TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0316
  Version 1.0 – August 2010
  ®
  Written by SEAN PUNCH
  Illustrated by SCOTT COOPER, DAVID DAY, and ED NORTHCOTT
  TM
  TM
  
  INTRODUCTION . . . . . . . . . . . . . . . . . . . . . 3
  Publication History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  About the Author. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  About GURPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  1. POWER-UPS IN THE CAMPAIGN. . . . . . . . 4
  WHAT’S IN A POWER-UP? . . . . . . . . . . . . . . . . . . . . . . . . 4
  Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Cost. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Prerequisites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Traits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Material Power-Ups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  ACQUIRING POWER-UPS. . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Starting With Power-Ups . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Buying Power-Ups. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Special Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Designing New Power-Ups. . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  2. THE POWER-UPS. . . . . . . . . . . . . . . . . 10
  How Are They Sorted? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  GENERAL POWER-UPS. . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Combat Power-Ups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Caster Power-Ups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Do Power-Ups “Stack”? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Utility Power-Ups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  PROFESSIONAL POWER-UPS. . . . . . . . . . . . . . . . . . . . . . 17
  Artificers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Barbarians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Bards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Clerics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Ridiculous Reactions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Alternate Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Demonologists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Druids. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Do Unto Others . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Elementalists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Evil Clerics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Holy Warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Innkeepers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Knights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  Martial Artists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  Necromancers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  Scholars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  Scouts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
  Shamans. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Swashbucklers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
  Thieves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
  Unholy Warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
  Wizards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
  New Faces, New Power-Ups . . . . . . . . . . . . . . . . . . . . . . . . 37
  RACIAL POWER-UPS . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Air-Infused . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Cat-Folk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Celestials. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Coleopterans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
  Corpse-Eaters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
  Dark Ones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
  Dragon-Blooded . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
  Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  Earth-Infused. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  Elder-Spawn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
  Faerie Folk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
  Fire-Infused . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
  Gargoyles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Gnomes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Goblin-Kin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Halflings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Infernals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Lizard Men. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Minotaurs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Ogres. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  Trolls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  Water-Infused. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  Wildmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  INDEX. . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  CONTENTS
  2
  CONTENTS
  Additional Material: Peter V. Dell’Orto, Jason “PK” Levine, and Phil Masters
  Reviewers: Jason “PK” Levine and Steven Marsh
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Dungeon Fantasy, Power-Ups, e23, and the names
  of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
  GURPS Dungeon Fantasy 11: Power-Ups is copyright © 2010 by Steve Jackson Games Incorporated. Some art © 2010 JupiterImages Corporation. All rights reserved.
  The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal,
  and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage
  the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
  GURPS System Design T STEVE JACKSON
  GURPS Line Editor T SEAN PUNCH
  Managing Editor T PHILIP REED
  Assistant Managing Editor T –––––––
  MONICA STEPHENS
  Page Design T PHIL REED and
  JUSTIN DE WITT
  Art Director T WILL SCHOONOVER
  Production Artist & Indexer T NIKOLA VRTIS
  Prepress Checker T MONICA STEPHENS
  e23 Manager T STEVEN MARSH
  Marketing Director T PAUL CHAPMAN
  Director of Sales T ROSS JEPSON
  GURPS FAQ Maintainer T –––––––
  VICKY “MOLOKH” KOLENKO
  Amazing power-ups for every character.
  
  INTRODUCTION
  3
  Given the chance, some players will spend points without
  regard for their characters’ origins and stated goals. Of course,
  when a player asks to use bonus points to buy a wholly inap-
  propriate ability, you can always say “no.” But there are other
  options . . .
  – GURPS Basic Set
  GURPS Dungeon Fantasy 3: The Next Level introduced
  the concept of power-ups: “high-level” abilities on which
  delvers can spend hard-earned points. Dungeon Fantasy 11:
  Power-Ups continues this trend, offering adventurers entirely
  new ways to become more awesome! The GM may sell these,
  too, for points – or he might award them in lieu of points, per-
  haps even as consequences of wishes or divine favor. Like the
  treasures in Dungeon Fantasy 8: Treasure Tables, then,
  power-ups can serve as both rewards and purchases of sorts.
  PUBLICATION HISTORY
  Power-ups from GURPS Dungeon Fantasy 3: The Next
  Level – about a page of text – are folded into this work for com-
  pleteness’ sake. You might also recognize a few perks from
  GURPS Power-Ups 2: Perks, GURPS Psionic Powers, or
  GURPS Thaumatology: Magical Styles, albeit modified for
  Dungeon Fantasy. Finally, many power-ups are built from
  traits described elsewhere, primarily in GURPS Martial Arts,
  GURPS Powers, and GURPS Thaumatology. We haven’t
  reprinted such building blocks verbatim; we’ve just given the
  rules needed to use the end product. You don’t need any of
  those supplements to use this one!
  ABOUT THE AUTHOR
  Sean “Dr. Kromm” Punch set out to become a particle
  physicist in 1985, ended up the GURPS Line Editor in 1995,
  and has engineered rules for almost every GURPS product
  since. He developed, edited, or wrote dozens of GURPS Third
  Edition projects between 1995 and 2002. In 2004, he produced
  the GURPS Basic Set, Fourth Edition with David Pulver. Since
  then, he has created GURPS Powers (with Phil Masters),
  GURPS Martial Arts (with Peter Dell’Orto), and the GURPS
  Action, GURPS Dungeon Fantasy, and GURPS Power-Ups
  series . . . and the list keeps growing.
  Sean has been a gamer since 1979. His non-gaming inter-
  ests include cinema, cooking, and wine. He
  lives in Montréal, Québec with his wife,
  Bonnie. They have two cats, Banshee and
  Zephyra, and a noisy parrot, Circe.
  INTRODUCTION
  About GURPS
  Steve Jackson Games is committed to full support of GURPS players.
  Our address is SJ Games, P.O. Box 18957, Austin, TX 78760. Please
  include a self-addressed, stamped envelope (SASE) any time you write us!
  We can also be reached by e-mail: info@sjgames.com. Resources include:
  New supplements and adventures. GURPS continues to grow – see
  what’s new at www.sjgames.com/gurps.
  e23. Our e-publishing division offers GURPS adventures, play aids,
  and support in PDF form . . . digital copies of our books, plus exclusive
  material available only on e23! Just head over to e23.sjgames.com.
  Pyramid (www.sjgames.com/pyramid). Our monthly PDF magazine
  includes new rules and articles for GURPS, systemless locations, adven-
  tures, and much more. Look for each themed issue from e23!
  Internet. Visit us on the World Wide Web at www.sjgames.com for
  errata, updates, Q&A, and much more. To discuss GURPS with our staff
  and your fellow gamers, visit our forums at forums.sjgames.com. The
  GURPS Dungeon Fantasy 11: Power-Ups web page can be found at
  www.sjgames.com/gurps/books/dungeonfantasy/dungeonfantasy11.
  Bibliographies. Many of our books have extensive bibliographies,
  and we’re putting them online – with links to let you buy the resources
  that interest you! Go to each book’s web page and look for the “Bibli-
  ography” link.
  Errata. Everyone makes mistakes, including us – but we do our best
  to fix our errors. Up-to-date errata pages for all GURPS releases, includ-
  ing this book, are available on our website – see above.
  Rules and statistics in this book are specifically for the GURPS Basic
  Set, Fourth Edition. Page references that begin with B refer to that book,
  not this one.
  “Ye can have
  a shark as yer
  holy paladin
  mount?!?”
  “Sure. They
  eat devilfish,
  mostly.”
  – Rich
  Burlew,
  Order of
  the Stick
  
  So what is a power-up? There are endless possibilities, han-
  dled in diverse ways. A few things need defining for every
  power-up, though.
  NAME
  A power-up may be a single,
  uncomplicated trait – attribute,
  advantage, perk, etc. – that works
  exactly as explained in the Basic
  Set, singled out as an especially fit-
  ting use of points for heroes of par-
  ticular backgrounds. In that case, it
  will simply share the trait’s name.
  Resistant to Poison is Resistant to
  Poison, however it’s acquired.
  On the other hand, a power-up
  might be a modified, revamped, or
  all-new advantage, or one of the
  special cases under Combination
  Power-Ups (p. 7), or a trait that
  needs additional guidelines in a Dungeon Fantasy campaign.
  If so, it will have a new name to remind you of its special treat-
  ment. When recording the power-up on a character sheet, sim-
  ply write down this name. You can list it like an advantage or
  record all power-ups in their own section.
  COST
  Power-ups cost points – a single point for a perk, more for
  greater capabilities. Some power-ups come in levels, each cost-
  ing more than the one before it; be sure to note the level and
  pay the associated cost. A few have “Variable” cost; read the
  description for details. For the cases discussed in Combination
  Power-Ups (p. 7), the listed cost buys the whole package.
  PREREQUISITES
  If a power-up is associated with particular profes-
  sions or races, then belonging to a suitable group is a
  prerequisite. Some such power-ups list additional
  requirements – only a paragon of the race or profes-
  sion can have them. Even if the GM doesn’t treat char-
  acter templates as mandatory, or offers custom racial
  templates, he should consider keeping the prerequi-
  sites or replacing them with something comparable.
  General power-ups often have specific requirements
  like this, too.
  However, “prerequisite” here doesn’t always mean an
  advantage or a skill, as it does in the Basic Set. A power-
  up may actually require a disadvantage; for instance, all
  cleric power-ups effectively have such a requirement,
  since being a cleric entails selecting a -10-point mental
  disadvantage to go with Holy Might (Adventurers, p. 22). A
  couple of power-ups impose even more complex conditions –
  always read the write-up!
  TRAITS
  The heart of a power-up is the character traits it grants. The
  most basic “power-ups” that any delver can buy are simply new
  skills and spells – or higher levels of existing ones – from his
  character template. The most interesting examples venture
  beyond this, though.
  Before getting into the cool abilities, a warning to the GM
  on what he’s getting into. Power-ups are nothing less than ways
  to make adventurers more powerful. Some crank existing
  capabilities up to 11; others add entirely new feats. The latter,
  especially, may seem a little underpriced – a result of GURPS
  averaging point costs over every genre and setting. A gift that
  isn’t generically useful might be exceptionally handy in
  Dungeon Fantasy. Except in a few markedly game-breaking
  cases, however, point costs haven’t been “normalized” using
  Unusual Backgrounds, simply because it’s a time-honored tra-
  dition for personal power to be a temptation above treasure
  for delvers!
  This doesn’t compel the GM to permit every option to every
  hero without considering what’s appropriate, though. It also
  doesn’t mean that he can’t make power-ups expensive in ways
  that have nothing to do with points . . .
  CHAPTER ONE
  POWER-UPS IN
  THE CAMPAIGN
  POWER-UPS IN THE CAMPAIGN
  4
  WHAT’S IN A POWER-UP?
  
  Attributes and Secondary
  Characteristics
  Any adventurer can improve his attributes and secondary
  characteristics to their racial maxima. The ability to exceed such
  a limit makes for a simple but wonderful power-up! This has no
  intrinsic cost beyond that of the scores. As noted under
  Professional Power-Ups (p. 17), being a member of the right pro-
  fession amounts to an Unusual Background that justifies this.
  Extra levels of such scores that bear advantage-style modi-
  fiers (e.g., Accessibility or Costs Fatigue), giving bonuses under
  particular circumstances or for a limited time, can also be
  power-ups. These might be available even to delvers who are
  otherwise subject to normal racial limits.
  For the benefit of players powering-up PCs and GMs
  designing new power-ups, the Racial Maxima Table (below)
  summarizes racial limits in the language of pp. B14-18.
  POWER-UPS IN THE CAMPAIGN
  5
  Racial Maxima Table
  Race
  ST
  DX
  IQ
  HT
  HP
  Will
  Per
  FP
  Basic Speed
  Basic Move
  Air-Infused
  20
  21
  20
  20
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Cat-Folk
  19
  21
  20
  20
  ST+30%
  20
  21
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Celestial
  21
  21
  21
  21
  ST+30%
  22
  21
  (HT+30%)+1
  [(DX+HT)/4]+2.50
  (Basic Speed)+3
  Coleopteran
  21
  20
  19
  21
  ST+30%
  19
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Corpse-Eater
  22
  20
  20
  22
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+1.50
  (Basic Speed)+3
  Dark One
  20
  20
  20
  20
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Dragon-Blooded
  21
  20
  20
  21
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Dwarf
  20
  20
  20
  21
  ST+30%
  20
  20
  (HT+30%)+3
  [(DX+HT)/4]+2.00
  (Basic Speed)+2
  Earth-Infused
  20
  20
  20
  20
  (ST+30%)+1
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Elder-Spawn
  20
  20
  20
  20
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Faun
  20
  21
  20
  21
  ST+30%
  20
  22
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Fire-Infused
  20
  20
  20
  20
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+3.00
  (Basic Speed)+3
  Gargoyle
  20
  20
  19
  21
  (ST+30%)+2
  19
  19
  HT+30%
  [(DX+HT)/4]+1.75
  (Basic Speed)+3
  Gnome
  20
  20
  20
  20
  ST+30%
  20
  20
  (HT+30%)+3
  [(DX+HT)/4]+2.00
  (Basic Speed)+2
  Goblin
  20
  20
  19
  21
  (ST+30%)+1
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Half-Elf
  20
  21
  20
  20
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Half-Ogre
  24
  20
  19
  21
  ST+30%
  19
  19
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Half-Orc
  20
  20
  20
  21
  (ST+30%)+1
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Halfling
  17
  21
  20
  21
  (ST+30%)+2
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+2
  High Elf
  19
  20
  21
  20
  ST+30%
  21
  21
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Hobgoblin
  22
  20
  18
  21
  (ST+30%)+3
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Human
  20
  20
  20
  20
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Infernal
  22
  21
  20
  21
  ST+30%
  20
  20
  (HT+30%)+1
  [(DX+HT)/4]+2.50
  (Basic Speed)+3
  Leprechaun
  16
  22
  20
  20
  (ST+30%)-2
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Lizard Man
  22
  20
  19
  21
  ST+30%
  19
  19
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+4
  Minotaur
  23
  20
  18
  23
  ST+30%
  18
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Mountain Elf
  19
  21
  20
  20
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Nymph
  20
  20
  20
  21
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Ogre
  30
  19
  17
  23
  ST+30%
  17
  17
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Orc
  21
  20
  19
  21
  (ST+30%)+2
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Pixie
  15
  23
  20
  20
  (ST+30%)-4
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Sea Elf
  19
  21
  20
  20
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Shadow Elf
  19
  21
  20
  20
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Troll
  19
  21
  20
  21
  (ST+30%)+1
  20
  22
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Water-Infused
  20
  21
  20
  20
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Wildman
  22
  20
  19
  21
  ST+30%
  19
  22
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Winged Elf
  18
  21
  20
  20
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+3
  Wood Elf
  19
  21
  20
  20
  ST+30%
  20
  20
  HT+30%
  [(DX+HT)/4]+2.00
  (Basic Speed)+4
  We hobbits are plain, quiet creatures. Adventures make
  one late for dinner.
  – J.R.R. Tolkien, The Hobbit
  
  Advantages
  Most advantage power-ups are exceptions to the rules gov-
  erning traits available after character creation – from fairly
  mundane but normally inborn capabilities that appear on one’s
  character template to gifts that aren’t otherwise options for any
  Dungeon Fantasy race. Examples include:
  • Higher-than-usual advantage levels. The most common
  examples here are Talents. The Basic Set limits Talents to four
  levels. Allowing five or more levels enables a delver to become
  proficient at several skills important to his profession while
  spending fewer points than his associates in other careers
  to which such expertise is less crucial. This applies equally to
  advantages that aren’t Talents but which function similarly;
  e.g., High Manual Dexterity.
  • Mundane advantages normally off-limits in Dungeon
  Fantasy. Especially social advantages! In a world where “soci-
  ety” means “where we drink, shop, and sell loot,” a social
  advantage that gives a delver a concrete edge at adventuring
  makes an excellent power-up.
  • Cinematic advantages. Such traits aim to help PCs emu-
  late the heroics of specific fictional archetypes, so they’re
  among the most fitting of power-ups for templates that match
  those roles.
  • Exotic or supernatural advantages. Often, these are new
  abilities for existing powers: Bard-Song, Chi Mastery, Druidic
  Arts, Holy Might, etc. A wizard’s aptitude
  for magic is effectively a power, the abili-
  ties of which are advantages that have
  the Mana Sensitive limitation (-10%). In
  the larger-than-life reality of Dungeon
  Fantasy, certain unrealistic advantages
  might represent entirely mundane train-
  ing, given appropriate modifiers and a
  suitable interpretation. And a few such
  gifts simply fit an archetype so well that
  they get a pass even though a hardnosed
  interpretation of advantage categories
  would forbid them!
  • Revamped advantages. Replacing
  one or two features of an existing advan-
  tage with others of comparable scope can
  result in something that feels very new
  and fits a particular profession’s niche.
  • All-new advantages. These are most
  often new Talents – but advantages pulled
  from elsewhere in GURPS (e.g., Leech,
  from GURPS Powers) also make nice
  discoveries for advanced adventurers.
  Enhancements
  Dungeon Fantasy doesn’t encourage
  complicated power-building, but there
  are times when an advantage requires
  modifiers to better suit a profession or a
  power, or dungeon-delving in general;
  see Combination Power-Ups (p. 7).
  Another option is the power-up that
  adds an enhancement to a trait the
  delver already has, giving him a capabil-
  ity that’s as interesting and as useful as a
  whole new advantage.
  Perks
  Many “important” abilities of fic-
  tional heroes – or of entire classes of
  delvers in other fantasy RPGs – amount
  to perks. One particularly versatile perk
  often appears as part of a power-up:
  Unique Technique: Lets a delver buy a
  technique (p. 7) that offers a whole new
  way to use a skill or removes a major
  skill penalty, but that would otherwise
  be off-limits.
  POWER-UPS IN THE CAMPAIGN
  6
  Material Power-Ups
  An obvious omission here is items as power-ups. This might seem a serious
  oversight. After all, Dungeon Fantasy is inspired by old-school fantasy RPGs
  and computer games, which often feature entire classes (professions) designed
  around equipment, with “leveling up” bringing ever-improving gear.
  The problem is that GURPS rarely treats equipment as part of the charac-
  ter. With two exceptions, everything is “easy come, easy go.” This goes double
  for delvers, who might find a Katana o’ Killing on one adventure, only to lose
  it forever down a spider-hole the next (or discover that it dissolves in sunlight).
  Exceptions are superhero gadgets – which don’t apply here – and Signature
  Gear (Adventurers, p. 23). The GM may allow Signature Gear as a power-up.
  If an item could be bought for coin, then the GM can let heroes acquire it in
  town by paying points instead: 1 point per $500 or fraction thereof. However,
  the GM is under no obligation to be harder on owners of found items in order
  to placate players who paid points for Signature Gear! In this case, the points
  bought the promise of something specific more so than security.
  The best artifacts and magic items – like those in 40 Artifacts and Treasure
  Tables – are more troublesome. Some have such high prices that the Signature
  Gear costs would be nuts. Others lack price tags altogether! If the GM wants to
  make such goods available for points (e.g., a cleric can buy sacred artifacts for
  points at his temple; see Clerics, pp. 33-36), he can forbid new Signature Gear
  in play and adapt Gadgets Require an Unusual Background (p. B477) instead.
  With this change, the item’s best property determines the base point cost of
  Unusual Background (Artifact) – equivalent to Unusual Background (Invention)
  – as follows:
  • Property no better than that of mundane gear (ordinary armor, weapon, lantern,
  etc.): 5 points.
  • Property no better than that of exceptional nonmagical gear (fine-quality item,
  high holy symbol, meteoric iron or orichalcum weapon, etc.): 15 points.
  • Property no better than that of enchanted item from Dungeon Fantasy 1: 30
  points.
  • Property well beyond anything in Dungeon Fantasy 1, or cosmic: 50 points.
  If the thing has several distinct properties, start with the best and add 1/5
  the value of the others. For instance, a cosmic item (50 points) with three 15-
  point properties would cost 50 + (3 ¥ 15/5) = 59 points. Final cost shouldn’t
  exceed that to buy equivalent benefits as innate abilities.
  All of this assumes portable equipment: armor, weapons, tools, etc. Vehicles
  (flying ships, teleporting wardrobes, etc.) capable of transporting the entire
  party should cost at least double the points, if allowed. Buildings and property
  – from gazebos to castles – are beyond the scope of these rules. To handle them,
  add Status to the campaign and make society more complex than “town.”
  In summary, while Dungeon Fantasy aims to be prescriptive to speed play
  and avoid arguments, this issue demands GM judgment!
  
  Spells
  Some spells are effectively advantage-like gifts that
  almost any caster might have. If they have casting times,
  energy costs, durations, etc., though, then it’s simplest to
  define them as spells. Like any new spell, these make excel-
  lent caster power-ups.
  Techniques
  Techniques (pp. B229-233) are rather fine-grained and
  fussy for Dungeon Fantasy – that’s why Adventurers omits
  them. A few tricks of the trade are undeniably techniques in
  GURPS terms, though, and therefore suitable power-ups.
  As a compromise between complexity and appropriateness,
  they can be treated as all-or-nothing capabilities, always
  bought at their maximum level or at most in a couple of
  large chunks (e.g., halfway to maximum and maximum).
  Combination Power-Ups
  Power-ups often consist of several traits that have to be
  purchased together. Important examples, in increasing
  order of complexity, are:
  • An advantage modified with many enhancements and
  limitations.
  • Several advantages – possibly modified – that always
  occur together.
  • A technique that would otherwise be off-limits, alongside
  a Unique Technique perk (p 6) that opens the door to it. This
  combination is advantage-like, in that the capability the tech-
  nique offers is only possible for delvers with the power-up.
  Everybody else lacks the perk that lets them attempt the tech-
  nique, even at default!
  • Lenses (p. B449) to character or racial templates, which
  bundle together attributes, secondary characteristics, advan-
  tages, perks, and/or techniques – and occasionally even disad-
  vantages or quirks – in all-or-nothing packages that resemble
  the mixed-profession lenses on pp. 19-37 of The Next Level.
  Such
  power-ups
  are
  essentially
  learnable
  meta-traits
  (pp. B262-263).
  Be aware that any power-up with the Unique Technique
  perk or a full-blown Unusual Background advantage built in is
  an exception to one of the conventions observed by the rest of
  Dungeon Fantasy. This doesn’t give all heroes license to break
  that rule.
  Finally, note that combination power-ups always occur in
  the combinations listed. The GM may allow delvers to buy indi-
  vidual bits and pieces with earned points, but otherwise, this is
  forbidden. Again, a specific allowance isn’t carte blanche!
  POWER-UPS IN THE CAMPAIGN
  7
  The only absolute preconditions for adding a power-up are
  that the GM permits it and the hero meets the requirements the
  GM has set for it: prerequisites, points, cash, souls, etc. These
  considerations have substantial depth, though – especially if the
  players are being admirably munchkin about the whole thing.
  STARTING WITH POWER-UPS
  The division between starting templates and power-ups is
  arbitrary. Readers of the Dungeon Fantasy series in the mirror
  universe where GURPS authors sport sinister-but-dashing
  goatees report that certain power-ups are basics and vice versa.
  Thus, it’s fairest to let delvers who have the points and prereq-
  uisite traits buy their profession’s power-ups at character cre-
  ation. Not that this is practicable for all power-ups!
  Even so, the GM is free to decree that certain power-ups fall
  into another category below. Any power-up described with an
  adjective like “secret” or “advanced” is a good candidate. Such
  options aren’t available at the campaign’s start.
  BUYING POWER-UPS
  An adventurer can always spend earned points on attrib-
  utes up to his racial limit (see the Racial Maxima Table, p. 5),
  traits on his character template, and his profession’s special
  powers. If the GM agrees, then a hero with the points and
  prerequisites can also buy general power-ups, the profes-
  sional power-ups noted for his line of work, and his species’
  racial power-ups. The GM might still decree certain choices
  off-limits, of course.
  Where a power-up is simply an extreme quantity of some-
  thing the delver already has, the GM should consider limiting
  improvement to one step after each adventure (mission, dun-
  geon, raid, etc.). For instance, a human barbarian who wants
  to raise his ST from 20 (the human limit) to 25 (the power-up
  limit) might need to complete five adventures to do so. The GM
  could also tie in starting power-ups here, letting PCs start with
  only the lowest level of a power-up and requiring them to earn
  future levels in play.
  ACQUIRING POWER-UPS
  
  Optionally, the GM may further charge “training fees,” nor-
  mally paid in cold, hard cash to the relevant brotherhood,
  guild, monastery, temple, etc. Suggested tuition:
  • Power-up is improved attribute or secondary characteris-
  tic: Free!
  • Power-up is higher level of known advantage, power, skill, or
  spell: $20/point.*
  • Power-up is completely new advantage, power, skill, or
  spell: $40/point.*
  • Power-up is special exception outside buyer’s usual profession
  or race: $80/point.
  * The first point in a skill or a spell, and the first level of an
  advantage, is “new.” Everything after that is a “higher level.”
  SPECIAL REQUIREMENTS
  Power-ups can have requirements besides points and cash.
  Meeting these may bestow the ability outright, increasing the
  adventurer’s point total, or simply grant the delver the option
  to purchase the power-up with points and loot accumulated on
  the adventure that made it available. This is especially suitable
  for secret power-ups, explaining why, for instance, every wiz-
  ard who saves up 100 points and $4,000 doesn’t instantly go
  learn the Secret Teleportation Spell (p. 37) – it’s a secret, duh!
  Ancient Writings
  A classic source of power-ups is codices, tablets, etc. found
  in forgotten places. This comes as no surprise for spells (these
  are traditionally found in grimoires), but a suitably impressive
  work may hold the secrets of things that aren’t normally “stud-
  ied,” like most powers and advantages. For instance, a guide to
  secret exercises might let a barbarian – and maybe anyone –
  raise ST above 20 . . . if he can read it.
  To prevent boring Dungeon Fantasy games where the
  heroes spend more time in the library than in the dungeon,
  don’t use Improvement Through Study (p. B292-294). Such
  “workbooks” function in one of two ways:
  Mundane Workbook: Anybody who reads the writing and
  follows its instructions can spend earned points to buy the
  power-up. Only one person can use such a book at a time (two,
  if one of them doesn’t sleep), and he must peruse it for 15
  weeks on the road or in town before doing so. Its information
  is complex enough to take years to transcribe (the Obtrusive
  Hand of Game Balance at work). If sold, it fetches $100 per
  point the power-up costs; e.g., a workbook on the Secret
  Teleportation Spell [100] is a $10,000 treasure. Buying it
  should cost at least 10 times as much – it’s cheaper to pay
  for training. Weight varies, but is rarely under 12 lbs.
  Alternatively, use Sages to determine the weight of a
  manual worth the same number of points.
  Magical Workbook: As above, except that after 15
  weeks, the reader (just one!) gains the power-up outright,
  increasing his point value. The book then immediately
  crumbles, goes blank, or becomes a merely mundane
  workbook. The actual force at work need not be magic; it
  might instead be divine (like clerical spells) or perhaps
  even some deity’s cosmic teachings. Price is at least 10
  times that of a comparable mundane workbook – that is,
  $1,000/point to sell or $10,000/point to buy (if not more)!
  Weight ranges from that of a mundane work down to
  that of a magical scroll (0.05 lb.).
  Quests
  An adventure might lead the heroes to a teacher who
  can impart the necessary power-up: They fight their way
  to the dungeon’s bottom level, cut down the final mon-
  ster, bash open the bricked-in arch . . . and step out into
  some sort of Shangri-La, where the martial artist can
  learn from a Secret Master. Or maybe there’s conve-
  niently a teacher there for each of the PCs. The fairest
  way to handle this is for the GM to award the usual
  points for the adventure and tell the players that they can
  spend those however they like, but have one-time-only
  crack at a special power-up, if they want it.
  Alternatively, such a quest may open doors back home:
  Upon bringing back the head of the Osmium Dragon, the
  knight is admitted for training in some hitherto unavailable
  combat power-up and the wizard finally gains access to the
  secrets of Energy Reserves. Again, a pay-as-you-go system is
  probably better than handing out free points.
  Not all doors opened are on the mortal plane, though.
  Clerics (all sorts), druids, and holy/unholy warriors might
  acquire power-ups from among the Druidic, Holy, or Unholy
  abilities granted by their deity only after proving themselves. If
  using Clerics, such an adventurer who performs a great serv-
  ice for a higher power allied with his own may, in lieu of points,
  receive a gift normally reserved for servants of that other god –
  or at least the option to buy an ability like this, perhaps even
  one of his choosing, as a power-up. Such an option remains
  valid until exercised or the hero commits an affront against the
  entity granting the boon. A spell off a different list from the
  usual one is equally apropos.
  POWER-UPS IN THE CAMPAIGN
  8
  
