Forgotten Realms Powered by GURPS Dungeon Fantasy The Base reference material is the GURPS Dungeon Fantasy and Dungeon Fantasy RPG. The DF line takes precedence over the DFRPG. The following adjustments apply. Character Creation Size (SM) from -2 to +1). *Native language spoken and written for free; 6 points worth of languages distributed as desired Maximum number of perks at character creation is 1/50 initial points. 250 points character has 5 perks. Characters can acquire 1 extra perk per each 50 points acquired in play. Remember that you can only acquire 1 perk for each 10 points spent in skills in some categories of perks. Attributes Maximum 20 (before racial modifiers) Some templates can get to 25 (thief DX 25, wizard IQ 25, etc…) Maintaining Skills (B294) is in effect. Traits Gizmos and Gadgeteer don’t exist. Magic resistance only interacts with spells and spell-like abilities. Most power ups will not interact with magic resistance. New Advantages Magic Artificer [15 pts]: you don't suffer the standard 1 energy per day limitation when creating magic items using the slow and sure method. You can use twice your magery level per day instead. Your assistants may use up to their magery level. Thayan Circle Magic [1 pts/level] Each level of this advantage buys off the skill penalty for having assistants when creating magic items. Up to level 9. Power Level Guidelines Mundane (Level 1-5): The vast majority of humanity is “mundane”. In GURPS terms those characters have main attributes up to 12 and main skill level up to 13, no single advantage with a cost higher than 10 pts. Point Total up to 100. Ex: Bargain Henchmen (DF 15: Henchmen) Exceptional (City Tier, Level 6-10): significant number of a nation’s movers and shakers, along with other leaders, heroes, and notables, are “exceptional”. In GURPS terms those characters have main attributes up to 15 and main skill level up to 17. Point Total up to 250. Ex: Standard Henchmen, Veteran Henchmen and Standard DF Heroes (DF 15: Henchmen) Powerful (Kingdom Tier, Level 11-15): “Powerful” characters are quite rare—typically only a handful of such powerful characters should exist in most nations, and they should be leaders or specially trained troops most often designed to serve as allies or enemies for use in an adventure. In GURPS terms those characters have main attributes up to 18 and main skill level up to 20. Point Total up to 500. Ex: Most villains in the DFRPG Companion 2. Legendary (Continent Tier, Level 16-20): “legendary” characters should be exceptionally rare, and when they appear should only do so as part of a specific campaign—all legendary characters should be supported with significant histories and flavor. In GURPS terms those characters have main attributes up to 21 and main skill level up to 25. Point Total up to 750. Ex: some chosen of the gods, Drizzt, Bruenor, Wulfgar, Manshoon. Epic Level (World Tier, Level 21+); “Epic” characters have transcended mortality and might be more akin to deities & demigods. In GURPS terms those characters may have main attributes above 25 and main skill level starting at 26. Point Total is above 750. Ex: in the FR Settings, those characters would mostly be the Gods Chosen. Elminster, Halaster, Larloch Power level demographics Power Level Search roll (3d6) Exceptional 6 or less Powerful 4 or less Legendary 2 or less Settlement size modifiers (City Stats pg 5). Forgotten Realms Powered by GURPS Dungeon Fantasy Race Adjustments Professions are not limited by race. Mana dependency disadvantage and mana sensitive limitation don’t exist. Cat folk are Tabaxi. Gargoyle, Troll, Wildman, Vampire and Minotaur can’t be race templates. Coleopteran, corpse-eater, dark one, elder-spawn, Dragon-blooded don’t exist in the prime material plane. Gear perks can only be obtained in the case of the character having come from places highly populated by their race. Races with gifts as perks: limit of 1 trait per gift perk. Elves All elves have Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3]. All elves have Darkvision (range divisor 10, -30%) [18] Half-Elf Doesn’t have social stigma Mountain, shadow and winged elf don’t exist in forgotten realms Sea elf > Aquatic elf Sun & Moon elves: High Elf or Wood Elf template. Wood & Wild: Wood elf template *Basic Speed +1 (B17)[20] *Uncontrollabe Appetite (Blood) [-15] *Frightens Animals [-10] †You may start with certain exotic and supernatural advantages, or buy them in play, at their usual point costs. Limit of 1 trait per gift perk: Alternate Form (Children of the Night: bat, rat, wolf) [15/form] Doesn’t Breathe [20]; Immunity to Metabolic Hazards [30]; Clinging [20]. Claws (Sharp; Switchable, +10%) [6] DR (Tough Skin, -40%) up to 3 [3/level] Drow 59 points ST -1 [-10], IQ +1 [20]. Traits: Charm (Darkness)[1], Darkvision (range divisor 10, -30%) [18], Magery 0 [5], Magic Resistance 2 (Improved, +150%) [10], Unaging [15], Social Stigma (Minority group) [-10] Spells: Darkness Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3]. Deep races (Duergar, drow, svirfneblin) have darkvision Dwarves Dwarves have Darkvision (range divisor 10, -30%) [18] Goblin-kin have Darkvision (range divisor 10, -30%) [18] Infused: No reputation with elementals. Dhampyr (racial lens) 15+ points Race template on top of an existing race All dhampyrs have: *Vampiric bite 1 (B96) [30] The player then has to choose at least 2 of the following: *Darkvision (range divisor 10, -30%) [18] *Vampiric gifts† [1] Forgotten Realms Powered by GURPS Dungeon Fantasy Template Adjustments Druid Druids cast weather and plant spells with +1 skill and using 90% of the spell’s initial cost (before skill modifications) rounded down. Multi class Holy Warrior Once per day while fighting under a fair cause for his god, he automatically and instantaneously heals 1 hp from the first time he’s struck in combat. Characters can start the game with 1 template, acquiring access to one more at 300 character points and then another one at 600, 900, etc.. Justiciar +2 will Pure bonus: Higher purpose cap +2 Pure class Knight +1 DR on chest armor Pure bonus: +2 to Striking ST cap Artificer, Demolisher, Mentalist, Musketeer, Saint, Shaman, Sorcerer, Warrior saint removed. If the character desires to stay in his template (Pure class) when he hits 300 character points allows increasing the cap on one attribute of their choice in 5. Non casting classes may increase caps on some of their core skills. Casting talents (Power investiture/Magery, etc..) are capped at a max of 4, instead of 6; or at the value mentioned if it is lower than 4. Staying pure in a casting class will increase its “Casting talent“ cap in 1. Acquiring a class that has the same casting talent as yours will increase it in 1 to the highest cap. 300 points pure Wizard can have magery 5, for example. The templates don’t cost points, they are just defined by the player and they will define who the character is and where they can best spend their points at. You can only acquire exotic/supernatural/cinematic traits from your template. Luck, serendipity: are considered exotic. Martial artist/Ninja +1 bonus to any maneuver. Pure bonus: +1 to cap of chi abilities/Ninja abilities. Monster slaver Pure bonus: Caster: add 1 to magery and add 15 more spells. Noncaster: +1 to cap of all attributes Mystic Knight/Archer/Swordsman Imbue costs 2 Fp, -5 on skill to reduce to 1 Fp. Thief Once per session he can choose someone or something to reroll a success against him. Pure bonus: +2 to cap of their “Striking ST” and of their “High manual and dexterity” Scholar IQ max 27 (not unlimited) +1 to all IQ skills. Assassin +2 perception Pure bonus: +2 to cap of their striking ST. Scout +1 damage with ranged weapons or backstabbing. Pure bonus: +1 max Extra attack Barbarian +1 hp Pure bonus: +5 max hp and +3 max DR (adds to anything). Swashbuckler +1 with maneuvers with one handed swords. Pure bonus:+1 max extra attack Bard Hypnotism (B201) at -15 on hostile