GDF Overview

Summary

Listed here are all the changes that the GDF makes to the mechanics, in a more simplified and legible form.
Sections will include elements added that won’t be found in an official source book as well as elements removed that can be found in the appropriate sourcebooks but have been removed at the request of the GM. Please note that this page will most likely change as new versions of the GDF are released, to reflect those changes.


SkillTypes

Added

  • Added a new “Clerical/All” type, providing a structure for clerical spells more appropriate to Blugar’s.

Attributes

Added

  • Changes in Starting Wealth and Money to reflect standard starting funds of 500 gold, as per the GM.
  • Added the “Clerical Points” stat, providing support for clerics and clerical spells.

Advantages

Removed

  • Active IR
  • Acute Mana Sense
  • Acute Touch
  • Air Talent
  • Altered Time Rate
  • Alternate Form
  • Animal Control Talent
  • Anti-Magic Talent
  • Anti-Super Talent
  • Arm DX
  • Arm ST
  • Binding
  • Bioenergy Talent
  • Blessed
  • Blessed (Heroic Feat; [Attribute])
  • Blessed (The King’s Two Bodies)
  • Blessed (Very Blessed)
  • Body Alteration Talent
  • Body Control Talent
  • Brachiator
  • Channeling
  • Chaos Talent
  • Chronolocation
  • Clairaudience
  • Clairsentience
  • Clairvoyance
  • Clinging
  • Cold/Ice Talent
  • Compartmentalized Mind
  • Constriction Attack
  • Control [Common]
  • Control [Godlike]
  • Control [Occasional]
  • Control [Rare]
  • Control [Very Common]
  • Cosmic Talent
  • Create [Large Category]
  • Create [Medium Category]
  • Create [Small Category]
  • Create [Specific Item]
  • Creation Pool
  • Darkness Talent
  • Death Talent
  • Destiny
  • Devotion
  • Digital Mind
  • Dimension Travel Talent
  • Dominance
  • Duplication
  • Earth Talent
  • Elastic Skin
  • Electric Vision
  • Electricity Talent
  • Energy Reserve
  • Enhanced Move (Space)
  • Enhanced Move (Water)
  • Enhanced Time Sense
  • Evil Talent
  • Extended Lifespan
  • Extra Arms
  • Extra Head
  • Extra Legs (3 Legs)
  • Extra Legs (5 Legs)
  • Extra Legs (6 Legs)
  • Extra Legs (7+ Legs)
  • Extra Mouth
  • Extra-Flexible Arms (1 Arm)
  • Extra-Flexible Arms (2 Arms)
  • Fatigue Attack
  • Force Constructs Talent
  • Forceful Chi
  • G-Experience
  • Gizmo
  • Good Talent
  • Gravity Talent
  • Growth
  • Gunslinger
  • Healing
  • Healing Talent
  • Heat/Fire Talent
  • Hermaphromorph
  • Higher Purpose
  • Hyperspectral Vision
  • Illusion
  • Illusion Talent
  • Imaging Radar
  • Improved G-Tolerance
  • Increased SM
  • Inner Balance
  • Jumper (Spirit)
  • Jumper (Time)
  • Jumper (World)
  • Kinetic Energy Talent
  • Ladar
  • Large Piercing Attack
  • Leech
  • Life Talent
  • Light Talent
  • Long Arms (1 Arm)
  • Long Arms (2 Arms)
  • Long Legs
  • Long Spines
  • Luck
  • Luck (Armor of Faith)
  • Machine Telepathy Talent
  • Magic Powers
  • Magnetism Talent
  • Mana Damper
  • Mana Enhancer
  • Matter Control Talent
  • Medium
  • Microscopic Vision
  • Mind Control
  • Mind Probe
  • Mind Reading
  • Mind Shield (Feedback)
  • Modified ST-Based Damage
  • Modular Abilities (Chip Slots)
  • Modular Abilities (Computer Brain)
  • Modular Abilities (Cosmic Power)
  • Modular Abilities (Divine Inspiration)
  • Modular Abilities (Slotted Cosmic Power)
  • Modular Abilities (Spirit Binding)
  • Modular Abilities (Spirit Trapping)
  • Modular Abilities (Super-Memorization)
  • Modular Abilities (Telepathic Learning)
  • Morph
  • Morph (Cosmetic)
  • Nictitating Membrane
  • Oracle (Digital)
  • Order Talent
  • Para-Invisibility
  • Payload
  • Penetrating Vision
  • Plant Control Talent
  • Plant Mastery
  • Possession
  • Precognition
  • Pressure Support
  • Protected [Sense]
  • Psi Static
  • Psychometry
  • Puppet
  • Racial Memory
  • Radar
  • Radiation Talent
  • Reawakened
  • Ritual Magery (%skilllist%)
  • Ritual Magery ([skill])
  • Ritual Magery 0
  • Sealed
  • Security Clearance
  • Sensitive Touch
  • Shadow Form
  • Short Spines
  • Shrinking
  • Signature Gear
  • Single-Minded
  • Slippery
  • Snatcher
  • Sonar
  • Sound/Vibration Talent
  • Speak Underwater
  • Spirit Control Talent
  • Spirit Empathy
  • Spirit Powers
  • Static
  • Stretching
  • Subsonic Hearing
  • Subsonic Speech
  • Super Climbing
  • Super Jump
  • Super Luck
  • Telecommunication (Directional Sound)
  • Telecommunication (Gravity-Ripple Comm)
  • Telecommunication (Infrared Communication)
  • Telecommunication (Laser Communication)
  • Telecommunication (Neutrino Comm)
  • Telecommunication (Radio)
  • Telecommunication (Sonar Comm)
  • Telekinesis
  • Telescopic Vision
  • Temporal Inertia
  • Terrain Adaptation
  • Terror
  • Terror (Awe)
  • Terror (Confusion)
  • Time Mastery Talent
  • Trading Character Points for Money
  • T-Ray Vision
  • True Faith
  • True Faith (Chosen)
  • Tunneling
  • Tunneling (Slow)
  • Ultrahearing
  • Ultrasonic Speech
  • Ultravision
  • Unaging
  • Vampiric Bite
  • Vampirism Talent
  • Versatile
  • Vibration Sense
  • Walk on Air
  • Walk on Liquid
  • Warp
  • Water Talent
  • Weather Control
  • Weather Control Talent
  • Wild Talent
  • Wild Talent (Psionic Powers)
  • Wildcard Magery!
  • Zeroed

