The Witcher Pen & Paper RPG

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The Witcher Pen & Paper RPG Page 64

by Cody Pondsmith

Effect

  ROF

  tors. Many towns find it easier

  Stone (2d10)

  to hire a trol, since most times

  Punch

  6d6

  N/A

  2

  Mundane items (1d6)

  they can be paid in vodka and

  very rarely complain.

  306

  Threat

  Hard

  Simple

  Bounty

  1000

  Armor

  10

  INT

  1

  REF

  10

  DEX 10

  BODY 10

  SPD

  7

  EMP

  1

  CRA

  1

  WILL 6

  LUCK 0

  STUN 8

  RUN 21

  LEAP 4

  STA

  40

  Height

  Around 2 meters

  ENC 100

  Weight

  Around 900kg

  REC

  8

  Environment

  Mountains and valleys

  HP

  80

  Intelligence

  About as intelligent as a dog

  VIGOR 0

  Organization

  Solitary or pairs

  307

  Wyverns

  Vulnerabilities

  Commoner Superstition (Education DC:16)

  Draconid Oil

  Wyverns are like two-legged dragons, I think. Hell, folk don’t see ‘em much, so folk don’t talk about ‘em much. Anyhow, wyverns are like the lesser cousins of dragons and they hunt virgin maidens and such. Ya gotta watch out for ‘em swoopin’ down out of a clear blue sky to carry off your daughters. Can only be kil ed by silver, so a silver blade’s a necessity when rescuin’

  Abilities

  a damsel from one of these scaly whoresons. They say once you’ve kil ed the beast, though, drinkin’ its blood’ll give you power over fire itself.

  Flight

  –Rodolf Kazmer

  A wyvern can take flight as a

  movement. The wyvern can

  only be knocked out of the air

  Witcher Knowledge (Witcher Training DC:16) by stunning it or doing more

  than 10 points of damage

  Draconids accrue the most strange and fantastical legends around them. Something about

  with an attack. If the wyvern

  this family of monsters inspires the storyteller in everyone. Wyverns are draconids, in the

  is knocked out of the air it

  same family as dragons but far from being dragons. They are violent, primal beasts that must make a DC:16 Athletics check or take ramming

  stalk high mountain areas and hunt people mostly when they happen upon them. Wyverns

  damage equal to how many

  have no predisposition towards virgins–they pursue any living creature they think they can

  meters it fel .

  kill and eat. It is true that wyverns like to swoop down on their prey from above and try

  Spit Venom

  to stay in the air if possible. Unlike dragons, wyverns can’t breathe fire, but they can spit Wyverns can spit venom at

  an acidic poison with great accuracy. That can make fighting a wyvern at range a daunt-

  one target up to 8m away and

  ing task. Luckily they aren’t immune to everything but silver.

  do 3d6 damage with a 100%

  While their hides are tough to pierce, they can be felled with

  chance of poisoning.

  regular steel weapons and magic, just like most other crea-

  Resistances

  Skills

  tures.

  Wyverns only take half dam-

  age from piercing and slash-

  When hunting a wyvern, start by preparing a draco-

  Melee +8

  ing.

  nid oil. Cover yourself from head to toe as much as possible

  Brawling +7

  Feral

  to avoid acidic venom getting on any uncovered areas. Golden

  Dodge/Escape +6

  For the purposes of Aware-

  oriole potion is also a good idea, to negate poison effects. You

  ness and Wilderness Surviv-

  Athletics +8

  should also stock up on ranged ammunition or make sure you

  al, instinct gives them an INT

  know a few damaging spel s. While a wyvern flies around its

  Awareness +10

  of 7.

  prey, a well-placed arrow or the like stands a good chance of

  Stealth +6

  knocking the monster out of the air, making it far easier to hit.

  Wilderness Survival +9

  Draconid Leather

  While engaging a flying wyvern, be wary of their claws–they

  Resist Magic +8

  Armor

  will try to slash at you as they fly by. On the ground a wyvern

  Endurance +8

  Over the years draconid scales

  fal s back to its fanged bite or the poisonous barbs on its tail.

  have been incorporated into

  Courage +8

  sets of armor built for nobility,

  knights, and even sometimes

  Weapons

  Loot

  mages who want to show of

  to their peers. Draconid scales

  Name

  DMG

  Effect

  ROF

  forged into draconid leather

  Draconid scales (1d10)

  Claws

  6d6

  N/A

  2

  are very protective, and many

  Venom extract (1d10)

  of these sets of armor are now

  Bite

  7d6

  Poison (25%)

  1

  Wyvern egg (1d6/2)

  family heirlooms that are

  Tail barbs

  5d6+2

  Poison (75%)

  1

  Wyvern eyes (1d6/2)

  passed down from generation

  to generation.

