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The Witcher Pen & Paper RPG

Page 54

by Cody Pondsmith


  469

  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

 

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