TEXT: Stock #37-2581
  
  PYRAMID MAGAZINE 
  2 
  SPECIAL 2016
  CONTENTS
  Cover Illustration by BRANDON MOORE
  Cartography by MATT RIGGSBY and NIKOLA VRTIS 
  Special Thanks: Douglas H. Cole, Sean Punch, and Christopher R. Rice
  Pyramid, GURPS, Warehouse 23, the pyramid logo, and the names of all products published by Steve Jackson Games Incorporated are trademarks  
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  INTRODUCTION . . . . . . . . . . 3
  ADVENTURERS . . . . . . . . . . 4
  THE JUSTICIAR . . . . . . . . . . . . . . . 5
  from Pyramid #3/10
  by Sean Punch
  THE MYSTIC KNIGHT. . . . . . . . . . . 8
  from Pyramid #3/13
  by Antoni Ten Monrós
  MAY THE SHADOWS GUIDE YOU . . 12
  from Pyramid #3/47
  by Christopher R. Rice
  EIDETIC MEMORY:  
  MONSTER SLAVERS. . . . . . . . 18
  from Pyramid #3/47
  by David L. Pulver
  TRAITS FOR TOWN . . . . . . . . . . . . 22
  from Pyramid #3/58
  by Sean Punch
  MORE POWER TO  
  DUNGEON WARRIORS!. . . . . . 26
  from Pyramid #3/61
  by Peter V. Dell’Orto and Sean Punch
  SWORDS AGAINST EVIL . . . . . . . . 37
  from Pyramid #3/64
  by Sean Punch
  JUST REWARDS . . . . . . . . . . . . . . 44
  from Pyramid #3/75
  by Sean Punch
  CLERICS OF ORDER AND CHAOS . . 53
  from Pyramid #3/78
  by Cole M.B. Jenkins
  THE SORCERER . . . . . . . . . . . . . . 59
  from Pyramid #3/82
  by Antoni Ten Monrós
  EXPLOITS . . . . . . . . . . . . 64
  THE FIRST RESISTANCE . . . . . . . . 65
  from Pyramid #3/48
  by David Lichtenstein
  DESIGNER’S NOTES:  
  WILDERNESS ADVENTURES . . 68
  from Pyramid #3/68
  by Sean Punch
  INTO THE WILDERNESS . . . . . . . . 74
  from Pyramid #3/70
  by Matt Riggsby
  DUNGEON BREWMASTERS. . . . . . . 77
  from Pyramid #3/82
  by Jason “PK” Levine
  MAGIC . . . . . . . . . . . . . . 82
  AURAS OF POWER . . . . . . . . . . . . 83
  from Pyramid #3/19
  by Antoni Ten Monrós
  ESSENTIAL MAGIC . . . . . . . . . . . . 91
  from Pyramid #3/2
  by Antoni Ten Monrós
  SEVEN MYTHICAL ARTIFACTS  
  FOR DUNGEON FANTASY . . . . 98
  from Pyramid #3/38
  by Antoni Ten Monrós
  A FAMILIAR PATH . . . . . . . . . . . 102
  from Pyramid #3/75
  by Christopher R. Rice
  EIDETIC MEMORY:  
  EIGHT ARTIFACTS . . . . . . . . 110
  from Pyramid #3/82
  by David L. Pulver
  APPENDIX Z: MORE CHARMS . . . 114
  from Pyramid #3/82
  by Antoni Ten Monrós
  MONSTERS . . . . . . . . . . 115
  CULTISTS OF THE ELDER GODS. . 116
  from Pyramid #3/43
  by Antoni Ten Monrós
  HORDE NINJA . . . . . . . . . . . . . . 120
  from Pyramid #3/70
  by Peter V. Dell’Orto
  IT’S A THREAT! . . . . . . . . . . . . . 122
  from Pyramid #3/77
  by Christopher R. Rice
  MORE PSIONIC THREATS . . . . . . 129
  from Pyramid #3/80
  by Cole M.B. Jenkins
  DUNGEONS . . . . . . . . . . 133
  THE GOLDEN GENIZA  
  OF EZKALI . . . . . . . . . . . . . 134
  from Pyramid #3/38
  by Matt Riggsby
  EIDETIC MEMORY: CAVERNS OF  
  THE CHRONOMANCER. . . . . . 143
  from Pyramid #3/56
  by David L. Pulver
  EIDETIC MEMORY:  
  DARK OF THE WOODS . . . . . 151
  from Pyramid #3/68
  by David L. Pulver
  GOG AND MAGOG . . . . . . . . . . . 157
  from Pyramid #3/80
  by W.A. Frick
  ABOUT GURPS. . . . . . . 165
  Editor-in-Chief ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  Assistant GURPS Line Editor ❚ 
                JASON “PK” LEVINE
  GURPS Project Manager ❚ STEVEN MARSH
  Executive Editor ❚ MIRANDA HORNER
  Production Artist & Prepress Checker ❚  
   NIKOLA VRTIS
  Page Design ❚ PHIL REED  
  & JUSTIN DE WITT
  Chief Executive Ofﬁcer ❚ PHILIP REED
  Chief Creative Ofﬁcer ❚ SAM MITSCHKE
  Chief Operating Ofﬁcer ❚ SUSAN BUENO
  Marketing Director ❚ RHEA FRIESEN
  Director of Sales ❚ ROSS JEPSON
  
   Shortly after going to college in 1991, I picked up the 
  GURPS Basic Set (the original one-book Third Edition ver-
  sion) and was looking for unusual support material that spoke 
  to me. At some point, this quest took me to the back stock of 
  a game shop’s inventory. There, I stumbled across some back 
  issues of Roleplayer, including issue #21.
  The article I most remember from that issue was “The 
  Noble Steed” by Ann Dupuis – GURPS character-creation 
  rules for horses. Even by today’s standards, it was a huge 
  article, running a few thousand words longer than the longest 
  feature we’ve run in the PDF era of Pyramid.
  That article blew my ﬂedgling GURPS mind. “Wait; you 
  can do this?!?” I mean, I knew immediately that not every 
  campaign – or even most campaigns – would ﬁnd use for it. 
  But I recognized those settings that could use it would be 
  wildly appreciative of the ability to add depth and possibility 
  to their equine associates.
  More importantly, I recognized that a GURPS support 
  magazine could push the envelope of what you might expect, 
  delivering material that you didn’t know you wanted or 
  needed, but sparked that “cool!” instinct.
  Flash forward to 2008. Less than a year after the ﬁrst 
  GURPS Dungeon Fantasy supplement was released, Pyramid 
  underwent a transformation, from a weekly website 
  format to a monthly PDF release. This format 
  allowed us a number of advantages, including 
  closer integration to the rest of the GURPS line. 
  For the ﬁrst time in years, Pyramid articles looked 
  more-or-less like GURPS supplements, and the 
  ties between articles and existing GURPS items 
  was closer than ever.
  But Pyramid has retained the tradition of the 
  original Roleplayer as the spot to try out things 
  that tied into existing GURPS canon but weren’t 
  100% beholden to it. Great ideas that may not ﬁll 
  an entire supplement could ﬁnd a home, as could 
  focused material of high interest to a smaller 
  audience. And, of course, there are plenty of bits 
  that are designed to appeal to a large number  
  of readers.
  As of the time of this writing, we’ve had 
  97 issues of Pyramid, of which six have been 
  devoted to GURPS Dungeon Fantasy: four 
  “regular” GURPS Dungeon Fantasy issues, and 
  two “Alternate Dungeons” issues devoted to ideas 
  that look at other ways of thinking of crypt-crawling 
  adventure. But we’ve also had dozens of articles that have 
  supported, expanded, or tied into GURPS Dungeon Fantasy 
  in issues that weren’t explicitly tied to that product line.
  This compilation, then, collects most of those articles in 
  one easy-to-access source. We have not done any additional 
  editing or reformatting of this material, outside of giving it 
  attractive page numbers so it makes some semblance of sense 
  if you print it out.
  Articles are arranged in ﬁve sections, following the format 
  of the books of the Dungeon Fantasy Roleplaying Game 
  (which had a successful Kickstarter in 2016 thanks to 1,587 
  backers):
  • Adventurers collects everything of interest to the char-
  acter-creation process, including new professions and add-ons.
  • Exploits is an assortment of material that is designed for 
  running of the game, including new rules, add-ons, and other 
  bits that don’t ﬁt neatly into the other four sections.
  • Magic is a compilation of new magical material, including 
  spells, abilities, magic items, and artifacts.
  • Monsters brings together adversaries and threats for the 
  heroes, as well as material directly related to sapient dangers.
  • Dungeons comprises four adventures or outlines that 
  should provide a complete experience for the heroes and GM.
  In each section, articles are arranged in the order they were 
  originally published. We’ve also retained the original dates for 
  each article at the foot of the page, so you can easily see when 
  it ﬁrst appeared on the scene 
  I hope this compilation provides you with the same delight 
  and awe as my encounter with Roleplayer did 20-plus years 
  ago. Gather your heroes; adventure awaits!
  ABOUT THE EDITOR
  Steven Marsh is a freelance writer and editor. He has con-
  tributed to roleplaying game releases from Green Ronin, West 
  End Games, White Wolf, Hogshead Publishing, and others. 
  He has been editing Pyramid for over 10 years; during that 
  time, he has won four Origins awards. He lives in Indiana with 
  his wife, Nikola Vrtis, and their son.
  PYRAMID MAGAZINE 
  3 
  SPECIAL 2016
  INTRODUCTION
  THE CUTTING EDGE  
  OF DUNGEON CRAWLING
  The GURPS Dungeon Fantasy line has always been designed 
  to be entirely self-contained, so you only need its supplements, the 
  GURPS Basic Set, and GURPS Magic to use. Pyramid is under no 
  such restrictions, and – in fact – we’ll often push the envelope by 
  tying in GURPS Dungeon Fantasy with other GURPS supplements 
  to mix things up and expand its possibilities.
   All of this is warning that – in addition to the GURPS Dungeon 
  Fantasy line – some of these articles presume familiarity with sup-
  plements that aren’t part of that series . . . and sometimes with other 
  issues of Pyramid. However, a lot of material here stands alone. In 
  fact, not all these articles were designed speciﬁcally with GURPS 
  Dungeon Fantasy in mind, but were chosen for this compilation 
  because they should prove useful or inspirational to those gamers.
  
  GURPS Dungeon Fantasy is all about killing and taking.
  Civilization exists mainly to give the heroes somewhere to sell
  loot and buy gear. The Law – such as it is – consists of the Town
  Watch (who descend upon unlucky black-marketeers) and the
  King’s men (who collect taxes, seize stolen goods, and punish
  debasers of coin).
  As explained on p. 30 of Dungeon Fantasy 2: Dungeons,
  the Town Watch and the King’s men are abstract, impersonal
  forces. Nevertheless, they somehow manage to keep well-
  armed, spell-slinging dungeon-crawlers in line, and even disci-
  pline them. This suggests that The Law has its own champions,
  the equal of any delver.
  Enter the justiciar. These men of justice are tough enough
  to challenge even hardened adventurers. More interestingly,
  they could be adventurers!
  JUSTICIAR
  250 points
  You’re a champion of The Law. Whomever you serve – Lord
  Mayor, the King, or the Faerie Court – you’re on “detached
  duty.” You venture into dungeons alongside delvers, retrieve
  property stolen by monsters, and discourage your allies from
  committing crimes against civilized folk. You’re as high-
  minded as the holy warrior, but you enforce mortal law, not
  divine commandments. Since you judge motives, not methods,
  and aren’t above “sneaky” tactics, you’re a natural foil for the
  thief but not automatically his foe.
  Attributes: ST 12 [20]; DX 13 [60]; IQ 14 [80]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP
  12 [0]; Will 14 [0]; Per 15 [5]; FP 12 [0]; Basic Speed 6.00
  [-5]; Basic Move 6 [0].
  Advantages: Higher Purpose (Justice Will Be Served)† [5] and
  Intuition [15]. •A further 35 points chosen from among ST
  +1 to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3
  [10/level], Will +1 to +6 [5/level], Per +1 to +5 [5/level], Basic
  Move +1 to +3 [5/level], Acute Senses (any) [2/level], Danger
  Sense [15], Eidetic Memory [5] or Photographic Memory
  [10], Fearlessness [2/level] or Unfazeable [15], Honest Face
  [1], Luck [15] or Extraordinary Luck [30], Magic Resistance
  [2/level], Mind Shield [4/level], Night Vision 1-9 [1/level],
  Penetrating Voice [1], Peripheral Vision [15], Resistant to
  Poison (+3) [5], Signature Gear [Varies], Smooth Operator
  1 or 2 [15 or 30], or Weapon Bond [1].
  Disadvantages: Honesty (12) [-10] and Intolerance (Scum
  who aren’t as law-abiding as me in civilized regions)
  [-5]. • Another -10 points chosen from among Code of
  Honor (Gentleman’s or Soldier’s) [-10], Curious [-5*], Obses-
  sion (Tracking down specific criminal or stolen goods) [-5*],
  Sense of Duty (Adventuring companions) [-5] or (Nation)
  [-10], Truthfulness [-5*], or worsen Honesty from (12) [-10]
  to (9) [-15] for -5 points or to (6) [-20] for -10 points. •A fur-
  ther -20 points chosen from the previous list or Bad Temper
  [-10*], Bully [-10*], Callous [-5] or Selfless [-5*], Loner [-5*],
  No Sense of Humor [-10], Odious Personal Habits (Arro-
  gant, judgmental, etc.) [-5], Overconfidence [-5*], Over-
  weight [-1] or Fat [-3], or Stubbornness [-5].
  Primary Skills: Interrogation, Shadowing, and Traps, all (A)
  IQ [2]-14. • Observation, Search, and Tracking, all (A) Per
  [2]-15. • One of Bolas, Lasso, or Whip, all (A) DX+1 [4]-14;
  or Net (H) DX [4]-13. • One of Crossbow (E) DX+2 [4]-15;
  Bow or Throwing, both (A) DX+1 [4]-14; or Sling (H) DX
  [4]-13. • One of these three packages of melee skills:
  1. One of Axe/Mace, Broadsword, or Shortsword, all (A) DX+3
  [12]-16, and Shield (E) DX+3 [8]-16.
  2. One of Rapier, Saber, or Smallsword, all (A) DX+3 [12]-16;
  one of Shield (Buckler) (E) DX+3 [8]-16, or Cloak or Main-
  Gauche, both (A) DX+2 [8]-15.
  3. One of Polearm, Spear, or Staff, all (A) DX+5 [20]-18.
  Secondary Skills: Brawling and Forced Entry, both (E) DX+1
  [2]-14; Stealth (A) DX [2]-13; and Wrestling (A) DX+1
  [4]-14. • Three of Savoir-Faire (High Society) (E) IQ [1]-14;
  Heraldry, Public Speaking, or Streetwise, all (A) IQ-1 [1]-13;
  Diplomacy (H) IQ-2 [1]-12; Intimidation (A) Will-1 [1]-13;
  or Detect Lies (H) Per-2 [1]-13.
  Background Skills: Seven of Fast-Draw (any), Knife, or Knot-
  Tying, all (E) DX [1]-13; Climbing or Riding (Horse), both
  (A) DX-1 [1]-12; First Aid or Gesture, both (E) IQ [1]-14;
  Acting, Connoisseur (any), Disguise, Holdout, Lockpicking,
  or Occultism, all (A) IQ-1 [1]-13; Diagnosis, Poisons, or Tac-
  tics, all (H) IQ-2 [1]-12; Thaumatology (VH) IQ-3 [1]-11;
  Hiking (A) HT-1 [1]-11; Scrounging (E) Per [1]-15; Body
  Language, Lip Reading, or Urban Survival, all (A) Per-1
  [1]-14; 1 point to raise a 1-point secondary or background
  skill by a level; or 1 point to buy an extra secondary skill.
  * Multiplied for self-control number; see p. B120.
  † Gives +1 to any roll made to find bandits, thieving mon-
  sters, etc.; subdue, capture, or punish them; and recover stolen
  goods. Applies only when pursuing proven criminals (e.g.,
  there’s a warrant or a bounty) – “All kobolds are thieves!” isn’t
  good enough.
  PYRAMID MAGAZINE
  4
  AUGUST 2009
  THE JUSTICIAR
  BY SEAN PUNCH
  Learn about politics and justice in Western 17th-century cities in GURPS Swashbucklers.
  
  PYRAMID MAGAZINE
  5
  AUGUST 2009
  Customization Notes
  The justiciar must first decide whether he operates prima-
  rily in the dungeon or around town. The former means being
  a better delver, but a party that seeks urban adventures – or
  the patronage of powerful townsfolk – may recruit someone
  with the latter inclination. Next, the justiciar should choose a
  particular quarry: enemies of the state, rogue wizards, thiev-
  ing orcs, urban scum, etc. These decisions lead to a few com-
  mon archetypes:
  King’s Man: You’re an agent of the King’s court, delivering
  high justice at sword’s point. Allot some advantage points to
  Eidetic Memory (for royal decrees and, oh, laws), Signature
  Gear (for nice weapons), Smooth Operator, and/or high IQ.
  Fitting disadvantages are one or more of Code of Honor
  (Gentleman’s), Sense of Duty (Nation), relentless Honesty, and
  an arrogant Odious Personal Habit. Most courtiers select
  Rapier, Saber, or Smallsword as their primary melee skill, and
  Diplomacy, Heraldry, and Savoir-Faire as their social skills.
  Background skills inevitably include Riding, but rarely much
  knowledge of how to operate in the wilds (Climbing, Hiking,
  etc.) or slums (Scrounging or Urban Survival).
  Mage-Hunter: You bring magic-wielding criminals to jus-
  tice: high priests of sinister cults, liches, necromancers, wiz-
  ardly thieves, etc. You’ll need – not merely want – some of
  Fearlessness, Magic Resistance, Mind Shield, and improved
  Will . . . maybe all four. The motivation to pursue this risky call-
  ing might come from Obsession, Overconfidence, and/or
  Stubbornness. Since your quarry’s spells aren’t quite as potent
  from afar, choose the longest-ranged weapon skills: Bolas and
  Crossbow from a distance, Polearm, Spear, or Staff for melee.
  As for your other training, Occultism and Thaumatology are
  essential in order to know your (very dangerous) enemy.
  Retriever: You go into dungeons to reclaim stolen goods,
  kidnapped princesses, and so on – and occasionally to deliver
  death sentences to the criminal monsters and bandits who
  dwell there. Useful advantages are Danger Sense, Fearlessness,
  Luck, Night Vision, and extra ST and HT. Disadvantages tend
  to be things like Curious, Obsession, and Overconfidence. A
  Sense of Duty to adventuring companions is also likely for one
  who travels with other dungeon-crawlers. Invest in a hard-hit-
  ting melee skill like Axe/Mace, Broadsword, or Polearm.
  Whatever social skills you take, make sure that Intimidation is
  among them. Retrievers also need key delving skills like
  Climbing, Gesture, Hiking, and Lockpicking.
  Watchman: You’re a special agent of the Town Watch.
  Classic detective advantages include Acute Senses, Danger
  Sense, Night Vision, Peripheral Vision, and more Per – and for
  a point, Penetrating Voice is great for those “Hands up!”
  moments. Code of Honor (Soldier’s) is suitable for Watchmen;
  sleuths are famously Curious; and Bully and No Sense of
  Humor fit authoritarians. Fantasy gumshoes get as much use
  out of Detect Lies, Public Speaking, and Streetwise as do high-
  tech cops, while weapons run toward Polearm, Shortsword, or
  Spear. Assassins are common in the city, making Diagnosis and
  Poisons valuable investigative skills. “Undercover” men might
  want Acting, Disguise, Fast-Draw, Holdout, and Knife.
  Justiciar Power-Ups
  In the spirit of Dungeon Fantasy 3, justiciars can spend
  earned points on any ability from their template plus some
  extras. They may exceed normal Perception limits, buying up
  to Per 25 (before racial modifiers). They may improve Higher
  Purpose as if it came in levels; Higher Purpose 3 [15], the max-
  imum, gives a +3 bonus. And they may purchase Weapon
  Master (Entangling Weapons) [30]; when entangling, read the
  +1 or +2 per die damage bonus as +1 or +2 to the justiciar’s ST
  and -1 or -2 to the victim’s escape rolls. Additional options:
  Combat Reflexes [15], Ridiculous Luck [60], and Silence 1 or 2
  [5 or 10].
  Making the Justiciar Useful
  Above-average Per, Per-based skills, and combat abilities
  ensure that the justiciar will rarely be left twiddling his
  thumbs. He’ll shine whenever reconnaissance, searching, and
  tracking matter. He might even outshine scouts and thieves, so
  the GM should be careful to present some challenges that
  require those other adventurers’ unique abilities (archery and
  dungeon Parkour, respectively). To test the justiciar’s special
  gifts, include monsters that must be followed to some lair,
  secret door, trap, or treasure – or captured alive and made to
  talk about such a thing – rather than simply killed.
  Legal WHAT?
  Despite being a law-enforcer – often in the service
  of a city or even the King – the justiciar lacks Legal
  Enforcement Powers. That’s because this advantage
  doesn’t suit the simplistic view of society prevalent in
  the fantasy games of which Dungeon Fantasy is a pas-
  tiche. Of course, the same thinking excludes the Duty
  disadvantage, so it’s a wash. If the GM would prefer
  greater social complexity in his campaign, then he
  should assume that PCs built with the justiciar tem-
  plate possess both traits . . . which conveniently cancel
  out as a zero-cost feature.
  I have always believed
  that to have true justice
  we must have equal
  harassment under the law.
  – Peter Krassner
  In some societies, a prisoner might have to rely on friends and family for food and water. 
  
  PYRAMID MAGAZINE
  6
  AUGUST 2009
  The best material rewards for the justiciar are fine or mag-
  ical versions of live-capture weapons: bolas, lariats, nets,
  whips, and even such exotica as crossbow-launched bolas and
  nets. Enchanted or upgraded non-weapon items in this vein
  also work: miraculous binding rope or shackles, giant-
  strength leg-hold traps, improved sleeping-gas potions, etc.
  Finally, the superiors of a justiciar who brings a criminal to
  justice and forgoes his share of the loot might issue him
  expensive special-order gear (see Dungeon Fantasy 1, pp.
  25-26 and Dungeon Fantasy 4, p. 12) equivalent in value to
  what his pals ended up taking home.
  ABOUT THE AUTHOR
  Sean “Dr. Kromm” Punch set out to become a particle
  physicist in 1985, ended up the GURPS Line Editor in 1995,
  and has engineered rules for almost every GURPS product
  since. He developed, edited, or wrote dozens of GURPS
  Third Edition projects between 1995 and 2002. In 2004, he
  produced the GURPS Basic Set, Fourth Edition with David
  Pulver. Since then, he has created GURPS Powers (with Phil
  Masters), GURPS Martial Arts (with Peter Dell’Orto), and the
  GURPS Action, GURPS Dungeon Fantasy, and GURPS
  Power-Ups series . . . and the list keeps growing. 
  New Wildcard Skill:
  Justiciar!
  In a campaign that uses wildcard skills, the justiciar may
  learn the following:
  Justiciar! (IQ). Replaces Interrogation, Shadowing,
  Streetwise, and Traps. Make a DX-based roll for Stealth – or
  for Bolas, Knot-Tying, Lasso, Net, Whip, or Wrestling to
  capture someone by surprise (never in a melee). Make a Per-
  based roll for Body Language, Detect Lies, Observation,
  Search, or Tracking.
  For we both alike know that into the discussion of
  human affairs the question of justice enters only where the
  pressure of necessity is equal, and that the powerful exact
  what they can, and the weak grant what they must.
  – Thucydides
  
  Imbuement Skills, as detailed in Power-Ups 1:
  Imbuements and The Perfect Defense from Pyramid #3/4:
  Magic on the Battlefield, are especially fitting for GURPS
  Dungeon Fantasy, and the former includes some suggestions
  on how to add them to existing templates. It is, however,
  much more in the style of Dungeon Fantasy if such special
  qualities are only available to those with a certain template.
  If you include this template in your games, it is recom-
  mended that you only allow access to the Imbue advantage
  through it, and the associated lens.
  MYSTIC KNIGHT
  250 points
  You’ve unlocked the power to access your internal lines of
  power, and, by making precise muscle movements, you can
  make them resonate with the magic around you. You might
  have had an innate gift, achieved it through rigorous spiritual
  exercises, or had forced them open with an excruciating ritual
  that left scars on your mystical aura. Whatever the reason, you
  can now channel magical energies to power your attacks, on
  an instinctual level.
  Like the holy warrior, you wield supernatural powers in
  combat. Unlike him, you’re not focused solely on fighting evil,
  nor are you blinded by fanaticism. Instead of the energies of a
  fickle god that may end up displeased with you due to your
  practical nature, you wield arcane energies. Wizards consider
  you an uneducated brute, toying with mysteries better left to
  them, but you have enough applied knowledge of harnessing
  magical forces to boost your martial prowess.
  Attributes: ST 14 [40]; DX 14 [80]; IQ 10 [0]; HT 13 [30].
  Secondary Characteristics: Damage 1d/2d; BL 39 lbs.; HP 14
  [0]; Will 10 [0]; Per 10 [0]; FP 13 [0]; Basic Speed 6.00 [-15];
  Basic Move 6 [0].
  Advantages: Imbue 2 (Magical, -10%) [18]; Eldritch Talent 3
  [15]; and Magery 0 [5]. • Another 51 points from among ST
  +1 to +5 [10/level], DX +1 to +2 [20/level], HT +1 to +5
  [10/level], HP +1 to +4 [2/level], FP +1 to +3 [3/level], Basic
  Speed +1 or +2 [20 or 40], Combat Reflexes [15], Enhanced
  Block 1 [5], Enhanced Parry 1 (One melee skill) [5], Eldritch
  Talent 4 [5], Fearlessness [2/level], Fit [5] or Very Fit [15],
  Hard to Kill [2/level], Hard to Subdue [2/level], High Pain
  Threshold [10], Imbue 3 (Magical, -10%) [18], Imbued
  Weapon [1], Imbued Weapon Bond [1], Luck [15] or Extraor-
  dinary Luck [30], Signature Gear [Varies], or Unfazeable
  [15]. Put any leftovers in more Imbuement Skills.
  Disadvantages: -20 points chosen from among Bad Temper
  [-10*], Bloodlust [-10*], Callous [-5], Code of Honor
  (Pirate’s or Soldier’s) [-5 or -10], Frightens Animals [-10],
  Magic Susceptibility 1-5 [-3/level], Obsession (Slay some
  specific type of monster) [-5*], One Eye [-15], Sense of Duty
  (Nation) [-10], Unnatural Features 1-5 [1/level], or
  Wounded [-5]. • Another -15 points chosen from among
  those traits or Bully [-10*], Greed [-15*], Honesty [-10*],
  Lecherousness [-15*], Overconfidence [-5*], Pyromania
  [-5*], Sense of Duty (Adventuring companions) [-5], Social
  Stigma (Excommunicated) [-5], or Supernatural Features
  (Flagrant Aura or Unmistakable Power) [Varies]†.
  Primary Skills: Fast-Draw (any) (E) DX [1]-14 and Shield (E)
  DX+2 [4]-16‡. • One of Crossbow or Thrown Weapon (any),
  both (E) DX+2 [4]-16; Bow or Throwing, both (A) DX+1 [4]-
  15; or Sling (H) DX [4]-14. • One of Axe/Mace, Broadsword,
  Polearm‡, Shortsword, Spear‡, Two-Handed Axe/Mace‡ or
  Two-Handed Sword‡, all (A) DX+5 [20]-19; or Flail (H)
  DX+4 [20]-18. 
  PYRAMID MAGAZINE
  16
  NOVEMBER 2009
  THE MYSTIC
  KNIGHT
  BY ANTONI TEN MONRÓS
  The GURPS Range Ruler is a handy item to speed up combat. It’s available at e23.sjgames.com – and it’s free!
  Be brave and pure, fearless to the
  strong and humble to the weak; and so,
  whether this love prosper or no, you will
  have fitted yourself to be honored by a
  maiden’s love, which is, in sooth, the
  highest guerdon which a true knight can
  hope for.
  – Arthur Conan Doyle
  
  Secondary Skills: Armoury (Body Armor or Melee Weapons)
  (A) IQ+1 [4]-11 and Thaumatology (VH) IQ+1 [2]-11§. • One
  of Brawling (E) DX+1 [2]-15 or Boxing (A) DX [2]-14.
  Background Skills: Four of Forced Entry (E) DX [1]-14;
  Climbing or Stealth, both (A) DX-1 [1]-13; First Aid, Ges-
  ture, or Savoir-Faire (High Society), all (E) IQ [1]-10; Gam-
  bling, Heraldry, Hidden Lore (Elementals, Spirits, or
  Undead), or Streetwise, all (A) IQ-1 [1]-9; Strategy or Tac-
  tics, both (H) IQ-2 [1]-8; Carousing (E) HT [1]-13; Hiking
  (A) HT-1 [1]-12; Intimidation (A) Will-1 [1]-9; Scrounging
  (E) Per [1]-10; or Observation (A) Per-1 [1]-9.
  Imbuement Skills: 10 Imbuement Skills, all (VH) DX [1]-14§.
  • A further 10 points in either existing Imbuement Skills or
  new Imbuement Skills, all (VH) DX [1]-14§.
  * Multiplied for self-control number; see p. B120.
  † From GURPS Thaumatology, p. 25.
  ‡ Mystic knights who prefer two-handed weapons can omit
  Shield and raise a two-handed combat skill by a level.
  § Includes +3 from Eldritch Talent.
  Customization Notes
  Your 20 points in Imbuement Skills allow a great deal of
  variation. Melee Imbuements allow you to boost your offen-
  sive capabilities greatly. Defensive ones, coupled with heavy
  armor and a shield, give you resilience unmatchable by other
  adventurers, and Ranged ones allow you to hold your own in
  ranged combat, without being a specialist like the scout.
  Some proposed archetypes:
  Brilliant Defender: Shield and Armor Imbuement Skills are
  critical. Concentrate on being able to take a lot of damage
  and protect other party members while still being too danger-
  ous to ignore: Annihilating Weapon, Blinding Defense, 
  Blunting Armor, Corrosive Strike, Dancing Shield, Energiz-
  ing Defense (Armor and Shield), Expand Armor, Fireproof
  Armor, Healthful Armor, Impenetrable Armor, Insulated
  Armor, Lighten Armor, Padded Armor, Reinforce Armor,
  Restorative Armor, Rigid Armor, Sovereign Armor, Vengeful
  Defense, and Widen Shield.
  Death Knight: You focus on crippling, incapacitating, and
  killing your foes. This is one of the few archetypes that can
  forego a shield and take full advantage of two-handed weapon
  options. Suitable Imbuement Skills include Annihilating
  Weapon, Chilling Strike, Continuing Attack, Corrosive Strike,
  Crippling Blow, Dancing Weapon, Drugged Weapon, Enven-
  omed Weapon, Forceful Blow, Ghostly Weapon, Penetrating
  Strike, Shockwave, Stealthy Attack, Strike of Negation, Stupefy-
  ing Blow, Toxic Strike, Traumatic Blow, Vampiric Weapon, and
  Withering Strike. Place an extra point in Vampiric Weapon.
  Knight of the Elements: You excel at taking advantage of
  your foes’ elemental weaknesses, and withstanding their ele-
  mental attacks. You specialize in battling elementals. Take
  Hidden Lore (Elementals) to identify such creatures. Suitable
  Imbuement Skills include Binding Shot, Burning Strike,
  Chilling Strike, Corrosive Strike, Cutting Strike, Electric
  Weapon, Fireproof Armor, Ghostly Weapon, Guided Weapon,
  Incendiary Weapon, Insulated Armor, Nullifying Armor,
  Reinforce Weapon (p. 18), Restorative Armor, Shockwave,
  Sovereign Armor, Spiritual Defense, Strike of Negation, and
  Withering Strike.
  Like knights, most mystic knights trade the 5 points from
  quirks for cash for arms and armor.
  POWER-UPS FOR
  MYSTIC KNIGHTS
  Mystic knights can get up to Eldritch Talent 6, Energy
  Reserve 20 (Magical) [3/level], and Enhanced Parry 1-3
  (Imbuement Skills) [5/level] (which gives +1 to all defensive uses
  of Imbuement Skills). They can purchase Imbuement Perks and
  are able to add and improve Imbuement Skills whenever they
  have enough points – even in battle!
  MIXING PROFESSIONS
  These lenses are provided for those using the Mixing
  Professions rules from Dungeon Fantasy 3: The Next Level.
  Lenses for Mystic Knights
  Mystic knights should use the lenses described for
  knights (Dungeon Fantasy 3, pp. 28-29), with the following
  exceptions:
  • Mystic knight-wizards should upgrade Eldritch Talent 3
  to full Magery 3. As they already possess Magery 0, this frees a
  total of 10 points from the lens, which may be spent on further
  Magery or more spells.
  PYRAMID MAGAZINE
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  NOVEMBER 2009
  GURPS Power-Ups 2: Perks has hundreds of new options to give your hero the upper hand he needs.
  Eldritch Might
  This is the arcane equivalent to Holy Might, as used
  by mystic knights.
  Power Modifier: Magical
  -10%
  The powers of Eldritch Might are based on the
  instinctive channeling of magical energies through
  one’s body, and they suffer the same penalties for low
  mana zones as wizard spells.
  Eldritch Abilities
  Imbue 1, 2, or 3 (PM, -10%) [9, 18, or 36].
  Eldritch Talent
  5 points/level
  Eldritch Talent gives a bonus to all Imbuement
  Skills purchased as part of Eldritch Might, to
  Thaumatology, and to Magery rolls to detect magic
  items and changes in mana levels.
  
  PYRAMID MAGAZINE
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  NOVEMBER 2009
  • Mystic knight-knights should use the template for the
  holy warrior-knight. This is mostly a level-up template, since
  most of the choices are already in the mystic knight template.
  However, it grants access to Born War Leader.
  Becoming a Mystic Knight
  Any class can benefit from Imbuement Skills. The GM,
  however, might wish to add special training difficulties, charge
  a premium for it, or add some mandatory disadvantages, rep-
  resenting metaphysical scars resulting from the acquisition of
  such powers.
  Mystic Knight Lens
  50 points
  Advantages: Eldritch Talent 1*† (p. 17) [5]; Imbue 1
  (Magical -10%) [9], Magery 0 [5].
  Skills: Thaumatology (VH) IQ-2 [1].
  Special Abilities: 30 points total in Eldritch Talent 2 to 4
  [5/level], Imbue 2 or 3 [9 or 27] and Imbuement Skills all (VH)
  DX-2 [1].
  * Gives +1 to Thaumatology and Imbuement Skills, already
  included in the relevant skills.
  † Wizards who take the mystic knight lens should drop
  Eldritch Talent, since Magery already gives them bonus to
  magical Imbuement Skills, and should base those skills on IQ
  instead of DX. Likewise, bards have the option of dropping
  Eldritch Talent from the lens. In this case, they should apply
  the Bard-Song power modifier to Imbue, changing the cost to
  [7, 14, or 28], and basing Imbuement Skills on IQ. In any case,
  the GM is encouraged to limit access to Imbuement Skills to
  those he feels are reasonable, for those that do not take the
  whole lens.
  MAKING A MYSTIC
  KNIGHT USEFUL
  Given their strong combat focus, mystic knights are always
  useful in the situations where knights are useful. If using
  Defensive Imbuement Skills, mystic knights can be incredibly
  resilient. Having the Thaumatology and Hidden Lore
  (Elementals) skills, plus Magery 0, they can fulfill some of the
  roles of the wizard, though not as well. In order to make him
  shine, however, you need to add foes that require some of his
  special skills to defeat: insubstantial ghosts, creatures with
  weaknesses to some types of damage, and the like.
  If you’re tapping Imbuements, consider giving them cool names. After all, “harnessing the Winter Wind’s Edge” sounds
  better than “activating my Chilling Strike.”
  Reinforce Weapon
  Melee; DX/Very Hard
  Default: Specialty for related weapon at same penalty as
  weapon default.
  Prerequisite: Imbue 1.
  Reinforces the structure of the weapon, changes it into
  adamant, or coats it with an indestructible force field for an
  instant. For unarmed attacks, this protects you from the sit-
  uations governed by the rules for Hurting Yourself (p. B379)
  and the Parrying Unarmed (p. B376) rules. For armed
  attacks, this makes the weapon unbreakable when parrying
  with it (as per Parrying Heavy Weapons, p. B376). This
  Imbuement also protects the weapon (or body part) from
  the damage from attacks that are destructive for parrying
  purposes – such as force swords and attacks enhanced with
  Annihilating Weapon – and innate attacks with the Aura
  enhancement, as long as they are not Cosmic.
  Modifiers: -5 to protect your weapon against Cosmic
  attacks.
  Returning Weapon
  Ranged; DX/Very Hard
  Default: Specialty for related weapon at same penalty as
  weapon default.
  Prerequisite: Imbue 2.
  This makes any single imbued projectile return to you.
  It can either fly straight to you, or dematerialize and
  reform in your possession. Thrown weapons appear
  directly in your hands, and ammo appears – intact – in
  your quiver, magazine, or equivalent. Any single-use effect
  on the projectile is still expended, though. If the weapon
  has RoF greater than 1, only the first projectile returns.
  Modifiers: -1 per additional projectile returned, up to
  the weapon’s RoF.
  New Enhancement Skills
  A true knight is fuller of
  bravery in the midst, than
  in the beginning of danger.
  – Sir Philip Sidney
  
  PYRAMID MAGAZINE
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  NOVEMBER 2009
  ABOUT THE AUTHOR
  Antoni Ten Monrós is a 27-year-old Spanish information
  technologies specialist and Java programmer, who started role-
  playing 15 years ago, with Stormbringer and MERP. He found
  GURPS 10 years ago and has been hooked since. He lives in
  Alboraya, Valencia, Spain (to his chagrin), and is a retired
  member of Steve Jackson Games MIB Program and an active
  playtester. When he saw GURPS Power-Ups 1: Imbuements
  he knew he had to write a template for his Dungeon Fantasy
  games. He thanks Emily “Bruno” Smirle, who proofread the
  original draft; Joan “Artic” Sanchís and Luis “Yolum” Soriano,
  who field tested it; and the rest of his group, who patiently put
  up with him while he tweaked it every session. 
  Imbuement Perks are magical in nature, and thus have
  Magery as a prerequisite and require mana to work. Mystic
  knights can purchase 1 Imbuement Perk per 10 points
  spent in Imbuement Skills. The base template offers up to
  two Imbuement Perks, as it already includes 20 points
  spent on Imbuement Skills.
  Frightening Side Effects
  Mystic knights take pride in putting unsettling flourishes
  on Imbuement Skills in order to unnerve enemies:
  Annihilating Weapon that makes your weapon project an
  uncanny aura of darkness, Vampiric Weapon that makes
  your weapon emit blood-curdling shrieks when damaging
  enemies, etc. These are mostly just special effects, but with
  enough practice, a particular Imbuement Skill can be truly
  frightening. You must specialize by Imbuement Skill.
  On any turn during which you incapacitate – daze,
  knock out, paralyze, petrify, etc. – or kill an enemy while
  you’re using the chosen Imbuement Skill, make an imme-
  diate second roll against that skill. Success manifests scary
  side effects that let you try Intimidation (p. B202) against
  any witnesses as a free action that turn. You must special-
  ize by Imbuement Skill. Note down the exact nature of the
  effect. Not all specializations might be possible; the GM’s
  word is final.
  Illumination
  Imbuement Skills are assumed to make the items you
  imbue glow, be covered in flames, or show similar special
  effects. You have managed to focus this mostly cosmetic
  effect to provide useful illumination. You can charge an
  item you’re able to imbue to make it glow like a torch (see
  Dungeon Fantasy 1: Adventurers, p. 24). The nature of
  the glow depends on what Imbuement Skills you posses,
  on the setting, and on the GM’s prerogative; it lasts indefi-
  nitely, without rolls or FP expenditure.
  Imbued Weapon
  You own a ritually named and attuned weapon (or
  shield) that you must purchase as Signature Gear; details
  depend on the setting, and may involve oaths, spells, or
  inscriptions, and/or require a fine-quality, or similarly
  special item (GM’s decision). This perk grants that
  weapon the potential for gaining special abilities. It earns
  character points at the same rate as you when you per-
  form deeds of supernatural significance. Each point can
  be exchanged for $500 worth of enchantments chosen by
  the GM, which optionally increases the possession’s value
  as Signature Gear. See Dungeon Fantasy 1, p. 30, to
  determine what’s possible. You can only have one Imbued
  Weapon perk, but should you lose it, you can purchase it
  a new for a new weapon.
  Imbued Weapon Bond
  Prerequisite: Imbued Weapon
  The Weapon Bond perk in Dungeon Fantasy 1 assumes
  a balanced, familiar weapon that grants the owner +1 to
  effective combat skill; it isn’t a supernatural attunement.
  Mystic knights can purchase a variant that is supernatural.
  The mystic knight must specialize in a weapon (or shield)
  that he has selected with the Imbued Weapon perk, and
  can have only one Imbued Weapon Bond at a time.
  However, he may freely shift the bond to another suitable
  item with a day of meditation, which makes replacing lost
  items easier to manage.
  Improvised Imbuement
  You can manifest Imbuements without knowing the rel-
  evant Imbuement Skills. Each try costs 2 extra FP in addi-
  tion to the normal costs, and requires a roll against DX-7,
  with a bonus equal to any relevant power Talent (such as
  Magery or Eldritch Talent). Whether this is due to natural
  connection with the forces in play or due to extensive
  knowledge of the mechanics of Imbuement is setting spe-
  cific and up to the GM to explain.
  Mana Compensation
  You have discovered how to use mana more efficiently
  to power your Imbuements. You cannot imbue if there’s no
  mana; however, as long as there is any mana at all, the total
  penalty you suffer for lower-than-normal mana and for
  negative aspects is -1 less severe for you.
  This perk is only available if your Imbue has the
  Magical power modifier.
  Sacrificial Imbuement
  You know how to burn your life force to power
  Imbuement Skills. You can spend HP instead of FP to pay
  for the costs of Imbuement Skills.
  Imbuement Perks
  
  PYRAMID MAGAZINE
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  SEPTEMBER 2012
  There are many types of loot that a roguish adventurer can
  carry out of a dungeon, but one of the more lucrative is some-
  thing they usually kill and discard: the monsters themselves.
  Intelligent monsters like orcs often fight to the death because
  they see no hope of mercy. Medieval societies lack the resources
  to incarcerate prisoners for long periods, and unlike knights,
  monsters lack wealthy relatives to ransom them. So, adventur-
  ers traditionally slay any dungeon denizens unwise enough to
  surrender. But massacre need not be the only solution. Another
  is to offer mercy, take captives – and sell them into slavery.
  The institution of slavery exists in most ancient and many
  medieval civilizations, so there is every reason to believe slave
  markets would exist in a dungeon fantasy setting. Because dun-
  geon adventurers (and the society that produces them) have no
  compunctions about charging into monster’s lairs, killing them,
  and taking their stuff, few will complain if they drag any sur-
  vivors out with them in chains. Even in enlightened realms
  where human or demi-human slavery is illegal and the Powers
  of Good hold sway, intelligent monsters may be seen as little bet-
  ter than beasts. Clerics may have few objections to enslaving
  monsters – first, because they are not human or near-human;
  second, because it’s nicer than killing them outright.
  CAPTURING THE MONSTERS
  Monster slavers use various tactics. The simplest one is to
  kill about half the monsters, then call on the survivors to sur-
  render or die! Use the rules for negotiations (GURPS Dungeon
  Fantasy 2: Dungeons, p. 10). You can substitute Intimidation
  for Diplomacy, but no monsters will pay attention unless
  they’re losing. Make sure someone is available who can talk to
  the monsters! It’s hard to negotiate with cornered orcs if no
  one speaks Orcish. 
  If they don’t surrender and the party has a cleric,
  alchemist, or other magical healer along, incapacitated mon-
  sters can be cured. 
  Once the monsters give up, they’ll need to be restrained. See
  Chains and Irons in Dungeon Fantasy 2 (p. 12) for tying up
  nonhuman monsters – a Knot-Tying skill roll and (monster’s
  BL/50) lbs. of rope. Collaring or binding them into a coffle – a
  connected chain of captives – makes it easier to lead them out
  of the dungeon.
  Skilled slavers may develop more sophisticated capture
  techniques, using exotic weapons like bolas, lassos, or potion
  grenades. A wizard with mind control spells, especially area-
  effect ones like Mass Daze, are useful. Some dungeon monsters
  are themselves slavers and may make deals, e.g., orcs or shadow
  elves may have goblin captives they’re willing to trade away.
  THE MONSTER SLAVER
  250 points
  You are a professional monster slaver. Maybe you’ve also
  captured animals or human slaves, but now your specialty is the
  capture and resale of nonhumans. You combine the strength of
  a warrior, the cunning of a thief and the fighting skill of a scout.
  You are often a skilled trader as well, to get good prices. Unlike
  many adventurers, you are willing to talk to monsters, and may
  know several of their barbarous languages.
  Attributes: ST 13 [30]; DX 14 [80]; IQ 12 [40]; HT 12 [20].
  Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP
  13 [0]; Will 14 [10]; Per 12 [0]; FP 12 [0]; Basic Speed 7.00
  [10]; Basic Move 7 [0].
  Advantages: Outdoorsman 2 [20] and Wealth (Comfortable)
  [10]. • 20 points chosen from among ST +1 or +2 [10 or
  20], DX +1 [20], HT +1 or +2 [10 or 20], Per +1 to +4
  [5/level], Basic Speed +1.00 [20], Basic Move +1 to +3
  [5/level], Combat Reflexes [15], Danger Sense [15], Fit [5],
  High Pain Threshold [10], Language Talent [10], Languages
  (any) [2-6/language], Luck [15], Night Vision 1-9 [1/level],
  Peripheral Vision [15], Rapid Healing [5], Signature Gear
  [Varies], Weapon Bond [1], Weapon Master (one weapon)
  [20], or increase Wealth to (Wealthy) [20] for 10 points.
  Disadvantages: -15 points chosen from among Bully [-10*],
  Callous [-5], Greed [-15*], or Overconfidence [-5*].
  • Another -35 points chosen from among the previous
  traits or Code of Honor (Pirate’s) [-5], Intolerance (Nonhu-
  mans) [-5], Lecherousness [-15*], Loner [-5*], No Sense of
  Humor [-10], Odious Personal Habit (“Brutal slave master”)
  [-5], Sense of Duty (Adventuring companions) [-5], Social
  Stigma (Disowned) [-5], Trademark [-5 to -15] or Xeno -
  philia [-10*].
  EIDETIC
  MEMORY
  MONSTER SLAVERS
  BY DAVID L. PULVER
  
  PYRAMID MAGAZINE
  21
  SEPTEMBER 2012
  Primary Skills: Net (H) DX+1 [8]-15; Intimidation (A) Will+1
  [4]-15; Knot-Tying (E) DX+1 [2]-15; Merchant (Slaves)† (E)
  IQ+2 [4]-14; Tracking (A) Per+2 [2]-14‡; and Whip (A)
  DX+1 [4]-15. • One of these two combat skills packages:
  1. Shield (E) DX+2 [4]-16. • One of Broadsword, Shortsword,
  or Spear, all (A) DX+2 [8]-16.
  2. One of Broadsword or Shortsword, both (A) DX+2 [8]-16.
  • One of Bolas or Lasso, both (A) DX+1 [4]-15.
  Secondary Skills: Diplomacy (H) IQ-1 [2]-11; First Aid (E)
  IQ+1 [2]-13; Naturalist (H) IQ [1]-12‡; Observation (A) Per
  [2]-12; Hiking (A) HT [2]-12; Stealth (A) DX-1 [1]-13; Traps
  (A) IQ+1 [4]-13; and Wrestling (A) DX [2]-14.
  Background Skills: 8 points in improved primary or second-
  ary skills, or Brawling, Fast-Draw (any), Garrote, Jumping,
  or Knife, all (E) DX [1]-14; Boating (Unpowered), Riding
  (Horse), or Throwing, all (A) DX-1 [1]-13; Seamanship (E)
  IQ [1]-12; Interrogation, Leadership, or Fast-Talk, all (A)
  IQ-1 [1]-11; Navigation (Land or Sea) (A) IQ+1 [1]-13‡;
  Carousing or Swimming, both (E) HT [1]-12; Running or
  Sex Appeal, both (A) HT-1 [1]-11; or Search (A) Per-1 [1]-11.
  * Multiplied for self-control number; see p. B120.
  † An optional specialty; see p. B169.
  ‡ Includes +2 for Outdoorsman.
  Customization Notes
  Monster slaves may be of various races, but are often
  humans or shadow elves. A common variant is the slaver who
  has a bit of magic.
  Magical Slaver: A slaver who has learned a smattering of
  spells – perhaps he once enslaved a mage! Reduce ST to 12
  (saving 10 points), spend 15 of your 20 advantage points on
  Magery 1 [15], and add five spells, all (H) IQ [2]-12 (including
  +1 from Magery). A good set might be Daze, Foolishness,
  Haste, Hinder, and Rooted Feet.
  SLAVING PARTIES
  Some adventurers will find monster slaving lucrative
  enough to make it a focus of their expedition. It’s a good way
  to clear out the dregs of an upper-level dungeon! In addition to
  slavers, other character types are helpful to have on a slaving
  expedition. A wizard is always useful, but the following arche-
  types bring unique talents.
  Barbarians with their great strength are handy when sub-
  duing larger monsters. (“Someone hold that ogre while we
  collar it!”)
  Bards are surprisingly useful for a slaver, because their
  musical influence and mind-control magic can sing or sooth
  monsters into submission.
  Clerics that specialize in healing are very useful to have
  along, so injured monsters can be fixed for the auction block.
  Knights with heavy armor can risk taking damage when try-
  ing to subdue the more powerful monsters. A wealthy knight can
  might have contacts for selling slaves.
  Martial artists with Judo or Pressure Points can capture
  opponents alive.
  TOOLS OF THE TRADE
  In addition to the usual adventuring gear a party engaged in
  monster slaving may want special equipment.
  Extra Bandages or First Aid Kits: These should be at hand
  for patching up injuries the merchandise sustained when cap-
  tured. Surgical instruments are useful for removing body parts
  from a captive that are just too dangerous to allow it to keep
  attached, such as chopping off a scorpion-man’s sting.
  Collar: A heavy iron and leather collar that locks around the
  neck with rings for attaching a chain or leash and provision for
  a padlock. Also functions as an anti-garrote collar (+4 DR vs.
  strangling or garroting damage). It takes four seconds to
  attach. DR 4, HP 8. $45, 1.2 lbs.
  Grooming Supplies: Some soap and water may improve the
  sale value, especially if selling pleasure slaves or gladiators; see
  Low-Tech (p. 36).
  Lasso and Bolas: These require skill to master but are good
  for capturing smaller monsters. Their short range is rarely a
  problem in a dungeon.
  Mittens, Leather: Padded cloth and leather mitts that lock
  on paws or hands, preventing manipulation and use of claws,
  effectively giving No Hands. Take four seconds to attach; pro-
  tect hands with DR 1. $20, 2 lbs.
  Muzzle: An iron muzzle that will prevent a monster with
  teeth from using them to bite (and also muffle speech). It takes
  six seconds to attach. Protects the face on a roll of 1-2 on 1d
  with DR 2. $60, 1.5 lbs. Adjust for SM.
  Nets: The best weapon for capturing medium or large
  monsters is a thrown net. Get several! Once a monster is thor-
  oughly tangled up, it can be threatened with a spear or burn-
  ing oil, trussed up, or if necessary, beaten unconscious with
  clubs or staves.
  Potions: Of those detailed in Dungeon Fantasy 1, the most
  useful to slavers are Sleep or Weakness in grenade form. Be
  wary, though: These potions are expensive and only good once
  each – if used to capture monsters with a poor resale value, you
  might have thrown away your profit!
  Provisions: There’s no point capturing monsters and letting
  them starve to death; get a supply of cheap food and plenty of
  water. Beware: some monsters are fussy eaters (“want man-
  flesh!”). If desperate, food problems could always be solved by
  feeding uncooperative captives to other captives of a different
  race. Just threatening to feed your goblins to your minotaur
  may get them to eat their porridge.
  Restraints and Torture Devices: Necessary for securing and
  disciplining captives. A slaver needs rope or cord for tying up
  captives, and several padlocks for attaching chains and collars.
  First, wars produce a lot of
  prisoners, and medieval societies
  lack the resources to imprison such
  people for long periods. Enslaving
  them may seem more moral than
  simply massacring them!
  – GURPS Banestorm
  
  PYRAMID MAGAZINE
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  SEPTEMBER 2012
  Statistics for rope and padlocks are in GURPS Dungeon
  Fantasy 1: Adventurers. Rules for restraining monsters are in
  Dungeon Fantasy 2. For a wide variety of shackles, stocks,
  whips, etc., see GURPS Low-Tech (pp. 130-131). To capture
  pixies or giants, see Adjusting for SM in Low-Tech (p. 8).
  Secure Holding Area: After you’ve dragged monsters out of
  the dungeon, it’s time to put them back in one! In practice,
  renting a barn at a nearby village, chaining them up, or a basic
  stockade is usually fine.
  Traps: Portable spring-loaded leg-hold traps are useful. Set
  them in corridors to trap small groups of wandering monsters,
  then pounce! See Dungeon Fantasy 1 for statistics on man-
  traps and monster-traps. For more option, see Traps in Low-
  Tech (pp. 122-123).
  Whip: A whip is more often used as a symbol of authority or
  a means of inflicting punishment, but many monster slavers,
  especially shadow elves, master the art of using one in combat
  and take pride in their whip skills. Heavy whips that would lac-
  erate human flesh can be just the thing for disciplining thick-
  skinned monsters.
  THE MARKET FOR
  MONSTER SLAVES
  Who buys monster slaves and what are they worth? Many
  communities may need additional labor, especially if the
  depredations of monsters, warlords, or plagues have deci-
  mated humanity. Dungeon monsters are unlikely to be skilled
  craftsmen – most are stigmatized as brutal savages or worse –
  but they are often strong, tough, and used to living rough. No
  one is going to trust monsters to perform skilled jobs, and most
  aren’t really suited for polite society anyway. That tends to
  leave occupations where they can be chained up and forced to
  work on pain of death.
  Mine Slaves: Any sort of work in mines or quarries is back-
  breaking and dangerous labor, with plenty of unskilled jobs for
  slaves. Instead of human slaves, why not use monsters who are
  both hardy and accustomed to underground pits and tunnels?
  Dwarves may pay well for them – what dwarf wouldn’t secretly
  delight in seeing orcs and goblins in chains?
  Galley Slaves: Chaining slaves to row in galleys is histori-
  cally a TL4 innovation, but this isn’t history, is it? Besides, if
  they do revolt successfully, the GM can have pirates crewed by
  monstrous former galley slaves ravaging the seven seas, which
  is entertaining.
  Gladiatorial Arena: Many societies do not have these, but if
  a bread-and-circuses tradition has survived, then the arena will
  have a steady demand for monsters, both as regular gladiators
  and exotic grotesqueries.
  Farm Labor: Less likely than the above options, since there’s
  usually enough serfs and peasants to go around. More over,
  enslaved monsters often do poorly in the sunlight and are too
  dangerous for the more open conditions of a farm or plantation.
  However, slaves sold to dwarves, shadow elves, or the like might
  work in underground mushroom fields.
  Slave Soldiers: These require a significant investment in train-
  ing and officers, but there may be warlords with janissary
  armies who take monster recruits. Some may prefer child mon-
  sters to indoctrinate while young. Markets for slave soldiers pay
  well but are hard to find and may be a great distance away from
  the dungeon – perhaps even overseas in foreign cultures.
  Pleasure Slaves: Some brothels, harems, etc. may pay to
  acquire captives that are both monstrous enough to enslave yet
  simultaneously attractive. These are rare and specialized, so
  prices are often high, and buyers are few.
  WHO TO ENSLAVE?
  A monster slaver’s goal is to capture creatures that can be
  subdued, and for which there is a market. It is no good trying
  to enslave creatures too fierce or stupid to obey, or too power-
  ful or stubborn to break. Many intelligent monsters are too
  mad, insubstantial, or possessed of innate weaponry to make
  good slaves. A fire-breathing dragonborn, brain-eating horde
  zombie, or a mind-blasting elder thing won’t sell well!
  The bread and butter of the monster slaver, then, are IQ 6+
  “mundane” intelligent monsters (see GURPS Dungeon
  Fantasy 3: The Next Level), and in particular, that subset of
  intelligent monsters known as “monster races.” These races
  have Social Stigma (Savage) and are often Ugly or worse, so no
  one cares what happens to them.
  Coleopterans: These multi-armed humanoid beetles are
  likely to be popular as mine slaves, galley slaves, or gladiators.
  Because they have extra arms, they can do more work and so
  will usually fetch at least +50% price! 
  Cat-Folk: Racial laziness makes them poor laborers, but
  their exotic grace gives them value as gladiators or, if of
  Attractive or better Appearance, as pleasure slaves.
  Corpse Eaters: Far too icky for anything except a gladiatorial
  arena. Even then, they are a poor choice for regular attractions
  due to the smell.
  Dark Ones, Shadow Elves, and Infernals: Generally too arro-
  gant or powerful to make menial slaves, they will sell as pleas-
  ure slaves or gladiators.
  Faerie Folk: There’s a long tradition of forcing faeries into
  servitude, but this is usually only done by evil characters. They
  won’t work, but fauns and nymphs may sell as exotic pleasure
  slaves in disreputable areas.
  Gargoyles: If chained to prevent them flying far, they can
  make decent gladiators or miners, but are tough to handle.
  Goblins: They’re too cowardly to make good gladiators or
  slave soldiers but are as strong as humans, so will make excel-
  lent mine slaves. Many are already enslaved by orcs; thus, they
  are used to submission to stronger masters. 
  Half-Orcs and Orcs: A staple of the slaver. Most are sent to
  the mines, the galleys, or, if available, the gladiatorial arena.
  Slavers claim they work under a brutal master, but any sign of
  weakness can lead to revolt. They usually have no compunc-
  tion about enslaving humans, dwarves, etc., themselves – turn-
  about is fair play.
  Hobgoblins: Their strength is useful in the mines, but their
  bad tempers make them hard to manage.
  Minotaurs: Their habit of going berserk under stress makes
  them too dangerous for most occupations, but they make
  excellent gladiators.
  Ogres: These powerful humanoids are highly valued as mine
  slaves and gladiators due to their strength. They’re too large to
  make good galley slaves.
  Reptiloids: The dragon-blooded are dangerous, but ordinary
  lizard men can make useful slaves. They are especially valued
  as gladiators for their exotic appearance. Some tend to be cli-
  mate-sensitive, though.
  
  PYRAMID MAGAZINE
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  SEPTEMBER 2012
  Trolls: Occasionally enslaved as gladiators or miners, but
  usually too weak, nasty, or powerful.
  Wildmen: Like orcs, these “savages” are valued for their
  strength, and wildmen slaves may be sold as miners, galley
  slaves, or gladiators.
  SELLING THE SLAVES
  The smart party sets up in advance of any expedition meet-
  ings with local merchants in the area who have appropriate
  contacts with slavers. This minimizes the time needed to hold
  and feed captives.
  It helps to have a variety of slaves to sell to different buy-
  ers. For example, the GM could decide that a group of slave
  merchants may want no more than 1d-2 pleasure slaves, 1d
  gladiators, 4d mine slaves, and 2d galley slaves. The GM
  might also rule that some markets don’t exist locally. If no
  gladiatorial arenas exist in their own country, for example,
  the PCs may have to meet foreign traders or establish over-
  seas contacts.
  Slaves can be disposed of like any other specialized loot.
  The basic value of a slave is equal to five year’s wages at the
  best job he could qualify for as a free man (see p. B518). For a
  typical monster slave, that is the unskilled job of laborer in
  fields, mines, or a galley. As this pays about $120/month, it
  means an average slave sells for $7,200. Multiply this by 1.5 for
  a race that has advantages that make it potentially very useful
  as a laborer, like Extra Arms. 
  This assumes ST 11 (BL 24 lbs.). Stronger or weaker slaves
  adjust the price: multiply by BL/24. If arenas exist, a gladiator
  or slave soldier may sell for more (multiply by DX/10) but usu-
  ally a slave merchant only wants to buy a few.
  Pleasure slaves generally sell for $2,000 times the point
  value of their Attractiveness – maybe more if they are a highly
  exotic race like Infernals. Filthy slaves may have reduced
  Appearance of 1-2 levels until cleansed up.
  Slaves with racial Bad Temper sell for half as much. Those
  with racial Laziness are 1/4 value for as miners, galley slaves,
  etc. Slaves who go berserk sell only to gladiatorial arenas, and
  are half value there. A premium will be paid if a slave is a
  craftsman such as blacksmith (+50%). Crippled slaves will not
  sell; injured slaves are half cost. Slaves that speak a language
  no one in the area can understand may be -10% value.
  That gives the maximum sale price. How much the adven-
  turers get when selling depends on their own wealth and skills.
  Use the usual rules for disposing of dungeon loot: You must
  get it to a market, and how much you get depends on the
  Wealth level of the adventurer doing the selling.
  Opening up a market for slaves can be challenging, but
  once adventurers get word out, slave traders – individually or
  in caravans – may visit to buy live merchandise, or even send
  agents to set up shop. These slave merchants are middlemen.
  As such, an adventurer can really expect to only get under 50%
  of market value after other modifiers. If the nearest town or vil-
  lage is on a seaport or river, slave ships may even put in. This
  might open a market for galley slaves, slave soldiers, or gladi-
  ator slaves that doesn’t exist locally.
  Alternatively, enterprising adventurers may arrange to cut
  out the middleman and sell the slaves themselves for full price.
  If they don’t have a particular market –– such as a nobleman,
  craft guild, or dwarf lord in need of labor – they might arrange
  with local authorities to incorporate a monster-slave auction
  into the local market day or fair. This may require a slaver’s
  guild license or a pay-off (maybe $1,000 or more). The party
  might also have to cage and feed slaves for weeks before each
  market day or fair opens up. Nevertheless, a well-managed
  slave auction may be the hit of any local fair, with travelers and
  locals coming from all around to gawk at the parade of mon-
  sters as they go on the block. Just hope the monsters don’t have
  any friends or relatives who decide to emerge from the dun-
  geon to crash the party. If something goes wrong and the mon-
  sters escape, it could be a massacre!
  ABOUT THE COLUMNIST
  David L. Pulver is a Canadian freelance author. An avid SF
  fan, he began roleplaying in junior high with the newly released
  Basic Dungeons & Dragons. Upon graduating from university,
  he decided to become a game designer. Since then, David has
  written over 70 roleplaying game books, and he has worked as a
  staff writer, editor, and line developer for Steve Jackson Games
  and Guardians of Order. He is best known for creating
  Transhuman Space, co-authoring the Big Eyes, Small Mouth
  anime RPG, and writing countless GURPS books, including the
  GURPS Basic Set, Fourth Edition, GURPS Ultra-Tech, and the
  GURPS Spaceships series.
  
  For many gamers, “urban fantasy” evokes wonders hidden
  beneath the surface of a superficially realistic world, hinting at
  fairy tales unfolding behind the wainscot. GURPS Dungeon
  Fantasy, by stark contrast, is in your face – it’s all about hack-
  ing and slashing through dungeons, monster-infested moun-
  tain ranges, and haunted forests. Reconciling these styles is
  made even more difficult by the fact that Dungeon Fantasy
  simplifies all social traits to Wealth, which exists solely to help
  fence stolen goods (well, loot) while visiting town . . . which
  itself is little more than a place to sell booty, buy gear, and hear
  rumors of even richer treasures that you’ll need more and bet-
  ter gear to obtain.
  In a campaign with more going on in town, the GM may
  wish to let PCs purchase a greater range of social traits. After
  all, how can one have a princess to rescue from orcs, or a high
  priest to collect donations at the temple, without some way of
  explaining what the titles mean? And many a delver would like
  to know how to join the Town Watch or the King’s men, who
  apparently run town with an iron fist (or at least a couple of
  iron swords). When urban fantasy runs into the dungeon kind,
  heroes need to know where they stand. Striking a balance
  between civilized parts and the dungeon calls for a little
  rethinking, though.
  First, some quick-and-dirty definitions:
  Academy, brotherhood, clan, guild, order, and related terms
  describe “professional” organizations for delvers. Most artifi-
  cers, assassins, elementalists, innkeepers, thieves, and wizards
  belong to guilds; barbarians, ninja, and shamans are organized
  along clan lines; bards, clerics, druids, holy warriors, and mar-
  tial artists are invested in orders; demonologists, mentalists,
  necromancers, and often scouts have (secret) brotherhoods;
  scholars, and bookish clerics and wizards, form academies;
  and knights, swashbucklers, and otherwise-unaffiliated assas-
  sins, barbarians, martial artists, and scouts end up in a
  “Mercenaries’ Guild.” The salient feature is access to profes-
  sion-specific training and gear.
  Town means a population center, from the customary out-
  sized fantasy village (the sort with pubs and shops, like a lot of
  historical market towns) on up to a stinking metropolis (simi-
  lar to Ankh-Morpork or Lankhmar) – what matters most is that
  it supports a Town Watch. Delvers of every stripe can find their
  organizations there, but this doesn’t imply distinct facilities. A
  single “Magic Shoppe” may cater to demonologists, elemental-
  ists, necromancers, scholars, and wizards alike; a temple could
  be consecrated to not one god but an entire pantheon, and wel-
  come most clerics and holy warriors; and “headquarters” for
  barbarians, druids, and scouts might be a Gypsy-like camp in
  the old oak grove. Each town is unique, with a name of the
  GM’s choosing. Most contain members of many races but are
  dominated by a single race. A town collects enough taxes to
  reward adventurers who solve local problems, such as base-
  ment cults and alligator-infested sewers.
  Kingdom refers to a land in which all the towns are ruled by
  the same sovereign – by default, the King – who is served by a
  formidable force of ex-delvers and professional troubleshoot-
  ers known colloquially as “the King’s men” (who make Town
  Watches look namby-pamby). Most kingdoms are dominated
  by one race, although the racial mix in individual towns often
  diverges (more elves near forests, more dwarves near moun-
  tains, etc.). A kingdom is home to many brotherhoods, guilds,
  and orders that keep “national” records on who holds what
  rank and is a member in good standing. It is crisscrossed by
  trade routes sufficiently robust to keep prices stable, and col-
  lects enough taxes to offer lucrative rewards to heroes who res-
  cue princesses, defeat zombie legions, and end evil wizards’
  dreams of conquest.
  Claim to Hospitality
  see p. B41
  As explained on p. 16 of Dungeon Fantasy 11, this advan-
  tage allows the adventurer to roll 14 or less to locate members
  of his group while in town. Success lets him stay with his col-
  league for up to a week, saving the $150 cost of living
  (Dungeon Fantasy 2, p. 4). Roll again weekly. Critical failure
  means the hero must provide aid, paying a professional col-
  league’s cost of living for the week as well as his own. The
  delver may also ask for small favors – being hidden while
  hunted, a short-term loan of up to $100, etc. – but this calls for
  a reaction roll at +3, scoring at least a Good reaction. Refusing
  to reciprocate, causing property damage, or defaulting on
  loans can cost the adventurer his advantage.
  This normally benefits one delver. However, a reaction of
  “Good” or better – this time without the +3 – extends the hos-
  pitality to one associate in the same or a similar profession.
  This means a fellow wizard, or maybe a scholar or an elemen-
  talist, for a wizard; another cleric, or a holy warrior of the
  same faith, for a cleric; and so on.
  Claim to Hospitality costs 1 point for a single inn, safe
  house, temple, etc. in one particular town; 5 points for an
  entire clan, guild, order, etc. that has tendrils in every town in
  one kingdom; or 10 points for hospitality that spans kingdoms
  (e.g., “thieves’ guilds the world over”).
  PYRAMID MAGAZINE
  11
  AUGUST 2013
  TRAITS
  FOR TOWN
  BY SEAN PUNCH
  
  Legal Enforcement Powers
  see p. B65
  Two levels of “police powers” exist in Dungeon Fantasy:
  Town Watchman: You’re authorized to search and arrest
  lawbreakers in one specific town. This doesn’t grant the right
  to commit crimes! It mostly means that you have a job that
  pays your $150/week living expenses – no dice rolls required –
  as long as you forgo crafting and other “town” activities that
  the GM feels would be full-time work. However, you can
  replace bumming, busking, and haranguing (Dungeon
  Fantasy 2, p. 4) with shaking down crooks for fines; use the
  same rules, but roll against the highest of Fast-Talk,
  Intimidation, Streetwise, or a suitable weapon skill, treating
  the other skills as complementary. You may carry arms and
  armor appropriate to Status 2 (p. 14) in service to the town.
  Finally, when the town has a quest to offer (Dungeon Fantasy
  2, p. 4), you hear about it automatically. 5 points.
  King’s Man: You enjoy the above powers in all the towns of
  an entire kingdom! You can also requisition food and fodder
  when travelling in the realm, even when en route to private dun-
  geon raids; thus, you can reduce the cost of rations to just what
  you need for the dungeon (though you must still carry the
  weight of the free supplies). See also Travel (Dungeon Fantasy
  2, p. 5). You may carry arms and armor befitting Status 2 any-
  where in the kingdom when you’re on duty. If the kingdom has
  a quest to offer, you learn of it automatically. Lastly, you get a
  snazzy surcoat ($350, 0.5 lb.) that’s blue with silver fleurs-de-lis,
  red with golden lions rampant, etc. 15 points.
  You cannot have Legal Enforcement Powers and Social
  Stigma (Criminal Record). If you acquire the latter, you lose
  the former.
  Legal Immunity
  see p. B65
  Two levels of immunity exist in Dungeon Fantasy, too:
  Local Bigwig: For whatever reason – you’re the mayor’s
  brother, you saved the burg from orcs, you’re a scion of the
  founding family, etc. (explain it!) – you enjoy immunity in one
  specific town. Critical failure while shopping or selling on the
  black market there is treated as mere failure; failure at
  shoplifting, cheating, or pickpocketing results in no conse-
  quences worse than “no material gain”; and sauntering around
  over-armed for your Status (pp. 13-14) leads to nothing worse
  than being escorted home to put away the hardware. Getting
  caught at these crimes, or even betraying a local quest sponsor,
  won’t trigger the effects of Scum and Villainy (Dungeon
  Fantasy 2, p. 4). You still can’t debase coin safely. 5 points.
  Royal Favor: You enjoy the above privileges in all the towns
  of a kingdom, and may treat even critical failure at debasing
  coin as mere failure. Explain why this is: You saved the King’s
  life, you’re a super-secret agent whose job is testing the law
  (complete with a Royal Writ making you the covert-ops equiv-
  alent of a King’s man), etc. 15 points.
  Those with Legal Immunity can’t also have Social Stigma
  (Criminal Record). The 5-point version goes away if that
  Stigma is somehow acquired, while the 15-point version grants
  immunity to acquiring it!
  Rank
  see p. B29
  You hold a privileged position within your guild, order, etc.
  Each profession has its own variety of Rank, which the GM
  should rename for flavor; wizards are conservative, and might
  go with “Wizardly Rank,” but barbarians may literally have a
  pole with clan totems carved on it, making “Pole Length”
  entirely sensible (to them). In formal groups, this accompanies
  a public title. In clans, it’s like Status (pp. 13-14) relevant only
  to kinfolk. In secret scout societies, sinister underground
  necromancer cults, and so on, it’s about being recognized on
  sight. Whatever it’s called, it costs the usual 5 points/level.
  When dealing with that group, add Rank to skill rolls to
  engage them as a sponsor for a quest (Dungeon Fantasy 2,
  p. 4), to reaction rolls for Negotiation (Dungeon Fantasy 2,
  p. 10), and to skill rolls for any ensuing deal-making.
  Also increase effective Wealth by steps equal to
  Rank when fencing loot of interest to that group
  (Dungeon Fantasy 2, pp. 14-15). Finally, subtract
  10% per level from the training expenses for acquir-
  ing that profession’s abilities (Dungeon Fantasy 3,
  p. 43 and Dungeon Fantasy 11, p. 8); 5% per level
  from the cost of anything the GM deems to be pro-
  fessional goods (see Professional Discounts, p. 13);
  and 5% per level from the pay rate of hirelings the
  GM agrees match the hirer’s profession under Niche
  Substitution (Dungeon Fantasy 15, p. 5). The max-
  imum discount is 80% off.
  Example: A Poor thief with Guild Rank 5 would
  enjoy +5 to convince Guild scum not to rob his
  group, or to persuade the Guild to back a mission;
  fence goods to thieves as if Very Wealthy; pay 50%
  tuition for training at thief power-ups; buy thieves’
  tools at 25% off; and retain cutpurses and burglars
  (and possibly agents and treasure-hunters) for 25% less.
  Reputation
  see p. B26
  Reputation enhances all reaction rolls – for Negotiation
  (Dungeon Fantasy 2, p. 10), selling loot (Dungeon Fantasy 2,
  pp. 14-15), all the purposes described in Dungeon Fantasy 10
  (learning information, stopping brawls, and so on), and Claim to
  Hospitality (p. 11). It doesn’t influence the reaction rolls noted for
  conjured or summoned creatures in Dungeon Fantasy 5 or 9.
  PYRAMID MAGAZINE
  12
  AUGUST 2013
  Criminal Record?
  As Scum and Villainy (Dungeon Fantasy 2, p. 4) notes, somebody
  who plays free and easy with the law can end up branded a criminal.
  The GM decides when this becomes permanent, but “three strikes”
  works well: It’s temporary the first two times, the -2 applying only on
  that visit to town, but becomes permanent the third time, as Social
  Stigma (Criminal Record). After that point, spellcasters will be able
  to detect this status through spells like Aura, and a visible brand, tat-
  too, magical mark, or similar will warn everyone else. Members of
  the offender’s clan, guild, etc. will catch wind of his misdeeds (or of
  his clumsiness at getting caught, if a thief) and become hesitant to
  deal with him. While there won’t be a dossier in a file cabinet in most
  fantasy settings, he will acquire a record in every way that matters.
  
  Base point cost is unchanged. In one town (a small class),
  the cost multiplier is 1/3; in an entire kingdom (a large class),
  it’s 1/2; and for everyone you meet, pay full cost. The third and
  broadest level is identical to the Hero power-up on p. 16 of
  Dungeon Fantasy 11.
  Status
  see p. B28
  Fancy titles are especially tricky to justify for errant delvers.
  In Dungeon Fantasy, the most practical benefits have to do
  with bearing arms and armor on urban adventures – and the
  fact that “blood will tell.” Cost is 5 points/level, as usual.
  Status 0: Delvers cannot fall below this level – although
  those with clan Rank rarely rise above it, dancing to a different
  drum as they do. Adventurers may be seen as smelly, ragged
  menaces to society, but they possess the abilities of potential
  heroes and thus the physical or magical capacity to escape or
  strike back if oppressed (this is true even for 125-pointers cre-
  ated using Dungeon Fantasy 15). They cannot run around
  town armed, though – permitted weapons there are daggers,
  small and large knives, and quarterstaffs. Armor is allowed,
  but metal armor hints that the wearer is looking for trouble,
  and is also off-limits. Those who break the law by carrying
  heavier weapons or armor are subject to Scum and Villainy
  (Dungeon Fantasy 2, p. 4).
  Status 1: A gentleman of sorts, somebody at this stratum
  may legally traipse around town with one or two long knives,
  rapiers, sabers, shortswords, or smallswords hanging off his
  belt. He can wear metal armor in town, but no heavier than DR
  4 mail – and if he goes that far, he’ll be mocked unless there’s
  a war going on (-2 to all reaction rolls).
  PYRAMID MAGAZINE
  13
  AUGUST 2013
  Literate delvers can claim their Rank (p. 12) discount on
  manuals (Dungeon Fantasy 4, pp. 13-14) for skills on their
  templates. If a skill requires tools, those get the discount,
  too. The guild or clan might sell entire loadouts from Dun-
  geon Fantasy 13 at this discount – but only as sets, with-
  out substitutions. In addition:
  Artificers: Chemicals, magic potions, special-order gadg-
  ets and adventure-wear (e.g., Dungeon Fantasy 4, p. 12);
  anything with “alchemy” or “alchemist’s” in its name.
  Assassins*: Blowpipes (and darts), crossbows (and
  bolts), garrotes, knives, poisons, traps.
  Barbarians: Two-handed melee weapons that require
  ST 12+, partial armor (Dungeon Fantasy 13, p. 8), any
  weapon or armor for a SM +1 user.
  Bards†: Manuals (all kinds!), maps, musical instruments.
  Clerics†: Healer’s kits, holy symbols and holy symbol
  weapons (Dungeon Fantasy 7, p. 33), holy water (“stacks”
  with the basic -50%); any special gear pertinent to their
  order (Dungeon Fantasy 7, p. 34).
  Demonologists†: Anything with “demon” or “demon’s”
  in its name; knives and swords matching the summoner’s
  Slayer Training (Dungeon Fantasy 9, p. 7).
  Druids†: Camouflage (Dungeon Fantasy 13, p. 25),
  healer’s kits, natural preparations (Dungeon Fantasy 1,
  p. 28 and Dungeon Fantasy 8, pp. 36-37).
  Elementalists†: Anything clearly linked to the elements
  (e.g., alchemist’s matches for fire, true water potions for
  water); gems.
  Holy Warriors: Holy symbols and holy symbol weapons,
  holy water, garlic, wolfsbane, silver weapons. Treat unholy
  warriors as assassins.
  Innkeepers*: Beverages, rations, spices, cookware (Dun-
  geon Fantasy 8, p. 14), wagons (Dungeon Fantasy 13,
  p. 5); anything (drink, food, shelter) ordered at an inn
  (Dungeon Fantasy 10), for himself or anybody he favors.
  Knights: Axes, broadswords, flails, lances, maces,
  polearms, and spears; crossbows, bolts, and quivers;
  shields and metal armor. For samurai-themed knights,
  replace this with katanas, spears, bows, etc. Either can
  get cut-rate cavalry horses or warhorses (Dungeon
  Fantasy 13, p. 5).
  Martial Artists: Brass knuckles and similar fist weapons;
  kusaris, nunchaku, quarterstaffs, sais, shuriken, tonfas;
  other “martial arts” weapons the GM deems fitting (e.g.,
  Dungeon Fantasy 12, p. 14);
  Mentalists: Psi-related gear (Dungeon Fantasy 14,
  pp. 23-27); any item bought specially to replace a current
  power item with a higher-capacity one; anything intended
  as a new Psychic Replica (Dungeon Fantasy 14, p. 14).
  Necromancers†: Knives or swords matching the sum-
  moner’s Slayer Training; poisons.
  Ninja: Covert ops and security gear (Dungeon Fantasy
  1, p. 25), poisons, non-artifact-grade ninja gear (Dungeon
  Fantasy 12, pp. 12-17).
  Scholars: Manuals (all kinds!), maps, scholarly gear
  (Dungeon Fantasy 4, p. 12), scrolls, writing equipment
  (ink, paper, etc.).
  Scouts: Bows (and arrows and quivers), camouflage,
  camping and survival gear (Dungeon Fantasy 1, p. 23),
  maps, telescopes.
  Shamans†: Healer’s kits, natural preparations, anything
  intended as a new Spirit Weapon (Dungeon Fantasy 9, p. 5).
  Swashbucklers: Bucklers, cloaks, knives, one-handed
  swords.
  Thieves*: Camouflage, covert ops and security gear, lad-
  ders, ropes, thieves’ mail.
  Wizards†: Magic potions, mass-produced magic items
  from p. 30 of Dungeon Fantasy 1 (only!).
  * For these professions, purchases on the black market
  (Dungeon Fantasy 2, p. 4) use the better of 10% off or
  Rank discount.
  † Spellcasters get their discount on scrolls and spell-
  books for their profession (Dungeon Fantasy 4, pp. 13-16),
  any item bought specially to replace a current power item
  with a higher-capacity one (maximum one item per visit to
  town), and power-item recharges.
  Professional Discounts
  
  Status 2: This level befits a genuine knight. All weapons and
  armor are fine, even in town – but mockery (-2 to all reactions)
  will ensue for going beyond a gentleman’s arms and armor in
  peacetime. The GM may specify that some magic items require
  a “knightly” user and only work for people with Status 2+. At
  this level, ignore the $150/week to live in one specific town.
  Status 3-5: These levels suit nobility. Treat them as Status 2
  for bearing arms – but there’s no danger of mockery, even when
  visiting the pub in plate armor with a halberd in hand. At Status
  3+, ignore the $150/week to live in town while you’re in any town
  in a given kingdom. Being of truly noble blood has two
  further benefits. First, potent artifacts that call for a
  “noble” user will function for you. Second, “blood will
  tell”; in any town in your kingdom, add Status-2 as a
  bonus in all Quick Contests against living people who
  are physically in your presence; e.g., a thief who
  attempts to pick the pocket of a Status 5 duke must
  beat the duke’s Vision+3 with Pickpocket, while an evil
  wizard would find his Charm spell resisted by the
  duke’s Will+3. There’s no effect in wilderness, dun-
  geons, or faraway barbarian lands; against undead,
  demons, inanimate traps, and similar threats that
  aren’t truly alive; or on uncontested rolls.
  Status 6-8: These levels indicate royalty. Treat them
  as Status 3-5 for bearing arms and ignoring living
  costs. Status 6+ also lets you wield relics that demand
  a “princely” user, while Status 7+ lets you use ones that
  require a “kingly” wielder. And “blood will tell” (as
  above) anywhere in your kingdom, even outside of
  town. Add Status/2, rounded down, as a bonus in all
  Quick Contests against living people in your presence
  there. Thus, a Status 6-7 prince or king has +3 to beat
  others in his lands – in town or not – and a Status 8
  emperor gets +4. This still doesn’t matter in faraway
  barbarian lands, though, or against ancient undead,
  falling rocks, or other impersonal dangers.
  Status in Dungeon Fantasy isn’t boosted by Rank
  or Wealth, doesn’t guarantee fancy duds or digs, and
  doesn’t use the standard rules for cost of living – in
  fact, ignore Cost of Living (pp. B265-266). Your hold-
  ings aren’t liquid assets, and while they pay whatever
  costs your station might demand, they don’t give you
  cash in excess of that. If you’re set on being rich, then
  buy Wealth, too.
  Tenure
  see p. B93
  Spellcasters and sages can belong to obscure acad-
  emies instead of or as well as their usual guilds. The
  upshot is a place to stay in the town where the institu-
  tion is based (yet another way to avoid the $150/week
  cost of living, equivalent to a 1-point Claim to
  Hospitality) and the benefit of the doubt. Such people
  are expected to be little wonky, and until they actually
  commit a crime involving demons, poison, or the Dark
  Ritual of Calling and Binding the Squid-Lord, they can
  learn about and work with such matters freely, up to
  and including filling their cellar with zombies. In
  effect, this is 5-point Legal Immunity in one town,
  specifically for the purpose of occult machinations.
  ABOUT THE AUTHOR
  Sean “Dr. Kromm” Punch set out to become a particle
  physicist in 1985, ended up the GURPS Line Editor in 1995,
  and has engineered rules for almost every GURPS product
  since. He developed, edited, or wrote dozens of GURPS Third
  Edition projects between 1995 and 2002. In 2004, he pro-
  duced the GURPS Basic Set, Fourth Edition with David
  Pulver. . . and the list keeps growing. He lives in Montréal,
  Québec with his wife.
  PYRAMID MAGAZINE
  14
  AUGUST 2013
  Who Gets What?
  From a character-improvement perspective, not all social traits
  make equally sensible “power-ups” for all adventurers. Anybody
  might be able to call upon friends or extended family (Claim to
  Hospitality), advance in his vocation (Rank), or inspire admira-
  tion for his adventures (Reputation). However, the GM may opt to
  restrict other advantages as follows:
  Legal Enforcement Powers: Knights, martial artists, swashbuck-
  lers, and even barbarians are often hired as enforcers at either level.
  Assassins and thieves can possess either level, too – but that puts
  them in the pay of the law, disqualifying them for Rank. Few scouts
  will sit around town, and the GM may rule that they can only be
  King’s men (“Rangers”). Clerics and holy warriors rarely possess
  this trait outside of a theocracy; however, clergy of city gods (Dun-
  geon Fantasy 7, pp. 11-12) are sometimes Town Watch.
  Legal Immunity: Almost everybody can have either level –
  including assassins, demonologists, necromancers, and thieves,
  who often work hard to acquire it! However, barbarians, druids,
  and shamans are tied to communities, and lack the social connec-
  tions to move beyond the 5-point version. Conversely, scouts (who
  avoid towns) and ninja (who glide between towns like the wind)
  can have only the 15-point version, which makes them royal spies.
  Status: Successful artificers and innkeepers can achieve up to
  Status 1. Gentlemanly bards and swashbucklers might have up to
  Status 2. In most fantasy societies, some combination of clerics
  (or even druids or shamans, where they’re the prevailing holy
  folk), demonologists, elementalists, holy warriors, knights, men-
  talists, necromancers, scholars, and wizards are the “ruling
  classes,” and can boast any Status, while the others on that list are
  “trusted advisors” at best, limited to Status 2. This detail is up to
  the GM, and varies by kingdom. Other professions reject froufrou
  Status in favor of Rank.
  Tenure: Artificers, clerics, demonologists, elementalists, men-
  talists, necromancers, scholars, and wizards often belong to acad-
  emies. Some game worlds have academies for bards and druids,
  too – GM’s decision.
  A Monster’s Life for Me
  Most fantasy societies are racist (or to be precise, “speciesist”).
  Status 1+ is off-limits for the races listed in A Monster’s Life
  (Dungeon Fantasy 3, p. 11): coleopterans, corpse-eaters, gar-
  goyles, goblin-kin, half-ogres, minotaurs, ogres, reptilians, and
  trolls. The same goes for 15-point Legal Enforcement Powers or
  Legal Immunity, or any Reputation broader than “in one town” –
  a town might appreciate a monster’s qualities, but a kingdom
  won’t. The GM can make exceptions for coleopterans in the Hive
  Lands, goblin-kin in the Orc Khanate, etc.
  
  GURPS Dungeon Fantasy 11: Power-Ups describes many
  tricks for delvers who prefer swords to sorcery. Such power-
  ups are what passes for martial arts in Dungeon Fantasy.
  Since there’s no such thing as “too much power,” here are
  some new cool moves!
  GENERAL COMBAT
  POWER-UPS
  These combat abilities are for sale to anyone who satisfies
  the prerequisites.
  Combat Perks
  These perks follow the same rules as those on pp. 11-12 of
  Power-Ups.
  Double-Ended Weapon Training†
  You may ignore the -2 to skill when wielding one of the con-
  traptions under Double-Ended Weapons (p. 5). You must spe-
  cialize by Melee Weapon skill.
  Heroic Sacrifice‡
  Prerequisites: High Pain Threshold and others (see below).
  You can burn HP as FP for the tasks listed under Heroic
  Reserves (p. 6). Each level of this perk permits you to pay 1 HP
  per expenditure; e.g., Heroic Sacrifice 3 [3] would let you
  spend up to 3 HP at a time on Great Rage. There’s no maxi-
  mum level, but as the majority of feats that qualify consume
  just 1 FP, the ability to spend more rarely matters.
  Put It In His Eye
  You’re vengeful in a very specific way: If a foe successfully
  attacks a hit location and you fail to defend, you’re highly moti-
  vated to return the favor. Regardless of whether he struck that
  body part on purpose, you enjoy +1 on your next attack on that
  enemy if you target that location intentionally. Elapsed time is
  unimportant – your next shot at him receives this benefit no
  matter how many turns (or years!) pass between the offending
  strike and your reply – but targeting any other hit location first
  wipes out the bonus.
  Ramming Speed
  You always tackle your foes at maximum speed! Whenever
  you make a slam, work out damage as if traveling at full Move
  (adjusted normally for encumbrance and injury), regardless of
  how far you actually ran on your previous or current turn.
  Retroactive Poisoning‡
  Prerequisite: Poisons at 12+.
  Once per session per level of this perk, you can poison a
  weapon after successfully injuring a foe. Declare the weapon to
  be poisoned, mark off appropriate dose(s) of poison from your
  equipment list, and resolve the effects. You must have the poi-
  son on you or spend one Gizmo per dose to produce it. Retro -
  active Poisoning merely represents a weapon you envenomed
  earlier but failed to mention – it isn’t a supernatural ability.
  The GM may limit this perk to professions that have
  Poisons as a template option. The usual suspects are assassins,
  druids, evil clerics, innkeepers, necromancers, ninja, thieves,
  and unholy warriors.
  Sacrificial Block†
  You’re trained at blocking attacks on your buddies. You can
  try a block defense against any attack that permits a block,
  comes from in front of you, and is intended for an associate
  behind you. This normally means a strike from a ranged
  weapon or a melee weapon with Reach 2+ that crosses your
  hex on the battle map on its way to your companion. If you
  haven’t retreated this turn, you may expend your retreat to step
  into a spot where this condition is met. Your shield DB aids
  your roll, but your friend’s doesn’t (although he may attempt
  his own defense if yours fails) – and you don’t get +1 for retreat-
  ing if you step! In all cases, this “uses up” your block.
  You must specialize in Cloak, Shield, or Shield (Buckler).
  Third Hand†
  You can use the hand(s) holding a weapon or a shield to
  wield a single piece of non-combat gear at the same time.
  Lanterns, torches, scrolls, potions ready to drink, etc. are
  fine; cloaks or shields, weapons, or potions ready to hurl
  aren’t. Maximum weight is Basic Lift/20 lbs. in one hand,
  BL/10 lbs. in two.
  PYRAMID MAGAZINE
  4
  NOVEMBER 2013
  MORE POWER
  TO DUNGEON
  WARRIORS!
  BY PETER V. DELL’ORTO AND SEAN PUNCH
  
  The item is considered ready – a torch offers light, a scroll
  can be read, a potion can be quaffed – and neither penalizes
  nor is endangered by fighting with the same hand(s). If the
  weapon or shield is dropped or taken away, however, then so
  is anything else in hand. Likewise, if you’re stunned, you drop
  the object as usual.
  You must specialize by armed combat skill.
  Willful Warrior‡
  Concentrate maneuvers aren’t strictly forbidden when
  grappled – you can try, but you must make the Will roll to
  keep your concentration each turn, and instead of the
  usual -3, the penalty equals the effective ST restraining you.
  This makes it almost impossible . . . but not for you! Each
  level of Willful Warrior grants +3 that you can use only to
  cancel the penalty that an enemy grappler’s ST imposes on
  this roll. This power-up also benefits spellcasting, if high skill
  or Adversity Casting (Power-Ups, p. 13) enables you to cast a
  spell without gestures.
  Double-Ended Mastery
  5 points/skill
  Prerequisites: Any Melee Weapon skill for a double-ended
  weapon and matching Double-Ended Weapon Training (p. 4).
  Buy this separately for each Melee Weapon skill useful with
  the arms under Double-Ended Weapons (below). When wield-
  ing a suitable double-ended weapon, you can launch a single
  attack that targets two adjacent foes at full skill, though you
  must still make a separate attack roll for each opponent.
  PYRAMID MAGAZINE
  5
  NOVEMBER 2013
  Fantasy warriors adore exotic weapons! A staff with a
  blade or a crushing head mounted on either end is a clas-
  sic, and offers several upsides:
  • The counterweight eliminates the drawbacks of weapon
  types that are normally unbalanced, slow to change Reach,
  and/or made unready by attacking. Sword-based designs
  become better at parrying (if not quite as good as a staff).
  • The wielder can attack two adjacent opponents – one
  with either end – at Reach 1. This is considered a Dual-
  Weapon Attack (-4), not a Rapid Strike (-6).
  • A “broken weapon” outcome smashes only one end. A
  one-ended weapon continues to work, if not as well: Parry
  is 0U and Reach is 1, 2*, regardless of type, and the special
  Dual-Weapon Attack is no longer possible.
  Downsides are cost, weight (though this helps prevent
  breakage), and the fact that such weapons give -2 to skill
  for all purposes (and thus -1 to Parry).
  The following table presents the options.
  Double-Ended Weapons
  Weapon
  Damage
  Reach
  Parry
  Cost
  Weight
  ST
  Notes
  POLEARM (DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4)
  Double-Ended Halberd
  sw+4 cut
  1, 2
  0
  $540
  16
  14†
  or
  sw+3 imp
  1, 2
  0
  –
  –
  14†
  [1]
  or
  thr+3 imp
  1, 2
  0
  –
  –
  13†
  Double-Ended Naginata
  sw+2 cut
  1, 2
  0
  $500
  8
  11†
  or
  thr+3 imp
  1, 2
  0
  –
  –
  10†
  STAFF (DX-5, Polearm-4, or Spear-2)
  Double-Ended Dao
  sw+4 cut
  1, 2
  +1
  $1,700
  14
  13†
  or
  thr+1 imp
  1, 2
  +1
  –
  –
  12†
  Double-Ended Sword
  sw+3 cut
  1, 2
  +1
  $1,500
  10
  12†
  or
  thr+3 imp
  1, 2
  +1
  –
  –
  12†
  TWO-HANDED AXE/MACE (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4)
  Double-Ended Axe
  sw+4 cut
  1, 2
  0
  $500
  12
  13†
  Double-Ended Maul
  sw+5 cr
  1, 2
  0
  $460
  20
  15†
  Double-Ended Scythe
  sw+3 cut
  1, 2
  0
  $330
  6
  12†
  or
  sw+1 imp
  1, 2
  0
  –
  –
  12†
  [1]
  Double-Ended Warhammer
  sw+4 imp
  1, 2
  0
  $500
  10
  13†
  [1]
  TWO-HANDED FLAIL (DX-6, Flail-3, Kusari-4, or Two-Handed Axe/Mace-4)
  Double-Ended Flail
  sw+4 cr
  1, 2
  0
  $500
  12
  14†
  [2]
  Notes
  [1] May get stuck; see Picks (p. B405).
  [2] Attempts to parry this weapon are at -4. Fencing weapons (“F” parry) can’t parry it at all! Attempts to block it are
  at -2.
  