Added

  • Detect (Written Material), needed for clerics of Dixon, based on the Detect advantage.
  • Detect (Wealth Level), needed for followers of Thalm, based on the Detect advantage.
  • Reformed Wololitan Skill Boost, needed for followers of Reformed Wololita, based on Modular Ability (Divine Inspiration) with a max of 4 pts, and modifiers of Skill Only and Limited Use (1 / day).
  • Extra Clerical Points, used for improving your total available clerical points.
  • Power Investiture for each of the religions, needed for all clerics, based on the Power Investiture advantage but change to include clerical points.
  • High Pain Threshold (Chaos Only), needed for followers of Vollum, based on the High Pain Threshold advantage with an Accessibilty limitation.
  • Claim to Hospitality for many of the clans and all of the religions, needed for members of the same, based on the Claim to Hospitality advantage.
  • Dixon CP Bonus, needed for all followers of Dixon, based on GM’s determination of approximate value.
  • Military Rank for the three primary royal clans, needed for officers of each respective clan, based on the Military Rank advantage.
  • Religious Rank for all of the religions, needed for clerics of each religion, based on the Religious Rank advantage.
  • Social Regard (Trusted), needed for clerics of Ug and members of the Clan of the One Sword, based on the Social Regard advantage.
  • Social Regard (Gaian), needed for followers of Gaia, based on the Social Regard advantage.

