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WARHAMSTER!

The Massively Multiplayer Tabletop Dungeon Adventure Game V0.6 BETA PLAYING Copy

MANUSCRIPT
ORIGINS GIANT OPEN BETA TEST VERSION 2009 9th Level Games ALL RIGHTS ARE KINDA LIKE RESERVED.

This is not the final (far from it) version of the game. These are the rules (with some changes) that we will be using when we run an awesome weekend at ORIGINS 2009 ( www.originsgamefair.com ). Come check it out you can play from THU to SAT afternoon with a big wrap on Saturday. Play as many times as you want power leveling your Adventurer through as many quests as you complete. ORIGINS EVENT #s > 6313, 6406, 6419, 6453, 6531, 6535, 6602, 6728, 6824, 6835, 6855, 6930, 6932, 7003, 7122, 7212, and 7219 (final).

The Massively Multiplayer Tabletop Role-Playing Game Playing

warHaMster warHaMster ter!

but its really more about chopping monsters into bits. Its heavy on the Dungeon. If youve never played an role-playing game before, dont panic. Its a lot like playing watching a bad fantasy movie except that there are fewer scantily cl clad model-actresses, and more chubby guys sitting around your kitchen table. actresses, The level of writing is about the same, either way.

VERSION 0.6 Beta play edition Credits: Designed by Chris ONeill, 9th Level Games Additional Design by Dan Landis, 9th Level Games Special Thanks Trey Reilly and GAMA for giving us a reason to do this, John Kovalic for ass-kicking art as , always and for letting us do bad things with Warhamster, and to Ken Hite for his insight into the game about 3 years ago (some of these are his jokes) jokes). Thanks to Mike Patton, Sam Miuccio, Al Rae, Mark Fiorito, Sharky Fitzgerald, M Mike Louden, Jae WeisbrotTrick Clapp for playtesting.MORE TO COME ytesting.MORE POST ORIGNS 2009. GNS

Disclaimer! What you have in your grubby little hands is a Dungeon Adventure Game(DAG). Some people may mistakenly refer to this as a role role-playing game, but they would be wrong. Close, but no cigar. Role Role-Playing is an intellectually vibrant hobby that helps to sharpen social and problem solving skills while you pretend to chop monsters into bits. A Dungeon Adventure Game is like a role-playing game because you take on roles, and stuff

An Introduction to Role-Playing (for non-Gamers)


You are about to embark on a game filled with adventure and peril, treasures and princesses, high romance and oh, who are we kidding. You are about to embark on a classic dungeon romp with danger lurking around every corner and death behind every door or at least a barely socially acceptable license to murder and loot strangers all leading to a climactic final battle with some fiendish monster and riches beyond your wildest dreams! (Wildness of dreams may vary. Consult your dM.) In the lands of Aurora you and your fellow players take on the mantle of Adventurers: puissant thieves, subtle warriors, pious sorcerers, skulking priests, and suchlike all hellbent on accumulating the most power and treasure possible. Your quest for fortune and fame will take you from the dark streets of Mudheim, to the darker streets of the twin cities of KDar and NDar, and, quite possibly, to the darkest forests and the dank, completely lightless, even Stygian, caverns in the dim northern dark wasteland around the Free City of Thunderhawk.

represents what kind of die you roll. So, d12 stands for a twelve-sided die. d2 This is the super dorky way to say flip a coin: heads=1 tails=2. d6 The properly dorky way of saying a regular or six-sided die. d20 A twenty-sided die or [REMAINDER OF PASSAGE EXCISED DUE TO POSSIBLE LITIGATION]. dM The diceMaster, or the really big dork who runs the game. Miniatures Also called minis or figs. A miniature is a tiny metal figure that represents your character in a game. If this was a real game, you would worse than nothing if your mini wasnt a perfect representation of your character. The Basics In order to play the WARHAMSTER TMMTDAG, you will need a few things: a couple of dorks players; a really big dork diceMaster (dM); some paper and pencils; a lot of dice (especially six-siders, but youll need some d4s, d8s, d10s, and d12s as well); 3-6 lbs. of lead miniatures (per player); far too much free time; a big table; beverages, junk food; and a copy of EVERY SINGLE WARHAMSTER SUPPLEMENT EVER MADE! (Not your collectible copies. Never bring those to games, because youll spill Mountain Dew on them. Bring your other copies.)

How to Talk Like a Gamer


If youve never played an RPG before, why the heck did you buy this book? Oh, you didnt buy it. It was free. I see. As I sit here slaving at this keyboard pouring my hot, steaming creative juices into this damnable machine I assumed that I was going to get paid for this crap. Im not getting paid for this am I? Well, that at least is like every other RPG every made then. Where were we. Oh yeah, youve never played an RPG before. Dont worry role-playing isnt terribly hard. To help you along, weve included a set of fancy gamer terms that you can throw around the game table to make other people (other gamers at least) think that you are a real gamer. Normal people will probably think well, lets not dwell on what they probably think. Adventurer The official name for any player character in a Warhamster game. This is a general name, not like, say, Morgoth the Wise, which is the given name of one specific player character. You should see his stats. Hoo boy. dX Anytime you see a d before a number, this is just geeky shorthand for die. Not Die as in Killing Stuff (even though there is a lot of that in Fantasy Games), but die as in the singular of dice. The number after the d

An Introduction to Warhamster! (for the Gamers)


The Warhamster: Massively Multiplayer Tabletop Dungeon Adventure Game is (pick one of the following): a) b) c) d) e) A new-fangled online gaming system with a monthly fee and serious crack-like addictive qualities An old-fangled generic system for universal role-playing which allows players to bend genres and morph styles to any milieu A ground-breaking game system that blends the full power of Narrativist gaming styles with classic Simulationist mechanics An large, glossy hardback tome which will outsell all previous roleplaying games The first game system to cop to the truth at what lies deepest in a role-players heart

Warhamster! knows why games were better when you were twelve. You were twelve. Everything was better. The rules were simpler. You had hours and hours and hours of free time to spend crawling through sewers and fighting gondarks! The game didnt need to change the world. It was just about having some fun with your bros (or your buds, your peeps, or whatever else you called the rest of the Math Club when you were in 5th grade). So, lets hop into our time machine** and journey back to the time when games were just plain old stupid fun. Were going to skip the middlewoman (no reason to be sexist just cause were rolling back the dial on the old time machine) and remove all the barriers that have been erected*** to killing trolls. Huzzah! So you know what youre getting yourself into you have to embrace the Way of the Warhamster. Warhamster! fully cops to the ideals that traditional table top role-players have always know, but were afraid to say out loud: 1. Characters are all pretty much the same. Sure, your character may kill trolls using arcane fireballs, or perilous thief skills or devastating axe blows but your character purpose is still killing trolls. 2. Adventures are all pretty much the same. Sure, your adventures may be complex political conspiracies, or world shattering epics about powerful magics run rampant, or heartbreaking romantic tragedies about unrequited love but in the end, its all about going into some dungeon and killing some trolls. 3. Dungeons are all pretty much the same. Sure, your dungeon may be a twelve level sprawling labyrinth painstakingly constructed using real world architectural physics and evoking the majesty of Ancient Egyptians ruins, while subtly referencing the mythologies of J.R.R. Tolkien, but in the end, its just a series of connected rooms where the aforementioned characters kill the same trolls. 4. Role-playing is all pretty much the same, you start out in a bar and argue for an hour about what you are going to do, and then you (insert reason you go to the dungeon), go to the dungeon, and kill some trolls.

If you guessed (E) than youre right; if you guessed anything else, then you have obviously never heard of 9th Level Games Back in the day, role-playing was really just about kicking the snot out of trolls. This was before storytelling, Narrativism, mythos-centric rules design, computer based role-playing map clients, PDF publishing, the internets, or open-source game licenses heck, we didnt even really have role-playing yet. All we had some graph paper, some pencils, and a 2 liter bottle of Coke, and whatever poorly written, poorly edited, and abysmally illustrated ditto-printed rulebooks we could get our grubby mitts on. We had a broad sword that did d8 damage, a vague idea what a dungeon was, and a mean itching to KILL SOME TROLLS and we were happy. So, Warhamster! TMMTDAG (The Massive Multiplayer Tabletop Dungeon Adventure Game for those of your with short attention spans, or acronymlexia) does not require a new video card. It features nothing new, exciting, or revolutionary. It is surely not universal. It cant spell Narrativist or Simulationist. It is not covered in shiny, tasty cardboard and it probably wont outsell The World of Synibarr* (heck, were giving it away for charity). In the end, it really comes down to one thing games used to be fun. Whats changed? You have. You got old dude! Way old! Warhamster cant fix that, but it can help you through this trial by giving you a game experience that makes you feel like a 12 year old again. So, step right up, were gonna get OLD SCHOOL!

* Though, it might actually outsell World of Synibarr 2nd Edition. But, it should. It also might outsell Senzar. ** Yes, 9th Level Games has a time machine. Jealous? *** While I assume that you thought this footnote was going to be an erection joke****, its actually a real footnote to explain what we mean by barriers like role-playing, suimulationism, game mechanics, editing, comprehensive story mechanics, etc. ****Haha. Penis jokes are always funny.

THE WARHMASTER MANIFESTO


We hold these truths to self-evident, that all adventurers are rolled equal, that they are endowed by their players with certain unalienable rights; that among these are Death to Trolls, More Death to Trolls, and the pursuit of Gold (generally taken from the corpses of Dead Trolls). That to secure these rights, Rules Systems are instituted among players, deriving their just powers from the handbook (with requisite level based benefits) that whenever any Form of Gaming becomes destructive of these ends, it is the Right of the Players to alter or to abolish said rules (and replace them with House Rules much cooler than the rules in the manual), laying its foundation on the heaped skulls and skeletons of trolls as to them shall seem most likely to affect their Safety and Happiness (generally in the form of bigger weapons and fireball wands). Now, in English. Every once in a while, you just gotta step away from the indie games, and the big company games, and the massively multiplayer online games and get back into the dungeon. You dont want a lot of fancy rules. You dont want complex motivations. You dont want cathartic experiences. You dont want innovation. You dont want to grind out 50 levels to gear up for a raid. You just want to BASH BASH BASH BASH BASH TrollsWelcome to the Warhamster Manifesto! Thus we give you the 5 Pillars of Warhamsterian Adventures:

Warhamster understands. Warhamster is right there with you. Warhamster will never judge you. Warhamster will never look down on you. And, we know that part of what made gaming so much fun back in the day, was that it was always evolving, always changing. We understand that. Part of what makes gamers gamers is not just bashing trolls but coming up with new ways of bashing trolls. More importantly, part of the fun was knowing that role-playing was a great big sandbox to play in, and that no one had yet mapped every hex, graphed every dungeon, or rolled every die. Sadly, those times are lost to us, but at least now we got the internets and some cool new toys (much better than ditto machines and spiral bound notebooks). So, basically, you want a game that feels like every game you have ever played, but allows you to argue the rules, rewrite them in the middle of a session, and all the while killing trolls. And its got to feel like a bunch of toys that you just got out of a toybox. Got it. Warhamster is here for you. You still need some role-playing? Oh. Whats that you said without some role-playing its just Descent (or Hero Quest, depending on your age).* Well we see what we can do about that.
* Were assuming its one of those two. If you said it was just Dragon Strike you have a serious condition. If you said Dark World than we should get together and play games sometimes that game was the awesomest!

1) You form a party of random Adventurers in a bar (or at least somewhere they serve alcohol) 2) The party decides on an adventure 3) You go to there 4) The party kills the monsters 5) Repeat
Warhamsters sincere hope is that you can pick up these rules, pick up some dice, pick up an adventure, and get to some good Old School dungeon gaming. Warhamster is going to do everything it can to make it easy. Warhamster knows that youre beyond old school, kick in the door, dungeon crawling. So is the Warhamster. Warhamster loves the new stuff. Warhamster loves the 4th Edition. Warhamster loves My Life With Master. Warhamster loves Dogs in the Vineyard, and Burning Empires, and Amber Diceless, and all of it. But sometimes you just feel the urge to cast d4 magic missiles! Sometimes, you just want to be the doorknob-stupid barbarian bashing with an oversized club. You just need to backstab stuff.

ADVENTURERS ADVENTURER S Handbook!


Your 5. Array Your Stats
Find your Adventurers STAT DICE from your chosen Job. Pick one stat to upgrade (see page XX) and record your characters Stat Dice under HOW ATTRACTIVE, MIND, StRENGTH, EXTRANEOUS, and REFLEXES on your Adventurer Statistic Sheet.

The 9 Steps to Creating Your Adventurer!


Grab an Adventurer Statistic Sheet found on the next page, a #2 pencil, and your OFFICIAL Warhamster dice. Follow the steps on the next few pages, and then get ready for Adventure!

Your 6. Compute Your Defenses


Determine each DEFENSE (BEEF, ARMOR, LUCK, and SMARTS BALS for short). Record these on your Adventurer Statistic Sheet in the spaces provided.

1. Determine Career Aptitude


Complete the Standardized Adventurer Test (page XX). Record the resulting Certification on the Adventurer Statistic Sheet.

7. IT MUST BE MINE Go Shopping!


Dont forget to go shopping and purchase equipment.

Everything 8. Everything Else!


Now that youre done with the important parts, you can fill in the rest of the unimportant stuff, like your Adventurers name, eye color, turn-ons, turn-offs, and pet peeves. At this point, you still have time if your Adventurer doesnt rise to your specifications - crumble him up, and repeat. Ignore, if you can, the hollow shrieks from his prematurely-consumed soul.

2. Start or Join a Party!


If this is your first night of Warhamster - you must fight! Oh, wait, its Warhamster youre always going to fight. So, if this is your first game you will need to Start a Party, or Join a Party.

3. Get A Job
Follow the So You Want To Be An Adventurer section (page XX). Select a job (make sure that your Adventurer meets all of the requirements) and record that on your Adventurer Statistic Sheet. Make sure that you record your Starting Powers, and your HITS DIE.

9. Complain!
Complain that everyone else is still making their Adventurers and that you are ready to play. When appropriate, complain loudly that it was your idea to get character creation out of the way before you all got together so that you could focus on some monster mashing!

4. Determine Bonus Power


Follow the So What Can I Do section (page XX). Pick a Bonus Power, and record it on your Adventurer Statistic Sheet (or get a POWER CARD).

ADVENTURER JOB
STAT DICE

CERTIFICATE (#2 Pencil Only) O M.B.A. O P.H.D. O B.S. O B.F.A.

LEVEL

BOGIE
How Attractive

Mind

STrength

Extraneous

Reflexes

Hit Die

DEFENSES

Luck
Armor Worn

Smarts

Beef

Couch

Armor

HITS

POWERS
O O O O O O O O O O

Weapons

Gear

JOB: JOB: JOB: JOB: BONUS: nd 2 Level: 4th Level: 6th Level: 8th Level: 9th Level:

warHaMster ter! warHaMster Adventurer Statistic Sheet

STEP ONE:
DETERMINE YOUR CAREER APPTITUDE
The Standardized Adventurer Test Through the Magic of Standardized Testing, the dangers and uncertainty of poor career planning can be avoided, or at least blamed on the Magic of Standardized Testing. Please answer the questions below, and record your answers in Number 2 Pencil. Then total your results and determine what kind of CERTIFICATE you receive. We assume that once you take the test you are going to cheat anyway, so if this isnt your first time playing Warhamster you might as well skip the test, and just pick a certificate. In Warhamster an Adventurers Certification determines his career path. After you determine which Certificate your Adventurer starts with, record it on your Adventurer Statistic Sheet.

Standardized Adventurer Test Scoring


Total the number of questions that you answered with each letter. If your highest total is:

A) B) C) D) E)

Why are you even playing this game? Dont you have to wash your hair or something? Your talents lie in the subtle arts of spell slinging and you are awarded an MBA! You are a blood-thirsty maniac and have a BFA! You are a slacker! Somehow, you were able to get a PHD from a correspondence school. You have an aptitude for Politics and Management. BS awaits you.

BFA Bachelor of the Fighting Arts


You have an aptitude for beating the snot out of things. You spend a lot of time and effort in building up your physical body. You lift weights, practice killing things, and drink mead by the barrel-full.

MBA Master of the Black Arts


Adventurers with this certification are likely to lose (or at least lease) their soul to a dark and evil power. Your extensive training in the Arcane Arts has prepared you for a career in spell casting and magic usury. Usiveness. Usage. Whatever.

PHD Physicians Helper Degree


Adventurers with skills in this area have no aptitude (or desire) to do much of anything. (Most likely, they still live with their mom.) Somehow you got enrolled in an online college and learned about exciting career opportunities available assisting in the doctors office.

BS Bachelor of Secrecy
Adventurers with aptitudes in this area are motivated, self-starters real gogetters. You do not have any footling qualms about stealing, lying, backstabbing, and other creative pursuits.

Standardized Adventurer Test


What would you like your highest Stat to be? A) HOW ATTRACTIVE B) MIND C) STRENGTH D) EXTRANEOUS E) REFLEXES While walking down a corridor, you see a hideous creature from beyond the grave. You A) B) C) D) E) Comment that its clothes are out of fashion. Enslave it to your will! Kill It! Run away screaming! Run away while maintaining a dignified silence.

What is your favorite color A) Depends on the season. B) Black. Like the abyss. C) Red. Blood red. D) Blue. No, no, Yellow! E) Gold. Definitely gold. Please explain Tabriz Theory of Magical Acceleration and Matter Conservation. A) I like dolphins. B) ( x/) + $h!t. In order to illustrate this point, please refer to the following tome... C) Huh? D) Are we talking 1st, 2nd, 3rd, 3.5, or 4th Edition? E) Are you talking to me? The best way to get past a locked door is to A) Flirt with it. B) The old Knock-Knock spell. C) Bash it in (preferably with a literary figure)! D) If its locked, Im sure that its locked for a reason. E) Click. Click. Click-ah. That should do it. My career goals involve A) Throwing up. B) Casting spells and stuff. C) Killing things. D) Sitting here on this couch. E) Making a lot of bread. When I reach the 9th Level I want others to call me A) On the Beach. B) Oh, Great and Powerful Master. C) Milord. D) Anything except Late For Dinner. E) Nothing, cause theyll never see me.

Someday, when you have enough gold, you plan to move A) Someplace sunny. B) Into a Tower. C) Into a Castle. D) Out of your Parents basement. E) Very quickly. Someone insults you! You A) Blush. B) Curse them! C) Kill them! D) Cry! E) Plan a devious revenge that involves poison darts. When you encounter a fine specimen of the opposite sex do you A) Wink. B) Close your eyes. C) Order a beer! D) Tell them about your character. E) Sweet talk them, while relieving them of their valuables.

STEP TWO:
Start or Join a Party
When role-playing games were young, there was an idea that you could define a character using a system that came to be called Alignment. Originally, we think it was supposed to be a guide for how to play your character, and an easy way to separate the Good Guys from the Bad Guys. While it started simply, it quickly became bloated, pointless and ridiculous to the point where characters were able to speak to each other in secret alignment languages. Somewhere along the way Order and Chaos got all mixed up in this too. We blame Michael Moorcock. Game groups were perpetually mired in arguments over whether or not a Chaotic Neutral character was a psychopath, and fist fights over if it was possible to play a True Neutral character where semi-regular convention experiences. Worse yet, everyone always picked alignments that put them at odds with the other players (and worse yet, at odds with whatever adventure the Game Master was planning on running). How many times have you rolled up an ass-kicking Assassin only to find out that the adventure is about saving the world from Demons, or made an awesome Paladin that is trying to save the poor in a game where everyone is just trying to get rich. Now, what role-playing games have always needed were in game goals*. Not just adventure objectives, but honest to goodness lofty ideals (or at least nefarious plots) that characters can work towards - together. So, were going to assume that you are playing this game with a few people and that together, you form a PARTY. If you need some help putting together a back-story, you could use this handy little fill in form to get things started. Once you have formed or joined an Adventuring Party, you should use your back-story to guide your group decision in WHAT YOU WANT. Complete rules for PARTY GOALS are listed in the next section.

Party Planning Setting Goals, Reaping Rewards


In traditional pen-and-paper role-playing games, game masters pour their heart and souls into forging campaigns from raw imagination. In the end, all game masters have their hearts ripped out, and their souls shredded, because players are always going to ruin your painstakingly thought out campaigns usually on a whim, ohh look at the shiny pebbles! The Magic of Party Alignment will help this problem in Warhamster. At the start of a new campaign, you can offer your new party a menu of goals. Each of these goals comes with a cost in McGuffins. (WHATS A McGuffin..wouldnt you like to know!) If the players have a goal, and its not listed here, use these goals as a guide to set the cost in McGuffins. During any TOWN Phase, a player can spend a STORY to ACHIEVE THEIR GOAL and collect the reward.

Quick Party Back-story Generator


You and your (synonym for brave) companions have gathered at the (a color) (chess piece)s (body part) (a place to buy beer). At a table in the shadows of the (place to buy beer), your party gathers to discuss your next quest. Motivated by (virtue or sin), you have formed a(n) (synonym for awesome) (another word for group or association) in hopes of amassing (the direct object of sin/virtue), glory and power!

