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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>.

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