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TM

Written by SEAN PUNCH


Illustrated by
BRANDON MOORE,
SHEA RYAN,
and DAN SMITH

GURPS System Design z STEVE JACKSON Chief Executive Officer z PHILIP REED
GURPS Line Editor z SEAN PUNCH Chief Creative Officer z SAM MITSCHKE
GURPS Project Manager z STEVEN MARSH Chief Operating Officer z SUSAN BUENO
Production Artist z NIKOLA VRTIS Director of Sales z ROSS JEPSON
GURPS FAQ Maintainer z Page Design z PHIL REED and JUSTIN DE WITT
VICKY “MOLOKH” KOLENKO ­­­Art Direction and Prepress Checker z NIKOLA VRTIS

Reviewer: Steven Marsh

GURPS, Pyramid, Warehouse 23, the pyramid logo, Dungeon Fantasy Career Guide, and the names of all products published
by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license.
GURPS Dungeon Fantasy Career Guide, 2020 Edition is copyright © 2020 by Steve Jackson Games Incorporated. All rights reserved.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please
purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

STEVE JACKSON GAMES


Stock #37-0361 Version 1.0 – August 2020 ®
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . 3 Justiciar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Recommended Books . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Knight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Mage-Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
About GURPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Martial Artist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Mentalist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
1. What Do You Want to Do Monster Slaver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
With Your Life? . . . . . . . . . . . . . . . . . 4 Musketeer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Know Your Stuff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Mystic Knight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Pyramid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Artificer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Ninja . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Psychic Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Scholar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Beastmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Blob . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Shield-Bearer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Carnie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Chevalier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Swashbuckler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Thief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Commander . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Undead-Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Demolisher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Unholy Warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Demon-Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Unknowable Thing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Demonologist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Wrestler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
2. Still Not Sure? . . . . . . . . . . . . . . . . . 16
General Lenses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Elementalist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Who Do I Send? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Evil Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Holy Warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
On a Budget? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Imitator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Like to Customize? . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Incanter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Innkeeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Contents 2
Introduction
Dungeon fantasy works best if every PC fills a distinct niche. capacity, he has written, edited, or contributed to some 150
– GURPS Dungeon Fantasy 1: Adventurers GURPS releases, revised the game into its fourth edition
(2004), and been a regular contributor to Pyramid magazine.
When GURPS Dungeon Fantasy launched in late 2007, it
From 2008, he has served as the lead creator of the GURPS
featured 11 professions in one short work: GURPS Dungeon
Dungeon Fantasy series, which led to his design of the
Fantasy 1: Adventurers. Dungeon fantasy being hack ‘n’ slash
Dungeon Fantasy Roleplaying Game, released in 2017. Sean
fantasy, though, “more stuff” was essential. Beginning with
has been a gamer since 1979, but devotes most of his spare
GURPS Dungeon Fantasy 3: The Next Level, power-ups,
time to Argentine tango (and occasionally tending bar). He
lenses, and other add-ons followed faster than a scout can rid-
lives in Montréal, Québec with son amour, Geneviève.
dle an orc with arrows.
Dungeon fantasy is also kitchen-sink fantasy; it borrows
from every source that could conceivably fit. Adventurers
might represent archetypes found in any flavor of fan-
tasy – epic fantasy, historical fantasy, horror fantasy, steam-
punk fantasy, even science fantasy. Thus, many templates
About GURPS
for entirely new professions appeared, with power-ups and Steve Jackson Games is committed to full sup-
lenses of their own. port of GURPS players. We can be reached by email:
As of this writing, over a dozen years later, there are [email protected]. Our address is SJ Games, P.O. Box
nearly 50 professional templates, with a huge variety of 18957, Austin, TX 78760. Resources include:
variants and add-ons. This content is strewn across 36 New supplements and adventures. GURPS continues
dedicated supplements (again, as of this writing), as well as to grow – see what’s new at gurps.sjgames.com.
many of the 122 issues of Volume 3 of Pyramid magazine. Warehouse 23. Our online store offers GURPS print
That makes it challenging to create characters, plan cam- items, plus PDFs of our books, supplements, adven-
paigns, and follow discussions. tures, play aids, and support . . . including exclusive
A complete collection of this material would fill an ency- material available only on Warehouse 23! Just head
clopedia we’re unlikely ever to have the means to compile. over to warehouse23.com.
GURPS Dungeon Fantasy Career Guide offers the next-best Pyramid (pyramid.sjgames.com). For 10 years, our
thing: an index to it all. Look up a profession to learn where PDF magazine Pyramid included new rules and arti-
to find its template and other goodies. Information is con- cles for GURPS, plus systemless locations, adventures,
fined largely to page references – although we couldn’t resist and more. The entire 122-issue library is available at
the occasional note. Warehouse 23!
A parting thought: Even if you don’t normally print PDFs, Internet. To discuss GURPS with our staff and
consider printing this one. As a GM, you can highlight tem- your fellow gamers, visit our forums at forums.
plates and add-ons permitted in your campaign. As a player, sjgames.com. You can also join us at facebook.com/
you can annotate roles you’ve played, how you customized sjgames or twitter.com/sjgames. Share your brief cam-
them, what you’d do differently, and whether your hero paign teasers with #GURPShook on Twitter. Or explore
retired in peace – or in pieces! that hashtag for ideas to add to your own game! The
GURPS Dungeon Fantasy Career Guide web page is
Recommended Books gurps.sjgames.com/dungeonfantasy/careerguide.
Store Finder (storefinder.sjgames.com): Discover
See GURPS Dungeon Fantasy 1: Adventurers for the nearby places to buy GURPS items and other Steve
ground rules for professional templates in GURPS Dungeon Jackson Games products. Local shops are great places to
Fantasy, GURPS Dungeon Fantasy 3: The Next Level for play our games and meet fellow gamers!
an intro to lenses, and GURPS Dungeon Fantasy 11: Power- Bibliographies. Bibliographies are a great resource
Ups to learn all about power-ups. for finding more of what you love! We’ve added them
Generally, the more Dungeon Fantasy supplements and to many GURPS book web pages with links to help you
Pyramid issues you have on hand, the more valuable GURPS find the next perfect element for your game.
Dungeon Fantasy Career Guide will be. It’s intended for Errata. Everyone makes mistakes, including us – but
those with a good-sized library. That said, we wouldn’t be we do our best to fix our errors. Errata pages for GURPS
unhappy if you used it as a shopping list for your next cam- releases are available at sjgames.com/errata/gurps.
paign or character!
Rules and statistics in this book are specifically for

About the Author


the GURPS Basic Set, Fourth Edition. Page references
that begin with B refer to that book, not this one.
Sean Punch set out to become a particle physicist in
1985 and ended up as GURPS Line Editor in 1995. In that

Introduction 3
Chapter One

What Do You
Want to Do
With Your
Life?
Here are a whole lot of answers to that question, in alpha- Variants: Alternative templates that replace the basic one,
betical order. Each entry provides these details: listed by name. These rarely work exactly like the standard
template – be sure to follow up page references.
Name: The profession’s name. A dagger (†) warns that the
Lenses: Location of lenses for just this template or for a small
occupation might be too lighthearted (innkeeper), technologi-
number of templates including it. For lenses almost any-
cal (demolisher and musketeer), or unorthodox (blob, carnie,
body can have, see General Lenses (p. 16).
dragon, imitator, and Unknowable Thing) for “traditional”
Special Abilities: Location of extraordinary innate capabili-
dungeon crawls.
ties besides spells, most often meaning powers.
General Type: Cunning means somebody adept at many
Special Allies: Location of stats for familiars or summoned
mundane noncombat skills – say, a craftsperson, talker, or
beings (not henchmen, which anybody can have; see
woodsman. Mystical denotes an adventurer whose shtick is
GURPS Dungeon Fantasy 15: Henchmen).
casting spells or wielding powers; [F] indicates they
Special Skills: Location of skills not widely avail-
can possess a familiar (see GURPS Dungeon
able to other delvers.
Fantasy 5: Allies), while [P] means they
Spells: Location of notes on magical spells – pos-
may designate a power item (for the deluxe
sibly including finite, prescriptive spell lists like
treatment, see GURPS Dungeon Fantasy 18:
those of clerics and druids.
Power Items). Warrior refers to a delver whose
Power-Ups: Location of special character
primary purpose is fighting. Professions that
improvement options.
straddle a line get two labels.
Special Gear: Location of paraphernalia exclu-
Preferred Environment: Dungeon means
sive or essential to the profession – or at least,
somebody optimized for looting, combating
rarely used by most other adventurers. Does
Evil, or serving Evil in dark places that are
not include universal gear (notably ordinary
neither civilized nor outdoors. Town labels
weapons and armor!), articles that such delv-
adventurers who are most capable around set-
ers merely favor (e.g., poison for assassins), or
tlements – be they social engineers, urban crim-
magic items (however specialized).
inals, or users of extremely light arms and armor.
Loadouts: Location of preselected packages of start-
Wilderness marks professionals whose noteworthy capabil-
ing equipment, which are useful reminders and checklists
ities concern tracking, trekking, and dealing with Nature. A
even when not buying every last item.
line of work that bridges two situations gets two labels. No
Social: Location of guidelines for social organizations (fam-
Preference says the delver is a useful ally in all environments,
ilies, guilds, temples, etc.) that profession members rou-
though not necessarily an expert in any of them.
tinely lead or belong to. For general social traits that suit
Description: Summary of the profession’s role, strengths,
most delvers, see GURPS Dungeon Fantasy 17: Guilds,
and weaknesses.
pp. 4-7, and Pyramid #3/58, pp. 11-14.
Entries go on to list any of the following that apply: Sample Characters: Location of pregenerated characters of
this type.
Template: Location of the basic template. All professions
have this!

What Do You Want to Do With Your Life? 4


Know Your Stuff
Career Guide includes many page references, so it related works, even ones not referred to here, allowing it
saves space by abbreviating supplement titles. The follow- to double as a collection checklist.
ing key covers the GURPS Dungeon Fantasy series and

Title Abbreviation
Dungeon Fantasy 1: Adventurers DF 1
Dungeon Fantasy 2: Dungeons DF 2
Dungeon Fantasy 3: The Next Level DF 3
Dungeon Fantasy 4: Sages DF 4
Dungeon Fantasy 5: Allies DF 5
Dungeon Fantasy 6: 40 Artifacts DF 6
Dungeon Fantasy 7: Clerics DF 7
Dungeon Fantasy 8: Treasure Tables DF 8
Dungeon Fantasy 9: Summoners DF 9
Dungeon Fantasy 10: Taverns DF 10
Dungeon Fantasy 11: Power-Ups DF 11
Dungeon Fantasy 12: Ninja DF 12
Dungeon Fantasy 13: Loadouts DF 13
Dungeon Fantasy 14: Psi DF 14
Dungeon Fantasy 15: Henchmen DF 15
Dungeon Fantasy 16: Wilderness Adventures DF 16
Dungeon Fantasy 17: Guilds DF 17
Dungeon Fantasy 18: Power Items DF 18
Dungeon Fantasy 19: Incantation Magic DF 19
Dungeon Fantasy 20: Slayers DF 20
Dungeon Fantasy Adventure 1: Mirror of the Fire Demon DFA 1
Dungeon Fantasy Adventure 2: Tomb of the Dragon King DFA 2
Dungeon Fantasy Denizens: Barbarians DFD Barbarians
Dungeon Fantasy Denizens: Swashbucklers DFD Swashbucklers
Dungeon Fantasy Encounters 1: The Pagoda of Worlds DFE 1
Dungeon Fantasy Monsters 1 DFM 1
Dungeon Fantasy Monsters 2: Icky Goo DFM 2
Dungeon Fantasy Monsters 3: Born of Myth & Magic DFM 3
Dungeon Fantasy Monsters 4: Dragons DFM 4
Dungeon Fantasy Setting: Caverntown DFS Caverntown
Dungeon Fantasy Setting: Cold Shard Mountains DFS CSM
Dungeon Fantasy Treasures 1: Glittering Prizes DFT 1
Dungeon Fantasy Treasures 2: Epic Treasures DFT 2
Dungeon Fantasy Treasures 3: Artifacts of Felltower DFT 3
Magical Styles: Dungeon Magic MSDM
Pyramid Dungeon Collection PDC

