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
  Weapon or Thrown Weapon skill used with “exotic” weapons:
  Axe/Mace for kama, Flail for nunchaku, Jitte/Sai, Kusari,
  Smallsword for jo, Staff for bo, Thrown Weapon (Shuriken), and
  Tonfa. Also covers related Fast-Draw skills, and any use of
  Acrobatics, Climbing, Jumping, or Stealth in combat. Make a
  Will-based roll for Meditation.
  Scout! (IQ). Replaces Camouflage, Cartography, and
  Navigation (Land); Shadowing, but only when outdoors; and
  Gesture and Mimicry (Bird Calls) for signaling allies. Make a
  DX-based roll for Stealth, a HT-based roll for Hiking, or a Per-
  based roll for Observation, Survival (any), Tracking, or any use
  of Traps to spot traps.
  Swashbuckler! (DX). Replaces Fast-Draw, Melee Weapon,
  and Thrown Weapon skills for one-handed blades – Broadsword,
  Fast-Draw (Knife or Sword), Knife, Main-Gauche, Rapier,
  Saber, Shortsword, Smallsword, and Thrown Weapon (Knife).
  Also covers Boxing, Brawling, Cloak, Shield, and Wrestling, and
  any use of Acrobatics, Climbing, Jumping, or Stealth in combat.
  Thief! (DX). Replaces Climbing, Escape, Filch, Forced Entry,
  Pickpocket, Sleight of Hand, and Stealth. Make an IQ-based roll
  for Holdout, Lockpicking, Shadowing, Smuggling, Streetwise,
  or Traps, or for Gesture to signal allies. Make a Per-based roll for
  Search or Urban Survival.
  Wizard! (IQ). Replaces Alchemy, Hazardous Materials
  (Magical), Hidden Lore (any magical specialty), Occultism,
  Research, Speed-Reading, Teaching, Thaumatology, and
  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
  
  Spells in a dungeon fantasy game use the rules in Chapter
  5 of the Basic Set and in GURPS Magic, with the exceptions
  noted below for specific types of magic.
  CLERICAL SPELLS
  Clerical magic emanates from the gods, and differs from
  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
  Effect, p. B237), use the cleric’s Power Investiture level instead.
  The GM should let clerics buy up to at least Power Investiture
  6 in play.
  • Clerical spells are affected by sanctity, not mana. Sanctity
  is “normal” everywhere but in areas that are specially cursed
  (no or low sanctity) or blessed (high or very high sanctity).
  These levels affect holy magic just like mana levels affect wiz-
  ardly magic.
  • Clerical spells don’t have prerequisites beyond a mini-
  mum Power Investiture level, or require study to learn. To
  acquire one, the cleric prays and spends a point. Available
  spells are limited, though. A recommended spell list for dun-
  geon fantasy:
  PI 1: Armor, Aura, Body-Reading, Bravery, Cleansing,
  Coolness, Detect Magic, Detect Poison, Final Rest, Lend
  Energy, Lend Vitality, Light, Might, Minor Healing, Purify
  Air, Purify Water, Recover Energy, Sense Life, Sense Spirit,
  Share Vitality, Shield, Silence, Stop Bleeding, Test Food,
  Thunderclap, Umbrella, Vigor, Warmth, and Watchdog.
  PI 2: Awaken, Clean, Command, Compel Truth, Continual
  Light, Create Water, Glow, Great Voice, Healing Slumber,
  Major Healing, Peaceful Sleep, Persuasion, Purify Food,
  Relieve Sickness, Remove Contagion, Resist Acid, Resist
  Cold, Resist Disease, Resist Fire, Resist Lightning, Resist
  Pain, Resist Poison, Resist Pressure, Restore Hearing,
  Restore Memory, Restore Sight, Restore Speech, Seeker,
  Soilproof, Stop Spasm, Summon Spirit, Truthsayer, Turn
  Spirit, Turn Zombie, and Wall of Light.
  PI 3: Affect Spirits, Astral Vision, Breathe Water, Command
  Spirit, Create Food, Cure Disease, Dispel Possession,
  Flaming Weapon, Great Healing, Magic Resistance,
  Neutralize Poison, Oath, Relieve Madness, Relieve Paralysis,
  Repel Spirits, Restoration, See Secrets, Silver Tongue, Stone
  to Flesh, Stop Paralysis, Strengthen Will, Sunbolt, Sunlight,
  Suspended Animation, Water to Wine, and Wisdom.
  PI 4: Astral Block, Banish, Cleansing, Continual Sunlight,
  Dispel Magic, Divination, Essential Food, Gift of Letters,
  Gift of Tongues, Instant Neutralize Poison, Instant
  Restoration, Monk’s Banquet, Regeneration, Suspend
  Curse, and Vigil.
  PI 5: Bless, Curse, Earthquake, Entrap Spirit, Instant
  Regeneration, Pentagram, Remove Curse, Storm, and
  Suspend Mana.
  PI 6: Bind Spirit, Drain Mana, Planar Summons (Divine
  Servitor), Sanctuary, and Resurrection.
  DRUIDIC SPELLS
  Druidic spells are the work of invisible natural spirits
  bound to the druid by his gods. They function like clerical
  spells (above), except as follows:
  • They require Power Investiture (Druidic), not regular
  Power Investiture.
  • They’re influenced by nature’s strength rather than by
  sanctity. They’re at full skill in healthy wilderness, natural
  caves, etc.; -1 in despoiled wild places such mines or clear-cut
  forests; -3 in cities and cut-stone tunnels; -5 amidst ordinary
  pollution; and -10 in a poisoned wasteland.
  • They use a different list:
  PI 1: Beast-Rouser, Beast-Soother, Detect Magic, Detect
  Poison, Extinguish Fire, Find Direction, Hawk Vision,
  Identify Plant, Master, No-Smell, Purify Air, Purify Earth,
  Purify Water, Quick March, Recover Energy, Seek Coastline,
  Seek Earth, Seek Food, Seek Pass, Seek Plant, Seek Water,
  Sense Life, Tell Position, and Umbrella.
  PI 2: Animal Control, Beast Link, Beast Seeker, Beast Speech,
  Bless Plants, Cure Disease, Fog, Frost, Heal Plant, Hide
  Path, Know Location, Light Tread, Mystic Mist, Neutralize
  Poison, Pathfinder, Plant Growth, Plant Vision, Pollen
  Cloud, Predict Earth Movement, Predict Weather, Purify
  Food, Repel Animal, Rider, Rider Within, Shape Air, Shape
  Earth, Shape Plant, Shape Water, Spider Silk, Wall of Wind,
  Weather Dome, and Windstorm.
  PI 3: Animate Plant, Beast Summoning, Blossom, Breathe
  Water, Clouds, Conceal, Create Plant, False Tracks, Forest
  Warning, Freeze, Instant Neutralize Poison, Melt Ice, Plant
  Control, Plant Sense, Plant Speech, Protect Animal, Rain,
  Rain of Nuts, Rejuvenate Plant, Remember Path, Resist
  Cold, Resist Lightning, Resist Pressure, Snow, Snow Shoes,
  Summon Elemental, Swim, Tangle Growth, Walk Through
  Plants, Walk Through Wood, Water Vision, Waves,
  Whirlpool, and Wind.
