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Dungeon Fantasy Roleplaying Game: Exploits

✍ Scribed by Sean Punch


Publisher
Steve Jackson Games
Year
2017
Tongue
English
Leaves
114
Series
Powered by GURPS
Category
Library

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No coin nor oath required. For personal study only.

✦ Table of Contents


Contents
Introduct ion
More Is Better!
1. Rolling the Dice
Who Rolls?
Success Rolls
Modifiers
No β€œI” in β€œTeamwork” (No Profit Without It)
Complementary Skill Rolls
Base Skill vs. Effective Skill
Degree of Success or Failure
Repeated Attempts
Contests
Quick Contests
Resistance Rolls
Regular Contests
Sense Rolls
Vision
Hearing
Other Senses
Influence Rolls
Interrogations
Fright Checks
Reaction Rolls
Reaction Modifiers
Monster Reactions
Rolling, Rolling, Rolling
Influence Skills
Reaction Table
2. Dungeon Delving
In Town
Getting Ready to Go
Scum and Villainy
Tavern Tales and Moldy Books
Coming Back Rich
There and Back Again
In the Dungeon
Exploration
Extra Effort
Physical Feats
Holding Your Breath
Bridging Hazards
Running Away!
Traps and Hazards
Picking Locks
Looting
3. Fighting
Calm Before the Storm
Sleeping in Armor
Mental Stun
Combat Maps
Hexes
Figures
Combat Turn Sequence
Maneuvers
Do Nothing
Move
Change Posture
Free Actions
Crouching
Aim
Attack
Feint
All-Out Attack
Move and Attack
All-Out Defense
Concentrate
Ready
Long Actions
Wait
Movement
Step
Movement Points vs. Movement Speed
Zoom!
Movement and Facing
Moving Through Other Characters
Movement Point Costs
Attacking
Attack Rolls
Using Both Hands
Using the Off Hand
Dual-Weapon Attacks
Improvised Weapons
Melee Attacks
Unarmed Combat
Special Melee Weapons
Hurting Yourself
Ranged Attacks
Opportunity Fire
Area and Spreading Attacks
Attacking an Area
Scatter
Defending
Defense Rolls
Defending Your Weapon
Dodging
Blocking
Beyond the Block
Parrying
Active Defense Options
Critical Hits and Misses
Close Combat
Entering a Foe’s Hex
Leaving a Foe’s Hex
Weapons for Close Combat
Shields in Close Combat
Readying in Close Combat
Defense in Close Combat
Multiple Close Combat
Striking into Close Combat
Damage and Injury
Damage Roll
Damage Resistance and Penetration
Damage Type and Injury
Knockback
Hit Location and Injury
Effects of Injury
Unliving, Homogeneous, and Diffuse Targets
Special Damage
Noncombat Skills in Battle
4. Bad Things
Temporary Attribute Penalties
Injury
Effects of Accumulated Injury
Stun
Shock
Major Wounds
Knockdown
Crippling
Recovery
Effects of Healing
Medic!
Fatigue
Effects of Accumulated Fatigue
Fatigue Costs
Recovering from Fatigue
Other Pain and Suffering
Acid
Afflictions
Disease
Falling
Flame
Poison
Suffocation
Temperature
Traps
5. Treasure!
How Much?
All That Glitters
Precious Metals
Gems
Jewelry
It’s Popular in Town
Luxury Items
Antiques and Objets d’Art
Selling the Unique
Hey, We Can Use This!
Writings
Magic Items
Potions
Scrolls
Supernatural Origins
Enchanted Items
Limited-Use Items
Unique Items
6. Game Mastering
Mastering Dungeons
Dungeon Design
Advance Preparation
Beyond the Dungeon
Perilous Encounters
β€œAnd Stay Down!”
Running the Game
Pacing
Game Time
Making Everybody Useful
Keeping the Heroes Alive
Playing the NPCs
Hirelings
Settling Rules Questions
Dealing with the Players
Character Advancement
Awarding Bonus Character Points
Spending Bonus Character Points
Optional Rule: Training Expenses
Traits Gained in Play
Tables
Melee Attack Modifiers
Ranged Attack Modifiers
Active Defense Modifiers
Size and Speed/Range Table
Maneuvers Table
Postures Table
Hit Location Table
Critical Hits
Critical Hit Table
Critical Head Blow Table
Critical Misses
Critical Miss Table
Unarmed Critical Miss Table
Object Hit Points Table
Example of Play
Index
Record Sheets
Adventure Planning Form
GM Control Sheet
Wandering Monsters and Random Traps
Room Record Sheet

✦ Subjects


GURPS; Dungeon Fantasy


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