286
Threat
Easy
Simple
Bounty
10
Armor
0
INT
1
REF
4
DEX
6
BODY 5
SPD
7
EMP
1
CRA
1
WILL 4
LUCK 0
STUN 4
RUN 21
LEAP 4
STA
20
Height
Around 0.8 meters
ENC 50
Weight
Around 68kg
REC
4
Environment
Forests and plains
HP
20
Intelligence
About as intelligent as a dog
VIGOR 0
Organization
Packs of 3 to 6
287
Wolves & Wargs
Vulnerabilities
Commoner Superstition (Education DC:8)
Beast Oil
Not much to be said about wolves. Heh, they’re bloody bastards that live in the woods and stalk travelers. They’ll usual y only attack in packs of five or six and fire’ll make ‘em back off. If ya have to fight ‘em, make sure they can’t circle around ya—they’ll box ya in and attack from all directions. Terrible way to go if ya ask me. ‘Special y bad since the war’s been on. With all Abilities
the corpses and wounded travelers, wolves are gettin’ braver and braver. Have ‘em in towns, pickin’ off infants in no time. Heh, lotsa folk think they’re a poor omen too. Can’t count the Scent Tracking
number of prophecies and whatnot that start with a wolf. Let me tell ya, none of ‘em are good.
A wolf can track a creature
–Rodolf Kazmer
without visual or audible
clues with no penalty.
Night Vision
Wolves operate in areas of
Knowledge of Wargs (Witcher Training DC:10) dim light with no penalties.
While there are many strange stories and myths based around wolves, everyone can gener-
Leader
al y agree they aren’t magical creatures. Wargs, on the other hand, are even more shrouded
Often, a group of wolves will
in mystery for the vast majority of the populace. When a wolf pack gets large enough,
be lead by a warg. As long as
or controls enough territory, you’ll eventual y spot a warg among them. The warg is a
a warg is alive all wolves in
large, bulky wolf (usual y adorned with coarse brown fur) who becomes the leader of a
its pack gain a +4 to cour-
age. The warg is also capable
pack. Even studied witchers aren’t sure whether one of the wolves transforms into a warg
of giving orders to the rest
or whether large groups of wolves eventual y draw a warg, but
of the pack. These orders
their existence is irrefutable.
are never more complicated
While wargs appear to function like regular wolves,
Skills
than, ‘go here’, ‘attack from
behind’, or ‘wait’.
they have gained an eerie reputation for their bright red eyes
Melee +6
and cunning minds. When facing a wolf pack lead by a warg,
remember to single out the warg as quickly as possible. With
Brawling +6
Wargs
the warg alive, the pack can operate as one unit and is capable of
Dodge/Escape +6
greater strategy than normal. Wargs command their brethren
Athletics +6
Wargs are larger than average
to circle around prey, attack specific targets to weaken a group,
Awareness +6
wolves, with reddish-brown
and even hinder more dangerous targets so the warg can score
fur and bright red eyes. The
a killing blow more easily. The warg will often stay towards the
Stealth +6
way they prowl makes them
back of a pack until its prey has been weakened, so for the most
Wilderness Survival +9
seem much cleverer than the
part ranged attacks will be your best bet. Silver is ineffective on
Resist Magic +2
average wolf.
wargs but a good old-fashioned steel weapon will do the trick.
Endurance +5
INT
2
STUN 6
With an application of beast oil, killing the warg shouldn’t be
Courage +6
REF
5
tremendously difficult. Always keep in mind—a warg is just a
RUN 24
DEX
7
big, tough wolf.
LEAP
4
BODY 6
STA
Loot
30
SPD
8
ENC
60
EMP
1
REC
6
Dog tallow (1d6)
Weapons
CRA
1
HP
30
Wolf hide
WILL
6
Name
DMG
Effect
ROF
VIGOR 0
Wolf liver
LUCK 0
Bite
2d6
N/A
1
Beast bones (1d6)
288
Threat
Medium
Complex
Bounty
500
Armor
8
INT
6
REF
8
DEX
8
BODY 7
SPD
9
EMP
1
CRA
3
WILL 5
LUCK 0
STUN 6
RUN 27
LEAP 5
STA
30
Height
Around 2.5 meters
ENC 70
Weight
Around 136kg
REC
6
Environment Forests or near settlements
HP
60
Intelligence
Human-level
VIGOR 0
Organization
Solitary
289
Werewolves
Vulnerabilities
Commoner Superstition (Education DC:14)
Cursed Oil
Legends say they’re like normal folk until moonlight shines on ‘em, and they turn into horrible mindless monsters. They do nothin’ but eat flesh and drink blood all night until the sun comes Moondust Bombs
up and they transform back. Worst of all, if ya get bitten, you’re doomed to turn yourself.
