TEXT: Reviewer: Steven Marsh
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  STEVE JACKSON GAMES
  Stock #37-0364 
  Version 1.0 – December 2020
  ®
  TM
  TM
  Written by 
  SEAN PUNCH
  Illustrated by 
  NIKOLA VRTIS  
  GURPS System Design z STEVE JACKSON
  GURPS Line Editor z SEAN PUNCH
  GURPS Project Manager z STEVEN MARSH
  Production Artist and Indexer z NIKOLA VRTIS
  GURPS FAQ Maintainer z  
  VICKY “MOLOKH” KOLENKO
  Chief Executive Officer z PHILIP REED
  Chief Creative Officer z SAM MITSCHKE
  Chief Operating Officer z SUSAN BUENO
  Director of Sales z ROSS JEPSON
  Page Design z PHIL REED and JUSTIN DE WITT
   Art Direction and Prepress Checker z NIKOLA VRTIS
  
  Contents
  IntroductIon  .  .  .  .  .  .  .  .  .  . 2
  About the Author . . . . . . . . . . . . . .2
  A BAker’s dozen  .  .  .  .  .  .  . 3
  Beast Suit . . . . . . . . . . . . . . . . . . . .3
  Changeling Blanket . . . . . . . . . . . .3
  Crackling Blade . . . . . . . . . . . . . . .4
  Devil’s Horns . . . . . . . . . . . . . . . . .5
  Faerie Britches. . . . . . . . . . . . . . . .5
  Headsman’s Hood . . . . . . . . . . . . .6
  Lifesaving Scalpel . . . . . . . . . . . . .6
  Ouch! . . . . . . . . . . . . . . . . . . . . . . .7
  Mixing a Nice, Strong Blessing. . . .7
  Plodding Plate . . . . . . . . . . . . . . . .8
  Ring of Degeneration. . . . . . . . . . .8
  Rod of Resuscitation . . . . . . . . . . .9
  Shield of Sacrifice . . . . . . . . . . . . .9
  Ultimate Weapon . . . . . . . . . . . . .10
  Index .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  IntroduCtIon
  An object that destroys its owner without providing them 
  with some benefit is a trap, not treasure.
  – GURPS Dungeon Fantasy 8: Treasure Tables
  Every delver loves artifacts that aren’t standard magic 
  items – treasures that cannot be explained solely (or perhaps 
  at all) in terms of common enchantments. Adventurers take 
  pride in owning something rare or unique: “Yeah, yeah, you 
  have a fine broadsword that glows. I own the Flashing 
  Sunblade!” Bragging rights have a power all their own.
  The problem is that while standard enchant-
  ments are part of a system with numerous built-in 
  controls – starting with “requires mana or sanctity 
  to work” and “costs a fortune to commission” – one-
  off artifacts raise the specter of special cases and its 
  nasty cousin, the Demon of Ultimate Power. In the 
  hands of players pursuing the path of the munchkin, 
  such things can lead to power creep that starts out 
  fun but quickly spirals out of control. Though this is 
  to some extent expected in dungeon-crawling games, 
  it’s usually checked by another tradition . . .
  One-off artifacts don’t always play fair.
  Sometimes, they’re outright cursed. That’s a peril-
  ous path as well, though. Throw too many purely vex-
  atious items at the delvers and the players will take to 
  running a battery of tests on every treasure the heroes 
  find (which disrupts the flow of the game), avoiding 
  loot other than coins and gems they can exchange for 
  standard, “safe” magic items back in town (which is 
  boring), or quitting (which is of course worst of all).
  GURPS Dungeon Fantasy Treasures 4: Mixed 
  Blessings offers an alternative: One-off items that 
  are definitely useful and not strictly cursed . . . but 
  that come with built-in checks and balances that 
  also exist outside the standard enchantment system. 
  Everything here can be handed out “as is,” varied, or 
  used as inspiration for the GM’s creations.
  About the Author
  Sean Punch set out to become a particle phys-
  icist in 1985 and ended up as GURPS Line Editor 
  in 1995. In that capacity, he has written, edited, or 
  contributed to hundreds of GURPS releases, revised 
  the game into its fourth edition (2004), and been a regular 
  contributor to Pyramid magazine. From 2008, he has served 
  as lead creator of the GURPS Action and GURPS Dungeon 
  Fantasy series; work on the latter led to his design of the 
  Dungeon Fantasy Roleplaying Game, released in 2017. Sean 
  has been a gamer since 1979, but devotes most of his spare 
  time to Argentine tango. He lives in Montréal, Québec with 
  son amour, Geneviève.
   
  Contents And IntroduCtIon 
  2
  About GURPS
  Steve Jackson Games is committed to full support of GURPS 
  players. We can be reached by email: info@sjgames.com. 
  Our address is SJ Games, P.O. Box 18957, Austin, TX 78760. 
  Resources include:
  New supplements and adventures. GURPS continues to 
  grow – see what’s new at gurps.sjgames.com.
  Warehouse 23. Our online store offers GURPS print items, 
  plus PDFs of our books, supplements, adventures, play aids, 
  and support . . . including exclusive material available only on 
  Warehouse 23! Just head over to warehouse23.com.
  Pyramid (pyramid.sjgames.com). For 10 years, our PDF 
  magazine Pyramid included new rules and articles for GURPS, 
  plus systemless locations, adventures, and more. The entire 122-
  issue library is available at Warehouse 23!
  Internet. To discuss GURPS with our staff and your fellow 
  gamers, visit our forums at forums.sjgames.com. You can also 
  join us at facebook.com/sjgames or twitter.com/sjgames. 
  Share your brief campaign teasers with #GURPShook on Twitter. 
  Or explore that hashtag for ideas to add to your own game! The 
  GURPS Dungeon Fantasy Treasures 4: Mixed Blessings web 
  page is gurps.sjgames.com/dungeonfantasytreasures4.
  Store Finder (storefinder.sjgames.com): Discover nearby 
  places to buy GURPS items and other Steve Jackson Games 
  products. Local shops are great places to play our games and 
  meet fellow gamers!
  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.
  
   
  A bAker’s dozen 
  3
  Here are an unlucky (?) 13 artifacts that – though not 
  cursed – aren’t problem-free. They use the format established 
  in GURPS Dungeon Fantasy 6: 40 Artifacts. In brief:
  Power Item: How many FP the artifact holds if designated 
  as a power item (GURPS Dungeon Fantasy 1: Adventurers, 
  p. 28).
