This release features the rules for magic items in V8. The V8 magic item section has been expanded with a few basic goals.
1: Add hooks for community involvement and spontaneous RP. Many of these items are designed to be transferable and weak enough that they can be handed out weekly as game rewards, plot devices, or incentives.
2: Add minimal complexity. Almost all of these items use or augment existing rules mechanics rather than introducing new ones. They are also almost entirely non-offensive in functionality meaning that Bobby having a magic item doesn't mean everybody on the field has to know it and understand how it works.
3: Add flavor. All magic items require a simple physical representation or material component. Material components work for magic items because they are an opt-in system rather than a hard requirement to play a class. Reeves are encouraged not to allow players to use magic items without suitable and appropriate material components. Not having a material component for a magic item won't render the player useless or lessen their fun, so don't feel bad about being strict on it. It's an opt-in privilege, not a right.
4: Not be overpowered. None of these items render other classes obsolete. The uses are infrequent enough that you can't turn one class into another by loading them up with magic items. What you can do is give a couple of clutch abilities that are helpful, but not game changing. Some artifacts are powerful, but still not overly so.
So have fun with it.
Change Log from 5.1 to 6.0:
http://www.warlordsports.com/Assets/Gal ... 95_9_1.pdfV8 RC 6.0 Combined Rules:
http://www.warlordsports.com/Assets/Gal ... 94_9_1.pdf