A werewolf caught in the
Some folks think you can cure a werewolf by forcin’ the werewolf to drink a tea of wolfsbane area of a moondust bomb
cannot regenerate for the
three times a day for five days. Others believe ya can cure it just by exhaustin’ the werewolf duration of the bomb’s effect.
and then scoldin’ it. Rather have a crossbow.
–Rodolf Kazmer
Abilities
Witcher Knowledge (Witcher Training DC:14)
Regeneration
Werewolves are dangerous and horrifying beasts that can lie dormant inside total y reason-
A werewolf regenerates 5
able people. The
se huge beasts look like a cross between humans and gigantic wolves. They
points of damage per round.
are merciless monsters with no empathy and a powerful bloodlust. The worst part about
these cursed beasts is that they arise from regular people. Werewolves manifest all the cru-
Scent Tracking
elty and evil intentions of the cursed person. When a person transforms into a werewolf,
A werewolf can track a crea-
usual y a process started by the rising of the moon, they lose all shreds of their humanity
ture without visual or audi-
ble clues with no penalty.
and are left with only their intelligence and their worst and most vicious urges.
These beasts are very difficult to fight, owing to their innate intelligence and regen-
Night Vision
erative abilities, which only a moondust bomb can halt. Luck-
Werewolves operate in
ily, only a curse can create a werewolf—a bite from a were-
areas of dim light with no
wolf will only cause you to bleed copiously. If you find yourself
penalties.
Skills
fighting a werewolf, skip all of the useless peasant cures and
find a silver blade. Focus on dodging the werewolf’s attacks
Melee +9
Becoming A
and riposting with your silver blade or magic spel s. Running
Werewolf
Brawling +8
from a werewolf is inadvisable—they are very quick and can
A character afflicted with Ly-
Dodge/Escape +8
track you through the harshest conditions by smell alone. If a
canthropy has a 30% chance
friend has been afflicted with lycanthropy, it’s a good idea to tie
Athletics +8
of changing into a werewolf
them up at night until you can lift the curse.
Awareness +10
every night, when the moon
While it can be difficult to determine what actions led
Stealth +9
rises. In their werewolf form,
to any one case of lycanthropy, you can narrow it down. Ly-
they are a vicious predator
Wilderness Survival +9
canthropy is often a punishment for violent, beastial actions.
with a human’s cunning and
Resist Magic +9
Lifting the curse usual y requires great pain and or personal
an urge to kill. If the character
loss.
Resist Coercion +10
is a player character, they are
Endurance +8
taken over by the GM until
the sun rises. While in their
Courage +10
beast state the lycanthrope has
all of the werewolf’s weapons,
armor, and abilities. The char-
Weapons
Loot
acter also adds a bonus to four
Name
DMG
Effect
ROF
of their statistics.
Werewolf pelt
Claws
4d6+2
Bleed (25%)
2
Werewolf Bonuses
Werewolf saliva (1d6)
Bite
5d6
Bleed (75%)
1
Random items (1d6)
Reflex+2
Body+3
Speed+4 Empathy-5
290
Threat
Easy
Complex
Bounty
20
Armor
0
INT
3
REF
7
DEX
7
BODY 6
SPD
8
EMP
3
CRA
3
WILL 8
LUCK 0
STUN 7
RUN 24
LEAP 4
STA
35
ENC 60
Height
Around 3 meters long
REC
7
Weight
Around 120kg
HP
35
Environment
At sea or on coastlines
VIGOR 0
Intelligence
Human-level
Organization
Groups of 3 to 6
291
Sirens
Vulnerabilities
Commoner Superstition (Education DC:16)
Sirens’re a sad story. Used to be beautiful women with tails like fish and a special interest in Hybrid Oil
sailors, heh. That times’s long past though. These days a siren’d sooner flay ya than kiss ya–best keep that in mind. Nobody knows why, but it’s probably to do with sailors kidnappin’ sirens Limited Movement
to wife. Today they lure in folk with their songs, then turn into horrible monsters and tear the On land a siren has a
REF, DEX & SPD of 2.
flesh from your bones. Sailors say if ya pass by sirens on the sea ya should tie yourself to the mast to stop yourself from leapin’ over the edge to ‘em.
