Wrote this for the start of our second season of play and consulted with Stripe over it and got the OK a long time ago. I just never got around to posting it until now. These can and will change so please take note every once in awhile. These may also change come Season Three with some possible tightening of rules and usable templates and can be overruled on a case by case basis. So without further ado, the rules for Season Two of Gorefest Dungeon: Welcome to a new season of Gorefest Dungeon. This is going to be a fresh start from the previous season so although to may want to keep your old characters, you may just have to end up either scaling them back to their original 250 point versions, rolling up new characters, or a compromise by possibly respecing your currently characters into a new class (Just as long as they are at the base 250) level. For Character Creation: The good news is that the templates will be opened up. Every template from DF1 is available to be taken. Beyond DF1, there are a few other templates that are possible. • The alternate Barbarians from the recent Denizens book. • The Rogue Template as an alternative to Thief. This template can be found in Pyramid 3-64 on page 9. If you need access to this, just speak to GM Chris D. The racial templates from DF3 are available for use, as previously and the skimping rules are in effect. The 5 points gotten from quirks can be spent on anything within reason as said in DF1. Weapons may be purchased from Low-Tech, Martial Arts, or Basic Set. Armor is to be purchased from Low Tech. If you need help converting your armor, just speak to GM Chris D. The bad news, however, templates from other sources and DF books are off limits. This means that there will be no Sages, Psis, Ninjas, Mystic Knights, Dwarven Demolishers, Justicars, Monster Slavers, or Innkeepers. For Character Advancement: In addition to DF3 and DF11, we will be opening up a few more books for use. • Pyramid 3-61 Way of the Warrior. • Thaumatology - Magicial Styles perks are now open for magic users. Patch Notes: Other than this, there will be a tightening of rules along with some changes to how the game will be run. The major new rules will be listed below: • Appearance Rolls as Loyalty Rolls An optional rule from DF15 on page 28. [quote]An alternative interpretation of lower-than-usual frequencies of appearance is as the odds that the NPC follows orders. In that case, Allies can be given the full range of rolls. Each time the PC issues orders, the roll determines whether the henchman follows them. . . [/quote] • Eating Souls for Fun and Profit. A feature from a Pyramid issue that really helps bring the video game feel to Gorefest Dungeon. Look forward to the effects of this coming into play and hopefully it'll bring a lot of fun with it. • Dots on a Map Fast Travel is coming into play to ensure that the game keeps to an episodic format so that everyone can come and go and have a bit of fun. Warp points are there to bring your characters back to town from a dungeon to help ensure that no one gets left behind, though beware of overloading it as not everything may come with you. • A Full Complement. Already in use lightly by DF2, we will be expanding the usefulness of some skills by allowing them to complement others. • Based on Better Esoteric Medicine. The Healing advantage for purchase by Clerics and Holy Warriors is no longer based off of a flat IQ+Talent roll and is now based off of the Esoteric Medicine skill + Talent making it a cheaper advantage to advance. In addition there are a few new kits and flavours for Esoteric Medicine hailing from Fantasy-Tech p. 31-32. Don't worry if you don't have it, it's pretty much just flavour/if you need in town healing. • Azzalum A new material has been discovered in the Gorefest World after the most recent patch. This material comes from Fantasy Tech p.27 and it costs only +5CF. For this price, it grants +1dmg/-1breakage to cutting/impaling weapons, or it grants +1 DR to metal armor. For any other metal item, it gives +1 for HT rolls and +25% HP. Take note that it is incompatible with any other material modifier for items with the exception of Silver Coated, so if you're hoping for a Orichalcum Azzalum Axe, you're pretty much out of luck. • The Guild Hall. Every player is free to create up to a max of three characters. They may decide upon which character they feel they wish to use at the start of each adventure but cannot switch them out in the middle of play. To qualify for this you must have your characters posted on the forums. Any character points gained during the session will go to the characters that have been played and not the players. The only exception is the 5cp from Dungeon Completion, each character in your posted pool gains that. Keep in mind that while you may get the 5 points, you still need to use the training costs in Dungeon Fantasy 3 to actually learn something with them.