work with. But it’s not all bad. A witcher’s still
Alchemy
a damn impressive thing. They’re great sword
Dodge/Escape
fighters—even watched the witcher I traveled
Wilderness Survival
with parry a crossbow bolt flying at him. If that
Swordsmanship
doesn’t sound insane to ya, ya need to hear it
again. That pretty spinnin’ style witchers use
Athletics
can real y do a number on a slower swords-
Stealth
man too. They get those blades movin’ so fast
Ride
ya can barely keep track of the things. Like a
silver flash. If ya survive the swordplay, ya still
have to watch out for their damn alchemy. In
Gear (Pick 2)
the old days at least, witchers carried a bunch
Alchemy set
of potions and oils that could make ‘em hell on
A horse
a battlefield, make ‘em even quicker, let ‘em
heal like werewolves. Then on top of it a witch-
Throwing knives x5
er’s somethin’ of a wee mage. Not as powerful
A hand crossbow
Witcher Training (INT)
as a mage, mind ya, but still capable of magic.
Double woven gambeson
Most of a Witcher’s early life is spent within
They’ve got these things cal ed Signs, which are
the wal s of their keep, studying huge, dusty
special hand-symbols that have magical effects.
tomes and going through hellish combat Heh, a mage would scoff at ‘em since apparent-
Special
training. Many have argued that the Witcher’s
ly they’re not even at the level of simple mage
Witcher medallion
greatest weapon is their knowledge of mon-
spel s but they’re still impressive. Over all I’d say
Witcher’s steel sword
sters and their adaptability in any situation.
it’s a good thing witchers only hunt monsters.
Witcher’s silver sword
When in a hostile environment or difficult
Or at least they used to only hunt monsters.”
terrain, a Witcher can lessen the penalties by
–Rodolf Kazmer
Potion formulae x2
half their Witcher Training value (minimum
Oil formulae x2
1). Witcher Training can also be used in any
Decoction formulae
situation that you would normaly use Mon-
ster Lore for.
47
Your Statistics
Getting Statistics
There are two ways for you to
Statistics quantify your character’s inherent physical and mental abilities: how strong
set statistics. You can either rol
you are, how smart you are, and so on. Below are the nine Statistics, or Stats, in the
Witcher
randomly or assign points. To
TRPG. These Stats tell you what your character was born good or bad at. Below
roll your stats randomly you
those are your Derived Statistics. These are more specific values derived from your core
roll 1d10 nine times, (re-rol -
Statistics.
ing any 1s or 2s), and allocate
those numbers to all nine of
Statistics
your stats. If you opt to use
Intelligence (INT):
point assignment, your Game
For solving puzzles, Empathy (EMP): For affairs of the heart
Master will give you a number
performing science, deduction, and the like. and emotions. Seducing and persuading
of points to split among your
come under this category.
Reflexes (REF):
Stats, based on the table below.
For fighting, dodging,
and tasks that require fast reactions and ac- Craft (CRA): For using machinery and
curate movements.
creating things with precision. Also for us-
Game
ing artillery and setting traps.
Dexterity (DEX): For ranged attacks and
Type
Points
anything that requires hand-eye coordina- Will (WILL): For intimidation, magi-
Average
60
tion or balance.
cal checks, and mental endurance checks.
Skilled
70
Shows your sheer power to keep moving
Body (BODY):
Heroes
75
For things that require forward and your ability to control magic.
great strength, like wrestling and strength
Legends
80
feats, or physical endurance, such as resist- Luck (LUCK): Luck is a pool of points
ing disease or fatigue.
used to change things in your favor. Before
you make any skill rol , on your turn or in
Stat
Speed (SPD): This represents how fast defense against someone else, you can add
your character moves. You can use this Stat Luck. For every point you use you gain +1,
Level Meaning
when trying to outrun other people or de- but you must choose how many points you
1-2
Inept
termining how far you can move in a given use before you rol . Your Luck pool refil s at 3-4
Everyday
time.
the begining of each session.
