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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