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WARHAMSTER!<br />
The Massively Multiplayer Table<strong>to</strong>p<br />
Dungeon Adventure Game<br />
V0.6 <strong>BETA</strong> PLAYING Copy<br />
MANUSCRIPT<br />
ORIGINS GIANT OPEN <strong>BETA</strong><br />
TEST VERSION<br />
©2009 – 9 th <strong>Level</strong> <strong>Games</strong><br />
ALL RIGHTS ARE KINDA LIKE<br />
RESERVED.<br />
This is not the final (far from it) version<br />
of the game. These are the rules (with<br />
some changes) that we will be using<br />
when we run an awesome weekend at<br />
ORIGINS 2009 (<br />
www.originsgamefair.com ). Come<br />
check it out – you can play from THU <strong>to</strong><br />
SAT afternoon with a big wrap on<br />
Saturday. Play as many times as you<br />
want power leveling your Adventurer<br />
through as many quests as you<br />
complete.<br />
ORIGINS EVENT #s ><br />
6313, 6406, 6419, 6453, 6531, 6535,<br />
6602, 6728, 6824, 6835, 6855, 6930,<br />
6932, 7003, 7122, 7212, and 7219 (final).
wa warHaMs wa HaMs HaMster HaMs ter ter! ter<br />
The Massively Multiplayer Table<strong>to</strong>p Role-Playing Playing Game Game<br />
Disclaimer!<br />
What you have in your grubby little hands is a Dungeon Adventure<br />
Game(DAG). Some people may mistakenly refer <strong>to</strong> this as a role role-playing<br />
game, but they would be wrong. Close, but no cigar. Role Role-Playing is an<br />
intellectually vibrant hobby that helps <strong>to</strong> sharpen social and problem solving<br />
skills while you pretend <strong>to</strong> chop monsters in<strong>to</strong> bits. A Dungeon Adventure<br />
Game is like a role-playing game – because you take on roles, and stuff –<br />
but it’s really more about chopping monsters in<strong>to</strong> bits. It’s heavy on the<br />
Dungeon.<br />
If you’ve never played an role-playing playing game before, don’t panic. It’s a lot like<br />
watching a bad fantasy movie except that there are fewer scantily cl clad<br />
model-actresses, actresses, and more chubby guys sitting around your kitchen table.<br />
The level of writing is about the same, either way.<br />
VERSION 0.6 Beta play edition<br />
Credits: Designed by Chris O’Neill, 9 th <strong>Level</strong> <strong>Games</strong><br />
Additional Design by Dan Landis, 9 th <strong>Level</strong> <strong>Games</strong><br />
Special Thanks Trey Reilly and GAMA for giving us a<br />
reason <strong>to</strong> do this, , John Kovalic for ass-kicking art as<br />
always and for letting us do bad things with<br />
<strong>Warhamster</strong>, and <strong>to</strong> Ken Hite for his insight in<strong>to</strong> the<br />
game about 3 years ago (some of these are his jokes) jokes).<br />
Thanks <strong>to</strong> Mike Pat<strong>to</strong>n, Sam Miuccio, Al Rae, Mark<br />
Fiori<strong>to</strong>, Sharky Fitzgerald, MMike<br />
Louden, Jae<br />
WeisbrotTrick Clapp for playtesting….MORE ytesting….MORE TO COME<br />
POST ORIGNS GNS 2009.
An Introduction <strong>to</strong> Role-Playing<br />
(for non-Gamers)<br />
You are about <strong>to</strong> embark on a game filled with adventure and peril,<br />
treasures and princesses, high romance and … oh, who are we kidding. You<br />
are about <strong>to</strong> embark on a classic dungeon romp with danger lurking around<br />
every corner and death behind every door – or at least a barely socially<br />
acceptable license <strong>to</strong> murder and loot strangers – all leading <strong>to</strong> a climactic<br />
final battle with some fiendish monster and riches beyond your wildest<br />
dreams! (Wildness of dreams may vary. Consult your dM.)<br />
In the lands of Aurora you and your fellow players take on the mantle of<br />
Adventurers: puissant thieves, subtle warriors, pious sorcerers, skulking<br />
priests, and suchlike – all hellbent on accumulating the most power and<br />
treasure possible. Your quest for fortune and fame will take you from the<br />
dark streets of Mudheim, <strong>to</strong> the darker streets of the twin cities of K’Dar and<br />
N’Dar, and, quite possibly, <strong>to</strong> the darkest forests and the dank, completely<br />
lightless, even Stygian, caverns in the dim northern dark wasteland around<br />
the Free City of Thunderhawk.<br />
How <strong>to</strong> Talk Like a Gamer<br />
If you’ve never played an RPG before, why the heck did you buy this book?<br />
Oh, you didn’t buy it. It was free. I see. As I sit here slaving at this<br />
keyboard pouring my hot, steaming creative juices in<strong>to</strong> this damnable<br />
machine I assumed that I was going <strong>to</strong> get paid for this crap. I’m not<br />
getting paid for this – am I? Well, that at least is like every other RPG every<br />
made then. Where were we. Oh yeah, you’ve never played an RPG before.<br />
Don’t worry – role-playing isn’t terribly hard. To help you along, we’ve<br />
included a set of “fancy gamer terms” that you can throw around the game<br />
table <strong>to</strong> make other people (other gamers at least) think that you are a<br />
“real” gamer. Normal people will probably think – well, let’s not dwell on<br />
what they probably think.<br />
Adventurer – The official name for any player character in a <strong>Warhamster</strong><br />
game. This is a general name, not like, say, “Morgoth the Wise,” which is the<br />
given name of one specific player character. You should see his stats. Hoo<br />
boy.<br />
dX – Anytime you see a “d” before a number, this is just geeky shorthand<br />
for die. Not “Die” as in “Killing Stuff” (even though there is a lot of that in<br />
Fantasy <strong>Games</strong>), but die as in the singular of dice. The number after the “d”<br />
represents what kind of “die” you roll. So, “d12” stands for a twelve-sided<br />
die.<br />
d2 – This is the super dorky way <strong>to</strong> say flip a coin: heads=1 tails=2.<br />
d6 – The properly dorky way of saying a “regular” or “six-sided” die.<br />
d20 – A twenty-sided die or [REMAINDER OF PASSAGE EXCISED DUE TO<br />
POSSIBLE LITIGATION].<br />
dM – The diceMaster, or the really big dork who runs the game.<br />
Miniatures – Also called “minis” or “figs”. A miniature is a tiny metal figure<br />
that represents your character in a game. If this was a real game, you would<br />
worse than nothing if your “mini” wasn’t a perfect representation of your<br />
character.<br />
The Basics<br />
In order <strong>to</strong> play the WARHAMSTER TMMTDAG, you will need a few things:<br />
a couple of dorks players; a really big dork diceMaster (dM); some paper<br />
and pencils; a lot of dice (especially six-siders, but you’ll need some d4s,<br />
d8s, d10s, and d12s as well); 3-6 lbs. of lead miniatures (per player); far <strong>to</strong>o<br />
much free time; a big table; beverages, junk food; and a copy of EVERY<br />
SINGLE WARHAMSTER SUPPLEMENT EVER MADE! (Not your collectible<br />
copies. Never bring those <strong>to</strong> games, because you’ll spill Mountain Dew on<br />
them. Bring your other copies.)
An Introduction <strong>to</strong> <strong>Warhamster</strong>!<br />
(for the Gamers)<br />
The <strong>Warhamster</strong>: Massively Multiplayer Table<strong>to</strong>p Dungeon Adventure Game<br />
is (pick one of the following):<br />
a) A new-fangled online gaming system with a monthly fee and serious<br />
crack-like addictive qualities<br />
b) An old-fangled generic system for universal role-playing which allows<br />
players <strong>to</strong> bend genres and morph styles <strong>to</strong> any milieu<br />
c) A ground-breaking game system that blends the full power of<br />
Narrativist gaming styles with classic Simulationist mechanics<br />
d) An large, glossy hardback <strong>to</strong>me which will outsell all previous roleplaying<br />
games<br />
e) The first game system <strong>to</strong> cop <strong>to</strong> the truth at what lies deepest in a<br />
role-players heart<br />
If you guessed (E) than you’re right; if you guessed anything else, then you<br />
have obviously never heard of 9 th <strong>Level</strong> <strong>Games</strong> …<br />
Back in the day, role-playing was really just about kicking the snot out of<br />
trolls. This was before s<strong>to</strong>rytelling, Narrativism, mythos-centric rules design,<br />
computer based role-playing map clients, PDF publishing, the internets, or<br />
open-source game licenses – heck, we didn’t even really have role-playing<br />
yet. All we had some graph paper, some pencils, and a 2 liter bottle of<br />
Coke, and whatever poorly written, poorly edited, and abysmally illustrated<br />
dit<strong>to</strong>-printed rulebooks we could get our grubby mitts on. We had a broad<br />
sword that did d8 damage, a vague idea what a dungeon was, and a mean<br />
itching <strong>to</strong> KILL SOME TROLLS – and we were happy.<br />
So, <strong>Warhamster</strong>! TMMTDAG (The Massive Multiplayer Table<strong>to</strong>p Dungeon<br />
Adventure Game for those of your with short attention spans, or acronymlexia)<br />
does not require a new video card. It features nothing new, exciting,<br />
or revolutionary. It is surely not universal. It can’t spell Narrativist or<br />
Simulationist. It is not covered in shiny, tasty cardboard and it probably<br />
won’t outsell The World of Synibarr* (heck, we’re giving it away for<br />
charity).<br />
In the end, it really comes down <strong>to</strong> one thing – games used <strong>to</strong> be fun.<br />
What’s changed? You have. You got old dude! Way old! <strong>Warhamster</strong> can’t<br />
fix that, but it can help you through this trial – by giving you a game<br />
experience that makes you feel like a 12 year old again. So, step right up,<br />
we’re gonna get OLD SCHOOL!<br />
<strong>Warhamster</strong>! knows why games were better when you were twelve. You<br />
were twelve. Everything was better. The rules were simpler. You had<br />
hours and hours and hours of free time <strong>to</strong> spend crawling through sewers<br />
and fighting gondarks! The game didn’t need <strong>to</strong> change the world. It was<br />
just about having some fun with your bros (or your buds, your peeps, or<br />
whatever else you called the rest of the Math Club when you were in 5 th<br />
grade). So, let’s hop in<strong>to</strong> our time machine** and journey back <strong>to</strong> the time<br />
when games were just plain old stupid fun. We’re going <strong>to</strong> skip the<br />
middlewoman (no reason <strong>to</strong> be sexist just cause were rolling back the dial on<br />
the old time machine) and remove all the barriers that have been erected***<br />
<strong>to</strong> killing trolls. Huzzah!<br />
So you know what you’re getting yourself in<strong>to</strong> – you have <strong>to</strong> embrace the<br />
Way of the <strong>Warhamster</strong>. <strong>Warhamster</strong>! fully cops <strong>to</strong> the ideals that traditional<br />
table <strong>to</strong>p role-players have always know, but were afraid <strong>to</strong> say out loud:<br />
1. Characters are all pretty much the same. Sure, your character may<br />
kill trolls using arcane fireballs, or perilous thief skills or devastating<br />
axe blows but your character purpose is still killing trolls.<br />
2. Adventures are all pretty much the same. Sure, your adventures<br />
may be complex political conspiracies, or world shattering epics<br />
about powerful magics run rampant, or heartbreaking romantic<br />
tragedies about unrequited love– but in the end, it’s all about going<br />
in<strong>to</strong> some dungeon and killing some trolls.<br />
3. Dungeons are all pretty much the same. Sure, your dungeon may<br />
be a twelve level sprawling labyrinth painstakingly constructed using<br />
real world architectural physics and evoking the majesty of Ancient<br />
Egyptians ruins, while subtly referencing the mythologies of J.R.R.<br />
Tolkien, but in the end, it’s just a series of connected rooms where<br />
the aforementioned characters kill the same trolls.<br />
4. Role-playing is all pretty much the same, you start out in a bar and<br />
argue for an hour about what you are going <strong>to</strong> do, and then you<br />
(insert reason you go <strong>to</strong> the dungeon), go <strong>to</strong> the dungeon, and kill<br />
some trolls.<br />
* Though, it might actually outsell World of Synibarr 2 nd Edition. But, it should. It also might<br />
outsell Senzar.<br />
** Yes, 9 th <strong>Level</strong> <strong>Games</strong> has a time machine. Jealous?<br />
*** While I assume that you thought this footnote was going <strong>to</strong> be an erection joke****, it’s<br />
actually a real footnote <strong>to</strong> explain what we mean by barriers – like role-playing, suimulationism,<br />
game mechanics, editing, comprehensive s<strong>to</strong>ry mechanics, etc.<br />
****Haha. Penis jokes are always funny.
<strong>THE</strong> WARHMASTER MANIFESTO<br />
We hold these truths <strong>to</strong> self-evident, that all adventurers are rolled equal,<br />
that they are endowed by their players with certain unalienable rights; that<br />
among these are Death <strong>to</strong> Trolls, More Death <strong>to</strong> Trolls, and the pursuit of<br />
Gold (generally taken from the corpses of Dead Trolls). That <strong>to</strong> secure these<br />
rights, Rules Systems are instituted among players, deriving their just<br />
powers from the handbook (with requisite level based benefits) – that<br />
whenever any Form of Gaming becomes destructive of these ends, it is the<br />
Right of the Players <strong>to</strong> alter or <strong>to</strong> abolish said rules (and replace them with<br />
House Rules much cooler than the rules in the manual), laying its foundation<br />
on the heaped skulls and skele<strong>to</strong>ns of trolls as <strong>to</strong> them shall seem most likely<br />
<strong>to</strong> affect their Safety and Happiness (generally in the form of bigger<br />
weapons and fireball wands). Now, in English….<br />
Every once in a while, you just gotta step away from the indie games, and<br />
the big company games, and the massively multiplayer online games – and<br />
get back in<strong>to</strong> the dungeon. You don’t want a lot of fancy rules. You don’t<br />
want complex motivations. You don’t want cathartic experiences. You don’t<br />
want innovation. You don’t want <strong>to</strong> grind out 50 levels <strong>to</strong> gear up for a raid.<br />
You just want <strong>to</strong> BASH BASH BASH BASH BASH Trolls…Welcome <strong>to</strong> the<br />
<strong>Warhamster</strong> Manifes<strong>to</strong>!<br />
Thus we give you the 5 Pillars of <strong>Warhamster</strong>ian Adventures:<br />
1) You form a party of random Adventurers in a bar (or at least<br />
somewhere they serve alcohol)<br />
2) The party decides on an “adventure”<br />
3) You go <strong>to</strong> there<br />
4) The party kills the monsters<br />
5) Repeat<br />
<strong>Warhamster</strong>’s sincere hope is that you can pick up these rules, pick up some<br />
dice, pick up an adventure, and get <strong>to</strong> some good Old School dungeon<br />
gaming. <strong>Warhamster</strong> is going <strong>to</strong> do everything it can <strong>to</strong> make it easy.<br />
<strong>Warhamster</strong> knows that you’re “beyond” old school, kick in the door,<br />
dungeon crawling. So is the <strong>Warhamster</strong>. <strong>Warhamster</strong> loves the new stuff.<br />
<strong>Warhamster</strong> loves the 4 th Edition. <strong>Warhamster</strong> loves My Life With Master.<br />
<strong>Warhamster</strong> loves Dogs in the Vineyard, and Burning Empires, and Amber<br />
Diceless, and all of it. But sometimes you just feel the urge <strong>to</strong> cast d4 magic<br />
missiles! Sometimes, you just want <strong>to</strong> be the doorknob-stupid barbarian<br />
bashing with an oversized club. You just need <strong>to</strong> backstab stuff.<br />
<strong>Warhamster</strong> understands. <strong>Warhamster</strong> is right there with you. <strong>Warhamster</strong><br />
will never judge you. <strong>Warhamster</strong> will never look down on you.<br />
And, we know that part of what made gaming so much fun back in the day,<br />
was that it was always evolving, always changing. We understand that. Part<br />
of what makes gamers gamers is not just bashing trolls – but coming up with<br />
new ways of bashing trolls. More importantly, part of the fun was knowing<br />
that role-playing was a great big sandbox <strong>to</strong> play in, and that no one had yet<br />
mapped every hex, graphed every dungeon, or rolled every die. Sadly,<br />
those times are lost <strong>to</strong> us, but at least now we got the internets and some<br />
cool new <strong>to</strong>ys (much better than dit<strong>to</strong> machines and spiral bound<br />
notebooks).<br />
So, basically, you want a game that feels like every game you have ever<br />
played, but allows you <strong>to</strong> argue the rules, rewrite them in the middle of a<br />
session, and all the while killing trolls. And it’s got <strong>to</strong> feel like a bunch of<br />
<strong>to</strong>ys that you just got out of a <strong>to</strong>ybox. Got it. <strong>Warhamster</strong> is here for you.<br />
You still need some role-playing? Oh. What’s that you said – without some<br />
role-playing it’s just Descent (or Hero Quest, depending on your age).*<br />
We’ll we see what we can do about that.<br />
* We’re assuming its one of those two. If you said it was just Dragon Strike – you have a<br />
serious condition. If you said Dark World – than we should get <strong>to</strong>gether and play games<br />
sometimes – that game was the awesomest!
ADVENTURER ADVENTURER’S ADVENTURER Handbook! Handbook!<br />
Handbook!<br />
The The The 9 9 Steps Steps <strong>to</strong> <strong>to</strong> Creating<br />
Creating<br />
Your Your Adventurer!<br />
Adventurer!<br />
Grab an Adventurer Statistic Sheet found on the next page, a #2 pencil,<br />
and your OFFICIAL <strong>Warhamster</strong>® dice. Follow the steps on the next few<br />
pages, and then get ready for Adventure!<br />
1. 1. Determine Determine Career Career Aptitude<br />
Aptitude<br />
Complete the Standardized Adventurer Test (page XX). Record the<br />
resulting Certification on the Adventurer Statistic Sheet.<br />
2. 2. Start Start or or Join Join a a Party!<br />
Party!<br />
If this is your first night of <strong>Warhamster</strong> - you must fight! Oh, wait,<br />
it’s <strong>Warhamster</strong> – you’re always going <strong>to</strong> fight. So, if this is your<br />
first game – you will need <strong>to</strong> Start a Party, or Join a Party.<br />
3. 3. Get Get A A Job<br />
Job<br />
Follow the “So You Want To Be An Adventurer” section (page XX).<br />
Select a job (make sure that your Adventurer meets all of the<br />
requirements) and record that on your Adventurer Statistic Sheet.<br />
Make sure that you record your Starting Powers, and your HITS DIE.<br />
4. 4. Determine Determine Determine Bonus Bonus Bonus Power<br />
Power<br />
Follow the “So What Can I Do” section (page XX). Pick a Bonus<br />
Power, and record it on your Adventurer Statistic Sheet (or get a<br />
POWER CARD).<br />
5. 5. Array Array You Your You r Stats<br />
Stats<br />
Find your Adventurer’s STAT DICE from your chosen Job. Pick one<br />
stat <strong>to</strong> upgrade (see page XX) and record your character’s Stat Dice<br />
under HOW ATTRACTIVE, MIND, StRENGTH, EXTRANEOUS, and<br />
REFLEXES on your Adventurer Statistic Sheet.<br />
6. 6. Compute Compute Compute YYour<br />
YY<br />
our Defenses<br />
Determine each DEFENSE (BEEF, ARMOR, LUCK, and SMARTS –<br />
BALS for short). Record these on your Adventurer Statistic Sheet in<br />
the spaces provided.<br />
7. 7. IT IT MUST MUST BE BE MINE MINE – Go Go Shopping!<br />
Shopping!<br />
Don’t forget <strong>to</strong> go shopping and purchase equipment.<br />
8. 8. Ever Everything Ever ything Else!<br />
Else!<br />
Now that you’re done with the important parts, you can fill in the<br />
rest of the unimportant stuff, like your Adventurer’s name, eye color,<br />
turn-ons, turn-offs, and pet peeves. At this point, you still have time<br />
if your Adventurer doesn’t rise <strong>to</strong> your specifications - crumble him<br />
up, and repeat. Ignore, if you can, the hollow shrieks from his<br />
prematurely-consumed soul.<br />
9. 9. Complain! Complain!<br />
Complain!<br />
Complain that everyone else is still making their Adventurers and<br />
that you are ready <strong>to</strong> play. When appropriate, complain loudly that it<br />
was your idea <strong>to</strong> get character creation out of the way before you all<br />
got <strong>to</strong>gether so that you could focus on some monster mashing!
ADVENTURER<br />
JOB BOGIE<br />
STAT DICE<br />
DEFENSES<br />
How Attractive<br />
Armor<br />
Worn<br />
CERTIFICATE (#2 Pencil Only)<br />
O M.B.A. O P.H.D. O B.S. O B.F.A.<br />
LEVEL<br />
Mind STrength Extraneous Reflexes Hit Die<br />
Luck Smarts Beef Couch Armor HITS<br />
POWERS Weapons Gear<br />
O JOB:<br />
O JOB:<br />
O JOB:<br />
O JOB:<br />
O BONUS:<br />
O 2 nd <strong>Level</strong>:<br />
O 4 th <strong>Level</strong>:<br />
O 6 th <strong>Level</strong>:<br />
O 8 th <strong>Level</strong>:<br />
O 9 th <strong>Level</strong>:<br />
warHaMs wa HaMster ter! Adventurer Adventurer Adventurer Adventurer Statistic Statistic Statistic Statistic Sheet Sheet<br />
Sheet Sheet<br />
wa<br />
HaMs ter
STEP STEP ONE:<br />
ONE:<br />
DETERMINE YOUR CAREER APPTITUDE<br />
The Standardized Adventurer Test<br />
Through the Magic of Standardized Testing, the dangers and uncertainty of<br />
poor career planning can be avoided, or at least blamed on the Magic of<br />
Standardized Testing. Please answer the questions below, and record your<br />
answers in Number 2 Pencil. Then <strong>to</strong>tal your results and determine what kind<br />
of CERTIFICATE you receive. We assume that once you take the test you<br />
are going <strong>to</strong> cheat anyway, so if this isn’t your first time playing <strong>Warhamster</strong><br />
you might as well skip the test, and just pick a certificate.<br />
In <strong>Warhamster</strong> an Adventurer’s Certification determines his career path.<br />
After you determine which Certificate your Adventurer starts with, record it<br />
on your Adventurer Statistic Sheet.<br />
Standardized Adventurer Test<br />
Scoring<br />
Total the number of questions that you answered with each letter. If your<br />
highest <strong>to</strong>tal is:<br />
A) Why are you even playing this game? Don’t you<br />
have <strong>to</strong> wash your hair or something?<br />
B) Your talents lie in the subtle arts of spell slinging<br />
and you are awarded an MBA!<br />
C) You are a blood-thirsty maniac and have a BFA!<br />
D) You are a slacker! Somehow, you were able <strong>to</strong> get a<br />
PHD from a correspondence school.<br />
E) You have an aptitude for Politics and Management.<br />
BS awaits you.<br />
BFA – Bachelor of the Fighting Arts<br />
You have an aptitude for beating the snot out of things. You spend a lot of<br />
time and effort in building up your physical body. You lift weights, practice<br />
killing things, and drink mead by the barrel-full.<br />
MBA – Master of the Black Arts<br />
Adventurers with this certification are likely <strong>to</strong> lose (or at least lease) their<br />
soul <strong>to</strong> a dark and evil power. Your extensive training in the Arcane Arts has<br />
prepared you for a career in spell casting and magic usury. Usiveness.<br />
Usage. Whatever.<br />
PHD – Physician’s Helper Degree<br />
Adventurers with skills in this area have no aptitude (or desire) <strong>to</strong> do much<br />
of anything. (Most likely, they still live with their mom.) Somehow you got<br />
enrolled in an online college and learned about exciting career opportunities<br />
available assisting in the doc<strong>to</strong>r’s office.<br />
BS – Bachelor of Secrecy<br />
Adventurers with aptitudes in this area are motivated, self-starters – real gogetters.<br />
You do not have any footling qualms about stealing, lying, backstabbing,<br />
and other creative pursuits.
Standardized Adventurer Test<br />
What would you like your highest Stat <strong>to</strong> be?<br />
A) HOW ATTRACTIVE<br />
B) MIND<br />
C) STRENGTH<br />
D) EXTRANEOUS<br />
E) REFLEXES<br />
While walking down a corridor, you see a hideous creature from<br />
beyond the grave. You…<br />
A) Comment that its clothes are out of fashion.<br />
B) Enslave it <strong>to</strong> your will!<br />
C) Kill It!<br />
D) Run away screaming!<br />
E) Run away while maintaining a dignified silence.<br />
Someday, when you have enough gold, you plan <strong>to</strong> move…<br />
A) Someplace sunny.<br />
B) In<strong>to</strong> a Tower.<br />
C) In<strong>to</strong> a Castle.<br />
D) Out of your Parents’ basement.<br />
E) Very quickly.<br />
Someone insults you! You…<br />
A) Blush.<br />
B) Curse them!<br />
C) Kill them!<br />
D) Cry!<br />
E) Plan a devious revenge that involves poison darts.<br />
When you encounter a fine specimen of the opposite sex do you…<br />
A) Wink.<br />
B) Close your eyes.<br />
C) Order a beer!<br />
D) Tell them about your character.<br />
E) Sweet talk them, while relieving them of their valuables.<br />
What is your favorite color…<br />
A) Depends on the season.<br />
B) Black. Like the abyss.<br />
C) Red. Blood red.<br />
D) Blue. No, no, Yellow!<br />
E) Gold. Definitely gold.<br />
Please explain Tabriz’ Theory of Magical Acceleration and Matter<br />
Conservation.<br />
A) I like dolphins.<br />
B) Ω ≈ (∆ x /∞) + $h! t . In order <strong>to</strong> illustrate this point, please refer <strong>to</strong> the<br />
following <strong>to</strong>me...<br />
C) Huh?<br />
D) Are we talking 1 st , 2 nd , 3 rd , 3.5, or 4 th Edition?<br />
E) Are you talking <strong>to</strong> me?<br />
The best way <strong>to</strong> get past a locked door is <strong>to</strong>…<br />
A) Flirt with it.<br />
B) The old “Knock-Knock” spell.<br />
C) Bash it in (preferably with a literary figure)!<br />
D) If it’s locked, I’m sure that it’s locked for a reason.<br />
E) Click. Click. Click-ah. “That should do it.”<br />
My career goals involve…<br />
A) Throwing up.<br />
B) Casting spells and stuff.<br />
C) Killing things.<br />
D) Sitting here on this couch.<br />
E) Making a lot of bread.<br />
When I reach the 9 th <strong>Level</strong> I want others <strong>to</strong> call me…<br />
A) On the Beach.<br />
B) Oh, Great and Powerful Master.<br />
C) Milord.<br />
D) Anything except Late For Dinner.<br />
E) Nothing, cause they’ll never see me.
STEP STEP TWO:<br />
TWO:<br />
Start or Join a Party<br />
When role-playing games were young, there was an idea that you could<br />
define a character using a system that came <strong>to</strong> be called Alignment.<br />
Originally, we think it was supposed <strong>to</strong> be a guide for how <strong>to</strong> play your<br />
character, and an easy way <strong>to</strong> separate the Good Guys from the Bad Guys.<br />
While it started simply, it quickly became bloated, pointless and ridiculous <strong>to</strong><br />
the point where characters were able <strong>to</strong> speak <strong>to</strong> each other in secret<br />
alignment languages. Somewhere along the way Order and Chaos got all<br />
mixed up in this <strong>to</strong>o. We blame Michael Moorcock.<br />
Game groups were perpetually mired in arguments over whether or not a<br />
Chaotic Neutral character was a psychopath, and fist fights over if it was<br />
possible <strong>to</strong> play a True Neutral character where semi-regular convention<br />
experiences. Worse yet, everyone always picked alignments that put them<br />
at odds with the other players (and worse yet, at odds with whatever<br />
adventure the Game Master was planning on running). How many times<br />
have you rolled up an ass-kicking Assassin only <strong>to</strong> find out that the<br />
adventure is about saving the world from Demons, or made an awesome<br />
Paladin that is trying <strong>to</strong> save the poor in a game where everyone is just<br />
trying <strong>to</strong> get rich.<br />
Now, what role-playing games have always needed were “in game” goals*.<br />
Not just adventure objectives, but honest <strong>to</strong> goodness lofty ideals (or at least<br />
nefarious plots) that characters can work <strong>to</strong>wards - <strong>to</strong>gether. So, we’re<br />
going <strong>to</strong> assume that you are playing this game with a few people and that<br />
<strong>to</strong>gether, you form a PARTY. If you need some help putting <strong>to</strong>gether a<br />
back-s<strong>to</strong>ry, you could use this handy little “fill in form” <strong>to</strong> get things started.<br />
Once you have formed or joined an Adventuring Party, you should use your<br />
back-s<strong>to</strong>ry <strong>to</strong> guide your group decision in WHAT YOU WANT. Complete<br />
rules for PARTY GOALS are listed in the next section.<br />
*Not that amassing hordes of money and trollhides isn’t a noble pursuit. But<br />
you know where that leads.<br />
Party Planning – Setting Goals, Reaping Rewards<br />
In traditional pen-and-paper role-playing games, game masters pour their<br />
heart and souls in<strong>to</strong> forging campaigns from raw imagination. In the end, all<br />
game masters have their hearts ripped out, and their souls shredded,<br />
because players are always going <strong>to</strong> ruin your painstakingly thought out<br />
campaigns – usually on a whim, ohh look at the shiny pebbles!<br />
The Magic of Party Alignment will help this problem in <strong>Warhamster</strong>. At the<br />
start of a new campaign, you can offer your new party a menu of goals.<br />
Each of these goals comes with a cost in McGuffins. (WHAT”S A<br />
McGuffin..wouldn’t you like <strong>to</strong> know!) If the players have a goal, and it’s not<br />
listed here, use these goals as a guide <strong>to</strong> set the cost in McGuffins.<br />
During any TOWN Phase, a player can spend a STORY <strong>to</strong> “ACHIEVE <strong>THE</strong>IR<br />
GOAL” and collect the reward.<br />
Quick Party Back-s<strong>to</strong>ry Genera<strong>to</strong>r<br />
You and your (synonym for brave) companions have<br />
gathered at the (a color) (chess piece)‘s (body part) (a place<br />
<strong>to</strong> buy beer). At a table in the shadows of the (place <strong>to</strong> buy<br />
beer), your party gathers <strong>to</strong> discuss your next quest.<br />
Motivated by (virtue or sin), you have formed a(n)<br />
(synonym for awesome) (another word for group or association)<br />
in hopes of amassing (the direct object of sin/virtue), glory<br />
and power!