  Finally, quests are one of the few really good
  ways to justify power-ups from outside one’s
  profession. If the GM feels that an adventure
  undertaken for the Great Temple or Master
  Thief was sufficiently risky and impressive,
  every PC may learn a secret usually reserved for
  clerics or thieves. This should come out of
  earned points, and those in alien professions
  may be charged a fee where those in the correct
  profession aren’t. Still, it’s a great opportunity!
  In all cases, the GM should do his subtle best
  to ensure that the heroes earn enough points
  during the quest to buy the power-up at its end.
  It’s also advisable to drop a hint that the players
  may want to save up points. For a true once-in-
  a-lifetime chance, the GM might even gener-
  ously make up the outstanding point cost
  through other means (“The otherworldly ener-
  gies exact a toll. You gain Power Reincarnate
  but lose a HT point.”).
  Special Training
  Some quests may be difficult enough that
  the heroes receive power-ups beforehand, as
  mission preparation. The GM decides how to
  handle the cash and/or point costs. If the
  delvers take the initiative and seek special train-
  ing, then that’s simply Buying Power-Ups (pp. 7-
  8) with a specific goal in mind.
  If the GM has the next adventure prepared,
  and has planned a job offer from a patron capa-
  ble of offering training, then he could tell the
  players at the end of the current dungeon crawl
  that the upcoming one may go better with spe-
  cial training. At that point, the Brotherhood of
  Bards or Wizards’ Guild steps in and offers to
  teach a previously off-limits power-up. Each
  player can decide for himself whether to expend earnings from
  the last adventure to obtain capabilities useful on the next one.
  And if the future mission won’t work at all unless the PCs
  have the right capabilities, the GM can declare something like,
  “You spend a month at scout boot camp. Non-scouts get Bow
  at DX+2 and Fast-Draw (Arrow) at DX+1. Scouts learn the
  Bow Fencer power-up.” The points might be a gift or sub-
  tracted off the award for the adventure. In the latter case, the
  promise of substantial material rewards is wise – it gives the
  heroes an incentive to go on the quest instead of running off
  with their new training.
  Wishes
  Potent enchantments (notably the Great Wish spell in
  GURPS Magic), divine favor, ancient Elixirs of Transmogrifica-
  tion, and so on can simply bestow power-ups: “Poof! You’re
  more powerful!” This differs from the magical workbooks under
  Ancient Writings (p. 8) or divine rewards discussed in Quests
  (pp. 8-9) only in special effects. However, if the adventurers are
  in a position to make wishes, then the GM needs to decide which
  power-ups exist and are common knowledge. Even munchkins
  can’t request boons forbidden by the Laws of Creation (as repre-
  sented by the GM) or that they can’t describe properly.
  POWER-UPS IN THE CAMPAIGN
  9
  He was trying to find some help in the ancient military journals of General
  Tacticus, and had actually found a section headed What to Do If One Army
  Occupies a Well-fortified and Superior Ground and the Other Does Not, but since
  the first sentence read “Endeavour to be the one inside” he’d rather lost heart.
  – Terry Pratchett, Carpe Jugulum
  Designing New Power-Ups
  The GM is encouraged to create new power-ups – doubtless with the
  support of power-hungry munchkins! For thoughts on selecting the
  mechanical guts, see Traits (pp. 4-7). For examples, see Chapter 2; each
  item there notes exactly what traits go into it, often with footnotes
  explaining rules interpretations, expressly to assist GMs who are invent-
  ing power-ups.
  Brave GMs with large GURPS libraries will find further inspiration
  outside this work. Good resources include GURPS Martial Arts (notably
  Style Perks, pp. 49-52, and Creating New Techniques, pp. 89-95), the appro-
  priately titled GURPS Power-Ups series, GURPS Powers (in particular
  Alternative Abilities, p. 11; Attributes as Abilities, p. 13; Special Effects,
  pp. 113-114; and Special Cases, pp. 115-119), and GURPS Thaumatology
  (especially Chapters 2 and 7).
  There’s more to a good power-up than stats, though. Bear these
  “three Xs” in mind:
  • eXciting. The best power-ups are abilities about which yarns can
  be spun and toward which heroes will want to work. “Becoming an
  expert at Broadsword” is a fine general objective, but a bit lacking in
  color. “Learning the Botte Segrete” – now that’s an accomplishment!
  • eXclusive. A good power-up should offer something that isn’t oth-
  erwise on the table. Anybody can improve ST, but only the privileged
  few can raise ST past their racial maximum or add Striking ST. Any
  adventurer might learn the Stealth skill, but Backstabber (p. 35)
  exploits it in a special way that only thieves can learn. And so on.
  • eXemplary. A good power-up complements a specific role or is a
  remarkable trait of a particular race. Even “all adventurers” – as
  opposed to staid townsfolk and farmers – can work. What matters is
  that the power-up offers a clear growth path that helps the player
  spend earned points to realize a goal, whether that’s becoming an
  archmage, growing into a paragon orc, or retiring as a storied and
  successful delver.
  
  And now the good stuff!
  Be aware that detailed traits and footnotes appear
  here to help the GM with design – players should sim-
  ply pay point costs, write down names, and focus on
  described effects. The inner workings of many power-
  ups rely on complex rules from the GURPS books
  listed under Designing New Power-Ups (p. 9). While the
  GM is welcome to tinker with these concepts, their
  invocation doesn’t entitle rules-savvy players to do so.
  Similarly, power-ups are exceptions practically by
  definition. They regularly interpret existing traits cre-
  atively or make judgment calls that might go another way
  under different circumstances. These calls and interpretations
  are peculiar to individual power-ups, and aren’t for Dungeon
  Fantasy in general.
  THE POWER-UPS
  10
  These capabilities are, in principle, available to anyone.
  They aren’t tied to particular professions or races. In practice,
  both points and prerequisites limit accessibility – and the GM
  might rule that a power-up is a secret to be discovered in play
  or earned through a specific quest.
  COMBAT POWER-UPS
  These power-ups are useful mainly in battle. Because all dun-
  geon-crawlers need to fight, there’s no restriction by profession.
  Knights have fewer specialist power-ups than most other
  delvers, though, so they’ll be spending more points here, while
  prerequisites may effectively place certain options out of reach of
  some PCs (e.g., Acrobatics moves aren’t likely for heroes other
  than bards, martial artists, swashbucklers, and thieves).
  Cleaving Strike
  5 points/skill
  Prerequisites:
  Any
  Melee
  Weapon skill capable of swinging
  attacks, plus one of ST 18+, Trained
  by a Master, or Weapon Master.
  Cleaving Strike is a special All-
  Out Attack that lets you attempt to
  swing through up to three adja-
  cent foes in front of you! It’s all you
  can do that turn, no matter how
  fast or skilled you are. Since it’s an
  All-Out Attack, it also leaves you
  without
  active
  defenses.
  Otherwise, the rules below replace
  the usual ones for All-Out Attack.
  When you launch a Cleaving Strike, you cannot step.
  Instead, you stand in place and make attacks on up to three
  foes in front of you, from left to right or from right to left (your
  choice), changing facing as you engage each one. All attacks
  must be strikes with a swung weapon.
  Choose a hit location on the first foe and then make your
  attack roll. Your opponent defends normally. If you succeed
  and he fails to defend, roll your usual weapon damage against
  him, at the better of a flat +2 or +1 per die, as with All-Out
  Attack (Strong). Owing to this move’s sheer power, the enemy
  suffers -1 to all DX and HT rolls to avoid falling down due to
  knockback or knockdown!
  What happens next depends on whether you missed, your
  rival dodged or retreated, you knocked your enemy down or
  back, you hit a limb or an extremity and did enough damage
  to dismember it, or you managed to kill your victim. If any of
  those conditions applies, you may proceed to the next target
  in order and repeat the process. Otherwise, your
  turn ends.
  You can swing through at most two addi-
  tional foes after the first. You always end your
  turn facing the final opponent attacked.
  Purchase this power-up for one specific
  Melee Weapon skill. Cleaving Strike (Axe/Mace)
  is different from Cleaving Strike (Staff).
  Perks: Unique Technique (Cleaving Strike) [1].
  Techniques: Cleaving Strike (H) Skill+0 [4].*
  * Technically, fighters without Trained by a
  Master or Weapon Master should suffer an extra
  -6 for making a triple Rapid Strike, but ST 18+
  suffices to waive this – it costs more than those
  two advantages put together!
  GENERAL POWER-UPS
  CHAPTER TWO
  THE POWER-UPS
  How Are They Sorted?
  These power-ups don’t follow the GURPS custom of listing
  advantages in one place, perks in another, techniques in a third,
  and so forth. Regardless of their constituent traits, they appear
  in alphabetical order within each category. This is to encourage
  gamers to choose power-ups based on roles – not rolls or rules!
  
  Combat Perks
  1 point/perk
  Combat Perks represent slick moves or dirty tricks useful in
  a fight. They’re available to anybody who meets the prerequi-
  sites. Most delvers may buy one Combat Perk per full 20 points
  invested in “combat skills,” a category encompassing any skill
  that permits attacks or active defenses, with bare hands or
  weapons (melee or ranged), plus all Fast-Draw skills. Knights –
  whose sole concern is fighting – may purchase one perk per full
  10 points in such skills.
  Perks marked with a † require specialization – read the
  description! Perks with a ‡ come in levels; each level counts as
  one perk, but write the perk just once on your character sheet,
  along with its level and total point cost (e.g., Dirty Fighting 3 [3]).
  For piles of such perks, see GURPS Martial Arts.
  Acrobatic Feints
  Prerequisite: Acrobatics.
  You may use Acrobatics instead of a combat skill in order to
  make a Feint maneuver (p. B365).
  Brave
  A Fright Check normally fails on a roll of 14+, even if one’s
  Will and bonuses (like Fearlessness) total to greater than 13;
  see p. B360. You fail only on a 15+. This doesn’t improve your
  Will – it merely raises the automatic failure threshold. Thus,
  for Brave to be useful, your adjusted Will must be at least 14!
  Combat Pole-Vaulting‡
  Prerequisites: Acrobatics and Jumping.
  You can use a pole – customarily a staff or a polearm – to
  vault in combat. You must take a Ready maneuver to prepare
  it for this, which unreadies it as a weapon. On later turns, you
  may either claim a bonus equal to (pole’s Reach in yards)-1 to
  Acrobatics and Jumping rolls to leap, evade, etc., or add (pole’s
  Reach in yards) to jumping distance – choose one benefit per
  feat. Maximum useful Reach is 4, giving +3 to skill or +4 yards
  of distance. To wield the pole as a weapon requires another
  Ready maneuver.
  You may buy two levels of this perk. Combat Pole-Vaulting
  2 permits one free grip change per turn. You could attack and
  change to a vaulting grip one turn, then vault and change to a
  fighting grip the next – or change to a vaulting grip and vault
  one turn, then change to a fighting grip and attack the next.
  Dirty Fighting‡
  You get +1 per level (maximum three levels) to any feint or
  attack made as a “sucker punch” before combat begins. These
  benefits are cumulative with the effects of Hidden Weapons
  (Dungeons, p. 12). This perk works just once per fight you start.
  Dual Ready†
  You can use a single Ready maneuver to draw a weapon
  with either hand. Specialize by weapon combination in left-
  hand/right-hand order; e.g., Dual Ready (Axe/Pick) lets you
  ready an axe in your left hand and a pick in your right. This is
  redundant if you can Fast-Draw those weapons, of course.
  Finishing Move†
  You have a move that’s especially deadly against beaten
  foes. You must specialize by attack: Finishing Move (Axe/Mace
  Cut), Finishing Move (Smallsword Thrust), etc. When you use
  the chosen attack on someone you, personally, have stunned or
  knocked out in melee combat (not with special abilities or
  ranged attacks), add +1 per die to damage.
  Flourish
  If you opt to use the turn immediately after one on which you
  knock down or kill a foe to try any of the gambits under Taunt
  and Bluster (Dungeons, p. 12), you may execute an impressively
  bloody flourish that gives +4 to your roll for that task.
  Follow-Through
  Like Flourish (above), but faster: At the end of any turn on
  which you knock down or kill an enemy, you may attempt one
  of the ploys under Taunt and Bluster (Dungeons, p. 12) as a free
  action. You get no special bonus.
  Pack Rat
  You’re an expert at finding your stuff, or maybe just remark-
  ably organized. Whenever the GM rules that you need more
  than one Ready maneuver to pull out equipment other than a
  weapon in combat – typically 1d seconds if in a pocket or 2d
  seconds from a pack (see p. B383) – halve this and round down.
  Quick-Sheathe†
  Prerequisite: Fast-Draw.
  You’ve practiced sheathing a weapon quickly. A successful
  Fast-Draw roll allows you to do this instantly instead of having
  to either drop your weapon (risky when fighting in a swamp or
  over an abyss) or waste precious combat maneuvers to stow it.
  Specialties match those for Fast-Draw (p. B194).
  Reach Mastery†
  Changing Reach with a long weapon that has an asterisk (*)
  on its Reach stat usually requires a Ready maneuver. Not for
  you! You can do this as a free action once on your turn, before
  or after your maneuver. You must specialize by weapon; e.g.,
  Reach Mastery (Glaive).
  Sacrificial Parry†
  You’re adept at protecting less-capable or exposed allies.
  You can attempt a parry defense on behalf of an ally standing
  within your weapon’s Reach. Shield DB (yours or his) never
  counts. If your friend is behind you, this only works if the
  attack involves a long weapon passing through your hex on the
  battle map. In all cases, this “uses up” a parry for you – that’s
  why it’s sacrificial! You must specialize by melee combat skill.
  THE POWER-UPS
  11
  The secret of steel has always
  carried with it a mystery. You must
  learn its riddle, Conan. You must learn
  its discipline.
  – Conan the Barbarian
  
  Shield-Wall Training
  You’ve drilled extensively at fighting from behind a shield
  wall. You can sacrifice your block defense to block an attack
  on a fellow delver standing beside you. As a side benefit, you
  may also ignore the -2 to attack when holding a large shield
  (see p. B547).
  Trademark Move
  This is the perk defined in Trademark Moves (Dungeons,
  p. 27): +1 on all skill rolls for one full turn’s worth of ultra-spe-
  cific combat actions. A Trademark Move must be distinctive.
  The GM is free to forbid one that isn’t! You can buy both
  Trademark Move and Finishing Move (above) – two perks – for
  the same exploit.
  Master at Disarms
  10 points/skill
  Prerequisite: Any Melee Weapon skill.
  You get +5 to skill when you attack an enemy’s weapon
  (pp. B400-401), offsetting the various penalties to hit for this
  task. If you hit and your foe fails to defend, then you also receive
  +5 in the ensuing Quick Contest if your goal is to disarm him or
  +2 to effective ST if you’re trying to break his weapon.
  You must buy this power-up for one specific Melee
  Weapon skill.
  Advantages: Striking ST 2 (Only with disarm with one combat
  skill, -60%) [4].
  Techniques: Disarming (H) Skill+5 [6].
  Mortal Foe
  5 points/class
  Prerequisite: Any combat skill at 20+.
  You’re exceptionally effective at fighting a particular class of
  beings. This could be due to special training (“I’m a card-car-
  rying Golem Hunter for the Wizards’ Guild.”), growing up in a
  rough area (like Hell), or good old hate. This power-up gives +1
  on all rolls – attacks, defenses, damage, resistance, spells,
  Traps, etc. – to defeat one specific category of creatures. Valid
  classes are Constructs, Demons, Dire Animals, Elder Things,
  Elementals, Faeries, Hybrids, and Undead, all defined in
  Dungeons; Servitors of Good, described in Allies; and Spirits,
  explained in Summoners (but only if you have abilities that
  can affect immaterial entities).
  You may select Mortal Foe only after you’ve mastered a
  combat skill. That means skill 20+. Every two skill levels past
  20 let you pick another Mortal Foe (for 5 points more), if you
  wish. Only your highest combat skill counts here!
  Advantages: Higher Purpose (Slay Monsters) [5/level].*
  * Holy warriors may purchase Higher Purpose (Slay
  Demons) or (Slay Undead) – and unholy warriors, Higher Pur-
  pose (Slay Servitors of Good) – regardless of skill level. For
  them, these rules apply only to other classes of foes.
  Not Without My Weapon
  10 points/skill
  Prerequisite: Any weapon skill.
  You get +5 on all rolls to resist being disarmed for any rea-
  son. If you somehow get disarmed, you can recover a dropped
  weapon quickly. Instead of taking two turns, make a single
  Ready maneuver and roll against DX or that weapon’s Fast-
  Draw specialty, at +1 if you crouch and scoop or -1 if you
  remain standing and flip the weapon into your hand using a
  foot. Failure means a wasted turn.
  You must purchase this power-up for one specific weapon
  skill. This can be a missile weapon skill, like Bow. If so, the +5
  applies to raw ST and DX rolls, not to skill rolls.
  Techniques: Retain Weapon (H) Skill+5 [6]; Toe Flip (A) DX-1
  or Fast-Draw-1 [4].
  Perfect Recovery
  10 points
  Prerequisite: Acrobatics.
  You’re highly adept at regaining your feet in combat. Ignore
  both the basic -6 and the encumbrance penalties under
  Acrobatic Stand (Dungeons, p. 12). You may always roll
  against full Acrobatics skill to stand up as a single Change
  Posture maneuver – even in the heaviest armor.
  Perks: Armor Familiarity 4 (Acrobatics) [4].
  Techniques: Acrobatic Stand (A) Acrobatics+0 [6].
  Run and Hit
  10 points/skill
  Prerequisites: Any Melee Weapon skill, and Trained by a
  Master or Weapon Master.
  This power-up lets you make a full-skill attack with a Move
  and Attack maneuver (p. B366), instead of being at -4 and hav-
  ing your skill capped at 9. Moreover, if your previous maneuver
  was Move, you’re now sprinting and get +2 to ST when you
  work out damage for this blow. The resulting damage bonus is
  usually +2 to swing or +1 to thrust.
  All of the other drawbacks of Move and Attack still apply!
  Notably, you’re at -2 on every other DX-based roll you make
  that turn (for Fast-Draw, to avoid tripping or being disarmed,
  to resist Tanglefoot spells, etc.), and when you defend, you can
  neither parry nor retreat.
  You must buy this power-up for one specific Melee
  Weapon skill.
  Advantages: Striking ST 2 (Only with Move and Attack with
  one combat skill, -60%; Takes Extra Time 1, -10%*) [3].
  Perks: Unique Technique (Running Attack) [1].
  Techniques: Running Attack (H) Skill+0 [6].
  * Takes Extra Time normally adds Concentrate or Ready
  maneuvers. Here it adds a Move maneuver to build up steam.
  THE POWER-UPS
  12
  I am Beowulf, and I’m here to
  kill your monster.
  – Beowulf
  
  Slayer Training
  Variable
  Clerics, demonologists, holy/unholy warriors, and necro-
  mancers often train to target the specific vital areas needed to
  slay supernatural foes, whence this power-up’s name. However,
  any warrior might do something similar – be he a mighty bar-
  barian who strikes off heads or a nimble swashbuckler who
  stabs for the heart. Thus, this is a general power-up.
  Slayer Training halves hit location penalties for a particular
  weapon skill used against a specific hit location. You must spe-
  cialize by both weapon skill and target. For instance, Slayer
  Swing at Neck (Broadsword) isn’t the same as Slayer Swing at
  Neck (Axe/Mace) or Slayer Thrust to Vitals (Broadsword).
  If you use the same Slayer Training repeatedly on an intel-
  ligent foe in a fight, he has +1 to defend against your third and
  later uses. At the GM’s option, he may get this bonus if he ever
  observed you using the attack twice or more, or otherwise has
  cause to expect it. This never applies when fighting automa-
  tons and mindless monsters: zombies, slimes, etc.
  Slayer Swing at Neck
  4 points/skill
  Prerequisite: Any Melee Weapon skill
  capable of swinging attacks.
  You swing for the neck at -2 to hit
  instead of at -5. This doesn’t affect thrusts.
  Techniques: Targeted Attack (Weapon
  Swing/Neck) (H) Skill-2 [4].
  Slayer Swing at Skull
  5 points/skill
  Prerequisite: Any Melee Weapon skill
  capable of swinging attacks.
  You swing for the skull at -3 to hit
  instead of at -7. This doesn’t affect thrusts.
  Techniques:
  Targeted
  Attack
  (Weapon
  Swing/Skull) (H) Skill-3 [5].
  Slayer Thrust to Eye
  6 points/skill
  Prerequisite: Any Melee Weapon skill capable of thrusting
  attacks.
  You thrust for the eyes at -4 to hit instead of at -9. This
  doesn’t affect swings.
  Techniques: Targeted Attack (Weapon Thrust/Eye) (H) Skill-4
  [6].
  Slayer Thrust to Vitals
  3 points/skill
  Prerequisite: Any Melee Weapon skill capable of thrusting
  attacks.
  You thrust for the vitals at -1 to hit instead of at -3. This
  doesn’t affect swings. You might have to roll vs. Physiology to
  locate the vitals on some creatures. Others simply lack them!
  Techniques: Targeted Attack (Weapon Thrust/Vitals) (H)
  Skill-1 [3].
  Two-Weapon Fighting
  6 points/skill*
  Prerequisites: Any one-handed Melee Weapon skill, and
  Trained by a Master or Weapon Master.
  Buy this separately for each Melee Weapon skill. Two-
  Weapon Fighting (Saber) lets you wield two sabers. To fight
  using a saber and an axe, purchase Two-Weapon Fighting
  (Axe/Mace) as well. When armed with two suitable melee
  weapons, you can make a full-skill attack with both. Additional
  strikes due to All-Out Attack (Double) or Extra Attack can
  come from either weapon. You can’t combine this with Rapid
  Strike – you must use just one weapon if you do that.
  Perks: Off-Hand Weapon Training [1].†
  Techniques: Dual-Weapon Attack (H) Skill+0 [5].
  * Costs 5 points with Ambidexterity [5], which the GM may
  opt to make learnable.
  † For gamers without GURPS Martial Arts, this perk
  replaces the technique of the same name (p. B232) and
  lets you ignore the -4 off-hand penalty with the cho-
  sen combat skill. Fighters with Ambidexterity don’t
  need the perk, whence the price reduction.
  Specialized Two-Weapon Fighting
  Two-Weapon Fighting works with two weapons of
  the same type. To mix and match, you must buy it
  twice. In the example above, Two-Weapon Fighting
  (Axe/Mace) covers an axe in each hand, Two-Weapon
  Fighting (Saber) is for a saber in each hand, and buy-
  ing both lets you use two sabers, two axes, or a saber
  and an axe in whichever hands you like. But what if
  you use only a single, fixed combination? For that,
  buy Specialized Two-Weapon Fighting and specify
  two weapons in left-hand/right-hand order; e.g.,
  Specialized Two-Weapon Fighting (Axe/Saber) works
  with an axe in the left hand and a saber in the right, but
  with no other combination. Point cost is unchanged.
  CASTER POWER-UPS
  Only adventurers who can cast spells may buy these power-
  ups, and not every caster has access to them all. However,
  they’re still “general” in the sense that they aren’t the exclusive
  territory of one or two professions.
  Adversity Casting
  Variable
  Prerequisite: Deathliness, Demonic Attunement, Elemental
  Influence, Magery, or Power Investiture (any) at 1+.
  Your spells are optimized for use under circumstances
  where casting might otherwise be difficult or impossible:
  restrained, silenced, etc. For each level of this power-up, treat
  your casting requirements as one step more favorable on the
  list under Magic Rituals (p. B237). This doesn’t benefit effective
  skill, casting time, or energy cost – just the need for words and
  gestures. For instance, casting a spell at base skill 14 normally
  calls for a few quiet words and a gesture. With Adversity
  Casting 1, you could omit either words or gestures; with
  Adversity Casting 2, you could waive both!
  THE POWER-UPS
  13
  
