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Version: 1.3 - Last Updated: - 3/05/2020

The Witcher TRPG


Leo’s Homebrew: Volume I - Professions

Letter From The Author: The following works are a collection of rules and homebrews that I, Leon. M. (Leothedino on
some social networks), created to include in my own games and I share these with you all for your own enjoyment and
use. I’ve had the pleasure to GM the Witcher TRPG ever since its release. Since then i’ve contributed a number of guides
and homebrews to the Reddit community, such as new professions, system rules, combat alterations and additional
projects which include the creation of the Roll20 Witcher TRPG sheet which has received a great deal of positive
feedback from the community, as well more features, functions and language support from other talented creators.

These volumes intend to provide you all with a


varied and optional set of rules to expand and
build upon the wonderful work already done
by Cody & Lisa Pondsmith at R.Talsorian, I
hope that the content within enriches your
experience. To note, I feel it is important to
state that due to the nature of this project (and
the purpose of its origin) I won’t be changing or
adapting content at request or on critique,
these works are merely concepts grown from
my own adventures, campaigns and games. If
you are interested in catching future volumes
destined for this collection, keep an eye open
on the Witcher TRPG Reddit. Thank you and I
hope you all enjoy! - Regards, Leo!

Professions
Courtesan ................................................. 3
Mercenary ................................................ 6
Scholar ..................................................... 9
Secret Agent ............................................ 11
Source ..................................................... 13
Witch ....................................................... 16
Witch Hunter .......................................... 22

Additional Hexes & Beasts


New Hexes ............................................. 24
Beasts For Skin Shifting Witches ............ 25

The written content and the collection of projects found


within are a fan made profit-free homebrew supplement
by Leon M. (Leothedino).

Using the contents of this guide is done so at your own


discretion. The Witcher TRPG, its rights and trademarks
belong to R.Talsorian and CDProjekt Red.
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Courtesan Defining Skill


“No sooner had I caught Gudrun's Influence
attention than I had sought to exploit it
completely!”
- Imke, Tidecoat Courtesan Vigor
0
" You ask any soldier out there what makes their
pulse really hammer, darling. Ask them! Girls,
darling... girls... and boys! Magical Perks
We live in an era of love, lust and just about None
everything else in-between, sweetie. Who wants to
feel lonely when a pocket full of crowns will get
you a night with any exotic beauty from here to Skills
Novigrad? I have some of the most beautiful
Business
women in my bordello, and the most handsome
men you have ever set eyes on, tastes for all Social Etiquette
occasions, flesh for every fantasy! Call them what
you want, hookers, prostitutes, tricks and talent, Streetwise
we couldn’t care a feather... we’ve heard it all.
Toss us a coin and we’ll toss you a pillow, help you
Charisma
kick off your boots and delight you with pleasures Deceit
unthought of and unfound until now, there really
is no limit to the wonder of a warm embrace or the Grooming & Style
interest from a paid set of ears to sit and listen to
all manner of your worries and wants. Persuasion
Seduction
Oh, so you fancy getting into the trade yourself,
eh? Oh darling, you’re in for the ride of your life... Resist Coercion
and quite literally, if you’re good enough at it. The
knack for making it in this business is the ability
to adapt, to suit others and inspire them. Lift them Gear (Pick 5)
up and treat them like royalty, darling. Take it
from me, you can be the highest class of courtesan Writing Kit
Influence
working for lords, ladies and all manner of Hand Mirror
gentry, or a city slum corner casual making coin A Courtesan starts each session with a
for cheap tricks, whatever your speciality sweetie, level of Influence equal to half of their Belt pouch
it’s the delivery that matters, it’s the experience of total ranks invested into this skill. Whe-
it all. Nobody is going to come back for seconds if never the Courtesan rolls a critical succ- Perfume/cologne
the first helping was bland We’re known as the ess or fumble, their Influence increases Makeup kit
wonders of the night, sweetheart... so make them or decreases by 1 (capped by their max-
love you, make them remember you and keep imum rank in this skill). Furthermore, Fisstech x3
them coming back for more!” allies who stand within a Radius of Infl-
uence around the Courtesan (equal in Journal & Lock
- Madame Rosalyn, Bordello Mistress
meters to their current level of Influ- Dice Poker Board
ence) gain a +1 toward all saves that ask
for a target to roll beneath a stat or given Gwent Deck
number using a 1d10. This includes all
Spirits OR Wine x3
standard stun, death and stat saves.

Starting Money
200 x 2d6
4

Courtesan Skill Tree


Landlord’s Friend
Settlement DC MOD
Influence
A Courtesan starts each session with a level of Influence equal to half of their total ranks
Hamlet 16 ½ invested into this skill. Whenever the Courtesan rolls a critical success or fumble, their
Town 18 x1 Influence increases or decreases by 1 (capped by their maximum rank in this skill).
Furthermore, allies who stand within a Radius of Influence around the Courtesan (equal
City 20 x2 in meters to their current level of Influence) gain a +1 toward all saves that ask for a target
Capital 22 x3
to roll beneath a stat or given number using a 1d10. This includes all standard stun, death
and stat saves.
Radius of Influence
Starting with their defining
The Companion The Socialite The Muse
skill, and used throughout the Landlord’s Friend (INT) First Impression (EMP) Stimulation (EMP)
red skill tree, a Courtesan gains
a radius around themselves A Courtesan looking for a place to Whenever they enter a gathering In response to a failed defensive
equal to their current Influen- stay and work may roll Landlord’s of people, a Courtesan may roll check made by an ally in their Ra-
ce level. This is called their Friend against a DC derived from First Impression vs the Awareness dius of Influence, and at the cost
Radius of Influence, and chan- the settlement’s size. On a success, of everybody in the room in order of 5 STA, a Courtesan may roll Sti-
ges along with their level of a Courtesan finds a free room for to dazzle and impress them. On a mulation vs a DC16. On a success,
Influence. Only allies may ever the night and earns 1d10 crowns success, a Courtesan learns who is this ally reduces the difference of
benefit from skills that use this per level of their current Influe- the most socially capable person all further defensive checks by an
radius, and as the one provi- nce, which is then multiplied by in the room, and who is not. A amount equal to the points scored
ding this aura, the Courtesan is settlement size. A Courtesan must Courtesan may add half of their over the DC (to a min. difference
unaffected by profession skills pay at least ¼ of these earnings to current Influence level as a bonus of 1). This effect is lost if the target
that aid others or grant a the landlord on leaving (or ½ if the toward their social checks made leaves the radius, lasting until the
special effect from Influence. GM has their reasoning for it). against these two, for that scene. start of the Courtesan’s next turn.