PARTY GOALS<br />
Goal Description Game Effect Cost (in<br />
McGuffins)<br />
Fortress You and your party<br />
5 Might, 2<br />
build a fearsome<br />
Glory, 3<br />
Keep on the Border.<br />
Wealth<br />
Academia You start a Wizard’s Everyone in the 4 Wealth, 5<br />
College, and get first party gets the Arcane, 1<br />
pick of the hottie HEADCOUNT Glory<br />
freshmen<br />
apprentices.<br />
power.<br />
Our Bar Buy your local bar, Free Beer for 3 Wealth, 1<br />
and turn it in<strong>to</strong> a Life. Whenever Glory<br />
place where<br />
you are in the<br />
everybody knows Tavern, you get<br />
your name.<br />
a free STORY <strong>to</strong><br />
use <strong>to</strong> buy<br />
contacts.<br />
Go On Tour The bards travel the Since a new 5 Glory<br />
countryside singing contact already<br />
your praises<br />
has heard of<br />
you, they give<br />
you a Quest +1.<br />
Local Legend You are the BPIT You get 10% off 2 Glory, 1<br />
(Big Party in Town). all purchases Rosebud<br />
Everyone wants <strong>to</strong> be while in your<br />
your friend.<br />
<strong>to</strong>wn.<br />
Fear and Your dastardly deeds People are 5 Rosebud<br />
Loathing go down in the scared of you,<br />
annals, as the most the dM has <strong>to</strong><br />
badass lot of<br />
spend x2 Skulls<br />
adventurers.<br />
<strong>to</strong> ambush you.<br />
Fear and Retire and start your You can spend 2 Wealth, 2<br />
Lathing own carpentry ½ the Gold <strong>to</strong> Glory<br />
business (or a smith, “make your<br />
or a brewery, or<br />
what not)<br />
own” gear.<br />
Found a Town Start a brand new This is your 3 Wealth, 3<br />
<strong>to</strong>wn – and name it, <strong>to</strong>wn, literally. Might, 3 Glory,<br />
Mr. Mayor.<br />
You start each 3 Arcane, 3<br />
Become a<br />
Pirate<br />
Create a<br />
Weapon of<br />
Awesomeness<br />
Found a<br />
School/Trend<br />
Be Filthy<br />
Filthy Rich<br />
Erect a<br />
Monument <strong>to</strong><br />
a Fallen Hero<br />
Found a<br />
Religion<br />
Gain a<br />
Monopoly<br />
Move From<br />
Basement <strong>to</strong><br />
Kitchen Table<br />
Summon<br />
Cthulhu<br />
Sell Your<br />
Character on<br />
Ebay<br />
You acquire a sailing<br />
vessel, and fill it with<br />
pirates <strong>to</strong> being<br />
looting the rich coast.<br />
Using mighty arcane<br />
power, you create a<br />
weapon of serious<br />
world-quaking<br />
power. Hahaha!<br />
Your exploits in a<br />
specific area are so<br />
well know, that<br />
people start calling it<br />
after you.<br />
Your focus is on gold,<br />
gold, gold. Mr<br />
Howell has nothing<br />
on you.<br />
Finally, you don’t<br />
have <strong>to</strong> play in the<br />
mold. You still don’t<br />
have girlfriends.<br />
You know you want<br />
<strong>to</strong> call him, don’t you.<br />
You’re done with this<br />
stupid game.<br />
Cashing in is sweet.<br />
Town phase<br />
with a Free<br />
S<strong>to</strong>ry.<br />
Your pirate ship<br />
acts as your own<br />
floating Tavern,<br />
where you can<br />
make contacts<br />
and start<br />
adventures.<br />
At the start of<br />
each Town<br />
phase, you<br />
produce an<br />
income of XXX<br />
gold coins.<br />
The party gets<br />
<strong>to</strong> create 2<br />
House Rules.<br />
Cthulhu destroys<br />
most of the<br />
world.<br />
Depends on<br />
what people<br />
give you….<br />
Rosebud<br />
3 Might and 3<br />
Glory<br />
9 Arcane<br />
3 Rosebud<br />
9 Wealth<br />
1 Rosebud, 2<br />
Glory<br />
1 Rosebud<br />
20 Arcane, 1<br />
Rosebud<br />
Any 10
STEP STEP THREE:<br />
THREE:<br />
GET A JOB!<br />
Before you start playing you get <strong>to</strong> pick a Job. The Want-Ads show a list of<br />
possible Jobs. When you select a Job, your Adventurer gains the Starting<br />
Powers from that Job, and all of that Job’s Bogies.<br />
It’s really important <strong>to</strong> pick the right job since it determines your stats. But,<br />
it is also important cause most of the other player’s will only refer <strong>to</strong> your<br />
character as their job, and not by the elaborate name you have adorned<br />
your new favorite character with – which is funny, since Gamer’s by the by<br />
are the nicest, most accepting and least stereotypical people you will ever<br />
meet. But, in game, it’s always – “Hey grab the dwarf”, or “What’s the<br />
paladin doing?”, or “The fire wizard did what!?”.<br />
A Note on Races<br />
The lands of Aurora teem with a veritable myriad of fantastical races, each<br />
with epic his<strong>to</strong>ries and vibrant cultures. Without a doubt, each has a rich<br />
tradition of arts and literature, unique folk dances, and strange cuisine – but<br />
since this is a old school Fantasy Role-Playing Game, we decided it would be<br />
funny <strong>to</strong> make them all jobs. If you take an Elf Formative Action Job you are<br />
part of an old significant culture, otherwise you’re a Manling – There isn’t<br />
much <strong>to</strong> say about Manlings. They’re just regular old humans making a living<br />
as adventurers in the dark lands of MUDHEIM. They can belong <strong>to</strong> any job,<br />
aren’t especially good or bad at anything, and generally die an ignoble death<br />
that no one will really cry over, if it’s even noticed at all.<br />
The Adventurer’s Guild Want Ads<br />
Start a rewarding career in the Arcane Arts! Must enjoy dusty old<br />
<strong>to</strong>mes and talking house pets, or vice versa. Entry level positions<br />
open now. MBA preferred, but we’re always interested in farm boys<br />
with a mysterious past.<br />
Job: Apprentice Wizard HITS Die D4<br />
Powers: ZOT!, NEIGHQUILLS SPELL, CONJURE MART, BASEMENT<br />
Bogies: -Decorum<br />
Stat Dice:<br />
HA M St E R<br />
D6 D10 D4 D6 D6<br />
Entry level position for qualified BFA students. The Knights of<br />
Aurora are looking for a few good creatures <strong>to</strong> carry weapons,<br />
groom horses, and act as human shields.<br />
Job: Squire HITS Die D8<br />
Powers: SHIELD SLAM, COOL WEAPONS, RIDE, ATHLETE<br />
Bogies: -Chivalry<br />
Stat Dice:<br />
HA M St E R<br />
D6 D4 D6 D6 D6<br />
Wanna fight? And get paid for it? Must bring own weapon, we<br />
provide the war. BFA really helpful, but all angry applicants<br />
interviewed.<br />
Job: Mercenary HITS Die D10<br />
Powers:<br />
CLEAVE, COOL WEAPONS, RANGED WEAPONS, WEAPON<br />
MASTERY<br />
Bogies: -Appearances<br />
Stat Dice:<br />
HA<br />
D4<br />
M<br />
D4<br />
St<br />
D6<br />
E<br />
D6<br />
R<br />
D6<br />
Get started now in the Food Service Industry; wenches, bartenders,<br />
and bouncers needed. Remember, every Adventure starts in a bar!<br />
Job: Wench/Barkeep HITS Die D4<br />
Powers: MOONLIGHT, COMMIT CRIME, SHIV, COWARDICE<br />
Bogies: -Union Rules<br />
Stat Dice:<br />
HA M St E R<br />
D8 D6 D6 D6 D6
Be all that you can be, assuming all that you can be is a spearcarrying<br />
meat shield. Major medical provided, major injuries also<br />
provided. BFA helpful.<br />
Job: SOLDIER HITS Die D8<br />
Powers:<br />
COOL WEAPONS, CAMP, BLUE ANKH/BLUE SHIELD, MEAT<br />
SHIELD<br />
Bogies: None<br />
Stat Dice:<br />
HA<br />
D4<br />
M<br />
D6<br />
St<br />
D8<br />
E<br />
D4<br />
R<br />
D6<br />
Exciting opportunities exist as a sub-legal resource allocation<br />
engineer. Benefits include great commissions, sleeping late, and<br />
the famous Guild of Thieves Holiday Party! BS is a must!<br />
Job: Burglar HITS Die D4<br />
Powers: COMMIT CRIME, HIDE & SNEAK, FOOTPAD, AVOID TRAPS<br />
Bogies: -Union Rules<br />
Stat Dice:<br />
HA M St E R<br />
D4 D6 D4 D8 D10<br />
Excellent franchise opportunity. Everyone hates the<br />
undead…young girls of extraordinary talent with a serious passion<br />
for undead butt kicked needed for exciting at home work. Please<br />
bring your own stake! BFA or BS helpful.<br />
Job: Slayer HITS Die D6<br />
Powers:<br />
HIDE & SNEAK, MONSTROUS LORE, COOL WEAPONS, HATED<br />
ENEMY (UNDEAD)<br />
Bogies: -The Slayer Way (+Undead)<br />
Stat Dice:<br />
HA<br />
D6<br />
M<br />
D6<br />
St<br />
D6<br />
E<br />
D4<br />
R<br />
D8<br />
Aurora is Crying! Defend the earth, hug trees, and befriend the<br />
creatures of the forest – all while honoring the Bran God of N’Dar<br />
(All Hail Regularity)! PHD required.<br />
Job: Druid of the Bran God HITS Die D4<br />
Powers: POLYMORPH SELF, SUMMON MONSTER, CHARM IT, CAMP<br />
Bogies: -Recycling<br />
Stat Dice:<br />
HA M St E R<br />
D4 D6 D6 D8 D8<br />
ALL HAIL ZORBUG, DESTROYER OF WORLDS! Love sing-a-longs,<br />
acts of selfless charity, and pounding things with maces? The<br />
Priesthood needs your vocation! PHD preferred.<br />
Job: PRIEST OF ZORBUG HITS Die D8<br />
Powers: HEAL, SMITH, TURN ‘DEAD, MEAT SHIELD<br />
Bogies: -Oath of Goodness<br />
Stat Dice:<br />
HA M St E R<br />
D6 D4 D8 D6 D4<br />
Have you been made redundant? Downsized? Laid off? Need some<br />
new training <strong>to</strong> make your way in this dangerous, dangerous<br />
world? Come on down and fill out a new Standardized Adventurer<br />
Test at the local Unemployment Office!<br />
Job: <strong>THE</strong> DOLE (Unemployed) HITS Die D6<br />
Powers:<br />
MOONLIGHT, NEIGHQUILL’S SPELL, BASEMENT,<br />
CHEERLEADER<br />
Bogies: None<br />
Stat Dice:<br />
HA<br />
D6<br />
M<br />
D6<br />
St<br />
D6<br />
E<br />
D6<br />
R<br />
D6<br />
The twisty streets of Thunderhawk are no place for an artist. Take<br />
your breakdancing <strong>to</strong> new heights as a Battle-Breakdancer, the<br />
most feared mercenaries in the world! BFA or BS a must! Must have<br />
body-piercings or tat<strong>to</strong>os!<br />
Job: Battle Breakdancer HITS Die D6<br />
Powers: BREAKDANCE, KUNG FU, HIDE & SNEAK, STEROIDS<br />
Bogies: -Starving Artist (Rap)<br />
Stat Dice:<br />
HA M St E R<br />
D6 D4 D6 D6 D8<br />
Lift the spirits of the unfortunate, inspire heroes <strong>to</strong> greatness, and<br />
meet elfling groupies as a wandering minstrel. Good luck, and<br />
angry boyfriends, will follow you wherever you go! BS or PHD<br />
preferred.<br />
Job: Jongleur HITS Die D4<br />
Powers: HIGH TONGUES, POOF!, CHARM IT, RANGED WEAPONS<br />
Bogies: -Starving Artist (Poetry or Singing)<br />
Stat Dice:<br />
HA M St E R<br />
D10 D4 D4 D8 D6
Rugged outdoorsmen needed <strong>to</strong> keep our forest trails clear, look<br />
good in odd headgear, and <strong>to</strong> s<strong>to</strong>p forest fires! BFA or PHD, Hat<br />
supplied.<br />
Job: Forest Ranger HITS Die D8<br />
Powers: AVOID TRAPS, EAGLE EYE, RANGED WEAPONS, CAMP<br />
Bogies: -Recycling<br />
Stat Dice:<br />
HA M St E R<br />
D4 D4 D4 D6 D10<br />
A bright future in Pyromancy awaits! Experienced Arcane Arson<br />
Specialists needed now! Great Pay and all the Fireballs you can<br />
cast! MBA Required.<br />
Job: FIRE WIZARD HITS Die D4<br />
Powers: HOT BURNING DEATH, CAMP, SHIV<br />
Bogies: -Decorum<br />
Stat Dice:<br />
HA M St E R<br />
D4 D8 D4 D8 D8<br />
Conjure up a new career – along with the horrible beasts of the<br />
Netherworlds. Warlocks needed now <strong>to</strong> fill multiple positions. MBA<br />
Required.<br />
Job: Warlock HITS Die D4<br />
Powers:<br />
UNCOUTH TONGUES, MONSTROUS LORE, SUMMON<br />
MONSTER, HEAD COUNT<br />
Bogies: -Decorum<br />
Stat Dice:<br />
HA<br />
D4<br />
M<br />
D10<br />
St<br />
D4<br />
E<br />
D8<br />
R<br />
D6<br />
Live the easy life of professional jousting and <strong>Warhamster</strong> racing!<br />
The Mudbay Lancers are recruiting new stars for next season – the<br />
glamour (and the smell of wet hamster) will cling <strong>to</strong> you for years!<br />
BFA or BS Preferred.<br />
Job: MUDBAY LANCER HITS Die D4<br />
Powers: MOUNT, RIDE, ANIMAL TONGUES, COOL WEAPONS<br />
Bogies:<br />
Stat Dice:<br />
HA M St E R<br />
D8 D4 D8 D6 D6<br />
Tired of just being a drunk? Become a Drunken Master! Welcome <strong>to</strong><br />
the 12 Step Path <strong>to</strong> Enlightenment through Superior Ass Kicking!<br />
BFA or BS Given Preference.<br />
Job: DRUNKEN MASTER HITS Die D8<br />
Powers: KUNG FU, FALL DOWN, BREAKDANCE, HURT MORE<br />
Bogies: -Starving Artist (Drinking)<br />
Stat Dice:<br />
HA M St E R<br />
D4 D6 D4 D4 D10<br />
Make <strong>to</strong>p gold as a model/adventurer! <strong>Open</strong>ing available for<br />
Danger Chix training – must like danger, excitement, and wearing<br />
chain mail bikinis. BS Required.<br />
Job: DANGER CHIX HITS Die D6<br />
Powers: KUNG-FU, PRIVATE EYE, GANK, BERZERKER RAGE<br />
Bogies: -Union Rules, -The Slayer Way (Criminals)<br />
Stat Dice:<br />
HA<br />
D8<br />
M<br />
D4<br />
St<br />
D6<br />
E<br />
D4<br />
R<br />
D8<br />
*Requires: Must be female<br />
Those that can’t – teach! Now, you can use your overbearing sense<br />
of superiority <strong>to</strong> tell other people what <strong>to</strong> do, and get paid for it!<br />
PHD Required.<br />
Job: UNIVERSITY PROFESSOR HITS Die D4<br />
Powers:<br />
KNOW (STUFF), HIGH TONGUES, HEADCOUNT,<br />
CHEERLEADER<br />
Bogies: -Starving Artist (Annoying Know It All), -Decorum<br />
Stat Dice:<br />
HA<br />
D6<br />
M<br />
D8<br />
St<br />
D4<br />
E<br />
D8<br />
R<br />
D6<br />
The Church is looking for a few GOOD creatures. Smash the infidel,<br />
curse the unbeliever, and kick ass in the name of the Lord! PHD or<br />
BFA required.<br />
Job: PALADIN HITS Die: D10<br />
Powers: COOL WEAPONS, MEAT SHIELD, INQUISITION, HEAL<br />
Bogies: -Oath of Goodness, -Chivalry<br />
Stat Dice:<br />
HA M St E R<br />
D4 D4 D8 D6 D4
Elf FormaTivE Action Jobs<br />
Feel that the demi-, semi-, and hemi-humans aren’t getting a fair shake? The<br />
Elf Formative Action League is working for you! These jobs have recently<br />
been mandated, er, suggested, <strong>to</strong> your local government for posting. Happy<br />
job hunting!<br />
Every Town Needs a Good Blacksmith for budgie shoeing and moral<br />
instruction! Bend metal, mold minds. Dwarves only please.<br />
Job: DWARFLING HITS Die D8<br />
Powers: SMITH, CARTOGRAPHY, STEROIDS, HURL<br />
Bogies: Old<br />
HA M St E R<br />
Stat Dice:<br />
D4 D6 D10 D4 D4<br />
These s<strong>to</strong>ut-hearted, solidly built, beer-drinking louts live for hundreds of<br />
years. Tiny mountains of muscle and wisdom, Dwarflings enjoy drinking,<br />
bashing, and boring you <strong>to</strong> tears telling you everything they know about<br />
s<strong>to</strong>nework, gems, and brewing. Though every Dwarfling will tell you how<br />
rare it is for them <strong>to</strong> mix with other races, nearly every <strong>to</strong>wn has a Dwarfling<br />
blacksmith or armorer looking <strong>to</strong> join up with a bunch of adventurous kids a<br />
tenth their age, <strong>to</strong> ravage the local sewers or catacombs.<br />
Do what you do best, hide in the woods and shoot people while<br />
crying about the poor trees! Immediate need for local Elflings.<br />
Job: ELFLING HITS Die D6<br />
Powers: RANGED WEAPONS, CHARM IT, TOUNGUES (ANY), POOF!<br />
Bogies: -Recycling<br />
Stat Dice:<br />
HA M St E R<br />
D8 D4 D4 D6 D8<br />
Flighty, pointy-eared, tree-hugging, immortal heroes that like <strong>to</strong> sing, dance,<br />
and host elaborate pagan rituals involving rings, hair, pools of silvery light,<br />
and tree houses. Elflings are not immune <strong>to</strong> sleep spells or a ghoul’s <strong>to</strong>uch,<br />
they do not get +1 TOHIT with swords and bows, and they can’t see secret<br />
doors. However, Elfling chicks are really hot, and guys from all the other<br />
races fall in love with them all the time. Elflings believe they are better than<br />
the other races, but, for some reason, are never chosen <strong>to</strong> lead parties of<br />
adventurers – this might have something <strong>to</strong> do with the fact that they’re<br />
flighty, pointy-eared, tree-hugging wusses.<br />
Gnomelings needed for new operation on the Street of Tchotchkes.<br />
Specialists in ceramic, porcelain, tin <strong>to</strong>ys, shoes, and gardening<br />
implements given precedence.<br />
Job: GNOMELING HITS Die D4<br />
Powers:<br />
COMMIT CRIME, SMITH, LIGHTNIN’ BOLT, POLYMORPH<br />
THING<br />
Bogies: -Union Rules<br />
Stat Dice:<br />
HA<br />
D4<br />
M<br />
D8<br />
St<br />
D4<br />
E<br />
D8<br />
R<br />
D8<br />
Gnomelings hail from the grassy lawns of Milnor, where they once made<br />
delightful handicrafts – prized by gardeners everywhere. After the market for<br />
delightful handicrafts plummeted during the Great Tchotchke Wars,<br />
Gnomelings fell back on their true calling, the creation of fearsome weapons<br />
of mass destruction that tend <strong>to</strong> only function correctly once or twice. They<br />
are obsessed with knick-knacks, clockwork, steam, and small fuzzy animals.<br />
Feel trapped on a giant wheel? Let your inner <strong>Warhamster</strong> rage on!<br />
Become a Hamsterling Cage Fighter, and crowds of people will<br />
gather <strong>to</strong> watch you beat the crap out of hamsters and humans<br />
alike.<br />
Job: HAMSTERLING HITS Die d10<br />
Powers:<br />
KUNG FU, WEAPON MASTERY, COOL WEAPONS, BERZERKER<br />
RAGE<br />
Bogies: -Appearances<br />
Stat Dice:<br />
HA<br />
D4<br />
M<br />
D4<br />
St<br />
D8<br />
E<br />
D4<br />
R<br />
D6<br />
These semi-intelligent rat people like sewers, gold, and smiting trolls (their<br />
definition of “trolls” is, perhaps, unacceptably broad). Hamsterlings can see<br />
in the dark, and can smell what is behind doors, which makes them naturally<br />
good scouts and game show contestants. They also enjoy cheese, shredded<br />
paper, exercise equipment and cedar chips.
Gobs of cash and heaps of respect are <strong>to</strong> be had for the Gentleman<br />
Farmer who owns his own farm (and chooses <strong>to</strong> go wandering off<br />
<strong>to</strong> steal stuff from non-Halflings).<br />
Job Halfling HITS Die d6<br />
Powers HIDE & SNEAK, FOOTPAD, MOONLIGHT, RANGED WEAPONS<br />
Bogies -Chivalry<br />
HA M St E R<br />
Stat Dice<br />
d6 d6 d4 d6 d8<br />
A race of short, quasi-funny, hairy footed thieves and unlikely heroes.<br />
Considered by most sentient races (and not a few perceptive animals) <strong>to</strong> be<br />
fat and lazy, the Halflings consider themselves masters of the finer things in<br />
life – like eating and sleeping <strong>to</strong> excess.<br />
Are you the ultimate power gaming munchkin freak? Do you want<br />
<strong>to</strong> be a Quarter-Fighter Quarter-Wizard Quarter-Thief Quarter-<br />
Druid. Then we have a job for you – do it all, by yourself! Screw<br />
parties, bring on the monsters!<br />
Job: Quarterling HITS Die: d2*<br />
HOT BURNING DEATH, CLEAVE, COOL WEAPONS, GREEDY<br />
Powers:<br />
BASTARD<br />
Bogies: -Recycling, -Union Rules, -Starving Artist (Rules Lawyer)<br />
HA M St E R<br />
Stat Dice:<br />
d4 d6 D10 d6 D8<br />
The s<strong>to</strong>ry varies on how the Quarterling (also called Half-Halfling, or<br />
Munchkins) came <strong>to</strong> be. Quarterlings claim <strong>to</strong> have been created during the<br />
Great Character Creation of the Races, when the Gods rolled all sixes on<br />
their Racial Stat Generating Dice. However, as Quarterlings are known <strong>to</strong> tell<br />
tales much, much, much taller than themselves, no one else really believes<br />
them. Most of the other races figure that Quarterlings are either an evil<br />
sorcerer’s attempt at creating life or a very bad joke by some malicious<br />
power-hungry deity. Quarterlings are really short (about 12 apples high) and<br />
generally become completely senseless adventurers who steal, lie, cheat,<br />
and min/max their abilities. HUZZAH!<br />
*The coin must be a Quarter!
Bogies<br />
Bogies are negative abilities of your Adventurer. A Bogie constrains your<br />
Adventurer in some way, such as a code of conduct, or creates negative<br />
effects <strong>to</strong> which your Adventurer is susceptible. When you receive Bogies<br />
record them on your Adventurer Statistic Sheet.<br />
Bogie List<br />
-Appearances: Too keep up your appearance as a big dumb jock you have<br />
<strong>to</strong> hide when using MIND skills, or role-play why knowing stuff isn’t so<br />
pansy. Otherwise, the other kids will mock you mercilessly as a “grind” or<br />
“<strong>to</strong>ol,” and you will have <strong>to</strong> sublimate the shame by writing roleplaying game<br />
rules. Er, your Adventurer will.<br />
-Chivalry: The Adventurer must live up <strong>to</strong> the code of Chivalry (which<br />
means he can’t run from battle, must wear armor, cannot say no <strong>to</strong> a lady,<br />
and show a high appreciation for horses).<br />
-Decorum: Wizards and other learned men are a fussy bunch of people<br />
who live by a very exacting code. They can only wear Robes or Rings, and<br />
only use the Dagger, Rod, or Staff as a weapon. To fully enter in<strong>to</strong> the spirit<br />
of Decorum, the player must speak with a British Accent. And a posh,<br />
National Shakespeare Theatre type accent, not some filthy East End throatclearing<br />
squawk.<br />
-Old: Your much older than your new “friends”, and need <strong>to</strong> constantly<br />
remind them of that fact. You suffer from chronic arthritis (-1 on all athletic<br />
rolls), hate the cold (take an extra d4 damage from COLD ATTACKS), and<br />
miss the good old days.<br />
-Oath of Goodness: The Adventurer must be “Good” at all times. He must<br />
tithe (that’s a tenth, 10%, ten percent) of your GC <strong>to</strong> the Church whenever<br />
he’s in Town. He mustn’t curse at, steal from, surreptitiously murder, or<br />
generally be mean <strong>to</strong> any other player’s Adventurer. (Strangers and<br />
foreigners are, of course, fair game.)<br />
-Recycling: Your Adventurer strongly believes that Aurora cries every time<br />
someone litters. She can’t eat meat, use metal weapons, or wear leather.<br />
Oh, and FUR IS MURDER! When she sees someone wearing fur she’s<br />
probably going <strong>to</strong> attack them.<br />
-The Slayer Way: Whenever an Adventurer with this Bogie encounters an<br />
Enemy of the type listed with this Bogie, she must kill it.<br />
-Starving Artist: In order for your Adventurer <strong>to</strong> use the skills of this job,<br />
he must perform the action in the parentheses (i.e. Rap – must rap or make<br />
beat box noises, Poetry – must recite a rhyming couplet, etc.). Any dM worth<br />
her salt will make the player do this, <strong>to</strong>o.<br />
-Union Rules: Due <strong>to</strong> the mysterious rules of the Union, your Adventurer<br />
can not wear armor other than Leather, Robes, Rings, or Chain Mail Bikinis.<br />
She must also give aid <strong>to</strong> other members of the Union.