  Each level of this power-up costs 4 points multiplied by
  your Deathliness, Demonic Attunement, Elemental Influence,
  Magery, or Power Investiture level. For example, if you have
  Deathliness 4, Adversity Casting costs 16 points/level. While
  there’s no upper limit, there’s rarely a good reason for most
  delvers to take more than Adversity Casting 1 or 2. If you raise
  your spellcasting Talent, you must pay the cost difference for
  Adversity Casting, too; e.g., going from Magery 4 to 5 costs 10
  points, and if you have Adversity Casting 1, its price rises from
  16 to 20 points, so you owe another 4 points.
  Bards cannot take this power-up – their magic always
  requires the “ritual” of music to work.
  Advantages: Magery [10/level] or Power Investiture [10/level] –
  one of which underlies any casting Talent – acquires levels
  of the enhancement Easy Casting, +40%/level.*
  * This omits Magery 0 for simplicity’s sake.
  Familiar
  31 to 43 points
  Prerequisite: Bardic Talent, Deathliness, Demonic Attune-
  ment, Elemental Influence, Magery, Power Investiture (any), or
  Wild Talent (No Advantage Requirements) at 1+.
  Any spellcaster can acquire a familiar; see Allies, pp. 20-29
  for complete rules and detailed point costs. A familiar makes
  a great power-up for a caster; however, adding it requires not
  just points but also 1d weeks spent searching the wilderness.
  Scholars who do so in play must further expend one use
  of Wild Talent for the game session. At the GM’s option,
  summoners – demonologists, elementalists, necromancers,
  and shamans – can spend points to add their familiar imme-
  diately, since conjuring “pets” is their stock in trade.
  Advantages: Ally ([Type]; Built on 25%; Constantly Available;
  Special Abilities, +50%; Summonable, +100%; Sympathy,
  -25%) [9]; Energy Reserve 6 (Drains Familiar) [9]; Special
  Rapport (Familiar) [5]; any abilities modified with Granted
  by Familiar, -40%.
  Ghost Blaster
  5 points/spell
  Prerequisite: At least one Missile spell.
  You can blast insubstantial opponents with one of your
  Missile spells. Cast your spell as usual but add 4 FP to the initial
  casting’s base cost. For instance, Fireball normally costs 1 FP per
  1d, so you’d pay 5 FP for 1d, 6 FP for 2d, and so on when invok-
  ing this power-up. However, the resulting Fireball would fry
  ghosts, ethereal monsters, and other shady characters.
  You must buy this power-up for one specific Missile spell.
  Perks: Enhanced Spell (Missile, Affects Insubstantial) [1].
  Techniques: Missile/Affects Insubstantial (A) Spell+0 [4].
  Magic Perks
  1 point/perk
  Magic Perks represent minor ways in which spellcasters can
  bend the rules of magic. As power-ups, they’re traditionally
  learned from academies, temples, wizards’ guilds, etc. between
  adventures. A caster may purchase one Magic Perk per full 20
  points he has in spells.
  Some perks have self-explanatory prerequisites. Others are
  marked with a †; these require specialization by spell. Perks
  with a ‡ come in levels. Each level counts as one perk, but write
  the perk just once on your character sheet, along with its level
  and total point cost; e.g., Far-Casting 2 (Sleep) [2].
  For lots more perks like these, see GURPS Thaumatology:
  Magical Styles.
  Area Spell Mastery†
  Prerequisite: At least one Area spell.
  You can alter the how much of the circle of one particular
  Area spell is affected after you cast it. You must specialize in an
  Area spell with ongoing effects that you normally can’t adjust
  this way. By taking a Concentrate maneuver, you can decide
  what portions of your area are affected. This can’t extend the
  effects beyond the original area.
  Far-Casting†‡
  Prerequisite: At least one spell that’s cast at -1/yard.
  You’re adept at casting one particular spell from afar. You
  must specialize in a spell that’s cast at -1 per yard of range –
  typically a Regular or Area spell. Each level of Far-Casting with
  that spell erases -1 of the range penalty for it. This can never
  give a net bonus.
  Huge Subjects†
  Prerequisite: At least one Regular spell.
  You’re accustomed to casting a particular Regular spell on
  larger-than-human-sized targets, like dragons or giants. When
  casting that spell, subtract one from the subject’s SM (mini-
  mum SM 0) before multiplying cost by 1 + SM.
  Melee Spell Mastery†
  Prerequisite: At least one Melee spell.
  A caster with a Melee spell “charged” cannot work further
  magic until he gets rid of his spell. You’ve learned a way around
  this for one particular Melee spell. This lets you cast other spells
  without losing the magical charge of that Melee spell, although
  you do so at -3, as if you were concentrating (see p. B238).
  Missile Spell Mastery†
  Prerequisite: At least one Missile spell.
  Almost identical to Melee Spell Mastery (above), but for one
  particular Missile spell . . . and critical failure at casting
  another spell while holding a Missile spell means that your
  Missile spell affects you, just as if you failed the Will roll to con-
  trol it after being injured (see pp. B240-241).
  THE POWER-UPS
  14
  The existence of tricks does
  not imply the absence of magic.
  – Bernard Cornwell,
  Excalibur
  
  Power Casting†
  You can transcend your normal limits with one specific spell
  that has variable levels of effect. When casting that spell, add one
  level to your effective spellcasting Talent for the sole purpose of
  determining your maximum allowed energy expenditure. See
  Magery and Effect (p. B237) and Missile Spells (p. B240).
  Psychic Guidance†
  Prerequisite: At least one Missile spell.
  You’re capable of controlling a Missile spell with your mind
  instead of hurling it like a bolt or a grenade. Use your effective
  skill with the spell instead of the Innate Attack skill to attack as
  well as to cast. Ranged combat modifiers apply as usual.
  Rule of 17†
  Prerequisite: At least one Resisted spell.
  You’re exceptionally good at overcoming your target’s resist-
  ance with one particular Resisted spell. The Rule of 16
  (p. B349) kicks in a level later for you, becoming the Rule of 17.
  Spell Hardiness†
  Through ritual dueling or sadistic instruction, you’ve been
  zapped with a harmful spell so often that your magical aura has
  become hardened against it. You must specialize in a particular
  damaging spell. You have DR 1 against that one spell only.
  Spell Resistance†
  As Spell Hardiness (above), but instead of +1 DR vs. a dam-
  aging spell you get +3 to resist a particular Resisted spell. Who
  casts the spell (cleric, necromancer, wizard, etc.) is unimpor-
  tant, but the bonus is otherwise highly specific and doesn’t help
  against similar spells or potions.
  Magical Stability
  Variable
  Prerequisite: Bardic Talent, Deathliness, Demonic Attune-
  ment, Elemental Influence, Magery, or Power Investiture
  (any) at 1+.
  Your spells have a “safety.” Whenever you roll a critical fail-
  ure, you may roll against your spell a second time, without
  range penalties but with all other applicable modifiers. Success
  turns the result into a normal failure.
  This power-up costs 4 points multiplied by your Bardic Tal-
  ent, Deathliness, Demonic Attunement, Elemental Influence,
  Magery, or Power Investiture level. For example, with Power
  Investiture 5, Magical Stability costs 20 points. If you improve
  your spellcasting Talent, you must pay the cost difference for
  Magical Stability as well; e.g., going from Power Investiture 5
  to 6 costs 10 points, and if you have Magical Stability, its price
  rises from 20 to 24 points, so you must pay a further 4 points.
  Advantages: Magery [10/level] or Power Investiture [10/level] –
  one of which underlies any spellcasting Talent – gains the
  enhancement Stable Casting, +40%.*
  * This omits Magery 0 for simplicity’s sake.
  Spells
  Spells are surely the most popular caster power-ups. Secret
  spells guarded by liches, rival guilds, and cultist priests are won-
  derful power-ups, but beyond the scope of Power-Ups. Here are
  a few more basic spells that nearly any caster can learn. All are
  subject to the usual rules for the spellcaster’s magic.
  Protection from Evil/Good
  Regular
  Protects as Armor (p. B253) and Magic Resistance (Magic,
  p. 123), but only against direct attacks and spells originating
  from genuinely Evil/Good beings (GM decides). Indirect nasti-
  ness – e.g., traps and mindless golems – never counts, even if
  it’s The Devil’s work. Each energy point (up to 5) grants +1 DR
  and +2 Magic Resistance. The spell’s subject must be willing or
  the spell simply fails.
  Protection from Evil and Protection from Good are separate
  spells.
  Duration: 1 minute.
  Cost: 1 to 5 to cast. Half that to maintain.
  Prerequisites: Sense Evil or Good (for Protection from Evil
  or Good, respectively), and any of Demonic Attunement or
  Power Investiture (any) at 2+, or Bardic Talent, Deathliness,
  Elemental Influence, or Magery at 3+.
  Sense Evil/Good
  Information; Area
  Works exactly like Sense Foes (p. B245), but detects beings
  and items imbued with either Good or Evil. Critical success
  gives details: divine or demonic origins, possession, etc. Sense
  Evil and Sense Good are separate spells.
  Base Cost: 1 (minimum 2).
  Prerequisite: Any of Demonic Attunement or Power Investi-
  ture (any) at 1+, or Bardic Talent, Deathliness, Elemental Influ-
  ence, or Magery at 2+.
  Spell-Archery
  Special
  This spell imbues an arrow or a sling stone with any spell
  that could be cast by touch. Get your missile weapon ready to
  shoot, and then choose a spell and energize your projectile
  with it. This takes the spell’s standard casting time. It requires
  energy equal to the spell’s usual cost, reduced for skill with that
  spell, plus 3 FP, reduced for skill at this one. Don’t roll yet – that
  comes later! You may hold the charged projectile ready while
  you take other actions, but unloading the missile weapon
  wastes the spell.
  THE POWER-UPS
  15
  The spell’s weakening;
  I can feel it in my gums.
  – Jeffrey Ford,
  “The Manticore’s
  Spell”
  
  When you’re ready to shoot, make a normal ranged attack.
  Roll for the spell when the projectile hits something, using the
  lower of your level with that spell and Spell-Archery. All stan-
  dard casting modifiers apply except those for distance – the tar-
  get is affected just as if you had cast the spell by touch! The
  missile does its usual damage.
  Duration: Until shot.
  Cost: 3 + underlying spell cost.
  Time to Cast: Per underlying spell.
  Prerequisites: Any of Bardic Talent, Deathliness, Demonic
  Attunement, Elemental Influence, Magery, or Power Investi-
  ture (any) at 3+, and Bow or Sling at 16+.
  UTILITY POWER-UPS
  A few power-ups aren’t specific to fighting or to magic –
  they’re useful to heroes of all sorts, sometimes even outside the
  dungeon.
  Adventurers’ Bond
  5 points for level 1, plus 1 point
  for each additional level
  This power-up must be taken by at least two PCs, who must
  have survived at least two adventures together. Those who have
  it instantly recognize their stalwart allies, even behind dis-
  guises or illusions, and can sense when those associates are
  hurt or need help – without fail, and at any distance. This is
  valuable when Sid the Thief is attacked while scouting ahead,
  or when a shapeshifting Thing replaces Marge the Barbarian.
  It doesn’t work as a means of communication.
  Adventurers’ Bond (AB) costs 5 points for one pal, 6 for two,
  7 for three, and so on. At least two delvers must share each
  bond, but individual lists can differ. For example, Lord Doom
  could have AB (Marge) [5], Marge could have AB (Lord Doom,
  Sid, and Siren) [7], Sid could have AB (Marge and Siren) [6],
  and Siren could have AB (Marge and Sid) [6].
  Advantages: Special Rapport [5]. Higher levels add more
  instances of Special Rapport as alternative abilities, at 1/5
  cost.
  Claim to Hospitality
  5 points
  Although Adventurers doesn’t recommend this trait, some
  delvers may win the right to purchase it; see Clerics, p. 11,
  Treasure Tables, p. 4, and Summoners, p. 18. Those supple-
  ments don’t propose a point cost, though – that’s 5 points. This
  is a good power-up for heroes whose adventures earn them
  membership in a guild, holy order, etc.
  The primary benefit is that the adventurer may roll 14 or
  less to locate members of his group whenever he’s in town.
  Success lets him stay with his colleague for up to a week, sav-
  ing the $150 cost of living. He must roll again each week.
  Critical failure means the hero is the one hit up for aid; he must
  cover a professional colleague’s cost of living for the week as
  well as his own. The delver may also ask for small favors –
  being hidden while hunted, a short-term loan of up to $100,
  etc. – but this calls for a reaction roll at +3, scoring at least a
  Good reaction.
  Hero
  5 points/level
  You’re a storied delver – your fame precedes you wherever
  you go. Townsfolk love you, monsters fear you, and you never
  party alone. Whenever the GM makes a reaction roll for you,
  personally, he’ll add your level (maximum four levels).
  This affects Negotiation (Dungeons, p. 10) and selling loot
  (Dungeons, p. 15), and all of the many reaction rolls noted in
  Taverns, as well as that for Claim to Hospitality (above). This
  is just about the only way a monstrous adventurer can buy off
  the bad effects under Almost Monster (The Next Level, p. 11).
  Hero doesn’t aid the reaction rolls noted for conjured or sum-
  moned creatures in Allies and Summoners, though; you’re a
  celebrity on this dimension!
  Even if the GM generally lets players select power-ups
  freely, Hero requires actual heroic deeds! It makes a fine
  reward for an especially tough adventure.
  Advantages: Reputation (Everyone) [5/level].
  Team Player
  5 points
  Prerequisite: Sense of Duty (Adventuring Companions).
  You’re all about the party. No, not partying, you twit.
  This means those good buddies who go down into dungeons
  with you.
  This power-up is worthless when you’re alone and does
  nothing for rolls made for yourself. However, you get +1 on
  rolls made to directly assist long-time companions (for this
  purpose, anybody who has survived at least two adventures
  with you). You get this bonus when you make complementary
  skill rolls to aid your cronies or use your skill to cover for less-
  skilled friends (Dungeons, p. 11); in the specific situations of
  giving your chum a leg up (Dungeons, p. 7), treating his curse
  (Dungeons, p. 9), or counseling him in battle (Dungeons,
  p. 11); and whenever you roll to heal or provide medical atten-
  tion, mundane or supernatural, to a party member. The GM
  may allow other, similar uses.
  Advantages: Higher Purpose (Assist Allies) [5].
  THE POWER-UPS
  16
  Do Power-Ups “Stack”?
  Yes, they do – just make sure they all apply. Suppose
  you’re a barbarian with ST 25, Arm ST 2, Great Rage 2
  (+10 ST when invoked), and Master at Disarms (+2 ST
  when breaking weapons), and your friend the bard
  uses Alarum (+2 ST). You could claim ST 41 if you paid
  10 FP for Great Rage, wielded a hand weapon to
  exploit Arm ST, specifically targeted a weapon, and
  stood within the bard’s area of effect. And if you had
  Focused Fury and Mortal Foe, you could further tack
  on a pair of damage bonuses by paying another 1 FP
  while making an All-Out Attack on the right kind of
  enemy. Munchkins (and their GMs) should take note of
  such synergies!
  
  Every Dungeon Fantasy template effectively has hidden
  features that grant access to capabilities that are off-limits to
  most people while excluding traits that are normally accessible
  to anyone. For instance, the wizard template doesn’t list the Fit
  advantage; therefore, Fit isn’t a standard wizard power-up,
  despite being quite mundane. However, wizards have Magery
  and access to all manner of power-ups related to magic. In
  effect, they have an understood zero-cost “Unusual Back-
  ground” that trades many ordinary abilities for flashy “magic
  stuff.” So it goes for every profession.
  Thus, these power-ups are meant for delvers who start their
  career in a profession. The GM may elect to make a few avail-
  able to adventurers who purchase lenses from The Next Level,
  or even to anyone . . . but that should involve a quest reward, if
  not a wish. Everything here is a trick of the trade; e.g., a secret
  that masters reserve for advanced students.
  ARTIFICERS
  Artificers appear on pp. 4-7 of Sages. Suitable power-ups
  have to do with making and modifying gear. In addition to buy-
  ing the traits on their template, they may acquire these options
  as power-ups:
  • Dungeon Artificer up to 6 [5/level], which is by far the
  cheapest way to improve all of Alchemy, Armoury, Engineer
  (Gadgets), Fast-Draw (Gadget), Scrounging, and Traps.
  • Equipment Bond [1/item] with any article that has sur-
  vived at least one full adventure with the artificer. For artificers
  with Spellsmith (p. 18), this can even be a magic item.
  • Gizmos [5/level], with no upper limit. (Yes, the template
  implies as much, but this is confirmation – artificers custom-
  arily add Gizmos like casters learn new spells.)
  • High Manual Dexterity up to 6 [5/level], which boosts all
  DX-based rolls against Jeweler, Knot-Tying, Leatherworking,
  Lockpicking, and Traps, and any roll to work on small items
  with Engineer (Gadgets).
  • Ridiculous Luck [60].
  • Serendipity [15/level], with no upper limit – handy for
  stumbling upon suitable raw materials!
  The GM may also consider limiting some or all of the
  options under Material Power-Ups (p. 6) to artificers. The brave
  GM might even let artificers invent their own technologies and
  acquire them this way.
  Artifact Lore
  25 points
  You have a deep knowledge of storied items – that is, loot.
  This covers all of the rolls under Identifying the Good Stuff
  (Dungeons, p. 14). The briefest glance lets you count coin, eval-
  uate gems and luxury goods, appraise rare artifacts and superior
  combat gear, and even recognize blessed, magical, and legendary
  items for what they are. If you have an uninterrupted hour, you
  can analyze things, learning specific supernatural properties,
  knowing what spells are in a book, etc. To perform any of these
  feats, roll vs. the higher of IQ or the usual skill required. This isn’t
  a supernatural power but the result of hours studying lore.
  A side benefit of knowing so much about valuables is that
  you’re not easy to dupe at the market. You get +1 to reaction
  rolls from merchants (Dungeons, p. 15) when selling any arti-
  fact that you’ve identified using this power-up.
  Advantages: Detect (Loot; Analysis Only, -50%; Analyzing
  (Immediate Preparation Required, 1 hour, -75%), +25%)
  [23]; Reputation +1 (Potential Buyers) [2].
  Artificer Perks
  1 point/perk
  These perks are only available to artificers.
  Doodad‡
  This perk comes in levels. Each level gives the effect of one
  additional Gizmo per game session, only for minor, common
  gadgets that anybody might have – that is, option 3 on p. 4 of
  Sages. This means ubiquitous items worth no more than $10:
  lone arrow or match, candle, dead rat, handful of dirt, etc.
  Potion Implant‡
  Prerequisites: Gizmos 1+ and Quick Gadgeteer.
  You’ve done a little work on yourself. Each level of this perk
  implants one metal injector in your flesh. You may load this with
  one dose of any drinkable potion, which you must obtain nor-
  mally; you can roll vs. Alchemy and expend a Gizmo for this
  (Sages, p. 4). Filling it requires a minute. Thereafter, you can
  take the prepared potion as a free action in combat, eliminating
  all need for Ready maneuvers to grab, open, and drink it, as well
  as any risk of breakage. The injector is then empty until refilled.
  Spot Weakness
  Prerequisite: Quick Gadgeteer.
  Extensive experience enables you to perceive the flaws in
  artifacts. This perk lets you learn Breaking Blow (IQ/Hard)
  without Chi Mastery, Trained by a Master, etc. The skill itself
  has its usual point cost, FP cost to use, etc., but its effects dif-
  fer slightly: Success gives your attack – even an armed one – a
  divisor of (5) against the DR of a mechanical foe (metal golem,
  animated armor, etc.) or object (like a door), and that provided
  by artificial armor. It has no other effect, and never reduces
  natural DR, whether of rocks or of dragons, or magical DR
  (e.g., the Armor spell).
  Improvisation
  5 points/level
  Prerequisites: Gizmos 1+ and Quick Gadgeteer.
  You’re brilliant at improvising items in the field. Whenever
  you roll vs. any skill to cobble together a single-use Gizmo, and
  whenever you use Engineer (Gadgets) to adapt one item into
  another, each level of this power-up (maximum five levels) lets
  you ignore -2 of the penalty for final item value. For instance,
  Improvisation 4 allows you to ignore up to -8, knocking $2,000
  off the value of a single-use Gizmo or adapted item for the pur-
  pose of skill penalties.
  THE POWER-UPS
  17
  PROFESSIONAL POWER-UPS
  
  Advantages: Quick Gadgeteer [50] acquires an enhancement:
  Improvisation 1 adds Reliable 2, +10% for 5 points; Improv-
  isation 2 adds Reliable 4, +20% for 10 points; Improvisation
  3 adds Reliable 6, +30% for 15 points; Improvisation 4 adds
  Reliable 8, +40% 20 points; and Improvisation 5 adds Reli-
  able 10, +50% for 25 points.*
  * Extending Reliable to several different skill rolls instead of
  just attribute rolls, but limiting its bonus to offsetting cost
  penalties, is a special effect.
  Spellsmith
  25 points
  Prerequisites: Quick Gadgeteer and Thaumatology.*
  Your gadgeteering skills extend to magic items! You can
  adapt existing enchantments to serve as similar ones. The
  resulting enchantment must, in the GM’s opinion, be related to
  the initial one in either magical college or direct effect on the
  world. For example, you could adapt a Fireball wand into a
  Shape Fire item, since both spells are Fire spells. You could
  even tweak it into a Lightning wand, as both are burning
  Missile spells. However, you couldn’t arrive at Purify Water at
  all, because while that’s a pathetically minor spell, Water and
  Fire don’t get along!
  The desired enchantment cannot require more magical
  energy than is contained in the one being changed. Use the
  enchantment’s cost in $ to approximate this. Thus, the price to
  have the final spell on an item cannot exceed that of the initial
  spell. For enchantment values, see Treasure Tables, pp. 44-49.
  Reworking an enchantment takes 1d¥20 minutes and
  requires a roll against the lower of Engineer (Gadgets) and
  Thaumatology, at -1 per $1,000 of initial enchantment value,
  regardless of how lame the final item is. Any success perma-
  nently adapts the magic. An ordinary failure wastes time and
  means the artificer cannot try to alter that enchantment on
  that artifact again. Critical failure permanently dispels the
  enchantment.
  Multiple enchantments can be altered, but each is its own
  task. If the underlying item is to be physically changed as well,
  that’s a separate use of Quick Gadgeteer which obeys the usual
  rules for transforming things. This may be done before or after
  altering spells, but critical failure ruins the artifact and
  destroys all of its enchantments.
  If the GM allows transmutation of curses and supernatu-
  ral embellishments (Treasure Tables, pp. 51-52, 56-57), then
  the absolute value of the cost adjustment is what matters –
  not the cost of the entire item or enchantment. For rare arti-
  facts imbued with unknown spells, use the full item price to
  set limits and skill penalties. In all such cases, critical failure
  tends to curse or blow up the artificer!
  Advantages: Quick Gadgeteer [50] acquires an enhancement:
  Cosmic, +50% for 25 points.†
  * You may learn Thaumatology as a power-up of its own. In
  fact, you must in order to purchase this power-up!
  † Here, Cosmic removes the usual restriction against work-
  ing on magic items.
  BARBARIANS
  Barbarian power-ups focus primarily on strength and
  toughness. If the GM wants to invent his own, then that’s
  where to start. As The Next Level explains, barbarians have
  access to everything on their template plus these options:
  • Arm ST 1 or 2 (Size, -10%) [5 or 9].
  • Damage Resistance 1 or 2 (Limited, Crushing, -40%;
  Tough Skin, -40%) [1 or 2].
  • Damage Resistance 1 or 2 (Tough Skin, -40%) [3 or 6].
  It’s legitimate to take this power-up and the previous one to
  get as much as DR 4 vs. crushing attacks – but realize that it’s
  flesh, and won’t stop electric shocks, poisons, etc. that get
  past actual armor.
  • Extra Attack 1 [25].
  • HP up to 1.5 ¥ ST, with the usual Size, -10% limitation.
  • Resistant to Poison (+8) [7].
  • ST up to 25 before racial modifiers, with the usual Size,
  -10% limitation.
  • Unfazeable [15].
  It’s also fair to let experienced barbarians surpass some fur-
  ther limits as power-ups:
  • Animal Friend up to 6 [5/level], the cheapest route to high
  levels with two or more Animal Handling specialties, if
  selected. Also gives great reactions from animals.
  • Outdoorsman up to 6 [10/level], “leveling up” all of
  Camouflage,
  Fishing,
  Mimicry,
  Naturalist,
  Navigation,
  Survival, and Tracking at once.
  Barbarian Perks
  1 point/perk
  Treat these as Combat Perks (p. 11) that only barbarians
  can buy.
  Focused Fury
  Unlike most warriors, you can combine Mighty Blows
  (p. B357) with All-Out Attack (Strong), gaining a total damage
  bonus equal to the better of +2 per die or a flat +3. This use of
  Mighty Blows still costs 1 FP per attack.
  Huge Weapons
  Prerequisite: SM +1.
  You can wield weapons that would otherwise outstrip even
  your impressive ST. You get +1 to ST for the sole purpose of
  meeting weapons’ ST requirements; there’s no effect on dam-
  age or combat performance. For instance, ST 17 and Huge
  Weapons would allow you to fight without penalties using an
  oversized great axe, greatsword, or morningstar that normally
  calls for ST 18; see Weapons for Giants (Adventurers, p. 27).
  THE POWER-UPS
  18
  Knowledge is a weapon.
  I intend to be formidably armed.
  – Terry Goodkind,
  The Sword of Truth
  
