Roll
Twist?
4
A Coast
1-4
Yes
5
The Mountains
5-10
No
6
The City
7
A Graveyard
4a-The Twist
8
A Hamlet
9
Along the River
Roll
Twist
10
A Cave
1
The Monster Was Fake
2
It Was All a Curse
3
The Monster Was Already Dead
3-How Did It End?
4
It Wasn’t What You Thought
Roll
How It Ended
5
Your Employer Wanted It Caught
1-2
Got Your Money and Left
6
The Employer Is to Blame For It Al
3-4
Employer Refused To Pay
7
The Monster Was Harmless
5-6
Employer Paid You in Trade
8
It Was a Trap For You
7-8
It Was a Particularly Tough Fight
9
It Was More Than You Were Told
9-10
It Was a Suprisingly Easy Fight
10
A Mage Was Behind It Al
245
5-Danger
5b-Enemies
Roll
Danger
Roll Gender Profession
The Cause
Power
Escalation
1-3
Events
1-2
Male
Nobleman
They Slandered You
Social Standing
Mostly Forgotten
4-6
Wounds
3-4
Female
Mercenary
You Foiled Their Plan
Knowledge
Backstabbing
7-10
Enemies
5-6
Male
Soldier
They Betrayed You
Physical
Outright Violent
7-8
Female
Merchant
You Killed Their Kin
Minions
Hunting Revenge
9-10
Male
Criminal
They Cheated You
Magic
Out For Blood
5a-Events & Wounds
Roll
Events
Wounds
Enemy Mortality
Debt
Stiff Knee (-1 SPD)
Just as in the case of friends, a
1
Through broken gear, gwent matches, or the like A horrible wound to your leg left it shat ered and witcher also rol s to see wheth-you’ve grown a 1d10x100 crown debt to an establish- nearly unrepairable. Even after surgery and a regimen ment or noble house.
of witcher potions, it has never been the same.
er their enemies have survived
Sentient Monster Escaped
Damaged Eye (-1 Sight Awareness)
the years. Roll percentiles. On
a 1-30% your enemy died at
2
A trol , katakan, werewolf, or other sentient monster Usual y witchers are fast enough to avoid a vital strike, you were hunting escaped you and is wandering free. but some monsters are too fast. A shot to your eye left some point. Roll 1d10 to see
They may come for you some day.
it mildly hazy.
how many decades it took,
Addiction
Stiff Arm (-1 Melee with that arm)
and then roll on the table be-
3
You fell on hard times and contracted an addiction A shat ering blow to your arm left you with weeks of low to see what happened.
(pick your poison). See addiction rules on pg.32 for recovery and a stiff arm. You can still hold a sword more information.
and fight, but the stiffness always aggravates you.
Imprisoned
Damaged Fingers (Can’t do signs with that hand)
How Did They Die
4
You spent 1d10 years of that decade in a prison due to It may have been the result of torture or just a very false accusation, or perhaps an actual crime that you unlucky strike to that hand in combat, but its fingers commit ed.
are stiff and awkward.
Roll
Death
Falsely Accused
Embedded Arrowhead (-1 Physique)
1-3
Casualty of War
5
Either someone wants you gone or you were an easy A marksman’s shot and a barbed head left an arrow-scapegoat. Roll 1d10. 1-3: theft, 4-5: betrayal, 6-8: head deep in your body, lodged in your muscle. Stren-4-6
You Killed Them
murder, 9: rape, 10: illegal witchcraft.
uous lifting has been painful ever since.
7-9
Monster At ack
Betrayed
Wheeze (-5 Stamina)
10
Died Peacefuly
6
A friend or lover has betrayed you. Roll 1d10. 1-3: you You may have been stabbed in the lung or inhaled a were blackmailed, 4-7: a secret was exposed, 8-10: you toxic gas. Either way, your lungs have been damaged; were at acked.
breathing normal y is somewhat difficult.
