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Pyramid 4-004 Fantasy - Magic II
Pyramid 4-004 Fantasy - Magic II
Pyramid 4-004 Fantasy - Magic II
Contents
In This Issue . . . . . . . . . . . . . . . . . . . . . . 3 The Alchemists’ Guild . . . . . . . . . . . . . . 32
By Alden Loveshade
The Social Delver . . . . . . . . . . . . . . . . . . 4
By Matt Riggsby Burn While Reading . . . . . . . . . . . . . . . 36
By J. Edward Tremlett
Clerics of Ice and of Time and Fate . . . . . 8
By Phil Masters Technomagic Ritual Path
Magic Spells . . . . . . . . . . . . . . . . . . . 40
Tome Raiders . . . . . . . . . . . . . . . . . . . . . 13 By Christopher R. Rice
By Peter V. Dell’Orto
I Make My Fate . . . . . . . . . . . . . . . . . . . 44
A Few From Faeries . . . . . . . . . . . . . . . . 16 By Sean Punch
By Christopher R. Rice
Random Thought Table:
Dungeon Diving . . . . . . . . . . . . . . . . . . . 20
By Aleksei Isachenko The Noble Prize . . . . . . . . . . . . . . . . 48
By Steven Marsh, Pyramid Editor
Your Own Worst Enemy . . . . . . . . . . . . 24
By Sean Punch About the Authors . . . . . . . . . . . . . . . . .51
Orbs of Power . . . . . . . . . . . . . . . . . . . . 28 About GURPS . . . . . . . . . . . . . . . . . . . . 52
By Anders Starmark
GURPS System Design z STEVE JACKSON Editorial Assistance, Production Artist, President/Editor-in-Chief z STEVE JACKSON
GURPS Line Editor z SEAN PUNCH & Prepress Checker z NIKOLA VRTIS Chief Executive Officer z PHILIP REED
GURPS Project Manager z STEVEN MARSH Additional Editorial Assistance z Chief Creative Officer z SAM MITSCHKE
Production Manager z SABRINA GONZALEZ RACHEL MERRILL Chief Operating Officer z SUSAN BUENO
Director of Sales z ROSS JEPSON Page Design z PHIL REED & JUSTIN DE WITT Project Manager z DARRYLL SILVA
Killing things and taking their stuff, along with the inevi- templates from GURPS Dungeon Fantasy 15: Henchmen
table resource management, are noble fantasy-gaming goals, and build up from there rather than trying to scavenge for
but a lot of long-running dungeon-crawling campaigns even- points in a 250-point delver template.
tually experience what might be called mission creep. Sure,
it’s mostly about tunnels and small rooms crowded with storm
giants, but every now and again, other situations show up Aristocrats
on the menu. The adventurers must solve a murder mystery While GURPS Dungeon Fantasy usually associates aris-
while fighting off monsters; then they must escort a grumpy tocracy with knights and maybe swashbucklers, anybody
princeling to his wedding through a dungeon-like wilderness can come from an aristocratic background. Indeed, one of
(and keep him from running away without tying him up or the most notable magicians in history, Prospero from The
turning him into stone along the way); and so on. Tempest, was a duke and the ruler of a major city before
While GURPS Dungeon Fantasy is a fairly pure exercise his exile. But, of course, there are always greater and lesser
in grave robbing and murder for profit, the GM and players aristocrats.
alike may want eventually to use it as the basis for a somewhat
broader kind of fantasy campaign. And that means doing
something about certain character traits. GURPS Dungeon
Lesser Gentry
Fantasy 17: Guilds, GURPS Dungeon Fantasy 23: Twists, 34 points
and Traits for Town in Pyramid #3/58: Urban Fantasy II pro- The aristocracy is full of minor nobles, cadet branches, and
vide descriptions of how several socially related traits work in younger scions of greater houses. These constitute the lesser
a GURPS Dungeon Fantasy setting. This article more specif- gentry. This lens is suitable for those who are technically
ically explores how to build characters for a campaign which, from a noble background but aren’t themselves particularly
if not socially oriented, at least admits to the possibility of important.
social interaction while killing things and taking their stuff. The Ally here is typically a servant from Henchmen, p. 23,
Moreover, it offers other adventurers aside from the bard a though others are options, like laborer and guard. However,
chance to do some talking. see Twists, p. 6, for the effects of frequency of appearance.
For a mostly dungeon-crawling campaign, delvers don’t
Advantages: Ally (25% of point total) [1]; Status 2 [10]; and
need a lot of social traits. Character templates can mostly
Wealthy [20]
remain as they are. Rather, like the profession-mixing lenses
Skills: Savoir-Faire (A) IQ [2]. • One of Administration (A)
in GURPS Dungeon Fantasy 3: The Next Level, a handful
IQ-1 [1], Connoisseur (A) IQ-1 [1], or Leadership (A) IQ-1
of social traits can be tacked on to any existing template to
[1].
reflect the individual’s social position or expand on their
social capabilities. Here, then, are several lenses to provide
an interface between GURPS Dungeon Fantasy adventur- Patrician
ers and more socially complex games. All skill levels include 58 points
bonuses from talents. The patrician is a significantly more important figure than
the lesser gentry. Patricians have significant status and wealth
Adding Lenses and rather more followers. They’re also somewhat more
involved in the work of being an administrator or a ruler, so
The lenses here can variously provide GURPS Dungeon they have at least a modicum of skill in those areas.
Fantasy adventurers with a little more depth when dealing This template offers the maximum Status possible for a
with people in a nonviolent way, or even give them a job standard starting character in GURPS Dungeon Fantasy.
description which isn’t limited to sneaking and killing. Many Rising to higher levels of Status may be possible, but requires
are quite cheap. For the more expensive ones, most char- significant expenditure of money, which is an excellent rea-
acter templates have enough discretionary points to cover son for adventuring (see Twists, p. 5). The patrician may
the expense; see The Next Level, p. 4, for specifics. For the buy more Allies, up to the limits indicated on Twists, p. 5.
most expensive, a player could start with one of the costlier
GURPS Dungeon Fantasy 5: Allies describes supernat- more possibilities: devotees of the powers of cold or winter,
ural allies for GURPS Dungeon Fantasy druids and clerics, and worshipers of the powers of destiny and time. Refer to the
with specific abilities linked to those characters’ areas of reli- two supplements for general information and explanations of
gious interest. GURPS Dungeon Fantasy 7: Clerics provides the formats followed here.
template modifications, special powers, spell lists, and other Incidentally, for alternative treatments of similar themes in
details for priests and holy warriors of various types of deity, the Dungeon Fantasy Roleplaying Game format, see Hand
from agricultural to war gods. This article expands the range of Asgard, published by Gaming Ballistic.
of divine domains covered by those supplements with two
❆
They can also see through up to 18” of it as if it wasn’t there. ‑10%; Engulfing, +60%)* [42]; Slippery 2
The most keenly focused servants of these powers can also [4].
freeze opponents in blocks of ice with a glance (at a cost of Skills: Innate Attack (Gaze) (E) DX+2 [4]‑14.
