The Witcher Pen & Paper RPG
Page 52
Bad Reaction to Mutagens (-2 to the Trial of the Grasses)
students die on these physical
7
You had allergic reactions to the mutagenic mushrooms and chemical compounds given to you in challenges before even reach-early training. When the Trial of the Grasses came, it was more difficult.
ing the mutations.
Made a Friend (Make a Witcher Friend)
8
You made a fast friend in your early years of witcher training. The rough training and dangerous situations sealed your bond.
Wounded by the Pendulum (-1 REF)
The Trials Of The
9
You were wounded while training on the pendulum. You fell from the posts and broke several
bones on the rocks below. While healed, you are a little stiffer than before.
Witchers
Extensive Research (+1 Witcher Training)
When a trainee’s body has
10
While sword training was important, you spent most of your free time in the libraries of the keep been prepared (with grueling
studying the monsters of the world and taking notes.
phyiscal training and sub-
tly mutagenic mushroom
broths) they undertake the
excruciating trials of a witcher.
The first trial (the Trial of the
How Did Your Trials Go?
Grasses) is designed to break
down the trainee’s body and
Roll Outcome of the Trials
rebuild it with superior reflex-
Nearly Fatal (Additional -1 EMP & -1 BODY)
es and cat-like eyes. The sec-
1
The Trial of the Grasses nearly destroyed your body. Though you survived the process, your body ond trial (the Trial of Dreams)
and mind were damaged permanently.
gives the trainee night vision
Poorly Accepted (Additional-1 EMP)
among other benefits, but also
2-3
The Trial of the Grasses went poorly and the witchers in charge of mutation weren’t entirely sure sterilizes them. The last trial
you would make it. You survived, but not without mental scars.
(the Trial of the Mountains)
Passable Mutations (No Modifiers)
was more of an exam, intend-
4-9
The Trial of the Grasses went wel . You passed into the ranks of witchers with nothing more than memories of horrible pain.
ed to verify whether the train-
ee remembered anything
Extra Mutations (Additional +1 EMP & +1 DEX)
10
Your body was very receptive to the Trial of the Grasses and you had extra mutations applied to from the previous Trials.
you. Your body handled it wel , and all of the pain paid off in the end.
240
What Was Your Most Important Event
Your Surprise Child
Roll Most Important Event
If you want, you can dig far-
Given a Child by the Law of Surprises
ther into the events after you
1
Along your travels you invoked the Law of Surprises and received a child. They may have been a boy, in which case they were made into a witcher, or a girl, in which case their fate was up to you.
got your suprise child.
For boys, roll 1d10.
Hunted by a Sentient Monster
2
The tables turned during one of your hunts. Sentient monsters like grave hags and katakan can be dangerous On anything but a 1-3, they
quarry, and you wound up becoming the hunted for a stressful night.
died during the trials. If they
Fought Alongside a Knight
survived, you can even rol
3
You did bat le alongside a noble knight. This may have been against both of your wishes or even an accident, a few times on the Witcher
but fighting beside a noble changed your outlook on knights and your job as a witcher.
Lifepath tables to see how
Captured by a Mage for Testing
they turned out.
4
Mages lust after the secrets of Witcher mutations. At some point in your life, you were captured by a mage For girls, they could
who experimented on you in an at empt to reverse-engineer them.
have stayed at your keep to
Worked for a Nobleman
tend to chores, but it’s more
5
For a time you worked for a nobleman. The pay was good, but it was strange and aggravating to have to hide most of your actions to avoid shaming the family by bringing their secrets to light.
likely that you had to give
them to the next family you
Went Beyond the Boundaries
6
Once, you traveled beyond the borders of the Continent—past the Dragon Mountains, the Tir Tochair or found. Witchers don’t usualy
Blue Mountains, or the Great Sea. You have seen far lands unknown to most others.
make good parents.
Meaningful Romance
7
Most witchers remain neutral and avoid meaningful relationships. However, this didn’t stop you. You fell in love and actual y considered settling down. It still occurs to you sometimes.
Fought for your Keep
8
You fought at a siege of your keep. You were outnumbered and overpowered, but you stayed nonetheless. You survived the siege with serious wounds, but saw your brethren dying around you.
Gained Infamy
9
After helping a city with a monster, the people became afraid and turned on you. They might have even tried to kill you. Either way, you’ve seen what kind of reward you can expect from people.
