GURPS Dungeon Keeper


BWUHAHAHAHAHAHAHAAAAA!!!!!

"Hello, welcome all to my tor- er, Guest Room.

"Please, do all take a ra- seat. I apologise for my slight stutter...
Now, who would like some coffee? Black only I'm afraid. Oh do stop whining, there isn't much floating in it.

"You might be wondering why I invited you all here. Apart from the obvious possibility of killing you and taking your money, I have
decided that I can't be bothered to go to the trouble of invading you. So I'm giving you a choice. You can join me and own a franchised dungeon
or these torturers in somewhat suspect robes can start hitting you with what I like to call 'Mr Lord of The Land's Head'.
It's called that because the last person I gave this choice to, declined.

"Now, who's with me? All of you? Oh goooooooooooooooooood.
You will be trained over the next few weeks in how to manage your domains.
Evil laughter will be required."



THE RULES
================

Okay, there isn't going to be much straight away, but I will be adding bits regularly because I love Dungeon Keeper...
I'm using the GURPS rules because of the Race creation rules in Fantasy Folk, and because the magic rules etc. seem more in line
with Dungeon Keeper than does AD&D.

Players in this should either play heros or independent creatures trying to make a strike for creating their own dungeon.
Personally I recommend that they play heros, unless your players are dead set on being evil.

The Dungeon Keeper is ALWAYS an NPC, created using a minimum of 500 points. If it is a 500 point campaign (I reccommend 100)
than make him a 900 point character. It isn't easy to kill the ruler of an empire...
For each character in the campaign, the Dungeon Keeper has 100 points worth of race kits to recruit from.
For each Race, roll 3d6, and that is how many creatures of that type the Dungeon Keeper starts with.
The Dungeon Keeper can obtain more Creatures between Adventures [assuming he is a regular NPC] by spending 25 points per level of Charisma. Witness the bulking out of an Imp army...

Each month, the Dungeon Keeper must pay the creatures their racial cost in $x10. For example, if Dragons were a 500 point creature, they will be paid $5000 each month.
Creatures not paid must make a reaction check with the Dungeon keeper, -1 for each additional month they aren't paid.
Terrible results in them attacking the Dungeon Keeper, Bad results in them leaving, Average results in them just being grumpy.
Good means that their next check is at 1 more than normal. E.g., -6 becomes -5.

Creatures also add 100 to their point total. These points go to buying skills, and to individualise the critters.

For this reason, it is advisable for Dungeon Keepers to have HIGH Charisma!
However, if the Dungeon Keeper has the means to pay creatures, but doesn't, than a rebellion automatically occurs.

To kick off with, here are the IMPS!!!
Other creatures will be posted later

IMPS:

4 levels of increased speed: 100 points. Their Move rating is increased by 4.
They have -4 to STR: -30.
+2 to Dex: 20.
Tunneling ability, plus Six Hexes of Tunneling Speed. Each round, they can dig through 3 Hexes of Solid rock. They can dig through six hexes of soft earth.
This costs 100 points.
Dependency: Being within 5 metres of the Dungeon Keeper's territory [common], Constantly [lose 1 ht per minute without this...]: -25 points.

Slave Mentality: Unless told to do anything, the Imps must make an IQ-7 roll to decide to perform a task that is not part of routine: -40 points.

Dread: Cannot come within ten hexes of anything that means harm to the Imp. If the Imp is made to enter that area, they are at -5 to all actions...: -40 points.

Imps are 85 point creatures at the moment. Not marvelously cheap I know...

They are pants in battle, but with their Tunneling ability and speedy movement, that doesn't matter.
These Imps are better than the Game version, since they can penetrate rock...


Demon Spawn

+ 2 to Strength (20 points).
+ 4 to dexterity (45 points).
+ 3 to Health (30 points).
Fearlessness at 5 levels (+5 to Fear Checks) (10 points).
12 inch long Talons, which do thrust/impaling and swing/cutting damage. (40)
Sharp Teeth does cutting damage based on STR. (5 points)
Ambidexterity (10 points).
Regrowth- Demon Spawn regrow hacked off limbs. (40 points)
Lizard Missile - bolts of flaming lizards spurt from the Demon Spawn's mouth. Range, 6 hexes, Damage 2D. (40 points)
Bad Reputation- -4 reaction rolls against any non Dungeon Denizan, as Demon Spawn are reviled killers. (-10 points)
Beserk- as Basic Rulebook. (-15).
Bloodlust- As Basic Rulebook. (-10).
Fanaticism- As Basic book: (-15).
Pyromania- as basic book... (-5).

The cost for a Demon Spawn is 185 points. Most would agree that they are worth while...



Flys

Of course everyone wants to be a Fly...

-2 to Strenth (-15).
+2 to Dexterity (20).
-4 to Intelligence (we don't want em too thick...) (-30)
-3 to health: (-20)
-4 reaction roll with everyone for being so pants (-20).
Hideous Appearance (as in main rulebook) (-20).
Level Two venom- When the venom is first injected, and each hour afterwards the victim makes a HT roll -2, and each time it is failed
the victim takes 2D damage. (30).
Winged Flight- if the wings are bound, and if the Fly doesn't have a clear area to launch from, it cannot fly. (30).

Cost for a Fly is: -25 points. Yes, for some reason, having flys gives you the ability to buy even more creatures. For best advantage, buy lots, get more points, and a small army of pants creatures.
However, as far as wages count, they are 50 point creatures, doubled for each time you buy the race [ergo, a group] in order to gain a group of minions.
For example, Rob the Dungeon Keeper buys 4 groups of Flys. Whilst he gains 100 points to spend, each Fly must be paid $4,000 per month. His fault for creating a small community of the bastards. And woe
betide the Dungeon Keeper who does not pay his Flys...


