Seven Mythical Artifacts for Dungeon Fantasy* System agnostic editorial on the fun of hex crawl games. This is mostly redundant with Dungeon Fantasy: Magic Items. System agnostic guidance for trying to build background history for dungeons. It also makes use of limitations and power modifiers, but in a mostly straight-forward way (basically, point discounts for an advantage in exchange for a few drawbacks) It does build a tiny bit on the Mystic Knight spoken of earlier. Having Gun-įu for cool abilities, and Basic Set for equipment are not required, but very highly recommended.Ĭompletely system agnostic guidance for GMs for making a dungeon more tense or horrific.Ī general purpose application of Imbuements to Dungeon Fantasy. The Guns family of skills don't exist in Dungeon Fantasy, but work pretty much like Bow or Crossbow. Also makes a callback to issue #3/19 for a lot more abilities.Ī template for a character that relies heavily on guns. This probably works best for players that also have the Basic Set and Powers as well to design new abilities. This is a custom version of the cleric and holy warrior that uses "powers" instead of "magic," specifically those from Divine Favor. One weapon uses the shrapnel mechanic which is glossed over in Dungeon Fantasy RPG, so either get Basic Set to know what they mean, or if you read damage like 1d cr ex, ignore the bit inside the square brackets. Pyramid #3/4 is also strongly recommended, it adds a bunch of extra imbuements.Īn occupational template exclusive to dwarves that uses boomsticks and bombs. A template specializing in law and non-lethal takedowns.Ī template specializing in "imbuements," a type of magic that grants mundane weapons supernatural powers.
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