  Additional strikes from All-Out Attack (Double) or Extra
  Attack can use either end against anyone in reach. You can’t
  combine Double-Ended Mastery with Rapid Strike – the two
  are mutually exclusive.
  Techniques: Dual-Weapon Attack (H) Skill+0 [5].
  Greater Weapon Bond
  5 points/weapon
  Prerequisites: Any Melee Weapon skill and either Armoury
  (Melee Weapons) or Connoisseur (Weapons).
  You own a melee weapon so suited to you that you enjoy +1
  to skill rolls (including Melee Weapon and Fast-Draw rolls), +1
  to Parry, and +1 to damage with it. This is a higher level of
  standard Weapon Bond; the two don’t “stack.” Like that perk,
  this gift doesn’t supply the weapon – obtain that by buying it,
  finding it, taking Signature Gear, etc.
  There are two catches. First, if you permanently part ways
  with the weapon, you lose the 5 points spent on this power-up
  – no refunds! Second, any melee fought without the weapon in
  hand puts you off-kilter. You must fight another battle using
  the weapon at no bonuses before the benefits return. The GM
  decides what a “battle” is, but cheesy tricks like squishing ver-
  min and sparring with allies never count.
  Advantages: Higher Purpose (Always use this one weapon) [5].
  The rules for losing and regaining bonuses cover the built-
  in Code of Honor.
  Heroic Reserves
  3 points/level
  Prerequisites: Special (see below).
  You have hidden reserves of vigor that barbar-
  ians call “rage,” martial artists know as “chi,” holy
  warriors term “faith,” and knights and swashbuck-
  lers measure in glasses and pints (of blood or
  booze). You may spend Heroic Reserves (HR) as
  FP to fuel athletics, martial feats, and physical
  extra effort – including Extra Effort in Combat
  (p. B357) and nonmagical special abilities such as
  Botte Segrete, Breaking Blow, Chandelier Leap,
  Chi Blasts, Flying Leap, Great Rage, Hand of
  Death, Heroic Lifts, Kiai, and Power Blow.
  You can’t burn HR on spells, magical abilities
  (e.g., Emergency Casting or Healing), or extra
  effort the GM deems “mental.” However, effects
  that sap FP – starvation, and some spells, poisons,
  and monster abilities – never deplete HR. You can
  tap HR even at fully negative FP! Moreover, HR
  recharges separately from FP regardless of your
  activities: 1 point per 10 minutes normally, or 1
  point per 5 minutes with Fit or Very Fit.
  You may purchase one level of HR per full 10
  points in combat skills (melee, ranged, or
  unarmed – but chi skills don’t count). For instance,
  a swashbuckler with 31 points in Brawling, Fast-
  Draw, Main-Gauche, Rapier, Thrown Weapon,
  and Wrestling could buy up to HR 3.
  Advantages: Energy Reserve (Heroic) [3/level].
  Interdiction
  5 points/skill
  Prerequisites: Any melee combat skill, plus Trained by a
  Master or Weapon Master.
  Interdiction lets you make a quick, low-damage melee
  attack against anyone who tries to charge past you in combat.
  Your target must be moving from in front of you to behind you
  (consulting the diagram on p. B389, from any white hex to any
  gray or black one) and pass within reach of an attack currently
  possible for the skill for which you have this power-up. For
  example, a greatsword (Reach 1, 2) could cut at anybody run-
  ning within one or two yards to flank you, while a halberd held
  at Reach 3 could only intercept a foe who’s exactly three yards
  away at some point during his pass.
  Roll against Parry for your combat skill as your opponent
  moves by. This never gets a bonus from retreating, shield DB,
  Shield spells, or special parry options – though Combat
  Reflexes and Enhanced Parry help as usual, and any penalties
  for bad footing, repeated parries, etc. apply. Failure means
  your foe slips past untouched. Success lets you roll against skill
  to attack a random hit location.
  A successful skill roll means a potential hit. Your target
  defends normally. If he fails, you inflict your attack’s damage
  at -2 or -1 per die, whichever is worse. Though you’re technically
  “parrying” your foe’s entire body, contact is sufficiently light that
  this move doesn’t count as a parry against a heavy weapon.
  PYRAMID MAGAZINE
  6
  NOVEMBER 2013
  Under the Hood:
  Interdiction
  Using the GURPS Martial Arts technique-design system, Inter-
  diction starts life as Parry and acquires these adjustments:
  Benefit: Parry counts as low-damage attack. There’s no offsetting
  adjustment for low damage, though – Aggressive Parry sets the
  precedent that this is simply a natural property of damaging
  defenses. -1.
  Benefit: Parry engages someone who isn’t attacking. Enables a “pre-
  emptive” defense, allowing the fighter to exploit his parry when not
  being attacked. -1.
  Benefit: Parrying a running person doesn’t count as parrying a
  heavy weapon. Lets the fighter “parry” even a huge opponent without
  regard for mass, relative ST, etc. -1.
  Defense against “runaround” attack (p. B391). -2.
  Drawback: Limited target selection. Works only on a foe running
  from front to back within reach (which he could easily avoid if he
  anticipates this response!), and even then mandates a random hit
  location. +1.
  Drawback: Most Parry bonuses don’t apply. Common Parry
  bonuses – those from shield DB and retreating in particular – are
  lost. +1.
  That makes the default Parry-3. “Uses up a parry” and “Triggers
  penalties for multiple parries” don’t affect this – those amount to “A
  parry is a parry.” Similarly, “Opponent defends normally” is irrele-
  vant; most hits let aware opponents defend.
  This cinematic technique is Hard because it’s defensive. Like any
  Parry-based technique, it’s limited to full Parry.
  
  Failure on your skill roll indicates that you didn’t even make
  light contact – again, your opponent slips past untouched.
  Whatever the outcome, each Interdiction attempt counts as
  a parry with the weapon or hand used (thus, it cannot be used
  after you All-Out Attack). You may try Interdiction more than
  once per turn – and intersperse it with true parries – subject to
  standard penalties for successive parries in a turn. For
  instance, if you use Interdiction and then parry with the same
  hand (or vice versa), the second roll suffers the usual penalty
  for repeated parrying.
  You must specialize by melee combat skill.
  Perks: Unique Technique (Interdiction) [1].
  Techniques: Interdiction (H) Parry+0 [4].
  Killer Hair
  10 points
  You have a long braid with a weight at the end, weave
  razors into your dreadlocks, or sculpt your hair into a saw-
  blade Mohawk or sharp spikes using jamming glue (Treasure
  Tables, p 36) . . . and you’ve studied on maiming with this. You
  may strike at Reach C using Brawling or Karate – at full skill,
  even when grappled – as though using a weapon. Armed par-
  ries won’t harm your head! This inflicts thrust crushing dam-
  age, at +1 per die plus skill bonuses.
  You can wear a helmet and still use this ability. If the real-
  ism of this bothers you, just specify that your headgear is mod-
  ified to match.
  Advantages: Striker (Limb, Head, -20%) [4].
  Perks: Unique Technique (Grappled Strike) [1].
  Techniques: Grappled Strike (H) Skill+0 [5]. Buys off the -4 to
  DX while grappled for one specific hands-free attack – usu-
  ally biting or a Striker.
  Peerless Slayer Training
  Variable
  Prerequisites: At least three Melee Weapon skills, one at 20+
  or all three at 18+.
  You’re not a specialist at a targeted blow with a particular
  weapon – you’re an expert at that strike with all weapons. You
  can use this power-up with any Melee Weapon skill in which
  you have at least a point, if your current weapon can deal a
  suitable blow to the specified hit location. Varieties include:
  Peerless Slayer Swing at Neck: Any swinging attack on the
  neck is at -2, not -5. 12 points.
  Peerless Slayer Swing at Skull: Any swinging attack on the
  skull is at -3, not -7. 15 points.
  Peerless Slayer Thrust to Eye: Any thrusting attack to the
  eyes is at -4, not -9. 18 points.
  Peerless Slayer Thrust to Vitals: Any thrusting attack to the
  vitals is at -1, not -3. 9 points.
  This is an improved form of Slayer Training (Power-Ups,
  p. 13). The GM may require you to learn that for one and then
  two Melee Weapon skills before “upgrading” to this version.
  Techniques: Targeted Attack! at maximum. Price such a “wild-
  card technique” like the usual technique and then triple
  cost to allow it to work with all applicable skills – here,
  Melee Weapon skills.
  Two-Weapon Mastery
  20 points
  Prerequisites: At least three one-handed Melee Weapon
  skills, and Trained by a Master or Weapon Master.
  Lets you use Two-Weapon Fighting (Power-Ups, p. 13) with
  any two melee weapons you’re capable of wielding simultane-
  ously, regardless of Melee Weapon skill. As a side benefit, you’re
  fully ambidextrous and never suffer -4 for using the “off” hand.
  There’s no need for Two-Weapon Fighting if you have Two-
  Weapon Mastery. Those with the former may upgrade to the
  latter by paying the cost difference. The GM might require this
  progression – or call for delvers to acquire one, two, and then
  three kinds of Two-Weapon Fighting – and specify a minimum
  number of adventures between steps.
  Advantages: Ambidexterity [5].
  Techniques: Dual-Weapon Attack! Skill+0 [15]. This is another
  “wildcard technique,” tripled in cost to allow it to work with
  all one-handed Melee Weapon skills.
  Ultimate Ramming Speed
  15 points
  If you can move even a yard, figure all your slams at full
  Basic Move, regardless of encumbrance, injury, or actual
  speed! This power-up includes Ramming Speed (p. 4).
  Example: Honus has HP 25, Basic Move 7, and Ultimate
  Ramming Speed. Medium encumbrance gives him Move 4,
  and his wounds make this Move 2. Still, if he slams – even with
  a step – he figures damage using Move 7. That’s (7 ¥ 25)/100 =
  1.75d, which rounds up to 2d.
  Advantages: Enhanced Move 3.5 (Ground; Accessibility, Only
  to offset lost Move in a slam, -80%) [14]. The ¥12 this gives
  is more than enough to cancel the ¥0.2 for Extra-Heavy
  encumbrance and ¥0.5 for being at less than 1/3 HP.
  Perks: Ramming Speed [1].
  Wizard-Hunter
  Variable
  Prerequisite: A combat skill at 18+ when floated from DX
  to Per.
  Your aim is so keen that you can penetrate magical
  defenses with mundane weapons! Spells cannot block your
  armed attacks, permitting you to shoot arrows through Missile
  Shields, stab across the edges of Force Domes, ignore Shield
  and Armor spells, and so forth. For most fighters, this is inten-
  sive mundane training, not a supernatural gift, and costs 15
  points; for holy warriors, it’s a Holy ability worth 14 points.
  Martial artists may opt for a version that benefits unarmed
  attacks instead of weapons. This changes the prerequisite to
  Judo or Karate at 18+ when floated to Will. It costs only 11
  points and is supernatural – a chi-based gift.
  Advantages: Blessed (Anti-Magic Weapon) [15], Blessed (Anti-
  Magic Weapon; Holy, -10%) [14], or Blessed (Anti-Magic
  Weapon; Accessibility, Unarmed Only, -20%; Chi, -10%)
  [11]. This new form of Blessed costs 15 points by compari-
  son to Blessed (Ghost Weapon) in GURPS Powers: Divine
  Favor – but despite the name, it isn’t always Holy.
  PYRAMID MAGAZINE
  7
  NOVEMBER 2013
  
  BARBARIAN POWER-UPS
  These gifts stem from being strong, angry, and from a
  harsh climate. The GM may permit them to non-barbar-
  ians who meet those conditions.
  Barbarian Perks
  These are Combat Perks (Power-Ups, pp. 11-12) that
  only barbarians can buy.
  Mountain of Meat
  You’re just that big. Seriously. Where a “normal” bar-
  barian can increase HP as high as 1.5¥ST, you can buy
  HP up to 2¥ST (as usual, with Size, -10%).
  Sure-Footed†
  You’re familiar with fighting on a specific type of
  inhospitable terrain, which lets you ignore the -2 to
  attack and -1 to defend (not general DX or Move penal-
  ties) for a specific type of bad footing. Options include:
  Sure-Footed (Icy):
  Frozen streams and lakes,
  windswept glaciers, etc.
  Sure-Footed (Rocky): Loose rocks and pebble-strewn
  slopes.
  Sure-Footed (Sandy): Soft-packed beach or desert that
  yields underfoot.
  Sure-Footed (Snowy): Snow, however deep.
  Sure-Footed (Soggy): Swamps, mud, and similarly
  boggy ground.
  You’re Next!
  A steroidal, barbarian-specific version of Follow-
  Through (Power-Ups, p. 11): At the end of any turn on
  which you knock down or kill enemies, you may attempt
  Intimidation against the same number of remaining
  opponents as a free action. Use Taunt and Bluster
  (Dungeons, p. 12). You roll once; multiple rivals resist
  separately. This an ideal follow-up to Cleaving Strike –
  scaring away everyone makes being defenseless less of a
  risk!
  Greater Cleaving Strike
  20 points/skill
  Prerequisites: Any Melee Weapon skill capable of
  swinging attacks and ST 18+.
  As Cleaving Strike (Power-Ups, p. 10), with one major dif-
  ference: You can just keep going! For as long as you continue
  to meet all the criteria for proceeding with a Cleaving Strike,
  you can hew through any number of foes, provided that they’re
  in front of you, adjacent to each other, attackable given your
  weapon’s current Reach, and unobstructed (by cover or figures
  you can’t attack). Consulting the diagram on p. B388, a
  greatsword (Reach 1, 2) would let you hack up to eight targets
  in your three front hexes and the five marked “2,” while a hal-
  berd held at Reach 3 could mow through up to seven victims
  in the hexes marked “3.” You must still attack from left to
  right, turning in place.
  There’s no need for Cleaving Strike if you have Greater
  Cleaving Strike – but as with all power-ups that offer improved
  versions, the GM may require a gradual progression.
  Perks: Unique Technique (Greater Cleaving Strike) [1].
  Techniques: Greater Cleaving Strike (H) Skill+0 [19].
  Naked Rage
  35 points
  Prerequisites: Berserk, Gigantism, and High Pain Threshold.
  When your Berserk goes off, it isn’t just pain you don’t feel
  – injury genuinely affects you less! While berserk and clad in at
  most ordinary DR 0 skivvies (loincloth, leopard-skin bikini,
  etc.), subtract any non-armor DR (Armor spells, other barbar-
  ian power-ups, etc.) from damage, apply wounding modifiers,
  and halve the final HP loss. Round down, but penetrating dam-
  age always inflicts at least 1 HP.
  As with Great Rage (Power-Ups, p. 19), the GM may allow
  barbarians seeking this trait to exchange other disadvantages
  for Berserk. Unlike that power-up, this one does require the
  user to flip out!
  PYRAMID MAGAZINE
  8
  NOVEMBER 2013
  Under the Hood:
  Cleaving Strike
  Under the GURPS Martial Arts technique-design rules,
  Cleaving Strike (Power-Ups, p. 10) is an All-Out Attack
  (Strong) with these modifications:
  Benefit: Sheer power. The enemy has -1 to DX and HT rolls
  to stay standing. -1.
  Drawback: All you can do. Forbids all other activity; e.g., no
  Dual-Weapon Attack, and not even a free action like Fast-
  Draw. +1.
  Drawback: Limited target selection. The only option is
  swings, in a fixed order (L-R or R-L), against frontal foes. +1.
  Drawback: Reduced movement. All-Out Attack usually
  allows up to half Move forward – but here, not even a step is
  permitted, only the mandatory rotation to face foes. +1.
  Drawback: Successive attacks contingent on previous ones.
  The warrior suffers the built-in Rapid Strike penalty even if he
  never gets the extra attacks – earlier blows must miss, be
  avoided by a dodge or a retreat, dismember, or put the target
  down. A weak hit or an enemy block or parry ends the fun. +1.
  Rapid Strike. Attacking up to three enemies adds two
  strikes to the basic one allowed by All-Out Attack (Strong).
  While normally -12, Trained by a Master or Weapon Master
  makes this -6.
  That makes the default skill-3. Losing defenses and gaining
  bonus damage come with All-Out Attack (Strong), and don’t
  alter this. Letting ST 18+ work like Trained by a Master or
  Weapon Master merely substitutes an equally steep and fitting
  prerequisite, and isn’t a real benefit.
  This technique is Hard because it involves multiple strikes,
  and limited to full skill because it defaults to less than full skill.
  Greater Cleaving Strike
  Though this variant technically gives “unlimited” attacks,
  the practical limit is around eight (every frontal foe at Reach
  1, 2). Five more than Cleaving Strike adds -15 to the Rapid
  Strike penalty, for skill-18.
  
  Advantages: Injury Tolerance (Damage Reduction 2; Accessi-
  bility, Only when not wearing armor, -10%; Only When
  Berserk, -20%) [35]. The Accessibility is just -10% due to the
  rarity of armor-wearing barbarians in general and because
  stripping down is free and easy (whether it’s a good idea is
  another matter, but Naked Rage makes it a less-bad one).
  The GM is advised to forbid full-spectrum Damage Reduc-
  tion without building in similar downsides!
  HOLY WARRIOR POWER-UPS
  These capabilities flow from faith. The knight power-ups
  Rallying Cry (below) and Weapon-and-Shield Fighter (p. 10)
  also fit the holy warrior’s modus operandi.
  Emergency Casting
  5 points/spell
  Prerequisite: Holiness.
  You can sacrifice to your gods to cast
  a specific clerical spell in times of need.
  Only a few combat-specific spells are
  available; each is its own power-up. All
  require Holiness equal to the spell’s usual
  Power Investiture level:
  Holiness 1: Armor, Might, Shield, Vigor.
  Holiness 2: Resist Cold, Resist Fire,
  Resist Pain, Resist Poison.
  Holiness 3: Flaming Weapon.
  Spells have normal casting times, effects, and durations. All
  are cast at base Will, not IQ, and Holiness doesn’t add – it isn’t
  Power Investiture! Energy costs are paid in HP, not FP.
  Perks: Charm (Cleric Spell) [1/spell]. The modified casting
  rules (Will and HP vs. IQ and FP) are considered a wash.
  Spells: Clerical Spell (H) Will [4/spell].
  Holy Weapon
  15 points
  Prerequisite: Holiness 5+.
  Any weapon you wield has the ability to harm evil spirits!
  Treat it as having Affects Insubstantial (p. B102) against
  malevolent, supernatural beings (GM’s decision). When bat-
  tling an extraplanar entity that cannot truly be slain, you can
  still banish it: at -HP or worse, it must make Will rolls when
  mortals would make HT rolls, and at -5¥HP, it fails automati-
  cally. This sends the creature away exactly as a successful
  Banish spell would.
  Advantages: 
  Blessed 
  (Ghost 
  Weapon; 
  Holy, 
  -10%)
  [14]. Blessed (Ghost Weapon) hails from GURPS Powers:
  Divine Favor, and acquires the Holy modifier for symme-
  try with other forms of Blessed in Dungeon Fantasy.
  Perks: Shtick (Spirits “slain” personally are banished) [1].
  KNIGHT POWER-UPS
  Knights are leaders and protectors, and get power-ups to
  assist those duties. The GM may offer these to other “team
  player” warriors, too.
  Bodyguard
  5 points/level
  Prerequisites: Combat Reflexes and either Code of 
  Honor (Soldier’s or Chivalry) or Sense of Duty (Adventuring
  companions).
  You’re adept at hustling hapless squishies out of harm’s
  way. You get +1 per level (maximum three levels) when you
  attempt a sacrificial dodge (p. B375) or a sacrificial dodge and
  drop (p. B377). This never benefits your defenses!
  Advantages: Enhanced Dodge 1-3 (Sacrificial) [5/level]. This
  variant is much cheaper for reasons that should be obvious!
  Rallying Cry
  5 points
  Prerequisites: Born War Leader 2+, Leader-
  ship 12+, and either Code of Honor (Soldier’s
  or Chivalry) or Sense of Duty (Adventuring
  companions).
  With a mighty holler, you can snap allies
  out of mental stun caused by surprise, Fright
  Checks, etc. This is a free action and requires
  no special combat maneuver; simply roll
  against Leadership, at -1 per stunned ally past
  the first. The affected radius is HT yards
  (HT+3 yards with Penetrating Voice). You may
  try this once per turn.
  Success gives your friends immediate Will
  rolls to recover from mental stun, at +1 if you have Penetrating
  Voice. Those who succeed recover instantly; they shed the
  defense penalties for being stunned and may act normally on
  their next turn.
  Advantages: Rapier Wit (Reversed) [5]. This variant has the
  opposite of the usual effect at the same price.
  Tactician
  5 points/level
  Prerequisites: Special (see below).
  You can avert many combat disasters through strategy and
  leadership. You may buy one level of Tactician (maximum three
  levels) per full 12 points in the Born War Leader advantage and
  Leadership, Strategy, and Tactics skills. Each level gives you one
  Tactics Point per game session to spend as a character point on
  Buying Success (p. B347), for you or anybody you can see on
  your side! Tactics Points refill at the start of each game session.
  There are limits on what Tactics Points can accomplish.
  First, they work only in battle. Second, they can aid attack,
  defense, and DX rolls, and all of the mundane tasks under
  Combat (Dungeons, pp. 10-12) – feigning death, hasty bandag-
  ing, identifying monster weaknesses, shouting advice, taunt-
  ing, and even backstabbing by your friendly assassin – but
  cannot affect passive HT or resistance rolls, spellcasting, or
  supernatural abilities. Finally, you can’t buy critical success;
  you’re limited to turning failures into successes (1 point), or
  critical failures into failures (2 points) or successes (3 points).
  Advantages: Destiny [5, 10, or 15]. This cribs Destiny Points
  from GURPS Power-Ups 5: Impulse Buys and gives them
  PYRAMID MAGAZINE
  9
  NOVEMBER 2013
  The great
  mistake is to
  anticipate the
  outcome of 
  the engagement.
  – Bruce Lee
  
  the faster regeneration of Wildcard Points in return for
  extra prerequisites tying them to specific feats.
  Weapon-and-Shield Fighter
  10 points
  Prerequisites: Combat Reflexes, a one-handed Melee
  Weapon skill at 17+, and Shield at 17+.
  You’re accomplished at coordinating your one-handed melee
  weapon and shield. Whenever you have a suitable weapon ready
  to parry and a shield ready to block, and are attacked in a way
  that would permit you to choose either defense, you get +1 to
  Block or Parry vs. that attack. A side effect of being so well-coor-
  dinated is that you don’t suffer shield DB as a penalty to one-
  handed weapon attacks in close combat (p. B392).
  The active defense bonus doesn’t work against attacks you
  can’t parry (strikes from the shield side, most missiles, extremely
  heavy weapons, etc.) or ones you can’t block (notably attacks
  from the weapon side or on weapons). It also vanishes if you
  don’t have both a shield and a weapon ready. On the upside, it’s
  cumulative with all other defense bonuses, including shield DB
  and additional Enhanced Block and Enhanced Parry.
  Advantages: Enhanced Block 1 (Accessibility, Requires
  weapon, -20%; Limited, Attacks that can be parried, -20%)
  [3]; Enhanced Parry 1 (All; Accessibility, Requires
  shield, -20%; Limited, Attacks that can be blocked, -20%) [6].
  Perks: Rules Exemption (No DB penalty on one-handed
  weapon attacks in close combat) [1].
  MARTIAL ARTIST
  POWER-UPS
  These abilities flow from chi. See Wizard-Hunter (p. 7) for
  another example. The GM decides whether other supernatural
  powers enable similar gifts.
  Chi Blasts
  Variable
  Prerequisites: Chi Talent 2+ and Trained by a Master.
  You can channel your chi into superheroic energy attacks!
  See the Chi Blast Table (below) for point costs. Several kinds of
  Chi Blasts exist, but all share these rules:
  1. You cannot buy higher damage dice than thrust figured
  only from basic ST plus Striking ST with the Chi modifier
  (ignore ST and damage adjustments from high skill, Power
  Blow, items, etc.). The exception is Chi Edge, which can’t
  exceed swing figured from that ST. You may always use less
  damage than you paid for.
  2. If you have several of these abilities, you pay full cost only
  for the most expensive. The others become “alternative attacks”
  (p. B61) that cost 1/5 normal, rounded up.
  3. They can harm insubstantial beings: ghosts, phased-out
  wizards, etc.
  4. Chi Talent adds to all attack rolls!
  Chi Edge
  A blade of chi appears in hand, allowing you to inflict cut-
  ting damage, and to parry, as though you had a Reach 1 sword.
  You may opt to create two, one in each hand, for Dual-Weapon
  Attacks and additional parries. The blades persist at no FP
  cost. Wielded with any sword skill.
  Advantages: Cutting Attack (Affects Insubstantial, +20%;
  Chi, -10%; Melee Attack, Reach 1, Dual, -15%; Variable,
  +5%) [7/die].
  Chi Thrust
  As Chi Edge, but impaling. With both power-ups, you cre-
  ate a cut-and-thrust blade, but you can only use one damage
  type per turn.
  Advantages: Impaling Attack (Affects Insubstantial, +20%;
  Chi, -10%; Melee Attack, Reach 1, Dual, -15%; Variable,
  +5%) [8/die].
  Dragon’s Breath
  An exhaled flame jet strikes a single target for burning dam-
  age. It counts as a Reach 1-5 melee attack that can be blocked
  or dodged, but not parried. Costs 1 FP/use. Roll against Karate
  to hit.
  Advantages: Burning Attack (Affects Insubstantial, +20%;
  Blockable, -5%; Chi, -10%; Costs Fatigue, 1 FP, -5%;
  Increased 1/2D ¥2, +5%; Jet, +0%; Reduced Range
  ¥1/2, -10%; Variable, +5%) [5/die].
  Flying Fists
  Punching at air, you smite a distant target for crushing
  damage. This attack has Acc 3, 1/2D 10, and Max 100. A visible,
  fist-shaped distortion lets the victim attempt any active defense.
  Costs 1 FP/use. Roll against Karate to hit.
  Advantages: Crushing Attack (Affects Insubstantial, +20%;
  Blockable, Can Be Parried, -10%; Chi, -10%; Costs Fatigue,
  1 FP, -5%; Variable, +5%) [5/die].
  Yin/Yang Blast
  A shining psychic bolt disrupts the victim’s chi, doing
  fatigue damage. This requires a Concentrate maneuver and
  winning a Quick Contest of your Karate, at -1 per yard of dis-
  tance, against the target’s Will. A mentalist’s Psychic Armor or
  similar psychic DR works against this damage. Costs 1 FP/use.
  Advantages: Fatigue Attack (Based on DX, Own Roll, +20%;
  Chi, -10%; Costs Fatigue, 1 FP, -5%; Malediction 1, +100%;
  Psychic Armor protects normally, -10%; Variable, +5%)
  [20/die].
  Chi Blast Table
  Damage
  Point Cost
  Dice
  Chi 
  Chi 
  Dragon’s 
  Flying 
  Yin/Yang
  Edge
  Thrust
  Breath
  Fists
  Blast
  1d-2
  3
  4
  2
  2
  8
  1d-1
  5
  6
  4
  4
  14
  1d
  7
  8
  5
  5
  20
  1d+1
  10
  11
  7
  7
  26
  1d+2
  12
  13
  8
  8
  32
  2d-1
  12
  14
  9
  9
  34
  2d
  14
  16
  10
  10
  40
  2d+1
  17
  19
  12
  12
  46
  2d+2
  19
  21
  13
  13
  52
  3d-1
  19
  22
  14
  14
  54
  3d
  21
  24
  15
  15
  60
  PYRAMID MAGAZINE
  10
  NOVEMBER 2013
  
  Fists of Power
  8 points
  Prerequisites: Karate at 18+, Trained by a
  Master, and either Claws (Blunt) or Iron
  Hands.
  You can launch devastating hand strikes
  taught only in certain monasteries in remote
  reaches of distant lands. These count as
  punches but are so forceful that they’re hard
  to intercept – they enemy’s Parry and Block
  are at -1 (Dodge is unpenalized). A hit does +2
  damage or +1 per die, whichever is better.
  However, the strike is so vigorous that you can
  lose your balance! On a miss, or if your oppo-
  nent successfully dodges, you must roll vs.
  Karate or DX to avoid falling down.
  Fists of Power is the generic term for some-
  thing that inevitably has a cool local name:
  Buddha’s Palm, North Star Fist, Hammer of
  Oyama, or something equally badass.
  Perks: Unique Technique (Fists of Power) [1].
  Techniques: Fists of Power (H) Karate+0 [7].
  Grand Flying Kick
  20 points
  Prerequisite: Seven Secret Kicks (Power-Ups, p. 30).
  You can launch a massive flying kick capable of plowing
  through multiple foes. This has the potential to strike everyone
  in the path of your forward jumping movement. It’s a variation
  of All-Out Attack (Strong) that uses the following rules instead
  of the standard ones.
  Start with a running broad jump, which requires a DX or
  Jumping roll. Then roll vs. Karate to attack the first target in
  line. He parries at -2 (Dodge and Block are unaffected) – and
  because your entire body is behind the kick, it’s considered a
  weapon with weight equal to your ST in pounds.
  If you hit, damage is that of your usual kick, at +2 or +1 per
  die, whichever is better. This stacks with Seven Secret Kicks,
  Unarmed Master, etc., but you cannot combine it with Lethal
  Kick. Your victim suffers -1 to all DX and HT rolls to avoid
  falling down due to knockback or knockdown.
  If you miss (and don’t fall!), if your opponent successfully
  dodges, or if you knock him back or down (automatic if he’s
  killed), you keep going. You must roll this attack on the next per-
  son in the path of your jump – who can be a previous victim,
  knocked back along that line! If you hit but your rival blocks,
  parries, or isn’t knocked down or back – and in any event, when
  you run out of jumping movement – your attack ends.
  Failure on the initial roll to jump, or on any attack roll,
  requires a DX-8 roll to avoid falling down. Regardless, you
  must make the same roll to stay standing when your attack
  ends! A fall inflicts damage for a collision with an immovable
  object (the ground) at an effective Move equal to the full dis-
  tance of your run and jump.
  You cannot defend yourself on a turn when you use Grand
  Flying Kick.
  Perks: Unique Technique (Grand Flying Kick) [1].
  Techniques: Grand Flying Kick (H) Karate+0 [19].
  Hundred-Handed Strike
  Variable
  Prerequisites: Chi Talent 2+, Trained by a Master, and
  Karate.
  You launch 100 high-speed punches, 50 with each of two
  hands! Roll twice to attack a single foe at Reach C with Karate.
  Both attacks have -4 for Dual-Weapon Attack, +6 for 50 blows,
  and a bonus equal to Chi Talent. Each success lands one punch
  plus extras equal to twice your margin, to at most 50 per hand.
  Your target may dodge, parry, or block separately against
  each hand, at the standard -1 for a Dual-Weapon Attack if both
  hands hit. Each success lets him avoid one hit plus extras equal
  to twice his margin. No matter how he defends, intercepting
  your punches cannot harm you!
  Damage per hit is purchased specially for this attack, and
  cannot exceed that of your basic Karate punch. When finding
  your limit, only traits that benefit every punch matter. Ordi-
  nary ST, Striking ST, Karate skill, and any power-up that’s
  always on (like Claws or Unarmed Master) all count. Condi-
  tional bonuses, equipment bonuses, and abilities with FP
  costs, recharge times, or limited uses do not, eliminating
  things like Higher Purpose, brass knuckles, and Power Blow.
  Starting with whole dice, treat each ±1 to damage as ±0.3 die,
  multiply effective dice by 15, and round up to find cost.
  Example: Chong Li boasts ST 13, DX 16, Chi Talent 2,
  Claws (Blunt), Striking ST 2, and Karate-17. His basic punch
  inflicts 1d+3 crushing; that’s 1.9 dice, for 29 points. He
  attacks a troll with Hundred-Handed Strike: 17, -4 for Dual-
  Weapon Attack, +6 for 50 punches, +2 for Chi Talent, and +1
  for target SM gives effective skill 22. He rolls 10 and 11, suc-
  ceeds by 12 and 11, and thus lands 25 and 23 punches. The
  troll retreats and tries two dodges at -1, making one roll by 2
  and the other by 1, avoiding 8 punches; the other 40 hit. The
  GM uses average damage for 1d+3 (trolls have DR 0) or 6.5
  points, and calls this 260 HP of injury. That takes the troll
  past instant death at 220 HP, buying Li’s party just under
  four minutes to incinerate it and allowing them to focus on
  the other trolls.
  PYRAMID MAGAZINE
  11
  NOVEMBER 2013
  Under the Hood: Fists of Power
  Using the GURPS Martial Arts technique-design system, Fists of
  Power is a punch that gets -3 because it gives -1 to enemy Parry and
  Block, and another -4 for +2 damage or +1 per die – but also +1 due to
  the DX roll to avoid falling if the attack misses or is dodged. That comes
  to Karate-6. It’s Hard mostly because it requires Unique Technique!
  Under the Hood: Grand Flying Kick
  Grand Flying Kick is Greater Cleaving Strike (p. 8) – which defaults
  to skill-18 – with tweaks. It replaces the +1 for reduced movement with -2
  for increased movement (full Move plus a jump): -3. It gets -4 for -2
  enemy Parry, and another -1 for counting as a heavy weapon. However,
  the need for a DX or Jumping roll to start gives +1, the DX-8 roll to avoid
  falling adds another +3, the mandatory DX-8 roll at the end gives a sep-
  arate +3, and serious damage on a fall gives +1. Thus, the default remains
  skill-18. (Seven Secret Kicks removes the -2 to hit with a kick, so that isn’t
  built into the default.)
  
  This attack is EXTREME! You must use the full 50
  strikes/hand and cannot pull your punches. You’re left without
  active defenses that turn, as on an All-Out Attack. And it’s so
  demanding that you can try it just once per day – and doing so
  costs you 1 FP and 1 HP.
  Advantages: Crushing Attack (All-Out, -25%; Chi, -10%; Cos-
  mic, Rapid Fire on melee attack, +100%; Costs Fatigue, 1
  FP, -5%; Costs Hit Points, 1 HP, -10%; Limited Use,
  1/day, -40%; Melee, Reach C, Dual, -20%; Rapid Fire, RoF
  50, Very Rapid Fire, +210%) [15/die].
  Martial Artist Perks
  These Combat Perks (Power-Ups, pp. 11-12) are reserved
  for martial artists.
  Chain Belt
  Prerequisites: High Pain Threshold and Trained by a Master.
  You’re a karate man – you bruise on the inside. Whatever
  your injuries, they don’t show! If an enemy injures you, you may
  try Intimidation against that foe as a free action at the start of
  your very next turn. Roll as explained in Taunt and Bluster
  (Dungeons, p. 12). You receive the best applicable bonus from
  among the following: +1 if the injury was a major wound, +2 if
  it reduced you to 0 or fewer HP or crippled a limb, +3 if it sent
  you to -HP or worse, or +4 if anything was dismembered.
  Inner Alchemy†
  Prerequisites: Chi Talent and Trained by a Master.
  You can adjust doshas, yin/yang, or similar aspects of
  your being to make your bare hands (never weapons!) equal
  to other forces for the sole purpose of exploiting monster
  weaknesses. Each equivalence requires its own perk (the GM
  may invent others):
  Inner God: Barehanded blows count as a holy weapon.
  Prerequisite: Chi Talent 3+.
  Magic Touch: Barehanded blows count as a magical
  weapon. Prerequisite: Chi Talent 4+.
  Pitta Fist: Barehanded blows count as fire, though dam-
  age doesn’t become burning. Prerequisite: Chi Talent 2+.
  Silver Soul: Barehanded blows count as a silver weapon.
  Prerequisite: Chi Talent 1+.
  Mr. Pushy
  You can turn any Karate strike into a shove (p. B372).
  Declare this before resolving the attack. On a hit, roll damage
  normally and double it, but count it only for knockback – it
  inflicts no injury. The victim has -2 on the DX roll to avoid
  falling due to knockback if you hit a leg, -3 if you struck the
  skull, face, or neck. You can combine Mr. Pushy with Grand
  Flying Kick (p. 11) to shove multiple foes!
  Master of Lethal Strikes
  4 points
  Prerequisites: Karate and either Iron Hands or Unarmed
  Master.
  You’ve mastered the art of converting your unarmed strikes
  from crushing to piercing attacks. When making a Lethal
  Strike (p. B404) with a punch or a kick, ignore the extra -2 to
  hit. The standard -1 to damage still applies, but bonuses for
  Karate, Claws (Blunt), Unarmed Master, etc. add normally.
  Punches require handwear with individual fingers (e.g.,
  gauntlets); mitten-style garb or anything that fully encloses the
  hand won’t work.
  Perks: Unique Technique (Lethal Blows) [1].
  Techniques: Lethal Blows (H) Karate+0 [3]. This buys off
  the -2 for Lethal Strike with kicks and punches. It’s more
  fairly priced than buying Lethal Kick and Lethal Strike in
  Dungeon Fantasy.
  Rolling Throw
  5 points
  Prerequisites: Trained by a Master and Judo.
  You know a secret Judo throw (p. B203) that launches you
  over your rival. Until it’s time to decide where your victim
  lands, treat this like a standard throw: it requires empty hands
  and a previous parry or grapple, is an attack at Judo skill, and
  can be parried. If it works, however, you are the one who
  moves! You land behind your foe, with any facing you like, in
  his hex or one of his back hexes (you pick).
  This differs from but isn’t much more effective than
  Evading (p. B368), with two exceptions. First, as size and
  weight are no obstacle, you can use it to travel a long way over
  a huge monster; e.g., you could force an SM +4 dragon to head-
  toss you 10 yards, regardless of your Move. Second, all move-
  ment counts as a step, so if you use Rolling Throw first in a
  series of multiple attacks, and it works, you can execute the
  remaining attacks from behind; they count as “runarounds”
  (p. B391), giving -2 to defenses.
  Perks: Unique Technique (Rolling Throw) [1].
  Techniques: Rolling Throw (H) Judo+0 [4].
  Serenity
  10 points/level
  Prerequisites: Trained by a Master, plus Chi Talent 1+ for
  Serenity 1 or Chi Talent 4+ for Serenity 2.
  Once per game session, you can enter a state of flawless
  physical grace. Roll 1d per level (maximum two levels) and add
  the result to DX. This bonus lasts for 3d seconds, after which
  DX reverts to normal.
  The GM may allow a variant which adds 1d to Basic Speed
  (boosting Dodge and Move). If so, these are separate power-
  ups, and it’s possible to take two levels in both.
  Advantages: Blessed 1 or 2 (Heroic Feats) [10 or 20]. This ver-
  sion replaces the implicit requirement for pious behavior
  with the drawbacks of Chi, -10%; thus, that limitation
  applies but doesn’t affect cost.
  PYRAMID MAGAZINE
  12
  NOVEMBER 2013
  Under the Hood: Rolling Throw
  This starts life as a Judo Throw, but acquires -1 for the
  special benefit of changing who moves, plus the -2 for a
  technique that gives (significant!) bonus step distance. It
  defaults to Judo-3.
  
  Unarmed Master
  25 points
  Prerequisites: Chi Talent 2+, Trained by a Master, and Karate.
  Four of your existing limbs – two arms and two legs, unless
  the GM rules otherwise – are considered weapons when you
  strike or parry. You aren’t subject to the free attacks on your
  limbs specified under Parrying Unarmed Attacks (p. B376), and
  enemies cannot elect to shift an attack to your limb if you fail
  at Parrying Unarmed (p. B376). You also ignore Hurting
  Yourself (p. B379) against high DR – even on critical failures at
  Breaking Blow. Attacks aimed at your limbs can still injure
  them normally, however.
  Perhaps better, you enjoy +1 per die to your usual punch-
  ing and kicking damage. This is cumulative with the per-die
  bonus from Claws (Power-Ups, p. 29) and Seven Secret Kicks
  (Power-Ups, p. 30).
  Advantages: Striker (Crushing; Chi, -10%; Cosmic, Stackable*,
  +50%; Limb, -20%) [6] four times – twice for arms, twice for
  legs – for a net 24 points.†
  Perks: Rules Exemption (Cannot hurt self) [1].
  * Cosmic, Stackable allows this instance of Striker to add its
  damage bonus atop that of Claws or other instances of Striker.
  † These aren’t bought as alternative abilities because they
  work simultaneously. The martial artist could kick with both
  legs and parry with both arms, all in one turn, and not worry
  about “switching” between Strikers to gain the benefits.
  SCOUT POWER-UPS
  Being a swift, outdoorsy archer has its advantages. 
  These gifts rarely suit non-scouts, though one is shared 
  with barbarians.
  Mifter Teef (“Mr. Teeth”)
  10 points
  Prerequisite: Heroic Archer.
  You’ve practiced pulling arrows from your quiver using the
  hand that holds your bow (maneuvering the weapon around
  your body) and, more impressively, drawing and shooting the
  bow with one arm and your teeth. This enables one-handed
  archery, avoiding the difficulties of losing an arm, and freeing
  a hand to wield a shield, melee weapon, or another bow
  (though you can only shoot one at a time without additional
  mouths). The incredible neck and jaw strength this entails
  grants +3 to ST and HT whenever you bite or roll to resist
  chokes, strangles, Neck Snaps, etc.
  Advantages: Striking ST 3 (One Attack Only, Bite, -60%) [6].
  Perks: Hands-Free (Draw Bow) [1]; Hands-Free (Ready
  Arrow) [1]; Hands-Free (Shoot Bow) [1]; Iron Neck [1].
  Scout Perks
  These are Combat Perks (Power-Ups, pp. 11-12) specially
  suited to scouts.
  Flawless Fast-Draw
  Prerequisites: Heroic Archer and Fast-Draw (Arrow) at 16+.
  You’ve practiced quickly drawing arrows to the point where
  you no longer fail under ordinary circumstances. As long as
  your effective Fast-Draw (Arrow) skill is 16+, don’t bother
  rolling – you succeed automatically. If penalties (e.g., shock
  from injury) reduce effective skill below 16, though, you must
  roll the dice.
  Flawless Nocking
  Prerequisites: Heroic Archer, plus either Bow at 19+ or
  Weapon Master (Bow) and Bow at 17+.
  You’ve honed the art of quick-readying a bow
  (Adventurers, p. 14) to such an extent that you don’t normally
  fail. As long as your effective Bow skill is 16+, you needn’t roll
  against Bow for this purpose. This has no effect on the ensu-
  ing attack roll.
  This feat is normally at -3, so this perk requires Bow at 19+.
  With Weapon Master (Bow), the roll is at -1 and Bow 17+ suf-
  fices. Regardless, if penalties reduce effective skill below 16,
  you must roll the dice.
  Sure-Footed†
  See p. 8.
  Wind in the Trees‡
  Any scout may increase Basic Move by up to six levels. If
  you find that inadequate, each level of this perk (maximum
  three levels) lets you buy another level. Effectively, Basic Move
  +1 to +6 cost the usual 5 points/level, while +7 to +9 cost 6
  points/level.
  SWASHBUCKLER POWER-UPS
  These abilities are restricted to ultra-fast masters of whippy
  swords and stylish couture.
  PYRAMID MAGAZINE
  13
  NOVEMBER 2013
  Then there came before him the burly leader of the
  Nagas, who threw down his weapons and stripped off 
  his tunic, saying, “I will wrestle with you, deathgod.”
  – Roger Zelazny, Lord of Light
  
  Great Void
  10 points
  Prerequisites: Combat Reflexes, Weapon Master, and Basic
  Move 7+.
  You’re very mobile when fighting. When retreating, you
  may step an extra yard away from your foe. This doesn’t boost
  your retreat bonus – it just lets you cover more ground when
  falling back.
  Perks: Unique Technique (Great Void) [1].
  Techniques: Great Void! Defense+0 [9]. This “wildcard tech-
  nique” is priced as if Hard and then tripled in cost to allow
  it to work with all active defenses.
  Relinquishment
  5 points/skill
  Prerequisites: Combat Reflexes, Weapon Master, and any
  fencing or sword skill at 20+.
  You can sense when your blade is about to shatter on a parry,
  and allow it to be swept from your grasp instead. This trans-
  forms weapon breakage on a parry into a disarm (this power-up
  synergizes nicely with Not Without My Weapon). Such a parry
  still counts if odds of breakage don’t exceed 6 in 6 (p. B376). If
  they do, you’re disarmed and the parry doesn’t count – but you
  may try a dodge at +1 for the heroic effort, and if you retreated
  on the parry, the dodge gets the retreat bonus, too.
  You must specialize by sword or fencing skill.
  Perks: Unique Technique (Relinquishing Parry) [1].
  Techniques: Relinquishing Parry (H) Parry+0 [4].
  Swashbuckler Perks
  Only swashbucklers are slick enough for these Combat
  Perks (Power-Ups, pp. 11-12).
  Blinding Strike‡
  You’re hard to beat to first blood. For the sole purpose of
  determining who acts first in a situation settled by Basic Speed
  – usually but not limited to the combat sequence – add your
  Blinding Strike level (which cannot exceed Basic Speed) to
  your Basic Speed. For instance, with Basic Speed 7.00, you
  could buy up to Blinding Strike 7 – and if you did, you’d act
  when someone with Basic Speed 14.00 would act, though
  Basic Move and Dodge would still be determined from 7.00.
  This is priced by noticing that Basic Speed [20/level] is equiv-
  alent to Basic Move [5/level] and Enhanced Dodge [15/level],
  leaving little room for the price of acting first. Rather that call
  that a zero-cost feature, this power-up makes it a leveled perk.
  Caped Crusader
  When wearing a loose cape or cloak that weighs at least 2
  lbs., you can baffle foes by swirling it in their faces. Once per
  battle per opponent, you may invoke this perk for +1 on a Feint
  (thus, victory means an extra -1 to defenses) or a Deceptive
  Attack (half as effective, but works immediately).
  Like Lightning‡
  Where most swashbucklers are stuck raising Basic Speed by
  at most +4.00, you can break the rules further. Each level of this
  perk (maximum two levels) allows you to buy a further +1.00 –
  with Like Lightning 2 [2], you could buy Basic Speed +6.00.
  Van Gogh My Van Dyke
  There’s a reason for those snappy beards swashbucklers
  favor – they can save your life! Once per adventure, you may
  declare that a successful frontal attack on your face, however
  nasty, merely lopped off your beard. You suffer no other ill
  effects. After that, you must grow out your beard . . . which
  conveniently happens in time for the next adventure.
  ABOUT THE AUTHORS
  Peter V. Dell’Orto of New Jersey started gaming with
  Dungeons & Dragons in 1981, and has played
  GURPS since Man to Man. He has been writing,
  editing, and playtesting GURPS books since 1996.
  Peter is the author of numerous GURPS articles
  for Pyramid magazine; author or co-author of sev-
  eral e23 items (including GURPS Dungeon
  Fantasy 12: Ninja; GURPS Dungeon Fantasy
  Monsters 1 and GURPS Dungeon Fantasy 15:
  Henchmen, both with Sean Punch; and GURPS
  Martial Arts: Gladiators, with Volker Bach); and
  a co-author of GURPS Martial Arts and GURPS
  Low-Tech. He is also an enthusiastic martial
  artist, and has competed both in Japan in amateur
  MMA and in the United States in submission
  grappling. He currently trains Kachin Bando and
  holds a shodan rank in Kendo. His other interests
  include fitness, reading, painting miniatures, and
  studying Japanese.
  Peter presently runs a Dungeon Fantasy cam-
  paign for his long-time victims, err, players, where he tests out
  his many rule and monster ideas . . . 
  Sean “Dr. Kromm” Punch set out to become a particle physi-
  cist in 1985, ended up the GURPS Line Editor in 1995, and has
  engineered rules for almost every GURPS product since. He
  developed, edited, or wrote dozens of GURPS Third Edition
  projects between 1995 and 2002. In 2004, he produced the
  GURPS Basic Set, Fourth Edition with David Pulver, followed
  by many supplements, including the GURPS Action, GURPS
  Dungeon Fantasy, and GURPS Power-Ups series . . . and the
  list keeps growing. He lives in Montréal, Québec with his wife.
  PYRAMID MAGAZINE
  14
  NOVEMBER 2013
  Under the Hood: Great Void
  In the GURPS Martial Arts technique-design system, a defensive
  technique that lets you retreat two steps defaults to the defense at -2.
  Being defensive, it’s automatically Hard and cannot be improved past
  the defense to which it defaults. Normally, buying off that penalty costs
  3 points – but a “wildcard” version triples this to 9 points.
  Under the Hood: Relinquishment
  Relinquishing Parry is another Hard defensive technique, capped at
  full Parry. It has -1 from the special benefit of turning weapon break-
  age into a mere disarm, another -1 from the potent ability to use a
  backup dodge without needing All-Out Defense (Double Defense), and
  a further -1 for the +1 to that dodge. Default is Parry-3.
  
  The swashbuckler isn’t just the leading man of Age of Sail
  costume pieces. He’s also a fashionable figure in adventure fan-
  tasy, including GURPS Dungeon Fantasy. Like his more-or-
  less historical counterpart, such a dungeon explorer might be a
  valiant hero, an honor-bound gentleman, a rakish showoff, a
  somewhat antiheroic snob, or a borderline-villainous pirate.
  Here to illustrate this range are four re-imaginings of the
  swashbuckler template from pp. 11-12 of GURPS Dungeon
  Fantasy 1.
  All of these archetypes are specialists with the sword. Each
  has unique strengths and weaknesses, however: the aristocrat
  is a knight-swashbuckler hybrid, after a fashion; the buccaneer
  falls somewhere between a barbarian sailor and a seafaring
  scout, though with a preference for light blades; the duelist is a
  “pure” swashbuckler minus the bard’s frou-frou and the thief’s
  cunning; and the rogue swipes an extra share of that frou-frou
  and cunning. Like the basic swashbuckler, these fighters mas-
  ter one specific variety of blade and should aim to acquire a
  superior sword of that kind, ideally as Signature Gear – see
  Choose Your Weapons!
  ARISTOCRAT
  250 points
  You’re a hero of noble blood, which truth is evident in your
  manner. A born leader of men, you’re destined to rally warriors
  to glorious causes. If you lack the bodily might of the tradi-
  tional knight, this is only because your tutors prudently taught
  you more than the physical arts. Indeed, among your teachers
  were some of the finest fencing masters money could hire,
  whose lessons have left you quite capable of schooling others –
  especially those who doubt your quality.
  Attributes: ST 10 [0]; DX 15 [100]; IQ 11 [20]; HT 12 [20].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 10 [-5]; Per 10 [-5]; FP 12 [0]; Basic Speed 7.00
  [5]; Basic Move 7 [0].
  Advantages: Born War Leader 4 [20]; Higher Purpose (Blood
  will tell)† [5]; Luck [15]; Wealth (Comfortable) [10]; Weapon
  Bond (Any starting weapon) [1]; and Weapon Master
  (Weapon of choice) [20]. • Another 45 points chosen from
  among ST or HT +1 to +4 [10/level], DX or IQ +1 or +2
  [20/level], Basic Speed +1 [20], Basic Move +1 to +3 [5/level],
  Alcohol Tolerance [1], Allies (see GURPS Dungeon Fantasy
  15: Henchmen) [Varies], Ambidexterity [5], Appearance
  (Attractive, Handsome, or Very Handsome) [4, 12, or 16],
  Charisma [5/level], Combat Reflexes [15], Enhanced
  Dodge 1 [15], Enhanced Parry 1 to 3 (Weapon of choice)
  [5/level], Extra Attack 1 [25], No Hangover [1], Penetrat-
  ing Voice [1], Rapier Wit [5], Serendipity [15/level], Signa-
  ture Gear [Varies], Striking ST 1 to 3 [5/level], replace
  Luck [15] with Extraordinary Luck [30] for 15 points or
  with Ridiculous Luck [60] for 45 points, or increase
  Wealth from Comfortable [10] to Wealthy [20] for 10
  points or to Very Wealthy [30] for 20 points.
  Disadvantages: 
  Code of Honor (Gentleman’s) [-10].
  • Another -30 points chosen from among Bad Temper
  [-10*], Bully [-10*], Chummy [-5] or Gregarious [-10], Com-
  pulsive Carousing [-5*], Compulsive Generosity [-5*], Com-
  pulsive Spending [-5*], Greed [-15*], Honesty [-10*],
  Impulsiveness [-10*], Jealousy [-10], Laziness [-10], Lecher-
  ousness [-15*], Obsession (“Become the best swordsman in
  the world!”) [-10*], Overconfidence [-5*], Selfish [-5*] or Self-
  less [-5*], Sense of Duty (Adventuring companions) [-5],
  Sense of Duty (Nation) [-10], Short Attention Span [-10*],
  Vow (Use only weapon of choice) [-5] or (Never refuse a chal-
  lenge to combat) [-10] or (Challenge every swordsman to
  combat or Never wear armor) [-15], or intensify Code of
  Honor from Gentleman’s [-10] to Chivalry [-15] for -5 points.
  Primary Skills: Leadership (A) IQ+3 [1]-14‡; and Strategy and
  Tactics, both (H) IQ+3 [2]-14‡. • Either Crossbow or
  Thrown Weapon (Knife), both (E) DX+1 [2]-16. • One of
  these three 20-point melee skills packages:
  1. One of Broadsword, Rapier, Saber, or Smallsword, all (A)
  DX+3 [12]-18; one of Shield or Shield (Buckler), both (E)
  DX+3 [8]-18, or Cloak or Main-Gauche, both (A) DX+2
  [8]-17.
  2. One of the sword skills in option 1 at DX+4 [16]-19; one of
  Shield or Shield (Buckler), both (E) DX+2 [4]-17, or Cloak
  or Main-Gauche, both (A) DX+1 [4]-16.
  3. One of the sword skills in option 1 at DX+5 [20]-20 or Two-
  Handed Sword (A) DX+5 [20]-20!
  Secondary Skills: Fast-Draw (Sword or Two-Handed Sword)
  and Jumping, both (E) DX [1]-15; Acrobatics (H) DX-1
  [2]-14; and Savoir-Faire (High Society) (E) IQ+1 [2]-12.
  PYRAMID MAGAZINE
  4
  FEBRUARY 2014
  SWORDS
  AGAINST EVIL
  BY SEAN PUNCH
  I shall need a map. And a pistol.
  – Donna Thorland, 
  The Turncoat
  
  Background Skills: Six of Fast-Draw (any) (E) DX [1]-15; Box-
  ing, Climbing, Dancing, Riding (Horse), Stealth, or
  Wrestling, all (A) DX-1 [1]-14; First Aid or Gesture, both (E)
  IQ [1]-11; Armoury (Body Armor or Melee Weapons), Con-
  noisseur (any), Fast-Talk, Gambling, Heraldry, Merchant,
  Public Speaking, or Teaching, all (A) IQ-1 [1]-10; Diplomacy
  (H) IQ-2 [1]-9; Carousing (E) HT [1]-12, Sex Appeal (A) HT-
  1 [1]-11; Intimidation (A) Will-1 [1]-9; Observation (A) Per-1
  [1]-9; or 1 point to raise one of those skills or any one-point
  primary or secondary skill by a level.
  * Multiplied for self-control number; see p. B120.
  † Gives +1 to all rolls made in one-on-one con-
  flicts against sapient (IQ 6+), civilized beings of
  “lesser” social position, provided that the aristo-
  crat is unwavering in his belief that high birth
  trumps all else, taking as read that lowborn folk
  cannot best him and that nobility of blood implies
  nobility of intent.
  ‡ Includes +4 for Born War Leader (Dungeon
  Fantasy 1, p. 14).
  Customization Notes
  The aristocrat is defined first by his ability to
  formulate strategies and lead others. He may lack
  the bard’s Charisma, wizard’s IQ, and holy war-
  rior’s drive to eradicate evil, but he makes a credi-
  ble party leader nonetheless. Still, because his role
  is a supporting one in many ways – flashy swords-
  manship notwithstanding – the GM might steer
  players away from the archetype in a campaign
  where Onward to Victory! (GURPS Dungeon
  Fantasy 2: Dungeons, p. 11) is unlikely to matter
  much and the PCs won’t occasionally get to com-
  mand sword-fodder. In games where the aristocrat
  is a viable PC, he can go in any of several directions.
  The dissipated fop leads commoners out of duty,
  but lives to dress nicely, party, and impress high-
  born girls with embroidered tales of his daring
  exploits. He’s prone to flaws like Compulsive
  Carousing, Compulsive Spending, Lecherousness,
  Laziness, and Short Attention Span, and even
  darker impulses such as Greed, Jealousy, and Self-
  ish, but he’s no coward. His lifestyle would benefit
  from several noncombat advantages, particularly
  Alcohol Tolerance, Appearance, No Hangover,
  Rapier Wit, and higher Wealth. Sword skills favor
  courtly blades (Smallsword or perhaps Rapier);
  other abilities are several of Carousing, Connois-
  seur, Dancing, Fast-Talk, Gambling, and Sex
  Appeal at serviceable levels.
  The heartless snob knows that his underlings’ lives
  are his to spend to buy objectives, preferably ones that increase
  his fortune or power. He has several of Bad Temper, Bully,
  Greed, Overconfidence, and Selfish – though he’s also con-
  vinced of his Code of Honor and Higher Purpose, which stave
  off full-on Megalomania. His advantage points are split
  between combat abilities (good for putting others in their
  place), Serendipity and extra Luck (evidence of his gods-given
  station), and higher Wealth. He’s likely a member of the eques-
  trian classes, implying Riding and either Broadsword or Saber.
  Other skills aid snarling orders (Intimidation and Public
  Speaking) and building fortunes (Connoisseur and Merchant).
  The selfless hero believes in his nobility but doesn’t lord it
  over others. He takes his Code of Honor seriously and may
  even elevate it to Chivalry. Alongside this come traits like
  Chummy, Compulsive Generosity, Honesty, Selfless, and
  Sense of Duty. Advantage points are likely to buy not just bet-
  ter combat abilities (particularly decent ST), but also warrior
  Allies, Penetrating Voice for rallying the troops, and Charisma
  and higher IQ to assist with leadership. Such swashbucklers
  are “lead from the front” types who prefer military weapons
  wielded with Broadsword and Shield – or Two-Handed Sword.
  Round out the package with chivalrous background skills,
  especially Diplomacy, Heraldry, and Riding.
  BUCCANEER
  250 points
  Surefooted and at one with the ocean, you’re a born seafar-
  ing warrior. While many a pirate favors whatever weapon slays
  his enemies most quickly, you have a sense of style, and prefer
  to swing from the rigging with cutlass, saber, or scimitar in
  hand. Your rough lifestyle has left you mighty enough to bat-
  tle inhuman foes – you’ve faced krakens and sea serpents, after
  all! – while your experience fighting alongside a ragtag band
  makes you a natural for the delver’s life.
  PYRAMID MAGAZINE
  5
  FEBRUARY 2014
  One for All, All for One
  When several gamers want to play dashing swordsmen, consider
  using these templates to maintain niche protection. This might even
  lead to a party made up of one adventurer of each archetype! Such
  a group could handle most of what a knight, a scout, a standard
  swashbuckler, and a thief could tackle. “Most” isn’t “all,” however.
  First, while all four templates include some ranged combat abil-
  ity, they could benefit from more. The GM may want to encourage
  players to spend points from quirks to learn or improve Bow and
  Fast-Draw (Arrow). With a swashbuckler’s DX, respectable skill
  comes cheap. The lowest baseline DX on these templates is 14; thus,
  quirk points alone could buy at least Bow (A) DX+1 [4]-15 and Fast-
  Draw (E) DX [1]-14.
  Thieving ability could be better, too. The rogue leans farthest in
  that direction, and as he already has respectable ranged ability, he
  might spend quirk points to improve criminal skills instead. With
  complementary advantage picks (Flexibility, High Manual Dexter-
  ity, and Perfect Balance), he would be a respectable burglar indeed.
  The biggest hole is magical capability – and as a few points can-
  not fill this, it’s probably best to add “swashbuckling spellcasters” to
  the party. Bards are already in keeping with the theme, and so are
  clerics of gods of messengers and rogues (GURPS Dungeon
  Fantasy 7: Clerics, pp. 22-23). In pirate-themed campaigns, druids,
  clerics of sea or storm gods (Dungeon Fantasy 7, pp. 25-28), and
  water-attuned elementalists (GURPS Dungeon Fantasy 9:
  Summoners, pp. 9-12) are also fitting. To enable players of such
  characters to participate in swordplay, add Enhanced Parry 1
  (Weapon of choice) [5], Weapon Bond (Any starting weapon) [1],
  and Weapon Master (Weapon of choice) [20] to each template’s
  advantage options; swap existing Melee Weapon skills for a choice
  of Broadsword, Rapier, Saber, Shortsword, or Smallsword; and per-
  mit Cloak, Main-Gauche, or Shield (Buckler) to replace Shield. With
  these changes, almost any spellcaster might fit in!
  
  Attributes: ST 13 [30]; DX 14 [80]; IQ 10 [0]; HT 13 [30].
  Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP
  13 [0]; Will 10 [0]; Per 10 [0]; FP 13 [0]; Basic Speed 7.00
  [5]; Basic Move 7 [0].
  Advantages: Luck [15]; Perfect Balance [15]; Seafarer 2 [20];
  Weapon Bond (Any starting weapon) [1]; and Weapon Mas-
  ter (Weapon of choice) [20]. • Another 40 points chosen
  from among ST or HT +1 to +4 [10/level], DX +1 or +2 [20
  or 40], Per +1 to +6 [5/level], Basic Speed +1 [20], Basic
  Move +1 to +3 [5/level], Absolute Direction [5], Acute Vision
  [2/level], Alcohol Tolerance [1], Ambidexterity [5], Appear-
  ance (Attractive) [4], Breath-Holding 1 [2], Charisma
  [5/level], Combat Reflexes [15], Daredevil [15], Enhanced
  Dodge 1 or 2 [15 or 30], Enhanced Parry 1 to 3 (Weapon of
  choice) [5/level], Extra Attack 1 [25], Fearlessness [2/level],
  Flexibility [5], Hard to Kill [2/level], High Pain Threshold
  [10], No Hangover [1], Rapier Wit [5], Seafarer 3 or 4 [10 or
  20], Serendipity [15/level], Signature Gear [Varies], Tem-
  perature Tolerance 1 or 2 [1 or 2], or replace Luck [15] with
  Extraordinary Luck [30] for 15 points.
  Disadvantages: Code of Honor (Pirate’s) [-5] and Greed (12)
  [-15]. • Another -15 points chosen from among Appearance
  (Unattractive or Ugly) [-4 or -8], Bad Temper [-10*], Blood-
  lust [-10*], Callous [-5], Chummy [-5] or Gregarious [-10],
  Compulsive Carousing [-5*], Odious Personal Habit (Unre-
  fined manners) [-5], One Eye [-15], Overconfidence [-5*],
  Sense of Duty (Adventuring companions) [-5], Wounded
  [-5], Xenophilia [-10*], or worsen Greed from (12) [-15] to
  (9) [-22] for -7 points or to (6) [-30] for -15 points. • A fur-
  ther -15 points chosen from the previous list or Compulsive
  Spending [-5*], Impulsiveness [-10*], Jealousy [-10], Lech-
  erousness [-15*], Obsession (“Become the best swordsman
  in the world!”) [-10*], Trickster [-15*], or Vow (Use only
  weapon of choice) [-5] or (Never refuse a challenge to com-
  bat) [-10] or (Challenge every swordsman to combat or
  Never wear armor) [-15].
  Primary Skills: Boating (Unpowered) (A) DX+1 [1]-15†;
  Climbing (A) DX+1 [2]-15‡; Knot-Tying (E) DX+2 [1]-16†;
  Seamanship (E) IQ+2 [1]-12†; Survival (Island/Beach) (A)
  Per+2 [2]-12†; and Swimming (E) HT+2 [1]-15†. • Thrown
  Weapon (Harpoon) (E) DX+3 [2]-17† or Thrown Weapon
  (Axe/Mace or Knife) (E) DX+1 [2]-15. • One of these three
  20-point melee skills packages:
  1. One of Broadsword, Saber, or Shortsword, all (A) DX+3
  [12]-17; one of Shield (Buckler) (E) DX+3 [8]-17, or
  Axe/Mace or Main-Gauche, both (A) DX+2 [8]-16.
  2. One of the sword skills in option 1 at DX+4 [16]-18; one of
  Shield (Buckler) (E) DX+2 [4]-16, or Axe/Mace or Main-
  Gauche, both (A) DX+1 [4]-15.
  3. One of the sword skills in option 1 at DX+5 [20]-19.
  Secondary Skills: Brawling, Fast-Draw (Sword), and Jump-
  ing, all (E) DX [1]-14; Wrestling (A) DX [2]-14; and Acrobat-
  ics (H) DX [2]-14‡.
  Background Skills: Seven of Fast-Draw (Knife) or Forced
  Entry, both (E) DX [1]-14; Stealth (A) DX-1 [1]-13; First Aid
  or Gesture, both (E) IQ [1]-10; Navigation or Weather
  Sense, both (A) IQ+1 [1]-11†; Streetwise (A) IQ-1 [1]-9/11†;
  Fast-Talk, Gambling, or Smuggling, all (A) IQ-1 [1]-9;
  Carousing (E) HT [1]-13/15†; Hiking or Sex Appeal, both
  (A) HT-1 [1]-12; Intimidation (A) Will-1 [1]-9; Scrounging
  (E) Per [1]-10; Observation, Search, or Tracking, all (A) Per-
  1 [1]-9; or 1 point to raise one of those skills or any one-
  point primary or secondary skill by a level.
  * Multiplied for self-control number; see p. B120.
  † Includes +2 for Seafarer (GURPS Dungeon Fantasy 11:
  Power-Ups, p. 19). This bonus also benefits Carousing and
  Streetwise rolls in port towns.
  ‡ Includes +1 for Perfect Balance.
  Customization Notes
  Greedy, tough, deadly with a sword . . . the buccaneer is
  arguably the swashbuckler best-suited to a traditional
  Dungeon Fantasy campaign! His only “special need” is for
  occasional oceangoing adventure. Otherwise, all the points
  diverted from pure combat ability to Perfect Balance, Seafarer,
  and nautical skills might sit unused. As with most delver arche-
  types, there’s a good range of possibilities.
  The black-hearted raider is a murderous ruffian of the high
  seas. He boasts endearing flaws like Bad Temper, Bloodlust,
  Callous, Jealousy, and severe Greed, and likely has an unspeak-
  able fondness for maidens (Lecherousness). To better
  slaughter enemies and take their booty, he spends advan-
  tage points almost exclusively on abilities that aid combat.
  He favors an intimidating scimitar (Broadsword) and a
  knife (wielded with Main-Gauche and Thrown Weapon) in
  combat. To his fighting skills he adds Stealth for sneaking
  up anchor lines on night raids, Search and Forced Entry
  for locating and smashing open fat chests of loot, and
  Intimidation for making prisoners talk.
  The dashing pirate might not be an actual pirate – just
  a charming, well-traveled chap with a passion for banter
  and treasure. He mixes Charisma, Daredevil, Enhanced
  Dodge, Rapier Wit, and decent Appearance with traits
  such as Chummy, Compulsive Carousing, Sense of Duty,
  Trickster, and Xenophilia. He’s always up for daring
  adventure in far-off lands, provided that it promises rum
  and companionship! He favors flashy fighting with
  Saber, and prefers to leave a hand free for swinging from
  lines. His background skills are the likes of Carousing,
  Fast-Draw, Fast-Talk, Gambling, and Sex Appeal . . . a
  couple of them even at reliable levels.
  PYRAMID MAGAZINE
  6
  FEBRUARY 2014
  Ultimate Weapons
  With modest ST and light weapons, swashbucklers have
  low damage output even with their Weapon Master bonus.
  Consider some modifications to remedy this:
  • Fine (+3 CF) or very fine (+19 CF), for +1 or +2 damage,
  respectively.
  • Penetrating Weapon enchantment (+$5,000), for armor
  divisor (2).
  • Puissance enchantment (+$5,000), for +1 damage.
  • Silver coating (+2 CF), for bonus damage vs. many mon-
  sters (p. B275).
  Everything here “stacks.” Multiply the price of a good
  weapon by (1 + total CF) and add enchantment costs at the
  end. Divide final cost by $500 to calculate the blade’s point
  cost as Signature Gear.
  
  PYRAMID MAGAZINE
  7
  FEBRUARY 2014
  Swashbucklers favor stabbing and cut-and-thrust
  blades. Good choices from pp. B271-274 are the cavalry
  saber, rapier, saber, smallsword, and thrusting broad -
  sword in one hand; the large knife, small knife, and dagger
  wielded with Main-Gauche in the “off” hand (alternatively,
  use two one-handed swords!); and the thrusting bastard
  sword and thrusting greatsword in two hands. Gamers
  without GURPS Low-Tech might find some additional
  variants interesting.
  Choose Your Weapons!
  Weapon
  Damage
  Reach
  Parry
  Cost
  Weight
  ST
  Notes
  BRAWLING or DX
  Backsword
  thr cr
  C
  0
  $550
  3
  –
  [1, 2]
  Cutlass
  thr cr
  C
  0
  $500
  2
  –
  [1, 2]
  BROADSWORD (DX-5, Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4)
  Backsword
  sw+1 cut
  1
  0
  $550
  3
  10
  [2]
  or
  thr+1 imp
  1
  0
  –
  –
  10
  Edged Rapier
  sw cut
  1, 2
  0
  $1,000
  3
  10
  or
  thr+1 imp
  1, 2
  0
  –
  –
  10
  Longsword
  sw+1 cut
  1
  0
  $700
  4
  10
  or
  thr+2 imp
  1, 2
  0
  –
  –
  10
  MAIN-GAUCHE (DX-5, Knife-4, Rapier-3, Saber-3, or Smallsword-3)
  Long Knife
  sw-1 cut
  C, 1
  0F
  $120
  1.5
  7
  [3]
  or
  thr imp
  C, 1
  0F
  –
  –
  7
  Main-Gauche
  sw-3 cut
  C, 1
  0F
  $50
  1.25
  6
  [2, 3]
  or
  thr imp
  C, 1
  0F
  –
  –
  6
  Stiletto
  thr-1 imp
  C
  0F
  $20
  0.25
  5
  [3, 4]
  RAPIER (DX-5, Broadsword-4, Main-Gauche-3, Saber-3, or Smallsword-3)
  Edged Rapier
  sw cut
  1, 2
  0F
  $1,000
  3
  10
  or
  thr+1 imp
  1, 2
  0F
  –
  –
  10
  Light Edged Rapier
  sw-1 cut
  1
  0F
  $700
  2.25
  8
  or
  thr+1 imp
  1
  0F
  –
  –
  8
  Light Rapier
  thr+1 imp
  1
  0F
  $400
  2
  8
  SHORTSWORD (DX-5, Broadsword-2, Knife-4, Saber-4, or Smallsword-4)
  Cutlass
  sw cut
  1
  0
  $500
  2
  8
  [2]
  or
  thr+1 imp
  1
  0
  –
  –
  8
  Long Knife
  sw-1 cut
  1
  0
  $120
  1.5
  7
  or
  thr imp
  C, 1
  0
  –
  –
  7
  Shortsword
  sw cut
  1
  0
  $400
  2
  8
  or
  thr+1 imp
  1
  0
  –
  –
  8
  SMALLSWORD (DX-5, Main-Gauche-3, Rapier-3, Saber-3, or Shortsword-4)
  Dress Smallsword
  thr imp
  C, 1
  0F
  $300
  1
  5
  TWO-HANDED SWORD (DX-5 or Broadsword-4)
  Longsword
  sw+1 cut
  1
  0
  $700
  4
  9†
  or
  thr+3 imp
  1, 2
  0
  –
  –
  9†
  Notes
  [1] Hilt punch. Receives Brawling damage bonuses.
  [2] Metal hilt gives hand (only) DR 4, cumulative with glove DR, but is too cramped to accommodate metal gauntlets.
  [3] Cannot be thrown!
  [4] Reduces penalty for targeting chinks in armor (p. B400) by -2.
  
  The salty dog is a seaman first. He shares the dashing
  pirate’s respect for fellow crew (Chummy and Sense of Duty),
  but years far from land have left him gruff (Bad Temper and
  Odious Personal Habit). Advantage points go toward traits
  that aid survival at sea: even more ST, HT, and Seafarer, plus
  some of Absolute Direction, Acute Vision, Breath-Holding,
  Fearlessness, Hard to Kill, and Temperature Tolerance. He’s
  likely to fight with cutlass and boarding axe (Shortsword
  and Axe/Mace), and sometimes chuck the axe or possibly a
  harpoon (choose Thrown Weapon appropriately). Back-
  ground skill points go toward nautical pursuits: Navigation,
  Weather Sense, and higher Boating, Knot-Tying, Seaman-
  ship, and Swimming.
  In all cases, don’t overlook advantages that benefit key
  skills: Absolute Direction is good for +3 to Navigation,
  Flexibility grants +3 to Climbing, and boosting Seafarer aids all
  nautical pursuits.
  DUELIST
  250 points
  Like all adventurers identified as “swashbucklers,” you’re a
  master of the sword. You leave chandelier-swinging wisecrack-
  ing to dandies and drunkards, however. Your way is that of the
  slayer of men in formal contests. Unmatched in speed and pre-
  cision with light blades, you’re willing to sell your skills to any-
  one who can offer gold, even if this means facing monstrous
  opponents that call for more than a single, swift stab. What
  doesn’t kill you makes you stronger – and of course wealthier.
  Attributes: ST 11 [10]; DX 16 [120]; IQ 10 [0]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  11 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0]; Basic Speed 8.00
  [20]; Basic Move 8 [0].
  Advantages: Enhanced Parry 1 (Weapon of choice) [5]; Luck
  [15]; Weapon Bond (Any starting weapon) [1]; and Weapon
  Master (Weapon of choice) [20]. • Another 45 points cho-
  sen from among ST or HT +1 to +4 [10/level], DX +1 or +2
  [20/level], Will +1 to +6 [5/level], Basic Speed +1 [20], Basic
  Move +1 to +3 [5/level], Ambidexterity [5], Combat Reflexes
  [15], Daredevil [15], Enhanced Dodge 1 or 2 [15 or 30],
  Enhanced Parry 2 or 3 (Weapon of choice) [5 or 10], Extra
  Attack 1 [25], Fit [5] or Very Fit [15], Hard to Kill [2/level],
  Perfect Balance [15], Serendipity [15/level], Signature Gear
  [Varies], Striking ST 1 or 2 [5 or 10], Unfazeable [15],
  Wealth (Comfortable) [10], or replace Luck [15] with
  Extraordinary Luck [30] for 15 points or with Ridiculous
  Luck [60] for 45 points.
  Disadvantages: -15 points chosen from among Code of
  Honor (Professional or Gentleman’s) [-5 or -10], Greed
  [-15*], Obsession (“Become the best swordsman in the
  world!”) [-10*], Overconfidence [-5*], Vow (Use only
  weapon of choice) [-5] or (Never refuse a challenge to
  combat) [-10] or (Challenge every swordsman to combat
  or Never wear armor) [-15]. • Another -35 points chosen
  from among those traits or Bad Temper [-10*], Bloodlust
  [-10*], Callous [-5], Impulsiveness [-10*], Jealousy [-10],
  Loner [-5*], No Sense of Humor [-10], One Eye [-15],
  Sense of Duty (Adventuring companions) [-5], Stubborn-
  ness [-5], or Wounded [-5].
  Primary Skills: Fast-Draw (Sword) (E) DX [1]-16. • One of
  these three 20-point melee skills packages:
  1. One of Rapier, Saber, or Smallsword, all (A) DX+3 [12]-19;
  one of Shield (Buckler) (E) DX+3 [8]-19, or Cloak or Main-
  Gauche, both (A) DX+2 [8]-18.
  2. One of the sword skills in option 1 at DX+4 [16]-20; one of
  Shield (Buckler) (E) DX+2 [4]-18, or Cloak or Main-
  Gauche, both (A) DX+1 [4]-17.
  3. One of the sword skills in option 1 at DX+5 [20]-21!
  Secondary Skills: Acrobatics (H) DX-1 [2]-15; Intimidation (A)
  Will+2 [8]-12; Jumping (E) DX [1]-16; and Wrestling (A) DX
  [2]-16. • Either Brawling (E) DX+1 [2]-17 or Boxing (A) DX
  [2]-16. • Either Thrown Weapon (Knife) (E) DX [1]-16 or
  Throwing (A) DX-1 [1]-15.
  Background Skills: Seven of Fast-Draw (any) (E) DX [1]-16;
  Climbing or Stealth, both (A) DX-1 [1]-15; First Aid, Ges-
  ture, or Savoir-Faire (High Society), all (E) IQ [1]-10;
  Armoury (Melee Weapons), Connoisseur (Weapons), Fast-
  Talk, Gambling, Teaching, or Streetwise, all (A) IQ-1 [1]-9;
  Hiking or Running, both (A) HT-1 [1]-11; Search (A) Per-1
  [1]-9; or 1 point to raise one of those skills or any one-point
  primary or secondary skill by a level.
  * Multiplied for self-control number; see p. B120.
  Customization Notes
  The duelist aims to make high skill pay off, substituting it
  for raw power by striking rapidly at vital areas. Be warned that
  not all dungeon denizens can be defeated through such tactics!
  On the other hand, even the toughest dragon can’t ignore
  someone who’s agile and precise enough to seriously consider
  leaping onto its back and driving a blade into an eye socket . . .
  and not all duelists fight the same way.
  The fencer believes that since fighting can get you killed,
  it’s crucial to look to one’s defenses. Give him Combat
  Reflexes to boost all of his active defenses, and then add 
  as much Enhanced Dodge and Enhanced Parry as possible. 
  A sword-and-buckler loadout favors defense, and even-num-
  bered skill levels are optimal for Parry and Block; e.g.,
  Rapier-20 and Shield (Buckler)-18. Heavier fencing blades
  are more likely to survive parries, so he prefers the Rapier
  skill. Everything else is up to the individual, though the canny
  fencer uses Stealth, Fast-Talk, and Streetwise to avoid trou-
  ble – and Running to escape it.
  The purist lives for the first, truest strike. He sacrifices
  everything – even defense – to skewer his opponent before the
  hapless victim can react. Give him higher Basic Speed, extra
  Basic Move to bridge the gap (Move 11 gives a two-yard step!),
  and conceivably Combat Reflexes to be this speedy in surprise
  situations. One skill at 21 is the way to go here, and Rapier
  affords the longest reach and thus the earliest hit. Other handy
  skills are better Fast-Draw for contests where swords start
  sheathed, Savoir-Faire or Streetwise to know the local “code,”
  and Armoury or Connoisseur to judge blades.
  The scrapper favors damage and plans for multiple oppo-
  nents and inhuman monsters. He needs ST and Striking ST
  for power, and Ambidexterity or Extra Attack for multiple
  attacks. Perfect Balance makes it easier to stand atop behe-
  moths before stabbing them in the eye, Unfazeable lets him
  bring the fight even to Elder Things, and Hard to Kill offers
  insurance when things go south. Saber exploits swing cut-
  ting damage, making it a good primary weapon choice 
  vs. monsters; take it on its own (use two blades!) or pair it
  with Cloak or Shield (Buckler) for defense against groups.
  PYRAMID MAGAZINE
  8
  FEBRUARY 2014
  
  Practical backup skills are those valuable to all delvers:
  Climbing, First Aid, Hiking, Running, Search, and Stealth.
  Regardless of skill set, duelists tend toward a few basic
  mindsets. The hired sword has Greed as his primary motiva-
  tion, Code of Honor (Professional) as a “selling point,” Blood-
  lust and Callous to stomach killing for a price, and probably
  Loner and No Sense of Humor as consequences of his grim
  profession. The hot-tempered gent accepts duels out of Code
  of Honor (Gentleman’s), Impulsiveness, and/or a Vow, often
  displays Bad Temper and Jealousy, yet is fiercely loyal to
  allies (Sense of Duty). And the perfectionist is an athlete moti-
  vated by Stubbornness and an Obsession to become the best;
  he’s his own biggest fan in the form of Overconfidence (show-
  ing Jealousy toward those who might rival him), and sets
  himself challenges by taking as many Vows as the gods (GM)
  will sustain.
  ROGUE
  250 points
  You combine a gift for swordsmanship with a love for
  procuring wealth through skill and cunning. You’re no
  thief, and would rather win a fortune in an up-front contest
  than steal it. You’re also no fool, however – you know that
  fighting can get you killed, so you avoid needless violence.
  Still, you’re an exceptional warrior when the mood takes
  you, and aren’t easily intimidated by monstrous foes . . . it’s
  just that you prefer to stab them from behind.
  Attributes: ST 11 [10]; DX 15 [100]; IQ 12 [40]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.;
  HP 11 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed
  7.00 [5]; Basic Move 7 [0].
  Advantages: Luck [15]; Weapon Bond (Any starting
  weapon) [1]; and Weapon Master (Weapon of choice)
  [20]. • Another 45 points chosen from among DX or IQ
  +1 or +2 [20 or 40], Per +1 to +6 [5/level], Basic Speed +1
  [20], Basic Move +1 to +3 [5/level], Alcohol Tolerance
  [1], Ambidexterity [5], Appearance (Attractive, Hand-
  some, or Very Handsome) [4, 12, or 16], Catfall [10],
  Charisma [5/level], Combat Reflexes [15], Daredevil [15],
  Enhanced Dodge 1 or 2 [15 or 30], Enhanced Parry 1 or
  2 (Weapon of choice) [5 or 10], Extra Attack 1 [25], Flex-
  ibility [5] or Double-Jointed [15], High Manual Dexterity
  1-4 [5/level], No Hangover [1], Perfect Balance [15],
  Rapier Wit [5], Serendipity [15/level], Signature Gear
  [Varies], Smooth Operator 1-3 [15/level], Striking ST 1
  or 2 (Only on surprise attack, -60%) [2 or 4], Wealth
  (Comfortable or Wealthy) [10 or 20], or replace Luck
  [15] with Extraordinary Luck [30] for 15 points or with
  Ridiculous Luck [60] for 45 points.
  Disadvantages: One of Greed (12) [-15], Kleptomania (12)
  [-15], or Trickster (12) [-15]. • Another -15 points chosen
  from among those traits or Bloodlust [-10*], Code of
  Honor (Pirate’s) [-5], Compulsive Carousing [-5*], Com-
  pulsive Gambling [-5*], Compulsive Lying [-15*], Com-
  pulsive Spending [-5*], Curious [-5*], Laziness [-10],
  Lecherousness [-15*], or Social Stigma (Criminal
  Record) [-5]. • A further -20 points chosen from the two
  previous lists or Callous [-5], Chummy [-5] or Loner
  [-5*], Cowardice [-10*], Impulsiveness [-10*], Jealousy
  [-10], Obsession (“Become the best swordsman in the
  world!”) [-10*], One Eye [-15], Overconfidence [-5*], Post-
  Combat Shakes [-5*], Sense of Duty (Adventuring compan-
  ions) [-5], Short Attention Span [-10*], or Vow (Use only
  weapon of choice) [-5] or (Never refuse a challenge to com-
  bat) [-10] or (Challenge every swordsman to combat or
  Never wear armor) [-15].
  Primary Skills: Stealth (A) DX [2]-15. • One of these three 20-
  point melee skills packages:
  1. One of Rapier, Saber, Shortsword, or Smallsword, all (A)
  DX+3 [12]-18; one of Shield (Buckler) (E) DX+3 [8]-18, or
  Cloak or Main-Gauche, both (A) DX+2 [8]-17.
  2. One of the sword skills in option 1 at DX+4 [16]-19; one of
  Shield (Buckler) (E) DX+2 [4]-17, or Cloak or Main-
  Gauche, both (A) DX+1 [4]-16.
  3. One of the sword skills in option 1 at DX+5 [20]-20!
  PYRAMID MAGAZINE
  9
  FEBRUARY 2014
  Power-Ups
  The general power-ups in Dungeon Fantasy 11 – partic-
  ularly the combat power-ups – suit swordsmen built on any
  of these templates. The swashbuckler power-ups could use
  some fine-tuning, however.
  All swashbucklers may buy these power-ups:
  • Any advantage or skill on their template.
  • Basic Speed up to +3 [20/level].
  • Blind Fighting, Flying Leap, Kiai, and Power Blow
  skills without needing Chi Mastery.
  • Extra Attack up to 2 [25/level].
  Further options are template-specific. Those with an
  asterisk (*) come from Dungeon Fantasy 11.
  Aristocrat: Armor Familiarity* [1]; Armor Mastery* [5];
  Born War Leader up to 6 [5/level]; Combat Haberdashery*
  [1]; Enhanced Block up to 3 [5/level]; Higher Purpose
  (Blood will tell) up to 3 [5/level]; Sheer Speed* [1]. The aris-
  tocrat may also spend character points for henchman Allies
  (family retainers) or portable Signature Gear (inheritance)
  at any time, if the GM feels that his clan’s people could
  reach him.
  Buccaneer: Chandelier Leap* [10]; Combat Haberdash-
  ery* [1]; Damage Resistance 1 or 2 (Tough Skin, -40%) [3
  or 6]; Ragnar’s Breath* [5]; Ridiculous Luck [60]; Seafarer*
  up to 6 [10/level]; Sheer Speed* [1]; Sure Grasp* [5/level].
  Buccaneers may also replace One Eye, One Hand, Missing
  Legs, and so forth with Distinctive Features [-1] by paying
  the point difference – against all sense, the eye patch, hook,
  peg leg, or whatever is just as good as the original!
  Duelist: Basic Speed up to +4 [20/level]; Botte Segrete*
  [20]; Coup de Jarnac* [15]; Enhanced Time Sense [45]
  (replacing Combat Reflexes [15]); Sheer Speed* [1].
  Duelists may also expand Weapon Master to “two weapons”
  [25], “fencing weapons” [30], or “swords” [35], if they learn
  the associated skills.
  Rogue: Chandelier Leap* [10]; Combat Haberdashery*
  [1]; Craftiness* up to 4 [5/level]; Enhanced Dodge up to 3
  [15/level]; Jack of All Trades* up to 3 [10/level]; Serendipity
  [15/level], with no upper limit; Sheer Speed* [1]; Street-
  Smart* up to 4 [5/level].
  
