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Old 08-05-2010, 12:46 PM   #1
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default GURPS Dungeon Fantasy 11: Power-Ups

On our foes unleash
Song, storm, and magical bolt
Power of all kinds
— Some hack
New on e23 this week is GURPS Dungeon Fantasy 11: Power-Ups, by the same hack who wrote that bad haiku. It's a sequel to GURPS Dungeon Fantasy 1: Adventurers and GURPS Dungeon Fantasy 3: The Next Level – that is, the third major characters handbook for the GURPS Dungeon Fantasy series. It brings you more stuff on which to spend your hard-earned points, satisfying your munchkin urge to create totally unbalanced powers, techniques, and spells by presenting a whole pile of abilities that are balanced enough that your GM will allow them . . . probably (void where prohibited by GM fiat, some conditions may apply, do not eat, etc.).

Ever felt disappointed that your barbarian couldn't cleave through whole lines of baddies, or that your zippy martial artist was limited to plodding steps when attacking? Found newfangled professions like the elementalist and the necromancer hard to distinguish from the core archetypes? Longed for bards who had a reason to sing, not swing a sword, in battle? Puzzled over the lack of a Detect Evil spell? Railed against the "no teleportation" restriction for wizards, or the "can't alter magic items" limitation on artificers? Secretly desired to grow your minotaur's horns really long?

Not any more. Well, unless you decide not to pay the 32-page price ($7.99) for 45 pages of gaming goodness. Which wouldn't be very munchkinly, now, would it?
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