The Witcher Pen & Paper RPG

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The Witcher Pen & Paper RPG Page 39

by Cody Pondsmith


  mount. Your mount must make a Stun save

  each round to come to.

  171

  Vehicle Combat

  Vehicle Damage

  You can make all the usual attacks from the Each vehicle has Health Points much like a

  back of a mount or on a vehicle. You can mount or character. When the vehicle runs

  also draw or stow weapons, but there are a out of HP, it col apses and cannot move.

  few things to keep in mind. Each time you

  attack you must make a Control check.

  Weight Modifier

  Charging & Ramming

  Target Size

  Mod.

  When making a melee attack from the back

  of a mount or on a vehicle, you are essential-

  Very Light

  ly charging. You can also ram your vehicle

  (Small box, nekker, cat)

  x1/2

  into something, but for a vehicle pulled by

  Light

  animals that Control check is at a -10.

  (Human-sized target)

  x1

  When charging you must still roll

  Medium

  to hit: Weapon skill if attacking from horse-

  (Werewolf, cart, endrega)

  x2

  back, and Ride or Sailing if ramming. If you

  Heavy

  hit, you do either normal weapon damage

  (Arachas, trol , castle door)

  x3

  or ramming damage, but you add damage

  to both based on the speed of the charge. Ramming Damage

  To calculate this extra damage, divide the

  number of meters between you and your

  Mount/Vehicle

  DMG

  target by 2, (rounded down and capped at

  5). Add this number of d6s to your damage.

  Horse

  3d6

  If you are galloping on your horse, assume

  War horse

  4d6

  your number is 5. Then, multiply this ex-

  Mule

  2d6

  tra damage by the appropriate modifier on

  the Weight Modifier table. In the case of a

  Ox

  4d6

  ramming vehicle, the full damage is done to

  Sailboat

  2d6

  your vehicle as well as the target.

  Sailing ship

  4d6

  Cutter

  5d6

  Cart

  3d6

  Carriage

  4d6

  172

  Example Combat

  For an example of combat, let’s pit a man at (REF+Swordsmanship+1d10-6) and gets a arms (Johan), a witcher (Hanson), a mage total of 15. The ghoul can’t roll dodge since (Storm), and a criminal (Wren) against a it is stunned, so Johan easily hits and scores small group of 4 ghouls.

  a deadly critical on the ghoul’s head. He

  rol s weapon damage (4d6+4) plus the bo-

  As the sun goes down the travelers spot a nus damage from a deadly critical and gets

  group of ghouls stalking a battlefield. Before a total of 25. This damage is halved thanks they can change course and sneak around to the ghoul’s resistance but multiplied by 3

  them, the ghouls spot our would-be heroes because it struck the ghoul’s head. Johan does and go on the attack.

  36 points of damage to the ghoul and rol s to

  To start with, everyone rol s initita- see what critical wound he inflicted. Since he

  tive (REF+1d10). To keep things quick, all aimed, he rol s 1d6 and tries to roll a 5 or 6.

  eight ghouls have one intiative roll. Our ini- He rol s a 4 and damages the ghoul’s eye. The tative roster comes out as fol ows:

  ghoul would be blinded in one eye but the 36

  1. Wren

  points of damage kil s it.

  2. Hanson

  Now the ghouls go, all together. Ghoul

  3. Johan

  A attacks Johan and rol s a total of 20. Johan

  4. Ghouls

  repositions (DEX+Athletics+1d10) and rol s

  5. Storm

  a total of 21. He dodges back 2m before ghoul

  C can get to him. Ghoul C attacks and rol s

  Wren goes first, drawing her long bow and fir- a total of 19. Johan blocks with his sword ing on ghoul A. She rol s an attack (DEX+Ar- (REF+Swordsmanship+1d10) and rol s a to-chery+1d10) and gets a total of 23. The ghoul tal of 22. He negates the ghoul’s damage but rol s a dodge (DEX+Dodge/Escape+1d10) his sword takes 1 point of damage. Ghoul D

  and gets a total of 22. Wren hits. Since she runs at Storm and attacks with a 14. Storm wasn’t aiming she rol s 1d10 to determine lo- dodges with an 18 and isn’t damaged.

  cation. She gets a 9 and shoots the ghoul in

  Final y Storm fal s back and spends 3

  the left leg. She rol s her long bow damage STA to casts Carys’ Hail with a Spell Casting (4d6) and gets a lucky roll of 20. Ghouls have roll of 22. Ghoul C rol s a 17 to dodge, getting no armor but they are resistant to steel, which struck by all 5 of Storm’s ice pel ets. Ghoul C

  halves the initial damage. On top of that, the takes 2 attacks to the torso, 2 attacks to the shot was to the leg so damage is halved again. left leg, and 1 attack to the head. Factoring Ghoul A takes 5 points of damage, lowering in modifiers for location, the ghoul takes 14

  its health to 20 out of 25.

