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| Wyrms The fearsome wingless drakes of Middle Earth. Glaurung the Golden, Father of the Urulóki, was the first of their kind. These are his lesser heirs ... 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) <Back to Top <Back to Eye of Sauron <Back to Main |