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GURPS DF Adv Monster Hunters
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==MAGIC ITEMS== [[File:ADnD.Grey.jpg | 300px | right]] In this setting most magical items are not sold nor can the player pick them up at the local market. They can be special ordered placed with the Royal Arcana Guild (i.e. the Wizard's Guild) in one of the major cities of the lands but this is expensive and time consuming. Potions, Scrolls and Power Items are an exception to this rule and are commonly available for sale (normal cost Potions and Scrolls along with Power Items along with recharge fees on DF Adv pg. 115). Other minor magical items might also be available at the GMs descresion. Lucky for the heroes many a monster has access to items of power and artifacts and keep them secreted away in their lairs or on them for the taking... once they have been defeated that is. Old ruins founds schattered through the lands might also be the resting places of such items but they are rarely unguarded. The Wizard's Guild and Monster Hunters wizards also can create temporary or limited used magical items that can be crafted quickly and made to help against certain monster's weaknesses (if they are known or exist). As a GM I might suggest investing in Signature Gear if you want to maintain a long term magical item. I might make the advantage cheaper CP cost as I think 1 per $500 seems a bit exceesive at least for magical items. Standard Gear maybe that is a fair price.
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