Professional Service Professional Service Familiar Faces (INT) Inspiration (EMP)


A person who spends at least one By rolling Familiar Faces against
A target who seeks a Courtesan As an action, and at the cost of 10
hour enjoying the Courtesan’s a DC set by the GM, a Courtesan
to offer them a little Professio- STA, a Courtesan may roll Inspir-
Professional Service may roll an can choose to learn rare informa-
nal Service need not assume ation against a DC 16. On a succ-
Athletics check against a DC25. On tion, a fact or rumor about a target
that this always leads to sex. If ess, allies who remain within the
a success, the target is granted a that they are imminently meeting.
they prefer, the two may share Courtesan’s Radius of Influence
number of LUCK points equal to Furthermore, if their current level
in each others social company gain a +1 for every 2 points scored
the Courtesan’s current level of of Influence is higher than the
for that hour, with the one ben- over the DC toward skill checks
Influence. Each rank gained low- target’s EMP at the time of mak-
efiting from this skill rolling (max. 5) and re-roll any natural 1’s
ers this DC by 1 (to a minimum ing this check, a Courtesan may
Charisma instead of Athletics. scored on their damage dice. This
DC of 15 at rank 10). A target choose whether they have already
effect lasts until the start of the
cannot benefit from this effect spoken to or met with this target,
Scandal Water again, until this LUCK is spent. prior to this new meeting.
Courtesan’s next turn.

Scandal Water serves as a great Private Date (EMP) Scandal Water (EMP) Invigoration (EMP)
way to socially weaken a target
As a full round action, and at the
without ever having to interact A Courtesan seeking to turn their A Courtesan who meets an ally of
cost of 15 STA, a Courtesan may
or meet with them. Due to the target into a useful friend or pow- their intended target, be it a friend
roll Invigoration against a DC 16.
fact that it’s the friends, allies erful ally may roll Private Date vs or loved one, can roll Scandal Wa-
On a success, all allies within the
and loved ones of the target this target’s Resist Coercion in or- ter vs this ally’s Resist Coercion. On
Courtesan’s Radius of Influence
who must defend against this der to convince them to spend at a success, the intended target suff-
restore 1 missing point of stamina
skill, a Courtesan is capable of least three hours together. A Cou- ers -1 to their skill checks against
for each point scored over the DC.
sending any one, or all of them, rtesan gains a number of Actions the Courtesan and their allies (to
In addition, allies who remain in
back to upset and unsettle the during this date equal to 5 + their a max. of 5). This lasts a number
this radius remove the cost and
intended target of this skill. current level of Influence. Further of days equal to the Courtesan’s
penalty suffered on extra actions
Be sure to use this details on how to setup and run current level of Influence, which
and score a critical whenever they
wisely, at any time the GM may this encounter may be found on begins its countdown after using
roll a 9+ on a skill, lasting until the
choose to make this skill hard- the following page. this skill for the first time.
start of the Courtesan’s next turn.
er to use, especially if the target
goes underground or chooses
to isolate themselves socially.
5

Private Date
A Private Date between a Courtesan and their target runs in similar fashion to Verbal Combat. Instead of both targets each taking a turn
to make social attacks against one another, only the Courtesan does and deals the listed actions damage on a success, or suffers it upon
a failure. The number of actions a Courtesan can make is equal to 5 + their current level of Influence and the date is over when these are
spent. If the Courtesan reduces their target’s Resolve to zero before they run out of actions, this target is considered a close friend to the
Courtesan and will offer either a general level of assistance or must perform one very specific favour without question. If the date fails,
the target is unaffected and the Courtesan cannot try Private Date on them again for a number of days equal to their EMPx3.

Action Name Skill DMG Action Effect


Charisma vs 1d6+ By taking part in light conversation, the Courtesan can earn their targets trust. This is the standard
Light Discussion Influence method of dealing basic Resolve damage.
Resist Coercion
Intellectual Education vs 1d6/2d6+ Should a Courtesan succeed with this social action on a target that has 8 or more points in INT,
Conversation Resist Coercion Influence the dice used to calculate the Resolve damage is increased from 1d6 to 2d6.

H. Perception Double By spending an action to actively listen to their target, the Courtesan may double all
Actively Listen DMG Buff and any Resolve damage dealt on their next action.
vs Charisma
Seduction vs When the Courtesan chooses to use this action and succeeds, they deal an amount of Resolve
Flirtation Influence
damage equal to their Influence, and their next action (different than this) gains a bonus of +3.
Resist Coercion
Performance vs A Courtesan that succeeds with a performance to win over their target deals an amount of Resolve
Entertainment Influence+3
damage equal to their Influence + 3, plus 3 more again each time this succeeds after the first.
EMPx3
Charisma vs 1d10+ A Courtesan may choose to let loose and be wild. As well as doing a good amount of Resolve
Drink & Let Loose Influence damage, the Courtesan must also roll for a Random Event below.
Resist Coercion
Gambling vs 1d10+ By taking an action to play a game, a Courtesan can deal a good amount of Resolve damage
Play A Game Influence and heal their own Resolve for the same value in return. This is reversed, if the target wins.
Gambling
Deceit vs A Courtesan who succeeds with this action deals an amount of Resolve damage equal to their
Feign Interest Influence
Influence, and lowers the targets defences by -1 for the rest of the date.
H. Perception

Random Events
Instead of making one of the social skills above, the Courtesan can choose to spend an action to roll on the Random Events tables,
instead. Roll a 1d10, on an even number experience a fortunate event and on an odd number, roll for a misfortunate one.