  Suggested Origins: What empowers the artifact. This is 
  largely self-explanatory, but for details, see 40 Artifacts, 
  pp. 3-4 or GURPS Dungeon Fantasy 8: Treasure Tables, p. 50.
  Properties: The artifact’s capabilities, mundane and super-
  natural. Read carefully, as some benefits and drawbacks are 
  so inextricably entangled that they’re defined together, not as 
  separate list items. Weight appears at the end.
  Variations: Notes on switching things up to fit the arti-
  fact into your game or surprise players who’ve read this 
  supplement.
  No cash value is given, however. Selling one-of-a-kind 
  artifacts uses the rules in The Problem of Price (40 Artifacts, 
  p. 20) – if the heroes can find a buyer willing to live with the 
  downsides!
  Beast Suit
  Power Item: 9 FP
  Suggested Origins: Druidic, Materials, Racial, or Spirit.
  Most sapient races other than elves, faerie folk, and the 
  occasional (though not every!) furry species kill animals and 
  wear their fur. The primary reason for this is obvious: fur is 
  warm. Beyond this, it’s often viewed as aesthetically pleasing. 
  Yet there are superstitious motivations as well, notably the 
  belief that wearing a beast’s pelt lets one shapeshift into that 
  creature – or at least borrow its qualities, which is the aim of 
  this furry, one-piece bodysuit.
  Properties
  • Power of the Beast: The wearer becomes exceptionally 
  tough, like a bear, wolverine, or similar aggressive animal. 
  They gain DR 2 all over; this counts as Tough Skin on areas 
  not covered by the Suit (the face and, if leaving the mittens 
  dangling to avoid -2 to wield weapons, the hands). They 
  also acquire Hard to Kill 2, Striking ST 2, and Temperature 
  Tolerance 2, all three cumulative with any personal lev-
  els – and of course Fur (p. B101).
  • Rage of the Beast: The wearer becomes dangerously 
  savage, too, suffering from Bad Temper (12), Berserk (12), 
  and Bloodlust (12). If they already have one of those traits, 
  reduce its self-control number: (15) or (12) becomes (9), (9) 
  becomes (6), and (6) grows so bad that the behavior can’t be 
  controlled – whenever it can trigger, it will. If the user gives in 
  to any of these traits, they further become Bestial; for simplic-
  ity’s sake, treat this as behavior giving -3 to reactions while the 
  triggering disadvantage is in effect.
  Weight: 18 lbs.
  Variations
  • Beasts differ. Some are more or less strong, resistant, 
  savage, etc., and so their hides might bestow different traits. 
  What’s crucial is that there are at least some 
  disadvantages to accompany the advantages, 
  so that heroes have to decide what’s more 
  important: being a combat monster or being 
  socially acceptable.
  • On that last point, the Beast Suit isn’t all 
  that troublesome in many ways, as it can be 
  taken off to avoid socially unacceptable dis-
  advantages in social situations – and most of 
  those traits are minor drawbacks when shredding foes in com-
  bat. But certain Suits might bear Hex (GURPS Magic, p. 57), 
  which can become a problem. Use the higher of 15 and the 
  origin beast’s ST to determine the Hex’s effective Power.
  Changeling Blanket
  Power Item: 4 FP
  Suggested Origins: Magical, Materials, or Racial.
  Children are drawn to soft, fuzzy things. Faerie enchanters 
  sometimes exploit this in schemes to steal babies and leave 
  behind changelings. One example is a colorful blanket that 
  fascinates infants, bearing a glamour to soothe their crying 
  and render them invisible once their abductor swaddles them 
  within. Yet the complex rules and conditions of faerie magic 
  mean that items intended for children affect adults differently.
   
  A bAker’s 
  dozen
  Adventurers take pride in owning something 
  rare or unique. Bragging rights have a power all 
  their own.
  
   
  A bAker’s dozen 
  4
  Properties
  • Googoo Gaga: The effects below require the user to 
  assume a sitting, crawling, or lying posture on the ground, 
  in a cradle/crib, or in someone’s arms. Standing, kneeling, or 
  crouching won’t work; neither will any other location. The 
  Blanket must be pulled completely over them and tucked 
  beneath, with nothing protruding (a Ready maneuver once 
  the Blanket is in hand, which takes another Ready maneuver, 
  or two if it’s worn as a cape, kilt, etc.). A being of SM 0 can 
  manage this, as can two of SM -1, four of SM -2, nine of SM 
  -3, 16 of SM -4, 36 of SM -5, or 81 of SM -6. Up to 50% more 
  people can squeeze in (e.g., 24 of SM -4) – or one SM +1 char-
  acter – but everyone must roll vs. Escape, with any failure 
  meaning everybody spills out.
  • Hear/Speak No Evil: With the Blanket in place, anyone 
  it hides is unable to hear or be heard, per Silence (Magic, 
  p. 171). This property resists spells like Converse, Message, 
  and Noise with effective skill 20; it doesn’t block Far-Hearing 
  (Magic, p. 173) for those within, but that’s useful only if they 
  have some way to see (see below). Those within have +3 to 
  Stealth rolls vs. Hearing – they can’t make noise, but the 
  Blanket still rustles.
  • See No Evil: With the Blanket in place, it and anyone 
  under it are invisible, per the spell (Magic, p. 114). They can be 
  attacked like any invisible target – but the 
  previous effect means Hearing rolls to 
  locate them suffer an extra -5. Those 
  within can still see the Blanket, and 
  are effectively blind unless they have 
  magic like Glass Wall (Magic, p. 103) 
  or an advantage like Penetrating 
  Vision (p. B74).
  Note: The Blanket doesn’t stop the 
  user(s) from acting! They simply can’t 
  do anything that involves standing up 
  without losing its concealment pow-
  ers, nor that involves seeing or hear-
  ing without Glass Wall, Far-Hearing, 
  etc. Physical attacks always involve 
  sticking something out, which also 
  ends concealment.
  Weight: 4 lbs.
  Variations
  • Most variants differ not in 
  powers but in underlying quality, 
  affecting value and thus power- 
  item capacity. In terms of Treasure 
  Tables, pp. 53-54, the basic model is 
  a $20 blanket (Adventurers, p. 23) 
  with +14.5 CF from fine material, 
  average dye, a resist pattern, a cheap 
  fringe, and extensive embroidery. A 
  faerie masterpiece could easily have 
  +40 CF or more and hold 7+ FP.
  • Children are often dirty. Some 
  Blankets add Smell No Evil: Users 
  are protected by No-Smell (Magic, 
  p. 24), but suffer from No Sense of 
  Smell/Taste (p. B146).