  Power Grappling
  Prerequisite: Wrestling.
  The ST bonus for your Wrestling skill (p. B228) doesn’t stop
  at +2. You get the usual +1 for Wrestling at DX+1, and +2 at
  DX+2 . . . and +3 at DX+3, +4 at DX+4, and so on. In effect, you
  may substitute a ST-based Wrestling roll for raw ST whenever
  you break free, choke, pin, attempt a takedown, or try to wres-
  tle a weapon away from someone.
  Great Rage
  20 points/level
  Prerequisites: Berserk, Gigantism, and High Pain Threshold.
  You’re a true juggernaut when roused to a full battle rage.
  At any time, you may burn 10 FP to enter a state where you
  have +5 (at level 1) or +10 (at level 2, the maximum) to ST for
  all purposes – strikes, grapples, and HP. This lasts a minute,
  after which you may pay 5 FP/minute to remain enraged. Since
  the temporary 5 or 10 HP from Great Rage go away when the
  rage ends, you should compare all wounds to both regular and
  improved HP, and check again for crippling, unconsciousness,
  and death when Great Rage ends.
  The Berserk disadvantage is required to buy this power-up. At
  the GM’s discretion, barbarians working toward Great Rage may
  gain Berserk by swapping disadvantages of comparable value
  for it. A barbarian doesn’t have to be berserk to use Great Rage.
  Attributes: ST +5 or +10 (Costs Fatigue, 10 FP, -50%; Size,
  -10%) [20 or 40].
  Heroic Lifts
  6 points/level
  Prerequisites: Gigantism and High Pain Threshold.
  You can briefly exert yourself to lift far more than your ST
  (and any ordinary Lifting ST) would suggest. This is more effi-
  cient than standard extra effort, and doesn’t have the long
  preparation time or skill roll of Power Blow, but cannot be
  used in combat to throw people around, choke them, etc. It
  costs 1 FP per second and gives you +10 ST per level (maxi-
  mum three levels) for forcing or lifting gates, shifting boulders,
  and so on.
  Advantages: Lifting ST 10, 20, or 30 (Costs Fatigue, 1 FP/second,
  -10%; Noncombat Lift, -60%; Size, -10%) [6, 12, or 18].
  Mr. Smash
  5 points/level
  This new Talent gives +1 per level (maximum four levels) to
  Polearm, Two-Handed Axe/Mace, Two-Handed Flail, and Two-
  Handed Sword – and to Forced Entry rolls made with swung
  two-handed weapons. There’s no reaction bonus, but you get +1
  per level to Intimidation rolls when somebody is at your mercy
  and it would be trivial to splatter him using a suitable weapon.
  This power-up mainly benefits barbarians who desire to master
  all forms of bashing, not just a single two-handed weapon skill.
  Ragnar’s Breath
  5 points
  You can overcome foes using just your bad breath! In bat-
  tle, this counts as an attack, and is only possible after one of
  you has grappled the other from the front. Otherwise, ordinary
  conversation will do. Roll a Quick Contest of HT. Eating or
  drinking something foul enough to justify a reaction penalty
  grants you a bonus equal in size to that penalty. Resistant to
  Metabolic Hazards counts for your target, and he’s immune if
  he has Doesn’t Breathe, Immunity to Metabolic Hazards, or No
  Sense of Smell/Taste. If you win, your victim is stunned for sec-
  onds equal to your margin of victory.
  There’s one downside: Enemies get +1 to find you by scent
  or recognize you as that barbarian!
  Perks: Unique Technique (Halitosis Attack) [1].
  Quirks: Distinctive Features [-1].
  Techniques: Halitosis Attack (A) HT [5].
  Seafarer
  10 points/level
  This new Talent gives +1 per level (maximum four levels) to
  Boating, Fishing, Knot-Tying, Navigation, Seamanship, Sur-
  vival (Island/Beach), Swimming, Thrown Weapon (Harpoon),
  and Weather Sense . . . and to Carousing and Streetwise rolls
  made in port towns. You also get +1 per level on reaction rolls
  made by sailors, pirates, and aquatic races sympathetic to sea
  travel (not from horrid Squid Men and their ilk). This nautical
  riff on Outdoorsman is a power-up aimed at barbarians mod-
  eled on Viking raiders.
  BARDS
  Bard power-ups emphasize lore, social gifts, and/or the
  magical power of song. Bards may purchase anything on their
  template or in the Bard-Song power, plus several options noted
  in The Next Level:
  • Bardic Talent up to 6 [8/level] – or Bard-Song Talent up to
  6 [5/level], for a bonus with Bard-Song abilities but not with
  spells. Total levels cannot exceed 6, but Bard-Song Talent can
  later be upgraded to Bardic Talent.
  • Charisma [5/level], with no upper limit. If the GM finds
  this excessive, then setting a limit of Charisma 6-8 isn’t partic-
  ularly stingy.
  • Discriminatory Hearing [15].
  • Extraordinary or Ridiculous Luck [30 or 60].
  • Mind Probe (Bard-Song, -30%) [14].
  • Scanning Sense (Sonar; Bard-Song, -30%) [14].
  THE POWER-UPS
  19
  Our supreme and holy Grace,
  protecting us and ours, deliver
  us, God, from the savage race
  of Northmen which lays waste
  our realms.
  – from an ancient
  antiphony
  
  • Unfazeable (Bard-Song, -30%) [11].
  • Wild Talent [20/level], with no upper limit.
  Experienced bards can acquire two further power-ups:
  • Musical Ability up to 6 [5/level]. A mere point per level
  more costly than Musical Influence, which quickly costs 4
  points/level,
  this
  Talent
  raises
  that
  skill
  and
  Musical
  Composition, Musical Instrument, and Singing – and gives a
  handy reaction bonus.
  • Smooth Operator up to 6 [15/level], helping Acting,
  Carousing, Detect Lies, Diplomacy, Fast-Talk, Intimidation,
  Public Speaking, Savoir-Faire, Sex Appeal, and Streetwise . . .
  skills scattered across IQ, HT, Will, and Per. Also gives more
  reaction bonuses!
  Allure
  5 points/level
  This new Talent gives +1 per level (maximum four levels) to
  Dancing, Sex Appeal, and Singing – and to Erotic Art and
  Makeup, in campaigns that use those skills. You also get +1 per
  level to noncombat reaction rolls made by anyone attracted to
  your particular combination of race and sex. This power-up is
  for sexy bards; it isn’t an efficient investment if you just want a
  Singing bonus (compare Bard-Lore, below).
  Artifact Lore
  25 points
  See the power-up of this name under Artificers (p. 17).
  Bard-Lore
  5 points/level
  This Talent gives +1 per level (maximum four levels) to
  Heraldry, Musical Influence, Poetry, Public Speaking, and
  Singing – and to Literature, if the campaign uses that skill.
  You also get +1 per level on reaction rolls from fellow bards.
  This power-up represents the “classic” bard who has accumu-
  lated extensive lore and lyrics, but it’s valuable to any bard
  who plans to rely on song, as it raises Musical Influence and
  Singing cheaply.
  Craftiness
  5 points/level
  See the power-up of this name under Thieves (p. 35). This
  Talent is only cost-effective for deceptive bards who intend to
  improve Acting, Disguise, and Stealth – but for them, it’s won-
  derful!
  Songs
  Variable
  Songs are potent Bard-Song abilities that either aid allies or
  hinder foes. All require a minimum Bardic Talent level to learn
  (for GMs designing Songs, that’s 1/8 of the cost of the Song’s
  first level, rounded up). In rules terms, they’re Afflictions
  (pp. B35-37) with one of these modifiers packages:
  Baneful Song (+105%): Area Effect, 2 yards, +50%; Bard-
  Song, -30%; Based on Will, +20%; Emanation, -20%; Maledic-
  tion 1, +100%; Reduced Duration, 1/60, -35%; Selective Area,
  +20%.
  Beneficial Song (+105%): Area Effect, 2 yards, +50%; Bard-
  Song, -30%; Based on Per, +20%; Emanation, -20%; Maledic-
  tion 1, +100%; Reduced Duration, 1/60, -35%; Selective Area,
  +20%.
  Gamers not designing new Songs should ignore all that and
  just run with the effects. Songs potentially affect everyone the
  bard chooses to influence within two yards of him. All of the
  Bard-Song rules apply (see Adventurers, p. 21): The bard
  needs to play or sing for at least a second, there must be mana,
  and the target has to be able to hear the music.
  For Baneful Songs, roll a Quick Contest of Will vs. Will. The
  bard adds his Bardic Talent while victims add Magic
  Resistance, if any. The bard has -5 in low mana. Foes with
  Immunity to All Mind Control (zombies, greater demons, etc.)
  are never affected.
  For Beneficial Songs, allies simply roll vs. Per. They may
  add their bard’s Talent but must subtract any Magic Resistance
  they have. Low mana gives -5.
  Margin of victory or success, respectively, is the number of
  seconds the Song’s effects last. The bard can play constantly,
  causing a roll every turn, or cease after a second and hope that
  the residual effects will suffice.
  It’s possible to improve Songs to affect greater areas. The
  first level of a Song reaches a two-yard radius. Level 2 has a
  four-yard radius, level 3 covers an eight-yard radius, and level
  4 (the maximum) influences a 16-yard radius.
  A bard can use only one Song at a time. He may stop play-
  ing and coast on the results he has achieved, but if he switches
  Songs, the effects of the previous one end instantly. To reflect
  this drawback, he pays full cost for his most expensive Song but
  merely 1/5 cost (rounded up) for each of the others. Should he
  later add or improve Songs, redo this calculation.
  The GM is encouraged to add more Songs modeled on
  those below!
  Alarum
  31 points for level 1, plus 5 points
  for each additional level
  Prerequisite: Bardic Talent 4+.
  Allies affected by Alarum are inspired to strike down foes
  brutally and with relish. For the duration, they enjoy +2 to ST
  for the singular purpose of dealing blows. This normally gives
  +1 to damage with thrusting attacks and +2 to damage with
  swings.
  Advantages: Affliction 1 (Per; Advantage, Striking ST 2,
  +100%; Beneficial Song, +105%) [31]. Higher levels add
  more Area Effect, at +50% and +5 points per level.
  Dirge
  25 points for level 1, plus 5 points
  for each additional level
  Prerequisite: Bardic Talent 4+.
  Dirge dooms the bard’s enemies to failure and disaster, usu-
  ally in combat. Those who fail to resist suffer -3 to ST and DX
  for the duration, penalizing attack and damage rolls.
  Advantages: Affliction 1 (Will; Attribute Penalty, -3 ST, -3 DX,
  +45%; Baneful Song, +105%) [25]. Higher levels add more
  Area Effect, at +50% and +5 points per level.
  THE POWER-UPS
  20
  
  Paean
  26 points for level 1, plus 5 points
  for each additional level
  Prerequisite: Bardic Talent 4+.
  Paean grants any allies it affects the benefits of Team
  Player (p. 16). In battle, the chief benefit is +1 on rolls to
  shout advice (Dungeons, p. 11) or heal friends, and to any
  combat roll which, in the GM’s view, actively aids a party
  member: an attack on a foe grappling him, a sacrificial
  dodge (p. B375) to protect him, etc. Delvers who already
  have Team Player get +2!
  Advantages: Affliction 1 (Per; Advantage, Team Player,
  +50%; Beneficial Song, +105%) [26]. Higher levels add
  more Area Effect, at +50% and +5 points per level.
  Siren Song
  26 points for level 1, plus 5 points
  for each additional level
  Prerequisite: Bardic Talent 4+.
  Enemies who don’t resist the Siren Song may do noth-
  ing, standing around and listening to the Song for the
  duration. If attacked or harmed in any way – including by
  spells – or simply shaken by an ally, they recover at once
  and are fine until they fail another resistance roll.
  Advantages: Affliction 1 (Will; Baneful Song, +105%;
  Daze, +50%) [26]. Higher levels add more Area Effect,
  at +50% and +5 points per level.
  Triumph
  36 points for level 1, plus 5 points
  for each additional level
  Prerequisite: Bardic Talent 5+.
  Triumph tells of the glorious deeds of the bard’s brothers in
  arms . . . even before they happen! Affected allies gain Dare-
  devil (p. B47): +1 on all rolls to take unnecessary risks, rerolling
  any critical failures while doing so. Thus, this Song is risky.
  Heroes who have Daredevil do get +2.
  Advantages: Affliction 1 (Per; Advantage, Daredevil, +150%;
  Beneficial Song, +105%) [36]. Higher levels add more Area
  Effect, at +50% and +5 points per level.
  Warning
  24 points for level 1, plus 5 points
  for each additional level
  Prerequisite: Bardic Talent 3+.
  Any foe who fails to resist the Warning experiences an over-
  whelming urge to leave its radius. Until the effects end, a vic-
  tim within the area can do nothing each turn except move away
  from the bard. When he finally escapes, he cannot reenter the
  circle but may otherwise act normally.
  Advantages: Affliction 1 (Will; Baneful Song, +105%; Disad-
  vantage, Dread (Warning), +30%*) [24]. Higher levels add
  more Area Effect, at +50% and +5 points per level.
  * Warning is treated as Very Common for this purpose – it’s
  always present when the victim is given this Dread!
  Street-Smart
  5 points/level
  See the power-up of this name under Thieves (p. 35). This
  Talent is intended for town-based bards who plan to use
  Merchant, Scrounging, and Streetwise often.
  CLERICS
  Clerics have access to everything on their template and in
  the Holy Might power – or the equivalent power of their patron
  deity, if using Clerics – plus these additional power-ups from
  The Next Level:
  • Energy Reserve (Holy) 1-20 [3/level].
  • Extraordinary or Ridiculous Luck [30 or 60].
  • Power Investiture up to 6 [10/level] – or Holiness up to 6
  [5/level], for a bonus with Holy Might abilities only, not spells.
  Total levels cannot exceed 6, but Holiness can later be
  upgraded to Power Investiture.
  • Wild Talent (Focused, Clerical, -20%; Holy, -10%)
  [14/level], with no upper limit.
  As well, clerics may push past ordinary limits in two other
  areas as power-ups:
  • Healer up to 6 [10/level], inexpensively raising all of
  Diagnosis, Esoteric Medicine, First Aid, and Surgery, and
  securing a big reaction bonus from anyone healed, whether
  using skills or spells.
  • Will up to 25 before racial modifiers [5/level], aiding
  Exorcism, Meditation, and use of True Faith – common among
  fiery clerics with extensive experience at turning undead and
  casting out spirits.
  THE POWER-UPS
  21
  Ridiculous Reactions
  Bards (any race) and nymphs (any profession) can stack
  power-ups to attain ludicrous reaction bonuses. The GM
  could forbid this, but it’s more fun if abilities like Charisma
  10 make the “impossible” possible. When parleying with
  monsters, reactions have the usual modifiers plus -5 for each
  of the following that applies:
  • Delver entered monster’s territory uninvited (always
  applies in dungeons, haunted woods, etc.).
  • Monster is ghostly or from another dimension (angel,
  demon, Elder Thing, etc.).
  • Monster is truly evil (good), and delver is good (evil).
  • Monster is under a compulsion (magic, divine will, etc.)
  to guard area.
  • Monster would normally eat flesh, blood, life force,
  soul, etc. of a member of delver’s race (true of most things
  you’d call “monsters”).
  It’s quite possible to get -25 for an evil, soul-devouring
  demon that’s bound by a lich to guard a dungeon. Still, if the
  modified reaction roll is 10+, Mr. Charming can try Negotiation
  (Dungeons, p. 10), even with some horror that’s “unwilling to
  negotiate.” Of course, the only thing that such a fiend is likely
  to negotiate for is a soul, but there are ways to finesse that.
  
  Cleric Perks
  1 point/perk
  These count as Magic Perks (p. 14), but only clerics may
  select them.
  Flagellant’s Blessing
  Prerequisite: Power Investiture 1+.
  Pain focuses your magic! Halve all pain penalties to spell-
  casting rolls, rounding in your favor, and apply a bonus of the
  same size to Will rolls to avoid distraction. Other bad effects
  affect you normally. The -1, -2, -3, or -4 for shock in combat
  becomes 0, -1, -1, or -2 to cast and 0, +1, +1, or +2 to Will – but
  your attack rolls still suffer the full -1 to -4. This perk is redun-
  dant if you have High Pain Threshold, which cancels all shock
  penalties and gives +3 to the relevant Will roll. If you combine
  this perk with Low Pain Threshold, then your shock penalties
  for casting aren’t doubled; there’s no other effect.
  Focused Exorcist
  Prerequisite: Exorcism.
  You get +3 on the Exor-
  cism skill roll under Cleansing
  (Dungeons, p. 9) – at the cost
  of -5 to rolls for everything
  else, notably Sense rolls to
  detect monsters or notice fel-
  low delvers screaming and
  gesturing for help, and your
  first active defense if the
  demons get bored and jump
  out to attack you . . .
  Close to Heaven
  5 points/level
  This new Talent gives +1 per level (maximum four levels) to
  Exorcism, Meditation, Religious Ritual, and Theology – and to
  Ritual Magic and Symbol Drawing, should the campaign use
  those skills. You also get +1 per level to reaction rolls made by
  any fellow “religious professional.” This power-up represents
  hard-won insight into the divine, not a holy blessing.
  Combat Medic
  5 points/level
  Prerequisites: Power Investiture 1+, plus Esoteric Medicine
  or First Aid.
  You have divine assistance at even ordinary bandaging, and
  don’t suffer the full -10 noted under Medic! (Dungeons, p. 11)
  for trying this in battle. Combat Medic 1 makes the penalty -6;
  Combat Medic 2 (the maximum) makes it -1. With the +1 for a
  first aid or healer’s kit, that’s -5 (level 1) and no penalty (level
  2). This also works after combat, permitting Bandaging
  (Dungeons, p. 13) in one second. This power-up is much like a
  free healing spell that works just once per patient per battle.
  Perks: Efficient (Esoteric Medicine or First Aid) [1]; Unique
  Technique (Speed Bandaging) [1].
  Techniques: Speed Bandaging (H) Skill-8 [3] at level 1 or Skill-
  3 [8] at level 2.
  Dismissive Wave
  10 points
  Prerequisites: Power Investiture 4+ and Exorcism.
  Your holy power is so great that you can dispel many curses
  simply by brandishing your holy symbol. Whenever you
  attempt any Exorcism-based task described in Curses 101
  (Dungeons, p. 9), you may dispense with the three-hour ritual.
  Just walk in and roll the Quick Contest at once! You’re at -1
  with an ordinary holy symbol, improving to no modifier with
  a blessed one or +1 with a high holy symbol.
  Perks: Efficient (Exorcism) [1]; Unique Technique (Speed
  Exorcism) [1].
  Techniques: Speed Exorcism (H) Exorcism-3 [8].
  Great Prayer
  30 points
  Prerequisite: Power Investiture 6+.
  You ask and often receive. Once per game ses-
  sion, you may pray for 10 minutes and then request
  an immediate coincidence that drops the solution to
  a problem in your lap: The ogres get bored and
  unlock the Gates of Insanity to go play football, let-
  ting you in . . . the skeleton next to the Chasm of
  Despair has a flight potion on it . . . whatever. This
  favor can be for you or your whole party. The limits:
  1. You must pray where you need the miracle to
  happen. A vigil outside the Gates or next to the
  Chasm is fine. Spinning your prayer wheel in a safe
  room nearby isn’t.
  2. The solution must be possible, if unlikely,
  given the situation. In particular, it can’t change
  moral alignments or motivations. Those ogres won’t
  suddenly “turn good” and actively help you.
  3. The benison solves the problem and ends immediately.
  That skeleton won’t have a permanent ring of flight!
  4. The blessing short-circuits a challenge (that’s the point!),
  never the adventure. If getting the ogres to leave is the whole
  adventure, they won’t be dumb enough to go play football – if
  they were, nobody would bother to task delvers with the quest!
  But a flight potion on the corpse of their last victim might at
  least get you over the Gates.
  Advantages: Serendipity 1 (Cosmic, Possible rather than plau-
  sible, +50%; Holy, -10%; Immediate Preparation Required,
  10 minutes, -45%; Wishing, +100%) [30].*
  * Serendipity comes in levels, but you can take this power-
  up just once.
  New Realm
  Variable
  Gamers using Clerics aren’t stuck choosing from among the
  good cleric and neutral druid in Adventurers, and the evil
  cleric in The Next Level. They may pick from at least 15
  “realms” for their priests. At the GM’s option, if a delver serves
  a deity that belongs to a polytheistic pantheon, he may earn the
  patronage of allied gods. This opens the door to the unique
  abilities of new realms – a wonderful power-up that offers
  ongoing access to many future ones!
  THE POWER-UPS
  22
  
  If the GM permits you to acquire new realms, the “startup
  cost” is 10 points no matter how many realms this makes
  available. After paying this, you may buy Power Investiture
  for the additional realms at just 2 points/level – and you must
  buy at least one level. You can improve this power-up after
  purchasing it, but your level in any supplementary realm can-
  not exceed your Power Investiture level for your pri-
  mary god.
  Buying a new realm gives access to the abilities of
  the corresponding sacred power, the relevant clerical
  (or druidic) spells, and divine servitors with the appli-
  cable elements (see Allies, pp. 12-19). Record the
  capabilities associated with each realm separately,
  though – only the corresponding Power Investiture
  level aids their acquisition and use. If a rule uses
  Power Investiture for a purpose other than spells and
  powers, like sensing a curse, only the highest level
  counts. Never add the levels for any reason!
  Example: A cleric of the Artificer God has Power
  Investiture 3 [30] when he gains the favor of the Fire
  God. This power-up costs him 12 points: the 10-point
  startup cost plus 2 points for Power Investiture 1 (Fire
  God). It allows the cleric to purchase Fire God spells
  and abilities as if he had Power Investiture 1. He could
  later raise his Power Investiture (Fire God), spending
  2 more points for level 2, or 4 more points for level 3.
  He couldn’t improve it further without first buying up
  his primary Power Investiture, for the standard 10
  points/level.
  Advantages: Power Investiture [10/level] as an alter-
  native ability, for 2 points/level; Unusual Back-
  ground (Servant of multiple gods) [10].
  Retribution
  40 points
  Prerequisite: Holiness or Power Investiture at 6+.
  You can ask your deity to smite a foe within 10
  yards, who must be an enemy of the faith, not some
  random goblin. Opponents battled on holy quests or
  sacred ground count, as do demons, undead, etc.
  under most circumstances. The GM is the final judge.
  You must designate the victim aloud, if only by
  pointing a weapon and yelling, “May Zeus smite thee!”
  This is considered an Attack maneuver. The target is
  instantly blasted by a meteor, lightning bolt, searing ray, or
  something similar – no roll required. The subject may try to
  dodge, but as the attack strikes from overhead, he cannot
  retreat or dive for cover, and defends at -2 unless specifically
  watching out above (probably because he fears this attack).
  Looking upward erases the -2 but gives -2 to defend vs. attacks
  from ahead, the sides, etc.
  In all cases, roll 6d-1, subtract DR, and apply the difference
  to HP. This affects any target – even an offending inanimate
  one, if your god so decrees. The visuals are mostly a special
  effect, but should it matter, Retribution is considered crushing
  for blunt trauma (p. B379) yet doesn’t cause knockback.
  There’s no FP cost or casting time for Retribution. Once you
  invoke it, though, you cannot do so again until after you’ve
  prayed for an hour specifically to prepare it.
  Advantages: Crushing Attack 6d-1 (Accessibility, Requires
  clearly designated target, who must be an enemy of the
  faith -30%; Affects Insubstantial, +20%; Cosmic, No die roll
  required, +100%; Holy, -10%; Increased 1/2D, 10¥, +15%;
  No Knockback, -10%; Overhead, +30%; Preparation
  Required, 1 hour, -50%; Reduced Range, 1/10, -30%) [40].
  Shield of Faith
  30 points
  Prerequisite: Holiness or Power Investiture at 3+.
  You have an invisible shield that helps ward off supernatu-
  ral attacks. It does nothing against physical attacks from mor-
  tal beings, however sinister. Against any supernatural effect
  (including spells), though – and against all attacks by creatures
  classed as any of Construct, Demon, Elder Thing, Elemental,
  Faerie, Spirit, or Undead – it provides +1 to all active defenses
  (cumulative with DB from shields and Shield spells) and +2
  DR. Like a physical shield, this works only if you could attempt
  an active defense; you must be sufficiently aware of the threat
  to concentrate your faith upon it.
  THE POWER-UPS
  23
  Alternate Forms
  Demonologists, druids, elementalists, evil clerics, necro-
  mancers, shamans, and unholy warriors can purchase Alternate
  Forms as power-ups. To price this, select a suitable animal or
  spirit from Allies or Summoners – fitting choices are noted in the
  power-up – and add 90% of its racial cost, rounded up, to the
  basic Alternate Forms cost of 14 points (really 15 points, but all
  the relevant character types have powers that give 10% off). A
  shapeshifter with multiple forms only pays full price for the
  costliest one; remaining forms are a flat 14 points apiece.
  A form given as a ready-to-use creature rather than as a racial
  template must be converted into a racial template (p. B260). Sub-
  tract 10 from each attribute to turn it into an attribute modifier;
  this might be positive or negative. If a secondary characteristic
  has been raised or lowered from its base value, subtract the base
  value from the listed score to get a secondary characteristic mod-
  ifier, which may also have either sign. The shifter normally
  acquires all of the advantages and disadvantages of any form he
  assumes – but should these conflict with his own, it’s the GM who
  decides which are kept. Finally, adjust any skills the form has to
  account for the shapechanger’s attributes in that form. If both
  shifter and form have points in a skill, sum them.
  Beasts, minor spirits, and lesser undead commonly have prob-
  lems like low IQ, Automaton, and Mute. A shifter who wants a
  more able form may leave off such downsides, or the GM may
  require this; either raises the form’s cost. For instance, if a necro-
  mancer wants to become a sentient skeleton that can cast spells, he
  might start with the servitor skeleton (Summoners, p. 26), but
  strike IQ-2 [-40], Automaton [-85], Mute [-25], and Reprogramma-
  ble [-10]. The GM may require him to get rid of Cannot Learn [-30]
  and Dead Broke [-25], too, if this form can use the deathly one’s lat-
  est spells and gear. This raises racial cost from 25 to 240 points, and
  Alternate Form cost from 37 points to 230 points – only fitting for
  someone who can switch freely between man and lich!
  
