Table Of ContentM T
aneuvers able
Maneuver Description Active Defense Movement Notes
TM
Aim Aim a ranged weapon to get its Accuracy bonus. Any Step [1]
All-Out Attack Attack at a bonus or multiple times. None Half Move
All-Out Defense Increased or double defense. Any Varies [2]
Attack Attack unarmed or with a weapon. Any Step
Change Posture Stand up, sit down, etc. Any None [3]
Concentrate Focus on a mental task. Any Step [1]
Do Nothing Take no action but recover from stun. Any None [4]
Feint Fake a melee attack. Any Step
Move Do nothing but move. Any Full Move
Move and Attack Move and attack at a penalty. Limited Full Move [5]
®
Ready Prepare a weapon or other item. Any Step
Wait Hold yourself in readiness to act. Varies Varies
[1] Attempting an active defense will spoil aim and may spoil concentration.
[2] Gives +2 to Dodge, Block, or Parry, or allows two defenses against each sIze and sPeed/range
attack.
T
[3] For any posture but standing, see Postures Table. able
[4] Defenses at -4 if taking Do Nothing due to stun.
Each 10¥ increase in linear measurement
[5] Cannot retreat, or parry or block with attacking hand.
gives -6 to speed/range modifier or +6 to SM.
Movement Point Costs Linear Speed/Range Size
During Move, Move and Attack, All-Out Attack, or All-Out Defense Measurement
(Increased Dodge): 1.5” 0 -10
2” 0 -9
Forward Movement: 1 movement point/hex
3” 0 -8
Sidestep/Backstep: 2 movement points/hex
5” 0 -7
Change Facing, Before/During Move: 1 movement point/hex-side
8” 0 -6
Change Facing, End of Move: Free! (One hex-side if more than half of move-
1 ft 0 -5
ment points used.)
1.5 ft 0 -4
Minor Obstruction/Treacherous Ground: +1 movement point/hex
2 ft 0 -3
1 yd 0 -2
PosTures Table 1.5 yd 0 -1
2 yd 0 0
Posture Attack Defense Target Movement
3 yd -1 +1
Standing Normal Normal Normal Normal; may sprint
5 yd -2 +2
Crouching -2 Normal -2 +1/2 movement point/hex
7 yd -3 +3
Kneeling -2 -2 -2 +2 movement points/hex
10 yd -4 +4
Sitting -2 -2 -2 None
15 yd -5 +5
Crawling* -4† -3 -2‡ +2 movement points/hex
20 yd -6 +6
Lying Down* -4 -3 -2‡ 1 yard/second
30 yd -7 +7
* A human occupies two hexes while crawling or lying down. 50 yd -8 +8
† Only reach “C” melee attacks allowed. 70 yd -9 +9
‡ If attacker isn’t above you and is farther away than his own height, he 100 yd -10 +10
attacks all hit locations at -2 with ranged attacks.
e
ffecTs of
e a I
ffecTs of ccuMulaTed njury a f C C
ccuMulaTed aTIgue
haraCter reation
Less than 1/3 of HP left – Halve Move 2 means collapsing with mor-
Less than 1/3 of FP left – Halve Move and Dodge.
and Dodge. Round up. tal wound.
Halve ST for ST rolls and lifting. Round up.
0 HP or less – Roll vs. HT every turn to -5×HP – Dead.
0 FP or less – Roll vs. Will every turn to avoid
avoid unconsciousness, at -1 per full -10×HP – Destroyed. C S
multiple of HP below zero. unconsciousness. Each FP lost or spent costs heat heetTM
1 HP.
-1×HP – Make an immediate HT roll
-1×FP – Unconscious. FP cannot fall below
to avoid death. Roll again
-1¥FP. Further FP losses cost HP.
