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The Witcher Pen & Paper RPG

Page 12

by Cody Pondsmith


  sion from clues given to you. At a base 10 what classifications. At a base 16 you are

  you often get hunches that point you in the well-versed in the various weaknesses and

  Technicaly the Elder Races,

  right direction. At a base 13 your hunches strengths of all common monsters. At a base

  the Nilfgaardians, and the

  are usual y right and you can back them up 20 you rarely encounter a beast you can’t

  Skelligers all speak different

  with logical reasoning. At a base 16 you gen- analyze in a matter of seconds and even a

  dialects of the Elder Speech.

  eral y can find what has occurred or what witcher would be proud.

  For the sake of simplicity

  may occur with only a few clues. At a base

  these are treated as one lan-

  20 your deductions are almost never wrong Social Etiquette: Blending in at social func-guage. If you want to get into

  and you can find answers with the barest of tions and not making a fool of yourself in

  the fine detail of this, you

  clues.

  polite company. At a base 10 you know how

  can treat your points in El-

  to address nobility and can act properly

  der Speech as 2 points lower

  Education: The level of formal education when in a fancy neighborhood. At a base

  when dealing with a different

  you have received. At a base 10 you have 13 you can attend social gatherings and not

  dialect of the Elder Speech.

  basic knowledge, the amount you would get stick out like a sore thumb. At a base 16 you

  from a parent explaining the world to you. appear dashing—a cavalier, knowledgeable

  At a base 13 you probably mentored under in all laws of society, fitting in with ease. At

  someone or attended one of the few schools a base 20 you know even the unspoken rules

  around where you lived. At a base 16 you of the highest courts and could probably

  collect knowledge, probably having gone to impress the Emperor of Nilfgaard himself.

  51

  Streetwise: Knowing the streets. This skill is alone with some discomfort and you could less about knowing a geography and more earn a living hunting. At a base 16 you could

  about knowing how certain areas operate. be a hermit or a ranger, living in the wilder-

  Foraging

  At a base 10 you have enough knowledge ness with ease. At a base 20 you know almost

  Wilderness Survival can be

  to avoid muggers and know where the nice everything about the wilderness. There’s no

  used to forage for just about

  parts of a city are. At a base 13 you can gen- natural environment that you couldn’t adapt

  anything you can find in the

  eral y pick up what factions hold sway in an to and no prey that can avoid you.

  wilderness. Foraging for food

  area and why. At a base 16 you can glean a

  is usualy pretty easy, as you can

  phenomenal amount about an area from

  see from the table below. But

  studying it, identifying the important peo- REFLEX

  you can also hunt for alchem-

  ple in the city and their relationships with Brawling: The skill of fighting hand to hand ical ingredients and crafting

  ease. At a base 20 you are able to assess a with fists, feet, and the like. At a base 10 you components. The specific

  whole town easily, picking up enough to are a competent fist fighter and probably

  foraging DCs are mentioned,

  make you effectively a local.

  could win an average fight. At a base 13 you

  starting on pg.143 in the Craft-

  are a skilled fist fighter and will general y

  Tactics (2):

  ing section

  Anticipating enemy movements beat any common bar room brawler. At a

  and planning accordingly. At a base 10 you base 16 you are very skilled at hand-to-hand

  can figure out the basics of an untrained combat. You know many techniques for

  Forage

  mob’s combat plan. At a base 13 you could physical combat and can beat even military

  DC

  Location

  probably lead a small battalion of men suc- combatants. At a base 20 you are a master of

  10

  Forests

  cessful y and could rout an enemy force of hand-to-hand combat and can beat almost

  12

  Plains

  equal size. At a base 16 you could be placed anyone barehanded. You can even stand up

  in charge of a mercenary band and be a ma- against armed warriors.

  15

  Caves

  jor military force, adapting to all kinds of

  14

  Coast

  situations with knowledgeable leadership. Dodge/Escape: Dodging attacks and mis-

  18

  Desert

  At a base 20 you could be a full-on military siles and escaping from holds and grapples.

  general, leading whole armies with the tac- At a base 10 you can dodge telegraphed at-

  14

  Mountains

  tical and strategic knowledge to win the day tacks and escape from weak assailants. At a

  20

  Tundra

  against even unspeakable odds.

  base 13 you can dodge a spear if you can see

  it coming and you know how to escape from

  Teaching: The skill of explaining skil s to basic holds. At a base 16 you can dodge mis-others. This skill is not required to teach siles such as arrows and crossbow bolts if

  other skil s, but it makes it a lot easier. At a you can see them coming. At a base 20 you

  base 10 you can walk a person through a ba- can dodge even things you aren’t complete-

  sic demonstration, though they may not al- ly aware of and can escape from all sorts of

  ways understand. At a base 13 you can teach holds.