Roll Fortunate Event Roll Misfortunate Event


Somebody compliments either your target or yourself, it lifts the A piece of furniture broke or one of you fell, causing
1 spirits and lightens the mood. You restore 10 Resolve. 1 embarrassment or injury. You lose 10 Resolve.

You made each other laugh! Your next action against your Either you or your target said something that left you both
2 target gains a +3 roll bonus. 2 sitting in awkward silence together. Lose 1 action.

The two of you really connect, it feels like time is slowing down You were both heckled by others, your target grew angry or
3 and yet you are both conversing so much! Gain 1 action. 3 uncomfortable. Suffer a -3 to your next action.

Your target finds themselves relaxing into your company, One of you insulted the other, either by choice or accident.
4 double the next Resolve damage you deal from an action. 4 You lose 5 resolve points.

A bard played your favourite song! You gain a +3, +2 and then Somebody else attacked or insulted you during your date.
5 a +1 bonus to your next three actions, in that order. 5 You lose 2 actions trying to deal with the inconvenience.

One of your passing comments really dazzled your target and Whether you ate something bad or drank a little too much,
6 impressed them. You restore 5 Resolve. 6 you now suffer the nausea effect for the rest of the date.

The date is going so well that your target asks if you can stay Either from drink, an accident or worse, something was spilt on,
7 for a little longer, they buy the drinks this time! Gain 2 actions. 7 burnt or stained you or your target. Suffer -5 to your next action.

Your target cannot take their eyes off of you, they begin to For some unexpected reason the location of your date was
8 suffer 3 Resolve damage per action for the rest of the date. 8 closed. Your target gains +3 to their next defence.

Your date brought you a gift. The GM may choose anything that Either one of you turned up late or got distracted by somebody
9 they deem gift-worthy to be bestowed upon the Courtesan. 9 else. Your target gains +2 to all defensive checks during this date.

Your target confesses to liking you more than they had originally Either due to a lack of interest or unforeseen circumstances, your
10 expected to. The date is an automatic success. 10 target chooses to leave. The date is an automatic failure.
6

Defining Skill
Mercenary
Cover The Costs “I'm a mercenary, not a monk, I work
for anyone willing to pay for non-
Vigor human heads.”

0 - Rayla of Lyria, Mercenary


"Never say mercenaries are simple folk. Sure, you
Magical Perks get your fair share of mindless fools, but the same
can be said for any village idiot. Weathered and
None worn, the really good ones grow to be formidable
survivors, experienced professionals with more
battle scars and war stories than you could ever
Skills be fit to believe.
Any 4 Combat Skills
Mercenaries are a common sight these days,
Business though, let it be known that it takes a lot to make
it in the business and most go off to form their own
Wilderness Survival companies, standing with brothers and sisters,
Dodge/Escape reliable sorts they've battled side by side with in
former wars and skirmishes. But that's not
Physique always enough. No, ya need a reputation, ya need
word of yer deeds to spread. Even as a simple
Courage trader, i'd never hire any old tom, dick or harry
Resist Coercion just because he could swing a sword. It's the one
that looks me in the eye, the one with fire for it,
with cuts on their knuckles and a scar over on
their brow, it’s the mouthy bastards that get my
Gear (Pick 5) attention, too Hey! Call it a preference, why don’t
Gleddyf you!
Battle Axe Sure, they're hardy folk, but the good ones are
Throwing Axe x3 shrewd, sly and smart. At Brenna, mercs' were
Cover The Costs (INT) everywhere, wearing colours for both sides,
Brigandine fighting old friends on the front lines and behind
After agreeing to provide their services, them, but in the end who do ya think really won
Armoured Trousers a Mercenary may roll Cover The Costs those wars, eh? The nobles, dukes and kings? Nah,
against their employers Resist Coercion. it were the mercenaries! Being a mercenary is all
Chain Coif If successful the Mercenary convinces about the money, it'll either kill ya or make ya
Crossbow & 20 Bolts their employer of their personal need to dirt rich! Take it from me, i've seen more than
source fresh equipment and supplies for enough sell-swords who piss in golder’ pots than
Steel Buckler the task ahead, gaining an allowance of court knights. The thing is, most don't know when
money equal to the total result rolled in to stop, so it's a rare sight indeed to see them retire
Satchel addition to any other fees agreed upon. and enjoy their old age."
Large Tent For every 3 points rolled over this DC,
the Mercenary gains 5 more coins. If an - Bronn, Dwarvish Blacksmith
employer is unable to Cover The Costs,
the GM may have them provide services
equal to or greater than the value of the
Starting Money money owed.
150 x 2d6
7