  308

  Threat

  Hard

  Difficult

  Bounty

  1500

  Armor

  0

  INT

  6

  REF

  14

  DEX 12

  BODY 8

  SPD 10

  EMP

  3

  CRA

  3

  WILL 8

  LUCK 0

  STUN 8

  RUN 30

  LEAP 6

  STA

  40

  Height

  Around 2 meters

  ENC 80

  Weight

  Around 115kg

  REC

  8

  Environment Ruins, caves and near cities

  HP

  80

  Intelligence

  Human-level

  VIGOR 0

  Organization

  Solitary

  309

  Katakans

  Vulnerabilities

  Commoner Superstition (Education DC:18)

  Vampire Oil

  Heard plenty of tales of vampires while travelin’ ‘round the Continent. Legends say a vampire can turn into a bat or a wolf or the like. Can fly without wings, heal any wound, and claw Black Blood Potion

  right through steel. Heh, I hear katakans like to seduce pretty women with their shapeshiftin’

  abilities and then drink their blood. Sounds like a whole mess of trouble I’d like to avoid gettin’

  Celestial Weakness

  In sunlight, a katakan’s regen-

  caught up in, but if you’ve gotta, keep a head of cut garlic on hand, as well as a holy symbol eration is lowered to 3.

  of your chosen god and
a stake to drive through the beast’s heart to kill it for good. Turns out Fire Vulnerability

  I sell all those items at reasonable prices, by the way.

  Katakans take double dam-

  –Rodolf Kazmer

  age from fire attacks or being

  Witcher Knowledge (Witcher Training DC:17)

  on fire.

  Blood Transference

  Of all monster families, the difference in power from least to most is at its most staggering Katakan are affected by any

  in vampires. Lesser vampires are quick and agile, stronger than the average man, stealthy

  substances in the blood they

  drink.

  as a shadow, and vicious in their attacks. But they are animalistic–often less than ful y

  sentient. At the opposite on the spectrum, the power of a nosferat is so vast as to be almost incomparable. Katakan are a good midway point in the vampire family between bestial

  Abilities

  lesser vampires and overwhelming, brilliant higher vampires.

  Katakans are intelligent creatures, often more so than the av-

  Regeneration

  erage human. They are highly magical, able to hide from all

  Skills

  A katakan regenerates 5 point

  forms of magical scanning including witcher medallions and

  of damage per round.

  other divination, and can communicate with prey telepath-

  Melee +8

  Invisibility

  ical y. They cannot take any form but their own. In combat

  Brawling +7

  A katakan can become invis-

  they are stealthy, hiding behind magical invisibility while they

  ible, granting it +10 to stealth

  Dodge/Escape +10

  drive their prey mad with telepathic fear tactics. Katakan are

  and +5 to attack. It becomes

  hard to kil , regenerating from most wounds very quickly and

  Athletics +10

  visible when it attacks. Even

  dancing around attacks with their superior speed. They are

  if you make your awareness

  Awareness +10

  check to spot the katakan,

  still more animalistic than their more powerful cousins and

  Stealth +10

  you take a -3 to attack and

  are prone to lick blood off the cobblestones after eviscerat-

  defense against it. Yrden can

  Wilderness Survival +8

  ing their prey with their claws. Popularly-known protections

  make a katakan visible.

  Resist Magic +8

  do not work on a katakan. Most will probably just annoy it,

  Invisible to Magical

  save for the stake through the heart. When fighting a katakan,

  Resist Coercion +10

  Scanning

  fire is your best weapon since they are very flammable. Black

  Endurance +8

  Katakans cannot be detected

  blood can also be quite useful if the katakan tries to bite and

  by witcher medallions. Mag-

  Courage +8

  feed on you. Alternatively, remember that any drug or amount

  es must succeed at a Magic

  Intimidate +8

  Training roll against the ka-

  of alcohol in your blood will affect a vampire that bites you.

  takan’s Resist Magic roll to

  sense them.

  Loot

  Telepathy

  Weapons

  Katakans can telepathical y

  Random rune

  communicate with any one

  Name

  DMG

  Effect

  ROF

  creature within 20m of them

  Vampire fangs (1d6/2)

  as a free action.

  Claws

  6d6

  Bleed (50%)

  2

  Vampie saliva (1d6)

  Night Vision

  Bite

  7d6+2

  Bleed (100%)

  1

  Mundane items (1d6)

  Katakan operate in areas of

  dim light with no penalties.

