TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0305
  Version 1.0 – February 21, 2008
  ®
  by SEAN PUNCH
  Illustrated by ED NORTHCOTT, SHEA RYAN, and DAN SMITH
  
  CONTENTS
  2
  CONTENTS
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  Playtesters: Paul Chapman, Philip Reed, and Thomas Weigel.
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  e23 Manager ❚ PAUL CHAPMAN
  Page Design ❚ PHILIP REED and ––––
  JUSTIN DE WITT
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  and PHILIP REED
  Indexer ❚ THOMAS WEIGEL
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  and MONICA STEPHENS
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  GURPS FAQ Maintainer ❚ –––––––
  BRETT SLOCUM
  INTRODUCTION . . . . . . . . . . . . . . . . 3
  1. NONHUMAN RACES . . . . . . . . 4
  Cat-Folk . . . . . . . . . . . . . . . . . . . . . . . 5
  Coleopteran . . . . . . . . . . . . . . . . . . . . 5
  Corpse-Eater . . . . . . . . . . . . . . . . . . . 5
  Dark One . . . . . . . . . . . . . . . . . . . . . . 6
  Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Elves . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Faerie Folk . . . . . . . . . . . . . . . . . . . . . 8
  Gargoyle . . . . . . . . . . . . . . . . . . . . . . . 9
  Gnome . . . . . . . . . . . . . . . . . . . . . . . 10
  Goblin-Kin . . . . . . . . . . . . . . . . . . . . 10
  Half-Spirits. . . . . . . . . . . . . . . . . . . . 12
  Halfling. . . . . . . . . . . . . . . . . . . . . . . 14
  Minotaur. . . . . . . . . . . . . . . . . . . . . . 14
  Ogre. . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Reptilians . . . . . . . . . . . . . . . . . . . . . 15
  Troll. . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Wildman. . . . . . . . . . . . . . . . . . . . . . 16
  2. MIXING PROFESSIONS. . . . . . 17
  Barbarian . . . . . . . . . . . . . . . . . . . . . 19
  Bard . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Cleric. . . . . . . . . . . . . . . . . . . . . . . . . 22
  Druid. . . . . . . . . . . . . . . . . . . . . . . . . 24
  Holy Warrior . . . . . . . . . . . . . . . . . . 26
  Knight. . . . . . . . . . . . . . . . . . . . . . . . 28
  Martial Artist . . . . . . . . . . . . . . . . . . 29
  Scout. . . . . . . . . . . . . . . . . . . . . . . . . 31
  Swashbuckler. . . . . . . . . . . . . . . . . . 33
  Thief . . . . . . . . . . . . . . . . . . . . . . . . . 34
  Wizard. . . . . . . . . . . . . . . . . . . . . . . . 36
  3. POWER-UPS . . . . . . . . . . . . . . . . 38
  Mortal Foe . . . . . . . . . . . . . . . . . . . . 40
  Psionics. . . . . . . . . . . . . . . . . . . . . . . 40
  4. NEW CAPABILITIES . . . . . . . . . 40
  Spell-Archery . . . . . . . . . . . . . . . . . . 41
  Two-Weapon Fighting. . . . . . . . . . . 41
  Adding New Abilities. . . . . . . . . . . . 42
  5. ADVANCEMENT . . . . . . . . . . . . 42
  INDEX . . . . . . . . . . . . . . . . . . . . . . . . . 44
  
  INTRODUCTION
  3
  In a high-powered game, there should be all manner of expen-
  sive options available to soak up points: great wealth, exotic
  advantages, magic, psionics, powerful racial templates . . . prefer-
  ably several of these.
  – GURPS Basic Set
  GURPS Dungeon Fantasy: Adventurers and Dungeons
  support fast, simple games with a limited number of roles,
  skills, and options for delvers. They ape classic dungeon RPGs,
  which emphasized killing monsters and taking treasure, not
  designing characters. Still, complex character concepts with
  tricky ability mixes have always been an element of hack-and-
  slash gaming – if only because of the added opportunities for
  munchkinism!
  This is one area where GURPS outdoes old-school RPGs.
  Ultimately, the GM of a GURPS dungeon crawl could simply
  say, “Here are your points. Buy stuff. Get back to me when
  you’re done.” However, such an approach might lead to down-
  right unplayable PCs – or to such extreme munchkinism that
  only one player has fun. Enter Dungeon Fantasy 3: The Next
  Level.
  The goal of The Next Level is to support more-complicated
  but balanced PCs – both at the start and after some in-game
  evolution. Like other Dungeon Fantasy titles, it’s simply a play
  aid, and takes a hack-and-slash approach that won’t suit every
  fantasy campaign. It describes races only in terms of traits like-
  ly to matter on a dungeon crawl. It treats character templates
  as almost mandatory when GURPS normally views them as
  optional. Most important, it cultivates munchkinism whenever
  that would be fun!
  About the Author
  Sean “Dr. Kromm” Punch set out to become a particle
  physicist and ended up as the GURPS Line Editor. Since 1995,
  he has compiled the two GURPS Compendium volumes, writ-
  ten GURPS Wizards and GURPS Undead, edited or revised
  over 20 other GURPS books, and masterminded rules for
  dozens more. Most recently, he created the GURPS Basic Set,
  Fourth Edition with coauthor David Pulver, wrote GURPS
  Powers with co-author Phil Masters, and wrote GURPS
  Martial Arts with co-author Peter V. Dell’Orto. Sean has been
  a fanatical gamer since 1979. His non-gaming interests include
  cinema, computers, and wine. He lives in Montréal, Québec
  with his wife, Bonnie. They have two cats, Banshee and
  Zephyra, and a noisy parrot, Circe.
  Steve Jackson Games is committed to full support of
  GURPS players. Our address is SJ Games, P.O. Box 18957,
  Austin, TX 78760. Please include a self-addressed, stamped
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  e23. Our e-publishing division offers GURPS adven-
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  Errata. Everyone makes mistakes, including us – but we
  do our best to fix our errors. Up-to-date errata sheets for all
  GURPS releases, including this book, are available on our
  website – see below.
  Internet.
  Visit us on the World Wide Web at
  www.sjgames.com for errata, updates, Q&A, and much
  more. To discuss GURPS with SJ Games staff and fellow
  gamers, come to our forums at forums.sjgames.com. The
  GURPS Dungeon Fantasy 3: The Next Level web page is
  www.sjgames.com/gurps/books/dungeonfantasy3.
  Bibliographies. Many of our books have extensive bibli-
  ographies, and we’re putting them online – with links to let
  you buy the books that interest you! Go to the book’s web
  page and look for the “Bibliography” link.
  Rules and statistics in this book are specifically for the
  GURPS Basic Set, Fourth Edition. Page references that
  begin with B refer to that book, not this one.
  About GURPS
  INTRODUCTION
  
  NONHUMAN RACES
  4
  Hack-and-slash fantasy draws a distinction between
  humankind and “monster races.” The latter are suitable only as
  enemies – or at best, as pets or things summoned by spells.
  Traditionally, though, there’s a middle ground of intelligent
  nonhuman races (dwarves, elves, etc.) that can join humans on
  adventures. With occasional exceptions, members of these
  races can use standard gear, and are enough like humanity that
  townsfolk and dungeon denizens treat them as delvers rather
  than as monsters . . . although the least-civilized examples
  (such as orcs) are sometimes monsters, too!
  Players can create adventurers who belong to the races
  described here, if the GM agrees. And the GM might not agree
  – he may reserve certain races for use as monsters! The gamer
  who wants to play a nonhuman should remember that he must
  pay the racial cost for the desired racial package, just as if he
  were buying an advantage, and that all components of a racial
  template are mandatory, unlike traits on a character template.
  See How to Use Racial Templates (p. B261) for details.
  Affording Racial Templates
  Few racial templates cost 0 points. In a campaign that
  doesn’t use character templates, this isn’t an issue – players
  can create whatever heroes they like, and racial templates are
  merely another option that costs points. Just skip ahead to
  the templates! Hack-and-slash gaming is quicker and often
  more fun with character templates, however.
  In a game that uses character templates priced close to the
  campaign power level – like those in Dungeon Fantasy 1:
  Adventurers when starting a 250-point game – it can be hard
  to find enough points to pay for a racial template. One option
  is for the GM to hand out more points, which will let players
  who want racial packages afford them. Gamers who prefer to
  play humans certainly won’t have any problem spending the
  extra points, and might want to look at Mixing Professions
  (p. 17).
  If the GM prefers to see the adventurers earn their points
  the hard way – e.g., he takes the recommended approach of
  250-point character templates in a 250-point game – there are
  still many options available to players who desire nonhuman
  PCs.
  Advantage Allowances
  Every character template in Dungeon Fantasy 1:
  Adventurers reserves some points for suitable advantages:
  Cleric, Druid, Martial Artist, Scout: 20 points
  Bard, Holy Warrior: 25 points
  Barbarian, Thief, Wizard: 30 points
  Knight, Swashbuckler: 60 points
  Templates designed by the GM should include comparable
  allowances. Assume that a racial template counts as an appro-
  priate “advantage” for any character template that can afford
  it; e.g., a thief could choose from standard thief advantages or
  any race that costs up to 30 points. Of course, some races have
  traits that make them bad choices for certain roles!
  Disadvantage and Quirk Points
  Every PC can get an additional 5 points from quirks, and
  possibly further points from personal disadvantages. A
  munchkin will certainly claim those! The standard 250-point
  templates often suggest trading these points for money, but
  that’s just a recommendation – the player makes the final call.
  Buying a racial template is an entirely valid option.
  Skimping
  The GM might allow players to buy racial templates with
  some of the points that their character template allocates to
  powers, spells, and special skills. This gets tricky – it can yield
  delvers who let down the party because they lack expected abil-
  ities. Thus, it’s wise to restrict such siphoning. A suggested
  limit: 1/3 of those points, rounded down. For the standard tem-
  plates:
  Bard: 15 points (from 25 points in Bard-Song abilities + 20
  points in special skills and spells)
  Cleric: 15 points (from 25 points in Holy abilities + 20 points
  in clerical spells)
  Druid: 13 points (from 20 points in Druidic abilities + 20
  points in druidic spells)
  Holy Warrior: 8 points (from 25 points in Holy abilities)
  Martial Artist: 11 points (from 20 points in Chi abilities + 14
  points in special skills)
  Wizard: 10 points (from 30 points in wizardly spells)
  Since it’s possible to buy “sacrificed” abilities in play, this
  isn’t crippling in the long term. If the GM uses Training
  Expenses (p. 43), though, it can be expensive!
  Overlap
  When something appears on a racial template and a char-
  acter template, the simplest approach is to assume that the two
  traits “stack” at full cost. For instance, the barbarian template
  includes “ST 17 (Size, -10%) [63],” while ogres have “ST+10
  (Size, -10%) [90].” Thus, ogre barbarians have ST 27, costing
  153 points total, spent one way or another.
  Dungeon fantasy is humanocentric, though. What really
  matters is that members of a profession can meet human stan-
  dards for that role. If even an average or slightly above-average
  nonhuman qualifies in this regard, he’s a “natural” and can do
  the job – human guilds will admit him, gods will bestow their
  gifts, whatever.
  CHAPTER ONE
  NONHUMAN
  RACES
  
  So if the players are willing to do the math, the GM should
  permit them to “save points” by omitting anything on their
  chosen character template that’s innate to their selected racial
  template, and to put those points toward the racial cost. Let’s
  look at that ogre barbarian again. Barbarians are supposed to
  be strong – which all ogres are – so the average ogre could fill
  the role of a human barbarian just fine. The ogre barbarian’s
  player could thus save 63 points on ST and use these points to
  pay for the ogre template.
  The GM is welcome to rule that this isn’t acceptable in
  specific cases in his world! If humans and shadow elves have
  separate Thieves’ Guilds that hold members to high stan-
  dards of DX relative to their species, then shadow elf thieves
  must have DX 16 – the DX 15 on the thief template, +1 for
  being a shadow elf.
  Choice and Marginal Professions
  Each racial template below has two extra components of
  importance to gamers using character templates from
  Dungeon Fantasy 1: Adventurers –
  Choice Professions: Character templates that especially suit
  the race. This might be because the racial and character tem-
  plates overlap a lot, because the race’s advantages give bonus-
  es to key skills, and/or because the race has traits that would
  otherwise help the delver fill his niche (perhaps despite other
  drawbacks from that profession’s point of view – a member of
  a low-ST flying race makes a superior scout, even with a weak
  bow arm).
  Marginal Professions: Character templates that aren’t a
  harmonious fit – most often because the race suffers penal-
  ties to essential scores, or possesses traits that conflict with
  the job (e.g., social disadvantages are crippling for a bard).
  However, only roles marked with an asterisk (*) are actually
  forbidden (e.g., spellcasting professions for races with Magic
  Resistance).
  Other roles fall somewhere in the middle. Members of the
  race can expect to be about as successful as humans at those
  professions – whether because they lack traits likely to affect
  those careers either way or because the good balances the bad.
  You never have to pick a choice profession or avoid a mar-
  ginal one (provided that it isn’t forbidden). A bad match might
  be a good roleplaying challenge, but be sure that’s what you
  want! In a pure hack-and-slash game, effectiveness usually mat-
  ters more.
  CAT-FOLK
  40 points
  Choice Professions: Martial Artist, Scout, Swashbuckler,
  Thief.
  Marginal Professions: None.
  Cat-folk are the most common of the so-called “beast-men.”
  Their physical gifts make them exceptional adventurers. A cat-
  boy or -girl (as they prefer to be known) resembles a lithe
  human with classic feline ears, whiskers, teeth, claws, and tail.
  Cat-folk fur is short, often with rosettes, spots, tabby markings,
  or tiger stripes.
  Attribute Modifiers: ST-1 [-10]; DX+1 [20].
  Secondary Characteristic Modifiers: Per+1 [5].
  Advantages: Catfall [10]; Claws (Sharp) [5]; Combat Reflexes
  [15]; Fur [1]; Night Vision 5 [5]; Striking ST 2 [10]; Teeth
  (Sharp) [1].
  Disadvantages: Impulsiveness (12) [-10]; Laziness [-10];
  Phobia (Entering Water) (15) [-2].
  Features: Tail (neither a manipulator nor enough of a problem
  to interfere with armor).
  COLEOPTERAN
  75 points
  Choice Professions: Barbarian, Knight, Swashbuckler.
  Marginal Professions: Bard, Cleric, Druid, Wizard.
  Coleopterans are intelligent, upright beetles with hard cara-
  paces, bulging eyes, and functional antennae. Natural delvers,
  they spend most of their time digging tunnels and warring
  against other underground species. Their appearance and
  high-pitched monotone make them disturbing adventuring
  companions, however.
  A coleopteran has the height and weight of a human of his
  ST. No humanoid armor will fit a coleopteran, and the race –
  being hard-shelled – never wanted for protection and so lacks
  armorers. Thus, coleopteran PCs must make do with their nat-
  ural DR 5.
  Attribute Modifiers: ST+1 [10]; IQ-1 [-20]; HT+1 [10].
  Secondary Characteristic Modifiers: Per+1 [5].
  Advantages: 360° Vision [25]; Damage Resistance 5 (Can’t Wear
  Armor, -40%) [15]; Extra Arms 2 [20]; Extra Attack 1 [25];
  Teeth (Sharp) [1]; Vibration Sense (Air) [10].
  Disadvantages: Appearance (Hideous) [-16]; Disturbing Voice
  [-10].
  Features: Cannot learn non-insect languages above Accented
  level.
  CORPSE-EATER
  20 points
  Choice Professions: Barbarian, Knight, Thief.
  Marginal Professions: Bard.
  Corpse-eaters are certainly in the running for the foulest
  “civilized” race. Individuals are often polite, respectful, and
  sophisticated . . . but, well, they look like bald vampires and eat
  corpses. At best, they’re confused with undead; at worst,
  they’re lynched.
  NONHUMAN RACES
  5
  Races from Other GURPS Books
  Readers who own other GURPS works – notably
  Banestorm and Fantasy – will notice many races here
  that share a name but little else with races described in
  those books. There are two reasons for this:
  •Where possible, Dungeon Fantasy races are priced
  so that template-built clerics, druids, martial artists,
  and scouts with only 20 advantage points can afford
  racial costs.
  •Dungeon Fantasy races include only abilities rele-
  vant to hack-and-slash!
  
  Each day, a corpse-eater must devour 1.5 lbs. of flesh and
  bone from a sapient, living humanoid – elf, human, etc. – instead
  of rations or similar ordinary food. In theory, the corpse of an
  average man might suffice for up to 100 days, if preserved well
  enough not to disintegrate. In practice, corpse-eaters hunt con-
  siderably more often.
  A corpse-eater cannot feed on animals, undead, slimes, and so
  on. He can eat orcs and similar creatures. Since such “monster”
  humanoids are frequent dungeon-dwellers, many corpse-eaters
  become delvers.
  Attribute Modifiers: ST+2 [20]; HT+2 [20].
  Secondary Characteristic Modifiers: Basic Speed-0.5 [-10].
  Advantages: Immunity to Disease [10]; Night Vision 5 [5];
  Reduced Consumption 1 (Cast-Iron Stomach, -50%) [1];
  Silence 1 [5]; Teeth (Sharp) [1].
  Perks: Brotherhood of Ghouls* [1].
  Disadvantages: Appearance (Ugly) [-8]; Restricted Diet (Flesh of
  other sapient beings, fresh or not-so-fresh; Very Common) 
  [-10]; Social Stigma (Monster) [-15].
  * Brotherhood of Ghouls: Horde zombies and similar unnatu-
  ral devourers of sapient beings (not ogres, man-eating tigers, etc.)
  will simply ignore a corpse-eater. They’ll see him, and shove him
  aside if he gets between them and their prey, but won’t go after
  him. He could walk right through a zombie army without dis-
  turbing them. This benefit ends if the corpse-eater personally
  takes any offensive action against any ghoul in sight – but his
  allies’ deeds have no effect.
  DARK ONE
  20 points
  Choice Professions: Cleric, Druid, Thief, Wizard.
  Marginal Professions: None.
  Dark ones claim to be distant cousins of elves, but it’s whis-
  pered that they’re really Elder Things that transformed them-
  selves to resemble humans so long ago that they’ve forgotten
  their ancestry. Whatever the truth, they resemble humans . . .
  except for creepy pupils with vertical slits, “fingers” that are actu-
  ally tentacles, an unhealthy familiarity with all things occult, and
  occasional bouts of bloody murder.
  Advantages: Elder Gift 2* [10]; High Manual Dexterity 2 [10];
  Night Vision 1 [1]; Resistant to Metabolic Hazards (+3) [10].
  Perks: Better Power Items† [1].
  Disadvantages: Bloodlust (12) [-10]; Unnatural Features 2 [-2].
  * Elder Gift: You have an uncanny gift for the arcane. This
  Talent adds to Alchemy, Hidden Lore (all specialties), Occultism,
  and Thaumatology. It’s available only to dark ones and elder-
  spawn, who may buy up to two more levels at character creation.
  Reaction bonus: Elder Things – lucky you. 5 points/level.
  † Better Power Items: Treat any artifact as worth 50% more for
  power-item purposes (e.g., a $2,000 jewel, normally limited to 11
  FP, functions as a $3,000 one that can hold 14 FP), but double
  recharge cost ($10/FP). Only dark ones can have this perk.
  DWARF
  20 points
  Choice Professions: Barbarian, Cleric, Holy Warrior, Knight.
  Marginal Professions: Martial Artist.
  Dwarves are essentially hardy-but-stumpy humans who see
  well in the dark and like caves and gold. There’s doubtless much
  more to them than that, as any dwarf will argue if you foolishly
  say that aloud. “Bearded” and “likes ale” aren’t generally qualifi-
  cations sought by adventuring parties, however.
  When finding a dwarf’s height and weight, use the line appro-
  priate to ST on the Build Table (p. B18), but multiply height by
  2/3 and shift weight a column to the right (a Very Fat dwarf has
  maximum weight!). A dwarf’s girth offsets his height enough that
  he’s still SM 0. However, dwarves can’t wear armor fitted for
  humans (and vice versa).
  Attribute Modifiers: HT+1 [10].
  Secondary Characteristic Modifiers: FP+3 [9]; Basic Move-1 
  [-5].
  Advantages: Alcohol Tolerance [1]; Damage Resistance 1 (Tough
  Skin, -40%) [3]; Lifting ST 2 [6]; Night Vision 5 [5]; Pickaxe
  Penchant 1* [5]; Resistant to Poison (+3) [5].
  Perks: Dwarven Gear† [1].
  Disadvantages: Greed (12) [-15]; Stubbornness [-5].
  Features: Armor isn’t interchangeable with human armor.
  * Pickaxe Penchant: You’re a natural at fighting, bashing, and
  mining with axes and picks. This Talent adds to Axe/Mace,
  Forced Entry, Prospecting, Thrown Weapon (Axe/Mace), and
  Two-Handed Axe/Mace. Only dwarves can have it, and may buy
  up to three more levels at character creation. Reaction bonus:
  Miners. 5 points/level.
  † Dwarven Gear: 10% off the final price of gear qualified as
  “dwarven” – armor, rations, shields, weapons, whetstones, etc.
  ELVES
  Nobody is certain how many kinds of elves there are, or exact-
  ly how they differ – and the fact that they’re haughty and won’t
  tell anybody doesn’t help – but most people have at least heard of
  gray, green, high, mountain, sea, shadow, winged, and wood
  elves. For a secretive bunch, they’re widespread. Whenever the
  players think they’ve finally figured out elves, the GM should
  invent a new sort.
  These templates describe the varieties of elves likely to go
  adventuring with humans. All are slender (find height normally
  for ST, add 2”, and leave weight alone), magically attuned
  (Magery 0 primarily means “can sense magic items,” but does
  make it 5 points cheaper to play a wizard), and have Technicolor
  hair. They’re also long-lived, but this has no effect in dungeon
  fantasy – monsters with aging attacks always afflict victims in
  proportion to racial life expectancy. Thus, elf templates omit
  Unaging.
  The majority of elves have Sense of Duty (Nature), which can
  be fairly limiting. It’s functionally equivalent to Charitable and
  Pacifism toward any plant or animal that isn’t actively in the
  process of eating the elf, and extends to beast-men, faeries, wild-
  men, and other non-technological races. If an elf plays against
  type in this regard, the GM is free to award him fewer points for
  the adventure.
  Most (but not all) elves also have a special perk:
  Elven Gear: 10% off the final price of gear qualified as “elven”
  – armor, rations, weapons, etc.
  Finally, elves may buy up to four levels of a racial Talent 
  during character creation (wood elves start with two levels):
  NONHUMAN RACES
  6
  
  Forest Guardian: You’re the product of eons of selective breed-
  ing for the task of sneaking around in the bushes, peppering lit-
  terers with arrows. This Talent adds to Bow, Camouflage, Fast-
  Draw (Arrow), Stealth, and Survival (Woodlands). Only elves can
  have it. Reaction bonus: Druids, faeries, and bunnies. 5
  points/level.
  Half-Elf
  20 points
  Choice Professions: Scout, Wizard.
  Marginal Professions: None.
  Half-elves are the most common variety of “elves” encoun-
  tered by common folk (which speaks volumes about the virtue of
  elves . . .). They resemble slender humans with vivid dye jobs.
  Elves don’t extend them the courtesy of elven gear, and half-elves
  reciprocate by kicking the occasional bunny.
  Attribute Modifiers: DX+1 [20].
  Advantages: Magery 0 [5].
  Disadvantages: Social Stigma (Half-Breed) [-5].
  Features: Any hair color but a reasonable human one.
  High Elf
  20 points
  Choice Professions: Bard, Druid, Wizard.
  Marginal Professions: Barbarian.
  High elves are the ones in splendid clothing who go about
  singing laments and being ominous. They like little better than to
  stride into the inn, pull back their hood, and say something deep
  and lyrical that puts a damper on the merrymaking. They do
  make good bards and wizards, though.
  Attribute Modifiers: ST-1 [-10]; IQ+1 [20].
  Advantages: Appearance (Attractive) [4]; Magery 0 [5]; Musical
  Ability 1 [5]; Voice [10].
  Perks: Elven Gear [1].
  Disadvantages: Sense of Duty (Nature) [-15].
  Features: Gold or silver hair.
  Mountain Elf
  20 points
  Choice Professions: Scout, Thief, Wizard.
  Marginal Professions: None.
  Mountain elves are reclusive highlands dwellers. They’re
  famed for their keen vision, sure feet, eternal glowering, and
  freaky blue hair. While fine-featured, they aren’t exactly attrac-
  tive. Maybe it’s the hair.
  Attribute Modifiers: ST-1 [-10]; DX+1 [20].
  Advantages: Acute Vision 2 [4]; Magery 0 [5]; Perfect Balance
  [15]; Telescopic Vision 1 [5].
  Perks: Elven Gear [1].
  Disadvantages: Loner (12) [-5]; Sense of Duty (Nature) [-15].
  Features: Electric-blue hair.
  Sea Elf
  20 points
  Choice Professions: Scout, Wizard.
  Marginal Professions: None.
  Sea elves have gills and webbed extremities, allowing them to
  function unhindered underwater – a useful gift for an adventur-
  er. On the other hand, sea elves are so freaked out by fire that
  they won’t walk within 5 yards of torches, lanterns, etc. And the
  gills ruin their elven good looks.
  Attribute Modifiers: ST-1 [-10]; DX+1 [20].
  Advantages: Amphibious [10]; Doesn’t Breathe (Gills, -50%)
  [10]; Magery 0 [5]; Nictitating Membrane 1 [1]; Pressure
  Support 1 [5].
  Perks: Elven Gear [1].
  Disadvantages: Phobia (Fire) (9) [-7]; Sense of Duty (Nature) 
  [-15].
  Features: Pastel-blue or -green hair.
  Shadow Elf
  20 points
  Choice Professions: Scout, Thief, Wizard.
  Marginal Professions: None.
  Shadow elves are probably the reason why dark ones (p. 6)
  can claim to be related to elves. Like dark ones, shadow elves are
  just a little unsettling, and tend to pursue creepy professions.
  Other elves normally avoid them. Rumors that they worship a
  scantily clad spider goddess from Hell are apocryphal, however.
  Attribute Modifiers: ST-1 [-10]; DX+1 [20].
  Advantages: Magery 0 [5]; Silence 2 [10].
  Disadvantages: Callous [-5].
  Features: Cobweb-gray or jet-black hair.
  Winged Elf
  25 points
  Choice Professions: Scout, Thief, Wizard.
  Marginal Professions: Barbarian.
  Winged elves possess the gift of flight – a truly wonderful thing
  for any adventurer faced with lava pits, diamond-encrusted stat-
  ues in niches 50’ up a wall, etc. Wings have their drawbacks,
  though; see Winged Races (box). In addition, torso armor for
  winged elves must be specially designed, and isn’t interchange-
  able with armor for wingless folk.
  Attribute Modifiers: ST-2 [-20]; DX+1 [20].
  Advantages: Appearance (Attractive) [4]; Flight (Winged, -25%)
  [30]; Magery 0 [5].
  Perks: Elven Gear [1].
  Disadvantages: Sense of Duty (Nature) [-15].
  Features: Snow-white hair. Torso armor isn’t interchangeable
  with human torso armor.
  NONHUMAN RACES
  7
  Winged Races
  Wings are targeted at -2 in combat. They’re a valid
  target only from behind when folded, but from all direc-
  tions while flying. Injury over HP/2 cripples a wing.
  Wings cannot be armored; the options are leaving them
  exposed or folding them inside armor, making it impos-
  sible to fly.
  