Pyramid
Pyramid issues are given by number, omitting complete justiciar, monster slaver, mystic knight, and sorcerer pro-
titles to save space. Gamers on a budget may find Pyramid fessions, plus many variants, lenses, and power-ups.
Dungeon Fantasy Collected attractive: It includes the

Diverse challenges bring the capabilities of different specialists


into the spotlight, which lets everybody have fun.
– GURPS Dungeon Fantasy 2: Dungeons

What Do You Want to Do With Your Life? 5


Artificer pp. 13-14); Barbarian-Martial Artist (DF 3, p. 19; DFD
Barbarians, p. 14); Barbarian-Ninja (DFD Barbarians,
General Type: Cunning.
pp. 14-15); Barbarian-Scout (DF 3, pp. 19-20; DFD Barbar-
Preferred Environment: Dungeon, Town.
ians, p. 15); Barbarian-Shaman (DFD Barbarians, p. 15);
Clever expert at devices and mechanisms, capable of impro- Barbarian-Swashbuckler (DF 3, p. 20; DFD Barbarians,
vising technology in the field. Needs lots of tools and gadgets p. 15); Barbarian-Thief (DF 3, p. 20; DFD Barbarians,
to be effective. Not a fighter by any stretch, but an excellent p. 15); Barbarian-Wizard (DF 3, p. 20; DFD Barbarians,
reserve thief when it comes to doors, locks, and traps. p. 15); Berserker (DFD Barbarians, pp. 9-10); Refined
Savage (DFD Barbarians, p. 10); Sea Raider (DFD Bar-
Template: DF 4, p. 5. barians, pp. 10-11); Shirtless Savage (DFD Barbarians,
Lenses: Alchemist (Pyramid #3/82, p. 6); Artificer-Barbarian p. 11); Short Barbarian (DFD Barbarians, p. 11-12).
(DF 4, p. 5); Artificer-Bard (DF 4, p. 6); Artificer-Cleric Special Allies: DF 5, pp. 6-11 and DFD Barbarians, p. 19.
(DF 4, p. 6), Artificer-Druid (DF 4, p. 6); Artificer-Holy Power-Ups: DF 3, p. 38; DF 11, pp. 18-19; DFD Barbarians,
Warrior (DF 4, p. 6); Artificer Holy Warriors (DF 7, p. 10); pp. 16-24; Pyramid #3/61, pp. 8-9.
Artificer-Knight (DF 4, p. 6); Artificer-Martial Artist (DF Special Gear: DFD Barbarians, pp. 25-29.
4, p. 6); Artificer-Scout (DF 4, pp. 6-7); Artificer-Swash- Loadouts: DF 13, pp. 8-9.
buckler (DF 4, p. 7); Artificer-Thief (DF 4, p. 7); Artifi- Social: DF 17, pp. 19-20, 23-24, 26-27.
cer-Wizard (DF 4, p. 7). Sample Characters: DFA 1, p. 37.
Special Abilities: DF 4, pp. 4-5.
Power-Ups: DF 11, pp. 17-18 (alternatively, Pyramid
#3/82, pp. 7-8).
Special Gear: DF 4, p. 12.
Loadouts: DF 13, p. 7 (artificer holy warriors see DF
13, p. 15).
Social: DF 17, pp. 12-13, 21-22, 27.
Sample Characters: DFA 1, pp. 39-40; DFS Cavern-
town, p. 14.

Assassin
General Type: Cunning-Warrior.
Preferred Environment: Dungeon, Town.
Mainly a sneak, but with enough combat ability to
be a decent light fighter (especially if they can attack
from behind . . .). More than skilled enough to serve as
one of a party’s primary ranged combatants! At home
on urban adventures, even if no killing is needed.
Template: DF 12, p. 9.
Power-Ups: Pyramid #3/50, pp. 33-34.
Loadouts: DF 13, p. 28.
Social: DF 17, pp. 16-17.

Barbarian Bard
General Type: Warrior-Cunning. General Type: Mystical [F, P]-Cunning.
Preferred Environment: Dungeon, Wilderness. Preferred Environment: Town.
Oversized fighter who prefers dishing out and soaking up Charismatic troubadour with innate abilities, special skills,
raw damage to targeting vital spots and evading blows. Can and mana-based spells for influencing minds with music. Also
often get by with basic weapons and minimal armor. Also a a top-notch mundane social engineer, indispensable on urban
skilled outdoorsman, valuable out of combat. adventures. Such breadth means a slow start but boundless
potential for growth.
Template: DF 1, pp. 4-5; DFD Barbarians, pp. 4-6.
Variants: Rage Barbarian (DFD Barbarians, p. 6); Savage Template: DF 1, pp. 5-6.
Warrior (DFD Barbarians, pp. 7-8); Survivor (DFD Bar- Lenses: Bard-Barbarian (DF 3, p. 20); Bard-Cleric (DF 3,
barians, pp. 8-9). pp. 20-21); Bard-Druid (DF 3, p. 21); Bard-Holy Warrior
Lenses: Barbarian-Artificer (DFD Barbarians, p. 12); (DF 3, p. 21); Bard-Knight (DF 3, p. 21); Bard-Martial Art-
Barbarian-Assassin (DFD Barbarians, p. 12); Barbar- ist (DF 3, p. 21); Bard-Scout (DF 3, p. 21); Bard-Swash-
ian-Bard (DF 3, p. 19; DFD Barbarians, pp. 12-13); buckler (DF 3, p. 21); Bard-Thief (DF 3, pp. 21-22);
Barbarian-Cleric (DF 3, p. 19; DFD Barbarians, p. 13); Bard-Wizard (DF 3, p. 22); Songshaper (Pyramid #3/109,
Barbarian-Druid (DF 3, p. 19; DFD Barbarians, p. 13); p. 33).
Barbarian-Holy Warrior (DF 3, p. 19; DFD Barbarians, Special Abilities: DF 1, p. 21 (alternatively, see Pyramid
p. 13); Barbarian-Knight (DF 3, p. 19; DFD Barbarians, #3/109, p. 33).

What Do You Want to Do With Your Life? 6


Special Allies: DF 5, pp. 20-29. a complicit GM. Wide range of skills are useful almost any-
Special Skills: DF 1, p. 21. where, though.
Spells: DF 1, p. 20 (or for a complete overhaul, Pyramid #3/60,
Template: Pyramid #3/114, pp. 28-30.
pp. 4-14).
Special Abilities: Pyramid #3/114, pp. 29-31.
Power-Ups: DF 3, p. 38; DF 11, pp. 14-16, 19-21 (alternatively,
Special Skills: Pyramid #3/114, p. 31.
see Pyramid #3/109, p. 33); DF 18, p. 12; Pyramid #3/36,
Power-Ups: Pyramid #3/114, p. 31.
pp. 25-26.
Special Gear: DF 1, p. 24; DF 8, p. 22 (musical instruments).
Loadouts: DF 13, pp. 9-10. Chevalier
Social: DF 17, pp. 16-19, 21-22, 26-27. General Type: Warrior.
Sample Characters: DFS Caverntown, p. 22. Preferred Environment: Wilderness.
Mounted warrior. Not useless in town or the dungeon, but
perhaps unsatisfying to play there – because then they’re just
You might be able to speak a knight with many points tied up in irrelevant abilities. That
said, they add massive combat clout to a party adventuring
with beasts, command them, outdoors!
conjure them, cast spells Template: Pyramid #3/122, pp. 14-15.
Special Allies: DF 5, p. 11 (stallion).
on them, or even transform Power-Ups: Pyramid #3/122, pp. 16-17.
into them. Special Gear: DF 16, p. 19 (riding gear).

– “Beastmaster,” Cleric
Pyramid #3/60 General Type: Mystical [F, P].
Preferred Environment: No Preference.
Holy person with innate abilities and sanctity-based
spells for opposing supernatural entities and healing allies.
Beastmaster Essential to any party in the healer role! Can also cast com-
General Type: Mystical [F, P]-Cunning. bat “buffs” and hold their own in a fight, despite not being a
Preferred Environment: Wilderness. dedicated warrior.
Specialist in supernatural animal-control abilities and Template: DF 1, pp. 6-7.
spells – and a capable hunter-tracker. “Breaks the rules” Lenses: Beatified (Pyramid #3/36, p. 10); Cleric-Barbarian
by taking normally druidic Animal spells and making them (DF 3, p. 22); Cleric-Bard (DF 3, p. 22); Cleric-Druid (DF
mana-based. Powerful on outdoor adventures, but marginal 3, p. 22); Cleric-Holy Warrior (DF 3, p. 22); Cleric-Knight
almost everywhere else. (DF 3, pp. 22-23); Cleric-Martial Artist (DF 3, p. 23); Cleric-
Scout (DF 3, p. 23); Cleric-Swashbuckler (DF 3, p. 23);
Template: Pyramid #3/60, pp. 35-36.
Cleric-Thief (DF 3, p. 24); Cleric-Wizard (DF 3, p. 24);
Special Abilities: Pyramid #3/60, p. 35.
cult-specific lenses (DF 7, pp. 8, 10, 12, 13, 15-17, 19, 21, 22,
Special Allies: DF 5, pp. 5-11, 20-29.
24, 26, 28-31; Pyramid #3/78, p. 14; Pyramid #3/100, p. 30);
Spells: Pyramid #3/60, p. 35.
Elder Cleric (Pyramid #3/43, p. 11); Saint (Pyramid #3/36,
pp. 8-9).
Blob† Special Abilities: DF 1, p. 22 (alternatively, see DF 7, pp. 8, 9,
General Type: Warrior. 11, 13, 15-17, 19, 21, 22, 24-27, 29, 30; Pyramid #3/78, p. 12;
Preferred Environment: Dungeon. Pyramid #3/100, pp. 28-29); Pyramid #3/19, pp. 4-11.
Special Allies: DF 5, pp. 12-19, 20-29; Pyramid #3/43, p. 10;
Combined professional/racial template for gamers inter-
Pyramid #3/78, p. 13.
ested in playing a monster. “Warrior” less because they excel
Special Skills: DF 1, p. 22.
at fighting, and more because they’re strong, absurdly tough,
Spells: DF 1, p. 19 (alternatively, see DF 7, pp. 9, 10, 12, 14-18,
and skilled at little else. Not suitable for town gaming! At all.
20-25, 27-29, 31; Pyramid #3/43, pp. 11-12; Pyramid #3/78,
Template: Pyramid #3/72, p. 22. p. 14; Pyramid #3/89, p. 17; Pyramid #3/100, pp. 30-31; even
Power-Ups: Pyramid #3/72, p. 22. DFM 1, p. 9).
Power-Ups: DF 3, p. 38; DF 11, pp. 13-16, 21-24 (alternatively,
see Pyramid #3/50, pp. 16-17); DF 18, p. 12; Pyramid #3/36,
Carnie† pp. 25-26.
General Type: Mystical-Cunning. Special Gear: DF 1, p. 26 (holy symbols); DF 7, pp. 33-35.
Preferred Environment: Town. Loadouts: DF 13, pp. 10-13.
Twisted circus entertainer (sinister clown) who wields Social: DF 17, pp. 10-11, 20, 27; PDC, pp. 88-95.
insanity as a power in itself. Making this work in wilder- Sample Characters: DFA 1, pp. 35-36; DFS Caverntown,
ness or dungeon play requires careful character design and p. 16; Pyramid #3/100, p. 31.

