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by SEAN PUNCH
Illustrated by ED NORTHCOTT, SHEA RYAN, and DAN SMITH
An e23 Sourcebook for GURPS
®
STEVE JACKSON
GAMES
Stock #37-0305
®
Version 1.0 – February 21, 2008
C
ONTENTS
I
NTRODUCTION
. . . . . . . . . . . . . . . . 3
1. N
ONHUMAN
R
ACES
. . . . . . . . 4
Cat-Folk . . . . . . . . . . . . . . . . . . . . . . . 5
Coleopteran . . . . . . . . . . . . . . . . . . . . 5
Corpse-Eater . . . . . . . . . . . . . . . . . . . 5
Dark One . . . . . . . . . . . . . . . . . . . . . . 6
Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . 6
Elves . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Faerie Folk . . . . . . . . . . . . . . . . . . . . . 8
Gargoyle . . . . . . . . . . . . . . . . . . . . . . . 9
Gnome . . . . . . . . . . . . . . . . . . . . . . . 10
Goblin-Kin . . . . . . . . . . . . . . . . . . . . 10
Half-Spirits . . . . . . . . . . . . . . . . . . . . 12
Halfling . . . . . . . . . . . . . . . . . . . . . . . 14
Minotaur. . . . . . . . . . . . . . . . . . . . . . 14
Ogre. . . . . . . . . . . . . . . . . . . . . . . . . . 14
Reptilians . . . . . . . . . . . . . . . . . . . . . 15
Troll . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Wildman . . . . . . . . . . . . . . . . . . . . . . 16
Swashbuckler. . . . . . . . . . . . . . . . . . 33
Thief . . . . . . . . . . . . . . . . . . . . . . . . . 34
Wizard. . . . . . . . . . . . . . . . . . . . . . . . 36
3. P
OWER
-U
PS
. . . . . . . . . . . . . . . . 38
Mortal Foe . . . . . . . . . . . . . . . . . . . . 40
Psionics. . . . . . . . . . . . . . . . . . . . . . . 40
2. M
IXING
P
ROFESSIONS
. . . . . . 17
Barbarian . . . . . . . . . . . . . . . . . . . . . 19
Bard . . . . . . . . . . . . . . . . . . . . . . . . . 20
Cleric. . . . . . . . . . . . . . . . . . . . . . . . . 22
Druid . . . . . . . . . . . . . . . . . . . . . . . . . 24
Holy Warrior . . . . . . . . . . . . . . . . . . 26
Knight . . . . . . . . . . . . . . . . . . . . . . . . 28
Martial Artist . . . . . . . . . . . . . . . . . . 29
Scout . . . . . . . . . . . . . . . . . . . . . . . . . 31
4. N
EW
C
APABILITIES
. . . . . . . . . 40
Spell-Archery . . . . . . . . . . . . . . . . . . 41
Two-Weapon Fighting . . . . . . . . . . . 41
Adding New Abilities. . . . . . . . . . . . 42
5. A
DVANCEMENT
. . . . . . . . . . . . 42
I
NDEX
. . . . . . . . . . . . . . . . . . . . . . . . . 44
GURPS
System Design
❚
STEVE JACKSON
WILL SCHOONOVER
Production Artists
❚
Marketing Director
❚
PAUL CHAPMAN
GURPS
Line Editor
❚
SEAN PUNCH
❚
ALEX FERNANDEZ
and PHILIP REED
Sales Manager
❚
ROSS JEPSON
e23 Manager
❚
PAUL CHAPMAN
FADE MANLEY
GURPS
FAQ Maintainer
❚
PHILIP REED and
––––
JUSTIN DE WITT
Chief Operating Officer
❚
THOMAS WEIGEL
Prepress Checkers
❚
–––––––
BRETT SLOCUM
❚
WILL SCHOONOVER
and MONICA STEPHENS
❚
PHILIP REED
Playtesters:
Paul Chapman, Philip Reed, and Thomas Weigel.
GURPS
, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated.
Dungeon Fantasy 3: The Next Level,
Pyramid,
and the
names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated,
or used under license.
GURPS Dungeon Fantasy 3: The Next Level
is copyright © 2008 by Steve Jackson Games Incorporated. All rights reserved.
