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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.

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