Mercenary Skill Tree


Feat Of Expertise
Cover The Costs (INT) Feat Name STA
After agreeing to provide their services, a Mercenary may roll Cover The Costs against
their employers Resist Coercion. If successful the Mercenary convinces their employer of Delayed (Small Blades Only)
All damage and effects
their personal need to source fresh equipment and supplies for the task ahead, gaining an dealt from this strike 3
allowance of money equal to the total result rolled in addition to any other fees agreed trigger 2d6 rounds later.
upon. For every 3 points rolled over this DC, the Mercenary gains 5 more coins. If an Pressure Point
employer is unable to Cover The Costs, the GM may have them provide services equal to The target staggers in
or greater than the value of the money owed. agony until healed.
Attempts to track them 3
gain +1 per location hit
(repeat locations do not
The Professional The Veteran The Specialist stack).
Traumatise
Risk Appraisal (INT) By Land Or Sea (REF) Weapon Of Choice The damage dealt from
A Mercenary swiftly learns how to
this attack is split evenly 5
A Mercenary who visits a staging With at least one rank in this skill, between the target's HP
travel best By Land Or Sea and & STA.
ground or area designated for a Mercenary chooses one of their
may roll this skill in place of any
conflict, prior to it happening, weapons to become their Weapon Pinning (DEX Only)
Sailing or Ride checks. At rank 5,
may choose to roll Risk Appraisal of Choice. This chosen weapon The target is knocked
boats or beasts at the Mercenary's
against a DC set by the GM. gains a +1 to its reliability and prone & rooted to the
control now move 2 SPD faster. At floor. DC18 to break free,
Success allows a Mercenary to damage dealt for every two ranks 5
rank 8, any time the Mercenary increasing by +1 for each
spend an hour learning all there is gained in this skill. A Mercenary
must roll on the control loss table, location pinned past the
to know about the terrain, any only loses their connection to
they roll twice and take the better first (repeat locations do
possible advantages, dangers or their Weapon of Choice (or may not stack).
result. At rank 10, the Mercenary
environmental threats potentially replace it) when it is lost, sold,
no longer suffers negative mount
posed by the location. broken or deconstructed. Knockback
or vehicle control modifiers. The target is forced
Faction Neutrality (EMP) Soldier On (BODY) Feat Of Expertise (REF/DEX)
backwards a number of 6
meters equal to the
Mercenary's BODY/3.
When faced with an influential As an action, the Mercenary may When wielding their Weapon of
figure, vendor or service provider roll Soldier On against a difficult Choice, and at the start of their Sunder
who tolerates, fears or hates the wound or lower. Once per fight, turn, a Mercenary may mark a The piece of armor this
Mercenary, Faction Neutrality using the same DC as if healing it, target and roll Feat Of Expertise strike hits becomes
sundered and loses a 6
may be rolled against this targets the mercenary can temporarily against their opponent's DEXx3.
quarter of its current SP
Resist Coercion. Success increases shift that wound to 'treated' for a If successful, a Mercenary may
value.
the Mercenary's social standing number of minutes equal to the then combine a feat to any strike
with that target (or area, if they Mercenary's ranks x10 in this made during that turn at the listed Nerve Damage
are important enough) by a level skill. Furthermore, the Mercenary STA cost. Using a feat must be A strike that lowers the
for a number of weeks equal to also gains +1 to their maximum declared before rolling the attack. targets REF or DEX by 1
their ranks in this skill. A success stamina pool for every rank they At rank 10 the Mercenary may per location hit (the stat
is chosen before the
of 7+ increases this by two levels. have in this skill. pick another Weapon Of Choice. attack is made and repeat 8
locations do not stack).
Free Company School Of Hard Knocks Combat Clarity (WILL) These penalties are consi-
dered complex wounds
Every two ranks a Mercenary has in regards to healing.
With at least 1 rank in this skill a
in School Of Hard Knocks delays A number of times per game
Mercenary becomes the captain
the onset of damage taken from session equal to their WILL, a
of their very own Free Company,
poison and bleed effects by one Mercenary that fumbles an attack
gaining a number of perks to help
round, as well as a +1 increase to or defence with their Weapon Of
Faction Neutrality
them manage their followers and
their DC10 defence from being Choice may enter a state of pure Mercenaries who fail to remain
a selection of roles that can be
made helpless or from suffering Combat Clarity, reducing this professional by getting caught
assigned to player characters and
the stunned effect. A Mercenary fumble by 1 for every point scored causing trouble or offence to
NPCs to help shape and define
attempting to stop bleed or poison over a DC 15 (to a minimum of 0). the target of this roll lose any
their contribution to the cause.
effects before they have taken any At rank 10 the Mercenary may beneficial effects granted from
Further information on this skill
damage from either effect, make pick a third Weapon Of Choice. this skill.
may be found on the next page.
these recovery skill checks at a -3.
8

Free Company
The Mercenary becomes the captain of their very own Free Company and may manage it as they see fit. A Free
Company can serve as a useful source of income if contracted out to important nobles and influential figures, or serve
as the captains own personal fighting force at the cost of sustaining it. Each rank gained in this skill opens up a new
perk or role available to the Mercenary. Note that a role can only be given to one member or recruit at a time.

Perks (Odd Ranks) Roles (Even Ranks)


Rank 1 - COMPANY ROSTER: With one rank in this skill, Rank 2 - COURIER: A player assigned the role of Courier
the Mercenary becomes the Captain of their own Free gains a circumstantial +2 to Awareness and Persuasion checks
Company. For every rank gained thereafter, the Mercenary made when delivering a letter, package or information on the
may initiate one player character into becoming a member or Free Company's behalf. If a recruit is hired to fill this role, they
hire an NPC to become a recruit. Player characters may freely gain a base 15 in Awareness and Persuasion and come with their
negotiate their terms for working with the Mercenary, but own riding horse.
recruits must be paid a minimum of 20 crowns weekly and use
the Bandit stats provided in the core rulebook. Not paying a Rank 4 - TRACKER: A player assigned the role of Tracker
recruit, or asking too much of them, will risk that NPC’s gains +2 to Trap Crafting and Wilderness Survival checks made
disloyalty. The Mercenary may spend 40 crowns a week to hire when actively trapping or tracking targets on the Free
special recruits that offer better skills (see ‘roles’ for details). Company's behalf. If a recruit is hired to fill this role, they gain
a base 15 in Wilderness Survival and come with a dog capable of
Rank 3 - UNIFORMS: At the cost of 100 crowns per person, tracking by scent.
members and recruits can choose to represent their Free
Company by having a special tabard or outfit made to fit. When Rank 6 - BATTLE PHYSICIAN: A player assigned the role
a Mercenary rolls Faction Neutrality, the outcome of that roll of Battle Physician gains a +2 to all First Aid checks and is
also affects any members or recruits wearing this uniform. allowed to treat one wound per day as if they were using the
Healing Hands profession skill (providing they own a surgeons
Rank 5 - REDUCED RATES: Mercenaries provide regular kit). If a recruit is hired to fill this role, they gain a base 15 in
business opportunities for local folk. Repair fees, room and First Aid, may also treat one wound per day and come with their
accommodation, sea fares, horse rentals and travel expen- own Surgeon's Kit.
ditures (such as road taxes and bridge tolls) cost only half their
standard amount if the provider of the service considers the Rank 8 - QUARTERMASTER: A player assigned the role
Free Company as ‘equal’. Certain limited shops, services and of Quartermaster gains a +2 when making a Crafting check to
brothels may also benefit from this perk at the GM’s discretion. repair broken or damaged items in use by a member or recruit
of the Free Company (provided they have the tools). If a recruit
Rank 7 - MILITARY CAMP: By setting up a carefully is hired to fill this role, they gain a base 15 in Crafting, come
guarded camp with at least two large tents and a campfire, equipped with a Tinkers Forge and a set of Crafter's Tools. Once
sentries on active watch gain half of the Mercenary's ranks in a Quartermaster is present, NPC recruits may change out their
Free Company toward their Awareness checks. Furthermore, Swordsmanship for a different weapon skill of the same rank
this camp is considered equipped and comfortable enough to and their Iron Long Sword for another weapon with the same
pursue training, studies or tuition as a downtime activity. availability of ‘everywhere’. This can be done once per recruit.