subjects. Unholy warrior Once per day while fighting under a fair cause for his god, his first blow inflicts 1 extra hp of negative energy Forgotten Realms Powered by GURPS Dungeon Fantasy damage that can’t be healed from anything but normal healing. Wizard Can use the enchantment school. Tech Level The setting is mostly TL3-4. Some races, kingdoms and barbarian tribes have lower TL, from 0 (Wemics, Goblins, Ogres, Hill Giants, etc), to 2 (Orcs, Uthgard Barbarians, Frost Giants) Magic There are no teleportation/Gate spells restrictions. • No spell or maintenance cost can become 0. Wizards use the magic system as written. They require Magery. Wizards do have to learn prerequisites and don’t have limited spell lists, but several spells are off-limits (unless the GM makes an exception): Shadow magery: exclusive to Shar worshippers and mages making pacts with the darkness of shar. Same cost. It was harder for a Weave user to perceive, counter, or dispel spells created by using the Shadow Weave, but at the same time it was also harder for a Shadow Weave user to affect spells created using the Weave. Always incur a -2 penalty for these activities. The weave: Anything exotic, supernatural or cinematic passes through the weave. Dead magic zones: Anything exotic, supernatural or cinematic doesn’t work inside dead magic zones. *Divination spells penalties for other planes: Knowing the object is in another plane = -8 Locating the exact plane is given by affinity and proximity with the material plane: -10 Ethereal, astral or shadows -12 Elemental, positive or negative -14 External planes In order to locate the thing the caster has to go to the given plane and cast the spell there. Spell-like abilities: Only the most lore related and iconic spells will be recreated, be it via charms, thaumatology: sorcery, gurps powers, etc.. Rarity of Magic Items guidelines Common magic items are made using the quick and dirty rules and are the bulk of items usually sold in Thayan Enclaves. A roll of 9 or less for an Uncommon Item availability and a roll of 6 or less for a Rare Item. The roll can be further modified by the settlement size (City Stats pg 5). Rarity Max Energy Cost Price Common 100 $ 100 Uncommon 500 $ 10,000 Rare 2000 $ 40,000 Very Rare 10000 $ 200,000 Legendary Above 10000 Priceless Magic Schools For Lore and RP reasons, those would be the D&D-GURPS schools correlation. Abjuration: Protection & Warding, Metamagic. Conjuration: Healing, Earth, Food, Water, Gate. Divination: Communication & Empathy, Knowledge, Divination Enchantment: Mind Control. Evocation: Fire, Air, Light & Darkness, Making & Breaking. Illusion: Illusion & Creation, Light & Darkness, Sound. Necromancy: Necromancy, Healing, Body Control. Transmutation: Body Control, Movement. Universal: Enchant, Metamagic. Exotic Materials There is no meteoric metal in FR. Mithril: ideal to build armor. It has the same DR as the conventional steel, with half the weight. +19CF Adamantine: use the Orichalcum rules. +29CF Forgotten Realms Powered by GURPS Dungeon Fantasy wyvernspur, Liira, Milil, Sharess, Corellon Larethian, Hanali celanil Healing Ilmater, Lliria, sharindlar Messenger Shaundakul, Tymora, Gwaeron windstrom, Lurue, Savras, Valkur, Marthammoir duin, Labelas Enoreth Night Shar, Selûne, Sehanine moonbow Order* Tyr, Kelemvor, Torm, Helm, Hoar, Gorm Gulthyn, Moradin Sea Umberlee, Auril, Istishia, Ulutiu, Valkur, Deep sashelas Storm Talos, akadi, Istishia, Aerdrie faenya Sun Lathander War Tempus, Uthgar, Garagos, Red knight, Selvetarm, clangeddin silverbeard, Deep duerra, Haela Brightaxe, Corellon Larethian, Shevarash Deities (Work in progress) Gods of magic (Mystra, Azuth) choose 1. Dungeon Fantasy 7 - Clerics FR Deities Agricultural Chauntea, Eldath, Mielikki, Lurue, Shiallia, Thard harr, Angharradh, Rillianef Rallathil Artificer Gond, Oghma, Deneir, Milil, Dugmaren brightmantle, Laduguer, Moradin City Siamorphe, Mask, Tymora, Gargauth, Nobanion, Berronar truesilver, Erevan Ilesere