2 FP), and they are slippery as ice.
* Treat FP lost to failed attempts to break
free as freezing (see Cold, p. B430), but the
Ice victim doesn’t become helplessly entangled
Advantages: Doesn’t Breathe (Only when in ice, ‑60%) [8]; on 17-18. This trade-off is a special effect.
Penetrating Vision 3 (Specific, Ice, ‑60%) [12]; Permeation
Priests of the Ice [4]‑14 to the list of ranged combat options and replace the
optional “flail and shield” melee skills package with Spear (A)
Adapt standard templates for these priests as follows. DX+2 [8]‑14 and Shield (E) DX+2 [4]‑14. Delete Panhandling
from the background skills options, and add Body Sense
Broadly Benevolent Gods: Start with the cleric template (H) DX‑2 [1]‑10, Skiing (H) HT‑2 [1]‑10, Survival (Arctic or
(see GURPS Dungeon Fantasy 1, p. 6). Within primary skills, Mountain) (A) Per‑1 [1]‑13, and Weather Sense (A) IQ‑1 [1]‑13
add Thrown Weapon (Spear) (E) DX+2 [4]‑14 to the ranged to that same list.
combat options and replace the optional Flail and Shield
melee skills package with Spear (A) DX+2 [8]‑14 and Shield In some games where any of these priest types appear, skat-
(E) DX+2 [4]‑14. Delete Panhandling and Scrounging from ing may well be a viable means of travel at times. In that case,
add Skating (H) HT‑2 [1] to the background skills options.
Information is power, they say. Forewarned is forearmed. The GM may have other sources of rumors. In general,
GURPS Dungeon Fantasy is about taking treasure from mon- rumor sources don’t have a specific, original source for the
sters that live in dungeons. But no sane delvers will risk their information. No one can track down the ultimate source or
lives unless they have reason to think that the treasure in the verify a rumor as true or false except by adventuring.
dungeon is worth their time – and they’ll want to know what
kind of monsters are there, too. And no sane players will risk
having to make new paper people without information about
Generating Rumors
Rumors are bite-sized back stories. They provide nug-
what’s waiting in that monster-filled hole in the ground.
gets of information about what the locals think of the world
That information comes in two main forms – rumors and
around the delvers. What makes a good rumor for an adven-
details. Details are more factual, generally, than rumors,
ture? Good rumors are specific, memorable, and actionable.
and are gathered through research and hired sages. Rumors
They should drive play forward.
are bar-talk and hearsay, and are often worth less than the
time taken to hear them . . . but not always. Gathering them Okay rumor: Bandits live in the woods between town and
takes several forms. The simple way to deal with rumors and the dungeon.
research is to use the rules under Tavern Tales and Moldy Better rumor: The bandits between the town and the dun-
Books (GURPS Dungeon Fantasy 2: Dungeons, p. 17). But geon are led by the bandit chief Sherven of Grey Woods.
players who demand more rumors and in-depth research, and Great rumor: The bandits between town and the dungeon
the GM who likes to create them and wishes to supply more, are led by the band chief Sherven of Grey Woods, and some
need guidance that is more detailed. say the local merchants would pay good money for proof of
his death!
The first is just some general information – if
After designing the dungeon, the GM should
the PCs will go through the woods anyway, they’ll
decide what delvers can learn about it through expect bandits based on experience. The second
hearsay and/or research. puts a name on the bandits . . . any highwaymen
they encounter will be seen as either Sherven or his
– GURPS Dungeon Fantasy 2: Dungeons murderous men! The third gives the PCs options. Do
they question the merchants? Do they spend some
time hunting down Sherven? Do they take Sherven’s
Rumors head if he appears? Do they offer to let Sherven go if he’ll
match the reward they expect?
Rumors are the bits and pieces of information that can be
All of these are useful, but the third is the most interest-
found on the streets, in taverns, written on the walls of alleys,
ing for driving play forward. And that’s the case even if some
and overheard in bazaars. They’re rarely completely correct,
or all of the rumor is false. Pity any thugs the PCs encounter
often at least somewhat misleading, and tend to exaggerate
by happenstance – they’ll cheerfully jump “Sherven’s bandits”
risk, reward, and the extent of the topic. Even so, delvers can’t
with gold coins dancing in their imaginations.
ever seem to get enough of them, particularly since gossip is
Rumors should at least seem like they contain a germ of
so much easier to gather than research.
truth. There must be some reason why it feels or seems true
Rumors represent the filtered nuggets of potentially useful
to the source of the gossip. This can be reflecting a popular
information someone can get from:
thought (“the deeper the deadlier”), a stereotype (“everyone
• Hearing the latest news and chitchat. knows orcs love dogs, so they must have pet wolves”), or
• Talking with old-timers and veteran adventurers or read- an actual fact. It’s not necessary for the PCs to understand
ing tales of past adventures. which portion of the rumor is actually true. “The second
• Interacting with people in the same profession (wizards level down is full of lightning-throwing blue goblins” might
at the guild while getting power item charges or learning be wrong, but only because the lightning-throwing goblins
spells, fellow guards for knights, conventuals at the church for have blue tattoos, not blue skin; dwell on the third level and
clerics or devout PCs, etc.). only visit the second level occasionally; and aren’t actually,
• Information stumbled across in general research or other technically, goblins, but rather goblin-resembling faeries.
activities (scraps of maps found in the marketplace, notes in Totally false rumors should be reserved for critical fail-
margins of books, talk between hired sages, etc.). ures, per GURPS Dungeon Fantasy 2, p. 17. Don’t punish
• Official pronouncements. successful rolls with completely inaccurate information.
Details
Unlike the hearsay of rumors, research turns up details.
Dead Men Research can be done by delvers, using the rules on GURPS
Tell Tall Tales Dungeon Fantasy 2: Dungeons, p. 17. But what if they
lack the skills, time, or inclination to do it themselves?
Keep mind that in GURPS Dungeon Fantasy, thanks to
Divination and Summon Spirit spells, even the unknowable Finding a Sage
can be researched and the dead questioned. This also
Find a sage like any other hireling; see Where Did You
justifies rumors with no known source, knowledge about
Find These Guys?, GURPS Dungeon Fantasy 15, p. 29.
Total Party Kills, and even “secret” actions delvers try to
Typically, they are located with an IQ roll. To find a spe-
hide but are making the rounds. These spells also allow for
cific type, a skill can be substituted. For sages in general,
the possibility of researching on such topics.
use Research. For a magical or theological scholar, rely on
Players might wish to have their adventurers cast
Thaumatology or Theology (respectively). If the subject of
such spells themselves to gather information. Let them!
research is illegal, opt for Streetwise.
Remember to enforce all appropriate costs and penalties.
