The Witcher Pen & Paper RPG

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The Witcher Pen & Paper RPG Page 61

by Cody Pondsmith


  286

  Threat

  Easy

  Simple

  Bounty

  10

  Armor

  0

  INT

  1

  REF

  4

  DEX

  6

  BODY 5

  SPD

  7

  EMP

  1

  CRA

  1

  WILL 4

  LUCK 0

  STUN 4

  RUN 21

  LEAP 4

  STA

  20

  Height

  Around 0.8 meters

  ENC 50

  Weight

  Around 68kg

  REC

  4

  Environment

  Forests and plains

  HP

  20

  Intelligence

  About as intelligent as a dog

  VIGOR 0

  Organization

  Packs of 3 to 6

  287

  Wolves & Wargs

  Vulnerabilities

  Commoner Superstition (Education DC:8)

  Beast Oil

  Not much to be said about wolves. Heh, they’re bloody bastards that live in the woods and stalk travelers. They’ll usual y only attack in packs of five or six and fire’ll make ‘em back off. If ya have to fight ‘em, make sure they can’t circle around ya—they’ll box ya in and attack from all directions. Terrible way to go if ya ask me. ‘Special y bad since the war’s been on. With all Abilities

  the corpses and wounded travelers, wolves are gettin’ braver and braver. Have ‘em in towns, pickin’ off infants in no time. Heh, lotsa folk think they’re a poor omen too. Can’t count the Scent Tracking

  number of prophecies and whatnot that start with a wolf. Let me tell ya, none of ‘em are good.

  A wolf can track a creature

  –Rodolf Kazmer

  without visual or audible

  clues with no penalty.

  Night Vision

  Wolves operate in areas of

  Knowledge of Wargs (Witcher Training DC:10) dim light with no penalties.

  While there are many strange stories and myths based around wolves, everyone can gener-

  Leader

  al y agree they aren’t magical creatures. Wargs, on the other hand, are even more shrouded

  Often, a group of wolves will

  in mystery for the vast majority of the populace. When a wolf pack gets large enough,

  be lead by a warg. As long as

  or controls enough territory, you’ll eventual y spot a warg among them. The warg is a

  a warg is alive all wolves in

  large, bulky wolf (usual y adorned with coarse brown fur) who becomes the leader of a

  its pack gain a +4 to cour-

  age. The warg is also capable

  pack. Even studied witchers aren’t sure whether one of the wolves transforms into a warg

  of giving orders to the rest

  or whether large groups of wolves eventual y draw a warg, but

  of the pack. These orders

  their existence is irrefutable.

  are never more complicated

  While wargs appear to function like regular wolves,

  Skills

  than, ‘go here’, ‘attack from

  behind’, or ‘wait’.

  they have gained an eerie reputation for their bright red eyes

  Melee +6

  and cunning minds. When facing a wolf pack lead by a warg,

  remember to single out the warg as quickly as possible. With

  Brawling +6

  Wargs

  the warg alive, the pack can operate as one unit and is capable of

  Dodge/Escape +6

  greater strategy than normal. Wargs command their brethren

  Athletics +6

  Wargs are larger than average

  to circle around prey, attack specific targets to weaken a group,

  Awareness +6

  wolves, with reddish-brown

  and even hinder more dangerous targets so the warg can score

  fur and bright red eyes. The

  a killing blow more easily. The warg will often stay towards the

  Stealth +6

  way they prowl makes them

  back of a pack until its prey has been weakened, so for the most

  Wilderness Survival +9

  seem much cleverer than the

  part ranged attacks will be your best bet. Silver is ineffective on

  Resist Magic +2

  average wolf.

  wargs but a good old-fashioned steel weapon will do the trick.

  Endurance +5

  INT

  2

  STUN 6

  With an application of beast oil, killing the warg shouldn’t be

  Courage +6

  REF

  5

  tremendously difficult. Always keep in mind—a warg is just a

  RUN 24

  DEX

  7

  big, tough wolf.

  LEAP

  4

  BODY 6

  STA

  Loot

  30

  SPD

  8

  ENC

  60

  EMP

  1

  REC

  6

  Dog tallow (1d6)

  Weapons

  CRA

  1

  HP

  30

  Wolf hide

  WILL

  6

  Name

  DMG

  Effect

  ROF

  VIGOR 0

  Wolf liver

  LUCK 0

  Bite

  2d6

  N/A

  1

  Beast bones (1d6)

  288

  Threat

  Medium

  Complex

  Bounty

  500

  Armor

  8

  INT

  6

  REF

  8

  DEX

  8

  BODY 7

  SPD

  9

  EMP

  1

  CRA

  3

  WILL 5

  LUCK 0

  STUN 6

  RUN 27

  LEAP 5

  STA

  30

  Height

  Around 2.5 meters

  ENC 70

  Weight

  Around 136kg

  REC

  6

  Environment Forests or near settlements

  HP

  60

  Intelligence

  Human-level

  VIGOR 0

  Organization

  Solitary

  289

  Werewolves

  Vulnerabilities

  Commoner Superstition (Education DC:14)

  Cursed Oil

  Legends say they’re like normal folk until moonlight shines on ‘em, and they turn into horrible mindless monsters. They do nothin’ but eat flesh and drink blood all night until the sun comes Moondust Bombs

  up and they transform back. Worst of all, if ya get bitten, you’re doomed to turn yourself.