  Wood Elf
  20 points
  Choice Professions: Martial Artist, Scout, Thief,
  Wizard.
  Marginal Professions: None.
  This is the flavor of elf most monsters recall
  fondly when they think “elf”: attractive, nimble,
  green hair, likes bows and forests, etc. Wood elves
  are in fact the same thing as green elves.
  Attribute Modifiers: ST-1 [-10]; DX+1 [20].
  Secondary 
  Characteristic 
  Modifiers:
  Basic
  Move+1 [5].
  Advantages: Appearance (Attractive) [4]; Forest
  Guardian 2 [10]; Magery 0 [5].
  Perks: Elven Gear [1].
  Disadvantages: Sense of Duty (Nature) [-15].
  Features: Green hair.
  FAERIE FOLK
  The so-called “faerie folk” are a diverse lot. Aside
  from a need for mana (losing 1 HP per minute
  without it) and an obsessive sense of stewardship
  over wild places (sharing the elves’ Sense of Duty;
  see p. 6), the faerie races have little in common, and
  often get along better with elves and druids than
  among themselves. Contrary to pernicious folklore,
  few abduct babies – that chestnut is the result of a
  misunderstanding involving a halfling drunkard, a
  nymph, and a cleric.
  Faun
  20 points
  Choice Professions: Barbarian, Bard, Druid,
  Scout.
  Marginal Professions: None.
  Fauns resemble humans above the navel, goats
  below. A faun’s lower body features a short tail,
  wooly fur, and backward-bending legs ending in
  cloven hooves. The goatish looks don’t quite stop at
  the waist; fauns have horns and pointy ears, and
  males have a goatee. Note that last part – there are
  female fauns, and bringing up the myth that fauns
  and nymphs are males and females of a single
  species is an excellent way to start a fight.
  Attribute Modifiers: DX+1 [20]; HT+1 [10].
  Secondary Characteristic Modifiers: Per+2 [10].
  Advantages: Acute Hearing 2 [4]; Animal Empathy
  [5]; Claws (Hooves) [3]; Musical Ability 2 [10];
  Striker (Horns; Crushing) [5].
  Disadvantages: 
  Dependency 
  (Mana; 
  Very
  Common; Constantly) [-25]; Lecherousness (15) 
  [-7]; Sense of Duty (Nature) [-15].
  Features: Leg and foot armor isn’t interchangeable
  with human armor. Tail (neither a manipulator
  nor enough of a problem to interfere with
  armor).
  NONHUMAN RACES
  8
  Tiny Tools
  Gnomes, halflings, leprechauns, pixies, and others with SM -1 or less
  require diminutive equipment. Since these creatures are unrealistically
  strong for their SM and live in a world with brownie armorers and mag-
  ical materials, their gear defies the logic of Square-Cube Laws, elastic
  moduli, and similar un-fantastic concepts. In short, the scaling rules
  below aren’t generic!
  Armor and Clothing
  These items require extensive modification, and aren’t exchangeable
  between wearers of different SM.
  Weight: Multiply weight after any other adjustments by weight factor,
  rounding up and keeping two figures:
  SM
  Weight Factor
  -1
  ¥1/2
  -2
  ¥1/5
  -4
  ¥1/20
  -6
  ¥1/100
  DR: Apply SM as a DR penalty; minimum DR is 0. Tiny folk must
  either start with heavy armor (like dwarven heavy plate) or buy Fortify
  enchantments (which work normally) to get any significant DR.
  Cost: Cost doesn’t change! Delicate and magical faerie craftsmanship
  (which doesn’t work on big-folk armor) eats any savings from materials
  costs. Without such craft, DR would be subject to the weight multiplier,
  too!
  Example: A corselet that’s DR 6, $1,300, and 35 lbs. for a human still
  costs $1,300 for small folk. It’s DR 5 and 18 lbs. at SM -1, DR 4 and 7
  lbs. at SM -2, DR 2 and 1.8 lbs. at SM -4, and DR 0 (tinfoil!) and 0.35 lb.
  at SM -6.
  Weapons and Tools
  For weapons and tools, multiply (longest) Reach, weight, and
  required ST by factors, and reduce damage:
  Reach
  Weight
  ST
  Damage
  SM
  Factor
  Factor
  Factor
  Penalty
  -1
  ¥2/3
  ¥2/3
  ¥3/4
  -1
  -2
  ¥1/2
  ¥1/3
  ¥1/2
  -2
  -4
  ¥1/4
  ¥1/8
  ¥1/4
  -4
  -6
  ¥1/12
  ¥1/25
  ¥1/10
  -6
  Round weight up, keeping two figures; drop fractions on Reach and
  ST. Treat Reach 0 as C (“close combat only”) by big-folk standards.
  Ignore Reach for ranged weapons.
  Cost depends on construction:
  Faerie: Effectiveness doesn’t otherwise change. Neither does cost.
  Mundane: Multiply cost by weight factor. Melee weapons bend easi-
  ly, gaining an armor divisor that multiplies enemy DR: (0.5), or ¥2 DR,
  at SM -1; (0.2), or ¥5 DR, at SM -2; and (0.1), or ¥10 DR, at SM -4 or 
  -6. Ranged weapons have less range than ST would indicate; multiply
  range by reach factor.
  Example: A thrusting greatsword inflicts swing+3 cutting or thrust+3
  impaling, and is Reach 1, 2, $900, 7 lbs., ST 12. A pixie version (SM -6)
  delivers swing-3 cutting or thrust-3 impaling, and is Reach C, $900, 0.28
  lb., ST 1 with faerie work. It costs just $36 if mundane – but then 
  damage has armor divisor (0.1).
  
  Leprechaun
  20 points
  Choice Professions: Swashbuckler, Thief, Wizard.
  Marginal Professions: Barbarian, Holy Warrior, Knight.
  Leprechauns have rosy cheeks, bright eyes, and rotten dis-
  positions. Their reasons for this last part are excellent – the
  number of leprechauns slain annually by adventurers looking
  for pots of gold is truly horrific. The world probably has a lot
  to answer for.
  Find a leprechaun’s height normally for ST before adding
  the racial ST modifier, and then double it and convert feet to
  inches. For instance, a ST 7 leprechaun would have ST 11
  before the racial modifier, and stand 10.8”-12.5” tall. Weight is
  10-15 lbs. This makes them one of the strongest races out
  there, pound for pound, and explains why they often take up
  boxing. A leprechaun has SM -4, regardless of exact height;
  Tiny Tools (p. 8) applies to his gear.
  Attribute Modifiers: ST-4 [-40]; DX+2 [40].
  Secondary Characteristic Modifiers: SM -4; HP-2 [-4].
  Advantages: Magery 0 [5]; Reduced Consumption 2 [6];
  Ridiculous Luck [60].
  Perks: Leprechaun Charms (¥3)* [3].
  Disadvantages: Bad Temper (12) [-10]; Dependency 
  (Mana; Very Common; Constantly) [-25]; Sense of Duty
  (Nature) [-15].
  * Leprechaun Charm: Each perk lets the leprechaun learn
  and cast one particular druidic or wizardly spell without regard
  for prerequisites (spells, Magery, or Power Investiture). He
  must buy and improve this like any other IQ/H or IQ/VH skill.
  If he has Magery 1+, he receives its usual bonus. He must spec-
  ify the spell at character creation – although he need not buy it
  then – and cannot change it later. No leprechaun can have
  more than three charms.
  Nymph
  20 points
  Choice Professions: Bard.
  Marginal Professions: None.
  Contrary to common belief, nymphs come in both sexes
  and aren’t “female fauns.” The stories about nymphs that can
  merge with brooks, trees, and so on are true, but those nymphs
  can’t stray more than a few feet from home, which makes them
  unsuitable as adventurers. This template describes the errant
  kind.
  Nymphs resemble mind-numbingly attractive elves (+10 to
  reactions!). Merchants often post “No Nymphs” signs, only to
  forget about them when a nymph walks in. A nymph in the
  party greatly increases the odds of successful negotiation with
  monsters and merchants – and of fist-fights between jealous
  party members.
  Attribute Modifiers: HT+1 [10].
  Advantages: Appearance (Transcendent; Universal, +25%) [25];
  Charisma 5 [25].
  Disadvantages:
  Dependency 
  (Mana; 
  Very 
  Common;
  Constantly) [-25]; Sense of Duty (Nature) [-15].
  Features: Blue skin, with hair like cascading water; green skin,
  with leaves for hair; and so on. Perky.
  Pixie
  25 points
  Choice Professions: Thief, Wizard.
  Marginal Professions: Barbarian, Holy Warrior, Knight.
  Pixies resemble tiny humans with colorful butterfly wings
  (see Winged Races, p. 7). They’re the smallest faerie folk who
  have any real chance of surviving a dungeon crawl. There are
  smaller “fairies,” but even with magic, they would likely be
  squashed. Anyway, since most loot is human-sized, delving
  isn’t especially attractive to moth-sized folk.
  Determine a pixie’s height normally for ST before applying
  the racial ST modifier, and then convert feet to inches. For
  instance, a ST 6 pixie would have ST 11 before the racial mod-
  ifier, and stand 5.4”-6.2”. Weight is negligible – 1-2 lbs., should
  it matter – which makes them fantastically strong for their size,
  a fact trumpeted by pixie warriors. Regardless of his exact
  height, treat a pixie as SM -6. This necessitates special rules for
  equipment; see Tiny Tools (p. 8).
  Attribute Modifiers: ST-5 [-50]; DX+3 [60].
  Secondary Characteristic Modifiers: SM -6; HP-4 [-8].
  Advantages: Appearance (Attractive) [4]; Enhanced Dodge 1
  [15]; Flight (Winged, -25%) [30]; Magery 0 [5]; Reduced
  Consumption 4 [8].
  Perks: Pixie Shot* [1].
  Disadvantages: 
  Dependency 
  (Mana; 
  Very 
  Common;
  Constantly) [-25]; Sense of Duty (Nature) [-15].
  Features: Antennae. Torso armor isn’t interchangeable with
  that of wingless SM -6 creatures.
  * Pixie Shot: 50% off the price of any nonmagical blade
  venom the GM allows in the campaign.
  GARGOYLE
  25 points
  Choice Professions: Barbarian, Knight.
  Marginal Professions: Bard, Cleric, Druid, Wizard.
  A gargoyle resembles nothing so much as an ugly stone
  man with wings (see Winged Races, p. 7), claws, and a barbed
  tail. Gargoyles are stupid, dirty, and unsophisticated, but not
  uniformly evil – although some would pull the wings off a
  pixie. Mostly, they just like to eat and break stuff.
  Gargoyles stand as tall as humans of the same ST, but weigh
  30 lbs. more than their height suggests.
  Attribute Modifiers: IQ-1 [-20]; HT+1 [10].
  Secondary Characteristic Modifiers: HP+2 [4]; Basic Speed-
  0.25 [-5].
  Advantages: Claws (Blunt) [3]; Damage Resistance 2 [10];
  Flight (Winged, -25%) [30]; Night Vision 5 [5]; Striker (Tail;
  Impaling; Clumsy, -2 to hit, -40%) [5].
  Perks: Stony* [1].
  Disadvantages: Appearance (Ugly) [-8]; Gluttony (12) [-5];
  Odious Racial Habit (Dirty) [-5].
  Features: Torso armor isn’t interchangeable with human torso
  armor.
  * Stony: Gets +2 to impersonate a statue if still and naked
  against a stone backdrop. This usually benefits trickery
  attempts using Acting, Camouflage, or Stealth.
  NONHUMAN RACES
  9
  
  GNOME
  20 points
  Choice Professions: Cleric, Druid, Thief, Wizard.
  Marginal Professions: Martial Artist.
  Gnomes are diminutive craftsmen who are equally at home
  in rolling hill country and underground. They aren’t “runty
  dwarves,” but a distinct, proud race. Rumors abound of the
  “Hell Gnomes,” a tribe that went bad. Gnomes claim that this
  term refers to demonic imps, not proper gnomes (but don’t
  seem comfortable with the topic, all told).
  Find a gnome’s height and weight using the line appropri-
  ate to ST on the Build Table (p. B18), but multiply height by 2/3
  while keeping weight unchanged. A gnome has SM -1, regard-
  less of height. Tiny Tools (p. 8) applies to his kit, but he’s big
  enough to wield human weapons at -1 to skill. He can buy off
  this penalty completely with a special perk, which isn’t part of
  the racial template:
  Giant Weapons: You’re familiar enough with the clumsy
  weapons of big folk (SM 0) that you can ignore the -1 to use
  them.
  Secondary Characteristic Modifiers: SM -1; FP+3 [9]; Basic
  Move-1 [-5].
  Advantages: Honest Face [1]; Night Vision 5 [5]; Resistant to
  Poison (+3) [5]; Widget-Worker 2* [10].
  Disadvantages: Curious (12) [-5].
  * Widget-Worker: Your deft hands and clockmaker’s mind
  help you locate parts and assemble and disassemble mecha-
  nisms – crossbow triggers, door hinges, locks, the lot. This
  Talent aids Armoury (Missile Weapons), Forced Entry,
  Lockpicking, Scrounging, and Traps. Only gnomes can have it,
  and may buy one or two more levels at character creation.
  Reaction bonus: Those who benefit directly from your skills.
  5 points/level.
  GOBLIN-KIN
  Goblin-kin are a whole gamut of ugly, borderline-civilized
  brutes that are as likely to be found glowering over a counter
  in town as cackling behind a cauldron of boiling oil in the 
  dungeon. They have a reputation as “monsters” – thanks to fre-
  quent employment in that role by evil wizards – but are also
  avid delvers. The common threads seem to be money 
  and fighting; so really, they’re not that different from other
  adventurers.
  Goblin sub-races are almost as confusing as elven ones, but
  the distinctions mostly come down to matters of size and puri-
  ty of blood. Any of these templates would be a cheap way to
  add combat-effectiveness to a character concept that doesn’t
  call for IQ. The Social Stigma and unpleasant looks somewhat
  balance this; see Almost Monster (p. 11).
  Goblin
  0 points
  Choice Professions: Barbarian, Knight, Thief.
  Marginal Professions: Bard, Cleric, Druid, Wizard.
  True goblins are the small, not-too-stupid ones with needle-
  like teeth and a cowardly disposition. They spend a lot of time
  being bullied by orcs and tossed around by angry hobgoblins.
  Still, they’re survivors, and deadlier on average than humans in
  a fight (but unless an orc or a hobgoblin is around, a deter-
  mined human can intimidate a goblin with ease).
  Goblins stand 2” shorter than humans of the same ST, but
  are no lighter.
  Attribute Modifiers: IQ-1 [-20]; HT+1 [10].
  Secondary Characteristic Modifiers: HP+1 [2]; Will+1 [5];
  Per+1 [5].
  Advantages: Infravision [10]; Rapid Healing [5]; Resistant to
  Metabolic Hazards (+3) [10]; Teeth (Sharp) [1].
  Disadvantages: Appearance (Ugly) [-8]; Cowardice (12) [-10];
  Social Stigma (Savage) [-10].
  Half-Orc
  20 points
  Choice Professions: Barbarian, Knight, Thief.
  Marginal Professions: Bard.
  “Half orc and half what?” It’s usually hard to tell, since few
  half-orcs are really half anything – they’re the product of gen-
  erations of inbreeding among the offspring of orc rapine,
  mostly in elf and human communities, but also including the
  occasional half-ogre. This is the usual explanation for why
  they’re no less stigmatized than full-blooded goblin-kin, and
  just as resilient.
  A half-orc has the height and weight of a human with one
  level more ST. This makes the average half-orc the size of a ST
  11 human: 5’5”-6’3” and 125-195 lbs.
  Attribute Modifiers: HT+1 [10].
  Secondary Characteristic Modifiers: HP+1 [2].
  Advantages: Acute Hearing 1 [2]; Night Vision 5 [5]; Rapid
  Healing [5]; Resistant to Metabolic Hazards (+3) [10].
  Disadvantages: Appearance (Unattractive) [-4]; Social Stigma
  (Savage) [-10].
  NONHUMAN RACES
  10
  
  Hobgoblin
  15 points
  Choice Professions: Barbarian, Knight.
  Marginal Professions: Bard, Cleric, Druid, Wizard.
  Hobgoblins are the big, ill-tempered, stupid ones that con-
  stitute the shock troops of a goblin-kin army. They’re tough,
  strong, and – despite major psychological drawbacks – danger-
  ously strong-willed and alert. They also have boar-like tusks,
  and like to bite.
  Work out a hobgoblin’s height and weight as if his ST were
  three levels higher. The average hobgoblin (ST 12) is as big as
  a ST 15 human: 6’2”-7’ and 170-270 lbs.
  Attribute Modifiers: ST+2 [20]; IQ-2 [-40]; HT+1 [10].
  Secondary Characteristic Modifiers: HP+3 [6]; Will+2 [10];
  Per+2 [10].
  Advantages: Infravision [10]; Rapid Healing [5]; Resistant to
  Metabolic Hazards (+3) [10]; Teeth (Fangs) [2].
  Disadvantages: Appearance (Ugly) [-8]; Bad Temper (12) [-10];
  Social Stigma (Savage) [-10].
  Orc
  15 points
  Choice Professions: Barbarian, Knight, Thief.
  Marginal Professions: Bard, Cleric, Druid, Wizard.
  Orcs are the medium-sized, not-too-stupid ones that bully
  the other sorts. They’re the officers of the goblin-kin legions,
  inasmuch as that’s anything to be proud of. Simple folk often
  identify all goblin-kin as “orcs,” which greatly peeves any orcs
  in earshot. And it’s hard to be out of earshot – orcs have
  twitchy, pig-like ears that hear everything.
  Find the height and weight of an orc as if his ST were two
  levels higher. The typical ST 11 orc is as large as a ST 13
  human: 5’11”-6’9” and 155-245 lbs.
  Attribute Modifiers: ST+1 [10]; IQ-1 [-20]; HT+1 [10].
  Secondary Characteristic Modifiers: HP+2 [4]; Will+1 [5];
  Per+1 [5].
  Advantages: Acute Hearing 2 [4]; Infravision [10]; Rapid
  Healing [5]; Resistant to Metabolic Hazards (+3) [10].
  Disadvantages: Appearance (Ugly) [-8]; Bully (12) [-10]; Social
  Stigma (Savage) [-10].
  NONHUMAN RACES
  11
  Several races have Social Stigmas and/or below-average
  Appearance. Some have Odious Racial Habits. In dungeon
  fantasy, it’s reasonable to ask, “Is it fair for a race to get 
  abilities like high ST and Flight in return for reaction 
  penalties?”
  Good question!
  Appearance and Odious Racial Habits
  Racially Unattractive, Ugly, or Hideous looks give 
  -1, -2, or -4, respectively – and Odious Racial Habit
  gives -1 per -5 points – to all rolls for buying or
  selling goods, finding backers, or other social
  activities described in Dungeon Fantasy 2:
  Dungeons as occurring in town. This affects
  reaction and skill rolls. Penalties are cumula-
  tive with each other and those for Social
  Stigmas.
  Members of races with such traits also stand
  out. Apply the same penalties to mundane and
  magical rolls to disguise them as anything but
  another member of their race, cumulative with the 
  -1/level from Unnatural Features.
  Social Stigmas
  Racial Social Stigmas give penalties to not only the
  above skill and reaction rolls, but also those for dungeon
  negotiations. Apply the worst applicable penalty in the party.
  Stigmas include:
  Half-Breed: -1 to reactions and -2 to skill rolls unless 
  the other party is neither human nor whatever your other
  half is.
  Infernal: -2 to reactions and -2 to skill rolls, and helpful
  clerical spells (like healing) work at -3 on you.
  Savage: -2 to reactions and -4 to skill rolls except with
  other savages like you. There’s a 6 or less chance you’ll be
  denied entry to town. If so, you can’t conduct business and
  must live just as if you were on the road, eating rations and
  facing random encounters.
  Monster: -3 to reactions and -6 to skill rolls except with
  others of your kind, and a 9 or less chance you’ll be denied
  entry to town.
  Nonhuman barbarians should ignore their
  character template’s Social Stigma and select 
  -10 points of other barbarian disadvantages
  instead. They can’t have two Social Stigmas.
  Similarly, Social Stigma (Infernal)
  includes Social Stigma (Excommunicated),
  so infernal wizards, evil clerics, and unholy
  warriors can’t take that disadvantage again.
  A Monster’s Life
  The GM is free to make the world unfair for
  races with a total reaction penalty of -3 or worse
  from Appearance, Odious Racial Habit, and/or Social
  Stigma (that’s coleopterans, corpse-eaters, gargoyles,
  goblin-kin, half-ogres, minotaurs, ogres, reptilians, and
  trolls). Some ideas:
  • Blessed items won’t work for them. Some might curse
  them!
  • Elf princesses skip them when distributing quest
  rewards.
  • Enemy archers and wizards target them first.
  Every adventure should feature situations where avoid-
  ing harm or receiving loot depends on not being a monster.
  Almost Monster
  
  HALF-SPIRITS
  A “half-spirit” is the child of a mortal parent by an immor-
  tal spirit. These templates assume someone who’s half-human.
  Other half-breeds should add the traits on the relevant half-
  spirit template to those of another race’s template, as explained
  under Stacking Templates (p. B261) – although this can be
  tricky for inexperienced players.
  While the immortal parent might have come from Heaven
  or Hell, half-spirits don’t have an intrinsic bias in either direc-
  tion. Each makes his own moral choices. Of course, that does
  little to change people’s reactions to halos, cloven hooves, and
  unfortunate names (“I remember the last Damien . . .”).
  Like elves, half-spirits are technically very long-lived, if not
  Unaging. Since this isn’t significant in dungeon fantasy, these
  templates don’t reflect that.
  Finally, all half-spirit templates are expensive. Even more so
  than most races, these won’t suit every campaign.
  Celestial
  75 points
  Choice Professions: Cleric, Holy Warrior.
  Marginal Professions: None.
  Celestials are said to result from the earthly dalliances of
  beings known colloquially as “angels.” Some people believe
  that celestials exist for a Reason and are the Chosen. However,
  if divine servitors are forbidden to fraternize with mortals – as
  clerics claim – then it seems more likely that celestials descend
  from rebel angels, or that angels aren’t divine servitors. It is odd
  that despite celestials’ many gifts, they only wield holy powers
  when they happen to take priestly orders.
  Celestials could pass for the lucky few humans who are
  attractive, fit, nimble, strong, and wise, if it weren’t for the
  golden or silvery nimbus. Some have more telling features, like
  wings.
  Attribute Modifiers: ST+1 [10]; DX+1 [20]; IQ+1 [20]; HT+1
  [10].
  Secondary Characteristic Modifiers: Will+1 [5]; FP+1 [3];
  Basic Speed+0.5 [10].
  Advantages: Appearance (Attractive; Universal, +25%) [5]; Fit
  [5]; Spirit Empathy [10].
  Perks: Celestial Nimbus* [1]; Divine Gifts† [1].
  Disadvantages: Divine Curse (Demons go after you first and
  worst, no matter who else is nearby) [-5]; Weakness (Cursed
  areas and areas of high or better sanctity to Evil gods;
  Occasional; 1d/minute) [-20].
  Features: Functions and detects as Good, regardless of true
  morality, whether this helps (“Only the truly Good can wield
  this sword.”) or hinders (“Triple damage to beings of true
  Good.”). Gold or silver eyes and hair. Milk-white, blue, or
  other unnatural skin.
  * Celestial Nimbus: You’re engulfed in a constant glow. This
  is as bright as a torch, eliminates darkness penalties in a two-
  yard radius, and can’t be concealed.
  † Divine Gifts: You may start with certain exotic and super-
  natural advantages, or buy them in play, at their usual point
  costs: Doesn’t Breathe [20], Doesn’t Eat or Drink [10], Doesn’t
  Sleep [20], Extra Life [25], Flight (Winged, -25%) [30],
  Immunity to Metabolic Hazards [30], Temperature Tolerance
  [1/level], Walk on Air [20], and Walk on Liquid [15].
  Elder-Spawn
  75 points
  Choice Professions: Cleric, Thief, Wizard.
  Marginal Professions: Barbarian, Druid, Scout.
  Where dark ones (p. 6) are Elder Things, but Things so far
  removed from their own kind that they’re little better than mad
  elves, elder-spawn have a more recent connection: one parent
  is Unspeakable Madness from Outside Time and Space. The
  other is dead or insane.
  This template is for passable specimens who can live
  among Man – perhaps to Man’s detriment. They look like
  humans (or whatever their other half is) but not quite right. In
  particular, they’re rubbery. This isn’t obvious until they are
  sliced open or attempt to squeeze through a narrow opening.
  Then it’s really unnerving.
  Advantages: Double-Jointed [15]; Elder Gift 2* [10]; Injury
  Tolerance (Homogenous) [40]; Night Vision 5 [5]; Resistant
  to Metabolic Hazards (+3) [10]; Slippery 5 [10]; Unfazeable
  [15].
  Disadvantages: Frightens Animals [-10]; Supernatural
  Features (Not Quite Right) [-5]; Weirdness Magnet [-15].
  Features: Supernatural Features take the form of giving -1 to
  reactions from anyone who witnesses your racial abilities
  in action – and from any NPC who knows what you are –
  and +1 to all mundane or magical attempts to discover
  what you are.
  * See description under Dark One (p. 6).
  Infernal
  75 points
  Choice Professions: Barbarian, Knight, Scout, Thief.
  Marginal Professions: Bard, Cleric, Holy Warrior.
  Infernals are the offspring of unions – rarely willing –
  between mortals and demons. Given demonic predilections,
  infernals are unfortunately common. Theories abound as to
  the truth about these creatures. Most folk purport to feel sym-
  pathy for them, but secretly assume they’re in league with The
  Devil (which some are).
  Infernals can’t pass as ordinary mortals. The vestigial horns,
  tail, and wings – while not strictly ugly – kind of stand out.
  Thus, their Social Stigma applies almost constantly; see Almost
  Monster (p. 11).
  Attribute Modifiers: ST+2 [20]; DX+1 [20]; HT+1 [10].
  Secondary Characteristic Modifiers:
  FP+1 [3]; Basic
  Speed+0.5 [10].
  Advantages: Claws (Hooves) [3]; Damage Resistance 1 [5];
  Dark Vision [25]; Fit [5]; Spirit Empathy [10].
  Perks: Infernal Gifts* [1].
  Disadvantages: Social Stigma (Infernal) [-15]; Unnatural
  Features 2 [-2]; Weakness (Blessed areas and areas of 
  high or better sanctity to Good gods; Occasional;
  1d/minute) [-20].
  Features: Eyes, hair, and skin are unnatural red and black
  tones. Functions and detects as Evil, regardless of true
  morality, whether this helps (“Enter, Son of Lucifer!”) or hin-
  ders (“Only injures beings of true Evil.”). Vestigial horns,
  tail, and wings.
  NONHUMAN RACES
  12
  
