Wurm - Role Playing in the Ice Age.pdf

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WÜRM
Roleplaying in the Ice Age
Credits
Author
Emmanuel Roudier
Additionnal texts by
Éric « Yodram » Gilleron (Dawé
the damned, Playing child characters, The Odyssey of the Bear men)
Olivier Castan (Women’s
roles in the world of Würm, Initiation, The Birdcave)
Project Managers
Emmanuel Roudier
Jean-François Morlaës
French version proofreaders
Éric Nieudan, Éric « Yodram » Gilleron
Olivier Castan, François-Xavier « Xaramis » Cuende
Translators
Kathy Calmejane
Leslie Pierobon
Technical Coordinator
Franck « Booga » Florentin
English version proofreaders
Kathy Calmejane, Leslie Pierobon, Stewart Wieck
Artists
Emmanuel Roudier
Éric Le Brun (pages
19, 108, 109)
Florent Rivère (pages
10, 111)
Graphic Designer
Emmanuel Roudier
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Welcome to Würm!
Whether you are passionate about role-playing games or prehistory (or maybe even both!), we
would like to thank you for being curious and daring enough to purchase this rather unusual
game. We hope that the book you are now eagerly holding will allow you to share dozens, if
not hundreds, of hours of fun with your friends.
The rules of this game are designed to be as simple and clear as possible. The aim of these
rules is to simulate the daily life and culture of our ancestors living in the Ice Age, through
a fluid and straightforward game system. To bring the characters to life, you won’t be using
stats and skills, but rather a number of Strengths and Weaknesses that are connected to totem
spirits. After all, what use is it to work out if a character is “average” in one area or another?
Surely it’s more interesting to discover their strong and weak points, and in this prehistoric
world, what Guardian Spirit they are connected to? Furthermore, the Talents and Secret Skills
that you will discover in this book will give you an idea of some of the proficiencies that a
character possesses: painting, shamanism or certain combat skills, for example.
The rules of this game were designed to be as faithful as possible to the latest archaeological
research, aiming to give you a detailed picture of the technical knowledge, the environment,
and the culture of our ancestors. However, the world of Würm also allows for a degree of
fantasy. Therefore, you will find herein rules that will allow you to play with the very real
powers of the Spirits, or encounter a whole range of fantastical beasts such as Fire Spirits, or
sorcerers or ice giants, just as easily as you’ll come across mammoths and cave bears.
Of course, if any of these rules don’t fit with how you want to play, or if the interpretation
of prehistoric life that we present is not to your taste, then please feel free to change any
of the aspects of this game. Utilize this rulebook as your tool kit to share YOUR vision
of the world of Würm with your friends. The most important thing to remember is to
enjoy yourself and make certain you and your fellow players want to slip into the furs and
loincloths of our Ice Age ancestors.
This book is the translation of a compilation of the first edition of the Würm role-playing
game and the Companion Book, both originally published in French, with a number of
additional brand new sections, some clarifications and new illustrations. The game rules
included in this book are pretty much the same as the ones in the previous French-language
editions, however they have been improved and enhanced along the way. If you own any of
the previous editions of this game and you notice any differences in some of the details of
the rules, you can consider that this version of the rules has precedence.
Acknowledgements
We would like to say a big thank you to all the French-speaking players far and
wide who tested the original version of Würm and helped us develop the final
version. Their feedback was extremely precious during the process. We would
also like to warmly thank all the readers who contributed their ideas and their
suggestions, and all the members of La Cour d’Obéron and the Editions Icare
community whose curiosity and constructive criticism were a crucial part of the
improvements made to this role-playing game.
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Table of Contents
3.
3.1.
3.2.
3.3.
3.4.
Game System
Carrying Out an Action
Tribal Activities
Hunting and Food
Movement
37
37
39
42
47
4.
4.1.
4.2.
4.3.
4.4.
4.5.
4.6.
4.7.
4.8.
Combat and Dangers
Initiative and Choice of Actions
Attacking and Dodging
Weapons of the Stone Age
Unarmed Combat
Wounds and How to Avoid Them
Healing
The Dangers of the Ice Age
After-Effects of Serious Wounds
Caused by Natural Dangers
48
48
49
53
58
59
62
63
68
1.
What is Würm ?
How to Use This Rulebook
The Paleolithic Era
11
13
9
5.
5.1.
5.2.
5.3.
5.4.
5.5.
5.6.
Talents and Secret Skills 69
Arts and Craftsmanship
Secret Combat Techniques
Shamanism
Enchantment
Sorcery
Half-Shadows
70
73
76
82
84
86
2.
2.1.
2.2.
2.3.
2.4.
2.5.
2.6.
2.7.
2.8.
2.9.
Creating a Character
Peoples and Tribes
Strengths
Weaknesses
Experience
Stamina
Talents and Secret Skills
Prestige
Equipment
Playing Child Characters
16
16
21
26
28
29
30
30
34
34
6.
The Powers of the Spirits 88
88
91
92
6.1. The Guardian Spirit and the
Manna Pool
6.2. Favors of the Spirits
6.3. Curses
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Table of Contents
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