The Witcher Pen & Paper RPG

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The Witcher Pen & Paper RPG Page 60

by Cody Pondsmith


  Night Vision

  Ghouls operate in areas of

  tacking. Keep in mind that ghouls can pounce from 5m away. Small chasms, short wal s

  dim light with no penalties.

  and the like are much less effective against ghouls than their

  slower necrophage bretheren. When in melee combat, a ghoul

  Feral

  strikes with its claws, but if it grapples a target (or the target is

  For the purposes of Aware-

  Skills

  otherwise hindered) it may bite the target to cause a bleeding

  ness and Wilderness Surviv-

  wound.

  al, instinct gives them an INT

  Melee +6

  If you knock a ghoul below 10 Health Points, it will

  of 6.

  enter a fury. In this fury the ghoul attacks rabidly and its

  Brawling +6

  wounds quickly close. Kill the ghoul quickly to keep it from

  Dodge/Escape +6

  regenerating its health. It’s also vital to reposition often so the

  Athletics +7

  ghouls can’t gang up on you and get bonuses to attack. If you

  Awareness +7

  are fighting as a party, stand back to back so the ghouls can’t

  Stealth +4

  easily get into your back arc.

  If you need to lure a group of ghouls out of an area, it’s

  Wilderness Survival +6

  best to start by exhuming any buried bodies. Once exhumed,

  Resist Magic +4

  the bodies should be moved to draw the ghouls away.

  Endurance +6

  Courage +7

  Weapons

  Name

  DMG

  Effect

  ROF

  Loot

  Claws

  3d6

  N/A

  1

  Ghoul marrow (1d6/2)

  Ghoul claws (2)

  Bite

  3d6+2

  Bleed (25%)

  -1 ACC

  1

  Venom extract (1d6/2)

  280

  Threat

  Medium

  Complex

  Bounty

  500

  Armor

  0

  INT

  6

  REF

  10

  DEX 10

  BODY 7

  SPD

  7

  EMP

  3

  CRA

  3

  WILL 6

  LUCK 0

  STUN 6

  RUN 21

  LEAP 4

  STA

  30

  Height

  Around 1.75 meters

  ENC 70

  Weight

  Around 80kg

  REC

  6

  Environment

  Cemeteries or caves

  HP

  60

  Intelligence

  Human-level

  VIGOR 0

  Organization

  Solitary

  281

  Grave Hag

  Vulnerabilities

  Commoner Superstition (Education DC:18)

  Necrophage Oil

  Honestly your average son of a bitch doesn’t know much about grave hags. Heh, they’re nightmares smart enough to talk, set traps, and lure children away. Once heard that hags are what Whip Tongue

  happens when a mage loses control. Heh, doubt that, but I guess...who knows. Grave hags are If you successful y parry a

  one of the few monsters I’ve ever heard of that could use magic. Or at least somethin’ like it.

  grave hag’s tongue attack

  with a bladed weapon, it is

  –Rodolf Kazmer

  severed. The grave hag takes

  5 points of damage and can-

  not use its tongue again.

  Witcher Knowledge (Witcher Training DC:14)

  Grave hags are one of the few ful y sentient necrophages, which makes them very danger-

  ous. Grave hags have nothing to do with mages. Though they have magic, grave hags are

  Abilities

  just another necrophage race from the Conjunction of the Spheres. Interestingly enough,

  grave hags appear exclusively female—a male hag has never been seen. Most books state

  Skull Circle

  that grave hags, like some other monsters, steal little girls from vil ages to transform into A grave hag can take 1 hour

  to make a skull circle. If they

  new hags. A few, though, suggest that grave hags are not actu-

  are within 100m of their

  ally female as such, but hermaphroditic.

  skull circle they get +3 to all

  What we do know is that grave hags are ambush

  actions.

  Skills

  predators that live near graveyards and other sources of rot-

  Command the Undead

  ten corpses. They are perfectly content to eat carrion, but will

  Instead of attacking, a grave

  Melee +8

  attack fresh prey if given the chance. When on the attack a

  hag can give a command to

  Brawling +6

  each necrophage within 20m.

  grave hag will close the distance at tremendous speed and at-

  The necrophages will carry

  tack with its scything claws. If the target fal s back to recover,

  Dodge/Escape +8

  out this order instead of act-

  the grave hag will use its poisonous tongue like a barbed whip

  Athletics +6

  ing normal y. The order can-

  to weaken the prey. The grave hag’s tongue can be sliced off

  not be more complex than

  Awareness +8

  with a successful parry with a bladed weapon. The safest ways

  ‘grab that thing and bring it

  Stealth +8

  here’ or ‘go there and wait’.

  to engage a grave hag are to keep distance or stock up on nec-

  Wilderness Survival +6

  rophage oil and get in close with a shielding spell or the Quen

  Night Vision

  Grave hags operate in areas

  Sign. Grave hags can be reasoned with, but are incredibly

  Resist Magic +10

  of dim light with no penal-

  stubborn and prone to attack immediately. If you must fight a

  Resist Coercion +10

  ties.

  grave hag in its home, check first for a magical skull circle or

  Endurance +7

  other necrophages it’s bent to its wil . Deal with them first if

  Courage +9

  you can.