STEP STEP FOUR:<br />
FOUR:<br />
DETERMINE YOUR BONUS POWER<br />
Now that you have a job, you get <strong>to</strong> select a bonus power. Your Bonus<br />
Power can be any power that your certificate allows. Pick a power and<br />
record it on your Adventurer Statistic Sheet. Generally, you will want <strong>to</strong><br />
select a “core” power for your certification – but we won’t force you <strong>to</strong> that.<br />
Certification Suggested Bonus Power<br />
BFA – Bachelor of the Fighting COOL WEAPONS or MEAT SHIELD<br />
Arts<br />
BS – Bachelor of Secrecy COMMIT CRIME or HIDE AND SNEAK<br />
PHD – Physician’s Helper Degree HEAL or TURN ‘DEAD<br />
MBA – Master of the Black Arts HOT BURNING DEATH or LIBRARY<br />
CARD<br />
PoweRs<br />
Powers allow your Adventurer <strong>to</strong> perform actions that are useful in and out<br />
of the dungeon. Some skills make you mightier in Combat, and provide a<br />
BONUS <strong>to</strong> your TOHIT Roll or add <strong>to</strong> your DEFENSEs. Some skills allow you<br />
<strong>to</strong> perform actions not directly tied <strong>to</strong> troll bashing, but still useful (like<br />
Picking locks <strong>to</strong> get <strong>to</strong> a weapon stash used <strong>to</strong> bash trolls, casting fireballs <strong>to</strong><br />
burn trolls <strong>to</strong> cinders, or riding a battle budgie <strong>to</strong> lance a troll through his<br />
heart).<br />
Powers come in three flavors, which determine when you can use them.<br />
ALL <strong>THE</strong> TIME POWERS give you an ability or effect that is always<br />
working, you don’t have <strong>to</strong> do anything special <strong>to</strong> make them work.<br />
ONCE A TURN POWERS can be used on your turn, and generally require a<br />
roll against some defense. In many situations, the diceMaster will tell you<br />
what STAT DIE <strong>to</strong> roll, and what DEFENSE you are trying <strong>to</strong> beat <strong>to</strong> use your<br />
power. In response, you whine, argue for some bonuses, suck it up, and<br />
then roll your die, add up the result and bonuses, and hope that the <strong>to</strong>tal is<br />
equal <strong>to</strong> or greater than the appropriate Defense. If it does, the Adventurer<br />
is successful; if not, well, there’s always Resurrection spells.<br />
CHARGED POWERS generate a cool effect but require that you return <strong>to</strong><br />
Town or CAMP before you can use them again.<br />
Example of a POWER Description:<br />
Power Name of Power Certificate Type<br />
Stat Die All the<br />
Time<br />
Die <strong>to</strong> Roll<br />
Description of the Power.<br />
Once a<br />
Turn<br />
Charged Town
Powers LiST<br />
Power ATHLETE Certificate BFA BS<br />
Stat Die All the Once a Charged Town<br />
Time<br />
X<br />
Turn<br />
This Adventurer receives a Bonus Die <strong>to</strong> all actions that involve swimming,<br />
jumping, tumbling, climbing, walking on tightropes, and anything else<br />
“athletic”. What is considered athletic of course is <strong>to</strong>tally up <strong>to</strong> the<br />
diceMaster but you can always debate.<br />
Power AVOID TRAP Certificate BFA BS<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Rd X<br />
One <strong>to</strong>o many poison gas encounters have taught your Adventurer <strong>to</strong> avoid<br />
fiber rich foods and the traps and pitfalls of the dungeonspace. Whenever<br />
the dM spends a skull <strong>to</strong> “trap” you, you can make a Rd roll <strong>to</strong> notice the<br />
trap and avoid the damage / effect, the DEFENSE is the Danger <strong>Level</strong> of the<br />
Dungeon.<br />
Power<br />
AWESOME<br />
BACKPACK<br />
Certificate ANY<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
HAd X<br />
You get a trendy knapsack that was packed <strong>to</strong> the gills with handy doo dads<br />
and gizmos by the Milnor Army Gnomes. You can use this power <strong>to</strong> reach<br />
in<strong>to</strong> the backpack and retrieve any one item that you might need. This item<br />
will remain for 1d6 turns after which time it folds in on itself and is sucked<br />
back in<strong>to</strong> the backpack. Whenever you reach in<strong>to</strong> the backpack, you will get<br />
something – but it might not be what you were looking for. Defense of the<br />
roll is by the chart below (if you fail, the dM gets <strong>to</strong> determine what you<br />
get). Roll your HAd. Common Gear ( 50 GC) def 6, Ranged Weapon def 8, Cool Weapon def 10,<br />
Healing Potion def 12.<br />
Power BAMF! Certificate MBA<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Md X<br />
Your Adventurer gains the ability <strong>to</strong> make “near” in<strong>to</strong> “far”. Take that angry<br />
‘Oid for example. Right now he’s near and whacking you with his little axe,<br />
BAMF! Now he’s far, he’s a little scared and a lot confused. You can send<br />
yourself or any adjacent target <strong>to</strong> any square you can see. If the target is<br />
willing (they must agree before you select a location) then they instantly are<br />
teleported (no roll needed). If the target is not agreeable then a battle of<br />
wills ensues. The difficulty of the Md roll is the SMARTS of the target.<br />
Note: no teleporting in<strong>to</strong> the ground or a wall, that’s just gross and no one<br />
wants <strong>to</strong> clean it up.<br />
Power BASEMENT Certificate MBA PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
X X<br />
You spent an awful lot of time in your parent’s basement reading about the<br />
wonders of dungeon adventuring (or “practicing” your dungeon craft with<br />
the help of rule books and tiny metal figurines). You gain a BONUS DIE <strong>to</strong><br />
all rolls about Dungeon Lore, monsters, and the like.<br />
While in Town, you can communicate with the “fantasy adventure”<br />
underground (As in under their parent’s house...in the basement) <strong>to</strong> find<br />
quests and contacts. You do not have <strong>to</strong> spend a s<strong>to</strong>ry <strong>to</strong> acquire a contact<br />
or quest from these pale, nerdy know-it-alls. All quests and contacts<br />
generated this way have <strong>to</strong> be fanboys, nerds, or otherwise geekey.
Power BERZERKER RAGE Certificate BFA<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
STd X<br />
Slashing and hacking madly about the Adventurer manages <strong>to</strong> strike at<br />
everyone standing around them. This skill requires a single TOHIT roll (STd)<br />
compare it <strong>to</strong> the ARMOR of anyone adjacent <strong>to</strong> you. Anyone struck takes<br />
standard damage from the weapon. Also, this is a snazzy power and it has<br />
an image <strong>to</strong> manage, so the player must let out a bloodcurdling bezerker<br />
howl (or at least chant BER-ZER-KER!)<br />
Power BLAST OF ENERGY Certificate MBA PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Md X<br />
Be it an acid arrow or a ray of radiant light the mechanics are all pretty much<br />
the same. The guy in robes points his finger, there’s an ultrarad 3d effect<br />
that goes streaking out, and then the target is ravaged by a mystical dose of<br />
some element or another. The Damage is 1d4 per level. The DEFENSE is the<br />
ARMOR of the target.<br />
Power<br />
Stat Die All the<br />
Time<br />
BLUE ANKH/BLUE<br />
SHIELD<br />
Once a<br />
Turn<br />
Certificate BFA PHD<br />
Charged Town<br />
X<br />
You are covered by the strange magic of Private Health Insurance. While in<br />
a Town, your Adventurer can see his primary care physician <strong>to</strong> get healed for<br />
half the normal cost. You can also buy Prescription Healing Potions, but only<br />
the Generic Kind, in any s<strong>to</strong>re.<br />
Power BREAKDANCE Certificate BFA BS<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Rd X<br />
This fearsome power, also known as “Mosh Pit”, evolved on the twisty<br />
streets of Thunderhawk. It allows the Adventurers <strong>to</strong> make one KUNG FU roll<br />
and attack everyone within a room. When you use this power, make one Rd<br />
TOHIT roll, and the dM compares it <strong>to</strong> the ARMOR of all enemies in the<br />
room. Everyone who is struck takes standard damage, as determined by the<br />
KUNG FU ROLL. As an added bonus the adventurer can end up in any<br />
square in the room, can spin on his head, move like a golem, make beat-box<br />
noises, and get up from being prone without using a move-equivalent action.<br />
Power CAMP Certificate ANY<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Ed X<br />
You can set up a CAMPsite. This skill allows a character <strong>to</strong> do all of the really<br />
cool stuff that outdoorsy people seem <strong>to</strong> know how <strong>to</strong> do – pitch tents, make<br />
fires, tie knots, dig holes, etc. While CAMPing, Adventurers feel refreshed<br />
and relaxed, heal a number of HITS equal <strong>to</strong> their BEEF times their LEVEL,<br />
and gain back all of their Charged powers. The DEFENSE of a CAMPing roll is<br />
equal <strong>to</strong> the DANGER LEVEL of where you are trying <strong>to</strong> camp, against your<br />
Ed. Only one Adventurer can CAMP at a time, but it affects the entire party.<br />
IMPORTANT NOTE: Failing a CAMP roll means that you are immediately<br />
attacked by a RANDOM WANDERING MONSTER or national parks ranger.<br />
The dM gains a number of SKULLS equal <strong>to</strong> the Danger <strong>Level</strong> of the nearby<br />
Dungeon, usually via the dark forest (ruin, tunnel, library, etc.) which he<br />
must spend on this encounter though she can add more as well.<br />
Power CARTOGRAPHY Certificate BS MBA<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Md X<br />
Finally, a reason <strong>to</strong> have a car<strong>to</strong>graphy skill in a Dungeon Game. You can<br />
make a Md roll against the DEFESE of the Dungeon <strong>Level</strong>. You may “move”<br />
or “spin” one room of the dungeon.
Power CHARM IT Certificate MBA PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Md X<br />
By means of this complicated trick, a mage can make other people do their<br />
bidding. Much like alcohol and “not being loved by your parents”, this trick is<br />
blamed for many of the stupid things that people do. “I don’t know why I<br />
kissed her, honey, I must have been Charmed” or “I really wouldn’t have hit<br />
that wagon, guardsman, except I was Charmed.” One target must obey<br />
your commands for your How Attractive in turns. These commands can’t be<br />
“overtly” suicidal or crazy. This is a Md roll and the DEFENSE is the SMARTS<br />
of your soon <strong>to</strong> be new best friend.<br />
Power CHEERLEADER Certificate PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
HAd X<br />
Sure you’re not in the front of the fray holding the line or blasting away from<br />
the back, but that doesn’t mean you don’t have a very important “roll” <strong>to</strong><br />
play. (No by golly it don’t!) Being a support character means that you get the<br />
important job of ‘not doing anything’ so that someone more useful than you<br />
can do something they already do pretty well, just a little bit better. While<br />
you are at it, maybe you should get some HEAL dice warmed up. You can<br />
make a Had roll against the <strong>Level</strong> of the Character that you are “helping”, or<br />
you (the player) can make and recite a little cheer <strong>to</strong> avoid the roll. On the<br />
target’s turn, they get a free BONUS DIE <strong>to</strong> their roll.<br />
Power<br />
Stat Die All the<br />
Time<br />
CIRCLE OF<br />
PROTECTION<br />
Once a<br />
Turn<br />
Certificate MBA PHD<br />
Charged Town<br />
X<br />
This arcane trick is pretty useful. When you get this spell, you have <strong>to</strong> decide<br />
what the “Something” is – like Muskrats, Poison, Fireballs, Cooties, STDs,<br />
etc, and have it approved by the dM When casting this trick; the magician<br />
draws a circle on the floor around herself. Anyone standing in the circle is<br />
“protected” unless the circle is broken from within (i.e. someone leaves the<br />
circle). All DAM caused from that source is reduced <strong>to</strong> 0.<br />
Power CLEAVE Certificate BFA<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
TO HIT X<br />
This Adventurer has been trained <strong>to</strong> deliver a powerful killing blow. After<br />
making a successful TOHIT roll, instead of rolling damage, you may spend<br />
this power <strong>to</strong> do DOUBLE <strong>THE</strong> MAXIMUM DAMAGE.<br />
Power COMMIT CRIME Certificate BS<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
varies X<br />
The Adventurer can cut purses, forge passports, jimmy locks, pick pockets,<br />
or engage in any other illicit activity a “thief” could do. These actions usually<br />
require a Rd roll <strong>to</strong> accomplish but based on the situation the dM may call for<br />
a STd (like breaking in<strong>to</strong> a chest) or Md (like forgery) roll instead, the<br />
DEFENSE is typically the SMARTS of the victim.<br />
Power CONJURE MART Certificate MBA<br />
Stat Die All the<br />
Time<br />
Once a<br />
Turn<br />
Charged Town<br />
X<br />
Wizards generally hate shopping (and are no<strong>to</strong>riously cheap bastards) – thus<br />
the invention of the Conjure Mart. Forget a tent? No problem! The Eight-<br />
<strong>Level</strong> Castle Spank doesn’t have room service? Got that covered! Need a 13foot<br />
pole <strong>to</strong> save the world, or perhaps just <strong>to</strong> steal a ruby as big as a baby’s<br />
head? Coming right up! Conjure Mart creates a softly glowing “magic<br />
substance” in the form of whatever you need from the GEAR section. This<br />
pseudo-item lasts for a number of turns equal <strong>to</strong> 1d4+<strong>Level</strong>.
Power COOL WEAPONS Certificate<br />
BFA BS<br />
PHD<br />
Stat Die All the Once a Charged Town<br />
Time<br />
X<br />
Turn<br />
Training in the use of all melee weapons. (See the Weapon Chart on page<br />
XXX for more information). Any monkey can use a dagger, fist, dart, staff,<br />
club, bars<strong>to</strong>ol, or little sword. Using a COOLer weapon requires skill, this skill<br />
in fact. Adventurers with the COOL WEAPONS skill get a +1 BONUS <strong>to</strong> all<br />
TOHIT rolls when using a COOL Weapon.<br />
Power COWARDICE Certificate BS MBA<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
X<br />
Some Adventurers disdain chain mail, instead opting for the general allpurpose<br />
protection of sheer cowardice. In role-playing terms, this skill<br />
covers all forms of evasive maneuvers – dancing, tumbling, huddling in a<br />
corner, ducking under a table, etc. – but in reality it all means that you are<br />
afraid you’re going <strong>to</strong> get hit you sissy! When you use this power, it counts<br />
as an action – but gives the dM a PENALTY die <strong>to</strong> all attacks against you<br />
this turn.<br />
Power EAGLE EYE Certificate BS<br />
Stat Die All the Once a Charged Town<br />
Time<br />
X<br />
Turn<br />
The Adventurer is a master marksman. He gets a Bonus Die <strong>to</strong> all rolls<br />
involving seeing things far away and adds +1 <strong>to</strong> all RANGED TOHIT rolls.<br />
Power FALL DOWN Certificate BFA BS<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Rd or STd X<br />
Everyone can fall, but the skilled Adventurer falls well (or at least less badly).<br />
Any time your Adventurer takes DAM from falling, you can attempt <strong>to</strong> reduce<br />
the DAM <strong>to</strong> 1 with your fancy falling skills. Accomplishing this requires a Rd<br />
or STd roll (player’s choice) and the DEFENSE is equal <strong>to</strong> the DAM you are<br />
trying <strong>to</strong> avoid taking from taken from falling.<br />
Example: Yohn the Agile falls off the roof. He is going <strong>to</strong> take 11 DAM.<br />
Yohn can make a FALL DOWN roll at DEFENSE 11 <strong>to</strong> reduce the DAM <strong>to</strong> 1<br />
Power<br />
FLOAT LIKE A<br />
BUTTERFLY<br />
Certificate BFA BS<br />
Stat Die All the Once a Charged Town<br />
Time<br />
X<br />
Turn<br />
All your friends laughed when you started with the TIEABOW lessons… but<br />
who’s laughing now that your abs are rock hard and your reflexes are honed<br />
<strong>to</strong> a razors edge?* You have shed some weight, probably done serious<br />
damage <strong>to</strong> your internal organs, but really look good.<br />
You gain +1 ARMOR DEFENSE and add your LUCK instead of BEEF <strong>to</strong> your<br />
HITS.<br />
* It’s still them.<br />
Power FOOTPAD Certificate BS PHD<br />
Stat Die All the Once a Charged Town<br />
Time<br />
X<br />
Turn<br />
This Adventurer is preternaturally quiet. He’s the guy who always seems <strong>to</strong><br />
walk up when no one’s looking and stare at you till you jump in surprise.<br />
Their dedication <strong>to</strong> NOT being seen gains them a BONUS die <strong>to</strong> any rolls<br />
involving stealth or hiding.<br />
Power GANK! Certificate BS<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Rd X<br />
This skill is the reason that Rogues are ALWAYS being hit with Ye Olde Nerf<br />
Bat. You sneak up behind your target and plunge a dagger in<strong>to</strong> their kidney,<br />
nucleus, brain stem, or some other important looking area. Making the<br />
attack requires a sharp, SIMPLE weapon and that your opponent isn’t aware<br />
of your presence. Make a Rd roll against the targets ARMOR, if successful<br />
the attack deals 3x standard DAM and you can take a FREE MOVE.
Power GRAZE DEAD Certificate PHD MBA<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Md or Ed X<br />
Nothing good ever comes out of raising the dead, Period. After you ignore<br />
our warning and mutter the words <strong>to</strong> this spell, necrotic energy will infuses<br />
the ground and summons forth undead minions <strong>to</strong> do your bidding – as long<br />
as your bidding involves “Eat” and “Brains” that is. The undead will remain<br />
for 1d6 turns and the DEFENSE <strong>to</strong> summon them is the <strong>to</strong>tal DANGER LEVEL<br />
+ 1 of the Undead army being summoned.<br />
Power GREEDY BASTARD Certificate BS MBA<br />
Stat Die All the Once a Charged Town<br />
Time<br />
X<br />
Turn<br />
No one ever beats you <strong>to</strong> the treasure chest and your standard ready action<br />
whenever you encounter a new NPC is <strong>to</strong> pick their pockets clean… You<br />
know who you are. Your dedication <strong>to</strong> avarice has made you quite a few<br />
enemies, mostly former party members, and honed your skills <strong>to</strong> a razors<br />
edge. Gain a BONUS die when making rolls <strong>to</strong> loot or steal things.<br />
Power HAIL OF ARROWS Certificate BFA BS<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Rd X<br />
In a blur of motion the Adventurer<br />
launches a quiver-full of arrows<br />
in<strong>to</strong> the air, peppering the room<br />
and all everyone in it with featherflocked<br />
death. This skill requires a<br />
single TOHIT roll (Rd); compare it<br />
<strong>to</strong> the ARMOR of everyone in the<br />
room/copse/passageway. Anyone<br />
struck takes standard damage from<br />
the weapon. Obviously, you would<br />
need a RANGED weapon <strong>to</strong> use<br />
this skill.<br />
Power HATED ENEMY Certificate BFA PHD<br />
Stat Die All the Once a Charged Town<br />
Time<br />
X<br />
Turn<br />
You gain a BONUS die on all TOHIT rolls against one Enemy Type (Undead,<br />
Constructs, Humans, LARPers, etc.)<br />
Power HEAD COUNT Certificate BS MBA<br />
Stat Die All the<br />
Time<br />
Once a<br />
Turn<br />
Charged Town<br />
X<br />
Whenever you are in TOWN, you may hire a henchman for free (or, as the<br />
wizards like <strong>to</strong> call them “familiars”). You may purchase a henchperson<br />
equal <strong>to</strong> 100 GC times your <strong>Level</strong>. You may only have one Henchmen at a<br />
time.<br />
Power HEAL Certificate PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Ed X<br />
HEALing is the province of clerics. By “province,” we mean “the only thing<br />
useful about them.” HEAL spells are the only source of medicine in the<br />
Realms of Aurora, and the second best proof of the existence of the Gods.<br />
The first best proof being a lightning bolt <strong>to</strong> the bezel of a loudmouth<br />
atheist. This spell res<strong>to</strong>res 1dx HITS <strong>to</strong> the wounded; where X can be any<br />
number that you have a dice for. Using the power requires an Ed roll where<br />
the target is, you guessed it, X. You cannot gain more than your starting<br />
HITS in this way.<br />
Power HIDE and SNEAK Certificate BFA BS<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Rd X<br />
The Adventurer can be sneaky, move quietly, listen at doors, and hide. The<br />
DEFENSE of the roll is the SMARTS of the target, if there are multiple<br />
targets; use the highest SMARTS in the group. If they are actively looking for<br />
you, increase the DIFFICULTY by the number of critters in the room.
Power<br />
HOT BURNING<br />
DEATH<br />
Certificate MBA<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Md X<br />
The all-time, all-purpose, most favoritest tactical spell of a vast majority of<br />
magic-users (and Quarterlings) is the Spell of Hot Burning Death. This spell<br />
creates a swirling ball of flames that streaks <strong>to</strong> its target, engulfing them in,<br />
you guessed it – HOT BURNING DEATH, dealing Xd8 Damage (where X is<br />
your level.<br />
Power HURL Certificate BFA PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
STd X<br />
The Adventurer <strong>to</strong>sses her weapon or shield at the target in the hopes of<br />
hitting them with the business end. This is a STd roll and the DEFENSE is<br />
the target’s LUCK. Weapons deal their standard damage and shields deal<br />
1d4 damage plus their Frisbee-like properties give you a BONUS die <strong>to</strong> hit<br />
with them.<br />
Power HURT MORE Certificate<br />
BFA BS<br />
PHD<br />
Stat Die All the Once a Charged Town<br />
Time<br />
X<br />
Turn<br />
Masters of the melee arts can increase the DAM of their melee attacks by<br />
increasing the DEFENSE of their targets. For each +1 <strong>to</strong> DEFENSE that they<br />
add, they may upgrade you DAMAGE die by 1.<br />
Example: Richard the Furry is battling rabid were-owlbears, with an<br />
ARMOUR DEFENSE of 8. He has a hammer which does 1d6 damage.<br />
Richard can increase the DEFENSE of the wereowlbear by +1 (from 8 <strong>to</strong> 9)<br />
<strong>to</strong> increase the damage from his hammer from d6 <strong>to</strong> d8.<br />
Power IMMUNITY Certificate ANY<br />
Stat Die All the Once a Charged Town<br />
Time<br />
X<br />
Turn<br />
Your Adventurer can not be killed by damage from one specific source. Any<br />
damage done by this source will always leave you with at least 1 HIT. The<br />
dM must okay the source you select. Examples: poison, fire, cooties,<br />
starvation, a ghoul’s <strong>to</strong>uch, muskrat stupidity.<br />
Power INQUISITION Certificate PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Ed X<br />
Feared by all non-believers (and quite a few of the believers), this<br />
incantation is the truth serum of the anti-heresy world. By laying hands on<br />
the “liar” and “compelling” them <strong>to</strong> tell the truth, the caster gets all of the<br />
effects of <strong>to</strong>rture without the use of a water board or getting the president’s<br />
lawyers involved. The spell requires a Ed roll against the heretic’s SMARTS.<br />
If successful the caster may ask 1d6 questions that the heretic must answer<br />
truthfully.
Power KNOW STUFF Certificate ANY<br />
Stat Die All the Once a Charged Town<br />
Time<br />
X<br />
Turn<br />
Your character knows about something in particular – like Magic Weapons,<br />
Dragons, Fine Beer, and BROADWAY MUSICALS etc. Whenever the<br />
Adventurer makes a non-combat roll involving her particular subject, she<br />
gains a BONUS Die <strong>to</strong> the roll.<br />
Power KUNG FU Certificate BFA BS<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
STd or Rd X<br />
While anyone can slug you with their fist (for 1d2 DAM), the master of Kung<br />
Fu can really ruin your day with a punch, kick, or head-butt. A Kung-FU<br />
attack deals d4 damage. KUNG FU works just like any TO HIT roll except<br />
that you may roll your STRENGTH or REFLEXES. If an Adventurer takes an<br />
action <strong>to</strong> “center their Chi” before attacking, they can instead use a target’s<br />
LUCK DEFENSE or deal 1d6 DAM.<br />
Power LIBRARY CARD Certificate MBA<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Md X<br />
Wizardly characters spend a lot of time in the library. Because of this, they<br />
are a bunch of stuck up know-it-alls. If an Adventurer with LIBRARY CARD<br />
makes a Md roll against the DL of the Dungeon, they can gain the benefits of<br />
KNOW STUFF for any subject.<br />
Also, your wizard has the ability <strong>to</strong> use SCROLLS and WANDS. Without this<br />
power, you can’t ever use these items; they’re just sticks and TP for you.<br />
Power LIGHTNIN’ BOLT Certificate MBA<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Md X<br />
Nothing is more satisfying then sending a brilliant blast of lightning down a<br />
crowded corridor and frying everything in your path. This spell creates a line<br />
of electrical death that starts at the caster and extends in a straight line for 7<br />
squares. If the bolt hits a wall before expiring then it bounces off the wall<br />
and continues. The bolt does 1dX damage (where X is the closest (rounded<br />
down) die <strong>to</strong> the caster level. Each time a target is struck with the bolt the<br />
caster rolls Md against their LUCK <strong>to</strong> see if they get fried!<br />
Power MATEY Certificate BS PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
X X<br />
You’ve spent a lot of time on ships, right Matey? You gain a BONUS DIE <strong>to</strong><br />
all nautical themed rolls (like using rope, climbing poles, and loading cannons<br />
with buckshot and chain). While you are in a <strong>to</strong>wn, you can always find a<br />
pirate mate that has some work for you – allowing you <strong>to</strong> gain a free contact<br />
(or quest) – as long as that contact is a pirate. You also have <strong>to</strong> where an<br />
eye-patch all the time.<br />
Power MEATIER Certificate BFA PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
X<br />
You’ve spent a bit <strong>to</strong>o much time at the dinner table and as a result you’ve<br />
packed on a few dozen pounds. The added weight isn’t all bad news, sure<br />
there’s the increased risk of diabetes and heart problems but that’s <strong>to</strong>morrow<br />
problems! Since there is so much more of you <strong>to</strong> go around it makes you<br />
that much harder <strong>to</strong> kill. In addition <strong>to</strong> adding your BEEF <strong>to</strong> your HITS each<br />
<strong>Level</strong>, you can also add your COUCH. You suffer a penalty die on all How<br />
Attractive rolls.
Power MEAT SHIELD Certificate BFA PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
STd X<br />
No one knows where the term came from, but you have practiced in the<br />
ancient and respectable art of taking a punch (or a sword, catapult load, or<br />
dragon breath) for the team. You’re so used <strong>to</strong> being attacked, that getting<br />
people <strong>to</strong> focus their hatred on you, instead of the squishier members of<br />
your party, has become second nature.* Using this power requires a STd roll<br />
against the target’s SMARTS. To goad something really lazy in<strong>to</strong> attacking<br />
you, you might test against its COUCH Defense. A successful role will cause<br />
an enemy <strong>to</strong> focus on killing you before moving on <strong>to</strong> someone else.<br />
* And earned you a respected place in a ultra 7337 raiding guild.<br />
Example: Galcia the Fighter is afraid that the Mad Battle Budgie is going <strong>to</strong><br />
kill the Assistant Headmaster of the Mudhiem Public Library with its vicious<br />
beak. Using MEAT SHEILD, Galcia makes a roll trying <strong>to</strong> beat the Budgies<br />
SMARTS DEFENSE of 7. She rolls her STRENGTH Die (d8) and adds her level<br />
(2).<br />
Power<br />
MONSTROUS<br />
LORE<br />
Certificate MBA<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Md X<br />
Knowledge of monsters, their habits, their abilities and their favorite snacks.<br />
Ask the dM 1d6 questions about the monster (its STRENGTH, how many<br />
HITS it has left, any BOGIES it has, etc) and then make a Md roll, the<br />
DEFENSE is the DANGER LEVEL of the critter. If you succeed the dM must<br />
answer your questions honestly, If you fail, she is probably going <strong>to</strong> lie.<br />
Power MOONLIGHT Certificate<br />
BFA BS<br />
PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Ed X<br />
The Adventurer has a part-time job that can be used <strong>to</strong> gain additional Gold<br />
Coins. If someone is whining about wasting the party’s time in <strong>to</strong>wn, when<br />
you should be off dungeoning, because you don’t want <strong>to</strong> do anything else<br />
(like heal, shop, etc.) then you can spend time in <strong>to</strong>wn working. The harder<br />
the job, the better the pay. Finding a job requires a Ed roll and the DEFENSE<br />
is determined by the jobs complexity…. It’s easier <strong>to</strong> find work as a jani<strong>to</strong>r<br />
than a brain surgeon. Adventurers may only MOONLIGHT once per visit <strong>to</strong> a<br />
<strong>to</strong>wn.<br />
GC DEFENSE Sample Job<br />
1d10 4 Grinding, tending, or lifting (miller, guard, porter)<br />
2d10 8 Making simple things (blacksmith, tanner, baker)<br />
3d10 12 Making not-so-simple things (bartender, muskrat limner)<br />
Power<br />
NEIGHQUILL’S<br />
SPELL OF<br />
SOMNOLENCE<br />
Certificate MBA<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Md X<br />
A good Sleep spell is the best friend of the low-level magic-user. This trick<br />
causes 1 enemy <strong>to</strong> fall asleep on their feet (or their fins, gelatinous butt<br />
region, pseudopod, or whatnot) for 1d4 turns. The target instantly wakes up<br />
if someone hits them. Make an Md roll against the SMARTS of the target.
