Where GURPS Action 4: Specialists and Delvers to Grow (DtG) innovated modular frameworks of templates and lenses for the purposes of character building, this post follows in the steps of DtG specifically to create professional modules for the entire catalog of professions listed in the GURPS Dungeon Fantasy Career Guide, as well as the Fate-Bender from Pyramid issue #4/4.
Where DtG falls under the umbrella of the Dungeon Fantasy Roleplaying Game however, these professional modules have been created and revised to maximize compatibility with GURPS Dungeon Fantasy (DF)—particularly to facilitate “novice” (62-point) starting characters as defined in DtG, which is why you (mostly) won’t find costlier modules such as 50-point “journeyman” modules below. If you’re playing in a standard 250-point game however, you can still use these tables—simply refer to the full templates instead of the novice ones detailed in this post!
Note that “type” has been included with each profession’s basic module for those who wish to incorporate these modules into DtG, as an indicator of which base template to use (Strong/Smart/Fast) as well as which upgrade modules may be appropriate for them (though many will not be—when in doubt, consult the full professional template for potential upgrades). For those without DtG, the novice template for each type is summarized below. Any deviations from skill point expenditures within the following novice templates are listed under Type in each basic professional module.
Strong Novice [62]
Modules: One corresponding basic professional module [25].
Attributes: 12 ST [20], 11 DX [20], 11 HT [10].
Disadvantages: Take -25 points in disadvantages from your full professional template, or one disadvantage package listed here [-25].
Skills: Spend 12 points on a two-handed melee combat skill from your full professional template, or spend eight points on a one-handed melee combat skill from your professional template and four points on Shield (DX/E).
Fast Novice [62]
Modules: One corresponding basic professional module [25].
Attributes: 12 DX [40], 11 HT [10].
Disadvantages: Take -25 points in disadvantages from your full professional template, or one disadvantage package listed here [-25].
Skills: Spend 12 points on a primary weapon skill from your full professional template, or spend eight points on one primary weapon skill and four points on another.
Smart Novice [62]
Modules: One corresponding basic professional module [25].
Attributes: 12 IQ [40], 11 HT [10].
Disadvantages: Take -25 points in disadvantages from your full professional template, or one disadvantage package listed here [-25].
Skills & Spells: Spend four points on melee combat skills from your full professional template and one point each on eight spells.
Optionally, a total of -50 points in disadvantages (or two disadvantage packages) may be taken in order to afford one of:
- One 25-point upgrade module, if using DtG.
- 25 points of additional purchases from the full professional template.
- A 25-point racial template. This option is incompatible with professions where race is already dictated (such as Dwarf)!
If a professional module requires you to take -50 points in disadvantages, you can’t select any of these benefits—the additional points have already been spent via your module!
Character points accrued in play may be spent on anything listed on the full professional template as usual, per the guidelines under “Adding New Abilities” in GURPS Dungeon Fantasy 3: The Next Level, pp. 42–43.
Common Profession Basic Modules
The below “common” professional modules represent each of the 11 “core” professions in GURPS Dungeon Fantasy: Adventurers, listed first and separately for convenience.
The following table assumes these common professions are the most frequently occurring for the purpose of randomly rolled characters. If special professions appear as frequently as common ones, first roll 1d—even numbers indicate a roll on the “common” table below, odds a roll on the “special” one further down!
| # | Profession | Dice Results (1d, 1d) |
|---|---|---|
| 1 | Barbarian | 1–3, 1 |
| 2 | Bard | 1–3, 2 |
| 3 | Cleric | 1–3, 3 |
| 4 | Druid | 1–3, 4 |
| 5 | Holy Warrior | 1–3, 5 |
| 6 | Knight | 1–3, 6 |
| 7 | Martial Artist | 4–6, 1 |
| 8 | Scout | 4–6, 2 |
| 9 | Swashbuckler | 4–6, 3 |
| 10 | Thief | 4–6, 4 |
| 11 | Wizard | 4–6, 5 |
| 12 | Roll on the Special table instead! | 4–6, 6 |
Barbarian [25]
Type: Strong (Novice).
Advantages: High Pain Threshold [10] and Outdoorsman 1 [10].
Disadvantages: Replace -10 points in disadvantages from one of your disadvantage modules with Social Stigma (Minority Group) [-10].
Skills: Spend one point each on Camouflage (IQ/E), Naturalist (IQ/H), Navigation (any) (IQ/A), Survival (any) (Per/A), and Tracking (Per/A).
Bard [25]
This version of the Bard focuses on their Bard-Song abilities and skills, with spellcasting ability having been dropped entirely. Bards who wish to dabble may upgrade their Bard-Song Talent to Bardic Talent or even Bardic Magery.
