Pyramid 3-072 - Alternate Dungeons
Pyramid 3-072 - Alternate Dungeons
Pyramid 3-072 - Alternate Dungeons
Contents
®
In This
From the Editor....................................... 3
Pointless Slaying and Looting. ................ 4
by Sean Punch
Dungeons of Mars.................................. 14
by Phil Masters
Editor-in-Chief z STEVE JACKSON Art Director z SAMUEL MITSCHKE Chief Operating Officer z PHILIP REED
GURPS Project Manager z STEVEN MARSH Production Artist & Prepress Checker z Managing Editor z MIRANDA HORNER
GURPS Line Editor z SEAN PUNCH NIKOLA VRTIS Marketing Director z KALI DUGAN
Assistant GURPS Line Editor z Art Direction z MAXINE CLONTZ Director of Sales z ROSS JEPSON
JASON “PK” LEVINE Page Design z PHIL REED & JUSTIN DE WITT
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Archetype Versatile
Each hero starts life as an Archetype: a set of attributes and You’re equally capable of feats of precision, intellect, and
secondary characteristics that loosely define a broad group athleticism. This is good for rogues who plan to do more than
of roles. Individual scores are adjustable using Abilities leap and stab.
(pp. 5-7) but not directly. Though only four traditional
options appear here, the GM is welcome to create others; see Attributes: ST 10; DX 12; IQ 12; HT 12.
Other Archetypes (p. 5). Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
10; Will 12; Per 12; FP 12; Basic Speed 6.00; Basic Move 6.
New Abilities
The GM is encouraged to invent new Abilities – espe- • Bonuses to standard skills (e.g., “+1 to Stealth”),
cially campaign-specific ones. Some may be available priced as racial bonuses; see p. B452. These benefit all
during character creation; others might have to be earned Wildcard rolls for that one skill.
in play. • Techniques, usually at triple cost to make them “wild-
Minor Abilities are packages of traits that add up to 10 card techniques” that benefit all applicable Wildcards.
points, ±1 point. Major Abilities are bundles that sum to • Destiny Point Limit, at 5 points per +1.
20 points, ±2 points. Exploit this built-in room for error to • Equipment, at 1 point per +50% starting cash in
accelerate campaign prep – don’t sweat one or two points! value; see Extra Money (Adventurers, p. 23).
Abilities can consist of anything that costs points, • Power-ups from Dungeon Fantasy 11: Power-Ups.
including: These often require rebalancing; e.g., to make Master at
Disarms (Power-Ups, p. 12) useful with any combat Wild-
• Attribute levels, with or without secondary charac-
card, Disarming (H) Skill+5 [6] might become Disarming!
teristic improvements.
Skill+5 [18], and Striking ST 2 (Only to disarm with one
• Secondary characteristic levels.
combat skill, ‑60%) [4] might become Striking ST 1 (Only
• Advantages, vanilla or with modifiers. When not
to disarm, ‑40%) [3], for 21 points – close enough.
using points, Allies become tricky; the GM may build
them on points “behind the scenes.” Regardless, treat an
Ally about equal to the PC as a Major Ability – either Ally
Greater Abilities
(Equal to PC; 12 or less; Summonable, +100%) [20] or Ally Some gamers may regret the absence of gifts whose
(Equal to PC; Constantly) [20] – and for simplicity’s sake, smallest cost exceeds 20 points. No problem! The GM can
make “About half as powerful as PC” half as valuable, a introduce Greater Abilities that consume any number of
Minor Ability. Ability slots, giving capabilities worth 10 points per slot.
• Perks, though these can be “free” except where These make excellent rewards to be earned in play – but
unusually useful. that, too, is up to the GM.
Bards with Wizardry can further use Bardic Arts! for Hypno- to recognize, evaluate, or repair suitable weapons; and any
tism, Musical Influence, and all Enthrallment skills (Wildcard related Fast-Draw. In courtly situations, the GM may permit
level replaces Charisma level for determining audience size). DX-based rolls for Dancing, IQ-based ones for Heraldry and
Basic Combat! Intimidation, Knife, Shield (Buckler), Short- Savoir-Faire, and other genteel applications. Heroes with War-
sword, Sling, Staff, Throwing, and Thrown Weapon (Dart and rior Training add the Wildcard bonus to ST (theirs or their
Knife). Also allows Brawling and Wrestling moves in unarmed mount’s!) when fighting with this talent.