What Do You Want to Do With Your Life? 7


Commander or sanctity. Specialized, and mostly useful when there are
demons around – their powers are otherwise extremely lim-
General Type: Warrior-Cunning.
ited. Risks being deemed “evil” and run out of town.
Preferred Environment: No Preference.
Template: DF 9, pp. 6-7.
Fighter who improves the entire party’s combat strength.
Lenses: Infernal Diabolist (Pyramid #3/50, pp. 11-12).
Excellent addition to any group anywhere fighting might hap-
Special Abilities: DF 9, pp. 7-8.
pen – including in town, where brains and leadership ability
Special Allies: DF 5, pp. 20-29; DF 9, pp. 32-35.
can make a real difference even when violence is off the table.
Spells: DF 9, p. 8 (alternatively, see Pyramid #3/50, p. 12).
Template: Pyramid #3/122, pp. 17-18. Power-Ups: DF 11, pp. 13-16, 23, 24; DF 18, p. 12; Pyramid
Special Abilities: Pyramid #3/122, pp. 18-19. #3/36, pp. 25, 27; Pyramid #3/50, p. 13.
Special Skills: Pyramid #3/122, pp. 19-20. Loadouts: DF 13, p. 25.
Power-Ups: Pyramid #3/122, pp. 20-22. Social: DF 17, pp. 15-16, 21-23, 27.
Sample Characters: DFA 1, p. 34.

Blow stuff up without spells or Dragon†


in places where magic doesn’t work. General Type: Warrior-Cunning.
Preferred Environment: Dungeon, Wilderness.
Ka-boom! Combined professional/racial template for gamers inter-
– “The Demolisher,” ested in playing a monster. Surprisingly versatile – deadly,
smart, broadly skilled, and able to acquire Magery – but a
Pyramid #3/36 marginal choice for town. Can fly, which only truly comes into
its own outdoors.
Template: Pyramid #3/72, p. 23.
Demolisher† Power-Ups: Pyramid #3/72, p. 23.
General Type: Warrior.
Preferred Environment: Dungeon. Druid
Dwarven fighter who kills enemies with things that go General Type: Mystical [F, P]-Cunning.
“boom.” Relies on specialized, pricey explosives – make sure Preferred Environment: Wilderness.
they’re available! Can potentially do major damage to not only Nature priest whose innate abilities and spells (which
foes, but also doors, veins of ore, inconvenient walls and ter- depend on Nature’s purity) – and outdoor skills – make them
rain features, and allies. vital on wilderness adventures. Brings control over animals,
Template: Pyramid #3/36, pp. 4-5. plants, and weather to the table. Limited in dungeons; down-
Power-Ups: Pyramid #3/36, p. 7. right weak in town.
Special Gear: Pyramid #3/36, pp. 5-7 (explosives and Template: DF 1, p. 7.
firearms). Lenses: Beatified (Pyramid #3/36, p. 10); cult-specific lenses
Loadouts: Pyramid #3/50, pp. 28-29. (DF 7, pp. 8, 15, 17, 26, 28; Pyramid #3/78, pp. 16-17); Druid-
Barbarian (DF 3, p. 24); Druid-Bard (DF 3, p. 24); Druid-
Demon-Slayer Cleric (DF 3, pp. 24-25); Druid-Holy Warrior (DF 3, p. 25);
General Type: Warrior-Mystical [P]. Druid-Knight (DF 3, p. 25); Druid-Martial Artist (DF 3,
Preferred Environment: Dungeon. p. 25); Druid-Scout (DF 3, p. 25); Druid-Swashbuckler (DF
3, p. 25); Druid-Thief (DF 3, p. 25); Druid-Wizard (DF 3,
Warrior specialized in battling demons. Trades a little pure p. 25); Elemental Druid Lens (Pyramid #3/68, p. 30); High
combat ability for demon-slaying capabilities that flow from Druid Lens (Pyramid #3/68, p. 31).
within. Unlike the holy warrior, doesn’t need sanctity and isn’t Special Abilities: DF 1, p. 22 (alternatively, see DF 7, pp. 8,
obliged to follow some externally imposed moral code. 15, 25-27; Pyramid #3/68, pp. 30, 32; Pyramid #3/78, p. 16).
Template: DF 20, pp. 6-8. Special Allies: DF 5, pp. 5-11, 20-29; Pyramid #3/78, p. 13.
Special Abilities: DF 20, pp. 4-6. Special Skills: DF 1, p. 22.
Special Skills: DF 20, p. 6. Spells: DF 1, pp. 19-20 (alternatively, see DF 7, pp. 9, 15, 18,
Power-Ups: DF 11, p. 22 (borrowed from clerics); DF 20, p. 8. 27, 28; Pyramid #3/68, pp. 30, 32; Pyramid #3/78, p. 17; Pyr-
Special Gear: DF 20, pp. 19, 20, 21-22. amid #3/89, p. 17).
Power-Ups: DF 3, p. 38; DF 11, pp. 13-16, 23, 24-25; DF 18,
p. 12; Pyramid #3/36, pp. 25-26. Alternatively, see Pyramid
Demonologist #3/68, pp. 30, 32.
General Type: Mystical [F, P]. Loadouts: DF 13, pp. 13-14.
Preferred Environment: Dungeon. Social: DF 17, pp. 10-11, 21-22, 26-27.
Magic-user with innate abilities and spells for interacting Sample Characters: DF 10, pp. 25-26; DFA 1, pp. 38-39; DFS
with demons; these require dark forces, not strictly mana Caverntown, p. 18.

What Do You Want to Do With Your Life? 8


Dwarf 3, p. 22); Cleric-Knight (DF 3, pp. 22-23); Cleric-Martial
Artist (DF 3, p. 23); Cleric-Scout (DF 3, p. 23); Cleric-
General Type: Warrior-Cunning.
Swashbuckler (DF 3, p. 23); Cleric-Thief (DF 3, p. 24);
Preferred Environment: Dungeon.
Cleric-Wizard (DF 3, p. 24); cult-specific lenses (DF 7,
A “dwarf’s dwarf,” specializing in deep places rather than pp. 12, 13, 15-17, 19, 22, 24, 26, 28, 30-31; Pyramid #3/78,
hanging around town with humans, never mind outdoors p. 14; Pyramid #3/100, p. 30); Lich (Pyramid #3/72, p. 24);
with – ugh – elves. A solid fighter, a crafter, and a pro at dun- Saint (Pyramid #3/36, pp. 8-9).
geon tasks (looting, locks, looting, traps, and looting). Dwarves Special Abilities: DF 3, p. 41 (alternatively, see DF 7, pp. 11,
only, though! 13, 15-17, 19, 22, 24-27, 30; Pyramid #3/78, p. 12; Pyramid
#3/100, pp. 28-29); Pyramid #3/19, pp. 4-11.
Template: Pyramid #3/50, pp. 4-5 (which absolutely requires Special Allies: DF 5, pp. 12-19, 20-29; Pyramid #3/43, p. 10;
DF 3, p. 6). Pyramid #3/78, p. 13.
Power-Ups: DF 11, p. 40; Pyramid #3/50, p. 6. Special Skills: DF 3, p. 41.
Spells: DF 3, p. 24 (alternatively, see DF 7, pp. 12, 14-18, 20,
Elementalist 22-25, 27, 28, 31; Pyramid #3/78, p. 14; Pyramid #3/100,
General Type: Mystical [F, P]. pp. 30-31).
Preferred Environment: No Preference. Power-Ups: DF 11, pp. 13-16, 23, 27 (alternatively, see Pyra-
mid #3/50, p. 16); DF 18, p. 12; Pyramid #3/36, pp. 25-26.
Specialist wizard with innate abilities and mana-based Special Gear: DF 1, p. 26 (holy symbols); DF 7, pp. 33-35.
spells for manipulating the elements and associated spirits. Loadouts: DF 13, pp. 10-13 (and see DF 13, p. 13 for an
Supports combat with direct-damage spells and anti-elemen- important lens).
tal “buffs.” This narrow focus can lead to strength or weak- Social: DF 17, pp. 10-11, 20, 27; PDC, pp. 88-95.
ness – chose traits wisely!
* Lens for the standard cleric template in theory, but with
Template: DF 9, pp. 9-10. unique abilities, spells, and power-ups that make it a template
Special Abilities: DF 9, p. 10-12. in practice.
Special Allies: DF 5, pp. 20-29; DF 9, pp. 26-32; DFM 1, p. 15.
Spells: DF 9, p. 11-12.
Power-Ups: DF 11, pp. 13-16, 23, 25-27; DF 18, p. 12; Pyramid The cleric template assumes
#3/36, pp. 25, 27.
Loadouts: DF 13, p. 25. a cleric of Good – or at least of
Social: DF 17, pp. 21-23, 27. Reasonably Nice. There are clerics
Elf of Evil, though, and they don’t have
General Type: Cunning-Mystical [F, P]. to be hostile NPCs.
Preferred Environment: Wilderness.
– GURPS Dungeon Fantasy 3:
An “elf’s elf,” at home in the wilderness and not fond of
stinky human settlements or dingy dwarven dungeons.
The Next Level
Broadly skilled at social and stealthy pursuits, ranged combat
(though not a pure fighter), and even basic wizardly magic.
Elves only, please! Holy Warrior
General Type: Warrior-Mystical.
Template: Pyramid #3/50, pp. 6-8 (which absolutely requires Preferred Environment: Dungeon.
DF 3, p. 8).
Special Allies: DF 5, pp. 20-29. Fighter who trades some basic martial ability for innate
Spells: DF 1, p. 20 (or for a complete overhaul, Pyramid #3/60, abilities (not spells) useful for healing associates and battling
pp. 4-14). capital-E Evil supernatural entities. A potent ally against
Power-Ups: DF 11, pp. 13-16, 41; DF 18, p. 12; Pyramid #3/50, demons or undead. Less effective against purely mundane or
p. 8. natural malevolence.
Template: DF 1, pp. 7-8.
Evil Cleric Lenses: Cult-specific lenses (DF 7, pp. 8, 10, 12, 14-16, 18-21,
General Type: Mystical [F, P]. 24, 26, 28, 29, 31; Pyramid #3/78, pp. 14-15, 17; Pyramid
Preferred Environment: Dungeon. #3/100, p. 30); Elder Warrior (Pyramid #3/43, p. 12); Holy
Warrior-Barbarian (DF 3, p. 26); Holy Warrior-Bard (DF
Sinister priest whose innate abilities and sanctity-based 3, p. 26); Holy Warrior-Cleric (DF 3, p. 26); Holy War-
spells enable them to inflict harm, and call up and make pacts rior-Druid (DF 3, p. 26); Holy Warrior-Knight (DF 3,
with demons and undead. Good at offensive combat support; p. 27); Holy Warrior-Martial Artist (DF 3, p. 27); Holy
not so hot at “buffing” or defense. Warrior-Scout (DF 3, p. 27); Holy Warrior-Swashbuckler
Template: DF 1, pp. 6-7 plus DF 3, p. 23.* (DF 3, p. 27); Holy Warrior-Thief (DF 3, p. 28); Holy War-
Lenses: Beatified (Pyramid #3/36, p. 10); Cleric-Barbarian rior-Wizard (DF 3, p. 28); Warrior-Saint (Pyramid #3/36,
(DF 3, p. 22); Cleric-Bard (DF 3, p. 22); Cleric-Druid (DF p. 9); Warrior-Saint-Saint (Pyramid #3/50, p. 16).

