Fantasy - Portal Realms - 4E
Fantasy - Portal Realms - 4E
Fantasy - Portal Realms - 4E
Written by
WILLIAM H. STODDARD
Edited by SEAN PUNCH
Illustrated by
ZACH HOWARD,
SHEA RYAN, and DAN SMITH
Additional Material by
ROGER BURTON WEST
GURPS System Design z STEVE JACKSON Chief Executive Officer z PHILIP REED
GURPS Line Editor z SEAN PUNCH Chief Creative Officer z SAM MITSCHKE
Assistant GURPS Line Editor z JASON “PK” LEVINE Chief Operating Officer z SUSAN BUENO
GURPS Project Manager z STEVEN MARSH Marketing Director z RHEA FRIESEN
Executive Editor z MIRANDA HORNER Director of Sales z ROSS JEPSON
Production Artist and Indexer z NIKOLA VRTIS Page Design z PHIL REED and JUSTIN DE WITT
GURPS FAQ Maintainer z VICKY “MOLOKH” KOLENKO Art Direction and Prepress Checker z NIKKI VRTIS
Playtesters: Fred Brackin, Roger Burton West, Scott Harris, Leonardo Holschuh, and Emily Smirle
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Contents 2
Introduction
Alice climbing into a mirror . . . Randolph Carter finding case, their experiences change them, making them more capa-
the silver key to the gate of dreams . . . Howard Shea trans- ble and also revealing supernatural forces to them.
porting himself to the world of the Eddas . . . GURPS Fantasy: Portal Realms is your guide to this kind
These characters, and others like them, found their way of fantasy: to creating worlds, helping players create charac-
out of the everyday world into realms of fantasy and adven- ters, and running adventures.
ture. Such journeys are the subject of portal fantasy. Similar stories have appeared in other genres. John
In portal fantasy, people from our world are transported Carter’s journeys to Barsoom in A Princess of Mars and
into a magical realm where things are different. They may its sequels, Martin Padway’s time travel to the late Roman
be there permanently, or return eventually to Earth; in either Empire in Lest Darkness Fall, and Calvin Morrison’s trans-
portation to the Aryan-Transpacific Timeline in Lord Kalvan
of Otherwhen are science fiction, with no hint of magic, but
the settings of their heroes’ adventures are otherwise a lot
like portal realms. Much of the material in this supplement
“And may I ask, could be used for such a science-fictional campaign – just
leave out the magical parts.
O Lucy Daughter of Eve,”
said Mr. Tumnus, “how you Publication History
have come into Narnia?” This is the first edition of GURPS Fantasy: Portal Realms.
The concept of a portal realm is briefly discussed in GURPS
“Narnia? What’s that?” Fantasy – and Yrth, presented in GURPS Banestorm, is a
type of portal realm.
said Lucy.
– C.S. Lewis, About the Author
The Lion, the Witch William H. Stoddard is a professional copy editor, spe-
cializing in scientific and scholarly publications. He and his
and the Wardrobe wife live in Riverside, California, with their cat, Macavity, and
more than 100 shelf-feet of books. He has been a roleplay-
ing gamer since 1975, and has been writing for GURPS since
2000, when he wrote GURPS Steampunk.
About GURPS
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Introduction 3
Chapter One
Between
Two Worlds
Whether in stories, dramas, or games, fantasists need to This makes suspension of disbelief easier, because the super-
obtain willing suspension of disbelief: to imagine beings and natural is just one part of the overall strangeness; and because
events outside the order of nature, and get other people to the travelers aren’t native to the portal realm, which is just as
play along. Impossible events are the strength of fantasy, new to them as to the players, it’s easier for players to create
appealing to the sense of wonder. They’re also its weakness! characters and identify with them. There’s usually only one
Their very conflict with the players’ knowledge of the real portal into the new world, which can be treated as a rare magi-
world means it takes extra work to account for their presence cal object or place that could plausibly have been kept hidden.
in the campaign setting. Two other tropes provide alternatives to portal fantasy for
One way to resolve this conflict is to set the “real world” fitting magic into present-day or recent Earth:
aside and create a separate world, such as Tolkien’s Middle-
Wainscots are magical or otherwise fantastic societies
Earth, Le Guin’s Earthsea, or Martin’s Westeros and Essos –
existing parallel to the mundane world. The name comes
one that has its own rules that allow supernatural events.
from stories about tiny people hiding behind the paneling of
But neither the different rules nor the world as a whole will
houses, as in Mary Norton’s The Borrowers. As a metaphor, it
be familiar to the players, making it harder for them to get
includes other physically separate spaces such as the London
their bearings. A different strategy is to say that the real world
Below of Neil Gaiman’s Neverwhere, and even alternative soci-
does contain magic, but it’s rare, or physically concealed, or
eties concealed by secrecy, such as the wizarding world of the
veiled by illusion – the approach of much urban fantasy. The
Harry Potter novels. A wainscot realm is accessible from many
challenge here is to explain why the magic remains hidden:
places on Earth, and frequent trips between it and Earth may
why the adventurers can’t make it public, or why other people
be possible for those who know its secret.
didn’t do so decades or centuries before.
Enclaves are locations where magic has leaked through from
Portal fantasy combines some of the advantages of both
another world, forming a fantastic domain on Earth. Their
approaches. Its starting point is the real world, often in the
magic isn’t concealed, and how the mundane world reacts to
present day – a setting that’s familiar to the players. However,
them is a big focus of stories such as John M. Ford’s The Last
at some point the characters find themselves in an entirely dif-
Hot Time, S. Andrew Swann’s Dragons of the Cuyahoga, and
ferent, unfamiliar world, one where fantastic things happen.
Terri Windling’s shared-world Borderland series.
Perilous Realms
Portal realms are natural settings for several types of
stories.
Returnees
Exploring the World It’s possible to treat a visit to a portal realm as the
backstory of an adventurer on Earth. His travels might
The simplest possible storyline is the travelogue, where
the heroes wander about an unfamiliar setting seeing the have allowed him to learn magic or esoteric martial arts,
sites, meeting the inhabitants, and coping with obstacles or even given him superhuman powers. He may have
and threats. This was a big part of the appeal of such clas- come back with some mysterious gadget that Earth’s
sic works as Baum’s Oz novels and Burroughs’ Barsoom technology can’t duplicate. This would usually count as
novels (technically planetary romance: a form of science an Unusual Background. Perhaps only one person in the
fiction, but one whose appeal is much like that of fantasy). world has it, or maybe it’s a family heritage, monastic
Exploration as a theme requires an inventive GM. In this tradition, or shamanic initiation that’s been passed down
kind of story, the sense of wonder is embodied in a series of through time.
specific wonders.
Long Stays
Exile Other portal fantasies have their main characters go to
Some trips to portal realms are one-way: The traveler goes a portal realm and come back. Such visits are often pro-
and doesn’t come back. Such permanent departures occur longed, and may profoundly change the visitors. Expe-
at or near the start of fantasy series such as Andre Norton’s riences like these might be compared to a period of
Witch World stories. The heroes of these tales are exiles who unconsciousness or insanity followed by recovery; more
will never go home; they have to build new lives in their por- often, they’re like a journey far from home, such as going
tal realms. away to college or military service, or on a pilgrimage.
Methods of Travel
The word “portal” suggests a door or gate. Portal realms person to pass through at a time. It may be larger; each portal
aren’t necessarily reached by literal doorways, however. Any can be given a Size Modifier (p. B19). In terms of advantages,
fantastic realm that is separated from the mundane world and this is like Jumper with the Tunnel enhancement (p. B64).
has its own laws, and that can be reached in one way or a This arrangement creates some puzzles: What does the
small number of ways, can be a setting for portal fantasy. portal look like when seen edge-on? (Maybe it can’t be seen
Access to a portal realm isn’t usually an advantage in por- that way.) What happens if you walk into it from the back?
tal fantasy: The portal is a feature of the setting rather than (It’s simplest if you end up in the same world but facing the
a trait of a character. But the portal’s effects are similar to opposite direction.) Players may get distracted by exploring
those of Jumper (pp. B64-65 and GURPS Powers, pp. 57-58). the paradoxes that result – or finding ways to exploit them! A
Moreover, there are different kinds of portals, and their pecu- portal embedded in a wall or other solid surface is less likely
liar features can often be compared with those resulting from to suggest such questions and is a common image in portal
Jumper’s enhancements and limitations. fantasy, whose authors have other themes in mind.
Some independently existing portals are open all the
Motives
Whatever form it takes, a portal isn’t enough to ensure is instead on how they adapt to their new environment. Do
the heroes visit a portal realm. You have to get them to pass they set out to make lives for themselves there, or do they
through it! Certainly, reckless people might dive through strive to go home, like Dorothy in The Wonderful Wizard of Oz?
without hesitation – especially if they have disadvantages like
Curious, Impulsiveness, or Overconfidence. But others, with a
greater sense of self-preservation or stronger emotional ties, Push
would back away. What motivates adventurers to take the leap Some people leave their native world because they want
into the unknown? to. They may be fleeing from enemies, like Simon Tregarth
in Witch World, or they might desire to explore a
new realm, like Harold Shea in The Compleat
Enchanter. Whether Earth has become intolera-
ble and the new world is less bad, or whether they
long for something more than their mundane
lives, their own need is what gets them there. In
some cases, they may simply choose to take their
chances on a leap into the unknown; in others,
their desire or desperation may attune them to a
specific world.
In either case, the new world confronts the trav-
elers with hardships of its own. If they were driven
by fear, it gives them things to fear; if they were
seeking something better, it has its own problems
and flaws. Without this, there wouldn’t be a story
or a campaign! Once the heroes get to “happily
ever after,” the story is over. It’s the GM’s job to
give the protagonists new and different things to
be unhappy about. To satisfy the players, though,
the portal realm needs to grant them more free-
dom to do something about their unhappiness.
A variation on this plot is the rescue story,
whose hero is seeking a loved one stolen away
into a magical realm. The legend of Tam Lin tells
of a woman trying to save her lover from the fair
folk; the film Labyrinth has a girl seeking the baby
brother stolen by the Goblin King. Such stories
almost always end in a return home, commonly
after a brief visit (p. 6).
Chance Pull
Some journeys to other worlds happen by accident: The In other cases, the want – or the need – is that of the portal
traveler stumbles across a portal, gets caught up by natural or realm: Fallen into peril, it draws people to it who can save it.
supernatural forces, or is singled out as a victim by a prankish This often means the travelers have a Destiny (pp. 14-15). This
spirit or god. In GURPS Banestorm, for example, new arrivals works particularly well with “saving the world” as a campaign
on Yrth are brought there by a spell cast centuries in the past, theme (p. 5). It can be invoked when the visitors are children
which seemingly chooses its subjects at random. There’s no or adolescents, as in The Lion, the Witch and the Wardrobe,
purpose for these particular people making the journey – nei- where Narnia needs “sons of Adam and daughters of Eve” to
ther their own nor someone else’s. The focus of the campaign be rightly ruled.
