spend an amount of I.P. equal to the current out general Improvement Points to apply on
them up you must acquire
level of the skill to raise its value by 1. If you any skill that you used during that adven-I.P. equal to the current level
want to raise your skill by multiple levels, ture. General y a GM should be even-hand-
of the skill times 2.
you must pay the cost for each level in total. ed with I.P.; we suggest not giving out more For Example: If I want to take my Swords- than 6 I.P. to any one player per game ses-manship from a 4 to a 5 I need to spend 4 I.P. sion, unless they do something spectacular.
I.P. Rewards
But if I want to go from 4 to 7 I have to pay 15
I.P. (4+5+6=15).
I.P. Achievement
1
Participated
often
2
Participated
effectively
Being Taught
Study & Practice
3
Used skills effec-
By finding a mentor or a teacher and learn- By setting time aside to study and practice a
tively
ing under them, you can learn higher prin- skill you can learn the basics. You can only
4
Did something
ciples in a specific skill and eventual y excel raise skil s from +0 to +2 via this method; impressive
in it. However, your teacher must have a you have no guidance and therefore you
higher level in the skill than you and must will make mistakes along the way. It takes
5
Did something
out of the box
have the time to teach you. Your GM de- a day of book learning or active practice to
cides the length of time; usual y lessons gain 1 I.P. in a skil .
6
Did something
incredibly clever
give 1-5 I.P. each. The Teaching skill sets
how far a mentor can take you. The teacher
Was critical
averages their Teaching skill with their own
7
to the party’s
Raising Stats
skill in what you’re learning. They can raise With intensive training, you can raise a
success
your skill to that value. A mercenary with Statistic much like a skil . To raise a Stat
8
Saved the entire
a 10 in Swordsmanship but a 2 in Teaching you must spend a number of I.P. equal to
party
could still only teach you up to 6th level in the level of the Statistic times 10. This will Did something
Swordsmanship. But a teacher with only an raise all Derived Stats such as Stamina and
9
that blew the
8 in Swordsmanship but a 10 in Teaching Health. You still cannot raise a Statistic be-
GM’s mind
could teach you up to level 8.
yond 10.
60
Bad Reputation
If either you or your oppo-
Reputation
Reputation is a measure of how well you
nent has negative points in
Using Reputation
are known for your actions, both famous Reputation is a powerful thing. In the world Reputation, these count as an
and infamous. A Reputation is always es- of The Witcher it can often get you into trou-active Reputation for being a
tablished by a character’s actions and is ble, but it can also help you get out of it.
coward or otherwise unim-
awarded to the player by the GM. When- When trying to influence someone (or en-
pressive.
ever a character encounters new people tering Verbal Combat), you can choose to
in new situations, Reputation influenc- try to face them down. If they know about
es how they react. Every new person you your Reputation, make a Face-Down roll
Different
meet rolls 1d10. If they roll lower or equal opposing them. Both parties roll:
Reputations
to your Reputation, they have heard about
you and react to what they’ve heard as the
A merchant with a rep for be-
GM thinks appropriate.
ing a kind-hearted dealer who
1d10+Will+Reputation Level
gives to charity wouldn’t get a
It is important to remember that Reputation If you succeed in this rol , the person you
bonus to Intimidation, and an
can be bad as well as good. You could gain are facing is aware of whatever Reputation
infamously soulless murderer
a name as a world-class bandit slayer but you have and can’t help but think of it in
won’t get one to Charisma.
you could just as easily earn one as a coward the back of their mind. If your Reputation
who runs from any fight they encounter.
is positive, then you gain a +3 to influencing
skil s that relate to your Reputation.
Titles
If your GM agrees, you can
add a title based on your repu-
Reputation Table
tation. This could be anything
from “the Golden Knight” to
Level
Who Knows You
“Knife Tongue.” This won’t
1
Anyone who was there at the time
af ect results but it will make
2
Some stories have gotten around, but only within some circles
your reputation feel real. It’s
one thing to have a reputation
3
All acquaintances, co-workers, and friends know
of 5 and have people recognize
4
There are stories all over the region
you as you walk into a tavern.
5
Your name is recognizable by others beyond your region
It’s even better to have people
6
People know you on sight, even outside your region
whispering about “the Giant
7
A few bards have traveled the kingdoms telling stories about you
Slayer Olaf.”