Rank 9 - CONTRACTING: A mercenary may now Rank 10 - LIEUTENANT: A player assigned the role of
outsource their Free Company recruits to an employer or Lieutenant gains a +2 to Business and Leadership when making
person of importance for guard duty, escort detail or to bolster checks to manage and organise the Free Company or when
their military forces. Doing so either earns the company a contracting recruits in service to interested parties. If a recruit
stipend of additional weekly income or provides benefits as is hired to fill this role, they gain a +1 to all of their skills, 10
decided by the GM. The Mercenary may roll Risk Appraisal to additional HP and STA, a base 15 in Business and Leadership and
learn the contracts odds of success and/or Business to can fully manage the company in the captains stead providing
negotiate payment. NPC Recruits can be lost to this activity. weekly income and contract opportunities.
9

Scholar Defining Skill


“Verily, great self-righteousness and Higher Education
great blindness are needed to call the
gore pouring from the scaffold
justice.” Vigor
- Vysogota of Corvo, Scholar 0
"The world is not built on fate, luck or mere
chance alone, its structure has been carefully Magical Perks
wrought by architects of science, mathematic
practitioners and wizards of the spoken word. None
Civilisation has risen from oceans of simple
thought, a sea once abated by senseless faiths and
unbrilliant minds. It has been birthed by those Skills
who turn nothing into numbers, and numbers Deduction
into tools for tending the land and to build bridges
over rivers, stacking castles from mud and sand. Language (Choose 2)

For centuries the learned and wise have sought to Monster Lore
understand the nature of ‘why’, to answer Tactics
questions of the cosmos and of the stars, to know
our world, to look upon the heavens and to stare Teaching
back at ourselves through the eyes of the divine.
Whether one is trained at the Imperial Academy Fine Arts
in Nilfgaard or at the world famous University of Persuasion
Oxenfurt, ambition is still shared amongst every
scholar alive, be they male, female, young or old, Alchemy OR Crafting
the hunger for knowledge is never sated!
Resist Coercion
Scholar’s from far and wide gather to show off
their machinations, their alchemy, experience
and their art. Where one man can build a Gear (Pick 5)
divination machine, the other sculpts a flawless
Writing Kit
rose from a slab of perfect marble and, since time Higher Education (INT)
immemorial, the governing councils of both the Alchemy Set
north and south have sought to harness such Scholars stand at the forefront of
accolades, to profit and grow from these mighty academic achievement and ponder over Crafting Tools
strides of learning. Archived, accounted for and literature, the arts and all manner of
science. At character creation, a Scholar Lantern
poured over within the great libraries of our time
are the works of bygone polymaths that ascended chooses from three of the following Dagger
and soared into the annuals of history, famed for subjects; Academia (science, mathematics
their inventions and academic revelations that & literature), Religion (studies of faith), Crossbow & 10 Bolts
would change the fate of humankind forever.” Engineering (design, crafting & building),
History (studies of past events) or Society Journal & Lock
(cultures, peoples & lineages). Whenever a Portable Telescope
- Vizeem of Othenbran, Alchemist & Philosopher
Scholar is tasked to make an Education
check they roll Higher Education in its Gwent Deck
place, adding +3 to any checks that
Pipe & Tobacco
regard their chosen subjects.

Starting Money
180 x 2d6
10

Scholar Skill Tree


Arcane Archeology
Places
of Affiliated Skills
Higher Education (INT)
Power Scholars stand at the forefront of academic achievement and ponder over literature, the
Mixed Intelligence arts and all manner of science. At character creation, a Scholar chooses from three of the
Earth Reflex & Dexterity
following subjects; Academia (science, mathematics & literature), Religion (studies of faith),
Engineering (design, crafting & building), History (studies of past events) or Society (cultures,
Air Empathy peoples & lineages). Whenever a Scholar is tasked to make an Education check they roll
Fire Craft Higher Education in its place, adding +3 to any checks that regard their chosen subjects.
Water Will