  * Infernal Gifts: You may start with certain exotic and super-
  natural advantages, or buy them in play, at their usual point
  costs: Doesn’t Breathe [20], Doesn’t Eat or Drink [10], Doesn’t
  Sleep [20], Extra Life [25], Flight (Winged, -25%) [30], Immunity
  to Metabolic Hazards [30], Striker (Horns; Crushing or
  Impaling) [5 or 8]; Striker (Tail; Piercing, Large Piercing, or
  Impaling) [5, 6, or 8], Teeth (Sharp or Fangs) [1 or 2], and
  Temperature Tolerance [1/level].
  Infused
  The infused are people imbued with elemental character –
  the result of rare flings between mortals and elementals capable
  of taking mortal form. They’re probably the happiest of half-
  spirits, being neither creepy nor burdened with moral baggage.
  Their social problems are rarely worse than village kids bugging
  them to perform tricks.
  Infused resemble humans (or whatever their flesh-and-blood
  parent is) with obvious elemental features. They aren’t unattrac-
  tive, but only earth-infused can pass as anything but what they
  are. Specific abilities vary by elemental type and are generally
  Mana Sensitive (p. B34) – that is, they don’t work without mana.
  Air-Infused
  75 points
  Choice Professions: Martial Artist, Scout, Swashbuckler,
  Thief.
  Marginal Professions: None.
  Nimble air-infused can call on the aid of invisible air elemen-
  tals to “walk on air” and break their fall. They also enjoy resist-
  ance to lightning strikes, whirlwinds, and similar attacks. Their
  actual control over air is limited; they’re surrounded by a light
  breeze that they can direct to minor effect.
  Attribute Modifiers: DX+1 [20].
  Advantages: Catfall (Mana Sensitive, -10%) [9]; Damage
  Resistance 5 (Limited, Air and Weather, -40%; Mana
  Sensitive, -10%) [13]; Reputation +3 (Air Elementals) [5];
  Resistant to Metabolic Hazards (+3) [10]; Walk on Air (Mana
  Sensitive, -10%) [18].
  Perks: Puff of Air* [1].
  Disadvantages: Unnatural Features 1 [-1].
  Features: Luminous sky-blue eyes. Surrounded by a perpetual
  light breeze.
  * Puff of Air: Can blow a constant stream of air from a
  pointed finger. This is strong enough to blow poison dust off
  a trapped item or extinguish a candle at 2 yards, but has no
  combat effect.
  Earth-Infused
  75 points
  Choice Professions: Druid, Thief.
  Marginal Professions: None.
  Earth-infused are solid types who can walk right through
  earth and stone barriers . . . but only while naked. They’re also
  resistant to damage from falling rock, Stone Missile spells, and
  so on. They can’t truly become stone, but they can harden a fist
  for punching.
  Secondary Characteristic Modifiers: HP+1 [2].
  Advantages: Damage Resistance 5 (Limited, Earth and Stone, 
  -40%; Mana Sensitive, -10%) [13]; Permeation (Earth;
  Extended, Stone, +20%; Mana Sensitive, -10%) [44];
  Reputation +3 (Earth Elementals) [5]; Resistant to Metabolic
  Hazards (+3) [10].
  Perks: Stone Fist* [1].
  Features: Chunky, square build.
  * Stone Fist: Can make a fist rock-hard. It counts as brass
  knuckles (+1 punching damage), at the cost of Bad Grip 3. This
  takes a Ready maneuver to switch on or off.
  Fire-Infused
  75 points
  Choice Professions: Martial Artist, Scout, Swashbuckler.
  Marginal Professions: None.
  The main ability of speedy fire-infused is fire resistance: sub-
  tract an extra DR 6 from fire damage, and then halve penetrat-
  ing injury (e.g., 21 points of dragon’s breath would inflict only 7
  points). This extends to heat; the average fire-infused is quite
  comfortable up to 200°. They can’t control fire, but can generate
  small flames for light and heat.
  Secondary Characteristic Modifiers: Basic Speed+1 [20].
  Advantages: Damage Resistance 6 (Limited, Fire and Heat, 
  -40%; Mana Sensitive, -10%) [15]; Injury Tolerance (Damage
  Reduction 2; Limited, Fire and Heat, -40%; Mana Sensitive, 
  -10%) [25]; Reputation +3 (Fire Elementals) [5]; Temperature
  Tolerance 11 (Mana Sensitive, -10%) [10].
  Perks: Flaming Fingers* [1], Flaming Hair† [1].
  Disadvantages: Unnatural Features 2 [-2].
  Features: High body temperature – every handshake is a warm
  one. Red, fiery eyes and flushed skin.
  * Flaming Fingers: Can emit a candle-sized flame – equivalent
  to a first-level Ignite Fire spell – from a finger. This can ignite
  lanterns, fuses, etc., but not injure enemies.
  † Flaming Hair: Head burns with cool flame equivalent to
  torchlight, eliminating darkness penalties in a two-yard radius.
  Not concealable!
  Water-Infused
  75 points
  Choice Professions: Martial Artist, Scout, Swashbuckler.
  Marginal Professions: None.
  Lithe water-infused can operate unhindered in water of any
  depth for as long as they wish. They also enjoy superior resist-
  ance to water-based attacks: giant icicles, Dehydrate spells, and
  so on. Their control over water is limited to tricks like putting
  out torches in the mouth or flushing away acid on their skin.
  Attribute Modifiers: DX+1 [20].
  Advantages: Amphibious (Mana Sensitive, -10%) [9]; Damage
  Resistance 5 (Limited, Dehydration and Water, -40%; Mana
  Sensitive, -10%) [13]; Doesn’t Breathe (Mana Sensitive, 
  -10%; Oxygen Absorption, -25%) [13]; Nictitating
  Membrane 1 [1]; Pressure Support 3 [15]; Reputation +3
  (Water Elementals) [5].
  Perks: Drench* [1].
  Disadvantages: Unnatural Features 2 [-2].
  Features: Damp footsteps. Swirling turquoise eyes and what
  looks like cascading water for hair.
  * Drench: Can moisten body parts at will, providing enough
  water to extinguish small flames, rinse off gunk, etc.
  NONHUMAN RACES
  13
  
  HALFLING
  0 points
  Choice Professions: Scout, Thief.
  Marginal Professions: Barbarian, Holy Warrior, Knight,
  Martial Artist.
  Halflings are half human height, whence the name. They
  enjoy food, stealing, drink, sneaking, tobacco, and shooting
  things. While most are rosy-cheeked and good-natured, there
  are plenty of sallow, evil-tempered halflings. Given their natu-
  ral predilections, they gravitate toward organized crime.
  Mobster halflings like little better than whacking rival gang-
  sters, grabbing the dough, and enjoying a spaghetti dinner
  afterward.
  Calculate height and weight normally for ST before apply-
  ing the racial ST modifier, and then halve both. This makes
  halflings extremely stocky – the average ST 7 halfling is 2’7”-3’
  and 57-87 lbs.! A halfling has SM -2, regardless of height, and
  is subject to Tiny Tools (p. 8). However, he’s big enough to wield
  human weapons at -2 to skill, and can buy off this penalty with
  a special perk, which isn’t part of the racial template:
  Giant Weapons: You’re familiar enough with the clumsy
  weapons of big folk (SM 0) that you can ignore some or all of
  the -2 to use them. Giant Weapons 1 [1] eliminates -1; Giant
  Weapons 2 [2] removes the full -2.
  Attribute Modifiers: ST-3 [-30]; DX+1 [20]; HT+1 [10].
  Secondary Characteristic Modifiers: SM -2; HP+2 [4]; Basic
  Move-1 [-5].
  Advantages: Halfling Marksmanship 2* [10]; Honest Face [1];
  Silence 2 [10].
  Disadvantages: Gluttony (12) [-5]; Kleptomania (12) [-15].
  Features: Hairy feet.
  * Halfling Marksmanship: You’re a crack shot with ranged
  weapons. This Talent aids Bow, Sling, Throwing, and Thrown
  Weapon (Dart, Knife, and Stick). Only halflings can have it,
  and may buy up to two more levels at character creation.
  Reaction bonus: Archers and mobsters. 5 points/level.
  MINOTAUR
  40 points
  Choice Professions: Barbarian, Knight.
  Marginal Professions: Bard, Cleric, Druid, Wizard.
  Minotaurs resemble hulking humans with shaggy, horned
  bull’s heads. This includes the females – comparing a minotau-
  ress to a cow is liable to mean going from bull to steer in sec-
  onds. Minotaurs are mostly honest farmhands, not monsters;
  their only major social barrier is their looks. However, they are
  dim-witted, ill-tempered berserkers, and if some hick accuses
  a minotaur of eating people, things can get out of hand.
  Minotaurs stand 3” taller than humans of similar ST, and
  have the weight appropriate for their height. The horns make
  them seem even larger, and prevent them from using all but
  custom-made helmets. Beefy hornless folk can wear minotaur
  headgear.
  Attribute Modifiers: ST+3 [30]; IQ-2 [-40]; HT+3 [30].
  Secondary Characteristic Modifiers: Per+2 [10].
  Advantages: Absolute Direction [5]; Acute Hearing 2 [4];
  Damage Resistance 2 (Partial, Skull Only, -70%) [3]; Damage
  Resistance 2 (Tough Skin, -40%) [6]; Peripheral Vision [15];
  Striker (Horns; Impaling; Limited Arc, Straight Ahead, 
  -40%; Long, +1 SM, +100%) [13].
  Disadvantages: Appearance (Hideous) [-16]; Bad Temper (12)
  [-10]; Berserk (12) [-10].
  Features: Bull’s face and shaggy neck. Can’t wear most
  humanoid helmets.
  OGRE
  40 points
  Choice Professions: Barbarian.
  Marginal Professions: Bard*, Cleric*, Druid*, Holy Warrior,
  Martial Artist, Thief, Wizard*.
  Ogres are huge, misshapen humanoids with bloated eyes,
  warty skin, and a permanent filth layer. Some work as dungeon
  enforcers, but a few join adventurers of other races as delvers.
  Most eat children.
  Determine an ogre’s height and weight from the Build Table
  (p. B18) by looking up ST before the racial modifier, increasing
  the associated height by 60%, and multiplying weight by five.
  The average ST 20 ogre is 8’5”-9’9” and 575-875 lbs. Ogres are
  badly stooped and considered SM +1 even if 9’+ tall.
  Ogres are strong and tough. However, their pathetic intel-
  lect means they’ll regularly be turned against the party by mind
  control, their size doubles armor prices (Dungeon Fantasy:
  Adventurers, p. 28) and makes them difficult to heal (double
  energy cost for magical healing), their Magic Resistance makes
  healing even harder, and they eat people (hence the Social
  Stigma). It’s up to the GM whether these monsters are suitable
  as PCs; half-ogres are probably a better choice.
  NONHUMAN RACES
  14
  
  Attribute Modifiers: ST+10 (Size, -10%) [90]; DX-1 [-20]; IQ-3
  [-60]; HT+3 [30].
  Secondary Characteristic Modifiers: SM +1.
  Advantages: Damage Resistance 2 (Tough Skin, -40%) [6];
  Fearlessness 3 [6]; High Pain Threshold [10]; Magic
  Resistance 2 [4]; Night Vision 5 [5].
  Disadvantages: Appearance (Hideous) [-16]; Social Stigma
  (Monster) [-15].
  Half-Ogre
  20 points
  Choice Professions: Barbarian, Knight.
  Marginal Professions: Bard, Cleric, Druid, Wizard.
  The rare ogre afflicted with lack of Magic Resistance can
  sometimes interbreed with an orc or a human thanks to the
  inherent magic of a dungeon fantasy world. The result is a
  half-ogre, which isn’t as huge, clumsy, or stupid as an ogre, and
  thus can pass as a big, dumb (mostly) human. A half-ogre’s
  Social Stigma applies even among those who don’t know his
  parentage – he’s clearly half-something, and wholly uncouth.
  Determine a half-ogre’s height and weight normally from
  modified ST.
  Attribute Modifiers: ST+4 [40]; IQ-1 [-20]; HT+1 [10].
  Advantages: Damage Resistance 1 (Tough Skin, -40%) [3];
  Fearlessness 1 [2]; Night Vision 3 [3].
  Disadvantages: Appearance (Ugly) [-8]; Social Stigma (Savage)
  [-10].
  REPTILIANS
  “Reptilian” is the warm-bloods’ name for several distantly
  related races of intelligent, upright lizards. Not all are civilized.
  Smart delvers should assume that any reptilian met on the
  road or in the dungeon will try to eat them. Several varieties
  are noble, upstanding races that pay taxes and eat only bad
  guys (like tax collectors) . . . but all reptilians suffer from a
  severe Social Stigma just the same.
  Reptilians have a special 0-point feature due to their long,
  toothy jaws:
  Born Biter: You have an elongated jaw optimized for trap-
  ping prey. You can opt to hold on after you bite; thus, the bite
  doubles as a grapple. On later turns, you can worry, which
  counts as an attack but always hits – simply roll biting damage!
  If your victim’s SM is three or more greater than yours, you can
  only do this to an extremity (hand, foot, etc.), and the grapple
  is considered one-handed. If his SM is only one or two larger,
  you can target anything, and the grapple is treated as two-
  handed. The same is true if his SM is equal to or smaller than
  yours, but you can also attempt to pin him while standing! The
  catch is that foes get +3 to target your protruding snout, allow-
  ing them to attack your face (not skull) at only -2.
  Dragon-Blooded
  30 points
  Choice Professions: Barbarian, Knight.
  Marginal Professions: Bard.
  Dragon-blooded claim to be the result of magical experi-
  ments performed by dragons back when Man started building
  cities. The dragons’ supposed goal was to raise an army of
  dragon-kin compact enough to battle the warm-blood menace
  building-to-building. Modern dragon-blooded do seem to be
  on remarkably congenial terms with dragons, but they mostly
  don’t swarm cities to eat people . . . mostly.
  Dragon-blooded resemble scaly humans with claws and a
  small dragon’s head. Unlike most reptilians, they’re tailless.
  They cannot wear human helmets, but can use all other
  human gear. Determine height and weight normally for modi-
  fied ST, and then add 15 lbs. to weight.
  Like dragons, dragon-blooded can breathe fire. This is a jet.
  It functions like a melee attack in most regards, but can only
  be dodged or blocked – not parried – and has 1/2D 5, Max 10.
  Damage is 1d burning.
  Attribute Modifiers: ST+1 [10]; HT+1 [10].
  Advantages: Burning Attack 1d (Jet, +0%) [5]; Claws (Sharp)
  [5]; Damage Resistance 1 (Tough Skin, -40%) [3]; Nictitating
  Membrane 2 [2]; Peripheral Vision [15]; Reputation +3
  (Dragons) [5]; Teeth (Sharp) [1].
  Disadvantages:
  Disturbing Voice [-10]; Social Stigma
  (Monster) [-15].
  Quirks: Trivial Vow: Never attack a dragon. [-1]
  Features: Born Biter. Cannot learn non-reptilian languages
  above Accented level. Head armor isn’t interchangeable with
  human head armor. Ruby or emerald scales.
  Lizard Man
  30 points
  Choice Professions: Barbarian, Knight, Scout.
  Marginal Professions: Bard, Cleric, Druid, Wizard.
  Lizard men have long snouts and thick tails, and resemble
  little dinosaurs with hands. They’re stronger and faster than
  dragon-blooded, but not as smart. Most prefer hot places (on
  average, they’re comfortable between 47° and 135°), far from
  human habitation. The typical lizard man isn’t a man-eater,
  but subsists on giant swamp flies or desert beetles – a fact that
  seems to bug frou-frou elves more than man-eating would.
  Lizard men have normal height for their modified ST, and
  weigh 30 lbs. more than humans of that height. Their physique
  prevents them from wearing armor fitted for humans (and vice
  versa). Some varieties are optimized for desert movement
  while others are at home in steaming swamp; select this
  Terrain Adaptation during character creation.
  Attribute Modifiers: ST+2 [20]; IQ-1 [-20]; HT+1 [10].
  Secondary Characteristic Modifiers: Basic Move+1 [5].
  Advantages: Claws (Sharp) [5]; Damage Resistance 2 (Tough
  Skin, -40%) [6]; Nictitating Membrane 2 [2]; Peripheral
  Vision [15]; Striker (Tail; Crushing; Clumsy, -2 to hit, -40%)
  [3]; Teeth (Sharp) [1]; Temperature Tolerance 3 [3]; Terrain
  Adaptation (Sand or Swamp) [5].
  Disadvantages:
  Disturbing Voice [-10]; Social Stigma
  (Monster) [-15].
  Features: Armor isn’t interchangeable with human armor.
  Blue, brown, gray, or green scales. Born Biter. Cannot learn
  non-reptilian languages above Accented level.
  NONHUMAN RACES
  15
  
  TROLL
  20 points
  Choice Professions: Scout, Thief.
  Marginal Professions: Bard.
  Many creatures are called “trolls,” but only a few are smart
  enough become delvers. Only a small fraction of those will
  work alongside beings they find tasty (everyone but gargoyles,
  who taste like crud). The trolls best-suited to the adventuring
  life are the nasty little ones that play mean jokes, not the 9’-tall
  ones with 8’ arms and maggots for brains.
  Trolls are nimble, perceptive, and tough, but highly vulner-
  able to fire. Flame causes double the usual injury, and trolls’
  amazing natural healing can’t heal the burns. Trolls are also
  hindered by light, making it hard for them to function in a
  torch-carrying party.
  Find height and weight for this kind of troll exactly as for a
  human of the same ST, and then subtract 3” from height.
  Attribute Modifiers: ST-1 [-10]; DX+1 [20]; HT+1 [10].
  Secondary Characteristic Modifiers: HP+1 [2]; Per+2 [10].
  Advantages: Discriminatory Smell [15]; Regeneration
  (Regular; Not vs. Fire or Acid, -20%) [20]; Resistant to
  Metabolic Hazards (+3) [10]; Teeth (Sharp) [1]; Universal
  Digestion [5].
  Disadvantages: Appearance (Ugly) [-8]; Bad Temper (12) [-10];
  Social Stigma (Monster) [-15]; Vulnerability (Fire ¥2) [-30].
  Features: Night-Adapted Vision (-5)*. Tufts of brightly colored
  hair (almost any color). Wrinkles.
  * Night-Adapted Vision: You have a non-advantageous form
  of Night Vision. When the darkness penalty is -5 or worse,
  reduce it by -5; thus, -5 (night) through -9 (near-total dark) give
  you only 0 to -4. However, you have -1 per level brighter than -
  5. When most folk would have no penalty (daylight, or in range
  of artificial light that cancels darkness penalties), you’re at -5!
  WILDMAN
  15 points
  Choice Professions: Barbarian, Knight, Scout.
  Marginal Professions: Bard, Cleric, Swashbuckler, Wizard.
  Some hypothesize that wildmen – who resemble big, furry
  humans – were the gods’ first crack at creating Man. Elves and
  faeries frequently opine that the gods should have stopped
  there, since wildmen don’t burn or build things. Others think
  wildmen are beast-men, like cat-folk. Wildmen themselves
  don’t theorize much, and prefer to thump things with clubs.
  In dungeon fantasy, the wildman’s Low TL disadvantage
  works differently from usual. A wildman is restricted to TL0
  starting gear. He cannot start out with special orders, concoc-
  tions, or magic items from Dungeon Fantasy: Adventurers. If
  he later obtains a higher-tech weapon, he wields it at a penalty
  equal to its TL; e.g., a spear (TL0) isn’t a problem, but a long
  spear (TL2) gives -2. Arm or torso armor gives a TL penalty to
  all combat skills; e.g., -2 for mail (TL2). If multiple penalties for
  weapons or armor apply, use only the worst.
  Determine height and weight normally for modified ST.
  Attribute Modifiers: ST+2 [20]; IQ-1 [-20]; HT+1 [10].
  Secondary Characteristic Modifiers: Per+3 [15].
  Advantages: Animal Empathy [5]; Arm ST 1 [5]; Brachiator [5];
  Fur [1]; Temperature Tolerance 2 [2].
  Perks: Call of the Wild [1].*
  Disadvantages: Appearance (Unattractive) [-4]; Low TL 3 [-15];
  Social Stigma (Savage) [-10].
  Features: Apish looks.
  * Call of the Wild: You don’t suffer the usual -5 to use Animal
  Handling, Disguise (Animals), Mimicry (Animal Sounds), or
  Musical Influence on giant or dire animals. Animal Empathy
  is a prerequisite for this perk; if a wildman somehow loses that
  advantage, he also loses the perk. Non-wildmen can’t have this
  perk.
  NONHUMAN RACES
  16
  
  Another dungeon fantasy standby is the hero who pursues
  more than one adventuring profession. He isn’t just a cleric –
  he’s a cleric-wizard, or even a cleric-thief-wizard. He might
  start his career divided and slowly improve at all of his roles,
  or he may drift into new lines of work after play begins.
  Whether such PCs suit a given campaign depends on power
  level, group size, and what the GM and players consider fun;
  see Niche Protection (below).
  This section offers many lenses (see Lenses, p. B449) for the
  character templates from Dungeon Fantasy 1: Adventurers,
  intended for campaigns where the GM does allow PCs like this.
  They’re sorted by profession. Adding the lens for one role to
  the template for another creates a hero who’s most strongly
  defined by his base template but who also has some key abili-
  ties – but by no means all abilities – of the second one. Thus,
  tacking the wizard lens onto a barbarian isn’t equivalent to
  buying the barbarian lens for a wizard.
  Affording Lenses at Character Creation
  Since lenses add abilities, they cost points. All of these lens-
  es are 50 points. The most straightforward way to give a start-
  ing PC a lens is to buy it outright with starting points. This
  won’t work in the campaign that Dungeon Fantasy 1:
  Adventurers recommends: 250 starting points with 250-point
  character templates. Simply picking a template and a lens, and
  adding them together, requires 300+ points and thus the GM’s
  cooperation. This is most likely if the group is small and the
  GM wants each PC to fill several niches – or if he wants to run
  a munchkin game!
  Even in a standard 250-point game with 250-point tem-
  plates, though, the GM may let the players use some of the
  tricks under Affording Racial Templates (p. 4) to scrape up
  enough points to add lenses to starting PCs. For instance, a
  knight could use 50 of the 60 points that his template reserves
  for advantages to be a part-time wizard, while a cleric who
  already knows Acrobatics would have some overlap with the
  martial artist lens and therefore pay less for it. A player might
  even figure out some munchkin way to combine a character
  template, a lens, and a racial template. Whether the GM allows
  this is another matter!
  Adding Lenses in Play
  A player patient enough to save up 50 unspent points may
  add a lens to his PC in play. It’s truest to the genre to add the
  whole lens at once – but that decision is up to the GM, who
  might prefer to see the knight earn his wizard’s wand gradual-
  ly. An adventurer never has to buy advantages or skills he
  already has, though; e.g., if he has Combat Reflexes, which
  costs 15 points, then any lens with that advantage costs him 35
  points, not 50.
  Since adding a lens often involves acquiring special advan-
  tages – like Magery and Trained by a Master – that normally
  aren’t available after character creation, the GM is strongly
  encouraged to use Training Expenses (p. 43) here even if he oth-
  erwise ignores those guidelines.
  MIXING PROFESSIONS
  17
  CHAPTER TWO
  MIXING
  PROFESSIONS
  One purpose of dividing adventuring activities into dis-
  tinct niches is to identify key competencies that the party
  needs to complete adventures, so that players won’t over-
  look important roles. The 11 professions that the character
  templates in Dungeon Fantasy 1: Adventurers represent
  are indeed distinct and useful, but few gaming groups have
  11 players. Even if only half those jobs are truly crucial to
  success, there might not be five players! For a small group,
  then, polymath PCs may be necessary for survival.
  (Multiple PCs per player is another solution, but less ele-
  gant – few gamers cope well with the division of attention.)
  Another goal of niche protection is to give everybody a
  unique role, ensuring equal time in the spotlight as differ-
  ent challenges arise. From that point of view, mixed profes-
  sions might seem slightly unfair. Won’t a cleric-thief-wizard
  steal the thief and wizard’s thunder – perhaps literally? In
  old-school games, the answer was often “Yes, he will.” In
  GURPS, though, the fact that everything comes out of a
  point budget means that somebody who dabbles in multi-
  ple professions won’t be as good as a specialist, which evens
  things out.
  Of course, if generalists are spread thin, they won’t fill
  any of their niches as well as specialists would, and might
  let the party down. The GM should consider giving out
  more starting points if he wants to allow such PCs, partic-
  ularly if the group is small and needs them. Thus, it’s best to
  make the decision to let players mix and match character
  templates – or not, or to ditch templates and build from
  scratch – when setting campaign power level.
  Niche Protection
  
