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The Witcher Pen & Paper RPG

Page 59

by Cody Pondsmith

Hand crossbow

  2d6+2

  RNG: 50m

  1

  Aedirnian gambeson

  Slow Loading

  Padded trousers

  272

  Threat

  Medium

  Simple

  Bounty

  100

  Armor

  0

  INT

  7

  REF

  7

  DEX

  6

  BODY 5

  SPD

  5

  EMP

  4

  CRA

  5

  WILL 8

  LUCK 0

  STUN 7

  RUN 15

  LEAP 3

  STA

  30

  Height

  Usual human heights

  ENC 50

  Weight

  Usual human weights

  REC

  7

  Environment

  In cities or remote towers

  HP

  30

  Intelligence

  Human-level

  VIGOR 10

  Organization

  Usually solitary

  273

  Mages

  Vulnerabilities

  Commoner Superstition (Education DC:12)

  Hanged Man’s Venom

  Mages, or magicians if ya wanna be respectful, are a pretty interestin’ case. Heh, they’re mutants I guess, though never say that to one or they’ll blow ya to hell. They can tap into the forces of magic and use that magic to cast spel s. That’s about the extent of the common whoreson’s Dimeritium

  knowledge. From there it’s bedtime tales and legends. Heh, witches who steal children and While touching dimeritium,

  experiment on ‘em in laboratories. Ungodly necromancers who raise the dead and’ll summon a mage has a Vigor of 0 and is

  demons to take over your body. There are few places in the world that people still respect subjected to the Dimeritium

  Effects table on pg.167.

  mages these days. A real shame. Few years ago mages were the most respected folk in the land.

  –Rodolf Kazmer

  Academic Knowledge (Education DC:16)

  Abilities

  It’s not very likely that you’ll ever fight a mage. Most of them

  Spells

  are reasonably peaceful people who are more likely to hire

  A mage is capable of using

  Skills

  a mercenary or an assassin to kill you. However, if you do

  the spel s:

  Aenye

  wind up fighting a mage—to escape an experiment, stop a

  Staff/Spear +6

  Glamour

  crime, or just because you feel like it—know that distance is

  Blinding Dust

  Spell Casting +7

  not your friend. At range, a mage can throw a tremendous

  Rhewi

  amount of power at you. Close range combat is a far better

  Hex Weaving +6

  Teleportation

  bet. Most mages practice less at melee combat then they do

  Ritual Crafting +5

  Rituals

  at spell casting. Their melee weapons are also less damaging

  A mage is capable of casting

  Dodge/Escape +8

  and more prone to breaking. Keeping in melee range with a

  these rituals:

  Athletics +5

  Spell jar

  mage takes work—they are prone to teleport if you get too

  Ritual of magic

  Awareness +7

  close to them.

  The first thing you should do when fighting a mage

  Stealth +5

  Hexes

  is disarm them or destroy their staff. Without a staff a mage

  A mage is capable of casting

  Wilderness Survival +5

  expends more energy per spell and wears out much faster.

  these hexes:

  Resist Magic +7

  The Eternal Itch

  A mage drained of magic must damage their body to cast

  Resist Coercion +7

  The Hex of Shadows

  more spel s or else take a turn to rest. That’s your best op-

  portunity. Mages rarely wear armor, so killing an exhausted

  Endurance +5

  mage doesn’t take much. Since mages are usual y very intel-

  Courage +6

  Alternate Magic

  ligent, they typical y realize when they are beat and give up.

  However, if you shame a mage enough the mage will fight

  The magic listed above is

  until the end. Mages prefer life in large cities, but with the

  an example of what a mage

  Witch Hunts you may also run into one who’s hiding out.

  Loot

  might be able to bring to bear

  against players. If you want

  Crowns (5d10)

  you can customize your mage,

  Weapons

  Mundane items (1d6)

  pick new sets of spel s, rituals,

  and hexes from the Magic sec-

  Name

  DMG

  Effect

  ROF

  Strange items (1d6/2)

  Fifth essence (1d6/2)

  tion on pg.99.

  Iron staff

  3d6

  Focus (2)

  2

  Alchmey set

  Dagger

  1d6

  N/A

  2

  Succubus’ breath

  274

  Threat

  Easy

  Complex

  Bounty

  20

  Armor

  5

  INT

  4

  REF

  6

  DEX

  7

  BODY 5

  SPD

  7

  EMP

  3

  CRA

  4

  WILL 6

  LUCK 0

  STUN 5

  RUN 21

  LEAP 4

  STA

  25

  Height

  Usual human heights

  ENC 50

  Weight

  Usual human weights

  REC

  5

  Environment Wilderness or along main roads

  HP

  25

  Intelligence

  Human-level

  VIGOR 0

  Organization

  Commandos of 3 to 15

  275

  Scoia’tael Archers

  Vulnerabilities

  Commoner Superstition (Education DC:10)

  Bein’ a ‘loyal dwarf’ I got some feelin’s about the Scoia’tael. They’d probably call me a dog of Hanged Man’s Venom

  the humans. But I’d rather be a loyal dog than a rabid bitch runnin’ to its own damn death.