combat, and permits DX-based use to attack and defend with Con-Man! Acting, Carousing, Counterfeiting, Disguise,
plain, unadorned branches, sticks, and rocks – and tools (axe, Fast-Talk, Forgery, Gambling, Holdout, Propaganda, Smug-
hatchet, maul, scythe, etc.) – at no penalty for these items gling, and Streetwise. Also, Fortune-Telling when needed as
being “improvised weapons.” Adventurers with Chi Mastery part of a con, plus Savoir-Faire when posing as a member of
or Warrior Training add the Wildcard bonus to ST when fight- polite society. Add the Wildcard bonus to all rolls to spot or
ing with this talent. resist nonmagical deception – including most rival uses of
Battlefield Weapons! Axe/Mace, Broadsword, Crossbow, Con-Man!
Flail, Intimidation, Polearm, Shield, Shortsword, Spear, Tac- Dungeoneering! Specifically in the dungeon, acts as Area
tics, Two-Handed Axe/Mace, Two-Handed Flail, and Two- Knowledge in a previously explored tunnel system; Cartog-
Handed Sword. Also, Armoury or Connoisseur to recognize, raphy when mapping; Forced Entry for kicking in doors;
evaluate, or repair suitable weapons; any related Fast-Draw; Observation to find hidden doors, identify the more-traveled
and Forced Entry when wielding such armament. Heroes with corridor, etc.; Prospecting; Traps to set simple noise-makers
Chi Mastery or Warrior Training add the Wildcard bonus to around camp; and any skill the GM calls for to manage march-
ST when fighting with Battlefield Weapons! ing order, lighting, or trains of loot-laden mules. Also allows
Beastmaster! Animal Handling, Disguise (Animals), Fal- Per-based rolls for any skill required to recognize the dun-
conry, Mimicry (Animal Sounds and Bird Calls), Packing, geon’s nature (Dungeons, p. 17): Architecture for buildings,
Riding, Teamster, and Veterinary, along with all uses of Nat- Hidden Lore for labyrinths built by lost civilizations, Natu-
uralist concerning animals. Shapeshifters can further use it ralist for warrens, Streetwise for prisons, Urban Survival for
as Flight and Mount when in beast form. Add half the Wild- sewers, etc. Add the Wildcard bonus to all Per rolls to listen at
card bonus to reaction rolls when interacting with animals . . . doors or spot dungeon oddities – and add half of it to “saving
but heroes with Beast Whisperer can waive this to attempt an throws” against dungeon traps.
Influence roll using this capability. In a hostile encounter with Faith! Meditation, Philosophy, Religious Ritual, and The-
a mundane IQ 1-5 animal, Beastmaster! works in concert with ology. Also, Fortune-Telling, Hidden Lore, and Occultism
combat Wildcards to increase effective skill. pertaining to divine or demonic entities, spirits and undead,
Burglar! Climbing, Escape, Filch, Forced Entry, Lock- curses, possession, and similar matters of Good and Evil,
picking, Search, and Stealth. Also, Acrobatics for negotiating higher realms, and the afterlife; Leadership, Public Speaking,
ledges and reducing falling damage; Architecture for assess- and Teaching when shepherding the faithful; and Savoir-Faire
ing building access and finding secret rooms; Crossbow and to deal with temple officials. Faithful with Theurgy can further
Throwing for lobbing grapnels (but not fighting); Observation make Will-based rolls for Exorcism, and receive Per-based
for “casing the joint” ahead of time; Streetwise for contacting rolls to recognize holy items (and may use Faith! as Religious
the underworld to trade in thieves’ tools or swag; and Traps Ritual to pray to learn the details of such relics). Such folk
specifically to spot or disarm traps. Add the Wildcard bonus add half their Wildcard bonus to reaction rolls when dealing
to ST for all purposes related to break-ins – battering down with allied entities, or to Will when resisting the evil powers of
doors, bending window bars, lifting gates, etc. – and to Per opposed entities.