  Advantages: Damage Resistance 2 (Accessibility, Supernatu-
  ral, -10%; Directional, Front, -20%; Holy, -10%) [6];
  Enhanced Block 1 (Accessibility, Supernatural, -10%; Holy,
  -10%) [4]; Enhanced Dodge 1 (Accessibility, Supernatural,
  -10%; Holy, -10%) [12]; Enhanced Parry 1 (All; Accessibility,
  Supernatural, -10%; Holy, -10%) [8].
  DEMONOLOGISTS
  Demonologists are presented on pp. 5-8 of Summoners. On
  top of everything on their template and all Demonological abil-
  ities, they have these basic power-ups:
  • Alternate Forms (Demon; Demonology, -10%) [Varies].
  See Summoners, pp. 32-35 for demon templates, and Alternate
  Forms (p. 23) for important notes.
  • Damage Resistance 1-5 (Accessibility, Only vs. demons,
  -30%; Demonology, -10%) [3/level].
  • Demonic Attunement up to 6 [8/level].
  • Energy Reserve (Demonological) 1-20 [3/level].
  • Extraordinary or Ridiculous Luck [30 or 60].
  • Higher Purpose (Protect the world from demons) up to 3
  [5/level].
  • Magic Resistance 1-5 (Improved, +150%) [5/level].
  • Wild Talent (Demonology, -10%; Focused, Demonologi-
  cal, -20%) [14/level], with no upper limit. This allows one IQ +
  Demonic Attunement roll per session per level to cast an
  unknown demonologist spell – often Planar Summons, Planar
  Visit, Plane Shift, or Plane Shift Other for some obscure Hell.
  • Will up to 25 before racial modifiers [5/level], aiding
  Exorcism, Intimidation, and Meditation – all very useful!
  Close to Hell
  5 points/level
  This new Talent gives +1 per level (maximum four levels) to
  Exorcism, Hidden Lore (Demons), Occultism, Psychology
  (Demons), Religious Ritual, and Theology. You also get +1 per
  level on all reaction rolls made by demons! See Close to Heaven
  (p. 22) for the “good” version of this power-up.
  Demonologist Perks
  1 point/perk
  These count as Magic Perks (p. 14), but only demonologists
  may select them.
  Focused Exorcist
  See the power-up of this name under Cleric Perks (p. 22).
  Life-Force Burn‡
  Prerequisite: Deathliness, Demonic Attunement, or Power
  Investiture (Unholy) at 1+.
  You’re adept at spending life force in lieu of magical energy
  to power spells. When using Burning HP (p. B237), each level
  of this perk lets you ignore -1 of the penalty for spending HP.
  For instance, Life-Force Burn 4 [4] would let you spend 1-4 HP
  as if they were FP (no penalty), give only -1 if you spent 5 HP,
  and so on.
  Magical Lawyer
  You always use airtight wording for the terms of demonic
  contracts, which has the side effect of helping you word wishes
  and so on. If the GM feels that you, the player, have used
  ambiguous wording where risky magic is concerned, he’ll err
  in your favor rather than cackling evilly and hosing you.
  Hellfire
  30 points
  Prerequisite: Demonic Attunement 4+.
  Hellfire is exactly what it sounds like – fire, straight out of
  Hell. It sears not merely the target’s body but his immortal
  soul. To project it, the demonologist requires a free hand. He
  can otherwise use it to attack whenever he could strike with a
  melee weapon. However, each blast costs him 1 HP in addition
  to the Demonology modifier’s normal drawbacks.
  Hellfire emerges in a 10-yard jet that uses the Innate Attack
  (Beam) skill to attack; add Demonic Attunement as a bonus to
  hit. The only effective defense is to dodge. A hit means the tar-
  get loses 1d+1 HP, regardless of DR. He also suffers incendiary
  effects as if scorched by a burning attack for triple this amount.
  This influences only whether he catches fire; e.g., a 3 on the die
  inflicts 4 HP of injury but sets fires like 12 points of burning
  damage. This is ordinary fire, extinguished normally.
  Nothing is immune to Hellfire. It incinerates mortals,
  undead, constructs, immaterial spirits, and wholly inanimate
  targets equally. What keeps demonologists from destroying the
  world is the bit where they run out of HP – the Demonology
  modifier ensures that if the user ever drops to -HP or worse
  thanks to using Hellfire, he’s at -1 on the HT roll to avoid death,
  with failure meaning he goes to Hell and can’t be resurrected.
  Advantages: Burning Attack 1d+1 (Affects Insubstantial,
  +20%; Cosmic, Irresistible attack, +300%; Costs Hit Points,
  1 HP, -10%; Demonology, -10%; Incendiary, +10%;
  Increased 1/2D, 2¥, +5%; Jet, +0%) [30].
  DRUIDS
  Druids may purchase anything on their template or in the
  Druidic Arts power (or its replacement, if using Clerics) as a
  power-up. The Next Level adds further options:
  • Alternate Forms (Animal; Druidic, -10%) [Varies]. See
  Allies, pp. 6-11 for templates and rules, and Alternate Forms
  (p. 23) for important notes.
  • Damage Resistance 3 or 4 (Druidic, -10%; Limited,
  Elemental, -20%) [11 or 14].
  • Energy Reserve (Druidic) 1-20 [3/level].
  • Extraordinary Luck [30].
  • Power Investiture (Druidic) up to 6 [10/level] – or Druidic
  Talent up to 6 [5/level], for a bonus with Druidic Arts abilities
  only, not spells. Total levels cannot exceed 6, but Druidic Talent
  can later be upgraded to Power Investiture (Druidic).
  THE POWER-UPS
  24
  Demon Queen, hear me. Swallow
  my curse, from the dark heart of my
  ancestors: Maledetta! Maledetta!
  – The Brothers Grimm
  
  Experienced druids can have these additional power-ups:
  • Animal Friend up to 6 [5/level], a quick way to improve
  Veterinary and all forms of Animal Handling, with the added
  kick of a reaction bonus from all animals.
  • Green Thumb up to 6 [5/level] – cheaper than raising
  both Herb Lore and Naturalist, and also improves reactions
  from sentient plants.
  Druids have relatively few other power-ups – beyond more
  spells, the greatest druids tend to have lots of Allies (a standard
  Druidic ability; see Adventurers, p. 22 and Allies) and a phys-
  ically imposing Alternate Form (above).
  Close to the Earth
  5 points/level
  This new Talent gives +1 per level (maximum four levels) to
  Naturalist, Religious Ritual (Druidic), Theology (Druidic),
  Weather Sense, and “druidic” specialties of Hidden Lore:
  Elementals, Faeries, and Nature Spirits. You also get +1 per
  level on reaction rolls made by anybody who greatly respects
  or worships Nature, including druids, faerie, and most elves.
  Druid Perks
  1 point/perk
  These count as Magic Perks (p. 14), but only druids may
  select them.
  Eye of the Storm
  Whenever you’re subject to bad weather, it affects you as if
  it were a step less severe on the table on p. 194 of Magic. Where
  discrete steps make little sense, you instead get +1 to rolls to
  resist the weather’s effects. This does include ST rolls to keep
  your feet in Windstorm spells, HT rolls to avoid stun from
  Lightning, etc. The general attenuation of weather influ-
  ences your entire hex on a battle map; resistance
  bonuses benefit you alone.
  Friendly Undergrowth
  You get +1 in Quick Contests when someone is seeking
  your trail or hiding place in an overgrown area; e.g., when
  you’re using Camouflage or a rival is using Tracking.
  New Realm
  Variable
  See the power-up of this name under Clerics (pp. 22-
  23).
  Reincarnation
  20 points/level
  Prerequisite: Power Investiture (Druidic) level equal to Rein-
  carnation level.
  If you die, you return in a new form. This happens at the
  first sunrise after your death, in the “natural” area nearest your
  living associates’ current locale. Work with the GM on a suit-
  able entrance. If the party is camped in the woods, you could
  fall out of a tree in the morning – but if they’re in Hell, you
  might spawn near some interdimensional portal and have to
  decide whether to step through or return to town.
  Death erases a level of this power-up; you come back with 20
  fewer points. Your new form isn’t your old one, though. All that’s
  certain is that it will be appropriate to the site of your rebirth
  and have the same number of points as your last one, minus 20
  points for using up this ability, plus any unspent points you had
  at death. The GM creates your new self, keeping as many of your
  abilities as suit that identity – but your replacement body might
  belong to another humanoid race, be an intelligent version of a
  beast from Allies, or even be a sapient plant!
  The Druidic power modifier affects this ability in a special
  way: You lose additional points equal to the penalty to use
  spells or abilities at the site of your death. This reflects interfer-
  ence with the supernatural energies transporting your spirit to
  its new form.
  Example: Seamus, a 300-point human druid, is processed
  by mining machinery in the Dwarf Mines. His Reincarnation
  kicks in, meaning that he’ll come back with 280 points, but
  his 15 unspent points lead him to expect to be worth 295
  points. At dawn, the GM rules that he springs from uncut
  stone as a dwarf with his old abilities. Seamus thus gains a
  20-point racial template – but with only 15 points, he’ll lose 5
  points somewhere! The Mines are polluted, with tailings
  everywhere; Druidic abilities are at -5 there, so Seamus loses
  another 5 points. The GM realizes that at 23 years of age, Sea-
  mus would be a very young dwarf, and interprets the 10-point
  shortfall as Seamus being a dwarf child: -1 ST [-10]. Seamus’
  new point value is thus 300 + 20 (dwarf) - 10 (ST) - 20 (Rein-
  carnation) = 290 points, not 295 points.
  Advantages: Extra Life (Druidic, -10%; Reincarnation, -10%*)
  [20].
  * This isn’t -20%, like the Reincarnation limitation for
  Unkillable (p. B95), because you’re guaranteed a form well-
  suited to the adventure that killed you!
  ELEMENTALISTS
  The elementalist described on pp. 9-12 of Summoners may
  buy further traits from his template and all suitable Elemental
  abilities, plus these basic power-ups:
  • Alternate Forms (Elementals; Elemental, -10%) [Varies].
  See Summoners, pp. 26-32 for elemental templates, and
  Alternate Forms (p. 23) for important notes. Attuned elemental-
  ists can only acquire forms associated with their specialty.
  • Elemental Influence (One Element) up to 6 [8/level] or
  Elemental Influence (All Elements) up to 6 [10/level] – the for-
  mer convertible to the latter.
  THE POWER-UPS
  25
  Do Unto Others
  Many offensive power-ups are nasty for those on the receiving
  end. This cuts both ways! You can smite baddies without fail
  using Retribution, trap them within a Storm, outflank them with
  an Uninterruptible Flurry, and pierce their armor with the Coupe
  de Jarnac or Hellfire. However, your opponents might return the
  favor. As the delvers grow more powerful, the GM is within his
  rights to equip their enemies – particularly intelligent ones, such
  as evil clerics and unholy warriors – to give as good as they get.
  
  • Energy Reserve (Elemental) 1-20 [3/level].
  • Flight (Elemental, -10%) [36], if generalist or air-attuned.
  • Injury Tolerance (Damage Reduction 2; Elemental, -10%;
  Limited, Fire and Heat, -40%) [25], if generalist or fire-attuned;
  this halves penetrating injury from fiery attacks.
  • IQ up to 25 before racial modifiers.
  • Magic Resistance (Improved, +150%) [5/level], with no
  upper limit.
  • Permeation (Earth; Elemental, -10%; Extended, Stone,
  +20%) [44], if generalist or earth-attuned. While “ghosting”
  through earth and stone is a potent dungeon-crawling ability,
  you go naked and only for as long as you can hold your breath
  – and you need mana.
  • Permeation (Ice/Snow; Elemental, -10%) [9], if generalist
  or water-attuned. Again, note the drawbacks!
  • Resistant to Metabolic Hazards (+3) or (+8) (Elemental,
  -10%) [9 or 14].
  • Vibration Sense (Air or Water; Elemental, -10%) [9], if
  generalist or air/water-attuned (as appropriate).
  • Wild Talent (Focused, Magical, -20%; Retention, +25%)
  [21/level], with no upper limit. This allows one IQ + Elemental
  Influence roll per session per level to cast an unknown elemen-
  talist spell covered by your Elemental Influence.
  Elementalist Perks
  1 point/perk
  These count as Magic Perks (p. 14), but only elementalists
  may select them.
  Filter
  Prerequisite: Elemental Influence 1+ (Air or All Elements).
  You get +1 to HT rolls vs. respiratory agents (e.g., Stench
  spell), doubling to +2 if you need only avoid distraction (e.g.,
  the smell of rotten eggs).
  Kindle
  Prerequisite: Elemental Influence 1+ (Fire or All Elements).
  You can produce a tiny flame sufficient to light lanterns and
  tinder with a touch. This is equivalent to a 1-FP Ignite Fire
  spell with no range. If you know that spell, you save 1 FP when
  you cast it by touch.
  Pebbles
  Prerequisite: Elemental Influence 1+ (Earth or All Elements).
  Whenever you need a small stone (e.g., for sling ammo or to
  plug a hole), you can reach into loose soil, sand, or rubble and
  find one of the exact size and shape you need. These pebbles
  are otherwise worthless – you can’t conjure diamonds!
  Rinse
  Prerequisite: Elemental Influence 1+ (Water or All Elements).
  You can moisten your body’s exterior at will, becoming
  damp enough to extinguish flame if you’re on fire, flush away
  acid or poison, etc. Each use costs 1 FP that you can only
  recover if you have access to water.
  Inextinguishable Power
  5 points
  Prerequisite: Elemental Influence 1+.
  This works much like the power-up of the same name under
  Wizards (p. 36), but protects Elemental Influence, not Magery.
  Advantages: Protected Power (Elemental) [5].
  Power Reincarnate
  10 points
  Prerequisites: Elemental Influence 3+ and Wild Talent 1+
  with Retention.
  This is similar to the power-up of the same name under
  Wizards (p. 37), but speeds learning of elementalist spells cast via
  Wild Talent. You also have an IQ-4 default for Area Knowledge
  of elemental realms and an IQ-5 default for unknown Hidden
  Lore specialties related to those realms.
  Advantages: Reawakened (Elemental, -10%) [9].
  Perks: Background Knowledge (Elemental Realms) [1].
  Storms
  40 points/Storm
  Storms are powerful Elemental abilities that blast many
  foes. They work even in good weather or indoors! All have
  these modifiers:
  Elemental Storm (+180%): Accessibility, Requires gesture,
  -10%; Area Effect, 16 yards, +200%; Bombardment, Skill 14,
  -5%; Elemental, -10%; Emanation, -20%; Limited Use, 1/day,
  -40%; Nuisance Effect, Exploitable hole in center, -5%; Over-
  head, +30%; Persistent, +40%.
  In practical terms, once a day, the elementalist may take an
  Attack maneuver to plant his staff in the ground – or make a sim-
  ilar bold gesture, like smashing his oil lamp – and initiate the
  Storm. On that turn and on each of his next nine turns (10 sec-
  onds total), the Storm blasts everyone (friend or foe) within 16
  yards of the spot where he stood. Roll an attack from above at
  skill 14; victims may block or dodge, but must focus their atten-
  tion either upward or at ground level, suffering -2 on defenses vs.
  attacks from the direction ignored. The elementalist is safe if he
  remains at the eye – as is any foe in close combat with him – but
  if he steps from where he started his Storm, he, too, risks harm.
  He cannot end the Storm early, dial back damage, etc.
  Storms are subject to the standard drawbacks of the Ele-
  mental power modifier. Their advantage over combat spells
  is that they’re huge and deadly at no FP cost. Elementalists
  can even learn several different Storms and invoke them in
  rapid succession!
  THE POWER-UPS
  26
  It is the combination of the four
  elements in one person that makes the
  Avatar so powerful. But it can make
  you more powerful, too.
  – Avatar: The Last
  Airbender #2.9
  
  Storm of Air
  Prerequisite: Elemental Influence 6+ (Air or All Elements).
  Bolts of lightning fry the area from above. Anyone struck
  takes 2d+1 burning damage. A wounded victim must make a
  HT roll, at -1 per full 2 HP of injury, or be stunned. He may roll
  vs. HT each turn to recover, but later bolts can stun him anew.
  Advantages: Burning Attack 2d+1 (Elemental Storm, +180%;
  Side Effect, Stunning, +50%) [40].
  Storm of Earth
  Prerequisite: Elemental Influence 6+ (Earth or All Elements).
  Falling stones hammer the area. A roll of 14 means a target
  is hit by one rock – but a 13 means two and a 12 or less means
  three! An active defense avoids one stone if made exactly, two
  if made by 1, or three if made by 2+. Each boulder inflicts 2d+1
  crushing damage. Apply DR separately to each hit.
  Advantages: Crushing Attack 2d+1 (Elemental Storm, +180%;
  Rapid Fire 3, +50%) [40].
  Storm of Fire
  Prerequisite: Elemental Influence 6+
  (Fire or All Elements).
  Fireballs rain from above, burning
  those unfortunate enough to get in the
  way for 3d-1 burning damage per hit
  (and starting fires per p. B433).
  Advantages:
  Burning Attack 3d-1
  (Elemental Storm, +180%) [40].
  Storm of Water
  Prerequisite: Elemental Influence 6+
  (Water or All Elements).
  Icy rain douses the area, chilling those within. Roll 1d and
  subtract 1 per full DR 3 the target has insulating him. If he isn’t
  immune to metabolic hazards, he loses that many FP. He can-
  not recover without rest and heat; thus, allies cannot “heal”
  these FP using Lend Energy or similar.
  Advantages: Fatigue Attack 1d (Armor Divisor (3), +100%; Ele-
  mental Storm, +180%; Freezing, +20%) [40].
  EVIL CLERICS
  Evil clerics are described on p. 23 of The Next Level. They
  may spend earned points on anything on their template and in
  the Unholy Might power (if using Clerics, this may be modi-
  fied), plus these options:
  • Alternate Forms (Demon; Unholy, -10%) [Varies]. See
  Summoners, pp. 32-35 for demon templates, and Alternate
  Forms (p. 23) for important notes. Note to GM: Evil clerics get
  fewer other power-ups than good ones because of this potent
  ability. If you forbid this, add something to compensate.
  • Energy Reserve (Unholy) 1-20 [3/level].
  • Extraordinary or Ridiculous Luck [30 or 60].
  • Power Investiture (Unholy) up to 6 [10/level] – or Unholi-
  ness up to 6 [5/level], for a bonus with Unholy Might abilities
  only, not spells. Total levels cannot exceed 6, but Unholiness can
  later be upgraded to Power Investiture (Unholy).
  • Wild Talent (Focused, Evil Clerical, -20%; Unholy, -10%)
  [14/level], with no upper limit. This allows one IQ + Power
  Investiture (Unholy) roll per session per level to cast an
  unknown evil clerical spell.
  Close to Hell
  5 points/level
  See the power-up of this name under Demonologists (p. 24).
  Doom
  40 points
  Prerequisite: Power Investiture (Unholy) or Unholiness at 6+.
  This power-up uses the rules for Retribution (p. 23), except
  that the power modifier is Unholy instead of Holy, the attack
  affects foes of the opposite moral persuasion, and the effect
  emerges from below – an explosion of brimstone, a horrid ten-
  tacle, an upthrust stalagmite, etc. Again, these specifics are a
  special effect. Treat attacks from below like attacks
  from above for defense purposes.
  Evil Cleric Perks
  1 point/perk
  These count as Magic Perks (p. 14), but only evil
  clerics may select them.
  Dark Karma
  Whenever you roll a critical failure, you may
  spend 1 HP to downgrade it to a regular failure. This
  gives you a Dark Karma Point (DKP). For as long as
  you have even 1 DKP, you must choose between two
  evils every time you get a critical success at a task the
  GM deems necessary: Accept normal failure instead
  of critical success, dissipating 1 DKP, or spend HP
  equal to your current DKP tally to keep your critical, dissipating
  no DKP! You can keep mitigating critical failures and accumu-
  lating DKP until either it kills you or you accept a long run of
  bad luck. Your DKP tally isn’t erased between game sessions.
  Flagellant’s Blessing, Focused Exorcist
  See the power-ups of these names under Cleric Perks (p. 22).
  Life-Force Burn‡
  See the power-up of this name under Demonologist Perks
  (p. 24).
  Tainted Touch
  Whenever you so much as brush against someone who isn’t
  Evil like you (and most monsters are Evil), he feels unclean.
  While mostly a source of cheap thrills, this counts as a distrac-
  tion when a crony is attempting a task that would benefit from
  one: picking a pocket, sneaking past a guard, etc. Don’t roll for
  your distraction; your pal automatically gets +1 per two full
  levels of Power Investiture (Unholy) or Unholiness you possess
  (and feels unclean himself, unless he’s Evil).
  New Realm
  Variable
  See the power-up of this name under Clerics (pp. 22-23).
  THE POWER-UPS
  27
  
  HOLY WARRIORS
  Holy warriors get a mix of combat-related and clerical
  power-ups. They have access to everything on their template
  and in the Holy Might power (or a sim-
  ilar power granted by their deity, if
  using Clerics), plus these choices
  described in The Next Level:
  • Blessed 1-6 (Heroic Feats; Holy,
  -10%) [9/level], maximum +2d to each
  of ST, DX, and HT.
  • Enhanced
  Block
  up
  to
  2
  [5/level].
  • Enhanced Parry (One Melee
  Weapon skill) up to 2 [5/level].
  • Extra Attack 1 [25].
  • Extraordinary
  or
  Ridiculous
  Luck [30 or 60].
  • Higher Purpose up to 3 [5/level].
  • Holiness up to 6 [5/level].
  • Wild Talent (Focused, Clerical,
  -20%; Holy, -10%) [14/level], with no
  upper limit.
  Two additional basic power-ups not
  mentioned elsewhere also suit the profession:
  • Allies (Animal companion of equal points; 12 or less; Holy,
  -10%; Summonable, +100%) [19] or (15 or less) [29]. This works
  like a divine servant, but is a mount or a hound; see Allies, p. 13.
  • Will up to 25 before racial modifiers [5/level], improving
  Exorcism, Intimidation, and Meditation, and greatly assisting
  True Faith.
  Close to Heaven
  5 points/level
  See the power-up of this name under Clerics (p. 22).
  New Realm
  Variable
  This is essentially the same power-up noted under Clerics
  (pp. 22-23). The difference is that instead of adding Power
  Investiture levels that come with access to several spell lists
  and sacred powers, it adds Holiness levels and access only to
  additional powers. Thus, the “startup cost” is just 5 points and
  Holiness in each new realm costs 1 point/level. The holy war-
  rior must buy at least Holiness 1 in a new realm, but can’t
  exceed his Holiness level with his primary one.
  Advantages: Holiness [5/level] as an alternative ability, for 1
  point/level; Unusual Background (Champion of multiple
  gods) [5].
  Retribution
  40 points
  See the power-up of this name under Clerics (p. 23).
  Shield of Faith
  30 points
  See the power-up of this name under Clerics (pp. 23-24).
  INNKEEPERS
  Innkeepers – from Taverns, p. 8 – are somewhat tongue-
  in-cheek, even for Dungeon Fantasy. If one is played as a
  serious PC, though, he can work toward everything on
  his template, plus these basic power-ups, which reflect
  a true generalist:
  • Any one of ST, DX, IQ, or HT up to 25 before racial
  modifiers. Pick what you’re famous for: power, speed,
  wits, or an indestructible constitution.
  • Charisma [5/level], with no upper limit.
  • Resistant to Poison (+8) [7] or even Immunity to
  Poison [15]. (Okay, this power-up is about absorbing
  intoxicants, not being a generalist!)
  • Smooth Operator up to 6 [15/level], which aids
  Carousing, Detect Lies, Diplomacy, Fast-Talk, Intimida-
  tion, Leadership, Sex Appeal, and Streetwise – all vital to
  the trade!
  • Wealth up to Very Wealthy [30], making you incredi-
  bly good at fencing loot in town; see Adventurers, p. 23.
  • Wild Talent [20/level], with no upper limit.
  The GM with a good sense of humor might also allow
  Weapon Master (Improvised Weapons) [40]!
  Artifact Lore
  25 points
  See the power-up of this name under Artificers (p. 17).
  Jack of All Trades
  10 points/level
  This special “Talent” works differently from most. You have
  no bonus at all on skills you actually know, but when you roll
  at default for any skill that permits such a roll, add your Talent
  (maximum three levels – not four) to your effective level! This
  doesn’t make it any cheaper or faster to learn skills, or give any
  kind of reaction bonus.
  Attributes: DX +1 to +3 (Only for defaults, -80%) [4/level]; IQ
  +1 to +3 (Only for defaults, -80%) [4/level]; HT +1 to +3
  (Only for defaults, -80%) [2/level].
  Piecemeal Knowledge
  1 point/skill
  Innkeepers are good listeners who often receive not just
  coin but information as tips. Each Piecemeal Knowledge perk
  you buy lets you pick a skill reserved for another profession
  from among Esoteric Medicine (any), Exorcism, Herb Lore,
  Hypnotism, chi skills without other such skills as prerequisites
  (e.g., Power Blow and Pressure Points are fine, but not Flying
  Leap or Pressure Secrets), and spells that lack prerequisites
  (which includes many useful tricks, like Climbing, Haste, and
  Sense Foes). Provided that you meet the skill’s mundane pre-
  requisites – minimum IQ, weapon skill levels, etc. – then you
  may learn and use that skill normally as a power-up!
  Street-Smart
  5 points/level
  See the power-up of this name under Thieves (p. 35).
  THE POWER-UPS
  28
  
  KNIGHTS
  Being utilitarian warriors, knights lack exotic power-ups.
  They should mainly invest in the traits on their template, the
  general options under Combat Power-Ups (pp. 10-13), and
  these addenda from The Next Level:
  • Enhanced Block up to 3 [5/level].
  • Enhanced Parry (One Melee Weapon skill) up to 3
  [5/level].
  • Extra Attack up to 2 [25/level].
  • HP up to 1.5 ¥ ST.
  • Melee Weapon skill improvement whenever points are
  available – even in battle!
  Knights also enjoy freer access to Combat Perks (pp. 11-
  12). Those who earn experience leading adventuring bands or
  ordering around spear-carriers can exceed a further limit as a
  power-up:
  • Born War Leader up to 6 [5/level], cheaply raising all of
  Leadership, Strategy, and Tactics, and scoring a nice reaction
  bonus from other warriors.
  Armor Mastery
  5 points
  Prerequisites: Combat Reflexes, plus Armoury (Body Armor)
  at 12+ and Melee Weapon skill at 17+.
  You’re adept at actively using armor. When you wear armor
  with DR 2+, raise its DR by 1. This effect is mundane – a
  learned skill (if not a GURPS skill), not an exotic talent. It com-
  prises many minor tricks, one of which is turning the strongest
  armor toward each blow. Another aspect of this power-up is
  knowing how best to pad armor with clothing; in fact, you’re
  so good at this that if you wear flexible padding that would give
  anyone DR 1-2 under rigid armor, you don’t suffer the usual -1
  to DX for layering armor.
  Advantages: Damage Resistance 1 (Accessibility, Only in DR
  2+ armor, -20%) [4].
  Perks: Suit Familiarity (Layered Armor) [1].
  Shield Mastery
  15 points
  Prerequisites: Combat Reflexes, plus Shield at 17+ and Tac-
  tics at 12+.
  You’re especially good at using your shield for cover. Add 1
  to its DB anytime you block or dodge a ranged threat. In addi-
  tion, against a cone, explosion, or similar large-area attack
  from in front, you can interpose your shield in such a way that
  – whether or not you dive for cover (p. B377) – it gives you an
  extra DR 2 vs. the effect.
  Advantages: Damage Resistance 2 (Accessibility, Requires
  shield, -20%; Directional, Front, -20%; Limited, Large-Area
  Damage, -40%) [2]; Enhanced Block 1 (Limited, Ranged,
  -20%) [4]; Enhanced Dodge 1 (Accessibility, Requires
  shield, -20%; Limited, Ranged, -20%) [9].*
  * While partly based on Enhanced Defenses, this power-up
  is separate from and cumulative with any other Enhanced
  Defenses you may have.
  MARTIAL ARTISTS
  Martial artists may purchase the options on their template
  and the abilities of the Chi Mastery power, and typically invest
  heavily in chi skills (Adventurers, p. 22). The Next Level per-
  mits additional power-ups:
  • Chi Talent up to 6 [15/level] – costly, but the cheapest way
  for a hero with more than three chi skills to improve them all.
  • Claws (Blunt; Chi, -10%) [3], representing “eagle claws”
  that give +1 per die to barehanded punching damage.
  • Clinging (Chi, -10%) [18].
  • Enhanced Dodge up to 3 [15/level].
  • Enhanced Time Sense (Chi, -10%) [41].
  • Extraordinary Luck [30].
  • Wild Talent [20/level], with no upper limit.
  Martial artists who mainly
  fight unarmed are welcome to a
  further power-up:
  • Enhanced Parry (Unarmed)
  up to 3 [5/level].
  Hand of Death
  15 points
  Prerequisites: Chi Talent 2+,
  Trained by a Master, and Pressure
  Secrets at 16+.
  To deliver the Hand of Death,
  pay 2 FP to “charge up” your hand
  and then touch your target’s body. Fur, scales, and skin count;
  clothing and armor don’t. Contact requires a Karate roll in
  combat, at a bonus equal to your Chi Talent but often with a
  penalty for an unarmored location. Success means you can
  trigger the Hand at any future date, from any distance; critical
  failure means it affects you immediately!
  When you trigger the Hand, the victim must roll HT-4 every
  10 seconds for a minute. Each failure inflicts 1d injury, as if
  from poison; success, even critical success, prevents damage
  but doesn’t break the cycle. If total injury comes to 1/3 of the
  subject’s HP, he has -1 HT, worsening to -2 at 1/2 of his HP and
  -4 at 2/3 of his HP. Resistant to Poison or Metabolic Hazards
  gives a resistance bonus; Immunity to either blocks this power-
  up. Somebody who knows the Hand (including you!) gets an
  extra +3 to resist.
  The Hand is completely undetectable, even by magic. If it’s
  suspected, the only way to remove it or break its cycle is for the
  healer to take 10 seconds and win a Quick Contest: Esoteric
  Medicine vs. your Pressure Secrets skill. The injury itself heals
  normally, and survivors regain lost HT as they recover past the
  above thresholds.
  Advantages: Toxic Attack 1d (Chi, -10%; Contact Agent, -30%;
  Costs Fatigue, 2 FP, -10%; Cyclic, 10 sec., 6 cycles, +250%;
  Delay, Triggered, +50%; Melee Attack, Reach C, -30%; No
  Signature, +20%; Nuisance Effect, Severe critical failures,
  -5%; Resistible, HT-4, -10%; Symptoms, -2 HT at 2/3 HP,
  +10%; Symptoms, -1 HT at 1/2 HP, +10%; Symptoms, -1 HT
  at 1/3 HP, +15%; Terminal Condition, Use Esoteric Medi-
  cine, -10%) [14].
  Perks: Chi Resistance (Hand of Death) [1].
  THE POWER-UPS
  29
  