  points of damage (4+4+1+2+3), bringing it

  Next Hanson draws his silver sword down to 11 of its original 25 HP.

  and uses the Axii sign on ghoul B. He rol s

  With one round of combat done,

  Spell Casting (WILL+Spell Casting+1d10) the ghouls are missing one of their num-

  and gets a total of 25. The ghoul rol s to resist ber and the players are still unharmed. The magic (WILL+Resist Magic+1d10) and gets combat continues like this until either all a total of 13. The ghoul is stunned.

  the enemies (or players) are dead or one side

  John, who already had his sword out escapes combat. Since each round encom-

  just in case, runs up to the stunned ghoul passes 3 seconds, most combats are over in and swings for its head. He rol s an attack less than a minute.

  173

  Healing

  Healing Over Time

  Characters begin healing Health Points nat-

  ural y over time if someone makes either a

  Healing Hands or a First Aid roll for them.

  They regain a number of HP equal to their

  REC stat per day of rest. While resting, you

  must not do anything too strenuous. If you

  spend a lot of time running around, doing

  work, or fighting, you only heal half of your

  Recovery per day. If healed with a Healing

  Hands check you gain an extra 3 HP per day.

  Critical wounds heal differently.

  Healing with Magic

  If you are traveling with (or can find) a mage

  or priest, they can heal you with magic.

  Magical healing is uncommon: most magic

  users are incapable of performing it. If you

  are a witcher, or mildly suicidal, you could

  take a witcher’s potion. For witchers this is

  perfectly safe. For non-witchers it can be

  like drinking poison.

  •

  Spells & Rituals: A mage can cast a magical heal-

  ing spell on a target to regenerate their Health

  Points over time. A Ritual of Life restores health

  immediately on casting.

  •

  Potions: Witchers and non-witchers can

  drink a swallow potion to gain health back, but

  non-witchers must make a DC:18 Endurance

  check or be poisoned.

  Healing Critical Wounds

  Critical wounds require time and medi-


  cal attention. A doctor can heal a critical

  wound using their Healing Hands ability

  (see the Healing Hands table), while a mage

  can use a Healing spell a number of times to

  heal a critical wound (see the Healing Spell

  table). The mage must dedicate the spell not

  to regenerating Health Points but to healing

  the wound.

  174

  Training with

  Healing Hands

  After a critical wound has been treated by

  Prostheses

  a doctor or a mage it must heal over time.

  Check your BODY stat and wound level on

  Some deadly critical

  Critical

  Turns DC

  the Critical Healing table to see how many

  wounds have lasting ef-

  Simple

  2

  12

  days you’ll need to get rid of the Treated

  fects that can be alleviated

  Complex

  4

  14

  penalty.

  by a prosthesis. However,

  the penalties can only be

  Difficult

  6

  16

  brought down so far. You

  Critical Healing

  Deadly

  8

  18

  can buy down these penal-

  ties further by applying im-

  provement points to them.

  Healing Spell

  Body Simple Complex Dif icult Deadly

  3

  5

  9

  12

  15

  10 improvement points

  subtracts 1 from the penalty.

  Critical

  Uses

  DC

  4

  4

  8

  11

  14

  You cannot buy down pen-

  5

  3

  7

  10

  13

  Simple

  4

  14

  alties past -2 and you cannot

  6

  2

  6

  9

  12

  buy down penalties to use

  Complex

  6

  16

  7

  1

  5

  8

  11

  a limb that you don’t have a

  Difficult

  8

  18

  8

  1

  4

  7

  10

  prosthesis for. It is impossible

  Deadly

  10

  20

  to train a prosthetic to feel.

  9

  1

  3

  6

  9

  10

  1

  2

  5

  8

  11

  1

  1

  4

  7

  12

  1

  1

  3

  6

  13

  1

  1

  2

  5

  175

  Optional Rules

  Monsters in the Novels

  Adrenaline

  Using Optional

  Rules

  Technical y the rules in this book are based Adrenaline is the wil power to go on and

  These optional rules are here

  on the Witcher video games, which were fight harder in dire situations. With this op-so you can customize your

  simplified for ease of play. If you want to fol- tion, you gain adrenaline dice by scoring game. If you want the game

  low the rules of the Witcher novels, things critical hits on your opponent. For every to play more like the nov-are slightly different. In the novel continuity, critical hit you strike on your opponent

  els, use the Monsters in the

  witchers carry two swords; only some mon- you gain one six-sided die. You can have as