The scanning, uploading, and distribution of this book 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
2
Art Director
Errata Coordinator
Page Design
Indexer
❚
I
NTRODUCTION
In a high-powered game, there should be all manner of expen-
sive options available to soak up points: great wealth, exotic
advantages, magic, psionics, powerful racial templates . . . prefer-
ably
several
of these.
–
GURPS Basic Set
GURPS Dungeon Fantasy: Adventurers
and
Dungeons
support fast, simple games with a limited number of roles,
skills, and options for delvers. They ape classic dungeon RPGs,
which emphasized killing monsters and taking treasure, not
designing characters. Still, complex character concepts with
tricky ability mixes have always been an element of hack-and-
slash gaming – if only because of the added opportunities for
munchkinism!
This is one area where
GURPS
outdoes old-school RPGs.
Ultimately, the GM of a
GURPS
dungeon crawl
could
simply
say, “Here are your points. Buy stuff. Get back to me when
you’re done.” However, such an approach might lead to down-
right unplayable PCs – or to such extreme munchkinism that
only one player has fun. Enter
Dungeon Fantasy 3: The Next
Level.
The goal of
The Next Level
is to support more-complicated
but
balanced
PCs – both at the start and after some in-game
evolution. Like other
Dungeon Fantasy
titles, it’s simply a play
aid, and takes a hack-and-slash approach that won’t suit every
fantasy campaign. It describes races only in terms of traits like-
ly to matter on a dungeon crawl. It treats character templates
as almost mandatory when
GURPS
normally views them as
optional. Most important, it cultivates munchkinism whenever
that would be fun!
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 co-author Phil Masters, and wrote
GURPS
Martial Arts
with co-author 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.
About
GURPS
Steve Jackson Games is committed to full support of
GURPS
players. Our address is SJ Games, P.O. Box 18957,
Austin, TX 78760. Please include a self-addressed, stamped
envelope (SASE) any time you write us! We can also be
reached by e-mail:
info@sjgames.com
. Resources include:
Pyramid
(
www.sjgames.com/pyramid
). Our online
magazine includes new
GURPS
rules and articles. It also
covers the
d20
system
, Ars Magica, BESM, Call of
Cthulhu,
and many more top games – and other Steve
Jackson Games releases like
Illuminati, Car Wars,
Transhuman Space,
and more.
Pyramid
subscribers also
get opportunities to playtest new
GURPS
books!
New supplements and adventures.
GURPS
continues to
grow, and we’ll be happy to let you know what’s new. For a
current catalog, send us a legal-sized SASE, or just visit
www.warehouse23.com
.
e23.
Our e-publishing division offers
GURPS
adven-
tures, play aids, and support not available anywhere else!
Just head over to
e23.sjgames.com
.
Errata.
Everyone makes mistakes, including us – but we
do our best to fix our errors. Up-to-date errata sheets for all
GURPS
releases, including this book, are available on our
website – see below.
Internet.
Visit us on the World Wide Web at
www.sjgames.com
for errata, updates, Q&A, and much
more. To discuss
GURPS
with SJ Games staff and fellow
gamers, come to our forums at
forums.sjgames.com
. The
GURPS Dungeon Fantasy 3: The Next Level
web page is
www.sjgames.com/gurps/books/dungeonfantasy3
.
Bibliographies.
Many of our books have extensive bibli-
ographies, and we’re putting them online – with links to let
you buy the books that interest you! Go to the book’s web
page and look for the “Bibliography” link.
Rules and statistics in this book are specifically for the
GURPS Basic Set,
Fourth Edition.
Page references that
begin with B refer to that book, not this one.
I
NTRODUCTION
3
N
ONHUMAN
R
ACES
Hack-and-slash fantasy draws a distinction between
humankind and “monster races.” The latter are suitable only as
enemies – or at best, as pets or things summoned by spells.
Traditionally, though, there’s a middle ground of intelligent
nonhuman races (dwarves, elves, etc.) that can join humans on
adventures. With occasional exceptions, members of these
races can use standard gear, and are enough like humanity that
townsfolk and dungeon denizens treat them as delvers rather
than as monsters . . . although the least-civilized examples
(such as orcs) are sometimes monsters, too!
Players can create adventurers who belong to the races
described here, if the GM agrees. And the GM might
not
agree
– he may reserve certain races for use as monsters! The gamer
who wants to play a nonhuman should remember that he must
pay the racial cost for the desired racial package, just as if he
were buying an advantage, and that all components of a
racial
template are mandatory, unlike traits on a
character
template.