Archaeological dig sites offer an


excellent opportunity for a GM to
The Author The Academic The Occultist
include 1d6 random possessions, a
weapon, piece of gear or equipment Published Dissertation (INT) Autodidacticism Arcane Archeology
for a Scholar to discover. Such sites
do not always have to be a Place Of A Scholar can spend one week to Disciplined in the art of self study, A Scholar can unearth historical
Power and could be a ruin, tomb or create a Published Dissertation and capable of learning without a texts and forgotten lore left upon,
any other old and abandoned place. on any standard skill that they mentor, a Scholar applies half of or buried around, ancient sites of
possess at a DC equal to the ranks their ranks in Autodidacticism to interest. As such, Places of Power
Runewright in that skill x3. This book is worth
50 crowns per rank, useable by
the ‘Study & Practice’ (page. 58)
self-learning cap of 2 (to a max of
now offer a number of I.P. equal
to the Scholar’s ranks in Arcane
tutors (excluding the author) to 7 at rank 10). Furthermore, at rank Archeology, to be spent on the
provide a bonus, equal to half of 5 the Scholar’s Autodidacticism PoP’s affiliated skills. Such studies
Rune Material DC the book’s ranks, toward Teaching doubles the amount of I.P. that are dangerous and, as with magic
Stribog, Glowing Ore checks made on the same topic for they gain from this daily activity. users, Scholars must also make an
Zoria (x1) 16 as long as the student has less At rank 10, the Scholar may study Endurance roll for each additional
ranks in that skill than their book. two different skills at once. study of the site, after the first.
Devanna,
Morana, Critically Acclaimed Applied Trigonometry (INT) Astrological Reading (INT)
Perun, Gemstone (x1) 18
Svarog, A Scholar may add half of their By making calculations, and at the Once per session, a Scholar can
Triglav ranks from Critically Acclaimed cost of their movement, a Scholar gaze off into the heavens with the
Chemobog, toward any EMP based social skill can roll Applied Trigonometry vs aid of their telescope and grant
Infused Dust checks made vs people that have a target’s DEXx3. For each point themselves an Astrological Read-
Dazhbog,
(x1) 20
Veles read and approve of the Scholar’s scored over the DC (max of 6), the ing at a DC 16 (+2 to the DC for
prior publications & professional medium, long and extreme range each additional target). Success
works. Furthermore, for every 3rd penalties suffered to attacks made allows those affected to restore a
Glyph Material DC Published Dissertation (rank 8 or against this target are reduced by point of LUCK any time they roll
Air, Earth, higher) to be sold or academically 1. This effect can be granted to an a critical success of 5 or more on a
Lunar Shard acknowledged, the Scholar gains a ally adjacent to the Scholar, but is standard skill check. These points
Fire &
(x1) 18
Water +1 toward their reputation as a lost once either target repositions earned cannot exceed the target’s
world renowned author. or takes a movement action. maximum LUCK statistic.
Golem Heart
Magic
(x1) 20
Bestiary: Second Edition (INT) Trivialise Science (INT) Runewright (CRA)
Once per combat encounter, and A Scholar has learnt how to shake A Scholar learned in this craft can
Building A Telescope before battle starts, a Scholar can off many elemental and magical scribe powerful runes and glyphs
make a Bestiary: Second Edition effects by rolling Trivialise Scien- directly onto equipment with avai-
Few tools are more iconic than a roll against the Monster Lore DC of ce vs attempts to freeze, poison or lable enhancement slots by rolling
Scholar’s trusted telescope, a a beast or monster in visual range. set them on fire, lowering the per- Runewright against the relevant
device used to scan the heavens Success allows the Scholar to rea- centage by an amount equal to the DC listed in the sidebar. In add-
for scientific truths and to seek
llocate 1 point, per 3 points rolled rolled result x2. Their own chance ition to the listed material needed,
answers from the cosmos.
over the DC, between the target’s to apply these effects are increas- the crafting of each rune or glyph
REF, DEX, BODY, SPD and WILL ed by 5% and the Scholar may add also requires five units of Fifth
Built to stand firmly on a tripod, stats. This changes all instances of 1 point to Resist Magic for every 2 Essence. This process requires a
or to be packed up and travelled the same creature and lasts until ranks in this skill (the latter effect set of Crafting Tools and 6 hours of
with, a telescope (weight: 4) can the end of the encounter. may exceed the 10 rank limit). labour time to complete.
swivel in all directions and upon
any axis. When viewed through,
the telescope can magnify and
focus upon distant objects with Name Craft DC Time Components Investment Cost
impressive clarity, granting +4
to visual Awareness checks. Portable Telescope 15 2 Hours Timber(x3), Glass (x5), Steel (x2), Wax (x1), 150 300
11

Secret Agent Defining Skill


“Both the bastard guards and the arse- Cover Story
loving thieves need me. That’s real art,
Witcher. I have deals with everyone
and that makes me untouchable.” Vigor
0
- Thaler, Tamerian Intelligence
"You ever wondered why that king knew enough Magical Perks
to raid the cartels who were dwelling down in the
sewers, why some do well at the very moment the None
other does not or if you were ever curious to know
why that pretty bar maid used to talk to you so
sweetly before she, and that important thing you Skills
were guarding, went missing? The answer to these Stealth
is usually simple, they were spies.
Sleight Of Hand
Operatives, intelligence officers, spies and secret
agents, call them what you like... they’re all the Deceit
same in theory. These men and women range from Human Perception
an ear pressed against a closed door to secret
meeting... right up to the git sat in that very room Disguise
with you, pretending to be your friend. All of them
have a mission, whether they serve some greater Forgery
purpose or just a big old coin pouch. More times
Pick 4 skills from the
than not they keep their goals close to heart, never
show their game hand and will do everything in
profession that
their power to get success. They are dangerous! corresponds with the
Secret Agent’s choice
When it comes to Secret Agents, it’s rare to find one for ‘Cover Story’
still alive that isn’t well trained. Anybody that
considers themselves a professional in light of one
of these bastards is merely an amateur in com- Gear
parison. I’ve heard a tale or two about what the Cover Story (ANY) Pick 4 items from the
Nilfgaardian’s and Redanian’s put their agents profession gear list
through before they’re field ready, and take it Secret Agents spend years perfecting a
corresponding to the
from me, you’d not believe half the training that solid Cover Story, as only a good lie is a
Secret Agent’s choice
goes into being one of them. Think your best mate convincing one. Not only can a Secret
for ‘Cover Story’
is actually a soldier? Probably a spy! That doctor Agent stand confidently beside this ruse,
down the street, years of practice behind her? A but they can also back it up with proof
spy! Heck, even the local baker could be sneaking of their training, too. At character crea- Starting Money
secrets back to some noble lord or king, hidden in tion, a Secret Agent may pick one defin-
a loaf of bread! You can never be too careful, best ing skill from any other profession to Same as the profession
do as I say... Eh? Don’t trust anybody, don’t speak function as their own (with the excep- corresponding to the
to anybody and don’t go anywhere with just tion of unique or rare skills such as Secret Agent’s choice
anybody... especially that bloody baker!“ Magical/Witcher Training) and wield it for ‘Cover Story’
to the same level of competency as the
- Cintra’s Mistress, Criminal Leader profession that it belongs to. In addition
to this, this choice affects the Secret
Agent’s starting skills, gear and money.
12

