• general

    Tiny DFRPG idea: A better Green Thumb

    Following up on Tiny GURPS/DFRPG idea: A better Outdoorsman, let’s take a brief peek at the somewhat wan Green Thumb advantage in the Dungeon Fantasy Roleplaying Game (DFRPG). in GURPS, this 5-point Talent boosts a nice five skills: Biology, Farming, Gardening, Herb Lore, and Naturalist. In DFRPG, a shortened skill list means means fewer boosted skills: just the trio of Herb Lore, Naturalist, and Pharmacy (the skill of making mundane herbal medicines). These are good skills, but the DFRPG advantage has a wilted feel. Let’s give it some water and sun. Cultivating Green Thumb I’d like to see a more verdant Green Thumb that rakes in two more skills to…

  • general

    GURPS/DFRPG resource: New Talents

    Talents in GURPS are advantages that boost skills and typically offer some additional benefit. Dungeon Fantasy Roleplaying Game (DFRPG) has Talents too (even if that game just calls them “advantages”). This page will hold any Talents that I’ve created or revised. In addition to the expected information, I note where the Talents have been introduced earlier on other pages. Reading those may offer additional background on the thinking behind the Talents. This page may be updated with new offerings at any time, so check back now and then. The Talent show Assassin’s Gift 5 points/level (GURPS, DFRPG) Killing comes unnaturally easy to you – just not the straight-up, face-to-face kind…

  • general

    Three new Talents for GURPS/DFRPG: Graceful, Lithe, and Life of the Party

    For your character-building pleasure, and apropos of nothing in particular, here are three new Talents for GURPS and Dungeon Fantasy Releplaying Game. Two Talents are variants on a single physical concept and the other Talent social, but they’re all good for PCs who like to entertain or just stir up fun. (They’re also pretty simple and obvious ideas; maybe you’ve already come up with similar Talents for your own games?) Edit 2019-07-15: This article originally had two Talents, Graceful and Life of the Party. Now there are three, as one was a poor buy in DFRPG (containing several skills not found in the game). With that split into two versions, here are three Talents for…

  • general

    The talented thief: Stealing the spotlight in GURPS and DFRPG

    You know how it goes. You think “Hey, I’ll toss out some quick new Talents for thief characters”… and the next thing you know, it’s an essay on where weaknesses lie in the fantasy thief template, why you would want to nab more Talents, what’s already available, how new ones should be designed, how much your thief should spend on them, what else can boost the profession… Yeesh, it’s already looking like some unsolicited (and low-rent) first draft of Dungeon Fantasy Denizens: Thieves down there. Well, this article may not be the shortest thing you read today, but it’ll slip you a swag bag of valuable (?) new Talents for characters (even…

  • general

    Tiny GURPS/DFRPG idea: A better Outdoorsman

    While we’re on the topic of back-to-nature barbarians: GURPS offers the nifty Outdoorsman Talent (B91) that boosts seven relevant skills for 10 points/level. That’s a great bargain over buying up the individual skills at high levels. Yet it feels expensive to some gamers, especially in any genre that prioritizes success in combat or social dealings over competence at the campsite. GURPS Dungeon Fantasy Denizens: Barbarians even calls out the issue on p. 21, suggesting two fixes: Both are fine ideas. But why stop there? It seems to me any of the following skills could also join the nature-boy jamboree: That’s a lot of skills! In fact, you could toss in the…