  Crackling Blade
  Power Item: 14 FP
  Suggested Origins: Divine, Druidic, or Magical.
  Many a delver has found Flaming Weapon, Icy Weapon, 
  or Lightning Weapon a tad underwhelming and wished that 
  “elemental” weapons had more, well, oomph. And many a 
  spellcaster has tried to deliver by jamming in more magic. 
  For talented enchanters, the results might not be half 
  bad – see, for instance, the Flaming Blade (40 Artifacts, 
  p. 13). Overambitious ones end up with something closer to 
  the Crackling Blade.
  Properties
  • Blade Quality: The Crackling Blade is a thrusting broad-
  sword of “flamberge” design (the blade has an undulating 
  pattern, like a stylized flame, which is just for looks – call it 
  ornate, for +1 to reactions) and fine quality (+1 to damage and 
  -1 to breakage).
  • Crack! On striking a target with enough force to do at 
  least 1 point of damage, the Crackling Blade fairly explodes 
  with lightning. Divide the basic damage rolled by three 
  and round up to find the resulting electrical damage (min-
  imum 1 point); e.g., if a mighty warrior who dishes out 
  3d+5 damage rolls 16 damage, that’s 6 points. The 
  target takes this damage . . . but so does the 
  wielder! For both, this is a separate attack 
  that inflicts large-area injury (p. B400).  
  Remember that metal armor counts as DR 1 
  in the DR calculation. Thus, there’s consider-
  able risk if the wielder has no way to resist 
  lightning.
  Weight: 3 lbs.
  Variations
  • As with all magical weapons, this one 
  might be of a different type. But for thematic 
  reasons, it should be metal, ideally a sword, 
  and preferably a flamberge – though a hefty 
  hammer (mace) is nicely Norse. This may have 
  a slight effect on the electrical damage – but 
  really, the difference between even very light 
  (swing-2 or -1) and heavy (swing+3 to +5) 
  weapons is typically just a point or two, mak-
  ing this effect safely “portable” in the sense 
  that it won’t get out of hand due to the weap-
  on’s innate properties.
  • Why electricity? Well, its tendency to 
  bypass heavier armor, most of which is metal, 
  keeps the effect suitably double-edged; the 
  user can’t simply strap on plate armor to blunt 
  the downside. But there could be a Cold Snap 
  that blasts cold damage, Thunder Blade that 
  causes crushing damage like a Concussion 
  spell, Wildfire that deals fire damage, etc. And 
  Dragon’s Breath might deliver contact poison 
  that affects anyone not wearing fully sealed 
  armor, or even acid that inflicts armor-dissolv-
  ing corrosion damage; either would be interest-
  ing and relatively balanced.
  
   
  A bAker’s dozen 
  5
  Devil’s Horns
  Power Item: 11 FP if carried, N/A if worn
  Suggested Origins: Divine, Racial, or Spirit.
  This is, as the saying goes, “exactly what it says on the 
  tin”: a set of horns – the point count depends on the original 
  owner – left behind when a demon had everything beneath 
  them blasted out of existence by potent magic or godly force. 
  A destroyed demon usually vanishes to Hell, leaving noth-
  ing behind, but some things slam the dimensional door shut 
  before The Devil can yank its servant home.
  Properties
  • Durability: Pressed against a hornless mortal’s bare 
  head (hair doesn’t interfere, but an artificial covering keeps 
  the Horns from working, as do existing horns of any size), 
  the Horns take root. They can be removed briefly by at least 
  2/3 of the wearer’s HP (round up) in injury – the subject does 
  suffer this! – but a second later the severed Horns vanish and 
  new ones grow back. Only godly might can uproot them for 
  good. Barring that, Remove Curse works, but must defeat 
  effective skill equal to the wearer’s ST + Will. If the Horns are 
  successfully removed, the subject loses the traits below and 
  someone else can use the artifact.
  • Horrifying Disfigurement: The Horns are unsuited to 
  mortal tastes and bodies. Add Unnatural Features 4 [-4]. The 
  maximum level of this disadvantage is five, but those who 
  already have two or more levels still lose 4 points; the GM can 
  make this up with reduced Appearance or quirks, perhaps 
  from GURPS Power-Ups 6: Quirks, that reflect the Horns 
  being heavy (e.g., Aches and Pains, or Bad Posture), disturb-
  ing (Dishonest Face works), or evil (usually giving Damned). 
  The Horns also mean the wearer must wear headgear adapted 
  to horned beings, which is a 0-point feature – such things are 
  easy to make or find.
  • Terrifying Weapon: The Horns give Striker (Impaling; 
  Limited Arc, Straight Ahead, -40%) [5]. See p. B88.
  • Weight of the World: The Horns are heavy. They count as 
  encumbrance equal to the subject’s Basic Lift/2 lbs., which 
  can’t be put down. This is the Dead Weight quirk (Quirks, 
  p. 22).
  Weight: 2 lbs. if carried; see above once attached.
  Variations
  The Horns above produce a 0-point change in the user: 
  Dead Weight [-1], Striker [5], Unnatural Features 4 [-4] (or 
  equivalent), and some 0-point features. The GM is free to 
  adjust this:
  • Drawbacks could be more severe; e.g., the wearer could 
  lose Appearance, and gain Unnatural Features, and suffer 
  from Bad Posture, Damned, and Dead Weight.
  • Benefits could be more pronounced. Perhaps the Striker 
  gains Long, +1 SM, +100%, increasing value by 8 points. 
  Maybe the user acquires Damage Resistance (Partial, Skull 
  Only, -70%) [1.5/level]. The wearer could even get Striking ST 
  (One Attack Only, Horns, -60%) [2/level]. Several of the above 
  might apply.
  • Both! The GM can tweak the upsides and downsides to 
  keep the Horns’ value at 0 points, but the benefits don’t have 
  to balance the drawbacks.
  Faerie Britches
  Power Item: 11 FP
  Suggested Origins: Materials or Racial.
  Despite their name, these garments consist of not just 
  britches, but also a hooded-and-sleeved tunic and long 
  stockings, covering everything while weighing close to noth-
  ing. Nobody knows for sure whether faeries really make the 
  Britches – some people attribute them to a mysterious guild 
  of tailors who’ve mastered the art of weaving garments from 
  giant insect silk. Whatever their origins, they’re popular with 
  travelers who are willing to overlook their downside.
  Properties
  • Adaptability: The Britches’ most wondrous property, in 
  many ways, is that they look like they’re for pixies (SM -6), 
  yet can stretch to clothe any humanoid (two arms, two legs, 
  a head) without being less effective. If there’s an upper limit, 
  it’s at least SM +5 – even 45’-tall giants have tried them on. 