*Not that amassing hordes of money and trollhides isnt a noble pursuit. But you know where that leads.

PARTY GOALS
Goal Fortress Description You and your party build a fearsome Keep on the Border. You start a Wizards College, and get first pick of the hottie freshmen apprentices. Buy your local bar, and turn it into a place where everybody knows your name. Game Effect Cost (in McGuffins) 5 Might, 2 Glory, 3 Wealth 4 Wealth, 5 Arcane, 1 Glory Become a Pirate You acquire a sailing vessel, and fill it with pirates to being looting the rich coast.

Academia

Everyone in the party gets the HEADCOUNT power. Free Beer for Life. Whenever you are in the Tavern, you get a free STORY to use to buy contacts. Since a new contact already has heard of you, they give you a Quest +1. You get 10% off all purchases while in your town. People are scared of you, the dM has to spend x2 Skulls to ambush you. You can spend the Gold to make your own gear. This is your town, literally. You start each

Town phase with a Free Story. Your pirate ship acts as your own floating Tavern, where you can make contacts and start adventures.

Rosebud

3 Might and 3 Glory

Create a Weapon of Awesomeness

Our Bar

3 Wealth, 1 Glory

Found a School/Trend

Go On Tour

The bards travel the countryside singing your praises

5 Glory

Be Filthy Filthy Rich

Using mighty arcane power, you create a weapon of serious world-quaking power. Hahaha! Your exploits in a specific area are so well know, that people start calling it after you. Your focus is on gold, gold, gold. Mr Howell has nothing on you.

9 Arcane

3 Rosebud

At the start of each Town phase, you produce an income of XXX gold coins.

9 Wealth

Local Legend

Fear and Loathing

Fear and Lathing

Found a Town

You are the BPIT (Big Party in Town). Everyone wants to be your friend. Your dastardly deeds go down in the annals, as the most badass lot of adventurers. Retire and start your own carpentry business (or a smith, or a brewery, or what not) Start a brand new town and name it, Mr. Mayor.

2 Glory, 1 Rosebud

5 Rosebud

2 Wealth, 2 Glory

Erect a Monument to a Fallen Hero Found a Religion Gain a Monopoly Move From Basement to Kitchen Table Summon Cthulhu

1 Rosebud, 2 Glory

Finally, you dont have to play in the mold. You still dont have girlfriends. You know you want to call him, dont you. Youre done with this stupid game. Cashing in is sweet.

The party gets to create 2 House Rules. Cthulhu destroys most of the world. Depends on what people give you.

1 Rosebud

20 Arcane, 1 Rosebud Any 10

3 Wealth, 3 Might, 3 Glory, 3 Arcane, 3

Sell Your Character on Ebay

STEP THREE:
GET A JOB!
Before you start playing you get to pick a Job. The Want-Ads show a list of possible Jobs. When you select a Job, your Adventurer gains the Starting Powers from that Job, and all of that Jobs Bogies. Its really important to pick the right job since it determines your stats. But, it is also important cause most of the other players will only refer to your character as their job, and not by the elaborate name you have adorned your new favorite character with which is funny, since Gamers by the by are the nicest, most accepting and least stereotypical people you will ever meet. But, in game, its always Hey grab the dwarf, or Whats the paladin doing?, or The fire wizard did what!?.

The Adventurers Guild Want Ads


Start a rewarding career in the Arcane Arts! Must enjoy dusty old tomes and talking house pets, or vice versa. Entry level positions open now. MBA preferred, but were always interested in farm boys with a mysterious past. Job: Powers: Bogies: Stat Dice:

Apprentice Wizard HITS Die D4 ZOT!, NEIGHQUILLS SPELL, CONJURE MART, BASEMENT -Decorum HA M St E R D6 D10 D4 D6 D6

Entry level position for qualified BFA students. The Knights of Aurora are looking for a few good creatures to carry weapons, groom horses, and act as human shields. Job: Powers: Bogies: Stat Dice:

Squire

HITS Die SHIELD SLAM, COOL WEAPONS, RIDE, ATHLETE -Chivalry HA M St E D6 D4 D6 D6

D8

R D6

Wanna fight? And get paid for it? Must bring own weapon, we provide the war. BFA really helpful, but all angry applicants interviewed. Job: Powers: Bogies:

Mercenary

A Note on Races
The lands of Aurora teem with a veritable myriad of fantastical races, each with epic histories and vibrant cultures. Without a doubt, each has a rich tradition of arts and literature, unique folk dances, and strange cuisine but since this is a old school Fantasy Role-Playing Game, we decided it would be funny to make them all jobs. If you take an Elf Formative Action Job you are part of an old significant culture, otherwise youre a Manling There isnt much to say about Manlings. Theyre just regular old humans making a living as adventurers in the dark lands of MUDHEIM. They can belong to any job, arent especially good or bad at anything, and generally die an ignoble death that no one will really cry over, if its even noticed at all.

Stat Dice:

HITS Die D10 CLEAVE, COOL WEAPONS, RANGED WEAPONS, WEAPON MASTERY -Appearances HA M St E R D4 D4 D6 D6 D6

Get started now in the Food Service Industry; wenches, bartenders, and bouncers needed. Remember, every Adventure starts in a bar! Job: Powers: Bogies: Stat Dice:

Wench/Barkeep

HITS Die MOONLIGHT, COMMIT CRIME, SHIV, COWARDICE -Union Rules HA M St E D8 D6 D6 D6

D4

R D6

Be all that you can be, assuming all that you can be is a spearcarrying meat shield. Major medical provided, major injuries also provided. BFA helpful. Job: Powers: Bogies: Stat Dice:

SOLDIER HITS Die D8 COOL WEAPONS, CAMP, BLUE ANKH/BLUE SHIELD, MEAT SHIELD None HA M St E R D4 D6 D8 D4 D6

ALL HAIL ZORBUG, DESTROYER OF WORLDS! Love sing-a-longs, acts of selfless charity, and pounding things with maces? The Priesthood needs your vocation! PHD preferred. Job: Powers: Bogies: Stat Dice:

PRIEST OF ZORBUG

HITS Die HEAL, SMITH, TURN DEAD, MEAT SHIELD -Oath of Goodness HA M St E D6 D4 D8 D6

D8

R D4

Exciting opportunities exist as a sub-legal resource allocation engineer. Benefits include great commissions, sleeping late, and the famous Guild of Thieves Holiday Party! BS is a must! Job: Powers: Bogies: Stat Dice:

Have you been made redundant? Downsized? Laid off? Need some new training to make your way in this dangerous, dangerous world? Come on down and fill out a new Standardized Adventurer Test at the local Unemployment Office! Job: Powers: Bogies: Stat Dice:

Burglar HITS Die D4 COMMIT CRIME, HIDE & SNEAK, FOOTPAD, AVOID TRAPS -Union Rules HA M St E R D4 D6 D4 D8 D10

THE DOLE (Unemployed)

HITS Die MOONLIGHT, NEIGHQUILLS SPELL, BASEMENT, CHEERLEADER None HA M St E D6 D6 D6 D6

D6

R D6

Excellent franchise opportunity. Everyone hates the undeadyoung girls of extraordinary talent with a serious passion for undead butt kicked needed for exciting at home work. Please bring your own stake! BFA or BS helpful. Job: Powers: Bogies: Stat Dice:

Slayer HITS Die HIDE & SNEAK, MONSTROUS LORE, COOL WEAPONS, ENEMY (UNDEAD) -The Slayer Way (+Undead) HA M St E D6 D6 D6 D4

D6 HATED

R D8

The twisty streets of Thunderhawk are no place for an artist. Take your breakdancing to new heights as a Battle-Breakdancer, the most feared mercenaries in the world! BFA or BS a must! Must have body-piercings or tattoos! Job: Battle Breakdancer HITS Die D6 Powers: BREAKDANCE, KUNG FU, HIDE & SNEAK, STEROIDS Bogies: -Starving Artist (Rap) HA M St E R Stat Dice: D6 D4 D6 D6 D8

Aurora is Crying! Defend the earth, hug trees, and befriend the creatures of the forest all while honoring the Bran God of NDar (All Hail Regularity)! PHD required. Job: Powers: Bogies: Stat Dice:

Druid of the Bran God HITS Die D4 POLYMORPH SELF, SUMMON MONSTER, CHARM IT, CAMP -Recycling HA M St E R D4 D6 D6 D8 D8

Lift the spirits of the unfortunate, inspire heroes to greatness, and meet elfling groupies as a wandering minstrel. Good luck, and angry boyfriends, will follow you wherever you go! BS or PHD preferred. Job: Jongleur HITS Die D4 Powers: HIGH TONGUES, POOF!, CHARM IT, RANGED WEAPONS Bogies: -Starving Artist (Poetry or Singing) HA M St E R Stat Dice: D10 D4 D4 D8 D6

Rugged outdoorsmen needed to keep our forest trails clear, look good in odd headgear, and to stop forest fires! BFA or PHD, Hat supplied. Job: Powers: Bogies: Stat Dice:

Forest Ranger

HITS Die D8 AVOID TRAPS, EAGLE EYE, RANGED WEAPONS, CAMP -Recycling HA M St E R D4 D4 D4 D6 D10

Tired of just being a drunk? Become a Drunken Master! Welcome to the 12 Step Path to Enlightenment through Superior Ass Kicking! BFA or BS Given Preference. Job: DRUNKEN MASTER HITS Die D8 Powers: KUNG FU, FALL DOWN, BREAKDANCE, HURT MORE Bogies: -Starving Artist (Drinking) HA M St E R Stat Dice: D4 D6 D4 D4 D10

A bright future in Pyromancy awaits! Experienced Arcane Arson Specialists needed now! Great Pay and all the Fireballs you can cast! MBA Required. Job: FIRE WIZARD HITS Die D4 Powers: HOT BURNING DEATH, CAMP, SHIV Bogies: -Decorum HA M St E R Stat Dice: D4 D8 D4 D8 D8

Make top gold as a model/adventurer! Opening available for Danger Chix training must like danger, excitement, and wearing chain mail bikinis. BS Required. HITS Die KUNG-FU, PRIVATE EYE, GANK, BERZERKER RAGE -Union Rules, -The Slayer Way (Criminals) HA M St E Stat Dice: D8 D4 D6 D4 *Requires: Must be female Job: Powers: Bogies:

DANGER CHIX

D6

R D8

Conjure up a new career along with the horrible beasts of the Netherworlds. Warlocks needed now to fill multiple positions. MBA Required. Job: Warlock HITS Die D4 UNCOUTH TONGUES, MONSTROUS LORE, SUMMON Powers: MONSTER, HEAD COUNT Bogies: -Decorum HA M St E R Stat Dice: D4 D10 D4 D8 D6

Those that cant teach! Now, you can use your overbearing sense of superiority to tell other people what to do, and get paid for it! PHD Required. Job: Powers: Bogies: Stat Dice:

UNIVERSITY PROFESSOR

HITS Die KNOW (STUFF), HIGH TONGUES, HEADCOUNT, CHEERLEADER -Starving Artist (Annoying Know It All), -Decorum HA M St E D6 D8 D4 D8

D4

R D6

Live the easy life of professional jousting and Warhamster racing! The Mudbay Lancers are recruiting new stars for next season the glamour (and the smell of wet hamster) will cling to you for years! BFA or BS Preferred. Job: MUDBAY LANCER HITS Die D4 Powers: MOUNT, RIDE, ANIMAL TONGUES, COOL WEAPONS Bogies: HA M St E R Stat Dice: D8 D4 D8 D6 D6

The Church is looking for a few GOOD creatures. Smash the infidel, curse the unbeliever, and kick ass in the name of the Lord! PHD or BFA required. Job: Powers: Bogies: Stat Dice:

PALADIN

HITS Die: D10 COOL WEAPONS, MEAT SHIELD, INQUISITION, HEAL -Oath of Goodness, -Chivalry HA M St E R D4 D4 D8 D6 D4

Elf FormaTivE Action Jobs


Feel that the demi-, semi-, and hemi-humans arent getting a fair shake? The Elf Formative Action League is working for you! These jobs have recently been mandated, er, suggested, to your local government for posting. Happy job hunting!
Every Town Needs a Good Blacksmith for budgie shoeing and moral instruction! Bend metal, mold minds. Dwarves only please.

Gnomelings needed for new operation on the Street of Tchotchkes. Specialists in ceramic, porcelain, tin toys, shoes, and gardening implements given precedence. HITS Die D4 COMMIT CRIME, SMITH, LIGHTNIN BOLT, POLYMORPH Powers: THING Bogies: -Union Rules HA M St E R Stat Dice: D4 D8 D4 D8 D8 Gnomelings hail from the grassy lawns of Milnor, where they once made delightful handicrafts prized by gardeners everywhere. After the market for delightful handicrafts plummeted during the Great Tchotchke Wars, Gnomelings fell back on their true calling, the creation of fearsome weapons of mass destruction that tend to only function correctly once or twice. They are obsessed with knick-knacks, clockwork, steam, and small fuzzy animals. Job: Feel trapped on a giant wheel? Let your inner Warhamster rage on! Become a Hamsterling Cage Fighter, and crowds of people will gather to watch you beat the crap out of hamsters and humans alike.

GNOMELING

DWARFLING HITS Die D8 SMITH, CARTOGRAPHY, STEROIDS, HURL Old HA M St E R Stat Dice: D4 D6 D10 D4 D4 These stout-hearted, solidly built, beer-drinking louts live for hundreds of years. Tiny mountains of muscle and wisdom, Dwarflings enjoy drinking, bashing, and boring you to tears telling you everything they know about stonework, gems, and brewing. Though every Dwarfling will tell you how rare it is for them to mix with other races, nearly every town has a Dwarfling blacksmith or armorer looking to join up with a bunch of adventurous kids a tenth their age, to ravage the local sewers or catacombs.
Job: Powers: Bogies:

Do what you do best, hide in the woods and shoot people while crying about the poor trees! Immediate need for local Elflings. Job: Powers: Bogies: Stat Dice:

ELFLING HITS Die D6 RANGED WEAPONS, CHARM IT, TOUNGUES (ANY), POOF! -Recycling HA M St E R D8 D4 D4 D6 D8

HAMSTERLING HITS Die d10 KUNG FU, WEAPON MASTERY, COOL WEAPONS, BERZERKER Powers: RAGE Bogies: -Appearances HA M St E R Stat Dice: D4 D4 D8 D4 D6 These semi-intelligent rat people like sewers, gold, and smiting trolls (their definition of trolls is, perhaps, unacceptably broad). Hamsterlings can see in the dark, and can smell what is behind doors, which makes them naturally good scouts and game show contestants. They also enjoy cheese, shredded paper, exercise equipment and cedar chips.
Job:

Flighty, pointy-eared, tree-hugging, immortal heroes that like to sing, dance, and host elaborate pagan rituals involving rings, hair, pools of silvery light, and tree houses. Elflings are not immune to sleep spells or a ghouls touch, they do not get +1 TOHIT with swords and bows, and they cant see secret doors. However, Elfling chicks are really hot, and guys from all the other races fall in love with them all the time. Elflings believe they are better than the other races, but, for some reason, are never chosen to lead parties of adventurers this might have something to do with the fact that theyre flighty, pointy-eared, tree-hugging wusses.

Gobs of cash and heaps of respect are to be had for the Gentleman Farmer who owns his own farm (and chooses to go wandering off to steal stuff from non-Halflings). Job Halfling HITS Die d6 Powers HIDE & SNEAK, FOOTPAD, MOONLIGHT, RANGED WEAPONS Bogies -Chivalry HA M St E R Stat Dice d6 d6 d4 d6 d8 A race of short, quasi-funny, hairy footed thieves and unlikely heroes. Considered by most sentient races (and not a few perceptive animals) to be fat and lazy, the Halflings consider themselves masters of the finer things in life like eating and sleeping to excess. Are you the ultimate power gaming munchkin freak? Do you want to be a Quarter-Fighter Quarter-Wizard Quarter-Thief QuarterDruid. Then we have a job for you do it all, by yourself! Screw parties, bring on the monsters!

Quarterling HITS Die: d2* HOT BURNING DEATH, CLEAVE, COOL WEAPONS, GREEDY Powers: BASTARD Bogies: -Recycling, -Union Rules, -Starving Artist (Rules Lawyer) HA M St E R Stat Dice: d4 d6 D10 d6 D8 The story varies on how the Quarterling (also called Half-Halfling, or Munchkins) came to be. Quarterlings claim to have been created during the Great Character Creation of the Races, when the Gods rolled all sixes on their Racial Stat Generating Dice. However, as Quarterlings are known to tell tales much, much, much taller than themselves, no one else really believes them. Most of the other races figure that Quarterlings are either an evil sorcerers attempt at creating life or a very bad joke by some malicious power-hungry deity. Quarterlings are really short (about 12 apples high) and generally become completely senseless adventurers who steal, lie, cheat, and min/max their abilities. HUZZAH!
Job: *The coin must be a Quarter!

Bogies
Bogies are negative abilities of your Adventurer. A Bogie constrains your Adventurer in some way, such as a code of conduct, or creates negative effects to which your Adventurer is susceptible. When you receive Bogies record them on your Adventurer Statistic Sheet.

-The Slayer Way: Whenever an Adventurer with this Bogie encounters an Enemy of the type listed with this Bogie, she must kill it. -Starving Artist: In order for your Adventurer to use the skills of this job, he must perform the action in the parentheses (i.e. Rap must rap or make beat box noises, Poetry must recite a rhyming couplet, etc.). Any dM worth her salt will make the player do this, too. -Union Rules: Due to the mysterious rules of the Union, your Adventurer can not wear armor other than Leather, Robes, Rings, or Chain Mail Bikinis. She must also give aid to other members of the Union.

Bogie List
-Appearances: Too keep up your appearance as a big dumb jock you have to hide when using MIND skills, or role-play why knowing stuff isnt so pansy. Otherwise, the other kids will mock you mercilessly as a grind or tool, and you will have to sublimate the shame by writing roleplaying game rules. Er, your Adventurer will. -Chivalry: The Adventurer must live up to the code of Chivalry (which means he cant run from battle, must wear armor, cannot say no to a lady, and show a high appreciation for horses). -Decorum: Wizards and other learned men are a fussy bunch of people who live by a very exacting code. They can only wear Robes or Rings, and only use the Dagger, Rod, or Staff as a weapon. To fully enter into the spirit of Decorum, the player must speak with a British Accent. And a posh, National Shakespeare Theatre type accent, not some filthy East End throatclearing squawk. -Old: Your much older than your new friends, and need to constantly remind them of that fact. You suffer from chronic arthritis (-1 on all athletic rolls), hate the cold (take an extra d4 damage from COLD ATTACKS), and miss the good old days. -Oath of Goodness: The Adventurer must be Good at all times. He must tithe (thats a tenth, 10%, ten percent) of your GC to the Church whenever hes in Town. He mustnt curse at, steal from, surreptitiously murder, or generally be mean to any other players Adventurer. (Strangers and foreigners are, of course, fair game.) -Recycling: Your Adventurer strongly believes that Aurora cries every time someone litters. She cant eat meat, use metal weapons, or wear leather. Oh, and FUR IS MURDER! When she sees someone wearing fur shes probably going to attack them.

STEP FOUR:
DETERMINE YOUR BONUS POWER
Now that you have a job, you get to select a bonus power. Your Bonus Power can be any power that your certificate allows. Pick a power and record it on your Adventurer Statistic Sheet. Generally, you will want to select a core power for your certification but we wont force you to that. Certification BFA Bachelor of the Fighting Arts BS Bachelor of Secrecy PHD Physicians Helper Degree MBA Master of the Black Arts Suggested Bonus Power COOL WEAPONS or MEAT SHIELD COMMIT CRIME or HIDE AND SNEAK HEAL or TURN DEAD HOT BURNING DEATH or LIBRARY CARD

PoweRs
Powers allow your Adventurer to perform actions that are useful in and out of the dungeon. Some skills make you mightier in Combat, and provide a BONUS to your TOHIT Roll or add to your DEFENSEs. Some skills allow you to perform actions not directly tied to troll bashing, but still useful (like Picking locks to get to a weapon stash used to bash trolls, casting fireballs to burn trolls to cinders, or riding a battle budgie to lance a troll through his heart). Powers come in three flavors, which determine when you can use them. ALL THE TIME POWERS give you an ability or effect that is always working, you dont have to do anything special to make them work. ONCE A TURN POWERS can be used on your turn, and generally require a roll against some defense. In many situations, the diceMaster will tell you what STAT DIE to roll, and what DEFENSE you are trying to beat to use your power. In response, you whine, argue for some bonuses, suck it up, and then roll your die, add up the result and bonuses, and hope that the total is equal to or greater than the appropriate Defense. If it does, the Adventurer is successful; if not, well, theres always Resurrection spells. CHARGED POWERS generate a cool effect but require that you return to Town or CAMP before you can use them again.

Example of a POWER Description:

Power
Stat Die Die to Roll

Name of Power
All the Time Once a Turn

Certificate
Charged

Type
Town

Description of the Power.

