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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

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