The Witcher Pen & Paper RPG
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magic. After being left at that
Place of Power for an hour it
will function as a witcher me-
Witcher Sword Diagrams
dallion. No other benefits can
be gained from the Place of
Power while priming.
Name
Crafting
DC
Time
Components
Investment
Hardened timber (x2), Leather (x2),
Witcher’s Steel
Meteorite (x2), Steel (x3), Sharpening
Brandon on Witcher
Sword
18
9 Hours
grit (x2), Etching acid (x2), Ester grease
506
(x1), Thread (x1)
Formulae
The Witchers’ battle against
Witcher’s Silver
Hardened timber (x2), Leather (x2), Sil-
Sword
19
10 Hours
ver (x4), Steel (x1), Sharpening grit (x2),
497
the relict monsters involves a
Etching acid (x1), Ester grease (x1)
dazzling number of formulae,
potions, oils, and decoctions.
Witcher Potion Formulae
While the Trial of the Grasses
which creates a witcher is highly
secret, witchers produce and/or
Name
Craft DC Craft Time
Components
purchase a battery of substances
Black Blood
20
1/2 Hour
that are alchemical or magical
(or both I suppose). From what
Blizzard
18
1/2 Hour
I know, most of these make one
Cat
16
1/2 Hour
tougher, stronger, faster, and
other things one needs to take
Full Moon
20
1/2 Hour
on monsters one-on-one. I have
Golden Oriole
16
1/2 Hour
heard of a potion that can make
your blood poisonous to blood-
Killer Whale
18
1/2 Hour
sucking creatures. The oils are
Maribor Forest
18
1/2 Hour
used on blades to enhance their
Petri’s Filter
16
1/2 Hour
abilities and make their dam-
age more lethal. I’ve never seen
Swal ow
16
1/2 Hour
a book of these potions, so I do
Tawny Owl
16
1/2 Hour
not know if witchers have these
things written down or not.
Thunderbolt
18
1/2 Hour
–Brandon of Oxenfurt
White Honey
16
1/2 Hour
250
Blade Oil Formulae
Acquiring Mutagens
Witcher oils mix certain alchemical ingredients into a slurry of dog tallow. To create a blade oil, you must have all of the components listed below as well as 1 unit of dog tallow to mix Ain’t easy, gettin’ hold of a mu-the ingredients into.
tagen. Heh, ya need some part
of the monster that has a lotta...
Name
Craft DC Craft Time
Components
well, Brandon probably knows
Beast Oil
14
15 Minutes
the word for it. Anyhow, it’s got-
ta have a lotta monster es ence
Cursed Oil
16
15 Minutes
or somethin’. Like an organ
Draconid Oil
16
15 Minutes
or something. Ain’t always the
same from what I hear, so ya
Elementa Oil
16
15 Minutes
gotta hunt for it a bit. Witcher’s
Hanged Man’s Venom
16
15 Minutes
are trained in how to find the
Hybrid Oil
16
15 Minutes
best mutagens. I transported a
few jars of mutagens for a mage
Insectoid Oil
14
15 Minutes
friend of mine. Lotsa little jars
Necrophage Oil
16
15 Minutes
full of organ bits, floatin’ in pre-
servin’ liquid and sealed with
Ogroid Oil
15
15 Minutes
wax. Honest, don’t realy know
Relict Oils
16
15 Minutes
what she did with ‘em but I’d
rather not know. Heh, i got my
Specter Oil
16
15 Minutes
reward.
Vampire Oil
16
15 Minutes
–Rodolf Kazmer
Witcher Decoction Formulae
Witcher decoctions are created from mutagenic material in a monster’s body. When cre-
ating a decoction, you must mix all of the ingredients listed below with 1 unit of mutagen
from the appropriate monster and 1 bottle of spirits.