rolls to notice guards. Fast Hands! Filch, Knot-Tying, Pickpocket, and Sleight of
Chi Control! Meditation and Philosophy. More important, Hand. Also, Escape when untying knots; every sort of Fast-
users with Chi Mastery – usually the only delvers who take Draw, not merely to ready weapons but also to sheathe them,
this Wildcard – can attempt any chi skill (Adventurers, p. 22) as for Quick-Sheathe (Power-Ups, p. 11), and to juggle them
based on its usual attribute, with the exception of Throwing between hands, all as free actions; Holdout for small, hand-
Art and Zen Archery (Hurled! and Archery!, respectively, cover held items; Search for pat-downs or as a prelude to palming
those feats). To combine two skills – such as Breaking Blow loot (roll once for the entire procedure); and any use of Traps
and Power Blow – use the longest time requirement, roll once the GM deems DX-based. The Wildcard bonus adds to raw
at ‑1 per skill past the first, and combine FP costs. DX rolls to snatch items, as when swiping trapped treasures
Chivalry! Axe/Mace, Broadsword, Flail, Lance, Riding, or rolling Quick Contests to grab something first; to DX rolls
Shield, Tactics, and Two-Handed Sword. Also, Animal Han- to catch things thrown to you by allies; and to all rolls to grasp
dling when dealing with a war mount; Armoury or Connoisseur ledges or ropes to save yourself (e.g., from a pit).
There are two parts to dungeon fantasy – dungeon and fan- Nonetheless, classic planetary romances don’t tend to be
tasy. The “dungeon” part is about combat specialists rushing very hard science fiction. They’re about the wonders of the
into restricted environments, picking fights with monsters, world and its people, not the technology used to get there
and taking their stuff. The “fantasy” part mostly means or gritty scientific explanations of the local ecology. Hard-
“classic” pseudo-medieval fantasy, full of wizards in pointy science-fiction stories about the natures of alien worlds exist,
hats and swordsmen in clanking armor. The two halves go but they don’t tend to be very “romantic,” whereas planetary
together well, but it’s possible to separate them and play romances are traditionally a bit flamboyant and garish. Also,
around with the details. hard-science-fiction “world stories” often lose interest in the
The pairing of ideas that makes up dungeon fantasy has planet after just one story.
many roots, but a big part of its origin can be traced back One of the earliest authors of planetary romances was
to the pulp-magazine fantasy stories of the first half of the Edgar Rice Burroughs, especially in his Barsoom series,
20th century. Characters such as Conan the Barbarian are key set on Mars and mostly starring the heroic John Carter. The
archetypes, and Conan did his share of rushing into somewhat general idea was borrowed by various other pre-WWII writ-
dungeon-like environments, stabbing monsters, and taking ers, often in the pulp magazines, before spreading through
their stuff. But classic pulp adventure fiction extends beyond science fiction and fantasy in variant forms. A few modern
pseudo-medieval sword-and-sorcery, so let’s take a look at one science-fiction and fantasy stories can count as planetary
of the other big pulp-era fantastical genres and how to use it romances, but they tend to take the theme in new directions;
as a dungeoneering campaign theme. this article is about the core stereotype, which fits well with
the “dungeon adventuring” idea.
Martian Weapons
Guns (Pistol) (DX-4 or most other Guns-2)
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost Notes
4 Flintlock Pistol 1d-1(0.5) pi++ 2 20/210 1.3/0.005 1 1(20) 7 -2 2 $250 [1]
5+1 Peroxide Pistol 1d imp 2 66/720 0.85/0.002 3 10 8 -1 1 $450 [2]
Characters
With the basic parameters of the setting established, the thieves can be found in ancient, decadent, complex cit-
GM can say what kinds of characters will be suitable. There ies. Barbarians could travel from regions of the planet that
are all sorts of possibilities in planetary romance in general, have fallen furthest from the heights of sophistication – or
but as this article is about setting dungeoneering games there, never got there in the first place. These templates can mostly
let’s take the archetypes defined by the templates in GURPS be used as-is, with a little commonsense adjustment to
Dungeon Fantasy 1: Adventurers as reference points. remove any references to magic as such and to allow some
higher-tech skills.
Fighters Martial artists may be possible if chi abilities or something
analogous exist in the setting; alternatively, strike out every-
Planetary romance traditionally has plenty of scope
thing relating to those abilities, and spend the points this frees
for warriors. Knights could hail from the great rural
up on psionic abilities that are taught to these ascetic adepts.
areas between the ancient ruins. Scouts might wander the
(The Psychometabolism power can be used to produce very
exotic-monster-infested wildernesses. Swashbucklers and
chi-like effects.)