Source Material
The GM seeking inspiration for portal fantasy may find the magical world of Narnia, witnessing events from its
it in literature, film, or television. For tips on adapting creation to its apocalyptic end.
these works to your campaign, see GURPS Adaptations. McGuire, Seanan. Every Heart a Doorway. Children
who have lived in portal realms and come back attend a
Books boarding school designed to meet their unusual needs.
Allston, Aaron. Doc Sidhe. Pastiche of Doc Savage, set Norton, Andre. Witch World. An earthman fleeing
in a portal realm inhabited by the fair folk. false charges is granted passage to a world of magic – and
Anderson, Poul. Three Hearts and Three Lions. An Amer- becomes a key figure in resisting invasion from a third
ican caught up in a battle of World War II stumbles into world.
the realm of Charlemagne as portrayed in French legend. O’Donohoe, Nick. The Magic and the Healing. A group
Baum, L. Frank. The Wonderful Wizard of Oz. First of of student veterinarians get taken on journeys to a fantasy
a series of American fairy tales. Oz is a physical place, realm where they learn to treat magical creatures.
not a dream world. It isn’t actually in an alternate reality, Smith, Sherwood. Sasharia En Garde. A young woman
but Baum’s writing is the source of many tropes of portal from Earth, the daughter of a king in a magical world, is
fantasy. carried back to her father’s realm, now ruled by a usurper.
Boyett, Steven R. The Architect of Sleep. A spelunker Zelazny, Roger. Nine Princes in Amber. First of a series
takes a wrong turn and emerges in a world of sapient about a family of interworld travelers, in which the exiled
raccoons. The fantasy elements are minimal; in many Prince Corwin regains his memory and rediscovers his
ways this is nearer to science fiction, despite the low-tech heritage.
setting.
Carroll, Lewis. Alice in Wonderland and Through the Films
Looking-Glass, and What Alice Found There. Another orig- Labyrinth (Jim Henson). A young child is kidnapped by
inal source for the portal realm trope, though Alice’s jour- the ruler of a magical realm, and his older sister goes on a
neys turn out to be dreams. quest to get him back.
Chant, Joy. Red Moon and Black Mountain. Novel from Spirited Away (Hayao Miyazaki). Anime classic in
the post-Tolkien fantasy upsurge of the 1970s, in which which a young girl enters the spirit world and struggles to
three children take part in the battles of a magical world. find a way home for herself and her parents.
de Camp, L. Sprague and Pratt, Fletcher. The Complete Wizard of Oz, The (Victor Fleming). Best-known film ver-
Compleat Enchanter. Harold Shea, the hero, creates his sion, and the source of the “Oz is a dream” interpretation.
own portals with the aid of symbolic logic – but where he
goes is humorously unpredictable. Television Shows
Dellamonica, A.M. Child of a Hidden Sea. First of a Those Who Hunt Elves (Kazuyoshi Katayama). Anime
series in which a young woman from Earth travels to a series about three young adults transported to a fantasy
magical realm of scattered islands – and discovers her world and trying to find their way home by capturing elves
heritage there. who carry magical markings.
Donaldson, Stephen R. Lord Foul’s Bane. First of a tril- Twelve Kingdoms, The (Tsuneo Kobayashi). An adoles-
ogy (followed by a second trilogy and further novels) that cent girl from Japan is carried into a fantasy world and
treats a portal realm in psychological terms. discovers herself to be the heir to one of its kingdoms.
Hambly, Barbara. The Time of the Dark. First of a tril- Vision of Escaflowne, The (Kazuki Akane). Anime
ogy in which a young man and woman from Earth are series in which an adolescent girl from Earth becomes
called into a world being overwhelmed by supernatural involved in another world’s wars, fought with spells and
monsters. giant robots.
Lewis, C.S. The Chronicles of Narnia. Series of novels
in which successive groups of British children travel to
Travelers
Mighty-thewed warriors, cunning rogues, mysterious spell- lands they visit. Even if the visitors are skilled in combat or
casters – everyone knows what fantasy adventurers are like. crime, the portal realm’s inhabitants probably go about these
But heroes of portal fantasy are often none of these! Their activities in ways that are unfamiliar to them.
most important quality is that they aren’t native to the magical
Travelers 13
(Gamers with GURPS Social Engineering might want to use
its rules for repricing Rank, if most of the organization that M -T
eta raits
grants it is left behind.) Rank in a small or less cohesive group Anyone from Earth who enters a portal realm may have
is a feature. certain traits there simply by virtue of coming from Earth.
Reputation: All your established Reputations are forgotten These can be combined into a meta-trait. Players needn’t
in the new world. know what specific traits such a meta-trait includes when they
Secret: In many cases this won’t matter on the other side build their characters. The GM can take its point value into
of the portal. account when deciding how many points to allow for charac-
Security Clearance: Classified information gets left behind. ter creation.
Social Regard: Usually, whatever special social category The following traits are likely choices for a “person from
you belong to is unknown in the portal realm. Earth” meta-trait. For an example, see Transmundane (p. 18).
Social Stigma: Many stigmas cease to apply when you
Charisma: It’s common for travelers from Earth, even if
enter a new world. Criminal Record, Disowned, Minority
they were quite ordinary there, to become leaders or other-
Group, Subjugated, and Valuable Property don’t carry over,
wise influential in portal realms. One way to represent this
and Excommunicated, Ignorant, Minor, Second-Class Citizen,
is to allow them a level of Charisma. This may be simply a
or Uneducated may not. (Excommunicated might transfer if
narrative convention, or it might be a personal aura acquired
both realms have the same gods, if the gods are real and can
during the journey between worlds. Returnees from portal
make their feelings known to their worshippers.)
realms, such as Thomas the Rhymer or Coleridge’s ancient
Status: In most campaigns, this is lost in a new world, in
mariner, may have the same quality on Earth (see p. 20).
the same way as Reputation, making it a feature. However, the
High TL: Portal realms in fantasy are nearly always less
GM may rule that your air of confidence, your pride in your
advanced than Earth. Grant one level of High TL per tech level
possessions, and the attitudes of your companions make your
of difference.
Status visible in your new world; if so, treat it as an advantage
Mundane Background: This disadvantage is a central trope
or disadvantage as usual.
of portal fantasy! Nearly everyone on Earth has it, but it isn’t
Tenure: Your job may be waiting for you when you return,
worth any points . . . on Earth. In a realm of magic or the
but you don’t have it in the portal realm!
supernatural, it’s worth the full ‑10 points.
Wealth: Assets you leave behind
Oblivious: In a campaign that assumes
on Earth have no significance in
substantially different cultures, failure to
your new world. Assets you take
understand others’ motivations is a natu-
with you are subject to special Rules change in ral result of those differences.
rules; see Wealth and Possessions
(pp. 22-24). the Reaches. Zeroed: If the portal realm’s magi-
cal arts include divination, visitors from
Zeroed: Whatever the author-
ities of present-day Earth know
– Ursula Le Guin, other worlds may not be subject to it. The
advantage is worth the full 10 points in
about you is irrelevant once A Wizard of a magical society where soothsayers are
you’re through the portal. The
same reasoning applies to Alter- Earthsea common and commonly consulted; if true
prophets and seers are hardly ever met,
nate Identity and Secret Identity.
treat it as a perk.
Traits
Certain advantages, disadvantages, and skills merit fur- you rule, regardless of distance and without a dice roll. Any-
ther discussion when creating characters for portal-realm thing that injures the land injures you, and vice versa. This
campaigns. works by analogy and metaphor: if the king is crippled, the
army can’t fight; if the queen is barren, the crops will fail.
Advantages Magic or holy ritual that heals you can heal the land. You
are not specifically aware of any individuals within the land.
Several advantages are especially applicable to characters 10 points.
in portal fantasy, sometimes as variants of the usual versions.
Destiny
Blessed see p. B48
see pp. B40-41 A suitable Destiny is one way to account for characters get-
An additional form of Blessed may apply to some travel- ting to a portal realm (Pull, pp. 8-9). This is generally at the
ers to portal realms, particularly those who are brought there Minor Advantage level (“you are fated to play a small part in
because the realm needs them (Pull, pp. 8-9): a larger story”), but an individual traveler may have a higher
level. Indeed, one visitor may have Destiny at any level, even in
The King’s Two Bodies: Similar to Special Rapport (p. B88), a campaign where the party as a whole does not.
but with a country. You are aware of the condition of the land Some portal fantasies have a variant of this advantage.
Travelers 14
Destiny (Heritage) (pp. 18-19) – particularly prodigies in such fields as Hobby
You have a special background by virtue of your descent; (Chess), Mathematics, Musical Composition, or Tactics.
for example, you were born in a portal realm and exiled to
Earth in early childhood, or your ancestors fled to Earth and Weapon Adaptation
concealed their origins. There may be hints of your true iden- You’ve adapted the moves used with one group of weap-
tity in obscure records, family legends, or mysterious artifacts, ons to another class of weapons. This lets you wield the
but not enough to tell you the truth . . . not until you enter the weapons covered by one weapon skill using a different skill
portal realm! If these hints come from your own memories, and its techniques, with all the benefits and drawbacks of
take Racial Memory (p. 16) as well. If you have the potential that skill. Each adaptation is a separate perk; e.g., Weapon
for special abilities, that’s a secret advantage (below). Adaptation (Shortsword to Smallsword) lets you use the
Smallsword skill to fight when equipped with a Shortsword
weapon – complete with fencing parries, superior retreats,
Gizmos and encumbrance penalties.
see pp. B57-58 This perk, from GURPS Martial Arts, is useful in cam-
“Little gadgets from Earth” is a possible theme for an paigns that follow common portal-fantasy tropes about com-
adventurer in a portal realm. This is only suited to cinematic bat; see Combat Experience (pp. 29-30). While intended for
campaigns! Travelers in realistic campaigns must deal with melee weapons, visitors to portal realms may apply it to mis-
supplies running out, and lost or damaged equipment not sile weapons if the style of use is comparable; e.g., Weapon
being replaceable. Adaptation (Crossbow to Guns) permits using a pistol cross-
bow with Guns (Pistol).