  A werewolf caught in the

  Some folks think you can cure a werewolf by forcin’ the werewolf to drink a tea of wolfsbane area of a moondust bomb

  cannot regenerate for the

  three times a day for five days. Others believe ya can cure it just by exhaustin’ the werewolf duration of the bomb’s effect.

  and then scoldin’ it. Rather have a crossbow.

  –Rodolf Kazmer

  Abilities

  Witcher Knowledge (Witcher Training DC:14)

  Regeneration

  Werewolves are dangerous and horrifying beasts that can lie dormant inside total y reason-

  A werewolf regenerates 5

  able people. The
se huge beasts look like a cross between humans and gigantic wolves. They

  points of damage per round.

  are merciless monsters with no empathy and a powerful bloodlust. The worst part about

  these cursed beasts is that they arise from regular people. Werewolves manifest all the cru-

  Scent Tracking

  elty and evil intentions of the cursed person. When a person transforms into a werewolf,

  A werewolf can track a crea-

  usual y a process started by the rising of the moon, they lose all shreds of their humanity

  ture without visual or audi-

  ble clues with no penalty.

  and are left with only their intelligence and their worst and most vicious urges.

  These beasts are very difficult to fight, owing to their innate intelligence and regen-

  Night Vision

  erative abilities, which only a moondust bomb can halt. Luck-

  Werewolves operate in

  ily, only a curse can create a werewolf—a bite from a were-

  areas of dim light with no

  wolf will only cause you to bleed copiously. If you find yourself

  penalties.

  Skills

  fighting a werewolf, skip all of the useless peasant cures and

  find a silver blade. Focus on dodging the werewolf’s attacks

  Melee +9

  Becoming A

  and riposting with your silver blade or magic spel s. Running

  Werewolf

  Brawling +8

  from a werewolf is inadvisable—they are very quick and can

  A character afflicted with Ly-

  Dodge/Escape +8

  track you through the harshest conditions by smell alone. If a

  canthropy has a 30% chance

  friend has been afflicted with lycanthropy, it’s a good idea to tie

  Athletics +8

  of changing into a werewolf

  them up at night until you can lift the curse.

  Awareness +10

  every night, when the moon

  While it can be difficult to determine what actions led

  Stealth +9

  rises. In their werewolf form,

  to any one case of lycanthropy, you can narrow it down. Ly-

  they are a vicious predator

  Wilderness Survival +9

  canthropy is often a punishment for violent, beastial actions.

  with a human’s cunning and

  Resist Magic +9

  Lifting the curse usual y requires great pain and or personal

  an urge to kill. If the character

  loss.

  Resist Coercion +10

  is a player character, they are

  Endurance +8

  taken over by the GM until

  the sun rises. While in their

  Courage +10

  beast state the lycanthrope has

  all of the werewolf’s weapons,

  armor, and abilities. The char-

  Weapons

  Loot

  acter also adds a bonus to four

  Name

  DMG

  Effect

  ROF

  of their statistics.

  Werewolf pelt

  Claws

  4d6+2

  Bleed (25%)

  2

  Werewolf Bonuses

  Werewolf saliva (1d6)

  Bite

  5d6

  Bleed (75%)

  1

  Random items (1d6)

  Reflex+2

  Body+3

  Speed+4 Empathy-5

  290

  Threat

  Easy

  Complex

  Bounty

  20

  Armor

  0

  INT

  3

  REF

  7

  DEX

  7

  BODY 6

  SPD

  8

  EMP

  3

  CRA

  3

  WILL 8

  LUCK 0

  STUN 7

  RUN 24

  LEAP 4

  STA

  35

  ENC 60

  Height

  Around 3 meters long

  REC

  7

  Weight

  Around 120kg

  HP

  35

  Environment

  At sea or on coastlines

  VIGOR 0

  Intelligence

  Human-level

  Organization

  Groups of 3 to 6

  291

  Sirens

  Vulnerabilities

  Commoner Superstition (Education DC:16)

  Sirens’re a sad story. Used to be beautiful women with tails like fish and a special interest in Hybrid Oil

  sailors, heh. That times’s long past though. These days a siren’d sooner flay ya than kiss ya–best keep that in mind. Nobody knows why, but it’s probably to do with sailors kidnappin’ sirens Limited Movement

  to wife. Today they lure in folk with their songs, then turn into horrible monsters and tear the On land a siren has a

  REF, DEX & SPD of 2.

  flesh from your bones. Sailors say if ya pass by sirens on the sea ya should tie yourself to the mast to stop yourself from leapin’ over the edge to ‘em.