Type: Smart (Novice). Bards instead spend two points on Stealth (DX/A), one point each on Diplomacy (IQ/H) and Fast-Talk (IQ/A), and an additional eight points distributed among Bardic Skills. Suggested use: spend four points on Persuade (Will/H) and one point each on Hypnotism (IQ/H), Musical Influence (IQ/VH), Suggest (Will/H) and Sway Emotions (Will/H).
Advantages: Bard-Song Talent 1 (DF 3, p. 20) [5], Charisma 1 [5], and Musical Ability 1 [5].
Skills: Spend one point each on Carousing (HT/E), Current Affairs (any) (IQ/E), Merchant (IQ/A), either Musical Instrument (any) (IQ/H) or one of the alternative specialties listed in Low-Tech Companion 1 (pp. 17–19), Public Speaking (IQ/A), and Singing (HT/E). Spend four points on one weapon skill or two points each on two weapon skills.
Cleric [25]
Type: Smart (Novice).
Advantages: Clerical Investment [5] and Power Investiture 1 [10].
Disadvantages: Replace -10 points in disadvantages from one of your disadvantage modules with one of the following: Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10].
Skills: Spend two points each on Esoteric Medicine (Holy) (Per/H) and Exorcism (Will/H). Spend one point each on First Aid (IQ/E), Hidden Lore (Demons, Spirits or Undead) (IQ/A), Meditation (Will/H), Public Speaking (IQ/A), Religious Ritual (IQ/H), and Theology (IQ/H).
Druid [25]
Type: Smart (Novice).
Advantages: Green Thumb 1 [5] and Power Investiture 1 (Druidic) [10].
Skills: Spend one point each on Animal Handling (any) (IQ/A), Camouflage (IQ/E), Hidden Lore (Elementals, Faeries, or Nature Spirits) (IQ/A), Herb Lore (IQ/VH), Hiking (HT/A), Naturalist (IQ/H), Religious Ritual (Druidic) (IQ/H), Survival (any) (Per/A), Theology (Druidic) (IQ/H), and Weather Sense (IQ/A).
Holy Warrior [25]
Type: Strong (Novice).
Secondary Characteristics: +1 Will [5].
Advantages: Higher Purpose (Slay Demons or Slay Undead) [5], Holiness 1 [5], and Rest in Pieces [1] (DF 20, p. 16).
Disadvantages: Replace -10 points in disadvantages from one of your disadvantage modules with one of the following: Honesty (12) [-10], Sense of Duty (Good Entities) [-10], or Vow (Own no more than horse can carry) [-10].
Skills: Spend one point each on Esoteric Medicine (Holy) (Per/H), Exorcism (Will/H), Hidden Lore (Demons or Undead) (IQ/A), Meditation (Will/H), Physiology (monster type) (IQ/H), Psychology (monster type) (IQ/H), Religious Ritual (IQ/H), Tactics (IQ/H), and Theology (IQ/H).
Knight [25]
Type: Strong (Novice).
Advantages: Born War Leader 1 [5] and Combat Reflexes [15].
Skills: Spend one point each on Connoisseur (Weapons) (IQ/A), Leadership (IQ/A), Savoir-Faire (High Society) (IQ/E), Strategy (Land) (IQ/H), and Tactics (IQ/H).
Martial Artist [25]
Martial Artists should focus on acquiring Trained by a Master before Chi Talent and its associated abilities.
Type: Fast (Novice).
Attributes: +1 DX [20].
Disadvantages: Replace -10 points in disadvantages from one of your disadvantage modules with Disciplines of Faith (Chi Rituals) [-10].
Skills: Spend one point each on Acrobatics (DX/H), Jumping (DX/E), Meditation (Will/H), Stealth (DX/A), and Tactics (IQ/H).
Scout [25]
Scouts should prioritize acquiring either Heroic Archer or Heroic Crossbowman (Warlock Knight, p. 66)!
Type: Fast (Novice). Scouts should probably take Bow as their weapon skill, but may optionally take Crossbow instead.
Secondary Characteristics: +2 Per [10].
Advantages: Outdoorsman 1 [10].
Skills: Spend one point each on Camouflage (IQ/E), Fast-Draw (Arrow or Bolt) (DX/E), Navigation (any) (IQ/A), Survival (any) (Per/A), and Tracking (Per/A).
Swashbuckler [25]
Swashbucklers should prioritize acquiring Combat Reflexes!
Type: Fast (Novice).
Advantages: Weapon Master (One Weapon) [20] and Weapon Bond (one starting weapon) (DF 1, p. 14) [1].
Skills: Spend one point each on Acrobatics (DX/H), Carousing (HT/E), Jumping (DX/E), and Stealth (DX/A).
Thief [25]
Type: Fast (Novice). Thieves instead spend four points on Stealth (DX/A) and two points each on Lockpicking (IQ/A), Pickpocket (DX/H), Traps (IQ/A), and Urban Survival (Per/A).