  Taking Two or More Lenses
  In theory, there’s no limit to the number of lenses a player
  can buy. If he can cough up the points, he can have his
  barbarian-bard-cleric-druid-holy warrior-knight-martial artist-
  scout-swashbuckler-thief-wizard. In practice, stacking many
  lenses is both grossly inefficient (munchkins take note!) and a
  bookkeeping nightmare. The GM might wish to restrict players
  to a base template plus one or two lenses.
  Lenses and Improving Abilities
  After buying a lens, the player can spend earned points
  freely on abilities from his PC’s base template or the template
  that corresponds to his new lens (including “basic” abilities the
  template always grants but the lens omits). If he has multiple
  lenses, he can buy abilities from every relevant template. For
  possible conditions and exceptions, see Advancement (p. 42).
  Lenses, No Frames
  The discussion so far has assumed that the campaign will
  use the 250-point templates in Dungeon Fantasy:
  Adventurers. These lenses should work well enough for PCs
  built on templates of the GM’s design – although they may
  need some adjustment, since they assume a different starting
  point. Gamers who aren’t using templates at all might still find
  these lenses useful as “shopping lists” when looking for a pro-
  fession’s vital essence.
  Interpreting Lenses
  Choice and Marginal Lenses: Each character template has
  lenses that suit it – mostly because the attributes and skills line
  up well – and others that don’t. No combination is forbidden,
  but you’ll need lots of earned points to make a combo like
  “barbarian-wizard” pay off!
  Attributes: Increases to attribute levels give extra points in
  those scores. Remember: each +1 ST gives +1 HP, and improves
  Damage and Basic Lift; each +1 DX gives +0.25 Basic Speed
  (and may therefore raise Basic Move), and +1 to all DX-based
  skills; each +1 IQ gives +1 Will and Per, and thus +1 to all IQ-,
  Will-, and Per-based skills; and each +1 HT gives +1 FP, +0.25
  Basic Speed (which might increase Basic Move), and +1 to all
  HT-based skills.
  Secondary Characteristics: Increases above and beyond
  “free” gains from attributes. Remember that each +1 Will gives
  +1 to Will-based skills, while each +1 Per gives +1 to Per-based
  skills. Reductions may apply to cancel out increases from
  improved attributes – primarily to make the lens affordable!
  Something like +1 IQ and -1 Per gives +1 IQ, +1 Will, but no
  change to Per (or Per-based skills).
  Advantages: Added advantages. Where these grant skill
  bonuses, such bonuses aren’t normally figured into the lens’
  skill levels. Instead, there’s a footnote listing the skills that ben-
  efit. Increase all such skills at the end, regardless of why or how
  you got them!
  Disadvantages: Lenses that grant the Chi Mastery or Holy
  Might power include the disadvantages those powers 
  require. Other lenses sometimes have notes on incompatible
  disadvantages.
  Skills: Skills added or improved. Lenses that add martial-
  artist abilities may replace Brawling with Karate, Wrestling
  with Judo. Since character templates offer more skills than
  lenses based on them, and not everyone will like a lens’ skill
  choices, you may swap one skill on a lens for equal points in
  another skill from the new profession.
  Special Abilities: Points in powers (Bard-Song, Chi Mastery,
  Druidic Arts, or Holy Might), bardic or chi skills, and/or spells.
  Special Skills
  Lenses with bard or martial-artist abilities don’t list every
  possible special skill; they simply mention “bardic skills” or “chi
  skills.” Refer to the lists below as directed. Unless noted other-
  wise, delvers buying lenses can’t initially put more than one
  point into each such skill.
  Bardic Skills
  Captivate (H) Will-2 [1] (requires Suggest at 12+);
  Hypnotism (H) IQ-2 [1]; Musical Influence (VH) IQ-3 [1]
  (requires Musical Instrument or Singing at 12+); Persuade (H)
  Will-2 [1]; Suggest (H) Will-2 [1] (requires Persuade at 12+); and
  Sway Emotions (H) Will-2 [1] (requires Persuade at 12+).
  Chi Skills
  Autohypnosis (H) Will-2 [1]; Blind Fighting (VH) Per-3 [1];
  Body Control (VH) HT-3 [1] (requires Breath Control and
  Meditation); Breaking Blow (H) IQ-2 [1]; Breath Control (H)
  HT-2 [1]; Esoteric Medicine (Chi) (H) Per-2 [1]; Flying Leap (H)
  IQ-2 [1] (requires Jumping and Power Blow); Immovable
  Stance (H) DX-2 [1]; Invisibility Art (VH) IQ-3 [1] (requires
  Hypnotism and Stealth at 14+); Kiai (H) HT-2 [1]; Light Walk
  MIXING PROFESSIONS
  18
  Saving Points on
  Multiple Lenses
  As Adding Lenses in Play (p. 17) explains, when you
  take a lens that includes advantages and skills you
  already have, you don’t buy these again – you simply
  lower the cost of the lens by the price of those traits. This
  also applies when you purchase two or more lenses; e.g.,
  if you already have a knight lens that grants Combat
  Reflexes, a swashbuckler lens with that advantage costs
  15 points less.
  Also look out for abstruse skills that are almost the
  same:
  •Alchemy vs. Herb Lore: Those who are neither druids
  nor wizards can omit Herb Lore when adding a druid
  lens after a wizard lens that includes Alchemy, or omit
  Alchemy when adding a wizard lens after a druid lens
  that gives Herb Lore. These skills are expensive and high-
  ly redundant. Reduce the later lens’ price by the cost of
  the dropped skill. The druid-wizard and wizard-druid
  already do this.
  • Esoteric Medicine, Religious Ritual, and Theology
  Specialties: These skills technically have specialties, but
  the differences mostly don’t matter in dungeon fantasy –
  one version is enough for anyone, and the GM might be
  ignoring all skill specialties! If two lenses include skills
  like this, ignore the second and later specialties and
  reduce the second lens’ cost by the cost of those skills.
  Lenses for templates with such skills already do this.
  
  (H) DX-2 [1] (requires Acrobatics and Stealth at 14+); Mental
  Strength (E) Will [1]; Mind Block (A) Will-1 [1]; Parry Missile
  Weapons (H) DX-2 [1]; Power Blow (H) Will-2 [1]; Pressure
  Points (H) IQ-2 [1]; Pressure Secrets (VH) IQ-3 [1] (requires
  Pressure Points at 16+); Push (H) DX-2 [1]; Throwing Art (H)
  DX-2 [1]; and Zen Archery (VH) IQ-3 [1] (requires Bow at 18+
  and Meditation).
  Chi Talent adds to these skill levels!
  BARBARIAN
  Choice Lenses: Holy Warrior, Knight, Scout, Swashbuckler.
  Marginal Lenses: Bard, Cleric, Druid, Martial Artist, Wizard.
  Barbarian-Bard
  +50 points
  One word: bagpipes ($270, 3 lbs.). Otherwise, barbarians are
  somewhat lacking in the brains department for this role.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical
  Ability 1† [5].
  Skills: Musical Instrument (any) (H) IQ [4]; Public Speaking
  (A) IQ [2]; Singing (E) HT [1].
  Special Abilities: 15 points total in Bard-Song abilities; bardic
  skills (p. 18); and/or spells from the Communication and
  Empathy and/or Mind Control colleges, which will be either
  (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent.
  * Gives +1 to Leadership, Panhandling, and Public
  Speaking.
  † Gives +1 to Musical Composition, Musical Influence,
  Musical Instrument, and Singing.
  Barbarian-Cleric
  +50 points
  “Self-healing barbarian” sounds great, but with spells at 
  10-11 and injury penalties, stick to healing potions. They’ll 
  actually work.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Per [-5].
  Advantages: Clerical Investment [5]; Power Investiture 2 [20].
  Disadvantages: One of Honesty (12) [-10], Sense of Duty
  (Coreligionists) [-10], or Vow (No edged weapons) [-10].
  Skills: Esoteric Medicine (Holy) (H) Per-1 [2]; Exorcism (H)
  Will-1 [2]; Meditation (H) Will-1 [2]; Religious Ritual (H) IQ-
  1 [2]; Theology (H) IQ-1 [2].
  Special Abilities: 10 points total in Holy abilities and/or clerical
  spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with
  the +2 for Power Investiture.
  Barbarian-Druid
  +50 points
  Druidic spells could really help a barbarian. This is the best
  of four not-so-hot caster options.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Power Investiture 2 (Druidic) [20].
  Skills: Esoteric Medicine (Druidic) (H) Per-1 [2]; Herb Lore
  (VH) IQ-2 [2]; Religious Ritual (Druidic) (H) IQ-1 [2];
  Theology (Druidic) (H) IQ-1 [2].
  Special Abilities: 12 points total in Druidic abilities and/or
  druidic spells, which will be either (H) IQ [1] or (VH) IQ-1
  [1] with the +2 for Power Investiture (Druidic).
  Barbarian-Holy Warrior
  +50 points
  Holy Might means Blessed (Heroic Feats) (p. B41) and +1d
  more ST in times of need. You want this.
  Attributes: +1 IQ [20].
  Secondary Characteristics: +1 Will [5]; -1 Per [-5].
  Advantages: Higher Purpose (Slay Demons or Slay Undead)
  [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as
  undead) [1].
  Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good
  entities) [-10], or Vow (Own no more than horse can carry)
  [-10].
  Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or
  Undead) (A) IQ-1 [1]; Physiology (monster type) (H) IQ-2
  [1]; Psychology (same monster type) (H) IQ-2 [1].
  Special Abilities: 25 points total in Holy abilities and/or the
  skills above.
  Barbarian-Knight
  +50 points
  More DX and better defenses (Combat Reflexes) shore up
  the barbarian’s only real combat flaws.
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Born War Leader 2* [10]; Combat Reflexes† [15].
  Skills: Armoury (Body Armor or Melee Weapons) (A) IQ [2];
  Connoisseur (Weapons) (A) IQ [2]; Leadership (A) IQ [2];
  Strategy (H) IQ-1 [2]; Tactics (H) IQ-1 [2].
  * Gives +2 to Leadership, Strategy, and Tactics.
  † Gives +1 to Fast-Draw.
  Barbarian-Martial Artist
  +50 points
  The barbarian-martial artist can, with enough points, be
  scary. This lens isn’t great for barbarians seeking an instant
  boost, though.
  Advantages: Chi Talent 1 [15]; Trained by a Master [30].
  Disadvantages: Disciplines of Faith (Chi Rituals) [-10].
  Skills: Replace Brawling (E) DX [1] with Karate (H) DX [4]. •
  Replace Wrestling (A) DX [2] with Judo (H) DX [4].
  Special Abilities: 10 points total in Chi abilities and/or chi skills
  (p. 18). Chi skills get +1 for Chi Talent.
  Barbarian-Scout
  +50 points
  The barbarian’s ST projected at range, combined with sim-
  ilar skill sets, makes this perhaps the ideal barbarian lens.
  MIXING PROFESSIONS
  19
  
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Heroic Archer [20].
  Skills: Bow (A) DX+3 [12], or 12 points in existing skill to get
  Bow (A) DX+4 [16]. • Fast-Draw (Arrow) (E) DX [1]; Traps
  (A) IQ-1 [1]. • Observation (A) Per-1 [1], or 1 point in exist-
  ing skill to get Observation (A) Per [2].
  Barbarian-Swashbuckler
  +50 points
  Weapon Master means bonus damage per die. The barbar-
  ian rolls lots of damage dice. Ouch.
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Enhanced Parry 1 (Weapon of choice) [5];
  Weapon Master (Weapon of choice) [20].
  Skills: Either choose a barbarian Melee Weapon skill and put 8
  more points into it, raising it by +2, or add one of Rapier,
  Saber, Shortsword, or Smallsword, all (A) DX+2 [8]. •
  Acrobatics (H) DX-1 [2].
  Barbarian-Thief
  +50 points
  Focus on smashing doors (Forced Entry) and using a 
  two-handed sword to backstab (Stealth). It’s quite effective,
  actually.
  Attributes: +1 DX [20]; +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5]; -0.25 Basic
  Speed [-5].
  Advantages: Flexibility* [5]; High Manual Dexterity 1† [5].
  Skills: Climbing (A) DX-1 [1], or 1 point in existing skill to get
  Climbing (A) DX [2]. • Escape (H) DX-2 [1]; Filch (A) DX-1
  [1]; Lockpicking (A) IQ [2]; Pickpocket (H) DX-2 [1]; Traps
  (A) IQ [2]. • Forced Entry (E) DX [1], or 1 point in existing
  skill to get Forced Entry (E) DX+1 [2]. • Raise Stealth (A) DX
  [2] to Stealth (A) DX+2 [8].
  * Gives +3 to Climbing and Escape.
  † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand.
  Barbarian-Wizard
  +50 points
  If you insist, realize that Resisted spells are hopeless at skill
  10-11. Learn Might and Vigor.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Magery 2* [25].
  Disadvantages: Delete Language: Spoken (Native)/Written
  (None) [-3] from barbarian disadvantage options. If you
  have this, you must buy it off before picking this lens!
  Skills: Alchemy (VH) IQ-2 [2]; Occultism (A) IQ-1 [1];
  Thaumatology (VH) IQ-2 [2].
  Special Abilities: 10 points total in wizardly spells, which will
  be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery.
  * Gives +2 to Thaumatology.
  BARD
  Choice Lenses: Cleric, Druid, Swashbuckler, Thief, Wizard.
  Marginal Lenses: Barbarian.
  Bard-Barbarian
  +50 points
  The “bardbarian” is both tougher and more useful outdoors
  than the average bard, but enjoys few remarkable synergies.
  Attributes: +1 ST [10]; +1 HT [10].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: High Pain Threshold [10]; Outdoorsman 1* [10]. •
  One of Fit [5], Rapid Healing [5], Resistant to Poison (+3)
  [5], or Striking ST 1 [5].
  Skills: Ten of Camouflage (E) IQ [1]; Animal Handling (any),
  Disguise (Animals), Navigation (Land), or Weather Sense,
  all (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) (H)
  IQ [1] (includes +2 for bard’s Voice); Naturalist (H) IQ-2 [1];
  Swimming (E) HT [1]; Running (A) HT-1 [1]; Fishing (E) Per
  [1]; or Survival (any) or Tracking, both (A) Per-1 [1].
  * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist,
  Navigation, Survival, and Tracking.
  Bard-Cleric
  +50 points
  Two spells lists, two powers, and bardic skills mean never
  having to say, “I’m out of options.”
  MIXING PROFESSIONS
  20
  New Advantage: Bardic Magery
  11 points/level
  Prerequisite: Magery 0.
  Bardic Magery works identically to Bardic Talent –
  adding to both Bard-Song rolls and wizardly spells cast
  through music – but lets the bard musically cast wizard-
  ly spells from any college, not merely Communication
  and Empathy and Mind Control. It appears on the bard-
  wizard lens (p. 22). The GM may allow non-bards who
  buy a bard lens and later add a wizard lens to save points
  by taking only Magery 0 [5] and then converting Bardic
  Talent [8/level] into Bardic Magery [11/level] at 3
  points/level instead of buying full Magery [10/level].
  New Advantage: Bard-Song Talent
  5 points/level
  Bard-Song Talent adds to Bard-Song rolls just as
  Bardic Talent does, but has no effect on spells. Those who
  possess it may buy Bard-Song abilities and bardic skills,
  but can only learn wizardly spells if they also possess
  Magery. Bard-Song Talent appears on the wizard-bard
  lens (p. 36). The GM may allow non-wizards who buy a
  wizard lens and later add a bard lens to save points by
  taking Bard-Song Talent [5/level] instead of Bardic Talent
  1 [8/level], since their Magery already lets them cast wiz-
  ardly spells.
  
  Advantages: Clerical Investment [5]; Power Investiture 2 [20].
  Disadvantages: Honesty (12) [-10] or
  Sense of Duty
  (Coreligionists) [-10].
  Skills: Esoteric Medicine (Holy) (H) Per-2 [1]; Exorcism (H)
  Will-2 [1]; Hidden Lore (Demons, Spirits, or Undead) (A) IQ-
  1 [1]; Meditation (H) Will-2 [1]; Occultism (A) IQ-1 [1];
  Religious Ritual (H) IQ-2 [1]; Theology (H) IQ-2 [1].
  Special Abilities: 28 points total in Holy abilities and/or clerical
  spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with
  the +2 for Power Investiture.
  Bard-Druid
  +50 points
  Bards and druids have a classic fantasy (and real-world)
  link. And like bard-clerics, bard-druids have options galore.
  Advantages: Power Investiture 2 (Druidic) [20].
  Skills: Esoteric Medicine (Druidic) (H) Per-2 [1]; Herb Lore
  (VH) IQ-3 [1]; Hidden Lore (Elementals, Faeries, or Nature
  Spirits) (A) IQ-1 [1]; Naturalist (H) IQ-2 [1]; Religious Ritual
  (Druidic) (H) IQ-2 [1]; Theology (Druidic) (H) IQ-2 [1]. •
  Four of Animal Handling (any), Disguise (Animals), or
  Weather Sense, all (A) IQ-1 [1]; Mimicry (Animal Sounds or
  Bird Calls) (H) IQ [1] (includes +2 for bard’s Voice);
  Pharmacy (Herbal) or Veterinary, both (H) IQ-2 [1]; or
  Survival (any) (A) Per-1 [1].
  Special Abilities 20 points total in Druidic abilities and/or
  druidic spells, which will be either (H) IQ [1] or (VH) IQ-1
  [1] with the +2 for Power Investiture (Druidic).
  Bard-Holy Warrior
  +50 points
  More combat effectiveness? Great! But playing an instru-
  ment whilst smiting demons isn’t easy – this combo calls for
  cunning play.
  Attributes: +1 ST [10]; +1 HT [10].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Higher Purpose (Slay Demons or Slay Undead)
  [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as
  undead) [1].
  Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good
  entities) [-10], or Vow (Own no more than horse can carry)
  [-10].
  Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or
  Undead) (A) IQ-1 [1]; Physiology (monster type) (H) IQ-2
  [1]; Psychology (same monster type) (H) IQ-2 [1]. • Spend 4
  more points on primary bard Melee Weapon skill, raising it
  by +1.
  Special Abilities: 26 points total in Holy abilities and/or the
  skills above.
  Bard-Knight
  +50 points
  High-Charisma bard-knights are perfect for players who
  enjoy leadership (and Leadership). Don’t wade into battle
  armed with just a lute, though!
  Attributes: +1 ST [10]; +1 HT [10].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Combat Reflexes* [15]; High Pain Threshold [10].
  Skills: Armoury (Body Armor or Melee Weapons) (A) IQ-1 [1];
  Brawling (E) DX [1]; Connoisseur (Weapons) (A) IQ-1 [1];
  Leadership (A) IQ [1] (includes +1 for bard’s Charisma 1);
  Strategy (H) IQ-2 [1]; Tactics (H) IQ-2 [1]. • Spend 4 more
  points on primary bard Melee Weapon skill, raising it by +1.
  * Gives +1 to Fast-Draw.
  Bard-Martial Artist
  +50 points
  Bardic and chi skills together give impressive long-term
  flexibility. Short-term, this combo requires skimping, saving,
  and careful play.
  Advantages: Chi Talent 1 [15]; Trained by a Master [30].
  Disadvantages: Disciplines of Faith (Chi Rituals) [-10].
  Skills: Acrobatics (H) DX-2 [1], or 1 point in existing skill to get
  Acrobatics (H) DX-1 [2]. • Either Judo (H) DX-2 [1] and
  Karate (H) DX-1 [2], or Judo (H) DX-1 [2] and Karate (H)
  DX-2 [1]. • Jumping (E) DX [1].
  Special Abilities: 10 points total in Chi abilities and/or chi skills
  (p. 18). Chi skills get +1 for Chi Talent.
  Bard-Scout
  +50 points
  Bard-scouts often carry a “bow-harp,” usable as either a
  bow or a harp on any given turn (any bow, CF +5, +1.5 lbs.).
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Heroic Archer [20].
  Skills: Either Bow (A) DX+2 [8], or 6 points in existing skill to
  get Bow (A) DX+2 [8] and 2 points on other skills below. •
  Camouflage (E) IQ [1]; Cartography (A) IQ-1 [1]; Fast-Draw
  (Arrow) (E) DX [1]; Navigation (Land) (A) IQ-1 [1]; Survival
  (any) (A) Per-1 [1]; Tracking (A) Per-1 [1]. • Observation (A)
  Per-1 [1], or 1 point in existing skill to get Observation (A)
  Per [2].
  Bard-Swashbuckler
  +50 points
  Better skill, defense (Enhanced Parry), and damage
  (Weapon Master) with the bard’s starting weapon make this
  warrior lens ideal!
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Enhanced Parry 1 (Weapon of choice) [5];
  Weapon Bond (Best weapon of choice in current possession)
  [1]; Weapon Master (Weapon of choice) [20].
  Skills: Acrobatics (H) DX-2 [1], or 1 point in existing skill to get
  Acrobatics (H) DX-1 [2]. • Spend 8 more points on primary
  bard sword skill, raising it by +2.
  Bard-Thief
  +50 points
  With the bard’s social craft and thief’s practical cunning, the
  bard-thief can rival the plain old thief at skullduggery.
  MIXING PROFESSIONS
  21
  
  Attributes: +2 DX [40].
  Secondary Characteristics: -0.50 Basic Speed [-10].
  Advantages: Flexibility* [5]; High Manual Dexterity 1† [5].
  Skills: Acrobatics (H) DX-2 [1], or 1 point in existing skill to
  get Acrobatics (H) DX-1 [2]. • Climbing (A) DX-1 [1], or 1
  point in existing skill to get Climbing (A) DX [2]. • Escape
  (H) DX-2 [1]; Filch (A) DX-1 [1]; Forced Entry (E) DX [1];
  Lockpicking (A) IQ-1 [1]; Pickpocket (H) DX-2 [1]; Traps (A)
  IQ-1 [1]. • Raise Stealth (A) DX [2] to Stealth (A) DX+1 [4].
  * Gives +3 to Climbing and Escape.
  † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand.
  Bard-Wizard
  +50 points
  Bardic Magery (p. 20) boosts the bard’s spell options almost
  tenfold. There’s no question that this is his best caster lens.
  Secondary Characteristics: +3 FP [9].
  Advantages: Magery 0 [5]. • Convert Bardic Talent 2 [16] into
  Bardic Magery 2 [22].
  Skills: Alchemy (VH) IQ-3 [1]; Hidden Lore (Magic Items) (A)
  IQ-1 [1]; Hidden Lore (Magical Writings) (A) IQ-1 [1];
  Occultism (A) IQ-1 [1]; Thaumatology (VH) IQ-3 [1].
  Special Abilities: 25 points total in wizardly spells of any kind,
  which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2
  for Bardic Magery.
  CLERIC
  Choice Lenses: Bard, Holy Warrior, Knight, Wizard.
  Marginal Lenses: Barbarian.
  Cleric-Barbarian
  +50 points
  Physical strength is wonderful – although cleric-druid and
  cleric-holy warrior better match outdoor and fighting ability to
  the cleric’s existing strengths.
  Attributes: +2 ST [20].
  Advantages: High Pain Threshold [10]; Outdoorsman 1* [10].
  Skills: Ten of Camouflage (E) IQ [1]; Animal Handling (any),
  Disguise (Animals), Navigation (Land), or Weather Sense,
  all (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) or
  Naturalist, both (H) IQ-2 [1]; Swimming (E) HT [1];
  Running (A) HT-1 [1]; Fishing (E) Per [1]; or Survival (any)
  or Tracking, both (A) Per-1 [1].
  * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist,
  Navigation, Survival, and Tracking.
  Cleric-Bard
  +50 points
  The cleric-bard can influence mortals and demons and
  undead. Choirboy jokes notwithstanding, he’s the perfect
  “social engineer.”
  Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical
  Ability 1† [5]; Voice‡ [10].
  Skills: Musical Instrument (any) (H) IQ-2 [1]; Singing (E) HT
  [1].
  Special Abilities: 20 points total in Bard-Song abilities; bardic
  skills 
  (p.
  18); 
  and/or 
  wizardly 
  spells 
  from 
  the
  Communication and Empathy and/or Mind Control col-
  leges, which will be either (H) IQ-1 [1] or (VH) IQ-2 [1] with
  the +1 for Bardic Talent.
  * Gives +1 to Leadership, Panhandling, and Public
  Speaking.
  † Gives +1 to Musical Composition, Musical Influence,
  Musical Instrument, and Singing.
  ‡ Gives +2 to Diplomacy, Fast-Talk, Mimicry, Performance,
  Public Speaking, Sex Appeal, and Singing.
  Cleric-Druid
  +50 points
  Being able to cast something almost anywhere is wonderful.
  Players seeking variety might find a “priest-priest” boring,
  though.
  Advantages: Power Investiture 2 (Druidic)* [20].
  Skills: Herb Lore (VH) IQ-2 [2]; Hidden Lore (Elementals,
  Faeries, or Nature Spirits) (A) IQ-1 [1]; Naturalist (H) IQ-2
  [1]; Pharmacy (Herbal) (H) IQ-2 [1]; Veterinary (H) IQ-2 [1].
  • Four of Animal Handling (any), Disguise (Animals), or
  Weather Sense, all (A) IQ-1 [1]; Mimicry (Animal Sounds or
  Bird Calls) (H) IQ-2 [1]; or Survival (any) (A) Per-1 [1].
  Special Abilities: 20 points total in Druidic abilities and/or
  druidic spells, which will be either (H) IQ [1] or (VH) IQ-1
  [1] with the +2 for Power Investiture (Druidic).*
  * Clerical and druidic Power Investiture, abilities, and spells
  are unrelated. A cleric-druid can cast druidic spells in places
  with no sanctity, while his clerical spells suffer no penalties in
  unnatural areas!
  Cleric-Holy Warrior
  +50 points
  Stack combat ability and Higher Purpose and clerical
  “buffs” and Blessed (Heroic Feats) to whip Evil real good.
  Amen!
  Attributes: +1 ST [10]; +1 DX [20]; +1 HT [10].
  Secondary Characteristics: -0.50 Basic Speed [-10].
  Advantages: Higher Purpose (Slay Demons or Slay Undead)
  [5]; Shtick (Foes slain personally can’t rise as undead) [1].
  Skills: Leadership (A) IQ-1 [1]; Physiology (monster type) (H)
  IQ-2 [1]; Psychology (same monster type) (H) IQ-2 [1];
  Strategy (H) IQ-2 [1]; Tactics (H) IQ-2 [1]. • Spend 4 more
  points on primary cleric Melee Weapon skill, raising it by +1.
  Special Abilities: 5 more points in Holy Might abilities.
  Cleric-Knight
  +50 points
  The cleric-knight’s Combat Reflexes and High Pain
  Threshold let him cast while beset or wounded – he’s a true
  combat medic!
  Attributes: +1 ST [10]; +1 HT [10].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Combat Reflexes* [15]; High Pain Threshold [10].
  MIXING PROFESSIONS
  22
  