8
Every bard knows your story
9
Even the monarchs of the northern kingdoms and the Emperor of Nilfgaard
know your name
10
You’re a household name
61
Skill Trees
Three Merchants
Each Profession in the Witcher TRPG has
Very rarely do two people
Gaining points for each new ability works
a Profession Skill Tree which offers many
do the same job exactly the
the same as gaining points in any new skil .
variations on the core Profession. Each
same way. This is especialy so
You can go from your core skill down any
tree has three paths that represent differ-
when it comes to the loosely
one of the three paths, but it must be along
ent approaches to that Profession. At the
described professions in the
the path (For example: Core Skill to A1,
very bottom is the starting ability for the
Witcher TRPG. A Profession’s
B1 or C1). You cannot hop from one path
Profession. As you proceed through the
skill tree outlines three variants
to another, so if you have points in A3 and
game you can use Improvement Points to
on it’s core skil s so you can
want to get to B3, you must work your way
travel down any of these paths, or venture
/> customize what abilities your
all the way up Profession Path B. This allows
down all of them a bit. When you have 5
character learns based on how
you to play multiple variations of the same
points in an ability, you can use the next
they come at their Profession.
Profession and gives you lots of useful perks
ability in that Profession Path at a value of
Take Merchants, for example.
to pursue.
0.
One player may choose to play
a Broker. They’ll be focusing
on the acquisition of items,
and having them in a party
will mean the party never goes
without gear, ammunition, or
components. Another player
may choose to play a Con-
tact and they’ll form a web of
connections and informants
around the Continent. With
them in your party it’ll nev-
er be hard to get information
or uncover secrets. A third
player might choose to play
a Havekar, using their skil s
to enhance their influence
and gather a group of crimi-
nals and deadly mercenaries
around them. In a party, they
could be the key to navigating
the seedy underbely of any
city. You can even choose to
dabble in each path, creating a
jack of all trades who is pretty
able in all situations but not as
specialized.
62
Raise a Crowd
When raising a crowd in a
Bard Skill Tree
large area full of people, a
Busking (EMP)
DC:15 is sufficient to create a
A Bard is a wonderful thing to have around, especial y when the party’s low on money.
crowd around the Bard dense
A Bard can take an hour and make a Busking roll in the nearest town center. The total of enough to require a DC:15
this roll is the amount of money raked in by the Bard while they perform on the street. A
Physique or Athletics check
fumble can lower the rol , and a negative value means that not only do you fail to make any
to pass through. Also keep
coin but you are also harrassed by the locals for your poor performance, resulting in a -2 to in mind that enemies and
Charisma with anyone in the town for the rest of the day.
non-sentient creatures gain a
+10 to resist.
The Charmer
The Informant
The Manipulator
Good Friend
Return Act (EMP)
Fade (INT)
Poison The Well (EMP)
Before at empting a Busking A Bard can make a Fade A Bard can make a Poison
Value
Cost
roll a Bard can roll Return Act roll against multiple targets’ The Wel roll against a target’s Settlement
at a DC set by the GM to see Awareness rol s to fade into EMPx3 when they are try-
whether they have played in the background. This abili- ing to influence a person or
Hamlet
3
this town before. If the roll is ty allows a Bard to hide even people. If successful, the Bard Town
4
successful the Bard has made when there are no good hiding makes a pointed comment that
a name for themselves in this places, by slipping into a con- imposes a -1 for each point
City
5
town already. Not only is their versation, drawing at ention to they rolled above the DC to the Capital
10
Busking income doubled but something else, or the like. This target’s Seduction, Persuasion, Profession
they gain a +2 Charisma with ability doesn’t work if you are Leadership, Intimidation or
everyone in at that venue.
wearing real y flashy clothing.
Charisma rolls.
Commoner
3
Raise A Crowd (EMP)
Spread the Word (INT)
Needling (EMP)
Inn Keep
5
Artisan
6
By taking a full round to per- A Bard who rol s a successful
form, you can roll Raise A Deceit roll against a target can A Bard can make a Needling Guard
8
Crowd to captivate anyone then roll Spread the Word roll against a target’s Resist Coercion rol . If successful,
Noble
10
within 20m. Anyone who against the target’s Resist Co- the bard goads them with ob-
Importance
doesn’t make a Resist Coercion ercion rol . If they succeed the
roll higher than your initial rol target spreads the Bard’s lie scenities and threats until they Low
2
can do nothing but watch you around the target’s settlement at ack. The target takes a negative to their at ack and defense
Average
5
perform until they succeed at or group, giving the Bard a +2
rolling above your initial rol . If to Deceit when trying to pass equal to half the Bard’s Nee-High
10
at acked a target will snap out off that lie again to someone dling value, lasting for as many of it.
else.
rounds as the Needling value.
