Posts
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Fey Gnomes in Dungeon Fantasy
Until relatively recently, Gnomes were kinda like the Ugly Ducklings of the small folk when it comes to games in the dungeon fantasy genre. In my experience, Halflings have always been the tiny sneak-thieves1 and dwarves the stocky, bearded axe murderers. Gnomes, on the other hand, just felt like a somewhat bland blend of dwarven and halfling traits.
Over time, as authors began to cast about for a stronger niche for them, I began to see a couple of different varieties. One of the most famous is the tinker gnome, whose shtick is being good at messing with “advanced” technology like clockwork mechanisms or steam engines. The Dragonlance setting takes this to an extreme by making them pint-sized mad scientists, and the world of Warcraft takes a similar tack. The gnome racial template present in both GURPS Dungeon Fantasy and the DFRPG is a less extreme version of this type, having access to a Talent that makes them good at dealing with locks, traps and making things like crossbows.
The other famous gnomish niche is the fey trickster. Gnomes of this type usually prefer the same type of forest that houses faeries and nymphs, can use a bit of innate magic, and have other stats conductive to becoming good magic users. Recent editions of D&D usually go with this type of gnome in most settings that aren’t Dragonlance, and Pathfinder follows suit.
If you want to play this type of gnome in your Dungeon Fantasy game, this racial template will help you!
Fey Gnome
Illustration by Zelulae Racial Cost: 0 points
Fey Gnomes are about as big as halflings, but no one would confuse the two. With their slim builds, pointy ears, large eyes and wildly-colored hair they look more like tiny psychedelic elves. Tough they are mortal, these gnomes still have a strong connection to the faerie realm, which manifests in their natural talent for magic and their predilection for whimsy and pranks.
In Golarion (Pathfinder’s setting), these gnomes were native to an otherworldly faerie realm, and were kicked out of it in the distant past. They never quite adapted to mortal life, and to this day have some trouble relating to other peoples or settling down.
In other settings, most Fey Gnomes might still live in those realms, or visit them regularly! Gnomish communities would be more common here, and would rely heavily on illusion magic to protect themselves.
Attribute Modifiers: ST-3 {-30}; IQ+1 {20}; HT+1 {10}.
Secondary Characteristic Modifiers: SM -2; HP+1 {2}; Basic Move -1 {-5}.
Advantages: Magery 0 {5}; Night Vision 5 {5}; Gnome Magic {3}.
Disadvantages: Impulsiveness (12) {-10}.
Features: Wild, brightly colored hair and/or dark eyes without pupils.
Special Gnome Traits
Gnome Magic2
You may learn up to three wizardly or druidic spells without regard for pre-requisites! You must specify which spells those are during character creation, though you can wait to actually learn them later if you wish. You must still pay points to learn the spells as normal. If your Magery is 1 or more, it gives a bonus to these spells (even if they are druidic).
The spells don’t all have to be from the same “power source” - you can choose one wizardly and two druidic spells, or any other combination. Your choice is subject to GM approval. Popular spells for gnomes include Apportation, Sound, Light, Beast Speech, Invisibility or other illusions.
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Kyra the Cleric in Dungeon Fantasy
In this post I continue to write up the Pathfinder iconic characters for use in the Dungeon Fantasy Roleplaying Game. Links to all of them will appear in the project page, which also contains links to the GURPS Dungeon Fantasy versions. Also, I wish the names of the two versions were a bit less similar.
Today’s template is the Cleric, which means today’s star is Kyra. Here she is:
By Wayne Reynolds, Copyright 2008 Paizo Publishing Kyra’s character design is among my favorite from the Pathfinder iconics. You can find her full bio here, and her original Pathfinder stats here. From looking at them we can see the following:
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Kyra is from Qadira, her world’s Persia/Arabia equivalent. She’s the sole survivor from a bandit raid on her farming village.
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Kyra is a cleric of Sarenrae, the goddess of healing, redemption, honesty, and the sun. She teaches her devotees to always seek to redeem those who follow the path of evil, and to destroy them if that proves impossible.