Powers LiST
Power
Stat Die

Power
Stat Die

BAMF!
All the Time Once a Turn

Certificate
Charged

MBA
Town

ATHLETE

Certificate

BFA BS

All the Once a Charged Town Time Turn X This Adventurer receives a Bonus Die to all actions that involve swimming, jumping, tumbling, climbing, walking on tightropes, and anything else athletic. What is considered athletic of course is totally up to the diceMaster but you can always debate.

Md X Your Adventurer gains the ability to make near into far. Take that angry Oid for example. Right now hes near and whacking you with his little axe, BAMF! Now hes far, hes a little scared and a lot confused. You can send yourself or any adjacent target to any square you can see. If the target is willing (they must agree before you select a location) then they instantly are teleported (no roll needed). If the target is not agreeable then a battle of wills ensues. The difficulty of the Md roll is the SMARTS of the target.

Power
Stat Die

AVOID TRAP
All the Time

Certificate

BFA BS

Note: no teleporting into the ground or a wall, thats just gross and no one wants to clean it up.

Once a Charged Town Turn Rd X One too many poison gas encounters have taught your Adventurer to avoid fiber rich foods and the traps and pitfalls of the dungeonspace. Whenever the dM spends a skull to trap you, you can make a Rd roll to notice the trap and avoid the damage / effect, the DEFENSE is the Danger Level of the Dungeon.

Power
Stat Die

AWESOME BACKPACK
All the Time Once a Turn

Certificate
Charged

ANY
Town

Power
Stat Die

BASEMENT

Certificate

MBA PHD

HAd X You get a trendy knapsack that was packed to the gills with handy doo dads and gizmos by the Milnor Army Gnomes. You can use this power to reach into the backpack and retrieve any one item that you might need. This item will remain for 1d6 turns after which time it folds in on itself and is sucked back into the backpack. Whenever you reach into the backpack, you will get something but it might not be what you were looking for. Defense of the roll is by the chart below (if you fail, the dM gets to determine what you get). Roll your HAd. Common Gear (<50) Def2, SUCKEY Weapon def4, Other Gear (> 50 GC) def 6, Ranged Weapon def 8, Cool Weapon def 10, Healing Potion def 12.

All the Once a Charged Town Time Turn X X You spent an awful lot of time in your parents basement reading about the wonders of dungeon adventuring (or practicing your dungeon craft with the help of rule books and tiny metal figurines). You gain a BONUS DIE to all rolls about Dungeon Lore, monsters, and the like. While in Town, you can communicate with the fantasy adventure underground (As in under their parents house...in the basement) to find quests and contacts. You do not have to spend a story to acquire a contact or quest from these pale, nerdy know-it-alls. All quests and contacts generated this way have to be fanboys, nerds, or otherwise geekey.

Power
Stat Die

BERZERKER RAGE
All the Time Once a Turn

Certificate
Charged

BFA
Town

Power
Stat Die

BREAKDANCE
All the Time Once a Turn

Certificate
Charged

BFA BS
Town

STd X Slashing and hacking madly about the Adventurer manages to strike at everyone standing around them. This skill requires a single TOHIT roll (STd) compare it to the ARMOR of anyone adjacent to you. Anyone struck takes standard damage from the weapon. Also, this is a snazzy power and it has an image to manage, so the player must let out a bloodcurdling bezerker howl (or at least chant BER-ZER-KER!)

Power
Stat Die

BLAST OF ENERGY
All the Time Once a Turn

Certificate
Charged

MBA PHD
Town

Rd X This fearsome power, also known as Mosh Pit, evolved on the twisty streets of Thunderhawk. It allows the Adventurers to make one KUNG FU roll and attack everyone within a room. When you use this power, make one Rd TOHIT roll, and the dM compares it to the ARMOR of all enemies in the room. Everyone who is struck takes standard damage, as determined by the KUNG FU ROLL. As an added bonus the adventurer can end up in any square in the room, can spin on his head, move like a golem, make beat-box noises, and get up from being prone without using a move-equivalent action.

Power
Stat Die

CAMP
All the Time Once a Turn

Certificate
Charged

ANY
Town

Md X Be it an acid arrow or a ray of radiant light the mechanics are all pretty much the same. The guy in robes points his finger, theres an ultrarad 3d effect that goes streaking out, and then the target is ravaged by a mystical dose of some element or another. The Damage is 1d4 per level. The DEFENSE is the ARMOR of the target.

Power
Stat Die

BLUE ANKH/BLUE SHIELD


All the Time Once a Turn

Certificate
Charged

BFA PHD
Town

Ed X You can set up a CAMPsite. This skill allows a character to do all of the really cool stuff that outdoorsy people seem to know how to do pitch tents, make fires, tie knots, dig holes, etc. While CAMPing, Adventurers feel refreshed and relaxed, heal a number of HITS equal to their BEEF times their LEVEL, and gain back all of their Charged powers. The DEFENSE of a CAMPing roll is equal to the DANGER LEVEL of where you are trying to camp, against your Ed. Only one Adventurer can CAMP at a time, but it affects the entire party.

X You are covered by the strange magic of Private Health Insurance. While in a Town, your Adventurer can see his primary care physician to get healed for half the normal cost. You can also buy Prescription Healing Potions, but only the Generic Kind, in any store.

IMPORTANT NOTE: Failing a CAMP roll means that you are immediately attacked by a RANDOM WANDERING MONSTER or national parks ranger. The dM gains a number of SKULLS equal to the Danger Level of the nearby Dungeon, usually via the dark forest (ruin, tunnel, library, etc.) which he must spend on this encounter though she can add more as well.

Power
Stat Die

CARTOGRAPHY
All the Time Once a Turn

Certificate
Charged

BS MBA
Town

Md X Finally, a reason to have a cartography skill in a Dungeon Game. You can make a Md roll against the DEFESE of the Dungeon Level. You may move or spin one room of the dungeon.

Power
Stat Die

CHARM IT
All the Time Once a Turn

Certificate
Charged

MBA PHD
Town

Power
Stat Die

CLEAVE
All the Time Once a Turn

Certificate
Charged

BFA
Town

Md X By means of this complicated trick, a mage can make other people do their bidding. Much like alcohol and not being loved by your parents, this trick is blamed for many of the stupid things that people do. I dont know why I kissed her, honey, I must have been Charmed or I really wouldnt have hit that wagon, guardsman, except I was Charmed. One target must obey your commands for your How Attractive in turns. These commands cant be overtly suicidal or crazy. This is a Md roll and the DEFENSE is the SMARTS of your soon to be new best friend.

TO HIT X This Adventurer has been trained to deliver a powerful killing blow. After making a successful TOHIT roll, instead of rolling damage, you may spend this power to do DOUBLE THE MAXIMUM DAMAGE.

Power
Stat Die

COMMIT CRIME
All the Time

Certificate

BS

Power
Stat Die

CHEERLEADER
All the Time

Certificate

PHD

Once a Charged Town Turn HAd X Sure youre not in the front of the fray holding the line or blasting away from the back, but that doesnt mean you dont have a very important roll to play. (No by golly it dont!) Being a support character means that you get the important job of not doing anything so that someone more useful than you can do something they already do pretty well, just a little bit better. While you are at it, maybe you should get some HEAL dice warmed up. You can make a Had roll against the Level of the Character that you are helping, or you (the player) can make and recite a little cheer to avoid the roll. On the targets turn, they get a free BONUS DIE to their roll.

Once a Charged Town Turn varies X The Adventurer can cut purses, forge passports, jimmy locks, pick pockets, or engage in any other illicit activity a thief could do. These actions usually require a Rd roll to accomplish but based on the situation the dM may call for a STd (like breaking into a chest) or Md (like forgery) roll instead, the DEFENSE is typically the SMARTS of the victim.

Power
Stat Die

CONJURE MART
All the Time Once a Turn

Certificate
Charged

MBA
Town

Power
Stat Die

CIRCLE OF PROTECTION
All the Time Once a Turn

Certificate
Charged

MBA PHD
Town

X Wizards generally hate shopping (and are notoriously cheap bastards) thus the invention of the Conjure Mart. Forget a tent? No problem! The EightLevel Castle Spank doesnt have room service? Got that covered! Need a 13foot pole to save the world, or perhaps just to steal a ruby as big as a babys head? Coming right up! Conjure Mart creates a softly glowing magic substance in the form of whatever you need from the GEAR section. This pseudo-item lasts for a number of turns equal to 1d4+Level.

X This arcane trick is pretty useful. When you get this spell, you have to decide what the Something is like Muskrats, Poison, Fireballs, Cooties, STDs, etc, and have it approved by the dM When casting this trick; the magician draws a circle on the floor around herself. Anyone standing in the circle is protected unless the circle is broken from within (i.e. someone leaves the circle). All DAM caused from that source is reduced to 0.

Power
Stat Die

COOL WEAPONS

Certificate

BFA BS PHD

trying to avoid taking from taken from falling.

All the Once a Charged Town Time Turn X Training in the use of all melee weapons. (See the Weapon Chart on page XXX for more information). Any monkey can use a dagger, fist, dart, staff, club, barstool, or little sword. Using a COOLer weapon requires skill, this skill in fact. Adventurers with the COOL WEAPONS skill get a +1 BONUS to all TOHIT rolls when using a COOL Weapon.

Example: Yohn the Agile falls off the roof. He is going to take 11 DAM. Yohn can make a FALL DOWN roll at DEFENSE 11 to reduce the DAM to 1

Power
Stat Die

FLOAT LIKE A BUTTERFLY

Certificate

BFA BS

Power
Stat Die

COWARDICE
All the Time

Certificate

BS MBA

Once a Charged Town Turn X Some Adventurers disdain chain mail, instead opting for the general allpurpose protection of sheer cowardice. In role-playing terms, this skill covers all forms of evasive maneuvers dancing, tumbling, huddling in a corner, ducking under a table, etc. but in reality it all means that you are afraid youre going to get hit you sissy! When you use this power, it counts as an action but gives the dM a PENALTY die to all attacks against you this turn.

All the Once a Charged Town Time Turn X All your friends laughed when you started with the TIEABOW lessons but whos laughing now that your abs are rock hard and your reflexes are honed to a razors edge?* You have shed some weight, probably done serious damage to your internal organs, but really look good. You gain +1 ARMOR DEFENSE and add your LUCK instead of BEEF to your HITS.
* Its still them.

Power
Stat Die

FOOTPAD

Certificate

BS PHD

Power
Stat Die

EAGLE EYE

Certificate

BS

All the Once a Charged Town Time Turn X The Adventurer is a master marksman. He gets a Bonus Die to all rolls involving seeing things far away and adds +1 to all RANGED TOHIT rolls.

All the Once a Charged Town Time Turn X This Adventurer is preternaturally quiet. Hes the guy who always seems to walk up when no ones looking and stare at you till you jump in surprise. Their dedication to NOT being seen gains them a BONUS die to any rolls involving stealth or hiding.

Power
Stat Die

GANK!
All the Time Once a Turn

Certificate
Charged

BS
Town

Power
Stat Die

FALL DOWN
All the Time Once a Turn

Certificate
Charged

BFA BS
Town

Rd or STd X Everyone can fall, but the skilled Adventurer falls well (or at least less badly). Any time your Adventurer takes DAM from falling, you can attempt to reduce the DAM to 1 with your fancy falling skills. Accomplishing this requires a Rd or STd roll (players choice) and the DEFENSE is equal to the DAM you are

Rd X This skill is the reason that Rogues are ALWAYS being hit with Ye Olde Nerf Bat. You sneak up behind your target and plunge a dagger into their kidney, nucleus, brain stem, or some other important looking area. Making the attack requires a sharp, SIMPLE weapon and that your opponent isnt aware of your presence. Make a Rd roll against the targets ARMOR, if successful the attack deals 3x standard DAM and you can take a FREE MOVE.

Power
Stat Die

GRAZE DEAD
All the Time Once a Turn

Certificate
Charged

PHD MBA
Town

Power
Stat Die

HATED ENEMY

Certificate

BFA PHD

Md or Ed X Nothing good ever comes out of raising the dead, Period. After you ignore our warning and mutter the words to this spell, necrotic energy will infuses the ground and summons forth undead minions to do your bidding as long as your bidding involves Eat and Brains that is. The undead will remain for 1d6 turns and the DEFENSE to summon them is the total DANGER LEVEL + 1 of the Undead army being summoned.

All the Once a Charged Town Time Turn X You gain a BONUS die on all TOHIT rolls against one Enemy Type (Undead, Constructs, Humans, LARPers, etc.)

Power
Stat Die

HEAD COUNT
All the Time Once a Turn

Certificate
Charged

BS MBA
Town

Power
Stat Die

GREEDY BASTARD

Certificate

BS MBA

All the Once a Charged Town Time Turn X No one ever beats you to the treasure chest and your standard ready action whenever you encounter a new NPC is to pick their pockets clean You know who you are. Your dedication to avarice has made you quite a few enemies, mostly former party members, and honed your skills to a razors edge. Gain a BONUS die when making rolls to loot or steal things.

X Whenever you are in TOWN, you may hire a henchman for free (or, as the wizards like to call them familiars). You may purchase a henchperson equal to 100 GC times your Level. You may only have one Henchmen at a time.

Power
Stat Die All the Time

HEAL

Certificate

PHD

Power
Stat Die

HAIL OF ARROWS
All the Time Once a Turn

Certificate
Charged X

BFA BS
Town

Rd In a blur of motion the Adventurer launches a quiver-full of arrows into the air, peppering the room and all everyone in it with featherflocked death. This skill requires a single TOHIT roll (Rd); compare it to the ARMOR of everyone in the room/copse/passageway. Anyone struck takes standard damage from the weapon. Obviously, you would need a RANGED weapon to use this skill.

Once a Charged Town Turn Ed X HEALing is the province of clerics. By province, we mean the only thing useful about them. HEAL spells are the only source of medicine in the Realms of Aurora, and the second best proof of the existence of the Gods. The first best proof being a lightning bolt to the bezel of a loudmouth atheist. This spell restores 1dx HITS to the wounded; where X can be any number that you have a dice for. Using the power requires an Ed roll where the target is, you guessed it, X. You cannot gain more than your starting HITS in this way.

Power
Stat Die

HIDE and SNEAK


All the Time

Certificate

BFA BS

Once a Charged Town Turn Rd X The Adventurer can be sneaky, move quietly, listen at doors, and hide. The DEFENSE of the roll is the SMARTS of the target, if there are multiple targets; use the highest SMARTS in the group. If they are actively looking for you, increase the DIFFICULTY by the number of critters in the room.

Power
Stat Die

HOT BURNING DEATH


All the Time Once a Turn

Certificate
Charged

MBA
Town

Power
Stat Die

IMMUNITY

Certificate

ANY

Md X The all-time, all-purpose, most favoritest tactical spell of a vast majority of magic-users (and Quarterlings) is the Spell of Hot Burning Death. This spell creates a swirling ball of flames that streaks to its target, engulfing them in, you guessed it HOT BURNING DEATH, dealing Xd8 Damage (where X is your level.

All the Once a Charged Town Time Turn X Your Adventurer can not be killed by damage from one specific source. Any damage done by this source will always leave you with at least 1 HIT. The dM must okay the source you select. Examples: poison, fire, cooties,

starvation, a ghouls touch, muskrat stupidity.

Power Power
Stat Die

INQUISITION
All the Time Once a Turn

Certificate
Charged

PHD
Town

HURL
All the Time Once a Turn

Certificate
Charged

BFA PHD
Town

Stat Die

STd X The Adventurer tosses her weapon or shield at the target in the hopes of hitting them with the business end. This is a STd roll and the DEFENSE is the targets LUCK. Weapons deal their standard damage and shields deal 1d4 damage plus their Frisbee-like properties give you a BONUS die to hit with them.

Ed X Feared by all non-believers (and quite a few of the believers), this incantation is the truth serum of the anti-heresy world. By laying hands on the liar and compelling them to tell the truth, the caster gets all of the effects of torture without the use of a water board or getting the presidents lawyers involved. The spell requires a Ed roll against the heretics SMARTS. If successful the caster may ask 1d6 questions that the heretic must answer truthfully.

Power
Stat Die

HURT MORE

Certificate

BFA BS PHD

All the Once a Charged Town Time Turn X Masters of the melee arts can increase the DAM of their melee attacks by increasing the DEFENSE of their targets. For each +1 to DEFENSE that they add, they may upgrade you DAMAGE die by 1.

Example: Richard the Furry is battling rabid were-owlbears, with an ARMOUR DEFENSE of 8. He has a hammer which does 1d6 damage. Richard can increase the DEFENSE of the wereowlbear by +1 (from 8 to 9) to increase the damage from his hammer from d6 to d8.

Power
Stat Die

KNOW STUFF

Certificate

ANY

Power
Stat Die

LIGHTNIN BOLT
All the Time Once a Turn

Certificate
Charged

MBA
Town

All the Once a Charged Town Time Turn X Your character knows about something in particular like Magic Weapons, Dragons, Fine Beer, and BROADWAY MUSICALS etc. Whenever the Adventurer makes a non-combat roll involving her particular subject, she gains a BONUS Die to the roll.

Power
Stat Die

KUNG FU
All the Time

Certificate

BFA BS

Md X Nothing is more satisfying then sending a brilliant blast of lightning down a crowded corridor and frying everything in your path. This spell creates a line of electrical death that starts at the caster and extends in a straight line for 7 squares. If the bolt hits a wall before expiring then it bounces off the wall and continues. The bolt does 1dX damage (where X is the closest (rounded down) die to the caster level. Each time a target is struck with the bolt the caster rolls Md against their LUCK to see if they get fried!

Once a Charged Town Turn STd or Rd X While anyone can slug you with their fist (for 1d2 DAM), the master of Kung Fu can really ruin your day with a punch, kick, or head-butt. A Kung-FU attack deals d4 damage. KUNG FU works just like any TO HIT roll except that you may roll your STRENGTH or REFLEXES. If an Adventurer takes an action to center their Chi before attacking, they can instead use a targets LUCK DEFENSE or deal 1d6 DAM.

Power
Stat Die

MATEY

Certificate

BS PHD

Power
Stat Die

LIBRARY CARD

Certificate

MBA

All the Once a Charged Town Time Turn X X Youve spent a lot of time on ships, right Matey? You gain a BONUS DIE to all nautical themed rolls (like using rope, climbing poles, and loading cannons with buckshot and chain). While you are in a town, you can always find a pirate mate that has some work for you allowing you to gain a free contact (or quest) as long as that contact is a pirate. You also have to where an eye-patch all the time.

All the Once a Charged Town Time Turn Md X Wizardly characters spend a lot of time in the library. Because of this, they are a bunch of stuck up know-it-alls. If an Adventurer with LIBRARY CARD makes a Md roll against the DL of the Dungeon, they can gain the benefits of KNOW STUFF for any subject. Also, your wizard has the ability to use SCROLLS and WANDS. Without this power, you cant ever use these items; theyre just sticks and TP for you.

Power
Stat Die

MEATIER

Certificate

BFA PHD

All the Once a Charged Town Time Turn X Youve spent a bit too much time at the dinner table and as a result youve packed on a few dozen pounds. The added weight isnt all bad news, sure theres the increased risk of diabetes and heart problems but thats tomorrow problems! Since there is so much more of you to go around it makes you that much harder to kill. In addition to adding your BEEF to your HITS each Level, you can also add your COUCH. You suffer a penalty die on all How Attractive rolls.

Power
Stat Die

MEAT SHIELD
All the Time

Certificate

BFA PHD

Power
Stat Die

Once a Charged Town Turn STd X No one knows where the term came from, but you have practiced in the ancient and respectable art of taking a punch (or a sword, catapult load, or dragon breath) for the team. Youre so used to being attacked, that getting people to focus their hatred on you, instead of the squishier members of your party, has become second nature.* Using this power requires a STd roll against the targets SMARTS. To goad something really lazy into attacking you, you might test against its COUCH Defense. A successful role will cause an enemy to focus on killing you before moving on to someone else.

MONSTROUS LORE
All the Time

Certificate

MBA

Once a Charged Town Turn Md X Knowledge of monsters, their habits, their abilities and their favorite snacks. Ask the dM 1d6 questions about the monster (its STRENGTH, how many HITS it has left, any BOGIES it has, etc) and then make a Md roll, the DEFENSE is the DANGER LEVEL of the critter. If you succeed the dM must answer your questions honestly, If you fail, she is probably going to lie.

Power
Stat Die

MOONLIGHT
All the Time Once a Turn

Certificate
Charged

* And earned you a respected place in a ultra 7337 raiding guild. Example: Galcia the Fighter is afraid that the Mad Battle Budgie is going to kill the Assistant Headmaster of the Mudhiem Public Library with its vicious beak. Using MEAT SHEILD, Galcia makes a roll trying to beat the Budgies SMARTS DEFENSE of 7. She rolls her STRENGTH Die (d8) and adds her level (2).

