to DOWNLOAD THE Warhamster! Open BETA - 9th Level Games
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The five stat dice<br />
HOW ATTRACTIVE DIE (HAd) – Is simply HOW ATTRACTIVE your<br />
Adventurer is. The higher the Stat Die, the better looking he is. That’s all,<br />
really. The dM will have your roll your HAd (How Attractive Die) when the<br />
test is based on your appearance, immediate reactions, and other “luck”<br />
situations.<br />
MIND DIE (Md) – Is the intelligence, knowledge, and self-control of your<br />
Adventurer. It determines how well she performs mental feats like casting<br />
magic spells, hiding, or speaking with the other races. The dM will have<br />
you roll your Md (Mind Die) whenever you are trying <strong>to</strong> be crafty, use magic,<br />
spot or notice things, etc.<br />
STRENGTH DIE (STd) – Is how big, mean, <strong>to</strong>ugh, and strong your<br />
Adventurer is. When he wants <strong>to</strong> break something, lift something, hurt<br />
something, or otherwise act macho, you roll your STRENGTH die. The dM<br />
will have you roll your STd (STrenght die) for most close combat rolls,<br />
athletic things like climbing or swimming, and when you try <strong>to</strong> look<br />
menacing.<br />
EXTRANEOUS DIE (Ed) – Is a nearly useless Stat, for things like mapping,<br />
swing dancing, or being a cleric. The higher this Stat, the better your<br />
Adventurer is at doing stupid, inconsequential things. Every game has a Stat<br />
like this – <strong>Warhamster</strong> just cops <strong>to</strong> it. The dM will have you roll your Ed<br />
(Extraneous Die) whenever there is really no purpose, or at least not a<br />
purpose keeping in the spirit of the troll-mashing.<br />
REFLEXES DIE (Rd) – Is how agile and dexterous your Adventurer is.<br />
When she wants <strong>to</strong> keep her balance, jump, dodge, or run away, you roll<br />
your REFLEXES Die. It determines how good an Adventurer is at not getting<br />
hit. The dM will have you roll your Rd (Reflexes die) when you are<br />
performing ranged combat, swinging on chandeliers, and trying <strong>to</strong> run away.<br />
You also roll your REFLEXES Die <strong>to</strong> find out many squares you move on your<br />
turn.<br />
The hits die - The Other Stat<br />
When you look at your Job, you may have noticed another STAT DIE like<br />
notation – your HITS DIE. This is like a stat cause it determines how hard<br />
you are snuff out, but you don’t roll it. Well that’s a lie – you do roll it, but<br />
only once a level.<br />
When you create an Adventurer, and whenever you raise a level you roll<br />
your HITS DIE, add your BEEF, and record (or add <strong>to</strong>) HITS.<br />
Note: If anyone starts arguing about whether or not <strong>to</strong> allow Adventurers <strong>to</strong><br />
have maximum starting HITS, the authors would like <strong>to</strong> point out the HOUSE<br />
RULES! Rule on page XX. By using this powerful force, the players can gang<br />
up on the dM and institute House Rule 1.0, the STARTING ADVENTURERS<br />
GET MAXIMUM HITS Rule.<br />
Strength vs. Reflexes