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Wurm RPG: Core Rules

Wurm RPG: Core Rules

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Adventure into the prehistoric past of our own world. In this long-forgotten time, many powerful creatures roamed a vast territory covered in steppes and taiga, reaching from the white mountains to the raging sea: mammoths, aurochs, bison, giant deer, cave bears and cave lions. Among these huge creatures, two species of humans live in small communities of hunter-gatherers: the robust Bear Men (Neanderthals) and the taller Long Men (Cro-Magnon, or Cavemen).

During your adventures, whether simply surviving or going on perilous hunts or legendary quests, your characters will gain strength, wisdom and prestige by exploring unknown territories, daring to enter the darkness of mysterious caves, seeking out the powers of ancient spirits, or challenging the creatures of the night.

All the rules you need to play Wurm are included in the core rulebook, detailed over nine chapters. These rules were designed to be simple and clear. For the most part, they only require a few 6-sided dice. Characters develop through a number of Strengths and Weaknesses that are connected to specific totems. Additionally, Talents and Secret techniques represent the abilities that a character may learn, such as painting, shamanism or certain combat techniques.

Developed to be as close as possible to established archeological sources, the world of Wurm also leaves room for a touch of fantasy and adventure. You will find rules for playing with the real powers of totem spirits, as well as a whole range of fantastical creatures living along-side the mammoths and the cave bears, such as fire spirits, witches and glacier giants.

The core rulebook includes four introduction scenarios, including one to introduce younger players to the game. English edition of the French RPG.

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