BFA BS PHD
Town

Ed X The Adventurer has a part-time job that can be used to gain additional Gold Coins. If someone is whining about wasting the partys time in town, when you should be off dungeoning, because you dont want to do anything else (like heal, shop, etc.) then you can spend time in town working. The harder the job, the better the pay. Finding a job requires a Ed roll and the DEFENSE is determined by the jobs complexity. Its easier to find work as a janitor than a brain surgeon. Adventurers may only MOONLIGHT once per visit to a town. GC 1d10 2d10 3d10 DEFENSE Sample Job 4 Grinding, tending, or lifting (miller, guard, porter) 8 Making simple things (blacksmith, tanner, baker) 12 Making not-so-simple things (bartender, muskrat limner)

Power
Stat Die

NEIGHQUILLS SPELL OF SOMNOLENCE


All the Time

Certificate

MBA

Once a Charged Town Turn Md X A good Sleep spell is the best friend of the low-level magic-user. This trick causes 1 enemy to fall asleep on their feet (or their fins, gelatinous butt region, pseudopod, or whatnot) for 1d4 turns. The target instantly wakes up if someone hits them. Make an Md roll against the SMARTS of the target.

Power
Stat Die

POLYMORPH (S/T/O)
All the Time Once a Turn

Power Certificate
Charged

PRIVATE EYE

Certificate

BS MBA

MBA PHD
Town

Md X A cute little trick, this incantation allows the spell caster to turn herself, or something else, or someone else (depending on the particular Trick) into something else. While it seems complicated, the end result is a Fwoomp! noise, a little smoke, and a transformation. This doesnt allow impersonation, being a kind of sloppy spell in many respects. Target polymorphs (a fancy gamer term for change shape) into some critter for 1d6 turns. While polymorphed the creature has the stats and abilities of that creature, but they retain their own MIND. The DEFENSE of this spell depends on whether or not you are casting it on a willing subject. If the target is willing, the DEFENSE is the DANGER LEVEL of the new form. If the target is unwilling, then the DEFENSE is the victims Adventurer or DANGER LEVEL plus the new forms level.

All the Once a Charged Town Time Turn X Your Adventurer has honed her powers of observation. You receive a BONUS DIE on all rolls that involve looking around, being surprised, finding stuff, eating donuts, etc.

Stat Die

Power
Stat Die

RANGED WEAPONS
All the Time

Certificate

BFA BS PHD

Example: Toad, the Wet Druid, wants to polymorph Griff the Puny into a Hedge Knight. Griff is willing (of course) and the dM reveals that a Hedge Knight is Danger Level 5. So, the DEFENSE is 5. The next day, Toad wants to polymorph an Ogre into a Hamster, which liberty the Ogre is quite unwilling to condone. The Ogre is DL 8 and the Hamster is DL 1, so the DEFENSE is 1 minus 8 , or absolute value of -7, or 7. If Toad wanted to turn Charley the Guardian Goblin (DL 2) into a Turbonium Dragon (DL 14), the DEFENSE would be 12.

Once a Charged Town Turn Rd X Training in the use of ranged weapons bows, knives, hurled beer bottles, somewhat aerodynamic stones, etc. to attack things. Adventurers roll against ARMOUR DEFENSE to strike with Ranged Weapons, using their Rd. If an Adventurer takes an action to aim before attacking, they can instead use a targets LUCK DEFENSE.

Power
Stat Die

POOF!
All the Time Once a Turn

Certificate
Charged

BS MBA
Town

X The Adventurer disappears in a poof of smoke (or arcane sparkles) and turns invisible. The invisibility lasts for 1dX turns (where X is the closest die rounded down to the Adventure Level) or until the Adventurer uses another skill/attacks/does anything exceptionally stupid.

Power
Stat Die All the Time

RIDE

Certificate

ANY

Power
Stat Die

SMITH
All the Time Once a Turn

Certificate
Charged

BFA PHD
Town

Once a Charged Town Turn STd X The Adventurer can ride a mount (i.e., anything with a saddle horse, battle budgie, Warhamster, Turbonium Dragon, et al.) Mounting up requires a STd roll against the targets SMARTS.

Example: Sir Ted wants to Ride a Battle Budgie into combat. The Battle Budgie has a MIND of 8, which gives it a 2 SMARTS. The DIFFICULTY to RIDE one is 2 dice.

Ed X You can turn non-weapon gear and other objects into makeshift (SIMPLE) weapons (there really isnt that much call for a SMITHs fine art degree deep in the dungeon). The first time that you fail a TOHIT roll with a weapon made by this skill, you destroy the jury-rigged makeshift item in question (and the items used to make it). The DAM of the weapon is based on the GEAR used in its construction (1 piece, 1d4, 2 pieces 1d6, 3 pieces 1d8, etc.)

Power
Stat Die

SHIELD SLAM
All the Time Once a Turn

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Charged

BFA
Town

Power
Stat Die

SPIRITUAL HAMMA
All the Time Once a Turn

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Charged

PHD
Town

STd X When your opponent least expects it you mash your shield right into their face. This has a number of effects, first they take 1d6 damage, also they look funny with their nose all smashed in, finally since it really smarts they have decided to make you pay for the insult and wont attack anyone else till you are dead. The TOHIT roll is STd against the targets SMARTS. As a bonus, you may consider the SHIELD a COOL WEAPON that does 1d6 damage.

Ed X Gods love their clerics, thats typically why they give them the most useful powers. Take this one for example if they need to heal a wounded ally Spiritual Hamma. If they need to smiteth their enemies Spiritual Hamma. Its really handy. Make an Ed roll against the LUCK of the Target, you do Xd2 damage (or healing on your friends) where X is the caster level.

Power
Stat Die

STABLES
All the Time Once a Turn

Certificate
Charged

BFA PHD
Town

Power
Stat Die All the Time

SHIV

Certificate

BS MBA

Once a Charged Town Turn Rd X Being in the big house taught you a few things one NEVER reach for the soap and two, sometimes a quick blade in the back is allot more your speed than a drop down drag out fight to the death. When using any SIMPLE weapons you can roll Rd in place of STd when making a TOHIT roll. The DEFENSE is usually the targets ARMOR.

X Whenever you are in TOWN, you may hire a Mount* for free (or, as the druids call them animal companions). You may purchase a mount equal to 100 GC times your Level. You may only have one mount at a time.

Power
Stat Die

STEROIDS

Certificate

BFA

All the Once a Charged Town Time Turn X The Adventurer has dipped into the weight room a few times and is a hulking brute. He gets a Bonus Die to all rolls involving the lifting or breaking of things. The adventure adds +1 to all melee DAMAGE.

Power
Stat Die

SUMMON MONSTER
All the Time Once a Turn

Certificate
Charged

MBA
Town

Power
Stat Die

TONGUES

Certificate

ANY

X According to Monster Summoning for Fun and Profit, you can get a lot of work out of a Troll that does your bidding. A puff of acrid blue smoke appears and deposits a monster in a square adjacent to you. This monster will obey your commands but they generally only like to do physical tasks like bashing, carrying, and eating the spleens of your enemies. They hate it when a magic-user summons them up to help with a crossword, or because I really need a date, put this wig on! The Monster stays around until it is killed, or for 1dX rounds (where X is the nearest die rounded down to your caster level). The monster summoned has a Danger Level equal to your Level +1. Example: As a 3rd Level Warlock, Tabriz can summon a 4th level Monster for 1d2 rounds. When Tabriz is a 6th Level, he gets a 7th Level Monster for 1d6 rounds. As a mighty 9th Level Master Warlock, he can summon a 10th level Monster for 1d8 rounds.

All the Once a Charged Town Time Turn Ed X The ability to talk with the stranger things in life like animals, monsters, and foreigners. The dumber a creature is, the harder it is to talk to (the DEFENSE of the roll is listed below). HIGH TONGUES allow an Adventurer to speak and read the languages of the more civilized races. ANIMAL TONGUES let you talk to animals. We dont really know why you would want to talk to animals they really dont have anything much to say but Druids and Wizards are always doing it in the books, so here you go. Even less useful is talking with monsters. UNCOUTH TOUNGUES give you access to the languages of the less civilized races found on the Continent of Ham. Not that you will ever need this, except to waterboard prisoners into giving up the location of their gold (generally translated as negotiating, in the High Tongues).

* Note: While generally called Summon Monster, the correct legal name of the trick is Tabriz Spell of Conjuration of Non-Adventurer Race Non-Undead Non-Elemental Non-Animal Monsters.

Please note: Due to the dominance of Humans in the world, and to the parlous state of public education, most races dont know how to speak their ancestral tongues (so an Elfling character still needs the skill HIGH TONGUES to speak High Elfian).
DEFENSE 0 2 4 6 8 10 12 14 HIGH High Common Half-Common High Elfian Dwarfik Gnomelish High Hamsterian Quarter-Common Ancient NDarian UNCOUTH Vulgar Kobonics Orkish Dragonese Trollish Elementalatin Darkelfian Gobbledygook ANIMAL Muskrats/Badgers Cats/Dogs/Hamsters Horses/Budgies Other Mammals Mythical Beasties Birds/Reptiles Farm Animals (is dumb!) Fish/Insects

From Summoning Monsters for Fun and Profit

Power
Stat Die

TOUCHED BY AN ANGEL

Certificate

PHD

Power
Stat Die All the Time

ZOT!

Certificate

MBA

All the Once a Charged Town Time Turn X A higher (or lower) power has taken an unnatural interest in you You find feathers in your bed, the odor of sulfur lingering on your unmentionables. Its actually a little creepy. The sole benefit to this otherworldly attention is that your connection to the divine has never been stronger. Gain a BONUS die when trying to anything priestly or clericy, like healing or playing with the undead.

Once a Charged Town Turn Md X The most basic offensive Trick. (Not the most offensive Trick, which would involve tentacle-porn, furries, and asparagus farts.) This is your basic bolt of ouch-light in missile, arrow, bolt, ball, or dart form. Do 1dX DAM to a target you can see (where X is the closet die rounded down to your level but at least a d4). This is an Md roll and the DEFENSE is the ARMOR of the target.

Power
Stat Die

TURN DEAD
All the Time

Certificate

MBA PHD

Power
Stat Die All the Time Once a Turn

Certificate
Charged Town

Once a Charged Town Turn Ed X This popular spell (receiving both the Church of Zorbug! Destroyer of Worlds Award and the League of Necromancers Good Cryptkeeping Seal) channels energy to make the Dead run away from you screaming (or shamble away from you moaning, as the case may be). All Undead rebuked must run away for at least 1d6 turns. This is a Ed roll and the DEFENSE is the total of your targets LEVELs, minus your level.

Example: Nathan the Holey* Martyr (Level 3) wants to rebuke a Ghoul (DL3), a Zombie (DL2), and 3 skeletons (DL1). The Total DANGER LEVEL is 8. The Defense is 8-3=5. *Not a misspelling, just a bad joke.

Power
Stat Die

WEAPON MASTERY

Certificate

BFA BS

All the Once a Charged Town Time Turn X Select a weapon when you take this Power. With the chosen weapon, you add your level to the DAMAGE dealt on a successful TOHIT roll. And yes, you can be a master of the fist, head butt, or groin kick.

STEP FIVE
Array Your Stats
In Warhamster, your Adventurer has five stats: HOW ATTRACTIVE, STRENGTH, MIND, EXTRANEOUS, and REFLEXES. These determine how good your Adventurer is at doing things like casting spells, picking locks, or slaying your enemies and other pesky or prosperous-looking strangers. Unlike other games, Warhamster cares whether or not you accidentally nerf* your character. Your designers care enough about your newly created hero to avoid all of the unnecessary bloodshed and existential angst caused by endlessly rolling up and subsequent crumbling up of characters whose stats just dont cut the mustard. To reduce this inhumane treatment of characters, Warhamster assumes that you want the just right stats for your class, so weve gone ahead and assigned them for you. You can find your starting stats listed with your Job description.

After you are satisfied with your decision record your Adventurers Stat Dice on their Adventurer Statistic Sheet.

A quick aside on Starting Stat Dice.


You may have noticed (if you are a math nerd*) that if you add up the Starting Stat Dice and your Starting HITS DIE, that you get 36. You win a prize. Whenever you are designing a new job for Warhamster the combination of these six dice should equal 36.

* And the likelihood of a math nerd reading this footnote is a lot better than 725 to one.

* To nerf is geek for to gimp**. ** To gimp is nerd for to make crappy.


WHAT THE HECK IS A STAT DIE? Wait, so do I roll that? No, in Warhamster your stat is a die! Instead of having a complicated system where you have a stat that you roll, and then figure out what effect that roll has on other rolls as a modifier see how complicated that sounds you just assign a Die to each of your stats. To make it even simpler, were going to call them STAT DICE from now on. Whenever the diceMaster tells you to make a roll, she will tell you which Stat is being tested, and therefore what STAT DIE to roll. Usually, you will have some modifiers to this roll, based on POWERS, ITEMS, CONDITIONS, and Your Level. The higher your roll the better. UPGRADE ONE STAT DIE When you start a new character you can select one stat to upgrade (this is what makes your character unique and special*). You upgrade a stat by incrementing the die by one size (i.e. d4 to d6, d6 to d8, d8 to d10, and d10 to d12.)

Before stat Upgrade

After stat Upgrade

** Yeah, we know your character is unique because of the detailed backstory youve just completed in a 40 page spiral binder. Whatever.

The five stat dice


HOW ATTRACTIVE DIE (HAd) Is simply HOW ATTRACTIVE your Adventurer is. The higher the Stat Die, the better looking he is. Thats all, really. The dM will have your roll your HAd (How Attractive Die) when the test is based on your appearance, immediate reactions, and other luck situations. MIND DIE (Md) Is the intelligence, knowledge, and self-control of your Adventurer. It determines how well she performs mental feats like casting magic spells, hiding, or speaking with the other races. The dM will have you roll your Md (Mind Die) whenever you are trying to be crafty, use magic, spot or notice things, etc. STRENGTH DIE (STd) Is how big, mean, tough, and strong your Adventurer is. When he wants to break something, lift something, hurt something, or otherwise act macho, you roll your STRENGTH die. The dM will have you roll your STd (STrenght die) for most close combat rolls, athletic things like climbing or swimming, and when you try to look menacing. EXTRANEOUS DIE (Ed) Is a nearly useless Stat, for things like mapping, swing dancing, or being a cleric. The higher this Stat, the better your Adventurer is at doing stupid, inconsequential things. Every game has a Stat like this Warhamster just cops to it. The dM will have you roll your Ed (Extraneous Die) whenever there is really no purpose, or at least not a purpose keeping in the spirit of the troll-mashing. REFLEXES DIE (Rd) Is how agile and dexterous your Adventurer is. When she wants to keep her balance, jump, dodge, or run away, you roll your REFLEXES Die. It determines how good an Adventurer is at not getting hit. The dM will have you roll your Rd (Reflexes die) when you are performing ranged combat, swinging on chandeliers, and trying to run away. You also roll your REFLEXES Die to find out many squares you move on your turn.

The hits die - The Other Stat


When you look at your Job, you may have noticed another STAT DIE like notation your HITS DIE. This is like a stat cause it determines how hard you are snuff out, but you dont roll it. Well thats a lie you do roll it, but only once a level. When you create an Adventurer, and whenever you raise a level you roll your HITS DIE, add your BEEF, and record (or add to) HITS.

Note: If anyone starts arguing about whether or not to allow Adventurers to have maximum starting HITS, the authors would like to point out the HOUSE RULES! Rule on page XX. By using this powerful force, the players can gang up on the dM and institute House Rule 1.0, the STARTING ADVENTURERS GET MAXIMUM HITS Rule.

Strength vs. Reflexes

STEP SIX
COMPUTE YOUR DEFENSES
SO WHAT IS A DEFENSE? Whenever you make a roll, you are trying to match or beat some number this is called a DEFENSE. When the dM or another player are trying to do something directly against you the difficulty of that action is determined by your DEFENSES which are based on your stat dice and level. There are FIVE BASIC DEFENSES (hey, just like stat dicepeculiar): Luck, Smarts, Beef, Couch and Armor.

COMPUTE YOUR STARTING DEFENSES The base rating for each DEFENSE is equal to YOUR LEVEL + STAT DIE (or thereabouts). Heres a handy chart to make it easy. STAT DIE d2 d4 d6 d8 d10 d12 BASE DEFENSE CALC 1+Level 2+Level 3+Level 4+Level 5+Level 6+Level DEFENSE at 1st Level 2 3 4 5 6 7

DONT FORGET: Just like STAT DICE rolls, you always add your LEVEL to your DEFENSE.
ARMOR: Probably the most common DEFENSE (since its the one that determines how hard you are to get skewered by spears or roasted by Turbonium Dragonfire.). ARMOR is based on your REFLEX die, but can be augmented by you guessed it wearing armor. BEEF: There are a lot of advantages to being strong, like living when you get stabbed by a trolls spear. Attacks like poison, wrestling, and someone trying to ride you are all defended by your BEEF. BEEF is based on your STRENGTH Die. Pendants, magic gauntlets, and body-building can all boost your BEEF. COUCH: Your Couch Defense is pretty, well, useless. There arent a lot of attacks that target your Couch Defense (unlike the real world where we are assaulted by useless Couch inducing attacks by TV and Video Games). COUCH is based on your EXTRANEOUS DIE. LUCK: Ever wonder why the beautiful people seem to get all the brakes in life- cause their LUCK DEFENSE is so High. LUCK is based on your HOW ATTRACTIVE Die. Cool clothes, hairstyles, and lucky charms can all boost your LUCK. SMARTS: Some attacks like sneaky stuff, illusions, and lying use your SMARTS to defend against. Adventurers with high SMARTS defense are better at avoiding magic, mind control, and catching sneaky little bastards. SMARTS is based on your MIND die. Reading, floating stones that revolve around your head, and playing role-playing games can all boost your SMARTS.

Example: Heather wants to make a Paladin whose starting stats are: HA d4, M d4, St d8, E d6, and R d4. Her Base LUCK DEFENSE is equal her Level (1st) + of the applicable stat (in this case How Attractive); so her LUCK is 1 + 2 or 3. Her ARMOUR on the on the other hand is bitchin!

Pallys have the best Defensesincluding Tax Shelters.

STEP SEVEN
IT MUST BE MINE! Go Shopping
In the lands of Aurora, warring peoples and races find little in common with each other and seldom agree on anything. Luckily, blood feuds and racial enmity do not extend into the realms of Finance and Accounting, since even people who hate your guts will take your money. In fact, people who hate your guts will often go out of their way to take your money. Thus, all the nations on the Continent of Ham have a single currency the Gold Coin (GC). STARTING GOLD Every Adventurer starts with 25 Gold Coins (GC) times their starting LUCK DEFENSE. GEAR Some adventuring parties feel the need to record unimportant gear like torches, food, water, leg irons, and 10-foot poles on their Adventurer Statistic Sheets. In actual practice, equipment of any kind is hardly ever used, in an effort to get to the real meat of the game (i.e. sticking your sword in things or fireballing trolls). If your group doesnt skip over details like plot, Adventurer development, and non-combat resolution, here is a list of stuff that can be bought at your average inn, store, temple, etc. If there isnt an explanation of the gear you just bought, its because its a simple, ordinary item, the kind youd have around the house every day. Some items are Charged, which means they may only be used once and are useless until the Adventurer CAMPs or returns to Town, at which point the item is recharged and can be used once more. -Single Use items are destroyed when used.

WEAPONS Waging war against the unwashed teeming masses of evil is a rough sport. In order to bash evil creatures into submission or bloody heaps (your preference), your Adventurer will need to arm herself with the biggest, meanest, sharpest weapon available. WEAPON Fist Dagger Dart Staff Little Sword KDar Army Knife*** Club Mace Hammer Shortbow Hand Axe Axe Crossbow Big Sword Longbow Honking Sword Dwarfling Axe Siege Weapon DAM(age) 1d2 * 1d2 1d4 1d4 1d4 1d4 1d6 1d6 1d6 1d6 1d8 1d8 1d10 1d10 1d12 2d8 1d100 Gold Coins Free 5 5 15 15 20 25 25 25 45 45 50 65 75 150 230 578 999 POWER Needed? None None None (and little pride) None None** COOL None COOL None RANGED RANGED COOL RANGED COOL RANGED COOL COOL RANGED

* Note: In order to preserve realism, it is assumed that your Adventurer is a wizard, or a wimp, if he is using a dagger. Either way, he obviously has no idea how to fight, so instead of rolling a TOHIT roll, flip a coin. If it comes up heads, you do 1 DAM to your enemy. If it comes up tails, you do 1 DAM to yourself. Thrown daggers are much cooler, and always do 1 DAM to your enemy assuming you hit. ** But you will have to take crap from Trolls and Budgie Riders. *** The KDar Army Knife has a knife, spoon, fork, lock pick, tweezers, and a quill in the handle. Only the knife part does any DAM.