No Mundane Background
10 points
Most Earth people who visit portal realms have Mun- Secret Advantages
dane Background (p. B144), and that’s included in the A portal realm is an excellent place to discover a secret
standard meta-trait (see Transmundane, p. 18). If for some advantage (p. B33), especially if the campaign theme
reason you don’t have this disadvantage, list its absence as includes self-discovery (p. 5). This fits easily into a “push”
a separate advantage. campaign (p. 8), with a character’s unfulfilled potentialities
being a source of chronic frustration. However, it can also
Patrons work in a “pull” campaign (pp. 8-9), where the adventurers
are sought out for gifts they didn’t know they had – or even
see pp. B72-74 a “chance” campaign (p. 8), where the point is that they
One way to get to a portal realm is to be sent or called might never have known what they were capable of.
there by a god or other powerful entity. This can be defined
as a Patron, typically with Minimal Intervention, Secret,
and Special Abilities. Being summoned or brought by a
native inhabitant, such as a mage, is also possible. The ability Possession
to do this counts as Special Abilities, but the summoner is
usually less powerful otherwise – whence the need for help! see pp. B75-76
Acquiring a native inhabitant’s help, instruction, and This advantage is normally under your control, allowing
protection in play is also possible. This normally requires you to choose your host and move from host to host. But if
a “Very Good” or “Excellent” reaction after at least a month you travel to a portal realm mentally (Dreams and Trances,
together – and a “Bad” or worse reaction gives ‑5 to future pp. 7-8), you might not have that much choice! You may be
rolls. For detailed rules, see Building Trust (GURPS Social drawn to one specific host (in a way analogous to Special
Engineering, pp. 40-41) and Finding a Master (Social Rapport; see p. 16) and be unable to change hosts. If you leave
Engineering, p. 41). The GM may choose to award the Patron that body, or are cast out (see Exorcism, p. 18), you return
without charging earned character points, if the relationship to your own body in your world of origin. This version of
has been roleplayed appropriately. Possession is a zero-point feature.
When you change bodies in this way, your host’s racial
template replaces your own. You retain your skills and mental
Perks attributes, but acquire your host’s physical attributes. If you’re
Two perks are especially appropriate for portal fantasy. going to remain in that host for the campaign’s duration, the
GM may allow you to choose those attributes and require you
Advanced Learning to pay for them out of your character-point budget; in that
You’ve managed to acquire one particular “book-learned” case, your original physical attributes and racial template are
skill despite having Social Stigma (Uneducated). If you later zero-point features!
buy off the Social Stigma, this perk loses its value. In com- If you repeatedly travel to the new world, the GM should
pensation, reduce the cost to remove the Social Stigma by one draw up a template for each host you occupy. This isn’t an
point per Advanced Learning perk, to a maximum of four points excuse for the GM to give you a damaged or defective body!
saved. Five perks automatically buy off the disadvantage. A fair guideline is for the GM to spend as many points on
This perk comes from GURPS Social Engineering: physical attributes and appearance as you spent on those
Back to School, and especially suits child characters traits for your original body.
Travelers 15
In all cases, you won’t take any physical possessions with In a sense, all visitors to portal realms have “unusual
you – not even clothing. The GM may simply decide what your backgrounds”: they come from other worlds! But this isn’t
new body owns. worth points if it doesn’t grant tangible benefits, or if exist-
ing advantages already cover the benefits it gives. For exam-
Racial Memory ple, access to equipment and skills more advanced than
those of the portal realm is represented by High TL (see
see pp. B78-79 p. 14) – though taking High TL could require an Unusual
The Passive form of this advantage can represent fragmen- Background in a world where technological skills are as rare
tary knowledge of a portal realm, from childhood memories as Magery is on Earth.
or ancestral lore, to accompany Destiny (Heritage) (p. 15).
Wild Talent
Reawakened see pp. B99-100
see p. B80 This advantage can grant the use of skills native to the por-
If you’re a returnee (pp. 4, 20), you may come back to tal realm but uncommon or unheard of on Earth – spells, for
Earth long after you left (see Brief Visits, p. 6). The time before instance, making it one way for a mage-to-be (p. 20) to dis-
you entered the portal realm might be effectively a “past life,” cover a talent for magic! The Retention enhancement (+25%)
even though you didn’t actually die. If it was long enough ago, lets the user learn some of those skills permanently. If Wild
you may have skills for which teachers are no longer available. Talent works only for portal-realm skills unknown on Earth,
add Focused (‑20%).
Resistant
see pp. B80-81
People from present-day Earth could be Resistant to
Disadvantages
The following disadvantages are particularly likely to afflict
Propaganda (usually at the +3 level) due to having been
characters in portal fantasy.
exposed to it since infancy; this is an “Occasional” effect. A
broader version would be Resistant to Influence Skills, which
count as “Common” – Immunity to Influence Skills [15] is the Amnesia
same as Indomitable (p. B60). see p. B123
Partial Amnesia can come into a portal-fantasy campaign
Special Rapport in two characteristic ways:
see p. B88 • Exiled natives of a portal realm may have forgotten their
A traveler to a portal realm may discover this kind of true origins through immersion in Earthly life. This suits
unique bond with a native of the realm. This can provide an those who left as adults; those exiled as small children, or the
explanation for how the visitor got there in the first place – a descendants of exiles, should instead have Racial Memory
variant of Pull (pp. 8-9). (p. 16). Return to the portal realm might lead to the resto-
ration of memory. In a “push” campaign (p. 8), the first stir-
Unusual Background rings of memory could motivate an exile to seek out a portal.
• Earthly adventurers returned from a portal realm may
see p. B96 have a veil of forgetfulness drawn over their sojourn there.
In some cases, a visitor to a portal realm has capabilities This can help explain why the existence of portals and portal
that aren’t available to its natives. These can be represented as realms isn’t generally known.
an Unusual Background. That might mean being able to take
advantages or skills that are unknown in the portal realm,
if the GM thinks they’ll give the visitor a significant edge
Curious
there – though the usual examples (spells, cinematic skills, see p. B129
supernatural advantages, etc.) won’t apply to visitors from Some level of this disadvantage can help explain why
Earth. But it can also represent a special benefit that isn’t people would knowingly go into the mysterious land beyond
easily described using existing traits; see Trader (pp. 21-22) a portal.
for an example.
Travelers 16
Delusions of education, which is expected; in their case, Social Stigma
(Uneducated) is worth 0 points. A child may take up to four
see p. B130 levels of the Advanced Learning perk (p. 15), or can gain full
Finding oneself in a portal realm sometimes gives rise to access to “book-learned” skills as an Unusual Background
the Delusion that its people and events aren’t real (“derealiza- worth 5 points, but will still have the legal disabilities of a
tion,” in psychological language). This can be anything from minor. (The GM may opt to disregard this for child PCs, espe-
a Minor Delusion, if it simply produces odd behavior, to a cially in a cinematic campaign.)
Severe one, if it results in suicidal risk-taking or horrendous Ordinarily, a child who reaches adult years but hasn’t been
crimes against inhabitants of the portal realm (as in Stephen educated trades Social Stigma (Minor) for Social Stigma
Donaldson’s Lord Foul’s Bane). (Uneducated), at no cost difference. One who gains a normal
adult education loses Social Stigma (Minor) and the Unusual
Destiny Background (it’s not unusual for adults), again at no net dif-
ference in cost.
see pp. B131-132
This works much like the advantageous form (pp. 14-15).
Weirdness Magnet
Honesty see p. B161
If portals to other worlds exist, anyone with this disadvan-
see pp. B138-139
tage is almost guaranteed to stumble over them!
Part of the appeal of portal realms as settings is greater
freedom of action – which often means “less law and order”!
For example, shortly after her arrival, Dorothy Gale is told that Xenophilia
Kansas is a civilized country, but Oz is not. Such differences see p. B162
create opportunities for this disadvantage to come into play. Being a xenophile doesn’t necessarily compel you to enter
a portal realm – but it can make the experience of being there
Pacifism fascinating. Conversely, if you’re visibly different from the
native inhabitants, any of them with Xenophilia will take a
see p. B148
friendly (perhaps too friendly!) interest in you . . .
In many campaigns, it’s quite plausible for visitors from
Earth to have the Reluctant Killer version of this disadvan-
tage. Combat in fantasy settings tends to be up close and per-
sonal. Realistically, many people who stray into such worlds I met a traveler from
won’t be accustomed to this; it would be particularly likely for an antique land.
children to feel this way, and perhaps disturbing for them not
to. On the other hand, some portal fantasies disregard this – Percy Bysshe Shelley,
issue, and the GM could choose to do so as well.
“Ozymandias”
Phobias
see pp. B148-150
A portal realm provides opportunities to experience such Skills
conditions as Hoplophobia, Manaphobia, or Teratophobia – or A number of skills are really useful for heroes of por-
in some cases, to acquire them! A sufferer from Xenophobia tal fantasy! Others have specialties that apply to portal
could be in constant and perhaps crippling terror there, and realms – including skills that specialize by planet type, terrain,
might never enter a portal realm voluntarily. In contrast, culture, or the like. And still others work differently.
Technophobia is reduced to a ‑5-point disadvantage in low-
tech portal realms. Administration
see p. B174
Secret Anyone who has attended college, performed military
see pp. B152-153 service, or worked for a large corporation or a government
Being a visitor from another world could certainly attract agency has experience in dealing with bureaucracies. Most
unwelcome attention – and possibly worse! Many travelers portal realms seem to be run far less bureaucratically! It’s
will want to keep it secret. plausible to allow people from Earth to have a modest level of
Administration skill just from getting through everyday life.
Social Stigma
see pp. B155-156
Cartography
For most people, Social Stigma (Uneducated) is worth ‑5 see p. B183
points and gives ‑1 to reactions. It’s normal for children to A roll against Cartography allows you to draw a map
lack education – but they also have Social Stigma (Minor), of unfamiliar terrain, which you can subsequently use
worth ‑5 points and giving ‑2 to reactions when trying to deal as a resource for finding your way (see The Lay of the
with others as an adult. They get no extra penalty for lack Land, pp. 25-26).
Travelers 17
Connoisseur Exorcism
see p. B185 see p. B193
Some additional specialties can be useful in a portal-fan- Travelers who arrive in portal realms in disembodied form,
tasy campaign – particularly for traders. Examples are Arms and either remain that way or possess local inhabitants, can
and Armor, Clothing, Cuisine, Horses, Jewelry, and Rare be forced to leave using this skill. In this case, the ritual’s
Books (not the same as Literature). A villainous NPC may spe- effectiveness depends not on the culture of the traveler, but on
cialize in Slaves (for beautiful or talented slaves, not common that of the god, spirit, or other power that granted the visitor
servants or field hands). the ability to enter the portal realm. At the GM’s discretion,
Skill defaults, at the usual ‑3, are: Armoury (Body Armor, Exorcism might also work on travelers who assume bodily
Melee Weapons, or Missile Weapons) for Arms and Armor; form on appearing in a portal realm.
