The Witcher Pen & Paper RPG

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The Witcher Pen & Paper RPG Page 37

by Cody Pondsmith


  162

  Monster Resistances and Silver

  Death Saves

  Healing Yourself

  All monsters, except wolves, are resistant to When you have been knocked below 0

  steel and thus take half damage from steel Health Points you are put into Death State.

  You can at empt to stabilize

  weapons. All such monsters are susceptible In Death State, all your stats fall to 1/3 nor-

  your own wounds, but it is

  to silver instead, though this susceptibility mal and you must make a Death save at the

  much harder due to Wound

  manifests differently. Due to an unknown same value as your Stun save. If you fail this

  Threshold penalties.

  force, silver repels monsters and burns them. save, you die and no amount of magic can

  A silver weapon striking a monster does the bring your back. If you succeed, you survive

  extra damage noted in the weapon’s stats. A for that round.

  silver object that is not a weapon does an ex-

  Each round you must make another

  tra 1d6 damage. If a piece of silver becomes Death save at a cumulative -1. On a success-

  lodged in a monster, they take damage as if ful roll you survive. On a failure you die. A

  poisoned until they take an action to pull tough player can survive for quite a while, it out.

  but eventual y you’re gonna cash out. Every

  time you are injured in Death State you must

  make another Death save at a cumulative -1.

  Stabilization

  To stop someone from dying, you must sta-

  bilize them. To stabilize a character, make a

  First Aid roll at a DC equal to how far the

  character is below 0 Health Points. If you fail

  the patient continues to die, but if you suc-

  ceed they are brought back to 1 Health Point

  and leave Death State.

  Stabilizing a Critical Wound

  If you can’t get to a doctor immediately and

  your injury is killing you, you can attempt

  to stabilize the wound. Stabilizing a critical

  wound lessens its effects so you can keep

  fighting or get to a doctor in time. Stabilizing

  a wound requires one First Aid check with a

  DC based on the severity of the wound (see

  the Stabilization table). Stabilizing a wound

  doesn’t heal it. The healing clock only starts

  once someone applies Healing Hands or

  healing spel s on it.

  Stabilization

  Critical

  DC

  Simple

  12

  Complex

  14

  Difficult

  16

  Deadly

  18

  163

  In Depth Combat

  Melee Weapons

  Escape roll against your Brawling to slip loose.

  Melee weapons, the most prevalent in the • Pin: While grappling, you can pin your oppo-world of the Witcher, rely on REF to hit. The

  nent. If you succeed, the opponent is immobi-

  formula for melee attacks is:

  lized and cannot move or act until they escape

  with a Dodge/Escape roll against your Brawling.

  REF stat+Weapon skill

  • Choke: After grappling a target, you can roll to

  +Modifier+1d10

  attempt to choke them. The opponent is suffo-

  Brawling & Wrestling

  cating until they are able to escape.

  •

  Throw: While grappling, you can roll to throw

  You may wind up in the midst of combat un-

  your opponent. The opponent is thrown to the

  armed. In this case you’ll be brawling. Un-

  ground (prone), takes damage equal to your

  less marked differently, these attacks each

  Punch damage, and must make a Stun save at -1.

  take an action and replace fast or strong • Trip: You can attempt to kick the target’s legs out strikes. Brawling does non-lethal damage.

  from under them and knock them prone. If you

  • Punch: You can punch or strike with your fist,

  succeed, the opponent fal s prone.

  palm or elbow, dealing an amount of non-le-

  thal damage equal to your Punch damage. You Special Attacks

  Dual Wielding

  can choose to make strong or fast strikes with Anyone can swing a sword. Real soldiers

  punches.

  like to throw in special strikes for best ef-

  Dual wielding allows you

  •

  Kick: You can kick or strike with your foot or fect. Unless marked otherwise, each special to make a joint at ack with

  knee, dealing an amount of non-lethal damage attack requires 1 action, replacing a normal

  two weapons you hold at the

  equal to your Kick damage. You can choose to attack action.

  same time . When making a

  make strong or fast strikes with kicks.

  • Charge: By taking a full round, you can execute

  joint at ack, roll two at acks

  •

  Push Kick: Instead of doing damage, you can try

  a charge against a target. A charge allows you

  with a -3 to both of them.

  to push a target back with a powerful forward

  to move up to your Run speed and then make

  Your opponent must have

  kick. If you succeed, you push the opponent back

  a strong strike. This strike still suffers a -3 to hit,

  two weapons (or a weapon

  a number of meters equal to your Body/3. You

  but if the attack is blocked you can make a Phy-

  and a shield) if they want to

  only do half damage, and this attack always hits

  sique check against the opponent’s Physique roll

  block or parry both at acks.

  the torso.

  to knock the target prone.