  Skills: Armoury (Body Armor or Melee Weapons) (A) IQ-1 [1];
  Brawling (E) DX [1]; Connoisseur (Weapons) (A) IQ-1 [1];
  Leadership (A) IQ-1 [1]; Strategy (H) IQ-2 [1]; Tactics (H)
  IQ-2 [1]. • Spend 4 more points on primary cleric Melee
  Weapon skill, raising it by +1.
  * Gives +1 to Fast-Draw.
  Cleric-Martial Artist
  +50 points
  Spells, special skills, and powers require long-term focus.
  Chi Mastery’s Enhanced Move – for reaching the wounded – is
  a good start.
  Advantages: Chi Talent 1 [15]; Trained by a Master [30].
  Disadvantages: Disciplines of Faith (Chi Rituals) [-10].*
  Skills: Acrobatics (H) DX-2 [1]; Jumping (E) DX [1]. • 
  Either Judo (H) DX-2 [1] and Karate (H) DX-1 [2], or Judo
  (H) DX-1 [2] and Karate (H) DX-2 [1].
  Special Abilities: 10 points total in Chi abilities and/or chi skills
  (p. 18). Chi skills get +1 for Chi Talent.
  * If desired, this can double as the disadvantage required
  for Holy Might (choose another -10 points of cleric or martial-
  artist disadvantages) – but if the cleric strays, he’ll lose access
  to Chi Mastery and Holy Might!
  Cleric-Scout
  +50 points
  Make one of your spells Spell-Archery (p. 41) and use harm-
  less boffer arrows ($4, 0.1 lb.) to aid distant allies.
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Heroic Archer [20].
  Disadvantages: Replace Vow (No edged weapons) [-10] 
  with Vow (Own no more than horse can carry) [-10], if 
  applicable.
  Skills: Bow (A) DX+2 [8]; Camouflage (E) IQ [1]; Cartography
  (A) IQ-1 [1]; Fast-Draw (Arrow) (E) DX [1]; Navigation
  (Land) (A) IQ-1 [1]; Survival (any) (A) Per-1 [1]; Tracking (A)
  Per-1 [1]. • Stealth (A) DX-1 [1], or 1 point in existing skill to
  get Stealth (A) DX [2].
  Cleric-Swashbuckler
  +50 points
  Weapon Master isn’t cheap, so this lens mainly suits clerics
  who “buff up” and fight. Cleric-knight better serves support
  clerics.
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Enhanced Parry 1 (Weapon of choice) [5];
  Weapon Master (Weapon of choice) [20].
  Disadvantages: Clerics who use swords can’t take Vow (No
  edged weapons) [-10]!
  Skills: Either choose a cleric Melee Weapon skill and put 8
  more points into it, raising it by +2, or add one of Rapier,
  Saber, Shortsword, or Smallsword, all (A) DX+2 [8]. •
  Acrobatics (H) DX-1 [2].
  MIXING PROFESSIONS
  23
  Evil Clerics
  The cleric template assumes a cleric of Good – or at
  least of Reasonably Nice. There are clerics of Evil,
  though, and they don’t have to be hostile NPCs. To cre-
  ate one as a PC, apply the lens below to the regular
  “good cleric” template.
  Evil Cleric
  +0 points
  Advantages: All Power Investiture, basic or added,
  becomes Power Investiture (Unholy). • Swap all
  points in Holy abilities for the same number of points
  in Unholy abilities (p. 41). • In advantage options,
  replace Healer 1 or 2 [10 or 20] with Resistant to Evil
  Supernatural Powers (+3) or (+8) [5 or 7] and
  Resistant to Poison (+3) [5].
  Disadvantages: Replace this entire section with: Social
  Stigma (Excommunicated)† [-10]. • Another -15
  points chosen from among Bad Temper [-10*],
  Gluttony [-5*], Greed [-15*], Jealousy [-10], Laziness
  [-10], Lecherousness [-15*], or Selfish [-5*]. • A fur-
  ther -25 points chosen from among the previous
  traits or Bloodlust [-10*], Callous [-5], Disciplines of
  Faith (Ritualism or Mysticism) [-5 or -10],
  Fanaticism [-15], Intolerance (“Good” religions) or
  (All other religions) [-5 or -10], Paranoia [-10],
  Stubbornness [-5], or Weirdness Magnet [-15].
  Skills: Replace Esoteric Medicine (Holy) (H) Per [4]
  with Poisons (H) IQ [4]. • Replace First Aid (E) IQ
  [1], Diagnosis (H) IQ-2 [1], and Surgery (VH) IQ-2 [2]
  with Interrogation and Intimidation, both (A) IQ [2].
  Spells: All spell choices must come from Evil Clerical
  Spells (p. 24).
  * Multiplied for self-control number; see p. B120.
  † Helpful spells (such as healing) cast by good cler-
  ics work at -3 on you. Harmful ones aren’t affected!
  Evil Clerics in Other Careers
  After applying this lens to the standard “good cleric”
  template, you can add any lens meant for clerics –
  except cleric-holy warrior – to become an evil cleric-
  knight, evil cleric-thief, etc. You can create an evil cleric-
  unholy warrior by taking the cleric-holy warrior lens,
  replacing its Higher Purpose and Shtick as indicated for
  the unholy warrior (p. 27), and turning extra Holy
  Might into Unholy Might.
  Is Evil Cleric Right for You?
  Anyone but a good cleric or a holy warrior can join
  the priesthood of Evil. Use your template’s cleric lens,
  but make all the changes noted on the evil cleric lens
  above. In particular, replace its required disadvantage
  with Social Stigma (Excommunicated); learn Poisons
  instead of Esoteric Medicine; and distribute points in
  First Aid, Diagnosis, and/or Surgery between
  Interrogation and Intimidation as desired.
  
  Cleric-Thief
  +50 points
  Thieving skills let you acquire loot found using Seeker, See
  Secrets, and divine guidance (for charity, of course).
  Attributes: +2 DX [40].
  Secondary Characteristics: -0.50 Basic Speed [-10].
  Advantages: Flexibility* [5]; High Manual Dexterity 1† [5].
  Skills: Either Stealth (A) DX+1 [4], or 3 points in existing skill
  to get Stealth (A) DX+1 [4] and 1 point on other skills below.
  • Climbing (A) DX-1 [1], or 1 point in existing skill to get
  Climbing (A) DX [2]. • Filch (A) DX-1 [1]; Forced Entry (E)
  DX [1]; Lockpicking (A) IQ-1 [1]; Pickpocket (H) DX-2 [1];
  Traps (A) IQ-1 [1].
  * Gives +3 to Climbing and Escape.
  † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand.
  Cleric-Wizard
  +50 points
  Access to clerical and wizardly spells makes this lens power-
  ful. Clerical spells don’t count as prerequisites for wizardly
  ones, though.
  Secondary Characteristics: +1 FP [3].
  Advantages: Magery 2 [25].*
  Skills: Alchemy (VH) IQ-3 [1]; Thaumatology (VH) IQ-3 [1].
  Special Abilities: 20 points total in wizardly spells, which will be
  either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery.
  * Gives +2 to Thaumatology.
  DRUID
  Choice Lenses: Barbarian, Scout, Wizard.
  Marginal Lenses: Martial Artist.
  Druid-Barbarian
  +50 points
  Druids have key barbarian skills, plus Shapeshifting spells
  for forms with great ST. This makes druid-barbarians (“barbear-
  ians”) quite viable.
  Attributes: +2 ST [20].
  Advantages: High Pain Threshold [10]; Outdoorsman 1* [10]. •
  One of Fit [5], Rapid Healing [5], Resistant to Poison (+3) [5],
  or Striking ST 1 [5].
  Skills: Fishing (E) Per [1]; Navigation (Land) (A) IQ-1 [1];
  Running (A) HT-1 [1]; Swimming (E) HT [1]; Tracking (A)
  Per-1 [1].
  * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist,
  Navigation, Survival, and Tracking.
  Druid-Bard
  +50 points
  The druid-bard can influence man and beast – a potent com-
  bination. Just remember that demons and undead aren’t men or
  beasts!
  Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical
  Ability 1† [5]; Voice‡ [10].
  Skills: Musical Instrument (any) (H) IQ-2 [1]; Public Speaking
  (A) IQ-1 [1]; Singing (E) HT [1].
  Special Abilities: 19 points total in Bard-Song abilities; bardic
  skills (p. 18); and/or wizardly spells from the Communication
  and Empathy and/or Mind Control colleges, which will be
  either (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic
  Talent.
  * Gives +1 to Leadership, Panhandling, and Public
  Speaking.
  † Gives +1 to Musical Composition, Musical Influence,
  Musical Instrument, and Singing.
  ‡ Gives +2 to Diplomacy, Fast-Talk, Mimicry, Performance,
  Public Speaking, Sex Appeal, and Singing.
  Druid-Cleric
  +50 points
  As with the cleric-druid, this choice offers a meaty spell list
  and safety in redundancy.
  Advantages: Clerical Investment [5]; Power Investiture 2* [20].
  Disadvantages: One of Honesty (12) [-10], Sense of Duty
  (Coreligionists) [-10], or Vow (No edged weapons) [-10].
  MIXING PROFESSIONS
  24
  Evil Clerical Spells
  Evil clerics (p. 23) use this spell list instead of that of
  good clerics:
  PI 1: Armor, Aura, Coolness, Darkness, Death Vision,
  Debility, Decay, Detect Magic, Detect Poison, Fear,
  Final Rest, Frailty, Itch, Night Vision, Recover Energy,
  Sense Life, Sense Spirit, Shield, Silence, Stench,
  Thunderclap, and Watchdog.
  PI 2: Blackout, Blight, Clumsiness, Command, Compel
  Lie, Compel Truth, Control Zombie, Dark Vision, Foul
  Water, Gloom, Great Voice, Pain, Panic, Persuasion,
  Poison Food, Resist Acid, Resist Cold, Resist Disease,
  Resist Fire, Resist Lightning, Resist Pain, Resist
  Poison, Resist Pressure, Seeker, Shape Darkness, Steal
  Energy, Strike Blind, Strike Deaf, Strike Dumb,
  Summon Spirit, Terror, Truthsayer, Turn Spirit, Turn
  Zombie, Vexation, and Weaken Blood.
  PI 3: Affect Spirits, Astral Vision, Body of Shadow,
  Command Spirit, Destroy Air, Destroy Water, Dispel
  Possession, Foolishness, Hunger, Icy Weapon,
  Madness, Magic Resistance, Nightmare, Oath,
  Paralyze Limb, Pestilence, Repel Spirits, See Secrets,
  Sensitize, Silver Tongue, Slow Healing, Steal Vitality,
  Strengthen Will, Suspended Animation, Thirst, Water
  to Wine, Weaken Will, Wither Plant, and Zombie.
  PI 4: Agonize, Astral Block, Banish, Curse, Deathtouch,
  Dehydrate, Dispel Magic, Divination, Flesh to Stone,
  Fool’s Banquet, Frostbite, Gift of Letters, Gift of
  Tongues, Mindlessness, Ruin, Stop Healing, Suspend
  Curse, Total Paralysis, and Vigil.
  PI 5:
  Earthquake, Entrap Spirit, Mass Zombie,
  Pentagram, Remove Curse, Rotting Death, Storm, and
  Suspend Mana.
  PI 6: Bind Spirit, Drain Mana, Possession, and Summon
  Demon.
  
  Skills: Exorcism (H) Will-2 [1]; Meditation (H) Will-2 [1];
  Occultism (A) IQ-1 [1]; Public Speaking (A) IQ-1 [1]; Surgery
  (VH) IQ-3 [1].
  Special Abilities: 30 points total in Holy abilities and/or and
  clerical spells, which will be either (H) IQ [1] or (VH) IQ-1 [1]
  with the +2 for Power Investiture.*
  * See Cleric-Druid (p. 22) for important notes on interactions
  between druidic and clerical capabilities.
  Druid-Holy Warrior
  +50 points
  Holy warrior abilities accompany you when using Beast
  Possession, Shapeshifting, etc. You can possess weasels and
  gnaw demons to death.
  Attributes: +1 ST [10].
  Advantages: Higher Purpose (Slay Demons or Slay Undead)
  [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as
  undead) [1]. • One of Holiness 2 [5], Rapid Healing [5],
  Resistant to Poison (+3) [5], or Striking ST 1 [5].
  Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good
  entities) [-10], or Vow (Own no more than horse can carry)
  [-10].
  Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or
  Undead) (A) IQ-1 [1]; Physiology (monster type) (H) IQ-2
  [1]; Psychology (same monster type) (H) IQ-2 [1]. • Spend 4
  more points on primary druid Melee Weapon skill, raising it
  by +1.
  Special Abilities: 26 points total in Holy abilities and/or the
  skills above.
  Druid-Knight
  +50 points
  Battlefield-altering magic plus high IQ for Strategy and
  Tactics can yield an interesting “druid-general” suitable for
  epic wilderness adventure.
  Attributes: +1 ST [10].
  Advantages: Combat Reflexes* [15]; High Pain Threshold [10].
  • One of Fit [5], Rapid Healing [5], or Striking ST 1 [5].
  Skills: Armoury (Body Armor or Melee Weapons) (A) IQ-1 [1];
  Brawling (E) DX [1]; Connoisseur (Weapons) (A) IQ-1 [1];
  Leadership (A) IQ-1 [1]; Strategy (H) IQ-2 [1]; Tactics (H)
  IQ-2 [1]. • Spend 4 more points on primary druid Melee
  Weapon skill, raising it by +1.
  * Gives +1 to Fast-Draw.
  Druid-Martial Artist
  +50 points
  Shapeshifting spells alongside Chi Mastery abilities can be
  potent. The combo is marginal because it costs lots of points.
  Advantages: Chi Talent 1 [15]; Trained by a Master [30].
  Disadvantages: Disciplines of Faith (Chi Rituals) [-10].
  Skills: Acrobatics (H) DX-2 [1]; Jumping (E) DX [1]. • Either
  Judo (H) DX-2 [1] and Karate (H) DX-1 [2], or Judo (H) 
  DX-1 [2] and Karate (H) DX-2 [1].
  Special Abilities: 10 points total in Chi abilities and/or chi skills
  (p. 18). Chi skills get +1 for Chi Talent.
  Druid-Scout
  +50 points
  An archer who knows spells like Hawk Vision and Conceal
  is scary. This is the druid-warrior’s lens of choice.
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Heroic Archer [20].
  Skills: Bow (A) DX+2 [8]; Cartography (A) IQ-1 [1]; Fast-Draw
  (Arrow) (E) DX [1]; Navigation (Land) (A) IQ-1 [1];
  Shadowing (A) IQ-1 [1]; Tracking (A) Per-1 [1]; Traps (A) 
  IQ-1 [1]. • Observation (A) Per-1 [1], or 1 point in existing
  skill to get Observation (A) Per [2].
  Druid-Swashbuckler
  +50 points
  This lens is marginal only because secretive nature priests
  rarely become flamboyant barflies. Nothing says you can’t do
  it!
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Enhanced Parry 1 (Weapon of choice) [5];
  Weapon Master (Weapon of choice) [20].
  Skills: Either choose a druid Melee Weapon skill and put 8
  more points into it, raising it by +2, or add one of Rapier,
  Saber, or Smallsword, all (A) DX+2 [8]. • Acrobatics (H) 
  DX-1 [2].
  Druid-Thief
  +50 points
  Druidic magic greatly assists outdoor thievery, while thiev-
  ing skills are a valuable fallback in town or underground,
  where druidic powers falter – a neat balance.
  Attributes: +2 DX [40].
  Secondary Characteristics: -0.50 Basic Speed [-10].
  Advantages: Flexibility* [5]; High Manual Dexterity 1† [5].
  Skills: Escape (H) DX-2 [1]; Filch (A) DX-1 [1]; Forced Entry
  (E) DX [1]; Holdout (A) IQ-1 [1]; Lockpicking (A) IQ-1 [1];
  Pickpocket (H) DX-2 [1]; Shadowing (A) IQ-1 [1]; Traps (A)
  IQ-1 [1]. • Raise Stealth (A) DX [2] to Stealth (A) DX+1 [4].
  * Gives +3 to Climbing and Escape.
  † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand.
  Druid-Wizard
  +50 points
  An excellent and potent caster combination! Druidic spells,
  like clerical ones, don’t count as prerequisites for wizardly
  spells.
  Secondary Characteristics: +1 FP [3].
  Advantages: Magery 2 [25].*
  Skills: Occultism (A) IQ-1 [1]; Thaumatology (VH) IQ-3 [1].
  Special Abilities: 20 points total in wizardly spells, which will
  be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery.
  * Gives +2 to Thaumatology.
  MIXING PROFESSIONS
  25
  
  HOLY WARRIOR
  Choice 
  Lenses:
  Barbarian, 
  Cleric, 
  Knight, 
  Scout,
  Swashbuckler.
  Marginal Lenses: Druid.
  Holy Warrior-Barbarian
  +50 points
  Outdoor skills to track down Evil where it lives, and more
  ST to smite it, make this a natural combination.
  Attributes: +2 ST [20].
  Advantages: High Pain Threshold [10]; Outdoorsman 1* [10].
  Skills: Ten of Camouflage (E) IQ [1]; Animal Handling (any),
  Disguise (Animals), Navigation (Land), or Weather Sense,
  all (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) or
  Naturalist, both (H) IQ-2 [1]; Swimming (E) HT [1];
  Running (A) HT-1 [1]; Fishing (E) Per [1]; or Survival (any)
  or Tracking, both (A) Per-1 [1].
  * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist,
  Navigation, Survival, and Tracking.
  Holy Warrior-Bard
  +50 points
  The holy warrior-bard casts using Singing (instruments are
  awkward in melee!) and inspires courage with such spells as
  Bravery.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Per [-5].
  Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical
  Ability 1† [5].
  Skills: Musical Instrument (any) (H) IQ-1 [2]; Public Speaking
  (A) IQ-1 [1]; Singing (E) HT [1].
  Special Abilities: 13 points total in Bard-Song abilities; bardic
  skills (p. 18); and/or spells from the Communication and
  Empathy and/or Mind Control colleges, which will be either
  (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent.
  * Gives +1 to Leadership, Panhandling, and Public
  Speaking.
  † Gives +1 to Musical Composition, Musical Influence,
  Musical Instrument, and Singing.
  Holy Warrior-Cleric
  +50 points
  This is the holy warrior’s best caster lens, beefing up his
  existing abilities and adding spells to his armory.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Per [-5].
  Advantages: Clerical Investment [5]. • Upgrade Holiness 2 [10]
  to Power Investiture 2 [20].
  Special Abilities: 20 points total in more Holy abilities and/or
  clerical spells, which will be either (H) IQ [1] or (VH) IQ-1
  [1] with the +2 for Power Investiture.
  Holy Warrior-Druid
  +50 points
  This combination is logical – Nature can be a powerful ally
  against the unnatural. It’s marginal only because druidic capa-
  bilities aren’t optimized for fighting Evil.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Per [-5].
  Advantages: Power Investiture 2 (Druidic) [20].
  Skills: Camouflage (E) IQ [1]; Herb Lore (VH) IQ-3 [1]; Hidden
  Lore (Elementals, Faeries, or Nature Spirits) (A) IQ-1 [1];
  Naturalist (H) IQ-2 [1]; Survival (any) (A) Per-1 [1].
  Special Abilities: 10 points total in Druidic abilities and/or
  druidic spells, which will be either (H) IQ [1] or (VH) IQ-1
  [1] with the +2 for Power Investiture (Druidic).
  MIXING PROFESSIONS
  26
  
  Holy Warrior-Knight
  +50 points
  There’s little difference between this lens and a holy warrior
  who sticks to his role. “Holy knight” sounds cool, though.
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Combat Reflexes* [15]; High Pain Threshold [10].
  Skills: Armoury (Body Armor or Melee Weapons) (A) IQ-1 [1];
  Connoisseur (Weapons) (A) IQ-1 [1]. • Spend 8 points total
  on Axe/Mace, Bow, Boxing, Broadsword, Polearm,
  Shortsword, Spear, Sumo Wrestling, or Two-Handed Sword,
  all (A) DX-1 [1], DX [2], DX+1 [4], or DX+2 [8], and/or com-
  bat skills already known at the 4-point level or higher, where
  4 points give +1 and 8 points give +2.
  * Gives +1 to Fast-Draw.
  Holy Warrior-Martial Artist
  +50 points
  Abilities that benefit from the holy warrior’s Will and IQ
  make this mix viable. Simply read “chi” as “religious zeal.”
  Advantages: Chi Talent 1 [15]; Trained by a Master [30].
  Disadvantages: Disciplines of Faith (Chi Rituals) [-10].*
  Skills: Acrobatics (H) DX-1 [2]; Jumping (E) DX [1]. • Replace
  Brawling (E) DX+1 [2] with Karate (H) DX [4]. • Replace
  Wrestling (A) DX+1 [4] with Judo (H) DX [4].
  Special Abilities: 10 points total in Chi abilities and/or chi skills
  (p. 18). Chi skills get +1 for Chi Talent.
  * See Cleric-Martial Artist (p. 23) for important notes on 
  disadvantages.
  Holy Warrior-Scout
  +50 points
  Demons may fly – but a holy warrior’s Higher Purpose and
  Shtick work just fine with a bow. A popular lens!
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Heroic Archer [20].
  Skills: Bow (A) DX+2 [8]; Camouflage (E) IQ [1]; Fast-Draw
  (Arrow) (E) DX [1]; Navigation (Land) (A) IQ-1 [1]; Survival
  (any) (A) Per-1 [1]; Tracking (A) Per [2]. • Stealth (A) DX-1
  [1], or 1 point in existing skill to get Stealth (A) DX [2].
  Holy Warrior-Swashbuckler
  +50 points
  The Higher Purpose bonus stacks with bonuses for
  Enhanced Parry and Weapon Master, making the holy warrior-
  swashbuckler Evil’s deadliest foe.
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Enhanced Parry 1 (Weapon of choice) [5];
  Weapon Master (Weapon of choice) [20].
  Skills: Either choose a holy warrior Melee Weapon skill and put
  8 more points into it, raising it by +2, or add one of Rapier,
  Saber, Shortsword, or Smallsword, all (A) DX+2 [8]. •
  Acrobatics (H) DX-1 [2].
  MIXING PROFESSIONS
  27
  Unholy Warriors
  The standard holy warrior template can be perverted
  to serve Evil, yielding a blackguard known as the unholy
  warrior. To take up arms for Evil, apply the lens below to
  the holy warrior template.
  Unholy Warrior
  +0 points
  Advantages: Replace Higher Purpose (Slay Demons or
  Slay Undead) [5] with Higher Purpose (Slay Servitors
  of Good)† [5]. • All Holiness, basic or added, becomes
  Unholiness. • Change Shtick (Foes slain personally
  can’t rise as undead) [1] to Legionary of the Damned‡
  [1]. • Swap all points in Holy abilities for the same
  number of points in Unholy abilities (p. 41). • In
  advantage options, replace Higher Purpose (different
  from first) [5] with Resistant to Evil Supernatural
  Powers (+3) or (+8) [5 or 7].
  Disadvantages: Replace this entire section with: Social
  Stigma (Excommunicated)§ [-10]. • Another -15
  points chosen from among Bad Temper [-10*],
  Gluttony [-5*], Greed [-15*], Jealousy [-10], Laziness
  [-10], Lecherousness [-15*], or Selfish [-5*]. • A fur-
  ther -15 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: Unholy warriors prefer Physiology and
  Psychology skills for good creatures or humans (tor-
  ture and manipulation). • Replace Esoteric Medicine
  (Holy) (H) Per-2 [1] with Poisons (H) IQ-2 [1].
  * Multiplied for self-control number; see p. B120.
  † Gives +1 to attack, damage, defense, and resistance
  rolls vs. angels and celestials, artifacts of Good, and
  good clerics and holy warriors.
  ‡ Legionary of the Damned: You can safely wield arti-
  facts cursed by evil gods (but not by wizards!).
  § See note under Evil Clerics (p. 23).
  New Horizons for Unholy Warriors
  After adding this lens to the holy warrior template,
  you can apply any lens meant for holy warriors – except
  holy warrior-cleric – and become an unholy warrior-
  wizard or whatever. To create an unholy warrior-evil
  cleric, simply buy the holy warrior-cleric lens and inter-
  pret everything Holy as Unholy.
  The Legions of Evil Want YOU!
  Anyone but a holy warrior or a good cleric can take
  up the sword of Evil. Start with your template’s holy
  warrior lens, but make all the changes noted above for
  the unholy warrior. In particular, replace its required
  disadvantage with Social Stigma (Excommunicated)
  and swap Esoteric Medicine for Poisons.
  