Acclimatize
Good Friend (EMP)
Acclimatize (INT)
Et Tu Brute (EMP)
Once per session a Bard can When in a settlement a Bard A Bard can roll Et Tu Brute
Area
DC
make a Good Friend rol to can roll Acclimatize (See Ac- against a target’s WILLx3 to find a friend to aid them. Take climatize chart for DC). If suc- turn them against one al y. If Hamlet
25
the total roll and split these cessful, the Bard learns how to successful the Bard’s lies and Town
20
points up between the 3 cat- appear as a local and will no half-truths makes the target
City
15
egories in the Good Friend longer be treated as an outsid- treat that al y with mistrust and chart in the sidebar. This friend er. This grants a +2 to Charis- animosity for as many days as Capital
10
will do one reasonable thing ma & Persuasion with locals the Et Tu Brute value or until for old times’ sake, then cannot and means that they won’t be they make a Resist Coercion
be called on again for free and questioned or harassed like an roll that beats the Et Tu Brute must be convinced.
outsider.
rol .
63
Craftsman Skill Tree Too Many
Patches
Patch Job (CRA)
A weapon, shield, or ar-
A skilled craftsman can patch a weapon or armor well enough to keep it working and keep
mor which has already been
its wearer/wielder in the fight, whether that be by tying a bowstring back together, sharpen-patched once can only be
ing the edge of a broken blade, or nailing a plate over a cracked shield. By taking a turn to patched again 1 more time,
rol Patch Job at a DC equal to the item’s Crafting DC-3 a Craftsman can restore a broken and this patch only brings it to
shield or armor to half its full SP or restore a broken weapon to half its durability. Until 1/4th SP/Durability (rounding
fixed at a forge, a patched weapon does half its normal damage.
down).
The Forge Master
The Alchemist
The Improviser
Augmentation
Extensive Catalogue (I
NT)
Mental Pharmacy (INT)
Augmentation (CRA)
Augmentation
DC
A skilled Craftsman can keep a A skilled Craftsman can keep A Craftsman can make an
Augmentation roll at a DC
Weapons
mental catalogue of diagrams a mental catalogue of formulae listed in the Augmentation
Reinforced
in their head at all times. When in their head at all times. When chart to augment a weapon
+2 Reliability
14
a Craftsman has memorized a Craftsman has memorized
as many diagrams as they can, as many formulae as they can, or Armor with special bonus-
Serration/Spikes
they may roll Extensive Cata- they may roll Mental Pharma- es. This augmentation takes 3
+25% Bleed
16
logue at DC:15 to memorize cy at DC:15 to memorize one rounds. While a forge isn’t re-Lighten
one more. There is no limit, but more. There is no limit, but quired, it grants a +2 to the rol .
+1 Accuracy
18
every 10 diagrams they have every 10 formulae they have A fumble results in the item
memorized adds 1 to the DC. memorized adds 1 to the DC. taking damage equal to the
Armors
fumble value.
Reinforced
Journeyman (CRA)
Double Dose (CRA)
Silver Coating (CRA)
+2 SP
14
Any time a craftsman sets out
Camouflage
A Craftsman who begins craft- to make an alchemical item A Craftsman can coat an ex-
+1 Stealth
16
ing an item can roll Journey- they can make a Double Dose isting weapon in silver with a Studded
man at a DC equal to the item’s roll at a DC equal to the formu- forge and a number of units 2 Damage to
18
crafting DC. If they succeed la’s crafting DC. If they succeed of silver ingots based on the Grapplers
they add +1 DMG or +1 SP
size of the weapon. The DC for
for every 2 points they rolled they create two units of the this roll is 16. If you succeed, above the DC. The maximum formula with the ingredients add +1d6 silver damage to a
bonus they can give to DMG of one. This applies to all items weapon per 3 points you rolled or SP is 5. They can’t use LUCK created with alchemy, includ- above the DC, up to 5d6. Fail-to raise it further.
ing potions, oils, decoctions,
Silver Coating
and bombs.
ing the roll breaks the weapon.
Silver coating requires 2 ingots
Master Crafting (CRA)
Adaptation (CRA)
Pinpoint (CRA)
of silver for 1-handed weapons
Master Crafting allows a Craftsmen can roll an Adap- A Craftsman can roll Pinpoint
The Witcher Pen & Paper RPG Page 14