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GURPS 4th edition. Dungeon Fantasy 11: Power-Ups PDF

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Preview GURPS 4th edition. Dungeon Fantasy 11: Power-Ups

TM TM Written by SEAN PUNCH Illustrated by SCOTT COOPER, DAVID DAY, and ED NORTHCOTT An e23 Sourcebook for GURPS® STEVE JACKSON GAMES ® Stock#37-0316 Version1.0–August2010 C ONTENTS INTRODUCTION . . . . . . . . . . . . . . . . . . . . . 3 Elementalists....................................25 PublicationHistory................................3 EvilClerics......................................27 AbouttheAuthor..................................3 HolyWarriors ...................................28 AboutGURPS ....................................3 Innkeepers......................................28 Knights.........................................29 1. POWER-UPS IN THE CAMPAIGN. . . . . . . . 4 MartialArtists ...................................29 WHAT’SINAPOWER-UP? ........................4 Necromancers...................................30 Name ...........................................4 Scholars........................................31 Cost.............................................4 Scouts..........................................32 Prerequisites .....................................4 Shamans........................................33 Traits............................................4 Swashbucklers...................................34 MaterialPower-Ups ................................6 Thieves.........................................35 ACQUIRINGPOWER-UPS..........................7 UnholyWarriors .................................36 Wizards.........................................36 StartingWithPower-Ups ...........................7 NewFaces,NewPower-Ups ........................37 BuyingPower-Ups.................................7 SpecialRequirements..............................8 RACIALPOWER-UPS ...........................38 DesigningNewPower-Ups...........................9 Air-Infused......................................38 Cat-Folk ........................................38 Celestials........................................38 Coleopterans ....................................39 Amazingpower-upsforeverycharacter. Corpse-Eaters....................................39 DarkOnes ......................................39 Dragon-Blooded .................................39 Dwarves ........................................40 2. THE POWER-UPS. . . . . . . . . . . . . . . . . 10 Earth-Infused....................................40 Elder-Spawn.....................................40 HowAreTheySorted?.............................10 Elves...........................................41 GENERALPOWER-UPS..........................10 FaerieFolk......................................41 CombatPower-Ups...............................10 Fire-Infused.....................................41 CasterPower-Ups ................................13 Gargoyles.......................................42 DoPower-Ups“Stack”?............................16 Gnomes ........................................42 UtilityPower-Ups ................................16 Goblin-Kin......................................42 PROFESSIONALPOWER-UPS......................17 Halflings........................................42 Artificers........................................17 Infernals........................................42 Barbarians......................................18 LizardMen......................................42 Bards...........................................19 Minotaurs.......................................42 Clerics..........................................21 Ogres...........................................43 RidiculousReactions..............................21 Trolls...........................................43 AlternateForms ..................................23 Water-Infused....................................43 Demonologists...................................24 Wildmen........................................43 Druids..........................................24 DoUntoOthers ..................................25 INDEX. . . . . . . . . . . . . . . . . . . . . . . . . . . 