Secondary Characteristics: +2 Per [10].
Advantages: High Manual Dexterity [5].
Disadvantages: Replace -15 points in disadvantages from one of your disadvantage modules with one of the following: Greed (12) [-15], Kleptomania (12) [-15], or Trickster (12) [-15].
Skills: Spend one point each on Acrobatics (DX/H), Carousing (HT/E), Climbing (DX/A), Escape (DX/H), Filch (DX/A), Forced Entry (DX/E), Shadowing (IQ/A), and Sleight of Hand (DX/H). Spend two points on one weapon skill or one point each on two weapon skills.
Wizard [25]
If utilizing the entirety of GURPS Magic (as opposed to sticking strictly to Spells for the Dungeon Fantasy Roleplaying Game), then use of the “Wizardry Refined” article in Pyramid article #3/60 for the wizardly grimoire and prerequisites is highly recommended.
Type: Smart (Novice).
Advantages: Magery 1 [15].
Skills: Spend two points on Hidden Lore (Demons, Magic Items, Magical Writings, or Spirits) (IQ/A). Spend one point each on Hazardous Materials (Magical) (IQ/A), Research (IQ/A), and Thaumatology (IQ/VH).
Special Profession Basic Modules
The following “special” professional modules represent each profession listed in the Dungeon Fantasy Career Guide and beyond. A dagger (†) indicates a profession which may be too lighthearted, technological, or unorthodox for a traditional dungeon crawl.
| # | Profession | Dice Results (1d, 1d) |
|---|---|---|
| 1 | Artificer | 1, 1 |
| 2 | Assassin | 1, 2 |
| 3 | Beastmaster | 1, 3 |
| 4 | Blob† | 1, 4 |
| 5 | Carnie† | 1, 5 |
| 6 | Chevalier | 1, 6 |
| 7 | Commander | 2, 1 |
| 8 | Demolisher† | 2, 2 |
| 9 | Demon-Slayer | 2, 3 |
| 10 | Demonologist | 2, 4 |
| 11 | Dragon† | 2, 5 |
| 12 | Dwarf | 2, 6 |
| 13 | Elementalist | 3, 1 |
| 14 | Elf | 3, 2 |
| 15 | Evil Cleric | 3, 3 |
| 16 | Fate-Bender | 3, 4 |
| 17 | Imitator† | 3, 5 |
| 18 | Incanter | 3, 6 |
| 19 | Innkeeper† | 4, 1 |
| 20 | Justiciar | 4, 2 |
| 21 | Mage-Slayer | 4, 3 |
| 22 | Mentalist | 4, 4 |
| 23 | Monster Slaver | 4, 5 |
| 24 | Musketeer† | 4, 6 |
| 25 | Mystic Knight | 5, 1 |
| 26 | Necromancer | 5, 2 |
| 27 | Ninja | 5, 3 |
| 28 | Psychic Slayer | 5, 4 |
| 29 | Scholar | 5, 5 |
| 30 | Shaman | 5, 6 |
| 31 | Shield-Bearer | 6, 1 |
| 32 | Sorcerer | 6, 2 |
| 33 | Undead-Slayer | 6, 3 |
| 34 | Unholy Warrior | 6, 4 |
| 35 | Unknowable Thing† | 6, 5 |
| 36 | Wrestler | 6, 6 |
Artificer (DF 4) [25]
Consider taking advantage of the rules outlined under “Inventions, Upgrades and Repairs” (After The End 2, pp. 38–42) for Gadgeteer and Gizmos instead of those found in DF 4. Artificers may spend 25 points at any time to upgrade from Gadgeteer [25] to Quick Gadgeteer [50].
Type: Smart (Novice). Artificers instead spend four points on combat skills, two points each on Alchemy (IQ/VH) and Engineer (Gadgets) (IQ/H), and one point each on Fast-Draw (Gadget) (DX/E), Lockpicking (IQ/A), Scrounging (Per/E), and Traps (IQ/A).
Attributes: -1 HT [-10].
Advantages: Dungeon Artificer 1 [5], Gizmos 1 [5], and Gadgeteer [25].
Disadvantages: Replace -5 points in disadvantages from one of your disadvantage modules with Compulsive Inventing (12) [-5].
Assassin (DF 12) [25]
Type: Fast (Novice).
Secondary Characteristics: +1 Per [5].
Advantages: Striking ST 1 [5].
Disadvantages: Replace -15 points in disadvantages from one of your disadvantage modules with both of the following: Bloodlust (12) [-10] and Callous [-5].
Skills: Spend four points on Stealth (DX/A). Spend two points each on Poisons (IQ/H), Shadowing (IQ/A), Streetwise (IQ/A), and Traps (IQ/A). Spend one point each on Forced Entry (DX/E), Search (Per/A), and Urban Survival (Per/A).
