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The Witcher Pen & Paper RPG

Page 50

by Cody Pondsmith


  encourage you to have your

  give the players a reason to follow any plot tant to the plot, you may have to hold off for own Roach in your games.

  arc.

  a while until they are free. But if they aren’t

  very important to the current plot, have

  “Guest Appearances”

  something happen to them. They could be

  After you get your game started you may kidnapped, wander off, be called away for

  wind up with people who want to join it, some reason, or even made into a tiny jade

  or people you want to see in the game. The doll.

  problem is, often you already have as many

  players as you can handle long-term. This is “The NPC”

  where guest appearances come in handy. In my games I always try to give the play-

  Have that person make a character, maybe ers one NPC that is their companion. “The

  give them something that ties them into the NPC” is a very important tool when run-

  plot for one episode. Think of it like the long ning for more than two or three players. It’s list of “Scooby-Doo™ Meets Some Celebri- very nice to have an NPC you control who

  ty” episodes. This gets the player in for one not only is always with the party but also

  game to see how it works.

  has some weight with them when making

  If everybody has fun and it’s not decisions. Make this NPC very detailed, do-

  too hard for you to run, make them a recur- ing a whole character sheet and Lifepath for

  ring character. Every three or four episodes them. Remember, though: this NPC is there

  they make another appearance and join the to help the players when they’re lost or keep

  “main characters” for another adventure. them on track when they go off the rails. The

  This is especial y fun if you bring them in NPC shouldn’t be the savior of the party or

  as a bounty hunter or monster slayer going raise invisible wal s around them. Use them

  after the same quarry as the players.

  when the players miss an important check

  to move the game forward, or when your

  The TV Theory

  players make a suicidal or insane decision

  If you have a lot of character-based role- ‘just because.’

  players in your party, one fun approach is to

  It even pays off to keep this char-

  pretend your game is an ongoing television acter largely in the background. That way

  show. Have people pick actors/actresses for when your players do something insane and

  their characters. Write each new session as have to face the consequences, your NPC

  an episode in the series.

  can slip away and come to help the players

  This can even help you write better later when they have to escape the jail cell/

  adventures. By writing your game as a TV execution/lake bottom.

  show you have a lot of references for how

  to pattern your game and how to lay out the

  plot. If your players REALLY get into it they

  229

  230

  Lycanthropes

  If you want, you can let your

  Curses

  player play themselves while

  Curses Are A Plot Device

  Making Curses

  they are in werewolf form.

  There are very few known and written hex- When making a curse, just use your im-

  As long as they can adhere to

  es like the Nightmare, the Devil’s Luck, or agination. Curses can do everything from

  the understanding that they

  the Hex of Shadows. Curses, on the other transmuting people to animating entire

  are not in their right mind,

  hand, whether in the Witcher books or vid- mansions. If you need some ideas or a pre-it does allow the player to

  eo games, are plot devices. You should gen- made curse, check out the tables below. Re-

  most accurately act on their

  eral y only use curses in the TRPG either to member though: a curse should never be

  character’s worst impuls-

  drive the plot or to get hooks into your play- random. Curses are poetic justice that pun-es. But they must be able to

  ers. Curses are too powerful to just throw ish transgressions in a fitting way. The Curse

  keep their vicious nature in

  out randomly.

  Building section give you more information

  mind. Being a lycanthrope is

  about making your own curses.

  a curse, not a benefit.

  Known Curses

  The Monstrous Curse

  The Curse of the Wanderer

  Effect: The Monstrous Curse makes a subject appear

  Effect: The Curse of the Wanderer is one of the most

  monstrous to all who see them. While they remain

  vicious curses. Though it doesn’t hurt the subject, it

  humanoid, their facial features take on aspects of a

  strips away even the most loyal friend, relative, or

  random animal. Roll 1d10; 1-2: Bear, 3-4: Boar, 5-6:

  companion. Slowly the people around the subject

  Bird, 7-8: Snake, 9-10: Insect. The curse-bearer’s

  are pushed away by misunderstandings, arguments,

  social standing is now Hated & Feared, no matter

  natural interventions, or even kidnappings until (if

  what it was. The cursed is not actual y a monster and

  they stay around for more than a month) fate starts

  doesn’t take damage from silver, but appears mon-

  conspiring to kill them.

  strous and will be mistaken for a monster by anyone

  Intensity: High

  who fails a DC:18 Education rol .