  –Rodolf Kazmer

  Abilities

  Witcher Knowledge (Witcher Training DC:14)

  Illusion

  A siren is capable of instantly

  Don’t tie yourself to the mast. You will die a horrible death. Contrary to popular belief, si-raising an il usion to make it

  rens have no magic to compel men to leap into the water and swim to them. They can only

  look like a beautiful woman

  conceal their horrifying fishy features under those of beautiful young women—apparently

  with features of its choosing.

  enough for horny sailors who’ve been at sea for the past year. No, a siren lures a ship close This il usion can be dispelled

  with a DC:15 Spell Casting

  with an attractive guise and then bursts into the air on scaly wings to swoop down on its

  rol .

  prey. You can see how tying yourself to the mast may be a

  Sonic Screech

  poor idea.

  A siren can take its turn to

  A siren will swoop down from on high, swinging with

  let out a screech which forces

  Skills

  its claws (or its tail if it’s feeling confident) before ascending

  anyone within 10m to make a

  again. Some will try to knock you into the water where their

  Stun save at -1.

  Melee +7

  sisters can better tear you apart. Unfortunately, sirens in the

  Amphibious

  air or in the water are very fast and very maneuverable, mak-

  Brawling +7

  Sirens can live underwater

  indefinitely and cannot be

  ing them hard to catch or attack. Luckily you can knock a si-

  Dodge/Escape +6

  drowned. They also do not

  ren out of the air with a direct ranged weapon hit. In this time

  Athletics +8

  take penalties for acting un-

  the siren is incredibly vulnerable and can usual y be finished

  derwater.

  Awareness +7

  off by two men with sturdy weapons. Technical y, sirens are

  Flight

  Stealth +8

  intelligent, and are capable of reason and diplomacy. That be-

  A siren can take flight as a

  ing said, they aren’t interested in it–they see all non-sirens as Wilderness Survival +7

  movement. The siren can

  prey. It’s not entirely unheard of to encounter a siren willing

  only be knocked out of the
r />   Resist Magic +6

  air by stunning it or doing

  to talk with you. In this case, be very wary: it might be trying

  Resist Coercion +6

  more than 5 points of dam-

  to lure you into a trap. Stil , old wives’ tales persist that sirens

  age with an attack. If the si-

  Endurance +6

  were once friendly. It’s just hard to tell whether these tales re-

  ren is knocked out of the air

  Courage +5

  fer to the sirens we find off the coast now or a race that (like

  it must make a DC:16 Ath-

  many others) was wiped out in the numerous race wars.

  letics check or take ramming

  damage equal to how many

  meters it fel .

  Loot

  Weapons

  Siren vocal chords

  Name

  DMG

  Effect

  ROF

  Essence of water (1d6)

  Claws

  2d6+2

  +1 ACC

  1

  Mundane Items

  Tail

  3d6+2

  N/A

  1

  (1d6/3)

  292

  Threat

  Hard

  Complex

  Bounty

  1200

  Armor

  8

  INT

  1

  REF

  10

  DEX 10

  BODY 15

  SPD

  6

  EMP

  1

  CRA

  1

  WILL 5

  LUCK 0

  STUN 10

  RUN 18

  LEAP 3

  STA

  50

  ENC 150

  Height

  Around 2 meters at the shoulder

  REC 10

  Weight

  Around 907kg

  HP 100

  Environment

  Around high mountains

  VIGOR 0

  Intelligence

  About as intelligent as a dog

  Organization

  Solitary or in pairs

  293

  Griffins

  Vulnerabilities

  Commoner Superstition (Education DC:14)

  Hybrid Oil

  Can ya imagine of a more majestic bein’ than a griffin?’ Heh, that’s dangerous thinkin’ if I ever seen it. Most noblemen think of griffins and their kin, gryphons, as majestic beasts that ya put on tabards and heraldry and whatnot. Heh, farmers, on the other hand, are scared to death of ‘em. What’re ya gonna do when a 900 kilo ball of fur, feathers, and claws lands in your field Abilities

  and picks up your cow? Nothin’, that’s what. Most common folk don’t say much about griffins.

  Just to avoid ‘em.

  Sonic Screech

  –Rodolf Kazmer

  A griffin can take its turn to

  let out a screech which forces

  Witcher Knowledge (Witcher Training DC:14) anyone within 10m to make a

  Stun save at -1.

  Griffins are technical y very simple creatures. They operate a lot like a combination be-

 

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