  PI 4: Beast Possession, Blight, Body of Slime, Body of Water,
  Body of Wind, Body of Wood, Control Elemental, Create
  Animal, Create Spring, Dispel Magic, Dry Spring, Frostbite,
  Hail, Lightning, Plant Form, Sandstorm, Shapeshifting,
  Storm, Strike Barren, Tide, and Wither Plant.
  SPELLS
  19
  CHAPTER THREE
  SPELLS
  
  PI 5: Alter Terrain, Arboreal Immurement, Create Elemental,
  Entombment, Partial Shapeshifting, Permanent Beast
  Possession, Permanent Shapeshifting, Plant Form Other,
  and Shapeshift Others.
  PI 6: Earthquake, Geyser, Move Terrain, and Volcano.
  WIZARDLY SPELLS
  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):
  • Aside from Lend Energy and Recover Energy, Healing
  spells are the dominion of clerics. Wizards may only learn
  Healing spells that either belong to another college as well or
  are in the only prerequisite path to a spell in a different col-
  lege (e.g., Zombie requires Lend Vitality, so a wizard could
  learn it). In the latter case, if any other path exists, the wiz-
  ard must take it instead.
  • Animal, Plant, and Weather spells are the preserve of
  druids. Again, wizards may only learn such magic as part of
  another college or when a spell from another college
  absolutely requires it.
  • Enchantment spells are the sphere of sage NPC
  enchanters, who don’t share their secrets. If you want a
  magic sword and can’t afford one, go look in a dungeon . . .
  • Spells that permit teleportation and time manipulation
  tend to ruin dungeon fantasy, where time constraints, physi-
  cal barriers, and keeping the party together are among the
  most important challenges. These include Accelerate Time,
  Create Gate, Rapid Journey, Slow Time, Suspend Time,
  Teleport, Teleport Other, Time Out, Timeport, and Timeport
  Other. Evil NPC archmages sometimes do know these spells!
  Life isn’t fair.
  • Radiation spells don’t suit dungeon fantasy, so they
  don’t exist for anyone.
  Other spells need changes to be balanced in dungeon fan-
  tasy:
  • “Create” spells that materialize permanent matter tend
  to destroy the economy. If delvers could create wealth, why
  would they raid dungeons? Such spells last for a day.
  • Enlarge is too good for the energy cost. It costs 15 FP
  per +1 SM.
  • To keep Invisibility from completely upstaging thieves,
  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
  4/2 to compensate.
  SPELLS
  20
  Spell vs. Spell
  Spells that affect other spells work normally on any
  type of magic, regardless of the kinds of spellcasters
  involved. Clerics, druids, and wizards can all learn
  Detect Magic and Dispel Magic, and use them on magic
  worked by other sorts of casters. The same logic applies
  to wizards who know Spell Shield, Ward, etc. – such
  things can block clerical and druidic spells. Clerics and
  druids can’t usually return the favor, though; they bor-
  row their magic, while wizards know how it works. They
  can, of course, smite the wizard or feed him to bears.
  Spell vs. Power
  Spells can’t normally interfere with powers. Chi
  Mastery (p. 21) isn’t magic, but a form of inner strength.
  Druidic Arts (p. 22) and Holy Might (p. 22) are divine
  power immanent, not merely borrowed magic. Bard-
  Song (p. 21) is the exception – it is magic, and subject to
  being detected, dispelled, etc., by spells. A bard’s abilities
  resist at a level equal to his skill with Musical Instrument
  or Singing, as applicable, plus his Bardic Talent.
  Magic Resistance
  Magic Resistance works against clerical, druidic, and
  wizardly spells.
  
  Certain abilities of fantasy adventurers are best represented
  using powers similar to the psionic powers on pp. B254-257.
  This is partly because they’re more like innate gifts than
  learned arts and partly because a game with many different
  kinds of abilities makes it easier for each PC in the party to find
  his niche – a dungeon fantasy tradition. A power has three
  components:
  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.
  BARD-SONG
  This is the power of magical song. Its abilities are subject to
  the Bard-Song limitation. Rolls to use them are made at a
  bonus equal to the bard’s Bardic Talent level.
  Power Modifier: Bard-Song
  -30%
  Bard-Song abilities require the bard to sing or play a musi-
  cal instrument at skill 14+; all effects end immediately if he
  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
  also subject to the constraints on wizardly magic: they need
  mana to work, Dispel Magic can end their ongoing effects, and
  modifiers such as the -5 for low mana and penalties for Magic
  Resistance apply to rolls to use them.
  Bard-Song Abilities
  Empathy (PM, -30%) [11]; Mimicry (PM, -30%) [7]; Mind
  Control (PM, -30%) [35]; Rapier Wit (PM, -30%) [4]; Speak
  With Animals (PM, -30%) [18]; Subsonic Speech (PM, -30%)
  [7]; Telecommunication (Telesend; PM, -30%) [21]; Terror
  (PM, -30%) [21]; and Ultrasonic Speech (PM, -30%) [7].
  Bardic Talent
  8 points/level
  Bardic Talent both adds to Bard-Song rolls and lets the bard
  cast Communication and Empathy and Mind Control spells
  (only!) as if he were a wizard who had the same level of Magery
  with the Song limitation.
  Bardic Skills
  Those with any points in Bard-Song can learn Captivate
  (p. B191), Hypnotism (p. B201), Musical Influence (p. B210),
  Persuade (p. B191), Suggest (p. B191), and Sway Emotions
  (p. B192).
  CHI MASTERY
  This power channels the user’s life energy, or chi. All of its
  abilities have the Chi limitation. Rolls to use them enjoy a
  bonus equal to the wielder’s Chi Talent level.
  Power Modifier: Chi
  -10%
  Chi abilities depend on special diet, exercise, and meditation.
  The user must take the disadvantage Disciplines of Faith (Chi
  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
  diet, but incense, ointments, etc. If deprived of these things, or
  if he fails to sacrifice the necessary time, he must take a day out
  to rebalance his chi. His entire power will immediately burn out
  for 1d days if called upon before he does this.
  POWERS
  21
  CHAPTER FOUR
  POWERS
  
  Chi Abilities
  Catfall (PM, -10%) [9]; Damage Resistance 1 or 2 (PM, -10%;
  Tough Skin, -40%) [3 or 5]; Danger Sense (PM, -10%) [14];
  Enhanced Move 0.5 or 1 (Ground; PM, -10%) [9 or 18]; Extra
  Attack 1 or 2 (PM, -10%) [23 or 45]; Metabolism Control 1 to 5
  (PM, -10%) [5 to 23]; Perfect Balance (PM, -10%) [14];
  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
  or 2 (PM, -10%) [9 or 18].
  Chi Talent
  15 points/level
  Chi Talent adds to both Chi Mastery rolls and the special chi
  skills below. In general, a power’s Talent doesn’t add to its spe-
  cial skills – this one is an exception!