  Secondary Skills: Acrobatics (H) DX-1 [2]-14; Jumping (E) DX
  [1]-15; and Streetwise (A) IQ [2]-12. • One of Crossbow or
  Thrown Weapon (Knife), both (E) DX [1]-15; Bow or
  Throwing, both (A) DX-1 [1]-14; or Blowpipe or Sling, both
  (H) DX-2 [1]-13. • Five of Brawling, Fast-Draw (any),
  Forced Entry, or Garrote, all (E) DX+1 [2]-16; Climbing,
  Filch, or Wrestling, all (A) DX [2]-15; Escape, Pickpocket, or
  Sleight of Hand, all (H) DX-1 [2]-14; Fast-Talk, Gambling,
  Holdout, Lockpicking, Shadowing, Smuggling, or Traps, all
  (A) IQ [2]-12; Poisons (H) IQ-1 [2]-11; Intimidation (A) Will
  [2]-12; Observation, Search, or Urban Survival, all (A) Per
  [2]-12; or 2 points to raise one of those skills or any two-
  point primary or secondary skill by a level.
  Background Skills: Six of Dancing (A) DX-1 [1]-14; First Aid,
  Gesture, or Panhandling, all (E) IQ [1]-12; Cartography,
  Connoisseur (any), Disguise, or Merchant, all (A) IQ-1
  [1]-11; Carousing (E) HT [1]-12; Hiking, Running, or Sex
  Appeal, all (A) HT-1 [1]-11; Scrounging (E) Per [1]-12; 1
  point to raise one of those skills by a level; or 1 point to
  acquire another secondary skill option at one level lower.
  * Multiplied for self-control number; see p. B120.
  Customization Notes
  The rogue is arguably what most gamers think of when they
  imagine a swashbuckler: a swift fighter, surely – but also a
  smart one. In many ways, while the buccaneer might be the
  best all-around combatant and the duelist has more to offer by
  way of sheer skill, the rogue is the most versatile swashbuckler.
  Possible subtypes range widely.
  The dark rogue turns his superior swordsmanship to the
  art of assassination. Greed leads him to sell his skills, after
  which Bloodlust takes over, likely complemented by negative
  traits like Compulsive Lying, Cowardice, or Loner (often
  leading to a Social Stigma). Combat advantages become very
  important – particularly Extra Attack, and Striking ST for
  blows from the shadows. Weapons-wise, cutting blades work
  best on throats, which suggests Saber or Shortsword skill,
  and this is likely to go with Cloak or Main-Gauche for literal
  cloak-and-dagger work. Beyond that, ranged weapons aren’t
  a bad idea (Crossbow is deadliest), and consider Garrote, Poi-
  sons, and Shadowing.
  The sneaky rogue resembles a thief with better combat
  skills. Greed or Kleptomania is de rigueur, along with foibles
  such as Compulsive Spending and Laziness to explain the
  need to steal, possibly resulting in Social Stigma. To be any
  good at this, improve DX and consider advantages like Cat-
  fall, Flexibility, High Manual Dexterity, and Perfect Balance.
  Higher Stealth is smart, and usually goes with a few of
  Climbing, Filch, Lockpicking, Pickpocket, and Traps. Back-
  ground skill points buy even more thieving skills, or support-
  ing abilities like Cartography for the dungeon and
  Connoisseur and Merchant for fencing goods. As for all
  swashbucklers, combat skills are a focus, but discretion sug-
  gests smaller weapons wielded using Main-Gauche, Short-
  sword, and Smallsword – perhaps alongside Holdout.
  The witty rogue is like a bard minus the magic. His outgoing
  personality shows up in such traits as Chummy, Compulsive
  Carousing, Compulsive Gambling, Overconfidence, Sense of
  Duty, and Trickster. He has an intelligent, charming man-
  ner, as evidenced by high IQ and some of positive Appear-
  ance, Charisma, Rapier Wit, and Smooth Operator.
  Combat skills vary, but Smallsword paired with Cloak or
  Main-Gauche can allow him to go armed in social situa-
  tions. A knack for manipulating people is also important –
  which in this case means superior Fast-Talk, Intimidation,
  and Streetwise, alongside Carousing, Dancing, Disguise,
  Merchant, Panhandling, and Sex Appeal.
  Rogues should take care to match advantage choices to
  skills: Flexibility (or Double-Jointed) helps Climbing and
  Escape; High Manual Dexterity adds to Pickpocket, Sleight
  of Hand, and many applications of Lockpicking and Traps;
  Perfect Balance is great for Acrobatics and Climbing; and
  Smooth Operator aids Carousing, Fast-Talk, Intimidation,
  Panhandling, Sex Appeal, and Streetwise.
  ABOUT THE AUTHOR
  Sean “Dr. Kromm” Punch set out to become a particle
  physicist in 1985, ended up the GURPS Line Editor in
  1995, and has engineered rules for almost every GURPS
  product since. He developed, edited, or wrote dozens of
  GURPS Third Edition projects between 1995 and 2002. In
  2004, he produced the GURPS Basic Set, Fourth Edition
  with David Pulver. Since then, he has created GURPS
  Powers (with Phil Masters), GURPS Martial Arts (with
  Peter Dell’Orto), GURPS Zombies, and the GURPS
  Action, GURPS Dungeon Fantasy, and GURPS Power-
  Ups series . . . among other things. Sean has been a gamer
  since 1979. His non-gaming interests include cinema,
  mixology, and Argentine tango. He lives in Montréal,
  Québec with his wife, Bonnie.
  PYRAMID MAGAZINE
  10
  FEBRUARY 2014
  
  Pyramid magazine 
  4 
  January 2015
  A standard premise of hack ’n’ slash fantasy gaming is that 
  the heroes will develop in play. And by “develop,” most players 
  mean “improve.” That’s definitely true in GURPS Dungeon 
  Fantasy, where improvement takes two forms:
  1. Character points. These buy permanent increases in 
  innate capabilities: attributes, advantages, skills, spells, etc.
  2. Gear. Some loot is intrinsically useful; e.g., magical 
  weapons and armor, potions and scrolls, and fancy jewels that 
  make wonderful power items. The rest – second-rate goods, 
  not-so-fancy jewels, tacky objets d’art that only bluebloods 
  could love, heaps of coins, etc. – can be exchanged for better 
  equipment. A delver who improves his loadout grows more 
  powerful without spending a point: weapons that boost dam-
  age output are almost as good as ST, armor with high DR is 
  often superior to natural DR (nastiness like contact poison 
  stays outside), high-capacity power items are essentially lim-
  ited Energy Reserves, and so on.
  Players are expected to have their characters’ best interests 
  at heart, never spending a precious point if mere gold would 
  do, and always seeking the best possible deals. Such “munch-
  kinism” is part of hack ’n’ slash fantasy because much of the 
  excitement comes from escalating stakes. With 250 points and 
  $1,000 to spend, Dungeon Fantasy delvers hardly start at rock 
  bottom – but the “zero to hero” arc is a big part of the fun!
  If the arc is too steep, though, the adventurers may become 
  demigods the GM cannot challenge without dangers so over-
  powered that the game teeters perpetually on a knife-edge 
  between “cakewalk” and “total party kill.” If the delvers don’t 
  die, they’ll soon end up retired because either the players get 
  bored or the GM gives up. Thus, it’s important to make char-
  acter improvement gradual enough that players and GM alike 
  have time to adapt to the growing power level, keeping the 
  game fun for all.
  For gear, this is simple. The GM has complete control over 
  what treasures are found on adventures and what goods are 
  sold in town. Occasional errors in judgment are easily reme-
  died: troublesome items can be broken, stolen, dropped down 
  chasms, cursed, eaten by monsters, confiscated by the King, 
  and so on. These are measures of last resort, to be sure, but 
  legitimate ones. Someone who wants prized possessions to 
  become permanent abilities should “insure” them by spend-
  ing points on Signature Gear – an option included on almost 
  every template and reiterated in GURPS Dungeon Fantasy 
  11: Power-Ups. Failure to do so means accepting the risks.
  Character points are trickier. The GM does control how 
  many points are awarded. The players are normally limited to 
  spending those on the traits and power-ups for their heroes’ 
  templates. Yet much comes down to player discretion . . . and 
  all too often, that means not-so-discreetly trying to “game the 
  game” via legitimate purchases.
  Fortunately, this puzzle admits a straightforward solu-
  tion: Awarding specific, fitting abilities instead of discretion-
  ary character points. That still increases point totals, but in a 
  way the GM can control, exactly as with gear. A fixed n-point 
  trait differs little from an artifact that gives a particular boost 
  that would cost n points to buy innately, but neither option is 
  “Here’s n points to spend on whatever fits your profession.” 
  The GM can hand out a mixture of these rewards to ensure 
  that growth is constant but not uncontrolled.
  To make this attractive to the players rather than a source 
  of friction, it’s crucial to link fixed rewards to the heroes’ 
  actions: Tell everyone up front what they’re getting into, on 
  behalf of whom, and for what potential gains. If they’re hop-
  ing for better archery abilities, they might select the outdoor 
  adventure involving elves. If they smell profit in being made 
  honorary dwarves, choosing to tackle the Menace of the Mines 
  would be a better bet. And if divine favor is appealing, temples 
  are always seeking champions. See Special Snowflakes (p. 5) 
  and Black Sheep (p. 12) for additional advice.
  As for the specific abilities, anything is possible. Below 
  are numerous examples, each with notes on point value, ori-
  gins, and in-game effects. Many come in levels, with more or 
  more-impressive achievements bringing larger rewards. This 
  list is inspirational, not canonical – the GM is encouraged to 
  be creative!
  mundane Boons
  The simplest rewards are those bestowed by community 
  leaders, rulers, guilds, the wealthy, and so on. These mostly 
  fall into the realms of influence and material gain.
  Claim to Hospitality
  Variable
  A mission undertaken for a business, organization 
  (guild, temple, etc.), conspiracy, or polity may lead that 
  group to be disposed to help the hero. This is particularly 
  true if the patron values secrecy and prefers to avoid osten-
  tation. Give such a reward a better name than “Claim to 
  Hospitality”; e.g., “Favor of the Wizards’ Guild” or “Agent 
  of the Secret Hand.”
  Benefits: Once per week in town, you may roll 3d against 
  effective skill 14 to contact members of the group you helped. 
  Success means they cover your expenses for the week; critical 
  failure indicates you must serve them free of charge for the 
  week (you’re free to refuse, but that costs you this reward!). 
  You may also request small favors, each of which calls for a 
  reaction roll at +3, scoring at least a Good reaction. For fur-
  ther details, see Power-Ups, p. 16.
  Just reWards
  By sean PunCh
  
  Pyramid magazine 
  5 
  January 2015
  Traits: Claim to Hospitality [Varies]. This is worth 1 point 
  for a specific establishment in a particular town; 5 points 
  for a group spanning a kingdom; or 10 points for a vast 
  conspiracy, religion, etc. found everywhere but on other 
  planes of existence.
  Hero
  5 points/level
  The most obvious reward for heroism is recognition as 
  a true hero! This isn’t the most common outcome, however. 
  “Heroism” in service to dark or selfish causes is unlikely  
  to make many friends. This benefit accrues mainly to adven-
  turers who defend the innocent, rescue the weak, and expect 
  no compensation.
  Benefits: You get +1 per level (maximum four levels) to reac-
  tions from almost everyone. For details, see Power-Ups, p. 16.
  Traits: Reputation (Everyone; All the time) [5/level]. The GM 
  can scale this to a single kingdom (¥1/2) or town (¥1/3), but 
  if a hero earns enough Reputations that a single, global one 
  would be cheaper, merge them into full-fledged Hero.
  Items of Power
  Variable
  A classic reward for heroic deeds is an artifact befit-
  ting a hero. This might differ from party member to party 
  member – the wealthy and powerful often imagine that 
  they’re the perfect judges of who needs what, giving bows 
  to scouts, wands to wizards, etc. even if these aren’t espe-
  cially needed.
  Benefits: You get a unique or hard-to-come-by item 
  that’s chosen specially for you. The GM decides what this 
  is, but will match the size of the reward to the scope of the 
  action that earned it, and at least try to ensure that each 
  delver in the group is (more-or-less) equally rewarded.
  Traits: Unusual Background (Artifact) [Varies]; see Pow-
  er-Ups, p. 6. The GM might give out Signature Gear 
  instead, if it would make sense for the item to enjoy 
  “plot protection”; such goods often have strange ori-
  gins (temples, the Wizards’ Guild, ancient vending 
  machines of power, etc.).
  Let Me Adjust That For You
  1 point/item
  A minor-but-useful reward offered by smiths, tin-
  kerers, gnomes, and other lovers of craftsmanship is to 
  fine-tune a delver’s gear to work better. Such people most 
  often wish to thank adventurers for assistance with pro-
  curing parts or artifacts.
  Benefits: Your new friend takes one or more of your 
  tools, tool kits, or weapons into his shop, bangs on them, 
  and makes them better-suited to you. You gain +1 to 
  effective skill when using them. The bigger the favor, the 
  more gear gets modified.
  Traits: Equipment Bond [1/item] or Weapon Bond  
  [1/weapon].
  Riches
  Variable
  Money is by far the most common reward for ordinary ser-
  vices of all kinds. It’s also the standard “consolation prize” for 
  delvers who can’t for some reason accept Thanks of a Race 
  (pp. 6-9) or Rewards from the Gods (pp. 9-12).
  Benefits: You gain not just a pile of money but also the con-
  nections to legitimize it, giving you a leg up for future business 
  dealings. Each level improves Wealth by a step, to a maximum 
  of Very Wealthy, and pays cash equal to the difference in start-
  ing funds between your new and former levels. Thus, “haves” 
  get paid more than “have-nots” – that’s par for the course in 
  Dungeon Fantasy worlds.
  Traits: Wealth increases by a level. The price is the difference 
  in point cost. Those who are Very Wealthy do not become 
  Filthy Rich – the truly powerful see delvers as just plain 
  filthy, and would never elevate them that high – but do 
  get their coffers filled to the tune of $20,000. At the GM’s 
  option, a Very Wealthy adventurer may bargain for spe-
  cial training instead; since most Wealth levels are worth 
  10 points, that’s the limit (e.g., 10 points of Magery, if the 
  Wizards’ Guild is involved).
  sPeCial snoWFlakes
  Some players are happy only with unspent points. They 
  would sooner receive 1 point to spend however they want 
  than 2, 3, or more points in predetermined traits. The diplo-
  matic solution suggests itself: Let them exchange points in 
  preset rewards for discretionary points at ratio of 2:1, 3:1, or 
  worse! This means some delvers will fall behind in points, 
  but that’s the price of being a special snowflake – and since 
  strategic spending typically boosts core competencies in a 
  way that plot-oriented rewards don’t, such heroes won’t lag 
  in actual effectiveness.
  The GM sets the exchange rate, but 2:1 is usually fair. Save 
  stingier ratios for rewards so generally useful that rejecting 
  them amounts to arguing its own sake. For instance, an 
  Extra Life – worth 25 points – is an astonishing boon for any 
  delver, and the GM would be within his rights to offer “An 
  Extra Life or 10 points” or even “An Extra Life or 5 points.”
  Not all rewards are so negotiable – especially when a deity 
  is doing the giving. A truly ineffable force would bestow the 
  ability regardless. A temperamental one might turn whim-
  sical or decide to teach a lesson, setting the “exchange rate” 
  by tacking on disadvantages; e.g., turning down a god’s free 
  Extra Life for 5 points might mean 25 discretionary points 
  plus Social Stigma (Excommunicated) [-10] and Unluck-
  iness [-10] . . . which is, after all, a 5-point gain. Severe 
  offense could mean no compensation or just disadvantages! 
  Demons are particularly prone to such behavior.
  All this assumes the player disputes the reward. If it’s 
  genuinely inappropriate for the character, see Black Sheep 
  (p. 12) instead.
  
  Pyramid magazine 
  6 
  January 2015
  thanks oF a raCe
  An entire race might end up indebted to a hero for a great 
  service. Rewards given by more-or-less ordinary mortal spe-
  cies tend to be comparable to Mundane Boons (pp. 4-5); 
  those from supernatural beings can be extraordinary! Where 
  a reward resembles one of the race’s innate abilities and a 
  higher level makes no sense, members of the race are likely to 
  be rewarded with social benefits instead.
  The following examples are associated with races described 
  in GURPS Dungeon Fantasy 3: The Next Level.
  Blue (Green) Tongue
  7 or 14 points
  Nymphs (The Next Level, p. 9) of the tree- or river-bound 
  kind might reward heroes who save their homes by having 
  their wizards cast an enchantment on their saviors. The catch? 
  To merit such favor, the adventurers must face a threat that’s 
  beyond the powers of spellcasters who can casually grant per-
  manent magical abilities . . .
  Benefits: You gain the ability to speak while, to, and from 
  underwater (Blue Tongue) or the capacity to speak with plants 
  (Green Tongue), depending on the nymphs. Being kind, the 
  nymphs might agree to grant the missing capability if you 
  already have the one they initially offer. These gifts work only 
  where there’s mana.
  Traits: Speak Underwater (Interface Crossing, +50%; Mana 
  Sensitive, -10%) [7] or Speak with Plants (Mana Sensitive, 
  -10%) [14].
  Brotherhood of Ghouls
  1 point
  Corpse-eaters (The Next Level, pp. 5-6) rely on secrecy for 
  survival, but occasionally they’re discovered . . . usually with 
  disastrous consequences. An adventurer who looks past his 
  prejudices to help a colony of corpse-eaters may be rewarded 
  with an invisible supernatural mark.
  Benefits: You gain the race’s unique perk, becoming inof-
  fensive to ghouls.
  Traits: Brotherhood of Ghouls [1].
  Cool Blood
  3 points
  Lizard men (The Next Level, p. 15) may honor heroes who 
  save their desert or swamp homes from monstrous incursions 
  and magical menaces. The most interesting reward is a sweaty 
  day-long ritual that transforms the recipient.
  Benefits: A day drinking strange, bitter brew in a swelter-
  ing lizard-man sweat lodge has left you more heat-tolerant. 
  Add 3¥HT degrees to the “hot” end of your temperature com-
  fort zone. Lizard men cannot “stack” this reward with racial 
  Temperature Tolerance; instead, they undergo similar rituals 
  that grant them their racial power-ups (Power-Ups, p. 42), 3 
  points at a time.
  Traits: Temperature Tolerance 3 [3].
  Dragon Sigil
  1, 3, 5, or 6 points
  Few civilized races trust reptilians, so dragon-blooded (The 
  Next Level, p. 15) need go-betweens for “polite” missions. 
  Success at these can earn an introduction to dragons, who 
  may award Items of Power (p. 5), Riches (p. 5), or occasionally 
  a mystical mark visible only to dragonkind.
  Benefits: You bear a sigil that leads true dragons who see 
  you to react at +1 per level. Dragon-blooded effectively start 
  with three levels of this reward, while four levels is the maxi-
  mum for anyone.
  Traits: Reputation +1 (Dragons; All the time) [1], +2 [3], +3 
  [5], or +4 [6].
  Dwarven Riches
  Variable
  Dwarves (The Next Level, p. 6) reward nearly all service 
  with stuff. The heroics they deem worthy of recompense 
  inevitably involve seriously scary monsters in dangerously 
  deep tunnels.
  Benefits: You gain shopping privileges (the race’s unique 
  perk: 10% off the price of dwarven gear); Items of Power 
  (p. 5), almost always weapons or armor; and/or Riches (p. 5), 
  backed by dwarven gold deposited with the right people. The 
  exact mix can vary and is often negotiable, but its point value 
  invariably tracks the risks faced to earn it.
  Traits: Any combination of Dwarven Gear [1], Unusual Back-
  ground (Artifact) [Varies], or Wealth [Varies].
  Elder Gift
  5 points/level
  Philosophers among the dark ones (The Next Level, p. 6) 
  and elder-spawn (The Next Level, p. 12) claim that every mor-
  tal has Elder Thing heritage. If you help them enough, they’ll 
  prove it by offering you a foul potion that awakens this perma-
  nently. This gesture means revealing a secret, so they save it 
  for truly great deeds – the sort involving visiting horrid Elder 
  Thing sites and retrieving unspeakable artifacts.
  Benefits: You’re “awakened” and acquire the special Talent 
  of these races, gaining +1 per level to Alchemy, Hidden Lore, 
  Occultism, and Thaumatology. Members of most races are 
  limited to four levels of this reward – one per favor – and must 
  make a Fright Check at a penalty equal to twice the new level. 
  If you’re a dark one or elder-spawn, you can rack up eight lev-
  els (including racial levels) sans Fright Checks.
  Traits: Elder Gift [5/level].
  Elven Training
  Variable
  Elves (The Next Level, pp. 6-8) value heroes who save 
  Nature in a big way: defeating an orc army bent on chop-
  ping down a forest to construct siege engines, braving the 
  spirit world to locate the missing Spirit of the Mountain, etc. 
  Rewards take the form of shared wisdom.
  
  Pyramid magazine 
  7 
  January 2015
  Benefits: Some elves know the secret of awakening mag-
  ical aptitude; others can offer advanced archery training. 
  If you agree to live among the elves and train for a while 
  after an adventure that merits a special reward, you’ll earn 
  from 5 to 20 points (depending on your 
  actions) toward Heroic Archer, Magery, 
  or Weapon Master (Bow). Every 5 points 
  of training takes a mere week . . . and 
  there are no living expenses. However, 
  there will be a training montage – elves 
  are cool that way. If this reward doesn’t 
  let you afford the advantage you desire, 
  you can save up to acquire it later, but you 
  won’t see these “free” points until you can 
  cover the difference with unspent points.
  Traits: Any of Heroic Archer [20], Magery 
  0 [5], +1 or +2 to Magery [10 or 20], 
  or Weapon Master (Bow) [20]. In the 
  interest of niche protection, scouts 
  may always opt for an equal number of 
  points in scout power-ups (Power-Ups, 
  pp. 32-33), while non-scouts do not 
  gain access to these. Similarly, wizards 
  may improve Magery up to 6, or take 
  an equal number of points in wizard 
  power-ups (Power-Ups, pp. 36-37), but 
  non-wizards are limited to Magery 2 
  and cannot acquire wizard power-ups.
  Fauned Memories
  3, 6, 10, or 13 points
  Thankful fauns (The Next Level, p. 8) 
  may put their musical talents to work for 
  their new pal. Saving a piece of wilderness is the classic way 
  to earn such gratitude. Throwing a legendary party – one with 
  food, drink, and music dangerously obtained – is an offbeat 
  possibility.
  Benefits: Your name is lauded by the fauns, who spread 
  it far and wide – both in conventional song that bards of all 
  races will eventually adopt and on the wings of birds. Each 
  level (maximum four levels) grants a general +1 to reactions; 
  this is similar to the Hero power-up (Power-Ups, p. 16), but 
  recognized by everyone other than underground denizens.
  Traits: Reputation +1 (Everyone who doesn’t live in a hole) [3], 
  +2 [6], +3 [10], or +4 [13].
  Hero Ink
  1, 4, 5, or 8 points
  Goblin-kin (The Next Level, pp. 10-11) respect fighting and 
  destruction. “Heroes” who serve goblin-kind well in this capac-
  ity – and this often involves affronts against other races – may 
  be given tattoos normally reserved for gobs, hobs, and orcs.
  Benefits: Goblin-kin who see your tattoos will react at +1 
  per level. Anybody might earn two levels; full-blood goblins, 
  hobgoblins, and orcs can have up to four. At the first or second 
  level, this ink also gives you -1 to Disguise and Shadowing, and 
  +1 to others’ attempts to identify you; at the third or fourth 
  level, double these drawbacks.
  Traits: Reputation +1 (All goblin-kin; All the time) [2], +2 [5], 
  +3 [7], or +4 [10]. Also add Distinctive Features 1 [-1] at the 
  first or second level, Distinctive Features 2 [-2] at the third 
  or fourth.
  Lucky Bastard
  Variable
  Despite their famous crankiness, leprechauns (The Next 
  Level, p. 9) do thank saviors of green glens and similarly 
  wholesome heroes. Contrary to myth, they do not give away 
  Charms or pots of gold; rather, they bestow a magical blessing.
  Benefits: Each level makes you one step luckier. If you have 
  Ridiculous Luck – say, you’re a leprechaun yourself – you 
  enjoy lucky breaks (Serendipity) instead. These gifts work 
  only in areas with mana. And if you’re Cursed, you’re out of 
  luck . . . leprechauns can be little jerks.
  Traits: To price this, find the difference in point cost between 
  the new and old levels of luckiness – Unluckiness [-10], 
  nothing [0], Luck [15], Extraordinary Luck [30], or Ridic-
  ulous Luck [60] – and apply -10% for Mana Sensitive. At 
  Ridiculous Luck, add levels of Serendipity (Mana Sen-
  sitive, -10%) [13.5]. In all cases, round final cost up. Not 
  everyone gets the same number of points, and Cursed delv-
  ers get nothing.
  Made Man
  10 or 15 points
  Ordinary halflings (The Next Level, p. 14) are too small 
  and provincial to offer much more than food and tobacco. 
  Adventuring-grade ones dominate the criminal underworld. 
  Where are the halF-sPirits?
  The half-spirit “races” are catchall categories for remarkable individuals. 
  Such beings lack extensive societies and repositories of cultural wisdom 
  to leverage for rewards. Services for them are personal and repaid with 
  treasure; see Items of Power (p. 5) and Riches (p. 5). Where a half-spirit 
  represents an associated higher power, the GM should choose something 
  suitable from Rewards from the Gods (pp. 9-12):
  Celestials (The Next Level, p. 12): A god of any sphere might be Good, 
  but constructive and life-affirming rewards are most fitting. Consider Heal-
  ing Hands (p. 10), Look of Love (p. 11), Righteous Repair (p. 11), Savior of 
  the Harvest (p. 11), and Sunlit Soul (pp. 11-12).
  Infernals (The Next Level, pp. 12-13): Any kind of deity might be Evil, 
  too – but rewards tied to stealth and bloodshed fit best, notably Debt of 
  Death (p. 10), Fear Not the Night (p. 10), Holy Haste (pp. 10-11), Master of 
  the Hunt (p. 11), and War-Bringer (p. 12).
  Infused (The Next Level, p. 13): Fair-Weather Friend (p. 10) suits air- 
  infused; Faith Moves Mountains (p. 10), earth-infused; Burning Faith 
  (pp. 9-10) or Sunlit Soul (pp. 11-12), fire-infused; and Sea Servant (p. 11), 
  water-Infused. Where bestowed by greater elemental spirits rather than 
  true gods, replace Divine, -10% with Mana Sensitive, -10%.
  Elder-Spawn (The Next Level, p. 12) are an exception. These creepy 
  beings grant Elder Gift (p. 6).
  
  Pyramid magazine 
  8 
  January 2015
  Doing them a favor – almost always an illegal favor – can get 
  you in tight.
  Benefits: Word is out that Not-So-Big (But Oh-So-Scary) 
  Al will whack anyone who messes with you. In all civilized 
  towns, treat critical failure while shopping or selling on the 
  black market as mere failure – and failure at shoplifting, 
  cheating, or picking pockets results in no consequences worse 
  than no gains. Getting caught at these crimes, or even betray-
  ing a quest sponsor, won’t trigger Scum and Villainy (GURPS 
  Dungeon Fantasy 2: Dungeons, p. 4). You still can’t offend 
  the King by debasing coin, waylaying people on the roads 
  between towns, etc.
  Traits: Legal Immunity [10]. This is mutually exclusive with 
  Social Stigma (Criminal Record) [-5], so this reward also 
  eliminates that disadvantage for those who have it, for a 
  net 15-point gain.
  Mingled Trollblood
  3 points
  Trolls (The Next Level, p. 16) don’t 
  have an organized society. However, 
  doing a big favor for an individual troll 
  – not always a nice favor, but sometimes 
  nothing worse than killing everything in a 
  dungeon and releasing a troll imprisoned 
  there – can earn the rare opportunity to 
  be gashed open and mingle blood, which 
  is mostly beneficial. Trolls do not reward 
  fellow trolls.
  Benefits: Troll blood stays with you 
  forever because it constantly regenerates 
  inside you! The upside is that you heal 1 
  HP per hour – even HP inflicted by fire or 
  acid. The downside is that you suffer 50% 
  more injury from fire.
  Traits: Regeneration (Regular) [25] and Vulnerability (Fire 
  ¥1.5) [-22]. This is a lower-than-usual level of Vulnerability 
  to a Common danger; use -7, -15, or -30 points for 1.5¥ 
  injury from Rare, Occasional, or Very Common threats, 
  respectively. A troll PC can give this reward! He must sacri-
  fice 3 unspent points to a willing recipient.
  Pixilated
  Variable
  Pixies (The Next Level, p. 9) often need help with troubles 
  that are resistant to magic and beyond the physical capabil-
  ities of 5”- to 6”-tall beings – menaces like ogre hordes. The 
  classic reward is a sprinkling of pixie dust (yes, that exists).
  Benefits: Once per day, you can shrink to pixie size. Your 
  gear does not scale down, but your Move, HP, DR, etc. do (see 
  Shrinking, p. B85); thus, use is best avoided where combat is 
  likely. This gift works only where there’s mana.
  Traits: Shrinking 6 (Limited Use, 1/day, -40%; Mana Sensi-
  tive, -10%) [15] for SM 0 folk – but Shrinking 7 [18] for 
  SM +1 ogres and barbarians, Shrinking 5 [13] for SM -1 
  gnomes, Shrinking 4 [10] for SM -2 halflings, and Shrink-
  ing 2 [5] for SM -4 leprechauns.
  Queen-Scent
  1 point
  Coleopterans (The Next Level, p. 5) are neither bright nor 
  good with outsiders, but saving a whole hive might earn a 
  minor reward: being sprayed with a queen’s lingering pher-
  omone signature. This isn’t easily removed (never acciden-
  tally, and even deliberate attempts are at -10), but only social 
  insects can smell it.
  Benefits: Members of social insect species weaker than 
  coleopterans (any such race whose template costs less than 
  75 points) remain neutral toward you if you stay out of their 
  way. You can walk through their lair and they’ll ignore you as 
  long as you aren’t hostile. They’ll shove you aside if you get in 
  the way, or attack you if you do anything actively unfriendly: 
  injure them, vandalize their home, steal from them, etc.
  Traits: Brotherhood (Low-powered social insect races) [1].
  Rocks
  1 point
  Do a favor for gargoyles (The Next Level, p. 9) and they’ll 
  say, “You Rock!” Since these creatures are dimwitted and 
  socially maladjusted, they think lots of people Rock. This easy-
  to-earn title (get a gargoyle chieftain admitted to a fancy inn 
  and it’s yours) is appropriately irrelevant.
  Benefits: Gargoyles – a relatively rare and most insignifi-
  cant race – like you. You get +1 to reactions from them. There 
  are no higher levels; gargoyles can barely count. They can fly, 
  though, so word spreads quickly.
  Traits: Reputation +1 (Gargoyles; All the time) [1].
  Scratch of Honor
  5 points
  Pleasing the cat-folk (The Next Level, p. 5) might earn 
  ritual scarification that even primitive felines recognize. Cat-
  folk save this honor for heroes who do deeds their kind have 
  trouble with: organizing the race against adversity (“herding 
  cats”), solving serious problems involving ocean journeys or 
  underwater menaces, and so on.
  I proclaim you, Sir Lancelot of  
  the Lake, a Knight of the Round Table. 
  By custom, you are entitled now to ask 
  one boon, which I will grant if it be  
  in my power.
  – King Arthur, The Adventures  
  of Sir Lancelot #1.1
  
  Pyramid magazine 
  9 
  January 2015
  Benefits: Any feline who sees your scarred face will accord 
  you respect. Nonsapient ones will warn you of their intentions 
  (roll vs. IQ to interpret this) and respond to your Influence 
  skills. Sapient ones will react to you at +2. This mark gives 
  you -1 to Disguise and Shadowing, and +1 to others’ attempts 
  to identify you.
  Traits: Animal Empathy (Specialized, Felines, -60%; Vision-
  Based, -20%) [1]; Distinctive Features [-1]; and Reputation 
  +2 (All sapient felines; All the time) [5].
  Widgets
  4 points/level
  Gnomes (The Next Level, p. 10) are generous to benefac-
  tors. They greatly appreciate assistance with whatever techno-
  logical wonder they’re currently perfecting.
  Benefits: The gnomes shower you with small gifts and tailor 
  your clothing, armor, etc. to have pockets, loops, and hooks to 
  carry it all. The result is one Gizmo per level (no upper limit) 
  on top of any Gizmos your profession allows. Record these 
  separately as “Widgets.” If you’re ever permanently relieved 
  of all gear, you lose Widgets until you can reconnect with the 
  gnomes (who invented the lifetime warranty).
  Traits: Gizmos (Can Be Stolen, -20%) [4/level]. Can Be Stolen 
  is normally worth -10% if you must be forcefully stripped, 
  but there’s an extra -10% because while Widgets aren’t 
  strictly Breakable, anything that destroys your whole load-
  out – e.g., immersion in acid – suspends the advantage.
  Wilderness Peace
  2, 5, 7, or 10 points
  Though wildmen (The Next Level, p. 16) are neither bril-
  liant nor socially advanced, they do have a society and will 
  reward those who defend it – or their wilderness habitat – by 
  bestowing a shamanic blessing of sorts.
  Benefits: Tribal elders stand you in good stead with their 
  spirit guardians, who in turn put in a good word for you 
  with nature spirits everywhere. Add +1 per level (maximum 
  four levels) to the reactions of entities that would qualify 
  as “nature spirits.” At the GM’s discretion, this may some-
  times affect rolls for the consequences of such spirits’ indi-
  rect actions (e.g., rolls to check whether wild animals attack), 
  where these don’t depend on reactions.
  Traits: Reputation +1 (Nature spirits; All the time) [2], +2 [5], 
  +3 [7], or +4 [10]. The GM might also allow a fifth level, 
  which adds Spirit Empathy (Specialized, Nature Spirits, 
  -50%) [5], for a total of 15 points.
  Wun Fre Beetin’
  5 points
  Minotaurs (The Next Level, p. 14) and ogres (The Next 
  Level, pp. 14-15) are – to be brutally honest – socially marginal 
  dim-bulbs that often need help, typically with matters involv-
  ing towns, magic, or thinking. Being near-outcast idiots, they 
  can really offer only one reward . . .
  Benefits: Enough minotaurs or ogres have pledged to help 
  you, once, that if you shout enough – or blow the horn the 
  minotaurs gave you, or bang the ogre drum – there’s a 9 or 
  less chance that 1d+5 goons will show up to help you fight a 
  battle. Except on a 3 or a 4, they’ll then forget your name and 
  leave, and you’ll lose this trait until you earn it anew. The GM 
  should build these helpful thugs on 50% of the delver’s points: 
  40 points for the racial template, the rest in attributes (any-
  thing but IQ) and combat skills.
  Traits: Allies (1d+5 minotaur or ogre thugs; 50% of PC’s points; 
  9 or less; Summonable, +100%) [24] as a Favor [5]. These 
  are not supernaturally summoned per se, but as the Power 
  of Plot brings them to where you are, even in the dungeon 
  or on another plane of existence, they’re effectively conju-
  rations and cost extra for the accessibility. If the GM finds 
  this silly, he can remove Summonable, yielding a 3-point 
  Favor that works only where these creatures live.
  reWards From the gods
  Doing favors for temples is a time-honored way to earn 
  the thanks of gods! Many of these rewards are modified with 
  Divine, -10%. For most delvers, this means the ability is sensi-
  tive to sanctity (like clerical spells), and can be temporarily or 
  permanently withheld for religious transgressions. For clerics 
  and holy warriors, it’s the just the standard Holy modifier; for 
  druids, it’s identical to Druidic; and for shamans, it’s the same 
  as Shamanic Gift.
  The examples below are associated with general classes of 
  deities found in GURPS Dungeon Fantasy 7: Clerics. Any 
  god might grant Destiny (p. 12), too.
  Burning Faith
  3 or 5 points
  A fire god (Clerics, pp. 16-17) counts you as a favorite. This 
  doesn’t have to involve arson; it might have something to do 
  with reigniting holy fires or braving a fiery test of faith.
  Benefits: You burn with faith! This has no effect on tem-
  perature comfort zone, but your ardor keeps you warm in 
  cold places and makes hot ones seem homey. The first level 
  adds +3 to HT rolls against heat or cold; the second level, +8. 
  If one advances confidently in the direction of his dreams, and endeavors  
  to live the life which he has imagined, he will meet with a success unexpected  
  in common hours.
  – Henry David Thoreau
  
  Pyramid magazine 
  10 
  January 2015
  This does include resistance vs. such supernatural effects as 
  Burning Death and Frostbite spells.
  Traits: Resistant to Heat/Cold (+3) (Divine, -10%) [3] or Resis-
  tant to Heat/Cold (+8) (Divine, -10%) [5].
  Debt of Death
  25 points/level
  You did a favor for a death god (Clerics, pp. 13-14). This 
  often involves things best left unmentioned, like killing people 
  who’ve cheated Death. Don’t get cocky.
  Benefits: You’ll return from death – however “permanent” – 
  once per level. You turn up naked at the nearest allied temple. 
  Your gear’s fate depends on how and where you died, so too 
  bad if you were killed by Elder Things or an acid pit. This holy 
  reward can’t be revoked: death gods play for keeps, for better 
  or for worse.
  Traits: Extra Life [25/level].
  Fair-Weather Friend
  9 points/level
  A storm god (Clerics, pp. 27-28) goes easy on you out of 
  recognition for your service. Such deeds most often take the 
  form of violent, direct action on behalf of the temple.
  Benefits: The wind is at your back! Each level (maximum 
  seven levels) means one day per week with ideal weather for 
  your endeavors. If a dice roll is involved – against Weather 
  Sense for Getting There Quickly (Dungeons, p. 5), on a table, 
  etc. – just skip it and choose the best possible outcome. Ran-
  dom weather disasters (cold snaps, tornados, and so on) won’t 
  strike that day, either. These benefits extend to traveling com-
  panions; thus, a group with seven or more levels among them 
  always enjoys flawless weather. However, there’s no effect 
  in areas where the weather is either supernaturally warped 
  or unrelated to winds, rains, and temperatures (as on weird 
  planes of existence).
  Traits: Serendipity (Accessibility, Only where there’s natural 
  weather, -10%; Aspected, Weather, -20%; Divine, -10%; 
  Game Time, +0%) [9/level]. The GM may interpret the 
  Accessibility as Environmental, -5% (requires recognizable 
  weather) combined with Supernatural Countermeasures, 
  -5% (cannot override unnatural curses).
  Faith Moves Mountains
  5 points/level
  An earth god (Clerics, pp. 14-15) is indebted to you. A clas-
  sic way to earn such favor is to aid faithful, respectful miners 
  or to end the operations of faithless, destructive ones.
  Benefits: You’re shielded against cave-ins, earthquakes, fall-
  ing stalactites, mudslides, and so on. Each level grants DR 5 
  vs. such rocky threats, and there’s no maximum level. This has 
  no effect on Earth spells, boulders hurled by giants, and so on 
  – it’s protection against the earth itself harming you.
  Traits: Damage Resistance 5 (Divine, -10%; Limited, Natural 
  disasters involving falling earth or stone, -80%) [5].
  Fear Not the Night
  4 points/level
  You’ve impressed a god of night (Clerics, pp. 23-25). There 
  are as many ways to do so as there are night gods; a heroic 
  example is taking personal risks to exonerate the cult of an 
  essentially benevolent deity from charges of deception and 
  dark works.
  Benefits: The night protects you with a cloak of darkness. 
  Each level (maximum four levels) gives you – including your 
  eyes and your gear – an additional DR 1 at night. This bene-
  fit is suspended in artificial light (spells, torches, etc.) bright 
  enough to eliminate all darkness penalties to Vision.
  Traits: Damage Resistance 1 (Accessibility, Only at night, 
  -20%; Divine, -10%; Force Field, +20%; Mundane Counter-
  measures, Artificial light, -10%) [4/level].
  Healing Hands
  9 points/level
  You did well by a god of healing (Clerics, pp. 20-21). You 
  found time to heal lots of people or one cosmically significant 
  figure – directly or by fetching them to safety – at serious risk 
  and cost (simply casting Great Healing doesn’t count!).
  Benefits: You enjoy supernatural guidance at mundane 
  healing (direct healing powers are still “clerics only”). Each 
  award gives a level of Healer. Clerics, druids, and shamans can 
  have four extra levels, beyond usual limits; e.g., a cleric could 
  get Healer 10! Others are limited to four levels. Any recipient 
  may buy Diagnosis, Esoteric Medicine (Holy or Druidic), First 
  Aid, Pharmacy (Herbal), Surgery, and Veterinary, even when 
  such skills aren’t on their template.
  Traits: Healer (Divine, -10%) [9/level].
  Holy Haste
  3 points/level
  Doing dirty work – or even something honest – for a god 
  of messengers and rogues (Clerics, pp. 22-23) can pay off. 
  Running a gantlet to deliver a message, or “procuring” some-
  thing the temple needs, is a good start.
  Benefits: You become much faster at noncombat running, 
  gaining +1 per level to Basic Move, with no upper limit. This 
  aids cross-country travel and evading pursuit; when fleeing 
  combat, it kicks in the turn after your sprint bonus does.
  Never to be cast away are  
  the gifts of the gods, magnificent,
  which they give of their own 
  will, no man could have them for 
  wanting them.
  – Homer, Iliad
  
  Pyramid magazine 
  11 
  January 2015
  Traits: Basic Move (Accessibility, Only while running long-dis-
  tance or fleeing pursuit, -30%; Divine, -10%) [3/level].
  Look of Love
  Variable
  A favor for a god of love or fertility (Clerics, pp. 18-20) is 
  tricky to fit into Dungeon Fantasy. If you battle adversity to 
  unite the right people in True Love – say, helping the Princess 
  rescue the Prince from demons in a kingdom where royalty 
  enjoy Divine Right – there might be something in it for you.
  Benefits: You gain a radiance that affects anybody likely to 
  be influenced by looks. Each level improves Appearance by a 
  step, to a maximum of Transcendent.
  Traits: Appearance increases by one level. To price this, find 
  the difference in point cost between the new and old lev-
  els, apply -10% for Divine, and round up. This is worth 4 
  points in most cases, 8 points for those who are Hideous 
  or Attractive, but keep track of the modifier – it matters for 
  multiple levels!
  Master of the Hunt
  5 points/level
  You impressed a god of the hunt (Clerics, pp. 17-18). Pos-
  sibilities include protecting hunting grounds and dealing with 
  disrespectful people or monsters who needlessly slay game.
  Benefits: When actively hunting an opponent – tracking 
  elusive quarry, chasing him, setting traps for him, etc. – you 
  roll at +1 per level (maximum three levels) for all relevant 
  tasks. You get the same bonus to hide your tracks from him, 
  evade pursuit, or spot his traps when the tables are turned. 
  This applies only against the most dangerous rival you’re cur-
  rently pursuing/pursued by, and never affects combat rolls.
  Traits: Higher Purpose (The Hunt) [5/level].
  Righteous Repair
  22 points
  Your acts benefited an artificer god (Clerics, pp. 9-10). 
  Perhaps you retrieved some holy gizmo from a dungeon, or 
  secured materials or parts for the deity’s priests.
  Benefits: Your gear may break, but it gets better. Each piece 
  of damaged equipment regains one HP per 12 hours you wear 
  or carry it without interruption; lost DR heals at the same rate. 
  Destroyed – though not disintegrated – items reassemble in 
  days equal to their original HP. Corrosion, dents, and scrapes 
  too small to inflict HP vanish instantly.
  Traits: Affliction 1 (Accessibility, Only on gear, -20%; Advan-
  tage, Slow Regeneration, +100%; Aura, +80%; Divine, 
  -10%; Melee Attack, Reach C, -30%) [22].
  Saint of the City
  5 points/level
  You did something to please a city god (Clerics, pp. 11-12). 
  Defending the associated city is always good, but perhaps you 
  cleaned out the dungeon in its sewers or expelled an evil cult.
  Benefits: In that specific city, your efforts are blessed while 
  you uphold the standards that earned this reward. You enjoy 
  +1 per level (maximum three levels) to any roll you make there 
  that doesn’t involve betrayal, crime, vandalism, etc. against 
  the place or its residents.
  Traits: Higher Purpose (Honest work within the city) [5/level].
  Savior of the Harvest
  1 point/level
  You’ve done a great deed for an agricultural god (Clerics, 
  pp. 8-9); e.g., dealing with monsters that were tearing up crop-
  land or dungeon effluent that was poisoning it.
  Benefits: Wherever plants grow – outdoors, anywhere but 
  on solid ice or rock – you’ll “luck into” food regularly. Each 
  level (maximum four levels) means you find about five meals 
  per week without pausing to forage, cutting ration use by 25% 
  on the road. Meals must still be prepared and consumed.
  Traits: Gizmos (Accessibility, Only for food, -50%; Divine, 
  -10%; Environmental, In arable land, -20%; Game Time, 
  +0%) [1/level].
  Sea Servant
  9 points/level
  A sea god (Clerics, pp. 25-27) has your back after you 
  took perilous ocean journey on behalf of the temple, defeated 
  Squid Cult efforts to open an undersea vortex to the Elder 
  Things, etc.
  Benefits: The god lends you assistance at nauti-
  cal matters. Each award grants a level of Seafarer 
  (Power-Ups, p. 19). Barbarians and scouts can 
  have four extra levels, or as many as eight; every-
  one else is limited to four. Recipients may also buy 
  any of Boating, Fishing, Knot-Tying, Navigation, 
  Seamanship, Survival (Island/Beach), Swimming, 
  Thrown Weapon (Harpoon), and Weather Sense 
  that aren’t on their template.
  Traits: Seafarer (Divine, -10%) [9/level].
  Sunlit Soul
  6 points/level
  You’ve assisted the efforts of a sun god (Clerics, pp. 28-29); 
  e.g., you wiped out a stronghold of creatures of the night, or 
  brought light to a place cursed with darkness.
  Benefits: You glow from within with spiritual sunlight. This 
  has no effect on most beings, but genuine creatures of dark-
  ness – entities supernaturally susceptible to light’s cleansing 
  power – suffer 1d of burning damage per level (maximum four 
  levels) upon touching or being touched by you. The victim’s 
  DR does protect; Insubstantiality doesn’t.
  I grant one boon, mortal. And it will be given to 
  you as it is given to everyone – when the time comes.
  – Anubis, Gargoyles #2.31
  
  Pyramid magazine 
  12 
  January 2015
  Traits: Burning Attack (Accessibility, Only on opponents with 
  disadvantages such as Dread, Vulnerability, or Weakness 
  toward light, -40%; Affects Insubstantial, +20%; Aura, 
  +80%; Divine, -10%; Melee Attack, -30%) [6/level]. This is 
  Always On in the sense that it always attacks suitable tar-
  gets on contact, but as it doesn’t cause a glow that compro-
  mises Stealth or social skills, there’s no discount.
  War-Bringer
  5 points/level
  A war god (Clerics, pp. 30-31) would like to thank you for 
  your support. This tends to be the predictable kind of thing: 
  starting a much-needed war or ending a needless one.
  Benefits: You enjoy +1 per level (maximum three levels) 
  to rolls to provoke conflicts (whether that’s Singing as a taunt 
  or the brazen attack that touches off a fight), lead from the 
  front (nearly always Leadership or Tactics), or avoid imper-
  sonal misfortunes of war (typically defense rolls against wide-
  area attacks and accidental hits). Except for the last effect, 
  this never affects attacks, defenses, or other combat rolls after 
  violence has begun. The skills used are unimportant – intent is 
  what matters. This reward is liable to be suspended or revoked 
  if honorable combat is an option yet you choose another path!
  Traits: Higher Purpose (War) [5/level].
  rare giFts
  Rewards granted by seers, ancient masters (of magic, mar-
  tial arts, or saying “Om” a lot), village wise women, etc. often 
  aren’t holy in the regular sense, yet aren’t mundane, either. 
  Such benefits are almost always earned by questing for mold-
  ering scrolls, cracked wooden cups, and other oddities that 
  aren’t obviously valuable. Two examples 
  appear below.
  Destiny
  5 points/level
  A common reward for assisting someone 
  important, powerful, and slightly weird is 
  being “shown one’s path.” This brings the 
  hero’s life into focus, enabling him to cheat 
  Fate by knowing more about what is des-
  tined to succeed or doomed to fail.
  Benefits: You gain “Destiny Points” to 
  spend on Buying Success (p. B347) as if they 
  were character points – ostensibly because 
  this makes it more likely that you’ll survive 
  to fulfill your destiny. These refresh at the 
  rate of one per game session, to a maximum 
  of the original Destiny Points.
  Traits: Destiny [5/level], tweaked to be 
  more compatible with the behavior of 
  Dungeon Fantasy heroes.
  Psychic Awakening
  10 points
  Certain mystics and secret masters might 
  even reach into and transform a delver’s 
  mind in return for some great service, awak-
  ening hitherto-unrealized potential.
  Benefits: You gain the option to acquire 
  psionic abilities – either the ones on p. 40 
  of The Next Level or those in GURPS 
  Dungeon Fantasy 14: Psionics. These cost 
  points, as usual.
  Traits: Unusual Background (Psionic) [10]. Those who already 
  have psionic abilities may pick up to 10 points of additional 
  ones; unused points are lost.
  aBout the author
  Sean “Dr. Kromm” Punch set out to become a particle 
  physicist in 1985, ended up the GURPS Line Editor in 1995, 
  and has engineered rules for almost every GURPS product 
  since. He developed, edited, or wrote dozens of GURPS 
  Third Edition projects between 1995 and 2002. In 2004, he 
  produced the GURPS Basic Set, Fourth Edition with David 
  Pulver. Since then, he has created GURPS Powers (with Phil 
  Masters), GURPS Martial Arts (with Peter Dell’Orto), GURPS 
  Zombies, and the GURPS Action, GURPS Dungeon Fantasy, 
  and GURPS Power-Ups series . . . among other things. Sean 
  has been a gamer since 1979. His non-gaming interests include 
  cinema, mixology, and Argentine tango. 
  BlaCk sheeP
  There are times when a reward suits the player just fine but not the 
  character. Perhaps the delver already has the highest or only level of that 
  trait. Maybe the hero has taken and lived up to a moral code that makes 
  the boon inappropriate; e.g., a Vow of poverty when the prize is unabash-
  edly material. The adventurer might even belong to a faction that opposes 
  the party’s benefactor – heck, his companions may barely tolerate him! – 
  and there’s no way that patron would give him anything but a kick in the 
  pants. Such cases differ from Special Snowflakes (p. 5), and require the 
  GM to take other approaches:
  1. A different reward of equal value. If friendly nature spirits give every-
  body Animal Empathy, the delver who already has it might gain Animal 
  Friend 1. If the King grants Wealth, the martial artist whose Wealth (Dead 
  Broke) represents conscious asceticism might give it all away and gain a 
  Reputation. If the God o’ Good refuses to reward Blackheart the Evil, a 
  demon might see the value of an infiltrator in a group of goodie-goodies 
  and tempt Blackheart with power.
  2. Points. If no alternative suggests itself, through no fault of the 
  player, don’t be mean – fork over the points. Justify this with whatever 
  excuse is necessary. For instance, while the other heroes are attending 
  state dinners in their honor and signing the paperwork that goes with 
  Wealth, the poor martial artist might meditate on minimalism and gain 
  new insight into Karate and Power Blow.
  3. Too bad, so sad. If someone is an outsider “just because” – because 
  he has no special code but refuses to play nice, because he has a code 
  he routinely ignores, etc. – the GM needn’t give any compensation. This 
  is the court of last resort! Use it only if the player didn’t respect his 
  character’s code and/or support the team on the mission that earned 
  the reward.
  
  Pyramid magazine 
  12 
  aPril 2015
  The primal forces of order and chaos may have existed 
  since before the world began, but their gods still need follow-
  ers to work within the world. Using the same format found 
  in GURPS Dungeon Fantasy 7: Clerics, holy warriors and 
  clerics of order or chaos can now join the party!
  gods oF order
  Gods of order may be primal deities concerned with order 
  in a cosmic sense. They care mostly about ensuring that the 
  stars move on their tracks. When such deities 
  intervene in the affairs of mortals, it may be only 
  so that civilizations rise and fall in an orderly 
  fashion. Other gods of order may be stern law-
  givers that seek to regulate and organize the 
  day-to-day affairs of mortals. Either way, they 
  are concerned with preventing world-shaking 
  threats that wreak havoc on a global scale.
  Civilization likes order, so elaborately constructed tem-
  ples of order are typically welcome in most towns and cit-
  ies. Order cults are more likely than most to rise to power, 
  since the way everybody else does it is so disorderly. They 
  may actually be the government.
  Gods of Order and Morality
  While some fantasy games treat order and chaos as its 
  own moral axis, this isn’t necessarily the case. Primal gods 
  of order are aligned with Nature and typically see themselves 
  as above conventional morality. Less cosmic gods of the law-
  giver archetype may be Good if they promote wise systems 
  of justice and reward honorable behavior. Evil gods of order 
  may promote brutal authoritarian regimes with byzantine 
  and draconian legal systems, which seek to enslave the world.  
  All gods of order are opposed to Insane forces in general and 
  to Elder Things in particular.
  Elements
  The obvious (and mandatory) element is Order. Servitors of 
  purely primal Nature-aligned gods should take the Elemental 
  lens (p. 13) and the Primal element (p. 13). Otherwise take 
  either Evil or Good as required. Peace is appropriate for Good 
  gods of order, while Fear suits Nature and Evil.
  sPeCial PoWers
  Order grants a special set of Holy Might abilities (GURPS 
  Dungeon Fantasy 1: Adventurers, p. 22): Delete Spirit 
  Empathy. Change Detect for good and evil to order and chaos. 
  Add Dictum of Fate (see p. 14) [35; +5 per additional level]; 
  Luck (Active, -40%; PM, -10%; Normalizing*, -30%; Wishing†, 
  +100%) [18] or with Extraordinary Luck [36] or with 
  Ridiculous Luck [72]; Resistant to Chaos Powers (+3) or (+8) 
  (PM, -10%) [5 or 7]; and Resistant to Transformation‡ (+3) 
  or (+8) (PM, -10%) [5 or 7]. Replace True Faith (PM, -10%; 
  Turning, +65%) [24] with True Faith (Cosmic, Affects Elder 
  Things, +50%; Turning, +65%; PM, -10%) [31].
  * Take the roll that is closest to average, that is, number of 
  dice ¥ 3.5, rounded up.
  † See GURPS Powers, p. 59.
  ‡ Protects against Shapeshift Other, Flesh to Stone, 
  a 
  medusa’s 
  petrification 
  attack, 
  and 
  similar 
  hostile 
  transformations.
  The powers granted by Evil gods of order are still orderly, 
  and are the same as the Holy Might abilities above, except that 
  Resistant to Evil Supernatural Powers is replaced by Resistant 
  to Good Supernatural Powers. The power modifier requires 
  Excommunicated as usual.
  CleriCs oF 
  order and 
  Chaos
  By Cole m.B. Jenkins
  Good order is the foundation of all things.
  – Edmund Burke
  
  Pyramid magazine 
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  servitors oF order and Chaos
  GURPS Dungeon Fantasy 5: Allies recommends that 
  all divine servitors take one of the Good, Evil, or Nature 
  elements. However, for primal Nature-aligned servitors, 
  none of these seem especially appropriate. Good and Evil 
  are moral positions unsuited to the neutrality of Nature, 
  and the Nature element is primarily concerned with living 
  things as opposed to elemental natural forces. 
  New Lenses for Divine Servitor
  The following lenses are more suitable for divine ser-
  vitors of Nature-aligned gods of order and chaos and for 
  servitors of primal natural forces in general.
  New Lens: Elemental (+0 points)
  This servitor is an intelligent emanation of some 
  cosmic force or classical element. Unlike other ele-
  mentals, these are physical manifestations of a cosmic 
  power rather than free-willed spirits. Reduce IQ to 8 
  [-80] and Will and Per to 8 [0]. Remove Blessed [-10], 
  the Holy Might moral code [10], Dependency [25] and 
  the five quirks [5]. Add Doesn’t Breathe [20], Doesn’t 
  Eat or Drink [10], Doesn’t Sleep [20], Injury Tolerance 
  (Homogenous) [40], Single-Minded [5], and Unfazeable 
  [15]. Add Fragile (Unnatural) [-50] and Obsession (Pro-
  mote my element above all else) (12) [-10]. Change the 
  Hidden Lore to (Elementals) and the Class to Elemental.
  New Lens: Fae (+0 points)
  This servitor is a powerful faerie summoned from 
  some idyllic realm. It is most appropriate for servitors 
  of faerie deities. Regardless of deity served, these beings 
  may always take Beauty as an element. Reduce ST to 11 
  [-10]. Increase DX to 13 [20]. Remove Immunity to Met-
  abolic Hazards [-30], the Holy Might moral code [10], 
  and Wealth (Dead Broke) [25]. Change the Dependency 
  to (Mana; Very Common, Constantly). Add Magery 0 [5], 
  Callous [-5], and Sense of Duty (Nature) [-15]. Change the 
  Hidden Lore to (Faeries) and Class to Faerie.
  New Elements
  Two new descriptive elements expand the potential 
  spheres of influence for deities.
  Primal
  This element, which has the Elemental lens (above) as 
  a prerequisite, is for the servitors of cosmic gods of natu-
  ral forces. Like Evil, Good, or Nature, this element fleshes 
  out the servitor. It can be used independently or combined 
  with any of those elements.
  Attributes: ST+4 [40].
  Secondary Characteristics: HP+1 [2]; Will+4 [20].
  Perks: Primal Rage*. [1]
  Disadvantages: Berserk (12) [-10]; Cannot Speak [-15].
  Skills: Brawling (E) DX+2 [4]-15; Intimidation (A) Will+1 
  [4]-13; Mental Strength (E) Will+2 [4]-15.
  * The servitor gets +3 to the Will Roll to deliberately 
  go berserk.
  Primal (Doubled)
  As above, plus:
  Secondary Characteristics: HP+5 [10].
  Advantages: DR 2 [10]; Patron (Primal deity; 6 or less; 
  Highly Accessible, +50%; Minimum Intervention, 
  -50%; Special Abilities, +100%) [30].
  Faerie
  Servitors with the Fae lens (above) may take this ele-
  ment. It fleshes out the template for servitors of Nature 
  aligned faerie lords and ladies who are more associated 
  with natural elements than other things. It can also be 
  used alongside Good, Evil, or Nature. As creatures of 
  magic, Faerie servitors are empowered both with magic 
  and the power of their god. They may learn and cast wiz-
  ard spells as though they had Magery equal to their Power 
  Investiture as well as learn the spells of their religion. 
  They cannot use clerical or druidic spells as prerequisites 
  for wizardry spells. All of their spells are subject to both 
  Mana and Sanctity (or the druidic modifiers).
  Attributes: IQ+2 [20].
  Secondary Characteristics: Per -3 [-15].
  Advantages: Power Investiture 3 (Faerie Servitor) [45].
  Disadvantages: Duty (To the faerie courts; 12 or less)* 
  [-10] and either Lecherousness (12) [-15] or Trickster 
  (12) [-15].
  Skills: Connoisseur (any) (A) IQ-1 [1]-13; Innate Attack 
  (any) (E) DX [1]-13; Naturalist (H) IQ-2 [1]-12; Savoir-
  Faire (Faerie Courts) (E) IQ [1]-14; Thaumatology 
  (VH) IQ-3 [1]-11.
  Spells: 20 wizard spells or the spells of the servitor’s 
  patron, which will be either (H) IQ+1 [1]-15 or (VH) IQ 
  [1]-14 with the +3 for Power Investiture.
  * Roll whenever the servitor is summoned. If the duty 
  comes up, it means the servitor has been given some 
  other task in addition to aiding the summoner while it’s 
  in the mortal realm.
  Faerie (Doubled)
  As above, and:
  Advantages: Patron (Deity; 6 or less; Highly Accessible, 
  +50%; Minimum Intervention, -50%; Special Abilities, 
  +100%) [30]; Wild Talent 1 (Focused; Magical, -20%) 
  [18].
  Skills: Increase two skills by 1 point or take two addi-
  tional spells.
  
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  Priests oF order
  Order’s priests use the standard cleric template from 
  GURPS Dungeon Fantasy 1: Adventurers, p. 6, with the fol-
  lowing modifications.
  Disadvantages: Change the required disadvantages to one 
  of Honesty (12) [-10], Sense of Duty (Coreligionists) or 
  Vow (Maintain order and prevent change) [-10]. • Delete 
  Weirdness Magnet [-15] and add Callous [-5], Intolerance 
  (Servants of Chaos*) [-5], No Sense of Humor [-10], and 
  Odious Personal Habit (Relentlessly Logical) [-5] to the list 
  of further disadvantages.
  Secondary Skills: Add “Elder Things” to the allowed special-
  ties for Hidden Lore. • Add Law (Civilized Lands) (H) IQ-2 
  [1]-12.
  Background Skills: Choose only four (instead of five) back-
  ground skills.
  * Anarchists, criminals, cultists, divine servitors with the 
  Chaos element, Elder Things, most Faeries and so on.
  Evil priests of order use the evil cleric template from 
  GURPS Dungeon Fantasy 3: The Next Level (p. 23) with the 
  following lens.
  Disadvantages: Add Bully [-10*] to the first list of disadvan-
  tages. • Delete Weirdness Magnet [-15] and add Intoler-
  ance (Servants of Chaos) [-5], No Sense of Humor [-10], 
  Odious Personal Habit (Relentlessly Logical) [-5], Sadism 
  [-15*], and Vow (Maintain order and prevent change) [-10] 
  to the list of further disadvantages. Honesty [-10*] is also 
  appropriate for Evil priests from oppressive kingdoms with 
  draconian laws.
  Primary Skills: Replace Poisons (H) IQ [4] with Interrogation 
  (A) IQ [2] and Intimidation (A) Will [2]. • Add Whip (A) 
  DX+2 [8] and Shield (E) DX+2 [4] as a fourth melee skills 
  package.
  Secondary Skills: Add “Elder Things” to the allowed special-
  ties for Hidden Lore. • Delete Interrogation (A) IQ [2] and 
  Intimidation (A) Will [2]. • Add Law (Civilized Lands) (H) 
  IQ [4].
  Background Skills: Add Poisons (H) IQ-2 [1] to the list of 
  available skills.
  * Multiplied for self-control number; see p. B120.
  order sPells
  Clerics of order have the following spells available.
  PI 1: Oath (Required), Armor, Cleansing, Detect Magic, 
  Final Rest, Lend Energy, Lend Vitality, Magic Resistance, 
  Recover Energy, Relieve Paralysis, Rooted Feet, Sense 
  Chaos*, Sense Evil†, Shield, Silence, Soilproof, Vigor, and 
  Watchdog.
  PI 2: Relieve Madness (Required), Aura, Awaken, Bravery, 
  Clean, Command, Compel Truth, Detect Poison, Dispel 
  Magic, Minor Healing, Peaceful Sleep, Protection from 
  Chaos, Protection from Evil†, Purify Air, Purify Food, 
  Purify Water, Remove Contagion, Resist Acid, Resist Cold, 
  Resist Disease, Resist Fire, Resist Lightning, Resist Pain, 
  Resist Poison, Resist Pressure, Restore Hearing, Restore 
  Memory, Restore Sight, Restore Speech, Stone to Flesh, 
  Stop Paralysis, Stop Spasm, Test Food, Truthsayer, Turn 
  Spirit, and Turn Zombie.
  PI 3: Affect Spirits, Astral Vision, Bless, Body Reading, Cool-
  ness, Create Food, Cure Disease, Curse, Dispel Creation, 
  Dispel Illusion, Dispel Possession, Glow, Great Voice, 
  Major Healing, Neutralize Poison, Relieve Sickness, Repel 
  Spirits, See Secrets, Sense Life, Sense Spirit, Stop Bleed-
  ing, Strengthen Will, Warmth, and Wisdom.
  PI 4: Astral Block, Banish, Breathe Water, Continual Light, 
  Create Water, Divination, Gift of Letters, Gift of Tongues, 
  Healing Slumber, Instant Neutralize Poison, Instant Res-
  toration, Monk’s Banquet, Pentagram, 
  Repair, Remove Curse, Restoration, 
  Suspend Curse, Suspended Animation, 
  Umbrella, and Vigil.
  PI 5: Command Spirit, Continual Sunlight,  
  Essential Food, Regeneration, Seeker, 
  and Suspend Mana.
  PI 6: Bind Spirit, Great Healing, Instant 
  Regeneration, 
  Planar 
  Summons 
  (Divine Servitor), and Suspend Time.
  * As the Sense Good/Evil and Protec-
  tion from Good/Evil spells in GURPS 
  Dungeon Fantasy 11: Power-Ups (p. 15), 
  but for chaos instead of good or evil.
  † Unholy Clerics get the versions of 
  these spells for good instead.
  holy Warriors  
  oF order
  Holy warriors of order may simply use 
  the standard template (Dungeon Fantasy 
  1, p. 7) with the following alterations.
  diCtum oF Fate
  35 points for level 1; plus 5 points  
  for each additional level
  Servants of order can use this aura to normalize the effects of random 
  chance in their immediate vicinity. Take a Concentrate maneuver and roll 
  Will to activate Dictum of Fate. If you fail, you may Concentrate and try 
  again, but subsequent attempts cost 1 FP. Once activated, for the next min-
  ute, roll a Contest of Will with every foe who comes within two yards. If 
  you succeed, they may not use Luck (or similar abilities to force rerolls, like 
  the curse ability of Chaos Monks from GURPS Dungeon Fantasy 14: Psis, 
  p. 42) for a number of seconds equal to the margin of victory. If they try to 
  use their probability-altering ability during this period, it still counts as a 
  use and resets their “clock.” Each minute, the servitor may roll Will to keep 
  the aura up. On a failure, he may take a Concentrate and roll again for 1 FP.
  Each additional level doubles the affected radius.
  Statistics: Affliction (Aura of Power, +175%; Based on Will, +20%; 
  Negated Advantage, Ridiculous Luck, +60%; PM, -10%) [35]. Additional lev-
  els add Area Effect, +50% [+5/level]. Aura of Power is from GURPS Power-
  Ups 4: Enhancements, p. 4.
  
  Pyramid magazine 
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  gods oF Chaos
  As with their orderly counterparts, primal gods of chaos 
  may exist to ensure that change and progress will always coun-
  teract stasis and stagnation on a cosmic scale. Chaos may be 
  promoted by gods of discord who seek to destabilize civiliza-
  tion and punish the self-important. Whimsical gods, such as 
  those of the faerie folk, may act only according to their capri-
  cious fancies in order to make the world more “fun.” Gods of 
  madness may be allied with (or are) Elder Things whose alien 
  motives are entirely incomprehensible to mortals.
  Clerics of primal chaos are largely indistinguishable from 
  particularly weird druids, and they are generally treated as 
  such, even by other druids. Clerics of chaotic faerie lords and 
  ladies are found in cosmopolitan communities where they 
  are warily accepted as whimsical but dangerous elements of 
  fae culture. Cults of discord tend to be secretive and typically 
  illegal, but they are much more carefree than cults of elder 
  gods. They are as likely to be hidden in palaces as in the slums. 
  Gods of madness tend to attract only the insane or the des-
  perate and can generally be found only in bedlams or under-
  ground (usually literally).
  Gods of Chaos and Morality
  Gods of primal chaos are Chaotic or aligned to Nature. 
  If they are aware of morality at all, they see it as an irrele-
  vant restriction. Most other gods of chaos are either aligned 
  with Nature (if they seek ordinary disorder) or Insane (if they 
  oppose consistent reality). Whimsical gods of freedom may be 
  Good, while sowers of discord may be Evil, but most gods of 
  chaos are too random to define themselves in moral terms.
  Advantages: Replace the mandatory Higher Purpose with 
  Higher Purpose (Slay Elder Things) and replace Shtick 
  (Foes slain personally do not rise as undead) [1] with 
  Binding Oaths [1] (see below). • Use order’s Holy abilities 
  (p. 12).
  Disadvantages: Choose the mandatory disadvantage from the 
  same list as order’s clerics (see p. 14). 
  Primary Skills: Add (Elder Things) to the options for Hidden 
  Lore.
  Some holy warriors of order are religious police that hunt 
  down lawbreakers and oppose disruptive forces in service 
  to a divine mandate, rather than mortal law. They are espe-
  cially dedicated to destroying Elder Things, as these chaotic 
  beings from beyond reality pose an eternal threat to order. 
  For these types of warriors, use the template for the justicar 
  (Pyramid #3/10: Crime and Grime, p. 4) with the 
  following lens.
  Advantages: Replace the mandatory Higher Pur-
  pose with Higher Purpose (Slay Elder Things) 
  and delete Intuition [-15]. • Add Holiness 2 [10] 
  and Binding Oaths* [1]. • 25 points in order’s 
  Holy abilities (see p. 12); put leftovers into 
  advantages. • Take 15 points (instead of 35) in 
  the advantages available to justicars, Holiness 3 
  or 4 [5 or 10], or Intuition [15].
  Disadvantages: Replace the mandatory Intolerance [-5] with 
  Intolerance (Servants of Chaos) [-5]. • Add Code of Honor 
  (Chivalry) [-15] and Odious Personal Habit (Relentlessly 
  Logical) [-5] to the list of further disadvantages. • Change 
  Sense of Duty (Nation) to (Coreligionists) [-10]. • Delete 
  the option to worsen Honesty.
  Primary Skills: Reduce Observation, Search, and Tracking, 
  all from (A) Per [2]-15 to (A) Per-1 [1]-14.
  Secondary Skills: Add Exorcism (H) Will-1 [2]-13, Hidden 
  Lore (Elder Things) (A) IQ-1 [1]-13, and Physiology (mon-
  ster type) and Psychology (same monster type), both (H) 
  IQ-2 [1]-12. • Delete the section of secondary skills options 
  (you may take them as background skills instead).
  Background Skills: Add Religious Ritual and Theology, both 
  (H) IQ-2 [1]-12; Meditation (H) Will-2 [1]-12; and Esoteric 
  Medicine (Holy) (H) Per-2 [1]-13.
  * Binding Oaths: The holy warrior can swear oaths that 
  are supernaturally binding by performing a short ritual of 
  oath-taking. All parties must consent to the ritual of their own 
  free will (any form of coercion, whether magical or mundane, 
  will cause the ritual to fail). At least one oath-taker must have 
  this perk (and can’t have lost his powers due to transgression). 
  See GURPS Fantasy, p. 147, for effects.
  unholy Warriors oF order
  Frequently employed as the secret police and spiky- 
  armored enforcers of evil theocracies, unholy warriors of 
  order use the same templates and lenses as recommended 
  above with Excommunicated [-10] in place of Honesty (12) 
  [-10]. They may take Honesty (12) [-10] – or take it at (9) for 
  [-15] or 6 for [-20] – as one of their disadvantage options if they 
  serve an oppressive state with draconian justice.
  Wield the Sword of Order
  To take up the cause of order with another template, use the 
  appropriate lens and make the changes for the holy and unholy 
  warrior templates.
  Confusion is a word we have invented for an order which is  
  not understood.
  – Henry Miller
  
  Pyramid magazine 
  16 
  aPril 2015
  Deities of chaos generally are not organized enough to have 
  a moral position, so there really are no “holy” or “unholy” 
  chaos priests. Good religions tend to have a negative reaction 
  to drunken cults of discord or elder madness. Members of 
  such proscribed faiths should take Excommunicated [-10] as 
  one of their disadvantages.
  Elements
  Chaos is, of course, mandatory. Deception and Fear are 
  always appropriate for spirits of confusion. Primal servants of 
  chaos should take the Elemental lens (p. 13) and the Primal 
  element (p. 13). Faerie lords and ladies of chaos prefer ser-
  vants with the Fae lens (p. 13) and the Faerie element (p. 13).
  As discussed above, Chaos does not necessarily intersect 
  with morality (GURPS Dungeon Fantasy 7: Clerics, p. 5), 
  but if it does, servants of Good or Evil gods should take those 
  respective elements. Neutral morality needs no special ele-
  ment, though it suggests one of Faerie, Nature, or Primal. 
  Chaotic or Insane gods may be covered adequately by Chaos 
  or could add Deception, Elder (Pyramid #3/43: Thaumatology 
  III, p. 10), Fear, or another appropriate element.
  For Servitors of Elder Things, see Elder Gods of Chaos 
  (below).
  sPeCial PoWers
  Service to chaos may be uninhibited, but it is not unde-
  manding. The powers granted by chaos may use a holy power 
  modifier that requires Sense of Duty (Wild Nature) [-15] or 
  Trickster (12) [-15].
  Alternatively, they may use the following variant druidic 
  power modifier.
  Power Modifier: Chaos Druid
  -15%
  Chaos druids cast spells and use abilities that are influenced 
  by entropy rather than nature. They are at full skill in a howl-
  ing wilderness or at sea; -1 in somewhat orderly wild places 
  like old-growth forests and messy civilized areas like bustling 
  cities; -2 in rural areas demarked by farms and hedgerows; -3 
  in orderly civilized areas like quiet villages; -5 in regimented 
  environments like monasteries, barracks, and giant-ant hills; 
  and -10 anywhere entropy has ceased, such as in a cursed cas-
  tle that’s frozen in time. Use these same modifiers for spells 
  cast with this form of Power Investiture. Abilities that don’t 
  require a success roll instead lose 10% of their potency, as the 
  druidic power modifier.
  Chaos druids also attract chaotic beings with their pow-
  ers. Whenever a chaos druid uses a power or casts a spell, 
  and for one minute afterward, chaos spirits, faeries, and Elder 
  Things get +3 to Per rolls to detect the druid. This increases 
  both the chance of attracting psionic threats when psi powers 
  are used within 10 yards, and random encounters in dungeons 
  and other areas strongly associated with chaos (such as faerie 
  mounds or Elder Thing ruins).
  Holy Abilities: Allies (Divine servant of equal points; 12 or 
  less; PM, -15%; Summonable, +100%) [19] or (15 or 
  less) [28]; Aura of Power: Chaos (GURPS Power-Ups 4: 
  Enhancements, p. 5) (PM, -15%) [32; +5/additional level]; 
  Channeling (PM, -15%; Specialized, Chaos Spirits, -50%) 
  [4]; Detect (PM, -15%) for order [17], chaos [17], or super-
  natural beings [17]; Injury Tolerance (Diffuse; Swarm, 
  Cannot affect the material world*, +80%; Costs 1 FP, -5%; 
  PM, -15%) [160]; Intuition (PM, -15%) [13]; Luck (Active, 
  -40%; Destabilizing†, -30%; PM, -15%; Wishing‡, +100%) 
  [17] or with Extraordinary Luck [35] or with Ridiculous 
  Luck [69]; Medium (PM, -15%; Specialized, Chaos Spirits, 
  -50% [4]; Patron (Deity; 6 or less; Highly Accessible, +50%; 
  Minimal Intervention, -50%; PM, -15%; Special Abilities, 
  +100%) [28] or (9 or less) [56]; Resistant to Order Pow-
  ers (+3) or (+8) (PM, -15%) [5 or 6]; Spirit Empathy (PM, 
  -15%) [9], and Wild Talent (Emergencies Only, -30%; PM, 
  -15%) [11/level].
  * Swarm variation: See GURPS Powers, p. 53. The cleric 
  turns into a flock of brightly colored butterflies, motes of puls-
  ing light or similar swarm of harmless chaotic elements. If the 
  effect ends for any reason (including being unable to pay the 
  FP cost) while you are scattered you will be unable to act (you 
  must take Do Nothing maneuvers) until the entire swarm has 
  contracted. As a separate 80-point power-up, you can gain the 
  ability to affect the material world with your ST and spells 
  while in swarm form.
  † Take the roll that is farthest from average, that is, number 
  of dice ¥ 3.5; rounded up.
  ‡ See GURPS Powers, p. 59.
  Elder Gods of Chaos
  Some chaos gods are actually Elder Things. When this is 
  the case, their granted abilities always have the Chaos Druid 
  PM (above) rather than the holy or unholy one. The mad eye 
  of the universe cares as much about mindwarpers as ants 
  or humans; it just spews chaos at anybody crazy enough to 
  use it! To build divine servitors of such gods, use the lenses 
  and elements from p. 10 of Pyramid #3/43: Thaumatology III. 
  (And read the rest of that article for a different take on Elder 
  Things, in which psi replaces cleric abilities.)
  Priests oF Chaos
  Worshipers of chaos don’t sit around stuffy temples reading 
  old books; they dance around eldritch glades screaming eerie 
  chants. Use the druid template (GURPS Dungeon Fantasy 1: 
  Adventurers, p. 7) with the following lens.
  Advantages: Replace Green Thumb [5] with Chaotic Mind* 
  1 [5] and change the Power Investiture to Holy or Chaos 
  Druid as appropriate. • Instead of Druidic abilities take 
  the Chaos Druid Holy abilities (see above). • Delete Animal 
  Friend 1-4 [5/level] and Green Thumb 2-4 [5/level] and add 
  Chaotic Mind 2-4 [5/level] and Serendipity 1 [15] to the list 
  of available advantages.
  Disadvantages: One of Sense of Duty (Wild Nature) [-15] 
  or Trickster (12) [-15]. • -30 points chosen from any of 
  the disadvantages available to druids, Excommunicated 
  [-10], Frightens Animals [-10], or Intolerance (Servants of 
  Order†) [-5].
  Primary Skills: Replace Herb Lore (VH) IQ [4]-14 with Exor-
  cism (H) Will [4]-14. • Reduce Naturalist (H) IQ [2]-14 to 
  IQ-1 [2]-13.
  
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  Secondary Skills: Add “Elder Things” as an optional special-
  ization of Hidden Lore. • Change “Druidic” to “Chaos Cult” 
  for Religious Ritual and Theology.
  Background Skills: Add Mind Block (A) Will [1]-14‡ and 
  Gambling (A) IQ-1 [1]-13 to the list of available back-
  ground skills.
  Spells: Choose from the clerical spells of chaos (see below)
  instead of druidic spells.
  * Chaotic Mind: Adds to Hidden Lore (Faeries and Elder 
  Things), Mind Block, Psychology (Faeries and Elder Things), 
  and Weather Sense. Reaction Bonus: faeries, Elder Things and 
  the insane.
  † Guardsmen and other authority figures, followers of gods 
  of order, divine servitors with the Order element and so on.
  ‡ Includes +1 from Chaotic Mind.
  Chaos sPells
  Worshipers of chaos can learn the following spells.
  PI 1: Beast-Rouser, Berserker, Bravery, Clumsiness, Daze, 
  Detect Magic, Fear, Foolishness, Ignite Fire, Itch, No-Smell, 
  Quick March, Recover Energy, Seek Air, Seek Earth, Seek 
  Fire, Seek Food, Seek Magic, Seek Water, Sense Emo-
  tion, Sense Foes, Sense Life, Sense Order*, Umbrella, and 
  Vexation.
  PI 2: Drunkenness, Dullness, Emotion Control, Fog, For-
  getfulness, Frost, Garble, Hair Growth, Hide Path, Light 
  Tread, Mass Daze, Mental Stun, Mindlessness, Minor 
  Healing, Mystic Mist, Nauseate, Panic, Pestilence, Pre-
  dict Earth Movement, Predict Weather, Protection from 
  Order*, Repel Animal, Shape Air, Shape Earth, Shape Fire, 
  Shape Plant, Shape Water, Spasm, Spider Silk, Stun, Ter-
  ror, Tickle, Wall of Wind, Weather Dome, and Windstorm.
  PI 3: Agonize, Alter Body, Animate Plant, Clouds, Compel 
  Lie, Compel Truth, Conceal, Control Limb, Disorient, 
  Ecstasy, Encrypt, False Tracks, Fascinate, Freeze, Glib 
  Tongue, Melt Ice, Noise, Rain, Rain of Nuts, Resist Cold, 
  Resist Lightning, Resist Pressure, Retch, Sleep, Sickness, 
  Snow, Summon Elemental, Tangle Growth, Walk Through 
  Plants, Walk Through Wood, Waves, Weaken Will, Whirl-
  pool, and Wind.
  PI 4: Blight, Body of Fire, Body of Water, Body of Wind, Con-
  trol Elemental, Control Person, Dispel Magic, Frostbite, 
  Fumble, Hail, Hallucination, Healing Slumber, Lightning, 
  Madness, Mass Sleep, Roundabout, Permanent Forget-
  fulness, Possession, Sandstorm, Shapeshifting (Insect 
  Swarm†), Storm, Tide, Transform Body, and Wither Plant.
  PI 5: Alter Terrain, Bless, Curse, False Memory, Great Halluci-
  nation, Partial Shapeshifting, Permanent Madness, Shape-
  shifting (any), Shapeshift Others, and Transform Other.
  PI 6: Earthquake, Move Terrain, Transmogrification, and 
  Volcano.
  * As the Sense Good/Evil and Protection from Good/Evil 
  spells in GURPS Dungeon Fantasy 11: Power-Ups (p. 15), 
  but for order instead of good or evil.
  † See GURPS Dungeon Fantasy 5: Allies, p. 9.
  Chaos Warriors
  Chaos often attracts people of a violent nature who leave 
  confusion and disorder in their wake. Apply this lens to the 
  standard holy warrior template.
  Advantages: Remove Higher Purpose [-5] and Shtick [-1], 
  replacing them with Brotherhood of Chaos† [1] and Dare-
  devil [15]. • Take Holy abilities from the Chaos list (p. 16). 
  • In further advantages, replace Higher Purpose with Cha-
  otic Mind 1-4 [5/level] (see above).
  Disadvantages: Replace this entire section with: Trickster 
  (12) [-15). • Another -15 points chosen from among Bad 
  Temper [-10*], Berserk [-10*], Frightens Animals [-10], 
  Gluttony [-5*], Greed [-15*], Jealousy [-10], Laziness [-10], 
  Lecherousness [-15*], Selfish [-5*], Social Stigma (Excom-
  municated) [-10], or Weirdness Magnet [-15]. • A fur-
  ther -10 points chosen from among the previous traits or 
  Bloodlust [-10*], Bully [-10*], Callous [-5], Code of Honor 
  (Pirate’s) [-5], Compulsive Lying [-15*], Fanaticism [-15], 
  Intolerance (“Good” religions) or (All other religions) [-5 or 
  -10], Overconfidence [-5*], or Stubbornness [-5].
  Skills: Delete Esoteric Medicine [-1], Physiology (monster) 
  [-4], and Psychology (monster) [-4]. Available Hidden Lore 
  specialties are Elder Things, Elementals, Faeries, or Nature 
  Spirits. Take four background skills instead of five [-1].
  * Multiplied for self-control number; see p. B120.
  † The Brotherhood perk (GURPS Power-ups 2: Perks, 
  p. 17) for hostile faeries, sapient Elder Things, chaos spirits 
  and other supernatural creatures of chaos.
  aBout the author
  Cole M.B. Jenkins uses his natural chaos in the service of 
  order. He lives with his very orderly wife and cat in California. 
  Many surprising facts about him can be found in GURPS 
  Thaumatology: Ritual Path Magic. He would like to thank 
  the Pyramid Write Club, but the first rule of Write Club is “We 
  do not talk about Write Club.” He can thank Kevin Hosford 
  (who demanded to play a holy warrior of order) and Todd 
  Glasspoole for playtesting and peer review.
  Thus you can see Chaos is 
  inevitable. We lurk not only beyond 
  their grasp and at their gates;  
  we lurk within the darkness of  
  their souls, on the tip of their 
  tongues, in their tortured dreams. 
  We are them, but freed from  
  the shackles of ignorance.
  – Diuman Cilious,  
  in Dawn of War: 
  Soulstorm
  
  Pyramid magazine 
  9 
  august 2015
  The GURPS magic systems (as presented in GURPS Magic 
  and GURPS Thaumatology) mainly concern themselves with 
  learned magic. Even if it requires some degree of inborn capa-
  bility (normally represented as the Magery advantage) these 
  systems mostly rely on knowledge gained study (normally 
  represented as special skills). The Sorcery system turns this 
  around, presenting a magic system that is inborn, where the 
  practitioners are limited, not by their knowledge, but by their 
  raw power. It first appeared in The Power of Sorcery from 
  Pyramid #3/63: Infinite Worlds II, and was further refined in 
  GURPS Thaumatology: Sorcery.
  These guidelines adapt Sorcery to GURPS Dungeon 
  Fantasy, offering a number of rules tweaks and recom-
  mended optional mechanics, plus a template to introduce 
  sorcerers into your kill-them-and-take-their-stuff games. The 
  rules presented here assume that the reader has access to 
  Sorcery, but those with access only to the original Pyramid 
  article can use the rules presented there instead. Having 
  both will expand your spell options; see Fire Spells From The 
  Power of Sorcery (p. 13).
  the sorCerer 
  250 points
  Magic is in your blood. Others might be born with a little 
  bit of magic in them, and so must struggle with long study 
  of moldy books to manifest it, but to you, it’s as natural as 
  breathing. Maybe you were born on a particularly auspicious 
  day, or maybe one of your ancestors was something other – 
  who knows? Other spellcasters might look at you with a mix 
  of suspicion and envy, either believing that you are a loose 
  cannon who has not worked hard enough for the power he 
  wields, or something to be dissected and studied.
  Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 
  10 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 
  [0]; Basic Move 6 [0].
  Advantages: Sorcerous Empowerment 6 [70] and Sorcery 
  Talent 3 [30]. • 25 points in sorcery spells; put leftovers 
  into other advantages. • A further 40 points chosen 
  from additional sorcery spells or DX +1 or +2 [20 or 40], 
  IQ +1 or +2 [20 or 40], HT +1 to +4 [10/level], Per +1 to 
  +5 [5/level], Will +1 to +5 [5/level], Eidetic Memory [5] 
  or Photographic Memory [10], Empathy [15], Gizmos 
  1 or 2 [5 or 10], Language Talent [10], Languages (any)  
  [2-6/language], Luck [15] or Extraordinary Luck [30], Mind 
  Shield [4/level], Signature Gear [Varies], Sorcery Talent 4-6  
  [10/level], Spirit Empathy [10], Voice [10], or Wealth 
  (Comfortable or Wealthy) [10 or 20].
  Disadvantages: -30 points chosen from among Bad Temper 
  [-10*], Disturbing Voice [-10], Frightens Animals [-10], 
  Megalomania [-10]; Obsession (Any related to magic or 
  to the discovery of lineage) [-5* or -10*], Overconfidence 
  [-5*], Overweight [-1] or Fat [-3] or Skinny [-5], Paranoia 
  [-10]; Pyromania [-5*], Secret (A particularly horrible mag-
  ical lineage)† [-5] or Social Stigma (Excommunicated)‡ 
  [-10], Unfit [-5] or Very Unfit [-15], Unnatural Features 1-5  
  [-1/level], or Weirdness Magnet [-15]. • Another -20 points 
  chosen from among the previous traits or Absent-Minded-
  ness [-15], Curious [-5*], Clueless [-10], Combat Paralysis 
  [-15], Cowardice [-10*], Loner [-5*], Low Pain Threshold 
  [-10], Oblivious [-5], Post-Combat Shakes [-5*], Phantom 
  Voices [-5 to -15]; Sense of Duty (Adventuring companions) 
  [-5], Stubbornness [-5] or Trickster [-15*].
  Primary Skills: Innate Attack (any) (E) DX+4 [12]-16. • One 
  of Brawling (E) DX+4 [12]-16; Shield (Buckler) (E) DX+2 
  [4]-14 and Smallsword (A) DX+2 [8]-14; or Staff (A) DX+3 
  [12]-15.
  Secondary Skills: Hidden Lore (any magical) (A) IQ [2]-12 
  and Thaumatology (VH) IQ-2 [2]-10.
  Background Skills: Seven of Crossbow or Thrown Weapon 
  (Dart), both (E) DX [1]-12; Climbing or Stealth (A), both 
  DX-1 [1]-11; Acrobatics (H) DX-2 [1]-10; Savoir-Faire 
  (High Society), First Aid, or Gesture, all (E) IQ [1]-12; 
  Animal Handling (any), Fast Talk, or Hazardous Materi-
  als (Magic), all (A) IQ-1 [1]-11; Diplomacy (H) IQ-2 [1]-10; 
  Hiking (A) HT-1 [1]-11; Scrounging (E) Per [1]-12; or 
  Observation or Search, both (A) Per-1 [1]-11.
  * Multiplied for self-control number, see p. B120.
  † The taint in your blood that grants you Sorcerous Empow-
  erment is so reviled that if it becomes known, even the gods 
  will turn their backs to you. Becomes Social Stigma (Excom-
  municated) when revealed; roll once every time you visit town.
  ‡ Means that helpful clerical spells (such as healing) work 
  at -3 on you. Harmful ones aren’t affected!
  Customization Notes
  You are in a category of your own, not counting yourself 
  as either a “learned” or a “fit” delver. Sorcerous spells rival 
  other delvers’ most powerful abilities and don’t even cost FP 
  if you’re free to talk and gesture. They need to be powerful, 
  because you can’t do much else.
  the sorCerer
  By antoni ten monrós
  Now you can add innate magic to 
  your Dungeon Fantasy campaign!
  
  Pyramid magazine 
  10 
  august 2015
  Your choice of learned spells will be what defines your 
  role in the party, since you won’t have a large repertoire of 
  flashy stunts. The key aspect that makes you different from 
  the wizard (who can basically do the same tricks as you and 
  has a much greater variety) is that you have a much greater 
  endurance. Wizards tend to get winded fast after a big spell 
  or two, while you can keep going. You should thus pick at 
  least one Missile or Jet damaging spell to use as your stan-
  dard attack.
  The current selection of spells makes it tricky to be any-
  thing other than a fire mage or an unfocused generalist, but 
  this is easy to fix. Any spell from GURPS Magic can serve as 
  inspiration for a sorcerous spell, but remember that the GM is 
  free to tweak any such builds to match his tastes. 
  However, don’t be afraid to be a generalist. Since you don’t 
  have to deal with prerequisites, you can cherry-pick whatever 
  effects you want to have. Finally, remember that Improvised 
  Magic (Sorcery, pp. 6-8) will let you cast on the fly a wide 
  range of spells, so you’re never truly out of options.
  Magical Lineage (below) can be a character defining pow-
  er-up, with some lineages offering limited access to nonsorcer-
  ous mystical powers. They’re definitively worth considering, 
  as they let you cover the gaps left by the rather expensive sor-
  cerous spells.
  sorCerer PoWer-uPs
  Sorcerers tend to spend most of their points on more Sor-
  cerous Empowerment and sorcerous spells. They also can buy 
  anything on their template, plus the following options:
  • Additional Sorcery Talent [10/level] with no upper limit.
  • Energy Reserve (Magical) 1-20 [3/level].
  • Extra Attack 1 [25 points].
  • Magic Resistance (Improved, +150%) [5/level] with no 
  upper limit.
  • Mana Enhancer 1 [50].
  • Sorcerers, like wizards and other spellcasters, can 
  acquire familiars. Those that let most casters purchase single- 
  college Magery instead let you buy single-college Sorcery Tal-
  ent (Granted by Familiar, -40%) [3/level].
  Accelerated Casting
  10 points
  You have learned to quickly prepare your spells. It 
  does not take you an extra second to switch to a new spell;  
  you may jump between spells as quickly as if you were cast-
  ing them repeatedly. For most spells, this means a single 
  Concentrate (or attack-enabling) maneuver; for those with 
  longer casting times, you always use the shorter (e.g., 10 sec-
  onds for Create Object).
  Advantage: Compartmentalized Mind (Only to switch the 
  active sorcerous spell, -60%; No Mental Separation, 
  -20%) [10].
  Inextinguishable Power
  5 points
  Prerequisite: Sorcerous Empowerment 1+.
  As the wizard power-up (GURPS Dungeon Fantasy 11: 
  Power-Ups, pp. 36-37).
  Magical Bolt
  Variable
  Prerequisite: Varies.
  As the wizard power-up (Dungeon Fantasy 11, p. 37), but 
  this is a sorcerous spell, and is subject to the Alternative Rituals 
  rules (Sorcery, p. 7). Treat the caster’s Sorcery Talent as Magery  
  for prerequisites.
  Magical Lineage
  1 point
  All sorcerers gain their power 
  from the circumstances of their 
  birth or from their ancestors. Usu-
  ally, the exact origin is unknown. 
  In your case, it’s not. This power-up 
  lets you buy traits that are normally 
  off limits to you, at their usual costs.  
  Depending on the precise traits that 
  you develop, you might end up look-
  ing as inhuman as your ancestors. 
  At the GM’s option, sorcerers whose 
  appearance diverges greatly from their racial norm due to 
  these traits can swap existing disadvantages for lowered 
  appearance, Social Stigma (Monster) for Dragon-Touched 
  and Social Stigma (Infernal) for Demon-Touched.
  You can only have one magical lineage. Nonhuman sor-
  cerers may not pick a Magical Lineage that matches their 
  actual race. 
  Air-Touched
  Your ascendants had an affair with air elementals.
  Potential Advantages: DR 1-5 (Limited, Air and Weather, 
  -40%; Mana Sensitive, -10%) [2.5 points/level]; Filter Lungs 
  [5]; Flight (Lighter than Air, -10%; Mana Sensitive, -10%) [32]; 
  Resistant to Metabolic Hazards (+3), (+8), or Immunity [10, 
  15, or 30]; Walk on Air (Lighter than Air, -10%; Mana Sensi-
  tive, -10%) [16].
  Angel-Touched
  One of your ancestors had a flirtation with a member of the 
  celestial host.
  BeComing a sorCerer
  Anybody can discover hidden power in his blood, but mastering that power is 
  not easy. This lens represents the first step in such a quest towards self discovery.
  Lens: Sorcerer
  50 points
  Advantages: Sorcerous Empowerment 2 [30]. • Spend 20 points on sorcery spells, 
  Sorcery Talent or additional Sorcerous Empowerment.
  
