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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….

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