44 GURPSSystemDesign(cid:2)STEVEJACKSON PageDesign(cid:2)PHILREEDand e23Manager(cid:2)STEVENMARSH GURPSLineEditor(cid:2)SEANPUNCH JUSTINDEWITT MarketingDirector(cid:2)PAULCHAPMAN ManagingEditor(cid:2)PHILIPREED ArtDirector(cid:2)WILLSCHOONOVER DirectorofSales(cid:2)ROSSJEPSON AssistantManagingEditor(cid:2)––––––– ProductionArtist&Indexer(cid:2)NIKOLAVRTIS GURPSFAQMaintainer(cid:2)––––––– MONICASTEPHENS PrepressChecker(cid:2)MONICASTEPHENS VICKY“MOLOKH”KOLENKO AdditionalMaterial:PeterV.Dell’Orto,Jason“PK”Levine,andPhilMasters Reviewers:Jason“PK”LevineandStevenMarsh GURPS,Warehouse23,andtheall-seeingpyramidareregisteredtrademarksofSteveJacksonGamesIncorporated.Pyramid,DungeonFantasy,Power-Ups,e23,andthenames ofallproductspublishedbySteveJacksonGamesIncorporatedareregisteredtrademarksortrademarksofSteveJacksonGamesIncorporated,orusedunderlicense. GURPSDungeonFantasy11:Power-Upsiscopyright©2010bySteveJacksonGamesIncorporated.Someart©2010JupiterImagesCorporation.Allrightsreserved. Thescanning,uploading,anddistributionofthismaterialviatheInternetorviaanyothermeanswithoutthepermissionofthepublisherisillegal, andpunishablebylaw.Pleasepurchaseonlyauthorizedelectroniceditions,anddonotparticipateinorencourage theelectronicpiracyofcopyrightedmaterials.Yoursupportoftheauthor’srightsisappreciated. C 2 ONTENTS I NTRODUCTION Given the chance, some players will spend points without GURPS Power-Ups 2: Perks, GURPS Psionic Powers, or regardfortheircharacters’originsandstatedgoals.Ofcourse, GURPS Thaumatology: Magical Styles, albeit modified for whenaplayeraskstousebonuspointstobuyawhollyinap- Dungeon Fantasy. Finally, many power-ups are built from propriate ability, you can always say “no.” But there are other traitsdescribedelsewhere,primarilyinGURPSMartialArts, options... GURPS Powers, and GURPS Thaumatology. We haven’t –GURPSBasicSet reprinted such building blocks verbatim; we’ve just given the rules needed to use the end product. You don’t need any of GURPS Dungeon Fantasy 3: The Next Level introduced thosesupplementstousethisone! the concept of power-ups: “high-level” abilities on which delvers can spend hard-earned points. Dungeon Fantasy 11: A A Power-Upscontinuesthistrend,offeringadventurersentirely BOUT THE UTHOR newwaystobecomemoreawesome!TheGMmaysellthese, Sean “Dr. Kromm” Punch set out to become a particle too,forpoints–orhemightawardtheminlieuofpoints,per- physicist in 1985, ended up the GURPS Line Editor in 1995, hapsevenasconsequencesofwishesordivinefavor.Likethe and has engineered rules for almost every GURPS product treasures in Dungeon Fantasy 8: Treasure Tables, then, since.Hedeveloped,edited,orwrotedozensofGURPSThird power-upscanserveasbothrewardsandpurchasesofsorts. Editionprojectsbetween1995and2002.In2004,heproduced theGURPSBasicSet,FourthEditionwithDavidPulver.Since P H UBLICATION ISTORY then, he has created GURPS Powers (with Phil Masters), GURPS Martial Arts (with Peter Dell’Orto), and the GURPS Power-ups from GURPS Dungeon Fantasy 3: The Next Action, GURPS Dungeon Fantasy, and GURPS Power-Ups Level–aboutapageoftext–arefoldedintothisworkforcom- series...andthelistkeepsgrowing. pleteness’ sake. You might also recognize a few perks from Seanhasbeenagamersince1979.Hisnon-gaminginter- ests include cinema, cooking, and wine. He lives in Montréal, Québec with his wife, Bonnie. They have two cats, Banshee and About GURPS Zephyra,andanoisyparrot,Circe. SteveJacksonGamesiscommittedtofullsupportofGURPSplayers. Our address is SJ Games, P.O. Box 18957, Austin, TX 78760. Please includeaself-addressed,stampedenvelope(SASE)anytimeyouwriteus! “Ye can have Wecanalsobereachedbye-mail:[email protected]: New supplements and adventures. GURPS continues to grow – see a shark as yer what’snewatwww.sjgames.com/gurps. e23. Our e-publishing division offers GURPS adventures, play aids, holy paladin andsupportinPDFform...digitalcopiesofourbooks,plusexclusive materialavailableonlyone23!Justheadovertoe23.sjgames.com. Pyramid(www.sjgames.com/pyramid).OurmonthlyPDFmagazine mount?!?” includesnewrulesandarticlesforGURPS,systemlesslocations,adven- tures,andmuchmore.Lookforeachthemedissuefrome23! “Sure. They Internet. Visit us on the World Wide Web at www.sjgames.com for errata,updates,Q&A,andmuchmore.TodiscussGURPSwithourstaff eat devilfish, andyourfellowgamers,visitourforumsatforums.sjgames.com.The GURPS Dungeon Fantasy 11: Power-Ups web page can be found at www.sjgames.com/gurps/books/dungeonfantasy/dungeonfantasy11. mostly.” Bibliographies. Many of our books have extensive bibliographies, andwe’reputtingthemonline–withlinkstoletyoubuytheresources – Rich thatinterestyou!Gotoeachbook’swebpageandlookforthe“Bibli- ography”link. Errata.Everyonemakesmistakes,includingus–butwedoourbest Burlew, tofixourerrors.Up-to-dateerratapagesforallGURPSreleases,includ- ingthisbook,areavailableonourwebsite–seeabove. Order of RulesandstatisticsinthisbookarespecificallyfortheGURPSBasic Set,FourthEdition.PagereferencesthatbeginwithBrefertothatbook, the Stick notthisone. I 3 NTRODUCTION C O HAPTER NE P -U OWER PS IN C THE AMPAIGN Beforegettingintothecoolabilities,awarningtotheGM cases, however, point costs haven’t been “normalized” using onwhathe’sgettinginto.Power-upsarenothinglessthanways UnusualBackgrounds,simplybecauseit’satime-honoredtra- to make adventurers more powerful. Some crank existing dition for personal power to be a temptation above treasure capabilitiesupto11;othersaddentirelynewfeats.Thelatter, fordelvers! especially,mayseemalittleunderpriced–aresultofGURPS