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She wields a scimitar, her deity’s favored weapon. Her cleric spells generally have a “light, fire and healing” theme, and she possesses the typical D&D cleric ability to turn undead.
The original version used the modified Sun Cleric template from GURPS Dungeon Fantasy 7: Clerics, but here we have no choice but to go with the basic Cleric template from the DFRPG boxed set. That’s not a bad thing, however! It turns out that the Cleric spell list has been tweaked to include a bit more righteous burnination, so it ends up being quite close to that of the Sun Cleric.
Kyra, 249-point Human Cleric
ST 13 {30}; DX 12 {40}; IQ 14 {80}; HT 12 {20}
Damage 1d/2d-1; BL 16.9kg; HP 13; Will 14; Per 14; FP 12; Basic Speed 6.00; Basic Move 6.
Dodge 8; Parry 10 (scimitar).
Advantages
- Clerical Investment {5}
- Power Investiture 4 {40}
- Turning {24}
- Resist Evil 1 {1}
Disadvantages
- Charitable (12) {-15}
- Fanaticism (Sarenrae) {-15}
- Sense of Duty (Adventuring Companions) {-5}
- Truthfulness (12) {-5}
- Vow (Always attempt redemption before violence) {-10}
Skills
- Broadsword (A) DX+3 {12} - 15
- Climbing (A) DX-1 {1} - 11
- Diagnosis (H) IQ-1 {1} - 12
- Diplomacy (H) IQ-1 {2} - 13
- Esoteric Medicine (Holy) (H) Per {4} - 14
- Exorcism (H) Will {4} - 14
- First Aid (E) IQ {1} - 14
- Hidden Lore (Undead) (A) IQ-1 {1} - 13
- Innate Attack (Projectile) (A) DX+2 {4} - 14
- Meditation (H) Will-2 {1} - 12
- Occultism (A) IQ-1 {1} - 13
- Public Speaking (A) IQ-1 {1} - 13
- Religious Ritual (H) IQ-2 {1} - 12
- Riding (Horse) (A) DX-1 {1} - 11
- Savoir-Faire (High Society) (E) IQ {1} - 14
- Surgery (VH) IQ-2 {2} - 12
- Teaching (A) IQ-1 {1} - 13
- Theology (H) IQ-2 {1} - 12
Spells
All get +4 from Power Investiture.
- Fire:
- Flaming Weapon (A) IQ+2 {1} - 16
- Resist Fire (A) IQ+2 {1} - 16
- Resist Cold (A) IQ+2 {1} - 16
- Healing:
- Cleansing (A) IQ+2 {1} - 16
- Cure Disease (A) IQ+2 {1} - 16
- Major Healing (A) IQ+2 {1} - 16
- Minor Healing (A) IQ+2 {1} - 16
- Recover Energy (A) IQ+2 {1} - 16
- Resist Disease (A) IQ+2 {1} - 16
- Resist Poison (A) IQ+2 {1} - 16
- Knowledge:
- See Secrets (A) IQ+2 {1} - 16
- Light and Darkness:
- Continual Light (A) IQ+2 {1} - 16
- Glow (A) IQ+2 {1} - 16
- Light (A) IQ+2 {1} - 16
- Sunbolt (A) IQ+2 {1} - 16
- Sunlight (A) IQ+2 {1} - 16
- Meta-Spells:
- Dispel Magic (A) IQ+2 {1} - 16
- Protection and Warning:
- Armor (A) IQ+2 {1} - 16
- Shield (A) IQ+2 {1} - 16
Equipment
$1250.0, 26.63kg. Light Encumbrance.
- Backpack, Small [Torso]: Holds 20kg of gear. $60, 1.5kg.
- Blanket [Backpack]: $20, 2kg.
- Clothing [Torso, Limbs]: Free, 1kg.
- First Aid Kit [Backpack]: $50, 1kg.
- Heavy Cloth Armor [Head, Torso, Limbs]: DR 2. $450, 18kg.
- Holy Symboo [Torso]: $50, 0.5kg.
- Personal Basics [Backpack]: $5, 0.5kg.