  Chi Skills
  Those with any points in Chi Mastery can learn
  Autohypnosis (p. B179), Blind Fighting (p. B180), Body
  Control (p. B181), Breaking Blow (p. B182), Breath Control
  (p. B182), Esoteric Medicine (Chi) (p. B192), Flying Leap
  (p. B196), Immovable Stance (p. B201), Invisibility Art
  (p. B202), Kiai (p. B203), Light Walk (p. B205), Mental
  Strength (p. B209), Mind Block (p. B210), Parry Missile
  Weapons (p. B212), Power Blow (p. B215), Pressure Points
  (p. B215), Pressure Secrets (p. B215), Push (p. B216),
  Throwing Art (p. B226), and Zen Archery (p. B228).
  DRUIDIC ARTS
  This power emanates from nature itself. Its abilities must
  be bought with the Druidic limitation. Rolls made for them get
  a bonus equal to the user’s Druidic Talent level.
  Power Modifier: Druidic
  -10%
  In areas where nature is weak, druidic abilities take the
  same penalties to success rolls that druidic spells suffer; see
  Druidic Spells (p. 19). Abilities that don’t require a success roll
  instead lose 10% of their potency – Ally point value, DR, etc. –
  per -1 (round down).
  Druidic Abilities
  Allies (Nature spirit or powerful totem beast of equal
  points; 12 or less; PM, -10%; Summonable, +100%) [19] or (15
  or less) [29]; Animal Empathy (PM, -10%) [5]; Channeling
  (PM, -10%; Specialized, Nature Spirits, -50%) [4]; Damage
  Resistance 1 or 2 (Limited, Elemental, -20%; PM, -10%) [4 or
  7]; Detect (PM, -10%) for all plants [18], all animals [18], or
  anything alive [27]; Medium (PM, -10%; Specialized, Nature
  Spirits, -50%) [4]; Mind Control (Animals Only, -25%; PM, -
  10%) [33]; Plant Empathy (PM, -10%) [5]; Speak With Animals
  (PM, -10%) [23]; Speak With Plants (PM, -10%) [14]; and
  Terrain Adaptation (PM, -10%) [5] for ice, mud, snow, or other
  weather-related conditions.
  Druidic Talent
  5 points/level
  Each level of Power Investiture (Druidic) costs 10 points,
  includes a level of Druidic Talent, and thus adds to both
  druidic spells and rolls for Druidic abilities. Spellcasting druids
  should buy that advantage – not this one.
  Druidic Skills
  Those with any points in Druidic Arts can learn Esoteric
  Medicine (Druidic) (p. B192) and Herb Lore (p. B199).
  HOLY MIGHT
  This power is granted by the user’s patron deity. Its abilities
  have the Holy limitation. Any rolls necessary to use them
  receive a bonus equal to the user’s Holiness.
  Power Modifier: Holy
  -10%
  Holy abilities depend on the possessor living a virtuous life.
  He must adopt a moral code worth -10 points: Honesty (12),
  Sense of Duty (Coreligionists), a major Vow, etc. If he trans-
  gresses, he loses his power – although his god won’t endanger
  him unless the sin is terrible. To recover his power, he must
  offer significant penance: coin and goods equal to starting
  money ($1,000), a full month of fasting, a major quest, etc.
  Holy Abilities
  Allies (Divine servant of equal points; 12 or less; PM, -10%;
  Summonable, +100%) [19] or (15 or less) [29]; Blessed (PM, -
  10%) [9]; Detect (PM, -10%) for evil [18], good [18], or super-
  natural beings [18]; Healing (Faith Healing, +20%; PM, -10%)
  [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
  Supernatural Powers (+3) or (+8) (PM, -10%) [5 or 9]; Spirit
  Empathy (PM, -10%) [9]; and True Faith (PM, -10%; Turning*,
  +65%) [24].
  * Take a Concentrate maneuver and roll a Quick Contest of
  Will with any undead or evil spirit in sight. If you win or tie,
  the creature can’t come closer than yards equal to your margin
  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.
  Holiness
  5 points/level
  This is the Talent for Holy Might, and is normally bought
  by holy warriors. Clerics buy Power Investiture instead, at 10
  points/level. Each level of Power Investiture both adds to cler-
  ical spells and counts as a level of Holiness.
  Holy Skills
  Those with any points in Holy Might can learn Esoteric
  Medicine (Holy) (p. B192) and Exorcism (p. B193).
  POWERS
  22
  
  Heroes need lots of stuff to be self-sufficient. An exhaus-
  tive guide to everything seen in fantasy would fill volumes,
  but these equipment lists strive to cover everything vital to
  beginners. Many items aren’t realistic – they’re aimed at 
  dungeon fantasy. They might be unbalancing in more sensible
  campaigns!
  While dungeon crawls gleefully knife realism and leave it to
  twitch, it’s customary to track money, encumbrance, arrows,
  healing potions, etc. Half the fun is pulling off coups in
  resource management. The other half is hauling back as much
  booty as you can carry! Thus, everything here has a detailed
  cost, weight, number of uses, etc.
  BASICS
  These items are fairly realistic, unlikely to require GM con-
  trol, and available in most cities and good-sized towns. Some
  equipment from the Basic Set appears here for quick access
  and to separate it from high-tech gear.
  Camping and Survival Gear
  Backpack, Frame. Holds 100 lbs. of gear. $100, 10 lbs.
  Backpack, Small. Holds 40 lbs. of gear. $60, 3 lbs.
  Blanket. A warm bedroll. $20, 4 lbs.
  Canteen. Miniature wooden barrel on a strap. Won’t shatter
  in combat! Holds 1 quart of liquid (2 lbs. if water). $10, 3 lbs.
  Fishhooks and Line. Basic equipment for Fishing skill. Needs
  a pole. $50, 0.1 lb.
  Group Basics. Basic equipment for Cooking and Survival
  skill for a group – cook pots, rope, hatchet, etc., for 3-8 campers.
  $50, 20 lbs.
  Personal Basics. Minimum gear for camping; -2 to Survival
  rolls without it. Includes utensils, tinderbox, and flint and steel.
  $5, 1 lb.
  Pouch or Purse. Holds 3 lbs. of small items (coins, personal
  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
  adventures, etc. $50, 8 lbs.
  Sundial, Miniature. On a neck chain. Tells time, and allows
  Navigation at only -1 for equipment – but only in sunlight. 
  $40, 1 lb.
  Tent, 1-Man. Includes ropes; no poles needed. $50, 5 lbs.
  Tent, 2-Man. Includes ropes; requires one 6-foot pole. $80, 
  12 lbs.
  Tent, 4-Man. Includes ropes; requires 2 poles. $150, 30 lbs.
  Tent, 20-Man. Includes ropes; requires 16 poles. $300, 100 lbs.
  Wineskin. Holds 1 gallon of liquid (8 lbs. if water). $10, 0.25 lb.
  GEAR
  23
  CHAPTER FIVE
  GEAR
  Since a delver’s kit is as important as his abilities, he’ll
  want to start with good gear and sell loot to afford even bet-
  ter stuff. Thus, dungeon fantasy needs clear rules for buy-
  ing and selling.