Sewing for Clothing; Cooking for Cuisine; Animal Handling
(Equines) for Horses; Jeweler for Jewelry; Artist (Calligraphy, Hidden Lore
Graphic Design, or Illumination) or Leatherworking for
Rare Books; and Artist (Body Art or Sculpting) or Teaching see pp. B199-200
for Slaves. You can specialize in a particular portal realm whose exis-
tence isn’t generally known. This includes knowledge of settle-
ments and other important sites, and their general locations;
Current Affairs rulers and powerful entities; and the major ways in which the
see pp. B186-187 laws of nature are different.
In many fantasy settings, news travels slowly. Except for
the Regional specialty for a city, the penalty for being out Law
of touch is ‑1 per week instead of per day – but knowledge
obtained from a successful roll is much less current. The stan- see p. B204
dard news media are local gossip and visits from traveling A new specialty is useful in some portal realms, especially
bards; letters from informed people in faraway places are the for a savior (p. 21):
equivalent of subscribing to a news service. Comparative: Similarly to Theology (Comparative), this is
knowledge of the similarities and differences between legal
Dreaming systems. Use this specialty, in particular, to devise a legal code
see p. B188 or write a constitution for a people, polity, or society that lacks
one, or that has a badly flawed one that needs major reforms.
If portal realms are reached through dreams (Dreams and
The Law of any region and field routinely studied by scholars
Trances, pp. 7-8), a traveler who has visited such a realm may
in your game world defaults to this specialty at ‑5.
be able to return by making a Dreaming roll.
Templates
Several character types turn up repeatedly in portal fan- Most of the templates in this section include a meta-trait
tasy. These aren’t occupations in the normal sense – visiting based on typical assumptions of present-day portal fantasy.
portal realms is usually too far from normal experience to
become a job, career, or social role! Rather, they’re specific Transmundane
ways in which a character can fit into a portal realm.
Represent your occupation before you entered the por- 20 points
tal realm by adding further skills or other traits. To pay for Advantages: Charisma 1 [5]; High TL 5* [25].
these, the GM should allow some extra character points over Disadvantages: Mundane Background [‑10].
and above the point cost of the campaign’s usual template, * A typical level based on the difference between
and/or permit taking more Earth’s current TL8 and the TL3 of many fantasy
disadvantages than the worlds. Adjust this to fit the campaign premise.
template includes. The use
of templates isn’t manda- I wanted the feeling
tory. An ordinary college
student, office worker, or
of romance and C
hild
mechanic without special the sense of wonder 0 points
adventuring skills can You never completely stopped believing in
be built with knowledge, I had known as a kid. magic, and it turns out you were right! You’ve
crossed into a new world where legends and fairy
occupational, and recre- – Robert Heinlein, tales are real, and sometimes frightening. But it
ational skills that reflect
life before becoming an Glory Road also gives you more freedom and more responsi-
interworld castaway. bility than children have on Earth, forcing you and
your companions to grow.
Travelers 18
Your adventures may have a goal such as rescuing a
younger sibling, or preventing a parent from dying (as
in C.S. Lewis’ The Magician’s Nephew or Edward Eager’s
Knight’s Castle). This can count as a Higher Purpose.
On this template, Native Language (Accented) isn’t
literally an accent, but reflects a smaller vocabulary,
simpler sentence structure, and difficult in reading and
pronouncing some words. Math-Shy is unfamiliarity
with advanced arithmetic: ‑1 to Mathematics and related
skills. Children in fantasy realms commonly have as
much freedom of action as adults, so they lack Social
Stigma (Minor) and instead have Social Stigma (Uned-
ucated), which makes most book-learned skills unavail-
able – though Advanced Learning (p. 15) can partially
compensate for this. No Mundane Background (p. 15)
cancels out the Mundane Background included in Trans-
mundane – children are not closed off to the possibility
of magic!
Attributes: ST 9 [‑10]; DX 9 [‑20]; IQ 9 [‑20]; HT 11 [10].
Secondary Characteristics: Damage 1d-2/1d-1; BL 16
lbs.; HP 9 [0]; Will 11 [10]; Per 9 [0]; FP 11 [0]; Basic
Speed 5.00 [0]; Basic Move 5 [0].
Advantages: No Mundane Background [10] and Transmun- Explorer
dane [20]. • 20 points chosen from among ST +1 [10], HT 100 points
+1 [10], Per +1 [5], Basic Move +1 [5], Advanced Learning
You have skills that let you make your way in a strange
1-4 [1/level], Animal Empathy [5], Appearance (Attractive
land. Exploring can be a profession, but you may also have
or Handsome/Beautiful) [4 or 12], Daredevil [15], Fit [5],
gained these skills while traveling for other reasons – from
Gizmos [5/gizmo], Higher Purpose [5], Magery 0 [5], True
personal curiosity to a holy pilgrimage.
Faith [15], Voice [10], or additional Charisma [5/level].
Disadvantages: Math-Shy [‑1]; Native Language (Accented) Attributes: ST 10 [0]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
[‑2]; Pacifism (Reluctant Killer) [‑5]; and Social Stigma Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
(Uneducated) [‑5]. • ‑10 points chosen from among Bad 10 [0]; Will 11 [0]; Per 11 [0]; FP 11 [0]; Basic Speed 5.50
Sight [‑10], Gluttony [‑5*], Impulsiveness [‑10*], Oblivious [0]; Basic Move 5 [0].
[‑5], Overconfidence [‑5*], Post-Combat Shakes [‑5*], Short Advantages: Transmundane [20]. • 15 points chosen from
Attention Span [‑10*], Shyness (Mild or Severe) [‑5 or ‑10], among Per +1 to +3 [5/level], Absolute Direction [5], Dan-
Stubbornness [‑5], Truthfulness [‑5*], or Xenophilia [‑10*]. ger Sense [15], Fearlessness [2/level], Fit [5] or Very Fit
Skills: Three of Brawling, Hobby Skill (DX-based), Liquid [15], Gizmos [5/gizmo], Hard to Kill [2/level], Language
Projector (Squirt Gun), or Sewing, all (E) DX [1]‑9; Boat- Talent [10], or Sensitive [5] or Empathy [15].
ing (Sailboat or Unpowered), Climbing, Dancing, Riding Disadvantages: ‑10 points chosen from among Callous [‑5],
(Horse), Sports (any), Stealth, Throwing, or Wrestling, Code of Honor (Gentleman’s or Soldier’s) [‑10], Curious
all (A) DX-1 [1]‑8; Sleight of Hand (H) DX-2 [1]‑7; First [‑5*], Honesty [‑10*], Loner [‑5*], Overconfidence [‑5*],
Aid, Games (any), Gardening, Hobby Skill (IQ-based), or Pacifism (Cannot Harm Innocents) [‑10], Sense of Duty
Housekeeping, all (E) IQ [1]‑9; Animal Handling (any), (Fellow explorers) [‑5], Social Stigma (Minority Group)
Astronomy (Observational), Fast-Talk, or Navigation (Land [‑10], Stubbornness [‑5], or Xenophilia [‑10*].
or Sea), all (A) IQ-1 [1]‑8; Leadership or Public Speaking, Primary Skills: Gesture (E) IQ+1 [2]‑12; Observation (A)
both (A) IQ [1]‑9†; Artist (Drawing or Painting), Mimicry Per+1 [4]‑12; and Survival (any land terrain) (A) Per+2
(Animal Sounds or Bird Calls), Musical Instrument (any), [8]‑13.
or Naturalist, all (H) IQ-2 [1]‑7; Singing or Swimming, both Secondary Skills: Navigation (Land or Sea) (A) IQ [2]‑11.
(E) HT [1]‑11; Hiking or Running, both (A) HT-1 [1]‑10; • One of Anthropology, Diplomacy, Geography (Physical
Intimidation (A) Will-1 [1]‑10; or Fishing or Scrounging, or Political), Linguistics, Mathematics (Surveying), Natu-
both (E) Per [1]‑9. ralist, Psychology, Sociology, or Surgery (Field-Expedient),
all (H) IQ [4]‑11; or Body Language (A) Per+1 [4]‑12.
* Multiplied for self-control number; see p. B120.
Background Skills: First Aid (E) IQ [1]‑11 and Leadership (A)
† Includes +1 from Charisma (in Transmundane).
IQ [1]‑11†. • Either Cartography or Writing, both (A) IQ-1
[1]‑10. • One of Boating (Sailboat or Unpowered), Riding
Customization Notes
(any), or Stealth, all (A) DX-1 [1]‑10; or Hiking (A) HT-1
This template is designed for a boy or girl at the edge of [1]‑10. • One of Leatherworking or Sewing, both (E) DX
adolescence, perhaps age 12. For younger or older children, [1]‑11; or Carpentry or Masonry, both (E) IQ [1]‑11.
adjust attributes down or up (see p. B20). Much younger
children may have Innumerate [‑5] instead of Math-Shy, and * Multiplied for self-control number; see p. B120.
know only the spoken form of their native language. † Includes +1 from Charisma (in Transmundane).
Travelers 19
Mage-to-Be Weirdness Magnet, or Xenophilia, which you can buy off once
you start casting spells or performing rituals.
90 points Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 10 [0].
At the start of the campaign, you’re unaware of your magical Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
capabilities – life on Earth hasn’t given them a chance to man- 10 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed 5.00
ifest themselves. You must buy off the Mundane Background [0]; Basic Move 5 [0].
included in Transmundane before actually learning magic (see Advantages: Magery 0 [5] and Transmundane [20]. • 30
Learning Magic, pp. 30-32). However, your awakening magical points chosen from among IQ +1 [20], Eidetic Memory [5]
talent may subject you to Absent-Mindedness, Nightmares, or Photographic Memory [10], Language Talent [10], Mag-
ery 1+ [10/level], Single-Minded [5], Visualization [10], or
Wild Talent 1 [20].
Disadvantages: ‑15 points chosen from among
Returnee Absent-Mindedness [‑15], Clueless [‑10], Code of Honor
(Professional) [‑5], Nightmares [‑5*], Oblivious [‑5],
0 points Overconfidence [‑5*], Pacifism (Reluctant Killer) [‑5],
If it’s possible to travel to a portal realm, it may be pos- Post-Combat Shakes [‑5*], Weirdness Magnet [‑15],
sible to come back. Returnees are likely to have abilities Workaholic [‑5], or Xenophilia [‑10*].
gained during their sojourns. These could be entirely mun- Primary and Secondary Skills: Research (A) IQ+1 [4]‑13.
dane, similar to those a traveler or explorer might acquire • One of Anthropology, Archaeology, Computer Pro-
by living in another country. If time passes differently in gramming, Mathematics (Pure), Philosophy (any), or
the portal realm (see Brief Visits, p. 6), it may affect skill Theology (any), all (H) IQ [4]‑12.
options: an adult who entered a portal realm long ago and Background Skills: One of Sleight of Hand (H) DX-1 [2]‑9;
returned in the recent past might have skills now rare or Occultism or Poetry, both (A) IQ [2]‑12; Fortune-Tell-
entirely lost (see Reawakened, p. 16); a child who lived ing (A) IQ+1 [2]‑13†; Artist (any), Cryptography, or
through years in a portal realm may have skills children Religious Ritual (any), all (H) IQ-1 [2]‑11; Dreaming or
rarely learn. Being a returnee could also explain how a Meditation, both (H) Will-1 [2]‑11; or Esoteric Medicine
character learned magic or cinematic martial-arts skills, (H) Per-1 [2]‑11.
or gained superhuman powers.