Power<br />
POLYMORPH<br />
(S/T/O)<br />
Certificate MBA PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Md X<br />
A cute little trick, this incantation allows the spell caster <strong>to</strong> turn herself, or<br />
something else, or someone else (depending on the particular Trick) in<strong>to</strong><br />
something else. While it seems complicated, the end result is a “Fwoomp!”<br />
noise, a little smoke, and a transformation. This doesn’t allow impersonation,<br />
being a kind of sloppy spell in many respects. Target polymorphs (a fancy<br />
gamer term for change shape) in<strong>to</strong> some critter for 1d6 turns. While<br />
“polymorphed” the creature has the stats and abilities of that creature, but<br />
they retain their own MIND. The DEFENSE of this spell depends on whether<br />
or not you are casting it on a willing subject. If the target is willing, the<br />
DEFENSE is the DANGER LEVEL of the new form. If the target is unwilling,<br />
then the DEFENSE is the victim’s Adventurer or DANGER LEVEL plus the new<br />
form’s level.<br />
Example: Toad, the Wet Druid, wants <strong>to</strong> polymorph Griff the Puny in<strong>to</strong> a<br />
“Hedge” Knight. Griff is willing (of course) and the dM reveals that a “Hedge”<br />
Knight is Danger <strong>Level</strong> 5. So, the DEFENSE is 5. The next day, Toad wants <strong>to</strong><br />
polymorph an Ogre in<strong>to</strong> a Hamster, which liberty the Ogre is quite unwilling<br />
<strong>to</strong> condone. The Ogre is DL 8 and the Hamster is DL 1, so the DEFENSE is 1<br />
minus 8 , or absolute value of -7, or 7. If Toad wanted <strong>to</strong> turn Charley the<br />
Guardian Goblin (DL 2) in<strong>to</strong> a Turbonium Dragon (DL 14), the DEFENSE<br />
would be 12.<br />
Power POOF! Certificate BS MBA<br />
Stat Die All the<br />
Time<br />
Once a<br />
Turn<br />
Charged Town<br />
X<br />
The Adventurer disappears in a poof of smoke (or arcane sparkles) and turns<br />
invisible. The invisibility lasts for 1dX turns (where X is the closest die<br />
rounded down <strong>to</strong> the Adventure <strong>Level</strong>) or until the Adventurer uses another<br />
skill/attacks/does anything exceptionally stupid.<br />
Power PRIVATE EYE Certificate BS MBA<br />
Stat Die All the Once a Charged Town<br />
Time<br />
X<br />
Turn<br />
Your Adventurer has honed her powers of observation. You receive a BONUS<br />
DIE on all rolls that involve looking around, being surprised, finding stuff,<br />
eating donuts, etc.<br />
Power<br />
RANGED<br />
WEAPONS<br />
Certificate<br />
BFA BS<br />
PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Rd X<br />
Training in the use of ranged weapons – bows, knives, hurled beer bottles,<br />
somewhat aerodynamic s<strong>to</strong>nes, etc. – <strong>to</strong> attack things. Adventurers roll<br />
against ARMOUR DEFENSE <strong>to</strong> strike with Ranged Weapons, using their Rd.<br />
If an Adventurer takes an action <strong>to</strong> “aim” before attacking, they can instead<br />
use a target’s LUCK DEFENSE.
Power RIDE Certificate ANY<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
STd X<br />
The Adventurer can ride a mount (i.e., anything with a saddle – horse, battle<br />
budgie, <strong>Warhamster</strong>, Turbonium Dragon, et al.) Mounting up requires a STd<br />
roll against the target’s SMARTS.<br />
Example: Sir Ted wants <strong>to</strong> Ride a Battle Budgie in<strong>to</strong> combat. The Battle<br />
Budgie has a MIND of 8, which gives it a 2 SMARTS. The DIFFICULTY <strong>to</strong><br />
RIDE one is 2 dice.<br />
Power SHIELD SLAM Certificate BFA<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
STd X<br />
When your opponent least expects it you mash your shield right in<strong>to</strong> their<br />
face. This has a number of effects, first they take 1d6 damage, also they<br />
look funny with their nose all smashed in, finally since it really smarts they<br />
have decided <strong>to</strong> make you pay for the insult and won’t attack anyone else till<br />
you are dead. The TOHIT roll is STd against the targets SMARTS.<br />
As a bonus, you may consider the SHIELD a COOL WEAPON that does 1d6<br />
damage.<br />
Power SHIV Certificate BS MBA<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Rd X<br />
Being in the big house taught you a few things… one NEVER reach for the<br />
soap and two, sometimes a quick blade in the back is allot more your speed<br />
than a drop down drag out fight <strong>to</strong> the death. When using any SIMPLE<br />
weapons you can roll Rd in place of STd when making a TOHIT roll. The<br />
DEFENSE is usually the target’s ARMOR.<br />
Power SMITH Certificate BFA PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Ed X<br />
You can turn non-weapon gear and other objects in<strong>to</strong> makeshift (SIMPLE)<br />
weapons (there really isn’t that much call for a SMITH’s fine art degree deep<br />
in the dungeon). The first time that you “fail” a TOHIT roll with a weapon<br />
made by this skill, you destroy the jury-rigged makeshift item in question<br />
(and the items used <strong>to</strong> make it). The DAM of the weapon is based on the<br />
GEAR used in its construction (1 piece, 1d4, 2 pieces 1d6, 3 pieces 1d8, etc.)<br />
Power<br />
SPIRITUAL<br />
HAMMA<br />
Certificate PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Ed X<br />
Gods love their clerics, that’s typically why they give them the most useful<br />
powers. Take this one for example if they need <strong>to</strong> heal a wounded ally…<br />
Spiritual Hamma. If they need <strong>to</strong> smiteth their enemies… Spiritual Hamma.<br />
It’s really handy. Make an Ed roll against the LUCK of the Target, you do Xd2<br />
damage (or healing on your friends) where X is the caster level.<br />
Power STABLES Certificate BFA PHD<br />
Stat Die All the<br />
Time<br />
Once a<br />
Turn<br />
Charged Town<br />
X<br />
Whenever you are in TOWN, you may hire a Mount* for free (or, as the<br />
druids call them “animal companions”). You may purchase a mount equal <strong>to</strong><br />
100 GC times your <strong>Level</strong>. You may only have one mount at a time.<br />
Power STEROIDS Certificate BFA<br />
Stat Die All the Once a Charged Town<br />
Time<br />
X<br />
Turn<br />
The Adventurer has dipped in<strong>to</strong> the weight room a few times and is a<br />
hulking brute. He gets a Bonus Die <strong>to</strong> all rolls involving the lifting or breaking<br />
of things. The adventure adds +1 <strong>to</strong> all melee DAMAGE.
Power<br />
Stat Die All the<br />
Time<br />
SUMMON<br />
MONSTER<br />
Once a<br />
Turn<br />
Certificate MBA<br />
Charged Town<br />
X<br />
According <strong>to</strong> “Monster Summoning for Fun and Profit,” you can get a lot of<br />
work out of a Troll that does your bidding. A puff of acrid blue smoke<br />
appears and deposits a monster in a square adjacent <strong>to</strong> you. This monster<br />
will obey your commands – but they generally only like <strong>to</strong> do physical tasks<br />
like bashing, carrying, and eating the spleens of your enemies. They hate it<br />
when a magic-user summons them up <strong>to</strong> help with a crossword, or because<br />
“I really need a date, put this wig on!” The Monster stays around until it is<br />
killed, or for 1dX rounds (where X is the nearest die rounded down <strong>to</strong> your<br />
caster level). The monster summoned has a Danger <strong>Level</strong> equal <strong>to</strong> your<br />
<strong>Level</strong> +1.<br />
Example: As a 3 rd <strong>Level</strong> Warlock, Tabriz can summon a 4 th level Monster for<br />
1d2 rounds. When Tabriz is a 6 th <strong>Level</strong>, he gets a 7 th <strong>Level</strong> Monster for 1d6<br />
rounds. As a mighty 9 th <strong>Level</strong> Master Warlock, he can summon a 10 th level<br />
Monster for 1d8 rounds.<br />
* Note: While generally called Summon Monster, the correct legal name of<br />
the trick is “Tabriz’ Spell of Conjuration of Non-Adventurer Race Non-Undead<br />
Non-Elemental Non-Animal Monsters.”<br />
From “Summoning Monsters for Fun and Profit”…<br />
Power TONGUES Certificate ANY<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Ed X<br />
The ability <strong>to</strong> talk with the stranger things in life – like animals, monsters,<br />
and foreigners. The dumber a creature is, the harder it is <strong>to</strong> talk <strong>to</strong> (the<br />
DEFENSE of the roll is listed below). HIGH TONGUES allow an Adventurer <strong>to</strong><br />
speak and read the languages of the more civilized races. ANIMAL TONGUES<br />
let you talk <strong>to</strong> animals. We don’t really know why you would want <strong>to</strong> talk <strong>to</strong><br />
animals – they really don’t have anything much <strong>to</strong> say – but Druids and<br />
Wizards are always doing it in the books, so here you go. Even less useful is<br />
talking with monsters. UNCOUTH TOUNGUES give you access <strong>to</strong> the<br />
languages of the less civilized races found on the Continent of Ham. Not that<br />
you will ever need this, except <strong>to</strong> waterboard prisoners in<strong>to</strong> giving up the<br />
location of their gold (generally translated as “negotiating,” in the High<br />
Tongues).<br />
Please note: Due <strong>to</strong> the dominance of Humans in the world, and <strong>to</strong> the<br />
parlous state of public education, most races don’t know how <strong>to</strong> speak their<br />
ancestral <strong>to</strong>ngues (so an Elfling character still needs the skill HIGH TONGUES<br />
<strong>to</strong> speak High Elfian).<br />
DEFENSE HIGH UNCOUTH ANIMAL<br />
0 High Common Vulgar Muskrats/Badgers<br />
2 Half-Common Kobonics Cats/Dogs/Hamsters<br />
4 High Elfian Orkish Horses/Budgies<br />
6 Dwarfik Dragonese Other Mammals<br />
8 Gnomelish Trollish Mythical Beasties<br />
10 High Hamsterian Elementalatin Birds/Reptiles<br />
12 Quarter-Common Darkelfian Farm Animals (is<br />
dumb!)<br />
14 Ancient N’Darian Gobbledygook Fish/Insects
Power<br />
TOUCHED BY AN<br />
ANGEL<br />
Certificate PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
X<br />
A higher (or lower) power has taken an unnatural interest in you… You find<br />
feathers in your bed, the odor of sulfur lingering on your unmentionables.<br />
It’s actually a little creepy. The sole benefit <strong>to</strong> this otherworldly attention is<br />
that your connection <strong>to</strong> the divine has never been stronger. Gain a BONUS<br />
die when trying <strong>to</strong> anything priestly or clericy, like healing or playing with the<br />
undead.<br />
Power TURN ‘DEAD Certificate MBA PHD<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Ed X<br />
This popular spell (receiving both the Church of Zorbug! Destroyer of Worlds<br />
Award and the League of Necromancers Good Cryptkeeping Seal) channels<br />
energy <strong>to</strong> make the ‘Dead run away from you screaming (or shamble away<br />
from you moaning, as the case may be). All Undead “rebuked” must run<br />
away for at least 1d6 turns. This is a Ed roll and the DEFENSE is the <strong>to</strong>tal of<br />
your target’s LEVELs, minus your level.<br />
Example: Nathan the Holey* Martyr (<strong>Level</strong> 3) wants <strong>to</strong> rebuke a Ghoul<br />
(DL3), a Zombie (DL2), and 3 skele<strong>to</strong>ns (DL1). The Total DANGER LEVEL is<br />
8. The Defense is 8-3=5.<br />
*Not a misspelling, just a bad joke.<br />
Power<br />
WEAPON<br />
MASTERY<br />
Certificate BFA BS<br />
Stat Die All the Once a Charged Town<br />
Time<br />
X<br />
Turn<br />
Select a weapon when you take this Power. With the chosen weapon, you<br />
add your level <strong>to</strong> the DAMAGE dealt on a successful TOHIT roll. And yes,<br />
you can be a master of the fist, head butt, or groin kick.<br />
Power ZOT! Certificate MBA<br />
Stat Die All the Once a Charged Town<br />
Time Turn<br />
Md X<br />
The most basic offensive Trick. (Not the most offensive Trick, which would<br />
involve tentacle-porn, furries, and asparagus farts.) This is your basic bolt of<br />
“ouch-light” in missile, arrow, bolt, ball, or dart form. Do 1dX DAM <strong>to</strong> a<br />
target you can see (where X is the closet die rounded down <strong>to</strong> your level but<br />
at least a d4). This is an Md roll and the DEFENSE is the ARMOR of the<br />
target.<br />
Power Certificate<br />
Stat Die All the<br />
Time<br />
Once a<br />
Turn<br />
Charged Town
STEP STEP FIVE<br />
FIVE<br />
Array Your Stats<br />
In <strong>Warhamster</strong>, your Adventurer has five stats: HOW ATTRACTIVE,<br />
STRENGTH, MIND, EXTRANEOUS, and REFLEXES. These determine how<br />
good your Adventurer is at doing things – like casting spells, picking locks, or<br />
slaying your enemies and other pesky or prosperous-looking strangers.<br />
Unlike other games, <strong>Warhamster</strong> cares whether or not you accidentally nerf*<br />
your character. Your designer’s care enough about your newly created hero<br />
<strong>to</strong> avoid all of the unnecessary bloodshed and existential angst caused by<br />
endlessly rolling up and subsequent crumbling up of character’s whose stats<br />
just don’t cut the mustard. To reduce this inhumane treatment of characters,<br />
<strong>Warhamster</strong> assumes that you want the just right stats for your class, so<br />
we’ve gone ahead and assigned them for you.<br />
You can find your starting stats listed with your Job description.<br />
* “To nerf” is geek for “<strong>to</strong> gimp**.”<br />
** “To gimp” is nerd for “<strong>to</strong> make crappy”.<br />
WHAT <strong>THE</strong> HECK IS A STAT DIE?<br />
Wait, so do I roll that? No, in <strong>Warhamster</strong> your stat is a die! Instead of<br />
having a complicated system where you have a stat that you roll, and then<br />
figure out what effect that roll has on other rolls as a modifier – see how<br />
complicated that sounds – you just assign a Die <strong>to</strong> each of your stats. To<br />
make it even simpler, we’re going <strong>to</strong> call them STAT DICE from now on.<br />
Whenever the diceMaster tells you <strong>to</strong> make a roll, she will tell you which<br />
Stat is being tested, and therefore what STAT DIE <strong>to</strong> roll. Usually, you will<br />
have some modifiers <strong>to</strong> this roll, based on POWERS, ITEMS, CONDITIONS,<br />
and Your <strong>Level</strong>. The higher your roll the better.<br />
UPGRADE ONE STAT DIE<br />
When you start a new character you can select one stat <strong>to</strong> “upgrade” (this is<br />
what makes your character unique and special*). You upgrade a stat by<br />
incrementing the die by one size (i.e. d4 <strong>to</strong> d6, d6 <strong>to</strong> d8, d8 <strong>to</strong> d10, and d10<br />
<strong>to</strong> d12.)<br />
** Yeah, we know – your character is unique because of the detailed backs<strong>to</strong>ry<br />
you’ve just completed in a 40 page spiral binder. Whatever.<br />
After you are satisfied with your decision record your Adventurer’s Stat Dice<br />
on their Adventurer Statistic Sheet.<br />
A quick aside on Starting Stat Dice.<br />
You may have noticed (if you are a math nerd*) that if you add up the<br />
Starting Stat Dice and your Starting HITS DIE, that you get 36. You win<br />
a prize. Whenever you are designing a new job for <strong>Warhamster</strong> – the<br />
combination of these six dice should equal 36.<br />
* And the likelihood of a math nerd reading this footnote is a lot<br />
better than 725 <strong>to</strong> one.<br />
Before stat Upgrade<br />
After stat Upgrade
The five stat dice<br />
HOW ATTRACTIVE DIE (HAd) – Is simply HOW ATTRACTIVE your<br />
Adventurer is. The higher the Stat Die, the better looking he is. That’s all,<br />
really. The dM will have your roll your HAd (How Attractive Die) when the<br />
test is based on your appearance, immediate reactions, and other “luck”<br />
situations.<br />
MIND DIE (Md) – Is the intelligence, knowledge, and self-control of your<br />
Adventurer. It determines how well she performs mental feats like casting<br />
magic spells, hiding, or speaking with the other races. The dM will have<br />
you roll your Md (Mind Die) whenever you are trying <strong>to</strong> be crafty, use magic,<br />
spot or notice things, etc.<br />
STRENGTH DIE (STd) – Is how big, mean, <strong>to</strong>ugh, and strong your<br />
Adventurer is. When he wants <strong>to</strong> break something, lift something, hurt<br />
something, or otherwise act macho, you roll your STRENGTH die. The dM<br />
will have you roll your STd (STrenght die) for most close combat rolls,<br />
athletic things like climbing or swimming, and when you try <strong>to</strong> look<br />
menacing.<br />
EXTRANEOUS DIE (Ed) – Is a nearly useless Stat, for things like mapping,<br />
swing dancing, or being a cleric. The higher this Stat, the better your<br />
Adventurer is at doing stupid, inconsequential things. Every game has a Stat<br />
like this – <strong>Warhamster</strong> just cops <strong>to</strong> it. The dM will have you roll your Ed<br />
(Extraneous Die) whenever there is really no purpose, or at least not a<br />
purpose keeping in the spirit of the troll-mashing.<br />
REFLEXES DIE (Rd) – Is how agile and dexterous your Adventurer is.<br />
When she wants <strong>to</strong> keep her balance, jump, dodge, or run away, you roll<br />
your REFLEXES Die. It determines how good an Adventurer is at not getting<br />
hit. The dM will have you roll your Rd (Reflexes die) when you are<br />
performing ranged combat, swinging on chandeliers, and trying <strong>to</strong> run away.<br />
You also roll your REFLEXES Die <strong>to</strong> find out many squares you move on your<br />
turn.<br />
The hits die - The Other Stat<br />
When you look at your Job, you may have noticed another STAT DIE like<br />
notation – your HITS DIE. This is like a stat cause it determines how hard<br />
you are snuff out, but you don’t roll it. Well that’s a lie – you do roll it, but<br />
only once a level.<br />
When you create an Adventurer, and whenever you raise a level you roll<br />
your HITS DIE, add your BEEF, and record (or add <strong>to</strong>) HITS.<br />
Note: If anyone starts arguing about whether or not <strong>to</strong> allow Adventurers <strong>to</strong><br />
have maximum starting HITS, the authors would like <strong>to</strong> point out the HOUSE<br />
RULES! Rule on page XX. By using this powerful force, the players can gang<br />
up on the dM and institute House Rule 1.0, the STARTING ADVENTURERS<br />
GET MAXIMUM HITS Rule.<br />
Strength vs. Reflexes
STEP STEP SIX SIX<br />
SIX<br />
COMPUTE YOUR DEFENSES<br />
SO WHAT IS A DEFENSE?<br />
Whenever you make a roll, you are trying <strong>to</strong> match or beat some number –<br />
this is called a DEFENSE. When the dM or another player are trying <strong>to</strong> do<br />
something directly against you – the difficulty of that action is determined by<br />
your DEFENSES which are based on your stat dice and level. There are FIVE<br />
BASIC DEFENSES (hey, just like stat dice…peculiar): Luck, Smarts, Beef,<br />
Couch and Armor.<br />
DON’T FORGET: Just like STAT DICE rolls, you always add<br />
your LEVEL <strong>to</strong> your DEFENSE.<br />
ARMOR: Probably the most common DEFENSE (since it’s the one that<br />
determines how hard you are <strong>to</strong> get skewered by spears or roasted by<br />
Turbonium Dragonfire.). ARMOR is based on your REFLEX die, but can be<br />
augmented by – you guessed it – wearing armor.<br />
BEEF: There are a lot of advantages <strong>to</strong> being strong, like living when you<br />
get stabbed by a troll’s spear. Attacks like poison, wrestling, and someone<br />
trying <strong>to</strong> ride you are all defended by your BEEF. BEEF is based on your<br />
STRENGTH Die. Pendants, magic gauntlets, and body-building can all boost<br />
your BEEF.<br />
COUCH: Your Couch Defense is pretty, well, useless. There aren’t a lot of<br />
attacks that target your Couch Defense (unlike the real world where we are<br />
assaulted by useless Couch inducing attacks by TV and Video <strong>Games</strong>).<br />
COUCH is based on your EXTRANEOUS DIE.<br />
LUCK: Ever wonder why the beautiful people seem <strong>to</strong> get all the brakes in<br />
life- cause their LUCK DEFENSE is so High. LUCK is based on your HOW<br />
ATTRACTIVE Die. Cool clothes, hairstyles, and lucky charms can all boost<br />
your LUCK.<br />
SMARTS: Some attacks – like sneaky stuff, illusions, and lying – use your<br />
SMARTS <strong>to</strong> defend against. Adventurers with high SMARTS defense are<br />
better at avoiding magic, mind control, and catching sneaky little bastards.<br />
SMARTS is based on your MIND die. Reading, floating s<strong>to</strong>nes that revolve<br />
around your head, and playing role-playing games can all boost your<br />
SMARTS.<br />
COMPUTE YOUR STARTING DEFENSES<br />
The base rating for each DEFENSE is equal <strong>to</strong> YOUR LEVEL + ½ STAT DIE<br />
(or thereabouts). Here’s a handy chart <strong>to</strong> make it easy.<br />
STAT DIE BASE DEFENSE CALC DEFENSE at 1 st <strong>Level</strong><br />
d2 1+<strong>Level</strong> 2<br />
d4 2+<strong>Level</strong> 3<br />
d6 3+<strong>Level</strong> 4<br />
d8 4+<strong>Level</strong> 5<br />
d10 5+<strong>Level</strong> 6<br />
d12 6+<strong>Level</strong> 7<br />
Example: Heather wants <strong>to</strong> make a Paladin whose starting stats are: HA<br />
d4, M d4, St d8, E d6, and R d4. Her Base LUCK DEFENSE is equal her <strong>Level</strong><br />
(1 st ) + ½ of the applicable stat (in this case How Attractive); so her LUCK is<br />
1 + 2 or 3. Her ARMOUR on the on the other hand is bitchin!<br />
Pally’s have the best Defenses…including Tax Shelters.
STEP SEVEN<br />
IT MUST BE MINE! Go Shopping<br />
In the lands of Aurora, warring peoples and races find little in common with<br />
each other – and seldom agree on anything. Luckily, blood feuds and racial<br />
enmity do not extend in<strong>to</strong> the realms of Finance and Accounting, since even<br />
people who hate your guts will take your money. In fact, people who hate<br />
your guts will often go out of their way <strong>to</strong> take your money. Thus, all the<br />
nations on the Continent of Ham have a single currency – the Gold Coin<br />
(GC).<br />
STARTING GOLD<br />
Every Adventurer starts with 25 Gold Coins (GC) times their starting LUCK<br />
DEFENSE.<br />
GEAR<br />
Some adventuring parties feel the need <strong>to</strong> record unimportant gear like<br />
<strong>to</strong>rches, food, water, leg irons, and 10-foot poles on their Adventurer<br />
Statistic Sheets. In actual practice, equipment of any kind is hardly ever<br />
used, in an effort <strong>to</strong> get <strong>to</strong> the real meat of the game (i.e. sticking your<br />
sword in things or fireballing trolls). If your group doesn’t skip over details<br />
like plot, Adventurer development, and non-combat resolution, here is a list<br />
of stuff that can be bought at your average inn, s<strong>to</strong>re, temple, etc.<br />
If there isn’t an explanation of the gear you just bought, it’s because it’s a<br />
simple, ordinary item, the kind you’d have around the house every day.<br />
Some items are –Charged, which means they may only be used once and are<br />
useless until the Adventurer CAMPs or returns <strong>to</strong> Town, at which point the<br />
item is recharged and can be used once more. -Single Use items are<br />
destroyed when used.<br />
WEAPONS<br />
Waging war against the unwashed teeming masses of evil is a rough sport.<br />
In order <strong>to</strong> bash evil creatures in<strong>to</strong> submission or bloody heaps (your<br />
preference), your Adventurer will need <strong>to</strong> arm herself with the biggest,<br />
meanest, sharpest weapon available.<br />
WEAPON DAM(age) Gold Coins POWER<br />
Needed?<br />
Fist 1d2 Free None<br />
Dagger * 5 None<br />
Dart 1d2 5 None (and little<br />
pride)<br />
Staff 1d4 15 None<br />
Little Sword 1d4 15 None**<br />
K’Dar Army<br />
Knife***<br />
1d4 20 COOL<br />
Club 1d4 25 None<br />
Mace 1d6 25 COOL<br />
Hammer 1d6 25 None<br />
Shortbow 1d6 45 RANGED<br />
Hand Axe 1d6 45 RANGED<br />
Axe 1d8 50 COOL<br />
Crossbow 1d8 65 RANGED<br />
Big Sword 1d10 75 COOL<br />
Longbow 1d10 150 RANGED<br />
Honking Sword 1d12 230 COOL<br />
Dwarfling Axe 2d8 578 COOL<br />
Siege Weapon 1d100 999 RANGED<br />
* Note: In order <strong>to</strong> preserve realism, it is assumed that your Adventurer is a<br />
wizard, or a wimp, if he is using a dagger. Either way, he obviously has no<br />
idea how <strong>to</strong> fight, so instead of rolling a TOHIT roll, flip a coin. If it comes up<br />
heads, you do 1 DAM <strong>to</strong> your enemy. If it comes up tails, you do 1 DAM <strong>to</strong><br />
yourself. Thrown daggers are much cooler, and always do 1 DAM <strong>to</strong> your<br />
enemy assuming you hit.<br />
** But you will have <strong>to</strong> take crap from Trolls and Budgie Riders.<br />
*** The K’Dar Army Knife has a knife, spoon, fork, lock pick, tweezers, and a<br />
quill in the handle. Only the knife part does any DAM.
ARMOR<br />
Since the desire <strong>to</strong> “not die” is as strong in most Adventurers as their desire<br />
<strong>to</strong> accumulate mountains of gold or massive arcane power, Adventurers have<br />
taken <strong>to</strong> covering themselves with shiny bits of metal and strips of leather,<br />
known as armor. We note without prejudice that if an Adventurer has<br />
pitifully low Stats, not wearing armor is the fastest way <strong>to</strong> get them killed in<br />
order <strong>to</strong> roll one up who is bigger and better. Most Armor gives a bonus <strong>to</strong><br />
ARMOR DEFENSE.<br />
Armor Type ARMOR<br />
DEFENSE<br />
Edge Cost<br />
‘Nekkid +0 0<br />
Robes +0 +Scholarly 10<br />
Fur Armor +1 30<br />
Leather +1 30<br />
Shield +1 60<br />
Chain Mail<br />
Bikini<br />
+1 +HOT 100<br />
Ring Mail +2 +Heavy 150<br />
Chain Mail +3 200<br />
Scale Mail +4 +Heavy 250<br />
Plate Mail +5 +Heavy 300<br />
Plate Mail<br />
+5 +HOT and<br />
350<br />
Bikini<br />
+HEAVY<br />
Knight Armor +6 +Feudal 500<br />
Dragon Scale +7 +Enduring<br />
(Fire)<br />
1000<br />
Magic +X (Select an<br />
Edge)<br />
ARMS AND ARMOR EDGES<br />
+100<br />
Powerful wizards, legendary smiths, and Monty Haul dMs can imbue items<br />
(Gear, Weapons, or Armor) with arcane power, generally in the form of<br />
+Edges. Each +Edge that an item has increases its base cost by 100 GC.<br />
+Dwarfling-Made: This item adds +1 Armor Defense.<br />
+Elfling-Made: This item adds +1 squares <strong>to</strong> Move Actions.<br />
+Enduring: This item grants the user the effects of +Immunity.<br />
+Flaming: Once per adventure, this item erupts in<strong>to</strong> flame, doing +1d4<br />
DAM.<br />
+Feudal: This item increases your BEEF Defense by 2.<br />
+Heavy: This item gives the wearer a PENALTY DIE <strong>to</strong> all MOVE and<br />
REFLEX actions.<br />
+Holy: This item increases your COUCH Defense by 2.<br />
+Hot: This item grants a “free” upgrade <strong>to</strong> your How Attractive Stat (which<br />
thereby increases your LUCK DEFENSE by 1).<br />
+Kosher: This item is considered <strong>to</strong> be made of wood (and thus safe for –<br />
Recylcers), but somehow still works.<br />
+Ork Power: This weapon adds +2 DAM.<br />
+Plus: This weapon adds +1 DAM.<br />
+Power: This item can be used as a RANGED WEAPON, dealing 1d4 DAM.<br />
+Scholarly: This item increases your SMARTS Defense by 2.<br />
+Wizardly: This item increases your SMARTS Defense by 2.
