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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.