What Do You Want to Do With Your Life? 9


You’re not limited to a few parlor tricks learned by rote!
You comprehend the structure of reality itself and derive your spells
from that knowledge.
– GURPS Dungeon Fantasy 19: Incantation Magic

Special Abilities: DF 1, p. 22 (alternatively, see DF 7, pp. 8, 9, Power-Ups: DF 11, pp. 14-15, 36-37 (borrowed from wizards);
11, 13, 15-17, 19, 21, 22, 24-27, 29, 30; Pyramid #3/78, pp. 12, DF 19, pp. 6-7; Pyramid #3/109, pp. 31-32.
16; Pyramid #3/100, pp. 28-29); Pyramid #3/19, pp. 4-11. Special Gear: DF 19, pp. 18, 19-20 (components, grimoires,
Special Allies: DF 5, pp. 12-19, and note the box on p. 13; Pyr- scripts, etc.).
amid #3/43, p. 10; Pyramid #3/78, p. 13.
Special Skills: DF 1, p. 22. Innkeeper†
Power-Ups: DF 3, pp. 38-39; DF 11, p. 28 (alternatively, see
General Type: Cunning.
Pyramid #3/50, p. 17); Pyramid #3/36, p. 26; Pyramid #3/61,
Preferred Environment: Town.
p. 9.
Special Gear: DF 1, p. 26 (holy symbols); DF 7, pp. 33-35. Bard or thief’s equal on urban adventures, despite being a
Loadouts: DF 13, pp. 14-18. “joke” profession on some level. Has a broad skill selection,
Social: DF 17, pp. 10-11, 19-20, 23-25; PDC, pp. 88-95. and could even start with solid combat abilities. Factor in the
Sample Characters: DFA 1, pp. 36-37; DFS Caverntown, ability to use any skill occasionally, and they can stand in for
p. 16. any non-spellcaster.
Template: DF 10, p. 8.
Imitator† Power-Ups: DF 11, p. 28.
General Type: Special. Loadouts: DF 13, p. 19.
Preferred Environment: Special. Social: DF 17, pp. 16-19.
Person (?) who can emulate any profession, within lim-
its. The references below cover native capabilities. Read the Justiciar
entries for imitated templates, too – paying special attention General Type: Cunning-Warrior.
to “General Type” and “Preferred Environment.” Preferred Environment: No Preference.
Template: Pyramid #3/72, pp. 30-31. Law-enforcer who’s as good at bringing ‘em back alive as at
Special Abilities: Pyramid #3/72, pp. 31-33. killin’. At home kicking down doors in the dungeon, tracking
Power-Ups: Pyramid #3/72, p. 33. bad guys across the wilderness, and making arrests in town.
Special Gear: Pyramid #3/72, p. 33 (chimerical equipment). Both a solid fighter and a cunning sneak – a sort of “assassin
for Good.”
Incanter Template: Pyramid #3/10, pp. 4-5.
General Type: Mystical [F]. Power-Ups: Pyramid #3/10, p. 5.
Preferred Environment: No Preference. Loadouts: Pyramid #3/50, pp. 29-30.
Mana-using caster who doesn’t learn discrete spells, but
improvises them to do almost anything but heal or control Knight
nature. Takes an experienced player (and GM) to shine – but General Type: Warrior.
given that, can contribute in every adventuring situation! Preferred Environment: No Preference.
Template: DF 19, pp. 5-6. Pure fighter who balances raw damage-dealing and
Lenses: Incanter-Barbarian (DF 19, p. 7); Incanter-Bard (DF toughness with finesse. Useful wherever and whenever
19, pp. 7-8); Incanter-Cleric (DF 19, p. 8); Incanter-Druid there’s fighting, but has a very limited role outside of combat.
(DF 19, p. 8); Incanter-Holy Warrior (DF 19, p. 8); Incanter- Relies on having good armor and weapons – though these
Knight (DF 19, p. 8); Incanter-Martial Artist (DF 19, p. 9); needn’t be fancy.
Incanter-Scout (DF 19, p. 9); Incanter-Swashbuckler (DF
19, p. 9); Incanter-Thief (DF 19, p. 9); Incanter-Wizard (DF Template: DF 1, pp. 8-9.
19, p. 9). Lenses: Knight-Barbarian (DF 3, p. 28); Knight-Bard (DF 3,
Special Abilities: DF 19, pp. 4-5; Pyramid #3/114, p. 4. p. 28); Knight-Cleric (DF 3, p. 28); Knight-Druid (DF 3,
Special Allies: DF 5, pp. 20-29. p. 28); Knight-Holy Warrior (DF 3, pp. 28-29); Knight-Mar-
Special Skills: DF 19, pp. 5, 10-14; Pyramid #3/109, p. 31. tial Artist (DF 3, p. 29); Knight-Scout (DF 3, p. 29);
Spells: DF 19, pp. 14-17, 19-22 (how-to) and pp. 23-30 (exam- Knight-Swashbuckler (DF 3, p. 29); Knight-Thief (DF 3,
ples); Pyramid #3/114, pp. 4-11 (more examples). p. 29); Knight-Wizard (DF 3, p. 29); Samurai (Pyramid
#3/89, p. 19).

What Do You Want to Do With Your Life? 10


Power-Ups: DF 3, p. 39; DF 11, p. 11-12, 29; Pyramid #3/61, Mentalist-Martial Artist (DF 14, p. 18); Mentalist-Scout
pp. 9-10. (DF 14, p. 18); Mentalist-Swashbuckler (DF 14, p. 18);
Loadouts: DF 13, pp. 19-21. Mentalist-Thief (DF 14, p. 18); Mentalist-Wizard (DF 14,
Social: DF 17, pp. 19-21, 23-25. p. 18).
Sample Characters: DFA 1, pp. 40-41; DFS CSM, p. 21. Special Abilities: DF 14, pp. 4-13.
Special Allies: DF 5, pp. 20-29.
Mage-Slayer Special Skills: DF 14, p. 15.
Power-Ups: DF 14, pp. 19-22.
General Type: Warrior-Mystical [P].
Special Gear: DF 14, pp. 23-25.
Preferred Environment: Dungeon, Town.
Loadouts: Pyramid #3/50, pp. 30-31.
Hunter of villainous spellcasters, monstrous and “civilized” Social: DF 17, pp. 15-16, 21-22, 27.
(well, urban). The ability to strike faster than a foe can speak
or gesture makes for a capable finesse-based warrior, but one
who trades some martial effectiveness for potent anti-magic.
You are a true master
Template: DF 20, pp. 11-12.
Special Abilities: DF 20, pp. 9-10. of the mind. Where other
Special Skills: DF 20, p. 11.
Power-Ups: DF 20, p. 13. adventurers pull off stunts by
Special Gear: DF 20, pp. 19, 21-22.
Sample Characters: Pyramid #3/109, p. 15 (as “mage-hunter”). using spells or otherworldly
Martial Artist
powers to channel external
General Type: Warrior-Cunning. energies, you achieve results
Preferred Environment: No Preference.
Fighter who trades power and toughness for finesse
without outside help thanks
(unarmed or with light weapons), innate body-control abili-
ties (not truly “mystical”), and many cinematic skills. Moves
to Psionics.
and sneaks well in dungeons, up trees, and across rooftops.
Spread challengingly thin initially, though.
– GURPS Dungeon
Template: DF 1, pp. 9-10. Fantasy 14: Psi
Lenses: Martial Artist-Barbarian (DF 3, p. 29); Martial Art-
ist-Bard (DF 3, pp. 29-30); Martial Artist-Cleric (DF 3,
p. 30); Martial Artist-Druid (DF 3, p. 30); Martial Art- Monster Slaver
ist-Holy Warrior (DF 3, p. 30); Martial Artist-Knight (DF
General Type: Cunning-Warrior.
3, p. 30); Martial Artist-Scout (DF 3, pp. 30-31); Martial
Preferred Environment: Dungeon, Wilderness.
Artist-Swashbuckler (DF 3, p. 31); Martial Artist-Thief (DF
3, p. 31); Martial Artist-Wizard (DF 3, p. 31). Fighter whose goal is to capture and sell monsters, not
Special Abilities: DF 1, pp. 21-22. slaughter them. Willing and able to go where the monsters
Special Skills: DF 1, p. 22. are – especially out into the wilderness or down into the dun-
Power-Ups: DF 3, p. 39; DF 11, pp. 29-30; Pyramid #3/36, geon. A rough-but-serviceable rogue in their way, if barely
p. 27; Pyramid #3/61, pp. 10-13; Pyramid #3/89, pp. 22-23. polite enough for town.
Loadouts: DF 13, p. 21.
Social: DF 17, pp. 11, 19-20, 22-25. Template: Pyramid #3/47, pp. 20-21.
Sample Characters: DFA 1, p. 39. Special Gear: Pyramid #3/47, pp. 21-22 (restraints).
Loadouts: Pyramid #3/50, pp. 31.

Mentalist
General Type: Mystical [F, P]-Cunning.
Musketeer†
Preferred Environment: No Preference. General Type: Warrior-Cunning.
Preferred Environment: No Preference.
Uses psionic powers to produce effects similar to magic.
Though the options number fewer than spells, they encom- Fighter who uses deadly, newfangled “guns.” Might snipe
pass offense, defense, movement, and senses. Can explode in the wilderness, shotgun monsters in the dungeon, or whip
heads, but more useful out of combat – reading minds and out pocket pistols in town – just make sure they have access
searching the area – than in it. to firearms and ammo! Has many noncombat skills, but isn’t
a deep thinker.
Template: DF 14, pp. 15-16.
Lenses: Mentalist-Barbarian (DF 14, p. 17); Mentalist- Template: Pyramid #3/36, pp. 17-18.
Bard (DF 14, p. 17); Mentalist-Cleric (DF 14, p. 17); Power-Ups: Pyramid #3/36, p. 19.
Mentalist-Druid (DF 14, p. 17); Mentalist-Holy War- Special Gear: Pyramid #3/36, pp. 19-20 (guns and ammo).
rior (DF 14, pp. 17-18); Mentalist-Knight (DF 14, p. 18); Loadouts: Pyramid #3/50, pp. 31-32.