Time in a portal realm can be simply backstory, * Multiplied for self-control number; see p. B120.
explaining the origins of an adventurer who now has † Includes +1 from Charisma (in Transmundane).
other concerns. But some returnees acquire a mission,
like Coleridge’s ancient mariner, compelled to travel about Customization Notes
teaching the necessity of love for all living creatures. This template assumes the use of standard (mana-based)
Because the possible effects are so varied, being a GURPS Magic, for which Magery 0 is usually a prerequi-
returnee is treated as a lens that can be applied to many site. It also works for other varieties of magic that require
different character types. or greatly benefit from Magery (Ritual Path magic, some
other forms of flexible magic, many versions of Path/Book
Advantages: Charisma 1 [5]. • 15 points chosen from magic). If spells can be cast without Magery (e.g., in a high-
among Fit [5], Higher Purpose [5], Reawakened [10], mana setting), the mandatory Magery 0 can be replaced
Unusual Background [Varies], Zeroed [10], or addi- with another 5 points of optional advantages.
tional Charisma [5/level]. In a “magic as powers” setting (p. 32, and see also
Disadvantages: Delusion (Minor) [‑5] or Secret (Serious GURPS Thaumatology), remove both Magery 0 and fur-
Embarrassment) [‑5]. • ‑15 points chosen from among ther levels of Magery from the template, and add another 5
Low TL [‑5/level], Nightmares [‑5*], Obsession (Return points of optional advantages. These advantages can include
to portal realm) [‑10*], Vow [‑5 to ‑15], Weirdness Mag- a suitable power Talent, such as Chinese Elemental Talent
net [‑15], or increasing Secret to (Utter Rejection or (GURPS Thaumatology: Chinese Elemental Powers) or
Imprisonment or Exile) [‑5 or ‑15]. Sorcery Talent (GURPS Thaumatology: Sorcery).
* Multiplied for self-control number; see p. B120. In a high-powered campaign, a mage-to-be may have
more expensive advantages: Gadgeteer (perhaps special-
Customization Notes ized to spells or rituals), multiple levels of Magery, one or
Higher Purpose should reflect a personal mission based more versions of Path/Book Adept, or Ritual Adept (for
on experience in the portal realm. Unusual Background is Ritual Path magic). To allow purchase of such impressive
appropriate if a returnee has abilities that are otherwise traits, raise the template cost by 50 points. Such a character
unavailable; it’s worth 5 points if it grants a child access could act as a magical equivalent of a savior (p. 21).
to adult skills that would normally be off limits (see Social
Stigma, p. 17) or 10 points if it’s equivalent to Reawakened
(p. 16). Higher-value Unusual Backgrounds for supers and Outcast
similar characters should usually be bought separately 100 points
from this lens, along with the associated exotic or super- You left Earth because you had to: powerful enemies
natural traits. were closing in on you, and flight to an unknown world was
less daunting than what they intended if they caught you.
Travelers 20
You have a variety of skills suited to hiding, fleeing, acquiring Higher Purpose [5], Language Talent [10], Patron [Varies],
resources, and protecting yourself inconspicuously. Reawakened [10], Resistant to Influence Skills (+3 or +8)
[5 or 7] or Indomitable [15], Sensitive [5] or Empathy [15],
Attributes: ST 10 [0]; DX 11 [20]; IQ 11 [20]; HT 10 [0].
True Faith [15], Voice [10], Weapon Master (One specific
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
weapon) [20] , or additional Charisma [5/level] or a greater
10 [0]; Will 11 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5.25
Destiny [5 or 10].
[0]; Basic Move 5 [0].
Disadvantages: One of Charitable (12) [‑15], Fanaticism [‑15],
Advantages: Transmundane [20]. • One of Per +3 [15], Dan-
or Sense of Duty (Humanity) [‑15]. • ‑15 points chosen
ger Sense [15], or Empathy [15]. • A further 15 points cho-
from among Chronic Pain (Old Wound) [Varies], Code of
sen from among the previous traits or Absolute Direction
Honor (Professional, Gentleman’s, or Soldier’s) [‑5 or ‑10],
[5], Combat Reflexes [15], Fearlessness [2/level], Fit [5] or
Compulsive Generosity [‑5*], Overconfidence [‑5*], Paci-
Very Fit [15], Flexibility [5], Hard to Subdue [2/level], Lan-
fism (Cannot Harm Innocents or Self-Defense Only) [‑10 or
guage Talent [10], or Resistant to Influence Skills (+3 or +8)
‑15], Post-Combat Shakes [‑5*], or Workaholic [‑5].
[5 or 7] or Indomitable [15].
Primary Skills: Diplomacy (H) IQ+1 [8]‑13 and Leadership
Disadvantages: ‑15 points chosen from among Bloodlust
(A) IQ+2 [4]‑14†. • Two of Administration, Politics, Pro-
[‑10*], Charitable [‑15*], Chronic Pain (Old Wound) [Var-
paganda, or Teaching, all (A) IQ+1 [4]‑13; or Law (Com-
ies], Code of Honor (Pirate’s, Gentleman’s, or Soldier’s) [‑5
parative), Religious Ritual (any), Shiphandling (Ship), or
or ‑10], Flashbacks [Varies], Nightmares [‑5*], One Eye
Strategy (any), all (H) IQ [4]‑12.
[‑15], or Pacifism (Cannot Harm Innocents or Self-Defense
Secondary Skills: Public Speaking (A) IQ [1]‑12†. • Two of
Only) [‑10 or ‑15].
Economics, Expert Skill (Military Science or Political Sci-
Primary Skills: Holdout (A) IQ+1 [4]‑12 and Stealth (A) DX+1
ence), Finance, Intelligence Analysis, Mathematics (Sur-
[4]‑12. • One of Brawling, Garrote, Guns (Pistol), Knife,
veying), Philosophy (any), Psychology, Tactics, or Theology
Liquid Projector (Sprayer), or Thrown Weapon (Knife,
(any), all (H) IQ [4]‑12; or Detect Lies (H) Per [4]‑12.
Shuriken, or Stick), all (E) DX+2 [4]‑13; Shortsword or
Background Skills: Savoir-Faire (High Society or Military)
Throwing, both (A) DX+1 [4]‑12; or Blowpipe or Sling,
(E) IQ [1]‑12. • Five of Riding (any) (A) DX-1 [1]‑11; First
both (H) DX [4]‑11.
Aid, Masonry, or Seamanship, all (E) IQ [1]‑12; Navigation
Secondary Skills: Acting (A) IQ [2]‑11; Observation (A) Per
(Sea) or Soldier, both (A) IQ-1 [1]‑11; Carousing (E) HT
[2]‑11; and Scrounging (E) Per [1]‑11. • Either Hiking
[1]‑12; Hiking (A) HT-1 [1]‑11; or 1 point in a weapon skill.
or Running, both (A) HT [2]‑10. • One of Fast-Talk, Sol-
dier, or Streetwise, all (A) IQ [2]‑11; Diplomacy, Forgery, * Multiplied for self-control number; see p. B120.
Intelligence Analysis, or Psychology, all (H) IQ-1 [2]‑10; or † Includes +1 from Charisma (in Transmundane).
Urban Survival (A) Per [2]‑11. • Another 2 points in one
additional combat skill from those above, or in one of Fast-
Draw (Knife, Pistol, or Sword) (DX/E), Wrestling (DX/A),
or Judo or Karate (DX/H). The kingdom of heaven is
Background Skills: Two of Escape (H) DX-2 [1]‑9; First
Aid (E) IQ [1]‑11; Administration, Disguise, Merchant, like unto a merchant man,
Research, or Traps, all (A) IQ-1 [1]‑10; Expert Skill (Con-
spiracy Theory, Military Science, or Political Science) (H) seeking goodly pearls; who,
IQ-2 [1]‑9; or Body Language or Survival (any), both (A)
Per-1 [1]‑10.
when he had found one pearl
* Multiplied for self-control number; see p. B120.
of great price, went and sold all
that he had, and bought it.
Savior – Matthew 13:45-46
175 points
Your journey brought you to a world in peril, which
you chose to help. More than just an adventurer, you’re a
leader, able to bring people together in a time of struggle. To
those you lead, it seems that you were sent to them by some
Trader
higher power. 125 points
You have access to a portal that lets you make repeated
Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 12 [20]. journeys between Earth and a portal realm, and you exploit
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP this to carry goods back and forth to earn a profit. You’ve done
10 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 this often enough that you’re knowledgeable about the portal
[0]; Basic Move 6 [0]. realm: you know the geography, the culture, and a language
Advantages: Destiny (Minor Advantage) [5] and Transmun- of one of its societies, and you fully accept the supernatural
dane [20]. • One of ST +2 [20], DX +1 [20], IQ +1 [20], as real. Your ventures have earned you a measure of wealth,
Will +4 [20], or 20 points in a suitable Talent. • A further and you display enough of it to be treated with respect. You’ve
25 points chosen from among Blessed (The King’s Two invested 80% of your money in merchandise (see Interworld
Bodies) [10], Combat Reflexes [15], Fearlessness [2/level], Trade, pp. 32-33).
Travelers 21
The Unusual Background this template offers represents Gluttony [‑5†], Greed [‑15†], Honesty [‑10†], Miserliness
the ability to buy goods that are readily available on Earth [‑10†], Obsession [‑5† or ‑10†], Overconfidence [‑5†], Paci-
but unavailable in the portal realm – except through you (see fism (any except Total Nonviolence) [Varies], Post-Combat
Shopping List, p. 33). This doesn’t represent higher-TL mer- Shakes [‑5†], Secret (Trade Route) [‑5], Selfish [‑5†], Sense
chandise (that’s covered by the High TL advantage, p. 14), of Duty (Employees) [‑5], or Workaholic [‑5].
but liquor, chocolate, spices, exotic flowers or pets, fine cloth, Primary Skills: Administration (A) IQ+1 [2]‑12‡ and Mer-
toys, and other luxuries. The advantage depends on your hav- chant (A) IQ+2 [4]‑13‡.
ing a monopoly; once other traders start competing with you, Secondary Skills: Diplomacy (H) IQ [4]‑11 and Finance (H)
your profits fall to normal levels, so your trade route can be IQ [2]‑11‡. • Either Freight Handling or Packing, both (A)
treated as a Secret. IQ [2]‑11. • One of Riding (any) (A) DX [2]‑10; Connoisseur
(category of merchandise), Fast-Talk, Holdout, Navigation
Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [20]; HT 12 [20].