Spider

+2 to Strength (20).
+2 to Dexterity (20).
+2 to Health (20).
-4 to Intelligence (-30).
Increased Speed- +2 to Basic Speed. (50).
The Spiders legs are considered to be clawed arms in this case...
8 'arms'. (60)
Tiny claws- they add +2 damage to each punch/kick. (15).
Webbing at Strength +10: The Webbing has Dr 3, and can take Strength divided by two before a captive is set free.
A Web can span up to three or four hexes. A vision roll is required to notice the web. Anyone who walks into it is trapped.
In addition, a Grappled or Pinned foe can be wrapped in webbing.
Doing this takes the individual's strength (divided by two) seconds.
People who have walked into a web make a Strength roll against the Web's Strength as a Quick Contest.
If they fail, they are effectively bound as if the Spider had personally bound them.
Bound people make Str rolls at -5 versus the web in a Quick Contest.
Failing the test in either condition results in the loss of 1 Fatigue.
A Critical Failure means that the individual is so well bound that they cannot escape without outside help.
Webbing costs (40).


Level Four Venom: as the Fly's venom, but victims make Ht rolls at -4, and take 4D damage on failure. (60)
NO Fine Manipulators: The Spider cannot perform anything that requires the use of a hand. (-30).
Dependency: Blood. Spiders require a daily dose of blood. If they miss a daily dose, they take 1 Ht damage per hour that they fail to catch up on the missed dose...
SPider's WILL resort to feeding on comrades if necessary... (-15)

Horizontal: Posture similar to cat or dog. (-10)
Fragile: Spiders take double damage from Crushing attacks. (-20).


Point Cost for a Spider: 220.

Suggestions for making Spiders cheaper are welcome...


Bile Demons

Strength: + 4. 45 points.
Health: +5. 60 points.
Claws: Does Swing/Cutting, or Thrust/Impaling damage. 40 points.
Horns: Long Tusks, reach 1, does Swing/cutting, or thrust/impaling damage. 50 points.
Unfazeable: Exempt from all fright checks. 15 points.
Venom: Poisonous Cloud Venom: Creates a cloud of gas, which lasts for 1d6 turns. Everything, except the demon, within 3 hexes must make a HT check minus 2, on contact, and each hour afterwards, unti a successful save is made.
When a roll is failed, victim takes 2d6 damage. 60 points.
Venom: Corrosive Projectile Level 1. Acts as a projectile attack, does 1d6 damage to target, whose DR may resist the attack, but who cannot resist using HT...20 points.
Odious Personal Habits: Eats anything, including sentients. -15 points.
Fat: Work out HT normally from Strength, add 50%, and gain -1 on all reaction rolls. Add encumbrance as usual... -10 points.
Gluttony: Bile Demons always stock up on extra food, and must make a Will roll to refuse food...-5
Sadism: People react to a known sadist at -3, and if a sadist wants to avoid satisfying his desires when he knows he shouldn't indulge, a Will roll will be needed... -15 points.
Total Point Cost: 260.


Trolls:

Str: +1 10 points.
Dex: +2 20 points.

3D Spatial Sense: Trolls will never lose their way... 10 points.

Racial Skills: Armoury/Tl 3: IQ + 4. 10 points.
Blacksmith/Tl 3: IQ+ 2. 6 points.
Carpentry: IQ+ 3. 6 points.
Leather working: IQ+ 4: 8 points.

Total Point Cost: 70 points.


Dark Mistress

Reputation +2: Kinky... (10 points)
Claws: Do Swing/Cutting or Thrust/Impaling (40)
Str +2 (20)
Dex +2 (20)
Lightning Missile: Does 4D damage, at 6 Hexes range. (80)
As a side note, Dark Mistresses often are trained to increase the power and range of the lightning attack.
Dark Mistress snipers are not unheard of...
Dark Mistresses should also have Sadism, and Masochism if possible, found in the Basic Rule Book...
But as the traits presented here... 150 points.


Tentacles

Str+7 (100)
Reduced Speed: Reduce Move by 2. (50)
Gills (10)
Pressure Support: Tentacles may live at any depths whatsoever in water... (15)
No Manipulators (-50). After all, it is a tentacle...
Damage Resistance versus Cutting and Impaling attacks, giving DR 10 for this purpose, due to rubbery hide...(20)
Total Tentacle Cost: 145


Ghost:
Insubstantiality: May become insubstantial, though visible, at will. This is the default, and only becomes visible to briefly attack. May pass through walls. Can also fly... (80)
Doesn't Breath. (20)
Doesn't eat or drink (10)
Unaging (15)
Total Cost:125



Independant Dungeons

The most entertaining campaign for players will probably to have them play a rag tag of weakened monsters
hoping to become strong enough to become an official dungeon, seperate from the over bearing dunegon masters.
This works best as a 100 point campaign. For most moneters to be affordable, reduce racial benefits, and persuade the characters to take disadvantages as quirks...
For example: An over weight Dark Mistress, a dragon with a smoking habit, a surly Imp, and a ghost which occasionally bounces off surfaces...

Eventually, however, one of the characters will want to become a Dungeon Keeper in order to attracrt more servants.
There are many ways you could deal with this, but I suggest that you require that a would-be Keeper be at least of 300 points.
The character in question should than go on a dangerous quest for a Dungeon Heart stone or something...

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