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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.