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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.Īcknowledgements 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.
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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. 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 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. Utilize this rulebook as your tool kit to share YOUR vision of the world of Würm with your friends.
#WURM ANIMAL AGE FREE#
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. 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. However, the world of Würm also allows for a degree of fantasy. 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. 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. 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. 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. The rules of this game are designed to be as simple and clear as possible. 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. 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. 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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