  Moreover, they can deform to accommodate unusual propor-
  tions at any SM, and wings and tails can “poke through” and 
  function without damaging them.
  • Comfort: The Britches also adapt to climate. Against 
  heat, they keep the sun off and wick away sweat, cooling the 
  wearer for +3 to HT rolls. As things grow colder, they keep 
  the wearer warm, giving +5 to HT rolls for cold, equivalent 
  to (but not cumulative with) arctic clothing despite their 
  light weight. The Britches also resist soaking: ignore the -5 
  vs. cold for wet clothing. They provide all the mundane bene-
  fits of clothing, too – notably protection against sunburn. For 
  more on harsh climates, see GURPS Dungeon Fantasy 16: 
  Wilderness Adventures, p. 30. The Britches don’t provide DR, 
  protect against acid or contact poison, and so on – the bene-
  fits are specifically against climate effects.
  • Slipperiness: The Britches are slick, granting a level of 
  Slippery (p. B85) if worn as the outside layer. If worn inside 
  other clothing or armor, this benefit is lost and the wearer 
  has -1 to DX, as if wearing an extra layer of armor – even if 
  they have an ability like the knight’s Armor Mastery power-up. 
  The Britches can be stretched over armor to give the benefit of 
  Slippery 1, but that feels like being caught in a web, restrict-
  ing movement for -2 to DX except when trying to break free 
  (where they give the usual +1 instead). Thus, the Britches are 
  primarily of value to explorers who need protection from the 
  elements, not from weapons.
  Weight: 1 lb.
  Variations
  Britches might come in varying degrees of slipperiness and 
  stretchiness:
  • The Britches could have upper or lower SM lim-
  its – although SM -2 to SM +1 will accommodate most delvers.
  • The Britches can be slipperier. Each level of Slippery 
  gives its usual benefits if the Britches are worn alone or 
  stretched outside other clothing, but -1 to DX if the Britches 
  are worn as an inner layer. The -2 to DX for pulling them over 
  armor doesn’t change – meaning that high levels of Slippery 
  might be attractive to high-DX heroes who face grappling, spi-
  derwebs, etc.
  
   
  A bAker’s dozen 
  6
  Headsman’s Hood
  Power Item: 5 FP
  Suggested Origins: Divine or Spirit.
  This black “executioner’s hood” is blessed by the Death 
  God or holds the spirit of a legendary executioner – possibly 
  both. While extremely potent in the hands of (well, on the head 
  of) an assassin or warrior, it has a pronounced downside.
  Properties
  • Blind Man’s Bluff: When donned (three Ready maneu-
  vers once the Hood is in hand, plus another to pull it out if 
  not), the Hood attempts to afflict the wearer with Blindness 
  (p. B124). If the user chooses, they can attempt an uncon-
  tested HT roll to resist; no standard traits modify this roll 
  (not even Magic Resistance), but the GM may rule that some 
  variety of Resistant (pp. B80-81) related to the artifact’s ori-
  gins helps. If the user successfully resists, nothing happens 
  until the Hood is removed and put on again; they can see 
  normally through the Hood’s eyeholes. If they fail or don’t 
  try to resist, they lose all visual senses – including Pene-
  trating Vision, the vision aspect of Clairsentience, and most 
  forms of Scanning Sense – but not Sonar, Vibration Sense, 
  or anything involving hearing, touch, smell, or taste. Spells 
  are affected similarly; e.g., Glass Wall (Magic, p. 103) is 
  blocked, but Sound Vision (Magic, p. 171) isn’t. The only way 
  to remove the affliction is to take three Ready maneuvers to 
  fully remove the hood, or to destroy it (see below).
  • Blind Man’s Buff: Anyone currently blinded by the Hood 
  gains a potent gift. They can spend 1 FP before rolling to attack 
  (at the usual penalties for fighting blind) with any swung melee 
  weapon; with multiple attacks, this costs 1 FP per attack. If 
  such a blow hits, figure damage as usual, accounting for ST, 
  Striking ST, ST-enhancing magic, and special abilities such as 
  Weapon Master; weapon type, quality, and magic; and condi-
  tional modifiers like Mighty Blows or All-Out Attack (Strong). 
  But don’t roll dice, because the attack does maximum damage; 
  e.g., a 2d+1 attack deals 13 points! Critical hits for maximum 
  damage do 1.5 times the maximum; critical hits for double or 
  triple damage multiply the maximum.
  • Killer Style: The Hood won’t accommodate a helmet but 
  can go under other headgear without giving a penalty for lay-
  ering. Those who do this should be aware that taking off and 
  putting on a helmet also takes three seconds; e.g., someone 
  who pulls on the Hood, is blinded, and then dons a helmet 
  needs six Ready maneuvers to remove everything and get their 
  sight back. The Hood provides its wearer with no DR, but 
  attempts to destroy it – say, by slicing it off – must overcome 
  DR 12, HP 6.
  Weight: 0.5 lb.
  Variations
  If the GM finds the “buff” too powerful, it could be almost 
  anything useful to an executioner. A flat ST or damage bonus 
  is simplest.
  Lifesaving Scalpel
  Power Item: 8 FP
  Suggested Origins: Cosmic or Divine.
  The scalpel symbolizes healing. It can excise problems 
  directly, open the body to reach sickness, facilitate medi-
  cal bleeding, and more. Many clerics carry sacred scalpels 
  (GURPS Dungeon Fantasy 7: Clerics, p. 34), some more 
  sacred than others.
  Properties
  • Cut: Invoking the Scalpel’s healing powers necessitates 
  bathing it in the patient’s fresh blood: The healer must use 
  it to inflict 3d HP on the subject! On someone willing and 
  unarmored, or the wielder themselves, roll 3d injury and 
  skip to the next paragraph. Under other circumstances (say, 
  the patient wants to stay armored), roll 3d to determine 
  needed injury and then slash away – the blade is a weapon 
  that does swing-1 cutting (maximum 2d, regardless of 
  ST) – until the target injury is reached or exceeded. Either 
  way, these wounds are completely mundane; they force HT 
  rolls to avoid unconsciousness at 0 HP, to avoid death at 
  -1¥HP, -2¥HP, -3¥HP, and -4¥HP. At -5¥HP, most subjects die 
  before they can be healed.
  • Paste: Once blood is shed, the user can heal twice 
  the HP inflicted; thus, the Scalpel repairs the wounds it 
  caused and that much again, if it doesn’t kill the patient. 