Beastmaster (P #3/60) [25]
Type: Smart (Novice). Beastmasters instead spend four points on combat skills, two points on Animal Handling (any) (IQ/A), and one point each on Hiking (HT/A), Stealth (DX/A), Survival (any) (Per/A), Tracking (Per/A), and each of these spells: Beast-Rouser and Beast-Soother.
Advantages: Animal Empathy [5], Beast Mastery 1 [15], and Call of the Wild [1].
Disadvantages: Replace -15 points in disadvantages from one of your disadvantage modules with Sense of Duty (Wild Nature) [-15].
Skills: Spend one point each on Camouflage (IQ/E), Disguise (Animals) (IQ/A), Mimicry (Animal Sounds or Bird Calls) (IQ/H) and Veterinary (IQ/H).
Blob† (P #3/72) [50]
Blobs are required to take a total of -50 points in disadvantages (or two disadvantage modules) in addition to the racial disadvantages below.
Type: Strong (Novice). Blobs instead spend four points on Wrestling (DX/A), two points on Camouflage (IQ/A) and Stealth (DX/A), and one point each on Brawling (DX/E), Climbing (DX/A), Forced Entry (DX/E), and Swimming (DX/E).
Racial Advantages: Chameleon 1 [5], Constriction Attack [15], and Injury Tolerance (Diffuse) [100].
Racial Disadvantages: Bad Grip 1 [-5], Increased Consumption 1 [-10], Invertebrate [-20], No Legs (Slithers) [0], Social Stigma (Monster) [-15], and Weakness (Salt, 1d/minute) [-20].
Carnie† (P #3/114) [25]
Type: Smart (Novice). Carnies instead spend two points on combat skills, and two points each on Acrobatics (DX/H), Intimidation (Will/A), Panhandling (IQ/E), Performance (IQ/A), and Psychology (any) (IQ/H).
Advantages: Madness 1 [5], Sinister Clown 1 [10], and Penetrating Voice (The Laugh) [1].
Disadvantages: Replace -5 points in disadvantages from one of your disadvantage modules with Odious Personal Habit (a freakish one!) [-5].
Skills: Spend one point each on Carousing (HT/E), Fast-Talk (IQ/A), Mental Strength (Will/E), Merchant (IQ/A), Mind Block (Will/A), Observation (Per/A), Public Speaking (IQ/A), Stealth (DX/A), and Streetwise (IQ/A).
Chevalier (P #3/122) [25]
The default mount for a chevalier uses the stallion statistics (DF 5, p. 11), but with the following changes lowering it to 31 points: -5 ST [-25], -2 DX [-24], -3 IQ [-60], -1 HT [-10], +3 Will [15] and +3 Per [15]; reduce Brawling (E) to DX [-3] and remove Intimidation completely [-2].
Type: Fast (Novice). Chevaliers instead spend eight points on one primary weapon skill or four points each on two primary weapon skills, and two points each on Animal Handling (Equines) (IQ/A) and Riding (Horse) (DX/A).
Advantages: Ally (Mount; 50% of starting points; Constantly) [8], Animal Friend 1 [5], Higher Purpose (Horse Master or Let’s Ride!) [5], Good with Horses [1], and Mounted Skill Mastery 1 (Acrobatics) [1].
Skills: Spend two points on Acrobatics (DX/H) and one point each on Diagnosis (Equines) (IQ/A), Navigation (Land) (IQ/A), Packing (IQ/A), Teamster (IQ/A), and Veterinary (Equines) (IQ/A).
Commander (P #3/122) [25]
High Command Talent does not provide a bonus to High Command Skills, contrary to what is stated in the Pyramid article.
Type: Smart (Novice). Commanders instead spend four points on combat skills, four points on Leadership (IQ/A), and distribute an additional four points among High Command Skills. Suggested use: spend two points each on Ease Passage (IQ/H) and Incite Fervor (IQ/H).
Advantages: Either Charisma 1 [5] or Born War Leader 1 [5], and High Command Talent 1 [5], Rallying Cry [5], Team Player 1 [5], and Penetrating Voice [1].
Disadvantages: Replace -5 points in disadvantages from one of your disadvantage modules with Sense of Duty (Adventuring Companions) [-5].
Skills: Spend one point each on Intimidation (Will/A), Public Speaking (IQ/A), Strategy (any) (IQ/H), and Tactics (IQ/H).
Demolisher† (P #3/36) [25]
Type: Strong (Novice). Demolishers instead spend two points on a single melee weapon skill (Axe/Mace and Two-Handed Axe/Mace are both good choices, thanks to Pickaxe Penchant that all dwarves get), eight points on Explosives (IQ/A), and distribute two points as desired among the following skills: Crossbow, Guns (Boomstick), and Liquid Projector (Burner), all DX/E.
Advantages: Dwarf [20] (DF 3) and Schtick (Can strike a flame anywhere) [1].