  the basics of a skill to a diligent pupil with

  no issues. At a base 16 you could teach even Melee: Using weapons such as whips, bludg-uninterested students the higher levels of a eons, and axes. At a base 10 you can reliably

  skill with time. At a base 20 you are master wield melee weapons. At a base 13 you can

  of teaching and can connect with anyone. swing an axe with enough skill to match

  Your lessons immediately make sense and professional soldiers. At a base 16 you can

  rarely ever have to be repeated.

  rival hardened veterans in melee combat. At

  a base 20 you are a master of melee who can

  Wilderness Survival: Surviving outdoors take on multiple assailants at once.

  and tracking prey. At a base 10 you know

  how to make a fire, what common plants are Riding: Riding horses, and in some cases poisonous, and how to follow a trail. At a riding other animals or even monsters. At a

  base 13 you could survive in the wilderness base 10 you can ride a trained horse and not

  52

  fall off. At a base 13 you can ride well enough soldiers. At a base 16 you can face cavalry to jump small obstacles and race. At a base charges without flinching. At a base 20 you

  Crossbows

  16 you can handle wild horses and ride are a one-person wall of wood and steel.

  bareback without too much issue. At a base

  Lotta folk can’t figure why ya’d

  20 you can do trick-riding and even attempt Swordsmanship: Using swords. At a base

  want a crossbow if ya can have

  to ride more dangerous beasts.

  10 you can reliably wield swords. At a base

  a long bow. Don’t blame ‘em.

  13 you are a professional and can take the

  Used a crossbow sinc
e I was a

  Sailing: Sailing ships and controlling mar- field. At a base 16 you win most duels you wee sprout and it’s always been

  itime vessels. At a base 10 you can sail in fight. At a base 20 you are a hardened veter-

  my weapon of choice. Ya see, it

  calm weather. At a base 13 you can handle an who cuts a swath through the field.

  takes strength to draw a bow.

  rough weather and avoid obstacles with

  Strength, a steady hand, a good

  ease. At a base 16 you can maneuver in the

  eye, and plenty of stamina.

  open ocean and escape sirens and drowners. DEXTERITY

  Crossbow on the other hand,

  At a base 20 you can sail a ship through the Archery: Firing a bow and arrow. At a base nice and simple! Machinery to

  most dangerous storms with minimal dam- 10 you can string and fire a bow with some

  pull the draw for ya, a straight

  age.

  accuracy. At a base 13 you are as skilled as

  sight to look down, and a com-

  any battlefield archer and you can fire in

  fortable grip to hold onto. Plus

  Small Blades: Using light weapons such as combat with good accuracy. At a base 16

  ya can keep the thing at ful

  daggers and cleavers. At a base 10 you can you can hit most targets and quickly make

  draw long as ya want. Great for

  reliably wield small blades. At a base 13 you shots that most average archers would con-

  pickin’ off targets from the shad-

  are a professional and can wield small blades sider difficult. At a base 20 you are a master ows. I’ll admit, though, they ain’t

  with enough skill to match an assassin. At a archer and you can hit almost any target, no

  too fast. Heh, remember durin’

  base 16 you can rival hardened veterans in matter the range or size.

  the Second Northern War, I was

  knife fights. At a base 20 you are a hardened

  sittin’ pretty in front a chargin’

  veteran who can take on multiple assailants Athletics: The skill required for climbing, knight. Shot his horse out from

  at once.

  balancing, thrown weapons, and such. At a

  under him but I coudn’t get an-

  base 10 you can climb craggy rock surfac-

  other bolt loaded before he was

  Staff/Spear: Using long weapons such as es and hit stationary targets. At a base 13

  on me. Heh, ever beaten a man

  staves, pole axes, and spears. At a base 10 you can scale buildings fairly easily and can

  to death with a crossbow? It ain’t

  you can reliably wield pole arms. At a base fight on slanted rooftops. At a base 16 you

  easy.

  13 you are a professional and can wield a can walk tightropes and throw daggers and

  –Rodolf Kazmer

  pike with enough skill to match professional the like at chinks in armor. At a base 20 you

  can perform acrobatic stunts on tightropes,

  fight on ceiling beams, and climb anything

  that isn’t greased.

  Crossbow: Firing a crossbow. At a base 10

  you can string and fire a crossbow with some

  accuracy. At a base 13 you are as skilled as

  any battlefield arbalist and you can fire in

  combat with good accuracy. At a base 16

  you can hit most targets and quickly make

  shots that average arbalists would consider

  difficult. At a base 20 you are a master ar-

  balist and you can hit almost any target, no

  matter the range or size.

  53

  Sleight of Hand: Performing stage magic face of seasoned torturers and surviving

  tricks, making small things disappear or more than the body should be able to under

  appear, pickpocketing and slipping things the hardships of harsh climates and supply

  Creating Art

  into people’s pockets. At a base 10 you can shortages.