- Rations x2 [Backpack]: $5, 0.5kg
- Scimitar [Torso]: As broadsword. Damage 2d cut or 1d+1 imp; Reach 1. $600, 1.5kg.
- Waterskin [Backpack]: Holds 4L of liquid (4kg if water). $10, 0.13kg.
- $250 in coin.
Design Notes
Kyra spent 1 point in extra starting cash to afford the scimitar (which has the same stats as a broadsword). Her mandatory “holy” disadvantage is the Vow, which means she must always offer enemies a chance to surrender and repent, and only fight those who refuse. This is about as inconvenient as the Pacifism (Cannot Harm Innocents) disadvantage from the GURPS Basic Set, and so is worth the same.
She also has the Diplomacy and Riding (Horse) skills, which make sense for her and are in the rules despite not being on the template.
Changes from the First Iteration
The Psychic Guidance perk doesn’t exist in the boxed set, so it was replaced by 1 level of Resist Evil and she had to spend points on Innate Attack for her Sunbolt spell. And while Kyra was indeed able to keep most of her spell list she still had to trade Ignite Fire (which is not on the list) and Continual Sunlight (which is not in the box at all) for Resist Cold and Glow, respectively.
Kyra’s armor loadout also changed significantly, since mail is much more expensive when using the rules from the boxed set. She also lost the bow and arrows, relying on Sunbolts for ranged attacks.
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Lem the Bard in the Dungeon Fantasy RPG
In this post I continue to write up the Pathfinder iconic chracters for use in the Dungeon Fantasy Roleplaying Game. Links to all of them will appear in the project page, which also contains links to the GURPS Dungeon Fantasy versions. Also, I wish the names of the two versions were a bit less similar.
Our second subject is Lem the Bard. Here he is:
By Wayne Reynolds, Copyright 2008 Paizo Publishing You can find his full bio here, and his original Pathfinder stats can be found here. From looking at them we can see the following:
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Lem was born a slave in the devil-worshipping nation of Cheliax. He escaped in a rather fiery fashion.
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He hates slavery and slavers, and tends to side with the underdog in most conflicts.
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Lem has a sling and a shortsword, both sized for a halfling, but prefers to use his magic in a fight. He mostly uses his bard song to bolster his allies, and targets particularly tough foes with hindering spells to make them easier to take down.
Here’s what he looks like in the DFRPG rules:
Lem, 250-point Halfling Bard
ST 8 {-20}1; DX 13 {60}; IQ 14 {80}; HT 12 {20}1
Damage 1d-3/1d-2; BL 6.4kg; HP 10 {4}1; Will 14 {0}; Per 14 {0}; FP 12 {0}; Basic Speed 6 {-5}; Basic Move 5 {-5}1; SM -2.
Advantages
- Bardic Talent 4 {40}
- Charisma 2 {10}
- Halfling Marksmanship 2 {10}1
- Honest Face {1}1
- Silence 2 {10}1
- Song of Echoes {14}
- Song of Terror {21}
- Voice {10}
Disadvantages
- Charitable (12) {-15}
- Chummy {-5}
- Gluttony (12) {-5}1
- Impulsiveness (12) {-10}
- Intolerance (Slavers) {-5}
- Kleptomania (12) {-15}1
- Sense of Duty (Adventuring Companions) {-5}
Skills
- Acrobatics (H) DX-2 {1} - 11