  The Magic of

  Skull Circles

  Loot

  Even studied mages are dubi-

  Weapons

  ous as to where the power in

  a grave hag’s skull circle comes

  Grave hag ear (2)

  Name

  DMG

  Effect

  ROF

  from. Most people assume

  Hag teeth (1d6/2)

  that the magic draws on pow-

  Claws

  5d6

  Bleed (50%)

  2

  Venom extract (1d6)

  er from the devils that live in

  Bite

  6d6

  Poison (75%)

  1

  Random rune

  the void between planes.

  Strange possesions

  Tongue

  3d6+2

  Poison (100%)

  RNG: 4m

  1

  (1d6)

  282

  Threat

  Easy

  Difficult

  Bounty

  30

  Armor

  0

  INT

 
; 4

  REF

  6

  DEX

  5

  BODY 5

  SPD

  5

  EMP

  1

  CRA

  1

  WILL 6

  LUCK 0

  STUN 5

  RUN 15

  LEAP 3

  STA

  25

  Height

  Usual human heights

  ENC 50

  Weight

  Weightless

  REC

  5

  Environment Batlefields and cemeteries

  HP

  25

  Intelligence

  Consumed by emotion

  VIGOR 0

  Organization

  Groups of 3 to 21

  283

  Wraiths

  Vulnerabilities

  Commoner Superstition (Education DC:14)

  Specter Oil

  Wraiths come in all shapes and sizes from what the tales say. The souls of the dead and the damned, come back to our world to wreak havoc on the livin’. Old wives’ tales ain’t that Moondust & Yrden

  specific on what makes a wraith, though. Most say that it’s folk who’ve been wronged, or the If caught in the area of either

  a moondust bomb or Yrden

  evilest of whoresons. Some say it’s mages and priests too magical to leave this realm. People circle, a wraith cannot be-can usual y agree, if ya wanna get rid of a wraith ya gotta perform a ritual. First, find the come incoporeal or teleport.

  corpse, which won’t have rotted, mind ya. Pierce the corpse with an aspen stake, cut off the head and place it between the corpse’s legs, then set the corpse on fire. Ya fail to do even one step and you’re a dead man. Least that’s what people say.

  Abilities

  –Rodolf Kazmer

  Fueled By Rage

  Witcher Knowledge (Witcher Training DC:10) Wraiths are technicaly as in-

  telligent as they were in life,

  Interestingly enough, specters are one of the only monster types that are connected to but they are blinded by over-dead people, humans and non-humans. A specter is the spirit of someone who died either

  whelming rage. They cannot

  be reasoned with or intimi-

  in terrible circumstances or with unfinished business. That being said, you can’t banish a

  dated.

  specter via the method written above. Most specters must be killed and sent back to the

  realm of the dead. But those tied to a curse must have the curse lifted to move on perma-

  Shift

  nently. Wraiths are technical y sentient, but very few act on this sentience. Most wraiths are A wraith can use Spell Cast-consumed by hatred and will lash out randomly at anything

  ing to become incorpore-

  al and negate an attack on

  that comes near. The remaining 5% or so retain some of their

  them. If they succeed, noth-

  sentience and may speak and interact. Usual y these sentient

  ing physical affects them un-

  Skills

  specters are part of a grand curse.

  til their next turn.

  When fighting a specter, keep moving all the time.

  Swordsmanship +7

  Teleportation

  They will swing widely with their sword and lantern and use

  A wraith can use its move

  their selectively incorporeal nature to ‘dodge’ attacks. Every

  Melee +6

  action to teleport 10m imme-

  once in a while a specter will teleport, usual y to get behind a

  Brawling +6

  diately. It will usual y attack

  target and attack. This is the specter’s most dangerous move,

  directly after this.

  Dodge/Escape +6

  since they literal y come out of nowhere. If you catch a specter

  Athletics +5

  Night Vision

  with a Yrden Sign or a moondust bomb, you can keep it from

  Awareness +8

  Wraiths operate in areas of

  turning incorporeal or teleporting. That and an application of

  dim light with no penalties.

  specter oil will real y shorten your fight.

  Stealth +9

  No one knows where a wraith’s conciousness goes Wilderness Survival +6

  when they are destroyed; it has been argued for centuries.

