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Power RIDE Certificate ANY<br />

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

Time Turn<br />

STd X<br />

The Adventurer can ride a mount (i.e., anything with a saddle – horse, battle<br />

budgie, <strong>Warhamster</strong>, Turbonium Dragon, et al.) Mounting up requires a STd<br />

roll against the target’s SMARTS.<br />

Example: Sir Ted wants <strong>to</strong> Ride a Battle Budgie in<strong>to</strong> combat. The Battle<br />

Budgie has a MIND of 8, which gives it a 2 SMARTS. The DIFFICULTY <strong>to</strong><br />

RIDE one is 2 dice.<br />

Power SHIELD SLAM Certificate BFA<br />

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

Time Turn<br />

STd X<br />

When your opponent least expects it you mash your shield right in<strong>to</strong> their<br />

face. This has a number of effects, first they take 1d6 damage, also they<br />

look funny with their nose all smashed in, finally since it really smarts they<br />

have decided <strong>to</strong> make you pay for the insult and won’t attack anyone else till<br />

you are dead. The TOHIT roll is STd against the targets SMARTS.<br />

As a bonus, you may consider the SHIELD a COOL WEAPON that does 1d6<br />

damage.<br />

Power SHIV Certificate BS MBA<br />

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

Time Turn<br />

Rd X<br />

Being in the big house taught you a few things… one NEVER reach for the<br />

soap and two, sometimes a quick blade in the back is allot more your speed<br />

than a drop down drag out fight <strong>to</strong> the death. When using any SIMPLE<br />

weapons you can roll Rd in place of STd when making a TOHIT roll. The<br />

DEFENSE is usually the target’s ARMOR.<br />

Power SMITH Certificate BFA PHD<br />

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

Time Turn<br />

Ed X<br />

You can turn non-weapon gear and other objects in<strong>to</strong> makeshift (SIMPLE)<br />

weapons (there really isn’t that much call for a SMITH’s fine art degree deep<br />

in the dungeon). The first time that you “fail” a TOHIT roll with a weapon<br />

made by this skill, you destroy the jury-rigged makeshift item in question<br />

(and the items used <strong>to</strong> make it). The DAM of the weapon is based on the<br />

GEAR used in its construction (1 piece, 1d4, 2 pieces 1d6, 3 pieces 1d8, etc.)<br />

Power<br />

SPIRITUAL<br />

HAMMA<br />

Certificate PHD<br />

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

Time Turn<br />

Ed X<br />

Gods love their clerics, that’s typically why they give them the most useful<br />

powers. Take this one for example if they need <strong>to</strong> heal a wounded ally…<br />

Spiritual Hamma. If they need <strong>to</strong> smiteth their enemies… Spiritual Hamma.<br />

It’s really handy. Make an Ed roll against the LUCK of the Target, you do Xd2<br />

damage (or healing on your friends) where X is the caster level.<br />

Power STABLES Certificate BFA PHD<br />

Stat Die All the<br />

Time<br />

Once a<br />

Turn<br />

Charged Town<br />

X<br />

Whenever you are in TOWN, you may hire a Mount* for free (or, as the<br />

druids call them “animal companions”). You may purchase a mount equal <strong>to</strong><br />

100 GC times your <strong>Level</strong>. You may only have one mount at a time.<br />

Power STEROIDS Certificate BFA<br />

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

Time<br />

X<br />

Turn<br />

The Adventurer has dipped in<strong>to</strong> the weight room a few times and is a<br />

hulking brute. He gets a Bonus Die <strong>to</strong> all rolls involving the lifting or breaking<br />

of things. The adventure adds +1 <strong>to</strong> all melee DAMAGE.

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