  This does not restore an unconscious subject to conscious-
  ness – that takes the usual 15 minutes or more (Recovering 
  from Unconsciousness, p. B423). Also, healing works only on 
  beings that bleed. It doesn’t matter what color they bleed, but 
  Injury Tolerance (No Blood or Diffuse) means they’re out of 
  luck, though they can still be butchered as an attack or by 
  someone unaware of the Scalpel’s limitations.
  Examples: Rolling 3d for “activation injury” gives 13 HP 
  on a patient with HP 12. If they were missing 1 HP, they’d be 
  down 14 HP briefly, requiring a HT roll to remain conscious; 
  then they’d be healed 26 HP, and so finish at full HP (though 
  possibly unconscious). If they were missing 11 HP, they’d 
  be down 24 HP; that’s -1¥HP, so they’d have to roll to avoid 
  death, but if they lived, healing 26 HP would restore full HP. 
  If they had sustained 59 HP, they’d end up with 72 HP of 
  wounds; as that’s -5¥HP, they’d be killed!
  • Some Skill Required: The Scalpel’s first use on a given 
  person each day simply works – if the subject isn’t killed, 
  they’re healed regardless of the wielder’s abilities. Later uses 
  require Surgery rolls, at a cumulative -3 per roll after the 
  first; thus, the sequence is no roll, Surgery, Surgery-3, Sur-
  gery-6, and so on. Any failure means the scalpel stops work-
  ing on that person for the day, after it does injury and before 
  it heals.
  • Weapon Quality: The Scalpel is a very fine sacred scalpel 
  (which counts as a high holy symbol).
  Weight: 0.25 lb.
  Our life is made by the death of others.
  – Leonardo da Vinci
  
   
  A bAker’s dozen 
  7
  Variations
  • The basic Scalpel inflicts 3d and then heals twice 
  that, restoring on average 3d HP at modest risk of 
  death for the badly hurt. Variants may require and 
  heal other amounts – the greater the healing, the 
  higher the risk of killing the injured!
  • The Scalpel needn’t work for just anybody. It 
  may require a Surgery roll even the first time each 
  day, restricting use to skilled healers. It could be noth-
  ing but a sharp blade in the hands of those without 
  Power Investiture. Maybe both.
  • There’s reputedly a Sickle of Life: a very fine 
  sickle that works only for those with Power Investi-
  ture (Druidic). This requires Esoteric Medicine (Dru-
  idic) or Veterinary rolls for repeated applications. It 
  does swing+2 cutting, weighs 2 lbs., doesn’t count as 
  a holy symbol, and holds 7 FP as a power item.
  Ouch!
  Power Item: 7 FP
  Suggested Origins: Magical.
  Not all novel enchantments work quite as intended. 
  The enchanter of this magical knife originally dubbed 
  it “Amputator,” but an unfortunate experience while 
  showing it off to a potential customer ended in him 
  shrieking, “Ouch!” That’s the name that stuck.
  Properties
  • Blade Quality: Treat Ouch! as a very fine large 
  knife for all purposes (+2 to damage and -2 to 
  breakage).
  • Limb-Seeker. Attacks on enemy arms and hands 
  ignore the usual penalty to hit that body part.
  • Overwhelming Riposte. Ouch! was designed to be 
  the “ultimate parrying dagger,” a main-gauche that 
  doesn’t merely ward off attacks, but also disarms the 
  attacker – literally and permanently. On the user’s turn 
  immediately after successfully using Ouch! to parry an 
  attack, they can attack any arm or hand their attacker 
  used in the parried attack, still at no penalty for hit 
  location. If the attack roll succeeds and the target fails 
  to defend, roll damage as usual. If even 1 point of dam-
  age penetrates DR, the body part is crippled; if this 
  would require more injury than was inflicted, increase 
  the wound to that level. For instance, if the target has 
  HP 22, the “injury over HP/2” needed to cripple the 
  arm is 12 HP, so Ouch! would do at least that much 
  injury when retaliating against an arm.
  • Paid for in Blood: Ouch!’s affinity for arms and 
  hands can get, er, out of hand. On any critical failure 
  while attacking or parrying with it, don’t roll on the 
  Critical Miss Table – the result is always “5.” Roll 1d: 
  On 1-4, Ouch! inflicts its usual cutting damage (even 
  if making an impaling attack) to the wielder’s other 
  arm; on 5-6, it does this to their other hand. If this 
  damage penetrates DR, it works as above, crippling 
  the body part. Oh, and Luck cannot affect any aspect 
  of this!
  Weight: 1 lb.
  MIxIng A nICe,  
  strong blessIng
  Double-edged artifacts offer upsides entangled with down-
  sides. The good ought to be attractive enough that at least 
  some players are willing to put up with the bad, which in turn 
  shouldn’t be easily circumvented – although that doesn’t nec-
  essarily mean there are no workarounds! Exploiting loopholes 
  is a hallowed munchkin tradition, but doing so should have a 
  cost more serious than just spending FP (which might also be 
  necessary); e.g., learning a rarely used spell and spending FP on 
  that, or investing points in other abilities.
  Upsides and downsides needn’t balance. The two may differ 
  so much that any comparison is apples to oranges. Even when 
  balance can be defined, there’s the question of “For who?” – 
  utility varies from user to user. Indeed, clear, universal balance 
  isn’t the best goal. Treasures that are almost worthless but frus-
  tratingly handy enough to keep, or almost wondrous but annoy-
  ing enough not to be used full-time, are the most interesting 
  ones, because they force adventurers to plan and make choices!
  Some examples, which are by no means mutually exclusive:
  Benefits the user’s foes as well as the user. The Changeling 
  Blanket (pp. 3-4), for instance, provides invisibility that also 
  blinds the user, and two-way silence. The owner of such an 
  artifact generally controls it, allowing them to “cherry pick” 
  moments when it benefits them more. That’s fine!
  Confers advantages alongside disadvantages. The Beast Suit 
  (p. 3) and Devil’s Horns (p. 4) are examples. If the advantages 
  aren’t “always on,” it’s fairest if the disadvantages apply only 
  when the advantages do. Fairness isn’t mandatory, of course.
  Does more harm than good if the user isn’t careful, skilled, 
  or just lucky. For instance, the Lifesaving Scalpel (pp. 6-7) 
  can kill in the act of healing, especially in the hands of a non- 
  surgeon; Ouch! (below) is dangerous to those who critically fail 
  often, like risk-taking and low-skill users; and the Shield of Sac-
  rifice (pp. 9-10) saves allies, but is hazardous to bearers without 
  excellent active defenses.
