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The Witcher Pen & Paper RPG

Page 11

by Cody Pondsmith


  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

 

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