ARMOR Since the desire to not die is as strong in most Adventurers as their desire to accumulate mountains of gold or massive arcane power, Adventurers have taken to covering themselves with shiny bits of metal and strips of leather, known as armor. We note without prejudice that if an Adventurer has pitifully low Stats, not wearing armor is the fastest way to get them killed in order to roll one up who is bigger and better. Most Armor gives a bonus to ARMOR DEFENSE. Armor Type Nekkid Robes Fur Armor Leather Shield Chain Mail Bikini Ring Mail Chain Mail Scale Mail Plate Mail Plate Mail Bikini Knight Armor Dragon Scale ARMOR DEFENSE +0 +0 +1 +1 +1 +1 +2 +3 +4 +5 +5 +6 +7 Edge Cost 0 10 30 30 60 100 150 200 250 300 350 500 1000

+Scholarly

+Flaming: Once per adventure, this item erupts into flame, doing +1d4 DAM. +Feudal: This item increases your BEEF Defense by 2. +Heavy: This item gives the wearer a PENALTY DIE to all MOVE and REFLEX actions. +Holy: This item increases your COUCH Defense by 2. +Hot: This item grants a free upgrade to your How Attractive Stat (which thereby increases your LUCK DEFENSE by 1). +Kosher: This item is considered to be made of wood (and thus safe for Recylcers), but somehow still works. +Ork Power: This weapon adds +2 DAM. +Plus: This weapon adds +1 DAM. +Power: This item can be used as a RANGED WEAPON, dealing 1d4 DAM. +Scholarly: This item increases your SMARTS Defense by 2. +Wizardly: This item increases your SMARTS Defense by 2.

+HOT +Heavy +Heavy +Heavy +HOT and +HEAVY +Feudal +Enduring (Fire) (Select an Edge)

Magic

+X

+100

ARMS AND ARMOR EDGES Powerful wizards, legendary smiths, and Monty Haul dMs can imbue items (Gear, Weapons, or Armor) with arcane power, generally in the form of +Edges. Each +Edge that an item has increases its base cost by 100 GC. +Dwarfling-Made: This item adds +1 Armor Defense. +Elfling-Made: This item adds +1 squares to Move Actions. +Enduring: This item grants the user the effects of +Immunity.

ADVENTURING GEAR 10-Foot Pole 12 Man Tent 12-Foot Pole 20-Foot Pole 5 Spikes A Level Adventure Insurance Alacrity Backpack Bedroll Beer Body Piercings/Tattoos Boots of Elflingkind Cigarettes Cloak of Elflingkind Food (any) Garlic Guaranteed Treasure Map Hair Dye Hat of Holding Healing Henchman Holy Symbol, Basic Holy Water, Vial Leg Irons Lock Picks Magic Carpet Magic Staff, Generic Mount Pick/Shovel/Tool Potion, Generic Healing Potion, Growth Potion, Poison Potion, Prescription Healing Ring of Fur Ring of Invisibility Silver Mirror Treasure Sack Waterskin Psychoanalysis

GOLD COINS 1 25 2 4 1 100 x Level 15 5 5 9 2 15 200 3 200 1 1 38 8 215 20 x Level 100 x DL 25/* 8 3 15 430 * 100 x DL 8 30 80 35 50 261 378 15 1 1 25

Gear descriptions
Adventure Insurance: A hedge bet that the Adventurer wont be coming back from your most recent trek into the unexplored depths of Aurora intact. For a measly 15 gold pieces, if she gets hurt while on this adventure, she is protected with all of the advantages of +Blue Ankh/Blue Shield. Isnt peace of mind for you and your loved ones worth it? -Single Use. Boots of Elflingkind: Allows your Adventurer to move without making noise, granting a Bonus Die to all HIDE & SNEAK rolls. Cloak of Elflingkind: Grants your Adventurer the benefits of power +COWER, but only in wilderness settings. Holy Symbol, Basic: In the hands of any Adventurer, this will give her +2 to all DEFENSES when fighting the undead. A Holy Symbol is needed to PRAY, just as a Magic Staff is needed to CAST. Holy Water Vials: Can be used as a Ranged Weapon that does 2d4 DAM to undead, devils, and demons. -Single Use. Healing: Restores your Adventurer to full HITS. The cost of Healing is 20 GC times the level of the character being healed. -Single Use. Magic Staff, Generic: This is your basic every day magic staff (also counts as a weapon). Potions of Prescription Healing: Restore 2d10 HITS to an Adventurer. -Single Use. Potions of Generic Healing: Restore 2d6 HITS to an Adventurer. -Single Use. Ring of Fur: Allows your Adventurer to turn into a hamster at will. Charged. Potion of Growth: Called Potion de Via Gras in the haunting dialect of Elflingkind, it gives your Adventurer 2 BONUS DICE to HOW ATTRACTIVE rolls for 1d6 turns. -Single Use. Potion of Poison: Deals 2d10 DAM to anyone who drinks it. The imbiber makes a STRENGTH roll against DEF XXXX , taking only half damage if he succeeds. -Single Use. Psychoanalysis: You pop into the confessional, lie down on a headshrinkers table, or possibly just bend the ear of the bartender till he tells you to quit

your whining. You may roll for a new motivation, and remove your current one without completing it. Ring of Invisibility: A highly prized magic item, since every Adventurer has an adolescent fantasy about womens locker rooms. The user can use this ring to turn Invisible. Bet you didnt know that, huh! While invisible, the Adventurer cant attack anyone or use powers, since the no fun spell on the ring shorts out the invisibility. Charged. Guaranteed Treasure Map: This bona fide wonder gives an Adventurer a Bonus Die on all CARTOGRAPHY rolls for the duration of an adventure. Single Use. Hat of Holding: This item is a staple in the magic community, as they need some place to keep their rabbits. It can hold up to 200 pounds of crap, but only weighs 1 pound. Magic Carpet: This woven wonder is hard to find, but gets great mileage. It can hold up to 1,000 pounds and still remain floating. Using a Magic Carpet requires the RIDE power. Charged. Henchmen These loyal companions can carry your stuff, scrape your boots, protect you while you sleep, and die horribly while in your employ. For each 100 GC spent on a Henchman, he can have one of the following Edges. All henchman have a D4 in each stat, and have d4 HITS. HENCHMEN EDGES CHART +Familiar Grants the +Know (Stuff) power. +Loyal Can be sacrificed to avoid a RANDOM WANDERING MONSTER roll. +Guard Adds +1 to your ARMOR DEFENSE. +Mapper Grants the +CARTOGRAPHY power. +Demi Has a d10 in any stat you want. +Monstrous Has a d8 STR, and d8 HITS. +Porter Can carry 300 lbs of gear. +Saddled Can be ridden on a successful RIDE roll. +Suicidal Can be sacrificed to grant surprise on an enemy. +Translator Grants the UNCOUTH TONGUES or HIGH TONGUES power. +Valet Grants the CAMP power +Handy Grants the AWESOME BACKPACK Power +Encouraging Acts like the power CHEERLEADER

Some henchman can have Bogies as well, which reduce their cost by 50 GC per Bogie. HENCHMEN BOGIES CHART -Foreign Requires an 8 DEF TONGUE Roll of the appropriate type to tell the Henchman what to do. -Hungry Requires 10GC worth of food whenever you go to a TOWN. -Mercenary Requires 10GC as payment before they go into a dungeon. -Cowardly If the Henchman takes damage, they run away.

Example: Gand the Elf, a 4th level fire wizard, hires Mungo the Troll as his henchman. Mungo has +Saddled, +Porter, +Valet, and -Foreign and thus costs 350 GC. Gand can ride Mungo around while Mungo carries his stuff and makes his camp. Luckily, Gand speaks pretty good Trollese.

STEP EIGHT
The Finishing Touches
Now that you have finished the easy part of making an Adventurer, all you have left is the hardest thing in all of role-playing to do naming your Adventurer! The other little details are completely left up to your own imagination (and temperament), like hair color, age, friends, enemies, 42-page treatises on your Adventurers genealogy, their sexual proclivities, etc. The one thing that you must have is a name. In extremis, you may roll on the Random Name Table. Roll 1d6 twice to generate a name of faultless adventuring heritage.

STEP NINE
PLAY! (Or at least complain that you arent playing yet)
Complain that everyone else is still making their Adventurers and that you are ready to play. When appropriate, complain loudly that it was your idea to get character creation out of the way before you all got together so that you could focus on some monster mashing!

Roll (2d8) 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

First Part AweRagGreshToneKravValaLoriTabRaebConStarIsAlGeorgeRingo-

Second Part -Sum -Dor -Nar -Rick -Tram -Mir -Sil -Kor -Gin -Ted -Aul -Wa -Ges -And -Man

Example: Carson rolls a 4 and a 9, and thus gets Gresh and Kor for the mighty name Greshkor. This strikes Carson as a stupid name, so he names his adventurer Stabbo the Magnificent and gets on with the fricking game.

STEP TEN
DING! GRATZ!
Did You just raise a level? You probably didnt actually gain a level yet, but we know that all you gamers out there are already trying to figure out what is the most optimal build for your Adventurer, and how can you do that without knowing how to raise levels Raising Levels! Whenever you are in a TOWN, and have enough Gold Coins, you can go up in level. The cost to raise a level is 100 Gold Coins times the next level. You can only raise one level at a time.

Upgrade a Stat Die


You upgrade a stat by incrementing the die by one size (i.e. d4 to d6, d6 to d8, d8 to d10, and d10 to d12.) As you level up you will have an opportunity to upgrade more of your stats (at Levels 3,5,7 and 9). At 1st Level, you cant upgrade a stat higher than d10. After 5th Level you can upgrade to d12, and after 9th Level you can upgrade to the dreaded die we dare not name.

Example: Thickie wants to go from 2nd Level to 3rd Level. The cost is 100 GC times 3 (the next level) or 300 GC. If Thickie wanted to go from level 2 to level 4 it would take 700 GC (300 GC to get from 2nd to 3rd level and 400 GC to go from 3rd to 4th) and two trips to town.
Depending on what level you are advancing too, you gain a special benefit. The DING! GRATZ! Chart

Select a Power from Your Certificate


Your Adventurer has gained a new POWER. You must select a power that lists/allows your Certificate.

Select a Power from ANY Certificate


Your Adventurer has gained a new POWER. You may select any power from the game (even if it doesnt make sense hey, its your character.) Good role-playing could lead you to at least make up a story of why your Barbarian is casting fireballs, but its no skin off our backs if your necromancer can breakdance.

Level
1 2 3 4 5 6 7 8 9

Prize
Upgrade a Stat Die (up to d10) Select a Power from your Certificate Upgrade a Stat Die (up to d10) Select a Power from any Certificate Upgrade a Stat Die (up to d12) Create a New Power or Select a Power from any Certificate Upgrade a Stat Die (up to d12) Create a New Power Upgrade a Stat Die (up to d21*), Create a New Power and Special

Create a New Power


If you have been playing your character this long, were sure that you have fifty ways of making the game cooler. You probably already had six things that you complained about before you were done making your first Adventurer. Nows your chance. More information on creating POWERS is listed in the WARHAMSTER REVOLUTION section, page XXX.

SPECIAL
When you have reached the loftiest of levels, its time for something special. Right now, were a little pressed for time (and more than a bit lazy) so were going to skip this for now. Well get to it eventually.

* Minus 1. Were still afraid of writing that down

THE WARHAMSTER SYSTEM


The core roll
Lets get down to brass tacks* here. Most games have some variation on the a core roll the heart of the mechanics. For a lot of old school games it was roll a twenty-sider and add some stuff to it (or subtract some stuff from it, or multiplyyou get the picture). For a lot of other games, it was about rolling percentile dice (and rolling higher or lower than some target). Then things got weird: dice pools, factors, computed stats, resolution matricesgahhh! In Warhamster, all rolls except damage/effect type rolls use the core Warhamster Mechanic. In brief, roll your stat, add your level, add some other stuff, and beat the targets defense. Simple. Or, in nerd bullet point style :

Timing and stuff


SNACK ORDER The PARTY LEADER should sit to the left of the diceMaster. The Adventurer with the highest EXTRANEOUS score sits to their left, and so on. In case of a tie, the Adventurer with the highest MIND goes first. If there is still a tie, use REFLEXES, then HOW ATTRACTIVE, and then, if it gets all the way down to it, STRENGTH. In this extremity, the dM might want to take a look at the dice his players are using. Each turn, play begins with the Adventurer to the left of the diceMaster, and continues clockwise. By the transitive property of snacking, thusly all snacks at the table should be distributed in this manner; with the diceMaster getting the first pick of the tortillas and beer (its good to be the dM). DUNGEON AND TOWN TURNS In most role-playing games, a full chapter can be devoted to explaining the subtle nuances of rounds and turns. It usually involves a lot of words to say that you can do whatever you want until you might get eaten by a monster, and then you have to take it really slowly (especially if you are playing Champions ). When youre in TOWN or JOURNEYING, its kinda a free for all. In the Dungeon (where you could easily get eaten by Hill Giant or a Giant Hill for that matter), you have to take turns In the Dungeon, there are TURNS! (not terribly exciting, but thatll work.) Turns are some unknown but tiny quantity of time, in which an Adventurer can attempt to perform Actions. Only the Adventurer whose turn it is can do anything; everyone else has to wait until its their TURN! Turns pass to the left (clockwise), and the diceMaster always goes last.

STAT DIE + YOUR LEVEL + APPLICABLE MODIFIERS vs. TARGET DEFENSE


If you beat the Target Defense (usually Armor, Smarts, etc.) then the action is a success. If you roll lower, than it fails. If you match it, its a push (i.e. no positive or negative effect) which usually means that the Defender breaks the tie.

*Available for 1 GC from fine adventuring shops everywhere.

Adventurer Actions
During a players turn, their Adventurer can do any number of things. Each thing that a Player wants her Adventurer to do move, attack, cast, pray, use a power, sleep, invoke a rule, whine about a rule, or whatever counts as a single Action. The following are the standard Actions in a WARHAMASTER! game:

EXAMPLE ROLL! ACTIONS


Some Actions that characters might take dont use powers, or directly kill things. (Whats the point? I hear you ask. We sympathize entirely.) In those cases, the dM will most likely call for a roll against the Danger Level of your current phase. The following is a list of sample actions, and the rules for dealing with these situations. Head Scratching! (MIND) If a player feels that their Adventurer would know something (that the player wouldnt, like how to shoe a horse, or where the nearest Inn is) the dM might allow him to make a MIND roll. The dM sets the DEFENSE. Breaking Things! (STRENGTH) If your Adventurer wants to Lift (or Break) something, divide the weight (in pounds) of an object by 50 to find the DEFENSE. Example: Peter

KILL! Adventurers do this so often that it gets its own section, HOW TO KILL THINGS! DO! An Adventurer can invoke a House Rule, use an item, look around, or
talk without causing too much damage (figuratively speaking). Doing any of these things counts as an Action, but usually doesnt require rolling dice.

MOVE! When an Adventurer wants to take a MOVE action, they roll their REFLEXES DIE. This is how many squares the player can move this turn. How big is a square you might ask that depends on the scale of your map, now doesnt it. You are playing with a map right? Right? What do you think this is? This is old school gaming dude, you need a map!!!
Unlike other Actions, the first MOVE action that you take on your turn does not count as an action. In other words, you can always take a free move as part of any action without having to spend a skull

Stronginthearms is a 5th Level Soldier with a d12 STRENGTH. He wants to pick up a solid gold throne that weighs 900 lbs. The DEFENSE is 18 (900 lbs./50). Peter has to beat 18 on a roll of 1d12 (STRENGTH) +5 (LEVEL).
Physical Exercise (STRENGTH or REFLEXES) General physical exercise, like how to shoe a horse, is something that Gamers know very little about. This can be role-played by making rolls against STRENGTH (for running long distances, doing chin-ups, etc.) or REFLEXES (for walking tightropes, jumping over pits, doing swan dives, etc.). DEFENSE is set by the dM, except in a competitive situation. In those, the DEFENSE of the action is equal to the BEEF (for STRENGTH contests) or ARMOR (for REFLEX contests) of the opponent. Looking Around! (EXTRANEOUS) Any character can check out a room, search for treasure or secret doors, or notice what is going on around him. The DEFENSE is set by the dM (usually equal to the Danger Level of the DUNGEON), and the Adventurer rolls their EXTRANEOUS die. Being Pretty! (HOW ATTRACTIVE) We have no idea when you would need this in a Dungeon Adventure Game, but whatever.

POWER! An Adventurer can use one of her powers. To use a power, the
player tells the diceMaster what power her Adventurer is using, and asks for the DEFENSE. Some powers have the DEFENSE listed in their description, and in other cases, it is up to the diceMaster to decide.

AGAIN! Sometimes, you want to do more than just one thing in your turn. If you want to take multiple actions, you can, but to do so it requires that you give a SKULL to the MONSTER BOWL for each action taken after the first. ROLL! An Adventure may want to do something that they could fail at,
and so the diceMaster will want the Adventurer to make a roll. The core roll is to beat a DEFENSE (chosen by the dM) rolling one of their STAT DICE and adding their Level plus any applicable gear or modifiers.

Bonus and penalty dice


Some POWERS, HOUSE RULES and GEAR will give an Adventurer a BONUS DIE. This means that the ADVENTURER gets to roll a second die of the type they are rolling and keep the higher result. Example: Invoking HUZZAH! to avoid getting crushed under the screaming Wheels of Hot Pointy Death, Carson gets a BONUS DIE to his REFLEX roll. His REFLEX DIE is a d8 so he gets to roll 2 d8s. He gets a 3 and a 7, and keeps the 7. Sometimes, Adventurers will get cursed, poisoned, or do something really stupid, - and the diceMaster will give them a PENALTY DIE. This means that the Adventurer has to roll a second die of the type they are rolling and keep the lower result! Bummer.

Example: Kens cleric just drank a whole vat of Guaranteed Not To Be Unholy Soda Water (with a picture of a naked devil girl with crossed fingers on the bottle. It seems like a good time to give him Penalty Dice for using holy items and powers.

HUZZAH!!
Whenever your Adventurers greed or stupidity places him in danger, the player should shout HUZZAH! right after announcing his Action. If a player shouts HUZZAH!! he gains a BONUS DIE to his roll. After shouting, the player must describe in detail why their plan will work (adding drama and role-playing to a game that has pretty much skipped all of that stuff). Each time a player uses HUZZAH!!, it must be better (both in the sense of greedier and stupider, and in the sense of shouted louder or acted sillier) than the last person to use HUZZAH!!

Aieee!
Sometimes, you have to hurt the ones you love for the greater good. A player can earn a STORY (to be used during the TOWN PHASE) by making things harder for their chums while in a DUNGEON. After a player has announced their ACTION for a turn, another Adventure can shout AIEEE! warning the party that more danger is afoot. After the shouting calms down the shouter (i.e. the one that shouted) has to explain how things have gotten worse, and if the rest of the party agrees (usually, because its funny or cool) the player receives a PENALTY DIE to their current action.

EXAMPLE: Trick is surrounded by Lichamsters (evil undead rodents) and down to his last vial of Evian Holy Water. He knows that he has to make this TOHIT roll count, so he shouts HUZZAH! He then explains that he is going to throw the bottle up into the air, and crush it as it falls with the Mace of Destruction throwing droplets of divinely powered undead beating water all over the baddies. The dM thinks thats pretty cool and gives Trick a BONUS DIE on this roll.

EXAMPLE: Fire Wizard for Hire, Sharkey McSharkerson is burning down trolls with his fireballs. His good buddy Scotty the Dwarfling Meat Shield feels that this is a little too easy- and sees a great opportunity to gain a STORY (and he needs to get his Armor repaired after Sharkeys juggling match with the Fire Salamanders didnt work out too well). Scotty screeches AIEEE! and says Just as Sharkey starts to summon up another swirling mass of hot death, one of the bells on his pointy wizard shoes is mistaken as a truffle by the Trolls pet Sabertooth Warthog. The dM thinks this is pretty funny, and has a Warthog appear and attempt to burrow into Sharkeys footgear giving Sharkey a PENALTY DIE, and gaining Scotty a STORY for the upcoming TOWN Phase.

Adventurers live in a world of danger, destruction, and death. Common sense (not that Adventurers have any, they go down into dark holes to fight dragons for gods' sake) dictates that it is much better to be on the giving end of danger, destruction, and death so TOHIT In Warhamster, the roll Adventurers make when attempting to smite their opponents is called TOHIT. (Pronounced like the warbling call of the titmouse: Too-whit. Its fun to make the warbling call of the titmouse. Its even more fun to say titmouse.) The DEFENSE of a TOHIT roll equals the ARMOR DEFENSE of the target. When using Melee Weapons, the Adventurer attempts to beat the targets ARMOR DEFENSE against their STRENGTH. When using a ranged weapon or Kung-Fu, the Adventurer needs to roll their REFLEXES. Most of the time, you will roll against ARMOUR DEFENSE, though a diceMaster may have you roll against AGILITY DEFENSE or something else if the situation deems it necessary.

Example: Sir Tobias the Paladin wants to attack a Troll. The troll has ARMOUR DEFENSE of 12. Sir Tobias rolls his STRength DIE and adds his level, and hopes to roll higher than 12.
WEAPON SKILLS Adventurers generally separate the world of weapons into three broad categories: Cool Weapons, Ranged Weapons, and everything else which suck. Suckey weapons include: Daggers, Darts, Clubs, Little Swords, fists, claws, teeth, barstools, etc. Most weapons that do less than 1d6 damage are considered to suck. Using a Cool or Ranged Weapon without the appropriate skill adds a PENALTY DIE to the roll.

How to kill things!


