mount. Your mount must make a Stun save
each round to come to.
171
Vehicle Combat
Vehicle Damage
You can make all the usual attacks from the Each vehicle has Health Points much like a
back of a mount or on a vehicle. You can mount or character. When the vehicle runs
also draw or stow weapons, but there are a out of HP, it col apses and cannot move.
few things to keep in mind. Each time you
attack you must make a Control check.
Weight Modifier
Charging & Ramming
Target Size
Mod.
When making a melee attack from the back
of a mount or on a vehicle, you are essential-
Very Light
ly charging. You can also ram your vehicle
(Small box, nekker, cat)
x1/2
into something, but for a vehicle pulled by
Light
animals that Control check is at a -10.
(Human-sized target)
x1
When charging you must still roll
Medium
to hit: Weapon skill if attacking from horse-
(Werewolf, cart, endrega)
x2
back, and Ride or Sailing if ramming. If you
Heavy
hit, you do either normal weapon damage
(Arachas, trol , castle door)
x3
or ramming damage, but you add damage
to both based on the speed of the charge. Ramming Damage
To calculate this extra damage, divide the
number of meters between you and your
Mount/Vehicle
DMG
target by 2, (rounded down and capped at
5). Add this number of d6s to your damage.
Horse
3d6
If you are galloping on your horse, assume
War horse
4d6
your number is 5. Then, multiply this ex-
Mule
2d6
tra damage by the appropriate modifier on
the Weight Modifier table. In the case of a
Ox
4d6
ramming vehicle, the full damage is done to
Sailboat
2d6
your vehicle as well as the target.
Sailing ship
4d6
Cutter
5d6
Cart
3d6
Carriage
4d6
172
Example Combat
For an example of combat, let’s pit a man at (REF+Swordsmanship+1d10-6) and gets a arms (Johan), a witcher (Hanson), a mage total of 15. The ghoul can’t roll dodge since (Storm), and a criminal (Wren) against a it is stunned, so Johan easily hits and scores small group of 4 ghouls.
a deadly critical on the ghoul’s head. He
rol s weapon damage (4d6+4) plus the bo-
As the sun goes down the travelers spot a nus damage from a deadly critical and gets
group of ghouls stalking a battlefield. Before a total of 25. This damage is halved thanks they can change course and sneak around to the ghoul’s resistance but multiplied by 3
them, the ghouls spot our would-be heroes because it struck the ghoul’s head. Johan does and go on the attack.
36 points of damage to the ghoul and rol s to
To start with, everyone rol s initita- see what critical wound he inflicted. Since he
tive (REF+1d10). To keep things quick, all aimed, he rol s 1d6 and tries to roll a 5 or 6.
eight ghouls have one intiative roll. Our ini- He rol s a 4 and damages the ghoul’s eye. The tative roster comes out as fol ows:
ghoul would be blinded in one eye but the 36
1. Wren
points of damage kil s it.
2. Hanson
Now the ghouls go, all together. Ghoul
3. Johan
A attacks Johan and rol s a total of 20. Johan
4. Ghouls
repositions (DEX+Athletics+1d10) and rol s
5. Storm
a total of 21. He dodges back 2m before ghoul
C can get to him. Ghoul C attacks and rol s
Wren goes first, drawing her long bow and fir- a total of 19. Johan blocks with his sword ing on ghoul A. She rol s an attack (DEX+Ar- (REF+Swordsmanship+1d10) and rol s a to-chery+1d10) and gets a total of 23. The ghoul tal of 22. He negates the ghoul’s damage but rol s a dodge (DEX+Dodge/Escape+1d10) his sword takes 1 point of damage. Ghoul D
and gets a total of 22. Wren hits. Since she runs at Storm and attacks with a 14. Storm wasn’t aiming she rol s 1d10 to determine lo- dodges with an 18 and isn’t damaged.
cation. She gets a 9 and shoots the ghoul in
Final y Storm fal s back and spends 3
the left leg. She rol s her long bow damage STA to casts Carys’ Hail with a Spell Casting (4d6) and gets a lucky roll of 20. Ghouls have roll of 22. Ghoul C rol s a 17 to dodge, getting no armor but they are resistant to steel, which struck by all 5 of Storm’s ice pel ets. Ghoul C
halves the initial damage. On top of that, the takes 2 attacks to the torso, 2 attacks to the shot was to the leg so damage is halved again. left leg, and 1 attack to the head. Factoring Ghoul A takes 5 points of damage, lowering in modifiers for location, the ghoul takes 14
its health to 20 out of 25.