Note that while no talents were added explcitily for this campaign, many do not come from the official books but rather the GURPS community and were approved by authorized representatives in the GURPS forums.


Disadvantages

Removed

  • Addiction (Heroin)
  • Addiction (Tobacco)
  • Cannot Kick
  • Chronic Depression
  • Code of Honor (Xia)
  • Decreased Time Rate
  • Destiny
  • Discipline of Faith (Asceticism)
  • Discipline of Faith (Monasticism)
  • Discipline of Faith (Mysticism)
  • Discipline of Faith (Ritualism)
  • Draining
  • Epilepsy
  • Frightens Animals
  • G-Intolerance
  • Guilt Complex
  • Hemophilia
  • Increased Life Support
  • Increased Life Support (Extreme Heat/Cold)
  • Increased Life Support (Massive)
  • Increased Life Support (Pressurized)
  • Increased Life Support (Radioactive)
  • Infectious Attack
  • Lame (Crippled Legs)
  • Lame (Legless)
  • Lame (Missing Legs)
  • Lame (Paraplegic)
  • Lifebane
  • Low Self-Image
  • Lunacy
  • Manic-Depressive
  • Missing Digit
  • Mundane Background
  • Neurological Disorder
  • No Physical Attack (1 Arm)
  • No Physical Attack (2 Arms)
  • Non-Iconographic
  • One Arm
  • One Eye
  • One Hand
  • Quadriplegic
  • Restricted Diet
  • Secret Identity
  • Semi-Upright
  • Shadow Form
  • Short Arms (1 Arm)
  • Short Arms (2 Arms)
  • Short Attention Span
  • Short Lifespan
  • Social Disease
  • Social Stigma (Criminal Record)
  • Social Stigma (Dead)
  • Social Stigma (Disowned)
  • Social Stigma (Second-Class Citizen)
  • Social Stigma (Vermin)
  • Space Sickness
  • Split Personality
  • Stress Atavism
  • Stuttering
  • Terminally Ill
  • Timesickness
  • Uncontrollable Appetite
  • Unique
  • Unnatural Feature
  • Unusual Biochemistry
  • Weak Arms (1 Arm)
  • Weak Arms (2 Arms)
  • Weak Bite
  • Weapon Mount (1 Arm)
  • Weapon Mount (2 Arms)
  • Workaholic
  • Wounded

Added

  • Code of Honor (Wololitan), needed for followers of Wololita, based on Code of Honor disadvantage.
  • Fanaticism (Oberhardt Clan), needed for some members of the Oberhardt clan, based on the Fanatacism disadvantage.
  • Pacifism (Cannot Harm Any Living Being), needed for followers of Bonig, based on Pacifism (Total Nonviolence) but slightly cheaper (can attack demons and undead).
  • Sense of Duty for several clans and all religions, needed for most members of the same, based on the Sense of Duty disadvantage.
  • Sense of Duty (Nature), needed for followers of Gaia, based on the Sense of Duty disadvantage.
  • Vow (Help others seek revenge who have been wronged), needed for followers of Ug and Ug Punisher, based on the Vow disadvantage.
  • Vow (Tithe 10% of all earnings), needed for members of several religions, based on the Vow disadvantage.
  • Vow (Use only one weapon), needed for clan of the one sword, based on the Vow disadvantage.
  • Vow (Give all magic and money to the church), needed for Fundamentalist Umo, based on the Vow disadvantage.
  • Duty (Hospitality) for many of the clans and all of the religions, needed for members of the same, based on the Duty disadvantage.
  • Duty (Help improve mankind), needed for followers of Dixon, based on the Duty disadvantage.
  • Duty (Oberhardt Clan), needed for members of the Oberhardt clan, based on the Duty disadvantage.
  • Duty (Protect Natural Resources), needed for followers of Gaia, based on the Duty disadvantage.
  • Duty (Encourage the weak and wimpy to get better), needed for followers of Reformed Wololita, based on the Duty disadvantage.
  • Duty (Share some of the wealth you gain with the poor), needed for followers of Thalm and Reformed Thalm, based on the Duty disadvantage.
  • Enemy (Brotherhood of the Bone), needed for clan of the one sword, based on the Enemy disadvantage.
  • Social Stigma (Despisd sect), needed for members of Reformed Thalm (though could be applied to other religions with sect conflict), based on the Social Stigma disadvantage.
  • New Worlder, needed for anyone who came from Earth, based on GM’s determination of approximate value.