What Do You Want to Do With Your Life? 11


Mystic Knight Spy and killer who balances solid combat ability with
roguish sneaking. Has special innate abilities and cinematic
General Type: Warrior-Mystical [P].
martial-arts skills to assist with this. Spread thin initially,
Preferred Environment: No Preference.
but with time has the potential to be extremely lethal in any
Knight who sacrifices some mundane fighting ability for environment.
the innate capacity to focus special skills through weapons
Template: DF 12, p. 8.
and armor to produce spell-like effects. Picture a holy warrior
Lenses: Ninja-Barbarian (DF 12, p. 9); Ninja-Bard (DF 12,
with wizardly magic instead of divine license. Needs gear to
p. 10); Ninja-Cleric (DF 12, p. 10); Ninja-Druid (DF 12,
use their gifts fully!
p. 10); Ninja-Holy Warrior (DF 12, p. 10); Ninja-Knight
Template: Pyramid #3/13, pp. 16-17. (DF 12, p. 10); Ninja-Martial Artist (DF 12, p. 11); Nin-
Lenses: Holy Warrior-Knight (DF 3, p. 27, with notes from ja-Scout (DF 12, p. 11); Ninja-Swashbuckler (DF 12, p. 11);
Pyramid #3/13, p. 18); Knight-Barbarian (DF 3, p. 28); Ninja-Thief (DF 12, p. 11); Ninja-Wizard (DF 12, p. 11).
Knight-Bard (DF 3, p. 28); Knight-Cleric (DF 3, p. 28); Special Abilities: DF 12, pp. 4-7.
Knight-Druid (DF 3, p. 28); Knight-Holy Warrior (DF 3, Special Skills: DF 12, p. 7.
pp. 28-29); Knight-Martial Artist (DF 3, p. 29); Knight- Special Gear: DF 12, pp. 12-17.
Scout (DF 3, p. 29); Knight-Swashbuckler (DF 3, p. 29); Loadouts: DF 13, pp. 22-23.
Knight-Thief (DF 3, p. 29); Knight-Wizard (DF 3, p. 29, Social: DF 17, pp. 17, 22-23.
with notes from Pyramid #3/13, p. 17).
Special Abilities: Pyramid #3/13, pp. 17, 19. Psychic Slayer
Special Skills: GURPS Power-Ups 1: Imbuements (abso-
General Type: Warrior-Mystical.
lutely essential!); Pyramid #3/4, pp. 10-14; Pyramid #3/13,
Preferred Environment: Dungeon.
pp. 18, 39; Pyramid #3/36, p. 25; Pyramid #3/60, p. 27.
Power-Ups: Pyramid #3/13, p. 17; Pyramid #3/60, pp. 26-32. Eldritch warrior seeks out psi-related threats and battles
Special Gear: Pyramid #3/60, p. 30 (Imbuement-resonant them – or any enemy! – using a blade of pure mental energy
gear). (saving the price of weapons). Wonderful in combat, but oth-
Loadouts: DF 13, pp. 19-21, with notes from Pyramid #3/50, erwise narrowly focused on hunting Elder Things, rogue men-
p. 32. talists, and psionic monsters.
Template: Pyramid #3/76, pp. 4-6 (which absolutely requires
Necromancer DF 14).
General Type: Mystical [F, P]. Special Abilities: Pyramid #3/76, pp. 6-8.
Preferred Environment: Dungeon. Power-Ups: Pyramid #3/76, p. 10.
Special Gear: DF 14, pp. 23-25.
Magic-worker with innate abilities and spells (which use
unique energies) specialized in dealing with the realm of
the dead. Of limited use without corpses or undead around, Scholar
but does have a few potent offensive spells. Not very popular General Type: Cunning-Mystical [F, P].
in town! Preferred Environment: No Preference.
Template: DF 9, pp. 13-14. Sage who may be skilled at nearly anything, including
Lenses: Gray Necromancer (Pyramid #3/50, p. 9); Lich (Pyra- adventure-lore such as traps and monster weaknesses. Can
mid #3/72, p. 24). memorize any skill and cast any spell (though not often), mak-
Special Abilities: DF 9, pp. 14-15. ing them valuable backup for everyone! Near-useless in com-
Special Allies: DF 5, pp. 20-29; DF 9, pp. 22, 25-26. bat, unfortunately.
Spells: DF 9, p. 15 (alternatively, see Pyramid #3/50, p. 10).
Power-Ups: DF 11, pp. 13-16, 23, 30-31; DF 18, p. 12; Pyramid Template: DF 4, pp. 8-9.
#3/36, pp. 25, 27; Pyramid #3/50, pp. 10-11. Lenses: Scholar-Barbarian (DF 4, p. 9); Scholar-Bard (DF
Loadouts: DF 13, pp. 25-26. 4, pp. 9-10); Scholar-Cleric (DF 4, p. 10); Scholar-Druid
Social: DF 17, pp. 15-16, 21-23, 27. (DF 4, p. 10); Scholar-Holy Warrior (DF 4, p. 10); Schol-
ar-Knight (DF 4, p. 10); Scholar-Martial Artist (DF 4,
Ninja p. 10); Scholar-Scout (DF 4, pp. 10-11); Scholar-Swash-
buckler (DF 4, p. 11); Scholar-Thief (DF 4, p. 11); Schol-
General Type: Cunning-Warrior. ar-Wizard (DF 4, p. 11).
Preferred Environment: No Preference. Special Abilities: DF 4, p. 8.

Ninja. Black-clad, tabi-wearing, shuriken-throwing masters


of ninjitsu.
– GURPS Dungeon Fantasy 12: Ninja

What Do You Want to Do With Your Life? 12


Special Allies: DF 5, pp. 20-29.
Power-Ups: DF 11, pp. 14, 31-32.
Special Gear: DF 4, pp. 13-14; DF 8, pp. 27-28 (manuals and
maps). Power items work specially; see DF 18, p. 8.
Loadouts: DF 13, pp. 23-24.
Social: DF 17, pp. 15-16, 21-22, 24-25, 27.

Scout
General Type: Warrior-Cunning.
Preferred Environment: Dungeon, Wilderness.
Top-notch ranged fighter, lethal with a bow. Competent at
melee combat, too, just not a specialist at it. Also a skilled out-
doorsman – particularly when it comes to tracking! – making
them valuable out of combat.
Template: DF 1, pp. 10-11.
Lenses: Holy Warrior of Messengers and Rogues (DF 7, p. 23);
Mystic Archer (Pyramid #3/36, pp. 27-28); Scout-Barbarian
(DF 3, p. 31); Scout-Bard (DF 3, p. 31); Scout-Cleric (DF 3,
p. 31); Scout-Druid (DF 3, p. 32); Scout-Holy Warrior (DF
3, p. 32); Scout-Knight (DF 3, p. 32); Scout-Martial Artist
(DF 3, p. 32); Scout-Swashbuckler (DF 3, p. 32); Scout-
Thief (DF 3, p. 32); Scout-Wizard (DF 3, p. 32).
Power-Ups: DF 3, p. 39; DF 11, pp. 32-33; Pyramid #3/61, p. 13.
Loadouts: DF 13, pp. 24-25 (holy warriors of messengers and
rogues see DF 13, p. 17).
Social: DF 17, pp. 19-20, 23-27.
Sample Characters: DFA 1, p. 41.
Shield-Bearer
General Type: Warrior.
Preferred Environment: Dungeon.
A shaman calls upon allied Fighter who focuses on the shield not just for defense, but
also for offense and to aid allies. Most useful with a heavy
spirits to do whatever they are shield in a pitched battle – and lacks the knight’s knack for
best at. large-scale leadership and tactics. Team player, built for
small-unit dungeon warfare.
– GURPS Dungeon Fantasy 9: Template: Pyramid #3/118, pp. 4-5.*
Summoners Special Skills: Pyramid #3/118, p. 6.
Power-Ups: Pyramid #3/118, pp. 5-6.
Special Gear: Pyramid #3/118, pp. 6-8 (enhanced shields).
Sample Characters: Pyramid #3/118, p. 9.
Shaman * Dungeon Fantasy Roleplaying Game template with con-
General Type: Mystical [F, P]-Cunning. version notes.
Preferred Environment: Wilderness.
“Priest” adept at diplomatically dealing with spirits: ele-
Sorcerer
mentals, ghosts, nature spirits, the works. Depends heavily on General Type: Mystical [F].
these entities to tackle challenges – has few spells that affect Preferred Environment: No Preference.
the world directly (but where there are spirits, shamanic magic Mana-based magic-worker who wields innate power, lim-
always works). Quite capable at wilderness tasks. ited by point costs to buy abilities, not by energy costs to use
Template: DF 9, pp. 16-17. them. Has fewer “spells” that true casters (especially wizards),
Lenses: Beatified (Pyramid #3/36, p. 10). but can improvise, making them versatile. Can produce pow-
Special Abilities: DF 9, pp. 18-19. erful effects with little effort!
Special Allies: DF 5, pp. 20-29; DF 9, pp. 17, 21-22, 26-35. Template: Pyramid #3/82, pp. 9-10.
Spells: DF 9, p. 19. Special Abilities: GURPS Thaumatology: Sorcery (abso-
Power-Ups: DF 11, pp. 13-16, 23, 33-34; DF 18, p. 12; Pyramid lutely essential!); GURPS Sorcery series; Pyramid #3/63,
#3/36, pp. 25, 27. pp. 6-10; Pyramid #3/82, pp. 11, 12-13.
Loadouts: DF 13, p. 26. Special Allies: DF 5, pp. 20-29.
Social: DF 9, p. 18; DF 17, pp. 21-23, 26-27. Power-Ups: Pyramid #3/82, pp. 10-12.

What Do You Want to Do With Your Life? 13


Swashbuckler Template: DF 1, pp. 12-13.
Lenses: Thief-Barbarian (DF 3, pp. 34-35); Thief-Bard (DF 3,
General Type: Warrior-Cunning.
p. 35); Thief-Cleric (DF 3, p. 35); Thief-Druid (DF 3, p. 35);
Preferred Environment: Dungeon, Town.
Thief-Holy Warrior (DF 3, p. 35); Thief-Knight (DF 3,
Extremely skilled melee fighter who prefers finesse and p. 35); Thief-Martial Artist (DF 3, p. 35); Thief-Scout (DF
evasion while outfitted with a light blade and minimal armor. 3, pp. 35-36); Thief-Swashbuckler (DF 3, p. 36); Thief-Wiz-
Absolutely dependent on having a good, preferably fancy ard (DF 3, p. 36).
sword! Acrobatic and sneaky in or out of combat, but don’t Power-Ups: DF 3, p. 39; DF 11, pp. 35-36.
expect intellectual brilliance. Loadouts: DF 13, pp. 27-28.
Social: DF 17, pp. 16-17.
Template: DF 1, pp. 11-12; DFD Swashbucklers, pp. 4-6. Sample Characters: DFA 1, pp. 34-35.
Variants: Aristocrat (DFD Swashbucklers, pp. 6-7; Pyramid
#3/64, pp. 4-5); Buccaneer (DFD Swashbucklers, pp. 8-9;
Pyramid #3/64, pp. 5-8); Duelist (DFD Swashbucklers,
pp. 10-11; Pyramid #3/64, pp. 8-9); Rogue (DFD Swash- Undead-slaying isn’t
bucklers, pp. 11-13; Pyramid #3/64, pp. 9-10).
Lenses: Henchman adaptations (DFD Swashbucklers, pp. 6, as narrow a profession as
7, 9, 11, 13); Holy Warrior of Messengers and Rogues (DF
7, p. 23; DFD Swashbucklers, pp. 18-19); Mystic Swords-
the job title makes it sound.
man (Pyramid #3/36, p. 28); Old ‘n’ Bold (DFD Swash-
bucklers, p. 13); Philosophical (DFD Swashbucklers,
“Baleful, supernaturally
p. 13); Portly (DFD Swashbucklers, p. 14); Samurai (Pyr-
amid #3/89, p. 19); Staff-Swinging (DFD Swashbucklers,
powerful entities who lurk
pp. 14-15); Swashbuckler-Artificer (DFD Swashbucklers, in dark, dangerous places”
p. 16); Swashbuckler-Assassin (DFD Swashbucklers,
p. 16); Swashbuckler-Barbarian (DF 3, p. 33; DFD Swash- accurately describes not
bucklers, pp. 16-17); Swashbuckler-Bard (DF 3, p. 33;
DFD Swashbucklers, p. 17); Swashbuckler-Cleric (DF 3, just the undead but a good
p. 33; DFD Swashbucklers, p. 17); Swashbuckler-Druid
(DF 3, p. 33; DFD Swashbucklers, p. 17); Swashbuck- percentage of all monsters.
ler-Holy Warrior (DF 3, p. 33; DFD Swashbucklers, p. 17);
Swashbuckler-Innkeeper (DFD Swashbucklers, p. 19); – GURPS Dungeon
Swashbuckler-Knight (DF 3, p. 34; DFD Swashbucklers,
p. 19); Swashbuckler-Martial Artist (DF 3, p. 34; DFD Fantasy 20: Slayers
Swashbucklers, p. 19); Swashbuckler-Ninja (DFD Swash-
bucklers, pp. 19-20); Swashbuckler-Scholar (DFD Swash-
bucklers, p. 20); Swashbuckler-Scout (DF 3, p. 34; DFD Undead-Slayer
Swashbucklers, p. 20); Swashbuckler-Thief (DF 3, p. 34; General Type: Warrior-Mystical [P].
DFD Swashbucklers, p. 20); Swashbuckler-Wizard (DF 3, Preferred Environment: Dungeon.
p. 34; DFD Swashbucklers, p. 20); Worldly (DFD Swash-
bucklers, p. 15). Fighter with innate abilities for laying the undead to rest.
Special Allies: DF 5, pp. 8-11, 22-25 and DFD Swashbuck- These come at a cost in raw strength and skill. On the other
lers, p. 24. hand, they just work – there’s no reliance on sanctity or other
Special Skills: DFD Swashbucklers, p. 14. external forces, nor a need to toady up to a temple or god.
Power-Ups: DF 3, p. 39; DF 11, pp. 34-35; DFD Swashbuck- Template: DF 20, pp. 16-18.
lers, pp. 21-29; Pyramid #3/61, pp. 13-14; Pyramid #3/64, Special Abilities: DF 20, pp. 14-16.
p. 9. Special Skills: DF 20, p. 16.
Special Gear: DFD Swashbucklers, pp. 30-34. Power-Ups: DF 11, p. 22 (borrowed from clerics); DF 20,
Loadouts: DF 13, pp. 26-27 (holy warriors of messengers and p. 18.
rogues see DF 13, p. 17). Special Gear: DF 20, pp. 19-20, 21-22.
Social: DF 17, pp. 19-20, 22-25. Sample Characters: Pyramid #3/122, p. 13 (as “undead-
Sample Characters: DFA 1, pp. 33-34; DFS CSM, pp. 23-24. hunter”).

