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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.

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