Perks (and Features)

Added

  • Cheaper (Varies), needed for members of the SuYu clan, based on the Cheaper perk.
  • Feature: Religion, needed for any and all characters, meant as a retainer of important character information.
  • Feature: Distinguishing Marks, needed for any and all characters, meant as a retainer of important character information.
  • Feature: Eye Color, needed for any and all characters, meant as a retainer of important character information.
  • Feature: Gender, needed for any and all characters, meant as a retainer of important character information.
  • Feature: Hair Color, needed for any and all characters, meant as a retainer of important character information.
  • Feature: Location Of Home, needed for any and all characters, meant as a retainer of important character information.
  • Feature: Profession, needed for any and all characters, meant as a retainer of important character information.
  • Feature: Skin Color, needed for any and all characters, meant as a retainer of important character information.

Skills

Removed

  • All wildcard skills, which is any skill ending with an !

Added

  • Beam Weapons (Staff) and Beam Weapons (Wand) added, used for targeting a spell cast from a wand or staff.
  • Mithril Adjustment Casting added, to reduce the penalty for casting around concentrations of mithril.
  • Swordbrother and and Oberhardt Swordbrother added.
  • Specialties for Animal Handling and Riding explicitly added.
  • Specialties for Law for each of the royal clans added.
  • Specialties for Religious Ritual and Theology for each religion added.
  • Specialty for Current Affairs for Hansa Politics added.
  • Specialty for Hidden Lore for Monster Lore added.
  • Specialty for Savoir-Faire for Hansa added.

Spells

Removed

  • While the standard spell section of the GDF is long, no spells were removed from the standard spells; rather, each spell was recreated with the same components but with the removal of prerequisites.

Added

  • Clerical spells for Dixon, through first level (Tom’s interpretation, may change with the receipt of the complete list of Dixon spells from Bill).
  • Clerical spells for Ug, through fifth level.

Modifiers

Added

  • Stable Casting is technically am official optional modifier from pg 28 of Thaumatology, but it called out here because it is not in the books actually declared part of the set used for the campaign.
  • Contains Mithril (Can hold enchantments, per 1k mana), added to support enchantable weapons and armor in Blugar’s.

Templates

Added

  • _Starting Character Set, custom template that simply adds the full suite of data retainer features.
  • Clan template for Clan of the One Sword.
  • Clan templates for the Hansa clan: Member, Cavalry, Officer, Battle Mage, Engineer, Town Guard, and Town Guard Officer.
  • Clan templates for the Jenkins clan: Member, Cavalry, Cavalry Officer, Mage, Leader, Town Guard, and Town Guard Officer.
  • Clan templates for the Oberhardt clan: Member, Special Forces, Officer, and Heavy Infantry.
  • Follower templates for each of the religions.
  • Cleric template for the first rank of Dixon and placeholders for the next 5 ranks.
  • Cleric templates for the first 5 ranks of Ug and a placeholder for the last rank.
  • Creature templates for a Pseudodragon and a Snowy Owl.
  • Template for being a Familiar (applied to the creature, not the PC).

Equipment

Added

  • Coins, from tin to mithril. With the exception of mithril, all other coins follow a metric scale of progression in value.
  • Musical Instruments, taken directly from the official Dungeon Fantasy 01 book.

GDF Overview

Blugar's World Belrathius