ADVENTURING GEAR<br />
GOLD COINS<br />
10-Foot Pole 1<br />
12 Man Tent 25<br />
12-Foot Pole 2<br />
20-Foot Pole 4<br />
5 Spikes 1<br />
A <strong>Level</strong> 100 x <strong>Level</strong><br />
Adventure Insurance 15<br />
Alacrity 5<br />
Backpack 5<br />
Bedroll 9<br />
Beer 2<br />
Body Piercings/Tat<strong>to</strong>os 15<br />
Boots of Elflingkind 200<br />
Cigarettes 3<br />
Cloak of Elflingkind 200<br />
Food (any) 1<br />
Garlic 1<br />
Guaranteed Treasure Map 38<br />
Hair Dye 8<br />
Hat of Holding 215<br />
Healing 20 x <strong>Level</strong><br />
Henchman 100 x DL<br />
Holy Symbol, Basic 25/*<br />
Holy Water, Vial 8<br />
Leg Irons 3<br />
Lock Picks 15<br />
Magic Carpet 430<br />
Magic Staff, Generic *<br />
Mount 100 x DL<br />
Pick/Shovel/Tool 8<br />
Potion, Generic Healing 30<br />
Potion, Growth 80<br />
Potion, Poison 35<br />
Potion, Prescription Healing 50<br />
Ring of Fur 261<br />
Ring of Invisibility 378<br />
Silver Mirror 15<br />
Treasure Sack 1<br />
Waterskin 1<br />
Psychoanalysis 25<br />
Gear descriptions<br />
Adventure Insurance: A hedge bet that the Adventurer won’t be coming<br />
back from your most recent trek in<strong>to</strong> the unexplored depths of Aurora intact.<br />
For a measly 15 gold pieces, if she gets hurt while on this adventure, she is<br />
protected with all of the advantages of +Blue Ankh/Blue Shield. Isn’t peace<br />
of mind for you and your loved ones worth it? -Single Use.<br />
Boots of Elflingkind: Allows your Adventurer <strong>to</strong> move without making noise,<br />
granting a Bonus Die <strong>to</strong> all HIDE & SNEAK rolls.<br />
Cloak of Elflingkind: Grants your Adventurer the benefits of power<br />
+COWER, but only in wilderness settings.<br />
Holy Symbol, Basic: In the hands of any Adventurer, this will give her +2 <strong>to</strong><br />
all DEFENSES when fighting the undead. A Holy Symbol is needed <strong>to</strong> PRAY,<br />
just as a Magic Staff is needed <strong>to</strong> CAST.<br />
Holy Water Vials: Can be used as a Ranged Weapon that does 2d4 DAM <strong>to</strong><br />
undead, devils, and demons. -Single Use.<br />
Healing: Res<strong>to</strong>res your Adventurer <strong>to</strong> full HITS. The cost of Healing is 20 GC<br />
times the level of the character being healed. -Single Use.<br />
Magic Staff, Generic: This is your basic every day magic staff (also counts as<br />
a weapon).<br />
Potions of Prescription Healing: Res<strong>to</strong>re 2d10 HITS <strong>to</strong> an Adventurer. -Single<br />
Use.<br />
Potions of Generic Healing: Res<strong>to</strong>re 2d6 HITS <strong>to</strong> an Adventurer. -Single Use.<br />
Ring of Fur: Allows your Adventurer <strong>to</strong> turn in<strong>to</strong> a hamster at will. –<br />
Charged.<br />
Potion of Growth: Called “Potion de Via Gras” in the haunting dialect of<br />
Elflingkind, it gives your Adventurer 2 BONUS DICE <strong>to</strong> HOW ATTRACTIVE<br />
rolls for 1d6 turns. -Single Use.<br />
Potion of Poison: Deals 2d10 DAM <strong>to</strong> anyone who drinks it. The imbiber<br />
makes a STRENGTH roll against DEF XXXX , taking only half damage if he<br />
succeeds. -Single Use.<br />
Psychoanalysis: You pop in<strong>to</strong> the confessional, lie down on a headshrinker’s<br />
table, or possibly just bend the ear of the bartender till he tells you <strong>to</strong> quit
your whining. You may roll for a new motivation, and remove your current<br />
one without completing it.<br />
Ring of Invisibility: A highly prized magic item, since every Adventurer has an<br />
adolescent fantasy about women’s locker rooms. The user can use this ring<br />
<strong>to</strong> turn Invisible. Bet you didn’t know that, huh! While invisible, the<br />
Adventurer can’t attack anyone or use powers, since the “no fun” spell on<br />
the ring shorts out the invisibility. –Charged.<br />
Guaranteed Treasure Map: This bona fide wonder gives an Adventurer a<br />
Bonus Die on all CARTOGRAPHY rolls for the duration of an adventure. -<br />
Single Use.<br />
Hat of Holding: This item is a staple in the magic community, as they need<br />
some place <strong>to</strong> keep their rabbits. It can hold up <strong>to</strong> 200 pounds of crap, but<br />
only weighs 1 pound.<br />
Magic Carpet: This woven wonder is hard <strong>to</strong> find, but gets great mileage. It<br />
can hold up <strong>to</strong> 1,000 pounds and still remain floating. Using a Magic Carpet<br />
requires the RIDE power. –Charged.<br />
Henchmen<br />
These loyal companions can carry your stuff, scrape your boots, protect you<br />
while you sleep, and die horribly while in your employ. For each 100 GC<br />
spent on a Henchman, he can have one of the following Edges. All<br />
henchman have a D4 in each stat, and have d4 HITS.<br />
HENCHMEN EDGES CHART<br />
+Familiar Grants the +Know (Stuff) power.<br />
+Loyal Can be sacrificed <strong>to</strong> avoid a RANDOM WANDERING<br />
MONSTER roll.<br />
+Guard Adds +1 <strong>to</strong> your ARMOR DEFENSE.<br />
+Mapper Grants the +CARTOGRAPHY power.<br />
+Demi Has a d10 in any stat you want.<br />
+Monstrous Has a d8 STR, and d8 HITS.<br />
+Porter Can carry 300 lbs of gear.<br />
+Saddled Can be ridden on a successful RIDE roll.<br />
+Suicidal Can be sacrificed <strong>to</strong> grant surprise on an enemy.<br />
+Transla<strong>to</strong>r Grants the UNCOUTH TONGUES or HIGH TONGUES<br />
power.<br />
+Valet Grants the CAMP power<br />
+Handy Grants the AWESOME BACKPACK Power<br />
+Encouraging Acts like the power CHEERLEADER<br />
Some henchman can have Bogies as well, which reduce their cost by 50 GC<br />
per Bogie.<br />
HENCHMEN BOGIES CHART<br />
-Foreign Requires an 8 DEF TONGUE Roll of the appropriate type<br />
<strong>to</strong> tell the Henchman what <strong>to</strong> do.<br />
-Hungry Requires 10GC worth of food whenever you go <strong>to</strong> a<br />
TOWN.<br />
-Mercenary Requires 10GC as payment before they go in<strong>to</strong> a<br />
dungeon.<br />
-Cowardly If the Henchman takes damage, they run away.<br />
Example: Gand the Elf, a 4 th level fire wizard, hires Mungo the Troll as his<br />
henchman. Mungo has +Saddled, +Porter, +Valet, and -Foreign and thus<br />
costs 350 GC. Gand can ride Mungo around while Mungo carries his stuff and<br />
makes his camp. Luckily, Gand speaks pretty good Trollese.
STEP STEP EIGHT<br />
EIGHT<br />
The Finishing Touches<br />
Now that you have finished the easy part of making an Adventurer, all you<br />
have left is the hardest thing in all of role-playing <strong>to</strong> do – naming your<br />
Adventurer!<br />
The other little details are completely left up <strong>to</strong> your own imagination (and<br />
temperament), like hair color, age, friends, enemies, 42-page treatises on<br />
your Adventurer’s genealogy, their sexual proclivities, etc. The one thing that<br />
you must have is a name. In extremis, you may roll on the Random Name<br />
Table. Roll 1d6 twice <strong>to</strong> generate a name of faultless adventuring heritage.<br />
Roll (2d8) First Part Second Part<br />
2 Awe- -Sum<br />
3 Rag- -Dor<br />
4 Gresh- -Nar<br />
5 Tone- -Rick<br />
6 Krav- -Tram<br />
7 Vala- -Mir<br />
8 Lori- -Sil<br />
9 Tab- -Kor<br />
10 Raeb- -Gin<br />
11 Con- -Ted<br />
12 Star- -Aul<br />
13 Is- -Wa<br />
14 Al- -Ges<br />
15 George- -And<br />
16 Ringo- -Man<br />
Example: Carson rolls a 4 and a 9, and thus gets “Gresh” and “Kor” for the<br />
mighty name “Greshkor.” This strikes Carson as a stupid name, so he names<br />
his adventurer “Stabbo the Magnificent” and gets on with the fricking game.<br />
STEP STEP NINE<br />
NINE<br />
PLAY! (Or at least complain that you aren’t playing yet)<br />
Complain that everyone else is still making their Adventurers and that you<br />
are ready <strong>to</strong> play. When appropriate, complain loudly that it was your idea <strong>to</strong><br />
get character creation out of the way before you all got <strong>to</strong>gether so that you<br />
could focus on some monster mashing!
STEP STEP TEN<br />
TEN<br />
DING! GRATZ!<br />
Did You just raise a level? You probably didn’t actually gain a level yet, but<br />
we know that all you gamers out there are already trying <strong>to</strong> figure out what<br />
is the most optimal build for your Adventurer, and how can you do that<br />
without knowing how <strong>to</strong> raise levels…<br />
Raising <strong>Level</strong>s!<br />
Whenever you are in a TOWN, and have enough Gold Coins, you can go up<br />
in level. The cost <strong>to</strong> raise a level is 100 Gold Coins times the next level. You<br />
can only raise one level at a time.<br />
Example: Thickie wants <strong>to</strong> go from 2 nd <strong>Level</strong> <strong>to</strong> 3 rd <strong>Level</strong>. The cost is 100 GC<br />
times 3 (the next level) or 300 GC. If Thickie wanted <strong>to</strong> go from level 2 <strong>to</strong><br />
level 4 it would take 700 GC (300 GC <strong>to</strong> get from 2 nd <strong>to</strong> 3 rd level and 400 GC<br />
<strong>to</strong> go from 3 rd <strong>to</strong> 4 th ) and two trips <strong>to</strong> <strong>to</strong>wn.<br />
Depending on what level you are advancing <strong>to</strong>o, you gain a special benefit.<br />
The DING! GRATZ! Chart<br />
<strong>Level</strong> Prize<br />
1 Upgrade a Stat Die (up <strong>to</strong> d10)<br />
2 Select a Power from your Certificate<br />
3 Upgrade a Stat Die (up <strong>to</strong> d10)<br />
4 Select a Power from any Certificate<br />
5 Upgrade a Stat Die (up <strong>to</strong> d12)<br />
Create a New Power or Select a Power from any<br />
6<br />
Certificate<br />
7 Upgrade a Stat Die (up <strong>to</strong> d12)<br />
8 Create a New Power<br />
Upgrade a Stat Die (up <strong>to</strong> d21*), Create a New<br />
9<br />
Power and Special<br />
* Minus 1. We’re still afraid of writing that down…<br />
Upgrade a Stat Die<br />
You upgrade a stat by<br />
incrementing the die by one size<br />
(i.e. d4 <strong>to</strong> d6, d6 <strong>to</strong> d8, d8 <strong>to</strong> d10,<br />
and d10 <strong>to</strong> d12.)<br />
As you “level up” you will have an<br />
opportunity <strong>to</strong> upgrade more of<br />
your stats (at <strong>Level</strong>s 3,5,7 and 9).<br />
At 1 st <strong>Level</strong>, you can’t upgrade a<br />
stat higher than d10. After 5 th<br />
<strong>Level</strong> you can upgrade <strong>to</strong> d12, and<br />
after 9 th <strong>Level</strong> you can upgrade <strong>to</strong><br />
the dreaded die “we dare not<br />
name”.<br />
Select a Power from Your Certificate<br />
Your Adventurer has gained a new POWER. You must select a power that<br />
lists/allows your Certificate.<br />
Select a Power from ANY Certificate<br />
Your Adventurer has gained a new POWER. You may select any power from<br />
the game (even if it doesn’t make sense – hey, it’s your character.) Good<br />
role-playing could lead you <strong>to</strong> at least make up a s<strong>to</strong>ry of why your Barbarian<br />
is casting fireballs, but it’s no skin off our backs if your necromancer can<br />
breakdance.<br />
Create a New Power<br />
If you have been playing your character this long, we’re sure that you have<br />
fifty ways of making the game cooler. You probably already had six things<br />
that you complained about before you were done making your first<br />
Adventurer. Now’s your chance. More information on creating POWERS is<br />
listed in the “WARHAMSTER REVOLUTION” section, page XXX.<br />
SPECIAL<br />
When you have reached the loftiest of levels, it’s time for something special.<br />
Right now, we’re a little pressed for time (and more than a bit lazy) so we’re<br />
going <strong>to</strong> skip this for now. We’ll get <strong>to</strong> it eventually.
<strong>THE</strong> <strong>THE</strong> WARHAMSTER WARHAMSTER SYSTEM<br />
SYSTEM<br />
The core roll<br />
Let’s get down <strong>to</strong> brass tacks* here. Most games have some variation on<br />
the a “core roll” – the heart of the mechanics. For a lot of old school games<br />
it was roll a twenty-sider and add some stuff <strong>to</strong> it (or subtract some stuff<br />
from it, or multiply…you get the picture). For a lot of other games, it was<br />
about rolling percentile dice (and rolling higher or lower than some target).<br />
Then things got weird: dice pools, fac<strong>to</strong>rs, computed stats, resolution<br />
matrices…gahhh!<br />
In <strong>Warhamster</strong>, all rolls except damage/effect type rolls use the core<br />
<strong>Warhamster</strong> Mechanic. In brief, roll your stat, add your level, add some<br />
other stuff, and beat the target’s defense. Simple.<br />
Or, in nerd bullet point style :<br />
STAT DIE +<br />
YOUR LEVEL +<br />
APPLICABLE MODIFIERS<br />
vs.<br />
TARGET DEFENSE<br />
If you beat the Target Defense (usually Armor, Smarts, etc.) then the action<br />
is a success. If you roll lower, than it fails. If you match it, it’s a push (i.e.<br />
no positive or negative effect) – which usually means that the Defender<br />
breaks the tie.<br />
*Available for 1 GC from fine adventuring shops everywhere.<br />
Timing and stuff<br />
SNACK ORDER<br />
The PARTY LEADER should sit <strong>to</strong> the left of the diceMaster. The<br />
Adventurer with the highest EXTRANEOUS score sits <strong>to</strong> their left, and so on.<br />
In case of a tie, the Adventurer with the highest MIND goes first. If there is<br />
still a tie, use REFLEXES, then HOW ATTRACTIVE, and then, if it gets all the<br />
way down <strong>to</strong> it, STRENGTH. In this extremity, the dM might want <strong>to</strong> take a<br />
look at the dice his players are using.<br />
Each turn, play begins with the Adventurer <strong>to</strong> the left of the diceMaster,<br />
and continues clockwise. By the transitive property of snacking, thusly all<br />
snacks at the table should be distributed in this manner; with the<br />
diceMaster getting the first pick of the <strong>to</strong>rtillas and beer (it’s good <strong>to</strong> be the<br />
dM).<br />
DUNGEON AND TOWN TURNS<br />
In most role-playing games, a full chapter can be devoted <strong>to</strong> explaining the<br />
subtle nuances of rounds and turns. It usually involves a lot of words <strong>to</strong> say<br />
that you can do whatever you want – until you might get eaten by a<br />
monster, and then you have <strong>to</strong> take it really slowly (especially if you are<br />
playing Champions …).<br />
When you’re in TOWN or JOURNEYING, its kinda a free for all. In the<br />
Dungeon (where you could easily get eaten by Hill Giant or a Giant Hill for<br />
that matter), you have <strong>to</strong> take turns…<br />
In the Dungeon, there are TURNS! (not terribly exciting, but that’ll work.)<br />
Turns are some unknown but tiny quantity of time, in which an Adventurer<br />
can attempt <strong>to</strong> perform Actions. Only the Adventurer whose turn it is can do<br />
anything; everyone else has <strong>to</strong> wait – until it’s their TURN! Turns pass <strong>to</strong> the<br />
left (clockwise), and the diceMaster always goes last.
Adventurer Actions<br />
During a player’s turn, their Adventurer can do any number of things. Each<br />
thing that a Player wants her Adventurer <strong>to</strong> do – move, attack, cast, pray,<br />
use a power, sleep, invoke a rule, whine about a rule, or whatever – counts<br />
as a single Action.<br />
The following are the standard Actions in a WARHAMASTER! game:<br />
KILL! Adventurers do this so often that it gets its own section, HOW TO<br />
KILL THINGS!<br />
DO! An Adventurer can invoke a House Rule, use an item, look around, or<br />
talk without causing <strong>to</strong>o much damage (figuratively speaking). Doing any of<br />
these things counts as an Action, but usually doesn’t require rolling dice.<br />
MOVE! When an Adventurer wants <strong>to</strong> take a MOVE action, they roll their<br />
REFLEXES DIE. This is how many squares the player can move this turn.<br />
How big is a square you might ask – that depends on the scale of your map,<br />
now doesn’t it. You are playing with a map right? Right? What do you think<br />
this is? This is old school gaming – dude, you need a map!!!<br />
Unlike other Actions, the first MOVE action that you take on your turn does<br />
not count as an action. In other words, you can always take a “free” move<br />
as part of any action without having <strong>to</strong> spend a skull…<br />
POWER! An Adventurer can use one of her powers. To use a power, the<br />
player tells the diceMaster what power her Adventurer is using, and asks<br />
for the DEFENSE. Some powers have the DEFENSE listed in their description,<br />
and in other cases, it is up <strong>to</strong> the diceMaster <strong>to</strong> decide.<br />
AGAIN! Sometimes, you want <strong>to</strong> do more than just one thing in your<br />
turn. If you want <strong>to</strong> take multiple actions, you can, but <strong>to</strong> do so it requires<br />
that you give a SKULL <strong>to</strong> the MONSTER BOWL for each action taken after<br />
the first.<br />
ROLL! An Adventure may want <strong>to</strong> do something that they could fail at,<br />
and so the diceMaster will want the Adventurer <strong>to</strong> make a roll. The core<br />
“roll” is <strong>to</strong> beat a DEFENSE (chosen by the dM) rolling one of their STAT<br />
DICE and adding their <strong>Level</strong> plus any applicable gear or modifiers.<br />
EXAMPLE ROLL! ACTIONS<br />
Some Actions that characters might take don’t use powers, or directly kill<br />
things. (What’s the point? I hear you ask. We sympathize entirely.) In those<br />
cases, the dM will most likely call for a roll against the Danger <strong>Level</strong> of<br />
your current phase. The following is a list of sample actions, and the rules<br />
for dealing with these situations.<br />
Head Scratching! (MIND)<br />
If a player feels that their Adventurer would know something (that the player<br />
wouldn’t, like how <strong>to</strong> shoe a horse, or where the nearest Inn is) the dM<br />
might allow him <strong>to</strong> make a MIND roll. The dM sets the DEFENSE.<br />
Breaking Things! (STRENGTH)<br />
If your Adventurer wants <strong>to</strong> Lift (or Break) something, divide the weight (in<br />
pounds) of an object by 50 <strong>to</strong> find the DEFENSE. Example: Peter<br />
Stronginthearms is a 5 th <strong>Level</strong> Soldier with a d12 STRENGTH. He wants <strong>to</strong><br />
pick up a solid gold throne that weighs 900 lbs. The DEFENSE is 18 (900<br />
lbs./50). Peter has <strong>to</strong> beat 18 on a roll of 1d12 (STRENGTH) +5 (LEVEL).<br />
Physical Exercise (STRENGTH or REFLEXES)<br />
General physical exercise, like how <strong>to</strong> shoe a horse, is something that<br />
Gamers know very little about. This can be role-played by making rolls<br />
against STRENGTH (for running long distances, doing chin-ups, etc.) or<br />
REFLEXES (for walking tightropes, jumping over pits, doing swan dives, etc.).<br />
DEFENSE is set by the dM, except in a competitive situation. In those, the<br />
DEFENSE of the action is equal <strong>to</strong> the BEEF (for STRENGTH contests) or<br />
ARMOR (for REFLEX contests) of the opponent.<br />
Looking Around! (EXTRANEOUS)<br />
Any character can check out a room, search for treasure or secret doors, or<br />
notice what is going on around him. The DEFENSE is set by the dM<br />
(usually equal <strong>to</strong> the Danger <strong>Level</strong> of the DUNGEON), and the Adventurer<br />
rolls their EXTRANEOUS die.<br />
Being Pretty! (HOW ATTRACTIVE)<br />
We have no idea when you would need this in a Dungeon Adventure Game,<br />
but whatever.
Bonus and penalty dice<br />
Some POWERS, HOUSE RULES and GEAR will give an Adventurer a BONUS<br />
DIE. This means that the ADVENTURER gets <strong>to</strong> roll a second die of the type<br />
they are rolling and keep the higher result.<br />
Example: Invoking “HUZZAH!” <strong>to</strong> avoid getting crushed under the screaming<br />
Wheels of Hot Pointy Death, Carson gets a BONUS DIE <strong>to</strong> his REFLEX roll.<br />
His REFLEX DIE is a d8 – so he gets <strong>to</strong> roll 2 d8s. He gets a 3 and a 7, and<br />
keeps the 7.<br />
Sometimes, Adventurers will get cursed, poisoned, or do something really<br />
stupid, - and the diceMaster will give them a PENALTY DIE. This means<br />
that the Adventurer has <strong>to</strong> roll a second die of the type they are rolling and<br />
keep the lower result! Bummer.<br />
Example: Ken’s cleric just drank a whole vat of “Guaranteed Not To Be<br />
Unholy Soda Water” (with a picture of a naked devil girl with crossed fingers<br />
on the bottle”. It seems like a good time <strong>to</strong> give him Penalty Dice for using<br />
holy items and powers.<br />
HUZZAH!!<br />
Whenever your Adventurer’s greed or stupidity places him in danger, the<br />
player should shout “HUZZAH!” right after announcing his Action. If a player<br />
shouts “HUZZAH!!” he gains a BONUS DIE <strong>to</strong> his roll. After shouting, the<br />
player must describe in detail why their plan will work (adding drama and<br />
role-playing <strong>to</strong> a game that has pretty much skipped all of that stuff).<br />
Each time a player uses “HUZZAH!!,” it must be “better” (both in the sense<br />
of greedier and stupider, and in the sense of shouted louder or acted sillier)<br />
than the last person <strong>to</strong> use “HUZZAH!!”<br />
EXAMPLE: Trick is surrounded by Lichamsters (evil undead rodents) and<br />
down <strong>to</strong> his last vial of Evian Holy Water. He knows that he has <strong>to</strong> make this<br />
TOHIT roll count, so he shouts HUZZAH! He then explains that he is going<br />
<strong>to</strong> throw the bottle up in<strong>to</strong> the air, and crush it as it falls with the Mace of<br />
Destruction throwing droplets of divinely powered “undead beating water” all<br />
over the baddies. The dM thinks that’s pretty cool and gives Trick a<br />
BONUS DIE on this roll.<br />
“Aieee!”<br />
Sometimes, you have <strong>to</strong> hurt the ones you love for the greater good. A<br />
player can earn a STORY (<strong>to</strong> be used during the TOWN PHASE) by making<br />
things harder for their chums while in a DUNGEON. After a player has<br />
announced their ACTION for a turn, another Adventure can shout “AIEEE!”<br />
warning the party that more danger is afoot. After the shouting calms down<br />
– the shouter (i.e. the one that shouted) has <strong>to</strong> explain how things have<br />
gotten worse, and if the rest of the party agrees (usually, because it’s funny<br />
or cool) the player receives a PENALTY DIE <strong>to</strong> their current action.<br />
EXAMPLE: Fire Wizard for Hire, Sharkey McSharkerson is burning down trolls<br />
with his fireballs. His good buddy Scotty the Dwarfling Meat Shield feels that<br />
this is a little <strong>to</strong>o easy- and sees a great opportunity <strong>to</strong> gain a STORY (and<br />
he needs <strong>to</strong> get his Armor repaired after Sharkey’s juggling match with the<br />
Fire Salamanders didn’t work out <strong>to</strong>o well). Scotty screeches “AIEEE!” and<br />
says – “Just as Sharkey starts <strong>to</strong> summon up another swirling mass of hot<br />
death, one of the bells on his pointy wizard shoes is mistaken as a truffle by<br />
the Troll’s pet Saber<strong>to</strong>oth Warthog.” The dM thinks this is pretty funny,<br />
and has a Warthog appear and attempt <strong>to</strong> burrow in<strong>to</strong> Sharkey’s footgear –<br />
giving Sharkey a PENALTY DIE, and gaining Scotty a STORY for the<br />
upcoming TOWN Phase.
How <strong>to</strong> kill things!<br />
Adventurers are so named because their life is filled with Adventure! (And<br />
Exclamation Points! And SEMI-RANDOM capitalization!) According <strong>to</strong> the<br />
Thunderhawk Vulgar Dictionary (the authority on the High Tongues of all<br />
Ham), Adventure is defined as:<br />
Adventure (add VENT sure): noun. 1) a quest or undertaking with a<br />
large amount of danger and the possibility of great reward. 2) A word<br />
used <strong>to</strong> justify the wholesale slaughter of subterranean sentient races;<br />
see also “res<strong>to</strong>ring liquidity <strong>to</strong> the economy.” 3) A self-contained module<br />
explaining all of the hazards that a group of heroes will encounter in a<br />
night of gaming. 4) The fastest way <strong>to</strong> die known <strong>to</strong> Man – and an even<br />
faster way <strong>to</strong> die known <strong>to</strong> Ork.<br />
Adventurers live in a world of danger, destruction, and death. Common<br />
sense (not that Adventurers have any, they go down in<strong>to</strong> dark holes <strong>to</strong> fight<br />
dragons for gods' sake) dictates that it is much better <strong>to</strong> be on the giving<br />
end of danger, destruction, and death – so …<br />
TOHIT<br />
In <strong>Warhamster</strong>, the roll Adventurers make when attempting <strong>to</strong> smite their<br />
opponents is called TOHIT. (Pronounced like the warbling call of the<br />
titmouse: “Too-whit.” It’s fun <strong>to</strong> make the warbling call of the titmouse. It’s<br />
even more fun <strong>to</strong> say “titmouse.”) The DEFENSE of a TOHIT roll equals the<br />
ARMOR DEFENSE of the target. When using Melee Weapons, the Adventurer<br />
attempts <strong>to</strong> beat the target’s ARMOR DEFENSE against their STRENGTH.<br />
When using a ranged weapon or Kung-Fu, the Adventurer needs <strong>to</strong> roll their<br />
REFLEXES. Most of the time, you will roll against ARMOUR DEFENSE, though<br />
a diceMaster may have you roll against AGILITY DEFENSE or something<br />
else if the situation deems it necessary.<br />
Example: Sir Tobias the Paladin wants <strong>to</strong> attack a Troll. The troll has<br />
ARMOUR DEFENSE of 12. Sir Tobias rolls his STRength DIE and adds his<br />
level, and hopes <strong>to</strong> roll higher than 12.<br />
WEAPON SKILLS<br />
Adventurers generally separate the world of weapons in<strong>to</strong> three broad<br />
categories: Cool Weapons, Ranged Weapons, and everything else – which<br />
suck. “Suckey” weapons include: Daggers, Darts, Clubs, Little Swords, fists,<br />
claws, teeth, bars<strong>to</strong>ols, etc. Most weapons that do less than 1d6 damage are<br />
considered <strong>to</strong> suck. Using a Cool or Ranged Weapon without the appropriate<br />
skill adds a PENALTY DIE <strong>to</strong> the roll.<br />
Example: Lump, Sir Tobias’ faithful henchman, decides <strong>to</strong> shoot at a kobold<br />
(ARMOR DEFENSE 6) with a crossbow. Lump has REFLEXES d8, but doesn’t<br />
have the skill RANGED WEAPONS. Lump rolls 1d8 + his level (3) and needs<br />
<strong>to</strong> get higher than 6. Since he isn’t trained with Ranged Weapons, he has <strong>to</strong><br />
roll a penalty d8, and keep the lower roll.<br />
DAMAGE<br />
Now that we know how TOHIT, we get <strong>to</strong> determine how much Damage<br />
(DAM) is done by a successful strike. When you hit something, roll the DAM<br />
of your Weapon and subtract that from your opponent’s HITS.
