Arden Vul Character Creation Rules (2025-03-06)
This document outlines the specific rules for character creation in the DFRPG Arden Vul campaign, building upon the Dungeon Fantasy Roleplaying Game (DFRPG) base rules.
Core Character Generation
- Base System: Dungeon Fantasy Roleplaying Game (DFRPG) is the base rules set. Anything from the rest of GURPS requires GM approval.
- Starting Points: 125 points.
- Disadvantage Limit: -25 points.
- Sense of Duty (Adventuring Companions) [-5]: This specific disadvantage does not count against the limit.
- Quirk Limit: -5 points.
”Five Easy Pieces” Template System
- Method: Uses the “Five Easy Pieces” character generation option from Pyramid 3/113 (also available in GCS).
- Mini-Templates: Consists of 50-point mini-templates.
- Affordability: With the given point budget (125 + 25 + 5 + 5 = 160 points effective), PCs can typically afford three 50-point “Pieces,” or two if an expensive racial template is chosen.
- Disadvantage Points: Disadvantage points embedded within a Piece do count against the overall disadvantage limit.
- Leftover Points: Any remaining points can be spent on abilities within the chosen Pieces, or on general abilities not restricted to specific templates in DFRPG.
- Most attributes, skills, and advantages are generally purchasable by any character.
- Some abilities are reserved for specific templates (e.g., Halfling Marksmanship for Halflings, Turning for Clerics). Players are advised to ask the GM if unsure.
Playable Races and Languages
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Available Racial Templates: Dwarf, Elf, Half-Elf, Halfling, Human, and Imperial Goblin.
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Unavailable Races: Cat-folk, half-orcs, half-ogres, gnomes.
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Native Languages (per race):
- Human: Choose from Archontean, Thorcin, Wiskin, or Khumus. Default is Archontean if none chosen.
- Elf: Elvish.
- Half-Elf: Choose from Archontean, Thorcin, Wiskin, Khumus, or Elvish. Can take a second native language if raised in both cultures.
- Dwarf: Dwarvish.
- Halfling: Archontean.
- Imperial Goblin: Archontean.
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Important Languages in the Area:
- Archontean: More urban and ruling class.
- Thorcin: More rural and working class.
- Mithric: The language of the ancient Archontean Empire, currently a “dead” native language but essential for magic, some religions, and scholars. Spellbooks and scrolls are written in Mithric, so mages and clerics should know it.
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Language Levels: Allowed to take languages at Accented or Broken levels for fewer points (using GURPS Basic Set rules in GCS).
Equipment and Economy
- Starting Equipment: Per DFRPG rules. Can buy Wealth or trade points for cash at the start.
- Available Equipment: Any non-magical equipment from DFRPG: Adventurers (excluding plate armor, which does not exist in the setting). GM approval needed for common non-magical items not listed.
- Post-Start Equipment: Special orders and magical equipment may not be reliably available, possibly requiring availability rolls, travel to major cities, or hiring an enchanter.
- Coinage: Uses AD&D coin value ratios with a silver piece standard.
- Copper: $0.1
- Silver: $1
- Electrum: $5 (rarely used)
- Gold: $10
- Platinum: $50
- PCs can largely use GURPS dollars and ignore exact coins unless weight is a factor. Coins are available in GCS under Home Brew / Arden Vul Equipment.
Perks
- Burdock’s Valley Local [1]: A new perk. If taken, the PC has lived in the Burdock’s Valley area long enough to gain extra rumors, an area map, and default Area Knowledge. PCs without this perk arrive as outsiders and must ask NPCs for directions.