When relying on a skill, use the rules from Where Did
It’s much easier if the magic user has the appropriate
You Find These Guys?, with the following special modifi-
divination spell, or knows the name of a dead delver to ers. Trying to find someone with a specific but reasonably
summon and ask about the perils in the Tomb of the common skill or specialty is no penalty to the roll; rare
Trapmaster. However, gaining the information might be skills (as decided by the GM) warrant a modifier of -1 to
effectively impossible – most spells don’t let the caster -5. For example, specialties in skills that PCs can acquire
specify what is learned, only how or from whom it is should warrant at worst -1 to the roll. Specifying multiple
discovered. For knowing the unknowable from a source skills is at -2 for each skill – “We need a sage with Hidden
the adventurers can’t pinpoint, rumors and research are Lore (Demons) and Hidden Lore (Spirits)” – and addi-
paths with more reliable outcomes. tional specifications are also at -2 – “. . . and the person
must be a halfling.” In addition, delvers can seek a more
knowledgeable sage. For each point of skill above the base
15, the roll to find the sage is at a cumulative -1.
Multiple Rumors Success locates a sage (or group of sages) with an effec-
The GM who really enjoys passing on rumors can give one tive skill of 15 (plus any additional levels from looking for
to every delver that stays in town, plus one for any appropriate a knowledgeable sage. On a critical success, the sage’s skill
Ally or long-term henchman, regardless of a roll. Additional is 18, instead. On a critical failure, the sage is a fraud or a
information can be found with skill rolls. crackpot, and anything they say or find will turn out to be at
Roll one of the skills listed under Gathering Rumors (above). best misleading and at worst dangerously false. A successful
With a success, the adventurer gains one rumor; success by roll against the sage’s skill gives an answer to the question,
5 or more reveals two rumors, and critical success indicates yielding one detail for a sage paid at the one-day rate (see
three rumors. Failure means no rumors, and critical failure Hiring Sages, p. 15).
leads to a false rumor! A GM is free to decide that no one knows the answers
Providing one additional rumor per two points of success to the PCs’ questions, or that no one can find it out without
tends to lead to unrealistically high number of rumors, even in long-term research. The goal is to get delvers into dungeons,
a party that only marginally emphasizes Carousing, Streetwise, not to short-circuit adventures with in-town rolls.
GURPS Dungeon Fantasy 6: 40 Artifacts offers a com- two allies, everyone would gain a third of their normal HP,
pletely new approach for looking at items with supernatu- FP, ER; regrow body parts over a proportionately longer time;
ral abilities. It’s not based on any magic system per se, but etc. Happily, consuming even a portion ends sickness, poison
rather authorial or GM fiat. Artifacts work the way they do effects, etc.
because that’s how they work. It also ignores things like
Weight: 1 lb.
how to manufacture them – in most cases, they are one-offs
or limited runs. This article supplies several new GURPS
Dungeon Fantasy artifacts, all of them created by faeries
Variations
in some manner. 40 Artifacts is required to use this article. If an instant cure-all is overpowered, the GM can reduce
Due to the supernatural nature of the items, all of these it to healing a portion of the eater’s resources (e.g., 50% of
artifacts mystically resize themselves for the user unless oth- maximum HP, FP, ER, etc.). To make it more powerful, the GM
erwise noted. could have the bacon fully heal the subject
and then add 3d “temporary” HP, FP, ER,
etc., which last until used.
Bacon of Restoration . . . according
Power Item: N/A to Welsh myth, Faeblade
Suggested Origins: Cosmic and Racial.
pigs were given to Power Item: 30 FP
Tales are told of the faerie who blessed mortals as a gift Suggested Origins: Magical and Racial.
a farmer with prosperity, bestowing a
pair of pigs that could be slaughtered and from the faerie Faeblades look like swords made of fan-
tastic material such as glass, stone, gems,
return alive the next morning. The Bacon realms.
of Restoration is from those pigs and is or even moonlight or blood. They can take
coveted by adventurers and noblemen – GURPS Faerie the shape of any sword the GM likes, but
alike. Eating it cures most ills and heal are usually thrusting broadswords. Even
the diner of any injuries. the least exotic faeblade shines, glints,
sparkles, or has some other visual cues as to its supernatural
Qualities nature. Due to their drawbacks, faeblades are often found in
the hands of sword spirits, who were their former owners.
• Quality: Bacon of Restoration is incredibly rare and
is highly sought after. Selling it yields five times the usual
amount (minimum of $75,000 for the rasher) to those who
Qualities
know what it is, even before any Merchant rolls to get a bet- • Blade Quality: Treat faeblades as balanced very fine
ter price. Moreover, the bacon won’t spoil and can be kept at thrusting broadswords (+2 to damage, -2 to breakage, and +1
room temperature with no ill effects. It resists rotting effects, to skill). The weapon loses all special properties if it breaks.
and dirt won’t cling to it. To determine a blade’s appearance randomly, use the Visible
• Restoration: Eating a full 1 lb. serving is eaten (this takes Trail and Implausible Material tables from GURPS Dungeon
at least a minute) provides a number of benefits. The food Fantasy 8: Treasure Tables, p. 56, to determine its material
restores all lost HP, FP, and ER. It ends ill effects from poisons, and visible indicator.
alchemical agents, diseases, and so on. It also regrows lost • Sometimes They Come Back: If the wielder of a faeb-
limbs, eyes, etc. It renews any advantage, racial ability, etc. lade dies while using it, they must roll 3d. On 12 or less, they
that has a certain number of uses per day. Finally, all hungers die and can be resurrected normally. On 13 or higher, they
or desires in the subject are suppressed for 1d days – they can become a sword spirit (GURPS Dungeon Fantasy Monsters
still eat if they wish, but there is no need, and addictions (e.g., 1, p. 29) under the GM’s control. This transformation takes
alcoholism) are quieted for the duration. Dividing a serving 1d seconds, which is short enough that a newly minted faerie
between multiple people reduces some of its effectiveness pro- might attack their former allies! If the faeblade is destroyed
portionally. For example, if someone shared the bacon with before the transformation occurs, the person dies normally.
Variations
To weaken these rings, give them all the draw-
backs, but only one or two of the benefits – only the
monarch’s own ring has them all. Or the GM might
decide that the ring isn’t nearly legendary enough
and add another trait.
You kick down the door, ready to kill monsters and take their GURPS GM: Combat Encounters offers handy advice – but
stuff, only to find . . . yourself? What? How? No time to ponder, an enemy with exactly the same traits and equipment as the
because you’re coming right for you! adventurer(s) is guaranteed to be an even match! (This strat-
agem is extra-rewarding when munchkin-level abilities and
Pitting heroes against their doubles is a classic fantasy
gear have made finding suitable challenges difficult.)
trick. It can work in any kind of game, but magic obviates
• It’s dramatic. “You find yourself facing . . . yourself!” can
many limits – as you’ll soon see. However, you can adapt
be alarming when heroes who believe they’re the toughest kids
these ideas to other genres courtesy of clones, robot or “holo-
on the block must fight a true nemesis: themselves. It can be
gram” replicas, virtual duplicates in cyberspace, teleportation
creepy if the setting mythology hints that slaying one’s double
glitches that transmit the original and leave behind a copy (or
obliterates part of one’s soul. It raises doubts about who or
vice versa), alternate-timeline selves with jaunty beards, or
what else is a duplicate. It can trigger existential crises. It’s
just top-notch impersonators.
never boring!
