The Witcher Pen & Paper RPG

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The Witcher Pen & Paper RPG Page 17

by Cody Pondsmith


  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.

 

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