at -2¥HP, -3¥HP, and
-4¥HP. Failure by 1 or
M T
aneuvers able
Maneuver Description Active Defense Movement Notes
TM
Aim Aim a ranged weapon to get its Accuracy bonus. Any Step [1]
All-Out Attack Attack at a bonus or multiple times. None Half Move
All-Out Defense Increased or double defense. Any Varies [2]
Attack Attack unarmed or with a weapon. Any Step
Change Posture Stand up, sit down, etc. Any None [3]
Concentrate Focus on a mental task. Any Step [1]
Do Nothing Take no action but recover from stun. Any None [4]
Feint Fake a melee attack. Any Step
Move Do nothing but move. Any Full Move
Move and Attack Move and attack at a penalty. Limited Full Move [5]
®
Ready Prepare a weapon or other item. Any Step
Wait Hold yourself in readiness to act. Varies Varies
[1] Attempting an active defense will spoil aim and may spoil concentration.
[2] Gives +2 to Dodge, Block, or Parry, or allows two defenses against each sIze and sPeed/range
attack.
T
[3] For any posture but standing, see Postures Table. able
[4] Defenses at -4 if taking Do Nothing due to stun.
Each 10¥ increase in linear measurement
[5] Cannot retreat, or parry or block with attacking hand.
gives -6 to speed/range modifier or +6 to SM.
Movement Point Costs Linear Speed/Range Size
During Move, Move and Attack, All-Out Attack, or All-Out Defense Measurement
(Increased Dodge): 1.5” 0 -10
2” 0 -9
Forward Movement: 1 movement point/hex
3” 0 -8
Sidestep/Backstep: 2 movement points/hex
5” 0 -7
Change Facing, Before/During Move: 1 movement point/hex-side
8” 0 -6
Change Facing, End of Move: Free! (One hex-side if more than half of move-
1 ft 0 -5
ment points used.)
1.5 ft 0 -4
Minor Obstruction/Treacherous Ground: +1 movement point/hex
2 ft 0 -3
1 yd 0 -2
PosTures Table 1.5 yd 0 -1
2 yd 0 0
Posture Attack Defense Target Movement
3 yd -1 +1
Standing Normal Normal Normal Normal; may sprint
5 yd -2 +2
Crouching -2 Normal -2 +1/2 movement point/hex
7 yd -3 +3
Kneeling -2 -2 -2 +2 movement points/hex
10 yd -4 +4
Sitting -2 -2 -2 None
15 yd -5 +5
Crawling* -4† -3 -2‡ +2 movement points/hex
20 yd -6 +6
Lying Down* -4 -3 -2‡ 1 yard/second
30 yd -7 +7
* A human occupies two hexes while crawling or lying down. 50 yd -8 +8
† Only reach “C” melee attacks allowed. 70 yd -9 +9
‡ If attacker isn’t above you and is farther away than his own height, he 100 yd -10 +10
attacks all hit locations at -2 with ranged attacks.
e
ffecTs of
e a I
ffecTs of ccuMulaTed njury a f C C
ccuMulaTed aTIgue
haraCter reation
Less than 1/3 of HP left – Halve Move 2 means collapsing with mor-
Less than 1/3 of FP left – Halve Move and Dodge.
and Dodge. Round up. tal wound.
Halve ST for ST rolls and lifting. Round up.
0 HP or less – Roll vs. HT every turn to -5×HP – Dead.
0 FP or less – Roll vs. Will every turn to avoid
avoid unconsciousness, at -1 per full -10×HP – Destroyed. C S
multiple of HP below zero. unconsciousness. Each FP lost or spent costs heat heetTM
1 HP.
-1×HP – Make an immediate HT roll
-1×FP – Unconscious. FP cannot fall below
to avoid death. Roll again
-1¥FP. Further FP losses cost HP.