Adventurers are so named because their life is filled with Adventure! (And Exclamation Points! And SEMI-RANDOM capitalization!) According to the Thunderhawk Vulgar Dictionary (the authority on the High Tongues of all Ham), Adventure is defined as: Adventure (add VENT sure): noun. 1) a quest or undertaking with a large amount of danger and the possibility of great reward. 2) A word used to justify the wholesale slaughter of subterranean sentient races; see also restoring liquidity to the economy. 3) A self-contained module explaining all of the hazards that a group of heroes will encounter in a night of gaming. 4) The fastest way to die known to Man and an even faster way to die known to Ork.

Example: Lump, Sir Tobias faithful henchman, decides to shoot at a kobold (ARMOR DEFENSE 6) with a crossbow. Lump has REFLEXES d8, but doesnt have the skill RANGED WEAPONS. Lump rolls 1d8 + his level (3) and needs to get higher than 6. Since he isnt trained with Ranged Weapons, he has to roll a penalty d8, and keep the lower roll.
DAMAGE Now that we know how TOHIT, we get to determine how much Damage (DAM) is done by a successful strike. When you hit something, roll the DAM of your Weapon and subtract that from your opponents HITS.

Example: Sir Tobias sticks his honking sword (DAM 1d12) in the troll, and rolls a 7 dealing 7 DAM. The troll has 12 HITS left. The dM subtracts 7 from the Trolls HITS, leaving it with only 5 HITS.
UNARMED COMBAT If an Adventurer wants to attack without a weapon, they do 1d2 DAM, but they are at a big disadvantage! Since the Adventurer has to get so close to their ENEMY, their foe gets a BONUS DIE on all TOHIT rolls against them. This explains why Adventurers prefer to stab Critters with long sharp and pointy things, and it has nothing to do with so-called inadequacy issues, Doctor. Well, unless they have a Little Sword. If the Adventurer has KUNGFU they disregard this penalty, and probably feel pretty good about themselves in other ways. DYING! When an Adventurer or a Critter reaches 0 HITS they fall unconscious, and stay that way until healed (either from magic, potions, or camping). If an Adventurer is reduced below 0 HITS, they need to make a STRENGTH roll (DIFFICULTY equal to the amount of DAM below 0) or they die! If you die, dont worry; see the Power of Plot Contrivance House Rule on page XX. HEALING If an adventurer doesnt have any healing potions left, they gain their BEEF in HITS whenever they CAMP or go to TOWN. All other Healing comes from TOWN Actions, POWERS, or VISITING A TEMPLE.

House rules!
If you need us to explain to you what a house rule is, you are in way over your head. Let me explain no, theres too much. Let me sum up. Gamers are the kind of people that cant leave anything well enough alone. Gamers feel the need to endlessly tinker with the rules to their favorite game, adding mind-boggling levels of complexity to even a simple beer and pretzels gameto make them work. And, were not just talking about whether or not you take all the money when you land on Free Parking here weve seen Initiative rules for Sorry!; detailed, authentic WWII infantry stats for the 2 of Hearts in War; and once, racial stat bonuses for Alien Space Bats in a game of Settlers of Catan. You dont want us to get started on RPG House Ruleshoo-boy! That said, Warhamster is such an elegantly constructed system, that we decided to beat you all to the punch, and build rules so that you could create more rules with. Ha! And by doing so, we suck you in to the game creation process and negate your ability to screw up our beautiful game with your silly house rules!!! And we everything that you do, and will make millions*.

The YOUR NAME IS WHAT? Rule! If you insist on naming your character after one from a movie, TV series, big fat fantasy saga, or comic book - the other characters have the right to kill your character. If you name your character after any Tolkien or Star Wars character, the players have a duty to kill you. Note, we said players there. The POWER OF PLOT CONTRIVANCE Rule! If your Adventurer dies while you are still in a Dungeon Dont worry! Thanks to the magic of the plot contrivance, you can be back in the game in no time. Simply generate a new Adventurer (while the other players keep playing), and then have the dM roll on the table below. When your new Adventurer makes his entrance you must stand up, loudly introduce the new Adventurer, and proclaim a litany of her past deeds until all the other players tell you to shut up.

Random plot contrivance!


1. Captured Prisoner The next room the Adventurers enter contains a prison cell, giant bird cage, or possibly an Adventurer manacled to a toilet. The prisoner has a tale of woe Heard You Need Help Some king/prince/bartender heard about your Adventure and knew that you could only succeed with the help of Avenging Sibling A brother or sister of the Adventurer who just died. They spent years tracking their last living relative only to arrive just minutes too late. Now, vengeance shall belong to Lost Adventurer This Adventurer was wandering about the dungeon as well, and got lost. Thank Zorbug that he found you, for now he can warn you Solo Adventurer Straight from pages of a solo adventure game book. If this seems lame, turn to page 19. If you buy this nonsense, turn to page 37, where it is revealed that Imposter Actually, you are on a mission to foil the adventurers, sent by some powerful enemy. (We suggest not telling the other players you are an imposter when introducing yourself.) Pretend to be one of the other results

2.

*Of jokes. Millions of jokes. There is no way to make Millions of Dollars with this game. If you can make a House Rule that makes Millions of Dollars with this game, our lawyers will see you in court to prove that we d your thought by our cleverly designed back-door design process. If that doesnt work, reading this footnote constitutes agreement to our End User License Agreement that you have just agreed to be reading it. Zing!
Your humble authors have taken the time to compile a short list of House Rules to get you started. The HOUSE RULES Rule! In keeping with the spirit of mind-expanding adventures, each game of Warhamster should begin with the players (and not the dM) adding a HOUSE RULE to the game. House Rules should be kept in a special book, wiki, or 3-ring binder, since you will need to remember them for future play. These rules should be numbered, so that the groups rules lawyer can quote them in times of need. Example: Ah-hah, but we do open the door, due to

3.

4.

5.

6.

House Rule #5.1A, which states, The use of a literary figure as a battering ram has an 80% chance of success. So there.

diceMasters tHe diceMaster s Guide


with a sword, disabling a trap, or trying to get a date*), have them roll one of their STAT DICE add their LEVEL (and any modifiers) and see if they beat the DEFENSE.

They are called by many names: Narrator, Storyteller, Referee, Mayor, Game Master, Big Fat Slobbering Traitor Why The Hell Did You Roll That 20. But mostly, the big guy running a Fantasy Role-Playing Game is called the dM the diceMaster! Your mission is crucial to success of the any Dungeon Adventure Game. You create the Adventures (well, at least most of them more on that in a bit), you tell the story, you run the Monsters, you decide the price of Ale, and most of all you try and kill the Adventurers off so that the players will go home and let you get some sleep.

The dicemasters Guide

* Well, theres a chance that it might succeed its all a matter of positive thinking really. Example: Carson tells Matt that his Adventurer, Vargo the Hamsterling Cage Fighter, wants to jump off the moving wagon and slam his Mace of Many Hurts into the whimpering Kobold. Matt (the dM) says, Ok. So Vargo runs across the wagon, unsheathing his mighty Mace of Many Hurts, and leaps from the side of the wagon. Roll your REFLEX DIE and beat a DEFENSE of 10 not to get sucked under the wagon wheels

I Am, Who dM
Mostly, the dM is there to roll a lot of dice, and pretend that they mean something. Occasionally look something up in the rule book, fiddle around with your backpack, and ask someone if they remember what HITS DIE a Turbonium Dragon has and as long as the game is fun, and you are fair, everyone will have a great time. Now, the ultimate power of the diceMaster is the ability to make people roll dice (mainly the little cubes, but sometimes the tiny pyramids, little octahedrons, tasty decahedrons, and delightful dodecahedrons). Whenever an Adventurer wants to do something (other than simple actions like talking to the bartender, or reading a book), you are going to tell that player to Roll! and tell them which STAT DIE to roll and what DEFENSE they need to beat. Whenever a player wants their Adventurer to do something, have them explain it to you. Then, you tell them what happens. Sometimes, when there is chance that what the player wants to do might fail (like hitting someone

Example Actions per Stat die


HOW ATTRACTIVE MIND Doing your hair, picking up chicks, seducing Orks. CASTing Tricks, reading old tomes, remembering important clues, lying to people, resisting mind control, taking the SATs. Breaking stuff, TOHIT rolls, holding your breath, resisting poison, being tortured, flexing your muscles. Dont worry, as long as there are monsters to kill, no one will ever need to roll under this Stat, except to PRAY. Walking a tightrope, jumping a cliff, tying a knot, catching arrows, not being hit by a giant boulder.

STRENGTH

EXTRANEOUS

REFLEXES

diceMaster and the dice are there for you to command. Remember that Difficulty is relative so something that is Not Hard for an 8th Level Turbo Ranger with a Magic Bow of Death Arrows, may be DAMN impossible for Cedric the Charlatan, 1st Level Fire Wizard. Sometimes, its easy to set the difficulty, since the action the Adventurer wants to do is directly opposed by another character (or a monster). In those cases, you can set the difficulty to one of the DEFENSES of the target. If an Adventurer is trying to lie to a guard, use the guards SMARTS DEFENSE. If an Adventurer wants to run past a screeching Battle Budgie, use the Budgies ARMOR DICE Defense.

Selecting a Versus Defense


ARMOR DEFENSE: This is the most common. Use Armor Defense for hitting things. Armor Defense is also a good defense for avoiding moving things.

The Simplicity of Setting Difficulty

BEEF DEFENSE: Use Beef to defend against poison, exhaustion, stress, physical blows not related to combat (like falling and stuff), etc. SMARTS: Use Smarts as the Defense for sneaking around, avoiding detection, mental attacks, some magic, charisma stuff, and the like. LUCK: Use Luck as the Defense against crazy attacks, for selecting who gets hit by falling debris and other acts of randomness. Luck is always a last ditch Defense and if there is a better fit from Armor, Beef or Smarts use that instead.

The Free Mini dm SCREEN


Relative
Difficulty Really Easy Easy Not Hard Pretty Hard Hard Way Hard Damn! @ Low Levels (1-3) 3 4 5 6 7 8 9+ DEFENSE @ Mid Levels (4-6) 4 6 8 10 12 14 16+ @ High Levels (7-9) 6 8 11 13 16 18 21+

Bonus and Penalty Dice from the dMs Chair


As the diceMaster you have a lot of tools at your disposal to control how youre players act. Probably the best set of tools is a mix of Bonus and Penalty Dice, and of course skulls. When you want to reward good role-playing, thinking and descriptions give a player a bonus die to their roll. So, if youre dueling with a Musketeer and the player gives a great description of how they are using a candelabra to fence with your Nougat Golem give them a Bonus Die. Of course, the inverse is true and if your players are trying to take advantage of a situation (or are just making things annoying) inflict Penalty Dice on them. Giving more PENALTY DICE to players who complain about PENALTY DICE also feels right.

Setting the DIFFICULTY of an Action is an easy thing to do. When in doubt consult the handy Mini dM Screen provided above yours free with this

introductory offer! (Actual retail value of $19.95. (Actual actual retail value may vary.))
A lot of times, you can just guess if what the Adventurer wants to do sounds Really Easy, then set the DEFENSE to 3; if what they want to do sounds really Hard, then set the DEFENSE to 12. Remember, you are the

PHASES
Each time you sit down to play WARHAMSTER, youre probably goin to going need like 2 hours to get in a full game. A game breaks down into 4 PHASES The Town Phase, the GO TO THERE Phase, the DUNGEON Phase, and the AND BACK AGAIN Phase. During a phase, there can be any number of rounds and turns. PHASES determine the types of activity that can occur, and who (the players or the dM is controlling the action). In every game of Warhamster there must be a TOWN Phase and a DUNGEON Phase. In game terms, the TOWN Phase and DUNGEON Phase are usually called in TOWN or in the DUNGEON, and many powers will reference that they can only be used in those phases. The GO TO THERE and AND BACK AGAIN phases are collectively called journeying and are optional phases. For those of that you need charts, here you go.

GO TO THERE and AND BACK AGAIN Phases


These phases are optional, and cover the boring parts where you leave the bar, and head out to your adventure or where you stumble back to the Town after a snot-kicking (either giving or getting from the Dungeon. kicking getting) Usually, your travel time will be uneventful but the diceMaster can use these phases to spring traps, random monsters, and other nasty nasties on your party from the Monster Bowl. GO TO THERE Whenever you start an adventure, y play the you GO TO THERE phase. While your trip is usually uneventful, this is a great time for ambushes, side treks, and the occasional Wandering Monster Attack. After this phase, the DUNGEON Phase Starts. AND BACK AGAIN Whenever you win a Dungeon ( (usually by killing a Boss Monster) or you run away (usually by running away from a Boss Monster sissies!), you play the AND BACK AGAIN Phase. While usually uneventful, this is a great time for diceMaster to try and kill off a wounded party, kidnap the princess, and abuse their position as the Enemy of the Players. After this phase, the TOWN Phase starts.

PHASE ORDER DIAGRAM


Required Phase Optional Phase

THE DUNGEON PHASE


Most of an Adventurers time is spend looting and pillaging Dungeons. According to the Thunderhawk Vulgar Dictionary, a Dungeon is defined:

AND BACK AGAIN Phase DUNGEON Phase

TOWN Phase GO TO THERE Phase

dun-geon [duhn-juhn] - noun. 1) A subterranean maze maze-like structure stocked with vile monsters and heaps of gold coins. 2) A place to find eaps adventures. 3) A strong, dark prison or cell. 4) The keep of a castle, donjon. 5) A self-contained module explaining all of the hazards that a contained group of heroes will encounter in a night of gaming. 6 The fastest way ncounter 6) to die known to Man 7) An even faster way to die if you are a goblin. To an Adventurer there are only two kinds of places Dungeons and Towns. Whenever there is a chance that the Adventurers might find Adventure, they are in a Dungeon (whether they are in an underground ruin, a haunted forest, or a Pentagram K Convenience Shoppe). Dungeon Time is split into TURNS, where every action of an Adventurer is vital. Town Time is usually just an excuse for people to hatch nefarious schemes, go shopping, or take a potty break.

This is the tasty part of the game where your Adventurers get to use their POWERS, sling spells, and bash monsters. Usually, this is the longest PHASE of a game and most of the player rules are about playing in the DUNGEON Phase. The DUNGEON Phase generally consists of some monster fighting, some pivotal decision, and more monster fighting. The DUNGEON Phase ends when the party completes the mission, or chooses to run away. See RUNNING AWAY for more on putting on your frilly pink skirts in the big bad dungeoney-wungeony. A successful DUNGEON phase results in the party receiving a MCGUFFIN. Parties can use MCGUFFINS to resolve their ALIGNMENT. A complete description of MCGUFFINS and ALIGNMENTS can be found in the ALIGNMENT section.

per TOWN PHASE. While at the GUILD, the Adventure can select any one QUEST that has been posted at the GUILD, and if they have the money they can Buy a Level. An Adventurer can go to the TEMPLE to get healed back up to full. The Temple accepts donations (and by donations, we mean they charge you ZZZ x Level in GC.) If an Adventurer has a TOWN based POWER (like MOONLIGHT, LIBRARY CARD or BLUE ANKH/BLUE SHIELD) they can gain its effect. An Adventurer can use their time in TOWN to find a new CONTACT. A Contact is a person that can give your Adventurer QUESTS (well cover that in a later bit, but its important). Once you have a contact, you can use your time to visit them again to see if they have something else that could put coin in your purse (or McGuffins in your coffers). Even if your contact is in the bar, you have to spend a STORY to get a new quest from them. If your party has enough McGuffins, you can cash them in to achieve a goal. Usually, these will be things that you have been working towards or maybe you will notice that you have a surplus of GLORY and feel like having the bards sing your praises. Any player can spend a story to ACHIEVE A GOAL. Once the party has gathered in the bar (or tavern, or malt-shop, or wherever it is that you gather), you all need to agree on (or more accurately, argue about and then settle for) which QUEST you want to tackle next from your parties available quests. Whoever starts the adventure gets to be the PARTY LEADER for the upcoming DUNGEON Phase. The DANGER LEVEL of the DUNGEON Phase is the PARTY LEADERs LEVEL + the DANGER FACTOR (usually +0 to +3).

GO TO THE TEMPLE

USE A TOWN POWER

THE TOWN PHASE


Games either start or end in the TOWN PHASE. At the start of the TOWN Phase, a regains all of their charged powers. After that, each player takes turns (in Snack Order), spending or acquiring Stories. At the beginning of the TOWN Phase, each player gets one free STORY. Players can earn additional STORIES by paying a SKULL to the MONSTER BOWL for each extra STORY they want. Dont worry about Skulls and the Monster Bowl right now, well get to them soon just trust us that theyre as wicked cool as they sound. An Adventurer can spend a story to take an action in the town, some examples are below: FIND A NEW CONTACT

VISIT AN OLD CONTACT

STORY actions
GO TO THE BAR An Adventurer can spend their TOWN Phase at the bar. They can buy beer and food, and get ready for the next adventure. While at the bar, the Adventurer regains all of their powers (i.e. any Charged power they used are reset) and they can heal 1 HIT DIE. In addition, an Adventurer can select any one QUEST that has been posted in the tavern. An Adventure can go and visit the shops of the Town they are in. This allows them to buy new gear and repair stuff. An Adventurer can visit any number of shops on one shopping trip. An Adventurer can go to the GUILD and Level Up. An Adventurer can only visit the GUILD once ACHIEVE A GOAL

GO SHOPPING

START AN ADVENTURE

GO TO THE GUILD

The monster bowl


I know that you have been dying to ask this What the F^@&! is a MONSTER BOWL! According to the Thunderhawk Vulgar Dictionary, a Monster Bowl is defined as:

Monster Bowl (Mun Stir BOL): noun. 1) A receptacle for Skulls. 2) A container for holding nourishing food and water for magically summoned pets. 3) The biggest Professional Warhamster Gladiatorial Competition of the year.
In Warhamster! The Massively Multiplayer Tabletop Dungeon Adventure Game, the Monster Bowl is a receptacle for SKULLS. So, in order to play Warhamster you need to scrounge up something to hold skulls in usually a bowl, but a coffee can, hat, or anything else will do nicely. If youre really into it you should get a bowl and paint it all up like a dungeon artifact not only is that really cool, it will scare the beejeezus out of your Mom when she comes down into the basement with a tray of lemonade for you and your little friends. So, what the heck is a SKULL? Right? A SKULL* (in Warhamster game parlance, and not the bony structure that holds your brains in your head) is a marker that represents something bad that is going to happen to the players. Whenever the Adventurers get a skull, drop one of the SKULL counters into the MONSTER BOWL. Youre going to need a whole mess of counters for Skulls. Bad stuff piles up fast and furious**. They could actually be skulls but that would be going a little far. Glass beads, paper chits, unused dice, zombie minis, whatever you can find. Well include a paper counter that you could print out in a pinch. For players of other 9th Level Games (like Kobolds Ate MY Baby!, Ninja Burger, or Cthulhu for President!), Skulls will be familiar they are like Checks on the Horrible Death Record! If youre new to the way that we roll here at 9LG***, the basic idea is that when the Adventurers do something that should result in a penalty, they get a SKULL. Unlike other 9LG games, the whole PARTY is responsible for the Bowl

* Go. Hunt. Kill SKuls. ** Fast. And furious players are gonna be furious about getting skulls. But not 2Fast, 2Furious. That sucked. *** The 9 to the L to the G yall. Kickin it Original Recipe Gangster style. Eastside!

Whenever you roll a die and you roll a 1, you dont automatically fail (like in most games). Instead, you just rolled a skull and have to donate a SKULL to the MONSTER BOWL. This makes lower Stat Dice (especially d4s) dangerous to roll. SPECIAL NOTE: Damage rolls and movement rolls dont generate Skulls

GAINING STORIES - When the Party is in a TOWN phase, an Adventurer can take a skull to gain additional STORIES to use while in Town. More information on that is explained in the TOWN PHASE section (xxxxx). TAKING ADDITIONAL ACTIONS - Adventurers can take an additional (or
actions) on their turn, by adding a Skull to the Monster Bowl. diceMasters can take advantage of this as well, by removing (spending) a Skull from the Bowl to give an additional action to one of the monsters during the dM turn. BREAKING A TIE - Adventurers can choose to cough up a skull to the Monster Bowl to break a tie in their favor (watch out, the dM can spend a skull to do the same).

The DANGEROUS Edge - Some POWERS and GEAR may have the keyword
DANGEROUS attached to them. Whenever a player uses a +DANGEROUS power or item, they must donate a SKULL to the bowl.

Getting Skulls in the monster bowl


The most common triggers for players to have to put skulls in the bowl are rolling 1s, breaking rules, taking multiple actions, using dangerous toys and gaining story tokens. Im sure that enterprising diceMasters will come up with more ways over time, but for now, lets focus on these.