  Pyramid magazine 
  11 
  august 2015
  Potential Advantages: Divine Knack* [1]; Holy 
  Blood† [1]; Resistant to Evil Supernatural Powers 
  (+3) or (+8) [5 or 7]; Resistant to Metabolic Haz-
  ards (+3), (+8), or Immunity [10, 15, or 30]; Flight 
  (Winged, -25%) [30]; See Invisible (Magical; Mana 
  Sensitive, -10%; True Sight, +50%) [21]; Walk on 
  Liquid [15].
  * Divine Knack: This perk lets the angel-touched 
  sorcerer learn and cast one particular clerical spell, 
  ignoring Power Investiture prerequisites. If the 
  character ever acquires Power Investiture, it pro-
  vides its usual bonus. No angel-touched sorcerer 
  can have more than three Divine Knacks.
  † Holy Blood: Your undiluted blood, requir-
  ing at least 1 point of injury, damages creatures 
  with vulnerability to holy water. It only deals 
  1 point of damage instead of 1d, and any crea-
  ture injured by it suffers no damage from actual 
  holy water until the weakness-exposure period  
  has passed.
  Demon-Touched
  Your blood carries the taint of hell. You prefer 
  not thinking on how it got there.
  Potential Advantages: Blood Sorcery* [1]; 
  Claws (Hooves, Sharp, or Talons) [3, 5, or 8]; DR 
  1-2 (Tough Skin, -40%) [3/level]; Flight (Winged, 
  -25%) [30]; High Pain Threshold [10]; Night Vision 
  1-5 [1/level]; Resistant to Good Supernatural Pow-
  ers (+3) or (+8) [5 or 7]; Resistant to Metabolic Haz-
  ards (+3), (+8), or Immunity [10, 15, or 30]; Striker 
  (Horns; Impaling) [8]; Teeth (Sharp or Fangs) [1 
  or 2].
  * Blood Sorcery: You can use HP instead of FP to 
  fuel your sorcery. When you do so, you don’t need 
  to perform gestures or chant.
  Dragon-Touched
  A dragon, probably shapeshifted into human 
  form, mingled with your forerunners, or maybe he 
  experimented with them.
  Potential Advantages: Breath Sorcery* [1]; 
  Claws (Sharp) [5]; DR 1-4 (Tough Skin, -40%) 
  [3/level]; Flight (Winged, -25%) [30]; Nictitating 
  Membrane 1-5 [1/level]; Night Vision 1-5 [1/level]; 
  Striker (Tail; Crushing) [5].
  * Breath Sorcery: You can use Innate Attack (Breath) 
  instead of Innate Attack (Beam) or Innate Attack (Projec-
  tile) to aim your Sorcery spells.
  Earth-Touched
  Your forefathers were enchanted by earth elementals.
  Potential Advantages: DR 1-5 (Limited, Earth and Stone, 
  -40%; Mana Sensitive, -10%) [2.5 points/level]; Permeation 
  (Earth; Expanded, Stone, +20%; Mana Sensitive, -10%) [32]; 
  Perfect Balance (Environmental, Earth and Rock, -40%) [9]; 
  Resistant to Metabolic Hazards (+3), (+8), or Immunity [10, 
  15, or 30].
  Elder-Touched
  Your ancestors communed with the Things Man Was Not 
  Meant To Know and survived long enough to sire descendants.
  Potential Advantages: Injury Tolerance (No Blood, No 
  Brain, No Neck and/or No Vitals) [Varies]; Resistant to Psion-
  ics [2/level]; Unusual Background (Psionic) [10]. You can also 
  purchase Psionic abilities as described in GURPS Dungeon 
  Fantasy 14: Psi but you can’t purchase Psi Talent, making 
  any abilities that require it off limits to you.
  Elf-Touched
  Your ancestors cavorted with the elves. While their blood is 
  too thin in you to make you anything but your dominant race, 
  it still gives you some of their grace and senses.
  CantriPs
  The following perks from GURPS Power-Ups 2: Perks and 
  Thaumatology: Magical Styles are available as “cantrips” for any-
  one with Sorcerous Empowerment 1 or more to improvise. If pur-
  chased as learned spells, they are still subject to the normal rules 
  for Sorcery, but any Sorcery user can maintain them indefinitely 
  for free without needing to cancel other active sorcery effects.
  Air: Air Jet* and Eye of the Storm†.
  Body Control: Alcohol Tolerance* and Sanitized Metabolism*.
  Communication and Empathy: Avatar† and Deep Sleeper*.
  Earth: Burrower* and Striking Surface*.
  Fire: Blistering Touch‡ and Puff of Smoke‡.
  Food: Gut of the Dragon† and One Task Wonder (Housekeeping 
  to cook)*.
  Illusion and Creation: Accessory* (any small hand-held tool) 
  and Intuitive Illusionist†.
  Knowledge: Focused* and Magical Analysis†.
  Light and Darkness: Illumination* and Periscope*.
  Making and Breaking: Equipment Bond* and Reinforce†.
  Mind Control: Controllable Disadvantage (any mental disadvan-
  tage)* and Patience of Job*.
  Movement: Climbing Line* and Mystic Gesture†.
  Necromantic: Brotherhood of Ghouls* and Corpse Smart†.
  Protection and Warning: Spell Hardiness† and Spell Resistance†.
  Sound: Extended Hearing* and Penetrating Voice*.
  Water: Rinse* and Sure-Footed (Ice, Slippery, Snow, or Water)*.
  * Found in GURPS Power-Ups 2: Perks.
  † Found in GURPS Thaumatology: Magical Styles.
  ‡ New perk, detailed below.
  New Perks
  Blistering Touch: Your skin grows hot enough to discomfort and 
  burn, yet it doesn’t damage your gear. When you touch items or 
  creatures, you may chose to deal 1 point of burning damage as a 
  follow-up to the touch.
  Puff of Smoke: You can exhale a one-yard radius puff of smoke 
  with a loud belch. The puff lingers around you, and imposes -1 to 
  hit you with melee and ranged attacks. It does not penalize your 
  attacks, but it makes you obvious, giving opponents +1 to Vision 
  rolls to notice you.
  
  Pyramid magazine 
  12 
  august 2015
  Potential Advantages: Acute Vision 1-5 [2/level]; Forest 
  Guardian 1 [5]; Magery 0 [5]; Perfect Balance [15]; Telescopic 
  Vision 1 or 2 [5 or 10]. You can learn wizardly spells as long as 
  they require no more than Magery 0.
  Fae-Touched
  Your forebears frolicked with the fair folk, and their wild 
  essence flows through your veins.
  Potential Advantages: Animal Empathy [5]; Charisma 1-3 
  [5/level]; Elastic Skin (Glamour, Resisted by Will-5, -5%) [19]; 
  Flight (Winged, -25%) [30] or (Mana-Sensitive, -10%; Small 
  Wings, -10%) [32]; Ridiculous Luck [60].
  Fate-Touched
  You (or one of your ancestors) was born at a particularly 
  auspicious moment, you are the seventh son of a seventh son 
  . . . Whatever the details, Lady Luck has taken a liking to you.
  Potential Advantages: Danger Sense [15]; Destiny* 
  [Varies]; Higher Purpose (Any) [5]; Intuition [15]; Ridiculous 
  Luck [60]; Serendipity [15].
  * The GM with access to GURPS Power-Ups 5: Impulse 
  Buys might want to use the Destiny Points variant described 
  there instead of, or in addition to, the standard version.
  Fire-Touched
  One of your ancestors was not speaking figuratively when 
  he spoke of an old flame.
  Potential Advantages: DR 1-5 (Limited, Fire and Heat, 
  -40%; Mana Sensitive, -10%) [2.5 points/level]; Filter Lungs 
  [5]; Infravision [10]; Resistant to Metabolic Hazards (+3), (+8) 
  or Immunity [10, 15, or 30] Scanning Sense (Active IR) [20]; 
  Temperature Tolerance (Heat) 1-10 [1/level].
  Water-Touched
  Your primogenitors wallowed with the water elementals.
  Potential Advantages: Amphibious [10]; DR 1-5 (Lim-
  ited, Dehydration and Water, -40%; Mana Sensitive, -10%) 
  [2.5 points/level]; Doesn’t Breathe (Gills, Oxygen Absorp-
  tion, or Oxygen Storage) [Varies]; Enhanced Move 1 (Water) 
  [20]; Pressure Support [5, 10, or 15]; Slippery 1-5 [2/level];  
  Sonar [20].
  Secret Teleportation Spell
  28 points
  Prerequisite: Sorcerous Empowerment cost-
  ing at least 90 points.
  As the wizard power-up (GURPS Dungeon 
  Fantasy 11: Power-Ups, p. 37), but you must buy 
  the Unusual Background (A-ha! I can teleport!) 
  [10] separately, after which you may learn this 
  as a sorcerous spell with a full cost of 90 points.
  Sorcerous Mastery
  Variable
  You’ve reached such a mastery of the raw 
  magic in you that you can focus on two spells 
  prepared at once. This lets you maintain a spell 
  while casting a different one. The cost of this 
  power-up is the difference between the amount of 
  points required to buy your most expensive sor-
  cerous spell at full cost, and the amount you paid 
  for it as an alternate ability. See Simultaneous 
  Spells (Sorcery, p. 8) for more details.
  more sorCery sPells
  GURPS 
  Thaumatology: 
  Sorcery 
  only 
  includes two spells per college, and some of 
  them are not suitable for Dungeon Fantasy sor-
  cerers due to the limitations imposed on wiz-
  ardly magic. The Power of Sorcery includes 20 
  more fire spells (see Fire Spells From The Power 
  of Sorcery for notes on these). Pending further 
  publications, this still leaves the sorcerer with 
  a notably limited list of premade options. It is, 
  however, simple for the enterprising GM to cre-
  ate new sorcerous spells, using the guidelines 
  under Inventing New Spells (Sorcery, p. 13).  
  sorCery in DUnGeon FantaSy
  Sorcery is designed to mimic GURPS Magic in capability. In 
  fact, most Sorcery spells are closely patterned around existing 
  GURPS Magic spells. Wizards, as the main spellcasters in Dungeon 
  Fantasy, have a number of limitations imposed on their magic in 
  order to replicate the feel of source material that inspired it (see 
  GURPS Dungeon Fantasy 1: Adventurers, p. 20). It is only fair that 
  sorcerers are subject to the same limitations.
  This means that spells belonging to the Animal, Enchantment, 
  Healing, Plant, and Weather colleges, plus any spells that permit 
  teleportation or time manipulation are off limits to them. Addition-
  ally, Dungeon Fantasy assumes a mix of TL 3 and 4, meaning that 
  some technology spells either don’t exist or are less useful. This fol-
  lowing spells from Sorcery are not available to sorcerers: Animal 
  Control, Awaken Computer, Blight, Body of Wood, Enchant, Minor 
  Healing, Predict Weather, Relieve Madness, Repel Animal, and Sus-
  pend Time. However, Cool (as an Air spell), Penetrating Weapon (as 
  a short duration Making and Breaking spell), Planar Visit (as a Nec-
  romantic spell) and Preserve Fuel (subject to the limitations for low 
  TL) are available normally.
  Sorcery Power Modifier
  In Dungeon Fantasy, the Sorcery power modifier makes abili-
  ties wizardly, subject to the same limitations as wizardly magic and 
  wizardly abilities. They are affected by mana (see Mana, Sorcery, 
  p. 23) and by countermeasures against wizardly magic (such as Dis-
  pel Magic). Additionally, Alternative Rituals (Sorcery, p. 7) apply to 
  all sorcerous spells, allowing sorcerers to avoid FP costs as long as 
  they can perform physical gestures and chant arcane incantations.
  Damage
  Sorcery can deal large amounts of damage with negligible FP 
  costs, making it a very attractive way to rain eldritch pain on your 
  foes. The level of damaging spells is limited to the caster’s Sorcery 
  Talent and to 1d+1 damage per level.
  
  Pyramid magazine 
  13 
  august 2015
  In order to maintain the feel of Dungeon Fantasy, such 
  spells should closely mimic wizardly spells. See Sorcery in 
  Dungeon Fantasy (p. 12) for additional guidelines.
  Since you can never have too many examples, here are 
  two more sorcerous spells.
  Lightning
  Keywords: Missile, Obvious.
  Full Cost: 11.5 points/level*.
  Casting Roll: None. Use Innate Attack (Beam) to hit.
  Range: 100 yards.
  Duration: Instantaneous.
  You fire a coruscating discharge of electricity that 
  does 1d burning surge damage per level. Metallic armor 
  counts as DR 1 against this attack, but nonmetallic 
  armor protects normally. Targets stuck by this attack 
  must make an HT roll, at -1 per 2 points of penetrat-
  ing damage, or be physically stunned. On subsequent 
  turns, they can roll HT to recover. Lightning behaves 
  unpredictably around conductors; see Lightning 
  (GURPS Magic, p. 196) for more details.
  Statistics: Burning Attack 1d (Nuisance Effect, 
  Behaves erratically around conductors, -5%; Sorcery, 
  -15%; Surge, Arcing, +100%; Side Effect, Stunning, 
  +50%) [11.5/level].
  * Calculate the total cost and then round up.
  Mental Stun
  Keywords: Resisted (Will).
  Full Cost: 26 points.
  Casting Roll: Will.
  Range: Unlimited.
  Duration: Instantaneous.
  You project psychic white noise at your target, stunning 
  him. Roll a Quick Contest between of Will between the sor-
  cerer and his target, penalized by the range between them. 
  Mind Shield adds to resistance against this spell. If the sor-
  cerer wins, the target suffers mental stun. On subsequent 
  turns, he can recover normally by making an unpenalized 
  IQ roll.
  Statistics: Affliction 1 (Will; Based on Will, +20%; Maledic-
  tion 2, +150%; Sorcery, -15%) [26].
  aBout the author
  From the hot lands of Valencia, Spain, Antoni Ten Monrós 
  researches the arcane ways of obtaining a magical cooling 
  device, also known as an air conditioner. This is the third time 
  he has filled the pages of Pyramid with a Dungeon Fantasy 
  template that adapts a new system of supernatural abilities to 
  fantasy murder-hobboing. Getting here would not have been 
  possible without the aid of his loyal team of proofreaders, 
  notably Christopher R. “Ghostdancer” Rice, Emily “Bruno” 
  Smirle, Colin “Panton41” Ritter, and Andrew “Pseudo” Fenton.
  For another magic-filled article by Antoni Ten, see More 
  Charms (p. 37).
  Fire sPells From  
  the PoweR oF SoRceRy
  A few changes have occurred between the system presented 
  in The Power of Sorcery and Sorcery, which require some slight 
  modifications to the some of the Fire spells introduced in the 
  former.
  Cold, Create Fire, Explosive Fireball, Extinguish Fire, Fire-
  ball, Fireproof, Flame Jet, Heat, Phantom Flame, Rain of Fire, 
  Seek Fire, Shape Fire, Slow Fire, and Smoke need no adjust-
  ment beyond replacing Magical, -10% and Costs Fatigue, 1 FP, 
  -5% with Sorcery, -15%.
  Deflect Energy, Resist Cold, Resist Fire, and Warmth need 
  some adjustment to conform to the new Buffs rules. Buffs now 
  must take Increased 1/2D, 10¥, +15% and No Signature , +20%. 
  This increases the full cost of each by 3 points.
  Ignite Fire changed slightly when reprinted in Sorcery. Use 
  the updated version in that supplement.
  
  The War of Conquest ended with the Battle of the Horns,
  and the armies of the Middle Kingdom scattered, leaderless.
  The Middle Kingdom was conquered by the Severans, and
  that marked the end of the Third Age. Even without their
  army, the people there determined to resist the occupying
  forces. However, unlike the recently conquered, neighboring
  Sredni and Ravnin, they chose not to leave their cities for a
  life of desperation and hunger. Instead, they pretended to
  become loyal subjects of the new conquerors while building
  secret cells of resistance.
  Any resistance was fraught with danger during those first
  years. The Severan occupation force outlawed the possession
  of any weapons other than knives and the practice of any
  magic other than the most simple food and healing spells;
  scores of wizards were publicly executed for no crime other
  than knowing now-illegal spells. The Severan wizards were
  merciless in their use of Mind-Reading and Compel Truth
  spells to seek out any Midlanders who sought to win back their
  freedom with arms or magic.
  The organized resistance movement had to be very subtle.
  Those with no talent for magic tried to stockpile weapons or poi-
  son the Severans’ food supplies, but their successes were limited.
  It is said that the first teacher of the First Resistance style was
  the great wizard Ruth the Elder who went into hiding in the City
  of Umber when it was first conquered. She taught her magic to
  those who wished to learn to resist the occupation using stealthy
  magic. The unique elements of the style developed into their
  present form under the hands of her first students, Liam the
  Black and Cybelle Shadowhand.
  Little discrimination exists among those who resist the
  Severan occupiers. The First Resistance style is taught to anyone
  who wishes to learn it and who is committed to making the lives
  of the occupying army more difficult. Humans and dwarves
  tend to be the plurality practitioners, but many other races have
  been represented among the students of the First Resistance.
  STEALTHY SPELLCASTING
  The First Resistance style is the magic prac-
  ticed in secret by the Midlander resistance in the
  cities of Umber, Sallisburg, Tzavolgorod, and
  other places in the Middle Kingdom. It focuses
  on persuasion, mind reading, and other sub-
  tleties. Experienced practitioners of the First
  Resistance could be formidable battlefield
  mages, but they almost never show their power
  in such a blatant way.
  Those who practice the First Resistance style
  still have to live under the heel of the Severan
  occupation, and thus keep their magic use and
  rebellious activities a secret. Nearly all such
  mages have other, more mundane vocations used
  to deceive the Severans. Liam the Black was an
  apprentice cooper, and Cybelle Shadowhand
  went unnoticed as a street beggar.
  FIRST RESISTANCE
  7 points
  Aside from the style’s perks, First Resistance
  training does offer one major benefit that most
  other styles do not. Students of this style are
  exempt from spell prerequisites from outside of 
  the college of the spell they are currently learning.
  PYRAMID MAGAZINE
  24
  OCTOBER 2012
  THE FIRST
  RESISTANCE
  BY DAVID LICHTENSTEIN
  First Resistance in
  Dungeon Fantasy
  The history behind the creation of the First Resistance style and the
  culture that might lead to an adventurer learning it is a significant
  addition to a Dungeon Fantasy campaign. However, it may be rela-
  tively easy for such a background to be explained by having the per-
  son be from a distant land questing to find artifacts or allies to help
  free his country.
  In a Dungeon Fantasy setting, the First Resistance style is cer-
  tainly not limited to humans and dwarves. Any race whose back-
  ground allows them to have learned the style may take it.
  A character using the wizard template in GURPS Dungeon 
  Fantasy 1: Adventurers should not take 30 points in spells. Instead,
  they need Fast-Talk (A) IQ-1 [1], Camouflage (A) DX-1 [1], Stealth (A)
  DX-1 [1], Style Familiarity (First Resistance) [1], Far-Casting (Daze) [1],
  Limited ER 1 (First Resistance) [1], and Secret Mage [1], for 7 points.
  The also should have the following 23 spells (H) IQ+1 [1] or (VH) IQ [1]:
  Apportation, Boost IQ, Bravery, Daze, Delay, Extinguish Fire, Fear,
  Find Weakness, Foolishness, Ignite Fire, Keen Hearing, Mind Reading,
  No-Smell, Panic, Persuasion, Purify Air, Seek Earth, Sense Emotion,
  Sense Foes, Sense Life, Truthsayer, Weaken, and Wisdom. Such a wiz-
  ard would be of the second stripe, just shy of earning his third stripe.
  
  For example, Reshape requires Magery 1 and Weaken, but the
  caster need not have learned Shape Earth, Shape Plant, nor
  any other spells from outside the Making and Breaking college.
  Likewise, neither Fear nor Find Weakness have any prerequi-
  sites to a student who possesses the Style Familiarity perk for
  this magical style.
  First Resistance members often become information bro-
  kers or leaders in urban resistance movements against their
  occupiers. They learn stealth very quickly, and Secret Mage is
  usually their first Style Perk. Find Weakness, Weaken, and
  similar spells are used to damage the tools and structures of
  the occupation, making additional work for them. The few
  Fire spells are useful to make sure that any arson attempts do
  not harm valuable resistance buildings. The various mind-
  affecting spells are beneficial not only for telling friend from
  foe, but also for subtly bending bystanders into sympathizers
  and sympathizers into allies.
  High-level leaders teach their novices to be creative and
  subtle in their use of magic, since the worst thing that can hap-
  pen to someone is capture by their oppressors. Keen Hearing
  and Keen Vision are excellent aids for spying, but Seek Earth
  can also be used to locate specific materials of the enemy. No-
  Smell is particularly valuable in fooling animals that track by
  scent, and Foolishness can hamper any skills that rely on IQ,
  including Tactics or Intelligence Analysis. Clever members of
  the First Resistance are continuously finding new ways to
  apply the spells that their style teaches.
  The rank titles refer to the secret marks that practitioners
  place on their belts in order to show their level of advancement
  to other members of the First Resistance. Some non-mages
  have learned or been taught to discern the patterns, but since
  Resistance mages dress no differently from common citizens
  of their cities, they are by necessity subtle. Generally, the sym-
  bols take the form of black stripes on a dark brown belt; the
  bands of the highest ranks are merely a set of wider stripes.
  Novices wear a plain belt of the correct shade of dark brown.
  Required Skills: Camouflage; Fast-Talk; Stealth.
  Required Spells: Find Weakness; Keen Hearing or Keen
  Vision; Sense Foes.
  Perks: Attribute Substitution (Sense Emotion based on Per;
  Sense Life based on Per); Far-Casting 1-2 (Daze); Improvised
  Items 1-2; Intuitive Cantrip (Reinforce); Limited ER 1-5 (First
  Resistance); Rule of 17 (Daze, Forgetfulness, Truthsayer);
  Secret Mage; Spell Resistance (Compel Truth, Foolishness,
  Truthsayer).
  Optional Traits
  Attributes: Improved IQ.
  Secondary Characteristics: Improved Will; improved
  Perception.
  Advantages: Acute Senses; Charisma; Languages; Magery;
  Silence; Voice.
  Disadvantages: Gregarious; Intolerance; Secret (Criminal);
  Selfless.
  Skills: Body Language; Carousing; Holdout; Politics; Slight
  of Hand.
  Techniques: Choke Hold (any).
  Spell List
  The First Resistance style has six levels of spells that are
  distinguished by their rank titles as described above. Progress
  through the ranks of the First Resistance is by ability alone;
  nepotism or other trading of favors for rank is not tolerated.
  Novice
  This is the level of the lowest students of the First Resist-
  ance style. Novices are not even considered to be practicing the
  style until they have learned the three required spells. They are
  permitted to earn their first stripe when they have learned
  seven of the Novice-level spells.
  First Stripe
  Students of the First Resistance who have earned their first
  stripe are recognized as full members of the style. They may
  earn their second stripe when they have learned seven spells of
  the first stripe level.
  Second Stripe
  A practitioner of the First Resistance who has two stripes is
  usually a respected agent of a resistance cell. He may earn his
  third stripe by learning eight spells of the second stripe.
  PYRAMID MAGAZINE
  25
  OCTOBER 2012
  All secrets are deep.
  All secrets become
  dark. That’s in the
  nature of secrets.
  – Cory Doctorow,
  “Someone
  Comes 
  to Town,
  Someone 
  Leaves Town”
  Find Weakness
  Foolishness
  Ignite Fire
  Inspired Creation
  Keen Hearing
  Keen Vision
  Light
  Purify Air
  Seek Earth
  Seek Water
  Sense Foes
  Sense Life
  Alertness
  Daze
  Extinguish Fire
  Fear
  Hide Emotion
  No-Smell
  Persuasion
  Purify Water
  Restore
  Sense Emotion
  Truthsayer
  Weaken
  Wisdom
  
  Third Stripe
  A practitioner who has reached the third stripe is often
  viewed as a leader in resistance cells, though he is not quite at
  the level of the style’s teachers. Once a First Resistance member
  has learned nine spells of the third stripe, he becomes Banded
  and is permitted to begin teaching new students.
  Banded
  Banded First Resistance members are sometimes
  addressed as “Master” if they have taken students. They
  are highly respected and highly valued in resistance
  undergrounds. When a member has learned seven
  Banded spells, he is presented with a second band and
  permitted to learn the highest level spells of the style.
  Command
  Knot
  Shatter
  Communication
  Lockmaster
  Suggestion
  Control Person
  Manipulate
  Wallwalker
  Dream Projection
  Mind Search
  Weapon Self
  Repair
  Double-Banded
  Double-Banded members of the First Resistance are
  usually addressed as “Grand Master.” They are the most
  respected and most potent members of any resistance
  movement.
  Charm
  Insignificance
  Rive
  Distant Blow
  Lesser Geas
  Telepathy
  Explode
  Mass Suggestion
  Toughen
  Hallucination
  Permanent Madness
  ABOUT THE AUTHOR
  David Lichtenstein has been a role-player since 1979
  and a devoted fan of GURPS since 1991. His gaming
  library is gradually taking over his house, but he fool-
  ishly thinks this is a good thing. He is married to
  another gamer, and he works as a professional sign-lan-
  guage interpreter in the Washington, D.C. area to help
  support their two cats and his addiction to gaming
  books. The prognosis for his addiction seems terminal
  since he refuses to admit he has a problem.
  PYRAMID MAGAZINE
  26
  OCTOBER 2012
  Those who make peaceful revolution impossible
  will make violent revolution inevitable. 
  – John F. Kennedy
  Apportation
  Boost IQ
  Bravery
  Delay
  Dream Viewing
  Dye
  Forgetfulness
  Hide Thoughts
  Mass Daze
  Mental Stun
  Mind Reading
  Odor
  Panic
  Rejoin
  Shape Fire
  Sleep
  Strengthen Will
  Berserker
  Compel Truth
  Copy
  Dream Sending
  Emotion Control
  False Memory
  Locksmith
  Loyalty
  Madness
  Mass Sleep
  Message
  Mind Sending
  Reshape
  Smoke
  Soul-Rider
  Stiffen
  Terror
  
  PYRAMID MAGAZINE
  28
  JUNE 2014
  The top question about GURPS Dungeon Fantasy 16:
  Wilderness Adventures has to be “What took you so long?”
  GURPS Dungeon Fantasy 1: Adventurers kicked off the
  GURPS Dungeon Fantasy series with not one, not two, but
  three outdoor professions – barbarian, druid, and scout – yet
  only the scout could hold his own wherever he traveled, thanks
  to being an “arrow machine gun.” The barbarian (with almost
  60 points sunk into Outdoorsman and related skills) and druid
  (who realizes his full potential only in pristine wilderness)
  came up a bit short. They were overdue for a little favoritism!
  What delayed this was the fact that the great outdoors is
  big – much bigger than the dungeons that are the main focus
  of GURPS Dungeon Fantasy 1-15. And that meant I needed
  a good chunk of writing time to do the task justice. I finally
  got my chance when the GURPS schedule was held up by
  Ogre (the board game, not the hulking goon from GURPS
  Dungeon Fantasy 3: The Next Level) . . . whereupon I dis-
  covered how right I was. At 60 pages, only GURPS Dungeon
  Fantasy 8: Treasure Tables ended up longer, and only
  because tables are an extravagant use of space. Counting
  words, Wilderness Adventures weighs in 60% heavier than
  Treasure Tables – that is, I found a lot to say.
  AROUND THE WORLD
  IN 60 PAGES
  Many topics demanded in-depth exploration in Wilderness
  Adventures. For specifics, see the supplement! For insights
  into why what’s there is there, keep reading . . .
  Outdoorsmen
  The catch with putting barbarians, druids, and scouts in
  starring roles is that almost everyone else becomes supporting
  cast. The hardest challenge I faced wasn’t coming up with new
  and expanded rules (Outdoor Tasks, below), but pointing out
  ways to make all the other professions – especially the nerdy
  artificer, mentalist, scholar, and non-druidic spellcasters, and
  the civilization-loving bard and innkeeper – useful (yet not too
  useful) outdoors. In doing so, I realized that some groups
  would have few or no outdoorsmen, so I had better offer a lens
  to tack wilderness abilities onto the pastier shade of delver.
  And since many heroes would sooner dump the hard work on
  native guides and summoned pets than go back to school, I
  concluded that I should also expand the roster in GURPS
  Dungeon Fantasy 15: Henchmen with a new breed of hench-
  man, and discuss outdoorsy Allies. The results ended up filling
  a dozen pages.
  Outfitting
  Naturally, since outdoorsmen require gear for camping,
  climbing, trekking, and the like, I had to include several pages
  of that. Rather than count beans for realism-obsessed survival-
  ists, I took a hack ’n’ slash approach, the spirit of which is cap-
  tured by a pair of two-word quotes: “Doom Cleats” and
  “Machete Table.” And as long distances demand mounts and
  vehicles, those made the cut as well – in this case simplified by
  focusing on price, speed, and carrying capacity.
  Outdoor Tasks
  If I had a recipe for the bulk of this supplement, it might be:
  “Start by taking the brief sections on camping, foraging, track-
  ing, etc. in GURPS Dungeon Fantasy 2: Dungeons and
  expanding each to a page or three. Add outdoor extensions of
  the rules for mapping, scouting, signaling, physical stunts, and
  so on. Top up with a few pages apiece on natural hazards, out-
  door traps, and wilderness battlefields.”
  Writing all that was the heart of the project – about half of
  it. My primary goal was to ensure that each and every situation
  required at least one of the so-called “useless” skills that bar-
  barians, druids, and scouts start with. The results make such
  abilities essential to the party that doesn’t want to end up
  frozen, stung, sunburned, starved, and stampeded to death
  before reaching the dungeon! I promise that if you use these
  rules, you will gain a new appreciation for the barbarian with
  “wasted points” in Outdoorsman 4 and the druid who’s “worth-
  less” underground.
  DESIGNER’S NOTES
  WILDERNESS
  ADVENTURES
  BY SEAN PUNCH
  A little favoritism for our favorite
  barbarians, druids, and scouts.
  
  PYRAMID MAGAZINE
  29
  JUNE 2014
  Outdoor Adventures
  The second-hardest part of this writing project was the
  chapter on setting adventures and even entire campaigns out-
  doors. That’s because I couldn’t “cheat” and use existing tem-
  plates, gear lists, and rules to jump-start my brain. Indeed,
  when I asked a few colleagues for feedback on the outline,
  and Steven Marsh suggested adding a short chapter on this
  topic, my mind was blank at first. But then the ideas poured
  in like a flood: ambushes en route to the dungeon; adventures
  built around escorting caravans, tracking bad guys, and map-
  ping the frontier; “dungeons” with trees and cliffs in lieu of
  walls; accidents such as getting lost or shipwrecked; and
  more. Though I included a few rules, my real aim was to help
  GMs with big-picture issues like mapping, planning encoun-
  ters, and coping with delvers who want to explore a sandbox.
  And Natural Magic?
  Wilderness Adventures lends considerable thought to inter-
  actions between Nature and magic. It examines spellcasters’
  roles in natural settings and recommends helpful spells – both in
  general and for specialized situations. It talks about reimagining
  clerics as nature priests, for gamers who would rather not play
  druids. It suggests familiars, wilderness spirits, and summoned
  beasts that would make valuable Allies in the great outdoors. It
  explores the supernatural reaction of Nature to despoilment.
  And Nature’s Strength (Wilderness Adventures, p. 53) proposes
  granting druids bonuses in places of natural power, to compen-
  sate for the frequent penalties they suffer elsewhere.
  All of this is incidental discussion, though. Wilderness
  Adventures doesn’t set aside a chapter for variant magic
  rules. That oversight is easily remedied!
  DRUIDIC LENSES
  Not all druids work like the “classic” one in Adventurers.
  The GM may opt to change things up in a campaign where
  wilderness spellcasters play a bigger role.
  Elemental Druid
  Like the classic druid, the elemental druid (or arcane druid)
  pulls magic from natural forces – but he goes “one level up,”
  tapping elemental energies directly instead of asking spirits
  to do so. He generates supernatural effects by exploiting the
  connection between Earth-aspected mana and the soil and
  mountains, Air-aspected mana and the skies and winds, Fire-
  aspected mana and volcanoes and the sun, and Water-aspected
  mana and the rivers and rains. He can manage this only
  because his gods have attuned him to these specific aspects –
  he cannot sense or use mana in general, and isn’t a mage. This
  has several ramifications:
  1. The advantage underlying his supernatural gifts is Ele-
  mental Influence (Druidic) (below). This completely replaces
  Power Investiture (Druidic).
  2. His training includes an increased knowledge of magic
  and magical beings, at the cost of a weaker understanding of
  natural phenomena.
  The casters described in Druidic Lenses (pp. 29-32) and
  Wilderness Wizards (pp. 32-33) rely on variant forms of the
  usual traits such delvers possess.
  Elemental Influence (Druidic)
  10 points/level
  This unusual variety of Elemental Influence (GURPS
  Dungeon Fantasy 9: Summoners, p. 10) works exactly
  like Power Investiture (Druidic) when learning druidic
  spells and rolling to use Druidic abilities (for which it
  serves as a power Talent). It also permits a (Per + Elemen-
  tal Influence - 3) roll to sense the mana level pertinent to
  Earth, Air, Fire, or Water spells – which might not corre-
  spond to the general mana level in regions of aspected
  mana. Though bestowed by the higher powers worshipped
  by druids, and therefore tied to druidism, this trait isn’t
  intrinsically “holy”; it doesn’t count as Power Investiture in
  situations where that advantage aids prayers to or reac-
  tions from nature gods or spirits, or enable rolls to notice
  areas blessed or cursed by such entities.
  Magery (Life-Force)
  5 points for Magery 0, +10 points/level
  This trait works just like standard Magery (p. B66) in
  most ways. Notably, it counts as a prerequisite for wizardly
  spells and adds to IQ when learning them; allows a (Per +
  Magery) roll to detect enchantments; and enables use of
  mage-only items. And like ordinary Magery, it bestows no
  special facility with blessings or holy items, and no rapport
  with sprits or gods of any kind. It differs from other
  Magery in only two ways:
  1. It adds to Naturalist skill instead of Thaumatology.
  2. The (Per + Magery - 3) roll on p. 6 of GURPS Magic
  allows the mage to sense shifts in Nature’s strength, not
  mana.
  Power Investiture (High Druidic)
  10 points/level
  This new variety of Power Investiture (p. B77) is inter-
  changeable with Power Investiture (Druidic) for the spe-
  cific purposes of druidic spells and abilities (for which it
  acts as a power Talent). However, the High Druidic variety
  behaves as clerical Power Investiture for “incidental”
  effects like sensing unholy altars and shifts in sanctity level,
  and performing exorcisms. It doesn’t count as such for
  learning clerical spells, though – nor is it considered Power
  Investiture (Druidic) where that trait is called for by name
  to represent attunement to local nature spirits (who rarely
  appreciate an agent of the senior management throwing
  his weight around).
  Magical Talents for Wilderness Spellcasters
  
  PYRAMID MAGAZINE
  30
  JUNE 2014
  3. His lists of spells and abilities are likewise altered to reflect
  a bias toward magical elements and away from living things.
  4. His spells and abilities are influenced by mana level
  instead of Nature’s strength. They work equally well in pris-
  tine wilderness, dungeons, and urban wastelands as long as
  there’s mana. In low mana, all rolls are at -5 (if there’s no roll,
  ability effects are at half strength). Without mana, the druid
  is powerless!
  Elemental Druid Lens
  Elemental Druid (+0 points): Replace Power Investiture
  (Druidic) with equal levels of Elemental Influence (Druidic),
  at identical cost. • Remove Spirit Empathy from advantage
  options (it’s available as a special ability; see below). • Add
  Thaumatology (VH) IQ [8]-14 to primary skills. • Reduce
  Esoteric Medicine (Druidic) (H) Per [4]-14 to Per-1 [2]-13;
  Herb Lore (VH) IQ [4]-14† to IQ-1 [2]-13†; and Naturalist (H)
  IQ [2]-14† to IQ-1 [1]-13†. • Replace all secondary skills with
  Hidden Lore (Elementals) (A) IQ-1 [1]-13, Religious Ritual
  (Druidic) (H) IQ-2 [1]-12, Theology (Druidic) (H) IQ-2 [1]-12,
  Weather Sense (A) IQ-1 [1]-13, and any four of the following
  choices: Camouflage (E) IQ [1]-14; Animal Handling (any),
  Disguise (Animals), or Hidden Lore (Faeries or Nature Spir-
  its), all (A) IQ-1 [1]-13; Mimicry (Animal Sounds or Bird
  Calls), Pharmacy (Herbal), or Veterinary, all (H) IQ-2 [1]-12;
  or Survival (any) (A) Per-1 [1]-13. • Add all unselected sec-
  ondary skills to background skill options. • Pick spells and
  abilities from the lists below.
  Elemental Druidic Spells
  Elemental druids learn the spells that druids normally learn
  – they can combine these in the same ceremonies, read them
  from the same scrolls, and so on. What differs is how the ele-
  mental druid powers this magic: he bypasses invisible nature
  spirits and uses his gods-given gift to manipulate elemental
  mana personally. Thus, his castings function as elementalist
  spells (see Summoners) when working out magical interac-
  tions. The main game-mechanical differences are:
  • They’re affected by mana, not Nature’s strength.
  • They require Elemental Influence (Druidic), not Elemen-
  tal Influence (One Element or All Elements) or Power Investi-
  ture (Druidic).
  • They use a rearranged version of the druidic spell list:
  EI 1: Detect Magic, Extinguish Fire, Find Direction, Fog,
  Frost, Hawk Vision, Know Location, Mystic Mist, No-
  Smell, Pathfinder, Predict Earth Movement, Predict
  Weather, Purify Air, Purify Earth, Purify Water, Quick
  March, Recover Energy, Seek Coastline, Seek Earth, Seek
  Pass, Seek Water, Shape Air, Shape Earth, Shape Water,
  Tell Position, Umbrella, Wall of Wind, Weather Dome,
  and Windstorm.
  EI 2: Beast-Rouser, Beast-Soother, Breathe Water, Clouds,
  Detect Poison, Freeze, Identify Plant, Master, Melt Ice,
  Rain, Remember Path, Resist Cold, Resist Lightning, Resist
  Pressure, Seek Food, Seek Plant, Sense Life, Snow, Snow
  Shoes, Summon Elemental, Swim, Water Vision, Waves,
  Whirlpool, and Wind.
  EI 3: Animal Control, Beast Link, Beast Seeker, Beast Speech,
  Bless Plants, Body of Water, Body of Wind, Control Elemen-
  tal, Create Spring, Cure Disease, Dispel Magic, Dry Spring,
  Frostbite, Hail, Heal Plant, Hide Path, Light Tread, Light-
  ning, Neutralize Poison, Plant Growth, Plant Vision, Pollen
  Cloud, Purify Food, Repel Animal, Rider, Rider Within,
  Sandstorm, Shape Plant, Spider Silk, Storm, and Tide.
  EI 4: Alter Terrain, Animate Plant, Beast Summoning, Blos-
  som, Conceal, Create Elemental, Create Plant, Entomb-
  ment, False Tracks, Forest Warning, Instant Neutralize
  Poison, Plant Control, Plant Sense, Plant Speech, Protect
  Animal, Rain of Nuts, Rejuvenate Plant, Tangle Growth,
  Walk Through Plants, and Walk Through Wood.
  EI 5: Beast Possession, Blight, Body of Slime, Body of
  Wood, Create Animal, Earthquake, Geyser, Move Ter-
  rain, Plant Form, Shapeshifting, Strike Barren, Volcano,
  and Wither Plant.
  EI 6: Arboreal Immurement, Partial Shapeshifting, Permanent
  Beast Possession, Permanent Shapeshifting, Plant Form
  Other, and Shapeshift Others.
  Elemental Druidic Arts
  This variation on the standard druidic power has the fol-
  lowing differences:
  • Power modifier is Elemental, -10% rather than
  Druidic, -10%. This works just like Mana Sensitive (p. B34).
  • Talent is Elemental Influence (Druidic), not Power
  Investiture (Druidic).
  • Abilities are Allies (Elementals; Built on 25-100%; 12 or
  less or 15 or less; PM, -10%; Conjured or Summonable, +100%;
  may be Minion, +50%, and/or Unwilling, -50%) [Varies];
  Amphibious (PM, -10%) [9]; Damage Resistance 1-4 (Limited,
  Elemental, -20%; PM, -10%) [3.5/level*]; Detect (Elemental
  Entities; PM, -10%) [9]; Doesn’t Breathe (Oxygen Absorp-
  tion, -25%; PM, -10%) [13]; Medium (PM, -10%; Specialized,
  Elemental Entities, -50%) [4]; Pressure Support 1 or 2
  (PM, -10%) [5 or 9]; Speak Underwater (PM, -10%) [5]; Spirit
  Empathy (PM, -10%; Specialized, Elemental Entities, -50%)
  [4]; Temperature Tolerance 1-8 (PM, -10%) [1/level]; Terrain
  Adaptation (PM, -10%) [5] for ice, mud, snow, or other
  weather-related conditions; Walk on Air (PM, -10%) [18]; and
  Walk on Liquid (PM, -10%) [14].
  * Multiply cost by the number of levels being purchased and
  then round up to the next whole point.
  Elemental Druid Power-Ups
  Elemental druids may spend earned character points on
  anything on their (modified) template, including more of 
  the spells and abilities listed above, and Elemental Influence
  (Druidic) up to 6 [10/level]. They have access to only a limited
  subset of standard druid power-ups (GURPS Dungeon
  Fantasy 11: Power-Ups, pp. 24-25): Close to the Earth
  [5/level]; 
  Energy 
  Reserve 
  1-20 
  (Druidic) 
  [3/level];
  Extraordinary Luck [30]; and Eye of the Storm [1]. However,
  they may also buy several elementalist power-ups (Power-Ups,
  pp. 25-27): Alternate Forms (Elemental; PM, -10%) [Varies];
  Filter [1]; Flight (PM, -10%) [36]; Injury Tolerance (Damage
  Reduction 2; Limited, Fire and Heat, -40%; PM, -10%) [25];
  Kindle [1]; Magic Resistance (Improved, +150%) [5/level], with
  no upper limit; Pebbles [1]; Permeation (Earth; Extended,
  Stone, +20%, PM, -10%) [44]; Permeation (Ice/Snow;
  PM, -10%) [9]; Rinse [1]; and Vibration Sense (Air or Water;
  PM, -10%) [9].
  
  High Druid
  The high druid receives power from the apex
  gods of Nature. All druids are priests, but the
  high druid comes closest to being a ceremonial,
  temple-dwelling cleric – though his ceremonies
  are outdoors and his temple is a grove or a henge.
  He focuses less on the practical, more on ritual
  and theology. He differs from the classic druid in
  that his spells and abilities rely on demonstrating
  respect for the Great Powers (Thunder God,
  Volcano Goddess, Sea God, et al.) rather than on
  negotiations with spirits on close-to-equal terms,
  while he diverges from the classic cleric in that he
  serves no single patron deity and works magic
  that concerns Nature rather than healing and
  protection. In game terms:
  1. The advantage behind his supernatural gifts
  is Power Investiture (High Druidic) (p. 29). This
  completely replaces Power Investiture (Druidic).
  2. His education includes an increased knowl-
  edge of formal religious matters at the expense of
  getting his hands dirty.
  3. His lists of spells and abilities are also
  slightly altered to reflect this bias.
  4. His spells and abilities are influenced by
  sanctity level instead of Nature’s strength. Gener-
  ally, he’s affected as a cleric – not as a druid – by
  the holiness of the surroundings. The purity of
  Nature only matters where it reflects sanctity;
  e.g., if Elder Things deny an area to the gods, it
  will wither and lose sanctity, which will in turn
  affect the high druid.
  High Druid Lens
  High Druid (+0 points): Replace Green Thumb 1
  [5] with Clerical Investment (High Druidic)
  [5], which grants all the upsides noted for
  standard Clerical Investment in Dungeons
  (cheap holy water, access to a “temple,” etc.).
  • Change all instances of Power Investiture
  (Druidic) to Power Investiture (High Druidic),
  at identical cost. • Change available Green
  Thumb levels from 2-4 to 1-4 in advantage
  options. • Add Exorcism (H) Will [4]-14 to
  primary skills. • Reduce Herb Lore (VH) IQ
  [4]-14† to IQ-1 [4]-13 and Naturalist (H) IQ
  [2]-14† to IQ-1 [2]-13, to reflect missing Green
  Thumb. • Replace all secondary skills with
  Occultism (A) IQ-1 [1]-13, Religious Ritual
  (Druidic) (H) IQ-2 [1]-12, Theology (Druidic)
  (H) IQ-2 [1]-12, and any four of the following
  choices: Camouflage (E) IQ [1]-14; Animal
  Handling (any), Disguise (Animals), Hidden
  Lore (Elementals, Faeries, or Nature Spirits),
  or Weather Sense, all (A) IQ-1 [1]-13; Mimicry
  (Animal Sounds or Bird Calls), Pharmacy
  (Herbal), or Veterinary, all (H) IQ-2 [1]-12; or
  Survival (any) (A) Per-1 [1]-13. • Add all uns-
  elected secondary skills to background skill
  options. • Pick spells and abilities from the
  lists below.
  PYRAMID MAGAZINE
  31
  JUNE 2014
  Nature’s Strength
  Revisited
  Per p. 19 of Adventurers, druidic spells and abilities suffer penal-
  ties outside of unspoiled natural settings. Almost by definition, most
  adventures in the typical Dungeon Fantasy campaign take place in
  a dungeon, meaning that druids are penalized much of the time – at
  least, more often than wizards and clerics face mana and sanctity
  troubles. Elemental Druid (pp. 29-30) and High Druid (above) offer
  ways to resolve this asymmetry. However, the GM may want to
  make the classic druid competitive.
  In an outdoor campaign, this is a trivial matter of declaring that
  the modifier is 0 in the wilderness and then setting every adventure
  there. However, in a game that bounces between town, wilds, 
  and dungeon, this won’t do – druids will still average a penalty.
  Wilderness Adventures suggests a simple solution: grant druids
  occasional bonuses, too. The goal is to make the mean modifier 0.
  One possible scheme:
  Indoors (building, dungeon, etc.)*: 0 if construction consists entirely
  of simple natural materials (mud, thatch, etc.); otherwise, a penalty
  equal in size to its TL. Ancient sites, like most “forgotten” dungeons,
  give -1 or -2 (flip a coin if unsure); quasi-medieval castles and dungeons
  give -3; and Elder Thing labyrinths and fancy dwarven fortresses give -4.
  Settlement*: 0 for a hamlet, -1 for a village, -2 for a town, -3 for a
  city, and -4 for a huge metropolis.
  Works (road, mill, mine, etc.)*: A penalty equal in size to its TL.
  That’s -1 or -2 for ancient civilizations, -3 for early medieval ones,
  and -4 for late medieval ones (usual in Dungeon Fantasy). Add
  another -1 for incidental supernatural pollution if spells or alchemy
  are involved but not specifically to blight the land.
  Supernatural Blight*: Penalty depends on the strength of the
  power backing the despoilment: -10 for a clerical/wizardly curse in
  very high sanctity/mana, -6 for high sanctity/mana, -3 for normal
  sanctity/mana, or -1 for low sanctity/mana.
  Distance†: If none of the above apply, the modifier is 0. Leaving the
  structure, town limits, road, etc. usually suffices. If the nearest
  despoilment severe enough to give -1 or worse isn’t just a few steps
  away but truly distant, though, there’s a bonus: +1 if 30 miles away,
  +2 for 100 miles, +3 for 300 miles, or +4 for 1,000+ miles.
  Nature Worship†: A grove or a henge long used for worship by
  druids, elves, faerie, or spirits grants a bonus: +1 if used for 20 years
  or more, +2 for 50 years, +3 for 100 years, +4 for 500 years, or +5 for
  1,000+ years.
  Sanctity†: +3 in an area of high sanctity to high druids; +5 if very
  high sanctity for such druids.
  Aspected Mana†: +3 if the region has high mana for Animal or Plant
  spells; +5 if very high mana. Where expressed as a modifier, use that
  value instead. This is regardless of the spell or ability used – all of the
  classic druid’s powers flow from life.
  * Penalties aren’t cumulative! If multiple situations apply, use the
  worst. A druid can take an hour and roll vs. Religious Ritual (Druidic)
  to “purify” a camp-sized area enough to remove -1. One attempt only.
  † Bonuses aren’t cumulative! If multiple situations apply, use the
  best. Bonuses can offset penalties, where both would logically apply.
  Effects of bonuses mirror those of penalties: they add to rolls for
  druidic spells and abilities, and where an ability requires no roll, each
  +1 gives +10% to effect.
  
  PYRAMID MAGAZINE
  32
  JUNE 2014
  High Druidic Spells
  High druids use the standard druidic spell list for the most
  part, and can share scrolls, items, and ceremonies with other
  kinds of druids. However, the high druid calls upon the power
  of gods – not merely local nature spirits – to cast spells, so his
  magic is considered clerical for the purpose of magical interac-
  tions. In game terms, the important differences are:
  • They’re affected by sanctity, not Nature’s strength.
  • They require Power Investiture (High Druidic), not Power
  Investiture (Druidic).
  • They include nine clerical spells as well as all the standard
  druidic spells (this could be considered the real benefit of
  Clerical Investment):
  PI 1: Final Rest.
  PI 2: Turn Zombie.
  PI 3: Dispel Possession and Oath.
  PI 4: Banish and Suspend Curse.
  PI 5: Remove Curse.
  PI 6: Bless and Curse.
  High Druidic Arts
  This variant on the standard druidic power differs as follows:
  • Power modifier is Holy, -10% rather than Druidic, -10%.
  This works exactly as for clerics (Adventurers, p. 22), except
  that the “moral code” is -10 points of disadvantages from the
  druid template, most often Disciplines of Faith (Mysticism)
  [-10], but possibly a combination of Disciplines of Faith (Ritu-
  alism) [-5] and Vow (Vegetarianism) [-5], or Vow (Never sleep
  indoors) [-10]. The druid may pick Sense of Duty (Wild
  Nature) [-15]; in that case, he gets no extra discount for pick-
  ing a harsher set of rules, but penance is less formal: a week of
  fasting, a $250 sacrifice, a minor quest, etc.
  • Talent is Power Investiture (High Druidic), not Power
  Investiture (Druidic).
  • Abilities become Allies (Divine servant of equal points; 12
  or less; PM, -10%; Summonable, +100%) [19] or (15 or less) [29];
  Blessed (PM, -10%) [9]; Channeling (PM, -10%; Specialized,
  Nature Spirits, -50%) [4]; Damage Resistance 1 or 2 (Limited,
  Elemental, -20%; PM, -10%) [4 or 7]; Detect (PM, -10%) for
  nature spirits [9] or supernatural beings [18]; Intuition
  (PM, -10%) [14]; Oracle (PM, -10%) [14]; Medium (PM, -10%;
  Specialized, Nature Spirits, -50%) [4]; Patron (Deities; 6 or less;
  Highly Accessible, +50%; PM, -10%; Special Abilities, +100%)
  [36] or (9 or less) [72]; and Serendipity 1 (PM, -10%) [14].
  • It enables Exorcism alongside Esoteric Medicine
  (Druidic) and Herb Lore.
  High Druid Power-Ups
  High druids may spend earned points on any capability on
  their (modified) template, including more of the spells and
  abilities described above, and Power Investiture (High
  Druidic) up to 6 [10/level]. They have access to only a limited
  number of standard druid power-ups (Power-Ups, pp. 24-25):
  Close to the Earth [5/level]; Damage Resistance 3 or 4 (Lim-
  ited, Elemental, -20%; PM, -10%) [11 or 14]; Energy Reserve 1-
  20 (Druidic) [3/level]; Extraordinary Luck [30]; New Realm
  [Varies]; and Reincarnation [20/level]. However, they may also
  purchase several cleric power-ups (Power-Ups, pp. 21-24): Dis-
  missive Wave [10]; Focused Exorcist [1]; Great Prayer [30];
  and Ridiculous Luck [60]. Finally, they can buy Serendipity
  (PM, -10%) [13.5/level*], with no upper limit.
  * Multiply cost by the number of levels being purchased and
  then round up to the next whole point.
  WILDERNESS WIZARDS
  Druidic Lenses (pp. 29-32) discusses druids who draw upon
  mana and sanctity, while Wilderness Holy Folk (Wilderness
  Adventures, p. 6) and GURPS Dungeon Fantasy 7: Clerics
  provide guidance on clerics who rely on Nature’s strength.
  What about wizards whose powers flow from Nature instead
  of from mana? This isn’t as bizarre as it sounds . . . wizards
  do have a knack for despoiling wild places with curses, explo-
  sions, zombie armies, and so on, but fantasy portrays many
  grimoire-reading masters of the arcane as depending on the
  land – not some invisible field of pure magic – for their
  machinations.
  
  Life-Force Wizard
  The life-force wizard is identical to the standard wizard
  except in one vital regard: he uses Nature’s strength – not
  mana – to power his spells. He differs from the druid in that
  his magical abilities are inborn, not bestowed by nature spir-
  its or gods in return for faith and a respect for living things.
  Thaumatologists consider this gift to be a deranged form of
  magical aptitude that taps “the wrong supernatural fre-
  quency.” It’s worth noting that when a life-force wizard pre-
  serves Nature, it’s typically out of a selfish desire to preserve
  his powers; consequently, many druids regard such wiz-
  ards as vampires of sorts (and some are!). In game
  terms, the differences are:
  1. He casts spells using Magery (Life-Force) (p. 29)
  instead of standard Magery, which is a one-for-
  one swap.
  2. His aptitude leads him to make knowledge of
  nature a higher priority than usual for a wizard.
  3. His spells and abilities are influenced by Nature’s
  strength instead of mana level. They work equally well in
  no mana through very high mana, as long as there’s nat-
  ural power present. He does receive the bonuses under
  Nature’s Strength Revisited (p. 31) for nature worship
  and sanctity (regardless of personal faith) and for
  aspected mana (despite his usual insensitivity to mana),
  because these things elevate Nature’s strength.
  Life-Force Wizard Lens
  Life-Force Wizard (+0 points): Replace Magery with
  equal levels of Magery (Life-Force), at identical cost.
  • Replace the advantage option of Spirit Empathy
  with Outdoorsman 1-3 [10/level]. • Remove Pyroma-
  nia as a disadvantage option (life-force wizards know
  better than to burn down forests) – but the GM may
  replace it with Lifebane [-10], if he believes he can
  make this a genuine problem for a PC. • Replace
  Thaumatology (VH) IQ [1]-15‡ with Naturalist (H)
  IQ [1]-16‡ in primary skills. • Change primary Hid-
  den Lore options to Elementals, Faeries, or Nature
  Spirits (all of the usual options remain available as
  background skills). • Add Thaumatology (VH) IQ-3
  [1]-12 to secondary skills. • Reduce number of back-
  ground skill choices from nine to eight.
  Life-Force Wizard Spells
  The life-force wizard uses the standard wizardly spell
  list, and can share scrolls, teachers, and ceremonies with ordi-
  nary wizards. While he draws energy from Nature, that’s all he
  does – though he has a sixth sense for how to keep Nature’s
  strength up, his grasp of magic is still that of a wizard.
  Siphoning life force is somewhat inimical to living things
  (often leading to Frightens Animals and Lifebane), pushing
  spells for controlling animals and plants even further beyond
  his reach. His spells are subject to just two differences:
  • They’re affected by Nature’s strength, not mana.
  • They require Magery (Life-Force), not regular Magery.
  Life-Force Wizard Power-Ups
  Life-force wizards may spend earned character points on
  anything on their (modified) template – especially further
  wizardly spells and Magery (Life-Force) up to 6 [10/level].
  They can have any standard wizard power-up (Power-Ups,
  pp. 36-37) except for Mana Enhancer; however, the Magical
  Bolt, Power Reincarnate, and Secret Teleportation Spell abilities
  replace Mana Sensitive, -10% (p. B34) with Nature Sensi-
  tive, -10%, a limitation functionally identical to Druidic, -10%
  (Adventurers, p. 22). In addition, they can have Blood Heal-
  ing [1] (Power-Ups, p. 36), Life-Force Burn [1/level] (Power-
  Ups, p. 24), and Vampirize [25] (Power-Ups, p. 31); the latter
  requires Magery 6 (Life-Force) and replaces Necromancy, -10%
  with Nature Sensitive, -10%.
  ABOUT THE AUTHOR
  Sean “Dr. Kromm” Punch set out to become a particle
  physicist in 1985, ended up the GURPS Line Editor in 1995,
  and has engineered rules for almost every GURPS product
  since. He developed, edited, or wrote dozens of GURPS Third
  Edition projects between 1995 and 2002. In 2004, he produced
  the GURPS Basic Set, Fourth Edition with David Pulver. Since
  then, he has created GURPS Powers (with Phil Masters),
  GURPS Martial Arts (with Peter Dell’Orto), GURPS Zombies,
  and the GURPS Action, GURPS Dungeon Fantasy, and
  GURPS Power-Ups series . . . among other things. Sean has
  been a gamer since 1979. His non-gaming interests include
  cinema, mixology, and Argentine tango. He lives in Montréal,
  Québec with his wife, Bonnie.
  PYRAMID MAGAZINE
  33
  JUNE 2014
  Who’s Who
  The biggest problem with Wilderness Holy Folk (Wilderness
  Adventures, p. 6), Druidic Lenses (pp. 29-32), and Wilderness
  Wizards (pp. 32-33) is that they blur lines that were formerly
  clear. A brief “cheat sheet” is in order!
  Spellcasting
  When assessing whether spells can be cast:
  • Mana affects spells cast with Elemental Influence
  (Druidic) and standard Magery.
  • Nature’s strength affects spells cast with Magery (Life-
  Force) and Power Investiture (Druidic), though some forms
  of mana and sanctity may influence Nature’s strength (see
  Nature’s Strength Revisited, p. 31).
  • Sanctity affects spells cast with standard Power Investi-
  ture and Power Investiture (High Druidic).
  Everything Else
  For the purpose of what kinds of scrolls a spellcaster can
  read, what items he can use, which ceremonial magic rituals he
  can participate in, and who he can learn spells from:
  • Anybody with standard Power Investiture is considered to
  be a cleric – even if he serves a nature god.
  • Anybody with Elemental Influence (Druidic), Power
  Investiture (Druidic), or Power Investiture (High Druidic) is
  considered to be a druid.
  • Anybody with standard Magery or Magery (Life-Force) is
  considered to be a wizard.
  
  PYRAMID MAGAZINE
  23
  AUGUST 2014
  Although GURPS Dungeon Fantasy Adventure 1: Mirror of
  the Fire Demon is written for the dungeon fantasy genre, most
  of the action takes place in the brightly lit outdoors rather than
  in the dim confines of a dungeon. Adventurers spend the bulk of
  their time in a desert, getting from point A to point B and there-
  after to point C, only briefly entering underground chambers. So
  if GURPS Dungeon Fantasy 16: Wilderness Adventures had
  been out while I was writing Mirror of the Fire Demon, there
  would have been a lot of references to it, which might have
  looked something like this.
  TOWN
  One of the big pitfalls in undertaking the adventure – get-
  ting from town to the sacred grotto and from there to the
  Goblin’s Head – is knowing how to get there. Adventurers not
  native to the area, which could easily be all of them, probably
  lack a suitable Area Knowledge skill to plan their route or even
  know what they’re getting into (Wilderness Adventures, p. 20).
  Fortunately, adventurers of a literary bent can go looking for
  references to research, while travel routes through the nearby
  desert are well-known by the region’s merchant community.
  The heroes should have little trouble finding inexpensive aid in
  figuring out a course to the oracle. Although the region of the
  grotto isn’t a regular travel destination, the area involved isn’t
  particularly obscure, so maps are available at the standard
  rates set out in GURPS Dungeon Fantasy 4: Sages: $25 for a
  sketchy one, $50 for an average one, or $50 per point of Area
  Knowledge skill for an annotated one. Alternatively, they can
  look for a native guide (Wilderness Adventures, p. 11) to get
  them to the oracle, or at least close.
  While they’re still in town, adventurers may want to stock
  up on suitable gear. All of these items are readily available in
  Wadi al-Sheik.
  Hobnails. Poor footing (shifting sand and the uneven
  floors of the grotto) is common along the way. Additionally,
  for much of the adventure, opponents will be visible long
  before they can be heard, so audible stealth isn’t as a big of
  an issue as it would be in the confines of a dungeon. Hobnails
  help with the former, and can often be removed in time to aid
  with the latter when it becomes important.
  Parasols. One rarely imagines a group of grizzled, blood-
  thirsty dungeon delvers strolling through the desert under
  umbrellas, but the protection from heat and the sun is worth
  it. While pink parasols with pretty fringes are tempting,
  adventurers may want to consider camouflage versions. 
  A camouflage parasol won’t hide its user, but it won’t negate
  the protection of camouflage clothing.
  Rations. The terrain is all desert, so the foraging is notably
  bad. Adventurers are well-advised to load up on food (which,
  for the purposes of wilderness adventuring, includes water)
  before heading out. Be sure to have water skins or similar con-
  tainers for everyone!
  Sandshoes. The Devouring Lands aren’t all soft sand, but
  there’s enough of it that using sandshoes makes a noticeable
  difference in long-distance travel times. 
  Transportation: In the interests of keeping encumbrance as
  light as possible, buying a camel or two makes good sense. If
  that’s too expensive, a travois for dragging gear over the soft
  sands of the desert is a reasonable fallback.
  However, not all gear that looks good at first glance will be
  useful. Bug juice is fine for the kinds of minor pests whose sole
  ill effect is to spread disease, but it has no discernable effect on
  flame wasps or nest scorpions. Anyone making a Naturalist roll
  will know that.
  THE WILDERNESS
  This, naturally, is where most of the new material from
  Wilderness Adventures comes into use. Many of these sugges-
  tions apply to both the trip from Wadi al-Sheik to the hidden
  grotto and from there to the Goblin’s Head.
  Routes
  To get from town to the grotto, adventurers are well-advised
  to take the “easy,” less direct way. A few essentially inter-
  changeable and well-traveled routes take advantage of mean-
  dering but relatively easy terrain. These routes combine areas
  of loose sand, packed sand, and rocky but level terrain for an
  average travel speed modifier of ¥0.75 over an 80-mile course
  (sandshoes increase the speed modifier to ¥0.95). The route
  also hits the occasional prepared watering hole used by the
  caravans that frequent the desert. Along the easy route, forag-
  ing rolls are at a penalty of 1d-5.
  However, whoever plans travel could deliberately plot out a
  more difficult, direct course. It’s ultimately faster, but riskier.
  The tougher route takes a travel speed modifier of ¥0.5 over a
  40-mile course (sandshoes increase that to ¥0.6). It also adds
  an additional item of hostile terrain to every encounter; reroll
  duplicate results on the Revised Hostile Terrain Table (p. 24).
  INTO THE
  WILDERNESS
  BY MATT RIGGSBY
  
  PYRAMID MAGAZINE
  24
  AUGUST 2014
  One of the problems the heroes will face is that they’ve got
  precious little time to plan a route. If they should take the
  time to fully research the route (Wilderness Adventures,
  p. 20), they get a better chance of avoiding particularly bad
  terrain on the leg of the trip from town to the grotto. When-
  ever hostile terrain comes up on the Random Encounter Table
  (Mirror of the Fire Demon, p. 10) while following a planned
  route, roll against Area Knowledge. If the roll succeeds,
  ignore that part of the result. Wandering monsters and wan-
  dering adventurers still apply, and advance planning only
  removes one item of hostile terrain per encounter if taking
  the more difficult route. Taking the time to do research also
  puts the group far behind other adventurers, making encoun-
  ters at the grotto that much tougher.
  The desert is definitely hot, though it could be worse, so
  make appropriate HT rolls for Harsh Climates (Wilderness
  Adventures, p. 30) at -2.
  Revised Hostile Terrain Table
  Wilderness Adventures contains a lot of events that could
  happen in the Devouring Lands. Instead of the Hostile Terrain
  Table on p. 12 Mirror of the Fire Demon, use this table.
  Roll
  Encounter
  Notes
  1, 1-2
  Falling Rocks
  [1]
  2, 1-2
  Flow
  [1]
  3, 1-2
  Hollow Ground
  [2]
  4, 1-2
  Hollow Ground
  [2]
  5, 1-2
  Knife Grass
  [2]
  6, 1-2
  Hollow Ground
  [2]
  1, 3-4
  N Angry Sands
  [3]
  2, 3-4
  N Burrowing Serpents 
  [3]
  3, 3-4
  N Flame Wasp Swarms
  [3]
  4, 3-4
  N Nest Scorpion Swarms
  [3]
  5, 3-4
  Rain of Cinders
  [4]
  6, 3-4
  Mirage
  [5]
  1, 5-6
  Sandstorm
  [2]
  2, 5-6
  Sinkhole
  [1]
  3, 5-6
  Stinging Plants
  [1]
  4, 5-6
  Swarm
  [1]
  5, 5-6
  Oasis With Quicksand
  [6]
  6, 5-6
  Oasis
  [2]
  Notes
  [1] Falling rocks (rocks and other debris falling from unsta-
  ble cliff sides), flow (sand collapsing from unstable dunes),
  sinkholes, stinging plants, and swarms are described in
  Disasters (Wilderness Adventures, pp. 32-34).
  [2] See pp. 12-13 of Mirror of the Fire Demon for more
  details about this terrain.
  [3] See pp. 45-46 of Mirror of the Fire Demon for more
  details about this monster.
  [4] A rain of cinders is a side effect of the dark magic
  accompanying the rise of the fire demon. Clouds of ash and
  still-smoldering cinders blow through the air. Treat as bad
  weather (described on Wilderness Adventures, p. 30), but it
  also does a point of burning damage. Furthermore, roll a die.
  On a 6, there’s enough vegetation in the area to start a fire
  (Wilderness Adventures, p. 32).
  [5] A mirage looks, from a distance, like an oasis, all shim-
  mering, watery lines. In this magic-rich desert, there might even
  be a hint of green. Close up, however, it’s just another patch of
  hot sand. The main effect of mirages is to draw travelers in
  search of water and provisions out of their way. Adventurers
  who decide to approach the mirage rather than avoiding it waste
  an hour (or half an hour on a Survival (Desert) roll) trying to get
  there before realizing it’s an illusion. But deceived adventurers
  need not feel alone; a mirage also attracts other wandering
  encounters exactly as an oasis does.
  [6] An oasis with quicksand is just that: an oasis (Mirror of
  the Fire Demon, p. 13) surrounded by patches of quicksand
  (Wilderness Adventures, p. 33). The GM must decide how
  many, how large, and where they are. Oases with quicksand
  attract other wandering encounters like regular oases, but all
  parties have to negotiate the spot’s hidden dangers. Adventur-
  ers may learn to approach attractive terrain with caution.
  Encounters
  Sneaky travelers can scout ahead (Wilderness Adventures,
  p. 25) at suitable penalties to speed and Stealth. In case of ran-
  dom encounters with wandering monsters and wandering
  adventurers, the adventurers can have advance warning, giving
  them some chance of avoiding opponents or setting an
  ambush for them. However, wandering encounters can do the
  same. Groups on high alert send scouts out ahead of them, giv-
  ing them a chance of spotting the oncoming heroes. Wander-
  ing encounters in an ambush disposition have already sent out
  scouts, detected the heroes without being seen, and taken steps
  accordingly. However, if the adventurers’ scouts spot the
  ambush, they can stage a surprise attack of their own.
  Since adventurers can trick out their kit with new and envi-
  ronment-specific items, so can traveling monsters. At least
  some parties of wandering adventurers and wandering mon-
  sters should have items like hobnails and sandshoes. In areas
  with sufficiently dense vegetation, enemy archers might use
  fire arrows in a deliberate attempt to set it on fire, to drive back
  or roast their opposition. Used as NPCs, the Aristocrat could
  have a number of items of elven gear (boots, cloak, and possi-
  bly a blind), the Master of the Elements some druidic fertilizer,
  and the Outdoorsman a few fire arrows, just in case.
  THE HIDDEN FORTRESS
  The oracle’s directions to the Goblin’s Head indicate two
  possible routes, similar to the two approaches to get from town
  to the grotto. The direct route is 50 miles over more dangerous
  ground (add another hostile terrain roll for each encounter) at
  a travel speed modifier of ¥0.5. The less direct route has an
  average travel speed modifier of ¥0.75 over a 70-mile course.
  The leg of the trip from the grotto to the Goblin’s Head is also
  through a region of less hospitable climate; make HT rolls for
  Harsh Climates (Wilderness Adventures, p. 30) at -3.
  You Will, Oscar. You Will.
  There’s one other thing I wish I’d had before Mirror of
  the Fire Demon: The Magic Desert in Pyramid #3/68:
  Natural Magic. Though the more extreme magical effects
  might provide excessive distraction in the context of the
  adventure, they could be used in adjoining regions to tran-
  sition to an ongoing campaign in the Devouring Lands.
  
  PYRAMID MAGAZINE
  25
  AUGUST 2014
  There’s not much of an opportunity to research these routes.
  If the adventurers want to try, they’ll have to head south to reach
  Wadi al-Sheik, spend a week researching, and then east to the
  Goblin’s Head, by which time events will have moved far ahead
  of them. Hope they shelled out for a map or a guide!
  ABOUT THE AUTHOR
  Matt Riggsby has been playing RPGs since the only game in
  town came in three poorly typeset tan booklets in a white box,
  using cheap dice which slowly converted themselves from
  icosahedrons to spheres. Having been educated in
  the lore of lost civilizations, he still kills things and
  takes their stuff while working a day job for artifi-
  cers of engines of great healing. The marching
  order for the rest of his party includes a sorceress,
  a sixth-level rogue, and a pack of indoor dogs.
  Mirror of the Fire Demon isn’t the only book that
  would have benefited from drawing from Wilderness
  Adventures. The equipment could have featured in a num-
  ber of GURPS Dungeon Fantasy 13: Loadouts. Here are
  a couple of special-purpose kits that can be assembled
  using some of the new outdoor gear.
  These loadouts use the same format and notation as
  Loadouts, and alternate SM costs and weights are com-
  puted the same way except as noted.
  Cold-Weather Kit
  This is an add-on lens for any adventurer traveling in
  cold, icy, snowy regions. It includes gear both to keep
  warm and to move quickly. However, it’s fairly expensive
  (two points converted to money for starting characters).
  Cold-Weather Kit
  $810, 22 lbs.
  Alternate SMs: -6 ($14.10, 0.28 lb.), -4 ($55.50, 1.25
  lbs.), -2 ($188.67, 4.67 lbs.), -1 ($438.33, 11.33 lbs.), +1
  ($1,520, 43 lbs.)
  • Doom Cleats (16, p. 18) [Feet] $400, 4 lbs.
  • Piolet Hatchet (16, p. 18) [Belt] $200, 2 lbs.
  • Sleeping Fur (1, p. 23) [Sack or Backpack] $50, 8 lbs.
  • Snowshoes (16, p. 18) [Feet] $100, 5 lbs.
  • Winter Clothing (16, p. 16) [Torso] $60, 3 lbs.
  Cold-Weather Group Kit
  This kit is an alternative to the regular group kit on p. 6
  Loadouts. It contains many of the items used in the group
  kit, but includes improved portable shelter, fire-starting
  capabilities, and a sledge to help drag the increased weight
  over the snowy wastes.
  Cold-Weather Group Kit
  $748, 264.25 lbs.
  Alternate SMs: -6 ($82.30, 10.75 lbs.), -4 ($113.13, 22.43
  lbs.), -2 ($219.34, 62.79 lbs.), -1 ($424.66, 140.91 lbs.), +1
  ($1,380.50, 505.75 lbs.)
  • Alchemist’s Matches (1, p. 25) [Sack or Webbing] $15,
  0.25lb.
  • Crowbar, 3’ (p. B289) [Sack or Webbing] $20, 3 lbs.
  • First Aid Kit (p. B289) [Sack or Backpack] $50, 2 lbs.
  • Group Basics (p. B288) [Sack or Backpack] $50, 20 lbs.
  • Pickaxe (p. B289) [Sack or Backpack] $15, 8 lbs.
  • Pole, 10’ (p. B288) [Torso] $8, 5 lbs.
  • 2 × Sack (1, p. 24) [Torso] Holds 40 lbs. $60, 6 lbs.
  • Sledge (16, p. 18) [Torso] $50, 20 lbs.
  • Yurt (16, p. 18) [Sack or Backpack] $480, 200 lbs.
  Cold-Weather Loadouts
  New challenges to improve your adventure!
  
  Pyramid magazine 
  4 
  august 2015
  GURPS Dungeon Fantasy has traditionally left crafting 
  to the NPCs, because “I take four months of downtime to 
  enchant this item” is a great way to kill the pacing of a dungeon  
  crawl. Concoctions – the chemicals, natural preparations, 
  poisons, and potions that so many delvers rely upon – are 
  an exception to this rule. GURPS Dungeon Fantasy 16: 
  Wilderness Adventures covers using Herb Lore and Poisons 
  to create natural balms and toxins. But to date, the only rules 
  for brewing alchemical elixirs require both Quick Gadgeteer 
  and Gizmos (GURPS Dungeon Fantasy 4: Sages, p. 4)!
  The following guidelines allow non-artificers to use 
  Alchemy for more than just identifying potions – and “power 
  up” the artificers with even more options. Now it’s easy to add 
  “potioncraft” to the list of things a delver can be awesome 
  at. Whether it’s a hero’s entire shtick (as for the alchemist, 
  pp. 6-7) or just something he does on the side, supplying the 
  party with potent drafts is a great way to keep them alive in 
  the face of danger.
  Creating ConCoCtions
  Alchemy allows the delver to brew any chemical or potion. 
  For examples of both, see pp. 28-29 of GURPS Dungeon 
  Fantasy 1: Adventurers. Either can be classified as one of 
  the following:
  • Stable. This will keep forever if treated properly. Prices 
  found in Dungeon Fantasy books assume stable concoctions 
  created by NPC crafters using huge, expensive, dedicated 
  workshops. In contrast, anything brewed by a PC using these 
  rules is a “field-expedient” creation; it may last as long and 
  work as well as a “proper” potion, but it’s cloudy instead of 
  clear, it fizzles and smokes a bit, it separates and must be 
  shaken before use, and so on. Because of this, the PC cannot 
  resell it for more than 10% of list price.
  • Unstable. Anything brewed on the spot with Quick Gad-
  geteer is even more obviously jury-rigged and loses its potency 
  after just 24 hours. Basically, it’s designed to be used now and 
  cannot be resold, as the potential buyer can see the concoction 
  slowly breaking down before his very eyes!
  Stable creations require Off-Camera Brewing (p. 6) or 
  Standard Brewing (below) – the only options available for 
  most delvers. A Quick Gadgeteer may choose to make an 
  unstable concoction instead, using Fast Brewing (p. 5) if he 
  has a few minutes to set up a lab or Instant Brewing (p. 5) to 
  do so instantly by expending a Gizmo. For everything except 
  off-camera brewing, the brewer’s Alchemy skill is modified for 
  the type of lab (p. 5) used, from -10 for no proper equipment 
  to 0 for a full workshop.
  When attempting standard brewing – or fast brewing if 
  both participants are Quick Gadgeteers – the crafter may be 
  assisted by someone else who knows Alchemy. The assistant 
  rolls first, against unmodified skill; don’t apply bonuses or pen-
  alties for the concoction, gear, haste, etc. (Personal modifiers, 
  such as from fatigue, still apply.) His result modifies the brew-
  er’s Alchemy roll using the standard rules for a complemen-
  tary skill: -2 for critical failure, -1 for failure, +1 for success, 
  and +2 for critical success.
  Standard Brewing
  Anyone with Alchemy skill can attempt to brew a stable 
  chemical or potion. This requires exotic ingredients, different 
  for each recipe, that cost 20% of the product’s normal sale 
  value. For example, an agility potion ($700 retail) requires 
  $140 worth of “agility potion ingredients.” Ingredients 
  weigh 1 lb. per $100. The GM may allow harvested monster 
  parts, rare plants, etc., to count toward some or all of this 
  requirement; for advice here, see Naturally Occurring Loot 
  (Wilderness Adventures, p. 44) or The Material Difference (in 
  Pyramid #3/66: The Laws of Magic).
  Brewing takes a full day, either in Town or camped out on 
  the road. Anyone can produce a chemical in just four hours for 
  an extra -5 to skill, but only a Quick Gadgeteer can similarly 
  rush a potion. If the delver is willing to spend multiple days 
  working on the project, he gets +1 for two days of work, +2 for 
  four days, +3 for one week, +4 for two weeks, and +5 for four 
  weeks. (Though the +5 is rarely worth the $600 required to 
  board in Town for that long!)
  At the end of this time, roll against Alchemy, modified for 
  lab quality and at -1 for every $100 (or fraction thereof) of 
  the retail price (e.g., -7 for that agility potion). Then consult 
  Results (p. 6).
  Eh, Close Enough
  If the brewer has ingredients for a different potion, he may 
  treat them as half value for the purpose of making this potion. 
  For example, a brewer with $140 of agility potion ingredients 
  who uses them to make a flight potion can treat them as $70 
  worth of flight potion ingredients.
  dungeon 
  BreWmasters
  By jason “PK” levine
  
  Pyramid magazine 
  5 
  august 2015
  If, after pooling together his collection of ingredients, the 
  delver still doesn’t have enough, he may take an hour and 
  attempt a Scrounging roll to “fill in the blanks” with useful 
  components. (He may substitute a Per-based Naturalist roll, 
  if better, when outside.) Success allows unpenalized creation 
  of the concoction; critical success finds something amazing 
  that gives +2 to the subsequent Alchemy roll. Failure ruins all 
  existing ingredients and produces nothing; critical failure is 
  as under Results (p. 6)!
  Modifiers: 0 in Town; -5 in a dungeon; (1d-7) in the arc-
  tic, desert, or mountains; (2d-7) in any other outdoor setting. 
  -1 for every full 5% of ingredients that you’re missing (e.g., if 
  you need $140 for the agility potion, every $7 you’re missing 
  inflicts -1) to as low as -20 for a completely improvised con-
  coction. -5 to spend only 30 minutes searching; you may not 
  take extra time for a bonus.
  Simplified Ingredients
  As an optional rule, the GM may declare that all 
  alchemical ingredients are interchangeable; e.g., a 
  brewer buys “$140 of exotic ingredients,” not “$140 
  of agility potion ingredients.” If so, each concoction 
  requires 30% of its value in these ingredients instead 
  of 20%.
  Fast Brewing
  A Quick Gadgeteer may brew an unstable chemi-
  cal or potion in just 1d¥5 minutes, regardless of value. 
  At the end of this time, he rolls against Alchemy at -1 
  for every $250 (or fraction thereof) of the retail price, 
  modified for lab quality and dwindling ingredients (see 
  below). Then consult Results (p. 6).
  Technically, the brewing does require ingredients, 
  but it’s assumed that the gadgeteer is improvising with 
  whatever he’s stuffed into the backpack with his lab. As 
  these unspecified ingredients run out, it becomes harder 
  to create things: add a cumulative -1 to all brewing rolls 
  for every two brewing attempts (succeed or fail) until he 
  has a chance to restock his bag.
  Restocking requires access to a fairly large area 
  (the wilderness, a large cave system, or the area in and 
  around Town); either a lack of serious threats or enough 
  bodyguards to protect you completely while you work; 
  and a successful Per-based Naturalist or Scrounging 
  roll. Success eliminates -1 of the “low ingredients” pen-
  alty, plus another -1 for every two full points of success.
  Modifiers: 0 around Town; -5 in a dungeon; (1d-7) in 
  the arctic, desert, or mountains; (2d-7) in any other out-
  door setting. -10 for an instant roll (“Why, here are the 
  exact minerals I needed!”); -5 if you spend 30 minutes 
  restocking; 0 for an hour; +1 for two hours; +2 for four 
  hours; +3 for eight hours; +4 for the entire day, sunup to 
  sundown. Alternatively, a use of Serendipity allows one 
  instant roll with no haste penalty.
  Other party members can assist. Roll against each 
  person’s best skill, unmodified except for personal 
  modifiers (e.g., fatigue) and -2 unless he knows either 
  Alchemy or Thaumatology. This adds -2 to the brewer’s 
  roll for each critical failure, -1 for each failure, +1 for 
  each success, and +2 for each critical success; however, the 
  total bonus cannot exceed +4.
  Instant Brewing
  A brewer with Quick Gadgeteer and Gizmos may use a 
  Gizmo to mix a concoction on the spot. He still needs some 
  sort of lab, but unlike the two options above, he doesn’t need 
  to have it out and unpacked, just on him. Assume he simply 
  reaches in, regardless of where it’s hanging on his body, and 
  grabs exactly what he needs.
  This takes a single Ready maneuver – or a free action, with 
  a successful Fast-Draw (Gadget or Potion) roll – and requires 
  a roll against Alchemy, modified for lab quality and at -1 for 
  every $250 (or fraction thereof) of retail price. Then consult 
  Results (p. 6).
  Instant mixing does not take a penalty for dwindling 
  ingredients (Fast Brewing, above), nor does it worsen any 
  such penalty. The “use” of a Gizmo replaces the need to 
  track ingredients.
  neW equiPment
  For the weapons below, grenade elixirs go off on any suc-
  cessful hit, but poisons, drinkable potions, etc. take effect 
  only if damage penetrates DR.
  Bolas, Breakable. A bolas with one weighted end and one 
  end designed to attach to a small bottle. When successfully 
  thrown around a foe, the bottle breaks against the weighted 
  end and releases the elixir. If thrown with a missing or empty 
  bottle, treat as a bola perdida (GURPS Low-Tech, pp. 72, 76), 
  which uses Sling skill. Cost and weight include one small bot-
  tle (below), which must be replaced each time. $30, 2 lbs.
  Bolt, Syringe. A crossbow bolt with an oversized glass tip 
  which can hold a dose of elixir. Damage is -2 and piercing 
  instead of impaling. Not reusable. $5, 0.1 lb.
  Bottle, Small (Adventurers, p. 24). This bottle can be 
  thrown (with Throwing) or used with Sling skill at no penalty 
  (treat it as a sling stone with a (0.2) armor divisor). $2, 0.5 lb.
  Labs
  The backpack lab and workshop can be made fine (+1 to 
  skill for all purposes) for +4 CF or very fine (+2 to skill) for 
  +19 CF. Without at least the basic kit, Alchemy is at -10 for 
  brewing or -5 for any other use.
  Backpack Alchemy Lab (Adventurers, p. 26). Small bea-
  kers, vials, droppers full of strange substances, and more. 
  Allows brewing with Alchemy at -2. Other uses, such as iden-
  tifying potions, are at no penalty. $1,000, 10 lbs.
  Basic Alchemy Kit. A two-part beaker and combination 
  stirrer/dropper. Better than nothing! Allows brewing with 
  Alchemy at -5 or other uses at -2. $50, 0.5 lb.
  Full Alchemy Workshop. Massive collection of gear, usu-
  ally left in a room in Town. It can be carried and set up on a 
  stationary wagon, but it takes 10 hours to set up or pack back 
  up, and will break if the vehicle moves while it’s set up. Allows 
  brewing at no penalty; gives +1 to any other use of Alchemy. 
  $2,000, 200 lbs.
  
  Pyramid magazine 
  6 
  august 2015
  Results
  Critical Success: For a stable concoction, two doses are cre-
  ated instead of one. For an unstable concoction, it lasts 2d 
  days (instead of just 24 hours).
  Success: The chemical or potion is created as expected.
  Failure: The ingredients are used up, but nothing is created.
  Critical Failure: As for failure, plus either the brewer and 
  any assistant are subjected to the elixir’s effects (if harm-
  ful – or reverse the effects of a helpful potion) or it explodes 
  beautifully for 3d crushing explosive damage (they may dodge 
  for cover or distance) and attracts a lot of attention. The GM 
  decides which.
  Other Types of Brews
  While Quick Gadgeteer shares the most synergy with 
  Alchemy, it can also speed up the use of Herb Lore and 
  Poisons. See “Boil and Bubble” and Poisons in Wilderness 
  Adventures, pp. 44-45, for game mechanics. 
  Standard Brewing (Herb Lore or Poisons): A brewer with 
  Quick Gadgeteer can speed up either one, taking -5 to skill to 
  create a healing potion in four hours or a poison in 30 minutes.
  Fast Brewing (Herb Lore): A Quick Gadgeteer may cre-
  ate unstable healing potions in just 1d¥5 minutes, otherwise 
  using the standard “Boil and Bubble” rules. This option is not 
  available for natural preparations (including healing kits), as 
  there is no such thing as an “unstable natural preparation.”
  Fast Brewing (Poisons): Quick Gadgeteer allows unstable 
  poisons to be created via fast brewing. This takes 1d¥5 min-
  utes. If an alchemy lab is available, the brewer may decide 
  whether to apply the foraging modifier or scrounge from his 
  lab and accept the “dwindling ingredient” penalty. Otherwise, 
  follow the standard poison-crafting rules.
  Instant Brewing (Herb Lore or Poisons): Quick Gadgeteer 
  plus Gizmos allows the instant creation of an unstable poi-
  son or healing potion – or a one-time use of a natural prepara-
  tion (e.g., an herbal bouquet which acts as a druidic healer’s 
  kit) which must be utilized immediately. Use the standard cre-
  ation rules, but ignore any foraging penalty (as the “use” of 
  the Gizmo replaces the need to gather); any foraging bonus 
  still applies.
  alChemist
  0 points
  This is a lens for the artificer (Sages, 
  p. 5). It trades engineering ability for 
  alchemical specialization.
  Advantages: Replace the first list of mandatory advantages 
  with Dungeon Artificer 4 [20]; Equipment Bond (Backpack 
  Alchemy Lab) [1]; Gizmos 3 (Accessibility, Concoctions, 
  -20%) [12]; Quick Gadgeteer (Specialized, Concoctions, 
  -50%) [25] and Signature Gear (Backpack Alchemy Lab) 
  [2]. • Add an extra 15 points chosen from among Acute 
  Smell/Taste [2/level], Alcohol Tolerance [1], Fearlessness 
  [2/level], Formulary (any; see p. 7) [1/level], or more Giz-
  mos (Accessibility, Concoctions, -20%) [4/gizmo]. • In the 
  40-point list of advantages, add Danger Sense [15] and 
  replace Gizmos with Gizmos (Accessibility, Concoctions, 
  -20%) [4/gizmo].
  Disadvantages: Remove Compulsive Inventing. 
  • Raise the required points in the first disad-
  vantage list from -20 to -25, and add Magic 
  Susceptibility [-3/level], Missing Digit [-2 or 
  -5], One Eye [-15], and Weirdness Magnet [-15] 
  to the choices.
  Primary Skills: Raise Alchemy to Alchemy (VH) 
  IQ+5 [12]-18*. • Replace Engineer (Gadgets) 
  with Hazardous Materials (Magical) (A) IQ 
  [2]-13.
  Secondary Skills: Replace this entire section 
  with the following: Poisons (H) IQ-1 [2]-12; 
  Research (A) IQ-1 [1]-12; Traps (A) IQ+3 
  [1]-16*; and Thaumatology (VH) IQ-1 [4]-12. 
  • Either Staff (A) DX+1 [4]-14 or both Shield (Buckler) (E) 
  DX+1 [2]-14 and one of Broadsword, Rapier, Shortsword, 
  or Smallsword, all (A) DX [2]-13. • One of Bolas (A) DX+1 
  [4]-14; Crossbow (E) DX+2 [4]-15; or Sling (H) DX [4]-13. 
  • Either Throwing (A) DX+2 [8]-15 or both Throwing (A) 
  DX+1 [4]-14 and a second ranged-weapon choice from the 
  previous list.
  Background Skills: Remove Hazardous Materials (Magical). 
  • Add the following choices: Brawling (E) DX [1]-13; Ges-
  ture (E) IQ [1]-13; Herb Lore† (VH) IQ-3 [1]-10; Naturalist 
  (H) IQ-2 [1]-11; Pharmacy (Herbal)† (H) IQ-2 [1]-11; spend 
  1 point for +1 to any background skill; or trade two back-
  ground skills to raise Poisons to (H) IQ [4]-13.
  * Includes +4 for Dungeon Artificer.
  † Requires Naturalist prerequisite.
  Customization Notes
  Much like the bard, the alchemist is a good choice for the 
  player who wants to act in a support role for the party. This 
  character is strongest from the back, where he can lob (or 
  shoot, sling, etc.) grenades into the melee ahead and admin-
  ister healing potions to the wounded. Gizmos keep this char-
  acter combat-capable, but don’t neglect general brewmastery; 
  pick one or two key concoctions to specialize in via Formulary 
  (p. 7). Alchemists who forgo Wealth should trade in some of 
  the points from their quirks for cash to buy decent armor as 
  well as spare small bottles and crystal vials; any leftover points 
  can go toward improving skills. Remember that Fast-Draw 
  (Gadget) covers concoctions as well.
  Off-Camera Brewing
  Delvers in Town can acquire “ready-to-use mixes” at 20% under 
  list price. However, putting the mix together requires an Alchemy 
  roll; don’t apply any external modifiers, even for lab quality! Success 
  produces the chemical or potion, but failure requires obtaining fur-
  ther ingredients to fix the problem; these add 30% to the concoction 
  cost, for a net 110% of normal price. (This is simply the rule from 
  p. 3 of GURPS Dungeon Fantasy 2: Dungeons.)
  Pick the brewing method that best suits your 
  equipment, ingredients, and time.
  
