Fukuiraptor

Despite its name the Fukuiraptor (foo-KOO-ee-RAP-tor) is not a Raptor at all. It belongs more to the Allosaurus family. At 14 feet (4.2 m.) long, 3 feet (.92 m.) high at the shoulder and weighing 450 pounds (200 kg.) the Fukuiraptor is nothing to tangle with lightly. When domesticated they can be used as mounts for smaller individuals (average of 5′ 3″ and around 100-120 lbs.) or as hunting/war dogs. Riding Theropods (small) required and Animal Handling: Theropods required. In the wild they are only encountered alone or with a mate.

ST: 15 HP: 15 Speed: 6.75
DX: 14 Will: 3 Move: 7
IQ: 3 Per: 12
HT: 13 FP: 13 SM: +2 (3 hexes)
Dodge: 9 Parry: 0 DR: 1

Attack (Skill or Resistance):

  • Claws: 1d+1 cut C,1; SL: 12
  • Teeth 1d cut C, SL: 14
  • Tail: 1d+1 cr C,1;

Traits: Acute Taste & Smell 1 [2, B35]; Bestial -10 [B124]; Cannot Speak -15 [B125]; Claws, Sharp (Feet) 5 [B42] Claws, Sharp (Hands) [3, B42]; Combat Reflexes 15 [B43]; Damage Resistance 1 – Tough Skin, -40% [3, B47]; Enhanced Move 1
(Ground Speed 16); Fit 5 [B55]; Hidebound -5 [B138]; Peripheral Vision 15 [B74]; Restricted Diet (Carnivore) -20 [B151]; Weak Striker (Tail; Cannot Parry; Long, SM+1; Limited Arc, rear hexes); 5 [B88]; Taboo Trait (Fixed IQ) 0 [B263]; Teeth, Sharp 1 [B91]

Skills: Brawling DX+0 [1, B182]; Stealth DX-1 [1, B222]; Survival (choose one) Per-1 [1, B223]; Tracking Per-1 [1, B226]

Class: Dinosaur, Animal

Xiaosaurus

Xiaosaurus (Zhou-SAWR-us) is a small, lightly-built dinosaur. It is an herbivore and a fast, agile runner. It is small and lizard-like, about 5 feet (1.5 m) long, one foot high and weighs about 15 lbs. It walks on two long legs, has four-toed feet, five-fingered hands, short arms, a long, stiff, pointed tail, a flexible neck, and a small head with large eyes. It has leaf-shaped cheek teeth. They pose no threat in the wild but can be a nuisance in urban areas.

ST: 4 HP: 4 Speed: 7.25

DX: 16 Will: 2 Move: 7

IQ: 2 Per: 12

HT: 10 FP: 10 SM: -4

Dodge: 9 Parry: n/a DR: 1

Attack (Skill or Resistance):

  • Bite: 1d-6 cr SL: 16
  • Kick: 1d-5 cut, Reach: C,1, SL: 14
  • Tail Lash: 1d-4 cr, SL: 14
  • Claws: 1d-6 cut SL: 16

Traits: Acute Taste & Smell 1 [2, B35]; Bestial -10 [B124]; Cannot Speak -15 [B125]; Claws, Sharp (Feet) [3, B42]; Combat Reflexes 15 [B43]; Damage Resistance 1 – Tough Skin, -40% [3, B47]; Fit 5 [B55]; Hidebound -5 [B138]; Penetrating Voice [1, B101]; Peripheral Vision 15 [B74]; Restricted Diet (Herbavore) [-20, B151]; Striker, Crushing (Tail) 5 [B88]; Taboo Trait (Fixed IQ) 0 [B263]; Teeth, Blunt [0, B91]

Skills: Brawling DX+0 [1, B182]; Survival (choose one) Per-1 [1, B223]; Tracking Per-1 [1, B226]