  Martial-Artist Perks
  1 point/perk
  These count as Combat Perks (p. 11), but only martial
  artists may select them.
  Armor Familiarity†‡
  You’re accustomed to fighting in armor. You must special-
  ize by skill. Each level (maximum four levels) lets you ignore -1
  in encumbrance penalties to attack
  and parry with one of Judo, Karate,
  or Smallsword.
  Drunken Fighting
  Prerequisite: Trained by a Master.
  You’ve mastered the art of fight-
  ing while soused! When tipsy or
  drunk (p. B428), treat the -1 or -2 to
  DX as a +1 or +2 bonus in a fight.
  Penalties to IQ and self-control rolls
  apply normally (remember this
  when you have to resist a spell . . .).
  Iron Hands
  Prerequisite: Trained by a Master.
  Your hands have +1 DR. This is basic toughening, not Chi
  powers, and cumulative with armor, Chi abilities, etc. By itself,
  it’s just tough skin, and no protection against contact poisons
  and the like.
  Seven Secret Kicks
  7 points
  Prerequisites: Chi Talent 2+, Trained by a Master, and Karate.
  You spend a lot of time kicking things. As a result, you don’t
  have -2 to hit when you kick with Karate, and you may roll
  against Karate rather than DX to avoid falling should you miss.
  Even better, you get +1 per die to kicking damage!
  Advantages: Striker (Crushing; Chi, -10%; Shin, -20%) [4],
  which isn’t a whole new body part but super-tough shins . . .
  Techniques: Kicking (H) Karate [3].
  Uninterrupted Flurry
  20 points
  Prerequisites: Chi Talent 4+ and Trained by a Master.
  For just a few seconds, you can explode into action, moving
  too fast to interrupt. You must take a Ready maneuver to acti-
  vate this power-up. For the next 1d turns afterward, you may
  pick two maneuvers in succession each turn, with no delay
  between them! With All-Out Attack (Double) and then All-Out
  Defense (Increased Dodge), you could travel half your Move,
  strike one extra time, and then withdraw at half Move and +2
  to Dodge; with two Move maneuvers, you could flank foes
  before they’re able to respond. Once the burst of speed ends,
  you must wait five minutes before using it again, effectively
  limiting it to once per battle.
  Advantages: Altered Time Rate 1 (Chi, -10%; Maximum Dura-
  tion, 1d seconds, -75%) [20].
  NECROMANCERS
  Necromancers lurk on pp. 12-15 of Summoners (and in
  most graveyards). They have access to everything on their tem-
  plate, all Necromantic abilities, and these largely self-explana-
  tory power-ups:
  • Alternate Forms (Undead; Necromancy, -10%) [Varies].
  See Summoners, pp. 22-23 for ghosts, Summoners, pp. 25-
  26 for material undead, and Alternate
  Forms (p. 23) for important notes.*
  • Deathliness up to 6 [8/level].
  • Doesn’t Breathe (Necromancy,
  -10%) [18].*
  • Doesn’t Eat or Drink (Necro-
  mancy, -10%) [9].*
  • Doesn’t
  Sleep
  (Necromancy,
  -10%) [18].*
  • Energy Reserve (Necromantic) 1-
  20 [3/level].
  • Extra Life 1 (Necromancy, -10%)
  [23].*
  • Higher Purpose (Maintain the
  natural order or Bring the worlds of life
  and death together) up to 3 [5/level].
  • Metabolism Control 4-6 (Necromancy, -10%) [18, 23, or
  27].*
  • Reduced Consumption 3-4 (Cast-Iron Stomach, -50%;
  Necromancy, -10%) [3 or 4].*
  • Resistant to Death Effects (+3) or (+8) (Necromancy, -10%)
  [5 or 7], which helps to resist any supernatural effect – short of
  a deity’s will – meant to cause death: Burning and Rotting Death
  spells, death potions, Hand of Death (p. 29), etc.*
  • Wild Talent (Focused, Deathly, -20%; Necromancy, -10%)
  [14/level], with no upper limit. This allows one IQ + Deathliness
  roll per session per level to cast an unknown deathly spell.*
  • Will up to 25 before racial modifiers [5/level], aiding
  Exorcism, Intimidation, and Meditation.
  * These gifts fail in places dedicated to life, making them
  unreliable on adventures in druid groves, healing temples, etc.
  Even a Pentagram spell or being shackled by someone with
  True Faith can rob you of power! See Summoners, p. 15.
  Close to Hell
  5 points/level
  See the power-up of this name under Demonologists (p. 24).
  Foul Limb
  Variable
  You have a horrid undead arm. Perhaps you hacked off your
  arm and sewed on that of a zombie, or withered your own limb
  and reanimated it. Details are up to the GM, who’s welcome to
  declare this a “guild secret” that always costs money as well as
  points. See Pyramid #3/1: Tools of the Trade – Wizards for far too
  much on the subject.
  In places where Necromantic abilities don’t work, a Foul
  Limb is useless – you have a limp, dead arm. Moreover, a Foul
  Limb gives -2 to all mundane or magical attempts to conceal
  it or your profession. However, your Deathliness level aids all
  rolls to avoid crippling, withering, paralysis, etc. of your
  nasty appendage.
  THE POWER-UPS
  30
  
  There are several sorts of Foul Limbs. Pick one. Depending
  on your choice, it may come with special perks:
  Dead Arm: The arm is no less pain-resistant, but it (and only
  it) has Injury Tolerance (No Blood) – it won’t bleed or carry
  blood-borne diseases or poisons into your body. It might have
  maggots, but it’s unappealing to blood-sucking bugs.
  Pestilent Arm: The arm is filthy, with gore-caked claws, pus-
  oozing sores, etc. Should you injure a living person with it
  through an unarmed attack, he must check for infection
  (p. B444) at -3, just as if he had been wounded in a locale with
  a special infection.
  Ghoul Arm
  10 points
  This arm is modestly stronger (+2 ST) and tougher (+2 DR)
  than a natural one, with nasty claws that convert your punch-
  ing damage to cutting. It’s also obvious and putrid.
  Advantages: Arm ST 2 (Single Arm; Necromancy, -10%) [6];
  Damage Resistance 2 (Necromancy, -10%; Partial, Arm,
  -40%) [5]; Sharp Claws (Necromancy, -10%) [5].
  Perks: Dead Arm [1]; Pestilent Arm [1].
  Disadvantages: One Arm (Mitigator, Necromancy, -70%) [-6];
  Unnatural Features 2 [-2].
  Wraith Arm
  55 points
  This arm is scary, with +5 ST and +4 DR. Instead of punch-
  ing with it, you may deliver a chilling touch that inflicts 1d FP
  on a living victim, regardless of his DR. You cannot hide its icy
  aura of doom.
  Advantages: Arm ST 5 (Single Arm; Necromancy, -10%) [14];
  Damage Resistance 4 (Necromancy, -10%; Partial, Arm,
  -40%) [10]; Fatigue Attack 1d (Cosmic, Irresistible attack,
  +300%; Freezing, +20%; Melee Attack, Reach C, -30%; Necro-
  mancy, -10%) [38].
  Perks: Dead Arm [1].
  Disadvantages: One Arm (Mitigator, Necromancy, -70%) [-6];
  Unnatural Features 2 [-2].
  Zombie Arm
  15 points
  This squidgy, disease-ridden arm has a mere +1 ST – but
  you can remove it! You’re one-armed for the duration, but gain
  a useful “friend.” It possesses your ST for striking or strangling,
  halved for grappling or dragging; your DX and HT; your HP/2;
  Move of your ST/4; Dodge of your DX/2 + 3; and your SM-2.
  Round fractions up. To reattach it, hold it in place for a minute.
  Advantages: Arm ST 1 (Single Arm; Necromancy, -10%) [3];
  Injury Tolerance (Independent Body Parts; Necromancy,
  -10%; Partial, Arm, -40%) [18].
  Perks: Dead Arm [1]; Pestilent Arm [1].
  Disadvantages: One Arm (Mitigator, Necromancy, -70%) [-6];
  Unnatural Features 2 [-2].
  Necromancer Perks
  1 point/perk
  These count as Magic Perks (p. 14), but only necromancers
  may select them.
  Corpse Smart
  You recognize the undead on sight, barring magical decep-
  tions or illusions. You never mistake undead for corpses or liv-
  ing beings, and can distinguish them from similar entities such
  as constructs sewn together from body parts.
  Lesser Lichdom
  You have enough necromantic energy flowing through you to
  keep your body going for a short time after death. If a roll of the
  dice indicates that you’ll die for certain from anything but
  instant death (disintegration, incineration, etc.), roll 1d+1 for the
  number of seconds you get to keep walking around anyway.
  During this period, you’ll suffer all the effects of injury except col-
  lapse due to death or unconsciousness. Then you really die.
  Life-Force Burn‡
  See the power-up of this name under Demonologist Perks
  (p. 24).
  Vampirize
  25 points
  Prerequisite: Deathliness 6+.
  While not a vampire, you’re headed that way. You can drain
  life from living beings to heal yourself. This requires forcible,
  ongoing contact – a grapple in combat or a firm handshake
  otherwise – and not a mere touch. There’s no way to hide what
  you’re doing!
  Roll a Quick Contest of Will with your victim each second;
  you may add Deathliness, while he benefits from Magic
  Resistance. Victory means he suffers 1 HP of injury while you
  heal 1 HP. Once you have full HP, stolen HP replenish your
  Energy Reserve on a 1:1 basis. When both are full, your victim
  still loses HP but you gain nothing. If the subject successfully
  resists, you cannot try to affect him again for 24 hours.
  This power-up’s most common use is to heal after battle by
  draining HP from those who have fallen but not yet died.
  Advantages: Leech 1 (Accelerated Healing, +25%; Heals FP
  after HP, +30%; Increased Immunity 3, -30%; Necromancy,
  -10%; Requires Will vs. Will Roll, -15%) [25].
  SCHOLARS
  Scholars (Sages, pp. 8-11) may spend earned points on any-
  thing from their template. Their additional options focus on
  brains (using, not eating) and the knowledge that their unique
  abilities lets them “borrow”:
  • Book-Learned Wisdom [5/slot + 2/point in slot], with no
  upper limit.
  • Energy Reserve (Scholarly) [3/level], with no upper limit.
  This can be used for any skill or spell “borrowed” via Book-
  Learned Wisdom or Wild Talent, regardless of type; e.g., it
  could fuel a druidic spell, then a deathly (necromancer) spell,
  and finally Power Blow. However, it can’t be used for perma-
  nently learned abilities!
  • Higher Purpose (Seek Knowledge) up to 3 [5/level], giving
  up to +3 to any roll made to bargain for books, decipher runes,
  communicate with sphinxes, etc. (but not rolls for Book-
  Learned Wisdom and Wild Talent – that’s memorizing and
  using, not seeking).
  THE POWER-UPS
  31
  
  • IQ, with no upper limit! A scholar who keeps adventur-
  ing and plowing the points he earns into IQ could acquire a
  godlike intellect.
  • Wild Talent (No Advantage Requirements, +50%)
  [30/level], with no upper limit.
  Unlike other adventurers who aren’t dedicated spellcasters,
  the scholar can also select Familiar (p. 14) as a power-up.
  Applied Wisdom
  5 points/level
  Prerequisite: IQ 21+.
  You’re adept at using your brains practically. Maximum
  level of this power-up is (IQ - 20). Add your level to the cap of
  IQ 20 for skill defaults; see The Rule of 20 (p. B173). For
  instance, IQ 24 enables Applied Wisdom 1-4, letting you base
  defaults on IQ 21-24 instead of merely IQ 20.
  Attributes: IQ past 20 acquires an enhancement: Super Attrib-
  ute, +25% for 5 points per modified level.
  Artifact Lore
  25 points
  See the power-up of this name under Artificers (p. 17).
  Jack of All Trades
  10 points/level
  See the power-up of this name under Innkeepers (p. 28). In
  the scholar’s case, the “special effect” is that this is a result of
  being remarkably well-read.
  Oracle (Scholarly)
  15 points
  This variant of Oracle (p. B72) is a way to garner “free”
  clues from the GM. It’s like the cleric, necromancer, or shaman
  ability, minus the mumbo-jumbo. Instead of prayer or medita-
  tion, you need a library . . . any library. You walk in, poke
  around for an hour, and come out with insights. Balancing this
  drawback is a potent benefit: You may replace the Sense roll
  for discovery with a roll against the better of Research or
  Speed-Reading, and may use whatever skill applies to the
  adventure – e.g., Hidden Lore (Undead) on a ghost hunt –
  instead of IQ for interpretation.
  SCOUTS
  As The Next Level explains, scouts have access to every-
  thing on their template, plus these options:
  • Basic Move up to +6 [5/level].
  • Enhanced Tracking (Multiple Lock-Ons, +20%) [6/level],
  with no upper limit.
  • Extra Attack 1 [25].
  • Extraordinary Luck [30].
  • Silence 1 or 2 [5 or 10].
  • Telescopic Vision 1 or 2 [5 or 10].
  Most scouts who don’t start with Weapon Master (Bow) [20]
  prioritize that for the damage bonus. It’s also fair to let experi-
  enced scouts ignore these restrictions as power-ups:
  • Outdoorsman up to 6 [10/level], improving all of Camou-
  flage, Mimicry, Navigation, Survival, and Tracking – a bargain,
  if raising more than two of these.
  • Per up to 25 before racial modifiers [5/level], improving
  Observation, Search, Survival, and Tracking.
  • Zen Archery without needing Chi Mastery or Meditation.
  Bow Fencer
  10 points
  Prerequisites: Heroic Archer and Bow at 20+.
  You can wield a bow as a melee weapon without ruining it.
  Roll against Bow skill to strike with your bow as a baton at
  Reach 1, for swing or thrust crushing damage. If you have an
  arrow ready, you may opt to poke for thrust-1 impaling. You
  may also parry at Bow/2 + 3. While parrying, your bow has
  effective DR 6, like a sword, rather than the usual DR 2 – it may
  well break because it’s much lighter than what you’re parrying,
  but not merely because it’s a bow! None of these moves will
  unready your bow.
  Advantages: Damage Resistance 4 (Accessibility, Only on par-
  ries, -20%; Partial, Bow, -40%) [8].
  Perks: Technique Adaptation (Bow & Arrow Parries) [1]; Tech-
  nique Adaptation (Bow & Arrow Strikes) [1].
  Craftiness
  5 points/level
  See the power-up of this name under Thieves (p. 35). This is
  an especially efficient way for a scout to become good at Cam-
  ouflage, Shadowing, and Stealth.
  Double-Shot
  7 or 6 points
  Prerequisite: Heroic Archer.
  You can draw two arrows with a single Fast-Draw roll, and
  then ready your bow and shoot them both at once – at either
  the same or different targets. They get full range and damage,
  but you can only claim Acc bonuses on one target unless you
  possess Enhanced Tracking. Alongside just Heroic Archer,
  Double-Shot costs 7 points. If you also have Weapon Master
  (Bow), it costs 6 points.
  Perks: Unique Technique (Double-Draw) [1].
  Techniques: Double-Draw (H) Fast-Draw+0 [3] without
  Weapon Master, or [2] with; Dual-Weapon Attack (Bow) (H)
  Bow+0 [3].
  THE POWER-UPS
  32
  Oh, you mean spy out the
  land. Well, why alone? Why not
  take a few of us scouting?
  – Jason and
  the Argonauts
  
  Quick-Shot
  5 or 3 points
  Prerequisite: Heroic Archer.
  You’re an ace at the main trick of the Heroic Archer advan-
  tage (Adventurers, p. 14), which is shooting a bow quickly.
  This power-up lets you ignore the penalty for doing so. If you
  have just Heroic Archer, it costs 5 points. If you’ve also
  acquired Weapon Master (Bow), it costs 3 points – which is still
  cheaper than raising Bow by a level.
  Perks: Unique Technique (Quick-Shooting) [1].
  Techniques: Quick-Shooting (H) Bow+0 [4] without Weapon
  Master, or [2] with.
  Seafarer
  10 points/level
  See the power-up of this name under Barbarians (p. 19).
  Strongbow
  1 point
  Prerequisite: Heroic Archer.
  This is a Combat Perk (p. 11) that only a scout may have.
  You’ve learned how best to draw a heavy bow. With Bow at
  DX+1, you can use a bow of your ST+1, while Bow at DX+2 or
  better raises this to ST+2. You need a strong bow to realize
  range and damage improvements; there’s no benefit when
  shooting a bow of your ST or less. This perk is cumulative with
  the effects of an elven bow; e.g., a ST 13 scout with Bow at
  DX+2 or above could shoot a ST 17 elven bow!
  SHAMANS
  Shaman power-ups reflect spiritual ties, a social role, and
  general wisdom. A shaman may add anything on pp. 16-19 of
  Summoners – template traits, Shamanic abilities, and addi-
  tional spirit Allies and Patrons – plus the following:
  • Alternate Forms (Spirit; Shamanic Gift, -10%) [Varies],
  animal spirits and ghosts being most appropriate. See
  Summoners, pp. 21-23 for suitable templates, and Alternate
  Forms (p. 23) for important notes.
  • Animal Friend up to 6 [5/level] – worthwhile if using most
  of Animal Handling, Falconry, Riding, Teamster, and Veterinary.
  • Charisma [5/level], with no upper limit.
  • Energy Reserve (Shamanic) 1-20 [3/level].
  • Higher Purpose (Serve your people; Protect the spirit
  realm; etc.) up to 3 [5/level].
  • Power Investiture (Shamanic) up to 6 [10/level] – or
  Shamanic Talent up to 6 [5/level], for a bonus with Shamanic
  abilities only, not spells. Total levels cannot exceed 6, but
  Shamanic Talent can later be upgraded to Power Investiture.
  • Ridiculous Luck (Shamanic Gift, -10%) [54] or (Active,
  -40%; Shamanic Gift, -10%) [30].
  • Wild Talent (Focused, Shamanic, -20%; Shamanic Gift,
  -10%) [14/level], with no upper limit. This allows one IQ +
  Power Investiture (Shamanic) roll per session per level to cast
  an unknown shamanic spell.
  As Summoners explains, the GM might permit Jumper
  (Spirit; Shamanic Gift, -10%) [90] – but this may need further
  modifiers to suit the campaign. Thus, while it’s a fitting
  power-up for experienced shamans, it requires GM input.
  Most powerful shamans invest their points in numerous
  shamanic Allies and Patrons.
  Elder’s Blessing
  10 points
  Prerequisite: Power Investiture (Shamanic) 6+.
  You can “bless” one specific task carried out by somebody
  in your presence, but never yourself. Perform a one-minute rit-
  ual over him – this can’t be rushed – and then make an IQ +
  Power Investiture roll. If you succeed, he gets a bonus on the
  first roll he makes for that task.
  For a task so trivial that even critical failure means no harm
  or loss, the bonus is your margin of success. For most adven-
  turing actions, halve this. For a combat roll, like “The first
  strike on the dragon in the next room,” divide margin by three.
  Drop all fractions – but there’s a minimum, guaranteed +1 if
  you succeeded at all.
  The blessing ends when its bonus is claimed, it’s dispelled,
  or you bless another task. You can have at most one blessing
  active at a time. Similarly, no task can benefit from the bless-
  ing of more than one shaman.
  Advantages: Visualization (Blessing, Others Only, +0%;
  Shamanic Gift, -10%) [9].
  Perks: Rules Exemption (Visualization bonus always at least
  +1) [1].
  New Realm
  Variable
  If shamans are essentially specialist clerics or druids in the
  campaign, then they can select this power-up – described
  under Clerics (pp. 22-23) – to add the powers and spells of other
  varieties of priests to their bag of tricks. Similarly, those other
  holy folk can buy New Realm in order to obtain Shamanic
  Power and shamanic spells.
  Shaman Perks
  These count as Magic Perks (p. 14), but only shamans may
  select them.
  Focused Exorcist
  See the power-up of this name under Cleric Perks (p. 22).
  THE POWER-UPS
  33
  They say foul beings of Old Times still
  lurk
  In dark forgotten corners of the world,
  And Gates still gape to loose, on
  certain nights,
  Shapes pent in Hell.
  – Robert E. Howard,
  The Black Stone
  
  Karma Bank
  Whenever you attempt a success roll that the GM deems
  necessary – not a trivial one that you opted to try – and get a
  critical failure, you receive a Karma Point (KP). You can spend
  1 KP later, before rolling, for +1 to any skill or damage roll.
  Every critical success you roll removes one unspent KP (no
  effect if you have 0 KP). Your KP tally is reset to 0 at the end of
  each game session.
  Spirit Item
  This works like Spirit Weapon (Summoners, p. 5), except
  that it affects one specific piece of gear other than a weapon.
  The only limit is that it can weigh no more than your BL.
  Spirit-Talker
  5 points/level
  This new Talent gives +1 per level (maximum six levels, not
  just four) to Exorcism, Fortune-Telling (Augury or Dream
  Interpretation), Hidden Lore (Spirits), Meditation, Occultism,
  and Theology. You also get +1 per level to reaction rolls made
  by spirits.
  SWASHBUCKLERS
  Most swashbucklers simply raise their physical attrib-
  utes, template traits, and combat skills, and take general
  combat power-ups (pp. 10-13). The Next Level offers a few
  other thoughts:
  • Basic Speed up to +4 [25/level].
  • Blind Fighting, Flying Leap, Kiai, and Power Blow skills
  without needing Chi Mastery.
  • Enhanced Block up to 3 [5/level].
  • Enhanced Time Sense [45] can replace Combat Reflexes
  [15], for 30 points.
  • Extra Attack up to 2 [25/level].
  Botte Segrete
  20 points
  Prerequisites: Luck, Weapon Master, and Melee Weapon
  skill at 20+.
  This legendary strike allows no defense. Maybe a worthy foe
  could defend . . . but still. It forces you to move so fast that even
  trying it costs you 1 FP – and any critical failure means a
  dropped weapon in addition to the other results. Your victim
  has -5 on all active defense rolls against it, and likely ends up
  paying in HP. For 2 FP, the -5 affects Blocking spells, too!
  You must purchase this power-up for one specific combat
  skill. Rapier is traditional. Roll against full skill to hit. You may
  combine this awesomeness with any other special ability or
  option, including Deceptive Attack. You can use it with multi-
  ple attacks, but the FP cost is also multiplied.
  Perks: Unique Technique (Botte Segrete) [1].
  Techniques: Botte Segrete (H) Skill+0 [19].
  Chandelier Leap
  10 points
  Prerequisites: Weapon Master and Jumping at 18+.
  This power-up lets you pay 1 FP to double your horizontal
  leaping distance. First, work out your standard broad jump
  under the circumstances. You may do the math on p. B352 or
  simply approximate: the better of Basic Move/4 or Jumping/8
  yards, doubled out of combat or with a running start, or
  quadrupled for both. Activating Chandelier Leap doubles this
  result – and if your leap constitutes the movement portion of a
  maneuver that allows a feint or an attack, you get +3 with that
  feint or attack!
  Advantages: Super Jump 1 (Costs Fatigue, 1 FP, -5%; Horizon-
  tal Only, -25%) [7].
  Perks: Ha-ha! 3 [3].*
  * Similar to Dirty Fighting (p. 11), but works after Super-
  Jump – not when combat starts – and can be used repeatedly.
  (Be a sport and shout “Ha-ha!” each time.)
  Coup de Jarnac
  15 points
  Prerequisites: Luck, Weapon Master, and Melee Weapon
  skill at 20+.
  This epic cut has the precision to cleave through any armor
  the target is wearing (not natural protection, magic spells, etc.).
  You must purchase the power-up for a particular combat skill
  used with a cutting weapon. Roll against full skill to hit. Halve
  the DR of your foe’s armor against the blow.
  The Coup is a feat of pure skill (well, that and luck), equiv-
  alent to striking at chinks in armor; you can’t do both at once.
  However, if you manage to learn Breaking Blow, get hold of a
  sword with Penetrating Weapon, etc., you can combine them.
  Multiply together all applicable armor divisors.
  Perks: Unique Technique (Coup de Jarnac) [1].
  Techniques: Coup de Jarnac (H) Skill+0 [14].
  Swashbuckler Perks
  1 point/perk
  These count as Combat Perks (p. 11), but only swashbuck-
  lers may select them.
  Armor Familiarity†‡
  You’re accustomed to fighting in armor. You must special-
  ize by skill. Each level (maximum four levels) lets you ignore -1
  in encumbrance penalties to attack and parry with one of
  Main-Gauche, Rapier, Saber, or Smallsword.
  THE POWER-UPS
  34
  Inigo Montoya: You seem
  a decent fellow. I hate to kill
  you.
  Man in Black: You seem a
  decent fellow. I hate to die.
  – The Princess Bride
  
