jerril: A cartoon head with caucasian skin, brown hair, and glasses. (default)
Dragon Hatchling
6 points

Attribute Modifiers: IQ -1 [-20], HT +1 [10], Per +1 [5], SM 0 [0]
Advantages: Burning Attack 1d (Costs Fatigue 2, -20%; Jet, +0%) [4]; Claws (Sharp) [5]; Damage Resistance 1 (Tough Skin, -40%) [3]; Nictitating Membrane 2 [2]; Optional Quadruped [3]; Peripheral Vision [15]; Striker (Tail; Crushing: Clumbsy, -2 to hit, -40%) [3], Teeth (Sharp) [1].
Disadvantages: Disturbing Voice [-10]; Social Stigma (Monster) [-15].
Perks: Draconic Maturation.
Quirks: Naive, Strongly prefers walking on all fours
Features: Born Biter. Armor isn't interchangeable with humanoid armor (and not with Dragon-Blooded or Lizard Man armor either). Colorful Scales. Vestigial wings.
Notes: A classical quadrupedal dragon hatchling, out and about well before its parents would normally release it. Its wings are under-developed and the entire world is a new and interesting place! This interpretation makes dragon forepaws just as good as any humanoids hands, at least when they're small, and allows them to walk upright and use equipment like any other character, should they choose to. There's enough fantasy art that shows dragons acting like humans that I don't feel this is super-straining.

New Traits:
Perk: Draconic Maturation
You may purchase up to 30 points of Draconic advantages at character creation, and/or buy them in play, at their usual point costs.
Trait: Optional Quadruped, 3 points
You may freely choose to walk on four legs or two; walking on four legs is walking, not crawling, and subjects you to all the effects of the Extra Legs advantage, and the Horizontal disadvantage, and you may not use your hands as, well, hands. Getting upright from walking on four legs counts as getting up from Prone - you must first sit up before you stand up, unless you successfully execute an Acrobatic Stand.
Extra Legs (4 legs; Temporary Disadvantages: Horizontal, No Fine Manipulators, -45%), [3].

Lens: Unhandy Dragonet, [-7]
You don't have hands so much as clever fore-paws, and you are not adept at walking upright (although you can, in a pinch). You have a -2 on tasks that require a power grip, and -3 on tasks that require a delicate touch. You can walk at full Move on all fours rather than having to Crawl, or you can Sit or Kneel and use your hands (at the above penalties). If you need to walk with your hands full you can toddle along upright at 3/5ths your normal Move. If you have DX 14 or more, you can carry a small object or two while walking on all fours (this includes the penalty for Bad Grip).
Add ST +1, Bad Grip 1, Ham-Fisted 1, Semi-Upright. [total -5]
Remove Optional Quadruped and the Strongly prefers walking on all fours quirk. [total -2]
jerril: A cartoon head with caucasian skin, brown hair, and glasses. (Default)
As a GM, I love me my monsters. Lots of monsters. They're one of the core tools in the GMs box, and you can't have too many. The DFRPG Monsters book is great, but you can never have too many monsters. The first obvious (and easiest) place to look outside of Monsters is the GURPS Dungeon Fantasy product line, it's spiritual elder sibling. There are five books of monsters for that line, and more in the Pyramid issues and in adventures for GURPS DF (which are all handy anyways). They're pretty easy to pick up and drop into a DFRPG game, once you get used to the slightly different notation for some of the monster Traits.
That's the low-hanging fruit. Where do you go after you've exhausted those? The rest of the GURPS product line of course!
The easiest places to start are the other "genre mini series", sister product lines to Dungeon Fantasy. After The End and Monster Hunters in particular (Action is a great series, but doesn't really have monsters). Both these series have monsters, but both these series are aimed at a post-firearms world, so there's some adjusting to do - if only to remove the guns from the monster equipment lists!

After The End is probably the easiest place to start, as while the setting has guns, it also has a lot of low-tech elements and therefore tool-using enemies also have some sort of (crappy) melee weapons. The biggest selection of monsters for ATE is in GURPS After the End 2: The New World - here you can find gang members (bandits!), mutant people, mutant animals, and an alien. Mutant people make for fascinating nonhuman humanoids, mutant animals are just regular old monsters, and aliens, if you ask me, are one of just more mundane humanoids, fae, demons, or Elder Things. Whichever you feel your campaign needs more of.