points of damage (4+4+1+2+3), bringing it
Next Hanson draws his silver sword down to 11 of its original 25 HP.
and uses the Axii sign on ghoul B. He rol s
With one round of combat done,
Spell Casting (WILL+Spell Casting+1d10) the ghouls are missing one of their num-
and gets a total of 25. The ghoul rol s to resist ber and the players are still unharmed. The magic (WILL+Resist Magic+1d10) and gets combat continues like this until either all a total of 13. The ghoul is stunned.
the enemies (or players) are dead or one side
John, who already had his sword out escapes combat. Since each round encom-
just in case, runs up to the stunned ghoul passes 3 seconds, most combats are over in and swings for its head. He rol s an attack less than a minute.
173
Healing
Healing Over Time
Characters begin healing Health Points nat-
ural y over time if someone makes either a
Healing Hands or a First Aid roll for them.
They regain a number of HP equal to their
REC stat per day of rest. While resting, you
must not do anything too strenuous. If you
spend a lot of time running around, doing
work, or fighting, you only heal half of your
Recovery per day. If healed with a Healing
Hands check you gain an extra 3 HP per day.
Critical wounds heal differently.
Healing with Magic
If you are traveling with (or can find) a mage
or priest, they can heal you with magic.
Magical healing is uncommon: most magic
users are incapable of performing it. If you
are a witcher, or mildly suicidal, you could
take a witcher’s potion. For witchers this is
perfectly safe. For non-witchers it can be
like drinking poison.
•
Spells & Rituals: A mage can cast a magical heal-
ing spell on a target to regenerate their Health
Points over time. A Ritual of Life restores health
immediately on casting.
•
Potions: Witchers and non-witchers can
drink a swallow potion to gain health back, but
non-witchers must make a DC:18 Endurance
check or be poisoned.
Healing Critical Wounds
Critical wounds require time and medi-
cal attention. A doctor can heal a critical
wound using their Healing Hands ability
(see the Healing Hands table), while a mage
can use a Healing spell a number of times to
heal a critical wound (see the Healing Spell
table). The mage must dedicate the spell not
to regenerating Health Points but to healing
the wound.
174
Training with
Healing Hands
After a critical wound has been treated by
Prostheses
a doctor or a mage it must heal over time.
Check your BODY stat and wound level on
Some deadly critical
Critical
Turns DC
the Critical Healing table to see how many
wounds have lasting ef-
Simple
2
12
days you’ll need to get rid of the Treated
fects that can be alleviated
Complex
4
14
penalty.
by a prosthesis. However,
the penalties can only be
Difficult
6
16
brought down so far. You
Critical Healing
Deadly
8
18
can buy down these penal-
ties further by applying im-
provement points to them.
Healing Spell
Body Simple Complex Dif icult Deadly
3
5
9
12
15
10 improvement points
subtracts 1 from the penalty.
Critical
Uses
DC
4
4
8
11
14
You cannot buy down pen-
5
3
7
10
13
Simple
4
14
alties past -2 and you cannot
6
2
6
9
12
buy down penalties to use
Complex
6
16
7
1
5
8
11
a limb that you don’t have a
Difficult
8
18
8
1
4
7
10
prosthesis for. It is impossible
Deadly
10
20
to train a prosthetic to feel.
9
1
3
6
9
10
1
2
5
8
11
1
1
4
7
12
1
1
3
6
13
1
1
2
5
175
Optional Rules
Monsters in the Novels
Adrenaline
Using Optional
Rules
Technical y the rules in this book are based Adrenaline is the wil power to go on and
These optional rules are here
on the Witcher video games, which were fight harder in dire situations. With this op-so you can customize your
simplified for ease of play. If you want to fol- tion, you gain adrenaline dice by scoring game. If you want the game
low the rules of the Witcher novels, things critical hits on your opponent. For every to play more like the nov-are slightly different. In the novel continuity, critical hit you strike on your opponent
els, use the Monsters in the
witchers carry two swords; only some mon- you gain one six-sided die. You can have as
Novels rules to change how
sters are susceptible to silver, while others many dice in your adrenaline dice pool as
you fight monsters. If you’re
are susceptible to Meteorite Steel.