  Pyramid magazine 
  7 
  august 2015
  Alchemist Lens
  +50 points
  This variant of the artificer lens (Sages, p. 7) is more rea-
  sonably priced, fitting the standard 50-point mold. If any skills 
  overlap with existing ones, combine points when possible 
  (e.g., if you already have Throwing (A) DX [2], the 2 points 
  from this lens will raise it another level). Any leftover points 
  can be spent on secondary skills from the general alchemist 
  lens above.
  Advantages: Dungeon Artificer 2* [10]; Equipment Bond 
  (Backpack Alchemy Lab) [1]; Gizmos 1 (Accessibility, 
  Concoctions, -20%) [4]; Quick Gadgeteer (Specialized, 
  Concoctions, -50%) [25]; Signature Gear (Backpack 
  Alchemy Lab) [2].
  Skills: Alchemy (VH) IQ-1 [4]; Fast-Draw (Gadget) (E) DX 
  [1]; Scrounging (E) Per [1]; Throwing (A) DX [2].
  * Gives +2 to Alchemy, Armoury, Engineer (Gadgets), 
  Fast-Draw (Gadget), Scrounging, and Traps.
  alChemist PoWer-uPs
  The alchemist has access to the following power-ups.
  • Up to three Formulary perks (below). In addition, the 
  alchemist may “trade in” points spent on these to help off-
  set the cost of raising Alchemy. For example, an alchemist 
  with three Formulary perks could lower each by one level, 
  recouping three points, and then spend those plus one 
  earned character point to raise Alchemy one level. (With 
  Toxicity Training, p. 8, he may do the same for Poisons.)
  • Dungeon Artificer [5/level] up to 6.
  • Gizmos (Accessibility, Concoctions, -20%) [4/gizmo] 
  with no upper limit.
  • Resistant to Poison (+3) [5] or (+8) [7].
  • Ridiculous Luck [60].
  • Serendipity [15/level] with no upper limit.
  • The artificer power-ups Improvisation, Potion 
  Implant, and Spellsmith; see GURPS Dungeon Fantasy 
  11: Power-Ups. Adding Spellsmith results in a Quick 
  Gadgeteer who can work with concoctions and magical 
  items, but not normal gear.
  • The assassin power-up perks Bane Brewer, Combat 
  Poisoner, Poison Mixer, and Practical Poisoner; see Power-Ups 
  for Assassins (from Pyramid #3/50: Dungeon Fantasy II).
  • The Retroactive Poisoning perk; see More Power to 
  Dungeon Warriors (from Pyramid #3/61: Way of the Warrior).
  In addition, the following power-ups are unique to alche-
  mists, though the GM may allow them to other alchemically 
  trained delvers such as wizards or other artificers.
  Brewer’s Eye
  12 points
  You can recognize almost any concoction after studying it 
  for a minute and then rolling against the higher of IQ or the 
  brewing skill for that concoction (if any). Success means you 
  figure out exactly what it is and what it does, even if you’ve 
  never heard of it before now. Failure just tells you the basics 
  (e.g., “it’s a contact poison”). Critical failure does the same, 
  but you also get some on yourself (if bad) or drop it; GM’s call.
  This isn’t as fast as tasting the brew (Dungeons, p. 14), but 
  it’s much safer!
  Advantages: Detect (Concoctions; Analysis Only, -50%; Ana-
  lyzing, +100%; Immediate Preparation Required, 1 minute, 
  -30%) [12].
  Draught of Power
  22 points/level
  Prerequisite: Alchemy at IQ+1.
  Similar to Gizmo, once per session per level of this 
  advantage, you can take a Ready maneuver (which Fast-
  Draw (Gadgets) may obviate) to produce and quaff a special 
  potion that imbues you with wizardly power. Immediately 
  after drinking it, you can cast any one wizardly spell, ignoring 
  all prerequisites! For example, you could cast Wither Limb 
  (p. B244) having no Magery and no knowledge of Paralyze 
  Limb. The potion only works for you, not others.
  Use your IQ as the spell level – plus Magery, if you happen 
  to have it. You must pay the spell’s standard energy cost, 
  reduced as usual for an effective spell level of 15+. The potion 
  grants you the ability to cast the spell; it doesn’t power it! It 
  also doesn’t grant you Magery, even temporarily, which makes 
  most Missile spells useless; e.g., with no Magery, you can cast 
  only a 0d Fireball.
  alChemiCal traits
  Dedicated brewers (like the alchemist, pp. 6-7)  
  rely on Quick Gadgeteer and Gizmos, often with the lim-
  itations below. And anyone using Alchemy should con-
  sider buying a Formulary for a few favored (or most 
  difficult) concoctions.
  Quick Gadgeteer
  Specialized: Your Quick Gadgeteer applies only when 
  you’re creating gadgets or concoctions; choose which 
  when taking this limitation. -50%.
  Gizmos
  Accessibility, Concoctions: You can use your Gizmos 
  only for instant brewing (p. 5) and Other Types of Brews, 
  p. 6) or to specify that you’re carrying an existing potion, 
  poison, etc. -20%.
  Formulary
  This is an leveled perk which must be specialized in a 
  single, specific chemical or potion. Each level (maximum 
  10) gives +1 to Alchemy for analyzing, creating, or han-
  dling that concoction, but only for the purpose of offset-
  ting penalties; it cannot raise the final roll above your base 
  skill. For example, Formulary 6 (Agility Potion) [6] would 
  negate up to -6 in penalties to Alchemy (from the potion 
  itself, poor gear, working quickly, etc.) when analyzing or 
  creating an agility potion.
  Never take more than three of these; with four or more, 
  you’re better off just raising Alchemy skill.
  
  Pyramid magazine 
  8 
  august 2015
  Your Draught of Power level is limited to half of your 
  relative Alchemy level, rounded up. That is, Alchemy at IQ+1 
  or IQ+2 allows Draught of Power 1, Alchemy at IQ+3 or IQ+4 
  allows Draught of Power 2, and so on.
  Advantages: Wild Talent (Accessibility, Wizardly spells, -10%; 
  Focused, Magical, -20%; No Advantage Requirements, 
  +50%; Requires Ready, -10%) [22/level].
  Litmus Test
  11 points
  When using Alchemy to identify a magical item (Dungeons, 
  p. 14), you can do so instantly, by simply pulling out some 
  pretreated swabs and seeing what colors they turn when you 
  hold them to (or near) the item. This incurs no penalty past 
  the usual -2.
  Perks: Efficient (Alchemy) [1]; Unique Technique (Speed 
  Analysis) [1].
  Techniques: Speed Analysis (H) Alchemy-2 [9].
  Mixology
  Variable
  Most alchemists focus on potions and elixirs, but you’ve 
  spread out into herbs, poisons, or both! Choose one of the 
  following:
  • Mixology (Herb Lore) adds your Dungeon Artificer level to 
  your Herb Lore skill. Its cost in character points equals your 
  Dungeon Artificer level.
  • Mixology (Poisons) adds 
  your Dungeon Artificer level 
  to your Poisons skill. Its cost 
  in character points equals 
  your Dungeon Artificer level.
  • Mixology (Herb Lore 
  and Poisons) adds your Dun-
  geon Artificer level to your 
  Herb Lore and Poisons skills. 
  Its cost in character points 
  equals twice your Dungeon 
  Artificer level.
  Example: Missavan has 
  Dungeon Artificer 3 [15] and 
  wants to be great at all three 
  brewing skills, so she takes 
  Mixology (Herb Lore and 
  Poisons) [6]. Now Dungeon Artificer gives its +3 to her Herb 
  Lore and Poisons skill as well as its usual skill list.
  You may always upgrade from either single-skill Mixology 
  to the dual-skill version by paying the difference. If you later 
  raise your Dungeon Artificer level, you must also pay for the 
  corresponding increase in Mixology’s cost.
  Advantages: Dungeon Artificer adds 
  Herb Lore and/or Poisons to its list of 
  skills, using the rules for alternative 
  Talent costs from GURPS Power-
  Ups 3: Talents, for a net +1/level  
  (or +2/level for both) to its cost.
  Toxicity Training
  1 point
  This perk represents formal alchem-
  ical training in making poisons. You 
  may learn Formulary perks (p. 7) for 
  poisons. You may also use your alchemy 
  lab to create them; this gives +1 to skill when using a backpack 
  alchemy lab or +2 when using a full alchemy workshop (plus 
  any bonus for high quality), but you must use the lower of 
  Alchemy or Poisons. For more on crafting poisons, see Other 
  Types of Brews (p. 6).
  The lack of a corresponding Herb Lore perk is intentional. 
  Herbal brews do not benefit from formal training!
  aBout the author
  Reverend Jason “PK” Levine mastered the Philosopher’s 
  Stone many years ago, which is why he looks so young . . . 
  so please ignore those rumors about him bathing in infant 
  blood every new moon. As the Assistant GURPS Line Editor, 
  he has crafted many a bizarre concoction, including GURPS 
  Dungeon Fantasy 5: Allies and part of GURPS Dungeon 
  Fantasy 10: Taverns (with Loren K. Wiseman). His current 
  magical brewery is in Chattanooga, where he defies the laws 
  of reality with his wonderful wife and annoying cats. He’d like 
  to thank Sean “Dr. Kromm” Punch for advice in the creation 
  of this article.
  Charms? Homunculi?
  For balance reasons, PC delvers should not be able to make alchemical 
  amulets or talismans (GURPS Magic, p. 220), as this crosses into the line of 
  “making permanent enchanted items” and is thus restricted to NPCs only. And 
  everything under Exotic Preparations (p. 37 and GURPS Magic, pp. 220-221) 
  is intended to be rare and special, which precludes any rules appearing here – 
  knowledge of such things is a fitting reward for the end of a challenging story 
  arc, at which point the GM can set its difficulty.
  
  Literature, video games, and other RPGs are filled with
  examples of how holy men or great military leaders can boost
  the abilities of allies and friends well beyond what excellent
  morale could justify. These abilities are often called auras.
  GURPS Fourth Edition presents multiple ways of modeling
  such effects, but most of them are rather complex or have costs
  out of proportion for the effect. Despite its name, the Aura
  modifier (p. B102) is not suitable by itself for this purpose, but
  it is at the heart of Aura of Power (below), a “meta-enhance-
  ment” that forms the basis of the abilities presented here.
  Aura of Power
  Variable
  This is a new special enhancement for Affliction (p. B36); it
  must be combined with one or more of Advantage, Attribute
  Penalty, Disadvantage, Incapacitation, Irritant, or Negated
  Advantage. Aura of Power turns the Affliction into a two-yard
  area effect, centered on the adventurer, that affects any targets
  he wishes. The first level is a +175% enhancement; each addi-
  tional level adds +50% and cumulatively doubles the area-of-
  effect radius.
  The user must take a Concentrate maneuver and make an
  appropriate Will-based skill roll to bring up the aura. (The skill
  is dictated by the ability; see Aura Skills, p. 5.) If he fails, he
  may try again on later turns, but each successive attempt costs
  1 FP. If successful, then the aura is active for the next minute.
  For a beneficial Affliction, the user may make roll of the
  aura’s skill (as a free action) when someone he wants to bless
  enters his area of effect, at a penalty equal to the distance
  between them. Success means that person is blessed; note the
  margin of success. On a failure, he may continue to roll once
  per second (again, as a free action) with no penalty or cost,
  until successful in blessing that subject. Those blessed stays
  that way until they leave the area or the aura ends, in which
  case the effects of the aura linger for seconds equal to the
  user’s original margin of success for that person.
  For a hostile Affliction, the user may attempt to curse any-
  one entering the area of effect. This works the same as bless-
  ings, but is treated as a Quick Contest of the user’s aura skill
  versus the target’s HT. The victim suffers the effects for seconds
  equal to the user’s margin of victory.
  The user must make a new aura skill roll each minute to keep
  his aura up. If he fails, the aura drops; on any subsequent turn
  he may pay 1 FP, take a Concentrate maneuver, and make an
  aura skill roll to bring it back up. He may also turn it off volun-
  tarily at the beginning of his turn (as a free action); if so, there is
  no FP cost to switch it back on. Also, if he wishes to use an aura
  technique (p. 5), he must switch the aura off and reactivate it;
  this takes a single Concentrate maneuver.
  The adventurer must decide how the aura acts against tar-
  gets of which he is not aware. He can choose (when buying the
  ability) whether to affect all unknown targets. Either option is
  balanced; the decision depends on whether the user would
  rather risk targeting someone who shouldn’t have been or risk
  not noticing a potential (but unseen) target until it’s too late.
  Statistics: Area Effect, 2 yards, +50%; Aura, +80%; Maledic-
  tion 1, +100%; Melee Attack, Reach C, -30%; Reduced Dura-
  tion, 1/60, Only after the target leaves the area, -30%; Requires
  Will Roll, -5%; Selective Area, +20%; Takes Extra Time, -10%.
  Further levels add additional Area Effect.
  PYRAMID MAGAZINE
  4
  MAY 2010
  AURAS OF
  POWER
  BY ANTONI TEN MONRÓS
  Having access to auras is great justification for other traits that a player might want to give his cleric.
  You need not ask if whether or no
  you are a Mystic. Every soul contains
  within itself the attributes of the
  divine. They may be repressed and
  crucified, to the eternal loss of the Ego,
  or they may be made to bloom, like the
  lotus, to a beauty and power able to
  set inferior limitations of existence at
  any length.
  – Willis F. Whitehead,
  The Mystic Thesaurus
  
  DIVINE AURAS OF POWER
  Deities and other powers above (or below) often grant spe-
  cial abilities to their most dedicated followers, and the capa-
  bility to instill courage or greatness on their allies just by
  their presence is a common gift. These Auras of Power are
  specially suited for followers of a deity with a limited portfo-
  lio, though omnipotent deities could grant any of them if the
  GM deems it reasonable.
  An aura ability is designed from Affliction with the Aura of
  Power modifier (see p. 4). If the aura grants an advantage to
  both the cleric and the targets in the area, the ability also
  includes the advantage with Accessibility, Only when the aura
  is active (-10%). Auras often come in levels, with additional lev-
  els providing a stronger effect to those in the area. In addition
  to buying a higher level, users can also increase the radius, at
  +5 points per doubling. The exact build of each aura ability is
  noted after the description, but players are free to put only
  aura names and their levels on character sheets, followed by
  the aura radius – e.g., “Aura of Courage 5 (8 yards) [55].”
  Auras are affected by sanctity, as each includes the Divine or
  Holy power modifier (abbreviated “PM”) – to change this, see
  Other Sources (p. 10). Each aura ability requires a specific skill,
  and offers optional aura techniques (see above for an explana-
  tion of these). A critical failure when activating the aura is equiv-
  alent to a failure casting a divine spell, requiring a roll on the
  same table (GURPS Thaumatology, p. 257). If the result is that
  the cleric “forgets the spell,” he forgets the aura skill and any
  associated aura techniques, but does not lose the ability itself.
  In Dungeon Fantasy, the Auras of Power are part of Holy
  or Unholy Might, and thus the aura skills gain a bonus for
  Power Investiture, Holiness, or Unholiness, and can be taken
  by both clerics and holy and unholy warriors. The aura
  description includes the divine element(s) from GURPS
  Dungeon Fantasy 5: Allies that suit each aura. Clerics and
  holy warriors can thus only take Auras of Power associated
  with the elements of their deity. (For those without access to
  Allies, Divine Elements represent facets of the deity’s power
  and essence. Clerics and holy warriors have access to Good
  plus two others, while evil clerics and unholy warriors have
  access to Evil plus two others.)
  Aura of Chaos
  32 points
  Divine Elements: Chaos.
  Skill: Epitaph of Confusion (Will/Hard).
  The gods of Chaos can confuse the minds of mortals with
  horrible visions. Those cursed by the aura see nightmarish
  visions overlaying their perceptions, as per Hallucinating
  (p. B429). Thus, before each skill roll, each must roll against
  Will. On a success, the victim suffers only a -2 penalty to the
  action, due to disorientation. On a failure, the penalty is
  increased to -5 and lasts for 1d seconds. On a critical failure, the
  hallucinations become so real that the victim loses touch with
  reality for 3d seconds: Roll 1d at the beginning of each of the vic-
  tim’s turns. On 1-3, he treats foes as friends and friends as foes;
  on 4-6, the visions are too confusing and the victim just stands
  still, unable to act or perform active defenses.
  Statistics: Affliction 1 (HT; Aura of Power 1, +175%; Hallu-
  cinating, +50%; PM, -10%) [32].
  PYRAMID MAGAZINE
  5
  MAY 2010
  A few aura suggestions based on other traits: Danger sense? “Aura of awareness!” Charisma? “Aura of respect!”
  The following aspects can be applied to any Affliction
  with Aura of Power. They go hand in hand; users of a
  power should not have access to aura techniques unless
  they also take an aura skill.
  Aura Skills
  Divine auras need more than a simple instant of
  focused will; they require a silent prayer by the cleric. This
  means the Will rolls to activate and bless (or curse) the tar-
  gets in the area are replaced by a roll against an aura skill
  – a Will/Hard skill that defaults to Will-6. Each aura ability
  requires its own, distinct skill. For further details, see Skills
  for Everyone (GURPS Powers, p. 162).
  Aura Techniques
  Each aura ability has one or more aura techniques, rep-
  resenting additional tricky uses of the corresponding aura
  ability. An aura technique is a Hard technique that defaults
  to the aura skill at a certain penalty, and that can not
  exceed that skill. In essence, aura techniques combine the
  concepts of power techniques and temporary enhance-
  ments (GURPS Powers, pp. 162 and 172), allowing users
  to add new modifiers to the Affliction advantage “on the
  fly.” The default penalty is normally -1 per +10% in
  enhancements being added. Since beneficial auras affect
  the user and his subjects, though, all techniques that mod-
  ify granted advantages are twice as harsh (-2 per +10%).
  Use of an aura technique costs 2 FP (waived with a crit-
  ical success). Success means the effects of the aura tech-
  nique are active for the next minute. On a critical failure,
  in addition to the normal effects, the user has angered the
  powers above (or below) – the ability is unusable for 1d
  seconds, and all current effects end.
  If the penalty to use a technique is too steep, the cleric
  can improve his chances of success by spending FP. Every
  FP spent reduces the penalty for the technique by 1. This
  can never be used for a net bonus.
  Often, multiple techniques can be combined. Add the
  relative levels of all the techniques you wish to use, and pay
  the 2 FP cost only once.
  Aura Skills and Techniques
  
  Expand Area
  Hard
  Default: Epitaph of Confusion-5; cannot exceed Epitaph of
  Confusion skill.
  The cleric can double the radius of his aura, at full effect. In
  addition, for every 5 points by which his (modified) aura skill
  roll succeeds by, he may further double this radius, cumulatively.
  Aura of Cloud-Walking
  47/59/91 points for levels 1-3
  Divine Elements: Air.
  Skill: Prayer of Weightlessness (Will/Hard).
  Summoning the power of his divine patron, the cleric can
  render himself, his allies, and even their mounts nearly
  weightless. Level 1 allows those blessed by the aura to tread
  over smoke and water vapor (including steam, fog, and
  clouds) as if it were solid ground. Level 2 extends this to walk-
  ing on air, while level 3 permits outright flight. However,
  being weightless makes those affected susceptible to strong
  winds. Wind moves targets one yard per second in the direc-
  tion it is blowing, per 5 mph of wind speed. For those with
  level 1, this can be very dangerous, as it can move them off of
  what they consider solid ground!
  Statistics: Affliction 1 (HT; Advantage, Walk on Air (Lighter
  Than Air, -10%; Specific, smoke and water vapor, -30%),
  +120%; Aura of Power 1, +175%; PM, -10%) [39] + Walk on Air
  (Accessibility, Only while the aura is active, -10%; Lighter Than
  Air, -10%; PM, -10%; Specific, smoke and water vapor, -30%)
  [8]. Level 2 removes the Specific limitation [45 + 14]. Level 3 is
  Affliction 1 (HT; Advantage, Flight (Lighter Than Air, -10%),
  +360%; Aura of Power 1, +175%; PM, -10%) [63] + Flight
  (Accessibility, Only while the aura is active, -10%; Lighter Than
  Air, -10%; PM, -10%) [28].
  Expand Area
  Hard
  Default: Prayer of Weightlessness-5; cannot exceed Prayer of
  Weightlessness skill.
  As for Aura of Chaos (above).
  Aura of Courage
  31/35/38/42/45/49/54 points for levels 1-7
  Divine Elements: Fire, War.
  Skill: Prayer of Divine Courage (Will/Hard).
  The cleric’s presence and faith hammers his allies’ determi-
  nation into steel, allowing them to face the horrors of the abyss
  untouched by fear. Levels 1-6 give a bonus to Fright Checks
  equal to the level, while level 7 grants immunity to Fright
  Checks to those blessed by it.
  Statistics: Affliction 1 (HT; Advantage, Fearlessness 1, +20%;
  Aura of Power 1, +175%; PM, -10%) [29] + Fearlessness 1
  (Accessibility, Only while the aura is active, -10%; PM, -10%)
  [1.6]. Levels 2-6 increase the Fearlessness level in the aura
  [+2/level] and on the cleric [+1.6/level]. Level 7 replaces Fear-
  lessness with Unfazeable [42 + 12].
  Expand Area
  Hard
  Default: Prayer of Divine Courage-5; cannot exceed Prayer
  of Divine Courage skill.
  As for Aura of Chaos (above).
  In addition to defining divine spheres of influence, Dungeon Fantasy 5: Allies provides details (including stats) for
  creating your own supernatural help.
  PYRAMID MAGAZINE
  6
  MAY 2010
  But this alone would not be sufficient to explain the
  persistence, through thousands of years, of such singular
  veneration. It must be attributed also to the effects of a
  long and successful practice of the Way, throughout
  twenty-five centuries, which has enhaloed the Sutta, as it
  were, with an aura of power that inspires deep reverence.
  – Nyanaponika Thera,
  The Heart of Buddhist Meditation
  
  Know No Fear
  Hard
  Default: Prayer of Divine Courage-26*; cannot exceed
  Prayer of Divine Courage.
  Sometimes it’s not just courage that is needed; it’s unyield-
  ing determination that the situation requires. This technique
  allows the cleric to temporally boost the level of the Aura of
  Courage to 7 for a minute, and is thus useless for those with
  Aura of Courage 7.
  * The listed default is for those with Aura of Courage 1. This
  technique receives +4 to its default level per level of Aura of
  Courage above 1, but this cannot make the technique level
  exceed the Prayer of Divine Courage Skill. The GM should
  allow users to move points spent on this technique back into
  Prayer of Divine Courage skill as the level of the aura is raised.
  Aura of Cowardice
  29/31/34 points for levels 1-3
  Divine Elements: Fear.
  Skill: Epitaph of Despair (Will/Hard).
  Maybe colors dim around the cleric, or he seems larger
  than he really is. Whatever the effect, this aura saps the
  courage of those it curses. Level 1 gives Fearfulness 5 and
  negates five levels of Fearlessness. (Until all the target’s Fear-
  lessness levels are negated, he is immune to the Fearfulness
  effect.) Level 2 increases this to 10 levels of Fearfulness and 10
  negated levels of Fearlessness. Level 3 also negates Combat
  Reflexes and Unfazeable.
  Statistics: Affliction 1 (HT; Aura of Power 1, +175%; Disad-
  vantage, Fearfulness 5, +10%; Negated Advantage, Fearless-
  ness 5, +10%; PM, -10%) [29]. Level 2 raises levels of
  Fearfulness and Fearlessness affected to 10 [+2]. Level 3 adds
  Negated Advantages, Combat Reflexes and Unfazeable [+3].
  Expand Area
  Hard
  Default: Epitaph of Despair-5; cannot exceed Epitaph of
  Despair skill.
  As for Aura of Chaos (p. 6).
  Aura of Darkness
  37/47/56/66/75/85/95/104/114/123 for levels 1-10
  Divine Elements: Darkness.
  Skill: Prayer of Swirling Shadows (Will/Hard).
  Those blessed by this aura seem to be impossible to directly
  look at. For levels 1-9, subtract the level of the aura from
  attempts to see or attack those blessed by it. At level 10, those
  affected are impossible to see. This only affects normal vision;
  foes using Infravision, a Scanning Sense, etc., are unaffected.
  Statistics: Affliction 1 (HT; Advantage, Obscure 1 (Defen-
  sive, +50%; Stealthy, +100%), +50%; Aura of Power 1, +175%;
  PM, -10%) [32] + Obscure (Accessibility, Only while the aura is
  active, -10%; Defensive, +50%; Stealthy, +100%; PM, -10%)
  [4.6]. Additional levels increase the Obscure level in the aura
  [+5/level] and on the cleric [+4.6/level].
  Expand Area
  Hard
  Default: Prayer of Swirling Shadows-5; cannot exceed
  Prayer of Swirling Shadows skill.
  As for Aura of Chaos (p. 6).
  Aura of Fascination
  32 points
  Divine Elements: Beauty.
  Skill: Epitaph of Fascination (Will/Hard).
  The gods of Beauty often give their followers the ability to
  enthrall lesser beings. Those cursed by the aura are dazed
  (p. B429) and can do nothing, unable to perform active defenses
  until the effects end or they’re stuck, slapped, or shaken. Once
  the victim recovers from the daze, he is mentally stunned.
  Statistics: Affliction 1 (HT; Aura of Power 1, +175%; Daze,
  +50%; PM, -10%) [32].
  Expand Area
  Hard
  Default: Epitaph of Fascination-5; cannot exceed Epitaph of
  Fascination skill.
  As for Aura of Chaos (p. 6).
  PYRAMID MAGAZINE
  7
  MAY 2010
  These auras don’t require line of sight; they might work for clerics above or below their allies or targets.
  I must not fear. Fear is the
  mind-killer. Fear is the little-death
  that brings total obliteration. I
  will face my fear. I will permit it
  to pass over me and through me.
  And when it has gone past I will
  turn the inner eye to see its path.
  Where the fear has gone there will
  be nothing. Only I will remain.
  – Frank Herbert,
  “Bene Gesserit Litany
  Against Fear”
  
  Aura of Focus
  36 points for level 1, plus 9 points
  per additional level
  Divine Elements: Order, Wisdom.
  Skill: Prayer of Divine Focus (Will/Hard).
  The cleric’s presence strengthens the minds of his allies.
  This beneficial aura grants +1 to Will per level to all those
  blessed with it.
  Statistics: Affliction 1 (HT; Advantage, Will+1, +50%; Aura of
  Power 1, +175%; PM, -10%) [32] + Will+1 (Accessibility, Only
  while the aura is active, -10%; PM, -10%) [4]. Additional levels
  increase the Will bonus in the aura [5] and on the cleric [4].
  Expand Area
  Hard
  Default: Prayer of Divine Focus-5; cannot exceed Prayer of
  Divine Focus skill.
  As for Aura of Chaos (p. 6).
  Iron Will
  Hard
  Default: Prayer of Divine Focus-10; cannot exceed Prayer of
  Divine Focus.
  The cleric channels the perseverance of the divinity to steel
  the minds of those under his influence. The Aura of Focus
  grants an extra Will+1 – and for every 10 points by which the
  (modified) roll succeeds, add another +1 to Will.
  Aura of Frailty
  26 points for level 1, plus 1 point
  per additional level
  Divine Elements: Disease.
  Skill: Epitaph of Frailty (Will/Hard).
  The cleric’s presence drains the life force of his enemies,
  leaving them more susceptible to diseases and supernatural
  effects. Level 1 gives HT-1, and further levels give another -2 to
  HT per level.
  Statistics: Affliction 1 (HT; Attribute Penalty, HT-1, +5%;
  Aura of Power 1, +175%; PM, -10%) [26]. Additional levels
  increase the HT penalty by 2 [1].
  Expand Area
  Hard
  Default: Epitaph of Frailty-5; cannot exceed Epitaph of
  Frailty skill.
  As for Aura of Chaos (p. 6).
  Aura of Free Movement
  66 points
  Divine Elements: Nature, Travel.
  Skill: Prayer of Divine Mobility (Will/Hard).
  The power of the divinity opens all paths. Plants move
  away, snow hardens, sand gives good traction, ice becomes less
  slippery, and so on. Those blessed by this aura suffer no DX or
  Move penalties due to poor or unstable terrain.
  Statistics: Affliction 1 (HT; Advantage, Terrain Adaptation
  (Active, +300%), +200%; Aura of Power 1, +175%; PM, -10%)
  [47] + Terrain Adaptation (Accessibility, Only while the aura is
  active, -10%; Active, +300%; PM, -10%) [19].
  Expand Area
  Hard
  Default: Prayer of Divine Mobility-5; cannot exceed Prayer
  of Divine Mobility skill.
  As for Aura of Chaos (p. 6).
  Aura of Illusion
  57 points
  Divine Elements: Deception.
  Skill: Prayer of Divine Deception (Will/Hard).
  It is a trivial thing for gods to cloud the minds of mortals,
  making victims see what the divine power wishes them to see.
  This aura grants the cleric the same capability. He can concen-
  trate for 10 seconds to alter the appearance of himself, his
  allies, and his mounts as per the Elastic Skin advantage, for as
  long as they are within his aura. However, those that look
  closely can find small flaws in the illusion, thus enabling them
  to overcome it. Resolve this as a Quick Contest between the
  cleric’s Prayer of Divine Deception and the person’s Will – if the
  cleric ties or loses, the person sees through the disguise.
  Statistics: Affliction 1 (HT; Advantage, Elastic Skin
  (Requires Will vs. Will Roll, -15%), +170%; Aura of Power 1,
  +175%; PM, -10%) [44] + Elastic Skin (Accessibility, Only while
  the aura is active, -10%; PM, -10%; Requires Will vs. Will Roll,
  -15%) [13].
  PYRAMID MAGAZINE
  8
  MAY 2010
  “The enemy cleric is in the level above! Send the rogue to sneak upstairs and kill him!”
  The mere presence of a
  person strongly charged with
  prana, is often enough to cause
  an overflow into the aura of
  other persons, with the
  resulting feeling of new
  strength and energy.
  – Swami Panchadasi,
  The Human Aura
  
  Expand Area
  Hard
  Default: Prayer of Divine Deception-5; cannot exceed Prayer
  of Divine Deception skill.
  As for Aura of Chaos (p. 6).
  Aura of Might
  36 points for level 1, plus 9 points
  per additional level
  Divine Elements: War.
  Skill: Prayer of Divine Might (Will/Hard).
  The cleric’s presence inspires those around him to fight
  harder against their foes. This beneficial aura grants +1 to
  Striking ST per level to all those blessed with it.
  Statistics: Affliction 1 (HT; Advantage, Striking ST +1,
  +50%; Aura of Power 1, +175%; PM, -10%) [32] + Striking ST
  +1 (Accessibility, Only while the aura is active, -10%; PM,
  -10%) [4]. Additional levels increase the Striking ST level in the
  aura [+5/level] and on the cleric [+4/level].
  Expand Area
  Hard
  Default: Prayer of Divine Might-5; cannot exceed Prayer of
  Divine Might skill.
  As for Aura of Chaos (p. 6).
  Heroic Strikes
  Hard
  Default: Prayer of Divine Might-10; cannot exceed Prayer of
  Divine Might.
  The cleric channels the might of the divinity to grant him
  and his allies a burst of additional strength. The Aura of Might
  grants an extra level of Striking ST – and for every 10 points by
  which the (modified) roll succeeds, add another level.
  Aura of Mortality
  32/45/60 points for levels 1-3
  Divine Elements: Death.
  Skill: Epitaph of Oblivion (Will/Hard).
  The gods of Death don’t approve of those who cheat their
  grasp or hide in their domains. Level 1 will negate the Unkillable
  1 advantage on those it curses. Level 2 adds Unkillable 2 and
  Insubstantial to the list of advantages negated, and level 3
  expands the list to Unkillable 3 and Injury Tolerance (Diffuse).
  Statistics: Affliction 1 (HT; Aura of Power 1, +175%;
  Negated Advantage, Unkillable 1, +50%; PM, -10%) [32].
  Level 2 raises Negated Advantage to Insubstantiality and
  Unkillable 2 [45]. Level 3 raises it to Injury Tolerance (Diffuse),
  Insubstantiality, and Unkillable 3 [60].
  Expand Area
  Hard
  Default: Epitaph of Oblivion-5; cannot exceed Epitaph of
  Oblivion skill.
  As for Aura of Chaos (p. 6).
  Aura of Protection
  38 points for level 1, plus 11 points
  per additional level
  Divine Elements: Earth, Peace.
  Skill: Prayer of Divine Protection (Will/Hard).
  The cleric summons the power of his god to dampen the
  blows given to him and his allies. Those blessed and anything
  they’re carrying gain DR equal to the level of the aura.
  Statistics: Affliction 1 (HT; Advantage, DR 1 (Force Field,
  +20%), +60%; Aura of Power 1, +175%; PM, -10%) [33] + DR 1
  (Accessibility, Only while the aura is active, -10%; Force Field,
  +20%; PM, -10%) [5]. Additional levels increase the DR level in
  the aura [+6/level] and on the cleric [+5/level].
  PYRAMID MAGAZINE
  9
  MAY 2010
  Perhaps a deity has told a cleric that he has one or more auras of power, but the god won’t tell which one(s)! This can
  lead to a fair bit of experimentation (“Okay; maybe I can protect you all in battle. Let’s attack!”) and may lead the heroes
  to prevail through their own gumption.
  A Blending entity with sufficient strength was able to
  generate an aura of protection about a large number of
  flesh forms. Once the auras were established, they were
  sustained by the power of the flesh forms themselves.
  – Sharon Green, Deceptions
  
  Expand Area
  Hard
  Default: Prayer of Divine Protection-5; cannot exceed Prayer
  of Divine Protection skill.
  As for Aura of Chaos (p. 6).
  Aura of Resistance
  37/47/56/66/75 points for levels 1-5*
  Divine Elements: Peace.
  Skill: Prayer of Divine Resistance (Will/Hard).
  The power of the cleric’s faith wards those under his protec-
  tion from magic. Those blessed by the aura gain improved
  Magic Resistance equal to the level of the aura. This Magic
  Resistance does not interfere with their own spellcasting.
  * This is an open-ended ability. Further levels cost +9.6
  points per level; round up after totaling the cost.
  Statistics: Affliction 1 (HT; Advantage, Magic Resistance
  (Improved, +150%), +50%; Aura of Power 1, +175%; PM, -10%)
  [32] + Magic Resistance (Accessibility, Only while the aura is
  active, -10%; Improved, +150%; PM, -10%) [4.6]. Additional
  levels increase the Magic Resistance level in the aura [+5/level]
  and on the cleric [+4.6/level].
  Expand Area
  Hard
  Default: Prayer of Divine Resistance-5; cannot exceed
  Prayer of Divine Resistance skill.
  As for Aura of Chaos (p. 6).
  Aura of True Sight
  70 points
  Divine Elements: Light.
  Skill: Prayer of Unclouded Vision (Will/Hard).
  The gods’ vision is unclouded by the deceptions of mortal
  wizardry. This aura makes those blessed with it see through
  magical deceptions, negating the effects of all spells that alter
  visual perceptions, such as Invisibility, Illusions, and Blur, as
  well as those caused by magical abilities.
  Statistics: Affliction 1 (HT; Advantage, See Invisible (Mag-
  ical; True Sight, +50%) +230%; Aura of Power 1, +175%; PM,
  -10%) [50] + See Invisible (Magical; Accessibility, Only while
  the aura is active, -10%; PM, -10%; True Sight, +50%) [20].
  Expand Area
  Hard
  Default: Prayer of Unclouded Vision-5; cannot exceed
  Prayer of Unclouded Vision skill.
  As for Aura of Chaos (p. 6).
  Aura of Vigor
  45 points for level 1, plus 18 points per additional
  level
  Divine Elements: Earth, Life.
  Skill: Prayer of Divine Vigor (Will/Hard).
  The cleric summons the power of his god to anchor the life
  force and invigorate the bodies of him and his allies. Those
  blessed by the aura gain HT equal to the level of the aura.
  Statistics: Affliction 1 (HT; Advantage, HT+1, +100%; Aura
  of Power 1, +175%; PM, -10%) [37] + HT+1 (Accessibility, Only
  while the aura is active, -10%; PM, -10%) [8]. Additional levels
  increase the HT bonus in the aura [10] and on the cleric [8].
  Expand Area
  Hard
  Default: Prayer of Divine Vigor-5; cannot exceed Prayer of
  Divine Vigor skill.
  As for Aura of Chaos (p. 6).
  PYRAMID MAGAZINE
  10
  MAY 2010
  What are some challenges or quests dieties might devise to select clerics worthy of receiving an Aura of Power?
  Other Options
  Depending on the needs of the campaign, there are
  other possibilities for modifying the underlying prem-
  ises here.
  Alternate Builds
  There are other ways of obtaining an aura-like effect.
  For example, one simple method is to take the base trait,
  and add Area Effect, at +50% per level, and Affects Others,
  at +50% per additional individual affected. The problem
  with this is that the number of targets is limited by the
  level of the Affects Others enhancement. In addition, the
  cost quickly becomes prohibitive: An aura capable of
  affecting 10 targets in an eight-yard radius area would
  need a +650% enhancement. For a 15-point advantage,
  such as Unfazeable, this would cost 128 points, while
  Aura of Courage 7 (8 yards) costs 64 points and has no
  limit on the number of targets.
  Other Sources
  In the statistics for each ability, the PM – short for power
  modifier – assumes that these auras come from a Divine
  (-10%) source. They can be easily adjusted to other power
  sources, however, by changing the source of the power
  modifier and (optionally) adjusting the skill and technique
  names. As most power modifiers are worth -10%, the cost
  may not even have to be recalculated.
  In Dungeon Fantasy, the presented auras could suit
  those with magical or bardic powers. As Bard-Song
  (Dungeon Fantasy 1: Adventurers, p. 21) abilities, they
  affect everyone in the area that also hears the bard sing or
  play a musical instrument, thus representing another sta-
  ple of video games and other roleplaying games.
  
  Aura of Warding
  36/40 points for levels 1-2
  Divine Elements: Good or Evil.
  Skill: Prayer of Divine Warding (Will/Hard).
  There are two variations of this aura, depending on the
  inclinations of the bestowing god. Those worshipping with
  good deities can purchase Aura of Warding (Evil), while those
  associated with evil deities can purchase Aura of Warding
  (Good). Level 1 gives all those blessed by the aura +3 to resist
  supernatural effects of the opposite source, while level 2
  increases this bonus to +8.
  Statistics: Affliction 1 (HT; Advantage, Resistant to [Good or
  Evil] Supernatural Powers (+3), +50%; Aura of Power 1,
  +175%; PM, -10%) [32] + Resistant to [Good or Evil] Supernat-
  ural Powers (+3) (Accessibility, Only while the aura is active,
  -10%; PM, -10%) [4]. Level 2 increases the bonus to +8 both in
  the aura [34] and on the cleric [6].
  Expand Area
  Hard
  Default: Prayer of Divine Warding-5; cannot exceed Prayer
  of Divine Warding skill.
  As for Aura of Chaos (p. 6).
  Aura of Water-Walking
  54 points
  Divine Elements: Water, Travel.
  Skill: Prayer of Water-Walking (Will/Hard).
  The cleric, his allies, and their mounts can cross water and
  other liquids as if it were solid ground. This does not protect
  them from the noxious effects of the crossed liquid!
  Statistics: Affliction 1 (HT; Advantage, Walk on Liquid,
  +150%; Aura of Power 1, +175%; PM, -10%) [42] + Walk on
  Liquid (Accessibility, Only while the aura is active, -10%; PM,
  -10%) [12].
  Expand Area
  Hard
  Default: Prayer of Water-Walking-5; cannot exceed Prayer of
  Water-Walking skill.
  As for Aura of Chaos (p. 6).
  ABOUT THE AUTHOR
  Antoni Ten is a 28-year-old IT specialist and Java developer.
  He lives in Alboraya, Valencia, Spain, where he enjoys two
  GURPS games a week, one as a GM and one as a player. This
  is his second Pyramid article, the first being The Mystic Knight,
  from Pyramid #3/13: Thaumatology. Special thanks to Emily
  “Bruno” Smirle, who acted as his proofreader and source of
  inspiration when he got writer’s block.
  PYRAMID MAGAZINE
  11
  MAY 2010
  We come to expand the circle
  of protection. We come to teach
  mankind to keep the fires of the
  heart with all diligence and to
  conserve the crystal-flowing
  waters of life that issue forth
  from the luminous fount of love,
  wisdom, and power.
  – Kuthumi and Djwal Kul,
  The Human Aura
  
  An Essential element spell is one whose name starts with
  “Essential” followed by the name of the “element,” such as
  Essential Flame or Essential Water. An Essential spell is
  defined as a spell with an Essential element spell as a prereq-
  uisite. All Essential spells require Magery 4 and often the spell
  they’re an upgraded version of.
  Some of the following spells use new damage types, for clar-
  ity and to avoid repetition. These damage types are based on
  basic types but include some extra effects. See the college
  descriptions for further details.
  Spell Costs
  The cost of Essential spells that deal damage is usually com-
  posed of two parts: a fixed part and a variable part. The fixed
  part is the energy required to render the spell Essential, and
  the variable part represents the cost per dice of damage. In the
  case of missile spells, the fixed cost is only paid in the first
  round of the casting.
  Example: Phlogiston Discharge has a fixed cost of 3 plus a
  variable cost of 1 per 1d-1 of phlogiston damage. A caster with
  Magery 4 who wanted to charge 12d-12 damage would pay
  3 + 4 = 7 energy during the first second, then 4 energy per
  round for the next two seconds, for a total of 15 energy.
  In the case of area spells, only the variable cost is multiplied
  by the radius. The fixed cost is factored in only once.
  Example: Hellfire Rain has a fixed cost of 12, plus a vari-
  able cost of 1 per 1d-1 of hellfire damage per yard of radius. A
  caster with Magery 4 who wanted to cast a three-yard-wide
  Hellfire Rain that dealt 4d-4 damage per second would pay 12
  + (1 ¥ 4 ¥ 3) = 24 energy.
  The dark cultist was performing a blasphemous ritual when a
  fireball emerged from the shadows, hitting him squarely. Shrug-
  ging, he turned, only mildly inconvenienced.
  “You call that a fireball? My master protects me from such
  puny magics! You dare interrupt my ritual? Your blood shall be
  added to its sacrifice!”
  “I think not, foul creature,” answered the hidden mage. “So
  you like to play with hellish creatures? Let’s see how you like the
  taste of hellfire!”
  GURPS Magic features over 800 spells, useful for a broad
  number of circumstances. However, it lacks high-powered ele-
  mental spells often found in sword-and-sorcery literature and
  in other RPGs. Even though it features Essential (Element)
  spells – higher powered versions of the standard Create
  (Element) spells – they are dead ends in the prerequisite trees;
  no spell has them as a prerequisite, and no spell becomes more
  powerful if you know them.
  These optional spells extend the prerequisite trees from the
  Essential element spells, and are mostly powered up versions
  of the standard GURPS Magic offensive elemental spells. As
  such, the GM might want to restrict their access (see Limiting
  Access to Essential Spells, p. 15) beyond their already restrictive
  prerequisites. Furthermore, some genres – such as Dungeon
  Fantasy – may instead need their own powered-up versions
  (see Under the Hood: Essential Spells, p. 20).
  The spells in this article are ideal for powering up otherwise mundane-seeming magicians. Even jaded players are likely
  to go “What the heck?!” as seemingly new (and deadly) forms of magical damage rain down on their heroes.
  ESSENTIAL
  MAGIC
  BY ANTONI TEN MONRÓS
  PYRAMID MAGAZINE
  14
  NOVEMBER 2010
  Magic is believing in
  yourself. If you can do that,
  you can make anything
  happen.
  – Goethe
  ESSENTIAL SPELLS
  
  AIR SPELLS
  Essential Air spells based on lightning are called phlogiston
  spells. They deal phlogiston damage, defined as burning dam-
  age with the Surge modifier, and treat metallic armor as DR 1.
  Resist Lightning only reduces phlogiston damage to half,
  instead of granting immunity. Also, anyone injured by a phlo-
  giston spell must make a HT roll, at -1 per 2 points of penetrat-
  ing damage (-1 per 4 points of penetrating damage with Resist
  Lightning), or be stunned (roll HT each turn to recover). Those
  who critically fail this HT roll – or fail it by 5 or more – are
  instead paralyzed for a number of minutes equal to their mar-
  gin of failure.
  Phlogiston Discharge
  Missile
  The caster’s hand becomes charged with the essence of
  lightning! Treat as Lightning (GURPS Magic, p.196) but deal-
  ing increased phlogiston damage.
  Cost: 3, plus 1 per 1d-1 of phlogiston damage. The caster
  can charge a number of dice equal to his Magery level, per sec-
  ond, for up to 3 seconds.
  Time to cast: 1 to 3 seconds; effects as per Lightning.
  Prerequisites: Magery 4, Essential Air, and Lightning.
  Item
  As per Lightning, but triple energy and material costs.
  Phlogiston Arc
  Regular
  A strand of the essence of lightning forms in the caster’s
  hand. Treat it as Lightning Whip (GURPS Magic, p. 196), but
  dealing 1d phlogiston damage.
  Duration: 10 seconds.
  Cost: 3, plus 1 per two yards of reach (maximum of twice
  the caster’s Magery, in yards) to cast. Half to maintain.
  Time to cast: 2 seconds.
  Prerequisites: Magery 4, Essential Air, and Lightning Whip.
  Item
  As per Lightning Whip, but costing three times the energy
  to create.
  Phlogiston Detonation
  Missile
  A sphere of phlogiston forms in the caster’s hand, and
  explodes on impact. Treat it as Explosive Lighting (GURPS
  Magic, p. 196), but dealing increased phlogiston damage.
  Cost: 3, plus 2 per 1d-1 of phlogiston explosive damage. The
  caster can charge a number of dice equal to his Magery level,
  per second, for up to 3 seconds.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Magery 4, Essential Air, and Explosive
  Lightning.
  Item
  As per Explosive Lightning, but triple energy and material
  costs.
  If the heroes survive an encounter with an enemy’s Essential arsenal, this can be the basis to begin a quest seeking
  these high-powered spells themselves. “That which does not kill us gives us ideas.”
  PYRAMID MAGAZINE
  15
  NOVEMBER 2010
  Phlogiston is a very subtle matter
  capable of penetrating the densest
  substances . . .
  – G.E. Stahl
  The spells presented here are very powerful, and can
  overshadow the lesser versions they’re based upon. The
  GM who finds them too powerful has multiple tools at
  their disposal to restrict access to them, if he feels that
  their prerequisites are not enough of a limit. Since they all
  require Magery 4, restricting starting Magery to 3 makes
  them off limits to new characters. Improving Magery
  might require a quest, a Wish spell, or an Unusual
  Background (Archmage, worth 10 points per level of
  Magery over 3).
  Another option is to restrict the access to the Essential
  element spells, since they form the gateway to the more
  advanced Essential spells. Maybe learning any Essential
  element spell requires a 5-point Unusual Background
  (Master of the Elements), or maybe each Essential element
  spell is a secret spell, and learning it requires a Secret
  Spell perk and a quest to obtain the grimoire that teaches
  it. For more information on Magic Perks, see GURPS
  Thamatology: Magical Styles.
  The last option to limit the access to Essential spells,
  is to make each Essential spell require its own Secret
  Spell perk.
  Additionally, mastering Essential spells might be
  dependent on mastering the base spell they’re based on,
  listed as the third prerequisite for each spell. If so, then the
  Essential spell skill level is capped at the base spell skill
  level. It might also be that the spell is limited by the skill
  level of the Essential element spell – possibly in addition to
  the base skill level cap. This makes high level skills in
  Essential spells very costly!
  Limiting Access to Essential Spells
  
  Phlogiston Sphere
  Regular
  Conjures a phlogiston sphere that moves under the will of
  the caster. Treat it as Ball of Lightning (GURPS Magic, p. 197)
  but dealing increased phlogiston damage.
  Duration: 1 minute.
  Cost: 3, plus 2 per 1d-1 of phlogiston explosive damage. The
  caster can charge a number of dice equal to his Magery level,
  per second, for up to 3 seconds.
  Time to cast: 1 to 3 seconds; effects as per Ball of Lightning.
  Prerequisites: Magery 4, Essential Air, and Ball of Lightning.
  Item
  As per Ball of Lightning, but triple energy and material costs.
  Phlogiston Stare
  Regular
  The caster shoots phlogiston arcs from his eyes! Treat it as
  Lightning Stare (GURPS Magic, p. 198), but dealing increased
  phlogiston damage.
  Duration: 1 second.
  Cost: 3, plus 1 per 1d phlogiston damage. The number of
  dice of damage is limited by the caster’s Magery level. Range is
  2 yards per dice of damage.
  Time to cast: 2 seconds.
  Prerequisites: Magery 4, Essential Air, and Lightning Stare.
  Item
  As per Lightning Stare, but triple energy and material costs.
  Phlogiston Touch
  Melee
  The caster’s hand becomes charged with phlogiston, ready
  to be discharged by touch. Treat it as Shocking Touch (GURPS
  Magic, p. 196), but dealing increased phlogiston damage.
  Cost: 3, plus 1 per 1d+1 phlogiston damage. The caster can
  charge up to his Magery in dice of damage.
  Prerequisites: Magery 4, Essential Air, and Shocking Touch.
  Item
  As per Shocking Touch, but triple the energy cost to create.
  EARTH SPELLS
  Essential Earth spells create effects that rely on adamant or
  orichalcum. Adamant results in a deadlier magically created
  rock, while orichalcum increases the effectives of existing
  metallic weapons.
  Adamant Missile
  Missile
  As per Stone Missile (GURPS Magic, p. 52), but the projec-
  tile is made of adamant instead of stone, increasing the dam-
  age and adding armor divisor 2. The projectile turns to sand
  after hitting.
  Cost: 5, plus 1 per 1d+1 of crushing damage. The caster can
  charge a number of dice equal to his Magery level per sec-
  ond, for up to 3 seconds.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Magery 4, Essential Earth, and Stone
  Missile.
  Item
  As per Stone Missile, but triple the energy cost to create.
  Adamant Hail
  Area
  As per Rain of Stones (GURPS Magic, p. 53), but the pro-
  jectiles are made of adamant, gaining armor divisor 2. They
  turn to sand after hitting.
  Duration: 1 minute.
  Cost: 5, plus 1 per 1d-1 of crushing damage per yard of
  radius, to cast (see Spell Costs, p. 14). The maximum number
  of dice is the caster’s Magery level. Same cost to maintain.
  Prerequisites: Magery 4, Essential Earth, and Rain of Stones.
  Item
  As per Rain of Stones, but triple the energy cost to create.
  Flesh to Adamant
  Regular; Resisted by HT
  As Flesh to Stone (GURPS Magic, p. 51), but turns the tar-
  get into an adamant-like statue, tripling its weight and hard-
  ness when compared to normal stone. Remove Curse, Flesh to
  Stone, and similar spells that reverse this effect have their
  energy costs doubled, and are at -5 unless the caster knows
  Essential Earth.
  “Sire, we’ve discovered this statue of a monstrous beast. It’s made of pure adamant! We’ve stuck it in the royal
  chambers. Oh, and there’s an odd glowing amulet on it; we thought we’d let you take it off . . .”
  PYRAMID MAGAZINE
  16
  NOVEMBER 2010
  Essential Spells in Dungeon Fantasy
  In Dungeon Fantasy, the spells presented here might
  only be available to elementalists (see Dungeon Fantasy 9:
  Summoners), as part of their power-up, or might be avail-
  able to everyone that meets the prerequisites. In the case of
  void elementalists, add Elemental Influence (Void) 6 as an
  alternate prerequisite for Void Bolt.
  When the spell ends, magical
  adamant turns to simple sand.
  
  Duration: Permanent, unless reversed. Any parts that break
  off turn to sand.
  Cost: 20 to cast. For double cost, the subject can be changed
  into an orichalcum-like statue instead.
  Time to cast: 2 seconds.
  Prerequisites: Magery 4, Essential Earth, and Flesh to Stone.
  Item
  As per Flesh to Stone, but triple the energy cost to create.
  Orichalcum Edge
  Regular
  Turns the surface of a metallic weapon into orichalcum,
  giving it a brassy tinge, and increasing its base damage by 1.
  Despite the name, this works even with crushing and impaling
  weapons. Also, the weapon gains +1 to rolls to avoid breaking
  when parrying heavy weapons, and has its DR doubled.
  Duration: 1 minute.
  Cost: 5 to cast. 2 to maintain.
  Time to cast: 3 seconds.
  Prerequisites: Magery 4, Essential Earth, and Earth to
  Stone.
  Item
  A weapon can be enchanted to coat itself with orichalcum
  when used, at no energy cost for the user. Energy cost to cre-
  ate: 2,000.
  Orichalcum Missiles
  Regular
  Like Orichalcum Edge (above), but cast on a missile
  weapon that fires projectiles that are at least partially metallic.
  Its projectiles’ metallic parts become coated in orichalcum
  when fired, for +1 base damage.
  Duration: 1 minute
  Cost: 5 to cast. 2 to maintain.
  Time to cast: 3 seconds
  Prerequisites: Orichalcum Edge.
  Item
  Any missile weapon that fires projectiles that are at least
  partially metallic can be enchanted to fire orichalcum covered
  projectiles. Energy cost to create: 3,000.
  FIRE SPELLS
  Elemental Fire spells deal hellfire damage. Hellfire dam-
  age is burning damage that treats any targets as if they were
  two steps more flammable (see Making Things Burn,
  p. B433). If a target catches fire (p. B434), the Essential Fire
  does an extra +1 damage; e.g., 1d-3 per second instead of 1d-4
  if only partially on fire. Essential Fire can only be extin-
  guished with magic, or with Essential Water. Resist Fire does
  not protect against hellfire damage unless it has been cast at
  the second level of protection.
  Hellfire Orb
  Missile
  As Fireball (GURPS Magic, p. 74), but dealing increased
  hellfire damage.
  Cost: 12, plus 1 per 1d hellfire damage to cast. The caster
  can charge a number of dice equal to his Magery per second,
  for up to 3 seconds.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Magery 4, Essential Flame, and Fireball.
  Item
  As per Fireball, but triple energy and material costs.
  Explosive Hellfire Orb
  Missile
  As Explosive Fireball (GURPS Magic, p. 75), but dealing
  increased hellfire damage.
  Cost: 12, plus 2 per 1d hellfire explosive damage to cast. The
  caster can charge a number of dice equal to his Magery level
  per second, for up to 3 seconds.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Magery 4, Essential Flame, and Explosive
  Fireball.
  Item
  As per Explosive Fireball, but triple energy and material
  costs.
  PYRAMID MAGAZINE
  17
  NOVEMBER 2010
  If the heroes use hellfire-powered effects, someone might attempt to convince them that tapping into that energy
  endangers their souls. (This is an especially credible threat in settings with defined heaven and hell.) Is the threat real, or
  is it an effort to psychologically deprive the heroes of one of their potent powers?
  It was Dark Magick at its
  most powerful. If only his
  mother could see him now,
  he thought. She would be
  so proud of him. Only a few
  wizards in all the world had
  mastered hellfire, and now he
  was one of them.
  – Amanda Ashley,
  Night’s Touch
  
  Hellfire Rain
  Area
  As per Rain of Fire (GURPS Magic, p. 74) but dealing
  increased hellfire damage.
  Duration: 1 minute.
  Cost: 12, plus 1 per 1d-1 of hellfire damage per yard of
  radius, to cast (see Spell Costs, p. 14). The maximum number
  of dice is the caster’s Magery level. Same cost to maintain.
  Time to cast: 1 minute.
  Prerequisites: Magery 4, Essential Flame, and Rain of Fire.
  Item
  As per Rain of Fire, but triple the energy cost.
  Hellfire Jet
  Regular
  A blaze of hellish fire extends from the caster’s palm. Treat
  it as Flame Jet (GURPS Magic, p. 73), but it deals increased
  hellfire damage.
  Duration: 1 second.
  Cost: 12, plus 1 per 1d hellfire damage. The number of dice
  of damage is limited by the caster’s Magery level. Range in
  yards is equal to the number of dice. Same cost to maintain.
  Prerequisites: Magery 4, Essential Flame, and Flame jet.
  Item
  As per Flame Jet, but triple energy and material costs.
  Hellfire Breath
  Regular
  As Breathe Fire (GURPS Magic, p. 76), but dealing
  increased hellfire damage.
  Duration: 1 second.
  Cost: 12, plus 1 per 1d+1 hellfire damage. The number of
  dice of damage is limited by the caster’s Magery level. Range is
  2 yards per dice of damage. Cannot be maintained.
  Time to cast: 2 seconds.
  Prerequisites: Magery 4, Essential Flame, and Breathe Fire.
  Item
  As per Breathe Fire, but triple the energy cost and the price
  of the ruby.
  WATER SPELLS
  Essential Water frozen with the Freeze spell becomes Essen-
  tial Ice. Essential ice is as strong as normal stone, and does not
  melt naturally. Only Essential Fire can melt Essential Ice.
  Essential Acid is called alkahest (see GURPS Magic,
  pp. 220-221). Alkahest spells that inflict damage leave a lin-
  gering effect that deals 1 point of corrosion damage per sec-
  ond, for a number of seconds equal to the number of dice.
  This effect can only be removed by rinsing the targeted zone
  with Essential Water. Resist Acid only halves the damage of
  alkahest spells, instead of rendering the target immune.
  Stygian Touch
  Melee
  Covers the target in crystalline Essential Ice. Treat as Icy
  Touch (GURPS Magic, p. 188), but double the DR of – and ST
  penalty imposed by – every 1/4” of ice. Also, the ice won’t melt
  unless exposed to Essential Fire.
  Duration: Permanent.
  Cost: 2, plus 3 per 1/4” of ice; must affect the entire subject,
  not just a part of it! Every 1/4” will inflict 1d of damage to
  flame creatures.
  Time to cast: 1 second per 1/4” of ice.
  Prerequisites: Magery 4, Essential Water, and Icy Touch.
  Item
  As per Icy Touch, but triple the energy cost to create.
  Stygian Ice Sphere
  Missile
  Creates a ball of pure Essential Ice. Treat this as Ice
  Sphere (GURPS Magic, p. 186), except that on hitting, it
  explodes into razor-sharp shards that inflict 2d cutting dam-
  age and can hit anyone within 10 yards of the impact point,
  as per Fragmentation (p. B104).
  PYRAMID MAGAZINE
  18
  NOVEMBER 2010
  The Essential spells can prove invaluable to seafaring sorcerers who are looking to strengthen ships or speed up wind-
  powered craft. For more information and insight, check out Magic and Naval Warfare from Pyramid #3/4: Magic on the
  Battlefield.
  The “universal solvent” of medieval alchemy really
  can eat through anything: laboratory glassware, pure
  gold, or magical materials such as adamant.
  – GURPS Magic
  
  Cost: 3, plus 1 per 1d crushing damage to cast (minimum
  2d). The caster can charge a number of dice equal to his
  Magery level per second, for up to 3 seconds.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Magery 4, Essential Water, and Ice Sphere.
  Item
  As per Ice Sphere, but triple energy and material costs.
  Stygian Ice Dagger
  Missile
  Creates a barbed, razor-sharp icicle of Essential Ice. Treat it
  as an Icy Dagger (GURPS Magic, p. 188), but it doesn’t melt
  until extracted; extracting it requires a ready maneuver and
  inflicts half as much damage as it inflicted going in. Until it is
  removed it causes 1 point of injury per second.
  Duration: Permanent, or until extracted.
  Cost: 4, plus 2 per 1d-1 of impaling damage to cast. The
  caster can charge a number of dice equal to his Magery level
  per second, for up to 3 seconds.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Magery 4, Essential Water, and Ice Dagger.
  Item
  As per Ice Dagger, but triple the energy cost.
  Stygian Cold
  Regular; Resisted by HT
  Makes the victim suffer the icy temperatures of the Styx.
  Treat this as Frostbite (GURPS Magic, p. 189), except that the
  damage is increased and the victim also suffers -3 DX due to
  stiff joints and muscles for a minute after taking damage.
  Resist Cold does not protect against this spell, unless it’s been
  cast at the second level of protection.
  Duration: The damage is permanent, the DX penalty lasts
  for a minute.
  Cost: 3, plus 1 per 1d toxic damage. The number of dice of
  damage is limited by the caster’s Magery level.
  Time to cast: 3 seconds.
  Prerequisites: Magery 4, Essential Water, and Frostbite.
  Item
  As per Frostbite, but triple energy and material costs.
  Alkahest Sphere
  Missile
  Creates a projectile of alkahest, the universal solvent. Treat
  this as Acid Ball (GURPS Magic, p. 191), except it deals alka-
  hest damage.
  Cost: 3, plus 1 per 1d alkahest damage. The caster can
  charge a number of dice equal to his Magery level per second,
  for up to 3 seconds.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Magery 4, Essential Acid, and Acid Ball.
  Item
  As per Acid Ball, but triple the energy cost to create.
  Alkahest Jet
  Regular
  A jet of alkahest is projected from the caster’s hand. Treat
  this as per Acid Jet (GURPS Magic, p. 192), except that it is
  made of alkahest.
  Duration: 1 second.
  Cost: 3, plus 1 per 1d-1 of alkahest damage. The caster can
  charge a number of dice equal to his Magery. Range is equal to
  the number of dice
  Prerequisites: Magery 4, Essential Acid, and Acid Jet.
  Item
  As per Acid Jet, but triple the energy cost to create.
  PYRAMID MAGAZINE
  19
  NOVEMBER 2010
  Plot idea: The heroes find a grimoire with the secret spell they’ve longed for. Unfortunately, there’s a complication: There
  are dozens of versions of the same spell! After trying one or two (with disastrous results), the PCs realize that they’ll need a
  better system to find the truth. This may involve a quest to determine which one is correct!
  A Stygian cold
  Creeps thro’ my limbs,
  and loosens every joint.
  The hot blood freezes in
  its arteries,
  And stagnates round the
  region of the heart.
  A cloud comes up from
  sooty Acheron,
  And clothes mine eyelids
  With infernal night.
  – Edward
  Bulwer-Lytton,
  Clytemnestra
  
  Rain of Alkahest
  Area
  As Rain of Acid (GURPS Magic, p. 191), but the acid is
  actually alkahest.
  Duration: 1 minute.
  Cost: 3, plus 3 per 1d-1 of alkahest damage per yard of
  radius, to cast. The maximum number of dice is the caster’s
  Magery level (see Spell Costs, p. 14). Same cost to maintain.
  Prerequisites: Magery 4, Essential Acid, and Rain of Acid.
  Item
  As per Rain of Acid, but triple the energy cost to create.
  Spit Alkahest
  Regular
  As Spit Acid (GURPS Magic, p. 192), but you spit alkahest.
  Duration: 1 second.
  Cost: 3, plus 1 per 1d of alkahest damage. The number of
  dice of damage is limited by the caster’s Magery level. Range is
  2 yards per dice of damage. Cannot be maintained.
  Time to cast: 2 seconds.
  Prerequisites: Magery 4, Essential Flame, and
  Spit Acid.
  Item
  As per Spit Acid, but triple the energy cost to
  create.
  META-SPELLS
  Void Bolt
  Missile
  Channels pure magical energy into the tar-
  get. While charging the spell, the caster’s
  hands are surrounded by a black aura that
  seems to leech ambient light. The bolt has
  1/2D 50, Max 100, Acc 4, and deals cosmic
  crushing damage that affects incorporeal spir-
  its as if they were corporeal, ignoring all DR
  and protective spells.
  Cost: 2, plus 4 per 1d of cosmic crushing damage. The
  caster can charge a number of dice equal to his Magery level,
  per second, for up to 3 seconds.
  Time to cast: 1 to 3 seconds
  Prerequisites: Magery 4, four Essential element spells of dif-
  ferent colleges, and 4 missile spells, one per college of the
  Essential element spells taken as prerequisites.
  Item
  Staff or wand – the bolt is fired from the end of the item.
  Usable only by a mage. Energy cost to create: 5,000.
  ABOUT THE AUTHOR
  Antoni Ten is an IT specialist, database administrator, and
  Java developer from Alboraya, Valencia, Spain. He’s seriously
  thinking about jumping into Android development, and
  dreams of writing a full-length book for Steve Jackson Games
  in the future. He has gamed for over 15 years, and now has two
  regular gaming groups. He wishes to thank Ze’Manel Cunha
  and Emily “Bruno” Smirle for proofreading this article.
  PYRAMID MAGAZINE
  20
  NOVEMBER 2010
  This blueprint of personal growth may be adapted to any
  tradition or magical style, according to the intelligence of
  the individual. Any number of other exercises may be
  substituted, which accomplish the same goals as the following.
  The ambitious magician must always work according to the
  laws of his or her own being.
  – W.I.T. Frater, Advanced Enochian Magick
  Under the Hood:
  Essential Spells
  The GM who wishes to add more essential spells may notice that the
  presented spells have been created, for the most part, by adding a base
  energy cost that then adds some special effects to the attack. This
  energy cost has been loosely derived from the rules for adjustable spells
  (GURPS Thaumatology, p. 39), but without the skill penalty, and at +1
  energy per +10% worth of enhancements (rather than per +5%). This
  change is somewhat offset by the need for an additional spell prerequi-
  site and the loss of flexibility compared to adjustable spells . . . but it's
  also to ensure that these spells remain viable options when compared
  to standard spells!
  For example, Hellfire adds Incendiary 2, +20%; and Cosmic,
  Lingering Side Effect, +100%, for a total of +120%, or 12 energy.
  Phlogiston adds Secondary Effect, Paralysis, +30%, to the built in Side
  Effect, Stunning, of the lightning spells.
  
  Mythology has always been one of the most important
  sources of inspiration in fantasy roleplaying. In Dungeon
  Fantasy, it is a time-honored tradition to steal the cool aspects
  of mythology without regard to whether they’re appropriate or
  anachronistic for the game world! This article presents seven
  artifacts from myth, viewed under a Dungeon Fantasy lens.
  This is not a treatise on mythology, though; corners were cut,
  and myths changed, in order to provide more interesting items
  for your games. The items’ descriptions reference the original
  myths, however, and curious readers can research the actual
  stories behind them.
  For more information on how to read the item entries
  (including details on suggested origins), see GURPS Dungeon
  Fantasy 6: 40 Artifacts (pp. 3-4).
  AEGIS
  Power Item: 34 FP
  Suggested Origins: Cosmic, Divine, or Magical.
  Forged by Hephaestus and polished by the Cyclopes, this
  round shield is property of Zeus, king of the Olympian gods,
  though he sometimes lends it to his daughter Athena. It looks
  like a large Homeric buckler, made of layered ox hide, with a
  burnished orichalcum facing. Instead of the usual boss, it has
  the petrified head of the Gorgon Medusa. The rim is decorated
  with 100 tassels of gold thread, but no matter how roughly the
  shield is used, the tassels never fall off. The shield provides
  great powers of defense not only to the wearer, but also to any-
  one who fights by his side.
  Properties
  • Head of the Gorgon Medusa: Instead of the customary
  boss in the shape of a mythological monster, this shield has the
  real thing! The petrified head of the Gorgon Medusa is affixed
  to it. Once per day, it can be awakened by the shield’s owner,
  by taking a Concentrate maneuver. Anyone seeing the revived
  head must make a HT-5 roll or be turned to stone. This costs
  the wielder 10 FP.
  • Shield Others: Once per turn, the wielder of Aegis can
  block an attack against an ally behind or beside him. Use the
  holder’s normal Block score, including the shield’s DB 3, as the
  shield leaps to protect others. This doesn’t count as the person’s
  normal block for the turn.
  • Shield Quality: Aegis is a large balanced orichalcum buck-
  ler. As such, it provides DB 3. Its relative lightness and agility,
  however, mean that it doesn’t negatively impact the wearer,
  negating the usual -2 penalty to attack for using a large shield.
  • Sword-Breaker: Any weapon that strikes the Aegis, either
  intentionally, or by being blocked, breaks on a roll of 3 or less
  (on 1d), modified by the weapon’s quality, as if it had parried a
  weapon weighting four times its own weight.
  Weight: 18 lbs.
  PYRAMID MAGAZINE
  13
  DECEMBER 2011
  SEVEN
  MYTHICAL
  ARTIFACTS
  FOR DUNGEON
  FANTASY
  BY ANTONI TEN MONRÓS
  A collection of wondrous items
  inspired by mythology.
  
  Variations
  • Aegis is a major divine artifact, but Olympian gods are
  noted for their willingness to lend their possessions to heroes.
  They sometimes don’t even bother to recover them. This might
  explain how the shield ended in the hands of the delvers.
  However, it’s much more common if it’s given as part of a
  divine quest. In this case, it will probably only work for the
  hero the gods entrust it to, and will only jump to protect
  delvers that are weaker or less armored than the wearer. If not
  using Greco-Roman mythology in your setting, then it’s surely
  a relic of a peace or war god.
  • Aegis might instead be a magical artifact, created by both
  great magics and supreme craftsmanship, probably made by a
  dwarven master smith who is also an enchanter. In that case,
  the petrifying ability might not be suitable. Reduce the weight
  of the shield to 13 lbs. if the head of Medusa is not present.
  COIR CETHAR CHUIN
  Power Item: 20 FP
  Suggested Origins: Cosmic, Bardic, Divine, Druidic, or
  Magical.
  Also known as Uaithne and Dur da Blá, this is the harp of
  the Dagda, the All-Father, one of the Tuatha Dé Danann . In the
  hands of a god, it can be used to change the ordering of the
  seasons. In the hands of a mere mortal, it is simply a beauti-
  fully ornate harp made of oak. In the hands of someone pos-
  sessing the Bard-Song abilities, it greatly enhances them, and
  its beautiful music can produce magical effects.
  Properties
  • Bard-Song Enhancer: Coir Cethar Chuin grants two levels
  of Bardic Talent to its owner.
  • Magical Songs: The owner can perform special melodies
  that cause all those who hear them to suffer magical afflic-
  tions. The harp grants knowledge of these songs to its owner,
  but should he lose it, he will not be able to remember them.
  The tunes cannot be transcribed, and they only work when
  performed with Coir Cethar Chuin. They are performed with
  Musical Instrument (Harp) at 15 (regardless of the owner’s
  actual skill), plus the user’s Bard-Song Talent, Bardic Talent,
  or Bardic Magery. The songs affect all other sentient beings
  (those with IQ greater than 6) within eight yards, who resist
  with Will. Effects last for as long as the bard performs, and
  the Rule of 16 does not apply! Available songs are: Ballad,
  which causes victims to fall down, crying (treat as Agony,
  p. B428); Lullaby, which causes victims to fall asleep; and
  Madrigal, which causes them to fall down, laughing uncon-
  trollably (treat as Ecstasy, p. B428).
  • Masterwork Harp: The exquisite workmanship that went
  it into this harp makes it a magnificent musical instrument. A
  user get +2 to his Musical Instrument (Harp) skill to play any
  melodies other than the Magical Songs (above).
  Weight: 7 lbs.
  Variations
  • Maybe the Coir Cethar Chuin is not just an harp, but a
  bow-harp! Raise weight to 8.5 lbs.; it can thus be used as either
  a composite bow or an harp.
  • If the Tuatha Dé Danann don’t exist in your world, this
  harp can either be the creation of faerie craftsmen, or a
  druidic artifact of some sort. In the later case, it might grant
  a bonus to either weather or nature spells, in addition to the
  ones given to bardic abilities.
  GOLDEN FLEECE
  Power Item: 15 FP
  Suggested Origins: Divine or Materials.
  The Golden Fleece is the skin of the gold-haired winged
  ram. It was first hung on an oak tree as a tribute to Ares by
  Phryxus. It was then stolen by Jason in order to prove his wor-
  thiness for the throne of Iolcus in Thessaly.
  Properties
  • Aura of Majesty: The owner of the Golden Fleece is des-
  tined for greatness, and most of its owners have gained kingship.
  Those who meet the carrier of the Golden Fleece will uncon-
  sciously react to this destiny, and treat him as if he was a foreign
  noble of great importance. This grants the wearer a +5 reaction
  bonus, not cumulative with bonuses from ornate gear.
  • Poison Resistance: The Fleece has another property very
  useful to rulers – it makes the wearer immune to poisons of all
  kinds, forcing would-be assassins to try a different approach.
  • Toughness: The Golden Fleece is worn as a makeshift
  cloak. Although rather heavy, it provides DR 3 against attacks
  hitting the torso from the back.
  Weight: 10 lbs.
  Variations
  • On top of being a symbol of royalty, the Golden Fleece
  might also have other powers. Like the skin of the Nemean
  Lion, worn by Heracles, it might be impenetrable, giving even
  greater DR and converting all penetrating damage to crushing.
  The gold-haired ram it was taken from had functional wings,
  so it is also possible that it grants the ability to fly.
  HELM OF HADES
  Power Item: 61 FP
  Suggested Origins: Cosmic, Divine, or Magical.
  The Helm of Hades is a Corinthian-style full helm, offering
  full skull and face protection. It is made of orichalcum. Only the
  eyes are accessible, and only through the eye-slits, at the usual
  -10 penalty. It was given to Hades by the Cyclopes to help the
  Olympians in their war against the Titans. It not only offers
  excellent protection, it also hides the wearer from magic and
  magical creatures, and allows the wearer to appear as he wishes.
  PYRAMID MAGAZINE
  14
  DECEMBER 2011
  Hades’ helmet, a gift to me
  when I became a psychopomp.
  – N.F. Houck, Herald
  
  Properties
  • Illusory Disguise: The wearer can superimpose any
  appearance he wishes over his. This also negates the Invisible
  to Magic property (below), but it otherwise fools all senses. The
  projection must be the same SM as the wearer. It is disrupted
  automatically by damage, and is somewhat tiring for the user.
  While it is active, the user recovers no FP points, and must pay
  1 FP every 10 minutes to maintain the effect.
  • Invisible to Magic: The wearer is invisible to magical crea-
  tures and spells. He cannot be targeted by regular spells, infor-
  mation spells won’t detect him or obtain information on him,
  and magically granted senses won’t perceive him. Area, Melee,
  and Missile spells affect him normally. He is also completely
  invisible to constructs, demons, elementals, faeries, servitors
  and undead, as long as he doesn’t interact with them. This also
  means that the Helm in no way registers as having any special
  properties, regardless of its origin.
  • Toughness: This helm provides DR 15 to the skull and
  face areas. It includes padding, already factored into the DR.
  • Unimpeded Perception: Despite being a fully enclosing
  helm, this item doesn’t reduce the wearer’s sensory acuity,
  meaning that he doesn’t get No Depth Perception and Hard of
  Hearing that these helms usually give.
  Weight: 4 lbs.
  Variations
  • The powers of the Helm of Hades and the Norse Tarn-
  helm are very similar, though the Tarnhelm generally has the
  shape of a skullcap, protecting only the skull. It is possible
  that they are one and the same.
  • The Tarnhelm is reputed to actually transform the wearer,
  instead of merely projecting an illusion over him. Take inspira-
  tion from the Shapeshifting and Great Shapeshift spells!
  NECKLACE OF SKULLS
  Power Item: 5 FP
  Suggested Origins: Cosmic, Divine, or Magical.
  This is the necklace of Kali, Hindu goddess of eternal
  energy, time, and death. It is made out of the skulls of her foes.
  Kali is an extremely fierce fighter, who unleashes her
  incredibly destructive wrath on the demons who plague the
  world. She is thus not an evil deity, despite her domains. She
  is more of a force of nature. However, her blood rage often
  blinds her, and she goes into uncontrolled rampages of violent
  destruction. When that happens, only her consort, Shiva, can
  make her come back to her senses.
  Properties
  • Kali’s Fury: The wearer of the Necklace of Skulls can, as
  a free action, channel a fragment of Kali’s fury. He then gets the
  following traits: +10 ST, Altered Time Rate 1, Extra Attack 2
  (Multi-Strike, +20%), and Berserk (6) (Battle Rage, +50%). He
  also can attempt active defenses while making All-Out Attacks.
  All effects end the moment the user snaps out of Berserk.
  • Kali’s Temper: Together with the fury, the wearer also gets a
  taste of Kali’s fiery temper. The person gains the Bad Temper dis-
  advantage, with a self-control number of Will-5, or, if he already
  possesses the Bad Temper disadvantage, lower the self-control
  number by 9. This afflicts the bearer for as long as he wears the
  necklace, and for an equal amount of time after removing it.
  Weight: 3 lbs.
  Variations
  • Viking berserkers were reputed to be formidable
  opponents. Lesser versions of the Necklace of Skulls might
  exist, called Runic Necklaces of the Berserker, made of rune-
  stones instead of skulls. Their effects are lesser too, and only
  grant +5 ST, Berserk (6) (Battle Rage, +50%), the Bad Temper
  disadvantage (as described above), and the ability to dodge
  while making All-Out Attacks.
  NOTHUNG
  Power Item: 0 FP
  Suggested Origins: Materials.
  One of the creations of the famed Wayland the Smith, this
  massive blade might not look like much, but is one of the
  finest examples of sword-smithing ever created. Made from a
  strange alloy, said to come from two different fallen stars, its
  three-yard-long blade shows watery patterns, and its edge
  remains keen no matter how much abuse is given to it.
  Despite its humongous size, those strong enough to wield it
  claim it’s an exquisitely balanced and agile weapon. Its prop-
  erties are entirely due to its strange composition and Master
  Wayland’s supreme craftsmanship, as the star iron seems to
  be completely impervious to magic. It was used to kill the
  dragon Fafnir.
  Properties
  • Anti-Magic: The strange meteoric metal used in the con-
  struction of Nothung is completely impervious to magic. It
  cuts through enchantments as a hot knife cuts through but-
  ter. No magic can affect it in any way, either to strengthen or
  weaken it. No magical defenses ever impede it. This renders
  blocking spells completely useless against it. Magic-given
  DR, whether in the form of temporary spells like Armor or
  enchantments like Fortify, is ignored against its blows.
  PYRAMID MAGAZINE
  15
  DECEMBER 2011
  Certain fierce female spirits
  demonstrate their wild power
  by wearing necklaces of skulls
  around their neck, such as
  Anat, Baba Taga, and Kali.
  – Judika Illes,
  Encyclopedia
  of 5,000 Spells
  
  Magical bonuses to active defenses, such as the ones from the
  Shield or Deflect spells don’t apply either. Finally, magically
  given insubstantiality such as the one provided by Ethereal
  Body or Steelwraith is also useless. Unfortunately, this also
  makes it unsuitable as a power item.
  • Blade Quality: Nothung is a very fine balanced weapon,
  made of a strange dark steel. This gives it +3 to avoid breakage,
  and is wielded at +1 to skill. Its damage bonus is already
  included in the stats (see below).
  • Fencing Parry: This weapon gets the same benefits on a
  parry that a fencing weapon would get; that is, the penalty for
  successive parries is halved. This does not affect the weapon’s
  ability to defend against flails, though. It also does not cause
  encumbrance to impose penalties on attacks.
  • Supreme Parry: This weapon can be used to parry projec-
  tiles of all kinds, including area effects such as explosions and
  monster’s breath attacks. Coupled with Anti-Magic (above), it
  allows the wielder to parry non-Missile spells, as long as he is
  aware of the spell’s casting, and can see its caster.
  • Titanic: Sigfried was a very large man, and this sword was
  large even for him. It uses Two-Handed Sword skill, and wield-
  ers smaller than SM +1 use it at a penalty equal to (their
  SM - 1). Also, it needs a lot of space to swing, requiring a three-
  yard clearance either on one side or overhead, in order to be
  able to use its swing entry.
  Weapon
  Damage
  Reach
  Parry
  Weight
  ST
  Nothung
  sw+9 cut
  1-3
  0F
  15
  17†
  or
  thr+6 imp
  3
  0F
  –
  17†
  Variations
  • Since this blade is the product of just mythic craftsman-
  ship and superior materials, it might be possible to commission
  one. Finding a skilled enough master sword-smith should never
  be easy, as individuals capable of creating such wonders almost
  always live in seclusion, either in the mountains where superior
  ores can be found, or hidden in plain sight, disguised as peace-
  ful old men. Also, such a blade won’t be cheap, costing at least
  $120,000, though perhaps a part of the price, maybe up to a
  third, might be paid in the form of the special ores or metal
  ingots to be used in its forging. Finally, the forging itself won’t be
  fast, so the adventurers ought to wait at least one game-year
  after commissioning it before being able to pick it up.
  • This blade is based on the zweihander found in GURPS
  Fantasy-Tech (p. 11), with the azzalum, balanced, meteoric
  and very fine modifiers, totaling +47 CF. It is then given a price
  increase to represent its other special properties, along with a
  required ST and weight increases. The GM might prefer to
  base it on a greatsword instead.
  TEZCATLIPOCA’S
  SMOKING MIRROR
  Power Item: 30 FP
  Suggested Origins: Cosmic or Divine.
  Tezcatlipoca was one of the four main gods of Aztec
  mythology, who created the world. His portfolio is large,
  encompassing, among others, sorcery, storms, and strife, but
  his main attribute is that he is a god of the night. This 1’ mir-
  ror of polished obsidian – which emits a faint smoke, and is
  slightly warm to the touch – is his most holy relic.
  Properties
  • Invested Power: Clerics and druids of the night or storms
  who possess this artifact gain +3 to their Power Investiture.
  • Limitless Power: As a power item, the Mirror has a capac-
  ity of 30 FP. However, it can be overcharged. Each point over
  30 has double the normal cost to recharge, cumulatively; thus,
  the 31st point costs $10 to charge, the 32nd point costs $20, the
  33rd point costs $40, and so on.
  • Sacrificial Blood: The penalty for using HP to power a
  spell is negated, if the spell benefited from the increased
  Power Investiture given by the Mirror. However, these HP
  will only heal naturally. Magic cannot restore them or accel-
  erate their recovery.
  Weight: 5 lbs.
  Variations
  • While it is commonly accepted that Tezcatlipoca was not
  an evil god, that doesn’t have to be the norm in Dungeon
  Fantasy games. Maybe he prefers sacrificing others instead of
  himself! In that case, the only way to recharge it is by killing
  sentient beings and letting their heart-blood soak the Mirror.
  The victim must be sacrificed to the mirror, not killed in com-
  bat. This provides energy equal to the subject’s IQ times the
  lower of HT or HP for IQ 0-5 victims – or IQ times the higher
  of HT or HP for IQ 6+ victims. Use the “limitless power” pro-
  gression: The energy from the sacrifice recharges the mirror
  on a 1-for-1 basis up until 30 FP; then it takes 2 energy for the
  31st point, 4 for the 32nd, and so on, with leftover energy lost.
  The ritual requires esoteric supplies that have the same cost as
  recharging the mirror, but the advantage is that it can be done
  in the field instead of back in town.
  ABOUT THE AUTHOR
  Antoni Ten is a IT specialist, database administrator, and
  Java and web developer from Alboraya, Valencia, Spain. He’s
  seriously thinking about jumping into Android development,
  and dreams of writing a full-length book for Steve Jackson
  Games in the future. He has gamed for over 15 years, and now
  has two regular gaming groups. He wishes to thank Christopher
  R. “Ghostdancer” Rice and Emily “Bruno” Smirle for acting as
  his sounding boards, and proofreading this article, and José
  Antonio “demonsbane” Estarelles for sharing his knowledge of
  Buddhist, Hindu, and Vedic mythology with him.
  PYRAMID MAGAZINE
  16
  DECEMBER 2011
  His very cave is yet shown in
  Berkshire, and curious magic
  qualities have from ancient
  times been attributed to that
  “Invisible Smith.”
  – Karl Blind,
  “Wayland the Smith,”
  The Scottish Review, Vol. 35
  
  Pyramid magazine 
  14 
  January 2015
  What better reward can there be for a mage than to get a 
  familiar to help enhance his magic? It might lead to a quest, or 
  require gaining prerequisites. GURPS Dungeon Fantasy treats 
  having a familiar as a power-up, something that is usually 
  reserved for advanced characters, and other magic systems can 
  take inspiration from that, including GURPS Thaumatology: 
  Ritual Path Magic. Ritual Path Magic touched only briefly 
  on how familiars might be treated in the Ritual Path magic 
  system; the ideas presented here seek to expand that further. 
  GURPS Dungeon Fantasy 5: Allies is recommended highly 
  for its prebuilt familiars.
  What is a Familiar?
  Traditionally, familiars were spirits a witch summoned to 
  help her with her witchcraft. They also served as conduits to 
  extraplanar powers with which they were said to communi-
  cate. More recently (mostly thanks to the influence of video 
  and roleplaying games), a familiar has come to mean a com-
  panion that fights alongside or otherwise helps its master.
  What Kind oF Familiar?
  Though the suggestions here are aimed at those who use 
  Ritual Path magic in their games, the ideas can be adapted to 
  other magical systems with little effort. The tips might even be 
  one of the ways to make a magical system unique or different. 
  If Symbol Magic users can’t have familiars, but Ritual Path 
  magic users can, it’s going to create some clear campaign dis-
  tinctions immediately.
  The ideas might even be adapted to simulate other close, 
  near-supernatural bonds such as those twins are thought to 
  share, or the close psychic bonds some psis seem to have with 
  different animals or people. For the latter, Kenneth Peter’s The 
  Edge of Psience from Pyramid #3/29: Psionics is worth a read.
  the Familiar itselF
  A caster with a familiar should buy an Ally (p. B36) with 
  Special Abilities and a frequency of appearance of Constantly. 
  This allows access to exotic or supernatural traits otherwise 
  off-limits to him, as long as it could be justifiably associated 
  with his familiar’s physicality (e.g., on its racial template), 
  its mythology (e.g., ravens have a complex “language”), or its 
  magic-enhancing trait (e.g., Ritual Adept). The bond might 
  also enable both familiar and master to perceive the moods 
  of the other, detect someone pretending to be the other, and 
  so on. Such traits typically are purchased with the Granted by 
  Familiar limitation (see p. 15 for an expanded version of this 
  modifier) or similar modifier. 
  The GM should determine what abilities are appropriate 
  in his campaign. For example, the master of a raven familiar 
  might not be allowed to purchase the Flight advantage, but 
  could purchase Language Talent instead. 
  Most familiars are animals, which thanks to their bond 
  with their master, have IQs far in excess of their native spe-
  cies. However, the GM might permit far stranger familiars 
  (see Weird Familiars, p. 18 for more ideas). Spirits, “living” 
  objects, or even people all feature in familiar-lore. A particu-
  larly new notion is that of a powerful or godlike creature using 
  a human (or other sapient species) as its familiar. The GM 
  should determine why this is; one possibility includes sapient 
  creatures can “hold” more magical energy (see Mana Collector, 
  p. 16). For example, a dragon who is also a caster might have 
  a human for its familiar, not an animal.
  a Familiar 
  Path
  By ChristoPher r. riCe
  The Goldi clearly distinguish 
  between the tutelary spirit (ayami), 
  which chooses the shaman, and the 
  helping spirits (syven), which are 
  subordinate to it and are granted  
  to the shaman by the ayami itself.
  – Mircea Eliade,  
  Shamanism: Archaic 
  Techniques of Ecstasy
  
  Pyramid magazine 
  15 
  January 2015
  The GM must also decide if acquiring more than one 
  familiar is possible, how many and what kinds of traits can 
  be gained from each one, and whether the caster may have 
  multiple versions of the same trait. Optionally, if all familiars 
  in the bond use the same traits, replace “Accessibility, Famil-
  iar/Master, -80%” with “Accessibility, Familiars/Master, -60%.”
  All of this assumes the player gets to pick his familiar or  
  at least offer input into it. If the GM decides this is not the  
  case, the player should not pay full price for his random ally! 
  The GM might charge up to half the cost of the Ally advantage 
  and the Familiar Master meta-trait, depending on how use-
  ful the familiar is, or the GM might provide the familiar as a 
  bonus reward for a particularly challenging quest.
  The GM may allow the following ritual to be used to gain 
  a familiar.
  Summon Familiar
  Spell Effects: Lesser Create Magic + Lesser Sense Mind + 
  Greater Transform Mind.
  Inherent Modifiers: None.
  Greater Effects: 0 (¥1).
  This spell summons a familiar of the caster’s choosing. 
  The actual casting of the spell takes normal time, but the 
  caster must either have a number of unspent character points 
  to cover the cost of the familiar or use the Slow and Sure 
  Enchanting rules (Ritual Path Magic, pp. 34-45) to acquire 
  them for this purpose. 
  The spell finds the nearest candidate of the caster’s choice 
  (or any candidate if he didn’t specify) within 100 miles, imbues 
  them with sapience, and forges a mystical bond. Unsuitable 
  candidates include animals who are already familiars, those 
  who are too far away, or those who weigh more than 10 
  pounds (though the caster may add more energy in the form 
  of Subject Weight if he chooses to acquire a larger familiar). 
  Already-sapient candidates can choose to resist the spell nor-
  mally – failure means they become the caster’s familiar, but he 
  must apply the Unwilling modifier to his familiar’s Ally trait 
  (p. B36) if they don’t want to be a familiar.
  Typical Casting: Lesser Create Magic (5) + Lesser Sense 
  Mind (2) + Greater Transform Mind (8) + Range, 100 miles 
  (30). 45 energy (45¥1).
  neW meta-traits: Familiar and Familiar master
  The “basic” Familiar and Familiar Master meta-traits 
  appear below:
  Familiar
  3 points
  Your essence is tied to your master (often a spellcaster, 
  though this isn’t always required). This mental bond takes 
  the form of a special empathic tie. This trait includes Sense 
  of Duty (Master) [-2] and Special Rapport (Master) [5].
  Lenses
  Animal (-25 points): You are a traditional animal famil-
  iar. Remove racial IQ penalties and the Domesticated or 
  Wild Animal meta-traits. To determine the new bonus to 
  Will or Per, use the following method: If Will or Per is 10 
  or less, then the familiar has no Will or Per modifier, and 
  Will or Per equals IQ. If racial average Will or Per is 11+, 
  subtract 10 from this and give the difference to the famil-
  iar as a bonus. In some settings, this lens also includes 
  Social Stigma (Valuable Property) [-10], reducing the cost 
  to -35 points. This lens gives the following: Bestial [-10]; 
  Speak with Animals (Specialized, familiar’s species, -60%) 
  [10]; Wealth (Dead Broke) [-25].
  Long-Lived (Varies): You will live as long as your 
  master. Remove any traits related to a short lifespan 
  and add Longevity [2]. Add extra levels of Extended 
  Lifespan [2/level] or Unaging [15] as appropriate for a 
  familiar’s particular master.
  Familiar Master
  Varies
  You have a being (often an animal, but not always) at 
  your beck and call. Not only does your familiar have all the 
  traits and abilities associated with a member of its race, 
  but it also has a special reserve of energy you can tap to 
  fuel your own spells! Treat the mana reserve gained in this 
  way as a part of your own mana reserve in all ways. This 
  trait includes Energy Reserve N* (Mana Reserve; Drains 
  Familiar, -50%) [1.5/level] and Special Rapport (Familiar) 
  [5]; it is always accompanied by Ally (Familiar).
  * To determine how much N equals, multiply your 
  familiar’s FP by ¥0.5 (round down). For example, if your 
  familiar had FP 12, then you’d gain an Energy Reserve of 
  6, which would cost 9 points.
  Bonded aBilities
  The following abilities do not have the Magical limitation 
  because the master/familiar bond is so deep that it draws on 
  the “internal mana” of the pair and is thus not subject to exter-
  nal influence. This isn’t the case for some settings; in such 
  campaigns, add the Magical limitation and reduce the cost 
  accordingly. This means they do not work in desecrated areas 
  (Ritual Path Magic, p. 20) and can be temporarily suppressed 
  or nullified.
  