The Azurites
The races of “Dying Mars” lack one thing that dun- Biologically, the Azurites are a puzzle to scholars. They
geoneering games tend to demand, so we can add an extra are the one Martian race who are completely incapable of
race, the Azurites, to meet that need. interbreeding with any of the others. Some students of
Azurites are found in limited numbers everywhere biology among the Science Priests believe that the first
on Mars that the other races live, but do not have their Azurites may have been created by the First Race from a
own lands. They do not dominate any Martian commu- long-extinct order of Martian animals to serve as slaves or
nity larger than a small village, but are often seen in the warriors, although if that is true, their creators neglected
great cities of Marineris and along the world’s more active to design them for obedience. Their own, obscure origin
trade routes. They are an odd-looking race to other Mar- myths make numerous mystical references to the Blue
tians’ eyes, with five-fingered hands and tiny eyes. They Star, which would seem to link them to some branches
are also short – rarely as tall as even a full-grown Lowland of Acidalian theology, but both groups reject any sugges-
Martian – but burly and physically powerful, with a range tion of a connection, and Acidalian priests are frequently
of skin tones from pink-tinged ivory to dark brown. They very hostile to Azurite folk-beliefs. The very few Azurite
frequently work in freelance occupations, as merchants, citizens in the Theocracy have to engage in ostentatious
mercenary guards (in small bands), traveling entertainers, displays of piety to avoid periodic accusations of heresy
or adventurers. The smartest of them play on the fact that from their neighbors.
most members of the other races see them as neutral and It costs no points to play an Azurite.
fairly harmless, while respecting their physical strength.
The Dungeons
Dungeoneering also needs dungeons – those constrained armories, or treasure-houses, some stuff may somehow have
environments full of hostile entities, with some incentive for been left over. This is not to say that defenses against intru-
heroes to visit, if only the ever-popular rooms full of treasure. sion will always have been neglected – or always remembered.
Planetary-romance settings can feature any of the catego- Some of these complexes may also still exist under ruined
ries of “dungeon” mentioned in GURPS Dungeon Fantasy 2: and abandoned cities. For that matter, those abandoned cities
Dungeons (pp. 16‑17), with occasional twists. In particular, may themselves make interesting adventuring environments,
cities in planetary romances tend to be big, old, and compli- especially if they were built of rugged high-tech materials, so
cated, which means that the cellars, sewers, and any other that the walls and roofs are still largely intact.
subterranean spaces beneath them can get really interesting. The “Dying Mars” setting has plenty of examples of all of
Many will have been built up over centuries or millennia, this. The Marineris cities are old and big, and doubtless have
with older buildings in effect becoming the foundations for interesting underground levels (including perhaps places the
new construction, their internal spaces becoming cellars and Cave Martians have established a local outpost to their own
dungeons. If those spaces were originally temples, shrines, taste). Countless ruins and lost cities are out in the wilderness.
The traditional dungeon crawl has a band of human-ish around: Monsters come up from the depths of the dungeons
adventurers going down deep holes in search of treasure, to raid the surface world for loot and strike back against those
fighting tougher monsters, and getting bigger rewards the who come down to attack them. These guidelines let you do
deeper they go. But almost from the beginning of fantasy role- just that. Be a thing! Defend your stuff! And work your way to
playing games, there’s been a desire to do it the other way the top, from the bottom up.
Monster Characters
To play a monster character in GURPS Dungeon Fantasy, Skin, -40%) [9]; and Injury Tolerance (Diffuse) [100].
it helps to have character templates. These fall into three cat- • 30 points chosen from among Acute Senses [2/level],
egories. A few are cheap racial lenses, which may be applied Amphibious [10], Doesn’t Breathe (Gills, -50%) [10],
to the regular adventurer templates normally. Most monsters, Peripheral Vision [15], Stretching [6/level], additional
though, are more expensive. Several cost too much to reason- Binding [2/level], additional Chameleon [5/level], or addi-
ably apply to the standard templates. But they can be added tional Damage Resistance (Tough Skin, -40%) [3/level].
