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The Witcher Pen & Paper RPG

Page 36

by Cody Pondsmith


  and hits you. Roll for location.

  1-5: No major fumble.

  6-7: The ammunition you fired,

  or weapon you threw, hits some-

  thing hard, breaking.

  8-9: Your bowstring comes

  DEX

  partial y undone, your crossbow

  (Ranged) jams, or you drop your thrown

  weapon. It takes 1 round to undo

  this.

  >9: You strike one of your allies

  with a ricochet. Roll location on

  a random al y within range.

  1-5: No major fumble.

  6: The attack glances off of you

  and you are staggered.

  7: You trip on something and fall

  prone.

  8: You trip and fall prone, drop-

  ping your weapon 1d6 meters

  DEX

  away.

  (Defense) 9: You trip and hit your head.

  You are knocked prone, take 1d6

  points of non-lethal damage, and

  must make a Stun save.

  >9: You fail horribly and not

  only fall prone but also take 1d6

  lethal damage and must make a

  Stun save.

  158

  Critical Wounds

  Critical Wounds Table

  Whenever you roll over your opponent’s

  Stabilizing VS

  defense by 7 or more, you score a criti-

  Beat Defense Critical

  Bonus

  cal wound. Every time you score a criti-

  By...

  Level

  DMG

  Treating

  cal wound, roll on the appropriate Critical

  7

  Simple

  3

  Stabilizing a critical wound is

  Wound table to see what extra harm you

  akin to cauterizing a wound,

  10

  Complex

  5

  inflict on your opponent. Each level of criti-

  tying a tourniquet, or oth-

  13

  Difficult

  8

  cal wound inflicts bonus damage and forces

  erwise keeping the wound

  the opponent to make a Stun save. Critical

  15

  Deadly

  10

  from gushing blood or kil -

  wounds can leave permanent impairments.

  ing you some other way. It

  requires a First Aid roll equal

  to the Healing Hands DC of

  Simple Critical Table

  the wound. Once stabilized

  the wounded party is at a

  Roll

  Effect

  Stabilized

  Treated

  negative but no longer being

  killed by the wound. Only

  Cracked Jaw

  The blow cracked your jaw, making it hard to speak You are at a -1 to You are at a -1 to

  once a doctor has healed

  12

  clearly. You are at a -2 to Magical Skil s & Verbal Magical Skil s & Magical Skills.

  the wound with multiple

  Combat (Charisma, Persuasion, Seduction, Lead-

  Verbal Combat.

  Healing Hands rol s does the

  ership, Deceit, Social Etiquette, and Intimidation).

  wound begin to heal. More

  Disfiguring Scar

  information can be found

  The blow mangled your face in some way.

  You take a -1 to

  on pg.174.

  11

  You are grotesque and difficult to look at. You take

  empathic Verbal

  You take a -1 to

  a -3 to empathic Verbal Combat (Charisma, Per-

  Combat.

  Seduction.

  suasion, Seduction, Deceit, Social Etiquette, and

  Leadership).

  Cracked Ribs

  9-10

  The blow cracked your ribs, making it painful to You are at a -1 to You take a -10 to

  breathe and exert strength. You take a -2 to BODY.

  BODY.

  Encumbrance.

  This does not effect Health Points.

  Foreign Object

  Your Recovery & You take a -2 to

  6-8

  The blow lodged a piece of clothing or armor in Critical Healing are Recovery and a -1

  your wound, causing an infection. Your Recovery

  halved.

  to your Critical

  and Critical Healing are quartered.

  Healing.

  Sprained Arm

  You are at a -1 to ac-

  You take a -1 to

  4-5

  The blow sprained your arm, making it difficult to tions with that arm.

  Physique.

  maneuver. You take a -2 to actions that use the arm.

  Sprained Leg

  You take a -1 to

  2-3

  The blow sprained your leg, making it difficult to SPD, Dodge/Es- You take a -1 to

  walk and maneuver. You take a -2 to SPD, Dodge/ cape, and Athletics.

  SPD.

  Escape, and Athletics.

  159

  Complex Critical Table

  Roll

  Effect

  Stabilized

  Treated

  Monsters Without

  Minor Head Wound

  Anatomy

  12

  The blow rattled your brain and caused some inter- You are at a -1 to You are at a -1 to

  Elementa and specters are

  nal bleeding. It’s hard to think straight. You take a -1

  INT and WILL.

  WILL.

  kept alive by magic and do

  to INT, WILL, and STUN.

  not have physical forms like

  Lost Teeth

  You take a -2 to You take a -1 to

  other living creatures.

  11

  The blow knocked out some teeth. Roll 1d10 to see magical skil s and magical skil s and

  This means that

  how many teeth are lost. You take a -3 to magical

  Verbal Combat.

