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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.