Secret Agent Skill Tree


Elite Training
Training Rank
Cover Story (ANY)
Attempts to track the Secret Agents spend years perfecting a solid Cover Story, as only a good lie is a convincing
1
Secret Agent suffer a -3. one. Not only can a Secret Agent stand confidently beside this ruse, but they can also back
Pick locks without tools. 2 it up with proof of their training, too. At character creation, a Secret Agent may pick one
Can last twice as long
defining skill from any other profession to function as their own (with the exception of
without correct clothing 3 unique or rare skills such as Magical/Witcher Training) and wield it to the same level of
in extreme temperature. competency as the profession that it belongs to. In addition to this, this choice affects the
Can last twice as long Secret Agent’s starting skills, gear and money.
without food and water. 4
Gain a full rest on only 4
hours of sleep without
set backs or penalties.
5 The Infiltrator The Operative The Silencer
Can now ignore up to -2
6 Imitation Game (EMP) Elite Training Le Voisin Mortel
Weapon Accuracy
After spending two days to obser- Trained in the lethality of poisons
Gain +3 vs interrogation Spies and agents learn a vast array
7 ve a person of similar gender and and how to get the very best out of
& magical persuasion. of skills and techniques that allow
build to their own, a Secret Agent their potential, every rank a Secret
them to excel, to survive in the
No longer suffer more may choose to adopt their speech, Agent has invested in Le Voisin
field and to endure the harshest
than a -2 penalty to a 8 behaviour and writing by rolling Mortal adds +1 to the DC for any
STUN save at one time. conditions. Every rank invested
Imitation Game vs their EMPx3. Endurance check to resist or recov-
into Elite Training allows a Secret
Halve falling damage. 9 If successful, the Spymaster rolls er from a poison administered by
Agent to recall more of their train-
twice on Deceit, Forgery or Disguise their own hand. With at least one
Halve penalties suffered ing, to tap into these skills and tec-
10 checks made to imitate this target, rank in this skill, the Secret Agent
from complete darkness. hniques and to apply them to their
taking the best result. At the GM’s may also choose, on application,
own adventures, whenever such a
discretion, this bonus may be lost whether a poison deals its damage
situation might call for it.
Contingency Plan on people who know the target. to a targets health or stamina.

Tool In The Works (EMP) Quick Thinking (INT) Coup De Grace (REF/DEX)
Preparation Time DC When an ally or friend of theirs, in A Secret Agent may interrupt any Against a target who is stunned or
A minute ago I would have... 16 audible & visual range, rolls a skill event unfolding quickly during a eligible to be ambushed, a Secret
check, a Secret Agent may attempt scene by rolling Quick Thinking Agent with a piercing or slashing
An hour ago I would have... 20 to sabotage them by rolling Tool against a DC set by the GM. On a weapon may spend one action to
In The Works against a DC equal success, a Secret Agent may make roll Coup De Grace at -3. If succe-
One day ago I would have... 24 to their result. On a success, the one single INT based check when ssful, the Secret Agent slits/punc-
target subtracts a total from their others would usually not have the tures the target’s throat with a
A week ago I would have... 28 own result equal to the difference time or reflexes required to do so. 100% bleed chance, ignores all and
between the two rolls. If this skill Furthermore, a Secret Agent adds any armor, deals 3x the weapon’s
When a Secret Agent rolls Con- fumbles by 6+, the target can roll half of their Quick Thinking ranks damage and verbally mutes the
tingency Plan they apply their under their EMP to try and detect toward their initiative rolls made target for 2d6 rounds. This skill is
result against the table above, this attempt to sabotage them. at the start of combat. affected by weapon accuracy.
choosing from any of the prep-
aration times that they qualify Deep Cover (ANY) Contingency Plan (INT) En Garde (INT)
for and must keep within the
boundaries of reality, allies and Once per session the Secret Agent When surrounded and forced to
Deep Cover grants a Secret Agent
resources. may reveal a Contingency Plan fight, a Secret Agent can even the
any one profession skill from the
declaring, retroactively, that they odds at the cost of their movement
profession associated with their
Examples defining skill choice. Additionally,
'set something up' prior to the action and roll En Garde vs the
current scene or encounter. Roll- DEXx3 of all targets in melee
the Secret Agent may add half of
"A minute ago I would have unlocked ing Contingency Plan has strict range of them. Targets affected no
that window to ensure our escape." their ranks from Deep Cover to
limitations and the GM maintains longer apply their ‘ganging up’
any Deceit checks made to support
full discretion to allow or ask the penalty and the Secret Agent gains
"An hour ago I would have left the relic their cover or to avoid detection
Secret Agent to revise their plan. a +1 to their own attacks equal to
with our friend, it's not in my bag.” via Human Perception and Deduc-
This skill cannot be used to alter half of the targets affected by this
tion checks or against any other
"One day ago I would have scouted out time or undo/change events that skill. En Garde lasts until the start
method of investigation.
this part of the city for signs of trouble." have already passed. of the Secret Agent’s next turn.

"A week ago I would have paid two


mercenaries to arrive here on this day,
to help us fight the werewolf."
13

Defining Skill
Self Control
Source
“You think this burden easy to bear?
Vigor Like you, I tried to hide my otherness.
To use my powers to redeem my sin.
10 Only a grand plan pursued without
hesitation could save humanity from
what I saw in my visions.”
Skills
Awareness - Jacques de Aldersberg, Source
Wilderness Survival “In my time I have only ever really come to know
Choose 1 Weapon Skill one Source. His name was Robert, his past was
full of obscurity and trouble and his lack of
Charisma control was destined to be the very end of him, at
least, it was until I intervened. That young man
Deceit had talents. Able to see things moments before
Persuasion they happened and he could even cast spells in
such form that made master magicians sick with
Hex Weaving jealousy. Couldn't name a single spell though, nor
was he any good at soaking in the theory of the
Spell Casting craft, either. But he didn't need to.
Ritual Crafting
The fundamentals of a Source? They are power
Resist Magic incarnate, they are the enriched embodiment of
magic here in our world and one truly is a gifted
individual. A Source is capable of reading energy
Gear (Pick 4) and are known to have an affinity for picking up
and learning skills, crafts and trades at a genius
Alchemy Set level of competency and understanding. Rumour
has it that there are some Sources so powerful that
Aedirnian Gambeson
they can change time and space at will, whilst
Padded Trousers Self Control (WILL) others, those deemed 'lesser', can still level a town
with a single thought or by losing control over the
Secret Pocket Risk surrounds any Source that taps into chaos. The latter, however, is why we Mages have
their raw magical potential, for anything sought to track down any and all that we know of,
Satchel is possible and all manner of chaos may attempting to bring them into the fold. I admit,
be unleashed. Whenever a Source attem- once upon a time a number of my kind would
1 Common Weapon
pts to use magic they must make a Self kidnap and abduct these poor souls, but as of late
Writing Kit Control check equal to or greater than we prefer a more gentle approach. After all, a
the result of their original Spell Casting, Source who comes on their own accord poses far
Journal Hex Weaving or Ritual Crafting roll. Fail- less of a risk... nobody deserves to be disintegrate
ing this and the Source must roll on the during a fit of pure magical rage now, do they."
500 Crowns of Components
Chaos Unleashed Table, a fumble of 6+
and the Source rolls twice. In addition, - Ebuelus le Tellier, Mage &
Self Control increases the Source's vigor Former College Mentor
Starting Money by +1 for every rank gained in this skill.
100 x 2d6