  Grants assistance at a high price, paid by whoever benefits. 
  Like the Ring of Degeneration (pp. 8-9), which heals the wearer 
  but slowly kills them unless they occasionally spend character 
  points on HT. Or the Rod of Resuscitation (p. 9), which resur-
  rects the dead but leaves the patient permanently weakened.
  Hard to use. Consider the Ultimate Weapon (p. 10), which 
  provides significant benefits but forces the wielder to fight at a 
  penalty and without the aid of several useful combat advantages.
  Indiscriminate. The Crackling Blade (p. 4) offers a classic 
  example, zapping target and wielder alike! Savvy users will take 
  steps to immunize themselves.
  Makes it difficult or impossible to benefit from other equip-
  ment. For example, the Devil’s Horns and Headsman’s Hood 
  (p. 6) make wearing a helmet tricky, while the Faerie Britches 
  (p. 5) complicate wearing any armor.
  Requires the user to accept some other inconvenience to gain 
  benefits. The Changeling Blanket depends on assuming a tac-
  tically unfavorable posture; the Headsman’s Hood aids only 
  those who accept blindness; a fighter in Plodding Plate (p. 8) 
  must shlep extreme weight; and so on.
  
   
  A bAker’s dozen 
  8
  Variations
  • Lighter and heavier versions are possible. The effects 
  grow progressively less useful as the blade gets bigger – most 
  serious weapons need little help to cripple what they hit, and 
  are more effective targeting the torso, neck, or skull. Con-
  versely, this magic would be a nasty surprise on a small knife, 
  straight razor, etc.! Whatever the weapon, it’s very fine.
  • Enchanters rarely give up on an idea. What about ver-
  sions that target legs? Necks? These would ignore hit loca-
  tion penalties for those body parts for sure. An overwhelming 
  riposte might be underwhelming if it works only against rela-
  tively uncommon attacks like kicks (the leg) or headbutts and 
  horns (the neck) . . . so it goes. But there could be a serious 
  payoff – a riposte against a neck might always do enough 
  injury to force a HT roll to stay 
  alive, reducing the target to -HP, 
  -2¥HP, or worse. Just remember: 
  On a critical miss, it does this to 
  the user, and Luck can’t help!
  Plodding Plate
  Power Item: 19 FP
  Suggested Origins: Alchemical, 
  Magical, or Materials.
  How do you make any armor 
  tougher? Make it thicker, which 
  perforce makes it heavier. Thick 
  armor can be crafted finely or from orichalcum to enjoy higher 
  DR without as much weight – and the Lighten enchantment 
  is usually an option – but there are mundane technological 
  limits to how thick armor can become while still permitting 
  movement, and even to how thick it can be at all. Plodding 
  Plate uses wizardry or alchemy to achieve excessive thick-
  nesses that remain flexible where it counts.
  Properties
  • Toughness: This suit – a monolithic artifact that hinges 
  open at the back to let any SM 0 wearer step in, and which 
  must be worn in its totality – gives an epic DR 12! This is true 
  even on hit locations where thick armor “makes no sense,” 
  notably for joints; the neck can rotate enough to avoid caus-
  ing No Peripheral Vision, while the gauntlets inflict only the 
  usual penalties for armored gloves. Consequently, the armor 
  has no chinks to target and counts its full DR against large-
  area injury (both p. B400); attacks that normally reduce DR 
  either way still encounter DR 12. Plodding Plate doesn’t count 
  as “sealed” because of its eyeslits (targeted at the usual -10) . . . 
  but that’s its only weakness.
  • Weight: The figure below speaks for itself. The armor is 
  already as “fine” as it can be – no trick of mundane craft can 
  shave off weight. Worse, the magic used to thicken the armor 
  is practically the opposite of the Lighten enchantment, actu-
  ally adding weight to achieve protection. Someone could add 
  Lighten; the enchantment would have to win a Quick Contest 
  against Power 20, and doing so would reduce DR by the 
  same percentage as weight: DR 9 at -25% weight (164.25 lbs.),  
  DR 6 at -50% weight (109.5 lbs.). Lighten Burden affects it 
  the same way.
  Weight: 219 lbs.
  Variations
  The GM might permit Fortify on Plodding Plate, but if they 
  don’t want delvers soliciting every enchanter they meet for 
  this – because DR 12 (plus any “innate” DR or DR from lay-
  ering) seems generous enough – they can rule that the magic 
  the armor uses interferes with this. Or maybe Fortify keeps 
  DR fixed while replacing some of the weight with weightless 
  magic: Fortify 1 gives DR 12 at 11/12 of the weight (200.75 
  lbs.), Fortify 2 gives DR 12 at 10/12 of the weight (182.5 lbs.), 
  on down to Fortify 5 giving DR 12 at 7/12 of the weight (127.75 
  lbs.) for anyone who can afford the cost and long wait for an 
  8,000-energy enchantment.
  Ring of Degeneration
  Power Item: 12 FP
  Suggested Origins: Cosmic or Divine.
  The legendary “Ring of Regener-
  ation” is one of the most storied and 
  sought-after of artifacts. It is said to 
  accelerate natural healing to the point 
  where its wearer can recover from the 
  very worst beatings, burnings, stab-
  bings, and impalements in the time it 
  takes to stagger from one battle to the 
  next. And it does so without interfer-
  ing with other healing, making it every 
  delver’s dream item!
  This isn’t that – but it comes close, and may be the origin 
  of the legend.
  Properties
  • Healing: Worn on a finger (not merely carried or worn in 
  another fashion), the Ring heals the wearer, who recovers 1 
  HP per minute as if they had Regeneration (Fast). This costs 
  no FP, and doesn’t inhibit healing spells or items. As well, if 
  the wearer loses body parts, these regrow in the time it takes 
  to heal to full HP, as explained for Regrowth. For both advan-
  tages, see p. B80.
  • Perpetual: The Ring cannot be stolen or destroyed. Treat 
  it as bearing a cosmic Hex (Magic, p. 57); Remove Curse 
  can remove it, but the spell is cast at -5 owing to the Ring’s 
  uncanny origins (which aren’t traditional magic) and the Ring 
  resists at Power 20. Cutting off the Ring is impossible – it’s 
  made of a metal tougher than orichalcum, and those who 
  try to slice off the finger will discover that this specific injury 
  regenerates even as it’s inflicted!