  Novels rules to change how

  sters are susceptible to silver, while others many dice in your adrenaline dice pool as

  you fight monsters. If you’re

  are susceptible to Meteorite Steel.

  you have points in your BODY stat. Spend

  playing a more combat-fo-

  an adrenaline die either to add 1d6 damage

  cused game you might want

  Monsters Susceptible to Silver:

  to an attack or to gain 1d6 temporary HP for

  to use Adrenaline, which al-

  Cursed Ones

  the duration of the combat.

  lows you to fight longer and

  Elementals

  You can use as many adrenaline dice

  harder, with more excite-

  Necrophages

  per attack or HP bonus as you want, but for

  ment and reward when you

  Relicts

  every one you spend you lose 10 Stamina.

  score critical strikes. For a

  Specters

  At the end of combat, any adrenaline points

  more social game you could

  Vampires

  or bonus Health Points you have are lost.

  use the Verbal Combat sys-

  Just like LUCK, you must declare the use of

  tem so that your players can

  Monsters Susceptible to Meteorite Steel:

  adrenaline before you take an action.

  still have exciting duels with-

  Beasts

  You can also spend an adrenaline

  out risking their lives. It’s al

  Hybrids

  point to bring you up above 0 HP imme-

  up to you and how your play

  Draconids

  diately if an enemy attack or other effect

  group operates.

  Insectoids

  knocks you below.

  Ogroids

  176

  Verbal Combat

  Empathetic VS

  When you’re running a more diplomatic defenses noted on the next page. The person

  game or have a lot of bards, merchants, or who rol s higher does the damage listed to

  Antagonistic

  talkative characters, you may want to use their opponent’s Resolve. The person whose

  Verbal At acks are split up

  this Verbal Combat system, which grants Resolve fal s to 0 first loses the combat and

  into empathetic and antag-

  persuasion and other verbal skil s their own is convinced of whatever their opponent is

  onistic. Empathetic at acks

  “combat.” When starting a Verbal Combat, arguing. A Verbal Combat can take place

  aim to endear your target

  each party establishes what their goal is in between any number of people, and you can

  to you. They of er more op-

  the combat. Each player then determines aim attacks at any or all your opponents in tions, but tend to be weaker

  their Resolve, which acts as their Health the argument, who all get a chance to de-

  and entirely reliant on your

  Points for the Verbal Combat.

  fend. Each person who succeeds in defend-

  EMP. Antagonistic at acks,

  ing does damage to the attacker’s Resolve.

  on the other hand, are of-

  Resolve = ((WILL + INT)/2)x5

  Instead of attacking you can use one of the

  ten more powerful and can

  Verbal Combat tools. These take one full

  benefit from torture and

  A Verbal Combat works much like a regular turn to use, but help you in a Verbal Com-

  torment. The catch is that

  combat, with each person using an attack bat.

&nbs
p; antagonistic at acks are more

  and their target defending with one of the

  likely to win you the combat

  and ensure that your target

  either avoids you or acts as

  Empathetic Attacks

  your enemy in the future.

  Name

  Skill

  DMG

  Effect

  Seduce

  Seduction

  1d6+EMP Defender is a lit le hot under the col ar and takes a cumu-

  lative +2 damage from each Seduction for the combat.

  Making Friends

  Persuade

  Persuasion

  1d6/2+EMP If you end a combat with a successful Persuasion check,

  Making a friend of your

  you have convinced them to agree with you.

  opponent makes them an

  The defender thinks you probably have the right idea

  of icial Acquaintance (as

  Appeal

  Leadership

  1d10+EMP and takes a cumulative +1 damage from empathetic at-

  per Lifepath). They will be

  tacks for each time you succeed at Appeal.

  friendly towards you and

  Befriend

  Charisma

  1d6+EMP If you end a combat with a successful Befriend at ack,

  won’t actively act against

  you have made a friend of your opponent.

  you without good reason.

  The second time you be-

  friend and opponent you

  make them a dedicated

  Antagonistic Attacks

  friend. This means they wil

  not only be friendly but also

  be likely to do things for

  Name

  Skill

  DMG

  Effect

  you and help you out. The

  Deceive

  Deceit

  1d6+INT If you end a combat with a successful Deceit check, you

  third time you befriend an

  have convinced the defender of the lie.

  opponent they become a

  If you successfuly Ridicule a person in public, you also

  “blood-brother” and will do

  Ridicule Social Etiquette 1d6+WILL lower their Reputation with those people by 2 for each

  just about anything for you

  successful Ridicule. This penalty lasts for one day.

  as long as it’s reasonable.

  Intimidate

  Intimidation 1d10+WILL Anyone you intimidate is afraid of you and takes a cu-

  mulative +4 damage from Intimidation for the combat.

  177

  Defenses

  Torture & Torment

  Name

 

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