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The Witcher Pen & Paper RPG

Page 63

by Cody Pondsmith

If a target moves more than

  Brawling +5

  10m away from the golem, it

  sluggish. Elementa oil is also good, as are spel s that incorpo-

  can charge and make a pow-

  Dodge/Escape +4

  rate electricity. When struck by enough electricity a golem will

  erful attack at -4 which does

  freeze up as its magical bonds try to reassert themselves. Never

  Athletics +2

  10d6 damage and knocks the

  block or parry a golem–their fists are so strong that they stand

  target back 8m. If they strike

  Awareness +8

  a good chance of shattering any weapon. Since they’re con-

  anything while flying back,

  Stealth +2

  the target takes appropriate

  structs you can also forget bleeding wounds, poison, mind-af-

  ramming damage as if from

  Wilderness Survival +4

  fecting spel s, or fire. Lastly but possibly most important, if

  a horse.

  Resist Magic +10

  you see a golem charging at you... don’t be what it hits.

  Constructed

  Physique +10

  A golem is immune to bleed-

  ing, poison, fire, or spel s

  that affect the mind or emo-

  tions. They also cannot be

  Loot

  reasoned with and never run

  out of STA.

  Weapons

  Golem heart

  Resistances

  Name

  DMG

  Effect

  ROF

  Random rune

  Golems only take half dam-

  age from piercing & slash-

  Punch

  8d6

  N/A

  1

  Infused dust (1d6)

  ing.

  300

  Threat

  Hard

  Difficult

  Bounty

  1500

  Armor

  10

  INT

  1

  REF

  13

  DEX 10

  BODY 15

  SPD

  7

  EMP

  1

  CRA

  1

  WILL 9

  LUCK 0

  STUN 11

  RUN 21

  LEAP 4

  STA

  55

  ENC 150

  Height

  Around 4m at the shoulders

  REC 11

  Weight

  Around 1500kg

  HP 110

  Environment Remote areas of wilderness

  VIGOR 0

  Intelligence

  About as intelligent as a dog

  Organization

  Solitary

  301

  Fiends

  Vulnerabilities

  Commoner Superstition (Education DC:18)

  Relict Oil

  Now, not many folks even know these whoresons exist. Heh, mostly stick to the mountains

  from what I hear. What people do say’s pretty interestin’ though. These beasts are devils of ill Moondust Bombs

  intent and they feed on the evil thoughts of men. If ya encounter one it’ll put ya into a deep A fiend caught in the area of

  trance and feed on your darkest secrets. After it drains your mind dry it’ll tear ya limb from a moondust bomb cannot re-limb and feast on your corpse. Heh, if ya wanna stay safe, ya gotta make an evil eye pendant generate for the duration of

  the bomb’s effect.

  outta glass and ink. That’ll absorb the beast’s fell magics and whatnot.

  –Rodolf Kazmer

  Sensitive Hearing

  When struck with a bomb or

  caught in a loud, sharp noise,

  Witcher Knowledge (Witcher Training DC:18)

  a fiend is staggered.

  Fiends are among the most dangerous relicts you can encounter on the Continent. They

  are tremendous elk-like creatures, so large that even the most powerful Griffin School

  Abilities

  witcher couldn’t stagger them with the Aard Sign. When charging with their massive antlers it’s best to leap out of the way–nothing short of a stone wall will stop them. The beasts Regeneration

  pose a tremendous threat, since not only are they tremendously strong, they heal almost as

  A fiend regenerates 5 point of

  you cut them and can hypnotize with a look. Contrary to the common supersition an evil

  damage per round.

  eye pendant will not protect you from a fiend’s hypnosis, which plunges you into a world of

  Charge

  darkness where all you can see is the fiend‘s glowing third eye.

  If a target moves more than

  At this point it will charge, aiming to spear you on its antlers.

  10m away from the fiend,

  Fiends are not demons, but relicts. There is some

  it can charge and make a

  Skills

  debate as to their intelligence since they appear to be related

  powerful horn attack at -4

  which does 10d6 damage and

  to the very smart and crafty succubi. However, fiends appear

  Melee +9

  knocks the target back 8m.

  about as intelligent as your average bear and never act with

  If they strike anything while

  Brawling +8

  complex reasoning. When fighting a fiend, stay light on your

  flying back, the target takes

  feet and dodge it. While you can block and parry, it is more

  Dodge/Escape +7

  appropriate ramming dam-

  advisable to keep maneuvering around the fiend. Relict oil

  age as if on a horse.

  Athletics +5

  can be tremendously useful when fighting a fiend, as well as

  Massive Bulk

  Awareness +10

  moondust bombs to keep it from regenerating for a time and

  Fiends are immune to Aard,

  Stealth +1

  or any effects that would

  dimeritium bombs to stop the fiend’s hypnosis. Fiends also

  knock them off their feet.

