Ash Zombie

Ash Zombies can only be made from those that have died in a fire. All the surviving ash and bone fragments must be available to create the Zombie. Ash Zombies contained enough residual life force or death-aspected mana, that they can be reanimated with the Zombie spell. The Zombie will look like a person formed from ash. If the ash had blown away then the skeletal structure will be exposed. It is not uncommon to see an Ash Zombie with part of the skull or a with a skeletal limb exposed, Its also common for an Ash Zombie to have little or no skeletal structure left. Instead of the rotting smell of your regular Zombies, Ash Zombies smell of brimstone and sulphur.

What makes Ash Zombies desirable is the fact that they can be enchanted due to the fact that the ash will not rot like regular zombies and that they are almost immune to all but the hottest fires.

Ash Zombie Template -28 points

Attributes Modifiers:

ST +1 [10]; DX 0 [0]; IQ -2 [-40]; HT 0 [0]

Secondary Characteristics

Damage 0; BL lbs.0; Will 0 [0]; Per 0 [0]; FP 0 [0]; HP +4 [8]; Basic Speed 5.25 [0]; Basic Move 5 [0]

Advantages

Damage Resistance 10 – Limited (Fire), -20% [40, B47]; Doesn’t Breathe [20, B49]; Doesn’t Eat or Drink [10, B50]; Doesn’t Sleep [20, B50]; Extra Hit Points 4 [8, B16]; High Pain Threshold [10, B59]; Indomitable [15, B60]; Injury Tolerance (Diffuse) [100, B60]; Injury Tolerance (No Blood) [5, B61]; Injury Tolerance (Unliving) [20, B61]; Resistant (Immune to all Mind Control) [30, B80]; Resistant (Immune to Metabolic Hazards) [30, B81]; Single-Minded [5, B85]; Temperature Tolerance 10 [10, B93]; Unaging [15, B95]; Unfazeable [15, B95]

Disadvantages

Appearance (Monstrous, Universal) [-25, B21]; Bad Smell:  -2 Reaction penalty [-10, B124]; Cannot Learn [-30, B125]; Dependency (Mana, Constantly) [-50, B130]; Disturbing Voice [-10, B132]; Fragile (Unnatural) [-50, B137]; Meta-Trait: Automaton [-85, B263]

Quirks

Sexless [-1, B165]

Features

Affected by Control Zombie, Pentagram, and Turn Zombie; No mental skills; Will not become a Skeleton.

Suffocating Embrace: Victims who fail to break free from a grapple may be enveloped into the ash body of the Ash Zombie: Roll the Ash Zombie’s effective ST 16 vs. the higher of the victim’s ST or HT; victory inflicts crushing damage equal to the margin. In addition, the victim cannot breathe
(see Suffocation, p. B436). This counts as an attack. Reach C.

Khazra (Diablo)

The Khazra were originally human, part of the Umbaru race found in the thick Torajan Jungles in the Teganze region of Sanctuary’s eastern continent. During the Mage Clan Wars a race of sorcerers known as the Vizjerei required an army using demon-possessed victims, and the peaceful Umbaru clans seemed to fit the Vizjerei’s needs. To fight off the Vizjerei the Umbaru captured a wizard to help them not only gain control over their transformed clan mates, but to have themselves transformed as well in order to fully drive the Vizjerei out of the Teganze. Their strategy worked, but it was not without its price. They found themselves bound in servitude to the demon Zagraal in exchange for their cursed power. They became furious marauders, driven to raid villages and caravans to sate their bloodlust and procure sacrificial victims for their demonic master. This is also when they became known as khazra, which roughly translates as “demon” or “devil” in the Umbaru tongue.

After years of this terror, their previous brothers, the Umbaru of the lower Teganze, sent their Witch Doctors to eradicate the khazra’s threat to the region. Filled with otherworldly power, the Witch Doctors cut a swath of destruction through the khazra until they confronted Zagraal himself. In a now-legendary battle, the valiant heroes fought to the last man before finally bringing Zagraal down.

The khazra continued to wage war on humanity, but without a source of demonic power to draw from, their strength diminished. 

Khazra choose from the following templates

  • Barbarian, DF1 p. 4-5
  • Knight, DF1 p. 8-9
  • Scout, DF1 p. 10-11
  • Shaman, DF9 p. 16-17
  • Unholy Warrior, DF3 p. 27

Known Khazra Clans

Blood Clan
Death Clan
Fire Clan
Flesh Clan
Hell Clan
Ice Clan
Moon Clan
Night Clan
Stone Clan

Template: Khazra (Magical Creature) -70 points

Attribute Modifiers: ST+2; DX+1; IQ-2; HT+1

Secondary Characteristic Modifiers: Will-1

Advantages: Acute Hearing 1; Claws (Hooves); Damage Resistance 1; Perfect Balance; Striker (Crushing, Horns); Teeth (blunt)

Disadvantages: Appearance (Hideous); Bad Smell; Bad Temper (12 or less); Bestial; Bloodlust (12 or less); Disturbing Voice; Fanaticism (demon Zagraal); Intolerance (one group, Humans); Social Stigma (Monster); Stubbornness

 Perks: Fur

Features: Affected by Pentagram; Leg, foot, and head armor isn’t interchangeable with human armor. Tail (neither a manipulator nor enough of a problem to interfere with
armor).