you have points in your BODY stat. Spend
playing a more combat-fo-
an adrenaline die either to add 1d6 damage
cused game you might want
Monsters Susceptible to Silver:
to an attack or to gain 1d6 temporary HP for
to use Adrenaline, which al-
Cursed Ones
the duration of the combat.
lows you to fight longer and
Elementals
You can use as many adrenaline dice
harder, with more excite-
Necrophages
per attack or HP bonus as you want, but for
ment and reward when you
Relicts
every one you spend you lose 10 Stamina.
score critical strikes. For a
Specters
At the end of combat, any adrenaline points
more social game you could
Vampires
or bonus Health Points you have are lost.
use the Verbal Combat sys-
Just like LUCK, you must declare the use of
tem so that your players can
Monsters Susceptible to Meteorite Steel:
adrenaline before you take an action.
still have exciting duels with-
Beasts
You can also spend an adrenaline
out risking their lives. It’s al
Hybrids
point to bring you up above 0 HP imme-
up to you and how your play
Draconids
diately if an enemy attack or other effect
group operates.
Insectoids
knocks you below.
Ogroids
176
Verbal Combat
Empathetic VS
When you’re running a more diplomatic defenses noted on the next page. The person
game or have a lot of bards, merchants, or who rol s higher does the damage listed to
Antagonistic
talkative characters, you may want to use their opponent’s Resolve. The person whose
Verbal At acks are split up
this Verbal Combat system, which grants Resolve fal s to 0 first loses the combat and
into empathetic and antag-
persuasion and other verbal skil s their own is convinced of whatever their opponent is
onistic. Empathetic at acks
“combat.” When starting a Verbal Combat, arguing. A Verbal Combat can take place
aim to endear your target
each party establishes what their goal is in between any number of people, and you can
to you. They of er more op-
the combat. Each player then determines aim attacks at any or all your opponents in tions, but tend to be weaker
their Resolve, which acts as their Health the argument, who all get a chance to de-
and entirely reliant on your
Points for the Verbal Combat.
fend. Each person who succeeds in defend-
EMP. Antagonistic at acks,
ing does damage to the attacker’s Resolve.
on the other hand, are of-
Resolve = ((WILL + INT)/2)x5
Instead of attacking you can use one of the
ten more powerful and can
Verbal Combat tools. These take one full
benefit from torture and
A Verbal Combat works much like a regular turn to use, but help you in a Verbal Com-
torment. The catch is that
combat, with each person using an attack bat.
&nbs
p; antagonistic at acks are more
and their target defending with one of the
likely to win you the combat
and ensure that your target
either avoids you or acts as
Empathetic Attacks
your enemy in the future.
Name
Skill
DMG
Effect
Seduce
Seduction
1d6+EMP Defender is a lit le hot under the col ar and takes a cumu-
lative +2 damage from each Seduction for the combat.
Making Friends
Persuade
Persuasion
1d6/2+EMP If you end a combat with a successful Persuasion check,
Making a friend of your
you have convinced them to agree with you.
opponent makes them an
The defender thinks you probably have the right idea
of icial Acquaintance (as
Appeal
Leadership
1d10+EMP and takes a cumulative +1 damage from empathetic at-
per Lifepath). They will be
tacks for each time you succeed at Appeal.
friendly towards you and
Befriend
Charisma
1d6+EMP If you end a combat with a successful Befriend at ack,
won’t actively act against
you have made a friend of your opponent.
you without good reason.
The second time you be-
friend and opponent you
make them a dedicated
Antagonistic Attacks
friend. This means they wil
not only be friendly but also
be likely to do things for
Name
Skill
DMG
Effect
you and help you out. The
Deceive
Deceit
1d6+INT If you end a combat with a successful Deceit check, you
third time you befriend an
have convinced the defender of the lie.
opponent they become a
If you successfuly Ridicule a person in public, you also
“blood-brother” and will do
Ridicule Social Etiquette 1d6+WILL lower their Reputation with those people by 2 for each
just about anything for you
successful Ridicule. This penalty lasts for one day.
as long as it’s reasonable.
Intimidate
Intimidation 1d10+WILL Anyone you intimidate is afraid of you and takes a cu-
mulative +4 damage from Intimidation for the combat.
177
Defenses
Torture & Torment
Name
The Witcher Pen & Paper RPG Page 39