spot.
halts the Whirl.
71
Gear
Currency
If you realy feel like split ing
You can’t survive on the Continent, much Gemmerians in Aedirn, suddenly Gemeri-
hairs for immersion’s sake,
less earn a living, unless you equip your- an swords are on the market. A Nilfgaardian we list the currency exchange
self.
vessel takes a Skellige pirate vessel, and now
rates for the five major cur-
you can get Skelliger krigsverds in Maecht.
rencies below. There are
On The Road
many many more regional
It’s more than likely that you spend most of
currencies but these are the
your time on the road and only stop off in Elderfolk Items
main five you will encounter.
cities to resupply, meet up with contacts and Elderfolk have always made the best weap-
friends, and maybe get a night on a nice bed ons and armor in the land. Dwarves make
with some warm company. This is because the best steel, elves forge the best weapons,
you’ll more than likely spend your time ei- and gnomes put them both to shame with
1 Redanian Crown
ther running from the War or searching for their fine detail work and skill at finishing a
is equal to
enough work to stay alive. This means you blade or a suit of armor, optimizing the best
carry enough to survive on the road. As a qualities and minimizing the flaws. Unfor-
1 Temerian Oren
typical traveler you should consider buying: tunately, with the crusade against non-hu-
Used in Temeria, most of
• A satchel
mans such gear has become very rare.
the Northern Kingdoms
• A bedrol
below the Pontar River
• A couple of torches or a lantern
1/3 Nilfgaardian
• Food for a week or so
Floren
• A dagger
Getting Coin
Used in Nilfgaard and Nilf-
• 20m of rope (just in case)
Time to figure out how much money you
gaardian Provinces
• A weapon of some kind
have at your disposal. Currency in the
3 Ducats
• A waterskin
Witcher world is split up based on region,
Used in Kaedwen
Plenty of other things could come in handy, but most merchants recognize and accept
1/4 Bizant
but you want to travel light. This lets you the Redanian crown. Each profession can
Used in Kovir & Poviss
move quicker and makes you less of a target. expect different pay.
1/2 Lintar
Used in The Hengefor’s
League
Wartime
Profession
Coin
Average
At the moment the world is at war. Or at
Bard
120 crowns x 2d6
720
least, the part of the world you live in. This
Crafter
120 crowns x 2d6
720
means a few things have changed. First off,
Criminal
100 crowns x 2d6
600
Items in Witcher
get ready to pay out big for anything you
Doctor
150 crowns x 2d6
900
In other games, items may
want. Sadly, with the world awash in blood
Mage
200 crowns x 2d6
1200
be generalized but in Witch-
and resources highly prized by both sides
er the provenance of an item
Man At Arms
150 crowns x 2d6
900
of the conflict, a little inflation has occured
not only provides flavor but,
and prices on normal y cheap goods have
Merchant
180 crowns x 2d6
1080
with merchants as a play-
skyrocketed. Many people even turn to theft
Priest
75 crowns x 2d6
450
er profession, can be used
and crime just to get food for themselves or
Witcher
50 crowns x 2d6
300
to determine value. You
their family.
wouldn’t buy a katana made
Secondly, and to your advantage,
in New York would you?
with soldiers from all over coming to the
front and dying for their countries or mas-
ters, gear from all over the world is show-
ing up for sale. With the deaths of 15 or 20
72
Weapon Effects
Weapons
Name
Effect
In the Witcher TRPG, certain terms describe how weapons function
and how effective they are in combat. Many people, especial y Men At
Concealment
This weapon can be easily hidden. You gain
a +2 when concealing this weapon.
Arms, will carry many types of weapons to adapt to different situations.
This weapon has a chance to cause bleeding.
Bleeding (x)
The bleeding chance is writ en in the paren-
Type
Hands Required (Hands)
thesis. See pg.161 for Bleeding Effects.
Type describes how a weapon does Hands Required describes how many
When subtracting armor from this weap-
damage. The four types of damage are: hands you must have free to wield the
Armor Piercing on’s damage, only subtract half the armor’s
Slashing (S), Piercing (P), Bludgeoning weapon. Wielding a two-handed weapon
current value. Improved Armor Piercing
ignores Damage Resistance as wel.
(B), and Elemental (E). A weapon’s type in one hand is possible, with a -3 penalty.
is important since many monsters and Keep in mind that hand crossbows stil
When this weapon hits an opponent in the
Stun (x)
head or torso they must make a Stun save at
armors can better resist certain types of take two hands to reload. Shields require
the negative marked in the parenthesis.
damage.
one hand.
This weapon does full damage against mon-
Meteorite
sters which are vunerable to meteorite and
Weapon Accuracy (WA)
Range (RNG)
has 5 points of extra stopping power.
Weapon Accuracy describes how Range describes the farthest distance that
Long Reach
This weapon can be used against enemies
well-balanced a weapon is. When at ack- you can strike an opponent from. The
that are up to 2m away.
ing a target with a weapon, add its Weap- range shown is the extreme edge of the
Focus (x)
When casting magic with this weapon, sub-
on Accuracy to the at ack.
weapon’s reach.
tract its Focus value from the STA cost.
Greater Focus
When casting through this weapon your
Availability (AVAIL.)
Effect
spell DCs are considered 2 points higher.
Availability describes how easy it is to Effect describes any extra abilities that Grappling
This weapon can be used to grapple, and to
find a weapon in shops and how often this weapon can bring t
o bear. Descrip-
trip opponents within range.
weapons of this type should be encoun- tions of each effect can be found in the
Slow Reload
This weapon takes 1 action to reload.
tered in combat.
sidebar.