  If they can’t they must dodge

  •

  Charge: Much like armed charges, you can move •

  Pommel Strike: By making a weapon attack, you

  or reposition to escape the

  up to your Run speed and then make a strong

  can non-lethal y strike against a target by bash-

  second at ack. You can make

  punch or kick. This strike still suffers a -3 to hit

  ing with the pommel of your weapon. Halve the

  a joint at ack with any two

  but if the attack is blocked you can make a Phy-

  weapon’s damage roll and apply it as non-lethal.

  weapons you can hold in

  sique check against the opponent’s Physique roll •

  Disarm: By making a weapon attack, you can

  one hand, including two

  to knock the target prone.

  attempt to knock an opponent’s weapon out of

  hand crossbows.

  •

  Disarm: You can roll Brawling against your op-

  their hand with a well-aimed strike. If you suc-

  ponent’s Dodge/Escape to attempt to disarm an

  ceed, you knock the opponent’s weapon from

  opponent. Unlike disarming with a weapon, you

  their hand and send it flying, 1d6 meters away in

  Prone

  can try to either knock the opponent’s weapon

  a random direction (see the Scatter table).

  When knocked prone you

  away (1d6/2 meters in a random direction) or to •

  Trip: By making a weapon attack, you can at-

  take a -2 to your at ack and

  grab the weapon with a free hand. Trying to take

 
tempt to strike the target’s legs and knock them

  defense rol s until you take a

  the weapon imposes a -3 penalty.

  prone. If you succeed, the opponent is fal s flat.

  move action to stand up.

  •

  Grapple: You can roll to grab hold of a target. •

  Feint: By rolling Deceit instead of your first fast

  While grappled, a target cannot move away from

  strike, you can attempt a feint. If your opponent

  you and takes to -2 to all physical actions. This

  fails an Awareness check against your Deceit rol ,

  is a prerequisite to pins, chokes, and throws.

  you confuse them and can make your second at-

  Each turn, your opponent can attempt a Dodge/

  tack at a +3.

  164

  Shield Attacks

  Ranged Weapons

  Size Modifiers

  You can use a shield in combat as a bludg- Anything shot or thrown counts as a ranged

  eoning weapon. Using your shield as a weapon. To make a ranged attack (Bows,

  weapon requires a Melee attack roll and Crossbows, Thrown Weapons) you must

  Size

  Mod

  does damage equal to your Punch, but le- roll a combination of:

  Small

  thal. Medium shields do damage as though

  (Cat or nekker)

  +2

  your Punch were two levels higher, and

  DEX stat+Weapon skill

  Medium

  heavy shields do damage four levels higher.

  +RNG Modifier+1d10

  (Man-sized)

  +0

  See the Hand to Hand table on pg.48.

  ...equal or greater than the defensive roll of

  Large

  (Troll or horse)

  -2

  Defenses

  your target. If you’re attacking an unaware

  When defending against attacks there are or inanimate target, you must beat its target

  Huge

  many options for getting clear of or stopping DC, augmented by its size (See Size Modi-

  (Fiend)

  -4

  a killing blow. Unless marked otherwise, all fiers).

  of these defenses work against ranged as

  well as melee attacks.

  Ranges & Target DC

  • Dodge: By moving slightly out of the way, you

  can dodge an incoming attack. Dodging requires

  a Dodge/Escape roll against your opponent’s at-

  Ranges

  Target

  DC Mod

  tack roll.

  •

  Reposition: By ducking or rolling out the

  Point Blank

  way, you can not only dodge an attack but also

  The weapon is very close

  10

  +5

  maneuver to escape being surrounded. If you

  or physicaly touching the

  succeed in an Athletics roll versus your oppo-

  target.

  nent’s attack rol , you avoid the attack and can

  Close

  move a distance equal to half your SPD in any

  ¼ the listed range of the

  15

  +0

  direction that is not blocked.

  weapon

  •

  Block: You can choose to attempt to block an in-

  Medium

  coming attack with your weapon, shield, or even

  ½ the listed range of the

  20

  -2

  yourself. Only a shield can block ranged attacks.

  weapon

  Roll your weapon skill to negate an attack with

  Long

  your weapon. Roll Melee to negate an attack

  The listed range of the

  25

  -4

  with a shield. Whichever you parry with takes 1

  weapon

  point of damage. If you are in a seriously tight fix

  Extreme

  or protecting someone else, you can attempt to

  2x the listed range of the

  30

  -6

  block an attack with your arm or hand by using

  weapon

  Brawling. If you succeed, you immediately take

  the attack’s damage to that location. Armor is ap-

  plied, so you may not take damage if your armor

  is high enough.