  Combat Haberdashery
  You ignore penalties the GM assigns for floppy hats, billow-
  ing capes, etc. You may willingly wear garb so outlandish that
  you suffer -1 to hit; if so, foes have -1 to hit you through all that!
  Sheer Speed†
  You must specialize in Flying Leap or Power Blow; each
  requires its own perk. When you learn that skill as a power-up,
  base it on DX, not IQ or Will as usual.
  THIEVES
  Thieves have access to everything on their template, plus
  these options recommended in The Next Level:
  • DX up to 25 before racial modifiers.
  • Enhanced Dodge up to 3 [15/level].
  • Ridiculous Luck [60].
  • Sensitive Touch [10], the best benefit of which is +4 to
  Search and Traps rolls to feel out tiny items.
  • Silence 1 or 2 [5 or 10].
  • Striking ST 1-10 (Only on surprise attack, -60%) [2/level].
  If the victim of the blow would receive an active defense, even
  at -4 for being stunned, this doesn’t count!
  • Vibration Sense (Air) [10].
  • Weapon Master (Knife/Main-Gauche) [20].
  Thieves who gain much experience with fine work can sur-
  pass one further limit as a power-up:
  • High Manual Dexterity up to 6 [5/level], which not only
  aids Pickpocket and Sleight of Hand, but also DX-based
  Lockpicking and Traps rolls, which are very common.
  Backstabber
  10 points for level 1, plus 5 points
  for each additional level
  Prerequisites: Stealth at 18+ and Melee Weapon skill at 16+.
  You’re adept at disappearing when a fight starts, only to
  return to shank someone in the back. Backstabber 1 means the
  basic -5 to Stealth noted in Backstabbing (Dungeons, p. 11)
  doesn’t affect you, and you get +1 to hit and to ST when you
  finally strike. You may have up to two additional levels, each
  erasing a further -2 to Stealth due to ambush, encumbrance,
  lack of cover, etc. (although this can never give a net bonus)
  and granting another +1 to hit and to ST when you attack.
  Advantages: Striking ST 1 (Only on surprise attack, -60%)
  [2/level].
  Perks: First Strike* [1/level]; Unique Technique (Disappear) [1].
  Techniques: Disappear (H) Stealth-5 [6] at level 1, Stealth-3 [8]
  at level 2, or Stealth-1 [10] at level 3.
  * Like Dirty Fighting (p. 11), but works on your first back-
  stab each battle.
  Craftiness
  5 points/level
  This new Talent gives +1 per level (maximum four levels) to
  Acting, Camouflage, Disguise, Holdout, Shadowing, and
  Stealth. It grants you no reaction bonus, however – the entire
  point is not letting people you meet know you’re a skeevy
  weasel. This power-up is a bargain at the price for any thief!
  Nondetection
  5 points/level
  Prerequisite: Stealth at 20+.
  Your stealth abilities go beyond hugging shadows and avoid-
  ing creaky floorboards. You know the blind spots of supernatu-
  ral viewing, and take every measure to foil spells, magical
  alarms, and so on. Attempts to discern you, your actions, or your
  motives with Information-class or Knowledge-college spells, or
  similar innate superhuman senses, are at -1 per level of this
  power-up. This doesn’t interfere with your abilities or items –
  and this effect isn’t supernatural, so there’s no active ability for
  others to sense. The penalty extends to being targeted; monsters
  that rely on life detection or its ilk to “see” have -1 per level to hit
  you in combat.
  Nondetection is acquired gradually through careful practice
  – you pick up your fingernail clippings, eat herbs reputed to
  have shielding effects, walk in no-mana zones at every oppor-
  tunity, etc. You “fade” after a week of this. The onset time
  applies when you first buy this power-up, too! There’s no easy
  way to switch your advantage off when you’re lost and want to
  be found; that takes a week as well, peeing in corners and
  yelling out the names of demon lords.
  Advantages: Obscure (Divination; Defensive, +50%; Extended,
  Clairsentience, Detect, +40%; Onset, 1 week, -40%*;
  Stealthy, +100%) [5/level].
  * Technically, Onset is for attacks. But at -40% for a week to
  switch the ability off or on, it’s balanced with respect to Always
  On at -50%.
  Street-Smart
  5 points/level
  This new Talent gives +1 per level (maximum four levels) to
  Merchant, Panhandling, Scrounging, Shadowing, Streetwise,
  and Urban Survival. You also get +1 per level to reaction rolls
  made by shady characters in town. This power-up is incredibly
  nice for a thief who operates frequently in town.
  Sure Grasp
  5 points/level
  Prerequisite: Climbing at 18+.
  You have near-supernatural climbing abilities. Sure Grasp 1
  lets you ignore the -3 to Climbing skill for scaling walls,
  described under Climbing (Dungeons, p. 7), plus up to -2 in
  extra penalties for especially slippery surfaces. Sure Grasp 2
  (the maximum) is of value even if you slip – it improves your
  grip to the point where you get +4 to ST-based Climbing rolls
  for pull-ups (Dungeons, p. 8).
  Advantages: Lifting ST 4 (Only for climbing, -60%) [5] at level 2.
  Perks: Sure-Handed (Slippery) [1].*
  Techniques: Scaling (H) Climbing [4].
  * This variant on the Sure-Footed perk benefits out-of-com-
  bat climbing, not fighting.
  THE POWER-UPS
  35
  
  Trap Sense
  5 points/level
  Prerequisite: Traps at 16+.
  You have an eye for traps. Each level of Trap Sense (maxi-
  mum four levels) gives +3 on all rolls to spot hidden hazards
  visually. This aids more than Per-based Traps rolls; it also helps
  Vision rolls to notice traps in battle (Dungeons, p. 12). Trap
  Sense can cancel the -5 to spot traps when fleeing or rushed
  (Dungeons, p. 8), or even give a net bonus there.
  Advantages: Acute Vision 3, 6, 9, or 12 (Only for hazards, -20%)
  [5, 10, 15, or 20].
  UNHOLY WARRIORS
  Unholy warriors, introduced on p. 27 of The Next Level,
  have access to everything on their template and in the Unholy
  Might power – or its replacement, when using Clerics – plus
  these options:
  • Allies (Animal companion of equal points; 12 or less;
  Unholy, -10%; Summonable, +100%) [19] or (15 or less) [29].
  This is a big, mean horse or dog instead of the classic demon;
  see Allies, p. 13.
  • Alternate Forms (Demon; Unholy, -10%) [Varies]. See
  Summoners, pp. 32-35 for demon templates, and Alternate
  Forms (p. 23) for important notes.
  • Blessed 1-6 (Dastardly Deeds; Unholy, -10%) [9/level],
  maximum +2d to each of ST, DX, and HT. This works just like
  Blessed (Heroic Feats), but has a cooler name.
  • Extraordinary or Ridiculous Luck [30 or 60].
  • Higher Purpose (Slay Servitors of Good) up to 3 [5/level].
  • Striking ST 1-10 (Only on surprise attack, -60%) [2/level].
  See Thieves (p. 35) for how the limitation works.
  • Unholiness up to 6 [5/level].
  • Wild Talent (Focused, Evil Clerical, -20%; Unholy, -10%)
  [14/level], with no upper limit. This allows one IQ + Unholiness
  roll per session per level to cast an evil clerical spell.
  Close to Hell
  5 points/level
  See the power-up of this name under Demonologists (p. 24).
  Doom
  40 points
  See the power-up of this name under Evil Clerics (p. 27).
  New Realm
  Variable
  See the power-up of this name under Holy Warriors (p. 28).
  Unholy Warrior Perks
  1 point/perk
  These count as Combat Perks (p. 11), but only unholy war-
  riors may select them.
  Blood Harming
  You may voluntarily spend 1 HP for +2 to basic damage
  with a single melee attack. You can’t spend more HP for a
  larger bonus, but this perk is cumulative with all other means
  of raising damage: All-Out Attack, fine weapons, magic,
  Mighty Blows, etc.
  Blood Healing
  You recover 1 HP or 1 FP (your choice) when you first touch
  the corpse of a (formerly) living, bleeding creature with IQ 6+
  that you, personally, have killed. You could slaughter 20 elves
  and move from one to the next, healing 20 HP. You’d get just 1
  HP from even the biggest dragon, though – and nothing from
  angels, golems, zombies, etc.
  Venomous Tongue
  You can lick your blade(s) before combat, leaving a foul
  residue that acts as a dose of Monster Drool (Adventurers,
  p. 29). This takes a minute – you can’t inject or spit venom
  effectively in combat. The venom loses its unholy power if put
  on anybody else’s blade.
  WIZARDS
  While wizards tend to spend most of their earned points on
  spells, they may buy anything on their template, plus these
  options noted in The Next Level:
  • Energy Reserve (Magical) 1-20 [3/level].
  • IQ up to 25 before racial modifiers.
  • Magic Resistance (Improved, +150%) [5/level], with no
  upper limit.
  • Mana Enhancer 1 [50].
  • Wild Talent (Focused, Magical, -20%; Retention, +25%)
  [21/level], with no upper limit.
  Inextinguishable Power
  5 points
  Prerequisite: Magery 1+.
  Holy casters are relatively safe from power loss – unless
  they offend their boss – but wizards lack this guarantee. Some
  dungeons are full of effects intended to disempower mages.
  THE POWER-UPS
  36
  
  You aren’t so easily foiled! You enjoy +5 to resist unwanted
  Magic Resistance spells, Suspend Magery, and Drain Magery.
  You may even contest Great Wish spells aimed at ruining your
  Magery, albeit with straight Will. You also get a Will roll to
  shrug off anti-Magery traps and potions (like Magebane) that
  normally allow no resistance.
  Advantages: Protected Power (Magic) [5].
  Magical Bolt
  Variable
  Prerequisite: Varies.
  Missile spells are great, but there are times when you can’t
  cast one because you’re out of energy – or because casting,
  building, aiming, and hurling it would take too long. The
  fabled Magical Bolt offers a solution to these problems. This
  bolt of pure mana isn’t grievously damaging, and works only if
  mana is present – but it’s fast and free, and the only defense is
  dodging or being immune to magic!
  A Magical Bolt is conjured and hurled with an Attack, All-Out
  Attack, or Move and Attack maneuver. It streaks out to 200
  yards, maximum. Determine your odds of a hit using Innate
  Attack (Projectile) skill. If your effective skill is 3+, you hit – don’t
  roll! Otherwise, you miss. An alerted target may dodge, but no
  other defense is possible.
  Any hit means the target loses HP regardless of DR. This
  will harm golems, spirits, undead, etc. Only completely inani-
  mate targets (doors, walls, etc.) are unaffected.
  Cost and prerequisites depend on maximum damage dice,
  although you may always choose to use a lower level:
  Damage
  Cost
  Prerequisite
  1d-3
  5
  Magery 1
  1d-2
  10
  Magery 2
  1d-1
  20
  Magery 3
  1d
  25
  Magery 4
  1d+1
  35
  Magery 5
  2d-1
  45
  Magery 6
  Advantages: Crushing Attack (Accessibility, Not on inanimate
  objects, -10%; Affects Insubstantial, +20%; Cosmic, Irre-
  sistible attack, +300%; Cosmic, No die roll required, +100%;
  Increased 1/2D, 10¥, +15%; Increased Range, 2¥, +10%;
  Mana Sensitive, -10%; No Blunt Trauma, -20%; No Knock-
  back, -10%; Variable, +5%) [Varies].
  Power Reincarnate
  10 points
  Prerequisites: Magery 3+ and Wild Talent 1+ with Retention.
  When a wizard invokes Wild Talent with Retention to cast a
  spell he doesn’t know, he normally gets one use at IQ + Magery
  level. If he opts to spend a point on the spell afterward, then for
  a month, he casts it at -2 and can’t improve his skill with it.
  That’s because he’s improvising. You aren’t – you’re remember-
  ing spells known in past lives! After casting a spell this way and
  putting a point into it, you suffer no penalty and can improve
  it immediately, provided that you know its prerequisites.
  A side benefit is that you sporadically recollect snippets of
  other wizardly lore from former lives. Roll IQ-4 to recall hazy
  Area Knowledge about legendary magical libraries, wizard’s
  towers, etc. (e.g., if the party is lost, a successful roll by the GM
  might tell you, “Head left.”), or IQ-5 for Hidden Lore special-
  ties you’ve never learned.
  Advantages: Reawakened (Mana Sensitive, -10%) [9].
  Perks: Background Knowledge (Ancient Magic) [1].
  Secret Teleportation Spell
  100 points
  Prerequisite: Magery 6+.
  As p. 20 of Adventurers notes, spells that permit teleporta-
  tion exist only in the hands of evil archmages. By undertaking
  the right adventure (and spending enough points), the GM may
  allow you to learn their secret! Some restrictions apply. Void
  where prohibited.
  This is simply the Warp advantage (pp. B97-98), but review
  its limits. Warp can only teleport you and up to your Basic Lift
  in gear; if you don’t specify what comes along, then the GM
  will, starting with your skivvies and working outward. The IQ
  roll for activation has penalties for distance and undue haste –
  and you can’t even try to teleport to a place you can’t see and
  haven’t visited, suffer -2 for a place you’ve visited but can’t see,
  and take -2 if using magical viewing to perceive your destina-
  tion. To negate penalties, pay 1 FP per -1 removed (you can
  also pay out of a power item or an Energy Reserve).
  Any failure gives you -5 to try again for 10 minutes; critical
  failure is a disaster that includes 1d hours of burnout. Your
  power-up cannot move you into or out of any area without
  mana. Even if all goes well, you must roll vs. Body Sense
  (p. B181) on arrival.
  Advantages: Unusual Background (Ha-ha! I Can Teleport!)
  [10]; Warp (Mana Sensitive, -10%) [90].
  THE POWER-UPS
  37
  New Faces,
  New Power-Ups
  While Power-Ups covers every profession and race
  in Dungeon Fantasy 1-10, the series continues to grow.
  Templates in future works will offer options for charac-
  ter improvement. However, the GM may develop cus-
  tom templates – and players might create delvers
  freeform, without templates. In those situations, the
  GM has three options:
  1. Invent power-ups according to Designing New
  Power-Ups (p. 9).
  2. Create custom power-ups lists by picking from
  among the most appropriate options described here.
  3. Let each player choose one existing list that best
  fits his hero’s role.
  Example: The GM introduces an “illusionist” template
  for trickster-mages. He could design all-new power-ups
  that combine stealth and spells; mix and match thief and
  wizard power-ups to his taste; or let the player decide to
  pursue either thief or wizard power-ups.
  
  These options are specific to members of particular races.
  Belonging to a race acts as an Unusual Background granting
  access to its power-ups. The GM may make exceptions, but
  these should be rare – however much you want a fire-infused
  power-up, it’s likely impossible if neither of your parents was a
  fire elemental!
  Players do have to pay attention to the specific stats here.
  These often alter the fine details of racial templates.
  AIR-INFUSED
  Air-infused built using the optional rules on p. 6 of Clerics
  may purchase a new perk – Elemental Gifts – either at charac-
  ter creation or as a power-up. After that, they can buy air-
  themed abilities from sacred powers as power-ups. Those who
  aren’t holy folk can’t acquire Druidic Talent, Holiness, or
  Unholiness, though, or claim a discount for a power modifier.
  This option more-or-less requires Clerics; the abilities on p. 22
  of Adventurers aren’t especially “airy.”
  Call of the Wind
  Air-infused can, with practice, awaken their inner elemen-
  tal. This power-up has three levels, which must be taken in
  order. Each includes the previous level.
  Call of the Wind 1
  5 points
  The initial consequence of exercising your elemental her-
  itage is simply being less prone to the mundane health prob-
  lems of mortals (extra +5 to resist disease and poison).
  Advantages: Resistant to Metabolic Hazards (+8) [15] replaces
  Resistant (+3) [10], for 5 points.
  Call of the Wind 2
  15 points
  As you grow closer to your elemental side, you’re also less
  bothered by howling winds, lightning, and similar things that
  worry mortals (total DR 9 vs. such threats).
  Advantages: Call of the Wind 1 [5]; Damage Resistance 9 (Lim-
  ited, Air and Weather, -40%; Mana Sensitive, -10%) [23]
  replaces DR 5 [13], for 10 points.
  Call of the Wind 3
  25 points
  The forces of Air are your constant allies, enabling you to
  truly fly (Air Move is twice Basic Speed).
  Advantages: Call of the Wind 2 [15]; Flight (Mana Sensitive,
  -10%) [36] replaces Catfall [9] and Walk on Air [18], for 9
  points; Reputation +4 (Air Elementals) [6] replaces Reputa-
  tion +3 [5], for 1 point.
  CAT-FOLK
  Cat-folk may buy these remarkable “cat-like” traits as
  power-ups regardless of profession:
  • Discriminatory Hearing [15].
  • Perfect Balance [15].
  • Silence 1 or 2 [5 or 10].
  • Speak with Animals (Specialized, Felines, -60%) [10].
  • Temperature Tolerance 1-3 [1/level]. This means thicker
  and/or longer fur. The GM may require the cat-person to sur-
  vive some sort of arctic adventure before allowing it.
  CELESTIALS
  As guaranteed by a racial perk, celestials can add their
  “divine gifts” at any time as power-ups, and the GM should
  normally allow this. These traits are:
  • Doesn’t Breathe [20].
  • Doesn’t Eat or Drink [10].
  • Doesn’t Sleep [20].
  • Extra Life [25/level].
  • Flight (Winged, -25%) [30].
  • Immunity to Metabolic Hazards [30].
  • Temperature Tolerance [1/level].
  • Walk on Air [20].
  • Walk on Liquid [15].
  Celestials built using the optional rules on p. 6 of Clerics
  – that is, those taking Holy Might or Unholy Might abilities as
  their divine gifts – may acquire further such abilities as
  power-ups instead of the above advantages. Gamers without
  Clerics can still use this option; just replace the divine gifts
  list with the Holy abilities on p. 22 of Adventurers. Either
  way, these traits lack power modifiers when bought by celes-
  tials who aren’t also clerics or holy warriors.
  Celestials can also purchase Holiness 1-3 [5/level], even if
  they aren’t clerics or holy warriors. This doesn’t give access to
  Holy Might abilities unless the celestial took those instead of
  regular divine gifts, or is actually a cleric or a holy warrior. By
  itself, Holiness lets you detect curses (Dungeons, p. 9), sense
  blessed/cursed items (Dungeons, p. 14), and succeed margin-
  ally more often at desperate prayer (Dungeons, p. 15).
  THE POWER-UPS
  38
  RACIAL POWER-UPS
  That’s one reason why
  most humans hardly ever
  see them. The other is that
  humans are very good at
  not seeing things they know
  aren’t there.
  – Terry Pratchett, Wings
  
  Faith Is My Shield
  20 points
  You’re not harmed by cursed areas, temples of Evil, being in
  Hell, etc. Usually, this is because you’re either really freakin’
  holy, and have enough angelic essence to dilute vast amounts
  of Evil, or not all that holy, and contain little essence for Evil to
  react with. This also cancels the related racial feature of taking
  extra harm from unholy items – but you still detect as Good,
  whether that would help or hinder.
  Advantages: No Weakness [20].
  Peace Treaty
  5 points
  You’ve somehow reached an accord with demons, who no
  longer single you out. The GM may opt to permit this power-
  up only after gaming out these events.
  Advantages: No Divine Curse [5].
  COLEOPTERANS
  Coleopterans may improve their racial Damage Resist-
  ance 5 (Can’t Wear Armor, -40%) [15] to DR 6 (Can’t Wear
  Armor, -40%) [18], for 3 points, as a power-up. No further
  thickening of the carapace is possible.
  CORPSE-EATERS
  These creatures have one somewhat disturbing racial
  power-up.
  One of Us
  25 points
  “You are what you eat” is sometimes the literal truth! By
  watching his diet, a corpse-eater can come to resemble an elf,
  human, or other socially acceptable humanoid, losing his
  race’s social drawbacks but not its gifts. Once achieved, this
  transition is permanent. A corpse-eater caught feasting might
  be branded a cannibal, but so would anyone. Even magic won’t
  reveal the frightening reality.
  Advantages: No Appearance (Ugly) [8]; No Social Stigma
  (Monster) [15].
  Perks: Immunity to Magical Race Determination [1]; Passing
  Appearance (Resembles another race – pick one) [1].
  DARK ONES
  Dark ones can raise their racial Talent as a power-up, buy-
  ing Elder Gift 3-4 [5/level]. They can also buy Flexibility [5] or
  Double-Jointed [15], regardless of profession.
  Embrace Inner Squid
  Some dark ones start to resemble their distant ancestors as
  their power grows. The upside is even greater flexibility. The
  downside is, well, that they resemble their distant ancestors.
  This power-up comes in three levels, each of which replaces
  those before it.
  Embrace Inner Squid 1
  20 points
  At this level, you’re simply bendier, and mostly nobody
  notices. Mostly.
  Advantages: Extra-Flexible (Both Arms)* [10]; Flexibility [5];
  High Manual Dexterity 3 [5].
  * See p. B53.
  Embrace Inner Squid 2
  35 points
  Okay, now you’re freaky, although technically not a horrific
  monster yet.
  Advantages: Double-Jointed [15]; Extra-Flexi-
  ble (Both Arms) [10]; High Manual Dexterity
  4 [10]; No Unnatural Features [2]; Slippery 4
  [8]; Stretching 1 [6].
  Disadvantages: Appearance (Hideous) [-16].
  Embrace Inner Squid 3
  50 points
  Congratulations – you’re a junior Elder
  Thing! You’ll be drummed out of town, and even
  your allies must make Fright Checks once a day
  in your presence. Fright Checks are at +5 for
  foes met in battle, and many monsters are
  Unfazeable
  and
  immune
  to
  your
  Terror.
  Needless to say, you should clear this with the GM.
  Advantages: Embrace Inner Squid 2 [35]; Stretching 2 [6]; Ter-
  ror (Always On, -20%) [24].
  Disadvantages: Social Stigma (Monster) [-15].
  DRAGON-BLOODED
  Dragon-blooded may add Striking ST 1 or 2 (Only with bite,
  -60%) [2 or 4] as a power-up.
  Becoming the Dragon
  Some dragon-blooded feel their ancient origins stirring as
  they gain power. While they don’t grow huge and sprout wings,
  they do get tougher. This power-up is available whenever the
  reptilian could improve ST or HP. It adjusts the racial template
  in steps, each replacing the one before it. The constituent
  advantages aren’t available separately.
  Note that unmodified DR (the hardest scales) goes outside
  of DR with the Tough Skin limitation.
  THE POWER-UPS
  39
  
  Becoming the Dragon 1
  20 points
  You’re stronger, tougher, and have nastier teeth (impaling, not
  cutting). Factoring in your racial template, you have a net ST+2,
  HP+2 on top of that, and DR 2 (DR 1 of which is “tough skin”).
  Attributes: ST+1 [10].
  Secondary Characteristics: HP+2 [4].
  Advantages: Damage Resistance 1 [5]; Teeth (Fangs) [2]
  replace Teeth (Sharp) [1], for 1 point.
  Becoming the Dragon 2
  40 points
  You’re a lean, mean killing machine, sporting claws that
  can gut, not just shred. With racial adjustments, you have a
  net ST+3, HP+4 on top of that, and DR 3 (DR 2 of which is
  “tough skin”).
  Attributes: ST+1 [10].
  Secondary Characteristics: HP+2 [4].
  Advantages: Becoming the Dragon 1 [20]; Claws (Talons) [8]
  replaces Claws (Sharp) [5], for 3 points; Damage Resistance
  2 (Tough Skin, -40%) [6] replaces DR 1 (Tough Skin, -40%)
  [3], for 3 points.
  Becoming the Dragon 3
  60 points
  You’re even stronger and tougher, with breath to match!
  With racial modifiers, you have a net ST+4, HP+5 on top of
  that, and DR 4 (DR 3 of which is “tough skin”).
  Attributes: ST+1 [10].
  Secondary Characteristics: HP+1 [2].
  Advantages: Becoming the Dragon 2 [40]; Burning Attack 2d
  (Jet, +0%) [10] replaces Burning Attack 1d [5], for 5 points;
  Damage Resistance 3 (Tough Skin, -40%) [9] replaces DR 2
  (Tough Skin, -40%) [6], for 3 points.
  DWARVES
  Dwarves can improve several racial advantages as power-ups:
  • Damage Resistance 2 (Tough Skin, -40%) [6] can
  replace DR 1 (Tough Skin, -40%) [3], for 3 points.
  • Pickaxe Penchant up to 4 [5/level].
  • Resistant to Poison (+8) [7] can replace Resistant to
  Poison (+3) [5], for 2 points.
  They can also buy as much Magic Resistance [2/level] as
  they wish.
  EARTH-INFUSED
  The note on sacred powers under Air-Infused (p. 38) applies
  equally here, but the abilities chosen from Clerics must be
  earth-themed.
  Call of the Soil
  Earth-infused can increase their rapport with the magical
  element of Earth. This power-up has three levels, which must
  be taken in order.
  Call of the Soil 1
  5 points
  At first, you’re simply less affected by mortal foibles (extra
  +5 to resist disease and poison).
  Advantages: Resistant to Metabolic Hazards (+8) [15] replaces
  Resistant (+3) [10], for 5 points.
  Call of the Soil 2
  15 points
  With time, you become less affected by crushing avalanches
  and mudslides, and other stony threats that concern mortals
  (DR 9 vs. such dangers).
  Advantages: Call of the Soil 1 [5]; Damage Resistance 9 (Lim-
  ited, Earth and Stone, -40%; Mana Sensitive, -10%) [23]
  replaces DR 5 [13], for 10 points.
  Call of the Soil 3
  25 points
  You’re well on your way to being made of stone (DR 10 vs.
  earth and stone, DR 4 vs. most other things). This is rather
  obvious: +2 to pose as something made of stone, but -2 to pass
  as anything else.
  Advantages: Call of the Soil 1 [5]; Damage Resistance 6 (Lim-
  ited, Earth and Stone, -40%; Mana Sensitive, -10%) [15]
  replaces DR 5 [13], for 2 points; Damage Resistance 4
  (Mana Sensitive, -10%) [18]; Reputation +4 (Earth Elemen-
  tals) [6] replaces Reputation +3 [5], for 1 point.
  Perks: Stony (see The Next Level, p. 9) [1].
  Disadvantages: Unnatural Features 2 [-2].
  ELDER-SPAWN
  Elder-spawn can improve two of their racial advantages as
  power-ups:
  • Elder Gift up to 4 [5/level].
  • Resistant to Metabolic Hazards (+8) [15] can replace
  Resistant to Metabolic Hazards (+3) [10], for 5 points.
  This doesn’t help resist supernatural hazards, just mundane
  sickness, venom, and so on.
  Elder-spawn built using the optional rules on p. 6 of Clerics
  may also take a new perk – Gifts of Chaos – either at character
  creation or as a power-up, and thereafter buy chaos-themed
  Holy Might or Unholy Might abilities as power-ups. Unless the
  delver is a cleric or a holy/unholy warrior, though, he can’t add
  Holiness or Unholiness, and his advantages won’t have a power
  modifier. This power-up requires Clerics; the basic Holy abili-
  ties on p. 22 of Adventurers aren’t very appropriate.
  THE POWER-UPS
  40
  The problem with elves is they
  ain’t got no meat on their bones.
  You gotta get yourself a nice
  250-pound dwarf, with hair on
  her chin you can hang on to!
  – Dungeons & Dragons
  