But why do this in any genre?
• It’s quick! Players love to go places and do things the GM
didn’t anticipate. While supporting player agency is admira- Where Did I Come From?
ble, such hijinks can paralyze the action. Raymond Chandler’s In fantasy, duplicates inevitably originate from potent
advice concerning such developments is famous: “When in magic. What magic sometimes suggests alternative ways to
doubt, have a man come through a door with a gun in his beat your match.
hand.” Orcs or ninjas suit fantasy better – but what if the GM
Spells. Several GURPS Magic spells (e.g., Doppelgänger,
doesn’t have stats prepared for any foes that fit the situation?
Simulacrum, and Phantom with Initiative) can create entities
Well, the PCs’ character sheets are right there . . .
that resemble someone and even have some of their abilities.
• It’s balanced. Even in well-planned encounters, it’s tricky
However, the quickest spells don’t produce close copies, while
to get the opposition just right. If they’re too wimpy or too
the best replicas involve lengthy enchantments that target spe-
tough, the GM ends up fudging frantically. How to Be a
cific victims in advance. In a world where Wiz-
ards’ Guild masters, ancient liches, and similar
figures wield spells PCs can’t learn, there may
be a way to copy anyone and their gear
Y C ’ T
ou an t ell s part U A quickly, on sight, but only temporarily. The
caster needn’t be in the area – linking spells
When a duplicate replaces someone, detecting the impostor or distin- (Magic, pp. 130-132) can set traps, and one-
guishing between the two requires tricks like the Empathy advantage or shot enchantments might lurk in places or
the Aura spell. The chosen ability must be one that can affect the entity. on artifacts (like a magic mirror, below). It’s
The GM should be firm but fair. sometimes possible to avoid a fight by fleeing,
When a duplicate materializes in the original’s presence, it’s obvi- hiding, or otherwise delaying until the spell
ous who’s who . . . until they grapple with each other or disappear from ends (say, after one minute); casting Dispel
sight. Then it’s time to play “I’m the real me!”, “No, I am!”, etc. For Magic (against high skill); or finding and kill-
witnesses without special abilities, spotting subtle differences – e.g., ing the caster.
whose shirt was torn in the struggle – requires a roll against Observa- Protean Golems. A weird, creepy riff on
tion (defaults to Per-5). In combat, this is at ‑5 unless the viewer takes a the Simulacrum and Doppelgänger spells is a
Concentrate maneuver to do nothing else. The GM rolls secretly. Failure faceless, initially lifeless thing – an unfinished
means “You can’t tell”; critical failure means a lie. flesh golem, say – that quickly assumes the
Ignore all this if the duplication process produces obvious differ- form of the first person to touch it or stray too
ences; e.g., beings from the Mirror Dimension are visibly reversed, or near. To pose a challenge, the monster needs
have evil little beards. protection against being ganked mid-transi-
tion, plus a way to replicate its victim’s gear.
What Am I Like? cosmic law forbids them from duplicating free-willed beings,
or if they dress up a servitor or lesser demon for some ineffa-
There are duplicates and then there are duplicates. Here ble reason. However, this isn’t a good match to beings from
are some representative types. Any could be used with any- the Mirror Dimension, a universe traditionally like ours but
thing in Where Did I Come From? (pp. 24-25), but some com- reversed, complete with copies of us that differ primarily in
bos make more sense. outlook. If you already have monster stats, its trivial to use
those but describe the thing creatively; without such stats, you
True Duplicate. The copy has all of the original’s abilities lose the benefit of speed. Regardless, a balanced encounter is
and gear, even supposedly “unique” things. The sole difference no longer guaranteed.
is that it’s hostile. The cause of this antagonism is obvious if the
Immediate Changes
General Traits Immediately upon mastering the Orb, the caster gets a
All orbs have certain characteristics in common. Sense of Duty toward the Orb’s kind of magic – a mission to
preserve and guard against attempts to weaken that magic in
Appearance the world. For instance, the owner of the Orb of Death would
oppose any attempt to ban necromantic magic.
Orbs of Power are clear crystal globes 3” in diameter. Until
Second, the possessor gains Addiction (Orb Magic). Treat
an incanter touches them, they appear to be ordinary crys-
Orb magic as a legal, cheap, highly addictive drug that causes
tal balls. When someone with magical talent holds an Orb
physiological dependency (worth -5 points). This is primarily
and looks at it, the Orb changes to its identifying color and
a behavior problem if indulged. However, withdrawal leads to
displays its icon within its depth. Only the holder sees the
painful effects (see p. B440).
changes in the Orb.
Thirdly, each Orb has its own set of drawbacks that it grants
If the incanter does not put down the Orb immediately,
its owner. For instance, the Orb of Death makes its master cal-
then the Orb “challenges” the bearer to a contest of mastery;
lous and fascinated with death and the dead.
see below. Someone who is not aware of the Orb’s nature may
Finally, the caster becomes fixated on the Orb. They may
be drawn into such a challenge without understanding what
absentmindedly caress it while speaking, and become visibly
is happening.
agitated if the Orb is out of reach. Sometimes they develop
Someone who does not have Incantation Gift (Incantation
the habit of speaking to the Orb and listening to it. If someone
Magic, p. 4) can freely hold an Orb; it is not interested in
tries to remove it from their grasp, they may become violent.
minds without the potential for magic. Non-incanters can-
not attempt to master an Orb, and the Orb does not change
appearance for them. Abilities
All Orbs have certain abilities in common. The owner does
Statistics not have to use the Orb when casting spells, but the traits are
there if they wish to use them. Relying on an Orb’s ability does
Orbs of Power are SM -6 and weigh 2 lbs. They have Will
not use it up.
25 and are practically indestructible. If the GM wants a way to
The Orb works as an extra-powerful magical component
destroy them, that should be difficult. For instance, maybe the
(Incantation Magic, p. 19), which gives +5 to spells related to
sap of the Tree of Life is corrosive to the Orb of Death.
the Path it governs and which aids in creating related scripts
and infusions. The Orb also grants +4 to resist spells of the
Mastery Orb’s Path.
To master an Orb requires a Quick Contest of the incanter’s The possessor can attach 10 spells as incantations
Will-based Path skill vs. the Orb’s Will of 25. The rule of 16 (Incantation Magic, p. 19) to the Orb. These follow all the
does not apply. normal rules outlined in the supplement, except that with
If the Orb wins, it completely dominates the victim’s mind. the right Orb, the attempt automatically succeeds.
The puppet gains a Dependency (p. B130) to the Orb itself. Orbs contain chained spirits, and the owner can com-
This is a weekly dependency – lose 1 HP every six hours if the mune with the spirit inside the Orb. The spirit acts as a
puppet has not communed with the Orb for one hour in the Contact Group (p. B44), specializing in magic and occult
past week. The dependency is worth -60 points. knowledge. It has effective skill 21 and is always available
If the incanter wins, they now can access the Orb’s power and completely reliable. Communing with the Orb takes one
and gain the benefits and disadvantages that come from mas- minute per question and requires the user to touch the Orb.
tering a particular Orb. Each Orb also has a set of individual abilities that it grants
its master; see specific descriptions.