at -2¥HP, -3¥HP, and
-4¥HP. Failure by 1 or
C C C S
haraCter reation heat heet TM
Written by SEAN PUNCH
Cover and Interior Illustrations by BRANDON MOORE
GURPS System Design z STEVE JACKSON Executive Editor z MIRANDA HORNER President/Editor-in-Chief z STEVE JACKSON
GURPS Line Editor z SEAN PUNCH Art Director z SHELLI GALEY Chief Executive Officer z PHILIP REED
Assistant GURPS Line Editor z Production Artist and Editorial Assistance z Chief Creative Officer z SAM MITSCHKE
JASON “PK” LEVINE NIKOLA VRTIS Chief Operating Officer z SUSAN BUENO
GURPS Project Manager z STEVEN MARSH Production Assistants z Marketing Director z RHEA FRIESEN
Project Manager z DARRYLL SILVA ALEX FERNANDEZ & SABRINA GONZALEZ Director of Sales z ROSS JEPSON
Page Design z PHIL REED & JUSTIN DE WITT Prepress Checker z MONICA STEPHENS Print Buyer z MARYLAND FALKENBERG
Dungeon Fantasy, Character Creation Cheat Sheet, GURPS, Pyramid, Warehouse 23, the pyramid logo, and the names of all products published by
Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license.
Dungeon Fantasy Character Creation Cheat Sheet is copyright © 2017 by Steve Jackson Games Incorporated. All rights reserved.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please
purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
®
C
ontents
CharaCter Creation Nonhuman Races................................ 6
Professions..................................... 3 Disadvantages................................... 6
Attributes and Secondary Characteristics ............ 3 Quirks......................................... 7
Attributes.................................... 3 Skills.......................................... 7
Secondary Characteristics ...................... 3 Skill Cost Table.............................. 11
Advantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Spells......................................... 11
Languages ................................... 6 Magic Rituals ............................... 11
Cash ......................................... 11
Extra Money ................................ 11
Coinage .................................... 11
Town Expenses ................................ 12
Healing .................................... 12
equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Ammunition Table.............................. 12
Weapon Modifiers Table ......................... 12
Shield Table ................................... 12
Shield Modifiers Table........................... 13
Armor Table................................... 13
Armor Modifiers Table........................... 14
Sample Starting Equipment ...................... 14
Completing Your CharaCter Sheet . . . . . . . . . . . . . 14
Damage Table.................................. 14
Encumbrance and Move ......................... 14
Basic Lift and Encumbrance Table.................. 15
Active Defenses................................. 15
Power Items ................................... 15
A D F R g
bout the ungeon antasy oleplaying ame
The Dungeon Fantasy Roleplaying Game is compat- Internet. To discuss the Dungeon Fantasy RPG and
ible with GURPS. Steve Jackson Games is committed to GURPS with our staff and your fellow gamers, visit
full support of players of these and all its games. We can our forums at forums.sjgames.com. You can also join
be reached by email at info@sjgames.com. Our address is us at facebook.com/sjgames or twitter.com/sjgames.
SJ Games, P.O. Box 18957, Austin, TX 78760. Resources Share your campaign teaser in 140 characters or fewer
we provide: with #GURPShook on Twitter. Or explore that hashtag
for ideas to add to your own game! The web page for the
New supplements and adventures. GURPS continues to
Dungeon Fantasy Roleplaying Game can be found at
grow – see what’s new at gurps.sjgames.com.
dungeonfantasy.sjgames.com.
Warehouse 23. Our online store offers GURPS print
Gamer and Store Finder (gamerfinder.sjgames.com):
items, plus PDFs of our books, supplements, adventures,
Connect with other people and places playing our games.
play aids, and support . . . including exclusive mate-
Add yourself to our database so they can find you as well!
rial available only on Warehouse 23! Just head over to
Bibliographies. Bibliographies are a great resource for
warehouse23.com.
finding more of what you love! We’ve added them to many
Pyramid (pyramid.sjgames.com). Our monthly PDF
GURPS book web pages, with links to help you find the
magazine includes new rules and articles for GURPS. It
next perfect element for your game.
features systemless locations, adventures, and much more.
