Updated 2008 November 30 21:59:37 GMT
I should be updating this page significantly over the next few days. I
put this up so I could let people know where to find what I have so far.
Items list. Other items available in the ancient, mideival or modern world are likely available (even if they aren't on the list).
Races. Several races are available besides the default human.
Character creation rules:
- While not required, a character background will be really useful.
(It can get you extra points or increase the team bonus pool) A
background will also help figuring out the internal team mechanics. I
am looking for something between one and two pages in length.
- Cooperating with others on the character backgrounds is also a
good idea. (This is one way to make sure that the group is not lacking
any needed skills.)
- Speaking of needed skills, in order to do well, the group should
have skilled combatants, at least one healer, one or more characters
with magery (and spells), at least one person who can open locks and at
least one person who can detect and remove traps.
- The rules for character creation are drawn primarily from Gurps
Basic Set, fourth edition. A quick (and free) intro/overview of the Gurps rules is available DX and IQ pricing is a hybrid between 3rd and 4th ed. Follow the 3rd pricing upto twenty points/level, then the normal 4th ed pricing.
- Magic is available, but psionics are not.
- Characters may be built with 250 points, with a maximum of 75
points in disadvantages and 5 in quirks. The disadvantages selected
should be ones that can be role-played while in a "dungeon crawl."
- I am heavily using the rules found in the four Dungeon Fantasy expansions for Gurps 4th Ed. It would be a good idea to take a look at those. (I do have a print copy if you would like that.)
This last post is more to help people get some ideas of typical classes. If you have any questions, please ask.
Please send questions to my gmail address.
You can also post questions and ideas to the forum.