Name
Craft DC Craft Time
Components
Arachas
16
1/2 Hour
Fiend
18
1/2 Hour
Grave Hag
16
1/2 Hour
Griffin
16
1/2 Hour
Katakan
16
1/2 Hour
Nekker
14
1/2 Hour
Noon Wraith
18
1/2 Hour
Trol
18
1/2 Hour
Werewolf
18
1/2 Hour
Wyvern
18
1/2 Hour
251
Mutagens
Mutating
Non-witchers are completely
Witchers are able to mutate their bodies further by applying mutagens harvested from the incapable of utilizing muta-monsters they kil . After killing a monster, a witcher can roll Witcher Training at a DC:16
gens. If they at empt it they
to find the part of the beast with the most mutagenic properties and cut it out. This is a
are immediately poisoned
mutagen, and with some treatment it can be used for mutation.
and must make a DC:18 En-
When a witcher decides to consume the mutagen, they must take 1 hour to process
durance check (or have a DC:
the mutagen and consume it. This requires an Alchemy check (at a DC noted below) made
18 First Aid check made on
by the witcher or another party member. After treating and consuming the mutagen, the
them) to end the effects of
witcher’s body assimilates it and permanently gains all its effects. A witcher can have 2 muthe poison. A mage with Mu-
tagens augmenting his body, and they cannot be removed.
tate can mutate a subject, but
even if successful the subject
suffers the minor mutation
Mutagen Source
Effect
Alchemy DC
Minor
of that mutagen. These mi-
Mutation
nor mutations can often be
Red Mutagens
hidden, but if anyone
finds
Griffin
+2 melee damage
18
Feather growth
out the subject is a mutant,
Katakan
+1 REF
22
Gangly proportions
their Social Standing imme-
Nekker
+1 melee damage
15
Baldness & grey skin
diately changes to Hated and
Werewolf
+3 melee damage
20
Rapid hair growth
Feared. If the at empt fails,
Wyvern
+3 melee damage
20
Rough skin
the subject’s body refuses the
mutagen. Not only are they
Green Mutagens
thrown into Death State, the
Arachas
+5 HP
18
Green bodily fluids
mutagen visibly warps their
Fiend
+1 BODY
22
Small antlers
bodies, changing their Social
Grave Hag
+5 HP
18
Long grey tongue
to Hated and Feared. These
Noonwraith
+10 HP
20
Dry, taut skin
greater mutations cannot be
Rock Trol
+10 HP
20
Hunched posture
hidden.
Blue Mutagens
Golem
+2 Vigor threshold
18
Hard protrusions
Siren
+1 Vigor threshold
15
Small fins
252
253
Experiments,
Lore Checks
Runes & Relics
When players encounter a
relic item, they can choose
to make an Education roll at
a DC, listed with the relic. If
A long time ago the dragon Ostreverg ravaged and plundered the sacred
they succeed they know the
tale of the relic, and also what
Temple of Freya on the Skel ige Islands. Three brothers, the sons of a jarl,
it can theoreticaly do. If they
vowed to recover the goddess’ relics. The priestesses granted them dia-
fail they have no idea what the
grams of three ancient suits of armor so that they would be able to face
relic is, or what its abilities are.
the dragon’s formidable fangs and devastating breath of fire. The smith
Sigurd Ironlord forged the sacred armor for them.
–Legend of the Blasphemer, Witcher 2: Assassin of Kings
Over the years there have been a tremen- ally only sold by black marketeers and sci-
dous number of developments in both entists in large cities.
the magical world and also the world of
science. Many of these aid society, such as Runes & Glyphs
water purification plants and magical se- Many years ago, scholars uncovered an-
curity systems. On the other hand, many cient magical technology which many be-
of these technological advancements have lieve were pioneered by the elves of yore.
brought warfare to a new and even more These rune stones and glyph stones hold
frightening level of lethality. At the same an innate power which allows a weapon or time, explorers, adventurers, and schol- armor to be infused with magical power
ars are constantly uncovering ancient se- for a wide range of effects. Recently, runes crets of the past. Many of these magical and glyphs have become more common
technologies and mythical items were as- and they can now be found in large city
sumed either lost forever or entirely myth- markets (usually for exorbitant prices).
ical, fabricated for the drama of epic tales
and sagas.