  310

  Cat

  INT

  1

  STUN 2

  Skills

  Melee +4

  Dodge/Escape +6

  Athletics +8

  Awareness +7

  REF

  4

  RUN 18

  Stealth +6

  Wild. Survival +3

  Endurance +4

  Courage +5

  DEX 6

  LEAP 3

  BODY 1

  STA 10

  Loot

  Armor

  Vulnerabilities

  SPD 6

  ENC 10

  EMP 3

  REC 2

  Raw meat (1d6/2)

  0

  Beast Oil

  Beast bones (1d6/2)

  CRA 1

  HP

  10

  WILL 4

  VIGOR 0

  Abilities

  LUCK 0

  Night Vision

  Cats operate in areas of dim light with no penalties.

  Pounce

  Weapons

  A cat doesn’t need to take a running start when leaping.

  Magically Attuned

  Name

  DMG

  Effect

  ROF

  Cats are capable of seeing invisible creature and sensing magical emanations or magic users

  Claw

  1d6/2

  N/A

  1

  within 20m.

  Feral

  Bite

  1d6

  N/A

  1

  For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.

  Dog

  INT

  1

  STUN 4

  Skills

  Melee +7

  Dodge/Escape +6

  Athletics +3

  Awareness +9

  REF

  3

  RUN 15

  Stealth +3

  Wild. Survival +8

  Endurance +10

  Courage +8

  DEX 5

  LEAP 3

  BODY 3

  STA 20

  Loot

  Armor

  Vulnerabilities

  SPD 5

  ENC 30

  EMP 4

  REC 4

  Raw meat (1d6/2)

  0

  Beast Oil

  Beast bones (1d6)

  CRA 1

  HP

  20

  Dog tallow (1d6/2)

  WILL 5

  VIGOR 0

  LUCK 0

  Abilities

  Weapons

  Scent Tracking

  Name

  DMG

  Effect

  ROF

  Dogs are able to track things by scent and do not need hearing or verbal clues.

  Feral

  Bite

  2d6

  N/A

  1

  For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.

  311

  Bird

  INT

  1

  STUN 2

  Skills

  Melee +5

  Dodge/Escape +6

  Athletics +6

  Awareness +9

  REF

  3

  RUN 10

  Stealth +6

  Wild. Survival +3

  Endurance +4

  Courage +6

  DEX 4

  LEAP 2

  BODY 1

  STA 10

  Loot

  Armor

  Vulnerabilities

  SPD 2

  ENC 10

  EMP 3

  REC 2

&
nbsp; Raw meat (1d6/2)

  0

  Beast Oil

  Beast bones (1d6/2)

  CRA 1

  HP

  10

  Feathers (1d6)

  WILL 4

  VIGOR 0

  LUCK 0

  Abilities

  Flight

  A bird can take flight as a movement. The bird can only be knocked out of the air by stunning Weapons

  it or hiting it. If the bird is knocked out of the air it must make a DC:16 Athletics check or take Name

  DMG

  Effect

  ROF

  ramming damage equal to how many meters it fel. While flying a bird has a SPD of 7.

  Feral

  Claw

  1d6/2

  N/A

  1

  For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.

  Serpent

  INT

  1

  STUN 2

  Skills

  Melee +6

  Dodge/Escape +5

  Athletics +4

  Awareness +5

  REF

  4

  RUN 18

  Stealth +9

  Wild. Survival +2

  Endurance +4

  Courage +5

  DEX 3

  LEAP 3

  BODY 1

  STA 10

  Loot

  Armor

  Vulnerabilities

  SPD 6

  ENC 10

  EMP 2

  REC 2

  Raw meat (1d6/2)

  0

  Beast Oil

  Beast bones (1d6/2)

  CRA 1

  HP

  10

  Venom extract (1d6/2)

  WILL 3

  VIGOR 0

  LUCK 0

  Abilities

  Weapons

  Swimming

  Name

  DMG

  Effect

  ROF

  Serpents can swim at the same speed as their SPD and still use Dodge/Escape to dodge.

  Feral

  Bite

  1d6

  Poison (75%)

  1

  For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.

  312

  Horse

  INT

  1

  STUN 8

  Skills

  Melee +6

  Dodge/Escape +8

  Athletics +6

  Awareness +5

  REF

  4

  RUN 36

  Stealth +3

  Wild. Survival +2

  Endurance +6

  Courage +6

  DEX 5

  LEAP 7

  BODY 12

  STA 40

  Loot

  Armor

  Vulnerabilities

  SPD 12

  ENC 120

  EMP 4

  REC 8

  Raw meat (1d10)

  0

  Beast Oil

  Beast bones (1d10)

  CRA 1

  HP

  40

  WILL 4

  VIGOR 0

  LUCK 0

  Weapons

  Abilities

  Name

  DMG

  Effect

  ROF

  Feral

  For the purposes of Awareness and Wilderness Survival, instinct gives them an

  Hooves

  2d6+2

  N/A

  1

  INT of 7.

  War Horse

 

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