(Land or Sea), or Smuggling, all (A) IQ [2]‑11; Leadership
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
or Public Speaking, both (A) IQ+1 [2]‑12¶; Propaganda (A)
10 [0]; Will 11 [0]; Per 11 [0]; FP 12 [0]; Basic Speed 5.50
IQ+1 [2]‑12‡; Law (Commercial) (H) IQ-1 [2]‑10; or Body
[0]; Basic Move 5 [0].
Language (A) Per [2]‑11.
Advantages: Business Acumen 1 [10]; Cultural Familiarity
Background Skills: Accounting (H) IQ-1 [1]‑10‡ and Area
(one society of portal realm) [1]; Language (one language of
Knowledge (trading area) (E) IQ [1]‑11. • Two of Current
portal realm; Accented) [4]; No Mundane Background [10];
Affairs (Business), First Aid, or Savoir-Faire (High Society
Status 1* [0]; Transmundane [20]; and Wealth (Wealthy)
or Servant), all (E) IQ [1]‑11; Cartography, Heraldry (Mak-
[20]. • 15 points chosen from among Absolute Direction
ers’ Marks), Speed-Reading, Teaching, Weather Sense, or
[5], Business Acumen 2 [10], Claim to Hospitality (Por-
Writing, all (A) IQ-1 [1]‑10; Psychology (H) IQ-2 [1]‑9; Eco-
tal-realm trade partners) [5], Fashion Sense [5], Gizmos [5/
nomics (H) IQ-1 [1]‑10‡; or Carousing (E) HT [1]‑12.
gizmo], Language Talent [10], Reputation (Pay your debts)
[Varies], Resistant to Influence Skills (+3 or +8) [5 or 7], * Includes +1 from Wealth.
Unusual Background (Exotic Goods) [5], Voice [10], or † Multiplied for self-control number; see p. B120.
additional Status [5/level] or Wealth (Very Wealthy) [10]. ‡ Includes +1 from Business Acumen.
Disadvantages: ‑15 points chosen from among Code of Honor ¶ Includes +1 from Charisma (in Transmundane).
(Professional) [‑5], Disciplines of Faith (Ritualism) [‑5],
Travelers 22
• No TL multiplier applies to
high-tech equipment – both because
not all equipment is high-tech and
because high-tech equipment is no Possessions? What Possessions?
longer useful when ammunition, The Wealth-Based Method (pp. 22-23) and Possessions-Based Method (below)
fuel, or batteries run out. both assume that the travelers have some advance notice of the journey, and a
chance to plan. But that isn’t always true! The heroes of some tales are swept off
Each traveler starts with a given
to enchanted kingdoms without warning, carrying only what they happen to have
wealth level on Earth. This has no
with them. This can be played for harsh realism, as interworld castaways struggle
character point cost. Most visitors
to survive in an unfamiliar realm, or optimistically, with the new world’s inhabi-
take 10% of their starting wealth
tants ready to help their strange visitors.
with them; rootless adventurers
It’s possible to define such a lack of resources as a combination of two traits:
take 50%. In the portal realm, no
traveler has a settled lifestyle – the • You have a variant form of Dead Broke (p. B25). As with the standard ver-
movable possessions they bring sion, you have no job, no source of income, and no money, and own only the
along become their new starting clothes you’re wearing. These clothes can be whatever was appropriate to your
wealth. Since all of this wealth is Status in your original world; they don’t have to be cheaply made, ill-fitting, or
movable, it’s compared with 100% falling apart. You can also carry minor personal items: matches or a lighter, a
of starting wealth for the new TL. knife or multi-tool, makeup, a few snacks, or the like. If you routinely carry some-
If the amount falls between two thing more substantial, such as a pistol or laptop, you can pay its cost in the por-
wealth levels, use the point cost for tal realm (taking TL multipliers into account; see below) with Trading Points for
the next-higher level. Money (p. B26) – but you can’t have actual money.
It’s convenient to create a table • You have the ability to buy off this disadvantage after becoming familiar
of point costs for wealth levels on with the portal realm. This is Not Dead Broke treated as a potential advantage
Earth, based on the TL difference. (p. B33) worth 13 points. When you’ve paid the remaining 12 points, your wealth
The following table – for travelers level is Average; raising it higher than that has the normal point cost.
from TL8 Earth to a TL3 world – is
an example:
Wealth Level • Use the guidelines in the subsections that follow to deter-
on Earth Starting Wealth Point Cost mine values for these possessions in the portal realm.
Settled Wanderers Settled Wanderers • Find the wealth level that’s sufficient to pay for all the
Dead Broke $0 $0 -25 -25 possessions at the portal realm’s TL, determine its point cost,
Poor $400 $2,000 -10 10 and use this in designing the character.
Struggling $1,000 $5,000 0 20 • If the resulting point cost is too high, go back and adjust
Average $2,000 $10,000 10 30 the choice of possessions – and perhaps the initial wealth level
Comfortable $4,000 $20,000 20 30 on Earth – until you’re satisfied with the result.
Wealthy $10,000 $50,000 30 50
Treat wealth levels higher than Wealthy on Earth as Clothing
Wealthy – there’s a limit to how much a traveler can carry! If The cost of starting clothing doesn’t come out of starting
you were Filthy Rich on Earth, you just leave a bigger share of wealth, so it doesn’t count toward the wearer’s wealth level
your assets behind. in the portal realm. However, its weight counts as part of the
Travelers can spend their movable funds on possessions encumbrance carried into that realm. See Clothing, p. B266.
and equipment that will go with them – see the next section The cost of items of apparel bought separately from
for guidelines. It isn’t necessarily to account for the weight in basic clothing for a fixed price – notably, rugged garments
detail, but the GM may rule out excessively heavy items such such as cloaks, trench coats, and boots – does come out of
as refrigerators and mainframe computers. Unspent funds starting wealth, and counts toward the owner’s wealth level
have no value in a portal realm (though paper money makes in the portal realm. Don’t apply a multiplier for TL differ-
good kindling!). ence, however.
Actual armor – and specialized protective gear such as
Possessions-Based Method
camouflage clothing and gas masks – also comes out of start-
ing wealth. It is subject to a multiplier for TL difference.
For greater accuracy at the cost of increased complexity, The GM can require a plausible background for its owners,
focus on actual possessions. Perform the following steps for whether as combat troops, firefighters, or reenactors. In some
each character: cases, a minor Unusual Background, worth perhaps 5 points,
may be appropriate.
• Define a wealth level and starting wealth on Earth.
• Spend the appropriate amount (20% or 100%) of starting
wealth on movable possessions. Muscle-Powered Weapons
• Choose which of these to take, and add up weights until Most kinds of muscle-powered weapons fall in the TL0-3
they reach a preferred maximum load (not more than 10¥BL range; cost multipliers for higher TLs are uncommon, and
in any case). disregarding them outright won’t create many problems.
Travelers 23
If the GM chooses to account for TL differences, note that carbine (p. B279), which costs $900 on Earth, is worth $28,800
fencing weapons such as sabers and smallswords are TL4. in a TL3 portal realm; carrying such a weapon would qualify
However, any weapon with a steel blade from a TL7+ world its owner as Filthy Rich.
(including Earth, in most portal fantasy) is considered to be of A firearm that’s out of ammunition is little more than an
fine quality; see p. B274. This doesn’t raise its cost on Earth, expensive club. Travelers may carry extra ammo, but this adds
but multiplies it in the portal realm: ¥4 for fencing- or sword- to their wealth. For example, the 31-round full load for that
class weapons, ¥3 for spears or arrows, or ¥10 for cutting assault carbine weighs 1 lb. and so costs $20 at TL8 – but that
weapons such as axes. becomes $640 at TL3, making each round worth over $20.
Weapons incorporating advanced technology – e.g., com- Strict fire discipline is recommended!
pound bows (GURPS High-Tech, p. 201) and chainsaws – do
receive multipliers for higher TL. Electronics
Electronic devices are always subject to cost multipliers for
Firearms TL differences; e.g., a TL8 handheld radio (GURPS High-Tech,
Always take differences in TL into account with fire- p. 38) is worth $8,000 in a TL3 portal realm. Battery-powered
arms – even a matchlock musket (TL4) is more advanced than devices remain useful only while their batteries last; for exam-
most portal realms allow. For example, a 5.56mm assault ple, the three XS batteries in that TL8 handheld radio weigh
0.3 lb., provide power for 10 hours of use, and are worth
$16 each. Travelers may have spare batteries, or carry
hand-cranked generators or solar-powered rechargers, if
Cool Advanced Weapons they had time to plan ahead.
This variation on Cool Ethnic Weapon (GURPS Low-Tech Many functions of electronic devices depend on hav-
Companion 2: Weapons and Warriors, p. 16) suits some ing a source of signals. A radio can talk with other radios,
portal fiction: and a Computer Operation roll can set up a local network
of portable computers, tablets, or smartphones. But GPS
Cool Advanced Weapon: The weapon you brought from is useless in a world without satellites, and there are no
Earth is simply better than one of that type from the portal cellular networks and no Internet.
realm: +1 to hit, +1 damage, +1 HT, and double HP relative
to its usual statistics. This is commonly applied, for example,
to fencing weapons.
Medical Supplies
Medical and surgical equipment undergoes huge
advances at higher TLs; cost multipliers for TL definitely
Transport apply. Medical skills use drugs and other consumables
Most belongings count as a load the traveler must carry; such as bandages, sutures, and syringes. Doctors at TL8
if they’re too heavy, they have to be left behind. But some also rely on a variety of gear that needs batteries, starting
possessions have a carrying capacity of their own: they can with digital watches and thermometers.
transport visitors and their equipment. This carrying capac- For detailed rules on consumables, see Chapter 7 of
ity replaces the traveler’s, making it possible to bring along GURPS High-Tech. For a simpler treatment, assume
heavier objects – though the riders’ weight may take up part that any portable medical kit contains enough supplies
of that capacity, if accounting for the weight of possessions for five patients. When they’re used up, the practitioner’s
in detail. medical skills function as TL5 for the purposes of Medical
If a source of transport will work indefinitely in the portal Care (pp. B424-425); this assumes the use of improvised
realm, count its value toward starting wealth in the Wealth- substitutes such as boiled cloth (for bandages) and herbal
Based Method (pp. 22-23), or count it as a movable posses- extracts. A first aid kit can be used once to treat a patient
sion in the Possessions-Based Method (p. 23). This applies without depleting the supplies in a medical kit.
to muscle-powered vehicles; to sailing craft; and to powered
vehicles, if their power supply can be restored with local Precious Metals
resources (say, using a still, solar recharger, or hand-cranked Paper money is just a curiosity in portal realms,
generator) and, in the case of land vehicles, if they can oper- but people in most worlds will accept gold and silver.
ate in the wilderness or on local roads. For powered vehi- Travelers who have time to prepare may convert their
cles, cost multipliers for TL apply in the possessions-based unspent funds into precious metals. At recent commod-
method. Riding or pack animals also fall under these rules, ity prices, a pound of silver costs roughly $200, and a
and don’t take cost multipliers for TL. pound of gold around $15,000. In a realistic TL3 setting,
A vehicle that won’t keep working in the portal realm can a pound of silver is worth $1,000, and a pound of gold
still carry equipment and supplies through the portal. Its $20,000 (see p. B264) – but the GM can change these val-
price comes out of the traveler’s wealth in the native realm, ues. If a world has vast hoards of precious metal, a pound
but it doesn’t count toward wealth in the portal realm. The of silver could be worth $12 and a pound of gold $240.