  Verbal Combat.

  skil s and Verbal Combat.

  they do not suffer certain

  critical wounds that rely on

  Ruptured Spleen

  You must make a

  damaging organs. If you

  9-10

  A tear in your spleen begins bleeding profuse- Stun save every 10 You take a -2 to

  ly, making you woozy. Make a Stun save every 5

  Rounds.

  Stun.

  score one of the following

  rounds. This wound induces bleeding.

  critical wounds against an el-

  Broken Ribs

  ementa or specter, the strike

  6-8

  The blow breaks your ribs, causing immense pain You are at a -1 to You are at a -1 to

  instead does bonus damage

  when you bend and strain. Take a -2 to BODY and

  BODY and REF.

  BODY.

  as stated in the Bonus Dam-

  a -1 to REF and DEX.

  age table.

  Fractured Arm

  You take a -2 to ac- You take a -1 to ac-

  4-5

  The blow fractures your arm. You take a -3 to ac- tions with that arm. tions with that arm.

  Foreign Object

  tions with that arm.

  Ruptured Spleen

  Fractured Leg

  Torn Stomach

  You take a -2 to -1 to SPD, Dodge/

  2-3

  The blow fractures your leg. You take a -3 to SPD, SPD, Dodge/Es- Escape, and Ath-

  Sucking Chest Wound

  Dodge/Escape, and Athletics.

  cape, and Athletics.

  letics.

  Septic Shock

  Specters are also immune to

>   Difficult Critical Table

  any strike to the legs (since

  they have no legs), so you

  must roll again on location.

  Roll

  Effect

  Stabilized

  Treated

  Skull Fracture

  Take a -1 to INT

  Bonus Damage

  The blow fractures a part of your skul , weakening and DEX and quad- You take quadruple

  12

  your head and causing bleeding. You take a -1 to ruple damage from damage from head

  INT and DEX, and take quadruple damage from

  head wounds.

  wounds.

  Level Bonus

  head wounds.

  Simple

  +5

  Concussion

  Complex

  +10

  11

  The blow caused a minor concussion. Make a Stun You take a -1 to INT, You take a-1 to INT

  save every 1d6 rounds and take a -2 to INT, REF,

  REF, and DEX.

  and DEX

  Difficult

  +15

  and DEX.

  Deadly

  +20

  Torn Stomach

  9-10

  The blow rips your stomach, pouring its contents You take a -2 to all You take a -1 to all into your gut. You take a -2 to all actions and take 4

  actions.

  actions.

  points of acid damage per round.

  Sucking Chest Wound

  6-8

  The wound tears your lung, which fil s your chest You take a -2 to You take a -1 to

  with air, crushing organs. You take a -3 to BODY BODY and SPD.

  BODY and SPD.

  and SPD. You also start suffocating.

  160

  Compound Arm Fracture

  That arm must

  Prosthetics

  4-5

  The blow crushes your arm. Bone sticks out of the That arm is useless. remain in a sling,

  skin. The arm is rendered useless and you start

  but it can hold

  You can buy prosthetics to

  bleeding.

  things.

  replace arms or legs that you

  Compound Leg Fracture

  Halves SPD, Dodge/ -2 to SPD, Dodge/

  lose in combat. They allow

  2-3

  The blow snaps your leg, rendering it useless. Quar- Escape, and Athlet-

  Escape, and

  you to use that limb again

  ter SPD, Dodge/Escape, and Athletics. This induces

  ics.

  Athletics.

  and alleviate the penalties

  bleeding.

  somewhat.

  Basic arm pros-

  thetics allow you to use your

  Deadly Critical Table

  arm for basic tasks that don’t

  require fine manipulation

  Roll

  Effect

  Stabilized

  Treated

  (opening doors or grabbing

  Separated Spine/Decapitated

  This wound cannot This wound cannot

  people) but you cannot

  12

  The blow either snaps your neck or separates your

  be stabilized.

  be treated.

  wield a weapon with them.

  head from your shoulders. You die immediately.

  Basic leg prosthetics allow

  Damaged Eye

  You take a -3 to Permanent -1 to

  you to move at 3/4th your

  11

  The blow cuts into or indents your eyebal . You take sight-based Aware- sight-based Aware-

  normal SPD but you stil

  a -5 to sight-based Awareness and -4 to DEX. This ness and -2 to DEX

  ness and DEX.

  take a -5 to Dodge/Escape

  wound begins bleeding.

  and Athletics.

  Heart Damage

  Quality arm pros-

  The blow damages your heart. Make an immediate You halve your You take +2 dam-

  thetics allow you to use

  9-10

  Death save. If you survive, the wound is bleeding Stamina, SPD, and age from bleeding and you must quarter your Stamina, SPD, and

  BODY.

  permanently.

  your arm for basic tasks that

  BODY.

  don’t require fine manipula-

  tion and allow you to wield

  Septic Shock

  Your Stamina is You take a -5 to

  6-8

  The blow damages your intestines, letting waste en- halved and you take Stamina perma-

  weapons at a -5. Quality

  ter your blood stream. Quarter your Stamina, take a a -1 to INT, WILL,

  nently.

  leg prosthetics allow you to

  -3 to INT, WILL, REF, and DEX. You are poisoned.