  Scoia’tael used to have a point. Heh, used to be they were fightin’ for freedom for the Northern elder races. Now they’re just revenge-driven madmen who’re lookin’ to go out in a blaze of glory and kill as many humans as they can before they die. You’ll find the last Scoia’tael—

  Abilities

  mostly elves—in the woods, hidin’ in caves, and settin’ ambushes for traveling merchants and military caravans. If you’re human, get ready for a fight.

  Ambush Specialist

  –Rodolf Kazmer

  When making a stealth roll to

  hide from targets, Scoia’tael

  Academic Knowledge (Education DC:14)

  archers use the highest

  Stealth roll amongst all of

  them. This roll counts for the

  Scoia’tael can be difficult to fight. They rarely rush at you

  whole group.

  and attack randomly. Being trained as gueril a fighters,

 
Skills

  Scoia’tael travel in groups called ‘commandos’ and lay am-

  bushes for their prey. When traveling through dense wil-

  Archery +8

  Spiteful Ammunition

  derness in the North, always keep an eye out in the trees

  Swordsmanship +6

  and bushes. Oftentimes Scoia’tael commandos will track

  Scoia’tael archers will fire their

  prey for a few hours until they come to a good ambush spot.

  Small Blades +6

  regular arrows first and try to

  When they do attack, Scoia’tael will usual y begin

  Brawling +4

  kill all targets quickly. Their

  their ambush with a barrage of arrows from the forest line.

  Dodge/Escape +7

  elven burrower arrows are

  With the first barrage fired, half of the unit will switch to

  Athletics +7

  reserved for targets they par-

  their falchions and charge, sometimes screaming a battle

  ticularly despise, and fleeing

  Awareness +9

  cry such as “Aelirren!” or “Sherrawedd!”, that cal s back to

  targets who will need to be

  the great elven hero Aelirren and the place of her death,

  Stealth +8

  tracked down.

  Sherrawedd Palace. While the melee group engages you,

  Wilderness Survival +10

  the other half of the commando will stay back, firing into

  Resist Magic +4

  the melee. Scoia’tael who are too far for melee and within

  Resist Coercion +6

  10m or so will often throw knives at the nearest target. The

  best way to fight Scoia’tael archers is to have cover. If you

  Endurance +7

  have a cart or caravan, get behind it (or better yet inside it)

  Courage +6

  and force them to come to you. Try your best to stay out of

  the archer’s line of sight and deal with the melee fighters

  first. Negotiation is not advised.

  Loot

  Weapons

  Crowns (1d10)

  Name

  DMG

  Effect

  ROF

  Mundane items (1d6)

  Hunter’s falchion

  3d6

  N/A

  1

  Arrows (30)

  Dagger

  1d6

  N/A

  1

  Elven burrowers (10)

  Double woven hood

  Throwing knives

  1d6

  RNG: 24m

  1

  Aedirnian gambeson

  Longbow

  4d6

  RNG: 200m

  1

  Padded trousers

  276

  Threat

  Easy

  Simple

  Bounty

  10

  Armor

  0

  INT

  1

  REF

  7

  DEX

  7

  BODY 6

  SPD

  6

  EMP

  1

  CRA

  1

  WILL 4

  LUCK 0

  STUN 5

  RUN 18

  LEAP 3

  STA

  25

  ENC 60

  Height

  Usual human heights

  REC

  5

  Weight

  Usual human weights

  HP

  25

  Environment By rivers, lakes, or coastlines

  VIGOR 0

  Intelligence

  About as intelligent as a fish

  Organization

  Groups of 3 to 6

  277

  Drowners

  Vulnerabilities

  Commoner Superstition (Education DC:14)

  Necrophage Oil

  Common folk don’t know much about drowners. Old wives’ tales say when an evil enough son of a bitch bites it and their corpse winds up in a river or lake they come back as a drowner.

  Fire Vulnerability

  Drowners’re mindless beasts that live to drown unlucky bastards and feed on their corpses.

  Drowners are vulnerable to

  They ain’t the most dangerous beast in the world, but they gang up on ya. If ya see one drown-fire damage, including dam-

  age from being on fire.

  er there’s probably another two or three hidin’ in the water.