  Wilderness Survival +6

  have incredibly sensitive hearing–loud noises such as banging

  Hypnosis

  on a shield or the explosion of bombs can stagger them.

  Resist Magic +10

  A fiend can take a turn to

  Endurance +7

  hypnotize its foes. Anyone

  looking at the fiend must

  Courage +10

  make a Resist Magic check

  Physique +10

  against the fiend’s Spell Cast-

  ing or take a -4 to defense

  or attacks against the fiend

  Weapons

  and be blinded to the terrain

  Name

  DMG

  Effect

  ROF

  around them for 5 rounds.

  Loot

  Claws

  6d6+2

  N/A

  2

  Feral

  Fiend eyes (3)

  For the purposes of Aware-

  Bite

  7d6

  Bleed (50%)

  1

  ness and Wilderness Surviv-

  Fifth essence (1d10)

  al, instinct gives them an INT

  Horns

  8d6

  -1 ACC

  1

  Fiend dung (1d6)

  of 8.

  302

  Threat

  Easy

  Complex

  Bounty

  10

  Armor

  0

  INT

  2

  REF

  5

  DEX
/>   7

  BODY 3

  SPD

  6

  EMP

  2

  CRA

  2

  WILL 4

  LUCK 0

  STUN 3

  RUN 18

  LEAP 3

  STA

  15

  ENC 30

  Height

  Around 1 meter

  REC

  3

  Weight

  Around 13kg

  HP

  15

  Environment

  Plains and forests

  VIGOR 0

  Intelligence As intelligent as dumb humans

  Organization

  Bands of 3 to 12

  303

  Nekkers

  Vulnerabilities

  Commoner Superstition (Education DC:12)

  Ogroid Oil

  Nekkers are horrendous little beasts. Heh, folk say they live under bridges and prey on travelers who get stuck or lose their way. They’re little hideous troll-like things that hunt in packs–ya get enough of ‘em together and they’ll strip a horse of flesh in a few minutes. If ya run into a group of nekkers it’s best to spur your horse and ride as fast as ya can. If you’re on foot, ya got Abilities

  one hell of a problem. Heh, try lightin’ a torch and headin’ for a city. Fire should keep ‘em at bay long enough if you’re lucky.

  Leader

  –Rodolf Kazmer

  Often, a group of nekkers will

  be lead by a nekker chieftain.

  As long as a chieftain is alive

  Witcher Knowledge (Witcher Training DC:10) all nekkers in its warband

  gain a +4 to courage. The

  Nekkers are a quandry for some witchers, a strange middle ground between purely being a

  chieftain is also capable of

  giving orders to the rest of

  monster and being a sentient race. They are short, ugly, bald creatures that tend to hide in the pack. These orders can be

  holes and caves but will live just about anywhere. They will hunt down anything made of

  quite complex.

  meat that has a heartbeat and devour it from the top of its head to the tip of its toes. This obviously makes them a danger to the world at large, and thus most witchers kill them

  Night Vision

  Nekkers operate in areas of

  with no great misgivings. However, nekkers have recently been discovered to be far more

  dim light with no penalties.

  intelligent than most give them credit for. They hunt in war bands led by a chieftain, they

  wear loincloths and headdresses, sometimes carry staves, and

  in some places even decorate their caves with primitive paint-

  Nekker Chieftain

  ings commemorating battles and hunts that they have gone

  Skills

  Nekker chieftains are usual-

  on. All of this being said, they are still a threat to humanity and

  ly slightly larger than regular

  other sentient creatures.

  Melee +5

  nekkers. Some people think

  If you have to fight a group of nekkers (which you like-

  Brawling +5

  that they are a larger breed of

  ly will if you travel the war-torn roads in the Northern King-

  Dodge/Escape +6

  nekker, but it’s more likely that

  doms) keep in mind that nekkers are pack hunters who take

  (like humans) larger, more

  Athletics +7

  orders from a chieftain, and killing it should be a priority. The

  powerful nekkers are chosen

  chieftain will usual y wear a skull headdress and carry a staff of

  Awareness +8

  to be chieftains. They are often

  some kind. Nekkers will try to gang up on you, so stay moving

  Stealth +8

  a reddish hue, possibly due to

  constantly. Area of effect or cone-based attacks, such as spel s Wilderness Survival +8

  war paint.

  or bombs, are good to thin the ranks of the nekkers. Ogroid oil

  Resist Magic +4

  applied to a blade is also a good idea if you have some to hand.