Errata. Everyone makes mistakes, including us – but
Look for each themed issue from Warehouse 23!
we do our best to fix our errors. Errata pages for our prod-
ucts are available at sjgames.com/errata.
2 C
ontents
C C
hArACter reAtion
C s
heAt heet
Creating a character – or spending character points and Intelligence (IQ): Starts at 10. Costs 20 points/level. Maxi-
money earned in play – can mean lots of lookups: costs, con- mum level 20 (25 if wizard).
trolling attributes, prerequisites . . . This booklet is here to Health (HT): Starts at 10. Costs 10 points/level. Maximum
help! It doesn’t replace Adventurers, but it should come in level 20.
handy when you need a quick reminder – or when another
player has the books. Secondary Characteristics
Hit Points (HP): Starts equal to ST. Costs 2 points/level. Max-
P
rofessions imum added HP is ST/3 levels (ST/2 if barbarian or knight),
rounded up.
To create a new PC, choose a professional template, spend
Will: Starts equal to IQ. Costs 5 points/level. Maximum level
250 character points on its traits, and record the selected traits
20 (25 if cleric or holy warrior).
on your character sheet. This table summarizes where the
Perception (Per): Starts equal to IQ. Costs 5 points/level.
templates and associated special abilities are in Adventurers.
Maximum level 20 (25 if scout).
Template Pages Fatigue Points (FP): Starts equal to HT. Costs 3
points/level. Maximum added FP is HT/3 levels
Barbarian 15
(HT/2 if druid), rounded up.
Bard 16
Basic Speed: Starts equal to (DX + HT)/4, not
Cleric 19
rounded. Costs 5 points per +0.25. Maxi-
Druid 22
mum added Basic Speed is +2.00 (+4.00 if
Holy Warrior 25
swashbuckler).
Knight 27
Basic Move: Starts equal to Basic Speed, drop-
Martial Artist 29
ping fractions. Costs 5 points per +1. Maximum
Scout 34
added Basic Move is +3 (+6 if scout).
Swashbuckler 36
Thief 38
A
Wizard 40 dvAntAges
Advantage: Advantage’s name.
A Cost: Advantage’s cost in character points. Multi-
ttributes And
ply costs per level by number of levels taken. If sev-
s eral costs appear, consult the advantage’s write-up
eCondAry
for details.
ChArACteristiCs Page: Where to find the advantage in Adventurers.
Notes: Who can have the advantage and its maximum level,
You can increase basic attributes and secondary charac-
as needed. Professional and racial maxima add.
teristics from starting levels by spending character points.
Maximum level is higher for certain professions and may also Advantage Cost Page Notes
be adjusted for race (Nonhuman Races, p. 6). The GM may Absolute Direction 5 46
permit reduced scores as well, in which case cost per level is Acute Senses 2/level 46
the same size but negative. Ambidexterity 5 47
Animal Empathy 5 47
Attributes Animal Friend 5/level 47 Max. 4 levels (6
for barbarians,
Strength (ST): Starts at 10. Costs 10 points/level. Maximum
druids).
level 20 (25 if barbarian).
Appearance 4, 12, 47
Dexterity (DX): Starts at 10. Costs 20 points/level. Maximum
or 16
level 20 (25 if thief).
C C C s 3
hArACter reAtion heAt heet
Advantage Cost Page Notes Advantage Cost Page Notes
Armor Familiarity 1/level 37 Swashbucklers Elven Gear 1 44 Elves only!
only! Max. 4 Empathy 15 48
levels. Energy Reserve 3/level 48 Max. 3 levels
Armor Mastery 5 28 Knights only! (Druidic) (20 for druids).
Bardic Talent 10/level 17 Bards only! Max. Energy Reserve 3/level 49 Max. 3 levels
6 levels. (Holy) (20 for clerics).
Beast Flight 14 24 Druids only! Energy Reserve 3/level 49 Max. 3 levels
Born Entertainer 5/level 47 Max. 4 levels (Magical) (20 for bards,
(6 for bards). wizards).