  –Rodolf Kazmer

  Abilities

  Witcher Knowledge (Witcher Training DC:10)

  Feral

  Drowners are actual y not resurrected evildoers. Most people think so, thanks to folk stories For the purposes of Awareness and Wilderness Surviv-

  and popular books on the subject of monsters. Drowners, like all necrophages, are creatures

  al, instinct gives them an INT

  from another plane that came into this realm during the Conjunction of the Spheres many

  of 7.

  centuries ago. With no ecological niche here, they have become a plague upon the land.

  Drowners prefer coastline, rivers, and marshy areas. They are amphibious and spend most

  Poison Immunity

  of their time in the water. When they do come out it is usual y to follow their stomachs: to Drowners are immune to the

  grab something close to the water’s edge or search for food on land. When they find some-

  poison effect.

  thing to eat, they leap on it in a flurry of claws, attacking as a group and surrounding their Amphibious

  prey.

  Drowners can live underwa-

  A large group of drowners can be hellish to deal with.

  ter indefinitely and cannot be

  They overwhelm a single person by attacking in force and

  drowned. They also do not

  Skills

  from all directions. They are immune to poison due to the

  take penalties for acting un-

  horrible, murky, and toxic waters that they are used to, and

  derwater.

  Melee +6

  it takes quite a bit to discourage them. However, they are also

  Brawling +6

  Impenetrably Dim

  tremendously, staggeringly dumb. The few studies of drown-

  Drowners are so unintelligent

  Dodge/Escape +5

  ers agree that they are about as intelligent as a predatory fish.

  that they are immue to any

  Athletics +6

  magic that affects thoughts or

  They act completely on instinct, cannot in any way be rea-

  emotions.

  soned with, and are even immune to spel s that would mental-

  Awareness +8

  ly or emotional y affect them. This does mean that they never

  Stealth +5

  formulate plans more complex than ‘attack’ and they can be Wilderness Survival +6

  distracted by sufficiently shiny things as long as they haven’t

  Drowner Brain Stew

  Resist Magic +4

  tasted blood. Drowners are also highly susceptible to fire—it’s

  Despite believing that drown-

  Endurance +6

  your best weapon. Being tremendously dumb, a drowner will

  ers are resurrected criminals,

  continue to fight while on fire and will not try to put itself out

  Courage +8

  many townsfolk living along

  until almost dead (below 10 HP).

  the Pontar River have been

  known to pay a fair bit for their

  Loot

  brains. Drowner brains are

  often boiled in a stew which

  Weapons

  Drowner bra
ins

  is supposedly an extremely

  powerful aphrodisiac.

  Name

  DMG

  Effect

  ROF

  Drowner tongue

  Essence of water

  Claws

  3d6

  N/A

  1

  (1d6/2)

  278

  Threat

  Easy

  Difficult

  Bounty

  30

  Armor

  0

  INT

  1

  REF

  6

  DEX

  7

  BODY 6

  SPD

  6

  EMP

  1

  CRA

  1

  WILL 5

  LUCK 0

  STUN 5

  RUN 21

  LEAP 4

  STA

  25

  Height

  Around 1.25 meters at the

  shoulder

  ENC 60

  Weight

  Around 86kg

  REC

  5

  Environment Batlefields and cemeteries

  HP

  25

  Intelligence

  About as intelligent as a dog

  VIGOR 0

  Organization

  Packs of 3 to 6

  279

  Ghoul

  Vulnerabilities

  Commoner Superstition (Education DC:14)

  Necrophage Oil

  Ya see a lot of ghouls in the North these days. Heh, I remember when you could go your whole life without spottin’ one. But with all the corpses rottin’ in the fields and all the blood spil in’

  in rivers and val eys, ghouls are croppin’ up all over. Most people assume they’re corpses, mutated and re-animated by magic into beasts. Rotten fiends that feed on the dead and attack Abilities

  just about anyone who comes near. Travel in packs and attack like wolves, circlin’ their prey, all attackin’ and keepin’ the target off kilter.

  –Rodolf Kazmer

  Pounce

  A ghoul doesn’t need to take

  a running start when leaping.

  Witcher Knowledge (Witcher Training DC:10)

  Fury

  Much like other necrophages, common folk assume ghouls are re-animated corpses. They

  When ghouls are brought be-

  low 10 HP they enter a fury

  are actual y of a species from another dimension that acts much like other animals. Ghouls

  in which they move every

  are scavengers who feed on corpses left behind at battlefields, though they will attack fresh round, attack every round,

  prey if it wanders by. You’ll usual y find ghouls in small packs that often fight over food

  and regenerate 3 points of

  once danger has passed. When fighting ghouls, always watch your back. They will attack

  damage per turn.

  together and try to surround you, staggering their attacks to flank you and darting back.

  Single one ghoul out and attack it exclusively, to shave down the number of ghouls at-

 

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