Wurms' Blood
(Use dice to track the units in your inventory)
Once ignited, Wurms' Blood burns for 1d4
turns in a manner similar to napalm. Affected
units take damage each turn. Flames can be
extinguished by making a full success on a
GRACE roll. Roll with advantage if you
have access to a substance that can smother
the flames, such as sand. Crafting this requires
"Wurm" materials: Scale = 2 Units, Claw =
5 Units, Eye = 10 Units, Heart = 50 Units
Card Comments