the cheaper templates from GURPS Dungeon Fantasy 15: Disadvantages: Bad Grip 1 [-5]; Increased Consumption
Henchmen, turning supernumeraries into capable monsters. 1 [-10]; Invertebrate [-20]; No Legs (Slithers) [0]; Social
Finally, a few are sufficiently expensive that they require full- Stigma (Monster) [-15]; and Weakness (Salt, 1d/minute)
blown templates of their own. [-20]. • -30 points chosen from among Bad Grip 1 [-5], Bad
Temper [-10*], Bestial [-10], Curious [-5*], Gluttony [-5*],
When dungeon-fantasy PCs face the same kinds of mon- artificers (from GURPS Dungeon Fantasy 4: Sages). If cap-
sters all the time, it can be a struggle to keep things interest- tured, these also make great treasures.
ing. I’ve found one way to occasionally shake things up is to In addition to dwarves, denizens could include mag-
replace traditional foes like orcs or zombies with a class of ical-mechanical constructs created by dwarf artificers,
creatures parties rarely fight: “good” monsters such as elves, gnomish allies, or even a human sorcerer studying dwarf
dwarves, or holy servitors. In fact, an entire dungeon oriented magic. Strong-backed giants, earth elementals, or industri-
around the theme of a “stronghold for good” can be an exiting ous insect-people may be hired to work as miners, or a fire
change of pace for adventurers – and not just for champions elemental could be bound into their forges. Maybe there
of evil! are tame or chained-up dungeon monsters like siege beasts
pressed into service as underground watch dogs! There might
also be a prison holding captive enemies (orcs, elves, etc.) who
would be grateful allies if rescued.
In a fantasy or weird-science setting,
survivable conditions may extend far Earth Temples
deeper, into vast caverns or a hollow Earth gods and goddesses worshiped by humans or other
world, perhaps inhabited by exotic races may have a benign nature, and the natural location
creatures or civilizations – and intrepid for their temple complex would be an underground dun-
geon-cavern complex. (An island in an underground river or
adventurers may explore those realms. lake could even have a water god’s temple!) An Earth temple
– GURPS Underground could have a labyrinth, healing wells, caverns filled with nat-
ural gemstones, libraries of holy scrolls, quarters, oracular
Adventures chambers (with hallucinogenic vapors), and burial crypts for
the priests and faithful.
GURPS Dungeon Fantasy 7: Clerics offers many options
Why Lurk Underground? for creating variations on priests and holy warriors with
unique powers and divine servitor allies. A temple to a god of
Dwelling in darkness is usually associated with evil crea- “Earth, War, and Fire” is quite different from one devoted to
tures, but there are many justifications for a subterranean “Earth, Peace, and Love.”
stronghold of benign entities. Other creatures associated with temples could include
earth elementals, snake women (naga), and minotaurs.
Besides serving as personal allies, divine servitors make good
Dwarf Strongholds solo monsters to stock a temple’s rooms, especially if using the
Dwarves are the good race most noted for establishing option to create animal servitors, e.g., a pack of holy hounds
underground lairs or mines filled with gold, jewels, magic or serpents whose aspects are Fear, Earth, and Good and
items, and other valuables. These dwarf encounters come in who exist to strike terror into evildoers! Nor should undead
various types: axe-wielding warriors, pick-armed miners, a be neglected even in a “good” dungeon: a temple’s crypts can
proud clan-lord in a throne room, artificers armed with gadgets include ghosts (or even mummies) of former clergy or holy
or explosive devices, and temples with clerics who serve earth warriors that are bound to protect it if disturbed. A visiting
and fire gods. An allied gnome-inhabited section of dungeon is angelic emissary or mighty spirit of place can be a powerful
a great excuse to go nuts with both exotic traps and gadgeteer- “boss monster” for a temple’s inner sanctum.
steampunk-style constructs created using the rules for
The Undercover
Dungeoneer
What if the PCs have to infiltrate or spy
on an evil cult, band of marauders, wicked
baron, or dark lord, posing as ruthless
mercenaries? While undercover, they may
have to participate in some minor villain-
ies to build credibility, such as raiding a
good dungeon. The characters’ challenge
is to appear evil, or at least cunning and
ruthless, while reducing any loss of life
against their innocent targets. This may
require throwing fights, allowing enemies
to “barely escape” and carefully misdirect-
ing their pretend-allies while not being
killed for real by their good opponents.