Born War-Leader 5/level 47 Max. 4 levels Enhanced Block 5/level 49 Max. 1 level (2 for
(6 for knights). holy warriors;
Catfall 10 39 Thieves, cat-folk 3 for knights,
only! swashbucklers).
Charisma 5/level 48 Max. 4 levels Enhanced Dodge 15/level 49 Max. 1 level (3 for
(no limit for martial artists,
bards!). thieves).
Chi Talent 15/level 30 Martial artists Enhanced Parry 5/level 49 Max. 1 level (2 for
only! Max. 6 holy warriors,
levels. martial artists;
Clerical Investment 5 22 Clerics only! 3 for knights,
Combat Reflexes 15 48 swashbucklers).
Contingency Casting 14/level 20 Clerics, holy Enhanced Time 45 37 Swashbucklers
warriors only! Sense only!
Control Animal 33 24 Druids only! Every One’s a 15 37 Swashbucklers
Critical only!
Cultural 10 48
Adaptability Expert Backstabbing 2/level 39 Thieves only!
Max. 10 levels.
Danger Sense 15 48
Extra Attack 25/level 49 Fighters only!
Daredevil 15 37 Swashbucklers
Max. 1 level
only!
for barbarians,
Detect Evil 18 20 Clerics, holy
holy warriors,
warriors only!
scouts; max.
Detect Good 9 20 Clerics, holy
2 for knights,
warriors only!
martial artists,
Discriminatory 15 16 Barbarians only!
swashbucklers.
Smell
Extraordinary Luck 30 51
Divine Guidance 14 20 Clerics, holy
Faith Healing 33 21 Clerics, holy
warriors only!
warriors only!
Divine Omens 14 26 Clerics, holy
Fearlessness 2/level 49
warriors only!
Fit 5 49
Double-Jointed 15 49
Flexibility 5 49
Dragon Skin 5 31 Martial artists
only! Forest Guardian 5/level 44 Elves only! Max. 4
levels.
Dwarven Gear 1 43 Dwarves only!
Gizmos 5/level 39, Thieves, wizards
Eidetic Memory 5 48
41 only! Max. 3
levels.
Some people just born Great Void 10 37 Swashbucklers
only!
lucky – like Miiiao! Green Thumb 5/level 50 Max. 4 levels
(6 for druids).
– Miao Miao, Halfling 5/level 45 Halflings only!
Marksmanship Max. 4 levels.
Swashbuckler Hard to Kill 2/level 50
Hard to Subdue 2/level 50
4 C C C s
hArACter reAtion heAt heet
Advantage Cost Page Notes Advantage Cost Page Notes
Healer 10/level 50 Max. 4 levels Photographic 10 48
(6 for clerics). Memory
Pickaxe Penchant 5/level 44 Dwarves only!
Heroic Archer 20 35 Scouts only!
Max. 4 levels.
Heroic Grace 9/level 26 Clerics, holy
Plant Empathy 5 24 Druids only!
warriors only!
Power Investiture 10/level 20 Clerics only! Max.
Max. 2 levels.
6 levels.
Heroic Might 9/level 26 Clerics, holy
Power Investiture 10/level 23 Druids only! Max.
warriors only!
(Druidic) 6 levels.
Max. 2 levels.
Rallying Cry 5 28 Knights only!
Heroic Vitality 9/level 26 Clerics, holy
warriors only! Rapid Healing 5 52
Max. 2 levels. Rapier Wit 5 37 Swashbucklers
High Manual 5/level 39 Thieves only! only!
Dexterity Max. 6 levels. Recovery 10 52
High Pain Threshold 10 50 Regeneration 23 31 Martial artists
Higher Purpose 5/level 27 Holy warriors only!
only! Max. 3 Resist Evil 1/level 27 Clerics, holy
levels. warriors only!
Holiness 5/level 26 Holy warriors Max. 6 levels.
only! Max. 6 Resistant to Disease 1/level 52 Max. 6 levels.
levels. Resistant to Poison 1/level 52 Max. 6 levels.