Source: Diablo I – III

Example of a Khazra Barbarian 177 points

Attributes
ST 17 HP 22 Basic Speed 6
DX 13 Will 10 Basic Move 7
IQ 10 Per 12
HT 13 FP 13 SM +1

Dodge 9 +0 Parry 9 +0 DR: 0+1
Block 7+0

MELEE Attacks
Brawling Punch (13): 1d+1 cr at reach C, 1.
Brawling• Bite (13): 1d+1 cratreach C, 1
Brawling• Kick (li): 1d+3 cr at reach C, 1.
Poleaxe • Axe (17): 3d+3 cut at reach 2. 3*•
Poleaxe • Hammer (17): 3d+3 cr at reach 2. 3*•
Striker (Crushing) (13): 1d+3 a at reach C.

Traits
Barbarian (Dungeon Fantasy).

Skills
Animal Handling quines—10; Brawling—i 3; Camouflage—14; Climbing—i 3; Disguise/TL3 (Animals)—8; Fishing—16; Forced Entry—13; Hiking—12; Intimidation—12; Lifting—12; Mimicry (Animal Sounds)—12; Naturalist Earth)—12; Navigation/TL3 (Land—l 7; Observation—1 1; Polearm—1 7; Running—12; Spear Thrower—i 4; Stealth—i 3; Survival Plains)—i 5; Swimming—i 3; Tracking—i 5; Weather Sense—i 0; Wrestling—i 3.

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)

https://www.kickstarter.com/projects/1378063512/tabletop-hex-terrain-toolkit

 

dungeon-vert-hex

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.

 

GURPS Campaign Booklet!

So I’m kind of handy and creative at sporadic moments. I’m making a 32 page Dungeon Fantasy Campaign Book, A5, to help me whip up my games. I’m a BIG fan of layered pdf’s and fillable forms in pdf so you will be able to do all of that with it. I will also offer it for free to everyone as I have a thing about making money off hobby stuff (stops being a hobby).

Here is what will be on the pages so far

Page 1: Cover, you can insert your own images, Title, Campaign Segment Number.
Page 2: Campaign Overview
Page 3: Campaign Overview cont. Campaign Checklist to help stay on track
Page 4: Text Box
Page 5: Layered Graph section
Page 6: Top half Layered Graph, bottom half Double Column Text box
Page 7: Encounter Sheet. A place to list the encounters and maybe some tick boxes to use for HP/FP tracking.
Repeat Pgs. 4-7 until page 15 (total of 3 sets)
Pages 16 & 17 Middle full page map/image spread
Pages 18-21 Same as 4-7
Pages 22-25 PC overview
Page 26-27 NPC/Monster overview
Page 28 Random Encounter tables
Page 29 Random loot table
Pages 30 & 31 Game notes
Page 32 Back cover, maybe some game aides.

encounter-sheet

The colour can be switched off to just black and white.

The NPC/Monster and PC overview is just going to be Attributes, a few lines for skill/power so only the most used or important.  Armor and a few weapons.  Very basic but enough to allow the GM to keep tabs on things without having to scroll through a full sheet.

The Graph Paper pages gives you six layers to choose from

map-options

left to right Lined Paper, Geomorph Tile, Geomorph Map, Square Graph, Isometric Graph, Blank for inserting image.

The half page option is much the same as above but only offers the top half for the graph and bottom half for writing.  I’ll keep posting as I make progress.

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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Making the most of my tablet

So I’m currently using a ASUS Transformer Prime, 18 hour battery when it’s docked with its keyboard.  It is an Android operating system which is okay but I think I would have preferred Windows 8 so I could use more of my RPG programs.  However if you have an Android I recommend using the GURPS Calculator It really is a nice app to have.  Also I recommend OneNote or Evernote as well to help you organize your information.unnamed

Gurps Calculator

OneNoteGoblinEntry OneNoteAgain

Microsoft One Note.

Currently I have over 150 monsters in my OneNote with interlinks within the notebooks.  I also have Magic Items and traps as well.  I’m trying to get everything together for this weekends game including new skill and technique cards, currently in B&W as I’m tired of wasting coloured ink every time I update.  I will make them available as fillable forms for everyone soon.

If anyone has any suggestions on software or time saving steps please leave a comment!