- Acting (A) IQ {2} - 14
- Carousing (E) HT {1} - 12
- Climbing (A) DX-1 {1} - 12
- Current Affairs (E) IQ {1} - 14
- Detect Lies (H) IQ-2 {1} - 12
- Diplomacy (H) IQ {1}2 - 14
- Fast-Draw (Sword) (E) DX {1} - 13
- Fast-Talk (A) IQ+1 {1}2 - 15
- First Aid (E) IQ {1} - 14
- Gesture (E) IQ {1} - 14
- Heraldry (A) IQ-1 {1} - 13
- Interrogation (A) IQ-1 {1} - 13
- Intimidation (A) Will-1 {1} - 13
- Merchant (A) IQ-1 {1} - 13
- Musical Composition (H) IQ+2 {1}3 - 16
- Musical Instrument (Flute) (H) IQ+2 {1} - 16
- Observation (A) Per-1 {1} - 13
- Performance (A) IQ+1 {1}2 - 15
- Poetry (A) IQ-1 {1} - 13
- Propaganda (A) IQ-1 {1} - 13
- Public Speaking (A) IQ+3 {1}24 - 17
- Savoir-Faire (E) IQ {1} - 14
- Scrounging (E) Per {1} - 14
- Shortsword (A) DX+2 {8} - 15
- Singing (E) HT+4 {1}23 - 16
- Sling (H) DX+1 {2}5 - 14
- Stealth (A) DX {2} - 13
- Streetwise (A) IQ-1 {1} - 13
- Throwing (A) DX+2 {2}5 - 15
Spells
All get +3 from Bardic Talent
- Communication and Empathy:
- Borrow Language (H) IQ+2 {1} - 16
- Borrow Skill (H) IQ+2 {1} - 16
- Compel Truth (H) IQ+2 {1} - 16
- Lend Language (H) IQ+2 {1} - 16
- Lend Skill (H) IQ+2 {1} - 16
- Mind Reading (H) IQ+2 {1} - 16
- Mind-Sending (H) IQ+2 {1} - 16
- Persuasion (H) IQ+2 {1} - 16
- Sense Emotion (H) IQ+2 {1} - 16
- Sense Foes (H) IQ+2 {1} - 16
- Truthsayer (H) IQ+2 {1} - 16
- Mind Control:
- Bravery (H) IQ+2 {1} - 16
- Daze (H) IQ+2 {1} - 16
- Fear (H) IQ+2 {1} - 16
- Foolishness (H) IQ+2 {1} - 16
- Loyalty (H) IQ+2 {1} - 16
- Mass Daze (H) IQ+2 {1} - 16
- Mass Sleep (H) IQ+2 {1} - 16
- Sleep (H) IQ+2 {1} - 16
Equipment
$867.0, 9.78kg. Light Encumbrance.
- Clothing [Torso, Limbs]: $50, 1kg.
- Shortsword [Torso]: Provides 4 FP as a power item. Reach 1; Damage 1d-2 cut or imp. $400, 1kg.
- Sling [Torso]: Acc 0; Range 48/80; Damage 1d-2 pi. $20, 0.25kg.
- Small Pouch [Torso]: Holds 1.5kg. $10, 0.1kg.
- 8 x Sling Bullets [Pouch]: $8, 0.25kg.
- 3 x Nageteppo, Smoke [Pouch]: $120, 0.3kg.
- Personal Basics [Pouch]: $5, 0.5kg.
- Flute [Torso]: $40, 0.5kg.
- Backpack, Small [Torso]: Holds 20kg of gear. $60, 1.5kg;
- Blanket [Backpack]: $20, 2kg.
- Lantern [Backpack]: 2m radius, burns for 24 hours on a full charge. $20, 1kg.
- Oil, 500ml [Backpack]: Good for 1 lantern charge. $20, 1kg.
- 2x Rations [Backpack]: $4, 0.5kg.
- Scroll Belt [Backpack]: Holds up to 20 scrolls and protects them from the elements. $75, 0.5kg.
- Rope, 1cm, 10m [Backpack]: Supports 150kg. $5, 0.75kg.
- Wineskin [Backpack]: Holds 4L of liquid. $10, 0.125kg.
- $133 in coin.
Design Notes
I find that this new iteration of Lem doesn’t match the original d20 stats quite as closely as the first one, despite still being a very serviceable DFRPG bard. Let’s take a look at what changed to see why.
Changes from the First Iteration
You can see the original version here. As I said above, this iteration is a bit less faithful to the d20 stats than the first, and the main reason for this is that the Alarum song is not in the DFRPG. That’s the song that bolsters your allies in combat, matching the effect of the basic d20 Bard Song power. In its place, he gets the Song of Terror and the Song of Echoes. This means that his general tactics stay the same, but now he focuses on scaring away his enemies rather than strengthening his allies.