Disadvantages: Replace -3 points in disadvantages from one of your disadvantage modules with Distinctive Features (Explosives License Tattoo) [-1] and Pyromania (15) [-2].
Skills: Spend one point each on Forced Entry (DX/E), Prospecting (IQ/A), Throwing (DX/A), and Traps (IQ/A).
Demon-Slayer (DF 20) [25]
Demon-Slayers should prioritize acquiring Banishing Blade!
Type: Strong (Novice).
Advantages: Close to Hell 1 [5], Demon Sniffer [10], Higher Purpose (Slay Demons) [5], and Go to Hell! [1].
Disadvantages: Replace -10 points in disadvantages from one of your disadvantage modules with Obsession (Demon-Hunting) (12) [-10].
Skills: Spend one point each on Hidden Lore (Demons) (IQ/A), Physiology (Demons) (IQ/H), Religious Ritual (IQ/H), and Theology (IQ/H).
Demonologist (DF 9) [25]
Type: Smart (Novice).
Advantages: Demonic Attunement 1 [8] and Spirit Empathy (Specialized, Demons, -50%) [5].
Skills: Spend two points each on Diplomacy (IQ/H), Exorcism (Will/H), and Thaumatology (IQ/VH), and one point each on Hidden Lore (Demons) (IQ/A), Meditation (Will/H), Occultism (IQ/A), Psychology (Demons) (IQ/H), Research (IQ/A), and Theology (IQ/H).
Dragon† (P #3/72) [25]
Type: Strong (Novice). Dragons instead spend four points on Aerobatics (DX/H), two points each on Innate Attack (Breath) (DX/E), Intimidation (Will/A), and Karate (DX/H), and one point each on Flight (HT/A) and Survival (any) (Per/A).
Attributes: 40 points spent upgrading from ST 12 [20] to ST 22 (Size -10%; No Fine Manipulators -40%) [60].
Secondary Characteristics: SM+1 [0].
Racial Advantages: Biting Mastery [1], Burning Attack 4d [20], Claws (Sharp) [5], Damage Resistance 4 (Flexible, -20%) [16], Striker (Tail; Crushing) [5], Strikers (Two Wings; Crushing; Weak, -50%) [5], and Teeth (Fangs) [2].
Racial Disadvantages: Greed (12) [-15], Horizontal [-10], No Fine Manipulators [-30], and Social Stigma (Monster) [-15].
Racial Features: Born Biter. Dragons can wear armor tailored for them, but not on their wings.
Dwarf (P #3/50) [25]
Type: Strong (Novice).
Advantages: Dwarf [20] (DF 3).
Disadvantages: Replace -5 points in disadvantages from one of your disadvantage modules with Code of Honor (Dwarf’s) [-5].
Skills: Spend one point each on Merchant (IQ/A), Stealth (DX/A), and Survival (Subterranean) (Per/A).Choose one of the following trade skills to spend two points on: Alchemy (IQ/VH), Architecture (IQ/A), Armoury (Body Armor or Melee Weapons) (IQ/A), Prospecting (IQ/A), Jeweler (IQ/H), or Smith (any) (IQ/A).
Elementalist (DF 9) [25]
Type: Smart (Novice).
Advantages: Choose either Elemental Influence 1 (All Elements) [10], or Elemental Influence 1 (One Element) [8] and spend two additional points on spells or abilities.
Skills: Spend two points each on Diplomacy (IQ/H), Hazardous Materials (Magical) (IQ/A), Hidden Lore (Elementals) (IQ/A), Stealth (DX/A), and Occultism (IQ/A), and one point each on Cartography (IQ/A), Meditation (Will/H), Psychology (Elementals) (IQ/H), Research (IQ/A), and Thaumatology (IQ/VH).
Elf (P #3/50) [25]
Type: Fast (Novice).
Advantages: Wood Elf [20] (DF 3).
Skills: Spend two points on Stealth (DX/A) and one point each on Camouflage (IQ/E), Fast-Draw (Arrow) (DX/E), and Survival (Woodlands) (Per/A).
Evil Cleric (DF 3) [25]
Type: Smart (Novice).
Advantages: Clerical Investment [5] and Power Investiture 1 (Unholy) [10].
Disadvantages: Replace -10 points in disadvantages from one of your disadvantage modules with Social Stigma (Excommunicated) [-10].
Skills: Spend two points each on Exorcism (Will/H) and Poisons (IQ/H). Spend one point each on Hidden Lore (Demons, Spirits or Undead) (IQ/A), Interrogation (IQ/A), Intimidation (IQ/A), Public Speaking (IQ/A), Religious Ritual (IQ/H), and Theology (IQ/H).
Fate-Bender (P #4/4) [25]
Type: Smart (Novice). Fate-Benders instead spend four points on combat skills, five points on Impulse Points 1 [5], and save the remaining three points to spend like IP later.