GM may allow voyagers to make Scrounging rolls to salvage Even travelers without coins might have some gold
useful parts or materials from such a vehicle. If they choose and silver jewelry. GURPS Low-Tech provides detailed
to stay with it after it stops working, it can provide an impro- rules for deciding how much this is worth. It’s also pos-
vised shelter from the elements: +1 to Survival. sible to disregard workmanship and judge value purely
by weight.
Travelers 24
Chapter Three
Dangers and
Opportunities
Once you get the adventurers to the portal realm, they’ll or hostile inhabitants, or magic and the supernatural. They
need to learn to cope with it. A variety of challenges may con- may also master new skills or discover new sources
front them: the hazards of the natural environment, exotic of wealth.
Wilderness
Most portal realms have smaller, less dense populations • Navigation by the stars makes dead reckoning possible,
than Earth. Visitors will often spend much of their time if the portal realm has the same stars as Earth. It gives ‑1 to
in wilderness areas. Unsettled lands are natural places Navigation (‑2 if the pole star isn’t visible, or if there isn’t one).
for adventures. • A compass is basic equipment for dead reckoning. An
improvised compass, such as a floating magnetized needle,
T L
he ay of the and L gives no penalty to Navigation; a needle on a pivot gives +1.
This assumes the portal realm has a magnetic field – one with
A portal realm is an unfamiliar landscape: At the start of a a consistent orientation, without weird anomalies (which a
portal-fantasy campaign, nothing in the realm is home ground fantasy world might easily have!).
to the heroes. An important part of the campaign is simply • Navigational instruments – including a sextant for mea-
learning where things are. At the outset, travelers have to find suring the height of the sun above the horizon and a chronom-
their way around an unknown environment by making Nav- eter for identifying the time when it’s directly overhead – allow
igation rolls – typically Navigation (Land), as they won’t usu- determination of exact latitude and longitude by celestial nav-
ally have boats, and ships or aircraft are even less likely. igation, giving +3 to Navigation. This assumes the day is still
Navigation is the skill of 24 hours long. A character with Absolute
locating oneself in relation to Direction gets the same bonus.
an extended area, wider than And I awoke, and found • GPS equipment doesn’t work. There are
the visible horizon. It relies on no satellites sending directional signals!
me here
some sort of abstract coordi- • In a fantasy world, supernatural options
nates, not just on immediate On the cold hill side. may exist. Spells might provide benefits sim-
sensory cues. There are three – John Keats, “La Belle ilar to technology: pointing in a particular
different ways of doing this, direction (substituting for a compass); fixing
dependent on technology: Dame Sans Merci” an exact position (substituting for naviga-
tional instruments); or even pointing toward
Landmark recognition relies a desired goal of a particular kind (making a
on prominent features of the landscape and connects them Navigation roll unnecessary). Traits such as Blessed or Oracle
together in a narrative. It’s used at TL0-2. may do so as well – at a minimum, they might provide enough
Dead reckoning (from deduced reckoning) keeps track of signs for navigation by landmark recognition.
speeds and directions to describe a previously traveled course.
It comes into use at TL3. The major task Navigation is used for is planning a course
Celestial navigation uses precision instruments to identify from a starting point to a destination. Navigators who don’t
an exact location. The first steps toward it are taken at TL3, know their current location, or who don’t know the location of
with the measurement of latitude, but it doesn’t mature till a desirable destination, are at ‑4 to effective skill (reduce this
TL5, with the measurement of longitude. to ‑2 if there’s a road, river, or coastline to follow). The newly
arrived in a portal realm lack both sorts of knowledge; only one
Which of these is possible depends on equipment: ‑4 applies in that case. On land, they may also face penalties
• Unaided sensory perception allows only landmark recog- for terrain type, from no penalty for open plains with good
nition and gives ‑3 to Navigation. visibility to ‑4 for dense forest or branched, twisting gullies.
The Elements
where, they can make Survival rolls to find local resources.
Critical failure means they run into significant danger: hostile
wildlife, or robbers, or simply a natural hazard like a swamp. Portal fantasy often involves long journeys through unset-
tled country – meaning spending time out of doors.
Weather can have a big impact on such travel.
Each terrain type (see Survival, pp. B223-224)
G ood and ad laces B P has different typical weather, which creates dif-
ferent problems.
If travelers strike out at random, the GM may opt to roll 3d to
determine how favorable or unfavorable a place they end up in: Cold: The archetypal problem of Arctic ter-
rain. It’s also common in Mountain terrain, and
3-4 – Immediate threats to life and limb: treacherous weather, haz- Desert terrain can get bitterly cold after sundown.
ardous terrain, monsters or dangerous animals, hostile inhabi- The primary effect of cold is FP loss (see Cold,
tants, or magical curses. Requires Survival rolls, combat, or rolls p. B430). It can also produce snow or ice that lim-
to resist magic. its mobility (see Weather, p. B351). Dropping tem-
5-8 – Barren, uninhabited terrain. Unfavorable weather likely (see peratures can generate fog that limits visibility: ‑1
The Elements, below). Survival rolls to forage and find shelter are to ‑9 to Vision and ranged attack rolls, depending
at ‑2. on density. Conversely, on clear days, glare off
9-12 – If uninhabited, allows unmodified Survival rolls; if inhabited, snow or ice can require a HT roll to avoid snow
allows unmodified reaction rolls to deal with inhabitants. blindness, which gives ‑4 to Vision while expo-
13-16 – If uninhabited, Survival rolls are at +2; if inhabited, inhabi- sure continues and for minutes equal to margin
tants’ reaction rolls are at +2. of failure afterward; if exposure is prolonged,
17-18 – Very favorable place: a highly fertile wild area (Survival make a HT roll as for crippling injury (pp. B422-
rolls at +5), a welcoming community (+4 to reaction rolls), or the 423) to avoid lasting impairment.
domain of a benevolent magical being. Heat: An archetypal problem of Desert and
Jungle terrain, and sometimes also an issue in
tropical Plains or Swampland. As with cold, its
If they do travel, they’ll begin to learn the locations of primary effect is FP loss (see Heat, p. B434). In humid
things, systematically or casually. heat, as in Jungle or Swampland, rolls to resist FP loss are at
Mathematics (Surveying) or its defaults can be used to an extra ‑2. In dry or humid heat, heavy sweating can lead to
ascertain precise locations of geographic features in relation dehydration (p. B426).
to each other. The roll is at +2 with modern (TL5+) survey- Drought: Another archetypal problem of Desert ter-
ing equipment; unmodified with earlier equipment (TL2-4), rain. The main risk is cumulative fatigue from dehydration
which may be obtainable in a low-tech portal realm; or at (p. B426) and inability to recover if water runs out (p. B427).
‑2 with improvised poles, plumb bobs, and the like. Pacing Seasonal drought can produce large amounts of dry grass or
off distances without equipment gives ‑5. leaves, especially in Plains or Woodlands, creating a risk of
This information is necessary for drawing an accurate fires (pp. B433-434). Island/Beach terrain can also face travel-
map, which requires a roll vs. Cartography or its defaults. ers with lack of drinkable water, though not with exceptional
(Cartography defaults to Mathematics (Surveying)-2, and fire hazard.
Mathematics (Surveying) to Cartography-3 – and both skills Wetness: An issue in Jungle and Swampland terrain, and
default to Navigation-4.) Modern mapping software gives +2 may arise in other terrains (but rarely in Desert) during peri-
to Cartography; a flat drawing board, compass, straightedge, ods of heavy rain. A world whose land surface consists almost
and protractor are basic equipment; a pad of graph paper is entirely of island chains (and a lot of Island/Beach terrain)
improvised equipment, giving ‑2. The resulting map is suffi- may well have heavy rain and wet climates. The main problem
cient for dead reckoning. Creating it takes time; see Player- wetness creates is reduced mobility (see Terrain and Weather,
Made Maps (p. B491). p. B351), either permanent (Jungle and Swampland are Very
Travel at normal marching speed gives enough information Bad terrain) or temporary during rainfall. Heavy rain limits
for landmark recognition by the travelers’ leader (whoever is visibility as fog (‑1 to ‑9), and heavy clouds give ‑1 to Vision
deciding which way to go) or by any other traveler who’s con- during storms. Seasonal rainfall, especially in Desert or Plains
sciously paying attention. If the information is recorded in a where rain is less common, can produce floods that present a
sketch map (roll vs. Artist (Drawing), Cartography, or Navi- risk of drowning (pp. B354-355, B436-437).
gation (Land) to produce one), or compiled into a mnemonic Altitude: Creates problems of low atmospheric pressure
verse (roll vs. Poetry), this reduces the Navigation skill pen- (pp. B429-430) in Mountain terrain. Fantasy worlds may have
alty from ‑3 to ‑2; so does Eidetic Memory, and Photographic deep enough underground realms for high pressure to be an
Memory reduces it to ‑1. issue; treat the atmosphere as “dense” starting at one mile,
“very dense” starting at 2.2 miles.
Languages For a variant on this, the portal realm could use a dif-
ferent dialect of the Earth language, with a distinctive
Some portal fantasy hand-waves the whole issue of lan- accent and vocabulary, and even different sentence struc-
guage. The people of Oz and Narnia speak English, exactly ture (e.g., “It likes me not” rather than “I don’t like it”).
Combat Experience
People who pass through a portal don’t necessarily have offers detailed rules for teaching, but in an average portal-fan-
any experience of battle or danger. But they usually find them- tasy campaign, it isn’t necessary to roll for this; just assume
selves in adventurous situations. Portal fantasy has a number the teacher’s success. This grants one character point in a sin-
of common tropes about combat readiness: gle skill, or perhaps one point in each of two or three skills,
with seven days of study. Normally, the quickly learned skill
• Children who enter a portal realm can fight deadly ene-
fades after the first battle – but the GM can allow students
mies or go into battle and win.
with unspent character points to buy skills permanently by
• Adults whose lives on Earth were peaceful turn out to
making a Will or Meditation roll for each skill.
have a natural talent for combat.
