Allowed Material

This section lists all the available source material for this campaign. The GM reserves the right to veto or modify the content in these sources as it arises. “Optional Rules” being used from these sources are located in House Rules.

Basic Set

All material in this set is considered to be the “default” unless overruled by another source. All Exotic and Supernatural traits must be approved by the GM unless part of an approved Racial Template.

Banestorm

You may use “Adventuring Character Templates” (Pg. 202-217) and a limited selection of “Non-Human Races” templates (Pg. 188-200).

Dungeon Fantasy 1: Adventurers

You may use all material from this book. However, if you wish to benefit from any exotic / supernatural abilities or exceed normal limits, the full “class” template requirements must be met as a prerequisite or you must pay an Unusual Background cost unless the GM waives this due to commonality. The “class” templates are not required, but may be used as a guide. You may use the magic spell lists as a guide, but any magic user is assumed to be a “generalist” and may cast any spell as long as they have met the requirements for it. There are no spell restrictions based on “class”. If you voluntarily elect to adhere to “class” magic then you gain the benefits of the spell lists but must also abide by the restrictions. “Trading Points for Money” on page 23, overrides the rule in the Basic Set (B26).

Dungeon Fantasy 3: The Next Level

You may use a limited selection of “Non-Human Races”, which are listed in House Rules. The “class” lenses are not required, but may be used as a guide. However, if you wish to benefit from any exotic / supernatural abilities or exceed normal limits, the full “class” template requirements must be met as a prerequisite or you must pay an Unusual Background cost unless the GM waives this due to commonality. Ignore the section “Adding New Abilities”, these limitations are not in place. All other content is available.

Dungeon Fantasy 4: Sages

You may use all material from this book. However, if you wish to benefit from any exotic / supernatural abilities or exceed normal limits, the full “class” template requirements must be met as a prerequisite or you must pay an Unusual Background cost unless the GM waives this due to commonality.

Dungeon Fantasy 5: Allies

You may use all material from this book as long as you have met the requirements stated for each ability.

Dungeon Fantasy 7: Clerics

You may use all material from this book. The multiple templates given may be used as guidelines. However, if you wish to benefit from any exotic / supernatural abilities or exceed normal limits, the full “class” template requirements must be met as a prerequisite or you must pay an Unusual Background cost unless the GM waives this due to commonality. You may use the magic spell lists as a guide, but any magic user is assumed to be a “generalist” and may cast any spell as long as they have met the requirements for it. There are no spell restrictions based on “class”. If you voluntarily elect to adhere to “class” magic then you gain the benefits of the spell lists but must also abide by the restrictions.

Dungeon Fantasy 9: Summoners

You may use all material in this book. The templates provided may be used as guidelines. However, if you wish to benefit from any exotic / supernatural abilities or exceed normal limits, the full “class” template requirements must be met as a prerequisite or you must pay an Unusual Background cost unless the GM waives this due to commonality.

Dungeon Fantasy 11: Power-Ups

You may use all material in this book. You do not have to belong to a “class” to select from class-specific power-ups. However, if you wish to benefit from any exotic / supernatural abilities or exceed normal limits, the full “class” template requirements must be met as a prerequisite or you must pay an Unusual Background cost unless the GM waives this due to commonality.

Dungeon Fantasy 12: Ninja

You may use all material in this book. However, if you wish to benefit from any exotic / supernatural abilities or exceed normal limits, the full “class” template requirements must be met as a prerequisite or you must pay an Unusual Background cost unless the GM waives this due to commonality.

Dungeon Fantasy 13: Loadouts

You may use all material in this book.

Dungeon Fantasy 14: Psi

You may use all material in this book. However, if you wish to benefit from any exotic / supernatural abilities or exceed normal limits, the full “class” template requirements must be met as a prerequisite or you must pay an Unusual Background cost unless the GM waives this due to commonality.

Dungeon Fantasy 16: Wilderness Adventures

You may use all material in this book.

Fantasy

Most of the material in this book is conceptual and of little use to players. However, “Chapter Six: Characters” has player material. You may use the “Occupational Templates” (Pg. 114-127) and a limited selection of “Racial Templates” (Pg. 105-113), which are listed in House Rules. All the modifications under “Advantages, Disadvantages, and Skills” (Pg. 128-136) and the discussion in “Wealth and Status” (Pg. 137-140) are worth noting.

Low-Tech

You may use all material in this book.

Low-Tech Companion 2: Weapons and Warriors

You may use all material in this book.

