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Power<br />

Stat Die All the<br />

Time<br />

SUMMON<br />

MONSTER<br />

Once a<br />

Turn<br />

Certificate MBA<br />

Charged Town<br />

X<br />

According <strong>to</strong> “Monster Summoning for Fun and Profit,” you can get a lot of<br />

work out of a Troll that does your bidding. A puff of acrid blue smoke<br />

appears and deposits a monster in a square adjacent <strong>to</strong> you. This monster<br />

will obey your commands – but they generally only like <strong>to</strong> do physical tasks<br />

like bashing, carrying, and eating the spleens of your enemies. They hate it<br />

when a magic-user summons them up <strong>to</strong> help with a crossword, or because<br />

“I really need a date, put this wig on!” The Monster stays around until it is<br />

killed, or for 1dX rounds (where X is the nearest die rounded down <strong>to</strong> your<br />

caster level). The monster summoned has a Danger <strong>Level</strong> equal <strong>to</strong> your<br />

<strong>Level</strong> +1.<br />

Example: As a 3 rd <strong>Level</strong> Warlock, Tabriz can summon a 4 th level Monster for<br />

1d2 rounds. When Tabriz is a 6 th <strong>Level</strong>, he gets a 7 th <strong>Level</strong> Monster for 1d6<br />

rounds. As a mighty 9 th <strong>Level</strong> Master Warlock, he can summon a 10 th level<br />

Monster for 1d8 rounds.<br />

* Note: While generally called Summon Monster, the correct legal name of<br />

the trick is “Tabriz’ Spell of Conjuration of Non-Adventurer Race Non-Undead<br />

Non-Elemental Non-Animal Monsters.”<br />

From “Summoning Monsters for Fun and Profit”…<br />

Power TONGUES Certificate ANY<br />

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

Time Turn<br />

Ed X<br />

The ability <strong>to</strong> talk with the stranger things in life – like animals, monsters,<br />

and foreigners. The dumber a creature is, the harder it is <strong>to</strong> talk <strong>to</strong> (the<br />

DEFENSE of the roll is listed below). HIGH TONGUES allow an Adventurer <strong>to</strong><br />

speak and read the languages of the more civilized races. ANIMAL TONGUES<br />

let you talk <strong>to</strong> animals. We don’t really know why you would want <strong>to</strong> talk <strong>to</strong><br />

animals – they really don’t have anything much <strong>to</strong> say – but Druids and<br />

Wizards are always doing it in the books, so here you go. Even less useful is<br />

talking with monsters. UNCOUTH TOUNGUES give you access <strong>to</strong> the<br />

languages of the less civilized races found on the Continent of Ham. Not that<br />

you will ever need this, except <strong>to</strong> waterboard prisoners in<strong>to</strong> giving up the<br />

location of their gold (generally translated as “negotiating,” in the High<br />

Tongues).<br />

Please note: Due <strong>to</strong> the dominance of Humans in the world, and <strong>to</strong> the<br />

parlous state of public education, most races don’t know how <strong>to</strong> speak their<br />

ancestral <strong>to</strong>ngues (so an Elfling character still needs the skill HIGH TONGUES<br />

<strong>to</strong> speak High Elfian).<br />

DEFENSE HIGH UNCOUTH ANIMAL<br />

0 High Common Vulgar Muskrats/Badgers<br />

2 Half-Common Kobonics Cats/Dogs/Hamsters<br />

4 High Elfian Orkish Horses/Budgies<br />

6 Dwarfik Dragonese Other Mammals<br />

8 Gnomelish Trollish Mythical Beasties<br />

10 High Hamsterian Elementalatin Birds/Reptiles<br />

12 Quarter-Common Darkelfian Farm Animals (is<br />

dumb!)<br />

14 Ancient N’Darian Gobbledygook Fish/Insects

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