to DOWNLOAD THE Warhamster! Open BETA - 9th Level Games
to DOWNLOAD THE Warhamster! Open BETA - 9th Level Games
to DOWNLOAD THE Warhamster! Open BETA - 9th Level Games
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STEP STEP EIGHT<br />
EIGHT<br />
The Finishing Touches<br />
Now that you have finished the easy part of making an Adventurer, all you<br />
have left is the hardest thing in all of role-playing <strong>to</strong> do – naming your<br />
Adventurer!<br />
The other little details are completely left up <strong>to</strong> your own imagination (and<br />
temperament), like hair color, age, friends, enemies, 42-page treatises on<br />
your Adventurer’s genealogy, their sexual proclivities, etc. The one thing that<br />
you must have is a name. In extremis, you may roll on the Random Name<br />
Table. Roll 1d6 twice <strong>to</strong> generate a name of faultless adventuring heritage.<br />
Roll (2d8) First Part Second Part<br />
2 Awe- -Sum<br />
3 Rag- -Dor<br />
4 Gresh- -Nar<br />
5 Tone- -Rick<br />
6 Krav- -Tram<br />
7 Vala- -Mir<br />
8 Lori- -Sil<br />
9 Tab- -Kor<br />
10 Raeb- -Gin<br />
11 Con- -Ted<br />
12 Star- -Aul<br />
13 Is- -Wa<br />
14 Al- -Ges<br />
15 George- -And<br />
16 Ringo- -Man<br />
Example: Carson rolls a 4 and a 9, and thus gets “Gresh” and “Kor” for the<br />
mighty name “Greshkor.” This strikes Carson as a stupid name, so he names<br />
his adventurer “Stabbo the Magnificent” and gets on with the fricking game.<br />
STEP STEP NINE<br />
NINE<br />
PLAY! (Or at least complain that you aren’t playing yet)<br />
Complain that everyone else is still making their Adventurers and that you<br />
are ready <strong>to</strong> play. When appropriate, complain loudly that it was your idea <strong>to</strong><br />
get character creation out of the way before you all got <strong>to</strong>gether so that you<br />
could focus on some monster mashing!