  Resist Magic +6

  Wraith Weapons

  Endurance +7

  A wraith’s weapons are man-

  ifestations of their power cre-

  Weapons

  ated when the wraith is cre-

  Loot

  ated. When a wraith dies, the

  Name

  DMG

  Effect

  ROF

  lantern and sword evaporate

  Wraith essence (1d6/2)

  with the rest of the body and

  Wraith sword

  3d6

  N/A

  1

  Specter dust (1d6/2)

  thus cannot be looted.

  Wraith lantern

  2d6+2

  Fire (25%)

  1

  Infused dust (1d6/2)

  284

  Threat

  Medium

  Difficult

  Bounty

  800

  Armor

  0

  INT

  5

  REF

  8

  DEX

  6

  BODY 7

  SPD

  6

  EMP

  1

  CRA

  1

  WILL 9

  LUCK 0

  STUN 6

  RUN 18

  LEAP 3

  STA

  30

  Height

  Usual human heights

  ENC 70

  Weight

  Weightless

  REC

  6

  Environment

  Near rural communities

  HP

  60

  Intelligence

  Consumed by rage

  VIGOR 0

  Organization

  Solitary

  285

  Noonwraiths

  Vulnerabilities

  Commoner Superstition (Education DC:16)

  Specter Oil

  Some say noonwraiths are the souls of young women who got kil ed right before their wed-

  dings. Come back as horrid white-clad wretches that haunt the fields when the sun’s highest.

  Moondust & Yrden

  Folk say they’re smart, just driven mad with grief and revenge—which makes ‘em kill anythin’

  If caught in the area of either

  they see. An’ they don’t usual y kill with claws or teeth or the like. Legends say they enthrall a moondust bomb or Yrden

  circle, a noonwraith is no

  ya with dark magics and make ya dance with ‘em. Ya can only stop when the sun goes down.

  longer incoporeal.

  But you’ll be long dead by then.

  –Rodolf Kazmer

  Celestial Weakness

  In moonlight, noonwraiths

  take a -2 to all actions.

  Witcher Knowledge (Witcher Training DC:14)

  Young, engaged women who suffered violent deaths before their weddings sometimes

  come back as noonwraiths. These wraiths are powerful, dangerous, and vindictive crea-

  tures. The souls of the women are driven mad with pain and anger that compels them to

  Abilities

  stalk the fields and lands around their grave, searching for the person that killed them.

  That’s fair, but they have a tendency to kill anything else that gets too close to them as wel .

  Fueled By Rage

  When dealing with a noonwraith, you have to be
quick: engaging the creature in melee

  Noonwraiths are technical y

  combat is a necessity. Noonwraiths are incorporeal until you catch them in a Yrden circle as intelligent as they were

  or a moondust bomb. This is your only window for physical attacks. You should also en-

  in life, but they are blinded

  by overwhelming rage. They

  gage a noonwraith close to sunset, as moonlight weakens the

  cannot be reasoned with or

  creature.

  intimidated.

  Noonwraiths usual y attack with their deadly claws.

  Skills

  Incorporeal

  From time to time they use magic to sweep up a dust devil and

  A noonwraith is always

  Spell Casting +8

  blind a challenging target. If damaged too much, they begin a

  incorporeal, rendering it

  high noon dance, creating copies of themselves that drain your

  Melee +8

  immune to physical attacks,

  HP and heal the noonwraith. Destroy these copies immediate-

  bleeding, and poison.

  Brawling +7

  ly, before they can siphon too much health from you. Your best

  Dodge/Escape +9

  High Noon Dance

  chance to fight a noonwraith is to coat your blade in specter

  A noonwraith can create 3

  Athletics +4

  oil and attempt to summon it at night. Find something of great

  copies that dance around,

  at least 5m away from

  value to the wraith in its previous life and burn it near the grave

  Awareness +10

  their target. As long as one

  site. 90% of the time this will summon the wraith, and with the

  Stealth +10

  copy remains, this drains

  moon high in the sky you will have a much easier time killing Wilderness Survival +5

  3 points of health from the

  it. Once killed, the specter’s soul is released from the shackles

  target each round to heal the

  Resist Magic +7

  noonwraith. Striking a copy

  of pain that kept it in this world. It is put to rest and can move

  Endurance +7

  will kill it.

  on to whatever lies beyond the veil of death. This is a romantic

  Dust Devil

  goal, but not an easy task.

  A noonwraith can use magic

  to swirl dust and dirt up into

  a target’s face. This attack

  Loot

  uses Spell Casting, and on a

  hit it blinds the target for 1d6

  Wraith essence (1d6)

  Weapons

  rounds. The target must be

  Specter dust (1d6)

  within 5m.

  Name

  DMG

  Effect

  ROF

  Infused dust (1d6)

  Claws

  5d6

  N/A

  2

  Light essence (1d6/2)

 

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