RULE BREAKING - While it is true that we all like to play chaotic characters*, Gamers as a rule crave order! Rules systems are filled with (bet you cant guess it) rules! And while rules were meant to be broken, there should always be a penalty for doing so (otherwise you wouldnt need rules and game designers like us would be forced to write pathetic Battlestar Galactica fanfic and blog about Star Wars themed undergarments). Whenever an Adventurer breaks a rule give them a SKULL! The most common rules violations will be players forgetting to role-play their bogies, or failure to remember house rules.** *Especially high level Chaotic Neutral Assassin Barbarian Sorcerers that can explain away their wholesale slaughter of innocents and enemies as I was just playing my alignment dude. ** Bar Gamers Note: For instance, a play group that really likes to imbibe libations and has a penchant for crafting rules systems to encourage such imbibation (imbibatude???) could create a HOUSE RULE that says, Whenever an Adventurer takes a SKULL, they have to immediately say Thank You Sir, May I have Another. So, when they forget that, they are breaking a rule.

ROLLING SKULLS - The truly math nerd-tastic of you may have noticed
that it should be really easy for an Adventurer with some good gear and a high Stat Die to accomplish most tasks. A 5th Level Adventurer will NEVER fail a roll against a DEFENSE of 4so, why should I even roll the dice? Well, in Warhamster you must always roll, because you may Roll A Skull.

Spending skulls
So, whats so bad about a Bowl Fullo Skulls. Nothing if youre the diceMaster. A lot if youre the players. The dM can spend SKULLS from the bowl to produce all kinds of effects, though generally its to create random monsters and screw the players over. You see in Warhamster, the dM gets POWERS just the like the players.any of these powers can be used during the dM turn and the number of SKULLS spent is listed (under the phase that it can be used during). dM POWER I Need More Minions!
Dungeon Journey Town

dM POWER Wandering Random Monster

Dungeon

Journey

Town

x x x Ye old stand-by. The diceMaster gets to grab a random monster, and throw it at the party. A dM cant use this power in a Dungeon Room that already has a monster in it (unless the party has killed all of the monsters in it, and then its effectively an empty room, n'est-ce pas?). For each skull spent, you get 2 Levels of a Monster (i.e. spend 3 skulls get a L6 Random Wandering Monster).

1 skull per Minion Of course the Big Bad has more minions. Add one additional minion to the board for each skull spent.

dM POWER Trapped

Dungeon

Journey

Town

X By spending some skulls, the dM can turn anything into a trap (with stats equivalent to a minion).
Dungeon Journey Town

dM POWER And Again! dM POWER Twisted


Dungeon Journey Town

1 skull The dM can move or rotate one of the DUNGEON TILES. Generally, this is because of the awesome power of the Big Bad, or an Evil Deity with architecture issues. 1 Skull.
Dungeon Journey Town

1 When the Monsters have their backs against the wall (or whatever counts as their back in the case of Gelatinous Cubes and various ooze and jelly monsters), the dM can spend 1 Skull to give one of their monsters an additional action. This is really helpful for running away, laying on the extra damage sauce, and for digging your way out of jams.

dM POWER And Now For Something Completely Different

1 Level per X It was going along so smoothlyand then they got sidetracked (which usually happens during RPGs, with side conversations about Star Wars and Monty Python.). A dirty trick for the dM to pull when a party is heading to, from, or preparing for a Dungeon. The QUEST that the party was planning on gets delayed as the party has to go on a QUEST selected by the diceMaster. For each 2 skulls spent, the Side Quest gets 1 Danger Level.

Mcguffins and quests and contacts, oh my!


While most Adventurers like to think of themselves as heroes, being an Adventurer is lot more like business than chivalry. Adventurers are in the business of going on adventurers so that they can acquire heaps of gold, dance on the bones of trolls, and generally have some legitimate excuse for walking around town bristling with magic wands and singing swords. During a TOWN phase, the party needs to acquire QUESTS to go on (which may remind you of how role-playing is handled on a lot of electronic computing machine virtual worlds, that we will not mention). There are 2 primary ways of gaining QUESTS finding a posted Quest, or getting a Quest from a Contact. Posted Quests are created by the dM prior to play and represent general work for Adventurers and their ilk. Contacts are player-generated quests that work just like posted quests but help the Party move their own personal story along. An Adventurer can only ever have 1 QUEST at a time. Once they pick up a quest (from a contact or a post) they are stuck with it, until the Party selects their quest for an adventure. Once the party has gathered in the bar (or tavern, or malt-shop, or wherever it is that you gather), you all need to agree on (or more accurately, argue about and then settle for) which QUEST you want to tackle next from your parties available quests.

best laid adventures of mice and men are always thwarted by the desires of the party. Far too many Game Masters have poured their hearts and souls into carefully mapping, charting, and stating impressive dungeons and treasure rooms only to have the party decide (usually at the last minute) that they really dont feel like tracking the Ogre King back to his Lair, why dont we ride out to that cool sounding mountain range that the Game Master doesnt even have drawn on his hex map Way too many times, have we seen a GM brought low by these chaotic whims and wild goose chases. We promise thats never going to happen to you in Warhamster.

*Not an ATTACK BOARD, which is a 5th Level Cork Elemental bristling with multi-colored quills and powerful dry-erase spells.
CONTACT QUESTS When an Adventurer is in TOWN, they can spend their STORY to find a contact. When they do this, they have to name the contact and select what kind of McGuffin that contact rewards. Contacts usually have a simple and easy to remember name (like Barney the Bartender or Quisilnoph the Question Maker or Firstname The Profession*). A contact can be anyone (or sometime anything), and except for giving Quests will offer no other assistance to the character (we did call them contacts, not buddies). Once an Adventurer has established a Contact, they can visit that Contact again to get additional quests. Usually, these quests will have at least a semblance of continuity though it isnt required. Quests obtained from Contacts are created by the player making the contact. You do this, by using the Warhamster Murderous Adventure Design Library (usually shortened to Warhamster M.A.D.LIBrary for space reasons***). As a player, you get to answer a few short questions about the setting and purpose of the QUEST, and then the dM gets to fill it with monsters, traps, and you get the picture!

POSTED QUESTS Adventurers can find posted Quests at THE BAR, THE GUILD, and occasionally at a SHOP or TEMPLE. Each of these places has a Tack Board* where people can post QUESTS that they need to have completed. Adventurers can read the Title (all Adventures have Titles) and the brief description of the Adventure, and see what the reward for completing that Adventure is. A dM needs to have a few posted Quests ready for play when the Party starts since you never know what they are going to select. At this point, we need to digress and rant for a paragraph or two. As lifelong Game Masters, if there is one truth that we have discovered is that the

* Strangely to the Milnor Gnomelings of Aurora, Firstname the Profession is the name of a legendary Gnomish warrior-chieftain who was the wielder of the mighty Goggles of Obviousness, and the legendary Hammer of Generic Doom**. ** Generic was the capital city of the ancient Gnomish Milor Empire. *** And in no way infringing on the copyright or trademarks owned by the totally awesome Penguin Group.

The murderous adventure design library


M.A.D.LIBrary
1) Who is the Big Bad? 2) Which Monster Family are we going to have to kill? ( Oids, Dead, Beasties, Darklings, or Weird) 3) What is the McGuffin? 4) What Flavor is that McGuffin? (Might, Arcana, Wealth, Glory, or Rosebud!) 5) Why is there Conflict? (What brings the villains and the Party into conflict over the McGuffin) 6) Wheres the Opening Scene? 7) When is the Climactic Battle? 8) How Dangerous is this Adventure? Dangerous (+0), More Dangerous (+1), Really Dangerous (+2), Nuts! (+3) 9) What is the Title of the Adventure Module?
Who is the Big Bad?
Not to steal a Whedonismwell, actually to steal a Whedonism, since this has become the preferred nomenclature for primary villain in a post-Buffy universe. Who is the Big Bad. Dont worry about stats, just give a name a general description of the primary villain. It could be a poncho wearing, Mariachi guitar playing, mustachioed Hill Giant named Poncho Colina Gigante. It could be a Vampiric Ham Sandwich. It could be a Rock (though not Iraq lets not make this game political).

players to fill full of arrows, magic missiles, swords, and kung fu beats. Full info on Monster stats is given in the Monster Menu section.

Beasties covers animals, animal like monsters, dinosaurs, and mythological


wonders.

Oids is short for goblinoids and covers the green-skinned antiAdventurer races like goblins, orks, trolls, bugbears, ogres, giants, et al. The Dead covers all of the various undead from ghosts to vampires, skeletons to zombies, with a side trip into classic movie monster tropes like Frankensteins, Lagoon Monsters, Lycanthropes, and Mummies.

Darklings are the mirror mirror underground dwelling versions of your


fantasy standbys with Drowlings (evil Elves), Gnumenlings (evil Gnomes), Dwurflings (evil Dwarves), Thirdlings (evil Halflings), Fifthlings (evil Quarterlings), and Ratlings (evil Hamsterlings). The Weird family covers just about everything else, as miscellaneous is always the largest category. In fact, were pretty sure that the Weird Family will split faster than denominations during the Protestant Reformation. This is for your oozes, slimes, owlbears, teleporting tentacle puma monsters, flying death eyeballs, mind sucking squid people, et cetera, et cetera, ad infinitum.

*Designers Note: Were quite sure that well have about fifty Monster Types a day or two after this hits gamers grubby little mitts. If there is one thing that gamers like more than broken character skills, its a plethora of monsters for bashing and smashing. What is the McGuffin?
Believe it or not, this is always the hardest part. Its usually a breeze to make up locations and villains but the plot engine is always a life-sucker. For those unfamiliar with the techniques of Alfred Hitchcock, a McGuffin is a plot device that motivates the characters or advances the story, but the details of which are of little or no importance otherwise. (For more, see http://en.wikipedia.org/wiki/MacGuffin). The McGuffin is some object (not necessarily a physical object) that the Big Bad and the Party are going to come into conflict over. What the item/object/training/quality/philosophy/thingee is really doesnt matter it has no practical use for the party in and of itself. McGuffins are the focus of

Which Monster Family are we going to have to kill?


For now* there are 5 basic Monsters Families (all part of a well-balanced Adventure Diet): Beasties, Dead, Oids, Darklings, and Weird. Again, dont worry about stats right now just pick the flavor of beasts that you want the

lotsa stories and movies, heres some really famous ones for you: The One Ring, The Arc of the Covenant, the Holy Grail, The Five Point Palm Exploding Heart Technique, The Murder of Laura Palmer, The Maltese Falcon, the briefcase from Pulp Fiction, the worlds best Egg Salad Recipe, and of course Rosebud the Sled. In game terms, the McGuffin is a kind of currency for buying the things that Gold cant. Dont get it twisted, cash is king* but no amount of cash is going to buy you things like happiness, a town named after you, and having your name become part of the legends.

What flavor is that McGuffin?


In Warhamster (again, for now damn tinkering bastards!) there are 5 Flavors of McGuffin*: Might, Arcana, Glory, Wealth, and Rosebud! Since what the McGuffin actually is is irrelevant (or it wouldnt really be a McGuffin), what flavor it is becomes important (to the players at least). Parties can spend their accumulated McGuffins at the Fate Shop in town to purchase long term goals (that they will usually settle upon during Party Creation), and each goal has a cost (like 3 Glory and a Rosebud for a statue erected in your honor in the Town Square, etc.). For ease of reference, any McGuffin that could be used as a weapon, or be of real interest to warriors and generals would be Might flavored. Wizardly things, secrets, and ancient prophecies are usually Arcana flavored. Daring rescues of princesses in distress, feats of derring-do and other obviously hazardous goals are Glory flavored. Objet dart, unfenceable loot, huge tracts of land, and suchlike are Wealth flavored. Rosebud flavor is for deeply personal things that are otherwise meaningless they are the McGuffin flavored McGuffins (a rare taste treat worthy even of King Torg (ALL HAIL KING TORG!)**.

* In Freedonia, Cash is literally king. Officially, its King Cash VIII, 428th Monarch of Freedonia, wielder of the dread sword Inflation-bringer and an unparalleled Magic-Usurer.

SOME EXAMPLE MCGUFFINS


MIGHT GLORY A T-Shirt emblazoned with I Survived Castle Spank ARCANA The Sorcerers GallBladder Stone WEALTH ROSEBUD The Last Remaining Slice of your Grandmamas Lemon Meringue Pie A Magical Dresser that has a secret portal to another world Second Place Ribbon and a set of Steak Knives A Smuggler that owes you money encased in a solid block of lead

Detailed Maps of the Enemy Encampment

A Hotel on Baltic Avenue A turquoise and tourmaline encrusted combination goldfish bowl and teapot set The Maltese Chicken

*Secretly we want to eventually have 31 flavors of McGuffin. **9th Level Apology: Honestly, we couldnt not slip it in somewhere. Why is there a Conflict?
We all know that this cant end well youre building an adventure module by gods! You have a Big Bad. You have a McGuffin. What is the conflict that brings the Party into odds against the villain? It can be simple like, the party wants it. Greed is a powerful conflict inducer. Or, you can get creative and see what happens. Lets say you chose The King of the Elflinglands Daughter as your McGuffin. Your conflict could be rescuing her from the Big Bad that kidnapped her (a Hill Giant bandito), trying to stop her marrying the Big Bad (a potion popping Professional Warhamster Lancer), or keeping her from eating the Big Bad (a Vampiric Ham Sandwich). Some McGuffins have easy built in conflict Secret Plots need to be foiled, Ancient and Powerful Relics needs to be dug up, and Dragons only have scales for forging into Dragonscale armor. Everybody gets the raid the dungeon, kill the monsters, take their stuff concept so you dont really need an original conflict concept, you players are ready to bash, stab, and incinerate the hordes standing between them and the McGuffin. We have found that coming up with an original concept will drive the players, and keep them interested even if the conflict is really

A Red Door Key

The Ice Queens digits

The Tome of Eph VII the Spell Checker

The Legendary Hamsterlance Radio Active Crystals, or Heavy Water, or possibly a Meteorite Found in a Volcano

The Dread Sword InflationBringer

The Coin used to call Cthulhu The Power Nine, including a Mint Beta Black Lettuce

Headpiece of the Staff of Zorbug

640 Million in Bearer Bonds

ridiculous. In fact, ridiculous conflict (or mundane conflict over ridiculous things) often leads to some really fun time around the graph paper map.

Where is the Opening Scene? Where is the Climatic Battle?


Regardless of what happens in between (usually rapine and murder) every adventure needs a starting point, and an ending point. All of the action is a dungeon whether or not you stage the action in an actual subterranean maze of corridors and chambers, or you place the story in a convenience shoppe on the edge of the Town. In quick terms, describe the opening scene. Include the location and any key environmental factors like, its a ruined church covered in rotting pews, tumbled statues, and a giant gaping hole in the floor. Or, the party comes upon a torch lit all-night diner along the dusty road. Hordes of oids gather at small tables to eat lamprey omelets and sharpen their axes. The Climatic Battle is the scene where the Party encounters the Big Bad. It can be a room or area, and should include some cool props for the Party and the Villain to interact with. A velvet lined disco-themed crypt the final resting place for the Staying Alive Zombie Dance Crew or an adobe hut on a bald hilltop surrounded by oversized Trojan Piatas will work equally well. It helps if the locations you select make a semblance of sense with your chosen conflict and McGuffin, and Villain. Nothing will make a group of gamer lose interest faster than utter randomness. There is no joy in beating The Owlbear Overlord after fighting through a toy store and a Frankenstein Laboratory to secure the Deed to Baltic Avenue but then again, we might be wrong about that, I might really enjoy kicking that Owlbear in his avian/ursine gonads to get me closer to my dreams of a Purple Monopoly.

When a player is creating an adventure using a contact, the first mission they accept is Danger Factor 0. Each subsequent mission they get from that contact increases the Danger Factor by 1. Only by using a contact can a Party get Nuts! and go for the really really badass missions which result in 2 McGuffins awarded. Danger Factor Dangerous More Dangerous Really Dangerous Nuts! Danger Level Party Leaders Level (PLL) PLL + 1 PLL +2 PLL +3 Reward 1 McGuffin + Level Reward 1 McGuffin + Level Reward 1 McGuffin + Level Reward 2 McGuffins + Level Reward

What is the Title of This Adventure Module?


Now that you have the hard parts done, you need to name this module. Partly, you need a name so that you can explain it to the players. More importantly, all good quests have a title that you can reference later when quaffing mead as in, Remember the Quest of the Oracular Olives..that was good times.

How Dangerous is this Adventure?


Lets face it, Adventuring is dangerous. A lot more dangerous than say, being an accountant (unless you work for the Infernal Revenue Service thats exciting). Warhamster has a unique scalable adventure danger level meaning that any Party can attempt any adventure, at anytime. All of the threats in the adventure are scaled to the Party Leaders level. So, the real question is not how dangerous is this mission, but really, how much more dangerous is this mission, than you know, like the average of all of the dangerous missions we routinely embark on. When you are creating a mission, you assign a rating of 1 to 3 as the Danger Factor each step increasing the Danger Level by 1 (i.e. if the Party Leader is Level 4, and he accepts a quest with a Danger Factor of +2, the party is effectively going on a Danger Level 5 adventure, with commensurate danger and rewards.)

Example Adventure
Courtesy of the Magical MAD Library!

1) Who is the Big Bad?

Clich-tor, the Black Sorcerer of NDar. A thin, wiry man dressed in black robes, twirling his black mustache and required Ming the Merciless beard. As a master of clichs, Clichtor has to employ a collection of Oid minions. Goblins and trolls!

Return slot. Stacks of books line the walls, and the goblins are hiding behind the wand-proof glass Reception Desk. The Party is going to have to get through the Turnstile of Death. The Party fights its way through the goblin hoard and encounters Clich-tor in the Really Restricted Section in the bowels of the Library of Insanity. The massive black book is chained to a heavy iron desk, and the Card Catalogue seems to be animated by the dread sorcerers magic.

2) Which Monster Family are we going to have to kill? 3) What is the McGuffin? 4) What Flavor is the McGuffin?

7) When is the Climatic Battle?

The Tome of Unspeakable (Dont Say it) Horrors.

8) How Dangerous is the Adventure? 9) What is the Title of this Adventure Module?

Dangerous (+0).

Arcane Power.

5) Why is there Conflict?

The party has found out that if Clich-tor gets his grubby villain paws on the Unspeakable (Dont Say It!) Tome, he will use it to unleash nightmarish creatures on the countryside. The party needs to get that tome before Clich-tor does. Our battle opens on the Library of Insanity, where goblin foot soldiers are guarding the Book

The Defeat of Clich-tor in the Mad Library

6) Where is the Opening Scene?

Building adventures
Danger Level
The DANGER LEVEL of a Dungeon is determined by 2 factors the Party Leader Level and the Danger Factor. When a player uses a story in the Town Phase to Start an Adventure, they are the Party Leader for the upcoming DUNGEON PHASE. Their current level is the Party Leader Level. The Danger Factor is set by the Adventure (from +0 Dangerous, to +3 Nuts!). Add the two together to get the DANGER LEVEL. The higher the DANGER LEVEL, the more likely the Adventurers are to die mostly because the monsters are that much harder to kill. Of course, as the dM, your mission is to kill them, but you at least want it to be sporting!

loot to players that really kicked some bootie or to players that need to make a big purchase or are close to a new level.

Level Reward
Whenever a Party defeats an Adventure, they gain a reward in Gold Coins (plus the McGuffin). An Adventure is usually defeated when you beat the Boss Monster (the Big Bad). Defeat usually involves beating a critter to death, but if the party can get around a monster without killing them (by lying, stealing, cheating, or pure luck) it still counts as a defeat as long as they accomplish the goals stated in the conflict.

Example: The conflict of the Adventure is that the Furious Feline Females of Frigidor have filched the fish barrels for the forthcoming fish-flinging festival (say that three times real fast). If the party can get all the fish back they have beat the adventure. It doesnt matter if they get it back using thievery, stealth, tricks, or smushing the Furious Felines into catfood.
Monster Union regulations require that all Monsters carry around sacks of Gold Coins, strings of gems, or other such cash like rewards. Monsters that carry around convertible tax-sheltered debenture instruments are not really getting into the spirit of things. The size of the reward is determined by the overly complicated mathematical formula below:

BUILDING A DUNGEON WITH DANGERS!


So, youve got a Module worked out from the MADLIbrary. Youve gotten a Danger Level. Youve got a McGuffin, and you got the reward. When do I get to ram monsters up my players faces? Well, now actually. Here is where you get to fill the dungeon up with Dangers A Danger is an element that makes up a Dungeon like a room, a trap, the minions, and of course, the Big Bad. As the dM you get a number of DANGERS equal to the complicated formula below:

of the Number of Players (rounded up) + the Danger Level


or if you speak Excel(lent) High Nerdish:

DANGER LEVEL x 300 GC


How the party wants to split the haul is up to them. Most parties will just split things down the middle, but parties may want to give out more of the

#Danger=roundup(#players*.5)+DangerLevel

Each Dungeon should start with at least 2 DANGERS the villain, and the location. For larger groups (5 or more, you start with 3 or more). Then, for each Danger Level, you can add 1 additional Danger. Example: You have a group of 5 players, so you will start with 3 Dangers (5/2 rounded up is 3). They have decided to go on a Really Dangerous Quest (Danger Level +1) and the Party Leader is Level 4 so the DL is 5. Your dungeon will have 8 Dangers (maybe a villain, three locations, 2 groups of minions, a miniboss and a Monstrous Edge.) Below is list of Dangers that you can add.