Friend or Lover Kil ed
Huge Scar (-2 Charm & Seduction)
A Witcher’s Neutrality
7
Someone close to you was killed. Roll 1d10. 1-3: they It’s not uncommon for a witcher’s body to be a patch-There is no universal witcher
were killed by a monster, 4-6: they were executed, 7-8: work of scars. However you have sustained a blow code, but all witchers prefer to
they were murdered, 9-10: they were poisoned.
that disfigured your face.
remain neutral. Thus, a witch-
Outlawed in a Kingdom
Damaged Nose (-2 Scent Tracking)
er will often lie and tell people
8
You were outlawed from a country after either hei- A number of punches to the face in bar fights (or tox-nous acts against the kingdom or false accusations. In ic gases) have damaged your nose and nearly robbed that involving themselves in
this kingdom, you are wanted by the Guard.
you of your scent tracking.
non-monster related affairs is
Manipulated
Venom Damage (-5 Health)
against their code. For centu-
9
You were manipulated into breaking your neutrality. Toxins that once coursed though you left a patchwork ries witchers have used this ex-You decide how it happened, but anyone who knows of blackened veins around the wound and weakened cuse, and it usualy works. This
your reputation knows you aren’t neutral.
your body.
allows witchers to do their jobs
Cursed
Half Deafened (-1 Hearing Awareness)
and get out without having to
10
You were afflicted by a curse. The curse is left up to Many monsters use deadly sonic at acks. You were your GM. The GM must also decide how you can end lucky enough to survive one, but your ears will never worry about getting caught up
it. They are not required to tell you, however.
be the same.
in local politics.
246
Witcher Gear
Witchers are consummate monster slayers and the near extinction of witchers, many
with all the training and mutations to hunt of their secrets are buried. Information once
any monster u
nder the sun or the moon. But traded freely between the Schools is now
only a fool tries to take on monsters without hidden away in ruins and on the bodies of
the right tools. Over the short centuries that dead witchers around the Continent. Many
they thrived, the Witcher Schools developed have written off the secrets of the witchers
many tools for hunting their beastial prey, but others, including surviving witchers,
from mutagenic potions to deadly poisons embark on dangerous expeditions after se-
to slather on their blades. Unfortunately for crets, formulae, or diagrams for tools lost
the common man, many of these alchem- long ago.
ical creations are useless to a person who
Keep in mind that all gear presented
hasn’t passed through the trials to become a here is beyond rare. These items and formu-witcher. However, even more unfortunate is lae should only be granted as quest rewards
the fact that many of these tools have been or after hunting for them.
lost. With the seiges of the witcher keeps
247
Witcher Swords
To this day, witchers are the only warriors to regularly carry silver or meteorite steel swords.
Witcher
While some designs use meteorite they are not carried commonly, and silver weapons are
Medallions
usual y custom-made for a specific person or event. A witcher’s swords are damn near part
of him and you will likely never see a witcher without their trademark two swords.
Witcher medallions are smal
pendants made of silver that
hang around a witcher’s neck.
Name
Type WA DMG Hands Rel. Effect
Conc. EN Weight
When they come within 20m
Witcher’s Steel Sword
P/S
+0
4d6+2
2
15
Armor Piercing
of any monster, curse, or spel
Meteorite
N/A
2
2.5
that is currently being cast, the
Witcher’s Silver
medallion vibrates almost im-
Sword
P/S
+0
1d6+2
2
10
Silver (3d6)
N/A
2
1.5
perceptibly, alerting the witch-
er.
Witcher Potions
The sweeping mutations a witcher goes through grant them tolerance for powerful potions.
These potions are made from a wide variety of alchemical ingredients and are often rea-
Silver Damage
sonably easy to brew. However, they are fatal y toxic to anyone who hasn’t undergone the
Silver weapons don’t hold an
mutations to become a witcher. In earlier days, many people died drinking witcher potions
edge very well and are often
that they looted off dead witchers.
made lighter than their steel
Each potion (as well as decoctions) have a toxicity. This toxicity shows how dan-
counterparts. Thus they do
gerous it is for a witcher to drink said potion. As long as the combined toxicities of all the much less damage. On the oth-potions consumed equals 100% or below there are no ill effects. If the combined toxicity
er hand, against monsters they
goes above 100%, the witcher becomes poisoned until they lower their toxicity below 100%
do Silver Damage. When you
or make a DC:18 Endurance check, which also ends the effects of the last potion consumed.
strike a monster with a silver
weapon you deal not only the
regular damage of the weapon
Name
Effects
Dura.
Tox.
but also the amount of dam-
The witcher’s blood poisons any creature that drinks it, doing 3
age marked next to the Silver
Black Blood
points of damage per round until an Endurance check, DC:20 is 20 Rounds
25%
made. The creature is also forced to recoil 2m.
effect.
Blizzard
+4 Reflex after killing an enemy. Further kil s do not add to the
bonus, which lasts until the potion duration ends.
10 Rounds
75%
Cat
No penalties for darkness or dim light. You also cannot be hyp-
notised, and gain a +2 to see through il usions.
