GURPS Dungeon Fantasy 18: Power Items
Every GURPS Dungeon Fantasy spellcaster knows the value of a power item: an object that stores supernatural energy for those times when only really impressive magic will do . . . or when even a small spell would be dangerously taxing. And like all delvers, magic-workers are always on the lookout for better gear and abilities. Yet the only way to improve a power item seems to be "find something worth even more money," and GURPS Dungeon Fantasy 1: Adventurers sets an upper limit on that path.Your fancy baubles GURPS Dungeon Fantasy 18: Power Items presents a trove of arcane lore that changes all that. Upgrade your existing item through means both mundane and magical, whether by adding physical adornments, temporarily supercharging it, or permanently turning it into an "item of power." Learn about the different kinds of power items – including some that aren't limited to casters – and discover how many varieties you can exploit at once. Spend points on power-ups that bend and break the rules. Or simply use the formula or extended table to go way past 40 FP. Whether you're a spellcaster who's frustrated that all the best treasure is nonmagical, a non-caster who's envious of the free boost that spell-slingers get from their gear, or just tired of being tired, Power Items has a solution. All you need to do is provide the cash or points. (Warehouse 23 doesn't accept points yet, sorry!) — Store Link: http://www.warehouse23.com/products/SJG37-0334 |
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Yay, a new DF book.
Capsule review: It's short, it's $5, and it's written by Kromm. DF power items are so simple you don't really need this book -- the short sidebar in DF1 is plenty. But if you'd like to expand that little sidebar into 11 pages of detail, this is the book for you. It goes into detail on what kind of items can be power items, and the benefits and drawbacks of a few types. Details on upgrading or replacing your power item as you get more cash. Some perks and advantages related to power items, including one that costs 75 points that I predict no actual PC will ever buy. And a few suggested optional rules for GMs who want to boost or limit them. As someone who actually both plays a DF wizard and GMs a DF game with a wizard and a cleric, even I don't actually need this book. But I'll probably use a couple of things from it. Some of the ideas (for example, using your armor as a power item, or changing the rounding on the prices from up to down to be meaner) had already occurred to me. Others (like using your house as a power item, or self-charging power items that aren't powerstones) had not. It's a good read, for the right audience. |
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Speaking only for my own DF group, I know the rules for heroic, endurance, and scholarly power items have all generated a stir. Our scout is always running out of FP, particularly because the wizard loves casting Great Haste on him, turning him into a machine gun of arrows. Our GM ruled that he could use an endurance item to recoup the FP he lost from that spell (since he isn't casting the spell, it seems more like a mundane exhaustion) -- I'm curious if Kromm would agree.
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Of course, the ultimate test is "Would you buy it?" Those who won't, won't. Those who will, will find ways to make it useful. I've worked out more than a few abuses that give me pause at 75 points, and I'm pretty sure anybody familiar with DF could work these out. |
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I just want to say that this book in incredibly illuminating of the assumed underlying principles of the DF universe.
How things are powered, what they store, how they're charged and tapped, what counts as being effectively the same despite looking very different to their users - all of these setting details make up the cogs and levers of the mechanical underpinning of the (steadily expanded on) world/s that DF inhabits, but also defines and expands on a lot of the lore and world building details that DF usually tries to shy away from. As such this is actually a fascinating read just to see all the power sources listed out with both their mechanical interactions, but also their fluff (like how demonologists power items store a little bit of Hell in them). The book is also very good at going into the details and expanding the options for power items and stuff, but who would want to buy it for that?? |
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A decent book, but only useful for an audience that actually uses power items. It almost succeeds in selling the concept to me and it certainly makes things much fairer by letting all character types have a piece of the cake. Suffers a bit from being too long for a Pyramid article and pretty short for a stand-alone book, though.
I posted a more detailed review on my blog: https://blindmapmaker.wordpress.com/...8-power-items/ |
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http://pseudoboo.blogspot.com/2016/0...wer-items.html
My review. Good pull quotes. Very specific focus with no beating around the bush. Wish there was slightly more, but it delivers on exactly what it promises. |
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Awesome book.
Quick question: Can mind control be used to make someone use up their power item against their will? |
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Question: How does this (And several other previous works when I think about it) effect the cost of magic items? And normal rules anything that allows a Mage to have more energy to put into spells changes the break points for enchanting, but DF doesn't follow the normal rules
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Assumptions: 1 Master (1,400 per month), 5 journeymen (700/month). 6 50 FP Power Items ($69,000 each, spread out over 1 year), 30 apprentices whose job is to practice Recover Energy and Lend Energy (Poor, $200/month ea). 2 "cycles" of spend and recharge is 720 energy a day, which would actually bring the per energy price to almost exactly $1 again... but with a Q&D limit of 360. Basically, the limit is more "how much capital does the guild want to have sitting around in expensive power items". A rich, established guild could really crank out Q&D items, or at least have a huge reserve for special rush orders. Especially since, with the above assumptions, after year 1, you could increase the value of each of those power items by $69,000 a year. Nice, steady progress to ever higher Q&D limits. You might run out of Lend Energy apprentices before you run into a limit on power item use, really. |
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Actually, DF is pretty clear that it isn't interested in where "stuff" comes from. This isn't a game about crafting, or about what NPCs do to keep the PCs running. It particularly isn't about where things you find in dungeons come from.
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Do you want the PCs to be able to get it crafted? If so how hard do you it to be to buy? |
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