Honest Face 1 50 Rest in Pieces 1 27 Holy warriors
Improved Magic 5/level 41 Wizards only! only!
Resistance Ridiculous Luck 60 51
Intuition 15 50 Sacrificial Block 1 28 Knights only!
Language Talent 10 51 Sacrificial Parry 1 29 Knights only!
Languages 3 or 9, See Languages, Sensitive Touch 10 39 Thieves only!
6/lan- 51 p. 6, for Serendipity 15/level 52
guage choices. Seven Secret Kicks 7 31 Martial artists
Lifting ST 3/level 16 Barbarians, only!
dwarves only!
Sharp Claws 5 43 Cat-folk only!
Max. 3 levels
Sharp Teeth 1 43 Cat-folk only!
for barbarians,
Shield Mastery 15 29 Knights only!
2 for dwarves.
Shield-Wall 1 29 Knights only!
Luck 15 51
Training
Magery 0 5 41, Wizards, elves,
Signature Gear 1/item 53
44 half-elves only!
Silence 5/level 35 Scouts, thieves,
Magery 1+ 10/level 41 Wizards only!
halflings only!
Max. 6 levels.
Max. 2 levels.
Magic Resistance 2/level 51
Song of Command 35 18 Bards only!
Mantis Strike 9 31 Martial artists
Song of Echoes 14 18 Bards only!
only!
Song of Humiliation 4 18 Bards only!
Mind Shield 4/level 51
Song of Sending 21 18 Bards only!
Multi-Aim 6/level 35 Scouts only!
Song of Terror 21 18 Bards only!
Nature’s Shield 7/level 24 Druids only! Max.
Song of the Wild 18 18 Bards only!
2 levels.
Night Vision 1/level 51 Max. 9 levels. Speak with Animals 23 24 Druids only!
Outdoorsman 10/level 51 Max. 4 levels (6 Speak with Plants 14 24 Druids only!
for barbarians, Spider Climb 18 31 Martial artists
scouts). only!
Penetrating Voice 1 52 Spirit Empathy 10 53
Perfect Balance 15 52 Springing Attack 10 37 Swashbucklers
Peripheral Vision 15 52 only!
C C C s 5
hArACter reAtion heAt heet
Advantage Cost Page Notes n r
onhumAn ACes
Striking ST 5/level 53 Max. 2 levels.
Optionally, you may belong to a nonhuman race.
Strongbow 1 35 Scouts only!
Telescopic Vision 5/level 35 Scouts only! Max. Race: Race’s name.
2 levels. Racial Cost: Racial template cost in character points, paid
Temperature 1/level 16 Barbarians, cat- out of your professional template’s advantage allotment.
Tolerance folk only! Max. Page: Where to find the racial template in Adventurers.
3 levels for Read this to learn its built-in traits, which you should record
barbarians, on your character sheet.
1 for cat-folk. Attribute Modifiers: A summary of attribute and second-
Tiger Sprint 9/level 31 Martial artists ary characteristic adjustments, which affect the maxima in
only! Max. 2 Attributes and Secondary Characteristics, p. 3
levels.
Race Racial Cost Page Attribute Modifiers
Tough Skin 3/level 16 Barbarians,
Cat-Folk 40 43 ST-1, DX+1, Per+1
dwarves, half-
Dwarf 20 43 HT+1, FP+3, Basic Move-1
ogres only!
Elf 20 44 ST-1, DX+1, Basic Move+1
Max. 3 levels
Gnome 20 44 FP+3, Basic Move-1
for barbarians;
Half-Elf 20 44 DX+1
1 for dwarves,
Half-Ogre 20 44 ST+4, IQ-1, HT+1
half-ogres.
Half-Orc 20 45 HT+1, HP+1
Trademark Move 1/move 53
Halfling 0 45 ST-3, DX+1, HT+1, HP+2,
Trained by a Master 30 31 Martial artists
Basic Move-1
only!