See
How to Use Racial Templates
(p. B261) for details.
Templates designed by the GM should include comparable
allowances. Assume that a racial template counts as an appro-
priate “advantage” for any character template that can afford
it; e.g., a thief could choose from standard thief advantages or
any
race that costs up to 30 points. Of course, some races have
traits that make them bad choices for certain roles!
Disadvantage and Quirk Points
Every PC can get an additional 5 points from quirks, and
possibly further points from personal disadvantages. A
munchkin will
certainly
claim those! The standard 250-point
templates often suggest trading these points for money, but
that’s just a recommendation – the
player
makes the final call.
Buying a racial template is an entirely valid option.
Skimping
The GM
might
allow players to buy racial templates with
some of the points that their character template allocates to
powers, spells, and special skills. This gets tricky – it can yield
delvers who let down the party because they lack expected abil-
ities. Thus, it’s wise to restrict such siphoning. A suggested
limit: 1/3 of those points, rounded down. For the standard tem-
plates:
Bard:
15 points (from 25 points in Bard-Song abilities + 20
points in special skills and spells)
Cleric:
15 points (from 25 points in Holy abilities + 20 points
in clerical spells)
Druid:
13 points (from 20 points in Druidic abilities + 20
points in druidic spells)
Holy Warrior:
8 points (from 25 points in Holy abilities)
Martial Artist:
11 points (from 20 points in Chi abilities + 14
points in special skills)
Wizard:
10 points (from 30 points in wizardly spells)
Since it’s possible to buy “sacrificed” abilities in play, this
isn’t crippling in the long term. If the GM uses
Training
Expenses
(p. 43), though, it can be
expensive!
Overlap
When something appears on a racial template
and
a char-
acter template, the simplest approach is to assume that the two
traits “stack” at full cost. For instance, the barbarian template
includes “ST 17 (Size, -10%) [63],” while ogres have “ST+10
(Size, -10%) [90].” Thus, ogre barbarians have ST 27, costing
153 points total, spent one way or another.
Dungeon fantasy is
humanocentric,
though. What really
matters is that members of a profession can meet
human
stan-
dards for that role. If even an average or slightly above-average
nonhuman qualifies in this regard, he’s a “natural” and can do
the job – human guilds will admit him, gods will bestow their
gifts, whatever.
Affording Racial Templates
Few racial templates cost 0 points. In a campaign that
doesn’t use character templates, this isn’t an issue – players
can create whatever heroes they like, and racial templates are
merely another option that costs points. Just skip ahead to
the templates! Hack-and-slash gaming is quicker and often
more fun
with
character templates, however.
In a game that uses character templates priced close to the
campaign power level – like those in
Dungeon Fantasy 1:
Adventurers
when starting a 250-point game – it can be hard
to find enough points to pay for a racial template. One option
is for the GM to hand out more points, which will let players
who want racial packages afford them. Gamers who prefer to
play humans certainly won’t have any problem spending the
extra points, and might want to look at
Mixing Professions
(p. 17).
If the GM prefers to see the adventurers earn their points
the hard way – e.g., he takes the recommended approach of
250-point character templates in a 250-point game – there are
still many options available to players who desire nonhuman
PCs.
Advantage Allowances
Every character template in
Dungeon Fantasy 1:
Adventurers
reserves some points for suitable advantages:
Cleric, Druid, Martial Artist, Scout:
20 points
Bard, Holy Warrior:
25 points
Barbarian, Thief, Wizard:
30 points
Knight, Swashbuckler:
60 points
N
ONHUMAN
R
ACES
4
C
HAPTER
O
NE
So if the players are willing to do the math, the GM should
permit them to “save points” by omitting anything on their
chosen character template that’s innate to their selected racial
template, and to put those points toward the racial cost. Let’s
look at that ogre barbarian again. Barbarians are supposed to
be strong – which all ogres are – so the average ogre could fill
the role of a human barbarian just fine. The ogre barbarian’s
player could thus save 63 points on ST and use these points to
pay for the ogre template.
The GM is welcome to rule that this
isn’t
acceptable in
specific cases in
his
world! If humans and shadow elves have
separate Thieves’ Guilds that hold members to high stan-
dards of DX relative to their species, then shadow elf thieves
must have DX 16 – the DX 15 on the thief template, +1 for
being a shadow elf.