  Pyramid magazine 
  16 
  January 2015
  Bonded aBilities  
  For Familiars
  The following abilities are only available to those with the 
  Familiar meta-trait (above).
  Arcane Boost
  78/93 points for levels 1-2
  Prerequisite: IQ 10+ and a master with Draw Energy 
  (below).
  Once per hour you can give your master +3 to any Path 
  skill for the sole purposes of gathering ambient energy, as 
  long as he is within two yards of you. This requires you take a 
  Concentrate maneuver and make an IQ+4 roll. Level 2 works 
  the same way, except that you may choose to reduce the 
  Greater effects multiplier of a ritual by one (e.g., ¥5 becomes 
  ¥4) instead of giving him a bonus to gather energy.
  Statistics: Control 2 (Magic; Accessibility, Master Only, 
  -80%; Cosmic, No die roll required, +100%; Paths Only, -20%; 
  Reliable 4, +20%) [60] + Control 1 (Magic; Accessibility, Mas-
  ter Only, -80%; Cosmic, No die roll required, +100%; Does Not 
  Increase Area, -50%; Paths Only, -20%; Reliable 4, +20%) [18]. 
  Level 2 removes the Paths Only limitation from both [70 + 23]. 
  This trait first appeared on Pyramid #3/66: The Laws of Magic.
  Mana Collector
  10 points/level
  Prerequisite: IQ 10+.
  You can help your master gather energy. To do this, you 
  must be within two yards of him and conscious. You then roll 
  your IQ, just as if you were another caster helping him cast 
  a spell (Ritual Path Magic, p. 25), except neither you nor he 
  takes -1 to rolls. Each additional level after the first (up to five) 
  gives +1 to the IQ roll.
  Statistics: Level 1 is Quick and Focused (Master)* [1] and 
  nine One Task Wonder (One chosen Path defaults to IQ when 
  gathering energy for master) perks [9]. Further levels are IQ 
  (Accessibility, Only for gathering energy rolls, -50%) [10/level].
  * This perk either allows a caster to ignore the penalties 
  associated with helping to cast a spell for any other caster or 
  removes the penalties entirely for both casters if you special-
  ize in a specific pairing.
  Bonded aBilities  
  For masters
  The following abilities are only available for those with the 
  Familiar Master meta-trait (p. 15). Additionally, some traits 
  have the Granted by Familiar limitation. If the cost of this 
  trait changes (see p. 21), you’ll need to adjust the costs of 
  some bonded abilities.
  Conduit
  Varies
  Prerequisite: Deep Bond (p. 17) or Psychic Link (pp. 17-18).
  Whenever you benefit from any positive supernatural effect 
  (healing spell, temporary attribute bonus, and so on), your 
  familiar is also affected. At level 2, you may treat your familiar 
  as a part of your person for any spell, power, or ability if that 
  would be beneficial to you.
  Statistics: Level 1 adds Cosmic, Shared Effects, +50% to 
  Ally (Familiar) [Varies], while level 2 adds Cosmic, Shared 
  Body, +50%.
  Draw Energy
  30/60/90 points for levels 1-3
  Prerequisite: A familiar with Mana Collector (above).
  Your familiar allows your mana reserve to replenish faster 
  than normal; you regain 1 point of your reserve automatically 
  every minute. At level 2, you regain 1 point per second, and at 
  level 3, you regain 10 points per second.
  Statistics: Regeneration (Fast; Energy Reserve Only, +0%; 
  Granted by Familiar, -40%) [30]. Level 2 makes Regeneration 
  Very Fast [60]. Level 3 increases Regeneration to Extreme [90]. 
  Efficient Energy Reserve
  Varies
  The mana reserve your familiar gives you is far more effec-
  tive than normal, providing an amount equal to its full FP. 
  What’s more, your familiar loses only 1 FP per 2 ER you use, 
  instead of a 1:1 ratio.
  Statistics: Replace Drains Familiar (p. 20) with Drains 
  Familiar, Efficient, 1 FP per 2 ER and double the caster’s 
  available ER. For example, if a caster previously had Energy 
  Reserve 6 (Drains Familiar, -50%) [9] and bought this ability, 
  he would now have Energy Reserve 12 (Drains Familiar, 1 FP 
  per 2 ER, -40%) [22], which would make the cost of this trait 
  13 points.
  Oh, right; you haven’t actually 
  met my familiar. Pardon my 
  rudeness. His name is Loiosh, 
  and he’s a jhereg. If you don’t 
  what a jhereg is, you’re probably 
  better off, but I can at least 
  explain that it is a poisonous 
  reptile with two wings, two eyes, 
  two legs, and one form of wit: 
  irritating. 
  – Steven Brust, Tiassa
  
  Pyramid magazine 
  17 
  January 2015
  Inner Reserves
  Varies
  Prerequisite: Deep Bond (below).
  In times of desperation, you can draw deeply on your 
  familiar’s innermost reserves. Doing so can be dangerous for 
  the familiar! Level 1 allows you to draw on up to half of the 
  familiar’s FP as though it were your own, for mundane use 
  (such as running). This means the familiar’s FP is reduced 
  when you tap it as a mana reserve or as a fatigue reserve. At 
  level 2, you can also draw on up to half its HP as if it were your 
  own; this reduces its HP directly, not its FP, and it must heal 
  normally to become available for your use again.
  Statistics: Energy Reserve N* (Mundane; Drains Familiar, 
  -50%) [1.5/level]. Level 2 adds Vitality Reserve N* (Drains 
  Familiar, -50%) [1/level]. See p. 18 for details on both.
  * N equals half the familiar’s FP (or half its HP for the 
  Vitality Reserve), rounded down.
  Shielded Thoughts
  10 points
  Prerequisite: Mind Shield 1+ with the Granted by Familiar 
  limitation.
  Your familiar can help you throw off mental intrusion. 
  When you fail a roll against such an ability, make another roll 
  against the better of your own resistance roll or your famil-
  iar’s roll.
  Statistics: Compartmentalized Mind 1 (Based on Familiar’s 
  or Master’s Resistance Roll, +40%; Granted by Familiar, -40%; 
  Mental Separation Only, -80%) [10].
  Steady Magic
  5/9/18 points for levels 1-3
  Your familiar can help you stabilize your magic when 
  nearby. At level 1, you can reroll any failed Path skill roll 
  twice and take the best of the three rolls. You can do this 
  once per hour. Level 2 allows you to do this once every 30 
  minutes. Level 3 allows you to do this once every 10 minutes 
  of real time.
  Statistics: Luck (Accessibility, Failed rolls, -10%; Aspected, 
  Magic, -20%; Granted by Familiar, -40%) [5]. Level 2 replaces 
  Luck with Extraordinary Luck [9]. Level 3 replaces Extraordi-
  nary Luck with Ridiculous Luck [18].
  general Bonded aBilities
  The following abilities are available to both masters and 
  their familiars (those with either the Familiar Master or the 
  Familiar meta-trait, p. 15).
  Deep Bond
  Varies
  You and your familiar share an incredibly close bond. 
  While not telepathic in nature (but see Psychic Link, below), 
  it nevertheless is profound. If you or your familiar dies, the 
  other must make an immediate HT roll. Success means the 
  survivor is mortally wounded (p. B423) but conscious. Critical 
  success means he suffers no ill effects. Failure means the one 
  who did not die is reduced to 0 HP.
  Additionally, you and your familiar both have problems 
  with thoughts, memories, mental images, and so on “bleed-
  ing” over. Whenever an IQ, Will, or Per roll is critically failed, 
  roll 3d; on a 6 or less, the character who failed his roll suffers 
  from a sudden infusion of thoughts, memories, etc. from his 
  partner. Because of the distraction of having such thoughts 
  suddenly pouring into his head, he gains -2 on all skill rolls for 
  the next 2d seconds.
  Despite this, sharing memories does have some positive 
  benefits. Both master and familiar can “draw” on each oth-
  er’s memories. To do this, concentrate for one minute and roll 
  against your IQ (Eidetic Memory does not help, unless both 
  master and familiar have it). Success means you can access 
  the memories of your familiar/master. Failure means you 
  didn’t get anything coherent, but can try again at -2 per roll 
  after the first.
  Both master and familiar must purchase this ability. Famil-
  iars only pay 8 points for this ability.
  Statistics: Racial Memory (Active; Accessibility, Famil-
  iar/master only, -80%) [8]. In addition, for masters, add 
  Mind Bleed, Mild (-5%) and Sympathy, Resistible (-15%) 
  to Ally (Familiar) [Varies]; see p. 19 for both limitations.
  Psychic Link
  14/29/44/59 points for levels 1-4
  You and your familiar share a psychic bond that allows you 
  to hear one another’s thoughts. This sending is 10 times faster 
  than what you could normally convey. At level 1, you send 
  simple concepts or emotions, but not speech or images. Level 
  2 allows you to send actual thoughts. Level 3 enables you to 
  see what he’s seeing, smell what he’s smelling, hear what he’s 
  hearing, etc. You can only concentrate on either your senses 
  or your familiar’s. With level 4, you can do both, but all tasks 
  depending on the senses of the viewpoint you are not concen-
  trating on (including attack or defense rolls, Sense rolls, and 
  so on) are at -4. 
  It is the familiar spirit 
  of the place;
  It judges, presides, 
  inspires 
  Everything in its 
  empire . . . 
  – Charles Baudelaire
  
  Pyramid magazine 
  18 
  January 2015
  No skill roll is involved, provided the other party chooses 
  not to resist. If the partner chooses to resist, make an IQ-1 roll 
  using the Long-Distance Modifiers (p. B241).
  The ability does not permit interstellar contact (anything 
  more than a light year) or contact across time or parallel 
  worlds. It also cannot reach otherworldly realms, such as 
  Heaven, Hell, the Faerie lands, and so on. 
  Both master and familiar must purchase this ability.
  Statistics: Mindlink (Familiar/Master) [5] + Telesend 
  (Accessibility, Familiar/master only, -80%; Burst 10¥, +30%; 
  Can tell if sending is successful, +10%; Secure, +20%; Vague, 
  -50%) [9]. Level 2 removes Vague from Telesend [24]. Level 
  3 adds Mind Reading (Accessibility, Familiar/master only, 
  -80%; Long-Range 1, +50%; Sensory Only, -20%) [15]. Level 
  4 adds Aware (+50%), borrowed from Clairsentience, to Mind 
  Reading [30].
  Scry Familiar
  29/69 points for levels 1-2
  Prerequisite: Sense Familiar and either Deep Bond (p. 17) 
  or Psychic Link (above).
  You can sense your familiar’s location by concentrating 
  for one minute, spending 1 FP, and making an IQ roll (alter-
  natively, roll Path of Magic or Path of Mind, if higher). Suc-
  cess means you’ve displaced your sense of hearing and sight 
  to within 10 yards of your familiar’s current location (which 
  can be anywhere on the planet). If your familiar moves, so 
  does your viewpoint (no additional roll is needed for this). 
  Failure by 1 means your senses go to somewhere of the GM’s 
  choosing, failure by 2 or more means nothing happens. Criti-
  cal failure results in the loss of your ability for 1d hours.
  You may only use the ability for 1d¥5 seconds, after which 
  it ends, and you cannot use it until at least one hour goes by. 
  If using this ability in combat, you can do nothing else. This 
  means you have no active defense while relying on it, though 
  you may immediately end your use of this ability by taking a 
  Concentrate maneuver and another IQ roll.
  Level 2 removes the FP cost and allows you to shift focus 
  back and forth between the two locations as a free action at 
  the start of your turn. You function normally at the prioritized 
  location, but are -4 to all rolls related to the other place (e.g., 
  if you are focused on your familiar’s location, you could still 
  defend against a personal attack, but at -4).
  This ability may optionally be taken by the familiar allow-
  ing it to find its master; use the same rules as above.
  Statistics: Clairsentience (Accessibility, Familiar/master 
  only, -80%; All-Out, -25%; Costs Fatigue, 1 FP, -5%; Fixed 
  Range, -5%; Increased Range, ¥2 million, +190%; Maximum 
  Duration, 1d¥5 seconds, -75%; No Clairosmia, -3%; No pen-
  alty for blind use, +10%; Normal Sight, -20%; Takes Recharge, 
  1 hour, -30%) [29]. Level 2 removes All-Out and Costs Fatigue, 
  and adds Aware (+50%) [69].
  Weird Familiars
  The familiar of folklore was thought not to need food, 
  drink, or even sleep because they were not animals, 
  but spirits. Instead, they only needed the blood of their 
  master to survive, which they drew from one particu-
  lar spot on the body. This “witches’ mark” or “witches’ 
  teat” was often depicted as a discolored or non-feeling 
  patch of skin. To represent this particular bond, give the 
  caster both Draining (p. B132) and Distinctive Feature 
  (Witches’ Mark) (p. B165). In some stories, the longer 
  a familiar is with its master, the more similar the two 
  become. Represent this with Unnatural or Distinctive 
  Features (pp. B22, B165). Long-term familiars also tend 
  to be more intelligent and possess many of the same 
  skills their master has. Represent this as increased IQ 
  and points in its master’s skills. They also tend to make 
  use of Complementary Skills (GURPS Social Engineer-
  ing, p. 21) to help their masters.
  This article assumes a caster’s familiar is always 
  around and not summoned. If this isn’t the case, add 
  the Summonable enhancement (p. B37) to the caster’s 
  Ally advantage or buy enough levels of Payload (Cosmic, 
  Doesn’t Count against Encumbrance, +50%; Cosmic, Pro-
  vides Life Support, +150%) [3/level] to create an extradi-
  mensional “pocket” for it to be held in. 
  Although most familiars are animals, stranger versions 
  are possible. For example, a caster who focuses on Path of 
  Undead might have a horde of zombies as his “familiar,” 
  while a “druidic” caster might have a swarm of bees as 
  his. Treat such familiars normally, but allow the caster to 
  “replenish the ranks” to keep his familiar at full capacity. 
  For familiars without FP scores (such as a sentient AI or 
  a magical sword), buy a number of levels of ER (Mana 
  Reserve, Cannot Use Reserve, -100%) [0.6/level] equal to 
  the caster’s ER (Drain’s Familiar, -50%) and ignore the 
  rule of N (p. 15) – such familiars often have large reserves 
  their masters can tap.
  Depending on the setting, it may be appropriate to 
  allow a human (or other naturally sapient being) to serve 
  as a familiar. If permitted, the caster should replace 
  “Drains Familiar, -50%” on his Energy Reserve with 
  “Drains Familiar, Efficient, 1 FP per 3 ER, -30%.”
  The GM may let a player design someone who is the 
  familiar of another character (who can also be a PC). 
  First, determine the point total of the character and use it 
  to figure out the Ally’s base cost (refer to the table under 
  Ally’s Power on p. B37). Second, apply all modifiers, but 
  ignore the Frequency of Appearance unless the character 
  is the familiar of a NPC. Then subtract the modified cost 
  from the base cost, and add 5; this becomes the value of 
  Unusual Background (Familiar of [Master]). For example, 
  if one player wants to play the familiar of another, and he 
  is equal in point value, then the initial cost is 5 points (an 
  Ally built on 100% of points is worth 5 points). The value 
  is 8 points after applying modifiers, so 8 (modified cost) - 5 
  (base cost) = 3. Then add 5 to this value, for a final total 
  of 8 points.
  
  Pyramid magazine 
  19 
  January 2015
  Sense Familiar
  5/9/12/17/19 points for levels 1-5
  You can find the location of your familiar with ease. Make 
  a Per roll (you may substitute your Per-based Path of Mind 
  skill, if better) taking into account normal range penalties 
  (p. B550). This takes one second. On a success, the GM tells 
  you the direction, though not the distance, your familiar is. 
  If you can move around, you can attempt to triangulate your 
  familiar’s position. As a rule, once you’ve moved more than 
  half the distance to the target, and made 1d successful rolls, 
  the GM should give you the approximate distance. At level 2, 
  this no longer becomes necessary – you automatically know 
  your familiar’s exact location. At level 3, you use the Long-
  Distance Modifiers (p. B241) instead of normal range penal-
  ties. At level 4, you no longer have to make a Per roll, as long 
  as your roll is 3 or higher with penalties. At level 5, you always 
  know where your familiar is (though your rolls to detect it are 
  at a -4); this becomes a passive ability.
  Statistics: Detect (Familiar; Cannot Analyze, -10%) [5]. 
  Further levels add Precise, Nontargeting (+90%) [9], then 
  Long-Range 1 (+50%) [12], then Cosmic, No die roll required 
  (+100%) [17], then Reflexive (+40%) [21].
  existing traits
  Those following traits pertain to familiars or are appropri-
  ate for them.
  Ally
  see p. B36
  Fiction is filled with wizards and mages who’ve familiars 
  more powerful than they are. To represent this, the GM may 
  allow Allies to be up to 200% of their point total, for 20 points.
  New Special Enhancements
  Special Abilities: The Basic Set suggests this enhancement 
  at the +50% level might allow your familiar to grant you abil-
  ities. The Edge of Psience (see Pyramid #3/29: Psionics, p. 21) 
  proposes that Allies with this enhancement be allowed to 
  deliver melee or touch attacks or act as the origination point of 
  ranged abilities. Additionally, fiction is full of examples where 
  “buffing” supernatural abilities affecting the master also affect 
  the familiar or the master treats the familiar as “part” of his 
  body; either instance is a version of Cosmic worth +50%.
  New Special Limitations
  Mind Bleed: Whenever you or your ally critically fail an IQ, 
  Will, Per, or other purely based “mental” attempt, roll 3d. On 
  a 6 or less, the character who failed his rolls suffers from a 
  sudden infusion of thoughts, memories, mental images, etc. 
  pouring into his head. If the effects are mild, last for 2d sec-
  onds, and causes -2 on all skills for the duration, this is -5%. 
  If the effects are severe, last for 1d minutes, and cause -5 on 
  all skills for the duration, it’s -10%. If the effects are crippling, 
  last for 3d minutes, and you cannot use any skills for the dura-
  tion, it’s -15%. This limitation becomes an enhancement for 
  the Dependent disadvantage.
  Sympathy, Resistible: Being able to resist the effects of this 
  limitation with an HT roll drops the value to -15% if the death 
  of one party reduces the other to 0 HP, while the death of one 
  party automatically killing the other becomes -25%. Success 
  at the HT roll means they’re still conscious, but they suffer the 
  effects of a Mortal Wound (p. B423). Critical success means 
  you suffer no ill effects. At the GM’s option, this limitation 
  can become an enhancement for the Dependent disadvantage.
  Damage Resistance
  see p. B46
  At the GM’s discretion, familiars who’ve been with the 
  same master for a long time might be tougher thanks to 
  their bond. If this is the case, the GM should allow familiars 
  to have up to twice the normal DR of their racial template 
  (minimum of DR 2). They should also be permitted to buy 
  off the Flexible or Tough Skin limitations and add the No 
  Signature (+20%) enhancement so their hide looks “normal.” 
  Additionally, the GM may allow them to purchase additional 
  levels of Damage Resistance with Magical (-10%) up to what-
  ever level he is comfortable with (one point per five levels of 
  Path of Magic is suggested). Keep in mind that if using the 
  optional rules for the Granted by Familiar limitation (p. 21), 
  this decreases the limitation’s value the higher the native DR 
  of the familiar is. The GM may also allow a similar increase 
  in HP, ignoring the usual cap of ±30%.
  Newt spun, making her robe unfurl. “He’s my familiar, bought and paid for. I 
  can claim anything of his. Even his life.” 
  Al cleared his throat nervously. “That’s good to know,” he said lightly. 
  “Important safety tip. Rachel, write that down somewhere as lesson number one.”
  – Kim Harrison, The Outlaw Demon Wails
  
  Pyramid magazine 
  20 
  January 2015
  Energy Reserve
  see Powers, p. 119
  The GM who doesn’t want to use the Drains Familiar lim-
  itation (below), might consider having the familiar purchase 
  Energy Reserve (Affects Others (Master only, -80%), +10%; 
  Area of Effect, 2 yards +50%) [4.8/level] instead.
  Optionally, Energy Reserve (Mundane) may be available. 
  This trait can be used like FP to fuel athletics, martial feats, 
  extra effort, and so on. Moreover, it can even be spent instead 
  of reducing your FP for things like starvation, poison, etc., but 
  you must decide to use it before you accept the FP loss. ER 
  lost to special sources (e.g., FP lost from not eating) cannot 
  be regained until the circumstances to restore them are met.
  Even more optionally, the following variation of Energy 
  Reserve might be available for certain games.
  Vitality Reserve: As Energy Reserve is to FP, so Vitality 
  Reserve is to HP. Vitality Reserve can be spent in place of any 
  HP loss, including, but not limited to those lost from injury, 
  disease, poison, radiation, extreme dehydration and starva-
  tion; from attacks ignoring DR or that drain HP (such as Leech, 
  GURPS Powers, p. 96); to power spells, powers, or abilities; 
  and so on. Lost VR never results in shock, knockdown, uncon-
  sciousness, or death. Lost VR regenerate 1 point per day on a 
  successful HT roll regardless of conditions. 2/level.
  New Special Enhancement
  Drains Familiar: Your ER draws upon the energy of your 
  familiar. In addition to the effects of the Granted by Familiar 
  limitation, every point of ER used drains 1 FP from your 
  familiar (1 HP for a Vitality Reserve). This ER recharges at the 
  same rate your familiar recovers FP; this means your ER does 
  not recover while your familiar is unable to rest! -50%. If this 
  draining is particularly “efficient,” with the familiar losing 1 
  FP per 2 points of ER, this costs -40% instead. If your familiar 
  loses 1 FP per 3 points of ER, this costs -30%. If this draining 
  is more severe, and your familiar loses 2 FP per 1 point of ER, 
  then this costs -60%. If it loses 3 FP per point, then this costs 
  -70%. “Partial” FP count as full FP lost.
  Magic Resistance
  see p. B67
  In many stories, familiars are resistant to the magic of 
  those who are not their master. Furthermore, their resis-
  tance seems to stem from their master’s mastery of magic. 
  To simulate this, familiars may purchase a number of levels 
  of Magic Resistance (Accessibility, Not against master, -20%; 
  Improved, +150%) [4.6/level] equal to half their master’s high-
  est Path skill.
  Finally, some familiars might be able to do more than just 
  resist magic – they might eat it.
  examPle: squirrelzilla and herB
  Herb the Green Sorcerer is particularly fond of nature, 
  and likes squirrels in particular. Deciding to cast Summon 
  Familiar (p. 15), he sets his sights on a squirrel. Once cast, 
  a rather large squirrel comes out of the nearby woods 
  and sits at Herb’s feet. The bonding is complete. The GM 
  uses the squirrel template (below), but increases IQ to 10; 
  removes Short Lifespan 4 and Wild Animal, and adds the 
  Familiar (Animal; Long-Lived) meta-trait, for a total of 
  170 points (bringing Squirrelzilla’s total cost to 29 points. 
  Herb’s player buys Ally (Squirrelzilla; 25% of points; 
  Constantly; Special Abilities, +50%) [6] and Familiar 
  Master (Squirrelzilla) [13], for 19 points total. This gives 
  Herb a constant companion that he can project his spells 
  through (p. 15), and access to an ER (Mana Reserve) of 5 
  (half his familiar’s FP). Later on, Herb’s player decides to 
  purchase Vibration Sense (Air), since he adds the Granted 
  by Familiar (-40%) and Magical (-10%) limitations to this 
  trait, it reduces the cost to 5 points – but his familiar must 
  be nearby, and it doesn’t work in no-mana zones.
  Squirrel
  -141 points
  Squirrels are small bushy-tailed rodents that tend to 
  live in trees. Thanks to their ubiquitous appearance in 
  rural, urban, and wilderness areas they make excellent 
  spies and can scramble up trees and other rough surfaces 
  quickly. Most squirrels are between 12” and 18” long 
  (including the tail) and weigh between 1 to 2 lbs.
  Attribute Modifiers: ST -8 [-80]; DX +2 [24*]; IQ -6 [-120]; 
  HT +1 [10].
  Secondary Characteristic Modifiers: HP +2 [4]; Per +2 
  [10]; Basic Speed +0.50 [10]; SM -4.
  Advantages: Brachiator [5†]; Catfall [10]; Claws (Blunt) 
  [3]; Combat Reflexes [15]; Clinging (Accessibility, 
  Requires Claw-Holds, -30%) [14]; Double-Jointed [15]; 
  Fur [1]; Night Vision 5 [5]; Parabolic Hearing 1 [4]; 
  Sharp Teeth [1]; Super Climbing 1 [3]; Terrain Adap-
  tation (Uneven) [5]; Vibration Sense (Air; Based on 
  Hearing) [10].
  Disadvantages: Distractible [-1]; No Fine Manipulators 
  [-30]; Semi-Upright [-5]; Short Lifespan 4 [-40]; Wild 
  Animal [-30].
  Racial Skills: Acrobatics (H) DX [2]-12‡; Climbing (A) 
  DX+6 [1]-18¶§; Jumping (E) DX+2 [4]-14; Stealth (A) 
  DX+2 [8]-14; Urban Survival or Survival (Woodlands) 
  (A) Per+1 [4]-13.
  Features: Bushy Tail; Early Maturation 3 (matures at 
  about 3 months).
  * Includes “No Fine Manipulators, -40%” limitation.
  † This is less swinging from vine to vine and more 
  jumping from branch to branch.
  ‡ Includes +1 from Perfect Balance.
  ¶ Includes +5 from Double-Jointed.
  § Includes +2 from Brachiator.
  
  Pyramid magazine 
  21 
  January 2015
  New Special Enhancements
  Spell Absorption: Whenever a spell is cast on you, you can 
  waive your bonus to resist from Magic Resistance and instead 
  roll your unmodified resistance roll. The caster still gets a 
  penalty equal to your MR. If the spell fails for whatever rea-
  son, you gain a number of character points equal to the spell’s 
  modified Fatigue Point cost to cast (e.g., reduced by high 
  skill). You can these points to improve traits (anything but 
  skills) temporarily or heal yourself. This functions exactly like 
  Absorption for Damage Resistance (p. B46). +50%.
  Potent Resistance: Your Magic Resistance is especially 
  powerful. In addition to providing its normal benefits, it also 
  provides a “passive-aggressive” defense that resists up to three 
  effects that normal Magic Resistance doesn’t: Missile spells 
  are affected by your Magic Resistance if they are aimed in the 
  hex you’re in; magical weapons are affected (e.g., if a sword 
  enchanted with +1 Puissance hits you, you would subtract 
  your MR from the item’s Endurance; if it reduced it to below 
  15, then that item wouldn’t gain bonus damage); or informa-
  tion-gathering spells targeting something in your possession. 
  +50% for one, +100% for two, +150% for all three.
  Variant modiFiers
  The following ideas expand the Granted by Familiar 
  limitation.
  Granted by Familiar
  see p. B38
  The GM who wants more detail on this limitation may use 
  the following guidelines. Astute readers will notice they are 
  similar to the limitations for gadgets.
  Vulnerable
  Variable
  Your foes can incapacitate your familiar. Once incapaci-
  tated, it will cease to grant you its benefits. Add the following 
  elements together to find the final limitation value.
  Durability: The easier the familiar is to harm, the greater the 
  limitation. Decide on its DR: 2 or less is -20%, 3-5 is -15%, 6-15 
  is -10%, 16-25 is -5%, and 26 or higher is 0%. An insubstantial 
  familiar gets 0% automatically. If the familiar’s abilities cease 
  merely because it’s incapacitated (knocked out, mind-con-
  trolled, paralyzed, etc., but not killed), add another -5%.
  Curability: You can normally heal a familiar like any 
  other character. If you cannot, and it requires inconve-
  nient time, effort, or expense to repair (like a golem) or 
  resummon (like a demon who requires a sacrifice), it is 
  worth an additional -15%.
  Visibility: The familiar’s Size Modifier and racial Stealth 
  skill can allow it to hide, thereby avoiding harm while still 
  aiding you. Subtract its Stealth skill from 10 (treating positive 
  numbers as 0), add the difference to Size Modifier, and rate 
  the sum as follows: -9 or less is 0%; -7 or -8 is -5%; -5 or -6 is 
  -10%; -3 or -4 is -15%; -1 or -2 is -20%; and 0 or more -25%. An 
  invisible familiar gets 0% automatically. For instance, a SM 
  -3 house cat with racial Stealth 14 (10 - 14 = -4) would have a 
  sum of -7, and give -5%.
  Can Be Abducted
  Variable
  Your foes can kidnap your familiar, depriving you of the 
  contact you need to gain benefits from it. The value of the 
  limitation depends on how much contact is required, as the 
  more contact you need, the easier your familiar is to isolate 
  from you:
  • Familiar must be touching you or in earshot or in line of 
  sight or in telepathic contact with you: -5%.
  • Two of the above conditions apply: -10%.
  • Three of the above conditions apply: -15%.
  • All of these conditions apply: -20%.
  Unique
  -25%
  You may only take this limitation in conjunction with Vul-
  nerable or Can Be Abducted. Normally, you can replace a dead 
  or kidnapped familiar, although the GM may dock you earned 
  points for abandoning an Ally. If the familiar is Unique, you 
  cannot replace it! Character points spent for both Ally and any 
  abilities it grants are lost for good if it’s killed or otherwise 
  permanently taken away.
  aBout the author
  Christopher R. Rice’s familiar is a raven, it’s been coming 
  around for about 15 years, but it’s very lazy in its duties to 
  its master – he feeds it anyway. From Portsmouth, Virginia, 
  he dreams of being able to write full-time, or at least eke out 
  a living doing it. He wishes to thank L.A., his own personal 
  muse, as well as the rest of his gaming group, Antoni Ten 
  Monrós, and Beth “Archangel” McCoy, the “Sith Editrix,” for 
  being most excellent sounding boards, and to Luke Camp for 
  his help with the squirrel template. The familiars as “gadgets” 
  and Vitality Reserve were created by Sean Punch on the Steve 
  Jackson Games forums and has been used here with his per-
  mission. Additionally, he’d like to thank the Pyramid Write 
  Club, but the first rule of Pyramid Write Club is “You do not 
  talk about Pyramid Write Club.”
  Harry now carried a large cage that held a beautiful snowy 
  owl, fast asleep with her head under her wing.
  – J.K. Rowling, Harry Potter and the Sorceror’s Stone
  
  Pyramid magazine 
  14 
  august 2015
  I’ve always believed every magic item has its own story, and 
  that uncovering the legend can provide plenty of opportunity 
  for adventures – especially if people connected with the arti-
  fact’s past come looking for it!
  The following artifacts (and potion) originated in my 
  fantasy campaign, but they are equally applicable for  
  GURPS Fantasy, GURPS Dungeon Fantasy, or GURPS 
  Banestorm settings.
  gryPhon’s shaFt
  This is an arrow tipped with ivory carved into the likeness 
  of the head of an eagle. It has a typical wooden shaft of good 
  workmanship, but is fletched with griffin feathers; a Biology 
  or Naturalist roll may be required to discern their origin.
  This magical weapon was created by the elven enchanter 
  Orothorn, who bound the spirit of his dying gryphon mount to 
  create a magical weapon. It was lost after Orothorn was slain 
  battling a dragon, and it may have ended up in the monster’s 
  treasure hoard.
  If fired at a target closer than 20 yards distant, the arrow 
  inflicts cutting rather than impaling damage, due to its shape. 
  If fired in anger at a target at least 20 yards away, it trans-
  forms as it approaches the target, becoming a flying gryphon 
  (p. B461)! Assume it transforms into the griffin form halfway 
  to the target. The creature will fly toward the foe normally on 
  subsequent turns, assailing that foe and anyone who tries to 
  stop the beast.
  The gryphon’s stats are normal except its attack roll is 
  equal to the archer’s Bow skill! Thus, if fired by an archer with 
  Bow-17, the gryphon attacks as if it had Brawling-17.
  The gryphon continues to fight until its foe is incapacitated, 
  surrenders, or dies. Then it watches over the defeated enemy 
  (or the body). It can turn back to an arrow if touched by its 
  shooter or if knocked out during an engagement; if killed, the 
  arrow breaks. Otherwise, the beast turns back into an arrow 
  one minute after the fight ends.
  It recovers 1 HP per hour when in arrow form.
  reaPer
  This is a long-handled scythe with a rune-carved blade. The 
  blade and its wooden haft are carved with the words for death, 
  life, and revenge in 13 different languages.
  Reaper was created by the witch Lydia Soulbane for use as 
  weapon of vengeance in her crusade against several members 
  of her own coven, who had betrayed her and murdered her 
  mother. Its wooden haft was cut from a hangman’s tree on 
  which Lydia’s mother was killed. Later on, after the weapon 
  broke in an early battle, it was reforged and quenched in the 
  blood of Lydia’s own cousin, one of those who had turned 
  against her. Lydia used the weapon’s dark magic to animate 
  each coven-member she slew and force them to fight by her 
  side, which she considered justified against oath-breakers.
  Following her blood-soaked rampage, Lydia put aside the 
  deadly scythe and retired to a seaside home to start a fam-
  ily with the one she loved. Later in life, she took up Reaper 
  once more, when a band of pirates attacked her coastal villa. 
  She slew most of the sea-reavers, raising their corpses one by 
  one to assist her in the battle – until, at the end of the bat-
  tle, the blade turned in her hand, accidentally cutting down 
  her betrothed. Her triumph turned to ashes, the despairing 
  Lydia tossed the cursed blade off a cliff into the ocean and 
  threw herself after it. But that was not the end of the story. 
  Decades later, Reaper turned up, recovered from the belly of a 
  sea monster, miraculously intact!
  eidetiC  
  memory
  eight artiFaCts
  By david l. Pulver
  What had I said?  
  What had I done when  
  I wore this crown? All I know 
  is, I never saw Betty again.
  – Simon Petrikov/Ice King, 
  in Adventure Time 
  #3.12
  
  Pyramid magazine 
  15 
  august 2015
  Reaper is a fine-quality scythe that was enchanted with 
  Puissance and Accuracy spells to provide +2 to hit and damage 
  rolls. Its shaft is magically treated and immune to rot or decay, 
  and its blade will never rust. In addition, each time Reaper 
  kills a sapient being, the wielder senses the blade’s desire to 
  release its magic, and if he so wishes, can raise the corpse 
  as a zombie under his control. Doing this does not require a 
  maneuver, but immediately costs 1 FP. However, unlike nor-
  mal zombies, those made by Reaper do not last. They decay 
  into puddles of goo within an hour after their creation.
  Forged by death, blood, and betrayal, Reaper is also 
  cursed. If the user critically fails an attack roll and a kins-
  man or friend is within the weapon’s reach, the scythe instead 
  hits that person! He can defend normally (but may be at -2 or 
  worse due to surprise).
  lovely orB oF tymoa
  This eyeball is 6” in diameter with a blue iris, sealed within 
  a glass ball. It resembles a human eyeball but is far larger. The 
  glass ball weighs 0.25 lbs. and, as a curiosity, would be worth 
  $1,000 to any collector. But those who are aware of its true 
  story would find it an artifact of greater value!
  Centuries ago, Tymoa was a cyclops who lived in the wil-
  derness. She was in love with a handsome frost giant named 
  Gulbrand. After several years of pining, Tymoa got up the 
  courage to propose to Gulbrand and visited his cave. But 
  when she arrived, she found him slain, killed by marauding 
  adventurers. Grief-stricken, she carried him several miles 
  to the Temple of Seven Gods to ask the high priest Ilarian 
  to resurrect him. As was his way, especially when dealing 
  with monsters, Ilarian demanded a steep price for this mir-
  acle: Gulbrand’s weight in silver! Tymoa tried to acquire the 
  requisite treasure in time, but fell short of the total haul. As 
  a result, the high priest instead demanded something else: 
  her eye. Tymoa accepted, and her love was successfully res-
  urrected, but at the cost of never seeing his handsome face 
  again. They lived happily ever after.
  As for the eye, Ilarian presented it as an offering to the tem-
  ple’s gods, who in turn infused it with divine power, creating 
  the relic known today as the Orb of Tymoa. This has the cos-
  mic power to track down any being with whom the user is 
  in love. The user need only speak the loved one’s name while 
  holding the orb and fixing the beloved’s image in his mind, 
  and then pay 2 FP for the orb to activate. It will then fly at a 
  speed of 10 mph (Move 5) toward the loved one, or the loved 
  one’s body, should he be deceased. (The globe will maneu-
  ver around obstacles that get in its way, or hover in place if 
  trapped until a door or the like is opened; it will fly over water 
  barriers.) Once the orb reaches a loved one, it scans its face 
  and then attempts to fly into his grasp or land next to him if 
  he doesn’t have a hand free.
  The Orb of Tymoa was kept within the Temple of Seven 
  Gods for many years, occasionally being used by the priests 
  to help locate missing loved ones. On the last of these quests, 
  the priest failed to return from his mission, and the orb was 
  lost. The temple’s other clergy would pay well to retrieve it and 
  discover their missing priest’s fate.
  the soul drum oF  
  niKlos thunderhand
  This item is a small drum of the sort used by some orcs 
  and other tribal folk for signaling. Thus, it is a “talking drum” 
  usually held under one arm and struck with the other hand, 
  played with Musical Instrument (Tuned Drum) skill and audi-
  ble on an ordinary Hearing roll at 32 yards. It weighs 4 lbs. 
  and appears well-made but worth only about $40. However, 
  a careful Smell roll reveals a strange whiff of ozone about it. 
  Close examination of the drumhead shows that it is made of 
  human skin.
  The drum is in fact a magical artifact of orcish con-
  struction, created by dark necromancy in the troubled bor-
  derlands during one of many wars fought between orcs 
  and humans. One force that distinguished itself in combat 
  against the orc tribes were the Lightning Lords, a contin-
  gent of hard-riding mercenary cavalry led by a holy warrior 
  called Niklos Thunderhand, a paladin in service of a raging 
  storm god. After winning several victories against the orcs, 
  the Lightning Lords were finally lured into an ambush and 
  destroyed by coalition of orc tribes brought together by the 
  half-orc shaman Bavagorma Amberskull, a powerful necro-
  mancer. Niklos survived the battle, but, badly wounded, he 
  was captured and dragged before the orc’s leader. Niklos defi-
  antly spat in the necromancer’s eye rather than beg for mercy.
  Amberskull decided there was much mana in his spirit. 
  She had him skinned alive and used his skin to make the 
  drum head. During the ritual of enchantment, she called 
  down the divine spirit of the storm that had come to claim the 
  worshiper’s soul. Using her magics, she trapped the soul and 
  the spirit and forced them into the drum, creating a mighty 
  instrument of power. 
  The shaman used the enchanted drum for several years 
  before giving it to one of her lieutenants, Dhazbog the 
  Screamer, who then wielded it until he was slain during a 
  struggle for control of a dungeon. The drum may still be some-
  where in the dungeon’s depths . . .
  The drum’s sound is always a deep bass that seems to 
  reverberate within the souls of everyone who hears it. It can 
  be used two ways.
  • Beating on the drum in a disordered fashion causes 
  mental pain to the soul of Niklos, bound within the drum, 
  and allows the drummer to draw up to 13 energy from it to 
  power any spells; that is, it functions as a 13-point Power-
  stone. The only hitch is the user must be hitting the drum 
  with a free hand to draw the energy, preventing silent spell-
  casting. This was Amberskull’s way of causing her old enemy 
  an eternity of pain.
  It would stick to your weapons 
  . . . you must fight using your levels 
  only, with no magic items.
  – “Gummi Golem,”  
  Munchkin 3 –  
  Clerical Errors
  
  Pyramid magazine 
  16 
  august 2015
  • The drum’s player can use the trapped thunder spirit 
  bound into it to cast Shape Air, Predict Weather, or Lightning 
  spells as if he knew them at Power 15 or his skill in Musical 
  Instrument (Tuned Drum), whichever is less. The user must 
  use both hands to play the drum while casting the spell. The 
  drummer can use his own energy or draw from the drum’s 
  13 energy.
  If the drum is ever destroyed, it will release the spirit of 
  Niklos (to go to his reward) and the bound storm spirit. Treat 
  the spirit as a medium-sized air elemental (see GURPS Magic, 
  p. 28 for a starting point) with a grudge against any orcs who 
  happen to be in the vicinity at the time; it may be willing to 
  do one service for someone who frees it. Priests of the same 
  storm god Niklos worshiped would consider the drum an 
  unholy relic worth a quest to capture and destroy. Naturally, 
  they would also react badly toward anyone they encountered 
  who was using the item!
  a Bottle oF White death
  Another of several highly potent magic items created by the 
  half-orc necromancer Bavagorma Amberskull, this is a glass 
  potion bottle with a skull-shaped stopper carved from obsid-
  ian and attached to the bottle by a silver chain. The stopper 
  has two tiny ruby eyes. The bottle is worth $1,200 as an art 
  object. It appears to be full of a cloudy, milk-colored liquid 
  that seems to shift and swirl around inside the bottle on its 
  own accord.
  If the bottle is opened, the liquid slowly evaporates and 
  comes out in a white fog, which coalesces quickly into the 
  White Death, an exceptionally powerful skull-spirit (GURPS 
  Magic, p. 151). Its touch is not merely chilling, but also 
  causes anything living that it brushes against it to instantly 
  putrefy, inflicting 1d+1 toxic damage (and ignoring all DR). 
  The White Death will continue to attack until a foe is dead.
  It will attack and attempt to kill everyone within 100 yards 
  of the bottle other than the person who released it, starting 
  with nearest person or creature, and proceeding to the next 
  closest. It cannot voluntarily move farther than 100 yards 
  from the bottle; if the bottle itself is moved beyond this dis-
  tance, it will attempt to return to it.
  The holder of the bottle can suck it back inside with an 
  effort of will (treat as a Regular spell with skill 16 resisted 
  by the skull-spirit’s IQ; sucking it back costs 4 energy and 
  takes two seconds). If so, sealing the bottle will return it  
  to quiescence.
  Should someone – even the opener – make the mistake of 
  drinking the liquid before it can coalesce into its skull-spirit 
  form, the spirit will take form inside the imbiber’s body. He 
  then takes 3d+3 toxic injury each second until he is dead, after 
  which the skull-spirit’s smoky form emerges from multiple 
  holes in the corpse and continues to attack. About the only 
  thing that can save the user is to have someone use the bottle 
  to suck it back before he rots from the inside out. 
  The White Death, if injured and returned to its home, heals 
  1 HP/hour while in the bottle. If the bottle is destroyed, the 
  spirit is uncontrollable and will attack anyone it can reach, 
  including whoever freed it. If the skull-spirit is destroyed, 
  the bottle shatters, but the ruby eyes and obsidian skull  
  of the stopper remain intact, and are worth $800 to a jeweler 
  or collector.
  White Death
  ST: 0 
  HP: 40 
  Speed: 6
  DX: 14 
  Will: 13 
  Move: 6
  IQ: 8 
  Per: 11 
  Weight: 0.2 lbs.
  HT: 12 
  FP: 12 
  SM: -5
  Dodge: 9 
  Parry: N/A 
  DR: 1
  Touch (17): 1d+1 toxic damage (Irresistible, Reach C).
  Traits: Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; 
  Immunity to Metabolic Hazards; Injury Tolerance (Dif-
  fuse); Toxic Attack; Unaging.
  Skills: Brawling-17.
  the dryad’s sPear
  This is a wooden spear with a leaf-shaped blade that, if 
  examined closely, turns out not to be metal, but rather a sharp 
  thorn that emerges from its tip. It is also known in some quar-
  ters as “the thornblade.” The spear was crafted from the limb 
  of a dryad’s tree, given willingly, it is said, to a beloved druid 
  to help protect him during a dangerous quest. That was cen-
  turies ago, and since then, the spear has passed through sev-
  eral users, most of them sylvan folk – druids, rangers, outlaws, 
  wood elves, and the like. It might also be found in the lair of 
  some sort of forest monster who defeated a prior owner.
  The spear is of fine quality. The thorny blade is not as solid 
  as metal, and so has a (0.5) armor divisor, but it also has a 
  Puissance enchantment adding +2 to damage. Moreover, when 
  thrust to impale, its damage completely ignores the DR of liv-
  ing wood or other vegetation (but also will not damage it)! As 
  such (for example) the user could throw the spear through a 
  tree to hit someone who had taken cover on the other side. 
  Similarly, leaves, etc. do not impair it, so there would no cover 
  modifier. However, this means the weapon couldn’t be used to 
  impale a tree-monster, animated plant, etc.
  The spear is also designed to protect the user. If the spear’s 
  staff is planted at least 1’ into fertile soil, it begins to lengthen, 
  thicken, and sprout leaves. In only a minute, it grows from 
  a sapling into a 50’-high tree! In any season but winter, the 
  tree will shortly bear 2d fruits. If tasted, they are sweet and 
  thirst-quenching, and heal 2 FP and 1 HP when eaten. An hour 
  after bearing fruit, the tree loses its leaves. An hour later, it 
  reverts to its staff form. It can transform in this fashion no 
  more often than once a month, and will not do so during win-
  ter seasons.
  jared’s Potion  
  oF immortality
  The venerable alchemist Ebenezer Crotomass was rumored 
  to know many elixirs, including the secret of eternal youth. 
  However, he was also close-mouthed and refused to teach his 
  greater secrets to his apprentices, sharing only better-known 
  alchemical formulas, such as elixirs of healing, health, or 
  love. When pressed by his apprentices as to this reluctance, 
  Ebenezer claimed his greater arts had been taught him by a 
  dark spirit encountered during a misspent youth, and that 
  with the wisdom of age, he knew better than to pass along such 
  tainted knowledge, especially to today’s younger generation. 
  
  Pyramid magazine 
  17 
  august 2015
  Nonetheless, stories of his rumored abilities leaked out into 
  the world.
  When Lady Prezmira, a powerful but vain local noble-
  woman, felt age creeping up upon her, she sought for ways 
  to stave it off. Hearing whispers of Ebenezer’s alleged 
  prowess, she implored him to create a potion to stave 
  off her eventual decrepitude. When his philosophical 
  objections were brushed aside, he pointed out that 
  ingredients were expensive. The noblewoman archly 
  indicated that was what peasants were for; she could 
  always raise taxes. However, when Ebenezer still stub-
  bornly refused to assist her, Prezmira instead ordered 
  the old alchemist imprisoned, finding a witness to 
  trump up charges of his trafficking with demons, and 
  casting him into her dungeons as a diabolist.
  After enduring weeks of torture, Ebenezer finally 
  revealed the complex formula for an immortality potion in 
  exchange for an end his torment. It was too late to save his 
  life, but his jailers hurriedly transcribed it. The interroga-
  tors included a minor mage; just before the alchemist passed 
  away, a Truthsayer spell confirmed it granted immortality. 
  With Ebenezer dead, Lady Prezmira instead ordered one of 
  Ebenezer’s apprentices, Jared, to make the potion in exchange 
  for a rich reward should he succeed. Jared eagerly agreed, 
  for he had lusted after his master’s secrets, and had in fact 
  been the one who had born false witness against him. Jared 
  faithfully copied his former master’s recipe and produced a 
  dose of the potion for Prezmira. The noblewoman considered 
  ordering a second dose to test on a serving maid, but the time 
  and daunting list of rare ingredients she had needed proved 
  sufficiently costly that even she could barely afford a single 
  vial of the potion. After warning Jared that his life was forfeit 
  if he tried to poison her, she drank it and then went to bed, 
  believing she would awaken an immortal. Next morning, she 
  realized that the old Ebenezer had told the truth . . . and had 
  his revenge.
  The elixir did indeed offer immortality, as her truthsayer’s 
  spell had confirmed, but with an ironic twist: It changed the 
  imbiber into a living porcelain doll! 
  Over a period of eight hours, whoever drinks it falls into a 
  deep sleep. When he awakens, he will have gained the Unag-
  ing advantage, but at a terrible price: His body has trans-
  formed into an animated porcelain doll. The imbiber shrinks 
  to 1/4 size (-4 SM). His ST is quartered (though HP remain 
  the same). He gains the traits Doesn’t Eat or Drink, Doesn’t 
  Breath, Fragile (Brittle), Immunity to Metabolic Hazards, 
  Injury Tolerance (Homogenous), and Unnatural Features 3 
  (Doll-like appearance).
  The rest of the story is recorded in local legends: The faith-
  less Jared was executed after failing to find a cure. The cursed 
  Prezmira attempted to keep her horrid state a secret, while 
  paying a succession of wizards to try and reverse it, only to 
  eventually beggar herself. After her estate fell into penury, it 
  was seized by other relatives, and she herself, no longer con-
  sidered a person, was sold off to pay its debts, ending up as a 
  curiosity in a traveling circus (living in a wagon built to resem-
  ble a dollhouse). The formula was supposedly destroyed, but 
  copies had been made by Jared before his death, and it resur-
  faces occasionally in books of arcane lore, often transcribed 
  under its deceptive title as “Jared’s Potion of Immortality” – a 
  final betrayal of his master’s legacy!
  Duration: Permanent
  Form: Potion.
  Cost: $15,000.
  Recipe: $12,000; 20 weeks; defaults to Alchemy-5.
  Fire WitCh’s umBrella
  This lady’s parasol, seemingly made of bone and flame-
  red silk, was created by the fire witch Lady Zarafronia Flame-
  bringer, daughter of a human mage and a fire elemental. She 
  dwelt in a tower deep within the elemental plane of fire, but 
  occasionally visited the mortal realm, an exciting but terrible 
  place where lethal drops of water were known to fall at ran-
  dom from the deadly blue skies above!
  Her umbrella was crafted from red-dragon wing mem-
  branes, and the shaft was of dragon bone, with a retractable 
  iron spike that a stud on the umbrella’s base could release. 
  Due to its otherworldly construction, the umbrella not only 
  can shield its wielder from conventional rainstorms, it also 
  acts, if necessary, as a medium shield with an additional DR 
  20 vs. any fire. It is useful against the rains of lava that occa-
  sionally occur on the borders between the planes of earth 
  and fire.
  The umbrella weighs 2 lbs. and takes a Ready action to 
  open or close. When closed, it can be wielded as a light club; if 
  the spike is extended, its thrust damage becomes impaling. Its 
  fine-quality dragonbone construction gives +1 damage, even 
  for crushing. When opened, it functions as a spiked medium 
  shield, with the extra DR vs. fire noted above.
  During one of her visits (in disguise) to the mortal realm 
  to experience human culture, the Fire Witch misplaced the 
  umbrella, perhaps in a shop she was visiting. By the time she 
  remembered, the weather had changed, and she had nothing 
  to protect her from a rainy day. She was forced to retreat post-
  haste back to her own dimension.
  aBout the Columnist
  David L. Pulver is a Canadian freelance author. An avid 
  science-fiction fan, he began roleplaying in junior high 
  with the newly released Basic Dungeons & Dragons. Upon 
  graduating from university, he decided to become a game 
  designer. Since then, David has written over 70 roleplaying 
  game books, and he has worked as a staff writer, editor, and 
  line developer for Steve Jackson Games and Guardians of 
  Order. He is best known for creating Transhuman Space, 
  co-authoring the Big Eyes, Small Mouth anime RPG, and 
  writing countless GURPS books, including the GURPS 
  Basic Set, Fourth Edition, GURPS Ultra-Tech, and the 
  GURPS Spaceships series.
  They got one of these 
  artifacts for everything!
  – Hayes, R.I.P.D.
  
  Pyramid magazine 
  37 
  august 2015
  GURPS Dungeon Fantasy 1: Adventurers, p. 30, presents 
  four alchemical amulets. There is, however, no reason not to 
  use the same assumptions to create some new ones for delv-
  ers to find or spend their hard-earned cash on. Alchemical 
  charms are divided into two categories: alchemical amulets 
  and alchemical talismans. All of them can have incredibly 
  varied appearances, but the standard one is a dark, dull, gray 
  stone of irregular shape with a hole to pass a string through. 
  They can be set in items as if they were gems. Each of them 
  weighs 0.25 lbs.
  alChemiCal 
  amulets
  Alchemical 
  amulets 
  are always on, as long as 
  they’re worn. They’re no different from standard “always on” 
  magic items in this aspect.
  Aesculapius Amulet: The wearer is immune to disease, and 
  heals an additional 2 HP each time he makes natural recovery 
  rolls, successful or not. $18,680.
  Aphrodite’s Amulet: Increases the bearer’s Appearance by 
  one level. If worn by a nymph or other delver with Transcendent 
  Appearance, it gives Terror (Awe) instead, because sometimes 
  too much is just too much. $13,960.
  Atlas’ Amulet: Always in demand and should be almost 
  always available, unless the delvers are in a really backwater 
  town. Multiplies the user’s Basic Lift by 4 for the purposes of 
  calculating encumbrance levels. $4,820.
  Boreas’ Amulet: Grants the wearer immunity to normal cold 
  and cold spells (such as frostbite). Does not protect against 
  purely physical contact with ice, such as slamming an ice wall 
  or being hit with an ice sphere. $4,920.
  Delphi’s Amulet: Allows the user to see auras at will, as per 
  the Aura spell (GURPS Magic, p. 101). $18,680.
  Hector’s Amulet: Gives the bearer High Pain Threshold. 
  $9,440.
  Hydra Amulet: Grants the wearer the Regrowth advantage. 
  $92,700.
  Mermaid’s Amulet: Allows the user to breathe underwater, 
  as if he had Doesn’t Breathe (Gills). $23,150.
  Steropes’ Amulet: Bestows immunity to normal lightning 
  and lightning spells on the bearer. $4,920.
  Tyche’s Amulet: Grants the wearer one additional level of 
  the Luck advantage, up to Extraordinary Luck. $27,920.
  alChemiCal talismans
  Alchemical talismans require a Concentrate maneuver to 
  activate. They produce an effect that lasts for a given amount 
  of time, and then they need some time to recharge. They must 
  be worn to recharge, as they feed off the wearer’s aura.
  Apollo’s Talisman: Grants the bearer +1d IQ for an hour, 
  but this doesn’t affect spells or other supernatural abilities. 
  Recharge time is five days. $23,700.
  Ares’ Talisman: Grants the wearer +1d DX for an 
  hour. Recharge time is two days. $9,390.
  Chiron’s Talisman: Heals 1d HP to the user; any excess 
  restores FP instead. Recharge time is one day. $4,670.
  Chiron’s Greater Talisman: Heals 3d HP to the bearer; 
  any excess restores FP instead. Recharge time is three 
  days. $14,010.
  Daedalus’ Talisman: Bestows the Flight advantage on the 
  wearer for an hour. Recharge time is 10 days. $46,700.
  Erebus’ Talisman: Provides the user with the Shadow Form 
  advantage for 2d hours. Recharge time is 10 days. $46,800.
  Heracles’ Talisman: Grants the wearer +1d ST for an hour. 
  Recharge time is two days. $9,340.
  Hermes’ Lesser Talisman: Provides the user with Extra 
  Attack 1 or Enhanced Move (Ground) 1 for 3d¥2 minutes. 
  Recharge time is 20 days. $93,200.
  Hermes’ Talisman: Gives the wearer one level of Altered Time 
  Rate for 3d¥2 minutes. Recharge time is 20 days. $186,400.
  Hermes’ Greater Talisman: Grants the bearer two levels of 
  Altered Time Rate for 3d¥2 minutes, but forces him to make 
  an HT roll after the duration expires or permanently lose 1 
  HT. Recharge time is 20 days. $279,600.
  Trimegistus’ Talisman: The wearer recovers 4 FP lost due 
  to magic. Recharge time is 1.5 days (for the GM who does not 
  wish to track fractional days, it can be used for two consecu-
  tive days, but must then be left to recharge for one entire day). 
  $6,640.
  aBout the author
  When not learning the secrets of alchemy under Christopher 
  R. Rice’s instruction, or running his weekly Dungeon Fantasy 
  game, Antoni Ten has the honor of being, as far as he knows, 
  the only Spaniard to ever write for Pyramid. His boring day 
  job includes computers, cubicles, and pointy haired bosses, so 
  he will leave it at that. For another article by Antoni Ten, see 
  The Sorcerer (pp. 9-13).
  aPPendix z
  more Charms
  By antoni ten monrós
  For another 
  talisman, see p. 35.
  
  Dungeon Fantasy 14: Psi proposes that psionics are what
  happens when Elder Things grant Power Investiture (see The
  Horrible Truth, Dungeon Fantasy 14, p. 38). However, it’s tra-
  ditional that cultists of the Elder Things come with the trap-
  pings of spellcasters – grimoires, rituals, etc. This article aims
  to create an variant cleric, following the pattern set by
  Dungeon Fantasy 7: Clerics. It employs, however, a lot of
  information from Dungeon Fantasy 14 on the actual work-
  ings of psi, as that’s the form elder gifts take.
  Worshipers of the Elder Gods are always shunned by all
  civilized societies. It doesn’t help that their exposure to
  Things Man Was Not Meant To Know gives them mental
  scars that make them unfit for even the most menial job.
  Witch hunts are often organized to flush out idolaters,
  destroy their places of worship, and try to erase even the
  memory of their existence. Still, new cults always rise in the
  fringes of society, often when an individual with psionic
  potential has it spontaneously manifest, giving him a look at
  Beyond. This severely scars his mind, and, in an effort to
  rationalize it, he will often think of it as a divine revelation.
  Thus, a new cult is born. The cults that last the longest are the
  ones that learn to keep their activities secret.
  If temples to the Elder Gods exist, they are carefully hidden.
  Often in dark underground chambers, they are accessible only
  through a complicated route through sewers or ruins beneath
  a city. That is, your typical dungeon.
  It is interesting to note that Elder Gods don’t need, want, or
  value worship. The powers they grant are often incidental to
  their nature, or simply a way to weaken the barriers between
  this world and Outside Time and Space, and gain a foothold in
  this reality. This means that they don’t impose any kind of
  behavior on their followers. Anyone who elects to leave the cult
  can do so, with no further consequences than being hunted by
  Things that make your worst nightmares look tame (but hav-
  ing psionic powers already meant that), and by crazed cultists
  that seek the end of the world (but being an adventurer, you
  should already be used to that).
  ELDER GODS AND MORALITY
  While technically evil, in the sense that they want the
  destruction of this world, Elder Things powerful enough to be
  considered gods are mainly alien, other, insane, and amoral.
  Their designs are inscrutable, and those who try to understand
  them have their minds shattered by the experience. In fact,
  they aren’t part of the good/evil dichotomy. Instead, they are
  opposed to life, making them opposite to Nature. They are also
  often opposed to one another.
  ELEMENTS
  Elder Gods should always have the new element Elder as
  their main element. Chaos, Deception, Darkness, Death, Dis-
  ease, and Fear are suitable secondary options.
  SPECIAL POWERS
  The powers of the Elder Gods are psionic in nature, and so
  take the Psi power modifier. They are not affected by sanctity or
  mana. They don’t require a specific disadvantage to act as a Pact.
  Spells granted by them cost an extra FP to cast (and this increase
  in cost should be factored into maintenance costs, where appli-
  cable). The spells also have a chance to attract psionic dangers.
  The gods don’t grant Holy or Unholy abilities. Instead,
  they offer Psionic abilities and psi perks, as per Dungeon
  Fantasy 14. When a Psionic Ability has Psionic Talent as a
  prerequisite, add Power Investiture (Elder) at the same level
  as an alternate prerequisite.
  There was a darkness
  outside reality, they say –
  a darkness full of things.
  Hungry, nasty things with
  no shape or form, not as
  long as they were out there.
  – Kurt Busiek,
  “Storms of the
  Heart,” Astro City
  CULTISTS OF THE
  ELDER GODS
  BY ANTONI TEN MONRÓS
  PYRAMID MAGAZINE
  9
  MAY 2012
  
  PYRAMID MAGAZINE
  10
  MAY 2012
  If Elder Things have creatures similar to the Divine
  Servitors presented in GURPS Dungeon Fantasy 5: Allies,
  they either “serve” due to being offered suitable sacrifices,
  or are simply bound by the summoner’s psionic abilities.
  Add Ally (Elder Servitor; Built on 100%; 12 or less; Con-
  jured*, +100%; Immediate Preparation Required, 10 min-
  utes, -45%; Minion, Requires Quick Contest of the
  summoner’s Will vs. the Will of the summoned creature,
  +45%; Psionic, -10%) [19] or (15 or less) [29] to the avail-
  able advantages for both clerics of the Elder Gods and
  unholy warriors of the Elder Gods. Summoning the crea-
  ture requires a 10-minute ritual, which creates a starfish-
  shaped construct body out of ectoplasm for a greater
  power from Beyond to inhabit.
  Once – and if – it appears, it must be either bound to
  serve, via a Quick Contest of the summoner’s Will plus
  Psionic Talent or Power Investiture (Elder), or negotiated
  with. Make a reaction roll for the creature, ignoring all
  normal bonuses and penalties. Influence skills cannot be
  used. The only ways to obtain bonuses is to forgo the
  chance to bind the creature with a Quick Contest, for +3,
  and to offer sacrifices: a healthy animal grants +1, while
  a living, sentient being grants +4. On a “Good” or better
  reaction, the creature will serve the summoner; other-
  wise, it will attack instantly!
  Each summoning brings a new creature. Should it die,
  the summoner can try again after one day. If the creature
  does not rebel, the construct body is maintained by the
  summoner’s psi and requires that it spend 1 FP per minute
  to maintain it. This can draw the attention from other
  Things From Beyond, in the same manner as a maintained
  elder cultist spells (pp. 11-12).
  There are rumors of blasphemous tomes whose mind-
  shattering incantations provide bonuses to either the Will
  contest, or to the reaction roll, but no sane person
  believes them . . .
  * A variant Summonable, found in GURPS Dungeon
  Fantasy 9: Summoners (p. 4).
  Thing From Beyond (+0 points)
  Remove Blessed [-10], the Holy Might moral code [10],
  Dependency [25] and the five quirks [5]. Add +2 HT [20],
  +2 Will [10], Double Jointed [15], Extra Arm (Foot Manip-
  ulator, -30%) [7], Extra Legs (Three Legs) [5], Psionic Tal-
  ent 6 [30], Unusual Background (Psionic) [10], Fragile
  (Unnatural) [-50], Invertebrate [-20], No Fine Manipulators
  [-30], Semi-Upright [-5], and Climbing (A) DX+5 [2]-17*.
  Modify the ST and DX bonus with No Fine Manipulators,
  -40% [-24]. Change Hidden Lore to (Elder Things). Change
  class to Elder Thing. You must also add Horrific, but
  inflicting Confusion†, instead of Terror. Telepathic is very
  common. Thing From Beyond cannot be combined with
  Unholy or Natural.
  * Includes +5 from Double Jointed.
  † A variant on Terror from GURPS Powers (p. 84).
  Those without Powers can treat this as Terror, with the
  reactions coming from seeing Things Man Was Not Meant
  To Know instead of fear.
  Divine servitors are also balanced under the assumption
  that they would take either the Good, Evil, or Nature divine
  elements. Divine Servitors of the Elder Gods should take
  the Elder divine element.
  Elder Servitor
  The servitor draws power from Beyond Space and
  Time. Such connection is inimical to life; plants and small
  animals wither and die with its touch. This power can be
  used to levitate, manipulate small objects at a range,
  deliver powerful bolts of concussive force, and detect other
  users of psi. (See the write-ups in Dungeon Fantasy 14,
  pp. 5-14, for more ideas.)
  A doubly elder servitor can take one “free” maneuver to
  use any of its psi abilities. This allows it to perform any
  maneuver and still fire Psychokinetic Lashes, levitate, or
  hold items with Telekinesis. It can even fire Psychokinetic
  Lashes while holding items with Telekinesis or levitating!
  However, its presence creates a significant ripple in the
  barriers between this world and Elsewhere. This attracts
  Things, and increases the chances that psionic dangers
  manifest to 9 or less, as if such dangers were already pres-
  ent in the environment.
  Elder requires that the servitor is a Thing From Beyond.
  Elder
  Advantages: Gazer [1]; Psychic Sensitivity 2 [18]; Psychic
  Terror [1]; and Psychokinetic Lash 6 [29], with Telekine-
  sis 8 [6] and Levitation 3 [6] as Alternate Abilities.
  Disadvantages: Callous [-5]; Lifebane [-10]
  Skills: Hidden Lore (Psionics) (A) IQ [2]-12; Innate Attack
  (Gaze) (E) Per+7 [2]-19*.
  * Includes +6 from Psionic Talent.
  Elder (Doubled)
  As above, plus:
  Secondary Characteristics: HP+5 (No Fine Manipulators,
  -40%) [6].
  Advantages: Energy Reserve (Psionic) 3 [9]; Second
  Nature [45].
  Disadvantages: Weirdness Magnet (Increased chances of
  psychic phenomena) [-15].
  Servitors of Elder Things?
  Servitors provide assistance
  because of suitable sacrifices or
  the summoner’s psionic abilities.
  
  PRIESTS OF
  THE ELDER GODS
  For priests of these deities, use the standard cleric template
  (Dungeon Fantasy 1, p. 6) with the following lens applied.
  Elder Cleric
  +0 points
  Advantages: All Power Investiture, basic or added, becomes
  Power Investiture (Elder). • Replace Clerical Investment
  with Unusual Background (Psionic). • Instead of 25 points
  in Holy abilities, take 20 points in Psionic Talent, Psionic
  abilities, and psi perks [-5]. • In the advantage options,
  replace Fearlessness [2/level] or Unfazeable [15] and Resist-
  ant to Disease (+3) or (+8) [3 or 5], with Animal Empathy
  [5], Danger Sense [15], Eidetic Memory [5] or Photographic
  Memory [10], Magic Resistance [2/level], Resistant to
  Psionics [2/level], and Spirit Empathy [10].
  Disadvantages: Replace this entire section with: Social Stigma
  (Excommunicated) [-10]. • Replace the disadvantages
  options with the disadvantages list of the mentalist (see
  Dungeon Fantasy 14, p. 16).
  Skills: Replace Esoteric Medicine (Holy) (H) Per [4]-14 with
  Hidden Lore (Elder Things) (A) IQ+1 [4]-15. • Replace
  Hidden Lore (Demons, Spirits or Undead) (A) IQ-1 [1]-13
  and Theology (H) IQ-2 [1]-12 with Hidden Lore (Psi) (A) IQ
  [2]-14. • Replace Public Speaking and Teaching, both (A)
  IQ-1 [1]-13, and Religious Ritual (H) IQ-2 [1]-12 with three
  of Detect Lies (H) Per-2 [1]-12; Hypnotism or Psy-
  chology, both (H) IQ-2 [1]-12; Mental Strength
  (E) Will [1]-14, and Mind Block (A) Will-1
  [1]-13. • Replace First Aid (E) IQ [1]-14, Diagno-
  sis (H) IQ-2 [1]-12, and Surgery (VH) IQ-2 [2]-12
  with Interrogation (A) IQ [2]-14 and Intimida-
  tion (A) Will [2]-14.
  Spells: All spells must come from Elder Cultist
  Spells (below).
  ELDER CULTIST SPELLS
  Followers of the Elder Gods have the following
  spells available. The spells use the same disciplines
  as the Psi abilities, and as with the Psi abilities, the
  divisions are only for convenience. Some new spells
  work like existing spells, only affecting psi instead of magic.
  (See the note in Opposing Forces, Dungeon Fantasy 14, p. 29.)
  Being psionic in nature, elder cultist spells work by siphon-
  ing power from beyond time and space, in a manner similar to
  how clerics of more normal gods manifest the power of their
  deities as their spells. Like normal clerics, they are unaffected
  by mana levels.
  Some very important differences exist. Foremost, sanctity
  has no meaning for Elder Things. Worse, opening a channel to
  Elsewhere by psionic means requires more energy. (Increase
  the cost of all spells by 1, and factor that into maintenance
  cost. This is a flat increase, and so is not multiplied for area,
  and similar, spells.) Finally, normal countermeasures that pro-
  tect against spells have no effect against elder magics, as only
  elder magic can counter elder magic. (If the GM decides to
  allow the “College of Psionics,” found in Opposing Forces,
  Dungeon Fantasy 14, p. 29, then those spells can counter
  these spells.) Magic Resistance is of no use; only Resistance to
  Psionics will protect someone against them.
  Unfortunately, this also means that psionic dangers are
  drawn to elder spells as they are drawn to other psionic abili-
  ties. (See the Psionic Power Modifier in Dungeon Fantasy 14,
  p. 5.) In fact, each time an elder cultist spell is maintained, a
  psionic danger might manifest. Since the channel has been
  open for some time already, the odds rise to 9 or less, instead
  of 6 or less. In a locale were psionic dangers are already pres-
  ent, this becomes a 12 or less!
  PI 1: Anti-Psi: Conceal Psi (works as Conceal Magic), Coun-
  terpsi (works as Counterspell), Scryguard, and Ward. ESP:
  Aura, Detect Psi (works as Detect Magic), Psi Sense (works
  as Mage Sense), Seek Psi (works as Seek Magic), and Sense
  Danger. Psychokinesis: Apportation, Armor, Deflect Missile,
  Extinguish Fire, Ignite Fire, Poltergeist, Shield, and
  Warmth. Telepathy: Daze, Fear, Panic, Sense Foes, and
  Sense Life.
  PI 2: Anti-Psi: Great Ward and Scrywall. ESP: Analyze Psi
  (works as Analyze Magic), Identify Psi Ability (works as Iden-
  tify Spell), Pathfinder, Seeker, Sense Observation, and
  Watchdog. Psychokinesis: Catch Missile, Create Fire, Deflect
  Energy, Fireproof, Flight, Gloom, Hold Fast, Levitation,
  Locksmith, Manipulate, Restore, Shade, Shape Fire, Slow
  Fall, and Winged Knife. Telepathy: Command, Fascinate,
  Hide Emotion, Hide Thoughts, Lend Language, Madness,
  Mass Daze, Mental Stun, Mindlessness, Persuasion, Sense
  Emotion, Sleep, Soul Rider, Truthsayer, and Vexation.
  We shall see that at which
  dogs howl in the dark, and
  that at which cats prick up
  their ears after midnight.
  – H.P. Lovecraft
  PYRAMID MAGAZINE
  11
  MAY 2012
  Elder Saints?
  Evil clerics have the evil saint lens available (Dungeon Saints,
  Pyramid #3/36: Dungeon Fantasy, p. 9), which represents a closer
  relationship with their deities. Clerics of the Elder Gods can also
  “benefit” from a more direct contact with their deities. Apply the
  same lens to turn a cleric of the Elder Gods into an Elder Saint, with
  the following changes: Divine Favor becomes a Psionic ability
  instead of a Divine Ability, and you must come up with appropriate
  Learned Prayers for it. Psionic abilities are a given, but you will
  need many more. On the Psionic Abilities table (Dungeon Fantasy
  14, p. 12), read Cost (Alt.) as Learned Prayer Cost.
  
  PI 3: Anti-Psi: Catch Psi Abilities (works as Catch Spell) and
  False Aura. ESP: Ancient History, History, Prehistory, Pro-
  jection, and Trace. Psychokinesis: Fast Fire, Fireball, Flame
  Jet, Hawk Flight, Invisibility, Lightning, and Resist Light-
  ning. Telepathy: Borrow Language, Borrow Skill, Compel
  Lie, Compel Truth, Control Person, Dispel Possession,
  Ecstasy, Emotion Control, Hallucination, Lend Skill, Mind-
  Search, Nightmare, Possession, Suggestion, and Telepathy.
  PI 4: Anti-Psi: Psi Resistance (works as Magic Resistance), Psi
  Shield (works as Spell Shield), Psi Wall (works as Spell
  Wall), Reflect, and Suspend Psi (works as Suspend Magic).
  Psychokinesis: Ball of Lightning, Explosive Fireball, and
  Shocking Touch. Telepathy: Charm, Communication, False
  Memory, Great Hallucination, Insignificance, Lesser Geas,
  Mass Sleep, Mass Suggestion, Mind-Reading, Mind-Send-
  ing, and Presence.
  PI 5: Anti-Psi: Dispel Psi (works as Dispel Magic), Psiguard
  (works as Spellguard), Remove Aura, Remove Curse, and
  Steal Psi (works as Steal Spell). Psychokinesis: Evisceration.
  Telepathy: Enslave and Greater Geas.
  PI 6: Anti-Psi: Drain Psi Talent (works as Drain Magery), Sus-
  pend Psi Ability (works as Suspend Magery), and Suspend
  Psi Talent (works as Suspend Magery). Telepathy: Exchange
  Bodies.
  ABOUT THE AUTHOR
  Antoni Ten is a IT specialist, database administrator and
  Java and web developer from Alboraya, Valencia, Spain. He’s
  seriously thinking about jumping into Android development,
  and dreams of writing a full-length book for Steve Jackson
  Games in the future. He has gamed for over 15 years, and now
  has two regular gaming groups.
  He wishes to thank Christopher R. “Ghostdancer” Rice,
  José Antonio “demonsbane” Estarelles, and Emily “Bruno”
  Smirle for acting as his sounding boards, and proofreading
  this and many other articles.
  The spell list under Elder Cultist Spells took heavy inspira-
  tion from Eidetic Memory: Magic as Psi, by David L. Pulver,
  found in Pyramid #3/29: Psionics.
  Men have called me mad;
  but the question is not yet
  settled, whether madness is or
  is not the loftiest intelligence –
  whether much that is glorious
  – whether all that is profound –
  does not spring from disease of
  thought – from moods of mind
  exalted at the expense of
  the general intellect.
  – Edgar Allen Poe,
  “Eleonora”
  PYRAMID MAGAZINE
  12
  MAY 2012
  Elder cults always need enforcers. Where clerics of the
  Elder Gods serve as the spiritual arm of the cult, warriors
  of the Elder Gods serve as its armed fist. However, the pro-
  longed exposure to Things Man Was Not Meant To Know
  often twists them, making them resemble the things they
  draw power from. Some are sent away from the congrega-
  tions, often for inscrutable purposes, and sometimes they
  join adventuring parties, while they wait for further orders.
  Some even leave the cult (or so they believe), and try to
  fight the Things they once served.
  To create a warrior of the Elder Gods, start with the stan-
  dard holy warrior template, and apply the following lens.
  Elder Warrior
  +0 points
  Advantages: Replace Higher Purpose (Slay Demons or
  Slay Undead) and Born War Leader with Unusual Back-
  ground (Psionics). • Replace Holiness, basic or added,
  with Psionic Talent. • Replace the Shtick (Foes slain
  personally can’t rise as undead) perk with any psi perk
  from Psionic Perks, Dungeon Fantasy 14 (p. 14).
  • Replace all points in Holy abilities with an equal
  amount of points in Psionic Abilities and psi perks. • In
  advantage options, replace Born War Leader [5/level],
  Resistant to Disease (+3) or (+8) [3 or 5], and Resistant
  to Poison (+3) [5] with Animal Empathy [5], Charisma
  1-5 [5/level], Danger Sense [15], Empathy, Intuition [5],
  Resistant to Psionics [2/level], Serendipity [15] and
  Spirit Empathy [10]. • Optional Higher Purpose has to
  be “Slay Elder Things.”
  Disadvantages: Add Appearance (Unattractive, Ugly, or
  Hideous†) [-4, -8, or -16], Delusion (“Elder Things are
  my friends”) [-10], Frightens Animals [-10], No Sense of
  Humor [-10], Paranoia [-10], Unnatural Features 1-5
  [1/level], Weirdness Magnet [-15], and Xenophilia [-10*]
  to the second list of disadvantage options.
  Skills: Replace Exorcism with Hidden Lore (Psionics) (A)
  IQ [2]-12. • Replace Hidden Lore (Demons or Undead)
  with Hidden Lore (Elder Things). • Replace Religious
  Ritual and Theology with two more points in background
  skills. • Add Detect Lies (H) Per-2 [1]-10; Hypnotism (H)
  IQ-2 [1]-10; Mental Strength (E) Will [1]-14; and Mind
  Block (A) Will-1 [1]-13 to the list of background skills.
  † Take one less quirk if you take this disadvantage.
  Unholy Warriors of the Elder Gods
  
  I’ve written about ninja, monsters, and henchmen for the
  GURPS Dungeon Fantasy line, but I never really had a chance
  to sit down and mash them all together until all of those sup-
  plements were out.
  Historical ninja were complex masters of the martial arts.
  They would have had access to a broad and well-developed
  fighting style (such as Taijutsu, GURPS Martial Arts, p. 202),
  probably never wore the famous “ninja suit” (which seems to
  have developed from stage costumes, not history), and were
  more special agents and spies than assassins-for-hire. Fantasy
  ninja invert all of those facts! They have a simple style mostly
  centered on cool weapons, always wear a ninja suit, and are
  assassins who may dabble in spying when they aren’t flipping
  out and killing monsters. The ninja in GURPS Dungeon
  Fantasy 12: Ninja embrace this portrayal whole-heartedly.
  But even that supplement misses a trick developed in
  GURPS Dungeon Fantasy: Monsters 1 – the ninja-as-mon-
  ster. Combining that format with the lower-powered ninja
  wannabes of GURPS Dungeon Fantasy 15: Henchmen allows
  for the ninja of some fantasy treatments: black-clad assassins
  who come in hordes and who are slain by PCs in epic battles.
  These are the Horde Ninja.
  HORDE NINJA
  Ninja are either singular bosses,
  worthy of respect and fear, or
  they’re like these guys. These are the
  genin-level ninja: the first tier of
  their clan. They come in large num-
  bers – usually in the range of a
  dozen or more, up to scores if faced
  with sufficiently powerful targets.
  Horde Ninja wear black ninja suits,
  carry a variety of ninja weapons,
  and will stoically face death before
  accepting dishonor.
  They aren’t stupid, foolish, or suicidal (well, not exactly).
  They work well together, and use clever ninja tactics such as
  stalking, ambush, and surprise. Not only that, but they get more
  dangerous as you cut them down . . . see The Last Ninja (p. 33).
  ST: 11
  HP: 11
  Speed: 6.50
  DX: 14
  Will: 10
  Move: 6
  IQ: 10
  Per: 10
  HT: 12
  FP: 12
  SM: 0
  Dodge: 9
  Parry: 10 (Karate or weapon)
  DR 0
  Fukumi-bari (14): 1d-5 small piercing. Acc 0, Range 5, RoF 1,
  Shots 1 (1). Usually poisoned!
  Punch (15): 1d crushing. Reach C.
  Kick (13): 1d+1 crushing. Reach 1. If the kick misses or is par-
  ried, the ninja must roll DX or fall down.
  Shuriken (16): 1d-3 impaling. Acc 1, Range 5/11, RoF 1, Shots
  T(1).
  Weapon (15): One of kusurigama (1d+3 cutting, Reach 1, 2* or
  1d+3 crushing, Reach 1, 2*; Parry -2U; parried at -4, blocked
  at -2; may entangle or disarm if parried, see p. B406); ninja-
  to (1d+1 cutting or 1d impaling, Reach 1); sai (1d+1 crush-
  ing or 1d-1 impaling, Reach 1); or tonfa (1d+1 crushing,
  Reach 1 or 1d-1 crushing, Reach C, 1).
  Traits: Catfall; Higher Purpose 5 (Avenge my fellows!); Killing
  Strike 1; Night Vision 3; Ninja Talent 1; No Sense of
  Humor; Odious Personal Habit (Inscrutable); Striking ST 2
  (Only on surprise attack); Vow (Always complete the mis-
  sion); Vow (Ninja Secrecy); Vow (Own no more than what
  can be carried).
  Skills:
  Blowpipe-14; Karate-15; Poisons-10; Stealth-15;
  Thrown Weapon (Shuriken)-16; and one of Axe/Mace-15
  and Kusari-15, Jitte/Sai-15, Shortsword-15, or Tonfa-15.
  Class: Mundane.
  PYRAMID MAGAZINE
  32
  AUGUST 2014
  HORDE NINJA
  BY PETER V. DELL’ORTO
  Peeking Under the Hood
  Horde Ninja are based on the killer template
  (Henchmen, p. 14), but with access to the capabilities
  of the full-fledged ninja template (Ninja, p. 8). They
  lack the training in secret skills needed for true mas-
  tery of ninjitsu, but they do have some special abilities
  – notably those for dropping in from above and
  launching dangerous surprise attacks!
  Failure to do so after one full adventure means that
  his clan will send ninja equal in number and power to
  the miscreant and his allies, plus a master with 50%
  more points, to kill him, his would-be student, and
  anybody else they deem an accessory.
  – GURPS Dungeon Fantasy 12: Ninja
  
  Notes: See Ninja for ninja-specific traits and The Last Ninja
  (see below) to understand the Higher Purpose. Killing
  Strike 1 means the first attack with a specific weapon does
  +1 damage if swung (thrust is unchanged), while the Strik-
  ing ST improves damage for surprise attacks: +1 for thrusts,
  +(1d-2) for swings. These bonuses stack – so a surprise first
  attack with a kusarigama would do 2d+2 cutting instead of
  1d+3! Weapons are sometimes poisoned, generally with
  monster drool (GURPS Dungeon Fantasy 1: Adventurers,
  p. 29). Won’t negotiate, but may utter cryptic remarks or
  sinister threats, or pronounce clever haiku. Notable equip-
  ment includes fukumi-bari ($5, 0.1 lb.), ninja suit ($150, 2
  lbs.), 10 shuriken ($30, 1 lb.), and one of kusarigama ($80,
  4.5 lbs.), ninja-to ($400, 2 lbs.), sai ($60, 1.5 lbs.), or tonfa
  ($40, 1.5 lbs.).
  Horde Ninja Tactics
  Horde ninja are basically fodder, but they aren’t your stan-
  dard, stupid fodder. They won’t simply charge delvers and
  engage in a straight-up fight. They will attack from ambush
  whenever possible, using Stealth and all available cover and
  shadow to Backstab (GURPS Dungeon Fantasy 2: Dungeons,
  p. 11). In a shadowy forest or dungeon corridor, their Stealth-15
  gives them a 15 or less to get into position to backstab (base -5,
  +5 for ambushing). Doing so will let them take advantage of
  their Striking ST.
  Remember that the first strike with a given weapon gains
  the bonus from Killing Strike; ninja who switch weapons (or
  attack with pairs of weapons) can take advantage of it once
  for each weapon. Their Night Vision allows them to see all
  the way out to the dim edges of torchlight with no penalty,
  and they’ll use that by attacking from the darkness against
  light-bearing adventurers.
  Horde ninja will work together in concert. They’ll sacrifice
  non-ninja allies (and occasionally, some of their own number)
  to draw the attention of delvers and then attempt to Backstab
  and fade away. They’ll use hit-and-run tactics to try to pick off
  stragglers or beat down opponents over time. If pursued or
  tightly pressed, some of them will sacrifice themselves to dis-
  tract, slow down, or otherwise impede pursuit. They are fodder
  only in their individual weakness, and they’ll use poisons,
  stealth, and tactics to defeat delvers. They know their power
  only grows as you take them out, and they’ll leverage that in
  every encounter. Their Vow to complete the mission means
  they may make a tactical retreat . . . but until they succeed or
  they’re slain, they’ll be back.
  ABOUT THE AUTHOR
  Peter V. Dell’Orto of New Jersey was started gaming with
  Dungeons & Dragons in 1981, and has played GURPS since
  Man to Man. He has been writing, editing, and playtesting
  GURPS books since 1996. Peter is the author of numerous
  GURPS articles for Pyramid magazine; author or co-author
  of several Warehouse 23 items (including GURPS Dungeon
  Fantasy 12: Ninja; GURPS Dungeon Fantasy Monsters 1
  and GURPS Dungeon Fantasy 15: Henchmen, both with
  Sean Punch; and GURPS Martial Arts: Gladiators, with
  Volker Bach); and a co-author of GURPS Martial Arts and
  GURPS Low-Tech. He is also an enthusiastic martial artist,
  and has competed both in Japan in amateur MMA and in the
  United States in submission grappling. He currently trains
  Kachin Bando and holds a shodan rank in Kendo. His other
  interests include fitness, reading, painting miniatures, and
  studying Japanese.
  PYRAMID MAGAZINE
  33
  AUGUST 2014
  It’s well known that the more ninja there are, the less of
  an individual threat they pose. Fifty ninja aren’t individu-
  ally tough, but a lone ninja? Beware! It’s the most danger-
  ous one! As you whittle down their numbers, they get
  better and better. Whether through hidden talents, learn-
  ing from the mistakes of the slain, or the whims of fate, the
  weakest die and the survivors get stronger.
  Ninja may have up to five levels of Higher Purpose
  (Avenge my fellows!) [5/level]. In a “horde” of 10 or more
  ninja, this gives a bonus to all rolls made when battling
  foes who’ve incapacitated the ninja’s allies. This bonus
  accrues gradually.
  Divide the level by the number of ninja in the group. For
  each ninja taken out, assess this as a bonus to the remain-
  ing ninja, dropping all fractions. But the last ninja always
  gets the full bonus! For instance, if 10 ninja have five levels
  apiece, each ninja eliminated gives the others +0.5, so
  defeating one ninja (+0.5) does nothing; dropping two or
  three (+1 or +1.5) gives +1; taking out four or five (+2 or
  +2.5), +2; thrashing six or seven (+3 or +3.5), +3; wiping
  out eight, +4; and if nine go down, the last ninja has +5, not
  +4. If the group had less than 10 ninja originally, this trait
  has no effect!
  Downed ninja needn’t be dead. They may be hopelessly
  entangled, forced to flee in fear, unconscious, petrified, or
  otherwise removed from the fight. What matters is that a
  given ninja’s allies at the start of the fight aren’t able to
  assist him. Later reinforcements during the battle don’t
  change this! If combat ends, though, base the bonus on the
  new group size at the start of the next skirmish.
  Ninja PCs can have this trait, too, specifically as
  “Avenge my fellow delvers!” In this case, apply the bonus to
  the ninja as his allies fall. This still requires nine or more
  allies before it has any effect. The GM may wish to limit the
  bonus further, allowing it only for fallen ninja (in which
  case NPC ninja allies and henchmen should count) or
  requiring those with this trait to have a Sense of Duty that
  includes fellow delvers. Only a munchkin would take a big
  horde of allies and sacrifice them to get a bonus . . . but for
  some games, that fits!
  In all cases, record the thresholds where bonuses
  change ahead of time for hordes (or parties of PCs).
  The Last Ninja
  
  Pyramid magazine 
  29 
  march 2015
  Calculating effective combat encounters with a points-
  based system can be difficult. It takes time and practice for 
  any GM to accurately match a group of opponents with the 
  player characters. GURPS Monster Hunters 3: The Enemy 
  has notes for each monster entry on what sort of challenge it 
  provides. This article offers a similar framework for GURPS 
  Dungeon Fantasy, including guidelines for gauging newly 
  created obstacles and ones in previous publications. Matt 
  Riggsby originally created the N system in GURPS Dungeon 
  Fantasy Adventure 1: Mirror of the Fire Demon. This arti-
  cle’s system borrows from that concept.
  This system provides guidelines, not hard-and-fast rules. 
  Balancing encounters is an art, not a science.
  danger is a go, delver!
  Since Dungeon Fantasy uses a specific starting point total, 
  determining how much of a hazard a particular monster poses 
  is easy – with the right guidelines.
  combat monsters
  Use the following methodology to determine the Combat 
  Effectiveness Rating (CER) of player characters and their com-
  bat-useful allies. CER is derived from two subunits: Offensive 
  Rating (OR), which represents how much damage a character 
  can dish out; and Protective Rating (PR), which measures how 
  much damage he can take.
  Combine OR and PR scores to generate the adventurer’s 
  CER. Minimum score is always 1. Thus, the party’s knight, 
  Lady Ion the Shy (used in the examples below), has a Protec-
  tive Rating of 21 and an Offensive Rating of 24, so her CER is 
  45. Once you’ve calculated the CER for all player characters 
  and any allies who are useful in combat (animal companions, 
  servitors, etc.), add together all their CER scores. This is a 
  given party’s total CER and is used to determine how much of 
  a threat a given group of monsters is to them (see pp. 32-33).
  This same system is also used to determine a monster’s 
  CER. See p. 31 for more details on this.
  Determining Offensive Rating
  The Offensive Rating (OR) is based on five traits. 
  Attack Skill
  Take the skill level for the adventurer’s best attack and 
  subtract 10. For ranged attacks, add a bonus equal to the 
  Accuracy+2 of the attack; for innate ranged attacks, assume 
  Acc 3 if none is listed. Add 5 if the character is capable of 
  multiple attacks other than a Rapid Strike (p. B370), due to 
  an advantage or power-up (e.g., Extra Attack or Two-Weapon 
  Fighting). If he is capable of multiple Rapid Strikes, use the 
  following formula instead: (adjusted skill for number of rapid 
  strikes for attack - 10; minimum of 12) ¥ number of attacks. 
  Add a cumulative +3 for Heroic Archer, Trained by a Mas-
  ter, and Weapon Master. Add any bonuses from Rapid Fire 
  (p. B373). If an attack hits automatically, add 15; do not add 
  this for attacks that require another attack to hit first!
  Example: Lady Ion has a Broadsword skill of 17, so 17 - 10 
  = 7. Since she has no extra attacks, she uses her base score.
  Affliction
  Delvers with an attack mimicking an irritating or incapac-
  itating condition (pp. B428-429) add a value equal to 1/5 of 
  its worth as an enhancement to Affliction (pp. B35-36). Do 
  this once for the costliest such Affliction. If an attack inflicts 
  damage and an Affliction, use the higher of the damage value 
  or the value of the Affliction, plus 1/5 of the lower value. For 
  Terror, True Faith with Turning, and similar traits, add 1 per 
  5 character points the attack has in such traits (rounding up). 
  For Binding, add its ST as a bonus amount. In both cases, 
  these values are in addition to any other Affliction attacks. 
  If the best attack is from a spell or similar FP-using ability, 
  divide the final score by two.
  Example: Lady Ion has the Kiai skill; Stunning is worth 
  +10% as an Affliction, but it costs FP to use, we halve this 
  amount. This gives her an additional 1 to her OR.
  Damage
  Take the number of dice of damage for the character’s 
  best damage type of his best attack (including follow-up or 
  linked damage) and multiply it by 3.5, rounding up. If the 
  attack has a modifier, like “2d+1” or “3d-2,” add or sub-
  tract the modifier (e.g., +1 or -2) to the score. Damage can 
  be from a weapon, spell, special ability, and so on. Multiply 
  this amount by any bonus to skill from Rapid Fire (p. B373) 
  plus one, rounding up if necessary. Include bonuses for 
  equipment, traits, etc. Further modify this by the dam-
  age’s type: multiply by 0.5 for small piercing attacks, by  
  1.5 for cutting or large piercing attacks, and by 2 for corro-
  sion, fatigue, huge piercing, or impaling attacks; round up. 
  it’s a threat!
  by christoPher r. rice
  
  Pyramid magazine 
  30 
  march 2015
  Add 0.5 to this modifier if the attack is also explosive, or 1 if 
  it’s a “vampiric” attack. Attacks with Armor Divisors add 5 per 
  “step” (i.e., Armor Divisor 3 would add 10). Attacks with cycles 
  get a bonus equal to the damage total after adjustments mul-
  tiplied by the number of cycles affecting the target within 15 
  one-second turns of combat, rounded up (e.g., an acid spider, 
  GURPS Dungeon Fantasy 2: Dungeons, p. 21, would score 
  20 for damage). If the best attack is from a spell or similar 
  FP-using ability, divide the final score by two.
  Example: Lady Ion’s best attack is 2d+2 cutting, thanks to 
  her fine broadsword. This is calculated as 9 (the dice of dam-
  age plus modifier) ¥ 1.5 (for cutting damage) = 13.5, rounded 
  up to 14.
  Fatigue Points
  Take the maximum number of FP the character has and 
  subtract 10. Add any bonus FP gained from special abilities 
  (e.g., Energy Reserve) or equipment after subtracting 10. Add 
  1 per 5 character points (rounded up) for traits that enhance 
  FP recovery, but only if they can recover FP within a span 
  of 15 one-second combat rounds, rounded up. Ignore this for 
  beings with an FP of “N/A.”
  Example: Lady Ion has 13 FP, so 13 - 10 = 3.
  Move
  Take the delver’s best Move score and subtract 
  six. For delvers with Enhanced Move or similar 
  mobility-enhancing traits, use their highest Move 
  score for this purpose. If the delver is encumbered, 
  use his modified Move.
  Example: Lady Ion has a Move of 7, but she’s just 
  under Medium encumbrance so her modified Move 
  is 5, so 5 - 6 = -1. 
  Total
  Add together the numbers derived from the previ-
  ous characteristics to determine OR. Thus, Lady Ion 
  has an Offensive Rating of 7+ 1 + 14 + 3 - 1, or 24.
  Determining Protective Rating
  The Protective Rating (PR) is based on five traits. 
  Active Defense
  Take the character’s Dodge minus eight, and 
  multiply by two. You may substitute your best Parry 
  minus eight, but only if it’s higher than your Dodge. 
  If you can parry multiple times without penalty 
  (usually because you have two weapons or are par-
  rying unarmed), add 2 for each additional parry. 
  Add 1 if Trained by a Master or Weapon Master 
  applies to this Parry. You may also substitute your 
  Block minus eight, but only if it’s higher than your 
  Dodge. For Block, add 1 for Weapon Master (Shield). 
  Treat Blocking spells as a Block for the purposes of 
  this calculation. Factor into the total any DB (from 
  shields, magic rings, etc.). In all cases, add 20 per 
  level for Altered Time Rate.
  Example: Lady Ion has Dodge 9 and Broadsword 
  Parry 12, so 2 ¥ (9 - 8) = 2 ¥ 1 = 2 and 12 - 8 = 4. Since 
  her Parry is higher, we use that.
  Damage Resistance
  Add the DR values for each major location the character 
  has and divide by 4; use a value of 0 for each location without 
  armor. Major body locations are: head, arms (or anything used 
  for manipulation), legs (or any limb used for locomotion or bal-
  ance), and torso. Include bonuses for equipment, traits, and so 
  on. Damage Resistance with split values (e.g., mail armor) uses 
  the average of the two values. DR that only protects against a 
  specific threat (e.g., DR vs Heat/Fire or DR with Tough Skin) 
  adds +1 per 5 character points (rounded up) of such protection. 
  DR with Hardened add 5 per “step” (e.g., Hardened 2 would 
  add 10).
  Add 1 per 5 character points a delver has in combat- 
  useful traits like Injury Tolerance, Resistant, Supernatural 
  Durability, Unkillable, and so on. Apply -1 per -5 character 
  points he has in traits like Dependency, Fragile, Vulnerabil-
  ity, Weakness, etc. Add levels of Magic Resistance as a bonus 
  to this amount.
  Example: Lady Ion wears scale armor on her torso, mail 
  sleeves and leggings, and a pot-helm. Therefore, she has DR 
  4/2 (arms) + DR 4/2 (legs) + DR 4 (torso) + DR 4 (head) = 14; 
  when divided by four, this gives a score of 3.5, rounded up to 4.
  social threats?
  “Who goes first?”
  “Wait! The bard wants to talk to it.”
  “Wha–?”
  So what happens when the players don’t want to kill the mon-
  ster you’ve so carefully written up, but talk to it instead? Well, 
  you can let them do that and reuse the encounter via a not-so-
  carefully orchestrated Quantum Ogre, or you could simply adjust 
  the meaning of an “encounter.” For the GM who doesn’t mind 
  the occasional “talky-peacenik-hippy” approach, use the follow-
  ing guidelines to determine a “social” version CER for monsters 
  and delvers.
  • Influence: Take the best of Diplomacy, Fast-Talk, Intimi-
  dation, Savoir-Faire, Sex Appeal, or Streetwise, and subtract 
  10. If a character lacks any of these skills, use the worst default. 
  Alternatively, use your base reaction bonus if better (which may 
  be the case for nymph bards!). This is the character’s Offensive 
  Rating (Social).
  • Influence Resistance: Take the character’s effective Will 
  score and subtract 10. Include +8 for each of Indomitable and 
  Unfazeable. Add half the levels of Fearlessness. Apply +5 if a 
  monster’s entry lists the creature as “Unwilling to negotiate.” 
  Alternatively, see the box Ridiculous Reactions (GURPS Dungeon 
  Fantasy 11: Power-Ups, p. 21) and treat the penalties listed there 
  as bonuses. Those with the Detect Lies or Body Language skills 
  may substitute their Will-based skill instead of their base Will, if 
  higher. This is the character’s Protective Rating (Social).
  Tally this as you would CER, but record it separately; e.g., 
  “CER 40 (Social).” As with hazards, the actions of a single PC 
  could be enough to neutralize the encounter, so compare the 
  party’s best CER (Social) vs. the opposition’s.
  