Thief Unholy Warrior


General Type: Cunning. General Type: Warrior-Mystical.
Preferred Environment: Dungeon, Town. Preferred Environment: Dungeon.
Adept sneak with an impressive array of skills for coping Dishonorable fighter who sacrifices some basic combat
with doors, locks, traps, and rival scalawags. Agile and cun- ability for innate abilities (not spells) that inflict harm and
ning enough to be useful almost anywhere, but especially in allow deals with evil monsters. Suited to groups of poisoners
manmade environments. Fair finesse-oriented combatant, but and puppy-kickers.
not a front-line fighter.

What Do You Want to Do With Your Life? 14


Template: DF 1, pp. 7-8 plus DF 3, p. 27.* party that hopes to confront magic! Not a fighter, but delivers
Lenses: Cult-specific lenses (DF 7, pp. 12, 14-16, 18-20, 24, massive combat support with “artillery,” “crowd-control,” and
26, 28, 31; Pyramid #3/78, p. 15, 17; Pyramid #3/100, p. 30); “buffing” spells.
Elder Warrior (Pyramid #3/43, p. 12); Holy Warrior-Barbar-
Template: DF 1, p. 13.
ian (DF 3, p. 26); Holy Warrior-Bard (DF 3, p. 26); Holy
Variants: Echoist (MSDM, pp. 38-40); Fluidist (MSDM,
Warrior-Druid (DF 3, p. 26); Holy Warrior-Knight (DF
pp. 33-34); Iron Mage (MSDM, pp. 34-36); Mirror-Mage
3, p. 27); Holy Warrior-Martial Artist (DF 3, p. 27); Holy
(MSDM, p. 41-42); Pentaclist (MSDM, pp. 40-41); Thauma-
Warrior-Scout (DF 3, p. 27); Holy Warrior-Swashbuckler
turgeticist (MSDM, pp. 37-38); Underworld Mage (MSDM,
(DF 3, p. 27); Holy Warrior-Thief (DF 3, p. 28); Holy War-
pp. 36-37).
rior-Wizard (DF 3, p. 28); Warrior-Saint (Pyramid #3/36,
Lenses: Lich (Pyramid #3/72, p. 24); Life-Force Wizard Lens
p. 9); Warrior-Saint-Saint (Pyramid #3/50, p. 16).
(Pyramid #3/68, p. 33); Material Enchanter (Pyramid #3/66,
Special Abilities: DF 3, p. 41 (alternatively, see DF 7, pp. 11,
p. 30); Wizard-Barbarian (DF 3, p. 36); Wizard-Bard (DF
13, 15-17, 19, 22, 24-27, 30; Pyramid #3/78, pp. 12, 16; Pyra-
3, p. 36); Wizard-Cleric (DF 3, p. 36); Wizard-Druid (DF 3,
mid #3/100, pp. 28-29); Pyramid #3/19, pp. 4-11.
p. 36); Wizard-Holy Warrior (DF 3, p. 37); Wizard-Knight
Special Allies: DF 5, pp. 12-19, and note the box on p. 13; Pyr-
(DF 3, p. 37); Wizard-Martial Artist (DF 3, p. 37); Wiz-
amid #3/43, p. 10; Pyramid #3/78, p. 13.
ard-Scout (DF 3, p. 37); Wizard-Swashbuckler (DF 3,
Special Skills: DF 3, p. 41.
p. 37); Wizard-Thief (DF 3, p. 37).
Power-Ups: DF 11, pp. 23, 36 (alternatively, see Pyramid
Special Allies: DF 5, pp. 20-29.
#3/50, p. 16); Pyramid #3/36, p. 26; Pyramid #3/61, p. 9.
Spells: DF 1, p. 20 (or for a complete overhaul, Pyramid #3/60,
Special Gear: DF 1, p. 26 (holy symbols); DF 7, pp. 33-35.
pp. 4-14). For variant templates, see MSDM, pp. 7-8, 11-12,
Loadouts: DF 13, pp. 14-18 (pp. 15, 18 offer particularly fit-
14-15, 18, 22, 26-27, 30-31.
ting “generic” loadouts).
Power-Ups: DF 3, p. 39; DF 11, pp. 13-16, 36-37 (alternatively,
Social: DF 17, pp. 10-11, 19-20, 23-25; PDC, pp. 88-95.
see MSDM, p. 42, or Pyramid #3/68, p. 33); DF 18, p. 12;
* Lens for the standard holy warrior template in theory, Pyramid #3/36, pp. 25, 27; Pyramid #3/50, p. 15.
but with unique abilities and power-ups that make it a tem- Loadouts: DF 13, p. 28.
plate in practice. Social: DF 17, pp. 12, 15-16, 21-23, 27; Pyramid #3/86,
pp. 15-16.
Unknowable Thing† Sample Characters: DFA 1, pp. 37-38; DFS CSM, p. 20.
General Type: Mystical-Cunning.
Preferred Environment: Dungeon. Wrestler
General Type: Warrior.
Combined professional/racial template for gamers inter-
Preferred Environment: Dungeon, Town.
ested in playing a monster. An intelligent, er, thing, with some
of the abilities of both mentalists and scholars. Versatile, but Fighter who wrestles enemies into submission. Focusing
really needs to stay out of town. (Seriously.) on unarmed combat almost to the exclusion of all else makes
for an ultra-narrow niche. Still, the wrestler is powerful in vio-
Template: Pyramid #3/72, p. 25.
lent town adventures with “arms control,” and can take the
Special Abilities: DF 4, p. 8; DF 14, pp. 4-13.
fight to monsters.
Power-Ups: Pyramid #3/72, p. 25.
Template: Pyramid #3/111, pp. 12-13.*
Wizard Special Skills: Pyramid #3/111, p. 13.
Power-Ups: Pyramid #3/111, p. 13.
General Type: Mystical [F, P].
Sample Characters: Pyramid #3/111, p. 14.
Preferred Environment: No Preference.
* Dungeon Fantasy Roleplaying Game template with con-
Pure mana-based caster who has magic for every task other
version notes.
than healing and directly controlling nature. Essential to any

The Fluidist is part Magery-based elementalist, part thief; the Iron Mage
is a magic-using artificer-knight; the Underworld Mage, Thaumaturgeticist,
and Echoist offer Magery-based alternatives to the necromancer, elementalist,
and bard, respectively; the Pentaclist is a wizardly scholar; and the Mirror-
Mage is a second bard alternative.
– GURPS Magical Styles: Dungeon Magic

What Do You Want to Do With Your Life? 15


Chapter Two

Still Not
Sure?
These tips can help you to pick the right template and lens(es) for the campaign and your point budget.

General Lenses
The following lenses aren’t specific to one profession – they work with almost any template.
Lens Point Cost Location Cannot Be Added To
Alchemist Lens 50 Pyramid #3/82, p. 7 Artificer
Artificer Lens 70 DF 4, p. 7 Artificer
Assassin Lens 50 DF 12, p. 9 Assassin
Chevalier Lens 50 Pyramid #3/122, p. 15 Chevalier
Commander Lens 50 Pyramid #3/122, p. 18 Commander
Death Knight 50 Pyramid #3/50, pp. 13-14 Necromancer
Demon Knight 50 Pyramid #3/50, p. 14 Demonologist
Incanter Lens 50 DF 19, p. 9 Incanter
Mentalist Lens* 50 DF 14, p. 19 Mentalist
Mystic Knight Lens 50 Pyramid #3/13, p. 18 Mystic Knight
Ninja Lens 50 DF 12, p. 11 Ninja
Regular Cleric 10 PDC, p. 89 –
Scholar Lens 50 DF 4, p. 11 Scholar
Secular Cleric 15 PDC, p. 89 –
Servant of the Divine 50 Pyramid #3/36, p. 10 Cleric, Druid, Evil Cleric, Holy
Warrior, Unholy Warrior
Sorcerer Lens 50 Pyramid #3/82, p. 10 Sorcerer
Wilderness Training 15 DF 16, p. 5 –
* More simply, add Unusual Background (Psionic) [10]
and psi-related traits; see DF 3, pp. 40-41.
When assembling a team,
Who Do I Send? consider adventure backdrop
The campaign’s typical adventure backdrop influences and a balance of abilities.
what professions are most useful. As well, the best adventur-
ing parties are balanced between broad categories of ability.
These lists should help players pick the right people when Thing, wizard. For backup: Artificer, assassin, imitator,
assembling a team. justiciar, martial artist, ninja, scholar, scout, wrestler.
Town: Artificer, assassin, bard, carnie, innkeeper, justiciar,
Environment martial artist, mentalist, ninja, scholar, thief. For backup:
Cleric, commander, elementalist, imitator, incanter,
“We’re mostly in . . .”
knight, mage-slayer, musketeer, mystic knight, sorcerer,
Dungeons: Barbarian, blob, cleric, commander, demolisher, swashbuckler, wizard, wrestler.
demon-slayer, demonologist, dragon, dwarf, elementalist, Wilderness: Barbarian, beastmaster, chevalier, dragon,
evil cleric, holy warrior, incanter, knight, mage-slayer, druid, elf, monster slaver, scout, shaman. For backup:
mentalist, monster slaver, musketeer, mystic knight, nec- Cleric, commander, elementalist, imitator, incanter, justi-
romancer, psychic slayer, shield-bearer, sorcerer, swash- ciar, knight, martial artist, mentalist, musketeer, mystic
buckler, thief, undead-slayer, unholy warrior, Unknowable knight, ninja, scholar, sorcerer, wizard.