  • Perpetual Healing: Unfortunately, the Ring never stops 
  tissue growth, giving rise to tumors throughout the body. A 
  wearer who doesn’t possess both Immunity to Metabolic Haz-
  ards and Injury Tolerance (Unliving, Homogenous, or Diffuse) 
  must roll vs. HT-3 each month, with any failure (17-18 always 
  fails) reducing their HT by a level, and thus their point total by 
  10 points. There’s no cure for this – neither spells nor temples 
  can do anything about it. It’s possible to offset it by spending 
  earned points to buy HT, and those who don’t will find their 
  losses accelerating! Should HT ever reach 0 due to the Ring, 
  the wearer dies forever; they are beyond resurrection and can-
  not even return as undead.
  Weight: Negligible.
  ARMOR, n. The kind 
  of clothing worn by a man 
  whose tailor is a blacksmith.
  – Ambrose Bierce, 
   The Unabridged 
  Devil’s Dictionary
  
   
  A bAker’s dozen 
  9
  Variations
  The Ring of Degeneration might not be unique. There 
  could be several versions, all of which work exactly as above 
  except as noted:
  Minor Ring of Degeneration: Heals 1 HP every 12 hours, 
  like Regeneration (Slow). The monthly roll to avoid HT loss is 
  against HT+2. This is almost risk-free – but even if only a roll 
  of 17-18 would fail, such weak healing makes the risk hard to 
  justify if healing spells and potions exist.
  Lesser Ring of Degeneration: Heals 1 HP every hour, like 
  Regeneration (Regular). The monthly roll to avoid HT loss is 
  against full HT.
  Greater Ring of Degeneration: Heals 1 HP every second, 
  like Regeneration (Very Fast). The monthly roll to avoid HT 
  loss is against HT-6. This is potent on the finger of a high-HT 
  character – and for anyone, it’s worth raising HT in return for 
  near-immortality. Handle with care!
  Rod of Resuscitation
  Power Item: 2 FP
  Suggested Origins: Cosmic or Divine.
  Rumors persist of a magic wand that can bring the dead to 
  life without requiring a vast quantity of magical energy from 
  the user. The Rod of Resuscitation might be the origin of some 
  of these stories. This potent artifact can raise the dead, but not 
  without a heavy cost.
  Properties
  • Resuscitation: To use this power, the wielder must 
  touch the Rod to a dead mortal – who must be within one 
  yard – while taking a Concentrate maneuver. At the end of 
  that turn, if the subject isn’t decapitated, injured to -10¥HP 
  or worse, or slain in some manner that specifically prevents 
  resurrection (digested, liquefied, any attribute reduced to 0, 
  soul destroyed or devoured, etc.), they return to life with HP 
  0 and FP 0, but all limbs intact, disease and poison cured, 
  etc. However, they lose one level each of ST, DX, IQ, and HT, 
  and thus are worth 60 fewer character points. The losses 
  reduce secondary characteristics and skills as well, and abil-
  ities with minimum attribute, secondary characteristic, or 
  skill levels as prerequisites are lost if the relevant score falls 
  below that level.
  • Rod Quality: The Rod is made of rare hardwood, and 
  counts as a fine jo in combat. For those without GURPS 
  Martial Arts, it has Reach 1 and is wielded one-handed with 
  Broadsword (swing or thrust crushing, Parry 0, ST 9), or 
  two-handed with either Staff (swing+1 or thrust+1 crushing, 
  Parry +2, ST 6†) or Two-Handed Sword (swing+1 or thrust+1 
  crushing, Parry 0, ST 8†). Although fine and therefore harder 
  to break, it isn’t indestructible – smart owners won’t use it as 
  a weapon!
  Weight: 2 lbs.
  Variations
  Even given the Rod’s high cost to those it revives – 2.4 
  times the character-point loss they’d suffer if they burned an 
  Extra Life – the GM should carefully weigh whether they want 
  the Rod in the game. In a campaign where every adventure 
  earns dozens of points, losses are easily replaced, which can 
  lead to a “life is cheap” attitude. Ways to prevent this yet put 
  the Rod into play include:
  • The Rod has limited “charges” – from a magic number 
  (e.g., lucky seven) down to just one per Rod, if it isn’t unique 
  but merely uncommon.
  • The Rod’s cost to those it restores is steeper. Even -2 to 
  all attributes is liable to be seen as a fate worse than death; it’s 
  hard to claw one’s way back from a 120-point hit.
  • The Rod lowers the attributes of both those it restores and 
  those who use it. While two characters can replace 60 points 
  twice as fast as one can replace 120, it’s the rare munchkin 
  who’s willing to make such a sacrifice.
  Shield of Sacrifice
  Power Item: 23 FP
  Suggested Origins: Divine or Magical.
  If Defense Bonus (DB) is all that matters, enchanted 
  shields are useful without effort or even skill! Wizards equip-
  ping bodyguards – and temples blessing items for defenders of 
  the faith – sometimes subvert this in the interest of protecting 
  individuals besides the wielder. The resulting bulwarks are 
  still valuable to large adventuring parties.
  Properties
  • Pick Me! Pick Me! The Shield draws blows away from 
  the carrier’s allies . . . and to the bearer. Whenever the bearer 
  is visible and within reach or range of a foe’s melee or ranged 
  attack, that enemy’s attack roll against others must succeed 
  by 4+ to hit the intended target. Success by 0-3, or failure by 
  1, means it hits the wielder. For instance, if an orc shoots an 
  arrow at the carrier’s friend but could have shot the carrier, 
  and has effective skill 11, a roll of 3-7 hits the friend, 8-12 hits 
  the carrier, and 13+ misses. The Shield’s ability requires the 
  attacker to be hostile to the bearer; the GM judges “friend” 
  and “foe.” This property overrides magic like Missile Shield 
  and Reverse Missiles on the bearer – such spells still protect 
  against direct attacks, but never against projectiles the Shield 
  attracts!
  
   
  A bAker’s dozen 
  10
  • Right in the Shield: On the upside, the Shield offers 
  enhanced protection against the attacks it attracts. It pro-
  vides no bonus beyond its mundane DB 2 to the wielder’s 
  active defenses against attacks specifically aimed at them. But 
  against attacks on someone else that are drawn to it, it gets 
  double DB. Thus, the user has DB 2 against attacks intended 
  for them, but DB 4 when the Shield pulls an attack off a friend 
  and onto them.