  Pyramid magazine 
  31 
  march 2015
  Health
  Take the character’s HT score and subtract 10. Add in 
  bonuses to HT for Fit or Very Fit. Add half the level of Hard 
  to Kill or Hard to Subdue. Apply +2 for each of High Pain 
  Threshold and Recovery.
  Example: Lady Ion has High Pain Threshold, Recovery, and 
  a HT of 13, so 13 - 10 = 3. We add 4 because she has both High 
  Pain Threshold and Recovery, for a total of 7.
  Hit Points
  Take the maximum number of HP the character has and 
  subtract 10. Include any bonus HP gained from special abil-
  ities like Great Rage (GURPS Dungeon Fantasy 11: Power-
  Ups, p. 19). Add 1 per 5 character points (rounded up) for 
  traits like Rapid Healing, Recovery, Regeneration, etc. Those 
  with the ability to heal others add half the amount of HP they 
  can restore in one use of their ability to this amount (cumu-
  lative with all other bonuses); if all lost HP are restored, add 
  10. Those who can cure debilitating conditions add a bonus 
  equal to one-fifth its worth as an enhancement to Affliction 
  (pp. B35-36). Use only the better of their ability to heal dam-
  age or remove afflictions.
  Example: Lady Ion has 15 HP, so 15 - 10 = 5. We add 1 
  because she also has Rapid Healing, for a total of 6.
  Will
  Take the delver’s effective Will score and subtract 10. Add 
  half the levels (round up) of Fearlessness. Add 1 for Combat 
  Reflexes; and add 8 for Unfazable.
  Example: Lady Ion has a Will of 10, so 10 - 10 = 0.
  Total
  Combine the numbers derived from the above character-
  istics to figure out PR. For Lady Ion, her Protective Rating 
  becomes 4 + 4 + 7 + 6 + 0, or 21.
  CER-Affecting Gear
  Some gear provides bonuses similar to advantages and 
  should be calculated as such. In all cases, the GM should use 
  common sense to determine what the gear does. For example, 
  meteoric armor might effectively give 10 levels of Magic Resis-
  tance, for a +10 to PR.
  Healthy Delvers
  Some may notice that HT, which represents, the ability to 
  keep fighting (among other things) is not valued more. This 
  is intentional, because delvers usually have the option to run 
  when they get low on HP, or have others heal them, while 
  only boss monsters fight at negative HP. A GM whose playstyle 
  differs may wish to double or triple the final value HT gives to 
  the PR.
  monstrous threats
  Monsters also have CERs, and they are calculated using 
  the same method as for adventurers. Groups of monsters use 
  their combined CER to determine their effectiveness against a 
  party of delvers. The GM may wish to turn low-CER monsters 
  into “monster swarms” for ease of use. See Made Monsters 
  (below) for a quick method.
  made monsters
  For some monsters, it might be easier to treat a small 
  collection of creatures as one entity (e.g., a “swarm”) 
  rather than several discrete beings. To do this, use the 
  following rules to adjust their statistics.
  • Attacks: Swarms use the same attacks they have 
  as individuals and can go after anything in their hex or 
  anything within their reach. Don’t forget to add the bonus 
  for Rapid Fire (see below) to their skill! If the base creature 
  has grappling attacks, the swarm does as well. Treat this 
  as a single attack using the base creature’s ST and DX, 
  both multiplied by 1.2 for a grapple or takedown, or 1.4 
  for a pin. For multi-hex swarms, count only the number 
  of creatures in that particular hex for the purposes of the 
  swarm’s RoF.
  • Damage: The swarm’s damage for its attacks remains 
  the same, but attacks now use the rules for Rapid Fire 
  (p. B373) to resolve how many hit. RoF equals the total 
  amount of beings in the swarm, while Rcl is 1.
  • Defense: Swarm defenses remain the same as the 
  base creature, but they usually Dodge.
  • Fatigue/Hit Points: To figure out a swarm’s HP and 
  FP, use the following formula: (total number of creatures 
  in swarm) ¥ (base FP or HP) ¥ 0.6. Once a swarm takes 
  that much damage, it disperses (no HT roll required).
  • Reach: The swarm’s reach remains the same (typically 
  Reach C), but those with a longer reach can strike at 
  anything near their hex, or hexes if a multi-hex creature.
  • Size Modifier: To determine the size modifier of the 
  swarm, first decide how many hexes it occupies. This 
  is typically a single hex, but use the rules for Multi-Hex 
  Figures (p. B391) if needed. Creatures of size modifier -8 
  or less also add Injury Tolerance (Diffuse) to their list of 
  traits. The following table assumes an “average” swarm; 
  “sparse” swarms may have up to 1/30 the listed amount 
  listed in the table below, while “dense” swarms may have 
  the maximum amount or even one step higher!
   
  SM 
  Typical Creatures per Hex
   
  0 
  2 or 3
   
  -1 
  4 to 6
   
  -2 
  10 to 15
   
  -3 
  20 to 30
   
  -4 
  40 to 65
   
  -5 
  90 to 140
   
  -6 
  200 to 300
   
  -7 
  400 to 650
   
  -8 
  900 to 1,400
   
  -9 
  2,000 to 3,000
  
  Pyramid magazine 
  32 
  march 2015
  hazardous threats
  Dungeons are full of pits of stinking water with spikes, fiend-
  ish traps, and rooms with moving walls to crush pesky delvers. 
  They can be as dangerous as any monster (sometimes more 
  so!), so why not assign them a CER as well? The usual hazard 
  type is “Traps,” but natural hazards (such as dangerous areas 
  of caves) may require other skills and be calculated separately 
  but in a similar fashion.
  Characters
  Delvers use only their Protective Rating against traps 
  and similar hazards, with bonuses (or penalties) based on 
  their ability to detect and disarm or circumvent the danger. 
  Calculate these as follows, recording the values for each type 
  of hazard separately.
  • Trap-Detecting: Take the character’s Per (and any levels of 
  Acute Sense he might have) and subtract 10. Some advantages 
  give bonuses to Vision rolls; in such cases, add their bonus to 
  Per before modifying it. A delver may substitute his level of 
  Alchemy, Poisons, Thaumatology, or Per-based Traps instead 
  of the base Per, if higher. Add 8 for Danger Sense.
  • Trap-Disarming: Take the best of Alchemy, Hazardous 
  Materials, Poisons, or DX-based Traps and subtract 10. If an 
  adventurer lacks any of these skills, use the worst of DX-5 or 
  the default.
  Example: Lady Ion’s roguish companion, Flicker the Black, 
  has DX 13, Per 12, 8 points in Traps, and a Protective Rating 
  of 19. Her Per-based Traps level is 14, from which she her 
  player subtracts 10 to get 4. Her DX-based Traps skill of 15, 
  minus 10, is 5. Therefore, her PR (Traps) is 4 + 5, or 9. Add 
  this to her overall PR of 19 to get 28, and divide that by a given 
  trap’s OR to determine if it will be a challenge, or if she’ll waltz 
  right through it. 
  If the actions of a single PC are enough to circumvent 
  the obstacle, compare the trap’s OR with the party’s best PR 
  (Traps). If every PC must defeat the obstacle individually, use 
  the party’s average PR (Traps).
  Traps
  To calculate a trap or other hazard’s OR, use the following 
  four aspects of the challenge. 
  • Detection: Add the modifier to detect the trap, but reverse 
  it (e.g., -10 to detect adds 10). Add 10 if it cannot be detected 
  by any means, or double the modifier if it requires a special 
  trait (e.g., Magery 0) to notice, minimum 1.
  • Disarmament: Add the modifier to disarm the trap, but 
  reverse it (e.g., -10 to disarm adds 10). Traps that cannot be 
  disarmed add 15 instead.
  • Effects: Traps causing damage use the rules for Damage 
  (pp. 29-30). Those with multiple shots add a bonus equal to 1/5 
  the value for damage per shot; infinite shots add 10. Hazards 
  that don’t damage targets might have noxious effects such 
  as those caused by Affliction (p. 29). Hazards 
  mimicking spells use the base skill (calculate as 
  for Attack Skill, p. 29), but add damage or Afflic-
  tions normally. If a trap has a roll to hit, also 
  use Attack Skill (p. 29) to determine the value.
  • Evasion: Add the inverse of the modifier 
  to evade the trap (e.g., DX-4 to avoid adds +4). 
  Traps that cannot be evaded add 10.
  Combine all scores together to determine 
  the hazard’s OR. Multiply this total by 1.5 for 
  hazards without a method of circumvention. 
  Whether a trap is stealable or not has no effect 
  on its OR. For instance, Frozen Runes (GURPS 
  Dungeon Fantasy 2: Dungeons, p. 20) would 
  have an OR of 101.
  using the ratings
  You’ve got all these alphabet-soup ratings and scores, so 
  what now? Now you can decide how challenging an encounter 
  will be! Balancing Encounters (Dungeon Fantasy 2, p. 27) will 
  be of great use to the GM.
  Remember that everything is relative. Encounters that 
  qualify as “boss-level” for a party of Funny New Delvers might 
  be a mere nuisance to experienced adventurers! The environ-
  ment or awareness of the threat can further modify this (see 
  Situational Modifiers to CER, p. 33), as can the number of PCs 
  and/or foes. For example, two delvers vs. two orcs is not the 
  same as six delvers versus six orcs, because those six orcs could 
  team up against one adventurer and leave the other five alone.
  Threat Class
  Once the OR, PR, and CER for the party and its challenge 
  has been tallied, use the following formulas to determine N.
  For monsters: N = (Party’s Total CER) / (Monsters’ Total 
  CER).
  For hazards: N = (Party’s Total PR + PR (hazard type)) / 
  (Hazard’s OR).
  An N of less than 1 means that the delvers are outmatched. 
  While N of 0.10 doesn’t mean 10% chance of victory or odds of 
  survival in the strictest sense, low N values are likely to result 
  in sudden and lethal spirals once the PCs engage the enemy.
  For example, if the CER of a party of four adventurers is 
  120 and a monster’s CER is 120, then N is 1. In theory, this 
  monster should be an even match for the party. In practice, 
  the party is likely to use flanking or other group tactics to gain 
  an advantage, unless the encounter will somehow prevent 
  this (see Situational Modifiers to CER, p. 33, for some ideas).  
  The GM probably will want to use a couple of these oppo-
  nents, or add some assistants, to keep the party on their toes. 
  Terminology of  
  Specialized CER, OR, or PR
  Technically, a specialized aspect of CER – e.g., PR (Traps) – refers 
  only to the part calculated for that specific hazard or situation. In 
  practice, this gets unwieldy outside of formulas, so players, the GM, and 
  the author will tend to refer to the total of the general and specialized 
  CER, OR, or PR. Therefore, while Flicker the Black’s nominal PR for 
  Traps is 9 – added to her general PR of 19 in the formula to compute N 
  for this hazard – it’s easier to compress that to PR (Traps) 28.
  
  Pyramid magazine 
  33 
  march 2015
  However, if a battle has left Lady Ion the last adventurer 
  standing, a single CER 45 monster should keep her quite occu-
  pied until the other players get back from their pizza run.
  The GM also can use the formulas to decide how many 
  monsters are needed for an encounter of a specific threat class. 
  To get the total CER of all monsters in the encounter, divide 
  the party’s total CER by an N related to the threat class. Then, 
  divide the monsters’ total CER by the CER of a single monster 
  to find the number of enemies needed. For an easier encoun-
  ter, drop fractions. For a tougher challenge, round up the 
  number, or add different creatures with a smaller CER to cre-
  ate a mixed group. See Dungeon Fantasy Threats (pp. 34-35) 
  for a list of pregenerated CERs.
  Using N, consult the following chart to determine the mon-
  sters’ “threat class,” which is based on the “fodder,” “worthy,” 
  and “boss” titles described in Dungeon Fantasy 2 (p. 27).
   
  N 
  Threat Class 
  Description
   
  11+ 
  Nuisance 
  The monsters are pests or 
   
   
   
   a diversion of some kind.
   
  10 to 3 
  Fodder 
  The enemy may wear down the 
   
   
   
   PCs, but will rarely beat them.
   
  2 to 0.49 
  Worthy 
  This fight is roughly even.
   
  0.50 to 
  Boss 
  The enemy outmatches 
   
  0.10 
   
   the party, who will need 
   
   
   
   luck and quick wits to win.
   Less than 
  Epic 
  Only luck, emergency 
   
  0.10 
   
   one-use magic, or 
   
   
   
   unexpected reinforcements 
   
   
   
   will save the heroes!
  • Nuisance monsters usually appear in droves outnumber-
  ing the delvers at least 10 to one. Their attacks are so weak 
  and ineffective that only critical hits can do minor damage, 
  even to those with the weakest DR. The enemies never attempt 
  an active defense, aren’t nearly as mobile as adventurers, and 
  have low HP. This usually means they go “splat” after one 
  hit. Such creatures are dangerous only to the ill-prepared or 
  unlucky. Typical N-Rating: 11 or more.
  • Fodder monsters are only a little “beefier” than nui-
  sance monsters. Their attacks are better, but not by much. 
  As Dungeon Fantasy 2 notes, they’re basically “a distributed 
  monster that has lots of attacks.” Combats consisting of lots 
  of little creatures can go by fast, but are a pain for the GM 
  to track; see Made Monsters (p. 31) for an alternative. Typical 
  N-Rating: Between 10 to 3.
  • Worthy monsters can typically challenge delvers on a 
  one-to-one or two-to-one odds. Such creatures use Balancing 
  Encounters (Dungeon Fantasy 2, p. 27) “as is.” Should the 
  GM wish to vary this, he can make trade-offs between defense, 
  mobility, or offense. For example, a giant might do increased 
  damage but move slowly. Typical N-Rating: Between 2 to 0.75.
  • Boss monsters are meant to be a difficult task for an 
  entire party of delvers. Their defensive capabilities are hard to 
  bypass. They can kill with two to three hits, and are capable 
  of being nearly anywhere on the battlefield. Multiple attacks 
  are likely, in the form of Extra Attacks or high skill to perform 
  Rapid Strikes. Their active defenses are high, or they have 
  a lot of DR, and they’ll fight on even when below -HP. Such 
  encounters don’t need to be a single monster – they could be 
  multiple powerful worthies using teamwork, tactics, and/or 
  local terrain. Typical N-Rating: Between 0.50 to 0.10.
  • Epic monsters pose a nearly – or outright! – impossible 
  challenge. Their defenses defy reason, and their attacks slay 
  any being they hit. Their means of locomotion grants them a 
  nigh-ubiquitous battlefield presence. In video-game terminol-
  ogy, they are the final boss of the game. Typical N-Rating: Less 
  than 0.10.
  Example
  The Headhunters are a group of bounty-hunting delvers 
  “shooting trouble” for gold. They’ve been tasked to find a 
  group of orc raiders. Locating the encampment, they manage 
  to set up an ambush. The total CER of the Headhunters is 250, 
  while the orcs have a CER of 49 each. Since the GM wants this 
  to be a low-level “boss” encounter, he’ll need at least 10 orcs. 
  The GM had intended to have 11 orcs in the camp, but more 
  are needed to maintain the challenge in the face of an ambush. 
  situational modiFiers to cer
  Monsters or hazards by themselves are dandy, but 
  what if the PCs have the upper hand thanks to terrain or 
  other environmental conditions? What if the monsters 
  do? This affects how difficult the encounter is. To repre-
  sent this, modify the opposition’s total CER. The GM then 
  can raise or lower the number of monsters involved, or 
  adjust the circumstances, to maintain the threat level. The 
  GM may need to create his own modifiers, but here are a 
  few suggestions. 
  Advantageous terrain, environments, modes of move-
  ment (e.g., flight, insubstantiality, etc.), or weather alters 
  the opposition’s total CER by +20% if circumstances hin-
  der the PCs, or by -20% if conditions help the adventurers.
  Modify the total CER if the majority of one or the other 
  are capable of advantageous movement (air vs. land, insub-
  stantial opponents, etc.) but can still attack. When more 
  than one condition applies, they are additive! For example, 
  if the party’s druid casts Walk Through Plants on all adven-
  turers before an orc encounter in an old-growth forest, the 
  orcs will be at a disadvantage due to terrain; this adjusts the 
  monster’s total CER by -20%. If the druid had forgotten to 
  cast Walk Through Plants (+20% to the opposition’s CER 
  due to terrain hindering the party) and the enemy had their 
  own caster use such a spell (+20% to CER due to extra orc 
  maneuverability), that would be +40% to their CER. This 
  indicates the orcs in such an encounter will be more potent 
  than their basic CER suggests, and the GM may need to 
  take care to avoid an unintended slaughter of the heroes. 
  If a PC has a trait that negates or outright bypasses 
  a dangerous situation, and it affects the entire party (or 
  most of it), then ignore the situation’s modifier. For exam-
  ple, if the party’s thief has Danger Sense and will likely 
  succeed at her roll to notice an ambush, do not include a 
  modifier for the ambush to the monsters’ total CER.
  
  Pyramid magazine 
  34 
  march 2015
  With the ideas from Situational Modifiers to CER (below) in 
  mind, the GM settles on 16 orcs and sets up the map . . .
  hazards oF the delve
  Wandering through dank halls searching for books of for-
  gotten lore is a rough business. More than that, the adventur-
  ers will be wounded at least some of the time or otherwise 
  incapacitated to some degree. Back-to-back encounters while 
  the party’s resources dwindle will become increasingly diffi-
  cult. The GM should keep a close eye on the party’s current HP 
  and FP, as well as consumable gear like potions, projectiles, 
  scrolls, and so on. The lower such “spendable” resources 
  become, the harder future fights are going to be.
  CER depends on the delvers being at full strength – and 
  repeated combats can wear down their ability to get back to 
  it. GMs may wish to gauge encounters ahead of time by esti-
  mating the CER of a depleted party, based on what has come 
  before. Alternatively, a GM may wish to adjust monsters “on 
  the fly.” An easy way to do this is to rate the CER of delvers 
  who have run out of consumable resources as only 75% (or 
  even 50%) of their base CER. This is a highly optional rule, 
  because it can require pausing the game while the GM does 
  hasty math to weaken (or strengthen) the opposition based on 
  the condition of the group.
  DUnGeon FantaSy threats
  The following tables do all the work in calculating OR, PR, 
  and CER of the published monsters from the various Dungeon 
  Fantasy supplements and Pyramid magazine through Febru-
  ary 2015. Gear is ignored here, except where it is noted that a 
  specific piece of equipment is used by the monster.
  Spellcasting monsters use the best damage- or Affliction-
  inducing spell they can cast.
  OR is the Offensive Rating (see pp. 29-30).
  PR is the Protective Rating (see pp. 30-31).
  CER is the Combat Effectiveness Rating (see p. 29).
   Monster Name 
  OR 
  PR 
  CER 
  Notes
  GURPS Dungeon Fantasy 2: Dungeons
   Acid Spider 
  32 
  62 
  94
   as-Sharak, Agni 
  27 
  59 
  86
   as-Sharak, Akaska 
  29 
  59 
  88 
  [1]
   as-Sharak, Jala 
  40 
  59 
  99
   as-Sharak, Prithvi 
  22 
  59 
  81
   as-Sharak, Vayu 
  27 
  59 
  86
   Crushroom 
  14 
  55 
  69
   Dire Wolf 
  14 
  13 
  27
   Dire Wolf, Alpha 
  15 
  15 
  30
   Doomchild 
  34 
  16 
  50
   Erupting Slime 
  11 
  20 
  31
   Flaming Skull 
  37 
  48 
  85
   Flesh-Eating Ape 
  16 
  14 
  30
   Foul Bat 
  31 
  5 
  36
   Frost Snake 
  28 
  22 
  50
   Giant Rat 
  13 
  5 
  18
   Golem-Armor Swordsman 
  19 
  33 
  52
   Horde Zombie 
  4 
  19 
  23
   Mindwarper 
  61 
  75 
  136
   Peshkali 
  31 
  81 
  112
   Siege Beast 
  37 
  42 
  79
   Stone Golem 
  29 
  41 
  70
   Toxifier 
  12 
  35 
  47
   Triger 
  32 
  16 
  48
  GURPS Dungeon Fantasy Monsters 1
   Bronze Spider 
  19 
  31 
  50
   Bugbear 
  16 
  10 
  26
   Cicualá 
  57 
  50 
  107
   Corpse Golem 
  20 
  15 
  35
   Demon from Between  
  44 
  30 
  74
    the Stars
   Monster Name 
  OR 
  PR 
  CER 
  Notes
   Demon from Between  
  56 
  30 
  86
    the Stars, Priest
   Demon of Old 
  29 
  57 
  86
   Dinoman 
  9 
  3 
  12
   Draug 
  31 
  25 
  56
   Electric Jelly 
  58 
  89 
  147
   Eye of Death 
  25 
  34 
  59
   Flame Lord 
  23 
  44 
  67
   Giant Ape 
  33 
  45 
  78
   Giant Ape, King of the Apes 
  62 
  67 
  129
   Gladiator Ape 
  21 
  16 
  37
   Horde Pygmy 
  14 
  -4 
  10
   Horrid Skull 
  49 
  -22 
  27
   Ice Wyrm 
  55 
  77 
  132
   Karkadann 
  49 
  20 
  69
   Leaping Leech 
  8 
  -7 
  1
   Lich 
  100 
  59 
  159
   Obsidian Jaguar 
  29 
  45 
  74
   Rock Mite 
  13 
  53 
  66
   Slorn 
  23 
  40 
  63
   Slugbeast 
  35 
  28 
  63
   Sphere of Madness 
  30 
  40 
  70
   Sword Spirit 
  41 
  27 
  68
   Throttler 
  18 
  24 
  42
   Troll 
  29 
  86 
  115
   Undead Slime 
  18 
  63 
  81
   Void Brute 
  19 
  35 
  54
   Watcher at the Edge of Time 44 
  48 
  92 
  [2]
  GURPS Dungeon Fantasy 14: Psi
   as-Sharak, Aloakasa 
  20 
  58 
  78
   Astral Hound 
  17 
  29 
  46
   Astral Thing 
  33 
  -8 
  25
   Chaos Monk 
  29 
  19 
  48
   Flying Squid Monster 
  23 
  37 
  60
   Fuzzy, Biter 
  16 
  -7 
  9 
  [3]
   Fuzzy, Bright 
  25 
  -7 
  18 
  [3]
   Fuzzy, Gloomy 
  -3 
  -7 
  1 
  [3]
   Fuzzy, Jiggly 
  20 
  -7 
  13 
  [3]
   Fuzzy, Lumpy 
  5 
  -7 
  1 
  [3]
   Fuzzy, Spewer 
  11 
  -7 
  4 
  [3]
   Neuroid 
  37 
  52 
  89
   No-Brainer 
  4 
  20 
  24
   Odifier 
  17 
  38 
  55
  
  Pyramid magazine 
  35 
  march 2015
   Monster Name 
  OR 
  PR 
  CER 
  Notes
  Pyramid #3/50: Dungeon Fantasy II
  	Abominable	Snowman	
  19	
  22	
  41
  	Animated	Snowman	
  9	
  4	
  13
  Pyramid #3/70: 4th Edition Festival
  	Horde	Ninja	
  28	
  7	
  35	
  [4]
  Pyramid #3/76: Dungeon Fantasy IV
  	Dire	Frog	
  23	
  11	
  34
  	Dire	Hart	
  23	
  17	
  40
  	Fetusoid	
  14	
  23	
  37
  	Hungry	Room	
  21	
  112	
  133
  	Intruder	
  42	
  57	
  99
  	Pscorpion	
  26	
  27	
  53	
  [5]
  	Pyro-Tiger	
  55	
  15	
  70
  	Terrible	Dire	Bunny	
  52	
  13	
  65
  	Terrible	Dire	Wolverine	
  69	
  65	
  134
  	Terrible	Hedge	
  315	
  8	
  323
  	Terrible	Terrier	
  18	
  3	
  21
  	Terrible	Whipping	Willow	
  315	
  76	
  391
  Notes
  [1]	Assumes	 that	 ignoring	 DR	 against	 opponents	 except	
  those	with	Doesn’t	Breathe	is	worth	as	much	as	Armor	Divisor	
  (2),	for	+5	to	its	base	OR.
  [2]	Gives	full	bonus	for	“Warp”	Move.
  [3]	Was	calculated	using	effects	as	if	they	were	Afflictions.
  [4]	Includes	damage	from	Bladeblack	poison.
  [5]	Pscorpions	with	two	tails	add	5	to	their	CER;	other	vari-
  eties	use	the	CER	listed.
  new monster
  This	 new	 creature	 for	 Dungeon Fantasy campaigns	
  demonstrates	how	to	use	the	formulas	with	other	opponents	
  not	listed	here.
  Boneflower
  Boneflowers	are	top-heavy	plants	that	look	like	grotesque	
  sunflowers	 around	 10’	 tall.	 Their	 roots	 resemble	 moss-cov-
  ered	bones.	They	attack	by	“spitting”	a	hail	of	small	poisoned	
  spines	 from	 its	 all-too-human-looking	 mouth.	 Despite	 its	
  appearance,	it	can	move	around,	albeit	slowly	and	with	effort	
  (for	1	FP,	it	gains	a	Move	of	2	for	1	minute).
  Boneflowers	are	a	favorite	of	necromancers,	thanks	to	the	
  negative	energies	they	naturally	emit.	These	energies	raise	the	
  mana	level	within	one	yard	of	them	by	one	step	for	Necro-
  mancy	spells	and	necromantic	abilities.	
  Boneflowers	 reproduce	 when	 one	 of	 their	 spines	 is	
  implanted	 in	 flesh.	 The	 spine	 will	 sprout	 in	 1d	 days	 into	 a	
  small	 (but	 rapidly	 growing)	 baby	 boneflower.	 Accounts	 of	
  delvers	living	long	enough	to	have	it	sprout	out	of	them	(the	
  host	dies	soon	after!)	are	quietly	whispered	of	in	taverns.
  ST: 15 
  HP: 15 
  Speed: 4.50
  DX: 10 
  Will: 10 
  Move: See	above.
  IQ: 4 
  Per: 12	
  Weight:	100	lbs.
  HT: 12 
  FP: 10 
  SM: +1
  Dodge: 7 
  Parry: N/A 
  DR: 3
  Spines (15):	1d+2(2)	impaling	+	roll	vs.	HT	at	-1	per	2	points	
  of	 penetrating	 damage	 or	 suffer	 from	 Terrible	 Pain	 for		
  (20	-	HT)	minutes,	minimum	of	1	minute.	Furthermore,	
  if	the	spines	aren’t	removed,	they	work	their	way	into	the	
  flesh	 of	 the	 target.	 This	 inflicts	 1d+2	 impaling	 damage	
  every	10	seconds	until	the	target	is	dead	or	the	spines	are	
  removed	(see	Horrible Grubs,	Dungeon Fantasy 2,	p.	13).	
  Range	10/50,	RoF	7,	Rcl	1.
  Traits: Blindness;	 Deafness;	 Dependency	 (Soil	 and	 water;	
  Constantly);	 Detect	 (Living	 Beings;	 Reflexive;	 Targeting);	
  High	Pain	Threshold;	Injury	Tolerance	(Homogenous,	No	
  Blood,	No	Eyes,	No	Head);	Invertebrate;	Mana	Enhancer	
  (Accessibility,	Necromancy	only);	No	Manipulators;	Numb;	
  Unfazeable;	 Vibration	 Sense	 (Air;	 Reflexive;	 Targeting);	
  Wild	Animal.
  Skills: Camouflage-15;	Innate	Attack	(Projectile)-15.
  Class:	Plant.
  Combat Effectiveness Rating:	106	(OR	81	and	PR	25).
  Notes: Not	affected	by	Plant	spells	or	Plant	Empathy,	but	are	
  affected	 by	 Necromancy	 spells	 and	 Spirit	 Empathy	 with	
  the	Necromantic	power	modifier.	Their	Detect	and	Vibra-
  tion	abilities	borrow	the	Targeting	modifier	from	Scanning	
  Sense.	This	raises	their	skill	by	six	against	a	target	they	aim	
  at	that	has	been	located	with	both	Detect	and	Vibration	
  Sense.	They	typically	attack	the	neck	(skill	16)	or	the	vitals	
  (skill	18)	in	such	cases.	Aquatic	versions	of	boneflowers,	
  resembling	bull	kelp	or	other	underwater	plants,	may	exist	
  if	the	GM	wants	to	confront	the	party	with	under-the-sea	
  threats	–	such	as	necromantic	mermaids.
  Combat Effectiveness Rating Calculation:	Boneflowers	have	
  an	attack	skill	factor	of	15:	15	(Skill)	-	10	+	5	(Acc)	+	1	(RoF).	
  Its	Affliction	factor	is	3:	(Terrible	Pain)	12	¥	1/5.	Its	damage	
  starts	at:	6	(1	die	of	damage	¥	3.5,	plus	the	modifier	of	+2)	¥	
  2	(RoF)	¥	2	(impaling),	making	the	damage	factor	worth	24.	
  Its	Armor	Divisor	adds	5,	for	29.	It	also	has	Cyclic,	which	can	
  affect	a	delver	twice	in	15	one-second	rounds,	which	is	worth	
  44,	for	a	total	of	71.	It	gets	0	for	Fatigue	(FP	10	-	10	=	0)	and	
  -4	for	Mobility	(2	-	6	=	-4).	Its	total	OR	is	81.	It	has	an	active	
  defense	factor	of	-1:	7	(Dodge)	-	8	=	-1	¥	2,	is	-2.	Its	DR	factor	
  is	9:	3	(base	DR)	+	-5	(Dependency)	+	11	(Injury	Tolerance).	
  Its	HT	factor	is	4:	2	(HT	12	-	10)	+	2	(High	Pain	Threshold).	
  Its	HP	factor	is	5:	15	(HP)	-	10.	Its	Will	factor	is	8:	10	(Will	
  score)	-	10	+	8	(Unfazeable).	Its	total	PR	is	24.	Therefore,	its	
  total	CER	is	105.
  about the author
  Christopher	R.	Rice	knows	it’s	a	trap	and	now	he	knows	
  it’s	 a	 threat.	 What	 will	 he	 know	 next?	 From	 Portsmouth,	
  Virginia,	 he	 dreams	 of	 being	 able	 to	 write	 full	 time,	 or	 at	
  least	eke	out	a	living	doing	it.	Of	course,	if	he’s	not	writing	
  about	GURPS,	he’s	blogging	about	it.	Visit	his	site	“Ravens	
  N’	Pennies”	(www.ravensnpennies.com)	for	more	GURPS	
  goodies.	 He	 wishes	 to	 thank	 L.A.,	 his	 own	 personal	 muse,	
  as	well	as	the	rest	of	his	gaming	group;	Antoni	Ten	Monrós;	
  Beth	 “Archangel”	 McCoy,	 the	 “Sith	 Editrix”;	 Douglas	 Cole;	
  Peter	Dell’Orto;	Scott	“Rocketman”	Rochat;	Tim	“Humabout”	
  Ponce;	and	Walter	“Nymdok”	Wilson,	for	when	I	called	upon	
  them,	they	answered.
  
  Pyramid magazine 
  32 
  June 2015
  GURPS Dungeon Fantasy 14: Psi, GURPS Dungeon 
  Fantasy Monsters 1, and Psychic Swords Against Elder Evil 
  (from Pyramid #3/76: Dungeon Fantasy IV) offer dozens of 
  things that can pop up when a mentalist causes a psionic 
  threat to appear. But the cosmos provides a seemingly infinite 
  supply of weirdness, and if a mentalist is in the party, there’s 
  always room for more bizarre threats and eldritch monsters.
  Like the adversaries in Dungeon Fantasy 14, these foes 
  may be unfair if used against a party without a mentalist.
  asTral ghosT
  Unlike most people, psis are already accustomed to weird 
  changes in lifestyle and separation of mind and body. They 
  can make the transition to a ghostly existence with their mem-
  ories and personalities intact, becoming functional denizens 
  of the Astral Plane.
  The ghosts are still motivated by the same things they were 
  in life, and as they were psis, this can be problematic. They 
  remain fascinated by psionics and elder weirdness, and they 
  are especially drawn to living psis. Astral ghosts feel they can 
  aid psis in the material world. Using psionic powers still risks 
  psionic threats, but the ghost has forgotten how inconvenient 
  those used to be.
  ST: 9 
  HP: 9 
  Speed: 6.25
  DX: 12 
  Will: 16 
  Move: 6
  IQ: 14 
  Per: 14 
  HT: 13 
  FP: 15 
  SM: 0
  Dodge: 9 
  Parry: 11 
  DR: 0
   
  (Psychokinetic Lash) 
  (6 vs. psionics only)
  Mind Stab (16*): See Dungeon Fantasy 14, p. 9. Maledic-
  tion; resist with Will or lose margin of failure points of 
  either FP or HP (up to 10). Costs 1 FP.
  Psychokinetic Lash (14*): 3d crushing; Acc 3, Range 10/100. 
  Costs 1 FP to attack or parry. See Dungeon Fantasy  
  14, p. 10.
  Traits: Astral Entity (Insubstantiality has Affects Substantial); 
  Curious (12); Delusion (My powers are perfectly safe!); 
  Frightens Animals; High Pain Threshold; Injury Tolerance 
  (Homogenous; No Blood); Mind Control 2; Mind Reading; 
  Mind Shield 10; Mind Stab 1; Psi Talent 3; Psychic Armor 
  6; Psychic Sensitivity 2; Psychokinetic Lash 3; Telekinesis 
  12; Telesend; Unusual Background (Psionic); Weirdness 
  Magnet.
  Skills: Hidden Lore (Psi)-16; Hidden Lore (Elder Things)-15; 
  Innate Attack (Gaze)-17; Wrestling-12.
  Class: Spirit (Extradimensional).
  Notes: Affected by anything that influences spirits (as for 
  Astral Thing, Dungeon Fantasy 14, p. 42) but not by things 
  that specifically affect undead (it’s a being of thought, not 
  a true ghost). All psionic abilities are at -3 against material 
  targets. Mind Stab, Mind Reading, and Psychic Sensitiv-
  ity are alternative abilities of each other, as are Telekinesis 
  and Psychokinetic Lash.
  * Includes -3 to affect the material world.
  asTral sPider
  Resembling large (6’ long) spiders made of translucent 
  crystal, astral spiders are servants of some cosmic force that 
  maintains the structure of reality. They’re drawn to rips and 
  portals in space and time which they bind up with their webs. 
  As psionics damage reality, active powers aggravate the spi-
  ders. Fortunately for them, creatures that have been marinat-
  ing in psionic energy (like a psi’s entire party) taste delicious!
  Like the astral ghost (above) and the astral thing (Dungeon 
  Fantasy 14, p. 42), they are difficult for substantial creatures 
  to combat. However, to feed on substantial creatures, they 
  must first drag their prey into the Astral Plane, which allows 
  potential food to fight back.
  Where astral spiders nest – perhaps in the yawning mouth 
  of a portal they are industriously sewing shut – they cover the 
  area (in the astral plane) in webbing. Anyone without Terrain 
  Adaptation (Webs) that steps on the webbing must win a 
  Quick Contest of ST vs. 16 or be stuck.
  ST: 16 
  HP: 16 
  Speed: 6.00
  DX: 12 
  Will: 14 
  Move: 6
  IQ: 12 
  Per: 14 
  HT: 12 
  FP: 12 
  SM: +0
  Dodge: 10 
  Parry: 12 
  DR: 6
  more Psionic 
  ThreaTs
  by cole m.b. Jenkins
  WORMS IN MY BRAIN GET  
  THEM OUT
  – Jack McLaren and Paul Spacek, 
  The Parking Lot Is Full
  
  Pyramid magazine 
  33 
  June 2015
  Dispel Psi (17 vs. Will): Targeted psionic effect is canceled. 
  Reach C. Costs 1 FP. See Dungeon Fantasy 14, p. 5.
  Odic Bite (16): 1d+1 impaling + 2 points toxic follow-up. 
  Reach C, 1. Follow up damage ignores DR other than Psy-
  chic Armor.
  Webbing (16): Binding ST 16. Ranged Attack (Acc 3, Range 
  10). Webs are Sticky (see p. B40). After binding a target, 
  the spider can take a Ready maneuver to drag the victim 
  into the Astral Plane. Roll a Quick Contest of ST; the vic-
  tim becomes insubstantial for minutes equal to the spider’s 
  margin of victory. Once a victim is insubstantial, subse-
  quent attacks with the webs have the Engulfing enhance-
  ment (p. B40).
  Traits: 360° Vision; Astral Entity (Insubstantiality has Affects 
  Substantial); Combat Reflexes; Clinging; Dark Vision; Dis-
  pel Psi 1; Extra Legs (Eight Legs); Fragile (Unnatural); High 
  Pain Threshold; Horizontal; Indomitable; Injury Tolerance 
  (Unliving; No Neck); No Fine Manipulators; Psi Talent 3; 
  Psychic Sensitivity 2; Terrain Adaptation (Webbing); Tem-
  perature Tolerance 10 (-25° to 150°); Transdimensional 
  Sight; Unfazable; Unusual Background (Psionic); Vacuum 
  Support.
  Skills: Brawling-16; Innate Attack (Projectile)-16; Stealth-12.
  Class: Elder Thing/Spirit (Extradimensional).
  Notes: Affected by anything that influences spirits (as for 
  Astral Thing, Dungeon Fantasy 14, p. 42). Webbing is the 
  only attack that affects substantial and does so at full skill. 
  Unwilling to negotiate.
  brainWorms
  These terrible alien parasites are attracted by mental 
  energy, because they feed on brains! They are purplish 
  spiny segmented worms a few inches long, with complex 
  mouth parts.
  A swarm consists of several hundred worms. They crawl 
  (and can burrow through the ground) at Move 3. They bite for 
  1 HP per turn and are dispersed after losing 10 HP. Ordinary 
  clothing protects completely for two turns, after which the 
  worms are inside and cannot be evaded (only dispersed).
  After the fight, roll to resist Brainworm Fever (see below).
  Class: Animal (Swarm).
  Notes: Despite insect-like intelligence, they can sense sapient 
  minds and use Psight (Dungeon Fantasy 14, p. 9).
  chaos ooze
  Created as slaves by mindwarpers in some forgotten 
  epoch, these shapeless masses of glowing, iridescent slime 
  are 15’ in diameter. Since their creation, some have rebelled 
  and are driven by a fanatical hatred of anything that uses 
  psionics. Others still serve loyally. 
  They’re capable of forming limbs and organs to suit spe-
  cific purposes. In combat, they typically form a few pseudo-
  pods for strikes and grapples, as well as myriad eyes facing 
  all directions.
  Chaos oozes are among the Elder Things’ most terrible 
  creations and are nearly unstoppable engines of destruction. 
  Fortunately for delvers, they have a serious weakness – their 
  masters used hypnotic suggestion and psionic conditioning 
  to “program” them. This has left them weak-willed and vul-
  nerable to suggestion and mind control. They are susceptible 
  to Hypnotism, bardic Enthrallment Skills, the psionic Mind 
  Control ability, and Mind Control spells (although spells are 
  offset by the creature’s innate Magic Resistance). They can’t 
  be controlled for long because they can change the struc-
  ture of their minds in order to escape. Each minute an ooze 
  is under mental influence, it may roll a new resistance roll 
  or Contest at a cumulative +3 per minute. Once it succeeds, 
  that ooze is immune to that specific method, from that char-
  acter, permanently.
  ST: 100 
  HP: 200 
  Speed: 6.00
  DX: 10 
  Will: 8 
  Move: 3
  IQ: 8 
  Per: 10 
  HT: 12 
  FP: 15 
  SM:+4
  Dodge: 9 
  Parry: 10 
  DR: 8
  Absorb: As a free action, can roll a Quick Contest of HT 15 vs. 
  the opponent’s ST to absorb a victim in contact with the 
  main body that is grappled or trampled. Once absorbed roll 
  a Quick Contest of ST 100 vs. the highest of the victim’s ST 
  or HT each turn and do margin of victory points of crush-
  ing damage. The victim also takes 1d-1 corrosion each turn 
  and will eventually start to suffocate (p. B436) – if he lives 
  that long!
  Corrosive Surface: 1d-3 corrosion. This harms anyone in 
  physical contact with the ooze.
  Maddening Chant (Resisted by Will-5): While active, the 
  ooze constantly chants words in the maddening language 
  of the Mindwarpers from hundreds of obscene siphons. 
  Everyone within earshot must make a Fright Check at -5. 
  brainWorm fever
  Vector: Brainworms.
  Resistance Roll: HT-(damage done by swarm).
  Delay: 24 hours.
  Damage: 1 point toxic.
  Cycles: 25; daily cycles.
  Symptoms: -1 IQ after losing 1/3 HP; -1 IQ and Chronic 
  Pain (Severe, 2 hours, 9 or less) after losing 1/2 HP 
  (severe headaches); -2 IQ and Chronic Pain (Severe, 
  4 hours, 12 or less) after losing all HP. The symptoms 
  remain even if the cycles are stopped and all injury 
  has been healed; only surgery to remove the worms 
  is effective!
  Contagiousness: If someone dies while still suffering 
  symptoms, a number of swarms equal to 1/4 IQ bore 
  out of the skull and seek new hosts.
  Diagnosis and Treatment: A successful Diagnosis roll can 
  identify the disease. Cure Disease (GURPS Magic, 
  p. 91) or a day’s treatment with Esoteric Medicine-4 
  will stop the cycles (at which point healing is effec-
  tive), but it won’t cure the symptoms. Surgery 
  (see Horrible Grubs, GURPS Dungeon Fantasy 2: 
  Dungeons, p. 13) is required to remove the worms, 
  at an additional penalty of -3 (for head surgery).
  
  Pyramid magazine 
  34 
  June 2015
  As per Heeeeeeeeere’s Spawny (Dungeon Fantasy 14, p. 38), 
  Unfazable gives +7 (for a net +2) and the +5 for “heat of 
  battle” doesn’t apply.
  Slam (14): 6d+12 crushing (at Move 3) + Corrosive Surface 
  (above). Can trample (p. B404) foes of SM 2 or less (SM 3 
  or less if prone) for 11d+11 crushing + Corrosive Surface 
  (above).
  Strike (14): 11d+11 crushing + Corrosive Surface (above) 
  (¥4). Reach C-4.
  Torso Grapple (14): Damage from Corrosive Surface 
  (above) and on subsequent turns can squeeze (see Choke 
  or Strangle, p. B370) with ST 97 or win a Quick Contest 
  of ST 102 against the best of opponent’s ST, DX, Judo, or 
  Wrestling to pull him into contact with the body for absorp-
  tion. Reach C-4.
  Traits: 360° Vision; Amphibious; Arms (Two, Long, +1 SM); 
  Dark Vision; Doesn’t Breathe (Oxygen Absorption); Doesn’t 
  Sleep; Double-Jointed; Extra Arms 2; Extra Attack 3; High 
  Pain Threshold; Immunity to Metabolic Hazards; Indomi-
  table; Injury Tolerance (Homogenous; No Head; No Neck); 
  Invertebrate; Magic Resistance 6; Morph (Improvised 
  Forms; Appendages and Organs Only); No Fine Manipula-
  tors; No Legs (Slithers); Pressure Support 3; Slave Mental-
  ity; Temperature Tolerance 20 (-115° to 240°); Unfazable; 
  Universal Digestion.
  Skills: Brawling-14; Sumo Wrestling-14.
  Class: Elder Thing/Slime.
  Notes: This is a typical battle form. Also common: a rooted-tree-
  like form with No Legs (Sessile), two addition arms (for a 
  total of six), and +2 DR; and a sphere with no Extra Attacks, 
  No Legs (Rolls), No Manipulators, and Move 6/24 (which 
  does 48d+96 on a full speed slam!). Torso Grab assumes 
  two arms. Each additional arm used gives +2 to skill and 
  +2 to ST. Renegade oozes have Fanaticism and Obsession 
  (Kill all psis!) instead of Slave Mentality. Remains yield 2d 
  oozing doom ($100 each) and 4d acid ($10 each) grenades. 
  Too alien to negotiate.
  TenTacles!
  Some vast Thing That Man Was Not Meant to Know in 
  a higher spatial dimension sticks its mouthparts into three 
  dimensional space when attracted by yummy mental energy. 
  These greenish tentacles are roughly one yard long, 5” in diam-
  eter, and covered with toothed sucker-mouths. They seem to 
  emerge in pairs from flat surfaces near the intended morsel 
  (ceiling, walls, floors, tables . . .) with no apparent regard for 
  spatial orientation.
  ST: 16 
  HP: 8 
  Speed: 6.00
  DX: 12 
  Will: 24 
  Move: 0
  IQ: 24 
  Per: 12 
  HT: 12 
  FP: 12 
  SM:-2
  Dodge: 9 
  Parry: 9 
  DR: 5
  Grab and Tear (12): No damage but on subsequent turns will 
  attempt to pull victims to the ground and then rip them 
  apart. Roll a Quick Contest of ST 16 against the highest of 
  ST, DX, Judo, or Wrestling to pull the victim down. Once 
  the target is prone, the tentacles grapple with an additional 
  pair of appendages for +2 to both DX and ST. On following 
  turns, roll a Quick Contest of ST 18 against the higher of 
  ST or HT; the tentacles inflict their margin of victory as 
  crushing damage. Reach C.
  Sucker-Mouths: Victims grappled by at least one tentacle lose 
  2 FP per turn (ignoring DR). 
  Traits: Blindness; Deafness; Dependency (Mana; Constantly); 
  Doesn’t Breathe; Doesn’t Sleep; Double Jointed; Fragile 
  (Unnatural); Immunity to Metabolic Hazards; Immunity 
  to Psionics; Indomitable; Injury Tolerance (No Blood; No 
  Vitals); Magical Resistance 10; Temperature Tolerance 5 
  (-15° to 100°); Pressure Support 3; Vibration Sense (Air); 
  Unfazable.
  Class: Elder Thing.
  Notes: The physical attributes are for individual tentacles. 
  The mental attributes are for the larger being. Unwilling to 
  negotiate with lesser beings.
  void Wyrm
  These dragon-like creatures sail between the stars carry-
  ing out inconceivable missions in the service of primal cosmic 
  forces of balance. They resemble “ordinary” dragons except 
  that they are luminescent green, with transparent wing mem-
  branes, and deep black eyes in which the depths of the starry 
  void are visible. While they eventually grow large enough to 
  consume entire worlds, this one is just a baby, at 45’ long. 
  At this age, they act as emissaries to mortals, commanding 
  adventurers to complete tasks or face the very personal wrath 
  of this servant of impersonal forces.
  It was a terrible, indescribable thing vaster than any subway train –  
  a shapeless congeries of protoplasmic bubbles, faintly self-luminous,  
  and with myriads of temporary eyes forming and un-forming as pustules 
  of greenish light all over the tunnel-filling front that bore down upon us, 
  crushing the frantic penguins and slithering over the glistening floor that  
  it and its kind had swept so evilly free of all litter.
  – H. P. Lovecraft, At The Mountains of Madness
  
  Pyramid magazine 
  35 
  June 2015
  ST: 40 
  HP: 42 
  Speed: 7.00
  DX: 14 
  Will: 16 
  Move: 10/20 (Air)
  IQ: 16 
  Per: 18 
  HT: 15 
  FP: 15 
  SM:+5
  Dodge: 14* 
  Parry: 15* 
  DR: 10
  Abyssal Breath (20): 3d corrosion in a 1-yard cone; Acc 3, 
  Range 5/25; affects insubstantial. This is a blast of pure 
  nothingness. It can “power-parry” attacks, even if insub-
  stantial or energy-based, with Parry 17*; if successful, roll 
  3d, subtract that from the basic damage, and apply it as 
  damage to the weapon or unarmed attacker! Costs 2 FP to 
  attack or parry.
  Bite (16): 4d+4 impaling. Reach C-5.
  Claw (16): 4d+4 cutting or impaling. Reach C-5.
  Dispel Psi (22 vs. Will): Target psionic effect is canceled. 
  Ranged (uses Size and Speed/Range Table, p. B550). Costs 
  1 FP.
  Traits: Bad Grip; Bad Temper (12); Battlesense 3; Combat 
  Reflexes; Danger Sense; Dark Vision; Doesn’t Breathe; 
  Doesn’t Eat or Drink; Doesn’t Sleep; Dependency (Mana; 
  Daily); Dispel Psi 2; Elder Lore; Fear; Horizontal; High 
  Pain Threshold; Immunity to Metabolic Hazards; Indom-
  itable; Intuition (Psionic); Magic Resistance 10; Mind 
  Reading (Psionic); Mind Shield 10 (Psionic); Mr. Universe; 
  Nictitating Membrane 2; Pressure Support 3; Psi Talent 
  6; Psychic Sensitivity 3; Second Nature 2; Sense of Duty 
  (Cosmic Balance); Speed of Thought; Telesend; Tempera-
  ture Tolerance 10 (-105° to 100°); Transdimensional Sight; 
  Unfazable; Unusual Background (Psionic); Vacuum Sup-
  port; Your Tongue Is My Tongue.
  Skills: Brawling-16; Hidden Lore (Psi)-15; Hidden Lore (Elder 
  Things)-16; Innate Attack (Breath)-20.
  Class: Elder Thing.
  Notes: Enjoys two free mental maneuvers. Can use men-
  tal abilities before anyone else can act (thanks to Second 
  Nature 2 and Speed of Thought). Affected by anything that 
  specifically affects dragons and reacts to dragon-blooded 
  at +3.
  * Includes Battlesense 3.
  abouT The auThor
  Cole M. B. Jenkins lives in the mystical land of central Cal-
  ifornia where he has spent thousands of hours trying to kill 
  things with his mind. He would like to thank Kevin Hosford’s 
  mentalist character, “Ignacio,” for inspiring such terrible 
  things. He would also like to thank Pyramid Write Club, but 
  the first rule of Write Club is . . . No, it isn’t even safe to think it.
  Psionic monsTer 
  Prefixes
  These prefixes work like the ones in Dungeon 
  Fantasy Monsters 1 (pp. 36-38).
  Astral
  This creature is a native of the Astral Plane. Unlike 
  normally harmless astral life, this one has the ability 
  to injure substantial creatures.
  Statistics: Add Astral Entity (Insubstantiality has 
  Affects Substantial). Any supernatural attacks can 
  affect substantial at -3, and any normal physical 
  attacks ignore DR (other than Psychic Armor or other 
  DR that protects the soul).
  Psionic
  Some creatures are naturally psionic or have been 
  altered by Elder Things to be so (often with distorted 
  and chaos).
  Statistics: Add +2 to IQ or set IQ to 12, whichever 
  is higher, and increase FP by 20%. Add Psionic Talent 
  2 and Unusual Background (Psionic). Add one of Bat-
  tlesense 1 and Mindreading; Fear and Telesend; Lev-
  itation 3 and Psychic Armor 6; Ergokinetic Shield 4, 
  Innate Attack (Gaze) at DX+4, Psychic Sensitivity 1, 
  and Pyrokinetic Bolt 2; or any set of psionic abilities 
  worth 45-55 points.
  
  A valuable treasure awaits adventurers. An ancient legend is
  their guide. The problem? It may look like a standard dungeon
  crawl with puzzles and a list of clues to work from, but the
  adventurers can’t agree on what clues they’re being given. How
  is that going to work?
  This adventure is written for GURPS Dungeon Fantasy,
  though the core idea can easily be adapted for similar genres.
  THE PHILOSOPHICAL
  APPARATUS
  This adventure is less about the content of myths (gods, cul-
  ture heroes, the foundation of moral orders, etc.) and more
  about their form and how they are transmitted. One of the fix-
  tures of fantastic literature is the old myth or legend that turns
  out to be true. It warns of a great evil that will arise, a hero who
  will save his people, or something similar. Sure enough, it all
  happens just like the story says, with the protagonists at the
  center of things.
  Nevertheless, a fundamental though often-overlooked
  aspect of myths – as well as fairy tales, folk songs, and anything
  else transmitted through an oral tradition (or even many tex-
  tual traditions) – is that they are variable. That is, people are
  familiar with slightly different versions of the same stories.
  For example, many people know the Biblical version of the
  story of the Great Flood, wherein Noah and his family, fore-
  warned by an angry God, build a ship to save various animals
  from water that covers the whole world. The Quran contains a
  similar story. The ancient Greeks, the Babylonians, and many
  other cultures across Europe and Asia had similar myths.
  However, the names of the protagonists, the deities involved
  and their motivation, the manner in which the survivors ride
  out the flood, and many other specifics are different. The ver-
  sion in the Quran, though close to the Biblical version, has
  Noah bringing some pious friends with him as well as family.
  Where Noah builds an ark, fills it with animals, and sails it for
  over a year, the Greeks Deucalion and Pyrrha float in a chest
  for nine days without animals; they repopulate the world by
  throwing stones that turn into people. In the Babylonian ver-
  sion, the gods send a flood to prevent human overpopulation
  rather than to curb human wickedness, and the flood lasts for
  only seven days.
  In many conventional fantasy settings (which are fre-
  quently semi-literate and religiously diverse), it’s therefore
  reasonable to have people share a range of similar myths and
  legends, but each knowing variants of the same stories. Thus,
  when an Inadequately Lit Lord must be destroyed or a
  Chosen One found, everyone will have a different opinion on
  just what the ancient prophecies say on the matter. This can
  be a plausible way to keep some suspense for clever players
  whose practiced legalistic reflexes deconstruct the GM’s
  prophetic statements far too quickly. Any gamer worth his
  Cheetos would quickly react to the witch-king of Angmar’s
  boast that “no man may kill me!” with “Women, children, and
  non-humans on the ready line!” However, what if one adven-
  turer has heard that no man may kill him, while another has
  heard no one could kill him?
  PYRAMID MAGAZINE
  4
  DECEMBER 2011
  THE GOLDEN
  GENIZA OF
  EZKALI
  BY MATT RIGGSBY
  Nothing shall grow
  above or below them.
  No seed shall flower,
  neither in man nor . . .
  they’re rebels and they’ll
  never ever be any good.
  – Giles, in Buffy
  the Vampire
  Slayer, #3.10
  
  This adventure takes advantage of this phenomenon in a less
  world-shaking context. It presents a myth with which many
  heroes in a group of adventurers are familiar. An ancient reli-
  gious order built a now-lost stronghold based on
  that myth, the details of which provided a
  mnemonic device by which initiates could eas-
  ily bypass the many lethal traps that protect the
  final treasure. The delvers know versions of the
  same story, which differ from one another on
  the vital details that will let them stroll through
  all the spikes and pits. The question is not just
  how the story relates to the stronghold, but
  whose legend – if anyone’s – applies.
  PREPARING FOR
  THE ADVENTURE
  The Story of Ezkali (below) presents a sum-
  mary of the tale with which at least two adven-
  turers in a group are familiar. For each
  adventurer who knows the legend, or perhaps
  for a few groups of people, the GM must create
  the version they know. Copy the summaries
  below and modify them as necessary with any
  text editor. Points of variance are noted in
  brackets, with different options separated by
  slashes. For example, “The nuclear bomb is det-
  onated if the [red/green/yellow/plaid] wire is
  cut.” Pick the desired option and remove the
  ones that aren’t appropriate; make sure that dif-
  ferent versions disagree on at least some points. In this exam-
  ple, one version might say the bomb will go off if the red wire
  is cut, while another suggests it’s the yellow wire. Distribute
  different accounts to different players when the adventure
  begins. Make sure they each read their own rather than relying
  on one or two players to read them aloud; the point of the exer-
  cise is for them to discover that their characters know different
  versions of the story and to negotiate the differences. It’s very
  important to keep track of which options are chosen through
  the story. Some are red herrings, but others constitute vital
  clues concerning how to disarm the traps associated with each
  section of the story; see the individual entries under The Temple
  of the Golden Geniza (pp. 6-8) for details.
  The GM has a few choices as to setting up relationships
  between the variations handed to the players and the actual sit-
  uation at their destination, although the question here isn’t
  which rendering is the historically “true” version of the myth so
  much as which version is closest to the one the builders of the
  underground complex knew. Here are three options to consider:
  One True Version: One person (or one subset of the party)
  knows the one right version – or, at least, the variation used
  by the builders.
  Majority Rule: Several versions vary here and there, but more
  often than not, their information is correct. In any given sit-
  uation, a majority of the versions with which adventurers
  are familiar will be correct.
  Independent Versions: No particular relationship exists between
  the versions the questers know and the one used by the
  builders. Any of the adventurers’ accounts could match the
  builders’ version here and there, but there’s no pattern.
  The first two present a solvable puzzle. The third largely
  introduces an element of randomness into the process, but still
  provides an interesting complication for the adventurers.
  THE STORY OF EZKALI
  The first part of the story sets up Ezkali’s quest. Ezkali is the
  son of an elderly chief in the frozen lands of the distant south.
  Carolias is a wanderer who came to live with the tribe, later
  becoming Ezkali’s boon companion. On the night of the first
  [full/new] moon of the new year, the benevolent god Zatulu
  appeared to them both in a dream in the guise of a wise old man,
  telling them that they were to destroy the temples of the evil god
  Chuhukag. The next morning, they discover that they have had
  the same dream, so they set out with the strongest spears they
  can find. For a [month/year], they go raiding, riding a pair of
  white bulls sent for them by Zatulu himself. After destroying an
  evil temple, Carolias loots the bodies of slain priests. Chuhukag
  sees this destruction and furiously transforms the gold armband
  of one of his priests into a poisonous [viper/spider/scorpion].
  Carolias inadvertently steps on it and is stung. Ezkali kills the
  venomous creature, but not in time to save his friend. A dying
  priest tells Ezkali that Chuhukag has taken Carolias’ soul with
  him to the pits of Hell. Ezkali swears to avenge his friend’s death
  and – if possible – to save him from Chuhukag.
  In the second part of the legend, after taking Carolius’
  weapons and wandering for four days, Ezkali encounters the
  great sage Mbale. Mbale tells him that he may recover his
  friend only by going to Hell and [defeating the guardians of
  the underworld/challenging Chuhukag personally]. To reach
  Hell, Mbale says, he must take his father’s boat across the
  western ocean to an island. Ezkali spends seven weeks in his
  boat fighting storms and [sea serpents/sharks/giant squid]
  sent against him. At dawn of the first day of the third month,
  he reaches the shore of the island foretold by Mbale.
  PYRAMID MAGAZINE
  5
  DECEMBER 2011
  The Golden What, Now?
  The word geniza refers to a practice of document storage in the
  Jewish tradition. Documents containing the name of God cannot simply
  be thrown away. Rather, they must be ritually disposed of (for example,
  by burial in a graveyard). Instead of going through the formalities for
  each individual document as it wore out, people bundled batches
  together to dispose of all at once. Communities created repositories
  called genizot (singular geniza) to contain waiting documents. A gineza –
  often just a cabinet in a synagogue – ended up containing not just ritual
  texts, but also letters, legal records, contracts, and other items with
  glancing references to deity. In some places, anything in Hebrew and
  stacks of papers that might somewhere contain a reference to God ended
  up in the geniza, just to be on the safe side.
  If people were scrupulous about gathering documents but in no hurry
  to send them to their final destination, a geniza could become huge. One
  of the largest – the legendary Cairo geniza – contained nearly a thousand
  cubic feet of material in an obscure side room, with documents dating
  from the late ninth century A.D. to the 1880s, when its contents were
  taken over by a rabbinical scholar, and provided invaluable evidence on
  a stunning range of topics about daily life in Cairo during the later
  Middle Ages.
  
  In the third part of the story, Ezkali finds the black gates of
  the underworld and ventures into it. He converses with several
  lost souls who try to get him to turn back: a thief, a [warrior
  who betrayed his lord/cruel lord who oppressed his people],
  and an unfaithful [wife/husband]. They also tell him that the
  spirit of Carolius is not among them. Chuhukag has taken it to
  a lower hell, to which they eventually direct him. Finally, he
  comes to the bridge from the upper circle of Hell to the lower.
  A gong stands next to it, which he rings [three/four] times.
  Then, taking out his spear, he strikes the gong and breaks it in
  half. Having struck the alarm to formally challenge Chuhukag,
  he begins to cross the bridge.
  The fourth part of the story covers the grand battle. No
  sooner does Ezkali cross the bridge than he is confronted by a
  fierce horde of demons. He faces [crawling/striding/flying]
  demons first, then [crawling/striding/flying] ones, and finally
  [crawling/striding/flying] ones. [Here, pick options so that
  each is faced but the order is different between conflicting
  versions.] Ezkali and the demons, including Chuhukag him-
  self, fight a long battle, shaking the pillars of Hell and caus-
  ing earthquakes above. Ezkali strikes the evil god in the eyes
  with his [spear/fist]. Blinded and screaming, Chuhukag falls
  back, and Ezkali rushes past him. Ezkali finds Carolius and
  breaks his bonds. Together, they return to the surface, bear-
  ing many treasures.
  THE TEMPLE OF
  THE GOLDEN GENIZA
  At the beginning of the scenario, the adventurers learn (in
  any suitable way) about the ruins of a temple complex dedi-
  cated to the hero Ezkali and sheltering the long-lost “golden
  geniza,” a repository of remarkable wisdom. The founders of
  the temple, who were hyper-conscious of possible blasphemy,
  had a practice of never throwing away any document that
  mentioned any deity. In time, it is believed, they accumulated
  a vast library of all kinds of information.
  Of course, the way to the geniza is now without protection.
  The library lies in an underground stronghold at the end of a
  series of tests in the form of elaborate traps, each of which was
  inspired by a section of the story of Ezkali. The adventurers
  must make their way through the rooms and disarm or simply
  survive the traps to claim the prize, using their knowledge of
  details of Ezkali’s story as clues. The GM may want to make that
  much clear to the players, with a resident sage learning of the
  general nature of the lost temple in finding a treasure map to it,
  or perhaps inscriptions making it abundantly clear that the tem-
  ple is inspired by Ezkali once they get there. Plus, of course, the
  GM should give them a chance to read over their own versions
  of the story of Ezkali before things start in earnest.
  Once inside the ruined temple, there are four areas corre-
  sponding to parts of the story: The spike corridor draws clues
  from the death of Carolius. The sea monster room was
  inspired by Ezkali’s sea voyage. The bridge was based on
  Ezkali’s journey to the underworld. The demon room symbol-
  ically recounts his battle with the demons. Only when they
  pass through those do they arrive at the geniza itself.
  Each trap in this adventure is described by the following
  statistics:
  Detect: The skill to roll against to spot the trap before it
  gets triggered.
  Disarm: The skill to stop the trap from going off. “No” indi-
  cates that the trap cannot be disarmed.
  Circumvent: How to avoid the trap entirely; e.g., stepping
  over tripwires or walking stealthily so as not to waken
  sleeping guard animals. “No” indicates the trap cannot be
  circumvented.
  Evade: How to avoid or resist the trap’s effects if it can’t be
  circumvented. “No” indicates the trap cannot be evaded.
  Effects: What the trap does if it isn’t disarmed, circum-
  vented, or evaded.
  Shots: How many times the trap can go off before it has
  to be reset or reloaded. A trap which does not need reset-
  ting, such as an open pit, has an infinite number of shots.
  Rearm: The skill to roll against to reset the trap after it
  has gone off. This statistic does not exist for a trap with
  infinite shots.
  Spike Corridor
  Map on p. 9
  This long, narrow corridor has moderately sized (9” square)
  tiles decorated with images of a variety of unpleasant creatures
  (spiders, scorpions, snakes, spiky lizards, and so on). The walls
  are decorated with what appears to be an elaborate fretwork
  screen made of stone, with many small openings.
  The key to avoiding the spikes that stand ready to shoot out
  of the wall is knowing the right poisonous animal to evade from
  the first part of the story. Refrain from stepping on the type that
  killed Carolius, and the corridor is safe. In an ironic twist, this
  part of the temple is infested by poisonous snakes (treat as the
  rattlesnake on p. B458), who are too light to trigger the spikes.
  PYRAMID MAGAZINE
  6
  DECEMBER 2011
  Prolonging the Agony
  This adventure only presents only the core. The GM may
  want to expand the events, adding complications for getting
  to the temple (Is it in a jungle somewhere? Atop an inacces-
  sible mountain?) and more areas separating the trap
  rooms, containing monsters and making it a proper dun-
  geon with more for warriors and wizards to do.
  Urgent necessity prompts many to do things, at the very
  thoughts of which they perhaps would start at other times.
  – Cervantes, Don Quixote
  
  Detect: Traps+2 to discover that sections of floor down the
  corridor are pressure-sensitive. All are sensitive, but only some
  actually trigger the trap.
  Disarm: No.
  Circumvent: Automatic, assuming no one steps on the
  wrong tiles. Tiles are large enough that avoiding the wrong
  ones is easy if moving at a walking pace (half Move or less), but
  roll against DX for each yard of movement if moving faster than
  that to avoid inadvertently stepping on a wrong tile. An excep-
  tionally nimble hero could use the holes in the wall for the
  spears as finger-holds and climb the whole length of the corri-
  dor, never touching the ground. This requires a Climbing
  (minus encumbrance) roll to begin, then another every five
  minutes; failure means falling onto several tiles, triggering the
  trap on a 15 or less. Climbers can move four horizontal yards
  per minute.
  Effects: If a hero walking down the corridor steps on the
  wrong tile (12 or less each turn if he doesn’t know which to
  avoid), several short spears thrust out of the gaps in the screen
  on each side and immediately retract. Treat as two separate
  attacks at skill 10. However, an additional spear hits for every
  two points in the margin of success (that is, one hit on a roll of
  10, two on a roll of 8, and so on). Each spear does 1d+3 imp.
  Active defenses are possible, but at least one set of attacks is
  likely to come from side or rear hexes.
  Shots: Infinite.
  Rearm: Spears retract into the walls, rearming the trap
  immediately.
  Sea Monster Room
  Map on p. 10
  This room is at the bottom of two flights of steps, one lead-
  ing down and in, the other leading up and out. All surfaces are
  covered with glazed tile, though the floor also has a great many
  small (4-6” square) metal gratings. The ceiling is peaked 15’
  above the floor, like the inside of a gabled roof. The floor, walls,
  and even ceiling are slightly damp. Along the ceiling are a
  series of large brass disks, 3’ across and dark brown with age.
  Reliefs on the disks depict a series of aquatic items: a ship, a
  whale, a serpent, a shark, a squid, and a giant turtle. A brass
  socket suitable for a pole about 2” across is embedded in the
  floor beneath each disk, and there’s a matching indentation in
  the center of each disk. A brass-bound pole resembling a dull
  spear, exactly the correct height to reach from socket to disk-
  center (about 8’), lies near the foot of the stairs leading out.
  The key to avoiding this trap is knowing which monster Ezkali
  fights in part two of the story.
  A door at the top of the stairs leads out of the room, with a
  sluice gate directly over it. If the adventurers want out, they
  must open the door; to open the door, they have to go up the
  stairs, which triggers the trap (see Effects, below), assuming it
  hasn’t been disarmed. Because the door is locked, someone
  must pick the lock or bang open the door, which takes time;
  with the massive jet of water coming from overhead, any
  attempts to try to get that door open once the trap is triggered
  are at a massive penalty (see Effects).
  Detect: Traps+2 to discover that the steps leading out of the
  room are all pressure-sensitive.
  Disarm: If the “spear” is set against the disk depicting the
  monster Ezkali fought, the trap is disarmed for five minutes.
  After that time, the disk retracts slightly, allowing the “spear” to
  fall to the floor and roll away. Additionally, If the delvers have
  enough spears and 8’ poles, they can try putting those in place in
  every position around the room. The fit won’t be as good as the
  spear, so it can go wrong; roll against Traps-2 to make this work.
  Circumvent: Automatic with levitation or some other way to
  avoid touching the long set of stairs; otherwise no.
  Effects: If two steps out are stepped on (a lower, then a higher
  one; people coming back down the steps don’t trigger the trap),
  all of the disks and a number of other panels in the ceiling are
  unlocked. These sluice gates release torrents of water into the
  room, rushing in at a rate of 6” per second, filling the room
  nearly to the top in 30 seconds. Anyone standing under a disk or
  at the door out of the room is directly under a particularly strong
  jet of water; such heroes must roll against ST-4 to retain their
  footing and are at -4 to any DX-based tasks. Once the room is
  close to full, the spouts close again and drains in the floor let the
  water out half as fast as it came in. The water is also full of leap-
  ing leeches (GURPS Dungeon Fantasy Monsters 1, p. 22): 1d/2
  of them per second the water flows into the room.
  Shots: Infinite.
  Rearm: The trap rearms after the room has drained of water.
  The Bridge
  Map on p. 11
  A narrow stone and metal bridge spans an underground
  chasm. The bridge is clearly divided into several sections. A lit-
  tle pressure, even a firm push on one edge, will make it flip
  over completely, spinning around what is probably a central
  beam. Each section has a metal ring at either end, attached to
  a chain that is anchored to a mechanism deep inside the body
  of the bridge itself. The ring may be pulled out a few feet, and
  automatically retracts like the pull-cord on a talking doll.
  Several swarms of angry but mundane bats (treat as a
  swarm of bats, p. B461) equal to the number of adventurers
  are hidden among the stalactites overhead, as are half that
  many foul bats (GURPS Dungeon Fantasy 2, p. 23); both will
  attack as soon as anyone makes enough noise to be heard. The
  floor below is muddy (a slow stream runs through it) and
  inhabited by a seemingly inexhaustible supply of erupting
  slimes (GURPS Dungeon Fantasy 2, p. 23).
  The secret to dealing with the bridge is not to pull the ring
  on one section of bridge, depending on how many times Ezkali
  rings the gong; it’s that number plus one. For example, if it was
  rung four times, the fifth ring should not be pulled (that is, “no
  fifth ring”).
  PYRAMID MAGAZINE
  7
  DECEMBER 2011
  A man should keep his little
  brain attic stocked with all the
  furniture that he is likely to use,
  and the rest he can put away in
  the lumber-room of his library,
  where he can get it if he wants it.
  – Sir Arthur Conan Doyle
  
  Detect: Traps+5 or IQ to discover that sections of bridge are
  unsteady.
  Disarm: When the ring is pulled on most sections, that
  section becomes secure and will not turn over (see Effects
  below) until the chain has fully retracted five seconds later.
  However, one section acts in the opposite way. It wobbles if
  touched, but won’t flip over unless the ring is pulled.
  Circumvent: Walk very, very carefully down the center.
  For each yard moved along unsecured sections, roll against
  (DX - total distance moved that turn) to avoid tipping the sec-
  tion over. Also roll against DX-4 after any violent action is
  taken, including any melee attack or active defense. Those with
  Perfect Balance don’t need to make the DX roll when walking
  and get +4 to rolls for violent actions. Or bypass the bridge
  (e.g., via flight).
  Effects: If a section of bridge is not secured, it can easily flip
  completely over, dumping anyone on it to the floor 30’ below.
  Shots: Infinite.
  Demon Room
  Map on p. 12
  This long room is divided at intervals by sets of three gates
  equipped with tall turnstiles made of sturdy iron bars (firing
  missiles through a set of bars is done at -2 per set). In each set,
  one gate is decorated with the image of a demonic creature on
  all fours, the second with a demon walking upright, and the
  third with a winged creature. Only one SM 0 or +1 person at a
  time can fit through a single turnstile, and all other turnstiles are
  locked down while another is in motion.
  To safely pass through, adventurers must know the order in
  which Ezkali fought the various types of demons in the fourth
  part of the story.
  Detect: Per-based Thaumatology, or Perception + Magery
  for mages.
  Disarm: No.
  Circumvent: Walk through the gates in the correct order. If
  the story indicates that Ezkali fought flying demons first, the
  gate marked with the flying monster is the one providing safe
  passage through that set of gates, and so on.
  Effects: If someone passes through the wrong gate, all gates
  lock down and a pair of monsters suddenly appear at the edges
  of the section to attack the offending person, depending on
  which gate he should have passed through: obsidian jaguars
  (Dungeon Fantasy Monsters 1, p. 24) for creeping monsters,
  as-Sharak (Dungeon Fantasy 2, p. 21) for striding monsters,
  and winged Demons of Old (Dungeon Fantasy Monsters 1,
  p. 10, but with Flight (Winged), giving them an aerial move of
  14) for the flying monsters. The gates remain locked until
  either the monsters or the trespasser is defeated; monsters
  then vanish as they appeared.
  Shots: Infinite.
  The Geniza
  Once past the demon room, only the geniza remains. It is
  held in a small but extremely well-decorated room. The walls
  and ceiling are adorned with shallow geometric carvings, and
  every inch of it is coated with gold leaf (about a half-pound
  total weight if adventurers are determined to scrape it all off
  and take it with them). The documents are found in cupboards
  around the room, closed with latches but unlocked.
  The geniza may be used as a library for esoteric topics, but
  it’s difficult to work with. A scholar may dig through the jum-
  ble of papers to find a useful manual, selecting one of these
  subjects before doing so: Alchemy, Cultural Familiarity (dead
  civilizations only), Esoteric Medicine, Heraldry, Hidden Lore,
  any mortal language, History, Naturalist, Occultism, Phar-
  macy, Philosophy, Physiology, Poisons, Strategy, Thaumatol-
  ogy, or Theology. Each attempt takes eight hours and requires
  a roll against Research-10. If the attempt succeeds, roll a die.
  On a 1-3, the manual is the equivalent of a primer, 4-5 gives
  the equivalent of a textbook, and 6 the equivalent of a thesis.
  (See GURPS Dungeon Fantasy 4: Sages, p. 13, for the game
  effects of each type.) If desired, use the tables in GURPS
  Dungeon Fantasy 8: Treasure Tables, p. 27 to determine the
  precise form of the manual. On a critical success, the scholar
  finds a scroll containing a useful spell, as determined by the
  GM. On a critical failure, the scholar finds a text which is fas-
  cinating but useless. Regardless of the result, the GM deter-
  mines the skill and type of manual, and the scholar must use
  one of his Book-Learned Wisdom slots (Dungeon Fantasy 4,
  p. 8) to learn it; he must retain it until he acquires a new man-
  ual with which to replace it.
  The drawback is that the geniza is also large and heavy. Very
  large and very heavy. All told, the documents of the geniza
  weigh four tons – giving it 160 HP; it’s also Fragile
  (Flammable) – and taking up about 125 cubic feet. If adventur-
  ers can only recover parts of it, or if the collection is damaged,
  Research rolls are at -1 for every 50 lbs. they fail to keep and -
  1 for every 3 HP of damage the collection takes.
  ABOUT THE AUTHOR
  Matt Riggsby has been playing RPGs since the only game in
  town came in three poorly typeset tan booklets in a white box,
  using cheap dice that slowly converted themselves from icosa-
  hedrons to spheres. Having been educated in the lore of lost
  civilizations, he still kills things and takes their stuff while
  working a day job for artificers of engines of great healing. The
  marching order for the rest of his party includes a sorceress, a
  third-level rogue, and a pack of dogs.
  PYRAMID MAGAZINE
  8
  DECEMBER 2011
  Lightning Attainment, these
  are a Bodhisattva-Mahasattva’s
  five stores of wisdom, which
  are great stores of wisdom,
  inexhaustible stores of wisdom,
  universally inexhaustible stores
  of wisdom, and boundless stores
  of wisdom.
  – Chen-chi Chang,
  A Treasury of
  Mahayana Sutras
  
  PYRAMID MAGAZINE
  9
  DECEMBER 2011
  MAP OF THE SPIKE CORRIDOR
  Scale: 1 hex = 1 yard
  
  PYRAMID MAGAZINE
  10
  DECEMBER 2011
  MAP OF THE SEA MONSTER ROOM
  Scale: 1 hex = 1 yard
  
  PYRAMID MAGAZINE
  11
  DECEMBER 2011
  MAP OF THE BRIDGE
  Scale: 1 hex = 1 yard
  
  PYRAMID MAGAZINE
  12
  DECEMBER 2011
  MAP OF THE DEMON ROOM
  Scale: 1 hex = 1 yard
  
  This is a GURPS Dungeon Fantasy adventure is suitable
  for a mid-sized party of novice adventurers or a smaller party
  of experienced delvers. With minor changes it can also be
  adapted to the Yrth setting of GURPS Banestorm.
  RAIDERS
  The local lord has received disturbing reports that some-
  thing or someone has been raiding farms and livestock near
  the hamlet of Goatwater, in a sparsely populated hilly region.
  Yokels have gone missing, and dogs and livestock have van-
  ished. A party of foresters led by a local ranger disappeared
  after being sent to investigate. Disturbingly, a wizard, one
  Ilarion Ubermanthius, lives in the area. According to rumor,
  for the past decade or two, Ilarion has lived as a hermit in a
  well-furnished cave in the hills, apparently engaged in arcane
  magical research. For several years, he has written vague let-
  ters to old friends and mentors promising great things. Did
  something go wrong with one of his spells or experiments,
  releasing some summoned demon? 
  It’s not clear whether Ilarion is involved in whatever is hap-
  pening in the hills, or a victim of it, but the local authorities
  would like the adventurers to look into it. There’s a reward of
  $2,000 to stop whatever is attacking the villagers, but more
  importantly, Ilarion’s cave is reputedly stocked with a lot of valu-
  able magic items, including the mage’s library of spells and wiz-
  ard’s staff tipped with a mighty Powerstone. If he’s dead, they’re
  free for the taking (after whatever killed him is disposed of).
  ILARION’S CAVE
  The innkeeper of the nearest inn on the road to Stone-
  dragon Hills can give them an earful. 
  Master Ilarion? “Everyone’s heard of him – he’s the most
  famous wizard in these parts, even if no one sees much of him.
  He and an apprentice or two have been living in a cave for the
  last 10 years or so, researching new spells or enchanting or
  whatever wizards do! Some hill folk say he pops round once a
  year at the nearest village or the inn, often materializing out of
  thin air! Then, he spends some coin to buy flour, cheese, and
  the local cider, ogles the barmaids – he’s a lusty fellow for a
  graybeard – picks up any mail, then vanishes again in a puff of
  smoke. It’s said Ilarion is a cantankerous old buzzard, though,
  and not fond of unwanted company. I heard that the last time
  anyone bothered him – some fool wanting to be his next
  apprentice – he just pointed his finger, and the young idiot van-
  ished from the cave entrance and reappeared in Goatwater
  Pond.” (Anyone with magical knowledge will recognize the rar-
  ity of teleportation, and may suspect that Ilarion has access to
  other “impossible” Gate spells.)
  Directions? “No secret. Just follow the Old King’s Road
  west for five miles from here. You’ll see some low green hills
  rising up north of the road, out of the mists. The one on the
  right’s Stonedragon Hill. When you reach the first two hills,
  turn off the road and follow the valley between them north.
  Take the old goat track, and after a quarter mile or so, the
  track forks. If you take the northeast fork along the valley for
  another half mile, you’ll reach the hamlet of Goatwater (pop-
  ulation 40). Take the northwest fork, and it climbs Stone-
  dragon Hill. Look for a lightning-blasted tree near the
  summit; the cave’s right there.”
  How’d the hill get its name? “Long time back, some local
  goatherds found some ancient dragon bones, hard as stone, in
  the caves there -- along with some old drawings on the walls of
  animals and hunters. Local folk say they may have belonged to
  the ‘first men who worshipped the old gods’ or were made by
  ‘ancient wood elves.’”
  GOATWATER FORD
  This tiny hamlet nestled in the valley is centered on a small,
  dilapidated church run by a single priest. About 20 poor fami-
  lies farm the sparse soil and raise sheep and goats in the sur-
  rounding meadows and hillside. There’s a small smithy and 
  the village elder’s house that doubles as a wanna-be tavern.
  PYRAMID MAGAZINE
  12
  JUNE 2013
  EIDETIC
  MEMORY
  CAVERNS OF THE
  CHRONOMANCER
  BY DAVID L. PULVER
  
  The locals are armed with spears and pitchforks, because
  they’re afraid of whatever is stealing their livestock. The
  local priest, Father Bruce, says troubles started last week
  when some a goatherd named Rolf went missing after he
  went looking for some lost animals. Then Old Man Vin, a
  trapper, said he heard growls and grunts in the night on the
  track near Stonedragon Hill, and said he saw a print like
  he’d never seen before – a giant claw mark! Sheep started to
  go missing, too. A few local foresters went to investigate, but
  haven’t been since.
  PYRAMID MAGAZINE
  13
  JUNE 2013
  Ilarion Ubermanthius is a reclusive mage who lives in a
  cave in the Stonedragon Hills, a wilderness region several
  miles outside of town. Ilarion was a master of Gate magic,
  and his particular interest was the study of the world’s
  ancient past. He and an apprentice chose this particular site
  for his experiments because of the exotic fossils of ancient
  and apparently long-extinct beasts, some resembling mon-
  strous lizards like wingless dragons, and ancient cave paint-
  ings left by peoples that once inhabited the region.
  After perfecting his time-gate spell, Ilarion decided it
  would be interesting to seek the origins of the dragons!
  Early attempts at using a Time Shift spell convinced
  Ilarion that it was too easy to get lost, so he took the slow-
  and-sure approach of creating a magical gate. Ilarion first
  used Divination spells on fossilized bones to determine
  how far back in time he should cast his portals to find the
  “age of wingless dragons.” Receiving an answer – one that
  seemed almost incredible – he flung a portal back millions
  of years into the past.
  Discovering a world with a strange, hot climate filled
  with giant reptiles (actually dinosaurs), Ilarion was
  delighted. He enchanted the gate to make it permanent, and
  ventured into the world several times, only to stop when he
  was nearly killed and his apprentice slain by a monstrous
  bipedal lizard. He sealed the gate behind a thick iron-bound
  door, and continued his researches in other times.
  Next, Ilarion grew interested in the question of how
  long these monstrous lizards had ruled the earth, and
  whether they were the ancestors of real dragons. To test
  these theories he constructed a second portal, one that led
  vastly further into the past. He encountered nothing there
  but a foul air that smelled of rotten eggs, along with fright-
  ening pools of primordial slime, some of it animate. Still, it
  was interesting, so he made the gate permanent so he
  could research it at leisure, even bringing back a few sam-
  ples of these ancient slimes to compare with more modern
  slime monsters. He sealed the gate behind a thick door.
  Still, the redoubtable enchanter did not give up his stud-
  ies. The aged mage opened a third gate just last week.
  Deciding to see whether proto-dragons had survived into
  the recent past, he drew upon his power to create another
  magical time-gate at the site of some of the old cave paint-
  ings on the wall, and stepped back 100,000 years in time.
  He found the caves still existed in an era of glacial ice.
  They were inhabited, not by dinosaurs or slimes, but by
  fur-clad savages. Skulking through the stoney passages, he
  heard a crude drumming and guttural chancing. Tiptoeing
  forward, he spied Ika-Loana, the shaman of the Bear Clan.
  Ilarion watched from the shadows as the savage cave-girl
  danced naked, clad only in body paint and a necklace of
  animal teeth, ritually calling up the spirits of her ancestors
  to bless her clan’s next hunting trip.
  It had been a year since Ilarion had seen a woman, and
  as he watched this untamed beauty writhe in the circle of
  firelight, and felt the power she invoked, he became dis-
  tracted by unfamiliar feelings stirring in him. Indeed, he
  was so entranced that he did not notice her mate, Oog the
  Bear-Hunter, as he crept up behind him and bashed the
  wizard’s brains out with his great club.
  So passed Ilarion the Chronomancer. But with their
  shaman’s sacred dance interrupted, the other cavemen
  were concerned at the bad omen, and feared intruders
  might be here in their sacred caves! The shaman ordered
  the hunters in her tribe to follow Ilarion’s tracks back,
  which led to a strange rectangle of softly shimmering
  energy in the rear of their caverns. It was next to a sacred
  cave painting the shaman had done last year! The rest of
  the tribe cowered back, but Ika-Loana decided this was a
  sign from the spirits; feeling that she was on the path to
  some great revelation, she strode through the shimmering
  portal. Oog and his strongest hunters, unwilling to let her
  face danger alone or lose their shaman, followed her (the
  rest of the clan remained behind.)
  They cavemen found themselves in a warmer yet
  strangely familiar world: the caves of Ilarion. But only
  moments after they entered the portal, the gate suddenly
  vanished behind them. Ilarion had never made this gate
  permanent, and with the mage dead, the gate spell col-
  lapsed after its duration expired. As a result, it has left Ika-
  Loana and her hunters trapped in the present.
  The cavemen spent time exploring the wizard’s cave
  complex. They pried open doors, smashed chests, all in
  search of food and valuables. After finding and eating the
  wizard’s strange provisions and getting drunk on his casks
  of wine and cider, one of the cavemen forced open the
  locked doors that led to the primal and dinosaur world.
  Their brief exploration revealed the air was bad in one and
  the other was full of scary monsters, so they retreated.
  The cavemen ventured outside, finding the present-day
  world comfortably warm and disturbingly green. Their
  scouts found Goatwater, but the village, with its houses
  and odd-faced people was scary, so they retreated. They
  have limited themselves to killing a few rangers, shepherds,
  and goatherds, raiding some outlying woodcutter’s hovels,
  and stealing goats, sheep, and chickens, taking the animals
  back to the caves to eat.
  While they were relaxing after their latest raid, how-
  ever, some dinosaurs and slimes have crept through the
  portals . . .
  Adventure Background
  