  Starting Money
  Average starting money is $1,000, all of it available for
  gear. Delvers may be Dead Broke ($0), Poor ($200),
  Struggling ($500), Comfortable ($2,000), Wealthy ($5,000),
  or Very Wealthy ($20,000) at the usual point costs. Filthy
  Rich is off-limits – nobody that rich would raid dungeons!
  Signature Gear
  Any adventurer may designate a nonexpendable item as
  Signature Gear and pay 1 point (instead of cash) per $500
  in value. This makes it part of his abilities, buying the GM’s
  word that he won’t often be without it. The GM might allow
  such gear to be magically “hexed” and irremovable.
  Extra Money
  Trading Points for Money (p. B26) is common among
  delvers. Since Signature Gear is worth $500/point, it’s fair
  to give the same oomph to those blowing points on things
  that do risk being broken or worn out. Each point sacri-
  ficed yields $500 – not merely $100 – in extra starting
  money. Dead Broke PCs cannot do this! To encourage
  adventurers to go on adventures, this option isn’t available
  after the campaign begins.
  Wealth in Play
  “Society” can be summed up as “town, where we buy
  and sell stuff.” To give Wealth impact once play begins,
  assume that it represents business contacts. For all loot
  except coin and gems, it determines the percentage of an
  item’s new price that the adventurer can get when selling:
  0% if Dead Broke, 10% if Poor, 20% if Struggling, 40% if
  Average, 60% if Comfortable, 80% if Wealthy, or 100% if
  Very Wealthy.
  Buying (and Selling) Gear
  
  Combat Accessories
  Hip Quiver. Holds 20 arrows or bolts. $15, 1 lb.
  Hip Quiver, Large. Holds 50 arrows or bolts. Two compart-
  ments. $30, 2 lbs.
  Lanyard, Chain. Lets you retrieve dropped weapon on a DX
  roll. Each attempt requires a Ready maneuver. Can be cut: -6
  to hit, DR 4, HP 6. $15, 0.5 lb.
  Lanyard, Leather. As chain lanyard, but only DR 2, HP 2. $1,
  0.1 lb.
  Shoulder Quiver. Holds 12 arrows or bolts. $10, 0.5 lb.
  Whetstone. For sharpening weapons. $5, 1 lb.
  Containers
  Barrel. Holds 5 gallons of liquid (40 lbs. if water). DR 1, HP
  11. $65, 20 lbs.
  Bottle. Holds 1 quart of liquid (2 lbs. if water). DR 1, HP 4.
  $3, 1 lb.
  Bottle, Small. Holds 1 pint of liquid (1 lb. if water). DR 1, HP
  2. $2, 0.5 lb.
  Bucket. With rope handle. Holds 1 gallon of liquid (8 lbs. if
  water). DR 1, HP 6. $15, 4 lbs.
  Chest, Wooden. Holds 400 lbs. or 5 cubic feet of loot. Has
  brackets for two poles; add Basic Lift of carriers to assess
  encumbrance. DR 2, HP 14. $200, 40 lbs.
  Sack. Holds 40 lbs. of loot. Requires two hands or a pole.
  DR 1, HP 5. $30, 3 lbs.
  Strongbox, Iron. Holds 40 lbs. of coins or other small items.
  DR 12, HP 10. $250, 15 lbs.
  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.
  Light Sources
  Candle, Beeswax. Sufficient to read by. Lasts 24 hrs. $5, 1 lb.
  Candle, Tallow. Smell may attract monsters! Lasts 12 hrs.
  $0.50, 1 lb.
  Lantern. Eliminates darkness penalties in a two-yard
  radius. Requires a hand. Burns for 24 hours on 1 pint of oil.
  $20, 2 lbs.
  Oil. For lanterns. Not useful as a flaming weapon. Per pint:
  $2, 1 lb.
  Torch. Eliminates darkness penalties in a two-yard radius.
  Requires a hand. Burns for 1 hr. $3, 1 lb.
  Medical Gear
  Bandages. Cloth bandages for a half-dozen wounds. Basic
  equipment for First Aid skill. $10, 1 lb.
  First Aid Kit. Complete kit for treating wounds. +1 to First
  Aid skill. $50, 2 lbs.
  Litter. For carrying wounded allies (or loot!) weighing up to
  200 lbs. Requires two bearers; add their Basic Lift to assess
  encumbrance. $50, 25 lbs.
  Surgical Instruments. Basic equipment for Surgery skill.
  Also useful for removing mana organs, eyeballs, etc., from
  dead monsters without ruining them. $300, 15 lbs.
  Miscellaneous Hardware
  Cord, 3/16”. Mainly for pull-ropes and trip-ropes. Supports
  90 lbs. Per 10 yards: $1, 0.5 lb.
  Iron Spike. For spiking doors, anchoring traps, etc. $1, 
  0.5 lb.
  Ladder, 10’. Wooden. For scaling walls and crossing chasms.
  $25, 15 lbs.
  Pole, 6’. For lifting chests, pitching tents, prodding traps,
  etc. $5, 3 lbs.
  Pole, 10’. For things you wouldn’t touch with a 6’ pole. $8, 
  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.
  Musical Instruments
  These items are used mainly by bards. Everything but the
  whistle is suitable for Bard-Song (p. 21). No special ability is
  needed simply to make noise!
  Drum. Audible for miles! Two-handed. $40, 2 lbs.
  Harp or Zither. Can play softly enough not to be heard
  through a door. Two-handed. $250, 3 lbs.
  Horn. Audible for miles! Two-handed; speech is impossible.
  $100, 2 lbs.
  Stringed. Cittern, lute, oud, etc. Two-handed. $150, 5 lbs.
  Whistle. For signaling – not suitable for Bard-Song. $5, 
  0.1 lb.
  Woodwind. Bamboo flute, tin whistle, or similar. Two-
  handed; speech is impossible. $40, 1 lb.
  Tools
  Balance and Weights. Can precisely weigh up to 2 lbs. of
  gold, magic herbs, etc. $35, 3 lbs.
  Crowbar, 3’. For Forced Entry. Treat as a small mace in
  combat, at -1 to skill. $20, 3 lbs.
  File. Can saw through hinge, padlock, etc., in (DR + HP)
  minutes. $40, 1 lb.
  Hatchet. For Forced Entry, cutting firewood, etc. Treat as a
  hatchet in combat, at -1 to skill. $15, 2 lbs.
  Mallet. For Forced Entry, driving iron spikes, staking vam-
  pires, etc. Treat as a small mace in combat, at -1 to skill. $15,
  3 lbs.
  Pickaxe. Improves digging speed. $15, 8 lbs.
  Saw. Used to hack off valuable horns, tusks, etc. $150, 3 lbs.
  Shovel. Speeds up digging. $12, 6 lbs.
  Tool Kit, Backpack. Basic equipment for one of Armoury,
  Smith, etc. Other skills can use it, but at -2. $600, 20 lbs.