5-6
Competent
7-8
Heroic
Derived Statistics
9-10
Incredible
Vigor (See Profession): Your Vigor score Run (SPDx3): This is how fast you are 11-12
Legendary
is how many points of Chaos you can chan- when moving at a comfortable run. In one
13
Superheroic
nel at one time without damaging yourself. turn you can move a number of meters
If the total Vigor Cost of all the spel s you equal to your Run.
cast in one round is greater than this value
you take damage (See Over Exertion on pg. Leap (Run/5): Your Leap score is how
166).
many meters you can jump from a running
start.
Stun: Your Stun score represents how hard
it is to knock you unconscious or stun you.
Non-lethal damage lowers this score, and
when it reaches 0 you are knocked uncon-
scious. When forced to make a Stun save,
you roll under this number divided by 10,
rounding down.
(See the Physical Table)
48
Health Points (HP): Your health is the num-
Physical Table
ber of points of damage you can take before
you go into Death State and start bleeding
Bonus
(Body+
out. (See the Physical Table)
Melee Damage
Will)/2 HP STA REC STUN
The stronger a fighter is, the
Stamina (STA): Your Stamina represents how
2
10
10
2
20
harder they can hit. When
much energy you can expend before you be-
3
15
15
3
30
making melee at acks or
come exhausted, whether it is physical effort
4
20
20
4
40
throwing weapons you add
or the use of magic. It is spent the same way
bonus damage based on your
as Health Points. When it runs out, you are
5
25
25
5
50
Body. This damage is already
exhausted and cannot do anything but recov-
6
30
30
6
60
factored into your Punch and
er. General y 1 minute of intense labor or 1
7
35
35
7
70
Kick.
hour of menial labor spends 2 STA points.
8
40
40
8
80
Casting spel s and making extra actions in
9
45
45
9
90
Body
Melee
combat also drains Stamina. Stamina returns
Bonus
whenever you take a Recover action, which
10
50
50
10
100
1-2
-4
restores as much Stamina as your REC.
11
55
55
11
110
3-4
-2
(See the Physical Table)
12
60
60
12
120
5-6
+0
13
65
65
13
130
Encumbrance (ENC)(Body x10): This is
7-8
+2
how much weight you can carry without be-
9-10
+4
ing slowed down. When you are encumbered,
11-12
+6
subtract 1 from your REF, DEX, and SPD for
Hand To Hand Table
13
+8
every 5 points you exceed your encumbrance,
minimum 1. You can dead-lift 50 times your
Body in Kilograms.
Body
Punch
Kick
1-2
1d6-4
1d6
Rounding
Recovery (REC): Your Recovery indicates
3-4
1d6-2
1d6+2
how much Health you get back with each day
When calculating your Der-
of bed rest. To get these points back, someone
5-6
1d6
1d6+4
rived Statistics you always
must perform a First Aid check or a Healing
7-8
1d6+2
1d6+6
round down. So a 4.5 is a 4, an
Hands check on you.
9-10
1d6+4
1d6+8
8.25 is an 8, and so on.
(See the Physical Table)
11-12
1d6+6
1d6+10
Punch & Kick (See Hand to Hand Table):
13
1d6+8
1d6+12
Your Punch and Kick represent how much
damage you are able to do with a punch or
kick. These strikes do non-lethal damage.
49
Your Skills
Skill
After you get your statistics, you must al- Your first 11 skills will come from your
Level Meaning
locate points into your skills to determine Profession’s Skill Package and Defining
1-2
Inept
what your character has trained in. Put- Skill. For these 11 skills you will have 44
3-4
Everyday
ting points in a skill means that you have points to split between them. You must
trained in this skill. The more points you put at least 1 point in each skill in your
5-6
Competent
have in a skill, the more knowledge and Skill Package. After you determine your
7-8
Heroic
experience you have with that skill. Skills Skill Package, you can choose your Pick
9-10
Incredible
can have between 0 and 10 points in them Up Skills, skills beyond your profession
11-12
Legendary
and can never go higher than 10 points. that you learned over time based on what
Bonuses like racial modifiers can raise a you do and who you are. You can choose
13
Superheroic
skill above 10. When first making your as many or as few as you like as long as you
character, your skills cap at 6. You can have points to spend in them. You may not
raise them higher as the game progresses, raise Profession skills with Pick Up Skill
however. For a better idea of what skill val- points. You have a number of skill points
Dif icult Skills
ues mean in real terms, check out the table for Pick Up Skills equal to your Intelli-
It is important to note that
in the sidebar.
gence Statistic plus Reflex Statistic.
while most skil s cost 1 point
to raise 1 level, skil s that are
marked with a (2) next to them
require 2 points per level in the
skill.