Advantages: Fate-Bender [0] and Impulse Points Refresh Rate +1 [10]. Spend five points raising Impulse Points 1 [5] to Impulse Points 2 [10].
Disadvantages: Replace -15 points in disadvantages from one of your disadvantage modules with Weirdness Magnet [-15].
Skills: Spend two points each on Panhandling (IQ/E), Fast-Talk (IQ/A), and Gambling (IQ/A), and one point each on Hidden Lore (any) (IQ/A), Observation (Per/A), Survival (Per/A), and Weather Sense (IQ/A).
Imitator† (P #3/72) [62]
Imitators don’t use any novice template, but must still take -25 points in disadvantages (or one disadvantage module) in addition to the racial disadvantages listed below. Their Emulation ability allows them to assume any 62-point character template they choose—such as one from here, DF 15, or using DtG. Imitators must accrue a minimum of 150 points in their Emulation ability’s template pool before it can be raised to level 6.
Type: None! All Attributes and Secondary Characteristics are left at default [0].
Racial Advantages: Emulation 2 (Two templates of choice; 62 points) [82] and Imitation Talent 1 [5].
Racial Disadvantages: Unusual Biochemistry [-5].
Skills: Spend one point each on Acting (IQ/A), Body Language (Per/A), Disguise (IQ/A), Mimicry (Speech) (IQ/H), and Streetwise (IQ/A).
Incanter (DF 19) [25]
Per P #3/109, the Adept and Field Caster power-ups may not be available at all—if they are, change point costs to 50 points each, plus a 40-point Unusual Background. Thus, each individual power-up would cost a minimum of 90 points.
Type: Smart (Novice). Incanters instead spend four points on combat skills, two points each on Path of Arcanum (IQ/VH) and Ritual Magic (Incantation) (IQ/VH), one point on a single additional Path (all IQ/VH), and one point each on Alchemy (Infusions) (IQ/VH), Professional Skill (Dungeon Butcher) (IQ/A), and Symbol Drawing (Scripts) (IQ/H).
Advantages: Incantation Gift 1 [10] and Unusual Background (Incantation Mage) [15].
Innkeeper† (DF 10) [25]
Type: Smart (Novice). Innkeepers instead spend four points on combat skills, and two points on either Diplomacy (IQ/H) or Intimidation (Will/A), and two points each on Connoisseur (any) (IQ/A), Merchant (IQ/A), and Stealth (DX/A).
Advantages: Alcohol Tolerance [1], Improvised Weapons (Kitchenware) [1], No Hangover [1], and Wild Talent 1 [20].
Skills: Spend one point each on Carousing (HT/E) and Professional Skill (Bartender) (IQ/A).
Justiciar (P #3/10) [25]
Type: Smart (Novice). Justiciars instead spend four points on combat skills, and two points each on Interrogation (IQ/A), Shadowing (IQ/A), Stealth (DX/A), and Traps (IQ/A).
Advantages: Higher Purpose (Justice Will Be Served) [5] and Intuition [15].
Disadvantages: Replace -15 points in disadvantages from one of your disadvantage modules with Honesty (12) [-10] and Intolerance (Scum who aren’t as law-abiding as me in civilized regions) [-5].
Skills: Spend one point each on Forced Entry (DX/E), Observation (Per/A), Search (Per/A), Streetwise (IQ/A), and Tracking (Per/A).
Mage-Slayer (DF 20) [25]
Mage-Slayers should prioritize acquiring Spellpiercer!
Type: Fast (Novice). Mage-Slayers instead spend two points each on Mental Strength (Will/E), Mind Block (Will/A), and Stealth (DX/A); one point on either Crossbow (DX/E) or Thrown Weapon (Axe/Mace or Spear) (DX/E); and one point each on Hazardous Materials (Magical) (IQ/A), Hidden Lore (Magic Items or Magical Writings) (IQ/A), Occultism (IQ/A), Tactics (IQ/H), and Thaumatology (IQ/VH).
Advantages: Caster Sense [10], Magical Toughening 1 [5], Selective Magic Resistance 1 [5], and Dead Stop [1].
Skills: Spend four points on one primary weapon skill, or two points each on two primary weapon skills.
Mentalist (DF 14) [25]
Type: Smart (Novice). Mentalists instead spend four points on combat skills, and the remaining eight points on psionic abilities—Levitation 1 [8] is a popular first ability, as are levels in Ergokinetic Shield, Psychokinetic Lash, Pyrokinetic Bolt, and Telekinesis.
Secondary Characteristics: +1 Will [5].
Advantages: Psi Talent 1 [5] and Unusual Background (Psionic) [10].
Skills: Spend two points on Hidden Lore (Elder Things or Psi) (IQ/A), or one point on both specialties. Spend one point each on Hypnotism (IQ/H), Mental Strength (Will/E), and Mind Block (Will/A).