  Holy Warrior-Thief
  +50 points
  Holy warriors are too honorable to steal. Nasty surprises
  (Traps) and backstabs (Stealth) are valid tactics against Evil,
  though. Really!
  Attributes: +1 DX [20]; +1 IQ [20].
  Secondary Characteristics: -1 Per [-5]; -0.25 Basic Speed [-5].
  Advantages: Flexibility* [5].
  Skills: Either Stealth (A) DX+2 [8], or 7 points in existing skill to
  get Stealth (A) DX+2 [8] and 1 point on other skills below. •
  Climbing (A) DX-1 [1], or 1 point in existing skill to get
  Climbing (A) DX [2]. • Escape (H) DX-2 [1]; Forced Entry (E)
  DX [1]; Lockpicking (A) IQ-1 [1]; Shadowing (A) IQ-1 [1];
  Traps (A) IQ [2].
  * Gives +3 to Climbing and Escape.
  Holy Warrior-Wizard
  +50 points
  Most holy warriors would fireball Evil with zeal! This lens
  uses the points that other warrior-caster lenses invest in 
  IQ to offer enough spells that Banish and Remove Curse are
  attainable.
  Advantages: Magery 2* [25].
  Skills: Alchemy (VH) IQ-2 [2]; Occultism (A) IQ [2];
  Thaumatology (VH) IQ-3 [1].
  Special Abilities: 20 points total in wizardly spells, which will be
  either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery.
  * Gives +2 to Thaumatology.
  KNIGHT
  Choice 
  Lenses: 
  Barbarian, 
  Holy 
  Warrior, 
  Scout,
  Swashbuckler.
  Marginal Lenses: Bard, Cleric, Druid, Wizard.
  Knight-Barbarian
  +50 points
  The knight-barbarian is superior to the pure barbarian for
  players seeking an outdoorsman-warrior with a more even ST-
  skill balance.
  Attributes: +2 ST [20].
  Secondary Characteristics: +1 Per [5].
  Advantages: Outdoorsman 2* [20].
  Skills: Five of Camouflage (E) IQ [1]; Navigation (Land) (A)
  IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) or
  Naturalist, both (H) IQ-2 [1]; Fishing (E) Per [1]; or Survival
  (any) or Tracking, both (A) Per-1 [1].
  * Gives +2 to Camouflage, Fishing, Mimicry, Naturalist,
  Navigation, Survival, and Tracking.
  Knight-Bard
  +50 points
  Being an effective bard with a knight’s IQ means emphasizing
  Singing and casting “buffs” like Hide Thoughts and Rear Vision.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical
  Ability 1† [5].
  Skills: Musical Instrument (any) (H) IQ [4]; Public Speaking (A)
  IQ [2]; Singing (E) HT [1].
  Special Abilities: 15 points total in Bard-Song abilities; bardic
  skills (p. 18); and/or spells from the Communication and
  Empathy and/or Mind Control colleges, which will be either
  (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent.
  * Gives +1 to Leadership, Panhandling, and Public
  Speaking.
  † Gives +1 to Musical Composition, Musical Influence,
  Musical Instrument, and Singing.
  Knight-Cleric
  +50 points
  The knight’s best caster lens, if he focuses on Might, various
  Resist spells, etc., and doesn’t risk skill 10-11 healing.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Per [-5].
  Advantages: Clerical Investment [5]; Power Investiture 2 [20].
  Disadvantages: One of Honesty (12) [-10], Sense of Duty
  (Coreligionists) [-10], or Vow (No edged weapons) [-10].
  Skills: Esoteric Medicine (Holy) (H) Per-1 [2]; Exorcism (H)
  Will-1 [2]; Meditation (H) Will-1 [2]; Religious Ritual (H)
  IQ-1 [2]; Theology (H) IQ-1 [2].
  Special Abilities: 10 points total in Holy abilities and/or clerical
  spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with
  the +2 for Power Investiture.
  Knight-Druid
  +50 points
  A lance-wielding knight will find druidic spells valuable for
  controlling his mount outdoors. Otherwise, this is a niche lens.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Power Investiture 2 (Druidic) [20].
  Skills: Camouflage (E) IQ [1]; Esoteric Medicine (Druidic) (H)
  Per-1 [2]; Herb Lore (VH) IQ-2 [2]; Religious Ritual (Druidic)
  (H) IQ-1 [2]; Survival (any) (A) Per-1 [1]; Theology (Druidic)
  (H) IQ-1 [2].
  Special Abilities: 10 points total in Druidic abilities and/or
  druidic spells, which will be either (H) IQ [1] or (VH) IQ-1 [1]
  with the +2 for Power Investiture (Druidic).
  Knight-Holy Warrior
  +50 points
  Many holy warriors are ex-knights who hacked their way to
  divine favor by killing Evil monsters. They aren’t all do-gooders.
  Attributes: +1 IQ [20].
  Secondary Characteristics: +1 Will [5]; -1 Per [-5].
  Advantages: Higher Purpose (Slay Demons or Slay Undead) [5];
  Holiness 1 [5]; Shtick (Foes slain personally can’t rise as
  undead) [1].
  MIXING PROFESSIONS
  28
  
  Disadvantages: One of Honesty (12) [-10], Sense of Duty
  (Good entities) [-10], or Vow (Own no more than horse can
  carry) [-10].
  Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or
  Undead) (A) IQ-1 [1]; Physiology (monster type) (H) IQ-2 [1];
  Psychology (same monster type) (H) IQ-2 [1].
  Special Abilities: 25 points total in Holy abilities and/or the
  skills above.
  Knight-Martial Artist
  +50 points
  An effective mix if you favor skills useful when armed (e.g.,
  Power Blow) over exclusively unarmed ones (e.g., Push).
  Advantages: Chi Talent 1 [15]; Trained by a Master [30].
  Disadvantages: Disciplines of Faith (Chi Rituals) [-10].
  Skills: Acrobatics (H) DX-2 [1]. • Replace Boxing (A) DX [2] or
  Brawling (E) DX+1 [2] with Karate (H) DX [4]. • Replace
  Sumo Wrestling or Wrestling, both (A) DX [2], with Judo (H)
  DX [4].
  Special Abilities: 10 points total in Chi abilities and/or chi skills
  (p. 18). Chi skills get +1 for Chi Talent.
  Knight-Scout
  +50 points
  Adding the scout’s prowess at archery to the knight’s melee
  ability gives what’s arguably the most well-rounded warrior
  combo.
  Secondary Characteristics: +2 Per [10].
  Advantages: Heroic Archer [20].
  Skills: Bow (A) DX+3 [12], or 12 points in existing skill to get
  Bow (A) DX+4 [16]. • Camouflage (E) IQ [1]; Fast-Draw
  (Arrow) (E) DX+1 [1] (includes +1 for knight’s Combat
  Reflexes); Navigation (Land) (A) IQ [2]; Survival (any) (A)
  Per-1 [1]; Tracking (A) Per-1 [1]. • Observation (A) Per-1 [1],
  or 1 point in existing skill to get Observation (A) Per [2]. •
  Stealth (A) DX-1 [1], or 1 point in existing skill to get Stealth
  (A) DX [2].
  Knight-Swashbuckler
  +50 points
  The knight-swashbuckler is the apex heavy melee fighter.
  He’s viable in a 250-point game and could start with skill 23!
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Enhanced Parry 1 (Weapon of choice) [5]; Weapon
  Master (Weapon of choice) [20].
  Skills: Either choose a knight Melee Weapon skill and put 8
  more points into it, raising it by +2, or add one of Rapier,
  Saber, or Smallsword, all (A) DX+2 [8]. • Acrobatics (H)
  DX-2 [1]; Jumping (E) DX [1].
  Knight-Thief
  +50 points
  Kills monsters? Check. Takes stuff? Check. This is an extreme-
  ly versatile combo in the typical dungeon campaign.
  Attributes: +1 DX [20]; +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -0.25 Basic Speed [-5].
  Advantages: Flexibility* [5]; High Manual Dexterity 1† [5].
  Skills: Either Stealth (A) DX [2], or 1 point in existing skill to get
  Stealth (A) DX [2] and 1 point on other skills below. •
  Climbing (A) DX-1 [1], or 1 point in existing skill to get
  Climbing (A) DX [2]. • Filch (A) DX-1 [1]; Lockpicking (A) IQ
  [2]; Pickpocket (H) DX-2 [1]; Traps (A) IQ [2]. • Forced Entry
  (E) DX [1], or 1 point in existing skill to get Forced Entry (E)
  DX+1 [2].
  * Gives +3 to Climbing and Escape.
  † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand.
  Knight-Wizard
  +50 points
  Resisted and long-range castings aren’t effective at skill 10-11.
  Spells like Flaming Armor and Flaming Weapon pay off better.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Magery 2* [25].
  Skills: Alchemy (VH) IQ-2 [2]; Occultism (A) IQ-1 [1];
  Thaumatology (VH) IQ-2 [2].
  Special Abilities: 10 points total in wizardly spells, which will be
  either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery.
  * Gives +2 to Thaumatology.
  MARTIAL ARTIST
  Choice Lenses: Holy Warrior, Knight, Scout, Swashbuckler,
  Thief.
  Marginal Lenses: Bard, Cleric, Druid, Wizard.
  Martial Artist-Barbarian
  +50 points
  Pure martial artists can get High Pain Threshold and more
  ST anyway. This lens suits those embarking on wilderness
  adventures.
  Attributes: +2 ST [20].
  Secondary Characteristics: +1 Per [5].
  Advantages: High Pain Threshold [10]; Outdoorsman 1* [10].
  Skills: Five of Camouflage (E) IQ [1]; Navigation (Land) (A)
  IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) or
  Naturalist, both (H) IQ-2 [1]; Swimming (E) HT [1]; Fishing
  (E) Per [1]; or Survival (any) or Tracking, both (A) Per-1 [1].
  * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist,
  Navigation, Survival, and Tracking.
  Martial Artist-Bard
  +50 points
  Chi and bardic abilities offer many options. Of course, you’ll
  need many points to be good at it all.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical
  Ability 1† [5].
  MIXING PROFESSIONS
  29
  
  Skills: Musical Instrument (any) (H) IQ [4]; Public Speaking (A)
  IQ [2]; Singing (E) HT+1 [2].
  Special Abilities: 14 points total in Bard-Song abilities; bardic
  skills (p. 18); and/or spells from the Communication and
  Empathy and/or Mind Control colleges, which will be either
  (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent.
  * Gives +1 to Leadership, Panhandling, and Public
  Speaking.
  † Gives +1 to Musical Composition, Musical Influence,
  Musical Instrument, and Singing.
  Martial Artist-Cleric
  +50 points
  This mix pays off best with long-term dedication. Still, cleri-
  cal “buffs” – especially Armor and Might – are effective right
  away.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Per [-5].
  Advantages: Clerical Investment [5]; Power Investiture 2 [20].
  Disadvantages: One of Honesty (12) [-10], Sense of Duty
  (Coreligionists) [-10], or Vow (No edged weapons) [-10].*
  Skills: Exorcism (H) Will-2 [1]; Religious Ritual (H) IQ-1 [2];
  Theology (H) IQ-1 [2].
  Special Abilities: 15 points total in Holy abilities and/or clerical
  spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with
  the +2 for Power Investiture.
  * If desired, Disciplines of Faith (Chi Rituals) can serve as the
  disadvantage required for Holy Might (pick another -10 points
  of cleric or martial-artist disadvantages). Failure to observe it
  costs the martial artist-cleric access to Chi Mastery and Holy
  Might!
  Martial Artist-Druid
  +50 points
  Partial Shapeshifting (Tiger Paws) with Karate is just plain
  cool. The necessary Power Investiture 5 is just plain expensive,
  and must wait until later.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Power Investiture 2 (Druidic) [20].
  Skills: Camouflage (E) IQ [1]; Herb Lore (VH) IQ-2 [2];
  Naturalist (H) IQ-1 [2]; Religious Ritual (Druidic) (H) IQ-1
  [2]; Survival (any) (A) Per-1 [1]; Theology (Druidic) (H) IQ-1
  [2].
  Special Abilities: 10 points total in Druidic abilities and/or
  druidic spells, which will be either (H) IQ [1] or (VH) IQ-1 [1]
  with the +2 for Power Investiture (Druidic).
  Martial Artist-Holy Warrior
  +50 points
  Learning Physiology for monsters and using Pressure Points
  to paralyze them is potent – especially against foes your Higher
  Purpose covers.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Per [-5].
  Advantages: Higher Purpose (Slay Demons or Slay Undead) [5];
  Holiness 1 [5]; Shtick (Foes slain personally can’t rise as
  undead) [1].
  Disadvantages: One of Honesty (12) [-10], Sense of Duty
  (Good entities) [-10], or Vow (Own no more than horse can
  carry) [-10].*
  Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or
  Undead) (A) IQ-1 [1]; Leadership (A) IQ-1 [1]; Physiology
  (monster type) (H) IQ [4]; Psychology (same monster type)
  (H) IQ-2 [1]; Strategy (H) IQ-1 [2].
  Special Abilities: 24 points total in Holy abilities and/or the
  skills above.
  * See Martial Artist-Cleric (left) for important notes on 
  disadvantages.
  Martial Artist-Knight
  +50 points
  This lens’ appeal is heavy swung weapon skills to use with
  Power Blow. Effective ST 24 + halberd = carnage.
  Attributes: +1 ST [10].
  Advantages: Born War Leader 1* [5]; Combat Reflexes† [15];
  High Pain Threshold [10].
  Skills: Armoury (Melee Weapons) (A) IQ [2]; Connoisseur
  (Weapons) (A) IQ [2]; Leadership (A) IQ-1 [1]; Strategy (H)
  IQ-2 [1]. • Spend 4 points to learn one of Axe/Mace, Bow,
  Broadsword, Polearm, Spear, or Two-Handed Sword, all (A)
  DX+1 [4], or to add +1 to a known melee skill.
  * Gives +1 to Leadership, Strategy, and Tactics.
  † Gives +1 to Fast-Draw.
  Martial Artist-Scout
  +50 points
  Impressive archery skills plus Chi Mastery’s Enhanced Move
  and Perfect Balance turn any martial artist into the classic “elven
  archer.”
  Secondary Characteristics: +2 Per [10].
  Advantages: Heroic Archer [20].
  MIXING PROFESSIONS
  30
  
  Skills: Bow (A) DX+2 [8]; Camouflage (E) IQ+1 [2]; Fast-Draw
  (Arrow) (E) DX [1]; Shadowing (A) IQ [2]; Survival (any) (A)
  Per-1 [1]; Tracking (A) Per-1 [1]; Zen Archery (VH) IQ+1 [4]
  (includes +2 for martial artist’s Chi Talent 2). • Observation
  (A) Per-1 [1], or 1 point in existing skill to get Observation (A)
  Per [2].
  Martial Artist-Swashbuckler
  +50 points
  Having Weapon Master and Trained by a Master enables a
  new option: you can learn variants of “unarmed” chi skills that
  work with individual weapon skills; e.g., Breaking Blow
  (Rapier). Clear these with the GM!
  Advantages: Combat Reflexes* [15]; Enhanced Parry 1 (Weapon
  of choice) [5]; Weapon Bond (Best weapon of choice in cur-
  rent possession) [1]; Weapon Master (Weapon of choice)
  [20].
  Skills: Either choose a martial artist Melee Weapon skill and put
  8 more points into it, raising it by +2, or add one of
  Broadsword, Rapier, or Saber, all (A) DX+2 [8]. • Fast-Draw
  (any) (E) DX [1].
  * Gives +1 to Fast-Draw.
  Martial Artist-Thief
  +50 points
  Thieves’ skills are effective for the high-DX martial artist
  and increase his noncombat contributions. Yes, this is a ninja.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; +1 Per [5].
  Advantages: Flexibility* [5]; Perfect Balance (Chi, -10%)† [14].
  Skills: Climbing (A) DX-1 [1], or 1 point in existing skill to get
  Climbing (A) DX [2]. • Filch (A) DX-1 [1]; Forced Entry (E)
  DX [1]; Lockpicking (A) IQ [2]; Pickpocket (H) DX-2 [1];
  Traps (A) IQ [2]. • Raise Stealth (A) DX-1 [1] to Stealth (A)
  DX+1 [4].
  * Gives +3 to Climbing and Escape.
  † Gives +1 to Acrobatics and Climbing. Martial artists
  acquire this as a Chi ability. Those who already have it should
  add 14 points of other Chi abilities and skills useful for thiev-
  ery; e.g., the Catfall advantage and the Light Walk skill.
  Martial Artist-Wizard
  +50 points
  Mastering martial arts and sorcery is
  tough, but
  Deathtouch-charged Karate punches and Iron Arm parries
  might just be worth it.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Magery 2* [25].
  Skills: Alchemy (VH) IQ-2 [2]; Occultism (A) IQ-1 [1];
  Thaumatology (VH) IQ-2 [2].
  Special Abilities: 10 points total in wizardly spells, which will
  be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery.
  * Gives +2 to Thaumatology.
  SCOUT
  Choice Lenses: Barbarian, Holy Warrior, Knight, Martial
  Artist, Swashbuckler, Thief.
  Marginal Lenses: Wizard.
  Scout-Barbarian
  +50 points
  Scouts have most of these options on their template. This
  lens is purely a quick, ST-oriented “level up” package.
  Attributes: +3 ST [30]; +1 HT [10].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: High Pain Threshold [10].
  Skills: Five of Animal Handling (any), Disguise (Animals), or
  Weather Sense, all (A) IQ-1 [1]; Naturalist (H) IQ* [1];
  Swimming (E) HT [1]; Running (A) HT-1 [1]; Fishing (E)
  Per+2* [1].
  * Includes +2 for scout’s Outdoorsman 2.
  Scout-Bard
  +50 points
  An archer, being out of melee, can sing and strum unmo-
  lested. He may want a bow-harp; see Bard-Scout (p. 21).
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical
  Ability 1† [5].
  Skills: Musical Instrument (any) (H) IQ [4]; Public Speaking
  (A) IQ-1 [1]; Singing (E) HT+1 [2].
  Special Abilities: 15 points total in Bard-Song abilities; bardic
  skills (p. 18); and/or spells from the Communication and
  Empathy and/or Mind Control colleges, which will be either
  (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent.
  * Gives +1 to Leadership, Panhandling, and Public
  Speaking.
  † Gives +1 to Musical Composition, Musical Influence,
  Musical Instrument, and Singing.
  Scout-Cleric
  +50 points
  Any party could use a back-ranker who heals and shoots.
  Thus, this lens is ideal for fans of support roles.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Per [-5].
  Advantages: Clerical Investment [5]; Power Investiture 2 [20].
  Disadvantages: Honesty (12) [-10] or
  Sense of Duty
  (Coreligionists) [-10].
  Skills: Esoteric Medicine (Holy) (H) Per-2 [1]; Exorcism (H)
  Will-2 [1]; Meditation (H) Will-2 [1]; Religious Ritual (H)
  IQ-2 [1]; Theology (H) IQ-2 [1].
  Special Abilities: 15 points total in Holy abilities and/or clerical
  spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with
  the +2 for Power Investiture.
  MIXING PROFESSIONS
  31
  
  Scout-Druid
  +50 points
  Outdoors, a tracker who can’t be tracked (Hide Path, Light
  Tread, No-Smell, etc.) is potent. The scout’s best caster lens!
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Power Investiture 2 (Druidic) [20].
  Skills: Esoteric Medicine (Druidic) (H) Per-2 [1]; Herb Lore
  (VH) IQ-2 [2]; Naturalist (H) IQ [1] (includes +2 for scout’s
  Outdoorsman 2); Religious Ritual (Druidic) (H) IQ-2 [1];
  Theology (Druidic) (H) IQ-2 [1].
  Special Abilities: 14 points total in Druidic abilities and/or
  druidic spells, which will be either (H) IQ [1] or (VH) IQ-1
  [1] with the +2 for Power Investiture (Druidic).
  Scout-Holy Warrior
  +50 points
  (1) Buy True Faith. (2) Wade into undead horde. (3) Turn
  undead. (4) Shoot undead in back. Fire arrows work best.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Per [-5].
  Advantages: Higher Purpose (Slay Demons or Slay Undead)
  [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as
  undead) [1].
  Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good
  entities) [-10], or Vow (Own no more than horse can carry)
  [-10].
  Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or
  Undead) (A) IQ-1 [1]; Leadership (A) IQ-1 [1]; Physiology
  (monster type) (H) IQ-1 [2]; Psychology (same monster type)
  (H) IQ-2 [1]; Strategy (H) IQ-2 [1]; Tactics (H) IQ-2 [1].
  Special Abilities: 26 points total in Holy abilities and/or the
  skills above.
  Scout-Knight
  +50 points
  Like scout-barbarian, this is fundamentally a quick “level
  up” package. It emphasizes leadership and melee capabilities.
  Attributes: +1 HT [10].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Born War Leader 2* [10]; Combat Reflexes† [15];
  High Pain Threshold [10].
  Skills: Armoury (Body Armor or Melee Weapons) (A) IQ-1 [1];
  Connoisseur (Weapons) (A) IQ-1 [1]; Leadership (A) IQ-1
  [1]; Strategy (H) IQ-2 [1]; Tactics (H) IQ-2 [1]. • One of
  Brawling (E) DX [1], Wrestling (A) DX-1 [1], or 1 point to
  raise one of these by +1 if already known. • Spend 4 more
  points on primary scout Melee Weapon skill, raising it by +1.
  * Gives +2 to Leadership, Strategy, and Tactics.
  † Gives +1 to Fast-Draw.
  Scout-Martial Artist
  +50 points
  Take note: Zen Archery for long shots, Power Blow for use
  with Heroic Archer’s “instant shots” (and a high-ST bow).
  Advantages: Chi Talent 1 [15]; Trained by a Master [30].
  Disadvantages: Disciplines of Faith (Chi Rituals) [-10].
  Skills: Acrobatics (H) DX-2 [1]; Meditation (H) Will-2 [1]. •
  Judo (H) DX-2 [1], or replace existing Wrestling (A) DX-1 [1]
  with Judo (H) DX-1 [2]. • Jumping (E) DX [1], or 1 point in
  existing skill to get Jumping (E) DX+1 [2]. • Karate (H) DX-
  2 [1], or replace existing Brawling (E) DX [1] with Karate
  (H) DX-1 [2].
  Special Abilities: Zen Archery (VH) IQ-1 [2]. • 8 points total in
  Chi abilities and/or more chi skills (p. 18). Chi skills get +1
  for Chi Talent; Zen Archery already includes this.
  Scout-Swashbuckler
  +50 points
  This is the ultimate in DX-based ranged and melee domi-
  nance (but the swashbuckler-scout disagrees). Select a one-
  handed scout weapon for fast bow-to-blade transitions.
  Advantages: Combat Reflexes* [15]; Enhanced Parry 1
  (Weapon of choice) [5]; Weapon Master (Weapon of choice)
  [20].
  Skills: Either choose a scout Melee Weapon skill and put 8
  more points into it, raising it by +2, or add one of Rapier,
  Saber, or Smallsword, all (A) DX+2 [8]. • Either Acrobatics
  (H) DX-2 [1] and Jumping (E) DX [1], or Acrobatics (H) DX-
  1 [2] if Jumping is already known.
  * Gives +1 to Fast-Draw.
  Scout-Thief
  +50 points
  The scout-thief is a well-rounded indoor/outdoor
  information-gatherer with a deadly combat bite, very useful for
  smaller adventuring parties.
  Attributes: +1 DX [20]; +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -0.25 Basic Speed [-5].
  Advantages: Flexibility* [5]; High Manual Dexterity 1† [5].
  Skills: Acrobatics (H) DX-2 [1]; Escape (H) DX-2 [1]; Filch (A)
  DX-1 [1]; Forced Entry (E) DX [1]; Lockpicking (A) IQ [2];
  Pickpocket (H) DX-2 [1]. • Raise Stealth (A) DX-1 [1] to
  Stealth (A) DX+1 [4].
  * Gives +3 to Climbing and Escape.
  † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand.
  Scout-Wizard
  +50 points
  Scout-wizards have enough IQ to be (barely) viable. Spell-
  Archery (p. 41) is desirable, but means saving up for Magery 3.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Magery 2* [25].
  Skills: Alchemy (VH) IQ-2 [2]; Occultism (A) IQ-1 [1];
  Thaumatology (VH) IQ-3 [1].
  Special Abilities: 11 points total in wizardly spells, which will
  be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery.
  * Gives +2 to Thaumatology.
  MIXING PROFESSIONS
  32
  
  SWASHBUCKLER
  Choice Lenses: Holy Warrior, Knight, Martial Artist, Scout,
  Thief.
  Marginal Lenses: Cleric, Druid, Wizard.
  Swashbuckler-Barbarian
  +50 points
  High Pain Threshold is nice. Get it here if you foresee
  wilderness treks, or from swashbuckler-knight if you’re the tac-
  tician type.
  Attributes: +2 ST [20].
  Secondary Characteristics: +1 Per [5].
  Advantages: High Pain Threshold [10]; Outdoorsman 1* [10].
  Skills: Five of Camouflage (E) IQ [1]; Navigation (Land) (A)
  IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) or
  Naturalist, both (H) IQ-2 [1]; Swimming (E) HT [1]; Fishing
  (E) Per [1]; or Survival (any) or Tracking, both (A) Per-1 [1].
  * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist,
  Navigation, Survival, and Tracking.
  Swashbuckler-Bard
  +50 points
  A fitting mix, but low-IQ casters are tricky to play. Focus on
  Bard-Song, or bardic skills, or one college of magic.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical
  Ability 1† [5].
  Skills: Musical Instrument (any) (H) IQ [4]; Public Speaking
  (A) IQ [2]; Singing (E) HT [1].
  Special Abilities: 15 points total in Bard-Song abilities; bardic
  skills (p. 18); and/or spells from the Communication and
  Empathy and/or Mind Control colleges, which will be either
  (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent.
  * Gives +1 to Leadership, Panhandling, and Public
  Speaking.
  † Gives +1 to Musical Composition, Musical Influence,
  Musical Instrument, and Singing.
  Swashbuckler-Cleric
  +50 points
  The appeal of any warrior-cleric is being able to “buff up”
  before the fight. This one is no exception.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Per [-5].
  Advantages: Clerical Investment [5]; Power Investiture 2 [20].
  Disadvantages: Honesty (12) [-10]
  or Sense of Duty
  (Coreligionists) [-10].
  Skills: Esoteric Medicine (Holy) (H) Per-1 [2]; Exorcism (H)
  Will-1 [2]; Meditation (H) Will-1 [2]; Religious Ritual (H)
  IQ-1 [2]; Theology (H) IQ-1 [2].
  Special Abilities: 10 points total in Holy abilities and/or clerical
  spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with
  the +2 for Power Investiture.
  Swashbuckler-Druid
  +50 points
  A swashbuckler has to be clever (both PC and player) to
  make this combination work. Take that as a warning – or a
  challenge!
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Power Investiture 2 (Druidic) [20].
  Skills: Esoteric Medicine (Druidic) (H) Per-1 [2]; Herb Lore
  (VH) IQ-2 [2]; Religious Ritual (Druidic) (H) IQ-1 [2];
  Survival (any) (A) Per-1 [1]; Theology (Druidic) (H) IQ-1 [2].
  Special Abilities: 11 points total in Druidic abilities and/or
  druidic spells, which will be either (H) IQ [1] or (VH) IQ-1
  [1] with the +2 for Power Investiture (Druidic).
  Swashbuckler-Holy Warrior
  +50 points
  The swashbuckler’s effortless Rapid Strikes double the
  oomph of many holy gifts. Tip: cutting blades, not impaling-
  only ones, vs. undead.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Per [-5].
  Advantages: Higher Purpose (Slay Demons or Slay Undead)
  [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as
  undead) [1].
  Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good
  entities) [-10], or Vow (Own no more than horse can carry)
  [-10].
  Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or
  Undead) (A) IQ-1 [1]; Leadership (A) IQ-1 [1]; Physiology
  (monster type) (H) IQ-1 [2]; Psychology (same monster type)
  (H) IQ-2 [1]; Strategy (H) IQ-1 [2]; Tactics (H) IQ-1 [2].
  Special Abilities: 24 points total in Holy abilities and/or the
  skills above.
  MIXING PROFESSIONS
  33
  
