Written by Sean Punch Illustrated by Dan Smith and Nikola Vrtis
GURPS Line Editor: Sean Punch
More Power for Your Powers
Delvers love gear . . . and cool abilities . . . and loot. Power items are where the three meet: Kill the monster, grab the treasure, and transform a valuable-but-useless bauble into a potent adventuring tool, exploiting the fact that the fanciest items can hold the most supernatural energy. The result is a reserve for fueling your spells, powers, and special skills – handy insurance for times when your personal stores simply aren't enough.
Of course, the first thing a seasoned adventurer will ask is, "Surely there are ways to bend the laws of nature and magic to squeeze even more out of this resource?" Indeed there are, and GURPS Dungeon Fantasy 18: Power Items is here to reveal them to you:
For the GM's benefit, all this comes with clear statements on the limits of power items, as well as optional rules for keeping power items from getting out of control. Because with great power comes great responsibility. Not to mention munchkins.
Player or GM, get ready to power up your game!