DANGER Boss Monster Boss Monsters are harder than minions, but not the big bad. You can buy 1 Boss Monster for each Danger spent. To create a Boss Monster, grab the appropriate MONSTER FAMILY card, and use the BOSS stats (including the Hits Die). Boss Monsters can appear in any room. DANGER Monstrous Edge For 1 Danger, you can add an edge to all of your minions and bosses. +Tough: All of your monsters get +1 Armor Defense. +Fast: All of your monsters add +1 squares to Move Actions. +Fire/Frost/Adjective Denoting Hazard: All of your Monsters gain the power +Immunity (to something). So, you could have Frost Goblins (that are immune to cold), Fire Goblins (immune to Fire), or Crotch Goblins (immune to dirty kicks in the pants). +Flaming: All of your monsters are covered in flames doing +1d4 DAM on a hit. +Strong: All of your monsters do +2 DAM. +Sniper: All of your monsters have the RANGED WEAPONS power. DANGER Environmental Hazard For each Danger spent, the dM can add an environmental hazard to the Dungeon (this hazard affects all rooms in the dungeon). Some sample hazards are listed below, feel free to add more. Wild The dungeon is considered to be wilderness, and all of the surfaces are rocky and hard to cross. Reduce all Movement by 1 square. Beasties and Oids can move without penalty. Ice The dungeon is slippery and cold. Any failed REFLEX check results in the player falling on their tuckus, and having to spend an action to stand back up. Character wearing bikinis take a penalty dice on all actions since its nipply. Mold The Dungeon is covered in poisonous mushrooms, pollen, and dripping stalactites. The Party suffers a penalty dice to all STRENGTH rolls, and is at -2 BEEF DEFENSE for the adventure. Hostile Workplace This dungeon is really out to kill you. All Minions are +1 Level. Dark The entire dungeon is dark. Unless someone has some light, the Adventurers take a penalty dice to all actions. Lava Areas of water and such like are actual boiling hot magma. Any critter or player that enters it takes 1d8 damage per turn.

dangeRs!
DANGER THE BIG BAD Every Adventure has to have a big bad. A big bad is made just like any Warhamster Character (meaning that it has a job, stat dice, and levels). Its level is equal to the Danger Level of the Dungeon. Grab a BIG BAD Sheet and fill in the particulars. The Big Bad usually is in the last room of the dungeon.

DANGER Dungeon Room (Location) For each Danger spent, you can add another room to the Dungeon. All dungeons start with at least 1 room. A selection of starter rooms are included with this game. Each room is made up of a 6x6 graph map with at least 1 Exit from the room. <<NEED SOME RULES ABOUT MAKING THESE>>

DANGER Bigger, Badder, Better! You can increase the level of the Big Bad by one, at the cost of one Danger.

DANGER MINIONS! Minions come in groups of 4 (i.e. you get 4 minions for each Danger spent in building the Dungeon). To create a minion, you just grab the Minion Card for the MONSTER FAMILY type selected. Minions are like any character, but they only have 1 HIT (meaning that if you hit them once, they die).

The Monster Menu


To create a BIG BAD, use the same rules for creating an ADVENTURER. You may decide to give it any race (from Vampire to Were-avocado), but use the rules for stats and powers like any player character. To determine the stats for Boss Monsters and Minions, you can use the handy reference charts included here (or use the MONSTER SHAKER still in development, but soon to our website).

Beasties: Beasties are animals, mythological creatures, dragons, and assorted possible wild game. Beasties are generally not happy to see an Adventurer, but wont attack unless provoked (or really hungry). All Beasties do their BEEF in damage (due to sharp claws and pointy teeth). Undead: The Undead are the hideous animated remains of the once living. Ghosts, vampires, and zombies are all branches of the Undead Family Tree. The Dead hate the living, and will always attack them in search of blood, brains, or sheer malicious fun. The Undead have +Immunity (Sharp Objects, Poison, and Disease). Unfortunately, they cant go out in the sunlight, or they take 1 DAM per Turn. Oid: A catchall term for all of the semi-intelligent subterranean greenskinned races: Orks, Goblins, Trolls, Ogres, etc. Oids generally like to eat Adventurers and steal their stuff, since Oids dont usually have access to the shopping centers of the Manlands. Even puny Oids are crafty fighters and deal +1 DAM on TOHIT rolls. Due to really thick skin, every Oid starts with 4 Armor Hits. Darkling: Every race (except for humans) has an evil subterranean counterpart that hates their Above World cousins with such intensity that their little faces are sometimes just a mass of hate wrinkles. Usually this is the result of an ancient blood feud or Thanksgiving argument that caused them to move underground and plot the demise of the sun-filled world. (Weve all had Thanksgivings like that.) Most Darklings look just like their cousins, except their skin is coal black, they have white hair, and they hate everything their cousins love. Drowlings hate forests and hugs. Dwurflings hate mead and storytelling. Gnumenlings hate knick-knacks and love paddy whacks. Thirdlings hate farming and smoking. Eighthlings hate everything (and are bigger cheaters and liars than Quarterlings and half as tall). Ratlings much prefer sewers to cedar chips. Darklings use the same Stat Dice as their Above World brethren. Weird: This is the scientific category for everything else, the weird stuff like Gelatinous Cubes, Eater Rooms, Walking Statues, and High School Science Teachers. Weird creatures have an advantage since they dont have to make any sense Giant Fuzzy Death Chickens, anyone?

1) Select a Monster Family 2) Determine the Danger Level (usually the DL of the Dungeon, unless the dM has spent skulls or dangers to make them tougher). 3) Write down the STAT DICE for the Monster Type 4) Roll the HIT DIE once for each Danger Level (for Bosses only) 5) Determine powers, damage, and defenses by referencing the Danger Level on the Charts below 6) For each DL, your minions and boss monsters have every power listed up to and including that level 7) Name (and describe) your new found monster.
Example: You look at your MADLIBrary and find that you get OID minions and a Big Bad named Vorthos the Flavorful (a wizard oppressed with chocolate). Its Danger Level 5, and you spend one danger to purchase a Boss Monster (a Weird Chocolate Pudding). For the OID minions, you reference on the chart and get: SLAM and COOL WEAPONS powers, d8 damage, defenses of Armor 8 Beef 9 Smarts 7 Luck 7. You decide that they are Special Dark Goblins. For the Level 5 Weird Boss, you get Claw, Hide &Sneak, and Coward as powers, roll a d4 5 times for HITS, and have defenses of Armor 9 Beef 8 Smarts 7 and Luck 7. You call him Chuckie, the Chocolate Pudding.

Monster Families
There are 5 basic Monster Families (all part of a well-balanced diet of Adventure): Beasties, Undead, Oids, Darklings, and Weird. Each Family determines what type of dice to roll for each STAT, and has a special Edge/Bogie.

*Shameless Plug: While many people think Kobolds are Oids (or worse yet, little scaly dragon people) they are not green skinned at all but usually have fuzzy orange fur, sharp claws, and pointy teeth. They like to eat babies, hate chickens, and are definitely Beasties!

HA
Stat Die

ST

Boss Hit Die

6
POWER CLAW ATHLETE BITE STEROIDS CLEAVE BREATH WEAPON FLY

4
Type Once a Turn All The Time Once a Turn All The Time Charged

6
Damage d4 d6 d8 2d4 d10 d12 2d6 3d4 2d8 4d4 1d20 2d10 3d10

10
Armor 6 7 8 9 10 11 12 13 14 15 16 17 18

4
Defenses Beef Smarts 4 3 5 4 6 5 7 6 8 7 9 8 10 9 11 10 12 11 13 14 15 16 12 13 14 15 Luck 4 5 6 7 8 9 10 11 12 13 14 15 16

Beastie
Example Minion Kobold Dire Badger Giant Spider Lion Owlbear Giant Dire Kobold Dire Owlbear Mastodon Big Ass Dinosaur Cave Dragon Gor, the Rabbit of Death Gigantic Walrus Monster Plutonium Dragon

Danger Level 1 2 3 4 5 6 7 8 9 10 11 12 13

Charged All The Time

HA
Stat Die

ST

Boss Hit Die

2
POWER CLAW SLAM
IMMUNE TO SHARP STUFF

4
Type Once a Turn Once a Turn All the Time Once a Turn Charged

8
Damage d4 d4 d6 d6 d8 d8 d10 d10 d12 d12 d20 d20 2d20

4
Armor 3 4 5 6 7 8 9 10 11 12 13 14 15

10
Defenses Beef Smarts 5 3 6 4 7 8 9 10 11 12 13 14 15 16 17 5 6 7 8 9 10 11 12 13 14 15 Luck 2 3 4 5 6 7 8 9 10 11 12 13 14

dead
Example Minion Broken Skeleton Zombie Shopkeeper Skeletal Hairdresser Frankenstein Wight Zombie Owlbear Mummy Werewolf Wereowlbear Ghost Zombie Tyrannosaurs Ham Sandwich (Vampiric) Poultrygeist

Danger Level 1 2 3 4 5 6 7 8 9 10 11 12 13

BITE CLEAVE POLYMORPH SELF CHARM IT


HATED ENEMY (ADVENTURERS)

Charged Charged

All The Time

HA
Stat Die

ST

Boss Hit Die

4
POWER SLAM
COOL WEAPONS

4
Type Once a Turn All the Time

8
Damage d6 d6 d6 d8 d8 d10 d10 d12 d12 2d10 2d10 2d12 3d12

6
Armor 4 5 6 7 8 9 10 11 12 13 14 15 16

8
Defenses Beef Smarts 5 3 6 4 7 5 8 6 9 7 10 11 12 13 14 15 16 17 8 9 10 11 12 13 14 15 Luck 3 4 5 6 7 8 9 10 11 12 13 14 15

oids
Example Minion Half-Goblin Goblin HobGoblin Ork Gnoll Ogre HobOgre Hill Giant Ogre Magi Fire Giant Storm Giant Giant Giant Dire Giant Giant

Danger Level 1 2 3 4 5 6 7 8 9 10 11 12 13

RANGED WEAPONS

All the Time

CLEAVE ANY POWER

Once a Turn *

HA
Stat Die

ST

Boss Hit Die

4
POWER Coward Hide & Sneak Claw Zot!

4
Type Once Per Turn Once Per Turn Once Per Turn Once Per Turn

6
Damage d2 d4 d6 d8 d10 d12 d10+d4 2d8 d10+d8 2d10 d10+d12 3d8
d4+d6+d8+d10

10

8
Armor 5 6 7 8 9 10 11 12 13 14 15 16 17

6
Defenses Beef Smarts 4 3 5 4 6 5 7 6 8 7 9 8 10 9 11 10 12 11 13 14 15 16 12 13 14 15 Luck 3 4 5 6 7 8 9 10 11 12 13 14 15

weiRd
Example Minion Grey Ooze Pocketbook Mimic Animated Clockstand Gelatinous Cube Gelatinous Octahedron Weretable Angry Flying Eyeball Monster Sentient Lettuce Pod Monster Flaming Doom Stalactite Teleporting Octopus Puma Beast Giant Flesh eating Protozoa Mutated Circus Tent Colossus of Sardines

Danger Level 1 2 3 4 5 6 7 8 9 10 11 12 13

Any Power
Any Other Power

* *

dM

Quick Reference Danger Chart


Additional Boss Levels 0 0 0 0 0 1 0 0 0 1 1 1 1 1 0 0 0 1 2 2 0

Danger Level = Players/2 (round up) + Highest Level Player + Optional Dungeon Difficulty

Dangers Dungeon Additional Groups Mini Environmental Monstrous Level Rooms of Bosses Hazards Edges Minions 2 1 0 0 0 0 0 3 1-2 0 1 0 0 0 4 1-3 0 0 1 1 0 4 1-3 1 1 0 0 0 5 2-4 1 1 1 0 0 5 2-4 1 0 1 0 0 6 3-5 1 1 0 1 1 6 3-5 2 1 0 1 0 7 4-6 1 2 1 0 1 7 4-6 2 0 1 1 0 8 5-7 1 2 1 0 1 8 5-7 1 1 1 1 1 9 6-8 1 2 2 0 1 9 6-8 2 1 1 2 0 10 7-9 2 2 2 0 2 10 7-9 2 3 2 0 1 11 8-9 2 3 2 1 1 12 9 2 2 3 2 0 13 9 2 3 2 0 2 14 9 3 3 2 1 1 15 9 2 4 4 1 2

ORIGINS 2009 Weapon and Item Enchantments (EDGES) for Higher Level Play

Weapons
EDGE
+DAM +BetterDAM +BurstDam +Lucky +Talkative +KnowItAll +(Adjective)(Weapon) of (Energy type) +3 Holy Avenger +Hunter +Life Stealing +Soul Devouring +Uber Vorpal 350 600 800 950 1000

GC
400 500 700 200 200 300 300 300

Effect
This weapon deals 1 extra point of DAM on all of its attacks This weapon provides a BONUS die on its DAM rolls This weapon deals 1 extra DAM on all of its attacks and as a CHARGED power can deal an extra d6 DAM to one of its attacks When attacking with this weapon, treat all TOHIT rolls that equal the targets armor as successful This weapon knows the Ancient or Uncouth Tongues skill and can speak in common This weapon gains the KNOW ? Skill and can learn +Talkative for 100 GC This weapon is surrounded in a form of energy (selected when bought) all attacks are considered that DAM and as a CHARGED power this weapon can deal an extra d6 DAM to one attack made with this weapon Did you ever wonder why paladins were wild about these things? They're shiny that's why. They are so shiny and pretty that whoever is holding them gains +3 to their HA stat and the effects of the TOUCHED BY AN ANGEL skill, and they can sense evil in a 30 degree forward facing arc as an at will power This weapon has an unnatural hatred towards (select critter type when bought) all attacks it deal against this critter gain +1 DAM and are considered +Lucky Some very serious black magic went into the creation of this weapon, before rolling for DAM the weapon bearer can sacrifice 2 Health and gain an extra d6 DAM to one attack made with this weapon After dealing the killing blow to a critter this weapon becomes Charged, this charge can be expended in a necromatic explosion of fury causing an extra d8 DAM to one attack made with this weapon Increase the damage die of any one simple weapon by one size On an attack roll of a natural 20 this weapon beheads the target, if the target doesn't have a head, it cuts something else, equally as important, off. If it doesn't have anything important to cut off, (I'm looking at you gelatinous cube) then you lose

Armor
EDGE
+Gang Tags +Turtle +Of the Archmage +Karmelion

GC
250 300 400 450

Effect
This armor has been decorated with random and offenve gang tags, this gives the wearer a BONUS die to their MEAT SHIELD skill rolls This armor has been enchanted to help you hunker down and stay out of harms way, its power is charged, when expended the wearer gains +1 DEF till the end of their next turn This armor is used to the wear and tear of a the wizarding life and has learned a thing or two about surviving a fireball. As a Charged power you can force any opponent to get a PENALTY die to any spell roll that effects you. While wearing this armor you gain the HID & SNEAK skill, if you happen to be singing Karma Chamelion while making a HID & SNEAK skill roll, gain a BONUS die.

500 +of Displacement +Poorly Tailored +Protection from (Energy) +Exotic Dwarven BS 850 +Ninjahide +Tanking 1000 550 600 700

The ultimate in now you see me, now you don't, this armor can turn the most sure of hits into a disappointing wiff. As a charged power you can force any opponent to re-roll an attack roll that included you, so long as you annonce it before they roll the DAM. This armor is a bit to large for you, forunately there is a lot of extra material for your opponents to thwack at. Gain d6 HITS when you put this armor on, you lose them when you remove it This armor has been runed or insulated to protect its wearer from a particular element, all DAM dealt by that element is reduced to 1. Maybe it's the metal, maybe it's the craftsmanship, maybe it's the fact that they grind up 3 faries in each suit of armor, we don't know and honestly don't ask too many questions. While wareing this armor, gain the Know Sloping Passages skill, +Protection from BEER, and +Turtle Made from the most deadly of all deadly game, the Ninja. This armor is black as night and super bad ass. While wearing this armor you are empowered by the souls of those whose hides went into its creation and you gain a BONUS die to anything that a Ninja could do. The gods of MTs everywhere have gathered to bestow their finest blessings upon you. Reduce your ARMOR defense by X to gain Xd10 HITS till the end of the Adventure phase

Shield
EDGE
+Turtle +Spiked +Buckler +Reflection +Targ-et +Wall Heater

GC
300 400 500 650 700 850 1000

Effect
This armor has been enchanted to help you hunker down and stay out of harms way, its power is charged, when expended the wearer gains +1 DEF till the end of their next turn When you are attacked and it misses flip a coin, if it comes up heads, the attacker takes 1 DAM from your shield Mostly being made from aluminum foil and popsicle sticks, you didn't expect this to last long. You can sacrifice this shield to cause one melee attach that hit you to instead miss. This must be done before DAM is rolled. Pollished to a high sheen this item can be used for shaving, long distance signaling, and reflecting spells away from you. As a Charged power you can elect to reflect a spell that is targetting you to another randomly determined target. Some brilliant bastard dree some red and white concentric circles on this bad boy you woldn't believe how good it is ad drawing the attacks. This isn't a shield so much as a large section of a castle wall that you strapped to your fore arm. Reduce your REFLEXES by 1 die size but gain d(whatver die you just lost) HITS untill you take off the shield, then you lose them This shield is always warm and tosty, alowing it's bearer to ignore the exposure effects of Tundra travel and granting them a Charged power that causes the shield to explode inflames causing d6 + LEVEL DAM to anyone adjacent to the bearer

Wands, Rod, & Staves


EDGE
Staff of Tim Staff of Compulsion

GC Effect
350 500 The great and powerful sorcerer's first wand he wasn't into subtle, he was more BURN BABY BURN. This wand has a once per turn power that can be used to do 1 DAM to any target you can see Some folks think it's your winning smile but we know know your secret, it's the staff your packing. Gain a BONUS die to any SLEEP and CHARM rolls while using this wand

Rod of Righteous Indignation Wand of (ELEMENTAL ADJECTIVE) Death Rod of Hanging Staff of Some Damn Elven tree Rod of Spell Storing Rod of Ruin Staff of STOP IT NOW

550 500 600 700 900

Gain a BONUS to do all EXORCISM, INQUISITION, and TURN DEAD rolls while wielding this rod For the power gamer in you Your spells of the specified element do 1 extra point of DAM. You always keeps soda and chips around so people love to crash at your place, when rolling for durations on summon spells, use the next larger die Some fancy druid planted this thing like 9 zillion years ago and youhappen to come across one of it's branches lying on the ground (after you broke it off the tree). Gain a Bonus Die to any POLYMORPH rolls This stick is great for giving folks a taste of their own medicine. This item becomes charged when you are the target of a spell. It stores a copy of the spell in the Rod and you can use the spell as a charged action. Only one spell can be stored per adventure and if not used it fades away when you head back to town. Causes milk to spoil and plants to wither and has a Charged power that allows you to get a BONUS die to DAM rolls Charged chan be used to protect yourself from the effect of an AIIIIIIIE

1000 400

Rings
EDGE
Ring of the Cock Ring of 3 Wishes Ring of Animal Friendship Ring of Projection Ring of Health and Happiness Ring of Fire Ring of Book Cooking Hamster Bone Ring Ring of the Host with the Most Ring of the Goat The Won Ring 350 400 450 550 650 700 800 900 1000

GC Effect
200 300 This unusual item is a favorite of the rough and ready outdoorsman, it heightens ones sense of... awareness* and grants them a BONUS die to all CAMP rolls You pick any WH spell in secret and write it on a slip of paper, the dM picks a target in secret and writes it on a slip of paper after they're revealed and the spell is activated the person to your left makes any necesssary rolls or decisions i.e. what did you polymorph the fire mage into? Furry critters really like you, a lot, you gain a BONUS die on all rolls involving animals and the Animal Tongues skill This ring actually allows it's wearer to literally project their feelings of self-doubt, fear, and inadequacy onto another. This Charged power forces the target to receive a PENALTY die to all rolls on their next turn Charged - Target gain 1d4 HITS and a sunny disposition Charged - When activated this ring causes the area immediately around any critter you can see to errupt into flame. The flame lasts for 3 turns if they attempt to move through it they take d6 DAM and it burns burns burns. While worn increase all Gold that you earn by 10% Enfused with the fury of the ancient Hamster ancestors this ring can infuse it's wearer (by use of a charged power) with great Streangth for a short time. Increase your STd by one size and gain +DAM for the next 2 TURNS Increase the die rolled for SPIRITUAL HAMMA and HEAL effects by 1 size Through the application of subtle pressures you are able to bend the will of even the most stubborn opponents. Once per turn - gain +1 to all rolls until your next turn +DANGER

BONUS MATERIALS

MAP 1 BASIC

MAP 2 hall

MAP 3 GUTSY

MAP 4 VAULT

MAP 5 LOCK

MAP 6 CHOOSE YOUR OWN ADVENTURE

MAP 7 ARCHERY ARCHERY

MAP 8 GRASS AND WALLS

MAP 9 RIVER GRASS And ROCKS

MAP 10 DO IT YOURSELF

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