  REF, and DEX.

  move at your normal SPD

  and give only a -3 to Dodge/

  Dismembered Arm

  The arm can be re-

  4-5

  The blow rends your arm from your body or dam- That arm is useless. placed with a pros-

  Escape and Athletics.

  ages it beyond repair. The arm cannot be used and

  thetic.

  If they are struck in

  you start bleeding.

  combat, the wearer takes no

  Dismembered Leg

  You quarter your The leg can be re-

  damage but the prosthetic

  2-3

  The blow tears your leg from your body or damages SPD, Dodge/Es- placed with a pros-

  comes of .

  it beyond repair. Quarter your SPD, Dodge/Escape, cape, and Athletics.

  thetic.

  and Athletics. This wound begins bleeding.

  161

  Effects

  Bombs, traps, spel s, and even conventional weapons can all inflict extra unpleasant effects.

  Prosthetics Note

  Each effect goes on until you take the steps specified to end it.

  In our world, simple pros-

  Effect Table

  thetic limbs have been

  around since the time of

  the Egyptians. If you’re in-

  Name

  Effect

  terested in the story of the

  ultimate prosthetic bad-ass,

  You are now engulfed in flames. Every turn you take 5 points of damage to every

  check out Gotz Von Ber-

  Fire

  body location. Armor soaks the damage, but fire does 1 point of damage to armor

  and weapons every turn. To put out the fire you must take a turn to either pour

  lichingen whose prosthetic

  water on yourself or stop, drop, and rol .

  hand made him a legend.

  You are stunned, your head reeling and vision swimming. You can’t take any ac-

  Stun

  tions while stunned and anyone attacking you only has to beat DC:10 to hit you.

  To end this effect you must make a Stun save. This roll takes your whole turn. If

  you are struck while stunned you snap out of it immediately.

  Poison or venom courses through your body, doing 3 points of damage every turn

  Stun: The Last

  Poison

  which armor does not negate. To shake off the poison you must make a DC:15

  Thing You Want

  Endurance check.

  Your wound opens a vein, causing horrible bleeding. You take 2 points of damage

  Being poisoned, being on

  Bleed

  each turn until the bleeding is stopped. You can end the bleeding by either casting

  fire, being frozen. All of these

  a Healing spell on it or making a successful First Aid check at a DC:15.

  are things you deal with

  You’re not literal y frozen in a
block of ice, but your whole body is stiff and an icy

  during a fight. They hinder

  Freeze

  glaze has formed on your clothes. Until you break the ice you have a -3 to your

  you but not so much that

  SPD and a -1 to Reflex. You can break free with a DC:16 Physique check.

  you can’t continue fighting.

  Stagger

  You are thrown off balance and take a -2 to your next action. At the begining of

  your next round you recover your balance.

  Being stunned on the other

  hand is incredibly danger-

  You’re stumbling drunk. Your REF, DEX, and INT are at a -2 and you are at a -3

  Intoxication

  for Verbal Combat. There’s a 25% chance your won’t clearly remember everything

  ous. While stunned you are

  you did while you were intoxicated.

  a sit ing duck. Any opponent

  You are seeing visions and images that aren’t real y there. The GM has free rein

  who wants to at ack you is

  Hallucination

  to make any false sensory experience they want appear to you. It takes a DC:15

  likely going to and will often

  Deduction check to recognize each false image.

  score critical wounds since

  Nausea

  Your stomach is churning and you have to concentrate not to vomit. Every 3 rounds

  you aren’t in any shape to

  you must roll under your BODY or spend the round vomiting or dry-heaving.

  dodge. Luckily, being struck

  Your access to air has been cut off and you are choking to death. Every round you

  once (even if it doesn’t pen-

  Suffocation

  take 3 damage which armor does not negate. Depending on your situation there

  are different ways to end this suffocation. Restoring your air supply (surfacing

  etrate your armor) will snap

  from water, escaping a chokehold, etc.) ends this effect.

  you out of your stunned

  Blinded

  Your eyes have been blocked or damaged. Until you take a turn to clear your eyes

  state.

  you are at a -3 to all Attack and Defense and a -5 to sight-based Awareness.

  Susceptibility

  Resistances

  Some monsters are especial y susceptible to Some monsters are resistant or even im-

  certain effects (fire, poison, etc.). Attacks the mune to specific effects. This could be be-target is susceptable to do double damage. cause a magical force protects them, or due

  Non-damage spel s of that effect type im- to attunement with that particular force. If a

  pose a -2 to resistance rol s and double their subject is immune to a force then that force duration. The exception to this case is silver. does not affect it in any way. If a subject is All monsters are considered suceptable to resistant to a force, it takes half damage from

  silver (see Monster Resistances and Silver).

  that force and get a +2 on all rol s to resist it.

 

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