Thisdoesn’tcompeltheGMtopermiteveryoptiontoevery averagingpointcostsovereverygenreandsetting.Agiftthat hero without considering what’s appropriate, though. It also isn’t generically useful might be exceptionally handy in doesn’tmeanthathecan’tmakepower-upsexpensiveinways Dungeon Fantasy. Except in a few markedly game-breaking thathavenothingtodowithpoints... W ’ P -U ? HAT S IN A OWER P Sowhatisapower-up?Thereareendlesspossibilities,han- pay the associated cost. A few have “Variable” cost; read the dled in diverse ways. A few things need defining for every descriptionfordetails.ForthecasesdiscussedinCombination power-up,though. Power-Ups(p.7),thelistedcostbuysthewholepackage. N P AME REREQUISITES A power-up may be a single, If a power-up is associated with particular profes- uncomplicated trait – attribute, sionsorraces,thenbelongingtoasuitablegroupisa advantage, perk, etc. – that works prerequisite. Some such power-ups list additional exactly as explained in the Basic requirements – only a paragon of the race or profes- Set,singledoutasanespeciallyfit- sioncanhavethem.EveniftheGMdoesn’ttreatchar- tinguseofpointsforheroesofpar- actertemplates as mandatory,oroffers customracial ticularbackgrounds.Inthatcase,it templates, he should consider keeping the prerequi- will simply share the trait’s name. sites or replacing them with something comparable. Resistant to Poison is Resistant to General power-ups often have specific requirements Poison,howeverit’sacquired. likethis,too. On the other hand, a power-up However,“prerequisite”heredoesn’talwaysmeanan mightbeamodified,revamped,or advantageoraskill,asitdoesintheBasicSet.Apower- all-new advantage, or one of the upmayactuallyrequireadisadvantage;forinstance,all special cases under Combination cleric power-ups effectively have such a requirement, Power-Ups (p. 7), or a trait that since being a cleric entails selecting a -10-point mental needsadditionalguidelinesinaDungeonFantasycampaign. disadvantage to go with Holy Might (Adventurers, p. 22). A Ifso,itwillhaveanewnametoremindyouofitsspecialtreat- coupleofpower-upsimposeevenmorecomplexconditions– ment.Whenrecordingthepower-uponacharactersheet,sim- alwaysreadthewrite-up! plywritedownthisname.Youcanlistitlikeanadvantageor recordallpower-upsintheirownsection. T RAITS C Theheartofapower-upisthecharactertraitsitgrants.The OST mostbasic“power-ups”thatanydelvercanbuyaresimplynew Power-upscostpoints–asinglepointforaperk,morefor skills and spells – or higher levels of existing ones – from his greatercapabilities.Somepower-upscomeinlevels,eachcost- character template. The most interesting examples venture ingmorethantheonebeforeit;besuretonotetheleveland beyondthis,though. P -U C 4 OWER PS IN THE AMPAIGN Attributes and Secondary Extralevelsofsuchscoresthatbearadvantage-stylemodi- fiers(e.g.,AccessibilityorCostsFatigue),givingbonusesunder Characteristics particular circumstances or for a limited time, can also be Any adventurer can improve his attributes and secondary power-ups. These might be available even to delvers who are characteristicstotheirracialmaxima.Theabilitytoexceedsuch otherwisesubjecttonormalraciallimits. alimitmakesforasimplebutwonderfulpower-up!Thishasno For the benefit of players powering-up PCs and GMs intrinsic cost beyond that of the scores. As noted under designing new power-ups, the Racial Maxima Table (below) ProfessionalPower-Ups(p.17),beingamemberoftherightpro- summarizesraciallimitsinthelanguageofpp.B14-18. fessionamountstoanUnusualBackgroundthatjustifiesthis. Racial Maxima Table Race ST DX IQ HT HP Will Per FP BasicSpeed BasicMove Air-Infused 20 21 20 20 ST+30% 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Cat-Folk 19 21 20 20 ST+30% 20 21 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Celestial 21 21 21 21 ST+30% 22 21 (HT+30%)+1 [(DX+HT)/4]+2.50 (BasicSpeed)+3 Coleopteran 21 20 19 21 ST+30% 19 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Corpse-Eater 22 20 20 22 ST+30% 20 20 HT+30% [(DX+HT)/4]+1.50 (BasicSpeed)+3 DarkOne 20 20 20 20 ST+30% 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Dragon-Blooded 21 20 20 21 ST+30% 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Dwarf 20 20 20 21 ST+30% 20 20 (HT+30%)+3 [(DX+HT)/4]+2.00 (BasicSpeed)+2 Earth-Infused 20 20 20 20 (ST+30%)+1 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Elder-Spawn 20 20 20 20 ST+30% 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Faun 20 21 20 21 ST+30% 20 22 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Fire-Infused 20 20 20 20 ST+30% 20 20 HT+30% [(DX+HT)/4]+3.00 (BasicSpeed)+3 Gargoyle 20 20 19 21 (ST+30%)+2 19 19 HT+30% [(DX+HT)/4]+1.75 (BasicSpeed)+3 Gnome 20 20 20 20 ST+30% 20 20 (HT+30%)+3 [(DX+HT)/4]+2.00 (BasicSpeed)+2 Goblin 20 20 19 21 (ST+30%)+1 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Half-Elf 