Gained Fame
10
You were well-received in a town after helping them with a monster. You didn’t expect free drinks or women casting you glances, but that’s what you got. You haven’t seen such kindness again, but it was heartening.
Where Are You Now?
Roll Where You Are Now
Became a Personal Witcher
1
You signed on to work for a merchant group, noble house, or important person as a personal
witcher. You work for modest pay and hunt what they tell you to hunt. Mostly it’s monsters...
Looking For Work
2
The hard life of a witcher continues. You spend a lot of time on the road, lamenting the efficiency of your kind and the extinction of monsters. You travel constantly and never settle down.
Became a Hermit
3-8
You gave up on the life of a witcher and traveled out into the wilderness. Now you live as a hermit in the wilds. Only now that monsters are returning have you started to venture out again.
Turned to a Normal Life
9
You’ve tried for decades to leave the witcher life behind. It’s difficult, since people won’t ever real y accept you, but you have managed to cobble together an almost normal life. Good luck.
Became a Dangerous Criminal
10
Eventual y all the negativity and thankless people got to you— you decided that with fewer and fewer monsters, it was time to start hunting people. You can determine what you do to survive.
241
Life As A Witcher
Witchers are incredibly long-lived beings as long as they don’t succumb to the dangers of
Old Witchers
their profession. The last witchers were made five decades ago. During the spring, summer
The oldest witchers were cre-
and fal , witchers travel “the Path,” looking for people who need to be protected from mon-
ated around 317 years ago.
sters. In the winter they general y reconvene at the kee
p where they were trained. When
However, due to the rigors of
your character begins their travels, they are somewhere between 20 and 29. For each decade
the job, most of these “ancient”
after this, choose how much risk you took on as a witcher and roll for your decade. First,
witchers are long dead. Your
roll on the Danger row for that risk level to see if something went wrong during the decade.
witcher character can be be-
If something did, roll on the Danger table on pg.245. After that, roll on the Outcome row
tween 50 and 260 years old.
for that decade, then on the Benefits, Allies, or Hunt tables for details.
Danger Potential
“Nothing”
Saftey
Cautious
Normal
Non-Neutral
Risky
A result of nothing means
that nothing noteworthy re-
Danger
10%
25%
50%
75%
aly happened for that decade
Benefit
1
Benefit
1
Benefit
1-2
Benefit
1-5
of your life. You just wandered
the world, slaying lit le mon-
Outcome
Ally
2
Ally
2
Ally
3-7
Ally
6-7
A Hunt
3
A Hunt
3-5
A Hunt
8
A Hunt
8-9
sters here and there.
Nothing
4-10
Nothing
6-10
Nothing
9-10
Nothing
10
242
Benefits
The Law of Suprises
A witcher’s incredibly dangerous life can earn powerful allies and other helpful benefits.
When your Decade roll indicates a Benefit, roll on the table below to learn the details. All Witchers across the world al
benefits are helpful, but some help more than others.
share one ritual from their
brotherhood’s first founding.
The Law of Suprises can be
Roll Benefit
invoked when an employer, or
Law of Surprises
anyone saved from a monster,
1
You invoked the Law of Surprises during that decade. Roll 1d10 to see what you got in return. 1: a says some variation of “How
baby, 2: a dog, 3: a horse, 4: a new plow, 5: a cat, 6: a barrel of ale, 7: a piece of jewelery worth 1d6x10
can I ever repay you?” The
crowns, 8: a weapon worth up to 500 crowns, 9: an ox, 10: a mule.
Law of Suprises states “You
Romance
will grant me whatever unex-
2
You found a lover who saw past your mutations and desensitization. Somehow you managed to
make a meaningful connection with a person. Roll 1d10. 1-6: it lasted a few weeks, 7-8: it lasted a pected thing you encounter
few months, 9-10: it’s still going, on and off.
when you return home.” In
Windfall
early days this was probably
3
You raked in a suprisingly large amount of coin that decade. You managed to not only pay for alche-used to capitalize on unfor-
my ingredients and repairs to your gear, but also put some coin aside for a legitimate savings. You seen pregnancies to get new
gain 1d10x100 crowns.
children for Witcher Schools.
A Noble Owes You
However, the Law of Suprises
4
You performed a task for a noble. It may have been legal, it may have been illegal— either way, the noble you helped out owes you big and knows you’ll come to collect someday. You can invoke this is a gamble that sometimes
favor at any time but it must be reasonable (GM’s discretion).
gives you something you wer-
Witcher Secrets Passed Down
en’t expecting or didn’t need.