  Intensity: Medium

  Lycanthropy

  Effect: A character afflicted with Lycanthropy has a 30%

  The Haunting

  chance of changing into their werewolf form every night,

  Effect: The Haunting can only curse an area. It

  when the moon rises. When a character changes, they

  summons the spirits of every person wronged in

  become a vicious predator with a human’s cunning and an

  the area as wraiths. When you cast this curse, roll

  urge to kill. If the character is a player character, they are

  5d6 to see how many wraiths manifest. If the area is

  taken over by the GM until the sun rises. When in their

  particularly horrible, roll an extra 2d6. If the area is

  werewolf form the character acts on all their worst impuls-

  relatively tame, just roll 2d6. These wraiths remain in es with no mercy and kills anyone in their way. While in the area until killed and return the next night. They

  their beast state the lycanthrope has all of the werewolf’s

  will attack anything that enters the cursed area. The

  weapons, armor, and abilities. The character also adds a

  only way to get rid of this curse is to somehow right

  bonus to 4 of their statistics except as noted below.

  the wrongs done in the area.

  Intensity: High

  Intensity: Medium

  The Curse of Pestilence

  Werewolf Bonuses

  Effect: The Curse of Pestilence makes the subject a

  carrier for a dangerous disease. While they are un-

  Reflex+2

  Body+3

  affected by the disease, they spread it to anyone who

  touches them and fails a DC:18 Endurance check. If

  Speed+4

  Empathy-5

  they stay in a building for more than 3 days, every-

  one in the building must make a DC:16 Endurance

>   check. If they stay in a town for more than a week,

  everyone in that town must make a DC:14 Endur-

  ance check.

  Intensity: High

  231

  Curse Building

  Building a curse is an art. No

  Violence

  Betrayal

  Inaction

  Lifting Curses

  effect in a curse should be ran- Animals are uneasy The cursed is always People are unwilling Curses are punishments,

  dom; you should be able to around the cursed.

  left alone at night.

  to help the cursed.

  so they’re hard to get rid of.

  trace everything back to the

  Those the cursed

  There are few curses that you

  reason the curse was cast.

  Blood pours from the The cursed has vivid

  cursed’s eyes at night.

  night terrors.

  failed to help appear

  can lift without some pain

  If you need help mak-

  as hal ucinations.

  on somebody’s end. Once

  ing a good curse, here are a Wraiths chase the The cursed loses the The cursed’s body

  again, the steps to break a

  few suggestions on what you cursed every night.

  ability to love.

  becomes sick and

  curse should be related to

  could bring to bear for cer-

  twisted.

  the cause of the curse. You

  tain actions or inactions. De- The cursed is com- The cursed sees the Food the cursed eats

  pelled to kill anyone person they betrayed turns to ash, but they

  can use the Penance table to

  pending on the severity of the who comes too near. in every mirror.

  can’t starve.

  get a concept for what level

  curse, you can also stack a The cursed feels like Everyone the cursed The cursed is struck of penance need be paid.

  number of curse effects on top

  of each other. A curse should they are being vivi- loves turns against with paralysis at crusected in the night.

  them.

  cial moments.

  never feel too unfair, though.

  There should be some hope.

  The cursed becomes

  hideously ugly to The tools and weap- Anywhere the cursed

  match their person- ons of the cursed al- stays begins decaying

  ways break.

  and falling apart.

  Cursed Places

  ality.

  For cursed places, penance

  Penance & Suffering

  should be a bit different. If

  the curse is tied to a person,

  No two curses are lifted the

  the Penance table is fine. But

  Intensity

  Penance & Suffering

  same way. Three people afflict-

  if the curse is specificaly on

  ed with lycanthropy may find

  Low intensity curses are small time and don’t threat-

  the place then the penance

  en the life of the cursed. Lifting these curses require

  three entirely separate ways to

  usualy means ending the

  smaller things such as: the forgiveness of the person

  lift their curses. When some-

  Low

  who cursed them, giving away all of their money,

  suffering of spirits around

  one gets cursed in your game,

  or burning their most prized possession under the

  the cursed place, or perhaps

  take a moment to figure out

  full moon.

  returning something to the

  how they’re gonna undo the

  Medium intensity curses are dangerous and power-

  place.

  curse. You don’t have to tell

  ful webs of magic that threaten the cursed’s life. Lift-

  Medium

  ing these curses requires real suffering. The cursed

  them but you should know,

  must: renounce a loved one, nearly die, or spend

  just in case they stumble upon

  years in isolation and misery.

  it. Based on the severity of a

  High intensity curses are tremendously dangerous

  curse, here are a few sugges-

  and, luckily, very rare. These curses require in-

  tions for how curses can end.

  High

  tense suffering. To lift these curses the cursed must:

  sacrifice a beloved companion, or lose literal y

  everything.