20 21 20 20 ST+30% 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Half-Ogre 24 20 19 21 ST+30% 19 19 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Half-Orc 20 20 20 21 (ST+30%)+1 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Halfling 17 21 20 21 (ST+30%)+2 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+2 HighElf 19 20 21 20 ST+30% 21 21 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Hobgoblin 22 20 18 21 (ST+30%)+3 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Human 20 20 20 20 ST+30% 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Infernal 22 21 20 21 ST+30% 20 20 (HT+30%)+1 [(DX+HT)/4]+2.50 (BasicSpeed)+3 Leprechaun 16 22 20 20 (ST+30%)-2 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 LizardMan 22 20 19 21 ST+30% 19 19 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+4 Minotaur 23 20 18 23 ST+30% 18 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 MountainElf 19 21 20 20 ST+30% 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Nymph 20 20 20 21 ST+30% 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Ogre 30 19 17 23 ST+30% 17 17 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Orc 21 20 19 21 (ST+30%)+2 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Pixie 15 23 20 20 (ST+30%)-4 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 SeaElf 19 21 20 20 ST+30% 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 ShadowElf 19 21 20 20 ST+30% 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Troll 19 21 20 21 (ST+30%)+1 20 22 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Water-Infused 20 21 20 20 ST+30% 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 Wildman 22 20 19 21 ST+30% 19 22 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 WingedElf 18 21 20 20 ST+30% 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+3 WoodElf 19 21 20 20 ST+30% 20 20 HT+30% [(DX+HT)/4]+2.00 (BasicSpeed)+4 We hobbits are plain, quiet creatures. Adventures make one late for dinner. – J.R.R. Tolkien, The Hobbit P -U C 5 OWER PS IN THE AMPAIGN Advantages advantages that aren’t Talents but which function similarly; e.g.,HighManualDexterity. Mostadvantagepower-upsareexceptionstotherulesgov- • Mundane advantages normally off-limits in Dungeon erning traits available after character creation – from fairly Fantasy.Especiallysocialadvantages!Inaworldwhere“soci- mundanebutnormallyinborncapabilitiesthatappearonone’s ety” means “where we drink, shop, and sell loot,” a social charactertemplatetogiftsthataren’totherwiseoptionsforany advantage that gives a delver a concrete edge at adventuring DungeonFantasyrace.Examplesinclude: makesanexcellentpower-up. • Higher-than-usual advantage levels. The most common • Cinematicadvantages.SuchtraitsaimtohelpPCsemu- exampleshereareTalents.TheBasicSetlimitsTalentstofour late the heroics of specific fictional archetypes, so they’re levels.Allowingfiveormorelevelsenablesadelvertobecome amongthemostfittingofpower-upsfortemplatesthatmatch proficient at several skills important to his profession while thoseroles. spending fewer points than his associates in other careers • Exotic or supernatural advantages. Often, these are new towhichsuchexpertiseislesscrucial.Thisappliesequallyto abilitiesforexistingpowers:Bard-Song,ChiMastery,Druidic Arts,HolyMight,etc.Awizard’saptitude formagiciseffectivelyapower,theabili- ties of which are advantages that have Material Power-Ups theManaSensitivelimitation(-10%).In the larger-than-life reality of Dungeon Anobviousomissionhereisitemsaspower-ups.Thismightseemaserious Fantasy, certain unrealistic advantages oversight.Afterall,Dungeon Fantasy isinspiredbyold-schoolfantasyRPGs mightrepresententirelymundanetrain- andcomputergames,whichoftenfeatureentireclasses(professions)designed ing, given appropriate modifiers and a aroundequipment,with“levelingup”bringingever-improvinggear. suitable interpretation. And a few such TheproblemisthatGURPSrarelytreatsequipmentaspartofthecharac- giftssimplyfitanarchetypesowellthat ter.Withtwoexceptions,everythingis“easycome,easygo.”Thisgoesdouble theygetapasseventhoughahardnosed fordelvers,whomightfindaKatanao’Killingononeadventure,onlytolose interpretation of advantage categories itforeverdownaspider-holethenext(ordiscoverthatitdissolvesinsunlight). wouldforbidthem! Exceptionsaresuperherogadgets–whichdon’tapplyhere–andSignature • Revamped advantages. Replacing Gear(Adventurers,p.23).TheGMmayallowSignatureGearasapower-up. oneortwofeaturesofanexistingadvan- Ifanitemcouldbeboughtforcoin,thentheGMcanletheroesacquireitin tagewithothersofcomparablescopecan townbypayingpointsinstead:1pointper$500orfractionthereof.However, result in something that feels very new theGMisundernoobligationtobeharderonownersoffounditemsinorder andfitsaparticularprofession’sniche. toplacateplayerswhopaidpointsforSignatureGear!Inthiscase,thepoints • All-newadvantages.Thesearemost boughtthepromiseofsomethingspecificmoresothansecurity. oftennewTalents–butadvantagespulled Thebestartifactsandmagicitems–likethosein40ArtifactsandTreasure from elsewhere in GURPS (e.g., Leech, Tables–aremoretroublesome.SomehavesuchhighpricesthattheSignature from GURPS Powers) also make nice Gearcostswouldbenuts.Otherslackpricetagsaltogether!IftheGMwantsto discoveriesforadvancedadventurers. makesuchgoodsavailableforpoints(e.g.,aclericcanbuysacredartifactsfor pointsathistemple;seeClerics,pp.33-36),hecanforbidnewSignatureGear Enhancements inplayandadaptGadgetsRequireanUnusualBackground(p.B477)instead. Withthischange,theitem’sbestpropertydeterminesthebasepointcostof DungeonFantasydoesn’tencourage UnusualBackground(Artifact)–equivalenttoUnusualBackground(Invention) complicated power-building, but there –asfollows: are times when an advantage requires modifierstobettersuitaprofessionora • Propertynobetterthanthatofmundanegear(ordinaryarmor,weapon,lantern, power, or dungeon-delving in general; etc.):5points. see Combination Power-Ups (p. 7). • Propertynobetterthanthatofexceptionalnonmagicalgear(fine-qualityitem, Another option is the power-up that highholysymbol,meteoricironororichalcumweapon,etc.):15points. adds an enhancement to a trait the • PropertynobetterthanthatofenchanteditemfromDungeonFantasy1:30 delveralreadyhas,givinghimacapabil- points. itythat’sasinterestingandasusefulasa • PropertywellbeyondanythinginDungeonFantasy1,orcosmic:50points. wholenewadvantage. Ifthethinghasseveraldistinctproperties,startwiththebestandadd1/5 thevalueoftheothers.Forinstance,acosmicitem(50points)withthree15- Perks point properties would cost 50 + (3 ¥ 15/5) = 59 points. Final cost shouldn’t Many “important” abilities of fic- exceedthattobuyequivalentbenefitsasinnateabilities. tional heroes – or of entire classes of Allofthisassumesportableequipment:armor,weapons,tools,etc.Vehicles delversinotherfantasyRPGs–amount (flying ships, teleporting wardrobes, etc.) capable of transporting the entire toperks.Oneparticularlyversatileperk partyshouldcostatleastdoublethepoints,ifallowed.Buildingsandproperty oftenappearsaspartofapower-up: –fromgazebostocastles–arebeyondthescopeoftheserules.Tohandlethem, addStatustothecampaignandmakesocietymorecomplexthan“town.” UniqueTechnique:Letsadelverbuya Insummary,whileDungeonFantasyaimstobeprescriptivetospeedplay technique(p.7)thatoffersawholenew andavoidarguments,thisissuedemandsGMjudgment! way to use a skill or removes a major skill penalty, but that would otherwise beoff-limits. P -U C 6 OWER PS IN THE AMPAIGN Spells Some spells are effectively advantage-like gifts that almost any caster might have. If they have casting times, energy costs, durations, etc., though, then it’s simplest to definethemasspells.Likeanynewspell,thesemakeexcel- lentcasterpower-ups. Techniques Techniques (pp. B229-233) are rather fine-grained and fussyforDungeonFantasy–that’swhyAdventurersomits them.Afewtricksofthetradeareundeniablytechniquesin GURPS terms, though, and therefore suitable power-ups. Asacompromisebetweencomplexityandappropriateness, they can be treated as all-or-nothing capabilities, always bought at their maximum level or at most in a couple of largechunks(e.g.,halfwaytomaximumandmaximum). Combination Power-Ups Power-upsoftenconsistofseveraltraitsthathavetobe purchased together. Important examples, in increasing orderofcomplexity,are: • Anadvantagemodifiedwithmanyenhancementsand limitations. the mixed-profession lenses on pp. 19-37 of The Next Level. • Several advantages – possibly modified – that always Such power-ups are essentially learnable meta-traits occurtogether. (pp.B262-263). • Atechniquethatwouldotherwisebeoff-limits,alongside aUniqueTechniqueperk(p6)thatopensthedoortoit.This Be aware that any power-up with the Unique Technique combinationisadvantage-like,inthatthecapabilitythetech- perkorafull-blownUnusualBackgroundadvantagebuiltinis nique offers is only possible for delvers with the power-up. anexceptiontooneoftheconventionsobservedbytherestof Everybodyelselackstheperkthatletsthemattemptthetech- DungeonFantasy.Thisdoesn’tgiveallheroeslicensetobreak nique,evenatdefault! thatrule. • Lenses(p.B449)tocharacterorracialtemplates,which Finally, note that combination power-ups always occur in bundle together attributes, secondary characteristics, advan- thecombinationslisted.TheGMmayallowdelverstobuyindi- tages,perks,and/ortechniques–andoccasionallyevendisad- vidualbitsandpieceswithearnedpoints,butotherwise,thisis vantages or quirks – in all-or-nothing packages that resemble forbidden.Again,aspecificallowanceisn’tcarteblanche! A P -U CQUIRING OWER PS The only absolute preconditions for adding a power-up are B P -U UYING OWER PS thattheGMpermitsitandtheheromeetstherequirementsthe GM has set for it: prerequisites, points, cash, souls, etc. These An adventurer can always spend earned points on attrib- considerationshavesubstantialdepth,though–especiallyifthe utesuptohisraciallimit(seetheRacialMaximaTable,p.5), playersarebeingadmirablymunchkinaboutthewholething. traits on his character template, and his profession’s special powers. If the GM agrees, then a hero with the points and S W P -U prerequisites can also buy general power-ups, the profes- TARTING ITH OWER PS sionalpower-upsnotedforhislineofwork,andhisspecies’ The division between starting templates and power-ups is racial power-ups. The GM might still decree certain choices arbitrary.ReadersoftheDungeonFantasyseriesinthemirror off-limits,ofcourse. universe where GURPS authors sport sinister-but-dashing Whereapower-upissimplyanextremequantityofsome- goateesreportthatcertainpower-upsarebasicsandviceversa. thingthedelveralreadyhas,theGMshouldconsiderlimiting Thus,it’sfairesttoletdelverswhohavethepointsandprereq- improvementtoonestepaftereachadventure(mission,dun- uisitetraitsbuytheirprofession’spower-upsatcharactercre- geon,raid,etc.).Forinstance,ahumanbarbarianwhowants ation.Notthatthisispracticableforallpower-ups! toraisehisSTfrom20(thehumanlimit)to25(thepower-up Evenso,theGMisfreetodecreethatcertainpower-upsfall limit)mightneedtocompletefiveadventurestodoso.TheGM intoanothercategorybelow.Anypower-updescribedwithan couldalsotieinstartingpower-upshere,lettingPCsstartwith adjectivelike“secret”or“advanced”isagoodcandidate.Such onlythelowestlevelofapower-upandrequiringthemtoearn optionsaren’tavailableatthecampaign’sstart. futurelevelsinplay. P -U C 7 OWER PS IN THE AMPAIGN Optionally,theGMmayfurthercharge“trainingfees,”nor- secret exercises might let a barbarian – and maybe anyone – mally paid in cold, hard cash to the relevant brotherhood, raiseSTabove20...ifhecanreadit. guild,monastery,temple,etc.Suggestedtuition: To prevent boring Dungeon Fantasy games where the heroes spend more time in the library than in the dungeon, • Power-up is improved attribute or secondary characteris- don’t use Improvement Through Study (p. B292-294). Such tic:Free! “workbooks”functioninoneoftwoways: • Power-upishigherlevelofknownadvantage,power,skill,or spell:$20/point.* Mundane Workbook: Anybody who reads the writing and • Power-up is completely new advantage, power, skill, or follows its instructions can spend earned points to buy the spell:$40/point.* power-up.Onlyonepersoncanusesuchabookatatime(two, • Power-upisspecialexceptionoutsidebuyer’susualprofession if one of them doesn’t sleep), and he must peruse it for 15 orrace:$80/point. weeksontheroadorintownbeforedoingso.Itsinformation is complex enough to take years to transcribe (the Obtrusive *Thefirstpointinaskilloraspell,andthefirstlevelofan Hand of Game Balance at work). If sold, it fetches $100 per advantage,is“new.”Everythingafterthatisa“higherlevel.” point the power-up costs; e.g., a workbook on the Secret TeleportationSpell[100]isa$10,000treasure.Buyingit shouldcostatleast10timesasmuch–it’scheapertopay for training. Weight varies, but is rarely under 12 lbs. Alternatively, use Sages to determine the weight of a manualworththesamenumberofpoints. Magical Workbook: As above, except that after 15 weeks,thereader(justone!)gainsthepower-upoutright, increasing his point value. The book then immediately crumbles, goes blank, or becomes a merely mundane workbook.Theactualforceatworkneednotbemagic;it might instead be divine (like clerical spells) or perhaps even some deity’s cosmic teachings. Price is at least 10 timesthatofacomparablemundaneworkbook–thatis, $1,000/pointtosellor$10,000/pointtobuy(ifnotmore)! Weight ranges from that of a mundane work down to thatofamagicalscroll(0.05lb.). Quests Anadventuremightleadtheheroestoateacherwho canimpartthenecessarypower-up:Theyfighttheirway to the dungeon’s bottom level, cut down the final mon- ster,bashopenthebricked-inarch...andstepoutinto some sort of Shangri-La, where the martial artist can learn from a Secret Master. Or maybe there’s conve- niently a teacher there for each of the PCs. The fairest way to handle this is for the GM to award the usual pointsfortheadventureandtelltheplayersthattheycan spend those however they like, but have one-time-only crackataspecialpower-up,iftheywantit. Alternatively,suchaquestmayopendoorsbackhome: S R Upon bringing back the head of the Osmium Dragon, the PECIAL EQUIREMENTS knight is admitted for training in some hitherto unavailable Power-upscanhaverequirementsbesidespointsandcash. combat power-up and the wizard finally gains access to the Meetingthesemaybestowtheabilityoutright,increasingthe secrets of Energy Reserves. Again, a pay-as-you-go system is adventurer’spointtotal,orsimplygrantthedelvertheoption probablybetterthanhandingoutfreepoints. topurchasethepower-upwithpointsandlootaccumulatedon