Turning 24 21 Clerics, holy
d
warriors only! isAdvAntAges
Unarmed Master 25 31 Martial artists
Disadvantage: Disadvantage’s name.
only!
Cost: Disadvantage’s cost in character points. Multiply
Unfazeable 15 53
costs per level by number of levels taken, respecting max-
Uninterrupted 20 31 Martial artists imum level. If several costs appear, see the disadvantage’s
Flurry only! write-up for details. An asterisk (*) means you must choose
Very Fit 15 49 your self-control number, multiply cost, and drop all fractions:
Very Rapid Healing 15 52
Self-Control Number: 6 9 12 15
Voice 10 54
Point Value Multiplier: 2¥ 1.5¥ 1¥ 0.5¥
Wealth 10, 20, 54
or 30 Page: Where to find the disadvantage in Adventurers.
Weapon Bond 1/ 54
weapon Disadvantage Cost Page
Weapon Master 20 to 45 54 See professional Absent-Mindedness -15 56
template for Appearance -4 or -8 56
options. Bad Temper -10* 57
Widget-Worker 5/level 44 Gnomes only! Berserk -10* 57
Max. 4 levels. Blindness -50 57
Wild Magic 21/level 41 Wizards only! Bloodlust -10* 57
Wild Talent 20/level 54 Max. 1 level Bully -10* 57
(no limit for
Callous -5 57
bards, martial
Charitable -15* 58
artists!).
Chummy -5 58
Clueless -10 58
Languages
Code of Honor -5, -10, or -15 58
Every PC can speak Common for free – and read it, unless Combat Paralysis -15 58
they choose the Illiteracy disadvantage. Additional languages Compulsive Behavior -5* or -15* 59
cost points. Standard options are: Ancient, Angelic, Demon- Cowardice -10* 59
tongue, Dwarvish, Elder Tongue, Elvish, Faerie, Gnomish, Curious -5* 59
Orcish, and Reptilian.
Disciplines of Faith -5 or -10 59
6 C C C s
hArACter reAtion heAt heet
Disadvantage Cost Page Disadvantage Cost Page
Easy to Read -10 60 Overweight -1 64
Fanaticism -15 60 Paranoia -10 64
Fat -3 64 Phobia -5*, -10*, -15*, or -20* 64
Frightens Animals -10 60 Post-Combat Shakes -5* 65
Gluttony -5* 60 Pyromania -5* 65
Greed -15* 60 Selfless -5* 65
Gregarious -10 58 Sense of Duty -5, -10, or -15 65
Gullibility -10* 61 Short Attention Span -10* 66
Ham-Fisted -5/level, max. 2 levels 61 Skinny -5 66
Hard of Hearing -10 61 Social Stigma -5 or -10 66
Honesty -10* 61 Stubbornness -5* 66
Illiteracy -3 61 Total Klutz -15 62
Impulsiveness -10* 61 Trickster -15* 66
Intolerance -5 or -10 61 Truthfulness -5* 67
Jealousy -10 61 Unfit -5 67
Kleptomania -15* 62 Unnatural Features -1/level, max. 5 levels 67
Klutz -5 62 Very Unfit -15 67
Lame -10, -20, or -30 62 Vow -5, -10, or -15 67
Laziness -10 62 Wealth -10, -15, or -25 67
Lecherousness -15 62 Weirdness Magnet -15 67
Loner -5* 63 Wounded -5 67
Low Pain Threshold -10 63 Xenophilia -10* 68
Miserliness -10* 63
Nervous Stomach -1 63
Q
uirks
No Sense of Humor -10 63
Oblivious -5 63 Describe up to five
Obsession -5* or -10* 63 minor features that
Odious Personal Habit -5 or -10 63 distinguish your PC
from others. Each is
One Arm -20 63
worth -1 point, giving
One Eye -15 63
you one extra charac-
One Hand -15 64
ter point to spend on
Overconfidence -5* 64
your character.
s
kills
Below, skills are sorted by controlling attribute. Modifiers to an attribute also apply to the skills it controls. Thus, permanently
improving an attribute raises all skills based on it by the same number of levels – a cheap way to improve many skills at once!