Class:Dinosaur, Animal

Elmisaurus

I have two types of DF games. One is kept completely underground, the other is a standard fantasy world except horses are rare.  Instead dinosaurs are the main beasts of burden and wilderness threat.  The Elmisaurus is one of the animals that has been domesticated in my campaigns.  They can be found in cities and almost all Elmisaurus (EL-mih-SAWR-us) you will come across are domesticated pets. They are great at catching unwanted pests such as rats and Xiaosaurus. They are 6.6 feet long, about 3 feet at the shoulder a weigh in at 70-100 lbs. They come in a dazzling display of patterns and are normally light purple, white, black with small in frequent orange spots. In the wild they are generally found in Warm temperate areas and are found in small groups 1d+2. They rarely attack humans unless they outnumber the target and are extremely hungry.

ST: 9 HP: 9 Speed: 7.25

DX: 16 Will: 3 Move: 7

IQ: 3 Per: 12

HT: 13 FP: 13 SM: 0

Dodge: 10 Parry: n/a DR: 1

Attack (Skill or Resistance):

  • Claws, Sharp: 1d-2 cut C,1
  • Striker, Tail: 1d-1 cr C,1
  • Teeth, Sharp: 1d-3 cut C

Traits: Acute Taste & Smell 1 [2, B35]; Bestial -10 [B124]; Cannot Speak -15 [B125]; Claws, Sharp (Feet) 5 [B42] Claws, Blunt (Hands) [3, B42]; Combat Reflexes 15 [B43]; Damage Resistance 1 – Tough Skin, -40% [3, B47]; Fit 5 [B55]; Hidebound -5 [B138]; Peripheral Vision 15 [B74]; Restricted Diet (Carnivore or Herbavore) -20 [B151]; Striker, Crushing (Tail) 5 [B88]; Taboo Trait (Fixed IQ) 0 [B263]; Teeth, Sharp 1 [B91]or Teeth, Blunt [0, B91]

Skills: Brawling DX+0 [1, B182]; Stealth DX-1 [1, B222]; Survival (choose one) Per-1 [1, B223]; Tracking Per-1 [1, B226]

Class: Dinosaur, Animal

Notes: Omnivore

Plague Bearer (Diablo II)

The Plague Bearer looks no different from other Zombies with the exception of what appear to be fresh puss filled boils on their body.  When they touch exposed flesh they transfer a deadly disease to their victims.  This Plague is magical in nature and can only be caught by direct contact from the original host (the Plague Bearer) material.  So an individual who has caught the plague can not spread it to another person.  However touching any of the original material will infect a person.  Whether it is from direct contact from the Plague Bearer or from accidentally touching the remains of the Plague Bearer such as its corpse (you must burn the corpse to make it free from containment), or even by cleaning off your equipment after battling one.  One Plague Bearer shuffling through a town could infect anywhere from 5-50 victims. Thankfully they are easy to spot/smell.

Template: Plague Bearer (Zombie) -64 Points

Attribute Modifiers: ST +1 [10]; IQ -3 [-60];

Secondary Characteristic Modifiers: HP +5 [10]

Advantages: Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep;  High Pain Threshold; Immunity to Metabolic Hazards; Immunity (All Mind Control); Innate Attack [6]; Indomitable; Injury Tolerance (No Blood); Single-Minded;  Temperature Tolerance 10; Unaging; Unfazeable

Disadvantages: Appearance (Monstrous; Universal); Bad Smell (Reek of the Grave); Cannot Learn; Disturbing Voice;  Fragile (Unnatural); No Sense of Smell/Taste; Reprogrammable; Social Stigma (Dead);  Unhealing (Total);  Wealth (Dead Broke)

Skills: Brawling 10 (DX+0, 1), [B182]

Plague Touch: Innate Attack: 1D tox (Cyclic: 1 sec +100%, Contact Agent (no AoE) -30%, Resistible: HT-2 -20%) [6]

Source: GURPS Magic [152], Diablo II

Falddinor Pinebrook

Back in September of this year Steve Jackson Games ran a contest for a Dungeon Fantasy Character Backstory, the winner was randomly chosen. Sadly I didn’t win but it did give me a great idea for a character.