Still Not Sure? 16


Abilities necromancer, shaman, sorcerer, Unknowable Thing,
wizard. For backup: Demon-slayer, elf, holy warrior, imi-
“We need . . .”
tator, mage-slayer, mystic knight, psychic slayer, scholar,
Cunning minds to solve problems using mundane skills: Arti- undead-slayer, unholy warrior.
ficer, assassin, bard, innkeeper, justiciar, monster slaver, Warriors to murder the bloody heck out of our problems: Bar-
ninja, scholar, thief. For backup: Barbarian, beastmas- barian, blob, chevalier, commander, demolisher, demon-
ter, carnie, commander, dragon, druid, dwarf, elf, imita- slayer, dragon, dwarf, holy warrior, knight, mage-slayer,
tor, martial artist, mentalist, musketeer, scout, shaman, martial artist, musketeer, mystic knight, psychic slayer,
swashbuckler, Unknowable Thing. scout, shield-bearer, swashbuckler, undead-slayer, unholy
Mystical gifts to solve supernatural problems or solve problems warrior, wrestler. For backup: Assassin, imitator, justiciar,
supernaturally: Bard, beastmaster, carnie, cleric, demon- monster slaver, ninja.
ologist, druid, elementalist, evil cleric, incanter, mentalist,

Add a lens to cover training and


On a Budget? development.
Players with fewer than 250 points to spend can adapt a
henchman or hireling template for use as a PC. These don’t – GURPS Dungeon Fantasy 15:
come with template-specific power-ups (for some general
notes, see DF 15, pp. 11, 23, 41), loadouts, etc. so they’re sim- Henchmen
ply listed below.
Template Point Cost Location Four-Word Summary
Agent 125 DF 15, pp. 4-6 Roguish merchant. Likes town.
Apprentice 125 DF 15, pp. 6-8; DF 19, p. 9 Junior wizard or summoner.
Archer 125 DF 15, pp. 8-9 Specialist in ranged combat.
Brute 125 DF 15, pp. 9-10 Tough, strong melee thug.
Cultist 62 DF 15, pp. 18-21 Spellcasters’ gofer. Test subject.
Cutpurse 125 DF 15, pp. 10-12 Lurker, mugger, and pickpocket.
Guard 62 DF 15, pp. 21-22 Stops arrows for pay.
Initiate 125 DF 15, pp. 12-14 Junior priest or shaman.
Killer 125 DF 15, pp. 14-15 Sneaky and murderous thug.
Laborer 62 DF 15, pp. 22-23 Hey, you! Carry this.
Sage 125 DF 15, pp. 15-16 Specialist in obscure knowledge.
Servant 62 DF 15, pp. 23-24 Cooks, cleans, tastes potions.
Skirmisher 125 DF 15, pp. 16-17 Light, quick melee fighter.
Squire 125 DF 15, pp. 17-18 Heavy, armored melee fighter.
Torch-Bearer 62 DF 15, p. 25 Light the way, chump.
Wilderness Guide 62 DF 16, pp. 11-12 Me know secret path.

Like to Customize?
It’s possible to create a “custom profession” by adding one professions. (Conversely, you can add general lenses intended
of the 125-point lenses below to any template above. With for 250-point heroes – like those on p. 16 – to 62- and 125-
tweaking, these lenses can also snap onto standard 250-point point templates. See DF 15, p. 36 for further thoughts.)
Lens Location Four-Word Summary
Adept DF 15, p. 34; DF 19, p. 9 Spellcasting, no gods required.
Burglar DF 15, pp. 34-35 “Recovering” valuables my specialty.
Champion DF 15, pp. 35-36 Fight for the gods!
Eldritch Initiate Pyramid #3/60, p. 39 Learn to imbue yourself.
Gadgeteer DF 15, pp. 36-37 Gizmos for all professions.
Genin DF 15, p. 37 Disappear, return a ninja.
Learned DF 15, p. 37 Get a proper education.
Monk DF 15, pp. 37-38 I know kung fu!
Priest DF 15, pp. 38-39 Spellcasting is simply divine.
Psi DF 15, p. 40 Beat the Randi challenge.
Scorpiman Pyramid #3/72, p. 24 Stinging monster as profession.
Treasure-Hunter DF 15, p. 40 Universal upgrade for adventurers.
Troubadour DF 15, pp. 40-41 Sing songs, control minds.
Vampire Pyramid #3/72, p. 25 Undead abomination as profession.
Veteran DF 15, p. 41 Bulk up and fight.

Still Not Sure? 17


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Mais la vague ne se décourage pas: voyez quelle blanche écume
elle fait à vos pieds; comme elle s’élève, comme elle bondit: on
dirait qu’elle veut saisir elle-même la fleur que vous tenez.
Vous riez de la vague, vous vous moquez de ses efforts, vous
agitez la fleur devant elle comme pour lui dire: Tu ne l’auras pas!
Pendant que vous vous applaudissez de votre victoire,
l’invincible fascination du gouffre agit à votre insu. Le flot
l’emporte. C’en est fait, la branche s’échappe de vos mains, vous la
voyez monter et descendre, flotter, tournoyer, puis s’enfoncer dans
la mer.
Vous le regrettez, mais il n’est plus temps.
D’où vient ce magnétisme secret dont tout le monde a subi
l’atteinte? Pourquoi est-ce toujours à la vague la plus folle qu’on
aime à jeter la fleur?
Demandez-moi à quelle femme vous avez jeté votre cœur, et je
vous répondrai.
ÉLÉGIE

LE SAULE PLEUREUR

ENEZ sous mon ombre, vous tous qui


souffrez, je suis le saule pleureur; je cache
sous mon feuillage une femme au doux
visage; ses cheveux blonds pendent sur son
front et voilent son œil humide: c’est la
muse de tous ceux qui ont aimé.
Venez, la mousse qui s’étend à mes pieds
est douce, la brise qui passe dans mes
branches est rafraîchissante. Vous trouverez
celle que vous cherchez, et que vous ne connaissez pas, celle qui
doit vous consoler.
Amante et vierge, elle reçoit sur son sein tous ceux qui
pleurent. Ses lèvres ne se posent jamais que sur les blessures. Un
de ses baisers les guérit.
Elle est la chaîne qui lie la fin de l’homme à son
commencement.
Sur les passions de la jeunesse elle sème des fleurs
printanières; quand vient l’heure du désenchantement, elle le rend
moins amer en faisant paraître à nos yeux la douce chimère du
souvenir.
Elle console ceux qui appellent la mort; elle les berce de tendres
paroles.—Toute vague a son écume, leur dit-elle; le fond de toute
coupe est amer: aimer n’est-ce pas souffrir?
C’est ainsi qu’elle les endort dans leur douleur.
Quelle est cette femme? C’est votre amie la plus vraie, votre
sœur la plus dévouée. Son nom, son chaste nom, c’est: Mélancolie.
Elle a une sœur qui s’appelle Rêverie. Elle habite au fond des
grands bois. Ne l’avez-vous jamais rencontrée?
Elle vient ici tous les jours, et je caresse son front pâle avec le
bout de mes feuilles penchées.
Venez sous mon ombre, l’ombre du saule pleureur; c’est là que
vous trouverez, pensives et souriantes, Mélancolie et Rêverie, les
deux sœurs, écoutant le murmure des vents dans les arbres,
assises au bord de l’eau.
LA M ODE DES FL EU R S