Low-Tech: Instant Armor

You may use all material in this book.

Magic

All material in this book is considered to be the “default” unless overruled by another source.

The entire Technological College should be excluded. The only spells from that college that are learnable as part of another college are: Schematic, Rebuild, Shape Metal, and Metal Vision. Timeport and all of its related spells that need it as a prerequisite are restricted and may not be learned.

As stated in DF1:

  • “Create” spells that materialize permanent matter last for only a day.
  • Invisibility ends instantly if the subject attacks, casts a combat spell, or otherwise does anything more violent than moving around, spying, and stealing. Reduce energy cost from 5/3 to 4/2 to compensate.

Martial Arts

You may use all material in this book. However, all suggested “Trained By a Master” / “Weapon Master” requirements apply.

Power-Ups 1: Imbuements

You may use all material in this book.

Power-Ups 2: Perks

You may use all material in this book.

Power-Ups 3: Talents

You may use all material in this book.

Power-Ups 4: Enhancements

You may use all material in this book rated with one “eye”. Additional material may be granted with GM approval.

Power-Ups 5: Impulse Buys

This book is only listed for reference. Everything in this book is an Optional Rule for the GM to select if desired. Any material selected from here will be in House Rules.

Power-Ups 6: Quirks

You may use all material in this book.

Power-Ups 7: Wildcard Skills

You may use any of the genre appropriate Wildcard Skills already defined. If you desire a custom Wildcard Skill, talk to the GM about it. Any approved optional rules will be in House Rules.

Power-Ups 8: Limitations

You may use all material in this book.

Powers: Divine Favor

You may use all material in this book.

Powers: Enhanced Senses

You may use all material in this book with appropriate Unusual Backgrounds.

Pyramid #3/13: Thaumatology

The Mystic Knight (p. 16-19)
Odds and Ends (p. 39)

Pyramid #3/19: Tools of the Trade, Clerics

Auras of Power (p. 4-11)

Pyramid #3/29: Psionics

Expanded Psychokinesis (p. 4-9)

Pyramid #3/34: Alternate GURPS

A New Take on Grappling (p. 11-18)

Pyramid #3/36: Dungeon Fantasy

The Demolisher (p. 4-7)
Dungeon Saints (p. 8-16)
The Musketeer (p. 17-21)
Powering Up: Imbuements (p. 24-28)
All Charged Up Over Magic Items (p. 33)

Pyramid #3/43: Thaumatology III

Bottled Magic (p. 13-16)

Pyramid #3/50: Dungeon Fantasy II

Races as Professions (p. 4-8)
Dark Summonings (p. 9-15)
Saintly Power-Ups (p. 16-19)
More Dungeon Fantasy Loadouts (p. 28-32)
Power-Ups for Assassins (p. 33-34)

Pyramid #3/53: Action

Character Variations (p. 11-12)
Horseman (p. 13)
Fortunately, I Saw This Coming (p. 32-34)

Pyramid #3/60: Dungeon Fantasy III

Mystic Power-Ups (p. 26-32)
How Beastly (p. 35-36)
Odds and Ends (p. 39)

Pyramid #3/61: Way of the Warrior

More Power to Dungeon Warriors! (p. 4-14)
Takedown Sequences (p. 15-20)

Pyramid #3/64: Pirates & Swashbucklers

Swords Against Evil (p. 4-10)

Pyramid #3/68: Natural Magic

Green Power (p. 24)
Wilderness Adventures (p. 28)

Pyramid #3/69: Psionics II

A Little Bit Psychic (p. 4-11)
Mind and Body (p. 13-19)

Pyramid #3/75: Hero’s Jackpot

A Familiar Path (p. 14-21)

Pyramid #3/76: Dungeon Fantasy IV

Psychic Swords Against Elder Evil (p. 4-11)
Hidden Knowledge (p. 12-18)
The Magic Touch (p. 25-26)

Pyramid #3/77: Combat

Combat Writ Large (p. 4-10)
On Target (p. 24-28)

Thaumatology

Most of the material in this book is conceptual and of little use to players. It is only included for the ambitious who may wish to deviate from the default magic system and define an alternate method of using magic.
One variant of particular note has been approved as “standard”. Adjustable Spells (p. 39) allows you to buy an approved enhancement as a perk. You may then apply this “learned” enhancement to any applicable spell at a default skill penalty of -1 and +1 energy cost (FP) per 5% enhancement cost. You may increase the skill by improving it as an average technique but the increased energy cost never changes.

Allowed Material

GURPS on Golarion Garrion