So, I'll be embarking on a new DF campaign shortly. In reading the DF supplements, I came across the following in DF3:
Quote:
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Delvers who start in a profession – not those who merely get a lens for it – can buy certain “high-level” options in play, as if those abilities were on their original character template. Below are suggestions compatible with Dungeon Fantasy: Adventurers. The GM is encouraged to add others!
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(emphasis mine)
What cool powers/abilities have you come up with for your players? I've got a couple of ideas (things like super jump for the barbarian, chi strikes for the martial artist, etc), but wouldn't mind getting inspiration from others.