  232

  World States

  Throughout the novels of Andrzej Sap- Both fortunately and unfortunately, the

  kowski, many many events take place with Witcher video games add quite a bit of vari-clear ripple effects. Characters die, betray- ability to the world as you play. The Witcher als rock relationships, friends are made, 1, 2, and 3 are masterpieces of roleplaying.

  and long-lasting feuds are created. All of Your decisions have ripple effects and out-these events shape the world of the novels comes that make you a real factor in the his-into an interesting and lively place.

  tory of the world.

  But as a result, as of The Witcher 1,

  the history of the Witcher world diverges

  with each choice you make throughout the

  three games. Important characters may die

  or may not. Countries may thrive and may

  col apse. It all depends on the player of the

  video game, at least for their game world.

  This complicates things for our roleplaying

  game, especial y for someone who has never

  played any of the video games.

  It would have been easy enough to

  pick one world state based on my personal

  play throughs of the video games and say

  ‘this is the canonical setting for the TRPG’

  but that felt like cheating to me. Millions

  of people have played through the Witcher

  video games and crafted their own unique

  stories as they went. So this small section

  gives people who played the video games

  the tools to play in the world they helped

  build, and also to help those who didn’t play

  the video games get a feel for the choices

  that were made in the video games, then

  pick and choose their ideal world state for

  the TRPG.

  Granted, not every choice you can

  make in the Witcher video games is repre-

  sented here. Many small decisions are very

  important to the video games but have little

  influence in the grand scheme of the setting.

  Decisions like killing Loredo in Flotsam are

  important in The Witcher 2, but trivial to

  the larger Witcher Universe since Flotsam

  is a small backwater town. However, deci-

  sions like whether the siege of Vergen is a

  success and what happens at the summit at

  Loc Muinne are vastly important and must

  be taken into account.

  233

  Decisive Regions

  Regional Fates

  Description

  The small city of Vergen in Upper Aedirn was recently the site of warfare and contention between not only Aedirn and Kaedwen, but also a third party—an elderfolk alliance led by a woman named Saskia, otherwise The Fate of Vergen

  known as the Virgin of Aedirn. King Henselt of Kaedwen laid siege to the city recently, hoping to take back Northern Aedirn, which was once part of Kaedwen. This siege determines the power balance of the region and is one of the most important events in the last year.

/>   Last year, Letho of Gulet and the King Slayers assassinated King Demavend of Aedirn. This left Aedirn with The Fate of Aedirn

  one remaining legitimate heir: Prince Stennis. Prince Stennis wound up in Vergen during the siege. In an attempt to unify Aedirn, he poisoned the leader of the Vergen rebels, Saskia. Depending on his fate, Aedirn wil either survive or fall into madness.

  In the few months since the siege of La Valette Castle, Temeria has been in turmoil, with many noble families The Fate of Temeria

  vying for the throne. The only solution would be the return of Anaïs La Valette, King Foltest’s only viable heir, who has been kidnapped by Nilfgaardians. At Loc Muinne, whether the rescued Annais goes to Temerian forces or their Redanian neighbors determines Temeria’s status during the Third Nilfgaardian War.

  At the summit at Loc Muinne, the deceit of the Lodge of Sorceresses becomes public. This great betrayal turns The Fate of the Mages

  the people of the North against magic users of any kind. The fate of magic users across the North depends on the fate of Triss Merigold and whether she is able to influence the kings of the North to reinstitute the Council of Mages.

  Decisive People

  Personal Fates

  Description

  Saskia of Aedirn, otherwise known as the Virgin of Aedirn, is the tenacious leader of the Pontar Valley rebels.

  Saskia of Aedirn

  She is a dragon in disguise who, during the events of Witcher 2: As assin of Kings, is poisoned by a prince and then subsequently saved and mind-controlled by a cabal of sorceresses. She may be killed at the summit at Loc Muinne, may escape (still under the sorceress’ control), or may be freed to return to the Pontar Valley.

  Sile De Tancerville is a high-level sorceress and part of a cabal known as the Lodge of Sorceresses. For a time Sile DeTancerville

  she works with Geralt of Rivia, but at the end of Witcher 2: As assin of Kings, she betrays the North and at empts a coup. In her at empted escape she can either survive or be killed by an imperfect crystal planted by Letho of Gulet.

  The King Slayer, also known as Letho of Gulet, is a witcher from the School of the Viper. He was hired by the The King Slayer,

  Emperor of Nilfgaard to pretend to work for the Lodge of Sorceresses and use that guise to destabilize the Letho of Gulet

  Northern Kingdoms with regicide. At the end of the summit at Loc Muinne he may be killed by Geralt of Rivia or be spared.

  Aryan La Valette is the eldest son of the Duchess of La Valette Castle. He led the forces of La Valette Castle Aryan La Valette

  against a siege by King Foltest of Temeria, who had come to take back his bastard children. At the end of the siege, Aryan La Valette is either killed by Geralt of Rivia or spared.

 

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