  Crossbows & Loading

  •

  Parry: You can parry an attack at a -3 to your Crossbows are wonders of mechanical

  weapon/Melee/Brawling rol . If you succeed, you workmanship that allow weak people to fire

  knock the opponent’s weapon aside and not only bolts with the same strength as trained bow-

  negate the attack but do so without damaging men. However they require more time to

  your weapon. Your opponent is also staggered. load than a bow due to their loading mecha-You cannot parry bow or crossbow attacks, but nisms. This extra time means that loading a

  can parry thrown weapons at a -5.

  crossbow takes 1 action.

  165

  Bombs & Traps

  Snow & Ice

  Bombs and traps work slightly different- Snow and ice are a benefit and a hindrance.

  Repositioning in

  ly from other ranged attacks. Bombs can When tracking in snow you gain a +3 to

  Water

  be thrown at a single opponent, but their Wilderness Survival to follow recent tracks,

  damage affects an area. Everyone in that but a -3 to follow old tracks. When fighting

  When repositioning under-

  area takes the bomb’s damage to every part on snow and ice you must make a DC:14

  water, you can move in three

  of their body and feels the bomb’s effects. Athletics check after running or attacking

  dimensions but are only able

  If you fail your Athletics check, the bomb to stay standing. If naked or lightly clothed

  to move half your LEAP.

  lands off target (see the Scatter table).

  in icy conditions, you can survive without

  Traps are placed in an area. When a shelter for a number of hours equal to your

  person enters that area they trigger the trap, Stun. After that time has elapsed you enter

  and they (and anyone in the trap’s radius) Death State.

  Environmental

  feel the trap’s effect and take the trap’s dam-

  age to every part of their body.

  Extreme Heat

  Awareness

  Traveling and fighting in extreme heat is

  Most of my students assume

  Environmental Effects

  incredibly difficult even for trained warri-

  that strength and speed are

  The environment can and will affect the way ors. When traveling through a desert envi-

  the key elements in combat.

  you travel and fight, and in some cases the ronment such as the Korath desert, charac-

  But in my personal study of

  weapons you choose to use. Light and dark- ters lower their STA by a third. If they are

  the subject I believe that en-

  ness, weather, water, and terrain all change wearing medium or heavy armor, they halve

  vironmental awareness is the

  the course of battle in their own ways.

  their STA.

  key. Can you cause a careles

  opponent to trip over door

  Lighting

  Swampy or Overgrown

  sils or tree roots? Can you

  Light affects your aim and situational aware- Environments

  maneuver them into a crowd

  ness.

  When traveling and fighting in swamps

  of self-important little o
ld

  or brush, you have to keep an eye on the

  ladies, or perhaps an armed

  Light Level Table

  ground around you. You take a -2 to Dodge/

  opponent bigger than either

  Escape and Athletics.

  of you? Is there anything in

  Light Level

  Effect

  your environment that can be

  Fighting in Water

  used as a weapon? A drunk-

  Glaring Light -3 to Awareness and -3 to At- Fighting underwater is possible, but defi-en beligerent can often be set

  (Desert sun or tack and Defense if facing the nitely much more difficult. When fighting

  on fire with a candle or hearth

  sun reflecting off

  sun.

  with melee weapons underwater, the ROF of

  snow)

  ash. Can you climb trees and

  all weapons fal s to 1, and attacking, block-

  Daylight

  perhaps drop on your assail-

  No penalties

  ing, and parrying are at an additional -2.

  (Daylight)

  ant or cause him to slip as

  While underwater, use Athletics to dodge

  you carefuly cross streams or

  Dim Light

  -2 to Awareness

  and reposition. Thrown weapons (with the

  rivers? It is true, my students,

  (Moonlight)

  exception of spears) will not function un-

  that most of you do not have

  Darkness

  derwater, and both crossbows and bows

  overwhelming strength or

  (New moon

  -4 to Awareness and -2 to At-

  night or a deep

  tack and Defense

  have their ranges quartered and their dam-

  martial training, but you

  cavern)

  age halved. They also suffer the -2 penalty

  may use your sharp wits even

  to attack.

  more effectively.

  –Brandon of Oxenfurt

  166

  Magic Resolution

  Overdrawn

  Magic Attacks

  Magic Fumble Outcome

  Magical attacks are a mage’s main weapon

  Priests

  and a good backup for witchers and priests.

  Roll Type

  Result

  Priest use magic differently

  The effects of these attacks can vary but they

  than mages. They draw a

  all use WILL instead of REF or DEX. The

  1-6: Magic sparks and crackles

  lit le bit of magic from many

  formula for magical attacks is:

  and you take 1 point of damage

  for every point you fumbled by,

  different elements to achieve

  but the spell still goes off.

  the effects they want. This

  WILL Stat+Spell Casting skill

 

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