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Wyrms

Greater Wyrm

Attributes: Bearing 19 (+6), Nimbleness 12 (+3), Perception 11 (+2), Strength 17 (+5), Vitality 20 (+7), Wits 13 (+3)

Reactions: Stamina +7, Swiftness +3, Willpower +6, Wisdom +6

Health: 25
Defense: 13
Initiative: +3

Skills: Intimidate (Fear) +12, Observe (Spot, Smell) +8, Track (Scent) +8, Unarmed Combat (Claws, Bite, Tail) +12

Special Abilities:

Hypnotic Gaze:
Wyrms have a gaze that can hypnotize their attackers, or their prey. PCs must make a willpower test of TN 15 if caught in the Wyrms gaze, or player is “frozen” (no actions of any kind) for 1D6 round(s).

Claws:
Wyrms have great claws on their front and hind legs. Each claw does 2D6-2 damage. On a superior success or better, opponent must make a swiftness test of TN 15, or armour’s “damage absorbed” is –1 until repaired (does not affect shields or natural armour).

Bite:
A Wyrm will bite and snap at whatever may surround it. Their razor sharp teeth do 2D6+4 damage.

Tail:
A Wyrm’s tail is often used as another weapon, inflicting stun damage and occasionally knocking their opponent down. The victim must make a Stamina of TN 10 is called for to withstand the initial attack. To avoid being knocked the ground, opponent must make a Nimbleness, Strength, or Balance test (Narrator’s choice) of TN 10 to stay on their feet, or opponent is prone.

Scaly Hide:
A Wyrm’s scales or hard as stone and provide a natural armour of 4, and provides 1D6 protection from fire damage.

Terror:
The site of a Wyrm is both awe-inspiring and terrible. It’s Intimidate (Fear) skill operates at a continuous half effect. (+3 from Bearing, +6 from skill=9)

Poisonous Fume:
For a cost of 2 actions, a Greater Wyrm can breathe a haze putrid green poison. All opponents in front of the wyrm within close combat range, or who pass through the haze, must make a Stamina or swiftness test to resist the poisons effect.

Type: Inhaled or contact
Onset Time: Immediately
Potency: +11
Treatment: +11
Effect: Reduce Vitality or other attribute by 1D6 / Half Vitality lost
Stages: Continuous while in area, or 1D6 rounds/

OR

Fire Breath:
A Wyrm may breath fire at an opponent for a total of 3D6+5, target may catch fire.
Ranged Attack 5/15/30/45/ +10
See rules for Fire on page 245 for being caught on fire.


Wyrm

Attributes: Bearing 17 (+5), Nimbleness 11 (+2), Perception 11 (+2), Strength 16 (+5), Vitality 18 (+6), Wits 12 (+3)

Reactions: Stamina +6, Swiftness +2, Willpower +5, Wisdom +5

Health: 23
Defense: 12
Initiative: +2

Skills: Intimidate (Fear) +10, Observe (Spot, Smell) +6, Track (Scent) +8, Unarmed Combat (Claws, Bite, Tail) +10

Special Abilities:

Hypnotic Gaze:
Wyrms have a gaze that can hypnotize their attackers, or their prey. PCs must make a willpower test of TN 15 if caught in the Wyrms gaze, or player is “frozen” (no actions of any kind) for 1D6 round(s).

Claws:
Wyrms have great claws on their front and hind legs. Each claw does 2D6-4 damage. On a superior success or better, opponent must make a swiftness test of TN 10, or armour’s “damage absorbed” is –1 until repaired (does not affect shields or natural armour).

Bite:
A Wyrm will bite and snap at whatever may surround it. Their razor sharp teeth do 2D6 damage.

Tail:
A Wyrm’s tail is often used as another weapon, inflicting stun damage and occasionally knocking their opponent down. The victim must make a Stamina of TN 10 is called for to withstand the initial attack. To avoid being knocked the ground, opponent must make a Nimbleness, Strength, or Balance test (Narrator’s choice) of TN 10 to stay on their feet, or opponent is prone.

Scaly Hide:
A Wyrm’s scales or hard as stone and provide a natural armour of 3, and provides 1D6 protection from fire damage.

Terror:
The site of a Wyrm is both awe-inspiring and terrible. It’s Intimidate (Fear) skill operates at a continuous half effect. (+2 from Bearing, +5 from skill=9)

Poisonous Fume:
For a cost of 2 actions, a Greater Wyrm can breathe a haze putrid green poison. All opponents in front of the wyrm within close combat range, or who pass through the haze, must make a Stamina or swiftness test to resist the poison’s effect.

Type: Inhaled or contact
Onset Time: Immediately
Potency: +9
Treatment: +9
Effect: Reduce Vitality or other attribute by 1D6-2 / Half Vitality lost
Stages: Continuous while in area, or 1D6 rounds/

OR

Fire Breath:
A Wyrm may breath fire at an opponent for a total of 2D6, target may catch fire.
Ranged Attack 5/15/20/35/ +10
See rules for Fire on page 245 for being caught on fire.

Lesser Wyrm

Attributes: Bearing 12 (+3), Nimbleness 8 (+1), Perception 8 (+1), Strength 14 (+4), Vitality 17 (+5), Wits 12 (+3)

Reactions: Stamina +5, Swiftness +2, Willpower +3, Wisdom +3

Health: 21
Defense: 11
Initiative: +1

Skills: Intimidate (Fear) +8, Observe (Spot, Smell) +5, Track (Scent) +6, Unarmed Combat (Claws, Bite, Tail) +8

Special Abilities:

Claws:
Wyrms have great claws on their front and hind legs. Each claw does 2D6-4 damage. On a superior success or better, opponent must make a swiftness test of TN 10, or armour’s “damage absorbed” is –1 until repaired (does not affect shields or natural armour).

Bite:
A Wyrm will bite and snap at whatever may surround it. Their razor sharp teeth do 2D6 damage.

Tail:
A Wyrm’s tail is often used as another weapon, inflicting stun damage and occasionally knocking their opponent down. The victim must make a Stamina of TN 10 is called for to withstand the initial attack. To avoid being knocked the ground, opponent must make a Nimbleness, Strength, or Balance test (Narrator’s choice) of TN 10 to stay on their feet, or opponent is prone.

Scaly Hide:
A Wyrm’s scales or hard as stone and provide a natural armour of 3, and provides 1D6 protection from fire damage.

Terror:
The site of a Wyrm is both awe-inspiring and terrible. It’s Intimidate (Fear) skill operates at a continuous half effect. (+2 from Bearing, +5 from skill=9)


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