Relic Arms & Armor
Experimental Technology Many aspects of magic are still beyond
scholarly understanding. One such aspect
In recent years the introduction of chem- is relic items. For some reason, weapons
ical compounds like Zerrikanian pow- and armor that see dramatic, intense, or
der and Stammelford’s powder have led life-threatening events sometimes develop
to new techological advancements in the a magical aura of their own and become
field of warfare. Many small groups have vastly more dangerous and powerful than
begun use these new weapons despite other items of the same make or model.
their unpredictable nature and increased These relics are rare and often lost, but
danger potential. While you can buy many they are awe-inspiring.
of these items, they are expensive and usu-
254
Experimental Technology
Experimental
With the formula for Zerrikanian powder spreading across the Continent, new alchem-
ical devices (collectively refered to as “bombs”) have come into use among some mil-
Technology
itary groups, even Scoia’tael Commandos. These bombs have tremendous destructive
Since they haven’t existed for
capabilities, but also prove dangerous to the user and their companions if used improp-
long, these formulae and di-
erly. Traps have also integrated new technologies, such as explosive power and alchem-
agrams are very specific, with
ical freezing agents. Fletchers have even applied new technology to their trade, creating no room for improvising as
explosive bolts, arrows that split in midair, and more. These creations are still in their you go. This specific nature
infancy—you’ll likely only run across them for sale in bustling cities or in the hands of has also made these new in-powerful mercenary groups.
ventions much less common
in the field.
Bombs
Name
Type RNG DMG
Effect
Cost
Dancing Star
E
4m
5d6
Fire (100%)
162
Weights
Devil’s Puffbal
E
4m
N/A
Poison (100%)
All items under Experimen-
Devil’s Puffball does double poison damage.
138
tal Technology have a set
Dimeritum Bomb
E
8m
N/A
Negates the use of magic in this area for 20 rounds.
264
weight based on their type.
Creates a cloud of flammable gas that spreads in a ran-
• All bombs weigh 1kg.
Dragon’s Dream
E
8m
N/A
domly rolled direction for 3 turns before dissipating. If any
fire is lit in this gas, it explodes. Everyone in it takes 5d6 177
• All traps weigh 2kg.
damage and has an 75% chance of catching fire.
Grapeshot
P
4m
7d6
Fire (25%)
159
• All types of ammunition
weigh 0.1kg per unit.
Samum
B
4m
N/A
Anyone caught in the blast of this bomb must make a Stun
save at -2 and is blinded for 6 rounds.
147
Any invisible or intangible creatures are made visible and
Moon Dust
E
8m
N/A
tangible for 20 round
s. This also stops monsters from re-
199
generating or transforming.
Any creature caught in the radius freezes in place until
Washing Off Paint
Northern Wind
E
4m
N/A
they make a DC:18 Physique check, until they are struck,
or for 8 rounds. An at ack on someone frozen does an ex-
177
If you get to a large body of
tra 2d6 damage.
water or a river you can wash
off the paint from a marker
trap. This takes 3 full rounds
Traps
and brings the bonus to track-
ing down to just a +2. The
Name
Type RNG DMG
Effect
Cost
scent cannot be washed of ,
Biter
P
4m
7d6
N/A
144
but applying perfume/co-
logne or rolling in mud wil
Clawer
S
4m
5d6
Anyone caught within the blast radius takes damage and
has an 80% chance of sustaining a bleeding wound.
111
dampen its bonus to tracking
Conflagration
E
4m
5d6
Fire (75%)
121
to a +2.
Any creature caught within the blast radius must make
Fury
E
8m
N/A
an Endurance roll with a DC of 18 or start fighting the 114
closest person to them until a successful save is made.
Covers those in the blast in a bright paint and a powerful
Marker
E
8m
N/A
odor that can be smelled from a mile away. The paint
lasts for a full day and grants a +5 to spot ing/tracking
57
the target.
Any creature caught in this blast radius freezes in place
Talgar Winter
E
4m
N/A
until they make a DC:18 Physique check, until they are
struck, or for 8 rounds. An at ack on someone frozen 126
does an extra 2d6 damage.
255
Ammunition
Name
Type
Effect
Cost
Crafting Times
Explosive ammunition carries a small vial of highly reactive chemicals.
All experimental recipes take
Explosive
E
When it strikes the target the vial breaks, causing an explosion that damages 108
1/2 hour to make.
every location of every person within 2m.
Split ammunition is made up of several bolts or arrows bound together.
Split
P
When fired, the binding breaks and the ammunition splits. For every point
over a target’s defense you roll (maximum 3) you deal the weapon’s full dam-
54
age to a random location.
Tracking ammunition is soaked in a odorous solution which can easily be