  • Sacrificial Defenses: Defenses the Shield’s bearer makes 
  to avoid attacks it attracts do not count as uses of Sacrificial 
  Dodge (p. B375), Sacrificial Parry (GURPS Dungeon Fantasy 
  11: Power-Ups, p. 11), Shield-Wall Training (Power-Ups, 
  p. 12), or similar. The defender isn’t obstructing the attack’s 
  path, but warping it. If an attack succeeds by 4+ and would hit 
  its intended target, however, the carrier can still attempt such 
  a “sacrificial defense.” If so, the Shield’s “bonus” DB applies 
  even if regular DB wouldn’t; thus, the roll is at +4 if DB would 
  usually apply or +2 even if it wouldn’t.
  • Shield Quality: The Shield is an orichalcum medium 
  shield.
  Weight: 10 lbs.
  Variations
  • A small Shield would draw in attacks unless they suc-
  ceeded by 2+; success by 0-1, or failure by 1, hits the carrier. It 
  would offer the bearer DB 1. This would double to DB 2 – or 
  give +1 to sacrificial defenses where DB doesn’t apply – when 
  defending others. 5.3 lbs.; 19 FP power item.
  • A large Shield would draw in attacks unless they suc-
  ceeded by 6+; success by 0-5, or failure by 1, hits the car-
  rier. It would offer the bearer DB 3. This would double to 
  DB 6 – or give +3 to sacrificial defenses where DB doesn’t 
  apply – when defending others. As a large shield, it still gives 
  someone without Shield Wall Training -2 to attack. 16.7 lbs.; 
  27 FP power item.
  • Deflect and Defending Shield are normally meant to pro-
  tect the user. When placed on the Shield, these do nothing 
  when the bearer is attacked expressly. The Shield subverts 
  them and applies the bonus (not doubled) only to defenses 
  against diverted attacks and “sacrificial” defenses!
  Ultimate Weapon
  Power Item: 28 FP
  Suggested Origins: Cosmic or Magical.
  Delvers constantly try to “improve” melee weapons with 
  spikes, serrations, mercury-filled compartments, and more. 
  Such efforts rarely yield positive results without some mag-
  ical assistance. Ultimate Weapon is the ultimate example: a 
  spiked, bladed, flanged, semi-flexible thing that alters balance 
  and aerodynamics mid-attack, and adjusts shape and possibly 
  composition upon landing a blow. Even out of combat, it con-
  stantly shifts form.
  Properties
  • Jack of All Trades: Ultimate Weapon requires ST 10 and 
  can be wielded using any one- or two-handed Melee Weapon 
  skill – the user selects one as a free action at the start of each 
  turn. The wielder also chooses their maneuvers (Attack, Feint, 
  All-Out Attack, Move and Attack, etc.), options (e.g., Deceptive 
  Attack, Rapid Strike, or hit location), and whether to thrust 
  or swing. Whatever its appearance, Ultimate Weapon can 
  extend to engage any target within two yards (treat as Reach 
  C-2). On a hit, damage is swing+2 on a swing or thrust+2 on a 
  thrust, +1 in two hands; at Reach C, treat all attacks as thrusts. 
  Swings are either crushing or cutting, whichever would injure 
  that particular target more (roll damage, apply it both ways, 
  and keep the highest injury); thrusts are either crushing or 
  impaling (ditto). Finally, against a victim who’s supernaturally 
  weak to a specific mundane material (wood, stone, iron, even 
  silver, but never weirdness like orichalcum or meteoric iron), 
  Ultimate Weapon counts as being made of that!
  • Master of None: Ultimate Weapon’s transformations 
  make it hard to master: -4 to attacks and -2 to parries with 
  it, and parries get no skill benefits (e.g., Rapier parries don’t 
  count as fencing parries). Weapon Master generally provides 
  no help, but the 45-point version is broad enough to halve 
  these penalties (-2 to attacks, -1 to parries), and to halve Rapid 
  Strike and repeated parry penalties as usual, though it still 
  gives no damage bonus. Weapon Bond and combat power-ups 
  specialized by skill or weapon are unavailable for Ultimate 
  Weapon. Those facing it find it no more predictable: All active 
  defenses against it are at -2, and when used to Feint, the user 
  has +2 instead of the -4 for an attack.
  • Weapon Quality: Ultimate Weapon breaks as if very 
  fine: -2 to breakage odds. This has no direct effect on dam-
  age – that’s always as given above.
  Weight: 4 lbs.
  Variations
  For obvious reasons, Ultimate Weapon doesn’t absolutely 
  need “variations.” Still, for a party of single-weapon special-
  ists who don’t even require a large power item, the GM might 
  sweeten the pot. Adding Puissance for a damage bonus never 
  hurts; neither does Accuracy, to offset skill penalties. Reach 
  C-3 would make it more attractive, especially to those whose 
  weapons of choice are very short! Extending the transfor-
  mational abilities to let Ultimate Weapon count as fire, ice, 
  lightning, etc. as needed would make it valuable to mon-
  ster-hunters – though letting it count as meteoric iron against 
  magical protection is probably too good.
  But that was the trouble with ancient artifacts – no one 
  really knew what they did.
  – Patricia Briggs, Wolfsbane
  
   
  Index 
  11
  Index
  Armor and clothing, 3, 5, 6, 8.
  Beast Suit, 3; as example, 7.
  Changeling Blanket, 3-4; as example, 7.
  Crackling Blade, 4; as example, 7.
  Creating new artifacts, 7.
  Devil’s Horns, 5; as example, 7.
  Double-edged artifacts, creating new, 7; 
  overview, 2.
  Faerie Britches, 5; as example, 7.
  Format overview, 3.
  GURPS Dungeon Fantasy 1: Adventurers, 
  3, 4; Dungeon Fantasy 6: 40 Artifacts, 
  3, 4; Dungeon Fantasy 7: Clerics, 6; 
  Dungeon Fantasy 8: Treasure Tables, 
  3, 4; Dungeon Fantasy 11: Power-Ups, 
  10; Dungeon Fantasy 16: Wilderness 
  Adventures, 5; Magic, 3, 4, 6, 8; Martial 
  Arts, 9; Power-Ups 6: Quirks, 5.
  Headsman’s Hood, 6; as example, 7.
  Healing items, 6-9.
  Lifesaving Scalpel, 6-7; as example, 7.
  Ouch!, 7-8; as example, 7.
  Plodding Plate, 8; as example, 7.
  Ring of Degeneration, 8-9; as example, 7.
  Rod of Resuscitation, 9; as example, 7.
  Shield of Sacrifice, 9-10; as example, 7.
  Ultimate Weapon, 10; as example, 7.
  Wands, 9.
  Weapons, 4-10; boost, 6.
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