  Wheelbarrow. Holds 350 lbs. Can be pushed, or harnessed
  behind someone. Divide effective weight of load by 5. $60, 18
  lbs.
  Writing Equipment
  Paper, 20 Sheets. Heavy papyrus or similar, suitable for
  maps or magical writings. $20, 1 lb.
  Scribe’s Kit. Quills, inkbottles, and penknife. $50, 2 lbs.
  GEAR
  24
  
  SPECIAL ORDERS
  These items are available only from regional suppliers, the
  black market, alchemists, particular races, etc. Delvers may
  start out with them – but to obtain them in play, they’ll have to
  visit a metropolis, shop at a traveling bazaar (and doubtless
  pay criminal prices), or find them as treasure.
  Adventure-Wear
  Anti-Garrote Collar. Gives +4 DR vs. strangling and garrot-
  ing damage (but not neck blows). Can be worn with armor.
  $35, 1 lb.
  Delver’s Webbing. Belt and suspenders with pouches for 20
  lbs. of potions, gadgets, knives, etc. Readying a carried item
  takes just one Ready maneuver – and is a free action with a
  suitable Fast-Draw roll. Gives +1 to DX and Fast-Draw rolls to
  reach these items. Rumored to be the work of brownies! $160,
  3 lbs.
  Helmet Lamp. Shuttered, hands-free lantern that throws a
  five-yard beam. Attaches to all popular helmet patterns. Burns
  for 12 hours on 1 pint of oil. $100, 2 lbs.
  Potion Belt. Belt with four slots, each of which can carry
  one “grenade” bottle or two potion vials. Wearer can reach
  them with Ready or Fast-Draw. Padding removes risk of acci-
  dental breakage and gives containers +2 DR vs. deliberate
  attacks. $60, 1 lb.
  Quick-Release Backpack. Holds 40 lbs. of gear. Dropping it
  is a free action. Items liable to break if dropped must check for
  this (1 on 1d if unsure). $300, 3 lbs.
  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
  shooting. Weapon safely re-slings itself when dropped (a free
  action). $200, 2 lbs.
  Dwarven Whetstone. Gives edged weapons +1 damage for
  sharpness with first blow that connects after sharpening (1
  minute/weapon). $500, 1 lb.
  Covert Ops and Security Gear
  Bit and Brace. Useful for drilling peepholes. Does sw-2(2)
  pi++ per second to wood. $120, 5 lbs.
  Caltrops. Take a Ready maneuver to deploy. Victims who
  miss a Vision-2 roll step on a number of spikes equal to mar-
  gin of failure. Each inflicts thr-3 imp – based on his ST – to the
  foot. Caltrops that penetrate DR continue to do damage each
  turn until removed (two Ready maneuvers). Enough for one
  hex: $5, 0.5 lb.
  Climbing Spikes. Strap-on spikes for both hands and feet
  allow scaling of vertical surfaces at no penalty. $400, 4 lbs.
  Disguise Kit. +1 to Disguise skill. $800, 10 lbs.
  Giant Spider Silk Cord. Supports 360 lbs. Per 10 yards: $100,
  0.5 lb.
  Grapnel. Throw to ST¥2 yards. Supports 300 lbs. $80, 2 lbs.
  Lockpicks. Basic equipment for Lockpicking skill. $50, 0.1
  lb. Better kits are heavier because they include more tools.
  Good quality: +1 to skill; $250, 0.5 lb. Fine quality: +2 to skill;
  $1,000, 2 lbs.
  Nageteppo, Flash. When hurled, everyone within 10 yards of
  where it lands must roll vs. HT or suffer Blindness (a Vision-
  Based affliction). Roll vs. HT to recover every turn. $40, 0.2 lb.
  Nageteppo, Smoke. When hurled, fills a two-yard radius
  with smoke (-10 to Vision) for 5 seconds. $40, 0.2 lb.
  GEAR
  25
  
  Padlocks. For chests, strongboxes, etc. Cheap ones have DR
  3, HP 4, and give +5 to Lockpicking; $20, 1 lb. Good ones have
  DR 6, HP 5, and give no Lockpicking modifier; $400, 2 lbs.
  Fine ones have DR 12, HP 5, and give -5 to Lockpicking;
  $8,000, 2 lbs.
  Portable Ladder, 30’. Wooden slats attached to two hooked
  ropes. No Climbing roll required, once attached. Fits in a pack.
  $200, 10 lbs.
  Portable Ram. Miniature, steel-capped ram with handles
  requires two to four users. Does sw+3d+1 cr every three sec-
  onds. Use highest ST plus 1/5 the total of all other ST scores.
  $150, 35 lbs.
  Shackles. DR 4, HP 10. $200, 2 lbs.
  Snorkel, 6’. Airtight bamboo tube with mouthpiece. $30, 
  1 lb.
  Spy’s Horn. Carefully shaped hollow horn, open at both
  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.
  Healer’s Kit. Basic equipment for one specialty of Esoteric
  Medicine skill. Also gives +1 to First Aid skill. $200, 10 lbs.
  Holy Symbol. Ordinary religious symbol made of wood,
  cheap metal, etc., and blessed only by user’s personal faith.
  $50, 1 lb.
  Holy Symbol, Blessed. Sanctified by a high priest. Gives +1
  to rolls for Exorcism, True Faith, etc. (but not clerical spells).
  $250, 1 lb.
  Holy Symbol, High. Sanctified by head of religious order.
  Gives +2 to rolls for Exorcism, True Faith, etc. $1,000, 1 lb.
  Holy Water. Small bottle holds enough (1/2 pint) to damage
  an unholy creature with a suitable Weakness. Hurl it using the
  “grenade” rules; see Concoctions (p. 28). $15, 1 lb.
  Information
  Manual. Allows default rolls for one “information” skill that
  normally has no default – Alchemy, Hidden Lore, etc. Roll at
  IQ-4 if Easy, IQ-5 if Average, IQ-6 if Hard, or IQ-7 if Very Hard.
  $100, 6 lbs.
  Map. Rugged, foldable, and reliable map of explored 
  dungeon, city, forest, etc. Unreliable maps are cheaper. $100+,
  0.1 lb.
  Tome. As manual, but also gives those who know the skill +1
  to identify items, do research, etc. $500, 12 lbs.
  Optics
  Bull’s-Eye Lantern. Shuttered lantern with lens throws a 10-
  yard beam. Requires a hand. Burns for 6 hours on 1 pint of oil.
  $100, 2 lbs.
  Burning Glass. Sets fires – but only in sunlight. $40, 0.25 lb.
  Corrective Spectacles. Mitigator for Bad Sight. Large and
  heavy, like bottle-bottoms. Give DR 1 to eyes, but break if this
  is penetrated! $150, 0.5 lb.
  Mirrors. Glass-covered bronze or lead. Hand mirror, useful
  for peering around corners: $15, 1 lb. Tall mirror, large enough
  to reflect Medusa’s gaze or fool stupid goblins: $125, 10 lbs.
  Telescope. Gives Telescopic Vision 1 (2¥ magnification).
  $500, 6 lbs.