“Congratulations, Master Gribiik, on your elevation to can help with any of the listed historical goals. GURPS
guildmaster,” said the human woman Leyim. “We hope – “ Thaumatology, GURPS Thaumatology: Age of Gold,
“Those ‘exotic’ lemon seeds I do not need,” interrupted GURPS Thaumatology: Alchemical Baroque, and GURPS
the goblin Grand Master Gribiik the Alchemist. “They aren’t Technomancer have more ideas for using Alchemy skill.
significantly different from what I can get cheaply from Cardiel. For ideas on inventing new elixirs in any campaign, and
But these cloves, interesting . . . You say these came from central for related alchemical issues, consider pp. B473-477, GURPS
al-Wazif?” Magic, pp. 210-222, and GURPS Thaumatology, pp. 100-107.
Lemissa began, “Oh, no. We picked those up in – “
“We did not say where we got them, Grand Master,”
interrupted Leyim, scowling at her cousin Lemissa. The Alchemists’
Gribiik chuckled. “You’d be surprised how many people fall
for that trick . . . I’ll take the cloves – and if you tell me exactly Guild Organization
where they came from, I’ll pay you double.” The beginning of guilds goes back thousands of years. Tra-
ditionally, a guild is an association of crafters or merchants
When most people think of magic, they think of wizards who oversee the practice of their craft or trade in a particular
and witches. But alchemists have a definite advantage, espe- area. Guilds may set prices, make sure their members are pro-
cially for the customer. A mage casting a helpful spell could viding quality products and services, and keep control of their
suffer from a magical backfire – and so could the person the practice in their area.
mage is trying to help! But an elixir from a reputable alche- But an alchemists’ guild is more than that. A button in a
mists’ guild was already tested and found both effective shirt made by an unqualified tailor might fall out at an embar-
and safe. rassing moment. But it’s not likely to poison the wearer or
This article has suggestions for building alchemists’ guilds blow up his house! To protect both their reputation and poten-
and alchemist adventurers in campaigns from low-tech to tial clients from unguilded, underqualified miscreant mix-
high-tech . . . and beyond! ers, alchemists’ guilds may assert their exclusive rights very
Note that the terms “journeyman” and “master” are tradi- strongly, often with constabulary support.
tional; in this article, they aren’t limited to a particular gender. Alchemists’ and other guilds typically have three primary
For alternatives to journeyman, the GM could use journey- levels: apprentice, journeyman, and master. Apprentices do
woman, or the genderless journeyworker, journeyer, or jour- cleaning and other household chores while being taught. A
neyist. Instead of master, the GM could use mistress or the journeyman has learned enough to work independently, but
nonbinary mistrum or mastress. sometimes works with a master to further improve tech-
niques. After many successful years, a journeyman could be
What Is Alchemy? promoted to master.
Some guilds further divide their members based on expe-
Alchemy had three early forms: Chinese, Indian, and rience. They may have junior and senior apprentices, and one
Western. It largely began as a mixture of natural philosophy or a few masters classified as grand masters. Senior appren-
and protoscience, and was practiced in China, Europe, India, tices have less onerous duties than their juniors, and more
and the Muslim world. Alchemists longed to transform “base” time to focus on learning alchemy. Grand Master alchemists
metals such as lead into “noble” ones such as gold. They may have exclusive rights to very rare formulas, and can be
hoped to achieve a panacea to cure any disease, and an elixir very rare themselves, even in a large city.
of immortality. In almost all cases, an alchemists’ guild is a secret soci-
In fantasy games, any of the above goals could be possible. ety. It might be unknown, or the guild might be known but
Using GURPS Magic, alchemists could make elixirs (potions, keep secrets – especially its formulas. Some “Alchemists’”
powders, pastilles, ointments), charms (protective amulets guilds protect the formulas of both Alchemy and Herb Lore
and empowering talismans), alkahest (the universal solvent because they include experts in both. To the customer, the
which can eat through virtually anything), the homunculus, specific skill used isn’t nearly as important as the magical
and the philosopher’s stone or lapis philosopharum, which elixir produced.
Alchemy and Technology sabotage! Some alchemists might have their own (well-reg-
ulated) shops, while black-market alchemists could thrive
What technology levels fit an alchemists’ guild? by creating and selling legally restricted or forbidden elix-
The lost Four Books of Pseudo-Democritus, which appar- irs. GURPS Technomancer offers a campaign frame that
ently included the works of early alchemists, was likely writ- includes high-tech alchemy.
ten in the first century A.D. (TL2). The Roman collegium also Supers: At any tech level, an alchemists’ guild in a supers
existed in the first century A.D. While some collegia were campaign is probably very secret – and a target for villains
largely social clubs, others functioned as guilds. (or, depending on its nature, for heroes!). A person might use
Alchemists’ guilds still exist today (TL8), although they typ- a particular secret formula to transform a mere mortal into
ically focus more on the philosophical side of alchemy while a super-being. The transformation could be permanent, or
chemists focus more on the natural science. A modern-day or just until the time runs out (or could end when the individ-
futuristic-fantasy campaign could mix the philosophy with ual swallows an antidote). Some well-known superheroes
the “science” of magic, or just focus on the magic. and supervillains use alchemy, and some are known for con-
trolling one or more traditional alchemical elements such as
earth, air, fire, or water. See GURPS Thaumatology: Age of
Different Campaigns Gold for a campaign that involves alchemy and super heroes.
Alchemists’ guilds can vary with the campaign. Here are
some suggestions.
Medieval and Renaissance Fantasy: A medieval guild typ-
What About the Women?
A historical campaign might be set in a male-dominated
ically covers a local area such as a city, although the guilds society with mostly all-male guilds. It can be tricky staying
themselves might cooperate with similar associations in true to known history while providing enough opportunities
neighboring cities or even the nation. Names could range for female PCs to shine beyond “woman’s work.”
from something simple like the Springfield Alchemists’ Fortunately, this is not a problem with alchemists. Some
Guild to something grandiose like the Megalan Alchemicale of history’s most famous were women. Mary the Jewess (also
Gilda Imperium Corpus. The division of apprentice/journey- known as Mary the Prophetess and likely of the first century
man/master is very likely. Members are generally natural A.D. in Alexandria) is perhaps the first true alchemist of the
philosophers and may work to suppress outside knowledge Western world.
of both magical and related formulas such as gunpowder, Other early female alchemists include Cleopatra the
as happened on Yrth (GURPS Banestorm). A guild in the Alchemist (Greek, circa third century A.D.) and Paphnutia the
Renaissance era would be similar to its medieval counter- Virgin (Egypt, circa 300 A.D.). While women as alchemists
part, though mundane related formulas, such as gunpowder, become relatively less well-known during the Middle Ages and
are probably public. Renaissance periods, they rise in prominence again later.