Interestingly enough, the Law
5
Along your journeys you met with and traveled with another witcher. This witcher taught you and shared some long-lost knowledge. You gain a witcher diagram: a potion, oil, or decoction of your of Surprises can be invoked by
choice.
anyone, and has caught on for
Knighted For Valor
gamblers and those who be-
6
At some point that decade, you fought bravely to defend a country. You may have gone to protect lieve in fate.
someone or you may just have been in the right place at the right time. For this great deed, you were knighted by a king/queen. You gain +1 Reputation in one country of your choice.
Fell in with Bandits
7
You fell in with a group of bandits or scoia’tael while on a hunt. You may not have agreed with their methods, but they didn’t bother you and you didn’t bother them. You even shared some drinks. You can ask them for a favor once a month as long as it’s reasonable (GM’s discretion).
Explored a Ruin
8
You had to hunt a monster through a large and complex ruin. Along the way you found some-
thing useful. Roll 1d10. 1-2: elven enhancement, 3-4: elven messer, 5-6: dwarven enhancement, 7-8: gnomish hand crossbow, 9-10: dwarven cloak.
A Mage Owes You
9
During this decade you did a favor for a mage. You may have gathered monster parts for their experiments, let them study you, or even captured a monster alive for them. Either way, the mage now owes you one favor in return as long as it’s reasonable (GM’s discretion).
Found a Teacher
10
You studied under a mentor. You spent many weeks learning, practicing, and looking to your mentor for guidance. It was a strange experience. You may gain +1 in any INT skill or start a new INT
skill at +2.
243
Allies
Witchers don’t make a lot of friends, but from time to time you’ll do a job for someone or
How Did They Die
stick your neck out and be rewarded for it. Witchers may not see their friends and allies
very often since they travel, but they can be very useful to get you out of a tough spot. Sadly, Roll
Death
even with the dangers they face, witchers outlive most friends.
1-3
Bandit Attack
4-6
Monster Attack
Roll
Gender
Position
How You Met
7-9
Casualty of War
1
Male
A Bounty Hunter
Saved Them from Something
10
Peaceful Death
2
Male
A Mage
Met in a Tavern
3
Male
A Mentor or Teacher
They Saved You from Something
Friends Forever
4
Male
A Childhood Friend
They Hired You for Something
Any living friend you’ve
5
Male
A Craftsman
You Were Trapped Together
known for more than eight
6
Female
An Old Enemy
You Were Forced to Work Together
decades is either elderfolk or a
7
Female
A Duke
/Duchess
You Hired Them for Something
mage.
8
Female
A Priest/Priestess
You Met While Drunk and Hit It Off
9
Female
A Soldier
You Met While Traveling
10
Female
A Bard
You Fought Together
How Close Are You?
Are They Alive
In the life of a witcher, friends can be very dear, but un-
Roll
Closeness
fortunately the world often strips them away. Whenever
1-6
Aquaintances
you make a friend you must roll a percentile rol. If you
7-9
Friends
roll a 31-100%, your friend is still alive. If you roll be-
10
Bound By Bond
tween 1 and 30% your friend is dead— roll 1d10 to see
how many decades later they died. You can also roll on
How Did They Die to see how they died.
244
Hunt
Exciting Hunts
The main activity that fil s a witcher’s life is the hunting of monsters. Witchers each hunt hundreds of monsters throughout their lives, but some hunts stand out from the rest. A
During the winter, witchers
good witcher learns from these hunts. For every hunt result, roll below to see its details.
tend to live at their keep, pre-
Choose a monster within the prey subcategory you rolled. You learned all about that mon-
paring for the spring, healing
ster and gain a +2 to any related Witcher Training checks about it.
their wounds and socializing
with the only other people
who might understand them,
other witchers. Like any group
1-What Was the Prey?
of people who share the same
job, conversation between
Roll
Monster Type
witchers usualy comes back
1
Specter
to hunting monsters, and a fa-
2
Cursed One
vorite past-time is to compare
3
Hybrid
hunts and share stories of par-
4
Insectoid
ticularly exciting endeavors.
5
Elementa
6
Relict
7
Ogroid
8
Draconid
9
Necrophage
10
Vampire
2-Where Was It?
Roll
Location
1
A Forest
4-Was There a Twist?
2
A Building
3
An Abandoned Building