Not all doors opened are on the mortal plane, though. theadventurethatmadeitavailable.Thisisespeciallysuitable Clerics (all sorts), druids, and holy/unholy warriors might for secret power-ups, explaining why, for instance, every wiz- acquire power-ups from among the Druidic, Holy, or Unholy ard who saves up 100 points and $4,000 doesn’t instantly go abilitiesgrantedbytheirdeityonlyafterprovingthemselves.If learntheSecretTeleportationSpell(p.37)–it’sasecret,duh! usingClerics,suchanadventurerwhoperformsagreatserv- iceforahigherpoweralliedwithhisownmay,inlieuofpoints, Ancient Writings receiveagiftnormallyreservedforservantsofthatothergod– oratleasttheoptiontobuyanabilitylikethis,perhapseven Aclassicsourceofpower-upsiscodices,tablets,etc.found one of his choosing, as a power-up. Such an option remains inforgottenplaces.Thiscomesasnosurpriseforspells(these validuntilexercisedortheherocommitsanaffrontagainstthe aretraditionallyfoundingrimoires),butasuitablyimpressive entity granting the boon. A spell off a different list from the workmayholdthesecretsofthingsthataren’tnormally“stud- usualoneisequallyapropos. ied,”likemostpowersandadvantages.Forinstance,aguideto P -U C 8 OWER PS IN THE AMPAIGN Finally,questsareoneofthefewreallygood ways to justify power-ups from outside one’s Designing New Power-Ups profession. If the GM feels that an adventure undertaken for the Great Temple or Master TheGMisencouragedtocreatenewpower-ups–doubtlesswiththe Thief was sufficiently risky and impressive, support of power-hungry munchkins! For thoughts on selecting the everyPCmaylearnasecretusuallyreservedfor mechanicalguts,seeTraits(pp.4-7).Forexamples,seeChapter2;each clerics or thieves. This should come out of item there notes exactly what traits go into it, often with footnotes earned points, and those in alien professions explainingrulesinterpretations,expresslytoassistGMswhoareinvent- maybechargedafeewherethoseinthecorrect ingpower-ups. professionaren’t.Still,it’sagreatopportunity! Brave GMs with large GURPS libraries will find further inspiration Inallcases,theGMshoulddohissubtlebest outsidethiswork.GoodresourcesincludeGURPSMartialArts(notably to ensure that the heroes earn enough points StylePerks,pp.49-52,andCreatingNewTechniques,pp.89-95),theappro- duringthequesttobuythepower-upatitsend. priatelytitledGURPSPower-Upsseries,GURPSPowers(inparticular It’salsoadvisabletodropahintthattheplayers Alternative Abilities, p. 11; Attributes as Abilities, p. 13; Special Effects, maywanttosaveuppoints.Foratrueonce-in- pp.113-114;andSpecialCases,pp.115-119),andGURPSThaumatology a-lifetime chance, the GM might even gener- (especiallyChapters2and7). ously make up the outstanding point cost There’s more to a good power-up than stats, though. Bear these through other means (“The otherworldly ener- “threeXs”inmind: gies exact a toll. You gain Power Reincarnate butloseaHTpoint.”). • eXciting.Thebestpower-upsareabilitiesaboutwhichyarnscan be spun and toward which heroes will want to work. “Becoming an Special Training expert at Broadsword” is a fine general objective, but a bit lacking in color.“LearningtheBotteSegrete”–nowthat’sanaccomplishment! Some quests may be difficult enough that • eXclusive.Agoodpower-upshouldoffersomethingthatisn’toth- the heroes receive power-ups beforehand, as erwise on the table. Anybody can improve ST, but only the privileged mission preparation. The GM decides how to few can raise ST past their racial maximum or add Striking ST. Any handle the cash and/or point costs. If the adventurer might learn the Stealth skill, but Backstabber (p. 35) delverstaketheinitiativeandseekspecialtrain- exploitsitinaspecialwaythatonlythievescanlearn.Andsoon. ing,thenthat’ssimplyBuyingPower-Ups(pp.7- • eXemplary.Agoodpower-upcomplementsaspecificroleorisa 8)withaspecificgoalinmind. remarkable trait of a particular race. Even “all adventurers” – as IftheGMhasthenextadventureprepared, opposedtostaidtownsfolkandfarmers–canwork.Whatmattersis andhasplannedajobofferfromapatroncapa- that the power-up offers a clear growth path that helps the player ble of offering training, then he could tell the spend earned points to realize a goal, whether that’s becoming an playersattheendofthecurrentdungeoncrawl archmage, growing into a paragon orc, or retiring as a storied and thattheupcomingonemaygobetterwithspe- successfuldelver. cialtraining.Atthatpoint,theBrotherhoodof Bards or Wizards’ Guild steps in and offers to teach a previously off-limits power-up. Each playercandecideforhimselfwhethertoexpendearningsfrom Wishes thelastadventuretoobtaincapabilitiesusefulonthenextone. Potent enchantments (notably the Great Wish spell in And if the future mission won’t work at all unless the PCs GURPSMagic),divinefavor,ancientElixirsofTransmogrifica- havetherightcapabilities,theGMcandeclaresomethinglike, tion, and