While hunting and foraging in the forested foothills of The Neverending Rise, Falddinor came upon an old human man practicing Martial Arts. Falddinor watched the old man and learned the forms in secret until he was found out by the old master.  Falddinor was eventually accepted as a disciple and spent fifteen years learning the art of the Five Element Sword, the Eight Diagram Sword Technique and the Bāguà zhǎng style. He fights predominantly with dual weapons. He now wanders the world of “Jianghu” in search of spiritual knowledge, physical challenge, and to uphold righteousness.

Falddinor has long dark green hair which he braids a dart at the end of, and bright green eyes. He is lean and muscular with a hawkish nose. He carries a pair of antler hook swords as his preferred weapon, uses Deerhorn Knives in close quarters, a long knife strapped sideways across the small of his back and “Scholars Pens” hidden in his sleeves. Although skilled with a bow he does not use them. He prefers loose clothing that allows him to move freely but not so baggy that it will hinder his movement.

He is curious to the point of being annoying, loves to talk about anything and everything and appreciates a good joke even if the joke is on him. He is respectful to those he admires and will mercilessly tease those he does not. When asked what people think of Falddinor “Laughing Wind” the most common response is you either love him or hate him.

The following is Falddinor Pinebrook at a medium level of technique.  This 250 point version does not take into account him learning the higher techniques.

Miniature made with https://www.heroforge.com/

 

Falddinor Pinebrook Wood Elf (250 points)

Attributes

ST 10 HP 10  Basic Speed 7.25
DX 17 Will 11 Basic Move 9
IQ 10   Per 10
HT 12  FP 12 SM 0
Dodge 10 +0 Parry 11 +0 DR: 0
                       Block 9 +0

MELEE Attacks
Bite (17): 1d-3 cr at reach C.
Deer Antlers • Knife (19): 1d-1 cut at reach C ([5, 7]).
Deer Antlers • Main-gauche (15): 1d-1 cut at reach C ([5, 7]).
Hook Sword • Hilt punch (17): 1d-2 cut at reach C ([4, 5]).
Hook Sword • Swing (17): 1d+1 cr at reach 1 ([5]).
Hook Sword • Thrust (17): 1d-1 cr at reach 1.
Hook Sword • Hook (17): 1d-4 cut at reach 1 ([3, 7]).
Karate • Punch (17): 1d-2 cr at reach C.
Karate • Kick (15): 1d-1 cr at reach C,1.
Long Knife • Knife Swing (19): 1d-1 cut at reach C, 1.
Long Knife • Knife Thrust (19): 1d-2 imp at reach C, 1.
Long Knife • Shortsword Swing (15): 1d-1 cut at reach 1.
Long Knife • Shortsword Thrust (15): 1d-2 imp at reach C, 1.

RANGED Attacks
Throwing Dart (14): 1d-2 imp, ACC of 1, range of 25 / 35, ROF of 1.

Traits
Martial Artist (Dungeon Fantasy); Wood Elf (Dungeon Fantasy).

Skills
Acrobatics–16; Blind Fighting–10; Body Control–12; Breath Control–13; Broadsword–17; Esoteric Medicine (Chi)–11; Fast-Draw (Sword)–17; Hiking–11; Judo–17; Jumping–17; Karate–17; Knife–19; Light Walk–18; Meditation–10; Pressure Points (Human)–11; Push–18; Running–11; Stealth–18; Tactics–10; Throwing–16.

