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Getting Skulls in the<br />
monster bowl<br />
The most common triggers for players <strong>to</strong> have <strong>to</strong> put skulls in the bowl are<br />
rolling 1s, breaking rules, taking multiple actions, using dangerous <strong>to</strong>ys and<br />
gaining s<strong>to</strong>ry <strong>to</strong>kens. I’m sure that enterprising diceMasters will come up<br />
with more ways over time, but for now, let’s focus on these.<br />
ROLLING SKULLS - The truly math nerd-tastic of you may have noticed<br />
that it should be really easy for an Adventurer with some good gear and a<br />
high Stat Die <strong>to</strong> accomplish most tasks. A 5 th <strong>Level</strong> Adventurer will NEVER<br />
fail a roll against a DEFENSE of 4…so, why should I even roll the dice? Well,<br />
in <strong>Warhamster</strong> you must always roll, because you may “Roll A Skull”.<br />
Whenever you roll a die and you roll a “1”, you don’t au<strong>to</strong>matically fail (like<br />
in most games). Instead, you just “rolled a skull” and have <strong>to</strong> donate a<br />
SKULL <strong>to</strong> the MONSTER BOWL. This makes lower Stat Dice (especially<br />
d4s) dangerous <strong>to</strong> roll. SPECIAL NOTE: Damage rolls and movement rolls<br />
don’t generate Skulls…<br />
GAINING STORIES - When the Party is in a TOWN phase, an Adventurer<br />
can take a skull <strong>to</strong> gain additional STORIES <strong>to</strong> use while in Town. More<br />
information on that is explained in the TOWN PHASE section (xxxxx).<br />
TAKING ADDITIONAL ACTIONS - Adventurers can take an additional (or<br />
actions) on their turn, by adding a Skull <strong>to</strong> the Monster Bowl.<br />
diceMasters can take advantage of this as well, by removing (spending) a<br />
Skull from the Bowl <strong>to</strong> give an additional action <strong>to</strong> one of the monsters<br />
during the dM turn.<br />
BREAKING A TIE - Adventurers can choose <strong>to</strong> cough up a skull <strong>to</strong> the<br />
Monster Bowl <strong>to</strong> break a tie in their favor (watch out, the dM can “spend<br />
a skull <strong>to</strong> do the same).<br />
The DANGEROUS Edge - Some POWERS and GEAR may have the keyword<br />
DANGEROUS attached <strong>to</strong> them. Whenever a player uses a +DANGEROUS<br />
power or item, they must donate a SKULL <strong>to</strong> the bowl.<br />
RULE BREAKING - While it is true that we all like <strong>to</strong> play chaotic<br />
characters*, Gamers as a rule crave order! Rules systems are filled with (bet<br />
you can’t guess it…) rules! And while rules were meant <strong>to</strong> be broken, there<br />
should always be a penalty for doing so (otherwise you wouldn’t need rules<br />
and game designers like us would be forced <strong>to</strong> write pathetic Battlestar<br />
Galactica fanfic and blog about Star Wars themed undergarments).<br />
Whenever an Adventurer breaks a rule – give them a SKULL! The most<br />
common rules violations will be players forgetting <strong>to</strong> “role-play” their bogies,<br />
or failure <strong>to</strong> remember house rules.**<br />
*Especially high level Chaotic Neutral Assassin Barbarian Sorcerers that can<br />
explain away their wholesale slaughter of innocents and enemies as “I was<br />
just playing my alignment dude”.<br />
** Bar Gamers Note: For instance, a play group that really likes <strong>to</strong> imbibe<br />
libations and has a penchant for crafting rules systems <strong>to</strong> encourage such<br />
imbibation (imbibatude???) could create a HOUSE RULE that says,<br />
“Whenever an Adventurer takes a SKULL, they have <strong>to</strong> immediately say<br />
“Thank You Sir, May I have Another.” So, when they forget that, they are<br />
breaking a rule….