so on can simply bestow power-ups: “Poof! You’re “Youspendamonthatscoutbootcamp.Non-scoutsgetBow morepowerful!”Thisdiffersfromthemagicalworkbooksunder at DX+2 and Fast-Draw (Arrow) at DX+1. Scouts learn the Ancient Writings (p. 8) or divine rewards discussed in Quests Bow Fencer power-up.” The points might be a gift or sub- (pp.8-9)onlyinspecialeffects.However,iftheadventurersare tractedofftheawardfortheadventure.Inthelattercase,the inapositiontomakewishes,thentheGMneedstodecidewhich promise of substantial material rewards is wise – it gives the power-upsexistandarecommonknowledge.Evenmunchkins heroes an incentive to go on the quest instead of running off can’trequestboonsforbiddenbytheLawsofCreation(asrepre- withtheirnewtraining. sentedbytheGM)orthattheycan’tdescribeproperly. He was trying to find some help in the ancient military journals of General Tacticus, and had actually found a section headed What to Do If One Army Occupies a Well-fortified and Superior Ground and the Other Does Not, but since the first sentence read “Endeavour to be the one inside” he’d rather lost heart. – Terry Pratchett, Carpe Jugulum P -U C 9 OWER PS IN THE AMPAIGN C T HAPTER WO T P -U HE OWER PS Andnowthegoodstuff! Be aware that detailed traits and footnotes appear heretohelptheGMwithdesign–playersshouldsim- How Are They Sorted? ply pay point costs, write down names, and focus on These power-ups don’t follow the GURPS custom of listing describedeffects.Theinnerworkingsofmanypower- advantagesinoneplace,perksinanother,techniquesinathird, ups rely on complex rules from the GURPS books andsoforth.Regardlessoftheirconstituenttraits,theyappear listedunderDesigningNewPower-Ups(p.9).Whilethe inalphabeticalorderwithineachcategory.Thisistoencourage GM is welcome to tinker with these concepts, their gamerstochoosepower-upsbasedonroles–notrollsorrules! invocationdoesn’tentitlerules-savvyplayerstodoso. Similarly, power-ups are exceptions practically by definition. They regularly interpret existing traits cre- atively or make judgment calls that might go another way are peculiar to individual power-ups, and aren’t for Dungeon underdifferentcircumstances.Thesecallsandinterpretations Fantasyingeneral. G P -U ENERAL OWER PS These capabilities are, in principle, available to anyone. When you launch a Cleaving Strike, you cannot step. Theyaren’ttiedtoparticularprofessionsorraces.Inpractice, Instead, you stand in place and make attacks on up to three bothpointsandprerequisiteslimitaccessibility–andtheGM foesinfrontofyou,fromlefttorightorfromrighttoleft(your mightrulethatapower-upisasecrettobediscoveredinplay choice), changing facing as you engage each one. All attacks orearnedthroughaspecificquest. mustbestrikeswithaswungweapon. Choose a hit location on the first foe and then make your C P -U attack roll. Your opponent defends normally. If you succeed OMBAT OWER PS andhefailstodefend,rollyourusualweapondamageagainst Thesepower-upsareusefulmainlyinbattle.Becausealldun- him, at the better of a flat +2 or +1 per die, as with All-Out geon-crawlersneedtofight,there’snorestrictionbyprofession. Attack(Strong).Owingtothismove’ssheerpower,theenemy Knights have fewer specialist power-ups than most other suffers-1toallDXandHTrollstoavoidfallingdowndueto delvers,though,sothey’llbespendingmorepointshere,while knockbackorknockdown! prerequisitesmayeffectivelyplacecertainoptionsoutofreachof Whathappensnextdependsonwhetheryoumissed,your somePCs(e.g.,Acrobaticsmovesaren’tlikelyforheroesother rivaldodgedorretreated,youknockedyourenemydownor thanbards,martialartists,swashbucklers,andthieves). back,youhitalimboranextremityanddidenoughdamage todismemberit,oryoumanagedtokillyourvictim.Ifanyof Cleaving Strike thoseconditionsapplies,youmayproceedtothenexttarget in order and repeat the process. Otherwise, your 5points/skill turnends. Prerequisites: Any Melee You can swing through at most two addi- Weapon skill capable of swinging tionalfoesafterthefirst.Youalwaysendyour attacks,plusoneofST18+,Trained turnfacingthefinalopponentattacked. byaMaster,orWeaponMaster. Purchase this power-up for one specific MeleeWeaponskill.CleavingStrike(Axe/Mace) CleavingStrikeisaspecialAll- isdifferentfromCleavingStrike(Staff). OutAttackthatletsyouattemptto swing through up to three adja- Perks:UniqueTechnique(CleavingStrike)[1]. centfoesinfrontofyou!It’sallyou Techniques:CleavingStrike(H)Skill+0[4].* can do that turn, no matter how * Technically, fighters without Trained by a fastorskilledyouare.Sinceit’san MasterorWeaponMastershouldsufferanextra All-Out Attack, it also leaves you -6formakingatripleRapidStrike,butST18+ without active defenses. sufficestowaivethis–itcostsmorethanthose Otherwise,therulesbelowreplace twoadvantagesputtogether! theusualonesforAll-OutAttack. T P -U 10 HE OWER PS

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