Monster Slaver (P #3/47) [25]
Type: Fast (Novice).
Advantages: Outdoorsman 1 [10].
Skills: Spend two points each on Net (DX/H), Intimidation (Will/A), Stealth (DX/A), Tracking (Per/A), and Traps (IQ/A). Spend one point each on First Aid (IQ/E), Knot-Tying (DX/E), Merchant (Slaves) (IQ/E), Naturalist (IQ/H), and Hiking (HT/A).
Musketeer† (P #3/36) [25]
Musketeers should prioritize acquiring Gunslinger!
Type: Fast (Novice).
Advantages: Combat Reflexes [15].
Disadvantages: Replace -10 points in disadvantages from one of your disadvantage modules with Code of Honor (Musketeer’s) [-10].
Skills: Spend two points each on Acrobatics (DX/H) and Stealth (DX/A), and one point each on Carousing (HT/E), Climbing (DX/A), Fast-Draw (Ammo) (DX/E), Fast-Draw (Pistol or Long Arm) (DX/E), Jumping (DX/E), and Savoir-Faire (High Society) (IQ/E).
Mystic Knight (P #3/13) [25]
Mystic Knights should prioritize bumping up their Eldritch Talent by a level or two to increase the reliability of their imbuement skills.
Type: Fast (Novice). Mystic Knights instead spend either eight points on one primary weapon skill or four points each on one primary weapon skill and Shield (DX/E). They also spend one point each on four different imbuement skills, all DX/VH.
Advantages: Imbue 1 (Magical, -10%) [9], Eldritch Talent 1 [5], and Magery 0 [5].
Skills: Spend one point each on Armoury (Body Armor or Melee Weapons) (IQ/A), Carousing (HT/E), Fast-Draw (any) (DX/E), Forced Entry (DX/E), Stealth (DX/A), and Thaumatology (IQ/VH).
Necromancer (DF 9) [25]
Type: Smart (Novice).
Advantages: Deathliness 1 [8], Night Vision 5 [5] and Spirit Empathy (Specialized, Ghosts, -50%) [5].
Skills: Spend two points each on Expert Skill (Thanatology) (IQ/H) and Stealth (DX/A), and one point each on Fast-Talk (IQ/A), Hidden Lore (Undead) (IQ/A), and Occultism (IQ/A).
Ninja (DF 12) [25]
Ninja should focus on acquiring Weapon Master (Ninja Weapons) before Ninja Talent and its associated abilities.
Type: Fast (Novice).
Attributes: +1 DX [20].
Disadvantages: Replace one of your disadvantage modules completely with Vow (Ninja Secrecy) [-5], Vow (Own no more than what can be carried) [-10], and Social Stigma (Minority Group) [-10].
Skills: Spend one point each on Acrobatics (DX/H), Climbing (DX/A), Fast-Draw (any) (DX/E), Poisons (IQ/H), and Stealth (DX/A).
Psychic Slayer (P #3/76) [25]
Psychic Slayers should prioritize buying up their Will and Psientist level to enable the purchase of their trademark Psychic Sword (requiring a minimum of Will 16 and Psientist 2)! Until then they best serve as niche, fleet-footed experts with solid mental resistances rather than frontline combatants.
Type: Fast (Novice). Psychic Slayers instead spend ten points on +2 Will and either two points on any mundane (non-Force) Sword skill (see pp. B208–B209) or one point each on a mundane one-handed Sword skill and Shield (DX/E).
Advantages: Higher Purpose (Slay Elder Things or Slay Evil Psis) [5], Psientist 1 [5], and Unusual Background (Psionic) [10].
Skills: Spend one point each on Acrobatics (DX/H), Hidden Lore (Elder Things or Psi) (IQ/A), Mental Strength (Will/E), Mind Block (Will/A), and Stealth (DX/A).
Scholar (DF 4) [25]
Scholars may spend 10 points to upgrade Wild Talent 1 [20] to Wild Talent 1 (No Advantage Requirements, +50%) [30] at any time.
Type: Smart (Novice). Scholars instead spend four points on combat skills, one point each on Cartography (IQ/A), Research (IQ/A), Teaching (IQ/A), Speed-Reading (IQ/A), and Writing (IQ/A), and one point each on three different specialties of Hidden Lore (Demons, Elementals, Faeries, Lost Civilizations, Magic Items, Magical Writings, Spirits, or Undead), all IQ/A.
Attributes: -1 HT [-10].
Advantages: Book-Learned Wisdom 1 (2) [9], Eidetic Memory [5], and Wild Talent 1 [20].
Skills: Spend one point on Stealth (DX/A).
Disadvantages: Replace -5 points in disadvantages from one of your disadvantage modules with Curious (12) [-5].
Shaman (DF 9) [25]
Type: Smart (Novice).