Example: Sir Tobias sticks his honking sword (DAM 1d12) in the troll, and<br />
rolls a 7 – dealing 7 DAM. The troll has 12 HITS left. The dM subtracts 7<br />
from the Troll’s HITS, leaving it with only 5 HITS.<br />
UNARMED COMBAT<br />
If an Adventurer wants <strong>to</strong> attack without a weapon, they do 1d2 DAM, but<br />
they are at a big disadvantage! Since the Adventurer has <strong>to</strong> get so close <strong>to</strong><br />
their ENEMY, their foe gets a BONUS DIE on all TOHIT rolls against them.<br />
This explains why Adventurers prefer <strong>to</strong> stab Critters with long sharp and<br />
pointy things, and it has nothing <strong>to</strong> do with so-called “inadequacy” issues,<br />
Doc<strong>to</strong>r. Well, unless they have a Little Sword. If the Adventurer has KUNG-<br />
FU they disregard this penalty, and probably feel pretty good about<br />
themselves in other ways.<br />
DYING!<br />
When an Adventurer or a Critter<br />
reaches 0 HITS they fall unconscious,<br />
and stay that way until healed (either<br />
from magic, potions, or camping).<br />
If an Adventurer is reduced below 0<br />
HITS, they need <strong>to</strong> make a<br />
STRENGTH roll (DIFFICULTY equal<br />
<strong>to</strong> the amount of DAM below 0) or<br />
they die! If you die, don’t worry;<br />
see the “Power of Plot Contrivance”<br />
House Rule on page XX.<br />
HEALING<br />
If an adventurer doesn’t have<br />
any healing potions left, they<br />
gain their BEEF in HITS<br />
whenever they CAMP or go <strong>to</strong><br />
TOWN. All other Healing<br />
comes from TOWN Actions,<br />
POWERS, or VISITING A<br />
TEMPLE.
House rules!<br />
If you need us <strong>to</strong> explain <strong>to</strong> you what a house rule is, you are in way over<br />
your head. Let me explain – no, there’s <strong>to</strong>o much. Let me sum up. Gamers<br />
are the kind of people that can’t leave anything well enough alone. Gamers<br />
feel the need <strong>to</strong> endlessly tinker with the rules <strong>to</strong> their favorite game, adding<br />
mind-boggling levels of complexity <strong>to</strong> even a simple beer and pretzels<br />
game…<strong>to</strong> make them work. And, we’re not just talking about whether or not<br />
you take all the money when you land on Free Parking here – we’ve seen<br />
Initiative rules for Sorry!; detailed, authentic WWII infantry stats for the 2 of<br />
Hearts in War; and once, racial stat bonuses for Alien Space Bats in a game<br />
of Settlers of Catan. You don’t want us <strong>to</strong> get started on RPG House<br />
Rules…hoo-boy!<br />
That said, <strong>Warhamster</strong> is such an elegantly constructed system, that we<br />
decided <strong>to</strong> beat you all <strong>to</strong> the punch, and build rules so that you could create<br />
more rules with. Ha! And by doing so, we suck you in <strong>to</strong> the game creation<br />
process – and negate your ability <strong>to</strong> screw up our beautiful game with your<br />
silly house rules!!! And we everything that you do, and will make<br />
millions*.<br />
*Of jokes. Millions of jokes. There is no way <strong>to</strong> make Millions of Dollars with<br />
this game. If you can make a House Rule that makes Millions of Dollars with<br />
this game, our lawyers will see you in court <strong>to</strong> prove that we ’d your<br />
thought by our cleverly designed back-door design process. If that doesn’t<br />
work, reading this footnote constitutes agreement <strong>to</strong> our “End User License<br />
Agreement” that you have just agreed <strong>to</strong> be reading it. Zing!<br />
Your humble authors have taken the time <strong>to</strong> compile a short list of House<br />
Rules <strong>to</strong> get you started.<br />
The HOUSE RULES Rule!<br />
In keeping with the spirit of mind-expanding adventures, each game of<br />
<strong>Warhamster</strong> should begin with the players (and not the dM) adding a<br />
HOUSE RULE <strong>to</strong> the game. House Rules should be kept in a special book,<br />
wiki, or 3-ring binder, since you will need <strong>to</strong> remember them for future play.<br />
These rules should be numbered, so that the group’s rules lawyer can quote<br />
them in times of need. Example: “Ah-hah, but we do open the door, due <strong>to</strong><br />
House Rule #5.1A, which states, ‘The use of a literary figure as a battering<br />
ram has an 80% chance of success.’ So there.”<br />
The YOUR NAME IS WHAT? Rule!<br />
If you insist on naming your character after one from a movie, TV series, big<br />
fat fantasy saga, or comic book - the other characters have the right <strong>to</strong> kill<br />
your character. If you name your character after any Tolkien or Star Wars<br />
character, the players have a duty <strong>to</strong> kill you. Note, we said players there.<br />
The POWER OF PLOT CONTRIVANCE Rule!<br />
If your Adventurer dies while you are still in a Dungeon – Don’t worry!<br />
Thanks <strong>to</strong> the magic of the plot contrivance, you can be back in the game in<br />
no time. Simply generate a new Adventurer (while the other players keep<br />
playing), and then have the dM roll on the table below. When your new<br />
Adventurer makes his entrance you must stand up, loudly introduce the new<br />
Adventurer, and proclaim a litany of her past deeds until all the other players<br />
tell you <strong>to</strong> shut up.<br />
Random plot contrivance!<br />
1. Captured Prisoner – The next room the Adventurers enter<br />
contains a prison cell, giant bird cage, or possibly an<br />
Adventurer manacled <strong>to</strong> a <strong>to</strong>ilet. The prisoner has a tale of<br />
woe …<br />
2. Heard You Need Help – Some king/prince/bartender<br />
heard about your Adventure and knew that you could only<br />
succeed with the help of …<br />
3. Avenging Sibling – A brother or sister of the Adventurer<br />
who just died. They spent years tracking their last living<br />
relative only <strong>to</strong> arrive just minutes <strong>to</strong>o late. Now, vengeance<br />
shall belong <strong>to</strong> …<br />
4. Lost Adventurer – This Adventurer was wandering about<br />
the dungeon as well, and got lost. Thank Zorbug that he<br />
found you, for now he can warn you …<br />
5. Solo Adventurer – Straight from pages of a solo adventure<br />
game book. If this seems lame, turn <strong>to</strong> page 19. If you buy<br />
this nonsense, turn <strong>to</strong> page 37, where it is revealed that …<br />
6. Imposter – Actually, you are on a mission <strong>to</strong> foil the<br />
adventurers, sent by some powerful enemy. (We suggest<br />
not telling the other players you are an imposter when<br />
introducing yourself.) Pretend <strong>to</strong> be one of the other results<br />
…
tHe tHe diceMaster diceMaster’s diceMaster s Guide<br />
Guide<br />
The dicemasters Guide<br />
They are called by many names: Narra<strong>to</strong>r, S<strong>to</strong>ryteller, Referee, Mayor, Game<br />
Master, Big Fat Slobbering Trai<strong>to</strong>r Why The Hell Did You Roll That 20. But<br />
mostly, the big guy running a Fantasy Role-Playing Game is called the dM<br />
– the diceMaster! Your mission is crucial <strong>to</strong> success of the any Dungeon<br />
Adventure Game. You create the Adventures (well, at least most of them –<br />
more on that in a bit), you tell the s<strong>to</strong>ry, you run the Monsters, you decide<br />
the price of Ale, and most of all – you try and kill the Adventurers off so that<br />
the players will go home and let you get some sleep.<br />
I Am, Who dM<br />
Mostly, the dM is there <strong>to</strong> roll a lot of dice, and pretend that they mean<br />
something. Occasionally look something up in the rule book, fiddle around<br />
with your backpack, and ask someone if they remember what HITS DIE a<br />
Turbonium Dragon has – and as long as the game is fun, and you are fair,<br />
everyone will have a great time.<br />
Now, the ultimate power of the diceMaster is the ability <strong>to</strong> make people roll<br />
dice (mainly the little cubes, but sometimes the tiny pyramids, little<br />
octahedrons, tasty decahedrons, and delightful dodecahedrons). Whenever<br />
an Adventurer wants <strong>to</strong> do something (other than simple actions like talking<br />
<strong>to</strong> the bartender, or reading a book), you are going <strong>to</strong> tell that player <strong>to</strong><br />
“Roll!” and tell them which STAT DIE <strong>to</strong> roll and what DEFENSE they need <strong>to</strong><br />
beat.<br />
Whenever a player wants their Adventurer <strong>to</strong> do something, have them<br />
explain it <strong>to</strong> you. Then, you tell them what happens. Sometimes, when there<br />
is chance that what the player wants <strong>to</strong> do might fail (like hitting someone<br />
with a sword, disabling a trap, or trying <strong>to</strong> get a date*), have them roll one<br />
of their STAT DICE add their LEVEL (and any modifiers) and see if they beat<br />
the DEFENSE.<br />
* Well, there’s a chance that it might succeed – it’s all a matter of positive<br />
thinking really.<br />
Example: Carson tells Matt that his Adventurer, Vargo the Hamsterling Cage<br />
Fighter, wants <strong>to</strong> jump off the moving wagon and slam his Mace of Many<br />
Hurts in<strong>to</strong> the whimpering Kobold. Matt (the dM) says, “Ok. So Vargo runs<br />
across the wagon, unsheathing his mighty Mace of Many Hurts, and leaps<br />
from the side of the wagon. Roll your REFLEX DIE and beat a DEFENSE of 10<br />
not <strong>to</strong> get sucked under the wagon wheels…”<br />
HOW<br />
ATTRACTIVE<br />
MIND<br />
STRENGTH<br />
EXTRANEOUS<br />
REFLEXES<br />
Example Actions per Stat die<br />
Doing your hair, picking up chicks, seducing<br />
Orks.<br />
CASTing Tricks, reading old <strong>to</strong>mes,<br />
remembering important clues, lying <strong>to</strong> people,<br />
resisting mind control, taking the SATs.<br />
Breaking stuff, TOHIT rolls, holding your breath,<br />
resisting poison, being <strong>to</strong>rtured, flexing your<br />
muscles.<br />
Don’t worry, as long as there are monsters <strong>to</strong><br />
kill, no one will ever need <strong>to</strong> roll under this Stat,<br />
except <strong>to</strong> PRAY.<br />
Walking a tightrope, jumping a cliff, tying a<br />
knot, catching arrows, not being hit by a giant<br />
boulder.
The Simplicity of Setting Difficulty<br />
The Free Mini dm SCREEN<br />
Relative<br />
DEFENSE<br />
Difficulty @ Low <strong>Level</strong>s @ Mid <strong>Level</strong>s @ High <strong>Level</strong>s<br />
(1-3)<br />
(4-6)<br />
(7-9)<br />
Really Easy 3 4 6<br />
Easy 4 6 8<br />
Not Hard 5 8 11<br />
Pretty Hard 6 10 13<br />
Hard 7 12 16<br />
Way Hard 8 14 18<br />
Damn! 9+ 16+ 21+<br />
Setting the DIFFICULTY of an Action is an easy thing <strong>to</strong> do. When in doubt<br />
consult the handy Mini dM Screen provided above – yours free with this<br />
introduc<strong>to</strong>ry offer! (Actual retail value of $19.95. (Actual actual retail value<br />
may vary.))<br />
A lot of times, you can just guess – if what the Adventurer wants <strong>to</strong> do<br />
sounds Really Easy, then set the DEFENSE <strong>to</strong> 3; if what they want <strong>to</strong> do<br />
sounds really Hard, then set the DEFENSE <strong>to</strong> 12. Remember, you are the<br />
diceMaster and the dice are there for you <strong>to</strong> command. Remember that<br />
Difficulty is relative – so something that is Not Hard for an 8 th <strong>Level</strong> Turbo<br />
Ranger with a Magic Bow of Death Arrows, may be DAMN impossible for<br />
Cedric the Charlatan, 1 st <strong>Level</strong> Fire Wizard.<br />
Sometimes, it’s easy <strong>to</strong> set the difficulty, since the action the Adventurer<br />
wants <strong>to</strong> do is directly opposed by another character (or a monster). In<br />
those cases, you can set the difficulty <strong>to</strong> one of the DEFENSES of the target.<br />
If an Adventurer is trying <strong>to</strong> lie <strong>to</strong> a guard, use the guard’s SMARTS<br />
DEFENSE. If an Adventurer wants <strong>to</strong> run past a screeching Battle Budgie,<br />
use the Budgies ARMOR DICE Defense.<br />
Selecting a Versus Defense<br />
ARMOR DEFENSE: This is the most common. Use Armor Defense for<br />
hitting things. Armor Defense is also a good defense for avoiding moving<br />
things.<br />
BEEF DEFENSE: Use Beef <strong>to</strong> defend against poison, exhaustion, stress,<br />
physical blows not related <strong>to</strong> combat (like falling and stuff), etc.<br />
SMARTS: Use Smarts as the Defense for sneaking around, avoiding<br />
detection, mental attacks, some magic, charisma stuff, and the like.<br />
LUCK: Use Luck as the Defense against crazy attacks, for selecting who<br />
gets hit by falling debris and other acts of randomness. Luck is always a last<br />
ditch Defense – and if there is a better fit from Armor, Beef or Smarts use<br />
that instead.<br />
Bonus and Penalty Dice from the dM’s Chair<br />
As the diceMaster you have a lot of <strong>to</strong>ols at your disposal <strong>to</strong> control how<br />
you’re players act. Probably the best set of <strong>to</strong>ols is a mix of Bonus and<br />
Penalty Dice, and of course – skulls.<br />
When you want <strong>to</strong> reward good role-playing, thinking and descriptions – give<br />
a player a bonus die <strong>to</strong> their roll. So, if you’re dueling with a Musketeer and<br />
the player gives a great description of how they are using a candelabra <strong>to</strong><br />
fence with your Nougat Golem – give them a Bonus Die. Of course, the<br />
inverse is true – and if your players are trying <strong>to</strong> take advantage of a<br />
situation (or are just making things annoying) inflict Penalty Dice on them.<br />
Giving more PENALTY DICE <strong>to</strong> players who complain about PENALTY DICE<br />
also feels right.
PHASES<br />
Each time you sit down <strong>to</strong> play WARHAMSTER, you’re probably goin going <strong>to</strong><br />
need like 2 hours <strong>to</strong> get in a full “game”. A “game” breaks down in<strong>to</strong> 4<br />
PHASES – The Town Phase, the GO TO <strong>THE</strong>RE Phase, the DUNGEON Phase,<br />
and the AND BACK AGAIN Phase. During a phase, there can be any number<br />
of “rounds and turns”. PHASES determine the types of activity that can<br />
occur, and who (the players or the dM is controlling the action).<br />
In every game of <strong>Warhamster</strong> there must be a TOWN Phase and a<br />
DUNGEON Phase. In game terms, the TOWN Phase and DUNGEON Phase<br />
are usually called “in TOWN” or “in the DUNGEON”, and many powers will<br />
reference that they can only be used in those “phases”. The GO TO <strong>THE</strong>RE<br />
and AND BACK AGAIN phases are collectively called “journeying” and are<br />
optional phases.<br />
For those of that you need charts, here you go.<br />
PHASE ORDER DIAGRAM<br />
AND BACK<br />
AGAIN<br />
Phase<br />
DUNGEON<br />
Phase<br />
TOWN<br />
Phase<br />
GO TO<br />
<strong>THE</strong>RE<br />
Phase<br />
Required Phase<br />
Optional Phase<br />
GO TO <strong>THE</strong>RE and AND BACK AGAIN Phases<br />
These phases are optional, and cover the boring parts where you leave the<br />
bar, and head out <strong>to</strong> your adventure – or where you stumble back <strong>to</strong> the<br />
Town after a snot-kicking kicking (either giving or getting getting) from the Dungeon.<br />
Usually, your travel time will be uneventful – but the diceMaster can use<br />
these phases <strong>to</strong> spring traps, random monsters, and other nasty nasties on<br />
your party from the Monster Bowl.<br />
GO TO <strong>THE</strong>RE – Whenever you “start an adventure”, yyou<br />
play the<br />
GO TO <strong>THE</strong>RE phase. While your trip is usually uneventful, this is a<br />
great time for ambushes, side treks, and the occasional Wandering<br />
Monster Attack. After this phase, the DUNGEON Phase Starts.<br />
AND BACK AGAIN – Whenever you “win a Dungeon” ( (usually by<br />
killing a Boss Monster) or you “run away” (usually by running away<br />
from a Boss Monster – sissies!), you play the AND BACK AGAIN<br />
Phase. While usually uneventful, this is a great time for diceMaster<br />
<strong>to</strong> try and kill off a wounded party, kidnap the princess, and abuse<br />
their position as the Enemy of the Players. After this phase, the<br />
TOWN Phase starts.<br />
<strong>THE</strong> DUNGEON PHASE<br />
Most of an Adventurer’s time is spend looting and pillaging Dungeons.<br />
According <strong>to</strong> the Thunderhawk Thunderhawk Vulgar Vulgar Dictionary, Dictionary a Dungeon is defined:<br />
dun-geon [duhn-juhn] - noun. 1) A subterranean maze maze-like structure<br />
s<strong>to</strong>cked with vile monsters and heaps eaps of gold coins. 2) A place <strong>to</strong> find<br />
adventures. 3) A strong, dark prison or cell. 4) The keep of a castle,<br />
donjon. 5) A self-contained contained module explaining all of the hazards that a<br />
group of heroes will encounter ncounter in a night of gaming. 66)<br />
The fastest way<br />
<strong>to</strong> die known <strong>to</strong> Man 7) An even faster way <strong>to</strong> die if you are a goblin.<br />
To an Adventurer there are only two kinds of places – Dungeons and Towns.<br />
Whenever there is a chance that the Adventurers might find Adventure, they<br />
are in a Dungeon (whether they are in an underground ruin, a haunted<br />
forest, or a Pentagram K Convenience Shoppe). Dungeon Time is split in<strong>to</strong><br />
TURNS, where every action of an Adventurer is vital. Town Time is usually<br />
just an excuse for people <strong>to</strong> hatch nefarious schemes, go shopping, or take a<br />
potty break.
This is the tasty part of the game where your Adventurers get <strong>to</strong> use their<br />
POWERS, sling spells, and bash monsters. Usually, this is the longest PHASE<br />
of a “game” and most of the player rules are about playing in the DUNGEON<br />
Phase. The DUNGEON Phase generally consists of some monster fighting,<br />
some pivotal decision, and more monster fighting. The DUNGEON Phase<br />
ends when the party completes the mission, or chooses <strong>to</strong> “run away”. See<br />
“RUNNING AWAY” for more on putting on your frilly pink skirts in the big bad<br />
dungeoney-wungeony.<br />
A successful DUNGEON phase results in the party receiving a MCGUFFIN.<br />
Parties can use MCGUFFINS <strong>to</strong> resolve their ALIGNMENT. A complete<br />
description of MCGUFFINS and ALIGNMENTS can be found in the<br />
ALIGNMENT section.<br />
<strong>THE</strong> TOWN PHASE<br />
<strong>Games</strong> either start or end in the TOWN PHASE. At the start of the TOWN<br />
Phase, a regains all of their “charged” powers. After that, each player takes<br />
turns (in Snack Order), spending or acquiring “S<strong>to</strong>ries”. At the beginning of<br />
the TOWN Phase, each player gets one “free” STORY. Players can earn<br />
additional “STORIES” by paying a SKULL <strong>to</strong> the MONSTER BOWL for each<br />
extra STORY they want. Don’t worry about Skulls and the Monster Bowl<br />
right now, we’ll get <strong>to</strong> them soon – just trust us that they’re as wicked cool<br />
as they sound. An Adventurer can spend a “s<strong>to</strong>ry” <strong>to</strong> take an action in the<br />
<strong>to</strong>wn, some examples are below:<br />
GO TO <strong>THE</strong> BAR<br />
GO SHOPPING<br />
GO TO <strong>THE</strong> GUILD<br />
STORY actions<br />
An Adventurer can spend their TOWN Phase at the<br />
bar. They can buy beer and food, and get ready<br />
for the next adventure. While at the bar, the<br />
Adventurer regains all of their powers (i.e. any<br />
Charged power they used are reset) and they can<br />
heal 1 HIT DIE. In addition, an Adventurer can<br />
select any one QUEST that has been posted in the<br />
tavern.<br />
An Adventure can go and visit the shops of the<br />
Town they are in. This allows them <strong>to</strong> buy new<br />
gear and repair stuff. An Adventurer can visit any<br />
number of shops on one shopping trip.<br />
An Adventurer can go <strong>to</strong> the GUILD and “<strong>Level</strong><br />
Up”. An Adventurer can only visit the GUILD once<br />
GO TO <strong>THE</strong> TEMPLE<br />
USE A “TOWN”<br />
POWER<br />
FIND A NEW<br />
CONTACT<br />
VISIT AN OLD<br />
CONTACT<br />
ACHIEVE A GOAL<br />
START AN<br />
ADVENTURE<br />
per TOWN PHASE. While at the GUILD, the<br />
Adventure can select any one QUEST that has been<br />
posted at the GUILD, and if they have the money<br />
they can “Buy a <strong>Level</strong>”.<br />
An Adventurer can go <strong>to</strong> the TEMPLE <strong>to</strong> get healed<br />
back up <strong>to</strong> full. The Temple accepts donations<br />
(and by donations, we mean they charge you ZZZ<br />
x <strong>Level</strong> in GC.)<br />
If an Adventurer has a TOWN based POWER (like<br />
MOONLIGHT, LIBRARY CARD or BLUE ANKH/BLUE<br />
SHIELD) they can gain its effect.<br />
An Adventurer can use their time in TOWN <strong>to</strong> find<br />
a new CONTACT. A Contact is a person that can<br />
give your Adventurer QUESTS (we’ll cover that in a<br />
later bit, but it’s important).<br />
Once you have a contact, you can use your time <strong>to</strong><br />
visit them again <strong>to</strong> see if they have something else<br />
that could put coin in your purse (or McGuffins in<br />
your coffers). Even if your contact is in the bar,<br />
you have <strong>to</strong> spend a STORY <strong>to</strong> get a new quest<br />
from them.<br />
If your party has enough McGuffins, you can cash<br />
them in <strong>to</strong> achieve a goal. Usually, these will be<br />
things that you have been working <strong>to</strong>wards – or<br />
maybe you will notice that you have a surplus of<br />
GLORY and feel like having the bards sing your<br />
praises. Any player can spend a s<strong>to</strong>ry <strong>to</strong> ACHIEVE<br />
A GOAL.<br />
Once the party has gathered in the bar (or tavern,<br />
or malt-shop, or wherever it is that you gather),<br />
you all need <strong>to</strong> agree on (or more accurately,<br />
argue about and then settle for) which QUEST you<br />
want <strong>to</strong> tackle next from your parties available<br />
quests. Whoever “starts the adventure” gets <strong>to</strong> be<br />
the PARTY LEADER for the upcoming DUNGEON<br />
Phase. The DANGER LEVEL of the DUNGEON<br />
Phase is the PARTY LEADER’s LEVEL + the<br />
DANGER FACTOR (usually +0 <strong>to</strong> +3).
The monster bowl<br />
I know that you have been dying <strong>to</strong> ask this – “What the F^@&! is a<br />
MONSTER BOWL!” According <strong>to</strong> the Thunderhawk Vulgar Dictionary, a<br />
Monster Bowl is defined as:<br />
Monster Bowl (Mun Stir BOL): noun. 1) A receptacle for Skulls. 2) A<br />
container for holding nourishing food and water for magically summoned<br />
pets. 3) The biggest Professional <strong>Warhamster</strong> Gladia<strong>to</strong>rial Competition<br />
of the year.<br />
In <strong>Warhamster</strong>! The Massively Multiplayer Table<strong>to</strong>p Dungeon Adventure<br />
Game, the Monster Bowl is a receptacle for SKULLS. So, in order <strong>to</strong> play<br />
<strong>Warhamster</strong> you need <strong>to</strong> scrounge up something <strong>to</strong> hold skulls in – usually a<br />
bowl, but a coffee can, hat, or anything else will do nicely. If you’re really<br />
in<strong>to</strong> it – you should get a bowl and paint it all up like a dungeon artifact –<br />
not only is that really cool, it will scare the beejeezus out of your Mom when<br />
she comes down in<strong>to</strong> the basement with a tray of lemonade for you and your<br />
“little friends”.<br />
So, what the heck is a SKULL? Right?<br />
A SKULL* (in <strong>Warhamster</strong> game parlance, and not the bony structure that<br />
holds your brains in your head) is a marker that represents something bad<br />
that is going <strong>to</strong> happen <strong>to</strong> the players. Whenever the Adventurers get a<br />
skull, drop one of the SKULL counters in<strong>to</strong> the MONSTER BOWL. You’re<br />
going <strong>to</strong> need a whole mess of counters for Skulls. Bad stuff piles up fast<br />
and furious**. They could actually be skulls but that would be going a little<br />
far. Glass beads, paper chits, unused dice, zombie minis, whatever you can<br />
find. We’ll include a paper counter that you could print out in a pinch.<br />
For players of other 9 th <strong>Level</strong> <strong>Games</strong> (like Kobolds Ate MY Baby!, Ninja<br />
Burger, or Cthulhu for President!), Skulls will be familiar – they are like<br />
Checks on the Horrible Death Record! If you’re new <strong>to</strong> the way that we roll<br />
here at 9LG***, the basic idea is that when the Adventurers do something<br />
that should result in a penalty, they get a SKULL. Unlike other 9LG games,<br />
the whole PARTY is responsible for the Bowl…<br />
* Go. Hunt. Kill SKuls.<br />
** Fast. And furious – players are gonna be furious about getting skulls.<br />
But not 2Fast, 2Furious. That sucked.<br />
*** The 9 <strong>to</strong> the L <strong>to</strong> the G y’all. Kickin’ it Original Recipe Gangster style.<br />
Eastside!
Getting Skulls in the<br />
monster bowl<br />
The most common triggers for players <strong>to</strong> have <strong>to</strong> put skulls in the bowl are<br />
rolling 1s, breaking rules, taking multiple actions, using dangerous <strong>to</strong>ys and<br />
gaining s<strong>to</strong>ry <strong>to</strong>kens. I’m sure that enterprising diceMasters will come up<br />
with more ways over time, but for now, let’s focus on these.<br />
ROLLING SKULLS - The truly math nerd-tastic of you may have noticed<br />
that it should be really easy for an Adventurer with some good gear and a<br />
high Stat Die <strong>to</strong> accomplish most tasks. A 5 th <strong>Level</strong> Adventurer will NEVER<br />
fail a roll against a DEFENSE of 4…so, why should I even roll the dice? Well,<br />
in <strong>Warhamster</strong> you must always roll, because you may “Roll A Skull”.<br />
Whenever you roll a die and you roll a “1”, you don’t au<strong>to</strong>matically fail (like<br />
in most games). Instead, you just “rolled a skull” and have <strong>to</strong> donate a<br />
SKULL <strong>to</strong> the MONSTER BOWL. This makes lower Stat Dice (especially<br />
d4s) dangerous <strong>to</strong> roll. SPECIAL NOTE: Damage rolls and movement rolls<br />
don’t generate Skulls…<br />
GAINING STORIES - When the Party is in a TOWN phase, an Adventurer<br />
can take a skull <strong>to</strong> gain additional STORIES <strong>to</strong> use while in Town. More<br />
information on that is explained in the TOWN PHASE section (xxxxx).<br />
TAKING ADDITIONAL ACTIONS - Adventurers can take an additional (or<br />
actions) on their turn, by adding a Skull <strong>to</strong> the Monster Bowl.<br />
diceMasters can take advantage of this as well, by removing (spending) a<br />
Skull from the Bowl <strong>to</strong> give an additional action <strong>to</strong> one of the monsters<br />
during the dM turn.<br />
BREAKING A TIE - Adventurers can choose <strong>to</strong> cough up a skull <strong>to</strong> the<br />
Monster Bowl <strong>to</strong> break a tie in their favor (watch out, the dM can “spend<br />
a skull <strong>to</strong> do the same).<br />
The DANGEROUS Edge - Some POWERS and GEAR may have the keyword<br />
DANGEROUS attached <strong>to</strong> them. Whenever a player uses a +DANGEROUS<br />
power or item, they must donate a SKULL <strong>to</strong> the bowl.<br />
RULE BREAKING - While it is true that we all like <strong>to</strong> play chaotic<br />
characters*, Gamers as a rule crave order! Rules systems are filled with (bet<br />
you can’t guess it…) rules! And while rules were meant <strong>to</strong> be broken, there<br />
should always be a penalty for doing so (otherwise you wouldn’t need rules<br />
and game designers like us would be forced <strong>to</strong> write pathetic Battlestar<br />
Galactica fanfic and blog about Star Wars themed undergarments).<br />
Whenever an Adventurer breaks a rule – give them a SKULL! The most<br />
common rules violations will be players forgetting <strong>to</strong> “role-play” their bogies,<br />
or failure <strong>to</strong> remember house rules.**<br />
*Especially high level Chaotic Neutral Assassin Barbarian Sorcerers that can<br />
explain away their wholesale slaughter of innocents and enemies as “I was<br />
just playing my alignment dude”.<br />
** Bar Gamers Note: For instance, a play group that really likes <strong>to</strong> imbibe<br />
libations and has a penchant for crafting rules systems <strong>to</strong> encourage such<br />
imbibation (imbibatude???) could create a HOUSE RULE that says,<br />
“Whenever an Adventurer takes a SKULL, they have <strong>to</strong> immediately say<br />
“Thank You Sir, May I have Another.” So, when they forget that, they are<br />
breaking a rule….