However, the humanoid mutants are a bit tricky because the mutation packages they provide refer to the mutation traits in book 1, rather than base trait names that are easy for DFRPG players to figure out.

Over the next while (schedule unknown at this point) I'm going to be making DFRPG enemies out of these After The End gang members and mutants, using DFRPG traits and equipment. No puzzling out required, I'll do it for you :D For GURPS DF players using the optional CER rules, I will be providing CER numbers as well.

Along the way I will sprinkle in some variations as the mood strikes me. Why not?
jerril: A cartoon head with caucasian skin, brown hair, and glasses. (Default)
Precis – Why low/funky mana areas aren't (always) unfair. Nonstandard mana levels are sometimes regarded as the GM "screwing over the players", but only like any other hazard.
Ed Note: This post is based on previously posted material (by yours truely) which I have edited and expanded upon. If you get deja vu, that's why.

A cruel, bored or irritated GM can abuse their editorial powers to heap misery upon suffering on their players, up to and including terminating the game via horrible in-game events: Rocks Fall, Everyone Dies. This kind of adversarial play style is pretty unpopular these days, but sometimes I wonder if we've over-corrected for sins past. Making things more difficult for your players is not the same as using the magnifying glass of your GMly powers on their ant-like paper men.

This concern comes up quickest in GURPS when Low Mana zones, or other weird magic areas, are discussed - "-5 to all your spells" is a pretty purified "Here, lets make all the wizards lives difficult today" mechanic, and it only gets worse if you have something like Twisted Mana, where even succeeding can be worrying.

Read more... )
jerril: A cartoon head with caucasian skin, brown hair, and glasses. (Default)
Precis – A random enchanted fountain table for Dungeon Fantasy!

Enchanted Fountains

Magic fountains and pools are classic dungeon features, dating back to some of the first published adventures for D&D. DF Exploits talks about them quickly, and suggests a table of random effects might be fun. So here's a table!

Enchanted Fountain Table

Roll (2d) Effect
2 Healing magic! Roll 1d; 1-5: Heals 4d6 injury; 6: Roll HT for each affliction affliction or crippling injury to have the affliction removed or the crippled limb restored. Roll HT-5 for severed limbs.
3 Teleports the character to a nearby (within 50 yards) room (choosen at the GMs whim, or randomly).
4 Random attribute increase! Enjoy a (1d) bonus to a random attribute for (2d) hours. Roll on the random attribute table (below) to pick which one.
5 Monster disguise! For (1d) hours you are magically disguised as a monster from the wandering monster table for this dungeon, as if a Simple Illusion spell and an Illusion Disguise spell were cast on you (DF Spells p. 40). Unlike the spells, this illusion is not dispelled by touch! If there is no wandering monster table, pick a monster type found in the dungeon.
6 Gain Magic Resistance 5 for 1d hours (or increase existing Magic Resistance by 5). This is not Improved Magic Resistance and will prevent spellcasting!
7 Nothing happens... this time! (The magic is on the fritz!)
8 Invisibility! Grants invisibility for 1d×10 minutes, or until user takes offensive action (e.g., attacks) or casts a spell.
9 Random attribute decrease! HT-4 or suffer a (1d) penalty to a random attribute for (16-HT) hours. Roll on the random attribute table (below) to pick which one.
10 Sleepytime. Roll HT-4 or sleep for (16-HT) hours (as per the Sleep Potion).
11 Corrosion! (1d-1 corrosion damage for a dip, 3d HP of injury if swallowed)
12 Dangerous poison! HT or take 2d+6 tox HP of injury (HT-4 if swallowed!)

Random Attribute Table

Roll (1d) Effect
1 ST
2 DX
3 IQ
4 HT
5 Perception
6 Will

While written for the DFRPG, this material is fully compatible with GURPS DF (and GURPS in general)

jerril: A cartoon head with caucasian skin, brown hair, and glasses. (Default)
Precis – This is a quick grab-n-go list of some Dungeon Fantasy ready gems with a little bit of description, sorted by some handy value tiers.
Dungeon Fantasy Exploits gives some rough ideas on relative value for gems, but is sparse on concrete details.

Here's a quick grab-n-go list of some gems with a little bit of description, sorted by some handy value tiers. As a reminder: gems are so trivially small that unless you're dealing with handfuls of them, you can ignore the weight. I've included weights anyways in case you want like, a pound of obsidian trade gems or something.

Read the great big list... )By the by: that pound of obsidian rupees is 333 rupees, or $8 325. And now you know!

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