  The Look
  15 points
  As your power grows, so does the degree to which you’re
  “not quite right.” At some stage, anybody who sees you will
  know what you are . . . after which you cannot pass as human.
  See Embrace Inner Squid 3 (p. 39) for the social fallout of full-
  time Terror, but note that this power-up isn’t identical – it’s an
  aura, not a mutation.
  Advantages: No Supernatural Features* [5]; Terror (Always
  On, -20%) [24].
  Perks: Psychic Terror [1].†
  Disadvantages: Social Stigma (Monster) [-15].
  * Besides full-time Terror, but that’s already 6 points cheaper.
  † Anybody using magic, psionics, etc. to read your mind has
  to make a Fright Check, too.
  ELVES
  Elves of any variety, including half-elves, can improve two
  of their racial advantages as power-ups:
  • Forest Guardian up to 4 [5/level].
  • Magery up to 3 [10/level]. Even non-wizard elves can do
  this, and can then go on to learn spells from grimoires, magic
  instructors, and so on. However, only elves who are profes-
  sional wizards have access to wizard power-ups (like the cov-
  eted Energy Reserve).
  They can also learn the Light Walk skill without needing Chi
  Mastery, provided that they have both Acrobatics and Stealth
  at 14+.
  FAERIE FOLK
  Faeries who lack Magery can buy Magery 0 [5] as a power-
  up. Those who’ve done so – or who belong to faerie races that
  start with Magery 0 – may purchase Magery 1-3 [10/level]. As
  noted for elves, while this lets them learn spells, they can only
  purchase wizard power-ups if they’re actually wizards.
  Inner Light
  5 points/level
  You carry around your own mana – insufficient for spellcast-
  ing, but enough to live on for a while, perhaps even indefinitely.
  Inner Light comes in levels, which replace the racial Depend-
  ency (Mana; Very Common; Constantly) [-25] with a less-fre-
  quent Dependency as shown on the Inner Light Table (below).
  FIRE-INFUSED
  The note on sacred powers under Air-Infused (p. 38)
  applies equally here, but the abilities chosen from Clerics
  must be fire-themed.
  Call of the Flame
  Like other infused, fire-infused can learn to love their ele-
  mental side. This power-up has three levels, which must be
  taken in order. Each includes the previous level.
  Call of the Flame 1
  5 points
  The first step is being able to burn out any disease that
  afflicts you (+8 to resist).
  Advantages: Resistant to Disease (+8) [5].
  Call of the Flame 2
  15 points
  The next step adds more tolerance to fire damage. Your DR
  vs. fire is still 6, but you divide penetrating injury by three (e.g.,
  21 points of dragon’s fire would inflict 5 points of injury).
  However, your touch is a little too warming – and whenever
  burning would be a solution to a problem, you must roll 15 or
  less to resist setting fires.
  Advantages: Call of the Flame 1 [5]; Injury Tolerance (Dam-
  age Reduction 3; Limited, Fire and Heat, -40%; Mana Sen-
  sitive, -10%) [38] replaces IT (Damage Reduction 2) [25],
  for 13 points.
  Disadvantages: Pyromania (15) [-2].
  Quirks: Roll vs. Will on touching paper (scrolls, books, etc.), or
  it ignites! [-1]
  Call of the Flame 3
  25 points
  This final level further boosts your heat and fire tolerance
  (DR 8 vs. these things) – a 21-point blast of dragon’s fire would
  inflict just 4 points of injury, and you find even 240°F comfort-
  able (water boils at 212°F).
  Advantages: Call of the Flame 2 [15]; Damage Resistance 8
  (Limited, Fire and Heat, -40%; Mana Sensitive, -10%) [20]
  replaces DR 6 [15], for 5 points; Reputation +4 (Fire Ele-
  mentals) [6] replaces Reputation +3 [5], for 1 point; Tem-
  perature Tolerance 15 (Mana Sensitive, -10%) [14] replaces
  TT 11 [10], for 4 points.
  THE POWER-UPS
  41
  Inner Light Table
  Level
  Cost
  Dependency
  Grace Period*
  Damage Interval†
  1
  5
  Dependency (Mana; Very Common; Hourly) [-20]
  1 hour
  10 minutes
  2
  10
  Dependency (Mana; Very Common; Daily) [-15]
  1 day
  1 hour
  3
  15
  Dependency (Mana; Very Common; Weekly) [-10]
  1 week
  6 hours
  4
  20
  Dependency (Mana; Very Common; Monthly) [-5]
  1 month
  1 day
  5
  25
  None
  Indefinite
  Never
  * How long you can go with-
  out mana before damage starts.
  † How often you lose 1 HP
  after the grace period ends.
  
  GARGOYLES
  Gargoyles can improve two racial advantages as power-ups:
  • Damage Resistance 3 [15] can replace DR 2 [10], for 5
  points.
  • Striker (Tail; Impaling; Clumsy, -2 to hit, -40%) [5] can be
  improved to (Clumsy, -1 to hit, -20%) [7] for 2 points, and then
  lose Clumsy altogether [8] for an additional 1 point. To improve
  further, raise Brawling skill – which is always available, regard-
  less of your profession.
  GNOMES
  Gnomes can improve two racial traits as power-ups:
  • Resistant to Poison (+8) [7] can replace Resistant to
  Poison (+3) [5], for 2 points.
  • Widget-Worker up to 4 [5/level].
  They can also learn their racial perk, Giant Weapons [1],
  and buy as much Magic Resistance [2/level] as they wish.
  GOBLIN-KIN
  All goblin-kin – including half-orcs – can improve two traits
  on their racial template as power-ups:
  • Resistant to Metabolic Hazards (+8) [15] can replace
  Resistant to Metabolic Hazards (+3) [10], for 5 points. Be
  warned that while this gives another +5 against mundane dis-
  ease and poison, it doesn’t help you resist the supernatural.
  • Very Rapid Healing [15] can replace Rapid Healing [5],
  for 10 points – a good idea if you buy Magic Resistance and
  can’t be healed with spells!
  Regardless of profession, they can also purchase Recovery
  [10] and as much Magic Resistance [2/level] as they wish.
  HALFLINGS
  Halflings can raise two racial advantages as power-ups:
  • Halfling Marksmanship up to 4 [5/level].
  • Silence up to 4 [5/level].
  They can also learn their racial perk, Giant Weapons 1 or 2
  [1 or 2], and buy Resistant to Poison (+3) [5].
  INFERNALS
  As promised by a racial perk, infernals can add their “infer-
  nal gifts” as power-ups at any time, and the GM should nor-
  mally allow this. These traits are:
  • Doesn’t Breathe [20].
  • Doesn’t Eat or Drink [10].
  • Doesn’t Sleep [20].
  • Extra Life [25/level].
  • Flight (Winged, -25%) [30].
  • Immunity to Metabolic Hazards [30].
  • Striker (Horns; Crushing or Impaling) [5 or 8].
  • Striker (Tail; Piercing, Large Piercing, or Impaling) [5, 6,
  or 8].
  • Teeth (Sharp or Fangs) [1 or 2].
  • Temperature Tolerance [1/level].
  Infernals built with the optional rules on p. 6 of Clerics –
  replacing infernal gifts with Holy Might or Unholy Might abil-
  ities – may acquire further such abilities as power-ups instead
  of the above advantages. If you lack Clerics, it will do to swap
  the infernal gifts list for the Unholy abilities on p. 41 of The
  Next Level. Remember not to apply power modifiers to these
  advantages unless creating an actual cleric or unholy warrior.
  Infernals can also purchase Unholiness 1-3 [5/level], even
  if they aren’t evil clerics or unholy warriors. This doesn’t let
  them buy Unholy Might abilities unless they took those in
  lieu of infernal gifts, or are actually evil clerics or unholy war-
  riors. It does allow them to detect blessed areas just as holy
  folk can sense cursed ones (Dungeons, p. 9), know
  blessed/cursed items (Dungeons, p. 14), and boost the odds
  that The Devil will answer their prayers in desperate times
  (Dungeons, p. 15).
  Forgiven
  15 points
  You’ve squared things with the forces of Good. Helpful
  cleric spells work normally on you, and you don’t radiate such
  obvious evil that your life is living Hell (pardon the pun).
  Advantages: No Social Stigma [15].
  Unholy as Hell
  20 points
  Just what it sounds like, really: You’re super-unholy, and can
  cackle evilly and ignore the harmful effects that blessed and
  sanctified areas usually have on your kind. This also erases the
  related racial feature of taking extra harm from holy items –
  but you still detect as Evil, whether that would help or hinder.
  And yes, you can be a complete jerk, reach an accord with
  Good, get Forgiven (above), and still be Unholy as Hell.
  Advantages: No Weakness [20].
  LIZARD MEN
  Lizard men can improve a pair of racial advantages as
  power-ups:
  • Damage Resistance 3 (Tough Skin, -40%) [9] can
  replace DR 2 (Tough Skin, -40%) [6], for 3 points.
  • Teeth (Fangs) [2] can replace Teeth (Sharp) [1], for 1
  point.
  Lizard men may also add Striking ST 1-8 (Only with bite,
  -60%) [2/level] as a power-up. At its maximum (+8 to ST), this
  adds 1d to biting damage!
  MINOTAURS
  Minotaurs can buy up two racial advantages as power-ups:
  • Damage Resistance 4 (Partial, Skull Only, -70%) [6] can
  replace DR 2 (Partial, Skull Only, -70%) [3], for 3 points.
  • Damage Resistance 3 (Tough Skin, -40%) [9] can
  replace DR 2 (Tough Skin, -40%) [6], for 3 points.
  Regardless of profession, they can also purchase Fit [5] or
  Very Fit [15]; Recovery [10]; and as much Hard to Kill [2/level]
  or Hard to Subdue [2/level] as they wish.
  THE POWER-UPS
  42
  
  Longhorn
  30 points
  The horns don’t always stop growing! Yours are huge –
  Reach C-2 and +3 to SM for Intimidation, instead of Reach C,
  1 and +1 – and wide enough to spear foes to the sides. You have
  neck muscles to match: +8 ST when goring, giving +1d+1 dam-
  age, including the Striker bonus. Of course, such headgear is
  both unwieldy (-3 to hit) and obvious (+1 to be seen, recog-
  nized as that minotaur, etc.).
  Advantages: Striker (Impaling; Clumsy, -3 to hit, -60%; Long,
  +3 SM, +300%) [28] replaces usual Striker [13], for 15
  points; Striking ST 8 (Only with horns, -60%) [16].
  Disadvantages: Distinctive Features [-1].
  OGRES
  Ogres and half-ogres can improve several traits on their
  racial template as power-ups:
  • Damage Resistance 2 or 3 (Tough Skin, -40%) [6 or 9] can
  replace DR 1 or 2 (Tough Skin, -40%) [3 or 6], for 3 points.
  • Fearlessness up to 7 [2/level], or replace all Fearlessness
  with Unfazeable [15].
  • Magic Resistance [2/level], with no upper limit.
  Regardless of profession, full ogres can also buy Resistant
  to Disease (+3) [3] or (+8) [5]; Resistant to Poison (+3) [5] or
  (+8) [7]; or even Resistant to Metabolic Hazards (+3) [10] or
  (+8) [15]. Half-ogres are limited to the +3 level in each case.
  TROLLS
  Two racial power-ups come in handy for troll delvers.
  Day Sight
  5 points
  Some trolls learn to operate normally in daylight without
  losing their superior vision in the dark. They still reduce dark-
  ness penalties by -5, but don’t have a penalty in light.
  Advantages: Night Vision 5 [5].
  Features: No Night-Adapted Vision.
  Trial by Fire
  35 points
  Trolls who nearly burn to death sometimes spontaneously
  regenerate; thereafter, they lack their race’s difficulties with fire.
  The GM may limit this power-up to trolls who not only have the
  points but who’ve made at least one HT roll to avoid death from
  burning damage – or who’ve died in a fire and been resurrected!
  Advantages: No Vulnerability (Fire ¥2) [30]; Regeneration
  (Regular) [25] replaces Regeneration (Regular; Not vs. Fire
  or Acid, -20%) [20], for 5 points.
  WATER-INFUSED
  The note on sacred powers under Air-Infused (p. 38) applies
  equally here, but the abilities chosen from Clerics must be
  water-themed.
  Call of the Deep
  Water-infused can awaken their inner elemental, much like
  other infused. This power-up has three levels, which must be
  taken in order, each replacing the one before it.
  Call of the Deep 1
  5 points
  You can instantly dilute any mundane poison that affects
  you (+3 to resist).
  Advantages: Resistant to Poison (+3) [5].
  Call of the Deep 2
  15 points
  As you grow more watery, you can dilute almost anything
  (+8 to resist disease and poison).
  Advantages: Resistant to Metabolic Hazards (+8) [15].
  Call of the Deep 3
  25 points
  As above, but you’re rarely bothered by giant icicles, dehydra-
  tion curses, etc., either (DR 9 vs. these things). And, uh, you drip.
  Advantages: Damage Resistance 9 (Limited, Dehydration and
  Water, -40%; Mana Sensitive, -10%) [23] replaces DR 5 [13],
  for 10 points; Reputation +4 (Water Elementals) [6]
  replaces Reputation +3 [5] for 1 point; Resistant to Meta-
  bolic Hazards (+8) [15].
  Quirks: Roll vs. Will to avoid soaking anything you touch. [-1]
  WILDMEN
  Wildmen can improve their racial template in several ways
  as power-ups:
  • Arm ST 2 [10] can replace Arm ST 1 [5], for 5 points.
  • Low TL 3 [-15] can be downgraded to Low TL 2 [-10],
  Low TL 1 [-5], or no Low TL, for 5, 10, or 15 points, respec-
  tively. This knocks -1, -2, or -3 off the TL penalties for weapons
  and armor.
  • Temperature Tolerance up to 5 [1/level]. This means
  thicker and/or longer fur. The GM may require the wildman to
  survive some sort of arctic adventure before allowing it.
  THE POWER-UPS
  43
  We rode on the winds of
  the rising storm,
  We ran to the sounds of
  the thunder.
  We danced among the
  lightning bolts,
  and tore the world asunder.
  – Robert Jordan,
  The Dragon Reborn
  
  Acrobatic Feints perk, 11.
  Advantages, 6.
  Adventurers’ Bond power-up, 16.
  Adversity Casting power-up,
  13-14.
  Air-infused, 38.
  Alarum song, 20.
  Allies advantage, 28, 36.
  Allure Talent, 20.
  Alternate Forms, advantage, 24,
  25, 27, 30, 33, 36; as power-
  ups, 23.
  Ancient writings, 8.
  Animal Friend Talent, 18, 33.
  Applied Wisdom perk, 32.
  Area Spell Mastery perk, 14.
  Armor Familiarity perk, 30, 34.
  Armor Mastery power-up, 29.
  Artifact Lore power-up, 17, 20,
  28, 32.
  Artificers, 17.
  Attributes, 5; IQ, 32.
  Backstabber power-up, 35.
  Baneful Song modifiers
  package, 20.
  Barbarians, 18.
  Bardic Talent, 19.
  Bard-Lore power-up, 20.
  Bards, 19.
  Becoming the Dragon power-
  up, 39-40.
  Beneficial Song modifiers
  package, 20.
  Blessed advantage, 28, 36.
  Blood Harming perk, 36.
  Blood Healing perk, 36.
  Born War Leader Talent, 29.
  Botte Segrete power-up, 34.
  Bow Fencer power-up, 32.
  Brave perk, 11.
  Call of the Deep power-up, 43.
  Call of the Flame power-up, 41.
  Call of the Soil power-up, 40.
  Call of the Wind power-up, 38.
  Caster power-ups, 13-16.
  Cat-folk, 38.
  Celestials, 38-39.
  Chandelier Leap, 34.
  Character creation, 7, 37.
  Characteristics, 4-7; Per, 32;
  secondary, 5; Will, 21, 24, 28,
  30.
  Charisma advantage, 19.
  Claim to Hospitality advantage,
  16.
  Cleaving Strike power-up, 10.
  Clerics, 21-24.
  Close to Heaven Talent, 22, 28.
  Close to Hell Talent, 24, 27, 30,
  36.
  Close to the Earth Talent, 25.
  Coleopterans, 39.
  Combat Haberdashery perk, 35.
  Combat Medic power-up, 22.
  Combat Perks, 11-12, 18-19, 30,
  33-36.
  Combat Pole-Vaulting perk, 11.
  Combat power-ups, 10-13.
  Combination power-ups, 7.
  Corpse Smart perk, 31.
  Corpse-eaters, 39.
  Cost, 4.
  Coup de Jarnac power-up, 34.
  Craftiness Talent, 20, 32, 35.
  Damage Resistance advantage,
  18, 39.
  Dark Karma perk, 27.
  Dark ones, 39.
  Day Sight power-up, 43.
  Dead Arm perk, 31.
  Demonologists, 24.
  Dirge song, 20.
  Dirty Fighting perk, 11.
  Dismissive Wave power-up, 22.
  Doodad perk, 17.
  Doom power-up, 27, 36.
  Double-Shot power-up, 32.
  Dragon-blooded, 39-40.
  Druids, 24-25.
  Drunken Fighting perk, 30.
  Dual Ready perk, 11.
  Dungeon Artificer Talent, 17.
  Dwarves, 40.
  Earth-infused, 40.
  Elder’s Blessing power-up, 33.
  Elder-Spawn, 40.
  Elemental Gifts perk, 38.
  Elemental Storm modifiers
  package, 26.
  Elementalists, 25-26.
  Elves, 41.
  Embrace Inner Squid power-up,
  39.
  Energy Reserve advantage, 31.
  Enhancements, 6.
  Equipment Bond perk, 17.
  Evil Clerics, 27.
  Eye of the Storm perk, 25.
  Faerie folk, 41.
  Faith Is My Shield power-up, 39.
  Familiar power-up, 14.
  Far-Casting perk, 14.
  Filter perk, 26.
  Finishing Move perk, 11.
  Fire-infused, 41.
  Flagellant’s Blessing perk, 22,
  27.
  Flourish perk, 11.
  Focused Exorcist perk, 22, 24,
  27, 33.
  Focused Fury perk, 18.
  Follow-Through perk, 11.
  Forgiven power-up, 42.
  Foul Limb power-up, 30-31.
  Friendly Undergrowth perk, 25.
  Gargoyles, 42.
  General power-ups, 10-16.
  Ghost Blaster power-up, 14.
  Ghoul Arm power-up, 31.
  Gift of Chaos perk, 40.
  Gizmos advantage, 17.
  Gnomes, 42.
  Goblin-kin, 42.
  Great Prayer power-up, 22.
  Great Rage power-up, 19.
  GURPS, 4, 6, 7, 9, 10, 29; Basic
  Set, 3, 4, 6; Dungeon
  Fantasy, 3, 4, 6-8, 10, 17, 28,
  37; Dungeon Fantasy 1:
  Adventurers, 4, 6, 7, 16, 18,
  20, 22, 25, 28, 29, 33, 36-38,
  40; Dungeon Fantasy 10:
  Taverns, 16, 28; Dungeon
  Fantasy 2: Dungeons, 11,
  12, 16, 17, 21, 22, 35, 36, 38,
  42; Dungeon Fantasy 3:
  The Next Level, 3, 7, 16-19,
  21, 22, 24, 27-29, 32, 34-36,
  40, 42; Dungeon Fantasy 4:
  Sages, 8, 17, 31; Dungeon
  Fantasy 5: Allies, 12, 14, 16,
  23-25, 28, 36; Dungeon
  Fantasy 6: 40 Artifacts, 6;
  Dungeon Fantasy 7:
  Clerics, 6, 8, 16, 21, 22, 24,
  27, 28, 36, 38, 40-43;
  Dungeon Fantasy 8:
  Treasure Tables, 3, 6, 16, 18;
  Dungeon Fantasy 9:
  Summoners, 12, 16, 23-25,
  27, 30, 33, 34, 36; Magic, 9,
  15; Martial Arts, 3, 9, 11, 13;
  Powers, 3, 6, 9; Power-Ups,
  9; Power-Ups 2: Perks, 3;
  Psionic Powers, 3;
  Thaumatology, 3, 9;
  Thaumatology: Magical
  Styles, 3, 14.
  Halflings, 42.
  Hand of Death power-up, 29.
  Healer Talent, 21.
  Hellfire power-up, 24.
  Hero power-up, 16.
  Heroic Lifts power-up, 19.
  High Manual Dexterity
  advantage, 17, 35.
  Higher Purpose advantage, 31.
  Holy warriors, 28.
  Huge Subjects perk, 14.
  Huge Weapons perk, 18.
  Improvisation power-up, 17-18.
  Inextinguishable Power power-
  up, 26, 36-37.
  Infernals, 42.
  Inner Light power-up, 41.
  Innkeepers, 28.
  IQ attribute, 32.
  Iron Hands perk, 30.
  Items as power-ups, 6.
  Jack of All Trades Talent, 28, 32.
  Jumper advantage, 33.
  Karma Bank perk, 34.
  Kindle perk, 26.
  Knights, 29.
  Lesser Lichdom perk, 31.
  Life-Force Burn perk, 24, 27,
  31.
  Light Walk skill, 41.
  Limitations on buying, 7-8.
  Lizard men, 42.
  Longhorn power-up, 43.
  Magery advantage, 41.
  Magic Perks, 14-15, 22, 24-27,
  31, 33-34.
  Magical Bolt power-up, 37.
  Magical Lawyer perk, 24.
  Magical Stability power-up, 15.
  Martial artists, 29-30.
  Master at Disarms power-up, 12.
  Material power-ups, 6.
  Melee Spell Mastery perk, 14.
  Minotaurs, 42-43.
  Missile Spell Mastery perk, 14.
  Mortal Foe power-up, 12.
  Mr. Smash power-up, 19.
  Musical Ability Talent, 20.
  Necromancers, 30-31.
  New Realm power-up, 22-23,
  25, 27, 28, 33, 36.
  Nondetection power-up, 35.
  Not Without My Weapon
  power-up, 12.
  Ogres, 43.
  One of Us power-up, 39.
  Oracle (Scholarly) advantage,
  32.
  Outdoorsman Talent, 18, 32.
  Pack Rat perk, 11.
  Paean song, 21.
  Peace Treaty power-up, 39.
  Pebbles perk, 26.
  Per characteristic, 32.
  Perfect Recovery power-up, 12.
  Perks, as power-ups, 6; new, 11-
  12, 14-15, 17-19, 22, 24-28,
  30, 31, 33-36, 38, 40.
  Permeation advantage, 26.
  Pestilent Arm perk, 31.
  Piecemeal Knowledge perk, 28.
  Potion Implant perk, 17.
  Power Casting perk, 15.
  Power Grappling perk, 19.
  Power Investiture advantage,
  21, 24, 27, 33.
  INDEX
  44
  INDEX
  
  Power Reincarnate power-up,
  26, 37.
  Power-ups, buying, 7-9; defining,
  4-7; designing, 9, 37; lists,
  10-43; naming, 4; offensive,
  25; terms, 4-7; warning
  about, 4.
  Prerequisites, 4.
  Professional power-ups, 17-37.
  Protection from Evil/Good spell,
  15.
  Psychic Guidance perk, 15.
  Quests, 8.
  Quick-Sheathe perk, 11.
  Quick-Shot power-up, 33.
  Racial maxima table, 5.
  Racial power-ups, 38-43.
  Ragnar’s Breath power-up, 19.
  Reach Mastery perk, 11.
  Reaction bonuses, 21.
  Reincarnation power-up, 25.
  Requirements, 8-9.
  Resistant advantage, to Death
  Effects, 30; to Metabolic
  Hazards, 40, 42; to Poison,
  28.
  Retribution power-up, 23, 28.
  Rinse perk, 26.
  Rule of 17 perk, 15.
  Run and Hit power-up, 12.
  Sacrificial Parry perk, 11.
  Scholars, 31-32.
  Scouts, 32-33.
  Seafarer power-up, 19, 33.
  Secondary characteristics, 5;
  Per, 32; Will, 21, 24, 28, 30.
  Secret power-ups, 8.
  Secret Teleportation Spell, 37.
  Sense Evil/Good spell, 15.
  Sensitive Touch advantage, 35.
  Serendipity advantage, 17.
  Seven Secret Kicks, 30.
  Shamans, 33-34.
  Shapechangers, 23.
  Sheer Speed perk, 35.
  Shield Mastery power-up, 29.
  Shield of Faith power-up, 23-24,
  28.
  Shield-Wall Training perk, 12.
  Signature Gear advantage, 6.
  Siren Song, 21.
  Slayer Swing at Neck power-up,
  13.
  Slayer Swing at Skull power-up,
  13.
  Slayer Thrust to Eye power-up,
  13.
  Slayer Thrust to Vitals power-
  up, 13.
  Slayer Training power-up, 13.
  Smooth Operator Talent, 20,
  28.
  Songs, 20-21.
  Sources, 8-9.
  Specialized Two-Weapon
  Fighting power-up, 13.
  Spell Hardiness perk, 15.
  Spell Resistance perk, 15.
  Spell-Archery spell, 15-16.
  Spells, 7; new, 15.
  Spellsmith power-up, 18.
  Spirit Item perk, 34.
  Spirit-Talker Talent, 34.
  Spot Weakness perk, 17.
  Stacking power-ups 16.
  Starting with power-ups, 7.
  Storm of Air power-up, 27.
  Storm of Earth power-up, 27.
  Storm of Fire power-up, 27.
  Storm of Water power-up, 27.
  Storms, 26-27.
  Street-Smart Talent, 21, 28,
  35.
  Striker advantage, 42.
  Striking ST advantage, 42.
  Strongbow perk, 33.
  Sure Grasp power-up, 35.
  Swashbucklers, 34-35.
  Tainted Touch perk, 27.
  Talents, new, 19-22, 24, 25, 28,
  34, 35.
  Team Player power-up, 16.
  Techniques, 7.
  Temperature Tolerance
  advantage, 38, 43.
  Templates, new, 37.
  The Look power-up, 41.
  Thieves, 35.
  Trademark Move perk, 12.
  Training, fees, 8; special, 9.
  Traits, 4-7.
  Trap Sense power-up, 36.
  Trial by Fire power-up, 43.
  Triumph song, 21.
  Trolls, 43.
  Two-Weapon Fighting power-
  up, 13.
  Unholy as Hell power-up, 42.
  Unholy warriors, 36.
  Uninterrupted Flurry power-up,
  30.
  Unique Technique perk, 6.
  Unusual Background (Artifact)
  advantage, 6.
  Utility power-ups, 16.
  Vampirize power-up, 31.
  Venomous Tongue perk, 36.
  Very Rapid Healing advantage,
  42.
  Warning song, 21.
  Water-infused, 43.
  Wealth advantage, 28.
  Wild Talent advantage, 24, 26,
  27, 30, 32, 33, 36.
  Wildmen, 43.
  Will characteristic, 21, 24, 28,
  30.
  Wishes, 9.
  Wizards, 36-37.
  Workbooks, 8.
  Wraith Arm power-up, 31.
  Zombie Arm power-up, 31.
  INDEX
  45
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SOURCE: textdata/thevault/GURPS [multi]/SETTING/Dungeon Fantasy (GURPS)/GURPS 4e - Dungeon Fantasy 11 - Power-Ups.pdf