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Example: Sir Tobias sticks his honking sword (DAM 1d12) in the troll, and<br />
rolls a 7 – dealing 7 DAM. The troll has 12 HITS left. The dM subtracts 7<br />
from the Troll’s HITS, leaving it with only 5 HITS.<br />
UNARMED COMBAT<br />
If an Adventurer wants <strong>to</strong> attack without a weapon, they do 1d2 DAM, but<br />
they are at a big disadvantage! Since the Adventurer has <strong>to</strong> get so close <strong>to</strong><br />
their ENEMY, their foe gets a BONUS DIE on all TOHIT rolls against them.<br />
This explains why Adventurers prefer <strong>to</strong> stab Critters with long sharp and<br />
pointy things, and it has nothing <strong>to</strong> do with so-called “inadequacy” issues,<br />
Doc<strong>to</strong>r. Well, unless they have a Little Sword. If the Adventurer has KUNG-<br />
FU they disregard this penalty, and probably feel pretty good about<br />
themselves in other ways.<br />
DYING!<br />
When an Adventurer or a Critter<br />
reaches 0 HITS they fall unconscious,<br />
and stay that way until healed (either<br />
from magic, potions, or camping).<br />
If an Adventurer is reduced below 0<br />
HITS, they need <strong>to</strong> make a<br />
STRENGTH roll (DIFFICULTY equal<br />
<strong>to</strong> the amount of DAM below 0) or<br />
they die! If you die, don’t worry;<br />
see the “Power of Plot Contrivance”<br />
House Rule on page XX.<br />
HEALING<br />
If an adventurer doesn’t have<br />
any healing potions left, they<br />
gain their BEEF in HITS<br />
whenever they CAMP or go <strong>to</strong><br />
TOWN. All other Healing<br />
comes from TOWN Actions,<br />
POWERS, or VISITING A<br />
TEMPLE.