  Swashbuckler-Knight
  +50 points
  This lens – yet another quick “level up” for fighters who want
  to stay fighters – adds military skills to the civilian swordsman.
  Attributes: +1 ST [10].
  Advantages: Born War Leader 2* [10]; High Pain Threshold
  [10]. • One of Enhanced Block 1 [5], Fit [5], Rapid Healing
  [5], or Striking ST 1 [5].
  Skills: Armoury (Melee Weapons) (A) IQ+1 [4]; Connoisseur
  (Weapons) (A) IQ+1 [4]; Leadership (A) IQ-1 [1]; Strategy
  (H) IQ-2 [1]; Tactics (H) IQ-2 [1]. • Spend 4 points to learn
  one of Axe/Mace, Bow, Polearm, Spear, or Two-Handed
  Sword, all (A) DX+1 [4], or on primary swashbuckler Melee
  Weapon skill, raising it by +1.
  * Gives +2 to Leadership, Strategy, and Tactics.
  Swashbuckler-Martial Artist
  +50 points
  Weapon Master’s damage bonus is per die. With 4d swing
  damage from Power Blow, that’s +8! Swashbuckler-martial
  artists can learn variant chi skills for weapons, as noted for the
  martial artist-swashbuckler (p. 31).
  Advantages: Chi Talent 1 [15]; Trained by a Master [30].
  Disadvantages: Disciplines of Faith (Chi Rituals) [-10].
  Skills: Replace Boxing (A) DX [2] or Brawling (E) DX+1 [2]
  with Karate (H) DX [4]. • Replace Wrestling (A) DX [2], with
  Judo (H) DX [4].
  Special Abilities: 11 points total in Chi abilities and/or chi skills
  (p. 18). Chi skills get +1 for Chi Talent.
  Swashbuckler-Scout
  +50 points
  This is the ultimate in DX-based melee and ranged domi-
  nance (although the scout-swashbuckler disagrees).
  Secondary Characteristics: +2 Per [10].
  Advantages: Heroic Archer [20].
  Skills: Bow (A) DX+3 [12]; Camouflage (E) IQ [1]; Fast-Draw
  (Arrow) (E) DX+1 [1] (includes +1 for swashbuckler’s
  Combat Reflexes); Navigation (Land) (A) IQ [2]; Observation
  (A) Per-1 [1]; Survival (any) (A) Per-1 [1]; Tracking (A) Per-1
  [1]. • Climbing (A) DX-1 [1], or 1 point in existing skill to get
  Climbing (A) DX [2].
  Swashbuckler-Thief
  +50 points
  The swashbuckler-thief is proof that idle hands are the
  devil’s workshop: when not fighting, he’s applying his impres-
  sive DX to crime.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; +1 Per [5].
  Advantages: Flexibility* [5]; High Manual Dexterity 1† [5]. •
  One of +1 Per [5], +1 Basic Move [5], Ambidexterity [5], or
  High Manual Dexterity 2† [5].
  Skills: Climbing (A) DX-1 [1], or 1 point in existing skill to get
  Climbing (A) DX [2]. • Filch (A) DX-1 [1]; Forced Entry (E)
  DX [1]; Lockpicking (A) IQ+1 [4]; Pickpocket (H) DX-2 [1];
  Traps (A) IQ+1 [4]. • Raise Stealth (A) DX-1 [1] to Stealth (A)
  DX+1 [4].
  * Gives +3 to Climbing and Escape.
  † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand.
  Bonus becomes +2 with High Manual Dexterity 2.
  Swashbuckler-Wizard
  +50 points
  No doubt combat magic would aid a warrior better, but illu-
  sions somehow seem more fitting for this flamboyant dabbler!
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Magery 2* [25].
  Skills: Alchemy (VH) IQ-2 [2]; Occultism (A) IQ-1 [1];
  Thaumatology (VH) IQ-2 [2].
  Special Abilities: 10 points total in wizardly spells, which will
  be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery.
  * Gives +2 to Thaumatology.
  THIEF
  Choice Lenses: Bard, Martial Artist, Scout, Swashbuckler,
  Wizard.
  Marginal Lenses: Barbarian.
  Thief-Barbarian
  +50 points
  Urban thieves and primitive tribesmen are near-opposites.
  Still, this lens might suit a thief back from the gulag.
  Attributes: +1 ST [10]; +1 HT [10].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: High Pain Threshold [10]; Outdoorsman 1* [10]. •
  One of Absolute Direction [5], Fit [5], Resistant to Poison
  (+3) [5], or Striking ST 1 [5].
  Skills: Ten of Camouflage (E) IQ [1]; Animal Handling (any),
  Disguise (Animals), Navigation (Land), or Weather Sense,
  all (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) or
  Naturalist, both (H) IQ-2 [1]; Swimming (E) HT [1];
  MIXING PROFESSIONS
  34
  
  Running (A) HT-1 [1]; Fishing (E) Per [1]; or Survival (any)
  or Tracking, both (A) Per-1 [1].
  * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist,
  Navigation, Survival, and Tracking.
  Thief-Bard
  +50 points
  Many dungeon-raiding bards were once common rogues – a
  viable career path for gamers reluctant to play bards as starting
  PCs.
  Advantages: Bardic Talent 2 [16]; Charisma 1* [5]; Musical
  Ability 1† [5].
  Skills: Musical Instrument (any) (H) IQ-1 [2]; Public Speaking
  (A) IQ-1 [1]; Singing (E) HT+2 [4].
  Special Abilities: 17 points total in Bard-Song abilities; bardic
  skills (p. 18); and/or spells from the Communication and
  Empathy and/or Mind Control colleges, which will be either
  (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Bardic Talent.
  * Gives +1 to Leadership, Panhandling, and Public
  Speaking.
  † Gives +1 to Musical Composition, Musical Influence,
  Musical Instrument, and Singing.
  Thief-Cleric
  +50 points
  A thief’s IQ makes any caster lens viable, although this one
  has a moral incongruity that won’t appeal to everyone.
  Secondary Characteristics: +1 Will [5].
  Advantages: Clerical Investment [5]; Power Investiture 2 [20].
  Disadvantages: Sense of Duty (Coreligionists) [-10] or Vow (No
  edged weapons) [-10].
  Skills: Esoteric Medicine (Holy) (H) Per-2 [1]; Exorcism (H)
  Will-2 [1]; Meditation (H) Will-2 [1]; Religious Ritual (H)
  IQ-2 [1]; Theology (H) IQ-2 [1].
  Special Abilities: 25 points total in Holy abilities and/or clerical
  spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with
  the +2 for Power Investiture.
  Thief-Druid
  +50 points
  Magically training animals to steal is just fun. You can do
  other things, but that’s the cool part.
  Advantages: Power Investiture 2 (Druidic) [20].
  Skills: Camouflage (E) IQ [1]; Esoteric Medicine (Druidic) (H)
  Per-2 [1]; Herb Lore (VH) IQ-3 [1]; Religious Ritual
  (Druidic) (H) IQ-2 [1]; Theology (Druidic) (H) IQ-2 [1].
  Special Abilities: 25 points total in Druidic abilities and/or
  druidic spells, which will be either (H) IQ [1] or (VH) IQ-1
  [1] with the +2 for Power Investiture (Druidic).
  Thief-Holy Warrior
  +50 points
  Cunning holy warriors are a fun change from sword-
  swingers. Higher Purpose aids Stealth, Traps, etc., when 
  trapping and backstabbing Evil.
  Attributes: +1 ST [10]; +1 HT [10].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Higher Purpose (Slay Demons or Slay Undead)
  [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as
  undead) [1].
  Disadvantages: Sense of Duty (Good entities) [-10] or Vow
  (Own no more than horse can carry) [-10].
  Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or
  Undead) (A) IQ-1 [1]; Physiology (monster type) (H) IQ-2
  [1]; Psychology (same monster type) (H) IQ-2 [1]. • Either
  spend 3 more points on each of two thief combat skills
  known at the 1-point level, or add all 6 points to one combat
  skill that’s at the 2-point level, to raise the relevant skill(s) by
  +2.
  Special Abilities: 24 points total in Holy abilities and/or the
  skills above.
  Thief-Knight
  +50 points
  Any thief could benefit from more combat ability. This is the
  best warrior lens for thuggish thieves.
  Attributes: +1 ST [10]; +1 HT [10].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Combat Reflexes* [15]; High Pain Threshold [10].
  Skills: Four of Armoury (Melee Weapons), Connoisseur
  (Weapons), or Leadership, all (A) IQ-1 [1]; or Strategy or
  Tactics, both (H) IQ-2 [1]. • Either spend 3 more points on
  each of two thief combat skills known at the 1-point level, or
  add all 6 points to one combat skill that’s at the 2-point level,
  to raise the relevant skill(s) by +2.
  * Gives +1 to Fast-Draw.
  Thief-Martial Artist
  +50 points
  Many chi skills would aid a thief – especially Light Walk!
  Also, you’re a ninja. How cool is that?
  Advantages: Chi Talent 1 [15]; Trained by a Master [30].
  Disadvantages: Disciplines of Faith (Chi Rituals) [-10].
  Skills: Judo (H) DX-1 [2]; Jumping (E) DX [1]. • Replace
  Brawling (E) DX [1] with Karate (H) DX-1 [2].
  Special Abilities: 11 points total in Chi abilities and/or chi skills
  (p. 18). Chi skills get +1 for Chi Talent. Immovable Stance
  gets +4 for the thief’s Perfect Balance!
  Thief-Scout
  +50 points
  Thieves who prefer to avoid melee (even from behind) 
  often take up archery. The backstabbing rules do work with
  bowshots.
  Attributes: +1 HT [10].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Heroic Archer [20]; Outdoorsman 1* [10].
  Skills: Either Bow (A) DX+2 [8], or 7 points in existing skill to
  get Bow (A) DX+2 [8] and 1 point on other skills below. 
  • Camouflage (E) IQ [1]; Fast-Draw (Arrow) (E) DX [1];
  Navigation (Land) (A) IQ-1 [1]; Survival (any) (A) Per-1 [1];
  MIXING PROFESSIONS
  35
  
  Tracking (A) Per-1 [1]. • Cartography (A) IQ-1 [1], or 1 point
  in existing skill to get Cartography (A) IQ [2]. • Observation
  (A) Per-1 [1], or 1 point in existing skill to get Observation
  (A) Per [2].
  * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist,
  Navigation, Survival, and Tracking.
  Thief-Swashbuckler
  +50 points
  This archetype is widespread in dungeon fantasy – arguably
  more so than the straight-up thief. Weapon Master’s damage
  bonuses certainly help.
  Attributes: +1 HT [10].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Combat Reflexes* [15]; Enhanced Parry 1
  (Weapon of choice) [5]; Weapon Bond (Best weapon of
  choice in current possession) [1]; Weapon Master (Weapon
  of choice) [20].
  Skills: Jumping (E) DX [1]. • Either 3 more points on a thief
  sword skill at the 1-point level, raising it by +2; or 2 points
  on sword skill at the 2-point level, raising it by +1, and one
  of Shield (Buckler) (E) DX [1], or Cloak or Main-Gauche,
  both (A) DX-1 [1].
  * Gives +1 to Fast-Draw.
  Thief-Wizard
  +50 points
  The thief’s best caster lens! A few Movement spells along-
  side built-in magical loot detection give a massive boost.
  Advantages: Magery 2* [25].
  Skills: Alchemy (VH) IQ-3 [1]; Occultism (A) IQ-1 [1];
  Thaumatology (VH) IQ-3 [1].
  Special Abilities: 22 points total in wizardly spells, which will
  be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery.
  * Gives +2 to Thaumatology.
  WIZARD
  Choice Lenses: Bard, Cleric, Druid, Thief.
  Marginal Lenses: Barbarian, Martial Artist.
  Wizard-Barbarian
  +50 points
  This lens suits wilderness campaigns where everybody
  needs outdoor skills. In town or underground, other wizard-
  warrior combos are preferable.
  Attributes: +2 ST [20]; +1 HT [10].
  Secondary Characteristics: +1 Per [5]; -0.25 Basic Speed [-5].
  Advantages: High Pain Threshold [10].
  Skills: Ten of Camouflage (E) IQ [1]; Animal Handling (any),
  Disguise (Animals), Navigation (Land), or Weather Sense,
  all (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) or
  Naturalist, both (H) IQ-2 [1]; Swimming (E) HT [1];
  Running (A) HT-1 [1]; Fishing (E) Per [1]; or Survival (any)
  or Tracking, both (A) Per-1 [1].
  Wizard-Bard
  +50 points
  The wizard’s gifts make him an excellent bard – and Bard-
  Song adds abilities that work when he’s out of energy.
  Advantages: Bard-Song Talent 2* [10]; Charisma 1† [5];
  Musical Ability 1‡ [5]; Voice§ [10].
  Skills: Musical Instrument (any) (H) IQ-2 [1]; Public Speaking
  (A) IQ-1 [1]; Singing (E) HT [1].
  Special Abilities: 17 points total in Bard-Song abilities and/or
  bardic skills (p. 18).*
  * Wizard-bards learn and cast spells as wizards. They add
  Magery to spells and need not play music to cast. They must
  still play to use Bard-Song abilities; add Bard-Song Talent
  (p. 20) to those rolls.
  † Gives +1 to Leadership, Panhandling, and Public
  Speaking.
  ‡ Gives +1 to Musical Composition, Musical Influence,
  Musical Instrument, and Singing.
  § Gives +2 to Diplomacy, Fast-Talk, Mimicry, Performance,
  Public Speaking, Sex Appeal, and Singing.
  Wizard-Cleric
  +50 points
  Dual spell lists and partial independence from mana are
  very tempting. Eventually, most wizards end up worshipping
  something.
  Advantages: Clerical Investment [5]; Power Investiture 2 [20].
  Disadvantages: One of Honesty (12) [-10], Sense of Duty
  (Coreligionists) [-10], or Vow (No edged weapons) [-10]. •
  Wizards with Social Stigma (Excommunicated) [-10] must
  either buy this off or keep it, become wizard-evil clerics, and
  pick a -10-point evil-cleric disadvantage instead of one of the
  previous three (see Evil Clerics, p. 23).
  Skills: Diagnosis (H) IQ-2 [1]; Esoteric Medicine (Holy) (H)
  Per-2 [1]; Exorcism (H) Will-2 [1]; Religious Ritual (H) IQ-2
  [1]; Surgery (VH) IQ-3 [1]; Theology (H) IQ-2 [1].
  Special Abilities: 29 points total in Holy abilities and/or clerical
  spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with
  the +2 for Power Investiture.
  Wizard-Druid
  +50 points
  Huzzah for two spells lists! Being excommunicated is irrel-
  evant provided that you respect Nature. Zombie pets would be
  pushing it.
  Advantages: Power Investiture 2 (Druidic) [20].
  Skills: Esoteric Medicine (Druidic) (H) Per-2 [1]; Hidden Lore
  (Elementals, Faeries, or Nature Spirits) (A) IQ-1 [1];
  Naturalist (H) IQ-2 [1]; Pharmacy (Herbal) (H) IQ-2 [1];
  Religious Ritual (Druidic) (H) IQ-2 [1]; Theology (Druidic)
  (H) IQ-2 [1]; Veterinary (H) IQ-2 [1]. • Three of Animal
  Handling (any), Disguise (Animals), or Weather Sense, 
  all (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) (H)
  IQ-2 [1]; or Survival (any) (A) Per-1 [1].
  Special Abilities: 20 points total in Druidic abilities and/or
  druidic spells, which will be either (H) IQ [1] or (VH) IQ-1
  [1] with the +2 for Power Investiture (Druidic).
  MIXING PROFESSIONS
  36
  
  Wizard-Holy Warrior
  +50 points
  Higher Purpose gives +1 to spells cast against applicable
  foes, making this combo popular with wizards who oppose
  Evil.
  Attributes: +1 ST [10]; +1 HT [10].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Higher Purpose (Slay Demons or Slay Undead)
  [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as
  undead) [1].
  Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good
  entities) [-10], or Vow (Own no more than horse can carry)
  [-10]. • Wizards with Social Stigma (Excommunicated) [-10]
  must either buy this off or keep it, become wizard-unholy
  warriors, and pick a -10-point unholy-warrior disadvantage
  instead of one of the previous three (see Unholy Warriors,
  p. 27).
  Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or
  Undead) (A) IQ-1 [1]; Physiology (monster type) (H) IQ-2
  [1]; Psychology (same monster type) (H) IQ-2 [1]. • Spend 4
  more points on primary wizard Melee Weapon skill, raising
  it by +1.
  Special Abilities: 26 points total in Holy abilities and/or the
  skills above.
  Wizard-Knight
  +50 points
  This is the best option for wizard-warriors who wish to
  emphasize physical power and toughness.
  Attributes: +1 ST [10]; +1 HT [10].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Combat Reflexes* [15]; High Pain Threshold [10].
  Skills: Armoury (Body Armor or Melee Weapons) (A) IQ-1 [1];
  Brawling (E) DX [1]; Connoisseur (Weapons) (A) IQ-1 [1];
  Leadership (A) IQ-1 [1]; Tactics (H) IQ-2 [1]. • Strategy (H)
  IQ-2 [1], or 1 point in existing skill to get Strategy (H) IQ-1
  [2]. • Spend 4 more points on primary wizard Melee
  Weapon skill, raising it by +1.
  * Gives +1 to Fast-Draw.
  Wizard-Martial Artist
  +50 points
  Wizard-martial artist is an arduous path. Such adventurers
  are better than pure martial artists at more cerebral chi skills,
  however.
  Advantages: Chi Talent 1 [15]; Trained by a Master [30].
  Disadvantages: Disciplines of Faith (Chi Rituals) [-10].
  Skills: Acrobatics (H) DX-2 [1]; Jumping (E) DX [1]. • Either
  Judo (H) DX-2 [1] and Karate (H) DX-1 [2], or Judo (H)
  DX-1 [2] and Karate (H) DX-2 [1].
  Special Abilities: 10 points total in Chi abilities and/or chi
  skills (p. 18). Chi skills get +1 for Chi Talent.
  Wizard-Scout
  +50 points
  This is the option of choice for wizard-warriors who prefer
  ranged combat. Spell-Archery (p. 41) is a must!
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Heroic Archer [20].
  Skills: Bow (A) DX+2 [8]; Camouflage (E) IQ [1]; Fast-Draw
  (Arrow) (E) DX [1]; Navigation (Land) (A) IQ-1 [1];
  Observation (A) Per-1 [1]; Shadowing (A) IQ-1 [1]. •
  Cartography (A) IQ-1 [1], or 1 point in existing skill to get
  Cartography (A) IQ [2]. • Stealth (A) DX-1 [1], or 1 point in
  existing skill to get Stealth (A) DX [2].
  Wizard-Swashbuckler
  +50 points
  Acrobatics, Enhanced Parry, and higher DX and skill let the
  wizard-swashbuckler defend well, addressing the melee mage’s
  biggest weakness.
  Attributes: +1 DX [20].
  Secondary Characteristics: -0.25 Basic Speed [-5].
  Advantages: Enhanced Parry 1 (Weapon of choice) [5];
  Weapon Master (Weapon of choice) [20].
  Skills: Either choose a wizard Melee Weapon skill and put 8
  more points into it, raising it by +2, or add one of
  Broadsword, Rapier, Saber, or Shortsword, all (A) DX+2 [8].
  • Acrobatics (H) DX-1 [2].
  Wizard-Thief
  +50 points
  Spells like Invisibility and Mage-Stealth so effectively com-
  pensate for physical shortcomings that the wizard-thief is the
  mundane thief’s biggest rival.
  Attributes: +2 DX [40].
  Secondary Characteristics: -0.50 Basic Speed [-10].
  Advantages: Flexibility* [5]; High Manual Dexterity 1† [5].
  Skills: Either Stealth (A) DX+1 [4], or 3 points in existing skill
  to get Stealth (A) DX+1 [4] and 1 point on other skills below.
  • Climbing (A) DX-1 [1], or 1 point in existing skill to get
  Climbing (A) DX [2]. • Filch (A) DX-1 [1]; Forced Entry (E)
  DX [1]; Lockpicking (A) IQ-1 [1]; Pickpocket (H) DX-2 [1];
  Traps (A) IQ-1 [1].
  * Gives +3 to Climbing and Escape.
  † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand.
  MIXING PROFESSIONS
  37
  
  Delvers who start in a profession – not those who merely get
  a lens for it – can buy certain “high-level” options in play, as if
  those abilities were on their original character template. Below
  are suggestions compatible with Dungeon Fantasy:
  Adventurers. The GM is encouraged to add others!
  Barbarian Power-Ups
  Barbarians may exceed normal ST limits, going up to ST 25
  (before racial modifiers), and buy HP up to 1.5 ¥ ST. As usual,
  Size, -10% makes ST and HP cheaper. Additional options: Arm
  ST 1 or 2 (Size, -10%) [5 or 9], Damage Resistance 1 or 2
  (Limited, Crushing, -40%; Tough Skin, -40%) [1 or 2], Damage
  Resistance 1 or 2 (Tough Skin, -40%) [3 or 6], Extra Attack 1
  [25], Resistant to Poison (+8) [7], and Unfazeable [15].
  Bard Power-Ups
  Bards can buy up to Bardic Talent 6 [8/level], and have no
  upper limit on Charisma [5/level] or Wild Talent [20/level].
  New Bardic abilities are Mind Probe (Bard-Song, -30%) [14],
  Scanning Sense (Sonar; Bard-Song, -30%) [14], and
  Unfazeable (Bard-Song, -30%) [11]. Additional options:
  Discriminatory Hearing [15] and Extraordinary or Ridiculous
  Luck [30 or 60].
  Cleric Power-Ups
  Clerics can acquire unlimited Wild Talent (Focused,
  Clerical, -20%; Holy, -10%) [14/level]. This Holy ability lets the
  cleric cast any clerical spell at skill IQ + Power Investiture,
  once per game session per level. Additional options: Energy
  Reserve (Holy) 1-20 [3/level] and Extraordinary or Ridiculous
  Luck [30 or 60].
  Druid Power-Ups
  Druids can have any number of Alternate Forms (Animal;
  Druidic, -10%) [Varies]. This Druidic ability costs 14 points 
  + 90% of form’s template cost – or just 14 points per ordinary,
  small animal (bat, cat, etc.). Druids can also have up to
  Damage Resistance 4 (Limited, Elemental, -20%; Druidic, 
  -10%) [14]. Additional options: Energy Reserve (Druidic) 1-20
  [3/level] and Extraordinary Luck [30].
  Holy Warrior Power-Ups
  Holy warriors can buy unlimited Wild Talent (Focused,
  Clerical, -20%; Holy, -10%) [14/level]; this works as described
  in Cleric Power-Ups (above), but roll against IQ + Holiness. Also
  as part of Holy Might, holy warriors may purchase up to two
  “levels” of Blessed (Heroic Feats; Holy, -10%) [9] for each of ST,
  POWER-UPS
  38
  CHAPTER THREE
  POWER-UPS
  
  DX, and HT; Blessed 6 [54], the maximum, gives a +2d boost
  to all three scores! Holy warriors may improve Higher Purpose
  as if it came in levels, too; Higher Purpose 3 [15], the maxi-
  mum, gives a +3 bonus. Additional options: Enhanced Block 2
  [10], Enhanced Parry 2 [10], Extra Attack 1 [25], and
  Extraordinary or Ridiculous Luck [30 or 60].
  Knight Power-Ups
  Knights may exceed normal HP limits, improving HP to 1.5
  ¥ ST. They can also add or improve Melee Weapon skills when-
  ever they have sufficient points – even in battle! Finally, they
  can buy up to Enhanced Block 3 [5/level], Enhanced Parry 3
  [5/level], and Extra Attack 2 [25/level].
  Martial Artist Power-Ups
  Martial artists can get up to Chi Talent 6 [15/level] and
  Enhanced Dodge 3 [15/level], and have no limit on Wild Talent
  [20/level]. New Chi abilities are Claws (Blunt; Chi, -10%)* [3]
  (“iron hands”), Clinging (Chi, -10%)* [18], and Enhanced Time
  Sense (Chi, -10%)* [41]. Additional option: Extraordinary
  Luck [30].
  Scout Power-Ups
  Scouts may exceed normal Basic Move limits, buying up to
  six levels. They can also acquire any amount of Enhanced
  Tracking (Multiple Lock-Ons, +20%) [6/level]; each level lets
  the scout specify an extra target when aiming (e.g., five, with
  ET 4) and claim Aim benefits against them all. Additional
  options: Extra Attack 1 [25], Extraordinary Luck [30], Silence
  1 or 2 [5 or 10], and Telescopic Vision 1 or 2 [5 or 10].
  Swashbuckler Power-Ups
  Swashbucklers can raise Basic Speed up to four levels,
  exceeding normal limits. They may also replace Combat
  Reflexes [15] with Enhanced Time Sense [45], for 30 points,
  and buy up to Enhanced Block 3 [5/level] and Extra Attack 2
  [25/level]. Finally, Weapon Master enables several chi skills:
  Blind Fighting, Flying Leap, Kiai, and Power Blow.
  Thief Power-Ups
  Thieves may exceed normal DX limits, buying up to DX 25
  (before racial modifiers). They can also have up to Enhanced
  Dodge 3 [15/level] and Striking ST 10 (Only on surprise attack,
  -60%) [2/level]. Additional options: Ridiculous Luck [60],
  Sensitive Touch [10], Silence 1 or 2 [5 or 10], Vibration Sense
  (Air) [10], and Weapon Master (Knife/Main-Gauche) [20].
  Wizard Power-Ups
  Wizards may purchase up to IQ 25 (before racial modifiers),
  exceeding normal limits. As well, they can buy any amount of
  Magic Resistance (Improved, +150%) [5/level] and Wild Talent
  (Retention, +25%; Focused, Magical, -20%) [21/level], and
  acquire Mana Enhancer 1 [50] (raises mana level a step when
  the wizard casts on himself). Additional option: Energy
  Reserve (Magical) 1-20 [3/level].
  POWER-UPS
  39
  New Advantage: Energy Reserve
  3 points/level
  Each level of Energy Reserve (ER) gives 1 FP that you
  can only spend to cast spells of one type: clerical with ER
  (Holy), druidic with ER (Druidic), or wizardly with ER
  (Magical). You can’t otherwise expend ER as FP, and
  external events that drain FP never deplete ER. Your ER
  recharges separately from FP at 1 point/10 minutes, no
  matter what you’re doing. The appropriate Recover
  Energy spell accelerates this as usual.
  