Non-Lethal
This weapon can be used for non-lethal
Everywhere (E): Can be found in even the
damage without penalty.
smallest towns.
Concealment (CONC.)
Balanced
When a critical wound is scored with this
Common (C): Can be found in most city Concealment describes where you can
weapon, roll 2d6+2 for the critical.
market places.
hide a weapon:
Ablating
This weapon does 1d6/2 damage to the
Poor (P): Regional or army-specific weap- Tiny (T): Can be hidden in a pocket.
stopping power of armor it if it penetrates.
ons which are made in a certain location.
Small (S): Can be hidden in a jacket.
Rare (R): Very hard to find, usual y only Large (L): Can be hidden under a cloak.
in one place, or sold by one type of ven- Can’t Hide (N/A): Cannot be hidden on
dor.
your person.
Damage (DMG)
Enhancements (EN)
Damage describes the severity of wound Enhancements shows how many slots a
a weapon inflicts when it strikes a target. weapon has for runes.
The damage is based on the heft, sharp-
ness, weight, and balance of the weapon.
Weight
Weight describes how heavy the weapon
Reliability (Rel.)
is, in kilograms.
Reliability describes how sturdy the
weapon is. This shows the number of Cost
times the weapon can be used to block Cost describes the usual value of the
before it breaks.
weapon in Redanian crowns.
73
Weapons
Name
Type WA Avail. DMG Rel. Hands RNG
Effect
Conc. EN Weight Cost
Swords
Iron Long Sword
S/P
+0
E
2d6+2
10
2
N/A
L
0
1.5
160
Arming Sword
S/P
+0
C
2d6+4
15
1
N/A
L
0
2.5
270
Gleddyf
S/P
+0
C
3d6+2
5
2
N/A
L
0
3
285
Hunter’s Falchion
S/P
+0
C
3d6
15
1
N/A
L
0
2
325
Krigsverd
S/P
+2
C
4d6+4
10
1
N/A
L
0
2
570
Esboda
S/P
+1
P
5d6
10
1
N/A
N/A
1
1.5
650
Kord
S/P
+0
R
5d6
15
1
N/A
Bleeding (25%)
N/A
1
1.5
725
Vicovarian Blade
S/P
+0
R
5d6+4
15
2
N/A
Balanced
N/A
1
1.5
955
Torrwr
S/P
+0
R
6d6
15
2
N/A
Bleeding (50%)
N/A
2
2
1075
Small Blades
Dagger
S/P
+0
E
1d6+2
10
1
N/A
S
0
.5
50
Stiletto
S/P
+2
C
1d6
5
1
N/A
Concealment
T
1
.5
275
Poniard
S/P
+1
P
2d6+2
10
1
N/A
Bleed (25%)
S
0
1
350
Jambiya
S/P
+2
R
2d6
10
1
N/A
Bleed (25%)
Armor Piercing
S
1
.5
440
Axes
Hand Axe
S
+0
E
2d6+1
10
1
N/A
S
0
1
205
Bat le Axe
S
+0
C
5d6
15
1
N/A
L
0
2
525
Berserker’s Axe
S
+0
P
6d6
15
2
N/A
Ablating
Bleeding (25%)
N/A
1
3
960
Bludgeons
Brass Knuckles
B
+1
E
1d6
15
1
N/A
Adds to Punch
T
1
.5
50
Mace
B
+0
C
5d6
15
1
N/A
L
0
2
525
Highland Mauler
B
+0
R
6d6+2
20
2
N/A
Stun (-2)
Meteorite
N/A
1
3
1100
Pole Arms
Spear
P/B
+0
E
3d6
10
2
Body
x2m
Long Reach
N/A
1
3.5
375
Pole Axe
S/P/B
+0
P
4d6+2
10
2
N/A
Long Reach
N/A
0
3
460
Red Halberd
S/P/B
+0
P
6d6+3
10
> 2
N/A
Long Reach
N/A
1
4
865
74
Name
Type WA Avail. DMG Rel. Hands RNG
Effect
Conc. EN Weight Cost
Staves
Staff
B
+0
C
1d6+2
10
2
N/A
Long Reach
Focus (1)
N/A
1
3
335
Long Reach
Hooked Staff
P/B
+0
P
2d6
10
2
N/A
Focus (1)
N/A
1
3.5
550
Grappling
Iron Staff
B
+0
P
3d6
15
2
N/A
Long Reach
Focus (2)
N/A
1
4
675
Long Reach
Crystal Staff
B
+0
R
2d6+2
5
2
N/A
Focus (3)
N/A
2
2.5
835
Greater Focus
Thrown Weapons
Throwing Knife
P
+0
E
1d6
5
1
Body
x4m
T
0
.5
50
Throwing Axe
S
+0
E
2d6
10
1
Body
x2m
S
0
1
75
Orion
S
+0
P
1d6
5
1
Body
x4m
T
0
.5
100
Bows
Short Bow
P
+0
E
3d6+3
10
2
100m
L
0
1
290
Long Bow
P
+0
E
4d6
10
2
200m
N/A
1
2
475
War Bow
P
+0
C
6d6
15
2
300m
N/A
1
3
835
Crossbows
Hand Crossbow
P
+1
E
2d6+2
5
1
50m
Slow Reload
L
1
.5
285
Crossbow
P
+1
E
4d6+2
5
2
100m
Slow Reload
N/A
1
3
455
Monster Hunter’s
Crossbow
P
+1
R
6d6
15
2
200m
Slow Reload
Armor Piercing
N/A
1
4
1125
Ammunition
Name
Type Avail. Rel.
The Witcher Pen & Paper RPG Page 17