Secret Advantage: Consider giving some Earth people Com-
• Students of a combat sport such as fencing or judo can
bat Reflexes as a secret advantage (p. 15). The new arrival may
go up against foes with actual combat experience, and defeat
never have been in an actual fight – but faced with one, the
them.
hero defends unusually well and never freezes.
• Martial skills learned on Earth are better than those of the
Weapon Adaptation: Each traveler gets one free Weapon
portal realm; for example, fencing skills can defeat armored
Adaptation perk (p. 15); e.g., Shortsword to Smallsword or
foes such as Roman legionaries or medieval knights.
Crossbow to Guns (Rifle).
• A soldier or gang member from Earth, trained in fire-
Weapon Superiority: One of the traveler’s Earth weap-
arms, has no trouble adapting to dart guns, bows, or swords.
ons, such as a smallsword or saber, gets the bonuses in Cool
To sum up, portal fantasy isn’t usually a harshly realistic Advanced Weapons (p. 24).
genre (as discussed in GURPS Martial Arts). To capture its
In a realistic campaign, the visitors ought to be kept out
particular flavor, some special rules are worth considering:
of combat, or faced with easily defeated foes, until they’ve
Combat Sport Is Combat: An adventurer who has learned had time to study combat skills (see Monthly Training Rolls,
a Combat Sport skill can use it at no penalty in life-or-death p. 30). Or they should come from backgrounds on Earth that
fights. In a cinematic game, actors with Stage Combat might gave them such skills, and be able to bring along their accus-
gain a similar benefit. To avoid over-the-top fighting skills tomed weapons.
(unless that’s the point of the campaign!), allow players to Combatants who aren’t trained in a fighting skill can
default one Easy combat skill to Stage Combat+1, one Aver- use the Telegraphic Attack option (GURPS Martial Arts,
age skill to Stage Combat, or one Hard skill to Stage Com- p. 113), carefully lining up their attack in a way that reveals
bat-1 – or two combat skills to one level lower. (Be sure to tell their intentions: +4 to the attack roll, but also +2 to the tar-
them about this limit; they might not want the default for the get’s defense roll. The attack bonus can’t be combined with
first fighting skill they need to use.) bonuses from Evaluate (which untrained fighters don’t usually
Montages: A group of adventurers in a portal realm, espe- know how to do), and the enhanced skill doesn’t affect the
cially one in a pull campaign (pp. 8-9), may get lessons from chances of a critical hit. Telegraphic Attack can be combined
an extraordinary source: a legendary teacher similar to the with All-Out Attack (Determined), which gives another +4 to
centaur Chiron, or the supernatural power that summoned the attack roll (and which does affect the odds of a critical hit),
them there. GURPS Social Engineering: Back to School but sacrifices all active defenses until the attacker’s next turn.
Modifiers: +1 for Attentive, or +3 for Single-Minded; +1 for each hour of Anyone who’s new to combat is likely to
Less Sleep, or +8 for Doesn’t Sleep; ‑5 for Laziness. find it a shock. Usually this means a Fright
Check (pp. B360-361) when the fighting
The basic monthly study rate is 150 hours; add or subtract 10% (15 starts, and another on first seeing someone
hours) per point of success or failure. Critical success indicates a break- killed or severely wounded. This may make
through that grants 400 hours of learning for that month, if that would be the frightened person useless in combat!
better. This assumes working with a teacher; studying from texts grants A combatant with Combat Reflexes as a
half as many hours. secret advantage gets +2 to Will – but in
On a critical failure, the student overworks and collapses, gaining addition, the hero won’t be incapacitated
no hours that month and suffering 3d fatigue, with negative FP causing by fear. Instead, treat the adventurer as
injury as usual (p. B426). Recovering these lost FP requires days of rest, having Post-Combat Shakes (p. B150) after
at 3 FP/day. the first fight is over. This is a good way for
a new arrival to discover a hidden talent!
Learning Magic
People from Earth who travel to magical worlds may dis- works depends on how magic functions in the portal realm!
cover that they have an unsuspected talent for magic, and Here are suggested approaches for roleplaying the learning
even become powerful mages. This trope goes back at least process in various magic systems.
to Baum’s later Oz books, where the Wizard becomes a per-
Mana-Based Magic
manent resident of Oz and Glinda the Good teaches him
real magic.
Most people from Earth who travel to a portal realm have The standard magic of the GURPS Basic Set and GURPS
Mundane Background (p. 14), often as part of the Transmun- Magic is learned spell by spell, with each spell counting as a
dane meta-trait (p. 18). This prevents their learning any form different skill. Study of a spell starts by memorizing it – essen-
of magic, even if they have Magery! However, they can buy it tially, gaining familiarity (p. B169) with it. This takes two days
off with character points earned in supernatural encounters, of regular practice, or one day of intense effort, with a Will
in effect gaining the trait No Mundane Background (p. 15). roll. At this point, the spell can be cast at IQ + Magery ‑ 6 if
The GM may also award earmarked points for this purpose, IQ/Hard, or IQ + Magery ‑ 7 if IQ/Very Hard; in effect, the stu-
crediting the adventurers with hours per day of learning at dent gains default use of the spell. An overconfident student,
rates that depend on the setting and adventures: or one faced with an emergency, may attempt a default cast-
ing; success makes it possible to spend one character point to
Magic is rare or subtle (there are only a few mages in a
buy the spell. Other students can practice under supervision,
nation – either small or large – or magic lacks obvious effects):
with favorable conditions that grant +4 to +6 to skill, until
Four hours/day; 500 days to gain No Mundane Background.
they have accumulated 200 hours of study.
Magic is common (every town, or perhaps every village,
In some worlds, this can be combined with Symbol Draw-
has a mage or two): Eight hours/day; 250 days to gain No
ing as an aid to casting. The student takes one extra second to
Mundane Background.
call up a suitable mental image, or to trace it in the air with
Magic is constantly present (ordinary people use magic in
gestures. Success at Symbol Drawing grants half the margin
their daily activities, or encounter it in their daily lives): 16
of success (rounded down) as a bonus to the roll to cast the
hours/day; 125 days to gain No Mundane Background.
spell. It isn’t possible to gain bonuses to spells by taking extra
Adventurer actively looks for the supernatural (also applies
time (p. B346), but Symbol Drawing (e.g., on a wax tablet,
if the adventurer is trying to disprove the existence of magic!):
with a stylus) can benefit from such bonuses. On the other
16 hours/day; 125 days to gain No Mundane Background.
hand, Magery bonuses apply only to the spell itself, not to
Once an Earthling has thoroughly internalized the exis- Symbol Drawing.
tence of magic, it’s possible to begin studying it. How that
Interworld Trade
If a portal can be used in two directions, and repeatedly, a particular good, the society there can specialize in provid-
it creates opportunities for trade. On a small scale, trade can ing that good. For example, advances in metallurgy make fine
help travelers pay their way in a portal realm; on a larger scale, weapons inexpensive in high-TL worlds, and modern Earth
it can become an industry. Economic activity isn’t a major could export them. Other goods may be inexpensive in worlds
theme in novels or films – but it’s likely to occur to gamers, where magic works, and portal realms could export them – for
and a portal-fantasy campaign may have to address it. example, Plant spells or ritual invocation of spirits might allow
What governs trade is comparative advantage: If conditions high yields of wine or spices.
on one side of a portal are unusually favorable for producing
Organizations
Traders frequently have to deal with organizations A typical Reaction-Time Modifier is +2, based on techno-
rather than individuals. The stats used to describe these logical limitations.
are defined in GURPS Boardroom and Curia. A trader who wants to set up a firm may have the
Type is most often Commercial – whether as trading benefit of comparatively high Wealth (see Wealth and
partners, providers of services, or sources of funding. Possessions, pp. 22-24). If the organization has High TL
However, a trader might turn to a Government organiza- as a trait, it can gain the benefits of functioning at TL7-8,
tion for enforcement of contracts or property rights, or particularly better reaction time (modifier 0 rather than
even an Aid organization when a venture fails. +2); this is easiest to achieve with the aid of high-tech
In typical TL1-4 portal realms, organizations tend equipment, but administrative methods such as dou-
to be small, usually with 5-20 members; one with 100 ble-entry bookkeeping and organized filing systems can
members would be unusually large. Those worth trading make a difference by themselves.
with commonly have a Wealth of Comfortable or better.
Index 34
Ritual Path magic, 32. Telegraphic Attack combat option, 30. Travelogue storyline, 4.
Saving the world storyline, 5. Television shows, inspirational, 10. Tunnel portals, 7.
Savior template, 21. Templates, 18-22. Unusual Background advantage, 16.
Secret advantages, 15, 29. Tenure advantage, 14. Vehicles, 24.
Secret disadvantage, 14, 17. Terrain types, weather and, 26. Visits, length of stay, 5-6.
Security Clearance advantage, 14. Thaumatology skill, 31. Wainscots, 4.
Seihou, 11. Threshold storylines, 5. Way stations, 7.
Self-discovery storyline, 5. Time, passage of, 6; spent in realm, 5-6. Wealth trait, 14, 22-23; see also Possessions.
Settings, levels of magic, 30. Timelines, realms as, 12. Weapon Adaptation perk, 15, 29.
Settlements, 27. Trade, interworld, 32; suggested goods, 33. Weapons, 23-24; as trade goods, 33;
Skills, 17-18. Traders, template, 21-22. modifier, 24; skills, 29; traits, 15, 29;
Social Regard advantage, 14. Trance portals, 7-8. see also Possessions.
Social Stigma disadvantage, 14, 17. Transition portals, 7. Weather conditions, 26.
Source material, 10. Transmundane meta-trait, 18. Weird parallels, 12.
Special Rapport advantage, 16. Transport, 24. Weirdness Magnet advantage, 17.
Spices, as trade goods, 33. Travel, creatures and monsters, 27; in Wetness, 26.
Status trait, 14. realms, 25-27; magical effects of world, Wild Talent advantage, 16.
Steel, as trade goods, 33. 27; motives to visit realms, 8-9; random Wilderness, 25-27; random favorability, 26;
Storylines, 4-5. location favorability, 26; settlements, 27; see also Travel.
Sugar, as trade goods, 33. through wilderness, 25-27; to realms, 6-8; Xenophilia disadvantage, 17.
Table, random location favorability, 26; weather and, 26; see also Time. Zero-point features, 13.
spell legality classes, 28. Zeroed advantage, 14.
STEVE JACKSON GAMES
warehouse23.com
Index 35