  Tinted Goggles. “Alchemist’s goggles” grant Protected
  Vision, at the cost of -5 to Vision rolls. Give DR 1 to the eyes,
  but break if this is penetrated! $150, 0.5 lb.
  WEAPONS
  All of the TL0-4 weapons on pp. B271-277 are available in
  dungeon fantasy games – including TL4 blades normally not
  found in “medieval” settings (bards, swashbucklers, and
  thieves prefer these). Players with GURPS Martial Arts may
  buy its TL0-4 weapons, too, regardless of culture of origin.
  Delvers can apply several modifiers to improve their
  weapons. These are “stackable” unless noted otherwise, but
  some are restricted to specific weapon types. Each modifier
  has a “cost factor” (CF); to find final cost, simply multiply list
  cost for a good-quality weapon by (1 + total CF).
  Balanced: +1 to skill with any melee weapon or projectile
  (arrow, bolt etc.), or +1 Acc with a blowpipe, bow, or crossbow.
  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.
  Doesn’t prevent the weapon from becoming unready after
  attacking (‡ on ST). Any unbalanced weapon: +4 CF.
  Elven: Lets a bow shoot at +2 to ST for range and damage
  purposes; e.g., a ST 11 elf could draw a ST 13 bow. Any bow
  (not crossbow): +16 CF.
  Fine*: -1 to odds of breakage, and +1 to damage for any cut-
  ting or impaling weapon, or +20% to range for a blowpipe,
  bow, or crossbow. Projectiles (arrows, bolts, etc.), and crush-
  ing- or impaling-only melee or thrown weapons: +2 CF.
  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
  Missiles, Steelwraith, Turn Blade, and so on won’t stop it, and
  Shape Metal, Shatter, and the like can’t destroy it. Of course, it
  can’t benefit from enchantments, weapon-enhancing spells, or
  magical repairs. Any metal weapon: +19 CF.
  Orichalcum†: Orichalcum weapons won’t break. Non-
  orichalcum weapons have +2 to odds of breakage when parry-
  ing heavy orichalcum ones. Any metal weapon: +29 CF.
  Ornate: Jewels, gold, etc. Modifies reactions from buyers,
  gullible hirelings, etc. All weapons except improvised weapons,
  projectiles, and sticks: +1 to reactions for +1 CF, +2 for +4 CF,
  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
  coating for these weapons doesn’t worsen breakage but isn’t as
  effective (see p. B275): +2 CF.
  Very Fine*: -2 to odds of breakage and +2 to damage.
  Fencing weapons and swords only: +19 CF.
  * Fine, very fine, and solid silver are mutually exclusive.
  † Meteoric, orichalcum, and solid silver are mutually exclu-
  sive – although meteoric and orichalcum weapons can be
  silver-coated.
  Example: A fine, balanced dwarven axe has +9 CF for fine
  (“other cutting weapons”), +4 CF for balanced, and +4 CF for
  dwarven, for a total +17 CF. This multiplies cost by (1 + 17) =
  18. An axe is $50, so this axe costs $900. It gets -1 to break, +1
  to damage and skill, and Parry 0 instead of 0U.
  Weapons for Giants
  An SM +1 fighter, such as a barbarian with Gigantism, may
  use an oversized weapon. Multiply the weapon’s listed damage
  bonus by 1.5 and round down, but always add at least +1; e.g.,
  sw-2 becomes sw-1, while sw+4 becomes sw+6. Also multiply
  ST and final weight and cost, after all modifiers, by 1.5!
  SHIELDS
  All of the shields on p. B287 exist in dungeon fantasy. As
  with weapons, it’s possible to apply modifiers to shields,
  including bucklers but not cloaks; these have “cost factors”
  (CF) that affect cost according to the rules for weapons (p. 26).
  Since shield damage is too complex to be fun in dungeon fan-
  tasy, none of these modifiers affect shield breakage.
  Balanced: +1 to Shield skill. +4 CF.
  Dwarven*†: Made of hefty iron. When ignoring shield dam-
  age, the primary effect is to give +1 to shield-bash damage
  (cumulative with +1 for spikes, if any). Doubles weight! +4 CF.
  Fine†: Shield has the same DB, but only 3/4 its usual weight:
  +9 CF.
  Meteoric*†: Resists magic as for the weapon modifier
  (above), gives +1 to shield-bash damage (cumulative with +1
  for spikes, if any), and doubles weight. +99 CF.
  Mirrored: Polished or silvered to reflect gaze attacks. A suc-
  cessful Block against a Vision-Based attack allows an immedi-
  ate Shield roll to redirect the curse onto anyone within its
  usual range. Rolls to resist reflected gazes are at +3. Dwarven,
  meteoric, or orichalcum shields: +2 CF. Other shields: +6 CF.
  Orichalcum*†: Shield offers the same DB, but has only 2/3
  its usual weight and gives non-orichalcum weapons +2 to odds
  of breakage when parrying a shield bash. +149 CF.
  Ornate: Impresses plebes exactly as for the weapon modifi-
  er (p. 26): +1 to reactions for +1 CF, +2 for +4 CF, and +3 for
  +9 CF.
  * Dwarven, meteoric, and orichalcum are mutually exclu-
  sive.
  † Weight effects multiply together. A fine dwarven or fine
  meteoric shield has 1.5 times usual weight; a fine orichalcum
  one is half usual weight.
  ARMOR
  All of the TL0-4 armor on pp. B283-284 is fair game in a
  dungeon fantasy campaign. Many modifiers are available to
  improve armor; these have “cost factors” (CF) that affect cost
  as explained for weapons (p. 26). Most modifiers are specific to
  particular kinds of armor.
  Dragonhide*: Any hard leather armor (DR 2) can be drag-
  onhide. This provides from +1 to +4 DR, depending on the
  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
  depend on DR bonus (treat “neg.” weight as 0.5 lb to begin
  with): +1 DR is 1.25 times weight and +37 CF; +2 DR is 1.5
  times weight and +44 CF; +3 DR is 1.75 times weight and +52
  CF; and +4 DR is 2 times weight and +59 CF.
  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
  times as much. Cost depends on DR bonus: +1 DR is +1 CF, +2
  DR is +2 CF, and +3 DR is +3 CF.
  Elven: Elven mail uses the higher DR listed for the base
  armor against all damage – don’t reduce its DR vs. crushing
  blows. Any mail: +3 CF.
  Fine*: Expertly fitted, with no waste material. Offers full DR
  at 3/4 the usual weight. Only fits wearers whose height and
  weight match the original owner’s! Any armor: +9 CF.
  Giant Spider Silk: Improves cloth armor from DR 1 to DR 2,
  and allows it to be worn under other armor, for +2 DR, with-
  out the DX penalty for layering. +99 CF.
  Meteoric†: Resists magic as for the weapon modifier
  (above). Any metal armor: +19 CF.
  Orichalcum*†: Provides full DR at just 1/3 the usual weight!
  Any bronze plate armor (assume that gauntlets and sollerets
  can be bronze): +29 CF.