There are several other changes, but they’re more beneficial. Lem now has a few more skills, and his musical skills in particular are higher because the Musical Ability advantage has been rolled into Bardic Talent. His Terror spell was removed because the Terror Song already does the same thing a bit better.
The other big change here is in his equipment. GURPS Dungeon Fantasy had detailed rules for under-sized gear to fit smaller races, and those are absent from the DFRPG. This means that all of Lem’s gear is human-sized or, in the case of his clothing, has the same cost and weight as the human sized version.
The good news is that his weapons do the more damage, though since he still has ST 8 his songs and spells are still a better option. The bad news is that he’s carrying a lot more weight and is at Light Encumbrance by default. And since even basic enchantments cost a lot more, he loses the Fortify enchantment in his clothes.
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Amiri the Barbarian in the Dungeon Fantasy RPG
As I explained in my previous post, now that the DFRPG has been published and is nearly available for sale, I’m redoing my set of Pathfinder Iconics. Since the professional templates names haven’t changed, Amiri the Barbarian is once again our first subject. We’ll repeat the summary of her bio with the link to the full d20 stats so you don’t need to read both articles to understand the character. If you’re curious, you can see a link to the old article at the end of this one, along with a discussion on what changed from one to the other.
By Wayne Reynolds, Copyright 2008 Paizo Publishing Amiri’s full official bio and character sheet can be found here. Judging from those, we can glean a few facts about her:
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Amiri is good at outdoor survival in cold climates, since she returned from a “suicide” scouting mission.
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Amiri is of normal human size, but fights with an oversized sword that used to belong to a frost giant.
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She’s fiercely competitive and doesn’t like being outdone at barbarian heroing.
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She relies a lot on the d20 Barbarian Rage power when fighting, and might get angry enought to lose her mind. In other words, the purpose of Amiri is to flip out and kill people.
Here’s what she looks like in the new rules:
Amiri, 248-Point Human Barbarian
ST 19 {90}; DX 13 {60}; IQ 10 {0}; HT 13 {30}.
Damage 2d-1/3d+1; BL 36kg; HP 24 {10}; Will 10 {0}; Per 12 {10}; FP 13 {0}; Basic Speed 6 {-10}; Basic Move 6.
Dodge 9; Parry 12 (Greatsword);
Advantages
- High Pain Threshold {10}
- Outdoorsman 4 {40}
Disadvantages
- Berserk (12) {-10}
- Impulsiveness (12) {-10}
- Odious Personal Habit (Overly Competitive) {-5}
- Overconfidence (12) {-5}
- Social Stigma (Minority Group) {-10}
Skills
- Animal Handling (Mammoths) (A) IQ-1 {1} - 9
- Bow (A) DX+1 {4} - 14
- Brawling (E) DX {1} - 13
- Camouflage (E) IQ+4 {1}1 - 14
- Carousing (E) HT {1} - 13
- Climbing (A) DX-1 {1} - 12
- Disguise (Animals) (A) IQ+3 {1}1 - 13
- First Aid (E) IQ {1} - 10
- Fishing (E) Per+4 {1}1 - 16
- Hiking (A) HT-1 {1} - 12
- Intimidation (A) Will {2} - 10
- Mimicry (Animal Sounds) (H) IQ+2 {1}1 - 12
- Naturalist (H) IQ+2 {1}1 - 12
- Navigation (A) IQ+4 {1}1 - 13
- Running (A) HT-1 {1} - 12
- Stealth (A) DX {2} - 13
- Survival (Mountains) (A) Per+3 {1}1 - 15
- Swimming (E) HT {1} - 13
- Tracking (A) Per+3 {1}1 - 15
- Two-Handed Sword (A) DX+5 {20} - 18
- Weather Sense (A) IQ+4 {2}1 - 14
- Wrestling (A) DX {2} - 13
Equipment
$1793, 38.85kg. No Encumbrance.
- Ordinary Clothing [Torso, Limbs]: Free, 1kg.
- Greatsword [Torso]: Damage 3d+4 cut (Reach 1,2) or 2d+2 imp (Reach 2). $900, 3.5kg.