Spending skulls<br />
So, what’s so bad about a Bowl Full’o Skulls. Nothing – if you’re the<br />
diceMaster. A lot if you’re the players. The dM can “spend” SKULLS<br />
from the bowl <strong>to</strong> produce all kinds of effects, though generally it’s <strong>to</strong> create<br />
random monsters and screw the players over. You see in <strong>Warhamster</strong>, the<br />
dM gets POWERS just the like the players….any of these powers can be<br />
used during the dM turn – and the number of SKULLS “spent” is listed<br />
(under the phase that it can be used during).<br />
dM<br />
POWER<br />
I Need<br />
More<br />
Minions!<br />
Dungeon Journey Town<br />
1 skull per<br />
Minion<br />
Of course the Big Bad has more minions. Add one additional<br />
minion <strong>to</strong> the board for each skull spent.<br />
dM<br />
POWER<br />
Dungeon Journey Town<br />
Twisted 1 skull<br />
The dM can move or rotate one of the DUNGEON TILES.<br />
Generally, this is because of the awesome power of the Big<br />
Bad, or an Evil Deity with architecture issues. 1 Skull.<br />
dM<br />
POWER<br />
And Now<br />
For<br />
Something<br />
Completely<br />
Different<br />
Dungeon Journey Town<br />
1 <strong>Level</strong> per X<br />
It was going along so smoothly…and then they got<br />
sidetracked (which usually happens during RPGs, with side<br />
conversations about Star Wars and Monty Python.). A dirty<br />
trick for the dM <strong>to</strong> pull when a party is heading <strong>to</strong>, from, or<br />
preparing for a Dungeon. The QUEST that the party was<br />
planning on gets delayed – as the party has <strong>to</strong> go on a<br />
QUEST selected by the diceMaster. For each 2 skulls<br />
spent, the Side Quest gets 1 Danger <strong>Level</strong>.<br />
dM<br />
POWER<br />
Wandering<br />
Random<br />
Monster<br />
Dungeon Journey Town<br />
x x x<br />
Ye old stand-by. The diceMaster gets <strong>to</strong> grab a random<br />
monster, and throw it at the party. A dM can’t use this<br />
power in a Dungeon Room that already has a monster in it<br />
(unless the party has killed all of the monsters in it, and<br />
then it’s effectively an empty room, n'est-ce pas?). For each<br />
skull spent, you get 2 <strong>Level</strong>s of a Monster (i.e. spend 3<br />
skulls get a L6 Random Wandering Monster).<br />
dM<br />
POWER<br />
Dungeon Journey Town<br />
Trapped X<br />
By spending some skulls, the dM can turn anything in<strong>to</strong> a<br />
trap (with stats equivalent <strong>to</strong> a minion).<br />
dM<br />
Dungeon Journey Town<br />
POWER<br />
And Again! 1<br />
When the Monster’s have their backs against the wall (or<br />
whatever counts as their back in the case of Gelatinous<br />
Cubes and various ooze and jelly monsters), the dM can<br />
spend 1 Skull <strong>to</strong> give one of their monsters an additional<br />
action. This is really helpful for running away, laying on the<br />
extra damage sauce, and for digging your way out of jams.
Mcguffins and quests<br />
and contacts, oh my!<br />
While most Adventurers like <strong>to</strong> think of themselves as “heroes”, being an<br />
Adventurer is lot more like business than chivalry. Adventurers are in the<br />
business of going on adventurers so that they can acquire heaps of gold,<br />
dance on the bones of trolls, and generally have some legitimate excuse for<br />
walking around <strong>to</strong>wn bristling with magic wands and singing swords. During<br />
a TOWN phase, the party needs <strong>to</strong> acquire QUESTS <strong>to</strong> go on (which may<br />
remind you of how role-playing is handled on a lot of electronic computing<br />
machine virtual worlds, that we will not mention).<br />
There are 2 primary ways of gaining QUESTS – finding a posted Quest, or<br />
getting a Quest from a Contact. Posted Quests are created by the dM prior<br />
<strong>to</strong> play and represent general work for Adventurers and their ilk. Contacts<br />
are player-generated quests that work just like posted quests but help the<br />
Party move their own personal s<strong>to</strong>ry along.<br />
An Adventurer can only ever have 1 QUEST at a time. Once they pick up a<br />
quest (from a contact or a post) they are stuck with it, until the Party selects<br />
their quest for an adventure.<br />
Once the party has gathered in the bar (or tavern, or malt-shop, or wherever<br />
it is that you gather), you all need <strong>to</strong> agree on (or more accurately, argue<br />
about and then settle for) which QUEST you want <strong>to</strong> tackle next from your<br />
parties available quests.<br />
POSTED QUESTS<br />
Adventurers can find posted Quests at <strong>THE</strong> BAR, <strong>THE</strong> GUILD, and<br />
occasionally at a SHOP or TEMPLE. Each of these places has a Tack Board*<br />
where people can post QUESTS that they need <strong>to</strong> have completed.<br />
Adventurers can read the Title (all Adventures have Titles) and the brief<br />
description of the Adventure, and see what the reward for completing that<br />
Adventure is.<br />
A dM needs <strong>to</strong> have a few posted Quests ready for play when the Party<br />
starts – since you never know what they are going <strong>to</strong> select.<br />
At this point, we need <strong>to</strong> digress and rant for a paragraph or two. As lifelong<br />
Game Masters, if there is one truth that we have discovered is that the<br />
best laid adventures of mice and men are always thwarted by the desires of<br />
the party. Far <strong>to</strong>o many Game Masters have poured their hearts and souls<br />
in<strong>to</strong> carefully mapping, charting, and stating impressive dungeons and<br />
treasure rooms – only <strong>to</strong> have the party decide (usually at the last minute)<br />
that they “really don’t feel like tracking the Ogre King back <strong>to</strong> his Lair, why<br />
don’t we ride out <strong>to</strong> that cool sounding mountain range that the Game<br />
Master doesn’t even have drawn on his hex map…” Way <strong>to</strong>o many times,<br />
have we seen a GM brought low by these chaotic whims and wild goose<br />
chases. We promise that’s never going <strong>to</strong> happen <strong>to</strong> you in <strong>Warhamster</strong>.<br />
*Not an ATTACK BOARD, which is a 5 th <strong>Level</strong> Cork Elemental bristling with<br />
multi-colored quills and powerful dry-erase spells.<br />
CONTACT QUESTS<br />
When an Adventurer is in TOWN, they can spend their STORY <strong>to</strong> “find a<br />
contact”. When they do this, they have <strong>to</strong> name the contact and select what<br />
kind of McGuffin that contact rewards. Contact’s usually have a simple and<br />
easy <strong>to</strong> remember name (like Barney the Bartender or Quisilnoph the<br />
Question Maker or Firstname The Profession*). A contact can be anyone (or<br />
sometime anything), and except for giving Quests will offer no other<br />
assistance <strong>to</strong> the character (we did call them contacts, not buddies).<br />
Once an Adventurer has established a Contact, they can visit that Contact<br />
again <strong>to</strong> get additional quests. Usually, these quests will have at least a<br />
semblance of continuity – though it isn’t required.<br />
Quests obtained from Contacts are created by the player making the contact.<br />
You do this, by using the <strong>Warhamster</strong> Murderous Adventure Design Library<br />
(usually shortened <strong>to</strong> <strong>Warhamster</strong> M.A.D.LIBrary for space reasons***). As<br />
a player, you get <strong>to</strong> answer a few short questions about the setting and<br />
purpose of the QUEST, and then the dM gets <strong>to</strong> fill it with monsters, traps,<br />
and you get the picture!<br />
* Strangely <strong>to</strong> the Milnor Gnomelings of Aurora, Firstname the Profession is<br />
the name of a legendary Gnomish warrior-chieftain who was the wielder of<br />
the mighty Goggles of Obviousness, and the legendary Hammer of Generic<br />
Doom**.<br />
** Generic was the capital city of the ancient Gnomish Milor Empire.<br />
*** And in no way infringing on the copyright or trademarks owned by the<br />
<strong>to</strong>tally awesome Penguin Group.
The murderous<br />
adventure design library<br />
M.A.D.LIBrary<br />
1) Who is the Big Bad?<br />
2) Which Monster Family are we going <strong>to</strong> have <strong>to</strong> kill?<br />
( ‘Oids, ‘Dead, Beasties, Darklings, or Weird)<br />
3) What is the McGuffin?<br />
4) What Flavor is that McGuffin?<br />
(Might, Arcana, Wealth, Glory, or Rosebud!)<br />
5) Why is there Conflict?<br />
(What brings the villains and the Party in<strong>to</strong> conflict<br />
over the McGuffin)<br />
6) Where’s the <strong>Open</strong>ing Scene?<br />
7) When is the Climactic Battle?<br />
8) How Dangerous is this Adventure?<br />
Dangerous (+0), More Dangerous (+1), Really<br />
Dangerous (+2), Nuts! (+3)<br />
9) What is the Title of the Adventure Module?<br />
Who is the Big Bad?<br />
Not <strong>to</strong> steal a Whedonism…well, actually <strong>to</strong> steal a Whedonism, since this<br />
has become the preferred nomenclature for primary villain in a post-Buffy<br />
universe. Who is the Big Bad. Don’t worry about stats, just give a name a<br />
general description of the primary villain. It could be a poncho wearing,<br />
Mariachi guitar playing, mustachioed Hill Giant named Poncho Colina<br />
Gigante. It could be a Vampiric Ham Sandwich. It could be a Rock (though<br />
not Iraq – let’s not make this game political).<br />
Which Monster Family are we going <strong>to</strong> have <strong>to</strong> kill?<br />
For now* there are 5 basic Monsters Families (all part of a well-balanced<br />
Adventure Diet): Beasties, ‘Dead, ‘Oids, Darklings, and Weird. Again, don’t<br />
worry about stats right now – just pick the flavor of beasts that you want the<br />
players <strong>to</strong> fill full of arrows, magic missiles, swords, and kung fu beats. Full<br />
info on Monster stats is given in the Monster Menu section.<br />
Beasties covers animals, animal like monsters, dinosaurs, and mythological<br />
wonders.<br />
‘Oids is short for “goblinoids” and covers the “green-skinned” anti-<br />
Adventurer races like goblins, orks, trolls, bugbears, ogres, giants, et al.<br />
The ‘Dead covers all of the various undead – from ghosts <strong>to</strong> vampires,<br />
skele<strong>to</strong>ns <strong>to</strong> zombies, with a side trip in<strong>to</strong> classic movie monster tropes like<br />
Frankensteins, Lagoon Monsters, Lycanthropes, and Mummies.<br />
Darklings are the “mirror mirror” underground dwelling versions of your<br />
fantasy standbys – with Drowlings (evil Elves), Gnumenlings (evil Gnomes),<br />
Dwurflings (evil Dwarves), Thirdlings (evil Halflings), Fifthlings (evil<br />
Quarterlings), and Ratlings (evil Hamsterlings).<br />
The Weird family covers just about everything else, as miscellaneous is<br />
always the largest category. In fact, we’re pretty sure that the Weird Family<br />
will split faster than denominations during the Protestant Reformation. This<br />
is for your oozes, slimes, owlbears, teleporting tentacle puma monsters,<br />
flying death eyeballs, mind sucking squid people, et cetera, et cetera, ad<br />
infinitum.<br />
*Designer’s Note: We’re quite sure that we’ll have about fifty Monster Types<br />
a day or two after this hits gamers’ grubby little mitts. If there is one thing<br />
that gamers like more than broken character skills, it’s a plethora of<br />
monsters for bashing and smashing.<br />
What is the McGuffin?<br />
Believe it or not, this is always the hardest part. It’s usually a breeze <strong>to</strong><br />
make up locations and villains – but the plot engine is always a life-sucker.<br />
For those unfamiliar with the techniques of Alfred Hitchcock, a McGuffin is<br />
a plot device that motivates the characters or advances the s<strong>to</strong>ry, but the<br />
details of which are of little or no importance otherwise. (For more, see<br />
http://en.wikipedia.org/wiki/MacGuffin).<br />
The McGuffin is some object (not necessarily a physical object) that the Big<br />
Bad and the Party are going <strong>to</strong> come in<strong>to</strong> conflict over. What the<br />
item/object/training/quality/philosophy/thingee is really doesn’t matter – it<br />
has no practical use for the party in and of itself. McGuffins are the focus of
lotsa s<strong>to</strong>ries and movies, here’s some really famous ones for you: The One<br />
Ring, The Arc of the Covenant, the Holy Grail, The Five Point Palm Exploding<br />
Heart Technique, The Murder of Laura Palmer, The Maltese Falcon, the<br />
briefcase from Pulp Fiction, the world’s best Egg Salad Recipe, and of course<br />
– Rosebud the Sled.<br />
In game terms, the McGuffin is a kind of currency – for buying the things<br />
that Gold can’t. Don’t get it twisted, cash is king* but no amount of cash is<br />
going <strong>to</strong> buy you things like happiness, a <strong>to</strong>wn named after you, and having<br />
your name become part of the legends.<br />
* In Freedonia, Cash is literally king. Officially, it’s King Cash VIII, 428 th<br />
Monarch of Freedonia, wielder of the dread sword Inflation-bringer and an<br />
unparalleled Magic-Usurer.<br />
SOME EXAMPLE MCGUFFINS<br />
MIGHT GLORY ARCANA WEALTH ROSEBUD<br />
Detailed Maps<br />
of the Enemy<br />
Encampment<br />
A Red Door<br />
Key<br />
The<br />
Legendary<br />
Hamsterlance<br />
Radio Active<br />
Crystals, or<br />
Heavy Water,<br />
or possibly a<br />
Meteorite<br />
Found in a<br />
Volcano<br />
A T-Shirt<br />
emblazoned<br />
with “I<br />
Survived<br />
Castle<br />
Spank”<br />
The Ice<br />
Queen’s<br />
digits<br />
The Dread<br />
Sword<br />
Inflation-<br />
Bringer<br />
Headpiece of<br />
the Staff of<br />
Zorbug<br />
The<br />
Sorcerer’s<br />
Gall-<br />
Bladder<br />
S<strong>to</strong>ne<br />
The Tome<br />
of Eph VII<br />
– the Spell<br />
Checker<br />
The Coin<br />
used <strong>to</strong> call<br />
Cthulhu<br />
The Power<br />
Nine,<br />
including a<br />
Mint Beta<br />
Black<br />
Lettuce<br />
A Hotel on<br />
Baltic<br />
Avenue<br />
A turquoise<br />
and<br />
<strong>to</strong>urmaline<br />
encrusted<br />
combination<br />
goldfish bowl<br />
and teapot<br />
set<br />
The Maltese<br />
Chicken<br />
640 Million in<br />
Bearer Bonds<br />
The Last<br />
Remaining<br />
Slice of your<br />
Grandmama’s<br />
Lemon<br />
Meringue Pie<br />
A Magical<br />
Dresser that<br />
has a secret<br />
portal <strong>to</strong><br />
another world<br />
Second Place<br />
Ribbon and a<br />
set of Steak<br />
Knives<br />
A Smuggler<br />
that owes you<br />
money<br />
encased in a<br />
solid block of<br />
lead<br />
What flavor is that McGuffin?<br />
In <strong>Warhamster</strong> (again, for now – damn tinkering bastards!) there are 5<br />
Flavors of McGuffin*: Might, Arcana, Glory, Wealth, and Rosebud! Since<br />
what the McGuffin actually “is” is irrelevant (or it wouldn’t really be a<br />
McGuffin), what flavor it is becomes important (<strong>to</strong> the players at least).<br />
Parties can “spend” their accumulated McGuffins at the Fate Shop in <strong>to</strong>wn <strong>to</strong><br />
purchase long term goals (that they will usually settle upon during Party<br />
Creation), and each goal has a cost (like 3 Glory and a Rosebud for a statue<br />
erected in your honor in the Town Square, etc.).<br />
For ease of reference, any McGuffin that could be used as a weapon, or be<br />
of real interest <strong>to</strong> warriors and generals would be Might flavored. Wizardly<br />
things, secrets, and ancient prophecies are usually Arcana flavored. Daring<br />
rescues of princesses in distress, feats of derring-do and other obviously<br />
hazardous goals are Glory flavored. Objet d’art, unfenceable loot, huge<br />
tracts of land, and suchlike are Wealth flavored. Rosebud flavor is for deeply<br />
personal things that are otherwise meaningless – they are the McGuffin<br />
flavored McGuffins (a rare taste treat worthy even of King Torg (ALL HAIL<br />
KING TORG!)**.<br />
*Secretly we want <strong>to</strong> eventually have 31 flavors of McGuffin.<br />
**9 th <strong>Level</strong> Apology: Honestly, we couldn’t not slip it in somewhere.<br />
Why is there a Conflict?<br />
We all know that this can’t end well – you’re building an adventure module<br />
by gods! You have a Big Bad. You have a McGuffin. What is the conflict<br />
that brings the Party in<strong>to</strong> odds against the villain? It can be simple – like,<br />
the party wants it. Greed is a powerful conflict inducer. Or, you can get<br />
creative – and see what happens. Let’s say you chose “The King of the<br />
Elflingland’s Daughter” as your McGuffin. Your conflict could be rescuing her<br />
from the Big Bad that kidnapped her (a Hill Giant bandi<strong>to</strong>), trying <strong>to</strong> s<strong>to</strong>p her<br />
marrying the Big Bad (a potion popping Professional <strong>Warhamster</strong> Lancer), or<br />
keeping her from eating the Big Bad (a Vampiric Ham Sandwich). Some<br />
McGuffins have easy built in conflict – Secret Plots need <strong>to</strong> be foiled, Ancient<br />
and Powerful Relics needs <strong>to</strong> be dug up, and Dragon’s only have scales for<br />
forging in<strong>to</strong> Dragonscale armor.<br />
Everybody gets the “raid the dungeon, kill the monsters, take their stuff”<br />
concept – so you don’t really need an original conflict concept, you players<br />
are ready <strong>to</strong> bash, stab, and incinerate the hordes standing between them<br />
and the McGuffin. We have found that coming up with an original concept<br />
will drive the players, and keep them interested – even if the conflict is really
idiculous. In fact, ridiculous conflict (or mundane conflict over ridiculous<br />
things) often leads <strong>to</strong> some really fun time around the graph paper map.<br />
Where is the <strong>Open</strong>ing Scene? Where is the Climatic Battle?<br />
Regardless of what happens in between (usually rapine and murder) every<br />
adventure needs a starting point, and an ending point. All of the action is “a<br />
dungeon” whether or not you stage the action in an actual subterranean<br />
maze of corridors and chambers, or you place the s<strong>to</strong>ry in a convenience<br />
shoppe on the edge of the Town.<br />
In quick terms, describe the opening scene. Include the location and any<br />
key environmental fac<strong>to</strong>rs – like, it’s a ruined church covered in rotting pews,<br />
tumbled statues, and a giant gaping hole in the floor. Or, the party comes<br />
upon a <strong>to</strong>rch lit all-night diner along the dusty road. Hordes of ‘oids gather<br />
at small tables <strong>to</strong> eat lamprey omelets and sharpen their axes.<br />
The Climatic Battle is the “scene” where the Party encounters the Big Bad. It<br />
can be a room or area, and should include some cool props for the Party and<br />
the Villain <strong>to</strong> interact with. A velvet lined disco-themed crypt the final resting<br />
place for the Staying Alive Zombie Dance Crew or an adobe hut on a bald<br />
hill<strong>to</strong>p surrounded by oversized Trojan Piñatas will work equally well. It<br />
helps if the locations you select make a semblance of sense with your chosen<br />
conflict and McGuffin, and Villain. Nothing will make a group of gamer lose<br />
interest faster than utter randomness. There is no joy in beating The<br />
Owlbear Overlord after fighting through a <strong>to</strong>y s<strong>to</strong>re and a Frankenstein<br />
Labora<strong>to</strong>ry <strong>to</strong> secure the Deed <strong>to</strong> Baltic Avenue – but then again, we might<br />
be wrong about that, I might really enjoy kicking that Owlbear in his<br />
avian/ursine gonads <strong>to</strong> get me closer <strong>to</strong> my dreams of a Purple Monopoly.<br />
How “Dangerous” is this Adventure?<br />
Let’s face it, Adventuring is dangerous. A lot more dangerous than say,<br />
being an accountant (unless you work for the Infernal Revenue Service –<br />
that’s exciting). <strong>Warhamster</strong> has a unique scalable adventure danger level –<br />
meaning that any Party can attempt any adventure, at anytime. All of the<br />
threats in the adventure are scaled <strong>to</strong> the Party Leader’s level. So, the real<br />
question is not “how dangerous is this mission”, but really, “how much more<br />
dangerous is this mission, than you know, like the average of all of the<br />
dangerous missions we routinely embark on.” When you are creating a<br />
mission, you assign a rating of 1 <strong>to</strong> 3 as the Danger Fac<strong>to</strong>r – each step<br />
increasing the Danger <strong>Level</strong> by 1 (i.e. if the Party Leader is <strong>Level</strong> 4, and he<br />
accepts a quest with a Danger Fac<strong>to</strong>r of +2, the party is effectively going on<br />
a Danger <strong>Level</strong> 5 adventure, with commensurate danger and rewards.)<br />
When a player is creating an adventure using a “contact”, the first mission<br />
they accept is Danger Fac<strong>to</strong>r 0. Each subsequent mission they get from that<br />
contact increases the Danger Fac<strong>to</strong>r by 1. Only by using a contact can a<br />
Party get “Nuts!” and go for the really really badass missions – which result<br />
in 2 McGuffins awarded.<br />
Danger Fac<strong>to</strong>r Danger <strong>Level</strong> Reward<br />
Dangerous Party Leader’s <strong>Level</strong> 1 McGuffin + <strong>Level</strong><br />
(PLL)<br />
Reward<br />
More Dangerous PLL + 1 1 McGuffin + <strong>Level</strong><br />
Reward<br />
Really Dangerous PLL +2 1 McGuffin + <strong>Level</strong><br />
Reward<br />
Nuts! PLL +3 2 McGuffins + <strong>Level</strong><br />
Reward<br />
What is the Title of This Adventure Module?<br />
Now that you have the hard parts done, you need <strong>to</strong> name this “module”.<br />
Partly, you need a name so that you can explain it <strong>to</strong> the players. More<br />
importantly, all good quests have a title that you can reference later when<br />
quaffing mead – as in, “Remember the Quest of the Oracular Olives..that<br />
was good times.”
Example Adventure<br />
Courtesy of the Magical MAD Library!<br />
1) Who is the Big<br />
Bad?<br />
2) Which Monster<br />
Family are we<br />
going <strong>to</strong> have <strong>to</strong><br />
kill?<br />
3) What is the<br />
McGuffin?<br />
4) What Flavor is<br />
the McGuffin?<br />
5) Why is there<br />
Conflict?<br />
6) Where is the<br />
<strong>Open</strong>ing Scene?<br />
Cliché-<strong>to</strong>r, the Black Sorcerer of<br />
N’Dar. A thin, wiry man<br />
dressed in black robes, twirling<br />
his black mustache and<br />
required Ming the Merciless<br />
beard.<br />
As a master of clichés, Cliché<strong>to</strong>r<br />
has <strong>to</strong> employ a collection of<br />
‘Oid minions. Goblins and<br />
trolls!<br />
The Tome of Unspeakable<br />
(Don’t Say it) Horrors.<br />
Arcane Power.<br />
The party has found out that if<br />
Cliché-<strong>to</strong>r gets his grubby villain<br />
paws on the Unspeakable<br />
(Don’t Say It!) Tome, he will<br />
use it <strong>to</strong> unleash nightmarish<br />
creatures on the countryside.<br />
The party needs <strong>to</strong> get that<br />
<strong>to</strong>me before Cliché-<strong>to</strong>r does.<br />
Our battle opens on the Library<br />
of Insanity, where goblin foot<br />
soldiers are guarding the Book<br />
7) When is the<br />
Climatic Battle?<br />
8) How Dangerous<br />
is the<br />
Adventure?<br />
9) What is the Title<br />
of this<br />
Adventure<br />
Module?<br />
Return slot. Stacks of books line<br />
the walls, and the goblins are<br />
hiding behind the wand-proof<br />
glass Reception Desk. The<br />
Party is going <strong>to</strong> have <strong>to</strong> get<br />
through the Turnstile of Death.<br />
The Party fights its way through<br />
the goblin hoard and<br />
encounters Cliché-<strong>to</strong>r in the<br />
“Really Restricted Section” in<br />
the bowels of the Library of<br />
Insanity. The massive black<br />
book is chained <strong>to</strong> a heavy iron<br />
desk, and the Card Catalogue<br />
seems <strong>to</strong> be animated by the<br />
dread sorcerer’s magic.<br />
Dangerous (+0).<br />
The Defeat of Cliché-<strong>to</strong>r in the<br />
Mad Library…
Building adventures<br />
Danger <strong>Level</strong><br />
The DANGER LEVEL of a Dungeon is determined by 2 fac<strong>to</strong>rs – the Party<br />
Leader <strong>Level</strong> and the Danger Fac<strong>to</strong>r. When a player uses a s<strong>to</strong>ry in the<br />
Town Phase <strong>to</strong> “Start an Adventure”, they are the Party Leader for the<br />
upcoming DUNGEON PHASE. Their current level is the Party Leader <strong>Level</strong>.<br />
The Danger Fac<strong>to</strong>r is set by the Adventure (from +0 Dangerous, <strong>to</strong> +3<br />
Nuts!). Add the two <strong>to</strong>gether <strong>to</strong> get the DANGER LEVEL.<br />
The higher the DANGER LEVEL, the more likely the Adventurers are <strong>to</strong> die –<br />
mostly because the monsters are that much harder <strong>to</strong> kill. Of course, as the<br />
dM, your mission is <strong>to</strong> kill them, but you at least want it <strong>to</strong> be sporting!<br />
<strong>Level</strong> Reward<br />
Whenever a Party defeats an Adventure, they gain a reward in Gold Coins<br />
(plus the McGuffin). An Adventure is usually “defeated” when you beat the<br />
Boss Monster (the Big Bad). Defeat usually involves beating a critter <strong>to</strong><br />
death, but if the party can “get around” a monster without killing them (by<br />
lying, stealing, cheating, or pure luck) it still counts as a defeat – as long as<br />
they accomplish the goals stated in the conflict.<br />
Example: The conflict of the Adventure is that the Furious Feline Females of<br />
Frigidor have filched the fish barrels for the forthcoming fish-flinging festival<br />
(say that three times real fast). If the party can get all the fish back – they<br />
have “beat” the adventure. It doesn’t matter if they get it back using<br />
thievery, stealth, tricks, or smushing the Furious Felines in<strong>to</strong> catfood.<br />
Monster Union regulations require that all Monsters carry around sacks of<br />
Gold Coins, strings of gems, or other such cash like rewards. Monsters that<br />
carry around convertible tax-sheltered debenture instruments are not really<br />
getting in<strong>to</strong> the spirit of things.<br />
The size of the reward is determined by the overly complicated mathematical<br />
formula below:<br />
DANGER LEVEL x 300 GC<br />
How the party wants <strong>to</strong> split the haul is up <strong>to</strong> them. Most parties will just<br />
split things down the middle, but parties may want <strong>to</strong> give out more of the<br />
loot <strong>to</strong> players that really kicked some bootie – or <strong>to</strong> players that need <strong>to</strong><br />
make a big purchase or are close <strong>to</strong> a new level.<br />
BUILDING A DUNGEON WITH DANGERS!<br />
So, you’ve got a Module worked out from the MADLIbrary. You’ve gotten a<br />
Danger <strong>Level</strong>. You’ve got a McGuffin, and you got the reward. When do I<br />
get <strong>to</strong> ram monsters up my player’s faces? Well, now actually. Here is<br />
where you get <strong>to</strong> fill the dungeon up with Dangers…<br />
A Danger is an element that makes up a Dungeon – like a room, a trap, the<br />
minions, and of course, the Big Bad. As the dM you get a number of<br />
DANGERS equal <strong>to</strong> the complicated formula below:<br />
½ of the Number of Players (rounded up) + the Danger<br />
<strong>Level</strong><br />
…or if you speak Excel(lent) High Nerdish:<br />
#Danger=roundup(#players*.5)+Danger<strong>Level</strong>
Each Dungeon should start with at least 2 DANGERS – the villain, and the<br />
location. For larger groups (5 or more, you start with 3 or more). Then, for<br />
each Danger <strong>Level</strong>, you can add 1 additional Danger.<br />
Example: You have a group of 5 players, so you will start with 3 Dangers<br />
(5/2 rounded up is 3). They have decided <strong>to</strong> go on a Really Dangerous<br />
Quest (Danger <strong>Level</strong> +1) and the Party Leader is <strong>Level</strong> 4 – so the DL is 5.<br />
Your dungeon will have 8 Dangers (maybe a villain, three locations, 2 groups<br />
of minions, a miniboss and a Monstrous Edge.)<br />
Below is list of Dangers that you can add.<br />
dangeRs!<br />
DANGER <strong>THE</strong> BIG BAD<br />
Every Adventure has <strong>to</strong> have a big bad. A big bad is made just like any<br />
<strong>Warhamster</strong> Character (meaning that it has a job, stat dice, and levels). It’s<br />
level is equal <strong>to</strong> the Danger <strong>Level</strong> of the Dungeon. Grab a BIG BAD Sheet<br />
and fill in the particulars. The Big Bad usually is in the last room of the<br />
dungeon.<br />
DANGER Dungeon Room (Location)<br />
For each Danger spent, you can add another “room” <strong>to</strong> the Dungeon. All<br />
dungeons start with at least 1 room. A selection of starter rooms are<br />
included with this game. Each room is made up of a 6x6 graph map – with<br />
at least 1 “Exit” from the room. <br />
DANGER Bigger, Badder, Better!<br />
You can increase the level of the Big Bad by one, at the cost of one Danger.<br />
DANGER MINIONS!<br />
Minions come in groups of 4 (i.e. you get 4 minions for each Danger spent in<br />
building the Dungeon). To create a minion, you just grab the “Minion Card”<br />
for the MONSTER FAMILY type selected. Minions are like any character, but<br />
they only have 1 HIT (meaning that if you hit them once, they die).<br />
DANGER Boss Monster<br />
Boss Monsters are harder than minions, but not the big bad. You can buy 1<br />
Boss Monster for each Danger spent. To create a Boss Monster, grab the<br />
appropriate MONSTER FAMILY card, and use the BOSS stats (including the<br />
Hits Die). Boss Monsters can appear in any room.<br />
DANGER Monstrous Edge<br />
For 1 Danger, you can add an edge <strong>to</strong> all of your minions and bosses.<br />
+Tough: All of your monsters get +1 Armor Defense.<br />
+Fast: All of your monsters add +1 squares <strong>to</strong> Move Actions.<br />
+Fire/Frost/Adjective Denoting Hazard: All of your Monsters gain the power<br />
+Immunity (<strong>to</strong> something). So, you could have Frost Goblins (that are<br />
immune <strong>to</strong> cold), Fire Goblins (immune <strong>to</strong> Fire), or Crotch Goblins (immune<br />
<strong>to</strong> dirty kicks in the pants).<br />
+Flaming: All of your monsters are covered in flames doing +1d4 DAM on a<br />
hit.<br />
+Strong: All of your monsters do +2 DAM.<br />
+Sniper: All of your monsters have the RANGED WEAPONS power.<br />
DANGER Environmental Hazard<br />
For each Danger spent, the dM can add an environmental hazard <strong>to</strong> the<br />
Dungeon (this hazard affects all rooms in the dungeon). Some sample<br />
hazards are listed below, feel free <strong>to</strong> add more.<br />
Wild – The dungeon is considered <strong>to</strong> be wilderness, and all of the surfaces<br />
are rocky and hard <strong>to</strong> cross. Reduce all Movement by 1 square. Beasties<br />
and ‘Oids can move without penalty.<br />
Ice – The dungeon is slippery and cold. Any failed REFLEX check results in<br />
the player falling on their tuckus, and having <strong>to</strong> spend an action <strong>to</strong> stand<br />
back up. Character wearing bikinis take a penalty dice on all actions – since<br />
it’s nipply.<br />
Mold – The Dungeon is covered in poisonous mushrooms, pollen, and<br />
dripping stalactites. The Party suffers a penalty dice <strong>to</strong> all STRENGTH rolls,<br />
and is at -2 BEEF DEFENSE for the adventure.<br />
Hostile Workplace – This dungeon is really out <strong>to</strong> kill you. All Minions are +1<br />
<strong>Level</strong>.<br />
Dark – The entire dungeon is dark. Unless someone has some light, the<br />
Adventurer’s take a penalty dice <strong>to</strong> all actions.<br />
Lava – Areas of water and such like are actual boiling hot magma. Any<br />
critter or player that enters it takes 1d8 damage per turn.
