Power-Ups (11)
Dungeon Fantasy 1: Adventurers gave you powerful delvers who could cut a swath through the world and take its stuff. Dungeon Fantasy 3: The Next Level added racial templates¸ rules for mixing professions¸ and all-new power-ups¸ making your adventurers even more awesome. Now Dungeon Fantasy 11: Power-Ups raises the stakes again¸ bringing more - and more-powerful - power-ups to the table that will really boost your heroes' kill counts and bank accounts! Inside you'll find power-ups for every profession and race in Dungeon Fantasy 1-10 - and for every budget. At one end are more than 50 perks to modify your spells and combat moves; at the other are more than 80 significant new abilities¸ priced at up to 100 points. Many options - like the bard's Songs¸ elementalist's Storms¸ and necromancer's Foul Limbs - offer several subtypes and specialties. And that's not even counting hundreds of minor abilities and suggestions¸ several new spells¸ and more. From the silliness of Combat Haberdashery through the sheer power of the Secret Teleportation Spell¸ a true munchkin is sure to see something he likes. Fortunately for the GM¸ these power-ups come with guidelines for acquiring and using them... and for designing new ones. While intended for Dungeon Fantasy ¸ these power-ups are suitable for any GURPS campaign involving dungeon crawls¸ and are sure to provide players and GMs alike with new ideas no matter what genre they prefer! Visit the official web page for more info¸ resources¸ product support¸ and links.