Chaos* Tymora, Beshaba, Leira, Mask, Lolth, Gargauth, Loviathar, Tiamat, Ghaunadaur, Vhaeraun, Eshowdow Commerce** Waukeen,Shaundakul, Tymora, Abbathor, Dumathoin, Vergadain Death Bane, Bhaal, Loviatar, Myrkul, Talona, Cyric, Kelemvor, Jergal, Velsharoon, Kiaransalee, Vhaeraun Earth Ubtao, Grumbar, Moradin Fire Kossuth Hunt Sylvanus, Mielikki, Malar, Uthgar, Nobanion, Fenmarel mestarine, Solonor Thelandira Love Sune, Eilistraee, Finder *Pyramid 78 **Pyramid 100 Forgotten Realms Powered by GURPS Dungeon Fantasy ● ● ● ● SPELLS • Weather spells cast in a minimum radius of 4 in very favorable conditions can precipitate the given weather condition locally. • Spells cannot have prerequisites from prohibited schools anymore. The new added prerequisite is “a number of spells of the same school to match an equal or greater number of spells that would be paid on previous prerequisites”. This can be easily checked on the table at (M223). • There are no time manipulation spells. • Radiation spells don’t suit dungeon fantasy, so they don’t exist for anyone. • For spells that manipulate wind effects check “WIND” by the end of the document. Reviewed spells: ● Create air (M23) and Earth to air (M25) creates “atmospheric air” ● Body of air (M24), Body of wind (M27) Body of flames (M76), Body of ice (M189), Body of lightning (M198), Body of metal (M183), Body of shadow (M114), Body of slime (M165), Body of stone (M54), Body of water (M185), Body of wood (M165): clothes and gear (up to the caster’s skill with the spell in pounds) can be carried. ● Shapeshift others (M33) Double cost when cast on unwilling subjects. ● Tickle, Clumsiness, Hinder, Rooted feet, Debility, Frailty, Might, Grace, Vigor(M36-37), Resist Pain , Hold breath, Ambidexterity, Balance, Reflexes, Sensitize, Agonize, (M38-39), Paralyze limb, Total paralysis(M40), Sickness (M138): Duration set to 10 seconds ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Weaken Blood (M40) Duration set to 1 hour. Alter Voice, Alter Visage, Alter Body (M41), Exchange bodies (M49), lich (M159): changes can be made permanent using the caster’s own character points. Enlarge, Shrink, Shrink other (M42), Enlarge Other (M120) cost 15 FP per +1/-1 SM Enlarge object, Shrink Object, , contract object, extend object and Transform Object (M43)(M120) cost 8 FP per pound of original weight Corpulence, Gauntness (M43): Duration set to 1 minute Transform body, Transform other and Transmogrification (M43) : duration set to 10 minutes Retrogression (M47) works only on extraplanar petitioners or alike. Control person (M49): duration set to 10 seconds Create earth and Stone to earth (M51) creates humus. Earth to stone and Flesh to stone (M51): produces Sandstone or Pig Iron Earth to water (M52) the mud created by this spell is 50% water 50% humus. Rain of stones (M53) Rain of acid (M191) Rain of ice daggers (M192) duration set to 10 seconds Entombment (M53) Cost set to 20 (12 to reverse) Essential earth (M53) does not interact with earth to stone spell Steelwraith (M54) duration set to 10 seconds. Volcano and Earthquake (M54): Cost multiplied by 10 Alter terrain and Move terrain(M55) Removed from the game. Great wish(M62): Extremely rare Create fire (M72) and Essential flame (M75) duration set to 10 seconds Plane shift and Plane shift Other (83) The heavy encumbrance calculation uses either ST + Forgotten Realms Powered by GURPS Dungeon Fantasy ● ● ● ● ● ● ● ● ● ● ● ● Magery/Talent or the Teleport spell skill, whichever is higher. Additionally, the caster arrives in a random place and surface of the destination plane. Resist fire, Resist cold (M74), Resist acid (M190), Resist lightning (M196) and Resist sound (M173) all provide a base DR of 10 for the element resisted; anything that passes that damage threshold will cause the ill effects related. The cost of the spell is doubled for DR 20, tripled for DR 30, and so on. Create Gate (M 85) gains the enchanting school when made permanent. Suspended animation (M94): Cost