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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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  • WM/Rules References
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  • 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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  • 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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