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Power<br />

POLYMORPH<br />

(S/T/O)<br />

Certificate MBA PHD<br />

Stat Die All the Once a Charged Town<br />

Time Turn<br />

Md X<br />

A cute little trick, this incantation allows the spell caster <strong>to</strong> turn herself, or<br />

something else, or someone else (depending on the particular Trick) in<strong>to</strong><br />

something else. While it seems complicated, the end result is a “Fwoomp!”<br />

noise, a little smoke, and a transformation. This doesn’t allow impersonation,<br />

being a kind of sloppy spell in many respects. Target polymorphs (a fancy<br />

gamer term for change shape) in<strong>to</strong> some critter for 1d6 turns. While<br />

“polymorphed” the creature has the stats and abilities of that creature, but<br />

they retain their own MIND. The DEFENSE of this spell depends on whether<br />

or not you are casting it on a willing subject. If the target is willing, the<br />

DEFENSE is the DANGER LEVEL of the new form. If the target is unwilling,<br />

then the DEFENSE is the victim’s Adventurer or DANGER LEVEL plus the new<br />

form’s level.<br />

Example: Toad, the Wet Druid, wants <strong>to</strong> polymorph Griff the Puny in<strong>to</strong> a<br />

“Hedge” Knight. Griff is willing (of course) and the dM reveals that a “Hedge”<br />

Knight is Danger <strong>Level</strong> 5. So, the DEFENSE is 5. The next day, Toad wants <strong>to</strong><br />

polymorph an Ogre in<strong>to</strong> a Hamster, which liberty the Ogre is quite unwilling<br />

<strong>to</strong> condone. The Ogre is DL 8 and the Hamster is DL 1, so the DEFENSE is 1<br />

minus 8 , or absolute value of -7, or 7. If Toad wanted <strong>to</strong> turn Charley the<br />

Guardian Goblin (DL 2) in<strong>to</strong> a Turbonium Dragon (DL 14), the DEFENSE<br />

would be 12.<br />

Power POOF! Certificate BS MBA<br />

Stat Die All the<br />

Time<br />

Once a<br />

Turn<br />

Charged Town<br />

X<br />

The Adventurer disappears in a poof of smoke (or arcane sparkles) and turns<br />

invisible. The invisibility lasts for 1dX turns (where X is the closest die<br />

rounded down <strong>to</strong> the Adventure <strong>Level</strong>) or until the Adventurer uses another<br />

skill/attacks/does anything exceptionally stupid.<br />

Power PRIVATE EYE Certificate BS MBA<br />

Stat Die All the Once a Charged Town<br />

Time<br />

X<br />

Turn<br />

Your Adventurer has honed her powers of observation. You receive a BONUS<br />

DIE on all rolls that involve looking around, being surprised, finding stuff,<br />

eating donuts, etc.<br />

Power<br />

RANGED<br />

WEAPONS<br />

Certificate<br />

BFA BS<br />

PHD<br />

Stat Die All the Once a Charged Town<br />

Time Turn<br />

Rd X<br />

Training in the use of ranged weapons – bows, knives, hurled beer bottles,<br />

somewhat aerodynamic s<strong>to</strong>nes, etc. – <strong>to</strong> attack things. Adventurers roll<br />

against ARMOUR DEFENSE <strong>to</strong> strike with Ranged Weapons, using their Rd.<br />

If an Adventurer takes an action <strong>to</strong> “aim” before attacking, they can instead<br />

use a target’s LUCK DEFENSE.

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