doubled on unwilling subjects. Create servant, Create warrior (M98) - Caster must know the skill Recover Energy (M89) Removed. Recover Energy (New spell) Like Recover Energy (M89) but it is a Very Hard Meta-Spell school without prerequisites. It can recover 1 fp/minute with skill 25; 2 fp/minute with skill 30; 3 fp/minute with skill 35; etc.. Create mount (M99) caster must know Animal handling as 12 + (default counts) to make a trained warhorse. Aura (M101) and Know true shape (M106) Resisted by will towards targets hostile to the caster. Mage sense and Seek magic (M102) Magical creatures are beings sustained by the weave or extraplanars. Blur (M113) Duration set to 10 seconds Invisibility(M114): the spell ends instantly if the subject attacks, casts a combat spell, or otherwise does anything more violent than moving around, spying, and stealing. Reduce energy cost from 5/3 to 4/2 to compensate. Improved invisibility(New spell): Equal to invisibility but reduce ● ● ● ● ● ● ● ● ● ● ● ● ● ● duration to 10s. Prerequisite : Invisibility. PR Count 7 Awaken craft spirit (M115) Mechanus native. Reflect (M122) minimum cost is 4/6 or half the energy used to cast a non area original spell, whichever is higher. For area spells use half the cost that would cover the warded subject or 4/6, whichever is higher. Additionally, the returned missile/attack uses the same success margin, if this applies, as the initial attacker for the purpose of hitting himself. Catch spell (M123) minimum cost is 3 or half the energy used to cast the original spell, whichever is higher. Suspend magic (M123) Duration set to 8 + double the energy spent in seconds.. Spell wall (M124) Duration set to 10 seconds. Pentagram (M124) : Magical creatures are beings sustained by the weave or extraplanars; Spells of transport cannot be used to enter the pentagram in any condition. Drain mana (M127) Exclusive to followers of Shar through PI and shadow magery. Bless (M129) is in the domain of PI Suspend magery (M130) and Forgetfulness (M135) duration set to 10 minutes. Drain magery (M130) removed. Dull (sense) (M133) and Loyalty (M136) Duration set to 10 minutes, cost doubled. Dullness (M134) Duration set to 1 minute and cost doubled. Panic, Daze (M134), Weakened will, Strengthen will (M136), Mass Daze (M137) Charm (M139), Hallucination (M140), Great hallucination (M141) Duration set to 10 seconds. Foolishness (M134), Drunkenness and Madness (M136), Mindlessness (M137), Sickness (M138) Duration set to 10 seconds. Cost doubled. Forgotten Realms Powered by GURPS Dungeon Fantasy ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Mental stun Sleep (M135) and MassSleep (M137) cost doubled. Forgetfulness (M135), Emotion control (M137) Duration set to 10 minutes. Deflect missile (M143) If the Deflect Missile roll critically fails, he takes maximum damage from the Missile. Increase burden and Lighten burden (M143) cost multiplied by 4 Telekinesis (new spell) Like poltergeist (M144) but ST = (IQ + Talent + Energy Cost). Energy cost : 2 - 10 lbs; 4 - 25 lbs; 6 - 50lbs; 8 100 lbs; 10 - 250 lbs; 12 - 500lbs. Prerequisite: Poltergeist, IQ 12, Magery 2. PR Count 2. Teleport (M147) and Rapid Journey (82) The heavy encumbrance calculation uses either ST + Magery/Talent or the Teleport spell skill, whichever is higher. Animation (M150) Brings a petitioner. Rotting death (M154) cost doubled. Steal and steal skill (M158) Duration set to 1 hour. Hide path (M162) duration set to 1 hour. Create plant (M163) Creates the most common and mundane type of weed, grass, tall grass, bushes or the like for the area. Trees can come to fruition if enough area is put into the spell, but they come as short as 50 cm. Arboreal Immurement (M165) Cost doubled. Plant form other (M165) Double cost when cast on unwilling subjects. Catch Missile (M168) If the Catch Missile roll critically fails, he takes maximum damage from the Missile. Missile shield (M168) : Now provides DR 6 for missile attacks. double the costs