Lest temps de ménager les forces du lecteur, et


de jeter ici une courte digression.
Chaque époque a eu ses fleurs de
prédilection. Pour prendre une idée juste des
idées, des mœurs, des habitudes d’une nation,
on n’a qu’à regarder ses bouquets.
Nous sommes fiers d’être les premiers à
poser l’aphorisme suivant:
Les fleurs sont l’expression de la société.
Nous ne parlerons pas des fleurs au temps de la Grèce et de
Rome. Le paganisme entoura les fleurs d’une sorte de terreur
religieuse. Chaque calice semblait la tombe d’une nymphe ou d’un
demi-dieu. En cueillant une fleur, on craignait de faire souffrir
Daphné ou d’arracher une plainte à Adonis.
Nous laisserons de côté les variations de la mode des fleurs en
Angleterre, en Allemagne, en Italie, en Espagne. Cette étude nous
entraînerait trop loin. La France nous suffira. En tout ce qui
concerne les choses de la mode, la France n’a-t-elle pas toujours
donné le ton?
Commençons par le moyen âge.
A part le lis et la mandragore, le moyen âge n’aima guère les
fleurs. Celles que crée la nature ne lui suffirent pas; il en inventa de
chimériques; il peignit des fleurs impossibles sur le frontispice des
missels, il en orna les vitraux de ses cathédrales. Tout alors était
fantastique, les animaux et les plantes. C’était l’époque où la
salamandre dansait dans le feu, où l’on croyait à l’herbe magique
qui donne l’éternelle jeunesse. Le moyen âge ne songeait qu’à faire
épanouir ses ogives, ses rosaces, ses arabesques; ses fleurs à lui
étaient de pierre.
Dans ce temps-là, on n’aimait que les fleurs tristes. Le chardon,
l’ortie, l’ivraie s’étalent presque toujours sur le devant des tableaux.
Voyez la couronne qu’Albert Durer met sur la tête de son ange.
C’est peut-être le seul ange du moyen âge qui ait des fleurs autour
du front, et il représente la mélancolie.
Le lis et la mandragore furent les seules fleurs acceptées sans
restriction. C’était bien le double symbole d’une époque de foi
sincère et de légendes fantastiques.
Vint la renaissance.
Qui le croirait? La renaissance, qui fut comme l’époque du réveil
de la grâce, la renaissance négligea les fleurs. Elle parut, comme le
moyen âge, ne les aimer qu’en sculpture. Si les fleurs du moyen
âge étaient de pierre, celles de la renaissance furent de métal.
Il n’y a de grand horticulteur pendant la renaissance que
Benvenuto Cellini, qui faisait de si belles fleurs d’or, d’argent et de
bronze.
Ronsard aimait les fleurs; il en parle constamment dans ses
vers, mais il n’en put communiquer le goût à son époque. On crut
un instant que les fleurs allaient enfin triompher de l’indifférence
publique et asseoir définitivement leur empire en France, lorsqu’on
vit tous les poètes se réunir pour tresser la fameuse guirlande de
Julie; mais Louis XIII mourut, et Louis XIV monta sur le trône.
Le grand siècle fut encore plus indifférent pour les fleurs que le
moyen âge et la renaissance. Où est la place des fleurs à Versailles,
à Saint-Cloud, à Marly, dans toutes les grandes résidences? C’est à
peine si on leur réserve un mince parterre perdu au milieu de la
grandeur de l’ensemble. Que voulez-vous? le grand roi n’aimait pas
les odeurs, et le grand siècle se mit à imiter le roi.
Seul, le grand Condé fit exception; il eut le courage de cultiver
des œillets, et d’en porter à la boutonnière en présence de Louis
XIV. C’est peut-être le plus grand acte de témérité qu’ait pu
commettre le vainqueur de Rocroi dans tout le cours de sa brillante
carrière militaire.
Le Nôtre et La Quintinie, pour récréer les yeux des promeneurs,
taillèrent tant qu’ils purent l’if et le buis; mais des pointes, des
carrés, des ronds, des losanges, des triangles, des trapèzes, des
angles rentrants, aigus, obtus, ne remplacent pas les fleurs.
Une autre raison contribua à nuire aux fleurs au moins autant
que l’antipathie de Louis XIV.
Il faut en convenir, le grand siècle a été peut-être le plus
médicinal de tous les siècles. Turenne, Condé, Vauban, Catinat,
Bossuet, Fénelon, Racine, Molière, Boileau, Villars, Saint-Simon,
Louvois, Colbert, se médicamentaient d’une façon vraiment
incroyable. Le personnage le plus important de la société après le
confesseur, c’était l’apothicaire. On ne connaissait en fait de fleurs
que la jusquiame, la guimauve, la camomille, la capillaire, la
digitale et autres gros bonnets de la flore pharmaceutique. Les
fleurs ne s’achetaient qu’en petits paquets chez les herboristes: les
malheureuses semblaient condamnées à la tisane à perpétuité.
La Régence ne dura pas assez longtemps pour avoir une action
décisive sur l’avenir des fleurs. Cependant on vit poindre alors
quelques collections de tulipes. De vieux officiers, qui avaient fait
les campagnes de Hollande, et qui cachaient sous Louis XIV ce
goût qui leur était venu d’un peuple dont le seul nom mettait le
grand roi en fureur, ne craignirent pas de le montrer sous son
débonnaire neveu. C’est ainsi que prit naissance l’art, la science, ou
l’industrie du fleuriste, comme vous voudrez l’appeler.
Voici le dix-huitième siècle. Ne vous hâtez pas de crier bravo! Ce
n’est pas autant le siècle des fleurs que vous avez l’air de le croire.
Rien de ce qui est naturel ne pouvait plaire au dix-huitième
siècle. L’époque des mouches, du fard, de la poudre, des paniers ne
devait pas s’accommoder de la simplicité des fleurs. Watteau ne
peignit que des charmilles et des bosquets; ses bergers et ses
bergères sont couverts de rubans, eux, leur chien, leur houlette,
leurs moutons; mais une fleur dans tout cela, la plus simple
pâquerette, vous la chercheriez en vain.
Mais voilà que vers la fin du siècle la société commence à
s’ennuyer des bergers, des bergères, des charmilles, des agneaux.
Elle cesse d’être pastorale pour devenir champêtre; de la galanterie
elle passe au sentiment. On commence à apercevoir les fleurs qui
parfument le pré, la haie, le sentier, et le dix-huitième siècle tout
entier s’écrie en même temps que Rousseau: Une pervenche!
C’était la première fois que ce bon dix-huitième siècle
s’apercevait que les pervenches existent.
La Révolution française montra pour les fleurs la plus grande
considération. Saint-Just voulait que la fête des fleurs fût célébrée
chaque année avec la plus grande solennité. Tous les députés de la
Convention, Robespierre en tête, portaient un bouquet de fleurs à
la boutonnière quand ils traversèrent Paris le jour de la fête de
l’Être suprême.
Sous le Consulat et sous l’Empire, on cultiva les fleurs. Le
réséda fut longtemps à la mode; puis vint l’hortensia. Je ne puis
voir une de ces grosses boules sans grâce, qui ont l’air si contentes
d’elles-mêmes, sans me rappeler la femme endimanchée de
quelque vieux soldat de la République devenu général de division
ou maréchal.
Après le réséda et l’hortensia, je n’ai pas nommé la violette: les
fleurs politiques ne rentrent pas dans notre cadre; mais j’aurais dû
parler de la sensitive: les beautés de l’Empire aimaient assez qu’on
les comparât à une sensitive.
La Restauration protégea beaucoup l’églantine. De 1820 à 1825,
l’anémone me semble régner. A partir de ce moment jusqu’en
1830, c’est la tubéreuse. Aujourd’hui, la tubéreuse, complétement
abandonnée, en est réduite à se réfugier dans la pommade.
Que dire de la mode des fleurs maintenant? Jamais on ne les a
tant aimées, jamais il ne fut plus difficile de saisir les nombreuses
royautés qui se succèdent dans l’empire de Flore.
J’aurais bien voulu ne pas employer cette expression, mais
qu’on m’en donne une autre.
Aujourd’hui, tout le monde a une fleur qu’il essaye de faire
prévaloir.
George Sand pousse le rhododendron.
Alphonse Karr met en avant le vergiss-mein-nicht.
De Balzac a inventé le tussilage.
Victor Hugo se prononce, toutes les fois qu’il en trouve
l’occasion, pour l’asphodèle.
Eugène Sue ne sort pas des fleurs tropicales.
Alexandre Dumas n’a encore fait choix d’aucune fleur; depuis
quelque temps cependant on voit poindre l’aloès dans ses romans.
Auguste Barbier a adressé des vers charmants à la marguerite.
Brizeux, dans le poème de Marie, a fait beaucoup de partisans à
la fleur de genêt.
De là, des factions, des partis, des révolutions, des fleurs qui ne
passent qu’un moment sur le trône pour faire place à leurs rivales.
Il y a confusion dans les fleurs comme dans les idées, dans les
croyances, dans les opinions.
Depuis 1830, j’ai vu régner successivement la bruyère, la
clématite, le lilas, la marguerite, et mille autres encore que je
pourrais citer.
Je n’ai fait que passer, elles n’étaient déjà plus.
Et remarquez comme le règne de chacune de ces fleurs
correspond à une des phases de la société pendant les seize
dernières années qui viennent de s’écouler.
Vous souvient-il encore du temps où l’on était sentimental à la
manière des poètes du Nord, où il était de mode de relire Werther
et d’admirer Novalis? Phase-bruyère.
La phase-clématite lui succéda, puis vint la phase-lilas. On
n’aimait alors que les tableaux champêtres, les scènes de la vie
rustique; Valentine venait de les mettre à la mode. La phase-lilas et
la phase-marguerite durèrent peu. Maintenant, nous voici à la
phase...
Je serais, ma foi, bien embarrassé de dire quelle phase. Nous
nageons en plein éclectisme; chacun se fait des dieux et les adore,
chacun choisit ses fleurs.
Leur règne ne dure plus une saison, un mois, une semaine, un
jour, mais une soirée, le temps d’un bal.
Il y a huit jours, le magnolia était très à la mode. Je ne saurais
vous dire le nom des fleurs qui ont régné depuis cette époque
jusqu’à aujourd’hui.
Hier, c’était le seringa; demain ce sera l’hépatite. Le jasmin, le
chèvrefeuille, la citronnelle, l’aubépine, la rose trémière, et jusqu’à
la giroflée, ont eu leur tour.
Comment se reconnaître au milieu de ce pêle-mêle, et découvrir
au milieu des fleurs la situation de nos contemporains?
Ceci est bien moins difficile qu’on le pense.
N’y a-t-il pas deux fleurs depuis seize ans qui, toujours battues
en brèche, critiquées, attaquées, abandonnées même quelquefois,
n’en ont pas moins acquis une position à l’abri des commotions et
des orages?
Cherchez quelles sont ces fleurs.
Vous les trouverez de préférence dans les jardins des amateurs,
parmi les cheveux, sur le corsage des femmes. Elles ornent les plus
beaux vases; pour elles les expositions brillantes, les concours, les
médailles d’or.
Ces deux fleurs sont étrangères: et n’est-ce pas un des
caractères principaux de notre époque de n’aimer que les choses
qui arrivent de l’étranger? Grands seigneurs, financiers, bourgeois,
dans toutes les classes de la société le suprême bon ton est
d’imiter ce qui nous vient des autres peuples. La mode est anglaise,
la musique est italienne, la littérature est allemande. Ne nous
étonnons pas de voir les fleurs françaises mises pour ainsi dire au
ban du monde fashionable. Nous vous avons raconté les infortunes
de la rose; le réséda, le lis, l’œillet, ces fleurs nationales par
excellence, sont complétement délaissées. C’est à peine si de loin
en loin on voit quelque provincial se hasarder sur le boulevard avec
une rose ou un œillet à la boutonnière. En revanche, les dandys
arborent de gigantesques cactus; les femmes admettent encore
quelquefois les violettes, mais il faut qu’elles soient de Parme, le
jasmin, parce qu’il est espagnol, et la bruyère, parce qu’elle
rappelle l’Écosse. L’une des deux fleurs régnantes a l’embonpoint
du Hollandais, l’autre l’allure prétentieuse et guindée, la beauté
fade de l’Anglaise.
Elles sont sans physionomie, parce que leur physionomie ne
varie jamais ou varie trop. L’une surtout est un vivant symbole de
notre temps. Elle affecte toutes les couleurs, toutes les nuances,
elle est d’une fécondité prodigieuse, mais en somme c’est toujours
la même plante stérile, à force d’abondance, monotone par trop de
variété. N’est-ce pas là le dix-neuvième siècle, fécond en
changements, en révolutions, dépourvu au fond de physionomie et
d’originalité? Les deux fleurs dont nous parlons se font regarder un
moment avec plaisir, mais bientôt elles fatiguent l’œil, parce qu’elles
n’ont pas de parfum et ne sont que belles.
Ces fleurs sans parfum, est-il besoin que je les nomme? N’avez-
vous pas reconnu le dahlia et le camélia?
Nous avions donc bien raison de dire au commencement de
cette digression: Les fleurs sont l’expression de la société.
M U S E TT E

L’A U B É P I N E

’AIdemandé à l’Aubépine pourquoi je l’aimais


tant.
Pourquoi la rose, pleine des larmes de la
rosée, pourquoi le lis incliné sur sa tige, pourquoi
la tulipe radieuse et la grenade éclatante me
paraissaient moins belles.
Pourquoi je préférais son parfum au parfum
de la violette, de la vanille, de la citronnelle, et pourquoi sa vue me
faisait battre le cœur.
J’ai cueilli la pervenche au bord des ravins, la marguerite dans
les prés, le thym au penchant des collines; pervenches,
marguerites, thym, pourquoi, ô blanche Aubépine, ai-je toujours
tout quitté pour une de tes branches?
L’Aubépine m’a répondu:
—N’as-tu pas dans tes souvenirs un souvenir devant qui tous les
autres s’effacent?
Quand tu évoques les chers fantômes de ton cœur, n’en est-il
pas un dont l’ombre te paraît plus chère, le sourire plus doux?
Ce fantôme, c’est celle que tu aimas à quinze ans, c’est l’enfant
naïve qui t’attendait le soir sous les marronniers, avec ses cheveux
dénoués, sa longue robe blanche, sa pâleur et ses yeux bleus pleins
de tendresse; c’est celle qui devait être ta femme sur la terre, et
qui est ton bon ange dans le ciel.
J’étais là quand tu lui dis: Je t’aime. Je vous écoutais, et je fis
pleuvoir sur votre premier baiser la rosée odorante de mes feuilles.
J’ai entendu vos jeunes serments, j’ai vu vos chastes caresses.
La première fleur dont elle se para, c’était ma fleur, la fleur de
l’Aubépine. Je m’étais inclinée exprès sur son front, et tu me
cueillis.
Je mêlais mon haleine à votre haleine, je parfumais vos
innocents entretiens.
En me voyant, tu te souviens, et tu me préfères à mes sœurs,
parce que je suis l’Aubépine, la fleur des premières amours.

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