–Rodolf Kazmer
Abilities
Witcher Knowledge (Witcher Training DC:14)
Illusion
A siren is capable of instantly
Don’t tie yourself to the mast. You will die a horrible death. Contrary to popular belief, si-raising an il usion to make it
rens have no magic to compel men to leap into the water and swim to them. They can only
look like a beautiful woman
conceal their horrifying fishy features under those of beautiful young women—apparently
with features of its choosing.
enough for horny sailors who’ve been at sea for the past year. No, a siren lures a ship close This il usion can be dispelled
with a DC:15 Spell Casting
with an attractive guise and then bursts into the air on scaly wings to swoop down on its
rol .
prey. You can see how tying yourself to the mast may be a
Sonic Screech
poor idea.
A siren can take its turn to
A siren will swoop down from on high, swinging with
let out a screech which forces
Skills
its claws (or its tail if it’s feeling confident) before ascending
anyone within 10m to make a
again. Some will try to knock you into the water where their
Stun save at -1.
Melee +7
sisters can better tear you apart. Unfortunately, sirens in the
Amphibious
air or in the water are very fast and very maneuverable, mak-
Brawling +7
Sirens can live underwater
indefinitely and cannot be
ing them hard to catch or attack. Luckily you can knock a si-
Dodge/Escape +6
drowned. They also do not
ren out of the air with a direct ranged weapon hit. In this time
Athletics +8
take penalties for acting un-
the siren is incredibly vulnerable and can usual y be finished
derwater.
Awareness +7
off by two men with sturdy weapons. Technical y, sirens are
Flight
Stealth +8
intelligent, and are capable of reason and diplomacy. That be-
A siren can take flight as a
ing said, they aren’t interested in it–they see all non-sirens as Wilderness Survival +7
movement. The siren can
prey. It’s not entirely unheard of to encounter a siren willing
only be knocked out of the
r /> Resist Magic +6
air by stunning it or doing
to talk with you. In this case, be very wary: it might be trying
Resist Coercion +6
more than 5 points of dam-
to lure you into a trap. Stil , old wives’ tales persist that sirens
age with an attack. If the si-
Endurance +6
were once friendly. It’s just hard to tell whether these tales re-
ren is knocked out of the air
Courage +5
fer to the sirens we find off the coast now or a race that (like
it must make a DC:16 Ath-
many others) was wiped out in the numerous race wars.
letics check or take ramming
damage equal to how many
meters it fel .
Loot
Weapons
Siren vocal chords
Name
DMG
Effect
ROF
Essence of water (1d6)
Claws
2d6+2
+1 ACC
1
Mundane Items
Tail
3d6+2
N/A
1
(1d6/3)
292
Threat
Hard
Complex
Bounty
1200
Armor
8
INT
1
REF
10
DEX 10
BODY 15
SPD
6
EMP
1
CRA
1
WILL 5
LUCK 0
STUN 10
RUN 18
LEAP 3
STA
50
ENC 150
Height
Around 2 meters at the shoulder
REC 10
Weight
Around 907kg
HP 100
Environment
Around high mountains
VIGOR 0
Intelligence
About as intelligent as a dog
Organization
Solitary or in pairs
293
Griffins
Vulnerabilities
Commoner Superstition (Education DC:14)
Hybrid Oil
Can ya imagine of a more majestic bein’ than a griffin?’ Heh, that’s dangerous thinkin’ if I ever seen it. Most noblemen think of griffins and their kin, gryphons, as majestic beasts that ya put on tabards and heraldry and whatnot. Heh, farmers, on the other hand, are scared to death of ‘em. What’re ya gonna do when a 900 kilo ball of fur, feathers, and claws lands in your field Abilities
and picks up your cow? Nothin’, that’s what. Most common folk don’t say much about griffins.
Just to avoid ‘em.
Sonic Screech
–Rodolf Kazmer
A griffin can take its turn to
let out a screech which forces
Witcher Knowledge (Witcher Training DC:14) anyone within 10m to make a
Stun save at -1.
Griffins are technical y very simple creatures. They operate a lot like a combination be-
The Witcher Pen & Paper RPG Page 61