for DR 12, triple for DR 18, etc.. Reverse missiles (M168) ceases to exist ● ● ● ● ● ● Return missiles (M168) costs 2 fp for each 10 damage returned rounded up (damage on the torso for calculations; will consume all fp until hp if the damage is excessive); additionally, the returned missile uses the same success margin as the initial attacker for the purpose of hitting himself. Force dome, Force wall, Utter dome and Utter wall (M170) : Magical creatures are extraplanars and beings sustained by the weave. Their duration is 10 seconds. The force walls of these spells can be broken: DR 60 and hp equal to the success margin +1. This hp fully regens after each instance of damage. If the hp of any part of the wall is fully consumed the spell ceases to exist. Mage Stealth (M172) Duration set to 10 minutes Technological spells don’t exist. Few exceptions (To be defined) might exist in Lantan for followers of gond or similar gods/regions. Create acid (M190) Creates normal acid (DFX 65) Create steam (M190) creates gaseous hot water. • Sacrifice: 1 energy per $100; needs “Sacrifice technique” Techniques B229 Sacrifice Technique: Thaumaturgy -5. Max skill level. Average The sacrificed item is part of the ritual of the spell. Casting time x5. If the roll fails the spell fails and the sacrifice is lost (dissolves/disintegrates). Sacrifice Living Technique: Thaumaturgy -5. Max skill level. Hard The sacrificed being is part of the ritual of the spell and must be willing or helpless during the whole length of the ritual. Casting time added = 6 min/hp (minimum 1 hour). If the roll fails the spell fails and the sacrifice is lost (dies). Forgotten Realms Powered by GURPS Dungeon Fantasy Sacrifice Unwilling Living beings provides Character Points x IQ/10 in energy. *Petitioner : When a mortal dies, its soul is judged and sent on to the afterlife where it becomes a petitioner. Average 10 IQ 50 points henchmen = 50 energy Sacrifice Willing Living beings = x2 energy Virginity, purity or youth and the likes could improve the energy unleashed. Gms discretion. — Known poisons, diseases and drugs: in progress Other conventions *Teaching provides 15% more in hours for calculating free points in learning what is being taught. *Looking upward erases the -2 but giver -2 to defend vs. attacks from ahead, the sides, etc. *Striking st works for “"†" and "‡" conditions on Min ST” from http://forums.sjgames.com/showthread.php?p=101881# post101881 *Recoil of bows. Kromm quote: “For Multishot on low-tech weapons that lack Rcl, I’d use Rcl 1 for Bulk 0 to -2, Rcl 2 for Bulk -3 to -4,Rc3 for Bulk -5 to -6, and so on. *Dying removes 25 character points. The player can create another character with the modified -25 points. The players can never go below their bottom points. Every instance of 30 points acquired by a player defines the new bottom: 180, 210, 240, etc.. The lowest bottom is 150 Resurrection or effective retirement denies this loss. Spending character points in spells that use them as components reduces the caster’s bottom in equal points. *Aggressive Parry (MA65) is used to calculate parry damage on the unarmed attacker. Unarmed attackers that use strikers don’t take damage. see http://forums.sjgames.com/showpost.php?p=1327669& postcount=3 *Sapience occurs from IQ 6 forth https://gurps.fandom.com/wiki/Sapient Shapeshifting into something with IQ 5 or less doesn’t guarantee consciousness enough to come back to the original shape, but merely instinctive and survival acts, even without “bestial”. *WIND Beaufort Scale (M194) A 50 Kg person can be lifted by ~70 mph (Beaufort 11) A car is lifted by ~100 mph (Beaufort 15) Penalty for actions that suffer from wind up to Beaufort 6 > Beaufort/3-1 from Beaufort 7-10 > Beaufort/2 from Beaufort 11+ > Beaufort+1 Penalties for missiles: Doubled for beyond ½ D Light (arrows, flechettes, etc): Penalty+2 Can’t pass beaufort 8 Medium (thrown weapons): Penalty+1 Can’t pass beaufort 9 Heavy (Siege): Penalty Can’t pass beaufort 10