  We leave what you can create

  do simple tricks such as slipping things out

  and how much you can sell it

  of your pocket as if they just appeared. At a

  for to the Game Master’s dis-

  base 13 you can reliably pickpocket people EMPATHY

  cretion. Obviously the better

  without them knowing. At a base 16 you can Charisma: Getting along with people. At a the rol, the more the art piece

  slip things into observant people’s pockets, base 10 you can make friends pretty easily

  is worth at market.

  slip small objects out from under people’s at your local tavern. At a base 13 you are a

  noses and such. At a base 20 you can make likeable person and it’s pretty rare for you to

  larger objects disappear, even things like make enemies. At a base 16 you are the life

  swords and small animals.

  of the party and it’s hard for anyone to stay

  mad at you for long. At a base 20 you could

  Growing Up Poor

  Stealth: Moving silently through your sur- convince a raging troll to sit down for a pint If one had little money, and les

  roundings and acting without being per- over a game of gwent.

  popular regard, one had the

  ceived. At a base 10 you can sneak by sleep-

  choice of becoming a cutpurse

  ing guards without waking them. At a base Deceit: Lying and conniving. At a base 10

  or a bard. Having no musical

  13 you can sneak by guards and quietly you can general y lie about having taken an

  talent, I found many other smal

  draw weapons without people noticing. At a extra helping at dinner or convince peas-

  sources of income. Some I have

  base 16 you are as stealthy as a trained assas- ants you weren’t spying on them. At a base

  mentioned earlier. For a short

  sin and are rarely caught when you’re sneak- 13 you are a fairly practiced liar and can

  time I was a mes enger boy

  ing through an area. At a base 20 you can lie about most anything without too much

  and spy for several bards that

  infiltrate secure buildings with ease, sneak of a tel . At a base 16 you can conceal your

  frequented The Chicken and

  by alert guards, and draw blades directly be- tel s very well and can bluff even city guards Fox. I learned to dodge thrown

  hind people without being caught.

  convincingly. At a base 20 you are a master

  objects, improved my penman-

  of deceit and you could lie your way out of

  ship, and learned much of the

  an interrogation by the Nilfgaardian Impera

  seamier side of the nobility. I

  BODY

  Brigade.

  learned to hire myself out as a

  Physique: Lifting, tearing, and bending

  guide to country bumpkins who

  heavy and tough objects. At a base 10 you Fine Arts: Creating works of art, from

  came to Oxenfurt and to always

  can lift large people up over your head and painting to song writing to glass-working.

  get paid up front. Where those

  break wooden bars. At a base 13 you can rip Each time you take this skill you must spec-

  people wound up as a result of

  thin books in half, crush wooden boxes, and ify what fine art you are training in. At a

  my guidance I have no idea.

  bend thin bars. At a base 16 you can snap base 10 you have practiced this skill before

  –Brandon Of Oxenfurt

  manacles and break rusted metal. At a base and can create artwork. At a base 13 you are

 
20 you can bend prison bars and dent metal. skilled in your craft and can make art im-

  pressive enough to be bought at market. At

  Endurance: Enduring fatigue, or the pain a base 16 you are a seasoned artist and can of torture and drugs. At a base 10 you are support yourself entirely by creating and

  tough, able to perform forced marches and selling art. At a base 20 you are a supremely

  stand up to the pain of a long bar brawl. At a talented artist and a king or emperor com-

  base 13 you have hardened your body to the missioning you is not out of the question.

  pain of torture and can stand up to amateur

  interrogators. At a base 16 you are mental-

  ly strengthened beyond the resolve of most

  interrogators and can march for days with

  minimal food and water. At a base 20 you

  are one tough son of a gun, scoffing in the

  54

  Gambling: Counting odds, calculating Persuasion: Convincing people to agree risks, and earning money by gambling. It’s with you or do something you want them

  “Human” Perception

  important to note that while dice poker re- to do. At a base 10 you are a fairly persua-

  quires Gambling, gwent require Tactics. At sive person and you rarely have to buy the

  Human Perception is used

  a base 10 you can general y figure out odds next round at the tavern. At a base 13 you

  to gauge the emotions and

  and win against new gamblers. At a base 13 can convince guards to let you go for mi-

  thoughts of another sapient

  you can win against most average people. nor crimes such as trespassing. At a base 16

  creature. Despite being called

  At a base 16 you can swindle most people you can debate in the hal s of Oxenfurt. At

  Human Perception, it can be

  out of their money and are often accused of a base 20 you are a rhetorical powerhouse

  used to gauge humans, elves,

  cheating. At a base 20 you are known across and could even convince King Radovid the

  and dwarves as well as other

  cities and in most of the underground as a Stern to spare a mage.

  non-human races and sapient

  master gambler.

  monsters. When at empting to

  Performance: Playing instruments, singing,

  use Human Perception on a

  Grooming and Style: Grooming yourself and acting. Each time you take this skill you

  race other than your own you

  and arranging your outfits to make an im- must specify a form of performance. At a

 

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