  INT

  2

  STUN 4

  Technical y, nekkers are somewhat intelligent–with great dif-

  Resist Coercion +9

  REF

  6

  RUN 21

  ficulty you might be able to convince them to leave you alone

  Endurance +6

  DEX

  8

  LEAP 4

  if you show them more fruitful prey. In general, it’s not a great

  Courage +6

  BODY 4

  STA

  20

  plan to stake your life on your diplomacy, though.

  SPD

  7

  ENC 40

  EMP

  2

  Loot

  REC

  4

  CRA

  2

  Weapons

  HP

  20

  WILL

  5

  VIGOR 0

  Nekker teeth (1d6/2)

  LUCK 0

  Name

  DMG

  Effect

  ROF

  Nekker claws (2)

  Claws

  2d6

  N/A

  1

  Nekker heart (1)

  304

  Threat

  Medium

  Difficult

  Bounty

  800

  Armor

  20

  INT

  3

  REF

  8

  DEX

  7

  BODY 12

  SPD

  4

  EMP

  6

  CRA

  7

  WILL 4

  LUCK 0

  STUN 8

  RUN 12

  LEAP 2

  STA

  40

  Height

  Around 2 meters

  ENC 120

  Weight

  Around 150kg

  REC

  8

  Environment

  Mountains and valleys

  HP

  80

  Intelligence As intelligent as dumb humans

  VIGOR 0

  Organization Solitary or groups of 2 to 3

  305

  Rock Trolls

  Vulnerabilities

  Commoner Superstition (Education DC:14)

  Ogroid Oil

  Most of the things folk know about trol s is about cave trol s, but how different can they be?

  Heh, everybody knows trol s’re great builders and they work for vodka. Trol s can build all Soft Spot

  sorts of masonry and whatnot. Ain’t too bright though. Folk say ya can trick a troll into A rock trol ’s stomach has

  buildin’ a bridge, goin’ away, or just about anything else by promisin’ em a whole keg of only 5 points of armor and

  does not have its damage re-

  vodka, then givin’ ‘em a keg of water and tel in’ ‘em it’s a new recipe. I wouldn’t try it though.

  sistances.

  Whoresons have got one hell of a punch and I like my head on my shoulders.

  –Rodolf Kazmer

  Abilities

  Witcher Knowledge (Witcher Training DC:14)

  Crushing Force

  To some extent it is true that cave, rock, and ice trol s are more similar than different.

  Due to the incredible force

  with which they punch, a

  But the differences that do exist are very important, especial y if you have to fight one of troll cannot be parried and

  these brutes. Yes, all trol s are what most people consider stupid. They are about as smart

  does double abl
ation dam-

  as the average young child and remain that way their entire lives. They are also very fond

  age to weapons, shields, or

  of alcohol of any variety, though their mass means that it takes vodka and other spirits to

  armor.

  real y get them drunk. It’s not advisable to trick a troll when it comes to vodka–they are

  Thrown Boulders

  tremendously strong and don’t take well to being fooled. Trol s have tremendously power-

  When more than 6m from

  ful punches which have been known to dent plate armor and

  their target, rock trol s prefer

  to throw boulders or other

  crack even the most resilient shields, so dodging their attacks

  bits or rubble that do 5d6

  is preferable to trying to block and parrying is out of the ques-

  damage. These boulders have

  Skills

  tion. Trol s of all varieties are very very accurate when it comes

  a range of 16m.

  to lobbing boulders at distant targets. If you get too far from

  Brawling +8

  Resistances

  a troll you are currently fighting it will probably throw large

  Rock trol s only take half

  rocks at you, forcing you to dodge and slow down until it can

  Dodge/Escape +5

  damage from piercing,

  close the distance again. Trol s have also been known to grab

  Athletics +3

  bludgeoning, and slashing.

  and grapple targets, using their incredible strength to their ad-

  Awareness +9

  vantage.

  Stealth +3

  Now the differences. Don’t bother hiring rock trol s Wilderness Survival +7

  Trolls Under Bridges

  as builders—they’re useless. Rock trol s are smaller in stature

  It’s not uncommon to find

  than cave trol s, standing only two meters tall at most. How-

  Resist Magic +8

  trol s under bridges or living

  ever they are incredibly heavy, with a hard plate of rock on

  Resist Coercion +6

  near to them. This is more

  their back that acts as a natural shield against attacks from the

  Endurance +8

  common among cave trol s

  rear. This means that unlike cave trol s, you must face a rock

  Courage +10

  but applies to rock trol s as

  troll head on to do real damage to it. Trying to attack through

  wel. Due to their strength and

  the solid stone on a rock troll does very little damage, and just

  the formidable crafting skil s

  about any weapon will dull on its stony back.

  Loot

  of cave trol s, they are often

  hired by towns to maintain

  Troll skin (1d6)

  Weapons

  bridges and (in some cases)

  Troll liver (1)

  work as guards and toll collec-

  Name

  DMG

 

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