The Monster Menu<br />
To create a BIG BAD, use the same rules for creating an ADVENTURER. You<br />
may decide <strong>to</strong> give it any “race” (from Vampire <strong>to</strong> Were-avocado), but use<br />
the rules for stats and powers like any player character.<br />
To determine the stats for Boss Monsters and Minions, you can use the<br />
handy reference charts included here (or use the MONSTER SHAKER – still in<br />
development, but soon <strong>to</strong> our website).<br />
1) Select a Monster Family<br />
2) Determine the Danger <strong>Level</strong> (usually the DL of the Dungeon,<br />
unless the dM has spent skulls or dangers <strong>to</strong> make them<br />
<strong>to</strong>ugher).<br />
3) Write down the STAT DICE for the Monster Type<br />
4) Roll the HIT DIE once for each Danger <strong>Level</strong> (for Bosses only)<br />
5) Determine powers, damage, and defenses – by referencing<br />
the Danger <strong>Level</strong> on the Charts below<br />
6) For each DL, your minions and boss monsters have every<br />
power listed up <strong>to</strong> and including that level<br />
7) Name (and describe) your new found monster.<br />
Example: You look at your MADLIBrary and find that you get ‘OID minions<br />
and a Big Bad named Vorthos the Flavorful (a wizard oppressed with<br />
chocolate). It’s Danger <strong>Level</strong> 5, and you spend one danger <strong>to</strong> purchase a<br />
Boss Monster (a Weird Chocolate Pudding). For the ‘OID minions, you<br />
reference on the chart and get: SLAM and COOL WEAPONS powers, d8<br />
damage, defenses of Armor 8 Beef 9 Smarts 7 Luck 7. You decide that they<br />
are “Special Dark Goblins”. For the <strong>Level</strong> 5 Weird Boss, you get Claw, Hide<br />
&Sneak, and Coward as powers, roll a d4 5 times for HITS, and have<br />
defenses of Armor 9 Beef 8 Smarts 7 and Luck 7. You call him Chuckie, the<br />
Chocolate Pudding.<br />
Monster Families<br />
There are 5 basic Monster Families (all part of a well-balanced diet of<br />
Adventure): Beasties, Undead, ‘Oids, Darklings, and Weird. Each Family<br />
determines what type of dice <strong>to</strong> roll for each STAT, and has a special<br />
Edge/Bogie.<br />
Beasties: Beasties are animals, mythological creatures, dragons, and<br />
assorted possible wild game. Beasties are generally not happy <strong>to</strong> see an<br />
Adventurer, but won’t attack unless provoked (or really hungry). All Beasties<br />
do their BEEF in damage (due <strong>to</strong> sharp claws and pointy teeth).<br />
Undead: The Undead are the hideous animated remains of the once living.<br />
Ghosts, vampires, and zombies are all branches of the Undead Family Tree.<br />
The ‘Dead hate the living, and will always attack them in search of blood,<br />
brains, or sheer malicious fun. The Undead have +Immunity (Sharp Objects,<br />
Poison, and Disease). Unfortunately, they can’t go out in the sunlight, or<br />
they take 1 DAM per Turn.<br />
‘Oid: A catchall term for all of the semi-intelligent subterranean greenskinned<br />
races: Orks, Goblins, Trolls, Ogres, etc. ‘Oids generally like <strong>to</strong> eat<br />
Adventurers and steal their stuff, since ‘Oids don’t usually have access <strong>to</strong> the<br />
shopping centers of the Manlands. Even puny ’Oids are crafty fighters and<br />
deal +1 DAM on TOHIT rolls. Due <strong>to</strong> really thick skin, every ‘Oid starts with 4<br />
Armor Hits.<br />
Darkling: Every race (except for humans) has an evil subterranean<br />
counterpart that hates their Above World cousins with such intensity that<br />
their little faces are sometimes just a mass of hate wrinkles. Usually this is<br />
the result of an ancient blood feud or Thanksgiving argument that caused<br />
them <strong>to</strong> move underground and plot the demise of the sun-filled world.<br />
(We’ve all had Thanksgivings like that.) Most Darklings look just like their<br />
cousins, except their skin is coal black, they have white hair, and they hate<br />
everything their cousins love. Drowlings hate forests and hugs. Dwurflings<br />
hate mead and s<strong>to</strong>rytelling. Gnumenlings hate knick-knacks and love paddy<br />
whacks. Thirdlings hate farming and smoking. Eighthlings hate everything<br />
(and are bigger cheaters and liars than Quarterlings and half as tall).<br />
Ratlings much prefer sewers <strong>to</strong> cedar chips. Darklings use the same Stat<br />
Dice as their Above World brethren.<br />
Weird: This is the scientific category for everything else, the weird stuff –<br />
like Gelatinous Cubes, Eater Rooms, Walking Statues, and High School<br />
Science Teachers. Weird creatures have an advantage since they don’t have<br />
<strong>to</strong> make any sense – Giant Fuzzy Death Chickens, anyone?<br />
*Shameless Plug: While many people think Kobolds are ‘Oids (or worse yet,<br />
little scaly dragon people) – they are not green skinned at all but usually<br />
have fuzzy orange fur, sharp claws, and pointy teeth. They like <strong>to</strong> eat babies,<br />
hate chickens, and are definitely Beasties!
Stat Die<br />
HA M ST E R<br />
Boss Hit Die<br />
6 4 6 6 10 4<br />
Beastie<br />
Defenses<br />
Danger <strong>Level</strong> POWER Type Damage<br />
Armor Beef Smarts Luck Example Minion<br />
1 CLAW Once a Turn d4 6 4 3 4 Kobold<br />
2 ATHLETE All The Time d6 7 5 4 5 Dire Badger<br />
3 d8 8 6 5 6 Giant Spider<br />
4 BITE Once a Turn 2d4 9 7 6 7 Lion<br />
5 d10 10 8 7 8 Owlbear<br />
6 STEROIDS All The Time d12 11 9 8 9 Giant Dire Kobold<br />
7 2d6 12 10 9 10 Dire Owlbear<br />
8 CLEAVE Charged 3d4 13 11 10 11 Mas<strong>to</strong>don<br />
9<br />
BREATH<br />
2d8 14 12 11 12 Big Ass Dinosaur<br />
10 WEAPON Charged 4d4 15 13 12 13 Cave Dragon<br />
11 1d20 16 14 13 14 Gor, the Rabbit of Death<br />
12 FLY All The Time 2d10 17 15 14 15 Gigantic Walrus Monster<br />
13 3d10 18 16 15 16 Plu<strong>to</strong>nium Dragon
Stat Die<br />
HA M ST E R<br />
Boss Hit Die<br />
2 4 8 4 4 10<br />
‘dead<br />
Defenses<br />
Danger <strong>Level</strong> POWER Type Damage<br />
Armor Beef Smarts Luck Example Minion<br />
1 CLAW Once a Turn d4 3 5 3 2 Broken Skele<strong>to</strong>n<br />
2 SLAM Once a Turn d4 4 6 4 3 Zombie Shopkeeper<br />
3<br />
IMMUNE TO SHARP<br />
STUFF All the Time d6 5 7 5 4 Skeletal Hairdresser<br />
4 BITE Once a Turn d6 6 8 6 5 Frankenstein<br />
5 d8 7 9 7 6 Wight<br />
6 CLEAVE Charged d8 8 10 8 7 Zombie Owlbear<br />
7<br />
POLYMORPH<br />
d10 9 11 9 8 Mummy<br />
8<br />
SELF Charged d10 10 12 10 9 Werewolf<br />
9 d12 11 13 11 10 Wereowlbear<br />
10 CHARM IT Charged d12 12 14 12 11 Ghost<br />
11<br />
HATED ENEMY<br />
d20 13 15 13 12 Zombie Tyrannosaurs<br />
12 (ADVENTURERS) All The Time d20 14 16 14 13 Ham Sandwich (Vampiric)<br />
13 2d20 15 17 15 14 Poultrygeist
Stat Die<br />
HA M ST E R<br />
Boss Hit Die<br />
4 4 8 6 6 8<br />
oids<br />
Defenses<br />
Danger <strong>Level</strong> POWER Type Damage<br />
Armor Beef Smarts Luck Example Minion<br />
1 SLAM Once a Turn d6 4 5 3 3 Half-Goblin<br />
2 d6 5 6 4 4 Goblin<br />
3 COOL WEAPONS All the Time d6 6 7 5 5 HobGoblin<br />
4 d8 7 8 6 6 Ork<br />
5<br />
RANGED<br />
d8 8 9 7 7 Gnoll<br />
6<br />
WEAPONS All the Time d10 9 10 8 8 Ogre<br />
7 d10 10 11 9 9 HobOgre<br />
8 d12 11 12 10 10 Hill Giant<br />
9 CLEAVE Once a Turn d12 12 13 11 11 Ogre Magi<br />
10 2d10 13 14 12 12 Fire Giant<br />
11 ANY POWER * 2d10 14 15 13 13 S<strong>to</strong>rm Giant<br />
12 2d12 15 16 14 14 Giant Giant<br />
13 3d12 16 17 15 15 Dire Giant Giant
Stat Die<br />
HA M ST E R<br />
Boss Hit Die<br />
4 4 6 10 8 6<br />
‘weiRd<br />
Defenses<br />
Danger <strong>Level</strong> POWER Type Damage<br />
Armor Beef Smarts Luck Example Minion<br />
1 Coward Once Per Turn d2 5 4 3 3 Grey Ooze<br />
2 d4 6 5 4 4 Pocketbook Mimic<br />
3 Hide & Sneak Once Per Turn d6 7 6 5 5 Animated Clockstand<br />
4 d8 8 7 6 6 Gelatinous Cube<br />
5 Claw Once Per Turn d10 9 8 7 7 Gelatinous Octahedron<br />
6 d12 10 9 8 8 Weretable<br />
7 Zot! Once Per Turn d10+d4 11 10 9 9 Angry Flying Eyeball Monster<br />
8 2d8 12 11 10 10 Sentient Lettuce Pod Monster<br />
9 d10+d8 13 12 11 11 Flaming Doom Stalactite<br />
Teleporting Oc<strong>to</strong>pus Puma<br />
10 Any Power * 2d10 14 13 12 12<br />
Beast<br />
11 d10+d12 15 14 13 13 Giant Flesh eating Pro<strong>to</strong>zoa<br />
12 Any Other Power * 3d8 16 15 14 14 Mutated Circus Tent<br />
13 d4+d6+d8+d10 17 16 15 15 Colossus of Sardines
dM Quick Reference Danger Chart<br />
Danger <strong>Level</strong> = Players/2 (round up) + Highest <strong>Level</strong> Player + Optional Dungeon Difficulty<br />
Dangers Dungeon<br />
<strong>Level</strong><br />
Additional<br />
Rooms<br />
Groups<br />
of<br />
Minions<br />
Mini<br />
Bosses<br />
Environmental<br />
Hazards<br />
Monstrous<br />
Edges<br />
Additional<br />
Boss <strong>Level</strong>s<br />
2 1 0 0 0 0 0 0<br />
3 1-2 0 1 0 0 0 0<br />
4 1-3 0 0 1 1 0 0<br />
4 1-3 1 1 0 0 0 0<br />
5 2-4 1 1 1 0 0 0<br />
5 2-4 1 0 1 0 0 1<br />
6 3-5 1 1 0 1 1 0<br />
6 3-5 2 1 0 1 0 0<br />
7 4-6 1 2 1 0 1 0<br />
7 4-6 2 0 1 1 0 1<br />
8 5-7 1 2 1 0 1 1<br />
8 5-7 1 1 1 1 1 1<br />
9 6-8 1 2 2 0 1 1<br />
9 6-8 2 1 1 2 0 1<br />
10 7-9 2 2 2 0 2 0<br />
10 7-9 2 3 2 0 1 0<br />
11 8-9 2 3 2 1 1 0<br />
12 9 2 2 3 2 0 1<br />
13 9 2 3 2 0 2 2<br />
14 9 3 3 2 1 1 2<br />
15 9 2 4 4 1 2 0
ORIGINS ORIGINS 2009<br />
2009<br />
Weapon Weapon and and Item Item Enchantments Enchantments (EDGES) (EDGES) for for Higher Higher <strong>Level</strong> <strong>Level</strong> Play<br />
Play<br />
Weapons<br />
Weapons<br />
EDGE GC Effect<br />
+DAM 400 This weapon deals 1 extra point of DAM on all of its attacks<br />
+BetterDAM 500 This weapon provides a BONUS die on its DAM rolls<br />
+BurstDam 700 This weapon deals 1 extra DAM on all of its attacks and as a CHARGED power can deal an extra d6 DAM <strong>to</strong> one of its attacks<br />
+Lucky 200 When attacking with this weapon, treat all TOHIT rolls that equal the targets armor as successful<br />
+Talkative 200 This weapon knows the Ancient or Uncouth Tongues skill and can speak in common<br />
+KnowItAll 300 This weapon gains the KNOW ? Skill and can learn +Talkative for 100 GC<br />
+(Adjective)(Weapon) of 300 This weapon is surrounded in a form of energy (selected when bought) all attacks are considered that DAM and as a<br />
(Energy type)<br />
CHARGED power this weapon can deal an extra d6 DAM <strong>to</strong> one attack made with this weapon<br />
300 Did you ever wonder why paladins were wild about these things? They're shiny that's why. They are so shiny and pretty<br />
+3 Holy Avenger<br />
that whoever is holding them gains +3 <strong>to</strong> their HA stat and the effects of the TOUCHED BY AN ANGEL skill, and they can<br />
sense evil in a 30 degree forward facing arc as an at will power<br />
+Hunter<br />
350 This weapon has an unnatural hatred <strong>to</strong>wards (select critter type when bought) all attacks it deal against this critter gain +1<br />
DAM and are considered +Lucky<br />
+Life Stealing<br />
600 Some very serious black magic went in<strong>to</strong> the creation of this weapon, before rolling for DAM the weapon bearer can<br />
sacrifice 2 Health and gain an extra d6 DAM <strong>to</strong> one attack made with this weapon<br />
+Soul Devouring<br />
800 After dealing the killing blow <strong>to</strong> a critter this weapon becomes Charged, this charge can be expended in a necromatic<br />
explosion of fury causing an extra d8 DAM <strong>to</strong> one attack made with this weapon<br />
+Uber 950 Increase the damage die of any one simple weapon by one size<br />
Vorpal<br />
1000 On an attack roll of a natural 20 this weapon beheads the target, if the target doesn't have a head, it cuts something else,<br />
equally as important, off. If it doesn't have anything important <strong>to</strong> cut off, (I'm looking at you gelatinous cube) then you lose<br />
EDGE GC Effect<br />
+Gang Tags<br />
+Turtle<br />
+Of the Archmage<br />
+Karmelion<br />
Armor<br />
Armor<br />
250 This armor has been decorated with random and offenve gang tags, this gives the wearer a BONUS die <strong>to</strong> their MEAT<br />
SHIELD skill rolls<br />
300 This armor has been enchanted <strong>to</strong> help you hunker down and stay out of harms way, its power is charged, when expended<br />
the wearer gains +1 DEF till the end of their next turn<br />
400 This armor is used <strong>to</strong> the wear and tear of a the wizarding life and has learned a thing or two about surviving a fireball. As a<br />
Charged power you can force any opponent <strong>to</strong> get a PENALTY die <strong>to</strong> any spell roll that effects you.<br />
450 While wearing this armor you gain the HID & SNEAK skill, if you happen <strong>to</strong> be singing Karma Chamelion while making a HID<br />
& SNEAK skill roll, gain a BONUS die.
+of Displacement<br />
+Poorly Tailored<br />
+Protection from (Energy)<br />
+Exotic Dwarven BS<br />
+Ninjahide<br />
+Tanking<br />
500 The ultimate in now you see me, now you don't, this armor can turn the most sure of hits in<strong>to</strong> a disappointing wiff. As a<br />
charged power you can force any opponent <strong>to</strong> re-roll an attack roll that included you, so long as you annonce it before they<br />
roll the DAM.<br />
550 This armor is a bit <strong>to</strong> large for you, forunately there is a lot of extra material for your opponents <strong>to</strong> thwack at. Gain d6 HITS<br />
when you put this armor on, you lose them when you remove it<br />
600 This armor has been runed or insulated <strong>to</strong> protect its wearer from a particular element, all DAM dealt by that element is<br />
reduced <strong>to</strong> 1.<br />
EDGE GC Effect<br />
700 Maybe it's the metal, maybe it's the craftsmanship, maybe it's the fact that they grind up 3 faries in each suit of armor, we<br />
don't know and honestly don't ask <strong>to</strong>o many questions. While wareing this armor, gain the Know Sloping Passages skill,<br />
+Protection from BEER, and +Turtle<br />
850 Made from the most deadly of all deadly game, the Ninja. This armor is black as night and super bad ass. While wearing<br />
this armor you are empowered by the souls of those whose hides went in<strong>to</strong> its creation and you gain a BONUS die <strong>to</strong><br />
anything that a Ninja could do.<br />
1000 The gods of MTs everywhere have gathered <strong>to</strong> bes<strong>to</strong>w their finest blessings upon you. Reduce your ARMOR defense by X<br />
<strong>to</strong> gain Xd10 HITS till the end of the Adventure phase<br />
Shield<br />
Shield<br />
+Turtle<br />
300 This armor has been enchanted <strong>to</strong> help you hunker down and stay out of harms way, its power is charged, when expended<br />
the wearer gains +1 DEF till the end of their next turn<br />
+Spiked 400 When you are attacked and it misses flip a coin, if it comes up heads, the attacker takes 1 DAM from your shield<br />
+Buckler<br />
500 Mostly being made from aluminum foil and popsicle sticks, you didn't expect this <strong>to</strong> last long. You can sacrifice this shield<br />
<strong>to</strong> cause one melee attach that hit you <strong>to</strong> instead miss. This must be done before DAM is rolled.<br />
+Reflection<br />
650 Pollished <strong>to</strong> a high sheen this item can be used for shaving, long distance signaling, and reflecting spells away from you. As<br />
a Charged power you can elect <strong>to</strong> reflect a spell that is targetting you <strong>to</strong> another randomly determined target.<br />
+Targ-et<br />
700 Some brilliant bastard dree some red and white concentric circles on this bad boy… you woldn't believe how good it is ad<br />
drawing the attacks.<br />
+Wall<br />
850 This isn't a shield so much as a large section of a castle wall that you strapped <strong>to</strong> your fore arm. Reduce your REFLEXES by 1<br />
Heater<br />
EDGE GC Effect<br />
Staff of Tim<br />
Staff of Compulsion<br />
die size but gain d(whatver die you just lost) HITS untill you take off the shield, then you lose them<br />
1000 This shield is always warm and <strong>to</strong>sty, alowing it's bearer <strong>to</strong> ignore the exposure effects of Tundra travel and granting them<br />
a Charged power that causes the shield <strong>to</strong> explode inflames causing d6 + LEVEL DAM <strong>to</strong> anyone adjacent <strong>to</strong> the bearer<br />
Wands, Wands, Rod, Rod, Rod, & & Staves<br />
Staves<br />
350 The great and powerful sorcerer's first wand… he wasn't in<strong>to</strong> subtle, he was more BURN BABY BURN. This wand has a once<br />
per turn power that can be used <strong>to</strong> do 1 DAM <strong>to</strong> any target you can see<br />
500 Some folks think it's your winning smile but we know know your secret, it's the staff your packing. Gain a BONUS die <strong>to</strong> any<br />
SLEEP and CHARM rolls while using this wand
Rod of Righteous<br />
Indignation<br />
550 Gain a BONUS <strong>to</strong> do all EXORCISM, INQUISITION, and TURN DEAD rolls while wielding this rod<br />
Wand of (ELEMENTAL<br />
ADJECTIVE) Death<br />
500 For the power gamer in you… Your spells of the specified element do 1 extra point of DAM.<br />
Rod of Hanging<br />
600 You always keeps soda and chips around so people love <strong>to</strong> crash at your place, when rolling for durations on summon<br />
spells, use the next larger die<br />
Staff of Some Damn Elven 700 Some fancy druid planted this thing like 9 zillion years ago and youhappen <strong>to</strong> come across one of it's branches lying on the<br />
tree<br />
ground (after you broke it off the tree). Gain a Bonus Die <strong>to</strong> any POLYMORPH rolls<br />
900 This stick is great for giving folks a taste of their own medicine. This item becomes charged when you are the target of a<br />
Rod of Spell S<strong>to</strong>ring<br />
spell. It s<strong>to</strong>res a copy of the spell in the Rod and you can use the spell as a charged action. Only one spell can be s<strong>to</strong>red per<br />
adventure and if not used it fades away when you head back <strong>to</strong> <strong>to</strong>wn.<br />
Rod of Ruin 1000 Causes milk <strong>to</strong> spoil and plants <strong>to</strong> wither and has a Charged power that allows you <strong>to</strong> get a BONUS die <strong>to</strong> DAM rolls<br />
Staff of STOP IT NOW 400 Charged chan be used <strong>to</strong> protect yourself from the effect of an AIIIIIIIE<br />
EDGE GC Effect<br />
Rings<br />
Rings<br />
Ring of the Cock<br />
200 This unusual item is a favorite of the rough and ready outdoorsman, it heightens ones sense of... awareness* and grants<br />
them a BONUS die <strong>to</strong> all CAMP rolls<br />
300 You pick any WH spell in secret and write it on a slip of paper, the dM picks a target in secret and writes it on a slip of paper<br />
Ring of 3 Wishes<br />
after they're revealed and the spell is activated the person <strong>to</strong> your left makes any necesssary rolls or decisions i.e. what did<br />
you polymorph the fire mage in<strong>to</strong>?<br />
Ring of Animal Friendship 350 Furry critters really like you, a lot, you gain a BONUS die on all rolls involving animals and the Animal Tongues skill<br />
Ring of Projection<br />
400 This ring actually allows it's wearer <strong>to</strong> literally project their feelings of self-doubt, fear, and inadequacy on<strong>to</strong> another. This<br />
Charged power forces the target <strong>to</strong> receive a PENALTY die <strong>to</strong> all rolls on their next turn<br />
Ring of Health and<br />
Happiness<br />
450 Charged - Target gain 1d4 HITS and a sunny disposition<br />
Ring of Fire<br />
550 Charged - When activated this ring causes the area immediately around any critter you can see <strong>to</strong> errupt in<strong>to</strong> flame. The<br />
flame lasts for 3 turns if they attempt <strong>to</strong> move through it they take d6 DAM and it burns burns burns.<br />
Ring of Book Cooking 650 While worn increase all Gold that you earn by 10%<br />
Hamster Bone Ring<br />
700 Enfused with the fury of the ancient Hamster ances<strong>to</strong>rs this ring can infuse it's wearer (by use of a charged power) with<br />
great Streangth for a short time. Increase your STd by one size and gain +DAM for the next 2 TURNS<br />
Ring of the Host with the<br />
Most<br />
800 Increase the die rolled for SPIRITUAL HAMMA and HEAL effects by 1 size<br />
Ring of the Goat 900 Through the application of subtle pressures you are able <strong>to</strong> bend the will of even the most stubborn opponents.<br />
The Won Ring 1000 Once per turn - gain +1 <strong>to</strong> all rolls until your next turn +DANGER
BONUS ONUS ONUS MATERIALS<br />
MATERIALS
MAP MAP 1<br />
BASIC BASIC<br />
BASIC
MAP MAP 2<br />
hall<br />
hall
MAP MAP 3<br />
GUTSY<br />
GUTSY
MAP MAP 4<br />
VAULT<br />
VAULT
MAP MAP 5<br />
LOCK<br />
LOCK
MAP MAP 6<br />
CHOOSE<br />
CHOOSE<br />
YOUR<br />
YOUR<br />
OWN<br />
OWN<br />
ADVENTURE<br />
ADVENTURE<br />
ADVENTURE
MAP MAP 7<br />
ARCHER ARCHERY<br />
ARCHER
MAP MAP 8<br />
GRASS<br />
GRASS<br />
AND<br />
AND<br />
WALLS<br />
WALLS
MAP MAP 9<br />
RIVER<br />
RIVER<br />
GRASS<br />
GRASS<br />
And nd<br />
ROCKS ROCKS<br />
ROCKS
MAP MAP 10<br />
10<br />
DO DO IT<br />
IT<br />
YOURSELF<br />
YOURSELF