to DOWNLOAD THE Warhamster! Open BETA - 9th Level Games
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STEP SEVEN<br />
IT MUST BE MINE! Go Shopping<br />
In the lands of Aurora, warring peoples and races find little in common with<br />
each other – and seldom agree on anything. Luckily, blood feuds and racial<br />
enmity do not extend in<strong>to</strong> the realms of Finance and Accounting, since even<br />
people who hate your guts will take your money. In fact, people who hate<br />
your guts will often go out of their way <strong>to</strong> take your money. Thus, all the<br />
nations on the Continent of Ham have a single currency – the Gold Coin<br />
(GC).<br />
STARTING GOLD<br />
Every Adventurer starts with 25 Gold Coins (GC) times their starting LUCK<br />
DEFENSE.<br />
GEAR<br />
Some adventuring parties feel the need <strong>to</strong> record unimportant gear like<br />
<strong>to</strong>rches, food, water, leg irons, and 10-foot poles on their Adventurer<br />
Statistic Sheets. In actual practice, equipment of any kind is hardly ever<br />
used, in an effort <strong>to</strong> get <strong>to</strong> the real meat of the game (i.e. sticking your<br />
sword in things or fireballing trolls). If your group doesn’t skip over details<br />
like plot, Adventurer development, and non-combat resolution, here is a list<br />
of stuff that can be bought at your average inn, s<strong>to</strong>re, temple, etc.<br />
If there isn’t an explanation of the gear you just bought, it’s because it’s a<br />
simple, ordinary item, the kind you’d have around the house every day.<br />
Some items are –Charged, which means they may only be used once and are<br />
useless until the Adventurer CAMPs or returns <strong>to</strong> Town, at which point the<br />
item is recharged and can be used once more. -Single Use items are<br />
destroyed when used.<br />
WEAPONS<br />
Waging war against the unwashed teeming masses of evil is a rough sport.<br />
In order <strong>to</strong> bash evil creatures in<strong>to</strong> submission or bloody heaps (your<br />
preference), your Adventurer will need <strong>to</strong> arm herself with the biggest,<br />
meanest, sharpest weapon available.<br />
WEAPON DAM(age) Gold Coins POWER<br />
Needed?<br />
Fist 1d2 Free None<br />
Dagger * 5 None<br />
Dart 1d2 5 None (and little<br />
pride)<br />
Staff 1d4 15 None<br />
Little Sword 1d4 15 None**<br />
K’Dar Army<br />
Knife***<br />
1d4 20 COOL<br />
Club 1d4 25 None<br />
Mace 1d6 25 COOL<br />
Hammer 1d6 25 None<br />
Shortbow 1d6 45 RANGED<br />
Hand Axe 1d6 45 RANGED<br />
Axe 1d8 50 COOL<br />
Crossbow 1d8 65 RANGED<br />
Big Sword 1d10 75 COOL<br />
Longbow 1d10 150 RANGED<br />
Honking Sword 1d12 230 COOL<br />
Dwarfling Axe 2d8 578 COOL<br />
Siege Weapon 1d100 999 RANGED<br />
* Note: In order <strong>to</strong> preserve realism, it is assumed that your Adventurer is a<br />
wizard, or a wimp, if he is using a dagger. Either way, he obviously has no<br />
idea how <strong>to</strong> fight, so instead of rolling a TOHIT roll, flip a coin. If it comes up<br />
heads, you do 1 DAM <strong>to</strong> your enemy. If it comes up tails, you do 1 DAM <strong>to</strong><br />
yourself. Thrown daggers are much cooler, and always do 1 DAM <strong>to</strong> your<br />
enemy assuming you hit.<br />
** But you will have <strong>to</strong> take crap from Trolls and Budgie Riders.<br />
*** The K’Dar Army Knife has a knife, spoon, fork, lock pick, tweezers, and a<br />
quill in the handle. Only the knife part does any DAM.