Old West: In the historical American Old West, settlers
from the East Coast bring European traditions to western
areas long inhabited by American Indians. Sometimes this
causes a mixture of traditions, including medical, philosoph-
Alchemist Adventurers
Alchemist and adventurer don’t seem to mix. Stirring and
ical, and what might be called “magical.” In a fantasy game,
staring into a cauldron for hours a day or attending weekly
a western big-city guild could find itself in cooperation or
guild meetings aren’t exactly conducive to action. But there
competition with Indigenous peoples practicing Alchemy or
are ways to make this combination work.
Herb Lore.
Victorian Era: Contrary to its restrained and prudish City Alchemist: A number of popular comic-book series,
image, this is a time of secretly examining the weird and movies, and television programs focus on the adventures
arcane. Guilds are active, and secret societies are prominent. within a single city. A city-based campaign can move beyond
The occult revival that began in the early 19th century is going killing monsters and taking their stuff to social intrigue, polit-
strong, and that includes alchemy. A fantasy alchemists’ guild ical maneuvering, family matters, rogue alchemists, rival
in this era could well be both philosophical and experimental. guilds, or even dealing with rivals in the adventurer’s own
World War II: Many societies changed radically from the guild. Then there’s making deals with those who fight mon-
Roaring Twenties to the Great Depression, then through the sters and take their stuff. City-based campaigns could use
war and after. In real life, alchemy is practiced; in a game, the GURPS Banestorm, GURPS Banestorm: Abydos, books
work of alchemist’s guilds could be a cause of disasters, or a in the GURPS Locations or GURPS Hot Spots series, or
force that strives to fix them! Guilds could follow the medieval GURPS Fantasy: Tredroy.
form or be secret governmental or criminal agencies.
Apprentice Guildmaster
To be an apprentice alchemist, the person must have full To be a guildmaster, a person must first attain the master
fluency, spoken and written, in one language. Literacy in level in a guild with no grand masters; otherwise, the grand
a second written language may be required; this could be master level is necessary. Typically, the majority of masters
an uncommon one used for alchemical texts. Additionally, must agree, although in some guilds, a retiring guildmaster
acceptance requires some skill in Cooking (especially bever- might select the successor. In a highly bureaucratic society,
age making) or Professional Skill (Distilling) or Professional the guildmaster could be a political appointee – which may
Skill (Brewer) or decent skill level in Housekeeping (which not be a wise decision . . .
Social Background
TL: 3 [0].
CF: Christian [0]; Muslim [1].
Languages: Anglish (Native) [0]; Arabic
(Accented) [4]; Chinese (Spoken) (Accented) [2];
Tredroy Patois (Spoken) (Accented) [2].
Advantages
Administrative Rank (Alchemists’ Guild of
Tredroy) 3 [15]; Alchemical Ability 4 [20]; Eidetic
Memory [5]; Magic Resistance 1 [2]; Night Vision
9 [9]; Reputation +4* (Alchemists and customers)
[0]; Status +2 [5†]; Wealth (Wealthy) [20].
Disadvantages
Absent-Mindedness [-15]; Addiction (Tobacco)
(Cheap) [-5]; Enemy (Grand Master Bilal ibn-
Muhammid ibn-Yusaf al-Tredroy; Rival; 9 or less)
[-5]; Extra Sleep 1 [-2].
Quirks: Claims he’s part human on his
mother’s side; Likes magic, tricks, and practical
jokes; Likes visiting and shopping in Tredroy’s
Chinatown; Obsession (Have the best garden in
Tredroy); Talkative. [-5]
They say knowledge is a dangerous thing. They don’t know making swift inroads into the other. Enraged to just now
the half of it. There are some grimoires too terrible to con- learn this, the Paladin granted commendation, but ordered
sider reading, much less speak of. And yet those who seek the his second-in-command to make the priests suffer for 365
ultimate knowledge are ready to pay the ultimate price. Or so days of lies.
they think. Nymandus rode back to warn the king, who immediately
This article details three malign tomes of possible inter- outlawed the corrupted faith and ordered the other one
est to those running fantasy or dark fantasy games. It gives scoured. The faithful Paladin was named Royal Inquisitor,
their histories, physical descriptions, types of spells, possible entrusted with overseeing these commands. Meanwhile,
locations, and ideas for use. Gradually increasing dangers of a legion of scribes were set to work transcribing what he’d
reading each book are also provided; whether they happen learned at the fortress.
automatically, after failing resistance rolls, or at all is up to Half a month later, Nymandus’ retinue returned to find
the GM. Aachenlund had become an abattoir. His second-in-com-
mand sought a private audience, compelled to show him a
Das Buch der Demonen final, haunting confession. He’d thought the fortress’ chief
priest had more to say and, pressing him in Nymandus’
Behold Izchel of the Six Thousand Towers – Lord of lies and absence, got it.
fear. He is served chiefly by Hisswhisper, whose true name is Nymandus silently read the confession, then asked to be
Klr-agh-opf-onn. One may directly approach both him and his left alone. After hours of smashing furniture and scream-
servants, but have a ready bargain . . . ing, he leaped from the castle’s tallest tower – praying for
forgiveness all the way down. Soon after, the slaughter and
Why, following the 10-year war against Zward, did investigation of the two other faiths was mysteriously cur-
Aachenlund’s king declare the smallest of its four major faiths tailed, though survivors were told to leave Aachenlund and
anathema? It was true they’d been annoying – calling for never return.
mercy in a time of war – but now they were charged with con-
sorting with proscribed gods and making demonic bargains.
Their clergy were ordered executed, their lands and temples Description
seized, and their followers branded and banished. Three versions of Das Buch der Demonen exist: two com-
The Paladins of the three remaining faiths were charged mon but incomplete versions, and the extremely rare full
with carrying this out. Nymandus the Zealous, of the largest version. Common versions are nine inches tall, seven inches
faith, did so with vehemence – searching the countryside for a long, and either 100 or 110 vellum pages, depending on
full year. His retinue found nothing, but he remained certain whether it contains the blessing of the new High Inquisitor of
the foe was still there. Aachenlund. The binding could be any number of materials.
One night, a shooting star revealed a ruined fortress. Tak- The writing is black ink, with no illustrations.
ing this as a sign, Nymandus immediately attacked, fighting The full version has the same dimensions, is 160 pages,
through twisted guards to enter. Inside lurked their long- and contains no blessing. It’s bound in red leather with
sought foe: a coven of now-proscribed priests, too warped by black iron corner rests and three hasps for small locks, and
dark bargains to escape. bears the royal seal of Aachenlund. It’s also written in black
Doomed, the priests begged to repent, offering information ink, with hideous illustrations of the evil gods and demons
in exchange for divine commendation, and a swift, merciful described within.
death. Thus began a year of long, complicated interviews.
It took many sessions of skillful torture, interrogation, and Location
cross-examination to winnow lies from truth, and determine
Common versions are frequently found in the libraries
what was worthy of writing down.
of those who hunt the servants of evil gods – or wish to join
Then, on the last day, Nymandus learned that the lead-
them. Only three full versions remain. The original is in the
ership of another state-sanctioned faith had also made
reduced kingdom of Aachenlund, locked away with other pro-
bargains with the same foul gods, and that demons were
scribed books by the only remaining state-sponsored faith.
