Gurps DF Rules

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Book Rules

GURPS Basic Set: Characters

  • Characters may purchase techniques.
  • Several Advantages, Disadvantages, and Skills are not in use or require GM's permission according to the guidelines in Dungeon Fantasy.

GURPS Basic Set: Campaigns

  • Rules for Extra Effort in Combat are being used.
  • The optional rules for Influencing Success Rolls on page 347 are in use. PCs in Kevin's Monday Night game may NOT buy Critical Successes with CP, but converting critical failure to failure or failure to success are both valid. If it is relevant, the Margin of Success on a bought success is 0.

GURPS Dungeon Fantasy 1: Adventurers

  • Wildcard skills are available as a player option; they are not required.

GURPS Dungeon Fantasy 2: Dungeons

GURPS Dungeon Fantasy 3: The Next Level

  • We will be enforcing lens purchases for out-of-template abilities, though this can be flexible - new lenses can be created by working with the GM.
  • We will not be using the Psionics rules.

GURPS Dungeon Fantasy 4: Sages

  • The Artificer and Scholar lenses are both available, as is much of the equipment from this book.

GURPS Dungeon Fantasy 5: Allies

  • All of this material is canonical. Acquiring a new Ally is done while In Town, unless offered as a reward by the GM.


  • We will be using the base rules presented in Magic, with the house rule modifications listed below.

GURPS Martial Arts

  • Style perks are allowed, with one style perk allowed per 20 points in combat skills and per 10 points in style-specific skills for styles with which you have Familiarity.
  • New Combat Options are allowed on a case-by-case basis.
    • Telegraphic Attack, Defensive Attack, and Committed Attack are definitely allowed.
  • New non-cinematic techniques may be allowed; check with the GM.
  • Cinematic techniques are available for Martial Artists, Swashbucklers, and other Weapon Masters.
    • New cinematic techniques may be allowed; check with the GM.
      • Scouts with Weapon Master (Bow) may take Dual-Arrow Attack.

GURPS Powers

  • Any new abilities will require GM approval.

GURPS Supers

  • Any new abilities will require GM approval. The GM is likely to consider consumable Signature Gear.

GURPS Fantasy

  • Named Equipment is available as a Perk addition to any non-consumable Signature Gear. A Named item is part of its owner's personal legend and gains 25 energy worth of enchantment for every CP its owner earns. See GURPS Magic for energy costs on enchantment.

Character Creation

Characters are created on 275 points and may have up to 50 points of disadvantages (including reduced Attributes) and an additional 5 points in Quirks. Characters *should* use templates from DF: Adventurers, though this is not strictly necessary and deviations within the template are allowed. Lenses and Races from DF: The Next Level are also in use, though Dark Ones, Elder Spawn, and Trolls are not available as PC races.

In general, characters should stick with the disadvantages listed on their templates. Any character may take Wealth: Struggling, Wealth: Poor, or Wealth: Dead Broke, whether this appears on their template or no.

All characters know their personal native tongue fluently. They also know the Trade Tongue at Accented at no point charge. Most creatures encountered during a delve will speak the Trade Tongue at Broken or better. Characters can purchase Fluent ability in the Trade Tongue, but there's normally no point to doing so - language dependent abilities will still have trouble if your victim isn't fluent.

House Rules

  • Rapier Wit does not exist. Sorry. It's just plain broken.
  • Halflings have Charitable (-15) instead of Kleptomania (-15). We don't like the weird fusion of Hobbits and Kender.
  • Combat Reflexes gives +1 to Basic Speed for Initiative in combat at all times.
  • Light Mail armor is available at 2/3rds the weight and 75% of the cost of regular mail armor. DR for any location is 2* (not split DR).
  • A new enhancement for True Faith is available to Holy characters:

Smite, +120%. Requires the Turning enhancement. Entities that fail the quick contest for Turning by 5 or more are immediately struck down with a "Heart Attack" type affliction, as per Basic page 429. This is a Cosmic effect that bypasses Immunity to Metabolic Hazards. As a special effect, the afflicted creature burns up from the outpouring of holy energy, not from a "heart attack".

Magic-specific House Rules

  • Resurrection is not a Necromancy spell. It belongs solely in the Healing college.
  • Steal Energy no longer requires Minor Healing; instead it requires Lend Energy
  • Any time a wizardly spell lists a Healing spell other than Lend Energy or Recover Energy as its prerequisite, check with the GMs. We will modify the prerequisite chain to exclude healing, and update the list.
  • Cone Spells and Dragon's Breath spells are available; for details see the following:

Changing Characters

  • After a delve is completed, a player may choose a new character. Earned Character points are transferred to the new character, along with 80% of the previous character's share of the wealth gained from the delve.
  • It is not generally acceptable to change characters except at the end of a delve or after the very first session of a new delve - and characters changed after the first session will be introduced At The GM's Convenience.

Replacing a Dead Character

  • If a PC is killed and not brought back to life during a delve, the player must create a new character. Earned character points are transferred to the new character, along with a -5 CP penalty for dying. Wealth will need to be worked out with the GM, but generally 50-75% of earned wealth will be retained. The replacement character will be added to party at a time and manner At The GM's Convenience.
Note that the GM's Convenience may lead to you being introduced naked, in a cage over a pit, or in other circumstances that entertain the GM. If this happens, the GM promises that your starting equipment will be recoverable and within reasonable proximity to your introduction location.

Fast-Ready for Heavy Weapons

  • Large, heavy weapons with most of the weight in a large head at the end of a pole are said to be "Unready" weapons - once you attack with the weapon, it is "unready", and you need to spend a Ready action before you can attack or defend with it. On the skill list, these weapons are marked with a "double dagger" (‡) in the Minimum ST column.
  • Borrowing from the fast-Ready rules for bows, I allow warriors to fast-Ready an unready weapon.
  • At the start of a turn where you are holding one of these Unready weapons which is currently not Ready, you may attempt a Weapon Skill-6 roll to drag your weapon back in line as a free action. If you also make an attack this turn with this weapon, the attack will be at Weapon Skill-6 as well. You may instead choose to take another action (such as Move, Change Posture, or Evaluate), in which case you suffer no further penalties.
  • If you Parry with this weapon before the start of your next turn, you will also be at -3 on your Parry.
  • If you fail the fast-Ready roll, you spend the entire turn performing a Ready action; on a critical failure you drop the weapon, or possibly throw it into an adjacent hex (suggestions may be made by the peanut gallery).
  • The net result is that a not-quite-strong-enough fighter wielding a maul and actually making attacks every turn feels like he's riding the ragged edge of control with his weapon - with -6 to skill to attack, he can't make trick shots, deceptive attacks, or the other fancy options, and there's always the possibility of accidentally loosing his grip on the weapon entirely.
  • Weapon Masters with an appropriate specialty may halve these penalties to -3 to fast-Ready and -3 to attack in the same turn; Parries until the Weapon Master has spent a full turn properly Ready are at -1, not the usual -3.
  • The penalties may be also bypassed entirely by a character strong enough to wield the weapon without it being Unready (1.5x the minST) as per the Basic Set.