  Several popular fantasy-game abilities suit many templates
  but don’t appear on any of them. At the GM’s option, any of the
  following might be available – at character creation and/or in
  play – to anyone with the points and prerequisites.
  MORTAL FOE
  5 points/class
  Prerequisite: Combat skill at 20+.
  Some adventurers are exceptionally effective at fighting a
  particular class of beings. This could be due to special training
  (“I’m a card-carrying Golem Hunter for the Wizards’ Guild.”),
  growing up in a rough area (like Hell), or good old hate. Anyone
  who masters a combat skill – that means skill 20+ – can buy
  Higher Purpose [5] to reflect this.
  This advantage gives +1 on all rolls – attacks, defenses, dam-
  age, resistance, spells, Traps, etc. – to defeat one specific catego-
  ry of creatures. Valid classes are Constructs, Demons, Dire
  Animals, Elder Things, Elementals, Faeries, Hybrids, and
  Undead, all as defined in Dungeon Fantasy 2: Dungeons. Every
  two combat skill levels past 20 allow another Higher Purpose
  (for 5 points more).
  Holy warriors may purchase Higher Purpose (Slay Demons)
  and/or (Slay Undead) regardless of skill level. For them, these
  rules apply only to other classes of foes.
  PSIONICS
  Cheesy psi powers are a hack-and-slash tradition! The pow-
  ers in the Basic Set aren’t especially suitable for delvers, though.
  Psionic adventurers should use this new power instead. They
  must buy Unusual Background (Psionic) [10] first – mostly to
  balance the fact that psi bypasses magic and frequently has
  unintended consequences.
  Power Modifier: Psionics
  -10%
  Psi abilities require 1 FP to activate for a minute and 1
  FP/minute to maintain – or 1 FP per attack, for Mind Blast.
  Using such gifts attracts psionic monsters. The GM will roll 3d
  every time you activate psi abilities and after each battle in
  which you use Mind Blast. On 6 or less, Astral Things (treat as
  insubstantial spirits for the purpose of what affects them),
  mindwarpers, or something similar will strike. The odds rise to
  9 or less if such monsters are already present in the dungeon!
  Psionics Abilities
  Clairsentience (PM, -10%) [45]; Damage Resistance 1 to 6
  (Limited, Psi*, -20%; PM, -10%) [4 to 21]; Detect (Psionics; 
  PM, -10%) [9]; Mind Blast† [29]; Mind Control (PM, -10%)
  [45]; Mind Reading (PM, -10%) [27]; Mind Shield 1 to 6
  (Limited, Psi*, -50%; PM, -10%) [2 to 10]; Psychometry (PM, 
  -10%) [18]; Scanning Sense (Para-Radar; PM, -10%) [36];
  Telecommunication (Telesend; PM, -10%) [27]; and Telekinesis
  1 to 10 (PM, -10%) [5 to 45].
  * Limited, Psi means DR only works against psionic attacks
  like the mindwarper’s psychokinetic lash, and Mind Shield
  only helps vs. things like Mind Blast.
  † Mind Blast: Take an Attack maneuver and roll a Quick
  Contest of Will, at -1/yard, against your foe’s Will. Victory stuns
  him for 3 seconds; he may try a Will roll every 3 seconds to
  recover. Victory by 5+ knocks him out for minutes equal to
  triple the margin. This is Affliction 1 (Based on Will, +20%;
  Extended Duration, 3¥, +20%; Malediction 1, +100%; No
  Signature, +20%; PM, -10%; Secondary Unconsciousness,
  +40%) [29].
  ADVANCEMENT
  40
  CHAPTER FOUR
  NEW
  CAPABILITIES
  
  Psi Talent
  5 points/level
  This Talent gives +1 per level to all Psionics rolls.
  Psi Skills
  Those with any points in Psionics can learn Hypnotism
  (p. B201), Mental Strength (p. B209), and Mind Block
  (p. B210).
  SPELL-ARCHERY
  Some fantasy archers can shoot spells from bows or slings.
  This requires the special spell below. While it best suits scout-
  wizards and wizard-scouts, anyone who meets its prerequisites
  can learn it.
  Spell-Archery
  Special
  This spell imbues an arrow or a sling stone with any spell
  that could be cast by touch. Get your missile weapon ready to
  shoot, and then choose a spell and energize your projectile
  with it. This takes the spell’s standard casting time. It requires
  energy equal to the spell’s usual cost, reduced for skill with that
  spell, plus 3 FP, reduced for skill at this one. Don’t roll yet – that
  comes later! You may hold the charged projectile ready while
  you take other actions, but unloading the missile weapon
  wastes the spell.
  When you’re ready to shoot, make a normal ranged attack.
  Roll for the spell when the projectile hits something, using the
  lower of your level with that spell and Spell-Archery. All 
  standard casting modifiers apply except those for distance – the
  target is affected just as if you had cast the spell by touch! The
  missile does its usual damage.
  Duration: Until shot.
  Cost: 3 + underlying spell cost.
  Time to Cast: Per underlying spell.
  Prerequisites: Magery 3 or Power Investiture (any) 3+, and
  Bow or Sling at 16+.
  TWO-WEAPON FIGHTING
  6 points/skill*
  Prerequisites: Trained by a Master or Weapon Master, and
  any one-handed Melee Weapon skill.
  * Costs 5 points/skill with Ambidexterity.
  Buy this separately for each Melee Weapon skill. Two-
  Weapon Fighting (Saber) lets you wield two sabers. To fight
  using a saber and an axe, purchase Two-Weapon Fighting
  (Axe) as well.
  When armed with two suitable melee weapons, you can
  make a full-skill attack with both. Additional strikes due to All-
  Out Attack (Double) or Extra Attack can come from either
  weapon. You can’t combine this with Rapid Strike – you must
  use just one weapon if you do that.
  For gamers with GURPS Martial Arts, this is the technique
  Dual-Weapon Attack (H) Skill-0 [5] plus the perk Off-Hand
  Weapon Training [1]. For those without, the OHWT perk
  replaces the OHWT technique (p. B232) and lets you ignore the
  -4 off-hand penalty with the chosen combat skill. Fighters with
  Ambidexterity don’t need this perk, hence the price reduction.
  ADVANCEMENT
  41
  This evil version of Holy Might is for evil clerics (p. 23) and
  unholy warriors (p. 27).
  Power Modifier: Unholy
  -10%
  Unholy abilities are disturbingly easy to get: just sign here,
  here, and right here in blood. They’re 10% off because the
  recipient must take Social Stigma (Excommunicated) [-10]
  (see Evil Clerics, p. 23). There’s no meaningful behavior code
  – although a reprobate who destroys a perfectly functional
  cursed item or slays a demon (one of his gods’ pets) will
  immediately be rendered powerless until he makes a blood
  sacrifice.
  Unholy Abilities
  Allies (Demon or undead of equal points; 12 or less; PM, 
  -10%; Summonable, +100%) [19] or (15 or less) [29];
  Channeling (PM, -10%; Specialized, Demons, -50%) [4];
  Detect (PM, -10%) for evil [18], good [18], or supernatural
  beings [18]; Dread Touch* [14]; Medium (PM, -10%;
  Specialized, Demons, -50%) [4]; Patron (Deity; 6 or less;
  Highly Accessible, +50%; Minimal Intervention, -50%; PM, 
  -10%; Special Abilities, +100%) [29] or (9 or less) [57];
  Resistant to Good Supernatural Powers (+3) or (+8) (PM, 
  -10%) [5 or 7]; Spirit Empathy (PM, -10%) [9]; and Terror
  (PM, -10%) [27].
  * Dread Touch: A successful unarmed melee attack inflicts
  1d toxic damage, bypassing DR. Each attempt costs 1 FP.
  This is Toxic Attack 1d (Cosmic, Irresistible Attack, +300%;
  Costs Fatigue, 1 FP, -5%; Melee Attack, Reach C, Cannot
  Parry, -35%; PM, -10%) [14].
  Unholiness
  5 points/level
  This is the Talent for Unholy Might, intended for unholy
  warriors. Evil clerics buy Power Investiture (Unholy) instead,
  at 10 points/level. Each level of Power Investiture both adds
  to evil clerical spells and counts as a level of Unholiness.
  Unholy Skills
  Miscreants with any points in Unholy Might can learn
  Exorcism (p. B193). Success with this skill either casts out the
  evil spirit or binds it to an hour’s service – your choice.
  Failure means it tries to kill you. There’s no honor among
  scum.
  Unholy Might
  
  Traditionally, hack-and-slash heroes constantly grow in
  ability. Many players regard this as the goal of delving – even if
  their characters
  do it for jewels and magic swords.
  Advancement customarily takes the form of “experience
  points” earned for killing and looting, which differs from the
  GURPS standard of bonus character points for good roleplay-
  ing! For an authentic, old-school feel, the GM might want to
  consider a system like this:
  Battle: A battle lost or fled gives 0 points. A battle won gives
  each hero an award based on the monsters’ toughness:
  •Fodder, clearly weaker than PCs: 0 points.
  • Worthy monsters, about equal to PCs: 1 point.
  • Boss monster, clearly more powerful than PCs: 2 points.
  Modify this as follows (minimum 0):
  • Hordes of monsters (lots of fodder, boss and fodder, etc.):
  +1 point.
  • Party members killed: -1 point/death.
  Impressive Feats: Overcoming noncombat challenges may
  give everyone a reward:
  • Defeating important traps and obstacles in a clever way that
  surprises GM (never just “I roll vs. Traps.”): 1 point.
  •Exorcising cursed area without any PC getting cursed: 1 point
  (not just for the cleric – the others must guard him!).
  • Finding and entering secret area GM has designated a “bonus
  area”: 1 point.*
  •Finding and extracting item GM has designated a “quest item”:
  1 point.*
  • Negotiation or trickery that successfully avoids a deadly foe
  (e.g., The Devil): 1 point.
  * Bonus areas and quest items are optional, but many 
  players expect them.
  Completion: At adventure’s end, everyone gets 5 points if
  the party returns to town with enough loot to pay off any
  sponsor, rest for a week ($150 apiece), and recharge all power
  items completely. Adjust this as follows (minimum 0):
  •Cleared dungeon (killed every non-random monster): +1 point.
  • Dead PCs: -1 point/death.
  • Insufficient loot to meet above needs: -1 point.
  • Left dungeon less than half explored: -2 points.
  • Needed divine intervention: -1 point.
  • Recovered “quest item” requested by sponsor: +1 point.
  ADDING NEW ABILITIES
  Advancement is important in dungeon fantasy, but so is
  niche protection (p. 17). When using character templates, the
  GM should permit each delver to buy only abilities found on
  ADVANCEMENT
  42
  CHAPTER FIVE
  ADVANCEMENT
  Changing
  Professions
  Optionally, the GM may rule that delvers who buy
  lenses can improve only the abilities on their new role’s
  template until they satisfy its attribute and secondary
  characteristic minima and have all the advantages,
  skills, etc. (not disadvantages or optional abilities) that it
  gives to every member of that profession. After that, they
  can spend points to advance in either role (including
  power-ups!). This is an effective way to keep players
  from cherry-picking abilities and hogging the spotlight –
  but as it can lock PCs into “contracts” that cost 100+
  points, it only suits long-term campaigns.
  
  his original template plus the templates associated with any
  lenses he has bought, with few exceptions. In general:
  Attributes and Secondary Characteristics: Adventurers can
  buy whatever they can afford, within normal limits (pp. B14-
  17). If a wizard really wants ST 20, he can have it. A barbar-
  ian can raise ST more cheaply; a knight, more effectively.
  Neither 
  risks 
  being 
  overshadowed 
  by 
  Pointy-the-
  Prestidigitator’s steroids.
  Advantages and Powers: Heroes can only add advantages –
  including power Talents and abilities – from their templates.
  They can raise those that come in levels to the built-in maxi-
  mum (e.g., Outdoorsman 4) or barring that, to whatever limit
  the GM decides to set. Delvers who take lenses can do this for
  all their templates.
  Skills and Spells: Delvers can improve known skills (regular
  or special) and spells, and buy new ones on their templates, as
  they wish. The GM may set limits, but that’s optional – dun-
  geon fantasy isn’t realistic! All this is also true for lenses.
  Lens Omissions: A template gives every member of its pro-
  fession certain advantages and skills; e.g., all thieves start with
  Perfect Balance and Streetwise. No lens grants all of this stuff.
  Dungeon-raiders who buy lenses may add any “basic” traits
  that their lenses omit. If using Changing Professions (p. 42),
  they might not have a choice!
  Power-Ups: Treat power-ups (p. 38) as part of the relevant
  template for delvers who start their career in that profession.
  Lenses don’t allow power-ups.
  New Capabilities: Everything under New Capabilities (p. 40)
  transcends profession. The listed prerequisites are the only
  requirements.
  Training Expenses
  Another proud dungeon fantasy convention is that adven-
  turers can’t improve in a vacuum. To “cash in” points for bet-
  ter abilities and advance in their métier, they require train-
  ing by a guild, mentor, or school, and must pay tuition, bribe
  Secret Masters, buy spellbooks, etc. The GM need not
  enforce this – any more than he has to use templates – but
  it’s a fair and balanced way to control wealth (“Do I buy
  elven mail or learn to turn undead?”) and give delvers an
  incentive to go a-looting!
  A suggested fee schedule:
  • Improve an attribute or secondary characteristic: Free!
  • Buy a higher level of an advantage, power, skill, or spell on
  template (including power-ups): $20/point.*
  • Buy a completely new advantage, power, skill, or spell on
  template (including power-ups): $40/point.*†
  • Add a new lens: $2,000 (regardless of point cost!).*
  • Add anything under New Capabilities (p. 40): $40/point.
  • Buy anything else not on template: $80/point.‡
  * If using Changing Professions (p. 42), the GM may opt to
  double lens costs, and also to double improvement costs until
  the hero has fully completed his transition. The expense will
  further discourage spotlight-hogs.
  † The first point in a skill or a spell, and the first level of an
  advantage, is “new.” Everything after that is a “higher level.”
  For instance, acquiring Outdoorsman [10/level] costs $40 ¥ 10
  = $400 for level 1, $20 ¥ 10 = $200/level for levels 2-4.
  ‡ The quasi-merciful GM can allow “cross-training” in
  other professions but charge dearly for it. (“Trained by a
  Master? Sure! That’s 30 points and $2,400. Ka-ching!”)
  ADVANCEMENT
  43
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  0-point races, 10, 14; goblin, 10;
  halfling, 14.
  15-point races, 11, 16; hobgob-
  lin, 11; orc, 11; wildman, 16.
  20-point races, 5-10, 16; corpse-
  eater, 5; dark one, 6; dwarf, 6;
  faun, 8; gnome, 9; half-elf, 7;
  half-orc, 10; high elf, 7; lep-
  rechaun, 9; mountain elf, 7;
  nymph, 9; sea elf, 7; shadow
  elf, 7; troll, 16; wood elf, 8.
  25-point races, 7, 9; gargoyle, 9;
  pixie, 9; winged elf, 7.
  30-point races, 15; dragon-
  blooded, 15; lizard man, 15.
  40-point races, 5, 14; cat-folk, 5;
  minotaur, 14; ogre, 14.
  75-point races, 5, 12-13; air-
  infused, 13; celestial, 12;
  coleopteran, 5; earth-infused,
  13; elder-spawn, 12; fire-
  infused, 13; infernal, 12; 
  water-infused, 13.
  Advantages, 20, 39-42; 
  Bard-Song Talent, 20; Bardic
  Magery, 20; Energy Reserve,
  39; Mortal Foe, 40; Two-
  Weapon Fighting, 41-42.
  Air-infused, 13.
  Alchemy, 18.
  Appearance, Hideous, 5, 14-15.
  Armor, 8, 14; ogre, 14; tiny, 8.
  Backstabbing, ranged, 35.
  Banestorm, 5.
  Barbarian choice races, 5-6, 
  8-12, 14-16; corpse-eater, 5;
  dragon-blooded, 15; half-ogre,
  15; half-orc, 10; coleopteran, 5;
  dwarf, 6; faun, 8; gargoyle, 9;
  goblin, 10; hobgoblin, 11;
  infernal, 12; lizard man, 15;
  minotaur, 14; ogre, 14; orc, 11;
  wildman, 16.
  Barbarians, 19-20, 38; lenses,
  19-20.
  Bard choice races, 7-9; faun, 8;
  high elf, 7; nymph, 9.
  Bard-Song Talent, 20.
  Bardic Magery, 20.
  Bardic skills, 18.
  Bards, 20-22, 38; lenses, 20-22.
  Better Power Items, 6.
  Born Biter, 15.
  Brotherhood of Ghouls, 6.
  Call of the Wild, 16.
  Campaign power level, 4.
  Cat-folk, 5.
  Celestial Nimbus, 12.
  Celestial, 12.
  Changing professions, 42.
  Chi skills, 18, 31; with weapons,
  31.
  Choice professions, 5.
  Cleric choice races, 6, 9, 12;
  elder-spawn, 12; celestial, 12;
  dark one, 6; dwarf, 6; 
  gnome, 9.
  Clerics, 22-24, 38; evil, 23-24;
  evil spells, 24; lenses, 22-24.
  Coleopteran, 5.
  Corpse-eater, 5-6.
  Dark One, 6.
  Divine Gifts, 12.
  Dragon-blooded, 15.
  Dread Touch, 41.
  Drench, 13.
  Druid choice races, 6-9, 13;
  earth-infused, 13; dark one, 6;
  faun, 8; gnome, 9; high elf, 7.
  Druids, 18, 24-25, 38; lenses,
  24-25.
  Dwarf, 6.
  Dwarven Gear, 6.
  Earth-infused, 13.
  Elder Gift Talent, 6, 12.
  Elder things, 6, 12.
  Elder-spawn, 12.
  Elemental races, 13.
  Elven Gear, 6.
  Elves, 6-8; best-tasting, 8.
  Energy Reserve, 39.
  Esoteric Medicine specialties,
  18.
  Evil, 23-24, 27, 41; clerics,
  23-24; evil spells, 24; Unholy
  Might, 41; unholy warriors, 27.
  Expenses, training, 43.
  Faerie folk, 8-9; gear, 8.
  Fantasy, 5.
  Faun, 8.
  Fire-infused, 13.
  Flaming Fingers, 13.
  Flaming Hair, 13.
  Forbidden templates, 5.
  Forest Guardian Talent, 7.
  Gargoyle, 9.
  Gear, 8, 14, 21, 23; boffer
  arrows, 23; bow-harp, 21; ogre,
  14; tiny, 8.
  Giant Weapons, 10, 14.
  Gnomes, 8, 10; tiny gear, 8.
  Goblin-kin, 10-11.
  Goblins, 10.
  Half-elves, 7.
  Half-ogres, 15.
  Half-orcs, 10.
  Half-spirits, 12-13.
  Halfling Marksmanship Talent,
  14.
  Halflings, 14; tiny gear, 8.
  Herb Lore, 18.
  Hobgoblin, 11.
  Holy warrior choice races, 6,
  12; celestial, 12; dwarf, 6.
  Holy warriors, 25-28, 38, 41;
  evil, 27; lenses, 25-28; Unholy
  Might, 41.
  Improving characters, 18.
  Infernal Gifts, 13.
  Infernal, 12.
  Infused, 13.
  Knight choice races, 5-6, 9-12,
  14-16; coleopteran, 5; corpse-
  eater, 5; dragon-blooded, 15;
  dwarf, 6; gargoyle, 9; goblin,
  10; half-ogre, 15; half-orc, 10;
  hobgoblin, 11; infernal, 12;
  lizard man, 15; minotaur, 14;
  orc, 11; wildman, 16.
  Knights, 28-29, 39; lenses, 28-29.
  Lenses, 17-37; interpreting, 18.
  Leprechaun Charms, 9.
  Leprechauns, 9; tiny gear, 8.
  Leveling, 38-39, 42-43.
  Lizard men, 15.
  Marginal professions, 5.
  Martial artist choice races, 5, 8,
  13; air-infused, 13; cat-folk, 5;
  fire-infused, 13; water-infused,
  13; wood elf, 8.
  Martial artists, 29-31, 39; lenses,
  29-31.
  Mind Blast, 40.
  Minotaurs, 14.
  Monster races, 11.
  Mortal Foe, 40.
  Niche protection, 17.
  Night-Adapted Vision, 16.
  Ninja, 31, 35.
  Nymphs, 9.
  Ogres, 14-15.
  Orcs, 11.
  Perks, 6, 9-10, 12-14, 16; Better
  Power Items, 6; Brotherhood
  of Ghouls, 6; Call of the Wild,
  16; Celestial Nimbus, 12;
  Divine Gifts, 12; Drench, 13;
  Dwarven Gear, 6; Elven Gear,
  6; Flaming Fingers, 13;
  Flaming Hair, 13; Giant
  Weapons, 10, 14; Infernal
  Gifts, 13; Leprechaun Charms,
  9; Pixie Shot, 9; Puff of Air, 13;
  Stone Fist, 13; Stony, 9.
  Pickaxe Penchant Talent, 6.
  Pixie Shot, 9.
  Pixies, 9; tiny gear, 8.
  Points, budgeting and, 4-5, 
  17-18.
  Power level, 4.
  Powers, 40-41; Psionics, 40-41;
  Unholy Might, 41.
  Power-ups, 38-39, 42-43.
  Professions, changing, 42.
  Psionics, 40-41.
  Puff of Air, 13.
  Races, 4-16; from other books, 5;
  with negative reaction modi-
  fiers, 5-7, 9-12, 14-16.
  Religious Ritual specialties, 18.
  Reptilians, 15.
  Roles, 17.
  Scout choice races, 5, 7-7, 13-
  16; air-infused, 13; cat-folk, 5;
  faun, 8; fire-infused, 13; half-
  elf, 7; halfling, 14; lizard man,
  15; mountain elf, 7; sea elf, 7;
  shadow elf, 7; troll, 16; water-
  infused, 13; wildman, 16;
  winged elf, 7; wood elf, 8.
  Scouts, 31-32, 39; lenses, 31-32.
  Skills, 18, 31; bardic, 18; chi and
  weapons, 31; chi, 18; combin-
  ing templates and lenses, 18.
  Social Stigmas, 6-7, 10-12, 14-
  16; Half-Breed, 7; Infernal, 12;
  Monster, 6, 14-16; Savage, 10,
  15-16.
  Spell-Archery, 41.
  Stone Fist, 13.
  Stony, 9.
  Swashbuckler choice races, 5, 9,
  12-13; air-infused, 13; cat-folk,
  5; coleopteran, 5; corpse-eater,
  5; fire-infused, 13; infernal, 12;
  leprechaun, 9; water-infused,
  13.
  Swashbucklers, 33-34, 39; 
  lenses, 33-34.
  Talents, 6-7, 10, 12, 14; Elder
  Gift, 6, 12; Forest Guardian, 7;
  Halfling Marksmanship, 14;
  Pickaxe Penchant, 6; Widget-
  Worker, 10.
  Templates, 4-5; choice, 5; forbid-
  den, 5; marginal, 5; overlap-
  ping, 4-5; racial, 4.
  Theology specialties, 18.
  Thief choice races, 5-14, 16; air-
  infused, 13; cat-folk, 5; dark
  one, 6; earth-infused, 13; elder-
  spawn, 12; gnome, 9; goblin,
  10; half-orc, 10; halfling, 14;
  leprechaun, 9; mountain elf, 7;
  orc, 11; pixie, 9; shadow elf, 7;
  troll, 16; winged elf, 7; wood
  elf, 8.
  Thieves, 34-36, 39; lenses, 34-36.
  Training, 43.
  Trolls, 16.
  Two-Weapon Fighting, 41-42.
  Unholy Might, 41.
  Unholy warriors, 27
  Water-infused, 13.
  Weapons, tiny, 8.
  Widget-Worker Talent, 10.
  Wildman, 16.
  Wings, 7.
  Wizard choice races, 6-9, 12;
  dark one, 6; elder-spawn, 12;
  gnome, 9; half-elf, 7; lep-
  rechaun, 9; mountain elf, 7;
  pixie, 9; sea elf, 7; shadow elf,
  7; winged elf, 7; wood elf, 8.
  Wizards, 36-37, 39; lenses,
  36-37.
  INDEX
  44
  INDEX
  
SOURCE: textdata/thevault/GURPS [multi]/GURPS - 4th Edition - Dungeon Fantasy 3 - The Next Level.pdf