C
AT
-F
OLK
40 points
Choice Professions:
Martial Artist, Scout, Swashbuckler,
Thief.
Marginal Professions:
None.
Cat-folk are the most common of the so-called “beast-men.”
Their physical gifts make them exceptional adventurers. A cat-
boy or -girl (as they prefer to be known) resembles a lithe
human with classic feline ears, whiskers, teeth, claws, and tail.
Cat-folk fur is short, often with rosettes, spots, tabby markings,
or tiger stripes.
Attribute Modifiers:
ST-1 [-10]; DX+1 [20].
Secondary Characteristic Modifiers:
Per+1 [5].
Advantages:
Catfall [10]; Claws (Sharp) [5]; Combat Reflexes
[15]; Fur [1]; Night Vision 5 [5]; Striking ST 2 [10]; Teeth
(Sharp) [1].
Disadvantages:
Impulsiveness (12) [-10]; Laziness [-10];
Phobia (Entering Water) (15) [-2].
Features:
Tail (neither a manipulator nor enough of a problem
to interfere with armor).
Choice and Marginal Professions
Each racial template below has two extra components of
importance to gamers using character templates from
Dungeon Fantasy 1: Adventurers –
Choice Professions:
Character templates that especially suit
the race. This might be because the racial and character tem-
plates overlap a lot, because the race’s advantages give bonus-
es to key skills, and/or because the race has traits that would
otherwise help the delver fill his niche (perhaps
despite
other
drawbacks from that profession’s point of view – a member of
a low-ST flying race makes a superior scout, even with a weak
bow arm).
Marginal Professions:
Character templates that
aren’t
a
harmonious fit – most often because the race suffers penal-
ties to essential scores, or possesses traits that conflict with
the job (e.g., social disadvantages are crippling for a bard).
However, only roles marked with an asterisk (*) are actually
forbidden
(e.g., spellcasting professions for races with Magic
Resistance).
Other roles fall somewhere in the middle. Members of the
race can expect to be about as successful as humans at those
professions – whether because they lack traits likely to affect
those careers either way or because the good balances the bad.
You never
have
to pick a choice profession or avoid a mar-
ginal one (provided that it isn’t forbidden). A bad match might
be a good roleplaying challenge, but be sure that’s what you
want! In a pure hack-and-slash game,
effectiveness
usually mat-
ters more.
C
OLEOPTERAN
75 points
Choice Professions:
Barbarian, Knight, Swashbuckler.
Marginal Professions:
Bard, Cleric, Druid, Wizard.
Coleopterans are intelligent, upright beetles with hard cara-
paces, bulging eyes, and functional antennae. Natural delvers,
they spend most of their time digging tunnels and warring
against other underground species. Their appearance and
high-pitched monotone make them
disturbing
adventuring
companions, however.
A coleopteran has the height and weight of a human of his
ST. No humanoid armor will fit a coleopteran, and the race –
being hard-shelled – never wanted for protection and so lacks
armorers. Thus, coleopteran PCs must make do with their nat-
ural DR 5.
Attribute Modifiers:
ST+1 [10]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristic Modifiers:
Per+1 [5].
Advantages:
360° Vision [25]; Damage Resistance 5 (Can’t Wear
Armor, -40%) [15]; Extra Arms 2 [20]; Extra Attack 1 [25];
Teeth (Sharp) [1]; Vibration Sense (Air) [10].
Disadvantages:
Appearance (Hideous) [-16]; Disturbing Voice
[-10].
Features:
Cannot learn non-insect languages above Accented
level.
Races from Other GURPS Books
Readers who own other
GURPS
works – notably
Banestorm
and
Fantasy
– will notice many races here
that share a name but little else with races described in
those books. There are two reasons for this:
• Where possible,
Dungeon Fantasy
races are priced
so that template-built clerics, druids, martial artists,
and scouts with only 20 advantage points can afford
racial costs.
•
Dungeon Fantasy
races include only abilities rele-
vant to hack-and-slash!
C
ORPSE
-E
ATER
20 points
Choice Professions:
Barbarian, Knight, Thief.
Marginal Professions:
Bard.
Corpse-eaters are certainly in the running for the foulest
“civilized” race. Individuals are often polite, respectful, and
sophisticated . . . but, well, they look like bald vampires and eat
corpses. At best, they’re confused with undead; at worst,
they’re lynched.
N
ONHUMAN
R
ACES
5
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