I imagine Falddinor wearing something similar to this

This next version is 300 points and represents him at a more advanced level

Falddinor Pinebrook Wood Elf (300 points)

Attributes
ST 10 HP 10 Basic Speed 7.25
DX 17 Will 11 Basic Move 9
IQ 10 Per 10
HT 12 FP 13 SM 0

Dodge 11 +0 Parry 12 +0 DR: 0
                      Block 9 +0

MELEE Attacks
Bite (17): 1d-2 cr at reach C.
Deer Antlers • Knife (17): 1d cut at reach C ([5, 7]).
Deer Antlers • Main-gauche (13): 1d cut at reach C ([5, 7]).
Exotic Hand Strike (Karate) (17): 1d cr at reach C.
Hammer Fist (Karate) (17): 1d-2 cr at reach C.
Hook Sword • Hilt punch (17): 1d-1 cut at reach C ([4, 5]).
Hook Sword • Swing (18): 1d+2 cr at reach 1 ([5]).
Hook Sword • Thrust (18): 1d cr at reach 1.
Hook Sword • Hook (18): 1d-3 cut at reach 1 ([3, 7]).
Karate • Punch (17): 1d-1 cr at reach C.
Karate • Kick (15): 1d cr at reach C,1.
Long Knife • Knife swing (17): 1d cut at reach C,1.
Long Knife • Knife thrust (17): 1d-1 imp at reach C,1.
Long Knife • Shortsword swing (18): 1d cut at reach 1.
Long Knife • Shortsword thrust (18): 1d-1 imp at reach C,1.

RANGED Attacks
Throwing Dart (17): 1d-1 imp, ACC of 1, range of 28 / 39, ROF of 1.

Traits
Martial Artist (Dungeon Fantasy); Pa Kua Chuan (Martial Arts); Wood Elf (Dungeon Fantasy).

Skills
Acrobatics–17; Animal Handling (Equines)–11; Arm Lock (Judo)–17; Blind Fighting–11; Body Control–12; Breath Control–13; Broadsword–18; Climbing–17; Disarming (Broadsword)–18; Dual-Weapon Attack (Broadsword)–18; Dual-Weapon Defense (Broadsword)–12; Dual-Weapon Defense (Knife)–10; Esoteric Medicine (Chi)–11; Evade (Judo)–17; Exotic Hand Strike (Karate)–17; Fast-Draw (Sword)–17; Hammer Fist (Karate)–17; Hook (Broadsword)–15; Judo–17; Jumping–17; Karate–17; Knife–17; Light Walk–18; Meditation–11; Navigation/TL3 (Land)–11; Parry Missile Weapons–18; Philosophy (Taoism)–8; Pressure Points (Human)–10; Pressure Secrets (Human)–9; Push–18; Reverse Grip (Broadsword)–12; Running–12; Shortsword–18; Stealth–18; Sweeping Kick (Judo)–14; Tactics–10; Thrown Weapon (Dart)–17; Whirlwind Attack (Broadsword)–15.

Diablo II Drowned Carcass

I like to get inspiration from video games which I think is only natural as they got their ideas from Tabletop RPG’s.  However many games will have several, if not up to a dozen, different subclasses of the same creature.  Let’s take the Diablo franchise.  Between I & III there are over 12 types of zombies.  So I thought it would be fun to make some of them as a little surprise to my players. I have yet to get GURPS Zombies so please take that into consideration.  I may have made a few mistakes in this.  Such as I don’t know if the Drowned Carcass needs a special Advantage to be able to transform into a Crawling Torso and I disagree with the Disadvantage Lame (Legless) to have a Basic Move of 0 as it does not take into account the ability to crawl or drag yourself by your arms.  However I can imagine this to be a fun turn of events as I remember to my surprise the first time a Walking Corpse turned into a Crawling Torso in Diablo III

Please feel free to add some suggestions on how to fix any issues I may have overlooked.

Template: Drowned Carcass (Zombie) -168 points

Drowned Carcasses are found in/near bodies of water like lakes, ponds, swamps, rivers, etc.  Their bodies are bloated from time spent within the depths of the water.  They move slower and are less intelligent than bog standard Zombies (pun intended) but have a higher strength to compensate.  The touch of a Drowned Carcass carries with it the cold of the deep water which will cause fatigue damage to exposed skin.