  Ornate‡: Dress to impress, exactly as for the weapon modi-
  fier (p. 26). Any armor: +1 to reactions for +1 CF, +2 for +4 CF,
  and +3 for +9 CF.
  Spiked: Lets the wearer roll DX-4 to stab each foe in close
  combat with him for 1d-2 imp, once per turn, as a free action.
  Anyone who strikes him with an unarmed attack is hit imme-
  diately and automatically – and a bite, slam, or Constriction
  Attack means that attacker suffers maximum damage (4
  points). Any plate armor: +2 CF.
  Thieves’‡: Blackened mail woven for maximum flexibility
  and minimum noise. Ignore its weight for encumbrance pur-
  poses when making Climbing and Stealth rolls. Any mail: +3
  CF.
  GEAR
  27
  
  * Weight effects multiply together; e.g., dwarven plate with
  +3 DR (1.6 times weight) of fine quality (3/4 weight), weighs
  1.2 times as much as usual.
  † Meteoric and orichalcum are mutually exclusive.
  ‡ Thieves’ mail cannot be ornate.
  Armor for Giants
  For armor that’s large enough to fit an SM +1 user – such
  as a barbarian with Gigantism – double the final cost and
  weight, after all modifiers.
  CONCOCTIONS
  Dungeon fantasy wouldn’t be complete without delvers
  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
  delver’s webbing (p. 25) or a potion belt (p. 25), 1d seconds to
  dig out of a pouch. They come in four classes (weights
  include container):
  Bundle: A bunch of herbs for repelling monsters. Once in
  hand, the user must actively brandish it by taking Ready
  maneuvers. 0.25 lb.
  Drinkable: A vial holding one dose of medicine or potion.
  Carried for combat and not packed, it can be targeted at -7
  and breaks on 1-4 on 1d on a fall. Once in hand, it takes a
  Ready maneuver to open, another to drink. Draining it leaves
  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.
  Hurling it is an Attack with the Throwing skill: Acc 0, Range
  ST¥2, and Bulk -2. It shatters on striking DR 3+, such as
  armor (affects wearer), a shield (affects shield), or the ground
  (area effects, if any, only). Dumping it out leaves a small bot-
  tle (p. 24). 1 lb.
  Utility: A vial of something useful – but not for drinking.
  Treat as a drinkable in most respects, but using it requires a
  long action. 0.5 lb.
  Chemicals
  These substances, while sold by alchemists, are anachro-
  nistic science – not magic.
  Acid (Grenade). Ordinary acid inflicts 1d-3 corrosion
  damage; DR protects normally. Can instead be used to burn
  through a mundane lock in 3d minutes. $10, 1 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
  burn/second) for 30 seconds. $100, 1 lb.
  Glow Vial (Utility). Once separate pill is dropped into vial,
  glows brightly enough to eliminate darkness penalties in a
  two-yard radius for 12 hours. Includes cord for wearing
  around neck, light shows, etc. Liquid can instead be used to
  mark a glowing path through one typical dungeon level. $30,
  0.5 lb.
  Natural Preparations
  Most natural preparations are the work of druids. They’re
  plant and animal products with nonmagical effects useful to
  delvers.
  Anti-Toxin (Drinkable). Herbal antidote for one specific
  non-alchemical poison or venom. Completely halts effects of
  that toxin after 1d minutes. $20, 0.5 lb.
  Garlic (Bundle). Repels vampires. $5, 0.25 lb.
  Wolfsbane (Bundle). Repels lycanthropes. $5, 0.25 lb.
  Poisons
  These are fantasy poisons. Those marked “utility” are
  follow-up agents – they go on cutting or impaling weapons,
  work only if the blade pierces DR, and last for one wound or
  three hits that are blocked, parried, or stopped by DR. Ignore
  weight when carried on a weapon. “Grenade” means a respi-
  ratory or contact agent. All prices buy one dose.
  Bladeblack (Utility). Deadliest manmade blade venom,
  from the legendary Assassins’ Guild. A living victim must
  make an immediate HT-5 roll or suffer 6d injury. $1,000, 0.5
  lb.
  Demon’s Brew (Grenade). Respiratory agent made from
  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
  Power Items
  GURPS Magic introduces Powerstones: objects
  (often gems) that hold extra FP for spells. These come
  with complexities that don’t suit dungeon crawls. In
  dungeon fantasy, any spellcaster may instead designate
  one thing he owns – holy symbol, staff, etc. – as his
  “power item.” It holds extra FP for casting spells, and
  when they’re gone, they’re gone (like a Manastone, for
  those with Magic). The maximum FP it can hold
  depends on its value as a nonmagical item:
  Value
  FP
  Value
  FP
  Value
  FP
  $50
  1
  $1,400
  9
  $4,900
  17
  $120
  2
  $1,700
  10
  $5,500
  18
  $220
  3
  $2,000
  11
  $6,200
  19
  $340
  4
  $2,400
  12
  $7,000
  20
  $490
  5
  $2,800
  13
  $12,000 25
  $670
  6
  $3,300
  14
  $18,000 30
  $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.
  An ordinary $10 staff will hold 1 FP; a fine, ornate staff
  worth $120, 2 FP; and a $1,000 high holy symbol, 8 FP.
  Casters can buy jewelry of any value, add gems to
  items, etc., to qualify for better power items.
  A caster must pay $5/FP (to the temple, guild, or
  whatever) for the “charge” in his power item. He can
  “top it up” at this cost whenever he’s in the city. He has
  to do the same thing to change power items; e.g., if he
  finds a bejeweled ring worth $10,000 and wants to put
  25 FP in it, he must visit town and pay $125 to do so.
  Casters can’t have multiple power items or use
  another’s power item.
  
  Monster Drool (Utility). Generic blade venom made from
  giant centipedes, spiders, or whatever else is in season. Often
  used on whole quivers of arrows because it’s cheap. A living
  victim must make an immediate HT roll or suffer 2 points of
  injury. $20, 0.5 lb.
  Oozing Doom (Grenade). Contact agent made from slimes.
  Soaks clothing – or enters cracks in manmade or natural
  armor – in DR seconds. Living victims then take 2d injury, or
  only 1d with a HT roll. $100, 1 lb.
  Potions
  Potions, prepared by alchemists, are magical. Ongoing
  effects are subject to Dispel Magic vs. an assumed Alchemy
  skill of 15.
  Drinkables take effect a turn after being guzzled; grenades
  work on impact. Targets with Magic Resistance must fail a HT
  + MR roll for drinkables or fumes to affect them. Only one
  dose of a given potion can affect someone at a time, except as
  noted.
  Note to those with GURPS Magic: Costs assume a “com-
  mon magic” campaign, but several effects have been changed.
  Agility Potion (Drinkable). +1d DX for 1 hour. $700, 
  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.
  Paut (Drinkable). Restores 4 FP depleted for magic. $135,
  0.5 lb.
  Perception Potion (Drinkable). +6 to Sense rolls for 3d¥5
  minutes. $700, 0.5 lb.
  Sleep Potion (Grenade). Fumes affect a two-yard radius.