INTELLIGENCE REFLEX
BODY
CRAFT
Awareness
Brawling
Physique
Alchemy (2)
Rodolf on Alchemy
Business
Dodge/Escape
Endurance
Crafting (2)
Y’know, tried alchemy once.
Deduction
Melee
Disguise
Rough time of it though. Heh,
Education
Riding
EMPATHY
First Aid
swear to all the gods I’m lucky
Language (2)
Sailing
Charisma
Forgery
I’m still alive. Alchemy’s a tough
Monster Lore (2)
Small Blades
Deceit
Pick Lock
nut to crack. Mostly ‘cause of al
Social Etiquette
Staff/Spear
Fine Arts
Trap Crafting (2)
the measurin’ and waitin’ and
Streetwise
Swordsmanship
Gambling
whatnot. Here I am, measurin’
Tactics (2)
Grooming and Style
WILL
out tiny spoonfuls of calcium
Teaching
DEXTERITY
Human Perception
Courage
equum and little slices of man-
Wilderness Survival
Archery
Leadership
Hex Weaving (2)
drake root. Boilin’ ‘em for exactly
Athletics
Persuasion
Intimidation
45 minutes and lettin’ ‘em steep
Crossbow
Performance
Spell Casting (2)
for exactly 25 minutes. Couldn’t
Sleight of Hand
Seduction
Resist Magic (2)
bring myself to drink the thing
Stealth
Resist Coercion
in the end. Looked like a murky
Ritual Crafting (2)
lake bottom. Heh, woulda
poured it out
the window but I
spiled a drop and it ate through
my shoe...
–Rodolf Kazmer
50
Skill Descriptions
“Base”
INTELLIGENCE
Oxenfurt or another such college. At a base
Awareness: Noticing things or spotting ab- 20 you are a highly educated individual who The term base is used to
normalities in your environment. At a base stumps college professors and mage advi-
describe your appropriate
10 you are a relatively aware person, notic- sors.
Statistic plus your skill level.
ing people walking by you and large chang-
When rolling a skill check
es in the environment. At a base 13 you are Language (2): Skill in speaking a specific you add this base to your die
very aware, noticing small changes in the language. The languages that can be learned
rol.
environment and hearing an average per- via Language are Common Speech (the lan-
son trying to be stealthy. At a base 16 you guage of the Northerners), Elder Speech
are acutely aware, able to pinpoint minute (the language of the Nilfgaardians, Skel-
changes in your environment and rarely ligers, and non-humans besides dwarves),
Home Language
taken by surprise. At a base 20 you are hy- and Dwarven (the language of the dwarves).
You are considered fluent in
per-aware and nearly nothing happens in At a base 10 you know the basics of a lan-
the language of your home-
your environment without you noticing. guage and can read it slowly; when you
land. This means that you
Even invisible creatures have a hard time speak your accent is atrocious and you are
start with a +8 in your own
sneaking by you.
slow and ponderous. At a base 13 you know
home language. If you are
the language well enough to read, write, and
from Nilfgaard, Dol Blath-
Business: Starting and operating a business. speak it but some technical words and slang anna or Skellige you speak
At a base 10 you can manage a basic lemon- elude you. At a base 16 you are total y fluent
the Elder Speech, though
ade stand. At a base 13 you could probably in the language and can even work out some
they are separate dialects (see
run a tavern and not go out of business. At dialects. At a base 20 you are not only fluent
Dialects). If you are from the
a base 16 you are a successful businessman in the language but you know all dialects
North you speak Common
who has probably run businesses in the past and ancient forms of the language.
Speech. If you are from Ma-
and rarely makes mistakes. At a base 20 you
hakam you speak Dwarven.
are a master of business, capable of running Monster Lore (2): Skill in discerning infor-not just a business but a mercantile empire. mation about monsters. At a base 10 you
can tell a nekker from a ghoul. At a base 13
Deduction: The skill of deducing a conclu- you know general y which monsters fit into Dialects
The Witcher Pen & Paper RPG Page 11