Attribute Modifiers: ST+2 {20}; IQ-3 {-60}; HT+1 {10}.

Secondary Characteristic Modifiers: Basic Move -1 {-5}; HP +4 {8}

Advantages: Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity (All Mind Control); Innate Attack: Cold {6}; Indomitable; Injury Tolerance (No Blood, Unliving);  Temperature Tolerance 10; Unaging;  Unfazeable;

Disadvantages: Appearance (Monstrous; Universal); Automaton; Bad Smell; Cannot Learn; Dependency (Mana; common, constantly); Disturbing Voice;  Fragile (Unnatural); No Sense of Smell/Taste; Reprogrammable; Single-Minded; Social Stigma (Dead); Unhealing (Total); Wealth (Dead Broke)

Quirks: Sexless {-1}

Skills: Brawling 10 (DX+0, 1), [B182]; Wrestling 9 (DX-1, 1) [B228]

Chilling Touch: Innate Attack: 1D+1 fat (Melee Attack: Reach C -30%, Contact Agent (no AoE) -30%) [6]

The Drowned Carcass has one in three chance of transforming into a Crawling Torso upon it’s ‘death’.  It is at this time a new monster with the sacrifice of its lower Torso to heal it and transform it into a new creature.  It loses it’s Innate Attack.

Template: Crawling Torso (Zombie) -178 points

A Crawling Torso is the remains of the lower half of a Zombie.  These pathetic, yet disturbing creatures will lay in wait for its victims grabbing at their legs and feet and to trip them up so they might crawl on top to consume their prey.

Attribute Modifiers: ST+1 {10}; IQ-2 {-60}; HT+1 {10}.

Secondary Characteristic Modifiers: Basic Move +4 {20}; HP +4 {8}

Advantages: Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity (All Mind Control); Indomitable; Injury Tolerance (No Blood, Unliving);  Temperature Tolerance 10; Unaging;  Unfazeable;

Disadvantages: Appearance (Monstrous; Universal); Automaton; Bad Smell; Cannot Learn; Dependency (Mana; common, constantly); Disturbing Voice;  Fragile (Unnatural); Lame (Legless); No Sense of Smell/Taste; Reprogrammable; Single-Minded; Social Stigma (Dead); Unhealing (Total); Wealth (Dead Broke)

Quirks: Sexless {-1}

Skills: Brawling 10 (DX+0, 1), [B182]; Wrestling 9 (DX-1, 1) [B228]

Note: Lame (Legless) disadvantage gives a Basic Move of 0, hence the need for an increased Basic Move +4 to indicate rapid crawling.  The Crawling Torso can not move and attack with its arms, but can move and attack with Bite.

Octopus Carnival

I just discovered Octopus Carnival on Google+.  This blog, written by Ubiratan Pires Alberton, a.k.a. Bira, who is a native of Brazil and has been gaming since he was 10.  I’m currently enjoying his conversion of Pathfinder NPC’s into Dungeon Fantasy with full stats and links to their original Bio’s!  Just today Jirelle the Swashbuckler was added, who also has her own Reaper Miniature!

Other items in the blog is the conversion of Capcom’s Dragon’s Dogma game into GURPS DF, which appear to fit very well. I personally like the Magic Archer. You really should take a look and bookmark  Octopus Carnival as it has a wealth of information and inspiration!

Tabletop Hex Terrain

I just backed a kickstarter for MDF Jigs to make hex terrain with!  Each hex is 100mm Vertical Hex (point to point)

 

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A mock of what a dungeon might look like using this system. Remember each of those hexes are 100mm vertical.