  Living beings who breathe them must roll HT-4 or sleep for
  16-HT hours. $500, 1 lb.
  Speed Potion (Drinkable). +1 Basic Speed and Move per
  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.
  Thieves’ Oil (Utility). Rubbed on the body, gives +5 to all
  rolls to escape bonds, squeeze through openings, and break
  free for 1d hours. $700, 0.5 lb.
  True Water (Utility). Purifies up to 100 gallons of water in a
  manmade container. $750, 0.5 lb.
  Universal Antidote (Drinkable). Instantly cures all poisons
  affecting the drinker. $750, 0.5 lb.
  Weakness Potion (Grenade). Fumes affect a two-yard
  radius. Living beings who breathe them have -3 ST/dose (up
  to -12 ST) for 1d minutes. $800, 1 lb.
  Wisdom Potion (Drinkable). +1 IQ for 1 hour. $1,500, 
  0.5 lb.
  GEAR
  29
  
  MAGIC ITEMS
  “Low-end” magic items abound in dungeon fantasy, and are
  often for sale. A small sampling appears below. Powerful items
  are found only in dungeons, of course!
  Note to those with GURPS Magic: Costs assume that
  enchanted items up to 100 energy points are Quick and Dirty
  ($1/point), that more powerful artifacts are second-hand Slow
  and Sure items ($20/point), and that alchemical amulets are rare
  ($66/day, plus ingredients).
  Magic Weapons and Armor
  The table below provides the following information:
  Spell: The enchantment. Spells not found in the Basic Set are
  from GURPS Magic.
  Effects: What the enchantment does. See pp. B480-483 and
  Magic for details.
  Base Item: What the enchantment goes on: Armor, Melee
  Weapon (includes throwing weapons), Missile Weapon,
  Projectile (arrow, bolt, etc.), Shield, or Weapon (melee or mis-
  sile). This item isn’t included in the cost – buy it separately! Since
  starting gear is a lifetime’s worth of stuff, PCs can start with any
  spell/item combination they can afford. After that, the GM
  decides what Ye Olde Magick Shoppe has (“Could I interest you
  in a giant orichalcum greatsword of smiting?”).
  Cost: The enchantment’s cost. Remember to add item cost!
  Prefix/Suffix: A suggested name for the item; e.g., “fine icy
  broadsword of seeking.”
  Other Items
  These are complete items popular with (wealthy!) adventur-
  ers. The spells or skills involved appear in parentheses.
  Boots of Balance (Balance). Grant Perfect Balance (p. B74).
  $15,080, 3 lbs.
  Bottomless Purse (Hideaway). Holds 9 lbs. instead of 3 lbs.
  Extra 6 lbs. don’t count as encumbrance! $12,010, 0.2 lb.
  Cornucopia Quiver (Cornucopia). Creates ordinary arrows.
  Only one arrow at a time. $110, 0.5 lb.
  Gem of Healing (Major Healing, Spell Stone). Jasper stone
  heals 8 HP when crushed in hand. One use. $400, neg.
  Ironskin Amulet (Alchemical amulet). Gives +3 DR.
  $28,720, 0.25 lb.
  Moly Amulet (Alchemical amulet). Grants +5 Magic
  Resistance (and -5 to wizardly spells). $23,600, 0.25 lb.
  Necklace of Fireballs (Explosive Fireball, Spell Stone).
  Rubies can be removed (Ready) and hurled (Attack) as 3d
  exploding fireballs. 10 uses. $7,200, 0.25 lb.
  Salamander Amulet (Alchemical amulet). Bestows immuni-
  ty to normal fire and fire spells. $4,920, 0.25 lb.
  Serpent’s Amulet (Alchemical amulet). Gives immunity to
  poison. $9,590, 0.25 lb.
  Siege Stone (Rive, Spell Stone). Struck by a hammer, ram,
  etc., this flint stone adds 5d damage to that one blow vs. an
  inanimate object. One use. $550, neg.
  Wizard’s Staff (Staff). Quarterstaff. Extends the wizard’s
  reach. $40, 4 lbs.
  Wizard’s Wand (Staff). Baton. Extends the wizard’s reach.
  $50, 1 lb.
  GEAR
  30
  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.
  
  Advantages, 14-15.
  Adventurer, 3.
  Alignment, 6-7, 15.
  Armor, 27-28, 30; magical,
  30.
  Barbarian, 4-5, 18.
  Bard, 5-6, 18.
  Bard-Song, 21.
  Born War Leader advan-
  tage, 14.
  Chemicals, 28.
  Chi Mastery, 21-22.
  Cleric, 6-7, 18-19; spells, 6-7,
  19.
  Concoctions, 28.
  Cost factor, 26.
  Countermagic, 20.
  Create spells, 20.
  Delver, 3.
  Disadvantages, 15-16.
  Dragonhide, 27.
  Druid, 7, 18-20, 28; gear, 28;
  spells, 7, 19-20.
  Druidic Arts, 22.
  Dungeon crawl, 3.
  Dungeon, 3.
  Dwarven gear, 25-27; armor,
  26-27; rations, 25; shields,
  27.
  Economics, 23.
  Elven gear, 25-27; rations,
  25; weapons, 26.
  Enlarge spell, 20.
  Equipment, see Gear.
  Gear, 23-30; basic, 23-24;
  chemicals, 28; esoteric, 26;
  giants, 27-28; magical, 29-
  30; poisons, 28-29; special
  order, 25-26.
  Hack-n-slash, 3.
  Hero, 3.
  Heroic Archer advantage,
  14.
  Holy Might, 22.
  Holy warrior, 7-8, 18.
  Incompetence disadvantage,
  16.
  Invisibility spell, 20.
  Knight, 8-9, 18.
  Magic items, 30.
  Martial artist, 9-10, 18.
  Meteoric gear, 27.
  Munchkin, 3, 14.
  Musical instruments, 24.
  New advantages, 14.
  Orichalcum gear, 27.
  Outdoors, 4, 7, 10.
  Points for money, 23.
  Poisons, 28-29.
  Potions, 29.
  Power items, 28.
  Powers, 20-22; countermag-
  ic, 20.
  Scout, 10-11, 18.
  Shields, 27.
  Signature Gear advantage,
  23.
  Skills, 16-18; everyman, 16;
  wildcard, 18.
  Spells, 19-20, 30; changed,
  20; cleric, 6-7, 19; druid, 7,
  19-20; magic items and,
  30; template starting spells,
  6-7, 13; wizard, 13, 20.
  Starting money, 23.
  Swashbuckler, 11-12, 18.
  Template spells, 6-7, 13.
  Templates, 4-13, 18.
  Thief, 12-13, 18.
  Thieves’ armor, 27.
  Wealth, 23.
  Weapon Bond advantage,
  14.
  Weapons, 26-27, 30; magi-
  cal, 30.
  Wildcard skills, 18.
  Wizard, 13-14, 18, 20; spells,
  13, 20.
  INDEX
  31
  INDEX
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SOURCE: textdata/thevault/GURPS [multi]/GURPS - 4th Edition - Dungeon Fantasy 1 - Adventurers.pdf