Skill: Skill’s name. A dagger (†) means you must select a specialty; see the skill description.
Difficulty: Column used for pricing on the Skill Cost Table, p. 11
Defaults: Level used by those without points in the skill. “None” means such use is impossible. “Special” requires a look at the
skill write-up.
Page: Where to find the skill in Adventurers.
Notes: Prerequisites for spending points on the skill – possibly including membership in a profession!
Skill Difficulty Defaults Page Notes
DX-Based Skills
Acrobatics Hard DX-6 72
Axe/Mace Average DX-5, Flail-4, Two-Handed Axe/Mace-3 81
Blowpipe Hard DX-6 83
Boating Average DX-5, IQ-5 73
Body Sense Hard DX-6, Acrobatics-3 73
Bolas Average None 73
C C C s 7
hArACter reAtion heAt heet
Skill Difficulty Defaults Page Notes
Bow Average DX-5 83
Boxing Average None 93
Brawling Easy None 93
Broadsword Average DX-5, Rapier-4, Saber-4, Shortsword-2, 81
Two-Handed Sword-4
Climbing Average DX-5 74
Cloak Average DX-5, Net-4, Shield (any)-4 74
Crossbow Easy DX-4 83
Dancing Average DX-5 75
Escape Hard DX-6 75
Fast-Draw† Easy None 76
Filch Average DX-5, Pickpocket-4, Sleight of Hand-4 76
Flail Hard DX-6, Axe/Mace-4, Two-Handed Flail-3 81
Forced Entry Easy None 77
Garrote Easy DX-4 77
Immovable Stance Hard None 32 Martial artists only!
Innate Attack† Easy DX-4 79
Jitte/Sai Average DX-5, Main-Gauche-4, Shortsword-3 81
Judo Hard None 92
Jumping Easy None 79
Karate Hard None 94
Knife Easy DX-4, Main-Gauche-3, Shortsword-3 81
Knot-Tying Easy DX-4, Climbing-4, Seamanship-4 79
Kusari Hard DX-6, Two-Handed Flail-4, Whip-3 82
Lasso Average None 80
Light Walk Hard None 33 Martial artists only!
Lockpicking Average DX-5 80
Main-Gauche Average DX-5, Jitte/Sai-4, Knife-4, Rapier-3, 81
Saber-3, Smallsword-3
Net Hard Cloak-5 84
Parry Missile Weapons Hard None 33 Martial artists only!
Pickpocket Hard DX-6, Filch-5, Sleight of Hand-4 85
Polearm Average DX-5, Spear-4, Staff-4, Two-Handed 81
Axe/Mace-4
Push Hard None 33 Martial artists only!
Rapier Average DX-5, Broadsword-4, Main-Gauche-3, 81
Saber-3, Smallsword-3
Riding† Average DX-5, Animal Handling (same)-3 87
Saber Average DX-5, Broadsword-4, Main-Gauche-3, 81
Rapier-3, Shortsword-4, Smallsword-3
Shield† Easy DX-4 88
Shortsword Average DX-5, Broadsword-2, Jitte/Sai-3, Knife-4, 81
Saber-4, Smallsword-4, Tonfa-3
Sleight of Hand Hard Filch-5 89
Sling Hard DX-6 83
Smallsword Average DX-5, Main-Gauche-3, Rapier-3, Saber-3, 81
Shortsword-4
Spear Average DX-5, Polearm-4, Staff-2 81
Spear Thrower Average DX-5, Thrown Weapon (Spear)-4 83
Inborn talent is a blunt instrument. Skill is what makes it useful.
– Jag Fairchild, Bard
8 C C C s
hArACter reAtion heAt heet