Lots of fiction caters to magic and technology being oppo- hygiene and self-care, the subject must roll a 6 or less. This
sites of one another, but the real fun begins when you combine ends when the invention is finished or when the spell is up,
the two. Alchemical lasers, magically awakened computers, whichever comes first.
and much more await technomages.
Typical Casting: Greater Strengthen Mind (5) + Altered
For ease of design, some spells in this article use the mod-
Traits, Obsession (Perfect my invention!) (6) and Quick Gad-
ifier option from Repercussive Rituals (in Pyramid #3/66: The
geteer (48) + Bestows a Bonus, +5 to invention rolls (80) +
Laws of Magic, p. 38), which introduced the idea of adding
Duration, 1 week (9). 444 energy (148×3).
modifiers that affect the entire casting.
Backdoor
New Spells Spell Effects: Lesser Create Energy.
These spells affect technology that is TL6 or higher. Inherent Modifiers: Altered Traits, Puppet.
Greater Effects: 0 (×1).
Abort/Retry/Fail? This spell allows the caster to reenter a compromised sys-
Spell Effects: Lesser Control Chance. tem with no roll, though they must have somehow accessed
Inherent Modifiers: Bestows a Bonus, Operation rolls. the system first. They automatically gain system administra-
Greater Effects: 0 (×1). tor privileges and are treated as if they had just hacked it.
This backdoor lasts for a year, but can be detected via an
The caster can immediately reroll a failed operation skill
Expert Skill (Computer Security); this margin of the roll for
roll for an electronic device twice, take the best roll, and
detection must exceed the caster’s original margin.
include +5 in their final margin of success (if that matters).
This is often cast as a charm with a Lesser Sense Mind Typical Casting: Lesser Create Energy (6) + Altered Traits,
effect so that it activates whenever the user fails an opera- Puppet (10) + Duration, 1 year (22). 38 energy (38×1).
tion skill roll.
Typical Casting: Lesser Control Chance (5) + Bestows a Daemon Copilot
Bonus, +5 to device operation rolls (32). 37 energy (37×1). Spell Effects: Greater Create Mind + Lesser Strengthen
Matter.
A Fine Line Inherent Modifiers: Bestows a Bonus, Operation rolls.
Greater Effects: 1 (×3).
Spell Effects: Greater Strengthen Mind.
Inherent Modifiers: Altered Traits, Obsession (Perfect my When cast on a device containing even rudimentary elec-
invention!) and Quick Gadgeteer + Bestows a Bonus, Inven- tronics, weighing no more than 150 tons, it summons a small
tion rolls. “daemon” that gives +5 on all rolls to use the target, including
Greater Effects: 1 (×3). Computer Operation, Driving, Electronics Operation (Sen-
sors), Gunner (for computer-assisted targeting aids), Pilot-
The subject of the spell can rapidly invent a single spe-
ing, and so on. The daemon has IQ 8 and can offer options
cific item. This gives them Quick Gadgeteer and +5 to rolls
and use suggestions for the device it’s currently bound to.
to build their invention for the duration. The bonus comes
This automatically removes familiarity penalties for the
at a price: they must make self-control rolls to do anything
operator, and the daemon counts as a copilot if needed.
but work on their invention. To do anything but the barest of
Leech Power
Spell Effects: Greater Transform Energy + Greater Trans-
form Magic.
Inherent Modifiers: None.
Greater Effects: 0 (×1).
This spell enables the caster to drain energy from batter-
ies or other electrical devices to power other rituals. It lasts
for up to 10 minutes, but the caster cannot draw more power
than Path of Energy × 100 per casting. Treat groups of similar
power sources (e.g., loose batteries, cell phones, calculators,
etc.) as one subject for the purposes of drawing off the power
within them. Tapping a source works normally; see GURPS
Thaumatology: Ritual Path Magic, p. 21. Energy gained
from this spell must be used while the spell is active; it dissi-
pates after the spell ends.
Casters may opt to restore their own lost HP or FP instead.
In this case, this requires a Greater Transform Body effect.
Every 6 mana drained equals 3 HP or 2 FP. The caster may
restore either or both with the same spell, as long as there is
Machine Control
enough energy in the source. Spell Effects: Greater Control Matter.
Use this table to determine the amount of mana a given Inherent Modifiers: None.
source has. Greater Effects: 1 (×3).
Power Source Available Mana* The caster can control any mechanical or electrical device
AA or T or XS 0.001 mana without actually touching it. Everything but computers resist
A or S 0.01 mana with HT (plus SM if SM+3 or larger); computers resist using
B or M 0.1 mana their Complexity × 2.
C 1 mana Typical Casting: Greater Control Matter (5) + Duration, 1
D or L 10 mana hour (3) + Subject Weight, 5 tons (6). 42 energy (14×3).
E or VL 100 mana
F or External Power 1,000 mana or 10 mana/second
Mana Hotspot
* Assumes TL8 energy storage/power. Reduce these values Spell Effects: Lesser Control Energy.
by 1/10 for TL7 batteries, 1/100 for TL6 batteries, and 1/1000 Inherent Modifiers: None.
for TL5 batteries. For TL9 batteries, multiply mana by 10. For Greater Effects: 0 (×1).
TL10 batteries, multiply by 100; for TL11, multiply by 1,000;
and for TL12, multiply by 10,000. This spell uses the astral plane to find a Wi-Fi signal for
number of devices up to the caster’s Path of Energy skill. Use
Typical Casting: Greater Transform Energy (8) + Greater the margin of success to determine how fast the Internet is.
Transform Magic (8) + Duration, 10 minutes (1) + Subject, For example, a success by three might result in high-end
1,000 lbs. (5). 110 energy (22×5). DSL, while a five or more might give gigabit fiber speeds.
This comes at a cost: roll 3d once every hour. On 6 or less,
Lockscreen a curious astral entity is attracted to those using the mana
Spell Effects: Lesser Control Matter. hotspot. These are usually ghosts of some type, but spiri-
Inherent Modifiers: Bestows a Penalty, Rolls to bypass lock. tual machine entities (e.g., “net spiders” or “web daemons”)
Greater Effects: 0 (×1). might be come instead.