  STONEDRAGON HILL
  This steep hill is about half a mile wide, covered with brush
  and riddled with old limestone caves. A few goat tracks wind up
  the hill. Following one past a lightning-blasted tree reveals a
  cave mouth 12’ wide. There’s a heavy red-painted wooden frame
  and door on the mouth of the cave, with a lock on it, but it’s been
  smashed open. (If someone asks, or if one of them examining it
  makes an IQ roll, reveal it was broken from the inside.)
  Once the investigators are inside the caves, they’ll notice
  the faint scent of rotting flesh, with the stench getting stronger
  as they get closer to dead bodies.
  Map
  The scale of the map is two yards per hex. The caverns are
  dark except where noted, and of rough natural stone, though
  there are some signs they have been widened.
  Continual Light: Ilarion regularly created several of these to
  light his sanctum without filling it with smoke. He placed them
  through the cave as permanent lights. Some are white light,
  but he used a Color spell to make others red so as to preserve
  night vision. A few of these have gone out, but rooms marked
  (L) are still illuminated.
  1. Entrance
  This tunnel slopes gradually downward, running perhaps
  eight yards below ground before leveling out.
  2. Painted Cave
  On the cave wall are red and black markings: hand prints or
  circles or spirals, but also recognizable deer and giant ele-
  phants being hunted by stick-figure men with spears. Most
  designs are faded, but a few look recent.
  On the floor here is the skeleton of a horse, stripped of
  meat. Its head is caved in. Next to it is the recent corpse of a
  man clad in forester-green (one of the missing rangers), his
  skull smashed in. He has no weapons on him.
  3. Storage Cave (L)
  This is a cave filled with smashed wooden barrels and pots.
  On the floor are splinters of wood mixed with a mess of cheese
  scraps, spilled milk, fish bones, bread crumbs, shards of pot-
  tery and apple cores, and smears of honey. Cloth sacks of flour
  have been split on the floor. On a shelf attached to one wall are
  open, half-spilled jars of cloves, all-spice, black pepper, and
  other spices, some of their contents dumped onto the table.
  There is about $600 worth of spices (weighing 4 lbs.) here.
  This was the wizard’s pantry, raided by the cavemen on
  their first day here.
  4. Cave of the Well (L)
  There are two cavemen here (see Caveman Hunters, below).
  In the middle of this room is a 3’ wide shaft. In one corner of
  the room is a coil of rope (30’), two tin one-gallon buckets with
  hinged lids, and a wooden barrel (filled with slightly brackish
  water). A third bucket stands in one corner, with a 2-lb. rock
  placed on top of the lid.
  The cavemen are guarding their water source. The hole is a
  well Ilarion dug using earth magic. The well shaft leads down
  24’ into a pool of fresh, icy-cold water. 
  5. Wizard’s Library Cave (L)
  Adventurers approaching may hear grunts, and the sound
  of something wooden being smashed up. This cavern, illumi-
  nated by a magical light, has good ventilation (thanks to a few
  small (1’) shafts in the ceiling. It seems to have once been fur-
  nished but now it’s a mess.
  In the cave are five hairy savages in skins. One of them is
  butchering a goat with a shortsword taken from the forester
  slain at the entrance. The others are building a fire in the mid-
  dle of the cave. They are feeding it with the forester’s longbow,
  some broken arrows, bed clothes, and pages ripped from a large
  black book. Also in the room is a smashed bookshelf, and rem-
  nants of a desk and writing papers.
  Close examination of the fire will reveal they have been
  feeding it with tomes of occult lore. Spending five minutes por-
  ing over the few papers that remain coupled with a Thauma-
  tology skill roll will identify it as a wizard’s grimoire, relating
  to the college of Gate magic. There are perhaps 1d spells still
  remaining intact among the pages. The GM should choose
  spells from the Gate college, following the prohibitions in
  GURPS Dungeon Fantasy 1 (p. 20) to avoid unbalancing the
  campaign. (Ilarion’s mastery of time and space travel should
  die with him, as the plot device it is.)
  Caveman Hunters
  These hairy, half-naked savages wear crude animal skins.
  They are 5’ tall but quite muscular. Their heads have small
  chins, large jaws, sloping foreheads, and bulging beetle brows.
  They walk erect, are armed with big clubs, and speak a primi-
  tive grunting tribal language augmented by plenty of exagger-
  ated gestures. (They are Neanderthals from 100,000 years or so
  in the past, or this world’s equivalent era.)
  ST: 13
  HP: 13
  Speed: 5.25
  DX: 11
  Will: 11
  Move: 5
  IQ: 9
  Per: 10
  HT: 10
  FP: 10
  SM: +0
  Dodge: 8
  Parry: 9
  DR: 0
  Light Club (12): 2d crushing. Reach 1.
  Spear (12): 1d+3 impaling. Reach 1-2.
  Advantages/Disadvantages:
  Appearance 
  (Unattractive);
  Bloodlust (12); DR 1 (Partial, Skull); Impulsiveness (9);
  Intolerance; Low TL (TL0); Sense of Duty (tribal shaman);
  Short Lifespan 1; Temperature Tolerance (Cold); Tribal
  Language (Native).
  Skills: Brawling-13; Broadsword-12; Dropping-11; Gesture-10;
  Naturalist-9; Spear-12; Stealth-11; Survival (Mountains)-10;
  Throwing-11; Tracking-10; Wrestling-11.
  PYRAMID MAGAZINE
  14
  JUNE 2013
  Time and space are fragments 
  of the infinite for the use of finite
  creatures.
  – Henri Frédéric Amiel
  
  6. Dinosaur Gate Cave
  This room was the wizard’s dining room and kitchen. There
  is a wooden table and two stools in the center of the room, and
  a shelf with cooking utensils, a fireplace with an iron cauldron
  and a narrow (1’-wide) ventilation shaft above it. On the east
  side of the cave is a smashed-in iron door that leads to shim-
  mering rectangular portal. The door was obviously heavily
  barred, but now it is broken.
  If the explorers venture through the gate, the GM can have
  them find the tyrannosaur on the other side after they dis-
  cover the grave mentioned below. If they do not, the GM
  should have the monstrous lizard come through the gate and
  enter the caverns.
  The gate was a permanent gate created by Ilarion. It leads out
  to a time millions of years in the past, before these caves were
  formed. The gate opens into a humid forest filled with towering
  oaks, cypresses, and giant sequoia trees. The forest is alive with
  reptiles, large insects, but no sizable mammals. If they remain
  long enough, huge dinosaurs may be spotted moving through
  the trees. For dramatic effect, the adventurers may quickly
  encounter a herbivorous creature pursued by a tyrannosaurus.
  The oxygen in this world is thicker. After a few minutes, suf-
  fer a -1 IQ; roll vs. HT to avoid euphoria leading to being Over-
  confident. It will also dry out eyes (-1 to Vision rolls).
  Fifty yards past the gate, something black and shiny can be
  spotted through the trees. Taking a minute to explore reveals it’s
  a stone slab set before a giant sequoia tree. The marker reads (in
  whatever local tongue is used by scholars, such as Latin):
  In memory of the apprentice Signy Mallorian, slain valiantly
  defending her master Ilarion against an armored proto-dragon as
  we explored this world of the dawn. 
  Rest in peace, loyal servant.
  Under 8’ of sod is a grave containing a tall skeleton clad in
  a ragged blue dress and leather boots. Tucked into the robe’s
  pocket is an ivory wand tipped with a opal gem in the robe’s
  pocket (with a 2-point Powerstone; it’s worth $1,000 for the
  ivory alone).
  Proto-Dragon King (Tyrannosaurus)
  This 39’-foot long and 15’-tall green-and-brown-scaled
  bipedal reptile tears at its prey with a jaw full of 6”-long fangs,
  or thrashes them with its long tail. The creature has only one
  eye, however, a relic of its battle with Ilarion a few years ago.
  ST: 34
  HP: 34
  Speed: 7.00
  DX: 14
  Will: 11
  Move: 17
  IQ: 2
  Per: 14
  HT: 13
  FP: 13
  SM: +5
  Dodge: 10
  Parry: N/A
  DR: 2
  Bite (13*): 3d+1 impaling. Reach C.
  Tail Swipe (13*): 3d+4 crushing. Reach 1-7.
  Traits: DR 4 (skull only); Fangs; One Eye; Sharp Claws; Short,
  Weak Arms (1/4 ST); Striker (Tail; Crushing; Cannot Parry;
  Long, SM+1; Limited Arc, Rear Only); Wild Animal.
  Skills: Tracking-15.
  * Includes -1 from One Eye.
  7. Bedchamber (L)
  This chamber, illuminated by a red continual light, holds a
  four-poster bed and thick rugs. The chamber has delighted the
  cave shaman, and she and her mate Oog were trying out the
  bed together. Oog is now resting in the bed admiring his mate,
  while Ika-Loana paints the walls, using her fingers and pots of
  ash-paste and mashed berries to draw a picture of a stick-fig-
  ure Oog bashing in the head of a pointy-headed figure (the wiz-
  ard); she has also drawn illustrations of local sheep and goats.
  The adventurers may note the style is identical to the cave
  paintings at the opening Painted Cave.
  This bedchamber was shared by Ilarion and (when she
  still lived) his apprentice/lover, Signy Mallorian. One of two
  unlocked chests in the room holds the wizard’s spare clothes:
  a tall hat, hooded cap (fur-trimmed, worth $1,000), a long
  coat, and a long scarf. Hidden in the back is a bottle of 100-
  year-old whiskey worth $400. Beside the bed lies a staff with
  onyx tip and 20-point Powerstone, which the cavemen took
  from the wizard. A second chest contains neatly folded
  women’s clothing and shoes of simple but attractive cut
  ($500), plus some personal basics including an ivory comb
  ($100) and a small silver hand mirror ($200).
  Cave Shaman Ika-Loana
  An unusually pretty cavewoman with startling blue eyes
  emphasized by mask-like black markings around them. Her
  body is daubed with blue paint. She wears a necklace of ani-
  mal teeth, strategic bits of fur, and a (currently) sheathed bone
  knife. Her life-mate, Oog (p. 16) is always near.
  ST 11; DX 12; IQ 13; HT 14.
  Damage 1d-1/1d+1; BL 24 lbs.; HP 13; Will 15; Per 17; FP 14.
  Basic Speed 6.50; Basic Move 6; Dodge 9; Parry 10 (Knife).
  SM 0; 5’5”; 124 lbs.
  Advantages/Disadvantages: Animal Empathy; Impulsive (12);
  Low TL (TL0); Magery 2; Nosy; Proud.
  Skills: Artist (Painting)-13; Area Knowledge-11; Brawling-12;
  Cooking-12; Dancing-13; Hiking-12; Knife-14; Knot Tying-
  12; Leadership-14; Naturalist-14; Stealth-14; Survival
  (Mountains)-14; Religious Ritual-15; Tracking-13
  Spells: Beast Soother-15; Create Fire-14; Death Vision-20;
  Deflect Energy-14; Heat-14, Ignite Fire-14; Lend Energy-14;
  Lend Vitality-14, Minor Healing-15, Recover Energy-15,
  Resist Cold-14 Shape Fire-15, Flame Weapon-15, Flame
  Jet-15, Summon Spirit-17, Warmth-15.
  Equipment: Bone knife (1d-2 imp).
  PYRAMID MAGAZINE
  15
  JUNE 2013
  Roam abroad in the world, and take your fill of its enjoyments before the day shall
  come when you must quit it for good.
  – Sa’di
  
  Oog the Bear-Hunter
  The shaman’s mate is large (6’ tall) and fat initiate of a pre-
  historic bear cult. He wears a hooded bearskin and a necklace
  of bear fangs. If confronted by well-armed adventurers, he will
  grin, throw down his club, roar, and shape change into a giant
  cave bear!
  ST 14; DX 12; IQ 9; HT 10.
  Damage 1d/2d; BL 39 lbs.; HP 14; Will 11; Per 11; FP 10.
  Basic Speed 6.00; Basic Move 6; Dodge 9; Parry 9
  (Broadsword).
  SM 0; 6’; 300 lbs.
  Advantages/Disadvantages: Alternate Form (Cave Bear;
  Reduced Time, 1 second); Appearance (Unattractive); Blood-
  lust (12); Combat Reflexes; DR 1 (skull only); Impulsiveness
  (9); Low TL (TL0); Lunacy; Overweight; Sense of Duty (clan);
  Short Lifespan 1; Temperature Tolerance (Cold); Tribal Lan-
  guage (Native).
  Skills: Brawling-13; Broadsword-12; Dropping-11; Gesture-11;
  Meditation-10; Naturalist-11; Stealth-12; Survival (Moun-
  tains)-11; Throwing-11; Tracking-10; Wrestling-12.
  Equipment: Club (2d+1 cr; Reach 1).
  Oog’s Cave Bear Form
  ST: 30
  HP: 30
  Speed: 6.50
  DX: 14
  Will: 13
  Move: 7
  IQ: 5
  Per: 13
  HT: 12
  FP: 12
  SM: +1
  Dodge: 10
  Parry: 11
  DR: 3
  Bite (16): 3d+2 cutting. Reach C.
  Claw (16): 3d+5 crushing. Reach C.
  Torso Grapple (14): No damage, but on further turns can
  squeeze (Choke or Strangle, p. B370).
  Traits: Claws (Blunt); Combat Reflexes; Fearlessness 5; Fur;
  Teeth (Sharp); Temperature Tolerance 5 (Cold).
  Skills: Brawling-16; Survival (Mountains)-13; Swimming-13;
  Tracking-12; Wrestling-14.
  Class: Animal.
  8 and 10. Slime Trails
  Coming from 11 and running in a circle between 8, 9, and
  10 is a 3’-wide trail of caustic purple slime (1 point corrosive
  damage if touched). 
  9. Cavern of the Slime
  In this cavern is a yard-wide purple slime monster, feeding
  on the smoking body of a caveman. The slime recently came
  through the gate in 11.
  Primordial Purple Slime 
  ST: 0
  HP: 20
  Speed: 6.00
  DX: 12
  Will: 0
  Move: 1
  IQ: 0
  Per: 10
  HT: 12
  FP: 12
  SM: 0
  Dodge: 9
  Parry: N/A
  DR: 0
  Pseudopod (11): 3d-1 corrosion. Reach C, 1.
  Torso Grapple (11): No damage, but on further turns can
  squeeze (Choke or Strangle, p. B370) using its HP 20 instead
  of its ST.
  Traits: Amphibious; Doesn’t Breathe; Doesn’t Sleep; High Pain
  Threshold; Immunity to Metabolic Hazards; Injury Toler-
  ance (Diffuse; Infiltration, Can ooze under barriers and
  through tiny holes); Innate Attack (2d corrosion; Melee;
  Reach C, 1); Invertebrate; No Legs (Slithers); No Manipula-
  tors; Vibration Sense (Air).
  Class: Slime.
  Notes: Nonsentient – can’t communicate or negotiate. Unaf-
  fected by Animal or Plant spells that don’t specifically tar-
  get slimes. Once dead, slime can be used (or sold) as one
  dose of Oozing Doom. As a strange primordial from the
  dawn of time, valuable to scholars interested in researching
  the origins of life ($2,000).
  11. Cavern of the Dawn
  The air in the cavern reeks of rotten eggs. In the center of
  the room are bleached, corroded bones of some creature – per-
  haps a cave man. A purple slime trail leads to (or from!) a
  smashed iron-bound door. Visible through it is a shimmering
  rectangle in the north wall.
  The gate is a permanent gate created by Ilarion. It leads
  back hundreds of millions of years into the ancient past, when
  the only life on land was primordial slime.
  The gate opens into barren, rocky shore by a purple sea. In the
  sky above, the moon is visible, unnaturally large. On the horizon,
  a volcano sends a plume of ash into the air. The lands is barren
  rock, split with occasional dark cracks and crevices. However,
  emerging from the shallow water just beyond the shore are many
  dozens of brownish, dome-shaped formations, each a yard wide
  and 4’ high. They seem too regular to be ordinary rocks. (Close
  up, a faint fizz of small bubbles surrounds them).
  The air past the gate is dangerous. The primal world has
  less oxygen and more sulfur and carbon dioxide in the atmos-
  phere. The atmosphere is Thin (p. B249) and somewhat toxic
  due to high carbon dioxide and sulfur levels (HT-2 roll each
  minute or take 1 point toxic damage). The ozone layer is also
  thinner, so in addition to the breathing issues, there’s a risk of
  painful sunburn (hourly HT-4 roll or 1 point burn damage).
  A more immediate threat are the primal slimes that lurk
  beneath the ground. There’s a 1-in-6 chance each minute
  that one or more will ooze out of a crack to try and absorb
  any visitors!
  ABOUT THE COLUMNIST
  David L. Pulver is a Canadian freelance author. An avid SF
  fan, he began roleplaying in junior high with the newly released
  Basic Dungeons & Dragons. Upon graduating from university,
  he decided to become a game designer. Since then, David has
  written over 70 roleplaying game books, and he has worked as a
  staff writer, editor, and line developer for Steve Jackson Games
  and Guardians of Order. He is best known for creating
  Transhuman Space, co-authoring the Big Eyes, Small Mouth
  anime RPG, and writing countless GURPS books, including the
  GURPS Basic Set, Fourth Edition, GURPS Ultra-Tech, and the
  GURPS Spaceships series.
  PYRAMID MAGAZINE
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  JUNE 2013
  The lands past the gates are dangerous.
  
  PYRAMID MAGAZINE
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  MAP OF THE STONEDRAGON HILL CAVES (DETAILED)
  Scale: 1 hex = 1 yard
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  PYRAMID MAGAZINE
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  MAP OF THE STONEDRAGON HILL CAVES (BLANK)
  Scale: 1 hex = 1 yard
  
  PYRAMID MAGAZINE
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  JUNE 2013
  The Caves of Stonedragon Hill
  
  In this systemless scenario outline for a fantasy campaign
  (even GURPS Dungeon Fantasy), the authorities seek help to
  defeat the rising power of a vengeful druidic cult.
  THE MERCHANT’S
  DAUGHTER
  Guy Talbot (age 40) is a traveling merchant who deals in
  antiques, gems, and jewelry, and the occasional magic item –
  just the sort of fellow that will buy the loot you haul out of a
  dungeon! He achieved his wealth by acting as such a middle-
  man, and should be someone who has dealt favorably with the
  party before – if there’s no time to set him up properly, the GM
  could introduce him as “the merchant who bought your last
  haul.” Goodman Talbot is well-dressed, with a neatly trimmed
  beard, expensive clothes, plenty of gold rings on his fingers,
  and a hulking bodyguard.
  Talbot meets with the adventurers at their favorite local tav-
  ern. He treats them to a good meal and explains the situation:
  While Talbot is certainly now well off, he comes of common
  stock and wanted his family to rise in station. About 16 years
  ago, he arranged for his pretty daughter, Alyssa, to marry an
  adventuring knight he knew. This worthy, Sir Gringamore,
  was nearly landless (which is why he was willing to marry a
  merchant’s daughter) but was of good family and a proven
  warrior. Talbot had hoped the young man would rise in his
  liege-lord’s service, and so it proved. 
  Over the last 15 years, Talbot received occasional letters from
  Alyssa telling of the birth of her son Galloran and her daughter
  Isilda, and Sir Gringamore’s gradual rise in the service of his
  liege-lord. Then, just last year, Sir Gringamore was rewarded
  with grant of the vacant fief of Swyngate Forest, a border region
  whose prior lord had died without an heir. Talbot was exultant –
  his daughter had become Lady Alyssa of Swyngate.
  Her initial reports were positive but guarded: The people
  were rustic, with quaint customs. Sir Gringamore was kept
  busy suppressing highwaymen and hanging poachers (who
  had proliferated while the fief was vacant). The fief’s lands
  were undeveloped but had plenty of promise. However, the
  locals were superstitious and afraid to venture into the deep
  woods, and Gringamore had to hire new foresters to clear
  land. The hunting was excellent, for many of the forest beasts
  had little fear of men!
  Her last letter revealed a far different tale. If Talbot trusts
  the party, he will let them see (or will read aloud) his daugh-
  ter’s letter (see p. 19). Otherwise, he paraphrases it and pleas
  for their help.
  HISTORY
  Swyngate Wood was a small remnant of a once-mighty oak
  forest that long ago covered the region. Like many such woods,
  it had been inhabited since before history began by a wide
  range of creatures: wild beasts, nature spirits, fey creatures, a
  few sylvan monsters, and a scattering of humans. 
  Among these people was a small cult of nature worshippers,
  essentially druids, who maintained a sacred grove deep in the
  wood’s heart. With the passing of elder races, they assumed
  the role of the wood’s protectors. They held rites in the sacred
  groves and at the standing stones that crowned the surround-
  ing hills. The populace joined in druid rites, and some sons
  or daughters were pledged to the cult’s service. In exchange,
  the druids used their spells to help mitigate nature’s wrath
  when it manifested as a drought, devastating storm, or
  plague, and permitted some use of younger parts of the
  woods for human purposes. 
  Over the centuries, more humans settled in the region, and
  Swyngate Wood became part of Swyngate Manor, a feudal
  holding that came to encompass the manor itself and the
  nearby village of Lower Swyngate (population 450 today). The
  nature cult’s power diminished as many villagers converted to
  the nondruidic faith of their feudal overlords. Still, the vil-
  lagers respected the druids’ wisdom (and feared their powers),
  and never entered the woods or used the wood’s resources
  without the druid cult’s permission. It was quietly understood
  the manor lord’s authority ended at the forest’s edge.
  Gradually, the number of druids diminished, until there
  was but one left: The sole surviving archdruid of Swyngate
  Grove, an orphaned goatherd named Rhedyn, now in his 50s.
  He had himself been the final disciple of the last high druid. 
  While not a misanthrope, Rhedyn had far more interest
  in nature and sylvan creatures than in his fellow humans. 
  PYRAMID MAGAZINE
  18
  JUNE 2014
  EIDETIC
  MEMORY
  DARK OF THE WOODS
  BY DAVID L. PULVER
  
  Even so, members of a few families, who still followed the old
  ways, occasionally come to him, seeking his counsel or to be
  initiated into secrets of his magic.
  After teaching them the rudiments of his faith, he halted
  because he saw in them only a lust for power over things of
  man – control of crops and weather and harvests – and not a
  true love of wild nature. Instead, he simply warned them
  against certain things – old powers that slept in the earth that
  should not be disturbed – and told them they were not ready
  for the deep faith. When they protested, he shifted himself into
  an owl and retreated into the depths of the woods, using his
  spells to hide his path.
  Then came the great famine. Severe storms ruined the
  manor’s crops for two years in a row. Father Ogen, the back-
  woods cleric who ran the village church, could heal wounds and
  sickness, but his prayers were ineffective against a disaster of
  such magnitude. Some villagers sought out archdruid, but he
  was hidden in the deeps of the wood and could not be found. In
  truth, Rhedyn had barely noticed the heavy storms, for they
  were just one more natural cycle. He was far more concerned
  with learning the secrets of trees and animals, the contempla-
  tion of the stars, and the company of his beloved owls, spiders,
  and nature spirits. He was also spending his time with one Whis-
  perwind, a shapely dryad he admired, often turning himself into
  a tree for lengthy periods to sleep next to her in the fall.
  Unable to find their master, the druid students tried to save
  the crops themselves, but while they had knowledge, they lacked
  the magical energy to do so. In desperation, they turned to older
  rites – half-understood rituals the archdruid had warned them
  against: blood magic and the sleeping powers of the earth. A sac-
  rifice of a sacred king and queen: the young “spring queen” of the
  village’s innocent spring rites, and with her, a king – none other
  than the manor’s own young lord, the 20-year-old Sir Dafyd.
  The romantic Sir Dafyd was lured into the woods by one of
  the cultists with a false tale of a mystic artifact guarded by a
  dragon that lived under a hollow hill. He was led to believe that
  he would find treasure that could buy food for his starving peo-
  ple. Instead, he was trapped and woke up in a giant wicker
  cage. There he found himself dubbed the “rain king” and sav-
  ing his people in another fashion.
  That year, the ritual burning of the spring queen and the
  rain king brought the nascent cult the power they needed to
  end the famine. But it also ended another line, for young
  Dafyd, with his pure heart, died without leaving an heir. 
  RECENT EVENTS
  Thus it was that Swyngate Manor passed for the first time
  in centuries to a new lord who was also a complete outsider –
  in this case, Sir Gringamore, a lesser knight who received it as
  a reward from his local feudal magnate in recognition of his
  battle prowess in some foreign war or other.
  Sir Gringamore loved hunting; war; his teenage son,
  Galleron; and, perhaps, his devoted wife, Alyssa. New to the
  parish, Sir Gringamore was contemptuous of the warnings
  and taboos the locals placed on the use of the “his” estate. 
  PYRAMID MAGAZINE
  19
  JUNE 2014
  A version suitable as a prop for players is on p. 23.
  Dearest Father,
  I have long been blessed with good fortune, but now, as
  Pastor Bardas would say, the worm has turned, and I have
  bitter news indeed. My eldest son is dead, and my husband
  lies in miasma of bleak despair, for it was his own hand
  that slew him! A terrible hunting accident – or a horrid
  curse of black magic? My heart is heavy and I can scarce
  credit the report of the bizarre and ungodly transformation
  that befell my son, though there were credible witnesses.
  He is dead, and surely black magic was behind it!
  Let me start again. It seems a sinister cult has for many
  centuries lurked in the dark woods north of our new estate.
  In recent months, they have risen again, allied with fell
  creatures such as giant spiders, hideous bears, and were-
  wolves. The cult’s leader is one Rhedyn, former goatherd
  who is now an unholy priest; my husband had scorned his
  prior threats and posturing as mere words, but his power
  is very real and his reach is long.
  With my husband no longer riding on patrol, the roads
  that pass the outskirts of Swyngate Forest have reverted to
  haunts of outlaws and robbers. Brigands waylay travelers,
  then vanish into dens in the wood, to consort with a witch-
  cult that offers them sanctuary where our foresters fear to
  tread. I have also heard whispers that the country folk at
  the forest’s edge now pay tribute to the cult. On the same
  day my son Galleron was murdered, lightning smote the
  village church. And others report an apparition in the hills,
  a foul idol or giant that some villagers now sacrifice to for
  fear of death!
  My lord and I still remain safe in our castle, protected
  by our retainers and hired men. Yet my anguished heart
  cries for vengeance for my firstborn, and I fear for the lives
  of the villagers and my daughter who is but 13 years old.
  With my lord succumbed to a malignant despondency, I
  have no one but you to turn to. 
  Father, I know you consort with many adventurers, as
  you have often enlivened your letters to me with tales of
  their valor. I implore you to prevail upon some of these
  stalwarts to journey to Swyngate Castle and come to my
  aid! I stand alone against a rising tide of darkness and
  chaos. While I am not rich, neither am I poor in goods, and
  surely the robbers and cultists must now be sitting on a
  mound of ill-gotten gains that might tempt such men. Too,
  I have heard tales that Rhedyn makes his lair amid ancient
  barrows filled with treasures (it was apparently seeking
  one such that cost the last lord his life).
  Indeed, my lord’s desire for vengeance is such that he
  would even consider some kind of alliance with the worthy
  gallant who slays the dark master and liberates our land
  from fear.
  Your loving daughter,
  Alyssa of Swynwood
  Alyssa’s Letter
  
  Soon after establishing himself, he and his son began to regu-
  larly flout their powers with hunting expeditions and new per-
  mits issued to clear the land. 
  Rhedyn might have cared little for what his followers did, but
  there were some things he was not willing to tolerate, and that
  was one of them. However, his warnings – howling beasts, sud-
  den rainstorms, paths that appeared and vanished – were dis-
  missed by the hardheaded Sir Gringamore as pagan trickery.
  “Too long has this wood filled with foul beasts and hea-
  thens been allowed to grow unchecked,” the lord told his wife.
  “Perhaps it should be cleared! Your father’s letters say there is
  a market for wood for ships. With the price of wool going up,
  we also need more grazing land for sheep.”
  When Sir Gringamore’s foresters next entered the wood,
  they came with axes and fire. Elder groves were violated.
  Ancient trees were felled or burned. Standing stones were top-
  pled. The audacity of their onslaught took Rhedyn by surprise
  – and worst of all, one of their victims was the birch tree that
  housed his close friend, the dryad Whisperwind.
  Rhedyn felt rage, grief, and a desire to protect his charges.
  His first impulse was to transform himself into a terrible beast
  and besiege Sir Gringamore’s castle, leading a company of sev-
  eral of his fiercest sylvan allies, bears and wolves. Yet he real-
  ized he had little experience at such warfare, and as he
  contemplated the injuries his animal friends would suffer, he
  balked at risking their lives for his own vengeance.
  At this moment of indecision, he was visited by a delegation
  of villagers. It was Sister Owl, his former student, and two of
  her followers. While he, the archdruid, might have forgotten
  them, Sister Owl said, they had not forgotten their debt to him.
  She understood his grief: She too had been scorned by Sir
  Gringamore, who had often trampled their fields while pursu-
  ing game, and had raised their taxes to pay for his foresters
  and the pretty fineries his wife loved. Well, she had a plan –
  and if Rhedyn would listen to his old student, they could have
  a fitting revenge upon Sir Gringamore without endangering
  any of their charges . . . her only price was that he acknowledge
  her existing role as leader of the village’s cult.
  Rhedyn’s Revenge
  Acting under Sister Owl’s advice, Rhedyn did not strike back.
  Instead, he urged those beasts and entities under his care to
  retreat deeper into the wood, and made preparations of his own.
  As Sister Owl suspected, Sir Gringamore noted the seeming
  hesitation and retreat of his foe. He exalted in what seemed an
  easy victory over this rustic enemy. 
  To celebrate, Sir Gringamore decided to hold a hunting
  party, accompanied by Galleron, several retainers and
  foresters, and a pack of fierce hounds. During the hunt, a beau-
  tiful white deer was spotted. Young Galleron, who had boldly
  ridden ahead, went after it, only to be separated from his
  father and the rest of the party by a sudden growth of bushes,
  the inexplicable disappearance of the trail, and a mysterious
  mist that sprang up.
  A few minutes later, the mist cleared. As the party tried to
  find each other in the woods, Sir Gringamore thought he heard
  his son’s cry. He sounded his horn, only to see, moments later,
  a handsome white stag he had evidently surprised! Thoughts
  of his misplaced son (doubtless just behind the trees a few
  hundred yards away) were driven from his mind by the desire
  for the chase; he sounded his horn and charged. The startled
  stag froze, then suddenly turned and fled! After a few minutes
  of frenzied pursuit, his hounds ran down the stag, tearing bits
  out of its flanks. He plunged his spear through the beast him-
  self, finishing it off. As he cheerfully sawed off its antlered
  head, he absent-mindedly ordered his retainers to call out for
  his son. What a trophy it would make for the manor’s wall, and
  a pleasing meal of venison for his evening feast!
  A moment later, his joy turned to ashes. The dead stag
  shimmered, and its body – and the bloody the head in his
  hands – transformed into that of his son. He screamed.
  The druid had his revenge. As Rhedyn used his spells to dis-
  tract the hunting party, Sister Owl had used her own weaker
  animal magic to seize mental control of Galleron’s horse.
  Unable to ride, he had tried to flee on foot, only to be tripped
  and snared by animated vegetation. It only took Rhedyn a half-
  minute to follow Sister Owl’s suggestion and transform the
  youth into a stag. The former man was released, and the mist
  was dispelled – just as Sir Gringamore’s hunting party
  regained their bearings. As the druids faded into the woods,
  the now panicked Galleron ran toward the familiar sound of
  his father’s hunting horn – and met his doom.
  Thanks to Sister Owl’s plan, Rhedyn had achieved his
  revenge and the nature cult gained many believers.
  Dazed and in a state of shock, Sir Gringamore allowed his
  terrified men to lead him home to his castle, where they broke
  the horrible news, as best they understood it, to his wife Alyssa.
  It took him several days to recover his wits, during which he
  did not eat or sleep, and could only mutter “. . . the stag. I killed
  the stag.” He would eventually regain himself, and vow revenge
  upon the cult, but forever after he was a haunted, broken man.
  Meanwhile, word of Galleron’s fate spread among the
  manor and villagers. As the nights filled with the howls of
  wolves and the shrieks of owls; giant shapes were seen to move
  in the woods at twilight. Then came a terrible storm; lightning
  blasted down, striking the church and destroying its holy sym-
  bol. People locked their doors and shutters. 
  Yet those villagers who had secretly been druid cult mem-
  bers were exalted that their master, the great druid, had
  finally showed his power. They spread the word: The old true
  faith had returned. If the clerics of the new faith could not
  protect their lord’s son, who would be safe? Only those who
  returned to the old ways! They would walk in the woods with-
  out fear, by day or night. Their crops would grow strong,
  without storms or pestilence to ruin them.
  Yet there was a price. To remind the villagers of how they
  had turned from their forefather’s faith, and its consequence,
  there would be a payment exacted upon those who had
  strayed. Beginning with the next festival of spring a few weeks
  hence, there would be a lottery, to fairly determine who would
  appease the gods of wood and harvest. 
  And the villagers awoke to find a great shape looming on
  the distant hill overlooking the village green: the form of a
  giant man, 30’ tall, made of wicker, as had been present in the
  days of yore, in the time before the druid faith was forced
  underground . . .
  SWYNGATE MANOR
  AND ITS SURROUNDINGS
  This is a forested and hilly border region near ancient
  woodlands.
  PYRAMID MAGAZINE
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  JUNE 2014
  
  High Road: A well-traveled road that runs from wherever
  the party came from (e.g., the nearest large town) to Swyngate
  Manor. The terrain gradually changes from pasture (with the
  occasional shepherd) to light wooded hills and then denser,
  untamed forest.
  Swyngate Manor: The manor itself stands on a low hill over-
  looking the High Road and a stream, the Swynbrook. The keep
  itself is a small stone tower encircled by a moat and a wooden
  palisade. A simple gatehouse, always guarded by alert watch-
  men and archers, provides access. Inside is a well and a court-
  yard surrounded by timber buildings. The terrain around the
  manor is dotted by small farmsteads.
  Buildings: Outside the keep but inside the palisade are the
  smithy, the kitchens and bakery, the kennels (with the lord’s
  hounds), the foresters’ barracks, and Zendel’s Store (a trader’s
  shop). Just outside the walls where the moat meats the Owl
  River is a mill and a gallows.
  The Keep: The is a simple three-story stone tower. The first
  floor is without outside openings and is used as storeroom, and,
  if necessary, a dungeon. The second floor can be reached by
  outside stairs. It is a drafty great hall with a fireplace and a
  trapped door to the first floor; the lord’s guards also sleep
  here. The third floor contains the lord’s personal chambers, a
  small room for his son, and a private chamber for the lady,
  her daughter, and their maidservants. 
  The Manor’s Residents
  Lady Alyssa (age 32): A merchant’s daughter who married
  into the gentry, she has strong attractive features, a sharp chin,
  sad green eyes, and long, curly, black hair. She dresses in
  clothes perhaps a bit too fashionable for a rural estate (gifts
  from her father) but despite her slight vanity, is a practical
  administrator who is doing her best to keep things together
  after her husband went off the deep end. Recently she has writ-
  ten to her father for aid, but she has also had the idea of put-
  ting up bounty for the druid.
  PYRAMID MAGAZINE
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  JUNE 2014
  This is the secret ancient name of the druid cult (blood-
  sworn of the earth), which claims a connection to rituals
  lost in time. Their exact level of power is up to the GM.
  Archdruid Rhedyn: He’s a powerful druidic spellcaster
  with several animal allies. Thanks to his druidic spells, he
  is very hard to catch, but he cannot fight alone. In addition
  to numerous plan and animal spells, he can shapeship into
  deer and owl forms. He is presently eager for vengeance,
  but he has little interest in human politics, outsourcing
  those decisions to the cult leadership.
  The Mother Bear: Rhedyn has several animal allies, but
  among his closest is an old female grizzly bear he
  befriended many years ago when he saved her cubs from a
  forest fire. She leads a pack of other beasts, including two
  giant owls, three bears, and five wolves.
  The Tree Spider: A cunning giant spider that makes its
  lair hundreds of feet up in the branches of a grove of
  ancient pines, spinning her webs between them and catch-
  ing unwary birds just like flies! She can talk and is a friend
  of Rhedyn, who is a master of all forms of poetry, an art
  she loves. She also extends some of her webs downward
  into the forest floor. The Tree Spider will sometimes spare
  a victim who gives her a fresh verse. 
  Starkad Silverstring: This tall, strong minstrel’s satirical
  songs and dalliance with a powerful border-lord’s wife led
  to his being outlawed. Starkad became a successful leader
  of a band of outlaw-bards, the Mourn-Singers. That lasted
  until the full-moon night when his camp was attacked by a
  hungry werewolf. After a fierce struggle, Starkad garroted
  the man-beast with a silver harp string, but was himself
  infected. Following his first change, he fled his band and
  disappeared into the woods. There he met Rhedyn, who
  took pity on him, gave him sanctuary until he could learn
  to master his urges and survive as a werewolf. A grateful
  Starkad now follows the druid with a doglike devotion,
  treating him as a sworn liege-lord. Starkad has contacted
  his former associates – a half-dozen hardened brigands –
  who have joined their forces to that of the druid. 
  The Village Cultists: The cult has been operating in secret
  for about 20 years. They largely do so autonomously, for the
  Great Druid of the Woods have little interest in the village.
  When they meet, cult members wear brown robes, hoods,
  and animal masks of forest animals (rabbit, wolf, goat, crow,
  pig, weasel, dog, owl, bear, badger, etc.) and address each
  other that way (e.g., Brother Rabbit or Sister Badger).
  Unknown to the archdruid, the cult began performing
  human sacrifices five years ago, ever since unseasonable
  storms ruined crops and led to several deaths from hunger.
  There are five committed initiates who have joined the cult.
  Members keep their animal masks hidden in their homes,
  but their identities are secret – and up to the GM.
  Sister Owl and Brother Fox: The two leaders of the newly
  revived “druid cult” who claim to be the deputies of the arch-
  druid. Their specific identities within the cult are unknown,
  but they are presumably natives of the village or the manor.
  Actually, they are opportunists and liars. For several years
  they have been trying to get Rhedyn to teach them true druid
  magic. He’d refused, so they turned to human sacrifice, aug-
  menting the weakness of their own spells with ceremonial
  magic and extra energy from blood sacrifice. The other
  members of the cult believe Rhedyn is supporting them, but
  in reality he is unaware of their agenda. Their particular ver-
  sion of the sacrifice ritual requires that the victims be “pure”
  youths (under 21), be burnt alive on a sacred date such as an
  equinox or full moon, and either be born of high status or be
  ritually designated as such (e.g., as a “spring queen” for a fes-
  tival). Are the powers they call upon the same as Rhedyn’s?
  (In GURPS terms, they have mastered a Sacrifice spell – see
  GURPS Thaumatology, pp. 54-58. This allows them to
  spend one energy but, by killing their victim, receive back
  energy equal to the victim’s IQ, provided he is sapient, times
  the lower of his HP or HT. This energy bounty must be spent
  within 10 seconds of casting.)
  lbreth Aranel
  
  Isilda (age 13): A mirror of her mother as a maiden, Alyssa’s
  daughter is a spirited child who used to like playing in the
  woods with her maid, Violet Gunderson, before the recent
  unpleasantness.
  Sir Grigamore (age 37): A skilled warrior and experienced
  huntsman who is now suffering from nightmares and black
  depression. He has developed a phobia against eating meat,
  but like many gentry, dislikes vegetables, and so has lost a lot
  of weight, and now appears rather cadaverous. He spends
  most of his days locked in his son’s former room or in his small
  study, reading an ever-growing library of works on natural
  magic to try and understand the horror that befell him. As he
  has some residual magic aptitude, it’s likely not long before he
  will start meddling in things he shouldn’t. Every so often, he
  orders a large party of men into the forest in search of the
  druid or, sometimes, “to find my son” forgetting, temporarily,
  that he had slain him.
  Zendel (age 41): A local trader, with connections to the
  Talbot family business. He imports a variety of goods and
  exports furs and wood.
  The Servants: The manor’s retinue include Pastor Bardas
  (steward and cleric-sage), Martin the Forester (a scout and
  archer); Hobart Blackwulf (his guard captain); Quin (the
  lord’s squire), six men-at-arms (with chainmail and horses),
  12 foresters (bowmen), Tara the Minstrel-Maiden (a bard),
  Yoric the Cook (who could be better), and 15 servants, maids,
  and pages.
  LOWER SWYNGATE
  Farmhouses and barns are clustered around a well, a tim-
  ber-framed church, and an inn/tavern, the Owl and Maiden.
  Most of the villagers live here in some 40 thatched houses,
  huts, and cottages (population 450). Another 50 or so villagers
  are scattered in outlying farmsteads or cottages. Most of the
  buildings have attached sheds for cattle, chicken coops, and
  pigsties. Those who don’t work in the village or fields travel to
  the manor to labor or visit the smithy, carpenter, and miller. 
  The farmland spread out to about 500 yards of the village
  itself, nestled between the High Road and the forest. The
  fields grow barley (to make bread and ale) and oats (for por-
  ridge). Half the fields are left fallow each year and used for
  grazing cattle and pigs.
  Woodsmen live in huts or cottages on the fringes of the for-
  est. They include charcoal burners, rope makers, and forest
  beekeepers. Most of these folk are supporters of the Druid cult.
  The Smallwood: This light “managed” woodlands is man-
  aged by the village as their main source of firewood. Wildflow-
  ers and herbs can be found here, pigs forage here seeking
  acorns, and a few deer occasionally stray into it
  Owl Hill: The nearest of two hills overlooking the village has
  a huge (120’ high) prehistoric stick-figure drawing cut into the
  turf that is visible from the village. The outline vaguely resem-
  bles a bigheaded horned and winged creature. Locals say it’s a
  giant owl, though some feel it’s a demon. The top of the hill is
  lightly wooded.
  Spider Maiden Hill: The second hill sports another geoglyph
  that suggests a female rider on an eight-limbed, horned horse.
  The top of the hill is barren save for an ancient lightning-blasted
  oak tree. It provides an excellent view. There are old stones
  forming a circle. It is here that the cult erected its wicker man –
  a 30’-tall stick giant – for the next sacrifice they plan, which they
  hope to use to bless crops over the entire village.
  The Horn Gate: A tall dike and hedge mark the gap between
  the Owl and Maiden Hills into the Swyngate Forest (below). 
  A track runs through the forest for a mile or so, leading to a
  glade, before splitting into several different paths.
  The Villagers
  The villagers are a mix of indenture peasants and yeomen.
  There are a few notable persons.
  Grim Morrack: The village blacksmith and a widower, his
  pretty daughter Mara was chosen as Spring Queen 10 years
  ago . . . and vanished the next day, following the festival. Some
  items she had worn were found in the remains of a wicker man
  on Sleeper’s Hill (see below). His wife later drowned herself in
  the Owl Brook (see below).
  Swen Gunderson: The village headman, who is the richest
  freeman and has several parcels of land he rents to other ten-
  ants. His wife Maruna is an infamous gossip but a skilled healer.
  Violet is their 14-year-old, bright, and cheerful daughter, a bit of
  a chatterbox who loves hunting mushrooms in the woods. Violet
  is also the maid of the lord’s daughter.
  Jon Brewer: Owner of the Owl and Maiden tavern with his
  wife, Gwen, who is also a noted cook. They have a handsome
  young son, Markus. Of late, their tavern has been host to vari-
  ous strangers drawn to the village.
  Father Ogen: An aging and somewhat senile cleric at the vil-
  lage church.
  The Widow Libby: A successful farmer, her children and her
  grandfather died during the great famine 10 years ago.
  SWYNGATE FOREST
  This heavily wooded deciduous forest is about seven miles
  wide and eight miles long. The trees grow tall. The wildlife
  includes deer, wolves, bears, and owls.
  Owl Brook: A stream that crosses the forest track and winds
  deeper into the woods.
  Whisperwind’s Grove: An outer grove, now only stumps
  and ashes.
  The High Grove: Located deep within the heart of the woods
  near the old hollow hills. It is here – or perhaps under Sleeper’s
  Hill – that the archdruid can be found.
  Sleeper’s Hill: Located about two miles deep in the forest,
  said to be ancient burial mound. Atop the hollow hills is
  another stone circle, a place of sanctity for the druids.
  ABOUT THE COLUMNIST
  David L. Pulver is a Canadian freelance author. An avid SF
  fan, he began roleplaying in junior high with the newly
  released Basic Dungeons & Dragons. Upon graduating from
  university, he decided to become a game designer. Since then,
  David has written over 70 roleplaying game books, and he has
  worked as a staff writer, editor, and line developer for Steve
  Jackson Games and Guardians of Order. He is best known for
  creating Transhuman Space, co-authoring the Big Eyes,
  Small Mouth anime RPG, and writing countless GURPS
  books, including the GURPS Basic Set, Fourth Edition,
  GURPS Ultra-Tech, and the GURPS Spaceships series.
  PYRAMID MAGAZINE
  22
  JUNE 2014
  
  PYRAMID MAGAZINE
  23
  JUNE 2014
  Dearest Father,
  I have long been blessed with good fortune, but now, as Pastor Bardas would say, the worm has turned,
  and I have bitter news indeed. My eldest son is dead, and my husband lies in miasma of bleak despair, for it
  was his own hand that slew him! A terrible hunting accident – or a horrid curse of black magic? My heart is
  heavy and I can scarce credit the report of the bizarre and ungodly transformation that befell my son,
  though there were credible witnesses. He is dead, and surely black magic was behind it!
  Let me start again. It seems a sinister cult has for many centuries lurked in the dark woods north of
  our new estate. In recent months, they have risen again, allied with fell creatures such as giant spiders,
  hideous bears, and werewolves. The cult’s leader is one Rhedyn, former goatherd who is now an unholy
  priest; my husband had scorned his prior threats and posturing as mere words, but his power is very real
  and his reach is long.
  With my husband no longer riding on patrol, the roads that pass the outskirts of Swyngate Forest have
  reverted to haunts of outlaws and robbers. Brigands waylay travelers, then vanish into dens in the wood, to
  consort with a witch-cult that offers them sanctuary where our foresters fear to tread. I have also heard
  whispers that the country folk at the forest’s edge now pay tribute to the cult. On the same day my son
  Galleron was murdered, lightning smote the village church. And others report an apparition in the hills, a
  foul idol or giant that some villagers now sacrifice to for fear of death!
  My lord and I still remain safe in our castle, protected by our retainers and hired men. Yet my anguished
  heart cries for vengeance for my firstborn, and I fear for the lives of the villagers and my daughter who is
  but 13 years old. With my lord succumbed to a malignant despondency, I have no one but you to turn to. 
  Father, I know you consort with many adventurers, as you have often enlivened your letters to me with
  tales of their valor. I implore you to prevail upon some of these stalwarts to journey to Swyngate Castle and
  come to my aid! I stand alone against a rising tide of darkness and chaos. While I am not rich, neither am I
  poor in goods, and surely the robbers and cultists must now be sitting on a mound of ill-gotten gains that
  might tempt such men. Too, I have heard tales that Rhedyn makes his lair amid ancient barrows filled with
  treasures (it was apparently seeking one such that cost the last lord his life).
  Indeed, my lord’s desire for vengeance is such that he would even consider some kind of alliance with the
  worthy gallant who slays the dark master and liberates our land from fear.
  Your loving daughter,
  Alyssa of Swynwood
  
  Pyramid magazine 
  12 
  June 2015
  Deep in the twisting caverns of an abandoned dwarven 
  mine (where else?), two tribes of goblins fight a never-ending 
  feud over . . . over . . . oh, who even remembers why they’re 
  fighting? They certainly don’t. They fight and fight, but no 
  matter how long the war goes on, neither side can gain the 
  upper hand. Both are desperate for something to happen that 
  will tip the balance of power. Something like a party of adven-
  turers straying into their little ecosystem . . .
  This adventure framework is perfect for any fantasy game 
  that finds itself in need of a cave full of goblins. It’s especially 
  suited for a GURPS Dungeon Fantasy campaign that’s tired 
  of mindless killing and wants a little unexpected intrigue . . . 
  and then probably some mindless killing. The material can 
  also be salvaged for parts: either tribe makes a fine “theme” 
  for a dangerous location – or Iron Fortress, Spider Forest, etc. 
  – and the individual monsters can vex heroes in any setting 
  that will have them.
  TerriTorial markings
  Long, long ago (maybe 20 years – goblins have short lifes-
  pans and shorter memories), two tribes of goblins found their 
  way into one set of caves. These caves were in a mighty moun-
  tain range that separated two lands, and entrances were on 
  both sides. Almost no one knew this, except for the dwarves 
  that had mined the caves – but they’ve been dead for quite a 
  while. As happens to dwarves now and again, they unsealed a 
  cavern deep in the bowels of the earth, which housed some-
  thing unpleasant (something that the current residents have 
  come to call The One Who Eats; see pp. 13 and 14). This thing 
  ate the dwarven miners one and all, leaving a vacancy.
  The two tribes of goblins, each finding their way into the 
  caves from a different side of the mountain, were refugees 
  from the Dark Armies of two Lords of Evil, each crushed 
  by the Forces of Light in spectacular battles. Neither group 
  remembers much about those days, other than how awful it 
  was to serve in a Dark Army.
  The Caves
  The caves in question have no terribly remarkable quali-
  ties, unless being infested with goblins, giant spiders, and 
  something else counts as remarkable. They began as natural, 
  geologic tunnels. Then one day, dwarven prospectors found 
  something they wanted, and set to digging. The natural tun-
  nels and passages have been widened to comfortably accom-
  modate a dwarf (or goblin – but humans sometimes have to 
  hunch down in tighter passages). Many contain the rusted-out 
  fragments of what were once mine-cart tracks. Many of the 
  larger caverns have been evened out for habitation, and these 
  tend to be where the tribes have settled.
  The uppermost level (where the tribes live) is large enough 
  to comfortably accommodate both tribal commons, each con-
  sisting of several large caverns and the twisting tunnels that 
  connect them. At least a good mile of winding, interconnected 
  passages separates the two fortified tribal areas. The Fungus 
  Room (p. 13) and other unclaimed caverns (or claimed by 
  creatures not affiliated with the tribes) can be found in the 
  contested territory.
  There’s natural bio-luminescent fungus throughout the 
  caves, as well as occasional torches left wedged in cracks 
  by Garguk raiding parties. The overall lighting is good for 
  a -5 darkness penalty without a light source. As it happens, 
  the goblins’ keen vision allows them to see perfectly in this 
  environment (but see Garguk Caves, p. 16, and Skrixid Caves, 
  p. 19). It’s very likely that the caves connect to a lower series 
  of tunnels, which may house any number of ancient subter-
  ranean treasures or horrors. However, neither tribe has been 
  brave enough to explore any deeper. They will, eventually, if 
  they can just get rid of that other damn tribe!
  The Tribes
  The Garguk are a tribe of hearty, infernally inclined war-
  rior goblins who train and ride massive hell-hounds. They are 
  lead by a vicious two-headed ogre and his insidious warlock 
  adviser. The Skrixid are a tribe of stealthy goblin skulkers 
  whose “mother” – a giant centauroid spider-sorceress-thing – 
  has magically bred and altered them to more closely resemble 
  her other children, a host of giant spiders. Goblins being pro-
  lific breeders, both tribes’ numbers remain fairly static in spite 
  of high casualty rates.
  Neither tribe is particularly ambitious. No one has any 
  use for yet another Dark Lord or War Against the Light, but 
  both are exceptionally petty, vicious, and vindictive. Hence, 
  the feud.
  The Feud
  Whether it was a misunderstanding, a struggle for terri-
  tory, or “hate at first sight,” the Garguk and Skrixid tribes have 
  been at war for as long as any of them can remember. Upon 
  spotting members of the opposite tribe, all will either attack, 
  sound an alarm, or flee, depending on circumstance and rela-
  tive numbers. There’s no chance of an encounter between the 
  tribes ending in Kumbaya around the campfire; if they meet 
  and one side doesn’t avoid the encounter, there will be blood. 
  For this reason, both usually travel in war parties anywhere 
  outside of their own tribal commons. Both are at an advan-
  tage in their own caves and a disadvantage in the other tribe’s, 
  so most conflicts take place in the common caves around the 
  Fungus Room (p. 13).
  gog and magog
  by W.a. frick
  
  Pyramid magazine 
  13 
  June 2015
  Both tribes are wary of outsiders. However, unlike most 
  goblins that adventurers meet, these guys don’t necessarily 
  attack on sight. They are instantly suspicious that any outside 
  group is a spy or raiding party for the other tribe, but they 
  willingly and peacefully take the party to their leader for par-
  lay. They don’t insist that anyone surrender weapons, but they 
  do insist that weapons are sheathed, stowed, etc. If pressed, 
  they will reciprocate, sheathing/stowing their own.
  The Fungus Room
  In the “buffer caves” between the two tribal commons, 
  there’s a cavern that has a natural water flow that has given 
  rise to a pocket of vibrant life. In addition to magnificent sta-
  lactites, stalagmites, and crystal formations, the cavern has 
  a profusion of edible mushrooms and lichens, and an even-
  greater profusion of other lifeforms that live on the fungus 
  and the things that eat it – giant grubs and beetles, huge spi-
  ders and burrowing critters that eat the beetles, and so on. 
  There’s enough to feed two tribes of goblins without making 
  a dent.
  The One Who Eats
  One other thing populates the Fungus Room’s food chain 
  – sitting right at the top. Just as the fungus feeds beetles that 
  feed spiders that feed critters that feed goblins, goblins (and 
  anything else it can grab) feed the One Who Eats. Having 
  eaten all the dwarves, the entity went back into hibernation – 
  but its prison had been unsealed, and when life stirred in the 
  caves above again, it awoke . . . hungry.
  Whether because it was smart enough to devise a 
  scheme to give it a steady supply of food, or it simply 
  hasn’t gotten hungry enough to depopulate the caves 
  again, it only eats one or two goblins at a time – and 
  then only when they go to the Fungus Room.
  This is a simple fact of life that the tribes have 
  come to accept: when you go to get food, you’re going 
  to lose somebody. Both already tend to travel in war-
  bands, and often come back with fewer than they 
  left with due to skirmishes, so a foray to the Fungus 
  Room is just another day in the caves.
  A Delicate Balance of Power
  A strong group of adventurers could probably 
  wipe out both tribes. Although the tribal leaders don’t 
  automatically assume this (both are Overconfident), 
  they’re each aware that an outside force could very 
  well tip the balance. Thus, both groups treat adven-
  turers something like a powder keg: quite useful, but 
  to be handled with care. Each will come to the conclusion that 
  their best approach is to get the outsiders to attack the other 
  tribe, possibly by hinting that their rivals guard some mar-
  velous treasure, and then follow the adventurers in. Let the 
  strangers take point and do the heavy lifting, the goblins will 
  clean up any survivors and possibly even finish off the outsid-
  ers if they’re weakened enough.
  Of course, adventurers being adventurers, they may give 
  the goblins the old hack-n-slash treatment right off, despite 
  any efforts made to parlay. In this case, it’s a pretty typical, 
  shortish dungeon crawl, though the dungeon will seem to 
  “change themes” about halfway through.
  The garguk Tribe
  The Garguk are large and strong for goblins, and those 
  that survive an attempt to become hound-riders still more so. 
  Natural dungeon Darwinism has provided a sort of survival of 
  the fittest: the core of the tribe is made up of those goblins who 
  have the brawn and skill to survive training and riding a beast 
  who’d love to eat them. They’re also naturally resistant to fire 
  and smoke, which helps assure them the advantage in their 
  sooty section of the caves (see Garguk Caves, p. 16).
  They favor hatchets and light spears in battle. They carry 
  at least half a dozen of each for melee and throwing. They’re 
  trained to snatch one from a fellow (or a corpse) if they run 
  out, and they can do so as a free action with a Fast-Draw roll 
  if they’re within one yard of an enweaponed corpse.
  Like all goblins, they have a natural horde instinct, which 
  causes them to gang together and pile on to take down an 
  opponent too large for any one of them. Even the hell-hounds 
  get in on it, using a biting grapple worry to rip an enemy apart, 
  or to help pin him in place for a more casual dismemberment.
  gorgo and mormo
  Gorgo and Mormo are the two heads of one really big ogre 
  who leads the Garguk tribe. He’s in charge because he’s the 
  biggest, pure and simple; he thinks nothing of snatching up 
  a goblin who’s annoying him and casually popping the crea-
  ture’s head like a zit. If it were a matter of smarts, Gramm 
  (p. 15) would be in charge . . . but it’s not. Gorgo and Mormo 
  is interested in outsiders, but acts disdainful, praising his 
  own might and making excuses or changing the subject when 
  asked why he can’t lead his tribe to victory.
  His heads refer to themselves by name instead of pro-
  nouns, speak in broken Common, and bicker constantly.  
  In that darkness, the white 
  walkers came for the first time.  
  They swept through cities and 
  kingdoms, riding their dead horses, 
  hunting with their packs of pale 
  spiders big as hounds . . .
  – Old Nan,  
  in Game of Thrones #1.3 
  
  Pyramid magazine 
  14 
  June 2015
  Gorgo seems to be the “smarter” one, and typi-
  cally does the talking; Mormo interrupts to agree 
  or disagree and often blurts out what they’re 
  both really thinking (which is usually violent). 
  Nevertheless, it would be a bad idea to underesti-
  mate Gorgo and Mormo; he’s much more cunning 
  than he comes off, ruthless and deadly in battle.
  In combat, he’s fearless and brutal but at 
  least passably tactical, using the mobility of the 
  hound-riders to his advantage. His heads can 
  coordinate separately, each usually guiding one 
  arm (with a club in each hand), allowing him to 
  take mixed or double actions. Although not an 
  actual goblin of the tribe, he’s acquired some of 
  their characteristics through prolonged cohabi-
  tation (and possibly through eating so many of 
  them), including a resistance to fire and smoke.
  ST: 25 
  HP: 30 
  Speed: 6.50
  DX: 12 
  Will: 13 
  Move: 8
  IQ: 10 
  Per: 13
  HT: 14 
  FP: 14 
  SM: +1
  Dodge: 9 
  Parry: 11 
  DR: 9 (+4 vs. Fire)
  Fist (16): 2d+3 crushing. Reach C, 1.
  Giant Club (16): 5d+3 crushing. Reach 1, 2.
  Hurled Rock (16): 2d+6 crushing. Acc 0, Range 
  88, RoF 1, Shots T(1).
  Traits: Altered Time Rate 1 (Temporary Disad-
  vantages: Move -4, One Arm); Ambidextrous; 
  Appearance (Monstrous); Bad Temper (12); 
  Bloodlust (12); Bully (12); Danger Sense; Easy 
  to Read; Extra Head 1; Fearlessness 3; Filter 
  Lungs (Smoke Only); Fit; High Pain Thresh-
  old; Infravision; Laziness; Magic Resistance 4; 
  Night Vision 5; Overconfidence (12); Periph-
  eral Vision; Sure-Footed (Slippery).
  Skills: Axe/Mace-16; Brawling-16; Intimida-
  tion-16; Throwing-16; Wrestling-16.
  Class: Mundane.
  Notes: DR 4 from Tough Skin and 5 from the mal-
  odorous layers of skins and hides he wears, 
  which don’t cover his heads or necks, and 
  leave many gaps at the joints, etc.; targeting 
  chinks in armor (p. B400) allows the attacker 
  to ignore, rather than halve, DR from armor 
  (leaving DR 4). His personal effects include 
  10d silver pieces ($1 each), and an ornate 
  (even gaudy) hand mirror; the glass is broken 
  and filthy, but the gilded and gem-encrusted 
  frame itself is worth $600.
  garguk goblins
  All Garguk train as warriors. The largest and 
  strongest become hound-riders.
  Garguk Groundling
  A Garguk groundling generally carries a jav-
  elin, a shield, several hatchets on his belt, and 
  several more javelins in a quiver on his back.  
  The one Who eaTs
  The being that the tribes call the One Who Eats is a subterranean 
  predator with preternatural stealth and/or speed. The tribes don’t 
  even know what it looks like, only that it will grab one of their num-
  ber from the shadows of the Fungus Room (p. 13) without warning. 
  They’ve long since disabused themselves of the notion of killing it, 
  having lost many of their number to previous attempts. They’ve sim-
  ply come to accept that the One is a feature of their home.
  If the dungeoneers venture into the Fungus Room, they too are 
  candidates for an attack – determine a victim randomly, and give 
  him a Vision -2 (plus the current darkness modifier of -5 without a 
  light source) or Danger Sense roll to notice the giant rubbery ten-
  tacle whipping out of the shadows that cling to the ceiling. If suc-
  cessful, the person may attempt to defend at -2. Failure means he’s 
  grappled around the torso by a ST 24 tentacle. On the next turn, 
  it will attempt a takedown (p. B370), actually lifting the character 
  off the ground instead of throwing him down. Once successful, it 
  will pull him to its mouth for a bite, a process taking two turns – 
  during which the victim can try to break free. A buddy lending a 
  helping hand gives a bonus of 1/5 his ST, round down. The tentacle 
  has DR 8, and takes 15 points of damage to break its hold. On 
  the third turn, if it still has a victim in its grasp, it attempts a pin 
  (p. B370) to get him into its mouth. Once successful, it chews on 
  him for an automatic 5d cutting each turn. Chomp, chomp, munch, 
  munch, GULP!
  Those who attempt to engage the One directly will face  
  the following.
  ST: 45 
  HP: 45 
  Speed: 6.00
  DX: 10 
  Will: 12 
  Move: 12 (Air)
  IQ: 6 
  Per: 12
  HT: 14 
  FP: 14 
  SM: +2
  Dodge: 9 
  Parry: 11 
  DR: 8
  Tentacle (16): Grappling ST 24. Reach C-6.
  Bite: 5d cutting. Reach C. Can only bite victims that have been grap-
  pled and brought to its mouth; in that case, damage is automatic 
  each turn.
  Traits: 360° Vision; Cannot Speak; Chameleon 4 (Only in darkness 
  or shadow); Dark Vision; Doesn’t Breathe; Extra Arms 6 (Long 
  +5; Weak); Extra Attacks 6; Extra-Flexible (Tentacles); Flight; 
  High Pain Threshold; Immunity to Metabolic Hazards; Injury 
  Tolerance (Unliving; No Brain; No Eyes; No Neck; No Vitals); No 
  Legs (Aerial); Unfazeable; Silence 4.
  Skills: Stealth-14; Wrestling-16.
  Class: Elder thing.
  Notes: Multiple tentacles grappling one target give +2 to effective 
  grappling ST per tentacle. Unwilling to negotiate; just hungry. 
  The One itself doesn’t intentionally keep treasure, but its victims’ 
  belongings scatter the floor. Most are rotted/rusted and worth-
  less, but if the One is killed and the adventurers are free to search 
  the Fungus Room, they can find an old dwarven thesis on mining 
  and prospecting (worth $1,000 due to the etched metal pages), 
  a bloodstone worth $360, and a beautifully decorated medium 
  dwarven shield (enchanted, Defending Shield +2), worth $20,540. 
  They can also find scattered coins worth $4 ¥ margin of success 
  on a Per or Search roll.
  
  Pyramid magazine 
  15 
  June 2015
  Garguk are competent formation fighters. They will use tac-
  tics such as shield-walls, flanking, and wedges where effective. 
  While in formation with a line of his fellows, he will throw 
  weapons at his enemies, keeping the last one or two for melee.
  ST: 13 
  HP: 14 
  Speed: 6.00
  DX: 12 
  Will: 10 
  Move: 6
  IQ: 9 
  Per: 10
  HT: 12 
  FP: 12 
  SM: 0
  Dodge: 9 
  Parry: 10 
  DR: 4 (+4 vs. Fire)
  Bite (12): 1d-1 cutting. Reach C.
  Hatchet (15): 2d-1 cutting. Reach 1. Thrown: Acc 1, Range 
  19/32, RoF 1, Shots T(1), Bulk -2.
  Javelin (15): 1d+1 impaling. Reach 1. Thrown: Acc 3, Range 
  19/32, RoF 1, Shots T(1), Bulk -4.
  Punch (12): 1d-1 crushing. Reach C.
  Traits: Appearance (Monstrous); Bad Temper (12); 
  Bloodlust (12); Chummy; Infravision; Filter Lungs 
  (Smoke Only); Night-Adapted Vision; Resistant 
  to Metabolic Hazards (+3); Shield Wall Training 
  (GURPS Dungeon Fantasy 11: Power-Ups, p. 12); 
  Sure-Footed (Slippery); Teamwork (Formation 
  fighting); Teeth (Sharp). If alone, Cowardice (9); if 
  in a group of five or more, Overconfidence (12).
  Skills: Climbing-12; Fast-Draw (Axe or Spear)-14; 
  Jumping-12; Melee (Axe or Spear)-15; Running-12; 
  Shield-14; Stealth-14; Thrown Weapon (Axe or 
  Spear)-15.
  Class: Mundane.
  Notes: Medium shield (DB 2, Block 10) gives +2 to 
  all defenses against frontal attacks. DR 2 from 
  Tough Skin, 2 from hides and skins; see notes for 
  Gorgo and Mormo. Night-Adapted Vision gives 
  the groundling no penalty in darkness -5, as for 
  most places in the caves, but -5 in full daylight 
  or -5 in total darkness (see GURPS Dungeon  
  Fantasy 3: The Next Level, p. 16). Loot includes 
  3d silver pieces.
  Garguk Hound-Rider
  Those Garguk who show an aptitude with hell-
  hounds, and who survive the process of choosing one 
  to train and ride, become the elite cavalry and shock 
  troops of the tribe. They use their mount’s mobility to 
  make circling passes that bring them briefly into melee 
  range (ideally they attack in the middle of the hound’s 
  full Move, so they’re out of range when their turn ends), 
  then throwing weapons when out of reach. Their sad-
  dles carry many extra hatchets and spears, and they’re 
  not afraid to use them. They only have their mounts 
  close into biting range when they’ve got a target on the 
  ropes; then it’s dinner time.
  ST: 15 
  HP: 16 
  Speed: 6.00
  DX: 12 
  Will: 12 
  Move: 6
  IQ: 8 
  Per: 10
  HT: 12 
  FP: 12 
  SM: 0
  Dodge: 9 
  Parry: 10 
  DR: 5 (+5 vs. Fire)
  Bite (12): 1d cutting. Reach C.
  Hatchet (15): 2d cutting. Reach 1. Thrown: Acc 1, Range 
  22/35, RoF 1, Shots T(1), Bulk -2.
  Javelin (15): 1d+1 impaling. Reach 1. Thrown: Acc 3, Range 
  19/35, RoF 1, Shots T(1), Bulk -4.
  Punch (12): 1d crushing. Reach C.
  Traits: As Groundling, above, plus Good with Hell-Hounds.
  Skills: As Groundling, above, plus Animal Handling (Hell-
  Hound)-12; Hands-Free Riding-15; Riding (Hell-Hound)-15.
  Class: Mundane.
  Notes: Medium shield (DB 2, Block 10) gives +2 to all 
  defenses against frontal attacks. DR 3 from Tough 
  Skin, 2 from hides and skins; see notes for Gorgo and 
  Mormo. When mounted on a hell-hound, use the hound’s 
  movement; the rider can take a full (or All-Out) Attack 
  without suffering the penalties of a Move and Attack.  
  gramm, garguk Warlock
  Gramm is the tribe’s warlock, a clever and devious goblin 
  if ever there was one. He’s figured out how to play Gorgo and 
  Mormo against one another to get what he wants. Although 
  it doesn’t always work – he risks being squeezed to death like 
  a tube of toothpaste each time – he often sways the leader by 
  such tactics. He also has a great deal of leverage, being the only 
  spell-caster in the tribe and the one who most easily and reli-
  ably controls the hell-hounds. For Gramm’s part, he naturally 
  thinks he’d make a better leader, but he doesn’t want the tribe 
  to lose Gorgo and Mormo’s strength.
  ST: 10 
  HP: 11 
  Speed: 6.00
  DX: 12 
  Will: 14 
  Move: 6
  IQ: 14 
  Per: 14
  HT: 12 
  FP: 12 
  SM: 0
  Dodge: 9 
  Parry: 12 
  DR: 3 (+5 vs. Fire)
  Bite (12): 1d-3 cutting. Reach C.
  Burning Touch (15): Staff damage + 1d to 3d burn that ignores 
  DR from armor. Costs 1 FP/1d.
  Fiery Breath (16): 1d+1 to 4d+4 burn. Reach 1-4. Costs 1 
  FP/1d+1.
  Fireball or Explosive Fireball (16): 1d to 9d burn. Acc 1, 
  Range 25/50. Costs 1 FP/1d; Explosive Fireball costs 2 FP/1d.
  Punch (12): 1d-3 crushing. Reach C.
  Staff (15): 1d+2 crushing. Reach 1, 2.
  Traits: As Garguk Groundling (above), plus Animal Empathy; 
  Energy Reserve 8 (Magic); Magery 3; Weapon Bond (Staff).
  Skills: Alchemy-14; Fast Talk-14; Innate Attack (Breath, Pro-
  jectile)-16; Intimidation-14; Occultism-14; Poisons-14; 
  Staff-14. Most spells in the Animal (specialized in hell-
  hounds where appropriate), Fire, and Healing colleges at 
  level 15, including the attack spells above and Shapeshifting 
  (Hell-Hound).
  Class: Mundane.
  Notes: Magic staff set with a sizable black onyx (worth $580 
  and acting his power item with 5 FP for spells). -1 FP cost 
  to all spells due to high skill. He owns a single major heal-
  ing potion (worth $350), which he won’t hesitate to drink if 
  sorely injured. Loot also includes 6d silver pieces.
  
  Pyramid magazine 
  16 
  June 2015
  The rider is effectively 3’ above a foot-bound opponent, 
  giving him +1 and his target -1 to defend in melee; if he 
  attacks while the hound is moving at 7 or more, he gets -1 
  to skill but +1 to damage. Due to his training, a rider ignores 
  penalties for “no hands” riding, and uses his full skill when 
  attacking with melee or ranged weapons. See Mounted 
  Combat (p. B396) for details.
  garguk hell-hounds
  Fire-breathing infernal canines the size of a tiger, they 
  are strong and vicious enough to carry a fully armed Garguk 
  warrior into battle. Although highly aggressive, they can be 
  trained to follow the commands of a rider, and will generally 
  do so unless something sends them into a frenzy.
  ST: 21 
  HP: 22 
  Speed: 7.00
  DX: 13 
  Will: 12 
  Move: 10/15
  IQ: 4 
  Per: 14
  HT: 13 
  FP: 13 
  SM: +1
  Dodge: 11 
  Parry: N/A 
  DR: 5 (+10 vs. Fire)
  Bite (18): 2d+1 cutting + linked 1d burn. Reach C, 1.
  Fiery Breath (16): 1d+1 burn, Jet, Range 5/10.
  Traits: Berserk (12); Bloodlust (12); Combat Reflexes; Dis-
  criminatory Smell; Enhanced Move 0.5 (Ground); Filter 
  Lungs (Smoke Only); Gluttony (12); High Pain Threshold; 
  Injury Tolerance (Damage Reduction 3; Fire/Heat only); 
  Infravision; Night Vision 9; Quadruped; Sure-Footed (Slip-
  pery, Uneven); Teeth (Sharp); Wild Animal.
  Skills: Brawling-18; Innate Attack (Breath)-16; Stealth-15; 
  Tracking-18.
  Class: Demonic Animal.
  Notes: A rider is Light Encumbrance, for Dodge 10, Move 
  8/12.
  garguk caves
  The Garguk have selected caves with certain specifications 
  and optimized them for defense against creepy-crawly spider 
  goblins. Although tall enough to accommodate a hound-rider 
  or ogre, most don’t have high vaulted ceilings where spiders 
  can skulk. In places where attacks have been common, the 
  floors, walls, and ceiling are routinely coated 
  with oil, both to make them slippery (-2 to 
  skill, -1 to defenses; any failed DX-based roll 
  forces a DX check to avoid falling – but all 
  Garguk ignore this effect), and so they can 
  be ignited (1d-1 burning per second per 
  square yard). Being resistant to fire damage, 
  the goblins won’t hesitate to torch the room 
  even if they’re inside. All passages into the 
  tribal commons have built-up mounds of 
  rubble that act as cover, from behind which sentries can make 
  pop-up attacks (p. B390). The passages also have large gongs 
  that can be struck to alert the rest of the tribe to an attack.
  Further, all Garguk areas are filled with smoke, giving a 
  -3 to vision on top of lighting penalties to anyone who lacks 
  Infravision. Anyone who breathes the smoke for over one min-
  ute must make a HT roll (and another after each minute spent 
  breathing smoke) to avoid coughing (-3 to DX, -1 to IQ, can’t 
  be stealthy). Air spells can clear an area temporarily (for the 
  duration of a battle), but the smoke is coming from a great 
  bonfire in the tribal commons, which will have to be put out 
  before the caves will clear permanently. Garguk (including 
  Gorgo and Mormo as well as hell-hounds) can all see and 
  breath fine in smoke.
  The tribe is on high alert due to the constant threat of 
  Skrixid attack. A typical sentry group or war-party consists 
  of at least six goblins (or twice the number of adventurers, if 
  more), about a third of which are hound-riders. In a sentry 
  group, one always has the job of hitting the alarm gong, and 
  he will do so on the second turn of combat (one turn to get 
  there, and a Fast-Draw roll to Ready the mallet instantly). 
  Once the alarm has been sounded, another group of Garguk 
  guards arrives in 3d turns; then 1d minutes later, Gorgo and 
  Mormo arrive, along with Gramm and yet more goblins, to 
  investigate. The tribe is at least 50 strong altogether, with  
  no noncombatants.
  The skrixid Tribe
  Goblins of the Skrixid tribe are nimble and sleek, some 
  might say downright spider-like. The magical experiments 
  of Shiirith have left them with several traits adapted to living 
  among arachnids – clinging to walls, immunity to venom, and 
  the ability to see and move through the many spider webs that 
  choke their section of the caves (see Skrixid Caves, p. 19).
  Skrixid usually crawl stealthily across the ceiling (-2 to 
  be spotted), and either snipe enemies from afar (falling back 
  when approached) or wait in ambush and attack from above 
  (-2 to target’s defenses; see Attack from Above, p. B402). They 
  use long knives (not balanced for throwing) and pistol cross-
  bows in battle, all treated with a sticky spider venom. A suc-
  cessful Fast-Draw (Arrow) roll allows them to reload and 
  ready a crossbow to fire in a single turn; Skrixid war-bands 
  will stagger shots so someone is firing every turn.
  shiiriTh The moTher
  It’s unclear exactly what Shiirith is, or was. She has the 
  torso, arms, and head of what might once have been a beauti-
  ful raven-haired human, elf, or faerie woman . . . but from the 
  waist down, she has the bulbous abdomen and spindly legs 
  of a gigantic black widow spider. Whether she is some sort 
  of demon, is the victim of a curse, or has done this to herself 
  (intentionally or otherwise), she’s a monster, if an unusually 
  comely one above the hips.
  I was going to tell you . . . I found something in  
  the Goblin tunnels.
  – Bilbo Baggins, in The Hobbit:  
  The Desolation of Smaug
  
  Pyramid magazine 
  17 
  June 2015
  Ruthless and cunning, she accepts – nay, demands – 
  the worship of the Skrixid tribe as the goddess she likes to 
  think she is. She often refers to herself in the third person, 
  and her demeanor is generally imperious and aloof (in a 
  creepy, arachnid way). Those who don’t address her with 
  the proper respect are normally slain on the spot, though 
  she’s willing to be lenient for strangers who may be able 
  to tip the balance of power in the caves.
  She’s a talented and accomplished sorceress, to the 
  point that she has magically altered the goblins of the 
  tribe. She commands spiders of all kinds at will, and she 
  is deadly in melee combat due to her spear-like forelegs 
  – through which she can cast spells. Her cognitive acu-
  ity is such that she can concentrate on mental tasks (e.g., 
  commanding spiders or casting spells) while doing others 
  things, including casting and attacking with a Jet, Melee, 
  or Missile spell in a single turn.
  ST: 21 
  HP: 25 
  Speed: 7.00
  DX: 14 
  Will: 15 
  Move: 8 (Clinging 8)
  IQ: 15 
  Per: 15
  HT: 13 
  FP: 13 
  SM: +2
  Dodge: 11 
  Parry: 12 
  DR: 8
  Acid Ball (18): 1d to 12d corr. Acc 1, Range 20/40. Costs 
  1 FP/1d.
  Bite (16): 2d+1 impaling + follow-up 1d+2 toxic and roll 
  vs. HT-2 or physically stunned. Reach C.
  Deathtouch (16): Foreleg damage + linked 1d to 4d toxic; 
  ignores DR from armor. Costs 1 FP/1d.
  Foreleg (16): 2d+4 impaling Reach C, 1.
  Spider Silk (18): ST 10 Sticky Binding (p. B40), DR 3 to 
  break. Acc 3, Range 5 yard/1 FP spent.
  Spit Acid (16): 1d to 4d corr. Reach 1-4. Costs 1 FP/1d.
  Traits: Appearance (Monstrously Beautiful); Bloodlust (12); 
  Callous; Climbing Line; Clinging; Combat Reflexes; Com-
  partmentalized Mind 1 (No Mental Separation); Dark 
  Vision; Energy Reserve 12 (Magic); Extra Attack 1; Extra 
  Legs (Arachnid); Good with Spiders (GURPS Power-Ups 2: 
  Perks, p. 13); Immunity to Poison; Magery 4; Mind Control 
  (Spiders); Overconfidence (12); Penetrating Vision (Cob-
  webs; Line of sight range); Speak with Spiders; Strikers, 
  Impaling (Forelegs, 2); Super Climbing 4; Teeth (Fangs).
  Skills: Alchemy-15; Brawling-16; Innate Attack (Breath and 
  Projectile)-18; Occultism-16; Poisons-16; Stealth-16; Thau-
  matology-15. Most spells in the Animal (specialized in 
  giant spiders where appropriate), Body Control, Earth, and 
  Water colleges at level 17, including the attack spells above 
  and Shapeshifting (Giant Spider).
  Class: Mundane?
  Notes: She has -1 FP cost to all spells due to high skill. Shiirith 
  has the torso, arms, and head of a shapely and beautiful 
  (if still clearly inhuman) woman, which is good for the full 
  reaction penalties for Monstrous Appearance, and those 
  with traits such as 
  Xenophilia may find 
  her . . . intriguing. 
  She wears a silver 
  tiara (worth $575), a 
  silver chain set with 
  a large ruby (worth 
  $900 – used as her power item, holding 7 FP for spells), 
  and an expensive silver hairbrush (worth $100).
  skrixid goblins
  As a rule, all Skrixid are good at sneaking, stalking, and 
  attacking from ambush.
  Skrixid Skitterer
  The Skrixid are nimble, quick wall-crawlers who skulk 
  along the shadows across the ceiling and harass enemies from 
  afar for as long as they can, before dropping down onto them 
  from above. They carry their knives in their teeth so that their 
  saliva repoisons the blade when not in use. Each carries a ban-
  doleer of poisoned hand-crossbow bolts. If one runs out, he 
  will salvage ammo from a fallen comrade.
  ST: 11 
  HP: 12 
  Speed: 6.25
  DX: 13 
  Will: 10 
  Move: 6 (Clinging 6)
  IQ: 9 
  Per: 12
  HT: 12 
  FP: 12 
  SM: 0
  Dodge: 10 
  Parry: 9 
  DR: 2
  Bite (12): 1d-2 cutting + poison. Reach C.
  Crossbow (15): 1d+2 impaling + poison. Acc 1, Range 
  165/220, RoF 1, Shots 1(4), Bulk -4.
  Knife (15): 1d cutting or 1d-1 impaling + poison. Reach C, 1.
  Poison: All Skrixid teeth and weapons are coated with a mild 
  spider venom, causing 1d toxic damage as follow-up.
  Punch (12): 1d-2 crushing. Reach C.
  moTher’s favoriTe
  There are many giant spiders in the Skrixid caves, but 
  there’s one that Mother loves best. Her web is in the cavern-
  ous vaults above the main entrance, and she will attack any 
  nontribe members she sees, unless they’re accompanied by 
  enough Skrixid to make clear that they’re not invaders.
  ST: 27 
  HP: 30 
  Speed: 7.00
  DX: 14 
  Will: 12 
  Move: 10 (Clinging 10)
  IQ: 6 
  Per: 14
  HT: 14 
  FP: 14 
  SM: +2
  Dodge: 11 
  Parry: 12 
  DR: 6
  Bite (16): 3d+1 impaling + follow-up 1d+2 toxic. Reach C, 1.
  Forelegs (16): 3d+5 impaling. Reach C, 1.
  Webbing (16): ST 20 Sticky Binding (p. B40), DR 6 to 
  break. Reach C. This is a melee attack that allows 
  Mother’s Favorite to grapple and cocoon an enemy and 
  then save him for later, often hanging from the ceiling.
  Traits: As Giant Riding Spider (p. 18), plus Compartmen-
  talized Mind 1 (No Mental Separation; Only for Mind 
  Control); Extra Attack 1, Mind Control (Spiders), and 
  Strikers ¥2 (Impaling; Forelegs).
  Skills: Brawling-16; Climbing-16; Stealth-16.
  Class: Dire Animal.
  Notes: As Giant Riding Spider (p. 18).
  Shiirith 
  demands to be 
  worshiped as  
  a goddess.
  
  Pyramid magazine 
  18 
  June 2015
  Traits: Appearance (Monstrous); Bloodlust (12); Chummy; 
  Clinging; 
  Crossbow 
  Finesse; 
  Dark-Adapted 
  Vision; 
  Enhanced Dodge 1; Flexibility; Good with Spiders 
  (GURPS Power-Ups 2: Perks, p. 13); Immunity to Poi-
  son; Infravision; Penetrating Vision (Cobwebs; Line of 
  sight range); Quick Reload (Crossbow); Super Climbing 3; 
  Teeth (Sharp). If alone, Cowardice (9); if in a group of five 
  or more, Overconfidence (12).
  Skills: Attack From Above (Knife)-15; Climbing-16; Cross-
  bow-15; Escape-15; Fast-Draw (Arrow or Knife)-14; Jump-
  ing-14; Knife-15; Running-12; Stealth-16.
  Class: Mundane.
  Notes: Dark-Adapted Vision is similar to Night-Adapted 
  Vision (see Dungeon Fantasy 3, p. 16), but gives them no 
  penalty in darkness -5 or worse, as is found throughout the 
  caves. Loot includes 3d silver pieces.
  Skrixid Spider-Rider
  Some Skrixid are born not just with an affinity for spi-
  ders, but with the ability to communicate with them. These 
  become spider-riders, deadly venomous cavalry that can 
  scurry across walls and ceilings along with the skitterers. 
  They attempt to use their mobility to keep out of range and 
  fire crossbow bolts at enemies, only engaging in melee when 
  cornered or confident of victory – at which time the spider 
  likely does most of the damage.
  ST: 13 
  HP: 14 
  Speed: 6.25
  DX: 13 
  Will: 10 
  Move: 6 (Clinging 6)
  IQ: 9 
  Per: 12
  HT: 12 
  FP: 12 
  SM: 0
  Dodge: 8 
  Parry: 9 
  DR: 3
  Bite (12): 1d-1 cutting + poison. Reach C.
  Punch (12): 1d-1 crushing. Reach C.
  Crossbow (15): 1d+3 impaling + poison. Acc 1, Range 
  195/260, RoF 1, Shots 1(4), Bulk -4.
  Knife (15): 2d-2 cutting or 1d impaling + poison. Reach C, 1.
  Poison: As Skitterer (pp. 17-18).
  Traits: As Skitterer (above), plus Speak with Spiders.
  Skills: As Skitterer, plus Animal Handling (Spider)-12; Hands-
  Free Riding-15; Riding (Spider)-15.
  Class: Mundane.
  Notes: See Garguk Hound-Rider (pp. 15-16) for notes on 
  mounted combat.
  skrixid sPiders
  Mother loves spiders, and so all of her children do too. 
  The Skrixid caves are literally crawling with them, from regu-
  lar-sized to puppy-sized to Mother’s Favorite (p. 17). The fol-
  lowing are the most likely to vex intruders.
  Giant Riding Spider
  A spider about the size of a motorcycle or small pony, fitted 
  with a special saddle that allows a Skrixid to cling to the sad-
  dle while inverted, and control the spider’s movements with-
  out reins. It obeys the commands of its rider in combat and 
  sneaking; left on its own, it does what spiders do (spin webs, 
  hunt, etc.). It just does them bigger.
  ST: 21 
  HP: 22 
  Speed: 7.00
  DX: 14 
  Will: 12 
  Move: 10 (Clinging 10)
  IQ: 4 
  Per: 14
  HT: 12 
  FP: 12 
  SM: +1
  Dodge: 11 
  Parry: 12 
  DR: 5
  Bite (16): 2d+1 impaling + follow-up 1d+1 toxic. Reach C, 1.
  Traits: Appearance (Monstrous); Bestial; Bloodlust (12); 
  Callous; Cannot Speak (Mute); Climbing Line; Clinging; 
  Combat Reflexes; Dark Vision; Extra Legs (Arachnid); 
  Horizontal; Immunity to Poison; No Fine Manipulators; 
  Penetrating Vision (Cobwebs; Line of sight range); Super 
  Climbing 5; Teeth (Fangs).
  Skills: Brawling-16; Climbing-16; Stealth-16.
  Class: Dire Animal.
  Notes: A rider is Light Encumbrance, for Dodge 10, Move 8 
  (Clinging 8). Can use Climbing Line to lower itself (and 
  its rider) from the ceiling, or pull back up, at half normal 
  Clinging Move.
  Spider Swarm
  The thousands of crawling spiders in the Skrixid caves 
  aren’t just for show; they will swarm to attack at Mother’s (or 
  Mother’s Favorite’s) command. See Swarm Attacks (p. B461) 
  for more details. Several swarms will also attack anyone 
  who attempts to set the webs in the caves aflame; see Skrixid 
  Caves, p. 19.
  ST: 1 
  HP: 10 
  Speed: 5.50
  DX: 12 
  Will: 8 
  Move: 5
  IQ: 1 
  Per: 12
  HT: 10 
  FP: 10 
  SM: 0
  Dodge: 9 
  Parry: N/A 
  DR: 1
  Attack (16): 1 point impaling + follow-up 2 points toxic, no 
  defense, each turn to anyone in the same hex as the swarm; 
  DR from armor doesn’t protect, and Tough Skin doesn’t 
  stop the toxic follow-up damage.
  Traits: Appearance (Horrific); Bestial; Bloodlust (12); Callous; 
  Cannot Speak (Mute); Climbing Line; Clinging; Combat 
  Reflexes; Dark Vision; Extra Legs (Arachnid); Horizontal; 
  Immunity to Poison; Injury Tolerance (Diffuse; Body of 
  Swarm); No Fine Manipulators; Penetrating Vision (Cob-
  webs; Line of sight range); Super Climbing 5; Teeth (Fangs).
  Skills: Climbing-16; Stealth-16.
  Class: Animal.
  Notes: Individually, the spiders are Size -10 to -15; the stats 
  above are for a one-yard-square swarm, which attacks by 
  getting close its intended victim, creeping inside armor 
  and under clothes, and biting. Larger swarms have 10 HP 
  per square yard, but don’t do any additional damage to 
  those within.
  It is not merely cruelty that leads 
  men to love war; it is excitement.
  – Henry Ward Beecher
  
  Pyramid magazine 
  19 
  June 2015
  skrixid caves
  Like the Garguk, the Skrixid have selected and customized 
  their home to fit their needs, including defenses against their 
  primary foes. Skrixid areas tend to have high ceilings for them 
  to skulk along. They have been deliberately cleaned of the 
  phosphorescent lichens that light the rest of the complex (total 
  darkness -10 without a light source). The floors are often scat-
  tered with rubble to make them uneven (-2 to skill, -1 
  to defenses for those lacking the appropriate version 
  of Sure-Footed); this has no effect on wall- or ceil-
  ing-crawlers, of course.
  The most notable feature of Skrixid areas is the 
  ubiquity of spider webs – hanging from every wall 
  and ceiling, strung from boulder to stone over the 
  rubble-strewn floor, and constantly crawling with 
  thousands of spiders. In addition to triggering 
  Squeamishness and the like, this gives all non-Skrixid 
  -3 to vision on top of lighting penalties, increased to 
  -5 when attempting to spot hidden spiders or Skrixid. 
  Although the webs won’t normally catch human-sized 
  victims (pixies might need to worry . . .), anyone who 
  falls down or is knocked against a wall must make a 
  DX roll or be grappled by the webs with effective ST 
  11 – and then attacked by a spider swarm in 1d turns.
  Any attempt to burn these webs will meet with 
  limited success. The dank air in the caves makes it so that only 
  webs directly exposed to flames are destroyed. The fire doesn’t 
  spread, and it takes one second per square yard with an open 
  flame (torch, etc.) to clear an area enough to remove vision 
  penalties. Other fire sources don’t have much more success: 
  non-area Fire spells (Fireball, Flame Jet, etc.) can clear a sin-
  gle square yard per use (or turn). Larger-area fire effects are 
  -1 per die to burning damage due to the clammy atmosphere, 
  and alchemist’s fire only covers a one-yard radius due to the 
  rubble-strewn floor. Of course, this will upset the spiders, who 
  will swarm to attack the intruder – one swarm per hex that is 
  cleared. An Explosive Fireball might seem like a good idea, 
  until the 19-square-yard spider swarm responds . . .
  The webs and spiders also act as an early warning sys-
  tem. Anyone approaching is sure to disturb them, which will 
  bring sentries to investigate. Once intruders have disturbed 
  any webs (including by burning them, or even just walking 
  across them), a Skrixid sentry party arrives in 3d turns. The 
  sounds of combat will draw others in short order, including 
  both Mother and her Favorite. The tribe is at least 50 strong 
  altogether, with no noncombatants.
  abouT The auThor
  Crestfallen from his ignoble defeat at the hands of the 
  Forces of Light, and the mass desertion of his once-mighty 
  Dark Army, W.A. Frick broods in his cave deep under the 
  mountains. He passes the time by pacing, plotting, and exco-
  riating his few remaining minions for their incompetence. He 
  uses an arcane system of occult numerology and strange sym-
  bols called “GURPS” to play out his various wicked schemes 
  in order to predict their effectiveness, but he still has yet to 
  run a successful simulation for world domination. He would 
  also like to give thanks to the Pyramid Write Club, but the first 
  rule of Write Club is “We do not talk about Write Club.”
  “So, Why Are We Here Again?”
  These caves of goblins are designed to be dropped into a cam-
  paign as a “side quest,” or even just some interesting distractions 
  while the adventurers are on their way from Point A to Point B. 
  It’s up to the GM to decide exactly why the heroes need to head 
  into these caves . . . perhaps this is the best or only passage across 
  the mountains, or it’s at the top of a much deeper complex of 
  tunnels that contain some other quest-worthy object. Maybe the 
  dungeoneers have been sent by the clan of those dearly departed 
  dwarven miners to discover their fate, or they’re exploring 
  rumors of “that mine that ate those dwarves a while back.”
  
  PYRAMID MAGAZINE 
  165 
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SOURCE: textdata/thevault/GURPS [multi]/SETTING/Dungeon Fantasy (GURPS)/GURPS 4e - Dungeon Fantasy 00 - Pyramid Special Issue.pdf