| rdfs:comment
| - A quick summary of the SJ Games rule books and the rules that will and will not be used in the game.
* GURPS Characters
* Characters are allowed to purchase techniques
* GURPS Campaigns
* Delvers and boss monsters can use Extra Effort in combat, including most of the new options from Martial Arts. Heroic Charge is not allowed, though.
* GURPS Dungeon Fantasy: Adventurers
* Wildcard skills can be used as a player option; the GM is not requiring them. If you use them, you're responsible for knowing the rules for them.
* GURPS Dungeon Fantasy: Dungeons
* GURPS Dungeon Fantasy: The Next Level
* Psionics will not used unless a player really, really wants them
* GURPS Dungeon Fantasy: Sages, GURPS Dungeon Fantasy: Allies, GURPS Dungeon Fantasy: Cleri
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| abstract
| - A quick summary of the SJ Games rule books and the rules that will and will not be used in the game.
* GURPS Characters
* Characters are allowed to purchase techniques
* GURPS Campaigns
* Delvers and boss monsters can use Extra Effort in combat, including most of the new options from Martial Arts. Heroic Charge is not allowed, though.
* GURPS Dungeon Fantasy: Adventurers
* Wildcard skills can be used as a player option; the GM is not requiring them. If you use them, you're responsible for knowing the rules for them.
* GURPS Dungeon Fantasy: Dungeons
* GURPS Dungeon Fantasy: The Next Level
* Psionics will not used unless a player really, really wants them
* GURPS Dungeon Fantasy: Sages, GURPS Dungeon Fantasy: Allies, GURPS Dungeon Fantasy: Clerics, and GURPS Dungeon Fantasy: Summoners
* Tavern-Keepers from GURPS Dungeon Fantasy: Taverns are allowed
* Mystic Knights and Justicars are allowed from the relevant Pyramid issues
* GURPS Dungeon Fantasy: Powerups
* Powerups are allowed, but must be bought when the character has earned CP beyond the initial 275.
* Some Powerups will not be allowed. Consult with the GM.
* GURPS Magic
* Magic will conform to the rules from Dungeon Fantasy and will not use other optional systems beyond the Magic & Casting House Rules.
* GURPS Martial Arts
* Style perks are allowed, and PCs can create their own styles with GM approval. PCs are limited to 1 Combat perk per 20 points in combat skills, as well as 1 Combat Perk from their style(s) per 10 points in combat skills.
* The Expanded Combat Maneuvers and Additional Combat Options will be in use. Tournament Combat and the new Injury and Recover7 rules will not be used.
* Harsh Realism for Unarmed Fighters will not be in use, nor will the position penalties for Fast-Draw.
* Cinematic Combat rules clarifications will be in use, but not Chambara fighting.
* All new Extra Effort options for combat are allowed, except Heroic Charge.
* New cinematic techniques are allowed for Martial Artists and some others
* Martial Artists can take any cinematic technique.
* Scouts with Weapon Master (Bow) may take Dual-Arrow Attack
* Swashbucklers may take Dual-Weapon Attack, Dual-Weapon Defense, Flying Lunge, Grand Disarm and Whirlwind Attack
* Other templates may not take cinematic techniques
* GURPS Powers
* New abilities will need GM approval
* GURPS Thaumatology and Thaumotology Magical Styles
* Style perks are allowed, and PCs can create their own styles with GM approval. PCs are limited to 1 Magic perk per 20 points in spells, as well as 1 Magic Perk from their style(s) per 10 points in spells.
* GURPS Power-Ups
* Imbuements are an option for Martial Artists (and Trained by a Master is treated as Imbuement 2).
* New Perks introduced in Perks can be used within reason. No high technology Perks are allowed, for example.
* The Named Item Perk is not available. PCs may not start with permanent magical items.
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