2 Hours
25%
Weights
All potions, oils, decoctions,
Full Moon
Grants you +30 temporary Health Points until the end of the du-
ration. Full Moon potions do not stack with one another.
1/2 Hour
75%
and mutagens have a set
weight of 0.5kg.
Golden Oriole
Grants immunity to poisons and neutralizes any poisons in your
system.
1/2 Hour
50%
Killer Whale
Increases your ability to hold your breath by half and negates
sight penalties underwater.
1/2 Hour
25%
Maribor Forest
Each time you gain an adrenaline die, add a second one.
15 Rounds
50%
Petri’s Filter
+2 point in Spellcasting, Hex Weaving, and Ritual Crafting
15 Rounds
75%
Swal ow
Regenerate 3 points per round. In any round you are struck, you
do not regenerate. This healing doesn’t stack with multiple uses. 20 Rounds
50%
Tawny Owl
Each time you use a Recovery action to gain back STA, add an
extra 2 points.
20 Rounds
50%
Thunderbolt
+3 damage on physical attacks.
15 Rounds
75%
White Honey
Clears toxicity and removes all potion effects.
N/A
N/A
248
Blade Oils
Blade oils are an indispensible part of a witcher’s arsenal. Most are just pastes of animal fat and herbs, but each recipe is specialized to a breed of monster. The alchemical substances
used in the blade oil are highly toxic to the breed of monster it is designed for, which allows a witcher to do a great deal more damage without having to carry a heavier weapon or risk
attacking vital points. A blade oil lasts for 30 minutes.
Name
Effects
Beast Oil
+5 damage against beasts
Cursed Oil
+5 damage against cursed ones
Draconid Oil
+5 damage against draconids
Elementa Oil
+5 damage against elementa
Hanged Man’s Venom
+5 damage against humanoids
Hybrid Oil
+5 damage against hybrids
Insectoid Oil
+5 damage against insectoids
Necrophage Oil
+5 damage against necrophages
Ogroid Oil
+5 damage against ogroids
Relict Oil
+5 damage against relicts
Specter Oil
+5 damage against specters
Vampire Oil
+5 damage against vampires
Rodolf on
Decoctions
Seen a witcher’s decoction work
Witcher Decoctions
before. Kinda a wild sight actu-
Decoctions are m
uch rarer among witchers; some people speculate that they were either
aly. Don’t show much on the
discovered late in the age of the witchers or that the recipes were lost early on and only
outside but damn if it doesn’t
rediscovered recently. Decoctions allow a witcher to temporarily mutate their body even
make a witcher even scarier
further to gain abilities based on the monster mutagen they absorb. All decoctions have a
than they already are. Pretty
toxicity of 75% and last for 30 minutes.
impres ive for a jar of spirits,
monster parts, and herbs, that’s
for sure.
Name
Effects
–Rodolf Kazmer
Arachas
For every 10 points of ENC you have free you gain +2 SP to all locations.
Fiend
Your ENC is doubled.
Grave Hag
+2 HP regeneration for every enemy slain during combat. This health bonus lasts until
the end of the combat.
Griffin
Every time you take more than 5 points of damage you gain +2 SP. This SP stacks with
itself.
Katakan
You gain a +3 to your roll when determining the location of a critical wound.
Nekker
Your mount never panics and you gain a +3 to all Ride and Athletics checks.
Noon Wraith
You gain immunity to Stun & Blindness and cannoted be knocked prone.
Trol
You regenerate 5 Health Points per round.
Werewolf
Running for long periods of time takes no stamina.
Wyvern
You gain +1 damage to your next strike after a successful strike. This +1 is cumulative,
and goes up with each hit until the combat ends or you take damage.
249
Crafting Witcher Gear
Witcher gear must be crafted—unless it’s found on the body of a dead witcher. The formulae
Crafting
and diagrams below are valuble treasures that have to be quested for or granted as a reward
Medallions
for another important quest. Once you have the recipe, you can craft the item like any other.
However, unlike other items, many of the formulae for witcher’s decoctions and blade oils
Witcher Medallions are rela-
require specific ingredients.
tively easy to craft since they
are primarily just cast silver.
But they must be made in a
specific way and must be craft-
Witcher Medallion Diagram
ed by a mage. A mage can craft
a medallion with a unit of silver
Name
Crafting
but afterward they must take it
DC
Time
Components
Investment
to a Place of Power to absorb
Witcher’s Medallion
15
4 Hours
Silver (x1), see sidebar
The Witcher Pen & Paper RPG Page 53