Advantages: Autotrance [1], Power Investiture 1 (Shamanic) [10], and Spirit Empathy [10].
Skills: Spend one point each on Exorcism (Will/H), Hidden Lore (Spirits) (IQ/A), Naturalist (IQ/H), and Pharmacy (Herbal) (IQ/H).
Shield-Bearer (P #3/118) [25]
Shield-Bearers should prioritize acquiring Weapon Master (Shields)!
Type: Fast (Novice). Shield-Bearers instead spend two points on one melee weapon skill, eight points on Shield (Buckler) (DX/E), and two points on either Sumo Wrestling or Wrestling, both DX/A.
Advantages: Hold the Line [1], Sacrificial Block [1], Shield Mastery 1 [15], Shield-Wall Training [1], and Weapon Bond (Starting shield) [1].
Disadvantages: Replace -10 points in disadvantages from one of your disadvantage modules with Sense of Duty (Adventuring Companions) [-5] and Vow (Always fight with at least one shield in hand) [-5].
Skills: Spend one point each on Armoury (Melee Weapons) (IQ/A), First Aid (IQ/E), Intimidation (Will/A), Leadership (IQ/A), Stealth (DX/A), and Tactics (IQ/H).
Sorcerer (P #3/82) [25]
Type: Smart (Novice). At this level of experience, don’t discount the possibility of taking a couple of cantrips in addition to sorcery spells.
Advantages: Sorcerous Empowerment 1 [20]. Optionally, add limitations to this advantage and spend the additional points on sorcerer perks, spells or cantrips.
Skills: Spend one point each on Diplomacy (IQ/H), Innate Attack (any) (DX/E), Hidden Lore (any magical) (IQ/A), Stealth (DX/A), and Thaumatology (IQ/VH).
Undead-Slayer (DF 20) [25]
Undead-Slayers should prioritize acquiring both Ghost Weapon and Turning!
Type: Strong (Novice).
Advantages: Abomination Sense [10], Higher Purpose (Slay Undead) [5], and Rest in Pieces [1].
Disadvantages: Replace -10 points in disadvantages from one of your disadvantage modules with Obsession (Undead-Hunting) (12) [-10].
Skills: Spend one point each on Exorcism (Will/H), Hidden Lore (Lost Civilizations) (IQ/A), Hidden Lore (Undead) (IQ/A), Occultism (IQ/A), Physiology (Undead) (IQ/H), Psychology (Undead) (IQ/H),Religious Ritual (IQ/H), Tactics (IQ/H), and Traps (IQ/A).
Unholy Warrior (DF 3) [25]
Type: Strong (Novice).
Secondary Characteristics: +1 Will [5].
Advantages: Higher Purpose (Slay Servitors of Good) [5], Unholiness 1 [5], and Legionary of the Damned [1].
Disadvantages: Replace -10 points in disadvantages from one of your disadvantage modules with Social Stigma (Excommunicated) [-10].
Skills: Spend one point each on Exorcism (Will/H), Hidden Lore (Demons or Undead) (IQ/A), Meditation (Will/H), Physiology (good creature type or Human) (IQ/H), Poisons (IQ/H), Psychology (good creature type or Human) (IQ/H), Religious Ritual (IQ/H), Tactics (IQ/H), and Theology (IQ/H).
Unknowable Thing† (P #3/72) [50]
Unknowable Things are required to take -50 points in disadvantages (or two disadvantage modules) in addition to the racial disadvantages below.
Type: Smart (Novice). Unknowable Things instead spend four points on combat skills, and two points each on Hidden Lore (Elder Things) (IQ/A), Mental Strength (Will/E), Mind Block (Will/A), and Stealth (DX/A).
Attributes: -1 HT [-10].
Racial Advantages: 360° Vision (Easy to Hit, -20%) [20], Book-Learned Wisdom 2 (2, 2) (DF 4, p. 8) [18], Clinging [20], Corrosive Attack 2d (Melee Attack, Range C, -30%) [14], Extra Arms 2 [20], Psi Talent 1 [5], and Unusual Background (Psionics) [10].
Racial Disadvantages: Cold-Blooded (50°) [-5], Low Empathy [-20], No Legs (Slithers) [0], Obsession (Gather knowledge) (12) [-10], and Social Stigma (Monster) [-15].
Racial Features: Unknowable Things cannot use armor or clothing meant for other races.
Skills: Spend one point each on Hazardous Materials (Magical) (IQ/A), Occultism (IQ/A), and Thaumatology (IQ/VH).
Wrestler (P #3/111) [25]
Type: Strong (Novice). Wrestlers instead spend all twelve points on Wrestling (DX/A).
Advantages: Enhanced Parry 2 (Unarmed) [10] and Wrestling Master [10].
Skills: Spend four points on Judo (DX/H) and one point on Brawling (DX/E).
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