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The Witcher Pen & Paper RPG

Page 52

by Cody Pondsmith


  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

 

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