GURPS Dungeon Fantasy makes sparing use of the Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
idea of spending character points to achieve outcomes. It 10 [0]; Will 12 [0]; Per 14 [10]; FP 12 [0]; Basic Speed 6.00
practically overlooks GURPS Power-Ups 5: Impulse Buys, [5]; Basic Move 6 [0].
with its alternative points (Destiny Points, Impulse Points, Advantages: Fate-Bender [0]; Impulse Points 10 [50]; and
etc.) and their applications. GURPS Dungeon Fantasy Impulse Points Refresh Rate +1 [10]. • Another 60 points
19: Incantation Magic, p. 30, GURPS Dungeon Fantasy chosen from among Danger Sense [15], Daredevil [15],
Denizens: Swashbucklers, pp. 25, 26, and Pyramid Enhanced Dodge 1-3 [15/level], Gizmos 1-3 [5/level],
Dungeon Fantasy Collected, pp. 31, 62 nod in this general Intuition [15], Luck [15] or Extraordinary Luck [30] or
direction – but always in the form of abilities that mention Ridiculous Luck [60], Serendipity 1-4 [15/level], Wild Tal-
special points in a footnote that places heavy constraints on ent 1-3 [20/level], additional Impulse Points [5/level], or
their use. higher Impulse Points Refresh Rate [10/level]. • A further
Some gamers would argue that this is for the best. Many 40 points chosen from the previous list or ST +1 to +4
balk at the mere thought of such “meta-gaming.” Others feel [10/level], DX +1 or +2 [20/level], IQ +1 or +2 [20/level],
that letting people spend points to do nearly anything would HT +1 to +4 [10/level], Will +1 to +8 [5/level], Per +1 to +6
steal the thunder of professions that do specific things, and [5/level], Basic Speed +1.00 [20], Fearlessness [2/level] or
thus undercut GURPS Dungeon Fantasy’s vision of niche Unfazeable [15], Hard to Kill [2/level], Magic Resistance
protection. A few find GURPS Dungeon Fantasy to be a [2/level], Signature Gear [Varies], or Wealth (Comfortable
nightmare of resource management – what with HP, FP, sun- or Wealthy) [10 or 20].
dry Energy Reserves, abilities with uses per session or per Disadvantages: Weirdness Magnet [‑15]. • ‑20 points chosen
day, arrows, potions, and so on – and aren’t keen on tracking from among Compulsive Gambling [‑5*], Curious [‑5*],
yet one more thing. Delusion (“Everything happens for a reason!”) [‑5], Disci-
Yet the ability to step outside of a situation, assess it, and plines of Faith (Ritualism) [‑5], Gullibility [‑10*], Impul-
then bend reality to alter it is common in fantasy, so it could siveness [‑10*], Klutz [‑5] or Total Klutz [‑15], Laziness
be argued that it deserves a place in kitchen-sink fantasy. If [‑10], Odious Personal Habit (“I told you so!”) [‑5], Over-
it does, then surely a delver whose possesses this gift rates a confidence [‑5*], Stubbornness [‑5], Trickster [‑15*], or
niche of their own? After all, fantasy is full of serendipitous Unnatural Features 1-5 [‑1/level]. • Another ‑15 points cho-
heroes, cryptic seers, and magic that doesn’t easily fit any stan- sen from the previous list or Chummy [‑5] or Gregarious
dard magic system! [‑10], Compulsive Carousing [‑5*], Greed [‑15*], Lecher-
For those who agree, here’s a new profession that bends ousness [‑15*], Post-Combat Shakes [‑5*], or Sense of Duty
reality itself. (Adventuring companions) [‑5].
Primary Skills: Six of Panhandling (E) IQ+2 [4]‑14; Fast-
Impulse Points
5 points/level
Prerequisite: Fate-Bender.
These are the points defined on Impulse
Buys, p. 18. You can spend IP like character
points on the options in that supplement. At
the beginning of each game session, 1 IP – plus
1 IP per level of Impulse Points Refresh Rate
(p. 47) – regenerates. You can neither overspend
to negative IP nor regenerate to above your
purchased IP maximum.
From Aragorn to Thor to Princess Leia to protagonists in set out immediately or spend the time and resources to check
countless novels, comics, and movies beyond, many charac- the accuracy of this intelligence.”
ters have some kind of tie to the nobility. Considering this level
of popularity, let’s look at some of the pros and cons of doing
so, especially from adventure, story, and campaign viewpoints. A Place to Call Home
But this is Random Thought Table, and we like to shake things Perhaps one of the most-compelling reasons to have a
up. By examining those assumptions, we can look for ways to noble in the party is to have a definitive spot to hang your
tweak or subvert these ideas, coming up with new possibilities hat on, as far as the geographical location of the campaign.
and complications. Many fantasy settings are big, and it can often be difficult to
If you want to add some “noble” elements to your adven- have a compelling reason to decide between the arctic tundra
turers, take inspiration from The Social Delver, pp. 4-7. of Brrritscoldistan, the tropical Drinkwithumbrella Islands, or
any of the countless places in between. This can be fun for
Information, Please! some players, where the “city of the week” campaign is a trope.
But it’s a pain for the GM, who either needs to do excess work
Having a noble in the party is a great way to facilitate get- to maintain the same level of verisimilitude among the various
ting information to the adventurers – especially if it’s secret locales, or come up with only the most vital details needed to
or sensitive. After all, if the adventurers are just schmoes off muddle through the adventure (and possibly lose out on some
the street, why would they be entrusted with knowledge that world depth and adventure possibilities due to not including
the king is dying from an ailment and needs a rare herb, or cool elements at the time the location is established). And
information that there’s a dangerous horde approaching the some players miss the fun that comes from long-running char-
kingdom? In a vacuum, those without ties to the kingdom acters and established backgrounds.
would just as likely seek to profit from such knowledge as they In contrast, a noble probably has a place to call home,
would help. even if much of the time is spent away from there. This means
that the bulk of the GM’s efforts can be spent more efficiently
The Flip Side building up the kingdom and “home base,” along with the
immediate areas. Subplots also flow more easily when NPCs
However, being trusted with specific privileged informa-
have backgrounds and personalities.
tion typically means being given specific information. In other
words, those with ties to the noble information flow often con-
trol that flow – even if it’s erroneous, or spun to put certain The Flip Side
facts in the best possible light. Thus, the heroes may know However, it’s not essential that a noble have a literal place
there’s an invading orcish horde before anyone else, but the to call home. Both Princess Leia (after Star Wars: A New Hope)
headstrong commander of the army may misjudge the oppo- and Thor (after Thor: Ragnarok) are definitely nobles, but
nent’s relative strength. Or the trusted seneschal Sinestero von they don’t have “kingdoms” anymore because their homes are
Callousblood may downplay the king’s illness for some unfath- destroyed. If you can provide a compelling reason for a noble
omable reason. to not have access to their homeland, you add a tragic back-
In this case, adventuring possibilities turn from finding story in lieu of a kingdom. Some examples include:
information to verifying or codifying information, turning it
• Destroyed. This one is hard to come back from. However,
from a binary “we know this/we don’t know this” situation
it does leave open the option of finding and establishing a new
into a more-interesting “here’s what the entrenched bureau-
homeland, assuming the people of that kingdom still exist.
cracy is willing to tell us, and now we need to decide if we
The Stability of Nobility can be a fun subversion of the trope to have a kingdom that
seems to delight in more chaos than the usual regions: “Of
From a gaming standpoint, nobility provides stability. In course the citizens are trying to overthrow us. It is spring;
addition to a place to call home, it’s assumed the fair kingdom rebirth is in the air! Still, it is best if I remain away for a time.
of Goodville is secure enough that PCs can go off gallivanting Perhaps if we leave, we can give them a chance to calm down.