- Regular Bow (ST 19) [Torso]: Damage 2d imp, Acc 2, Range 285/380, Bulk -7. $100, 1kg.
- Hip Quiver [Torso]: Holds 20 arrows. $15, 0.5kg.
- 20 arrows [Quiver]: $40, 1kg.
- Backpack, Small [Torso]: Holds 20kg of gear. $60, 1.5kg.
- Blanket [Backpack]: $20, 2kg.
- Personal Basics [Backpack]: $5, 0.5kg.
- Rope, 3/8”, 10m [Backpack]: Supports 150kg. $5, 0.75kg.
- Rations x4 [Backpack]: $8, 1kg.
- Shovel [Backpack]: $12, 3kg.
- Armor Suit [Torso, Limbs, Head]: Light Scale (DR 3/2) on Torso, Heavy Leather (DR 2) everywhere else. $628, 20.1kg.
- $207 in coin.
Design Notes
Amiri spent 2 points on extra starting cash to buy the big sword.
Changes from the First Iteration
You can see her GURPS Dungeon Fantasy version here. Like in the previous iteration, Amiri is still pretty faithful to her bio and original stats, but some things had to change to fit the DFRPG ruleset.
The biggest one that the Great Rage powerup does not exist in the boxed set, so she can’t have it here. The 20 points it cost instead went to buy 2 more points of ST, which turned out to be a pretty good compromise! The new Amiri might not be quite as strong as the old one while her Rage was on, but she’s stronger at all other times and doesn’t need to worry about keeping track of rage-induced Fatigue.
Another noticeable change is that her giant sword is slightly smaller here, as there are no rules for oversized weapons in the boxed set. This ends up working in her favor, as the new weapon is much cheaper and lighter while doing only one less point of damage (the loss of which is compensated by her higher ST). In the end, we can just say it was a giant’s shortsword instead of a giant’s broadsword and call it a day.
And while we’re speaking of equipment, you might notice her armor is significantly different now. It was built using the GURPS Low-Tech-inspired rules from the boxed set. Torso and head DR are lower, but now her limbs are covered. This is roughly equivalent to the hide armor listed in the d20 stats, so I’m happy.
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Pathfinder Iconics in Dungeon Fantasy, Take 2
A while ago I spent quite some time statting up Pathfinder Iconic characters for GURPS Dungeon Fantasy, one for each template from DF1. That project even has its own page here, where you can see all the completed characters. Aside from being fun in itself (I like making characters!), the main motivation was to provide a resource for players just getting into GURPS Dungeon Fantasy, and into the as yet unreleased Dungeon Fantasy Roleplaying Game.
Well, the DFRPG is out to backers now, and will be out to everyone else pretty soon. Now that I can get a good look at its text, I see that the difference between it and the GURPS DF line is not unlike that between the first and second edition of, say, AD&D. A lot of things are the same, but there are enough differences that you might need to do a little work to use material from one game in the other.
And so it turned out that my set of converted Pathfinder Iconics doesn’t quite fit the DFRPG rules, mostly because a lot of them include material from the GURPS line that didn’t make it into the standalone boxed set. As I still want them to be useful to players of the latter, it’s time to do a little conversion!
Here’s what’s going to happen: I’m going to redo all of the Iconics that correspond to the templates present in the DFRPG boxed set, which is everyone except for Seoni the Sorceress. Each of them is going to go up as a new article that will be linked alongside the old one in the project page. The new PCs will be built using only material found in the DFRPG boxed set, with perhaps a bit of original material tossed in where needed (like for Lini’s racial template). Each article will also comment on the differences between the resulting stats.
Like GURPS DF versions, these are inspired by the official published bios and stats for the iconics. Their capabilities are mostly inspired by the 7th-level version of the stats, and their gear by the 1st-level version, since that’s closer to what a character’s starting money can buy. This time around I’ll also take inspiration from the GURPS DF stats, of course, since my decisions on how to adapt stuff from d20 to GURPS haven’t really changed. I hope you enjoy the new versions!
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