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I wasn’t sure if I was going to back it at first.  For GURPS I use 1″ (25.4mm) horizontal hexes and for this system it is 100mm vertically which allows for 25mm vertical hexes.  However I’ve decided that I’m not going to let it bother me as it looks so nice!  Here are the differences between the two.

hexjig-comparison

GURPS standard on the right side, Hex Terrain Tool Kit on the left side. 14.7485% decrease in size

It will mean that some miniature bases will overlap the hex.  However it looks so nice!

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Look how amazing that looks!  With the risers it would be really easy to place a dungeon underneath the ground and terrain on top!  They are expected to arrive in March which will give me two months before Dungeon Fantasy Powered by GURPS arrives in May!

Also I will be able to use these for my wargaming as well.

 

Linmead Burrow

In my attempt to get back into my underground campaign world I’ve created the Burrow of Linmead.  See About my Dungeon World for a description of my Dungeon Fantasy setting.

Linmead Burrow

Total population:37
Humans:25
Mountain Elves :7
Half-elves:5

Druid: 1
Guards: 6
Inn Staff: 4
Troubadour: 1
Labourers: 15
Merchants: 1

Water Source: Yes
Ventilated: Yes
Light Source: None, Residents use Fire Pits, Candles, and Lanterns
Sanitation: None, chamber pots are collected. Urine goes into barrels which are sold off, feces is turned into fertilizer.
Country Rock: Rhyolite (light gray in colour)
Trade: Mead, Cider, and water are the main exports. Import fuel, basic food stuffs, clothing, etc.
Main Features: Pocket Dimension (315 acres), Laughing Bee Inn (3 levels), Linmead Meadery (4 levels)

Linmead is a very special Burrow as it has it’s own clean water source, it has only one entrance so it is defensible. However more importantly they have their own gardens for growing food and they have their own pocket dimension which they use to produce honey for the Linmead Meadery.  The Linmead pocket dimension is an impressive 315 acres of clover and wild flowers and 250 Apple Trees which they also make Cider from.  There is one round house within the pocket dimension which is used by the caretaker of the grounds.  The L.P.D. (Linmead Pocket Dimension) has four seasons that are just perfect for growing apples.  The bees produce a good quantity of honey and have no predators.

The Laughing Bee Inn is rarely less than half full as they do steady trade in Cider, Mead, and water. Most of the buildings resemble Iron Age round houses on the inside.  Some will have ladders to upper or lower levels, every house has a fire pit in the center.  Linmead also has a mushroom farm.  The water comes from one pool in the Burrows communal area.  It is a very large domed room lit with lanterns with the pool in the center and bioluminescence vegetable and fruit plants in large clay pots around the edges.

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I hope to digitise the map soon and to get to the other two levels of the Laughing Bee Inn created

Adventure ideas

The Orchard has been invaded by a Awd Goggie (a type of Bogie who haunts forests and orchards, and kidnaps children). The adventurers have been contracted to remove the Fae without damaging the Orchard or the Hives.

A group of Bandits have set up a blockade against Linmead Burrow and a conglomerate of Inn Keepers and Merchants have offered a bounty for the capture of the ring leader(s), the rest are wanted dead or alive.

All is not as it seems in friendly Linmead. You have been hired to track down a missing couple of newlyweds who have disappeared.  Your investigations lead you to Linmead where the couple will be sacrificed to a Harvest Spirit. Can you save them in time?

The characters have been sent to Linmead to retrieve an ancient artifact, however the local Druid uses the artifact to perform Harvest rituals. Without the artifact they will be required to perform sacrifice during the ritual.

Dungeon Fantasy Roleplaying Game is successful!

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I’m extremely happy to have backed this project! We hit a bunch of the stretch goals and it is my hope that we will see some future backing for this new Dungeon Fantasy Powered by GURPS® in the future.  By that I mean more monster books and adventures, source books, etc. I’m sorry that I couldn’t have backed it with the “I Want It All” $250 option but I did back it with the game and GM Screen.

I’m curious to see the winners for the background contests which I hope they will announce next week.  There are some really good ideas that were submitted and I plan to use a few of them for NPC’s and treasures for sure!

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