About the
Columnist
David L. Pulver is a Canadian free-
lance author. An avid science-fiction fan,
he began roleplaying in junior high with
the newly released Basic Dungeons &
Dragons. Upon graduating from uni-
versity, he decided to become a game
designer. Since then, David has written
over 70 roleplaying game books, and he
has worked as a staff writer, editor, and
line developer for Steve Jackson Games
and Guardians of Order. He is best known
for creating Transhuman Space, co-au-
thoring the Big Eyes, Small Mouth anime
RPG, and writing countless GURPS
books, including the GURPS Basic Set,
Fourth Edition, GURPS Ultra-Tech, and
the GURPS Spaceships series.
Early video games had their roots in earlier roleplaying most popular lines, Dungeon Fantasy. Why try to emulate a
games. As this trend continues, the lines between video games video game in a tabletop role-playing game? Why not just play
and roleplaying games have blurred. a video game? The answers to these questions vary from per-
This article explores 10 such video game tropes that work son to person, but the most likely answer is that it would be
well in tabletop games and how to use them in one of GURPS’ totally cool.
Imitator gettable Face† [1], Gizmos 1-3 [5/level], Honest Face [1],
Language Talent [10], Languages (any) [2-6/language],
250 points Luck or Extraordinary Luck [15 or 30], Signature Gear
Your friends call you a “mimic.” Technically, that’s true. [Varies], Wealth [varies], Wild Talent 1 (Retention, +25%;
Given enough time, you can “become” any character template Focused, Skill must appear on a Emulated character tem-
(with all that entails). You might even be good at imperson- plate’s list, -20%) [21].
ation, acting, and similar mimicry-related skills. When you’re Disadvantages: Unusual Biochemistry [-5‡]. • ‑20 points
not imitating other character templates, you’re rather boring, chosen from among Absent-Mindedness [-15], Chummy
with few discernible features and abilities of your own. You’re or Gregarious [-5 or -10], Compulsive Lying [-15*], Curi-
always welcome in delving parties due to your skill at becom- ous [-5*], Delusion (“I’ve always been a [emulated tem-
ing any type of adventurer they might need. plate]!) [-10], Frightens Animals [-10], Impulsiveness [-10*],
Your abilities might be due to strange alchemical or bio- Increased Consumption 1 [-10], Loner [-5*], Magical Sus-
logical powers (the default assumption), spiritual gifts (you’re ceptibility (Body Control, Communication and Empathy,
a special kind of medium who channels long-dead adventur- or Mind Control spells only, -70%) 1-5 [0.9/level], Obses-
ers), or simply “remembering” abilities (either from some sort sion (Master all character types) [-10*], Odious Personal
of specialized collective racial memory or drawing memories Habit (Bland or Boring) [varies], Overconfidence [-5*],
from another time stream). If this changes, the Imitation Sense of Duty (Adventuring companions) [‑5], Short Atten-
power modifier (p. 31) changes as well. tion Span [-10*], Split Personality [-15*], Trickster [-15*],
Unnatural Features 1-5 [-1/level], Weirdness Magnet [‑15].
Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. Skills: None! But earned character points or points from
Secondary Characteristics: Damage 1d‑2/1d; BL 20 lbs.; HP quirks may be spent on the following: Savoir-Faire (E)
10 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]; Basic Speed 5.00 IQ [1]; Acting, Disguise, and Streetwise, all (A) IQ-1 [1]‑9;
[0]; Basic Move 5 [0]. Mimicry (Speech) (H) IQ-2 [1]-8; or Body Language (A)
Advantages: Emulation 2 (Two templates of choice; 150 Per-1 [1]-9.
points) [170] (see pp. 31-33) and Imitation Talent 1 [5].
* Multiplied for self-control number; see p. B120.
* Requires the dwarf racial template (GURPS imitator’s character templates is the elf as a profession
Dungeon Fantasy 3: The Next Level, p. 6) unless one (Pyramid #3/50, pp. 6-8).
of the imitator’s character templates is the dwarf as a ‡ This includes unholy clerics/warriors, variants (see
profession (Pyramid #3/50: Dungeon Fantasy II, pp. 4-6). GURPS Dungeon Fantasy 7: Clerics), elder clerics/war-
† Requires the elf racial template (GURPS Dungeon riors (Pyramid #3/43: Thaumatology III, pp. 11-12), and
Fantasy 3: The Next Level, pp. 6-8) unless one of the saints (Pyramid #3/50: Dungeon Fantasy II, pp. 8, 16).
STEVE JACKSON GAMES
warehouse23.com
Pyramid Magazine 40 October 2014