Magical Perks
A Source cannot learn magic as a mage would, instead they manifest their power into their Spells, Rituals and Hexes naturally.
Once per day a Source may enter a trance for one hour to select any four Novice Spells, Signs, Low Danger Hexes or Rituals from
those available. A Ritual still requires its listed components to prepare and a Source cannot share or teach others their magic.
14

Eldritch Storm Source Skill Tree


Storm’s Form
Light & Dark (Repeatable)
Change the light level
Cost

3
Self Control (WILL)
within the storm by 1. Risk surrounds any Source that taps into their raw magical potential, for anything is
possible and all manner of chaos may be unleashed. Whenever a Source attempts to use
Leyline Tremors
All targets within the 5 magic they must make a Self Control check equal to or greater than the result of their
storm halve their speed. original Spell Casting, Hex Weaving or Ritual Crafting roll. Failing this and the Source must
Wax & Wane (Repeatable) roll on the Chaos Unleashed Table, a fumble of 6+ and the Source rolls twice. In addition,
Reduce or increase the 6 Self Control increases the Source's vigor by +1 for every rank gained in this skill.
storm radius by 2m.
Time Compression
All targets within the
storm lose access to their 9 The Chosen One The Oracle The Prodigy
extra action/2nd plus RoF.
Mage Bane Trinket Omens Everywhere (EMP) Gifted Genius
Time Dilation
Magical & physical A Source keeps on their person a Whenever the Source believes that Marked with more than just pure
projectiles fired into the mundane and worthless looking something they have just touched, arcane brilliance, the Source is a
storm drop to a speed of 10 Mage Bane Trinket made from heard, seen or smelled may be an Gifted Genius and may choose
4m per round and a DC10 the smallest trace of dimeritium. omen foreshadowing something, any one standard skill to improve.
to defend against. By spending an action to equip the Source may roll Omens Every- Whenever the Source rolls this
Anti-Magic Static this piece of jewellery, a Source where at a DC set by the GM. If skill they may add half of their
Magic cast or currently in may reduce their spell, hex and their suspicions are found true, ranks in Gifted Genius. A double-
effect is nullified whilst ritual skills by a number of levels success against this DC simply cost skill only gains a quarter of
within the storm. This 10 equal to or less than half of their manifests within the Source as a these ranks as a bonus. This
includes runes, glyphs or ranks invested into Mage Bane sense of raw feeling and instinct, choice cannot be undone and pro-
persistent magical effects. Trinket, increasing Self Control indicating only that something fession skills cannot be chosen to
Storm’s Ferocity (Pick 1) by that same amount in return. good or bad may yet come to pass. benefit from this skill.

No Ferocity 0 Echo Of The Spheres (WILL) Aura Reading (EMP) Fire Starter
Frigid Wind (Air) By rolling Aura Reading against a Over time a Source becomes more
Targets attempting to Immediately after casting a spell
Resist Magic check from one target familiar with the wild and chaotic
enter the storm must 4 with a duration that must be roll-
that the Source can see, details can nature of magic. For every point a
dodge or be thrown 1d6 ed for, a Source may invoke Echo
be revealed about their current Source has in Fire Starter, their
meters & frozen. of the Spheres against a DC16.
emotional state. As an action, Vigor threshold increases by +1.
For every 2 points scored over this
Arcane Strikes (Magic) once per target per day, a Source In addition, at rank 5, and then
DC, the duration of that spell just
Targets inside the storm learns the best approach to use again at rank 10, the Source can
must dodge or take 1d10 7 cast is increased by 1. This effect
against them in that moment, pick and learn one novice level
damage directly to the only stacks with the original spells
gaining a +5 modifier to one social fire spell of their choice, perman-
torso (ignoring armor). duration and cannot be applied to
skill check or verbal attack that ently, without having to prepare
magic previously cast or currently
Scalding Heat (Fire) matches this target's vulnerability. or count it toward their limit of
in effect from another casting.
Targets inside the storm This bonus can be given to an ally. known novice level magic.
take 2d6 damage to all 10
locations & have a 75% Vorpal Dash (WILL) Prophecy (WILL) Eldritch Storm (WILL)
chance to be set on fire.
At the cost of 5 STA, the Source At the beginning of a session, the By unleashing the full force of
The DC against Frigid Wind &
Arcane Strikes is equal to the
may roll Vorpal Dash as an action Source rolls Prophecy three times their power, a Source may roll
Eldritch Storm's rolled result. to teleport up to half their SPD in in secret. Before a skill check or Eldritch Storm to create a 5m
a straight line. Targets on the path contest of skill is made, they may radial vortex at their location. This
that fail to Reposition or Dodge declare a Prophecy and expend spell effect costs 8 STA and a full
suffer 1d10 damage to the torso one of these results to become the round action, per turn, to cast and
Vorpal Dash (bypassing armor). This skill may
be used in place of Reposition and,
outcome for either the instigator
or defender. Using this skill on an
actively maintain. The Source
spends the result of their roll on
Vorpal Dash phases the Source when used as a defensive action, unwilling target requires the Sou- the table to design the full form
through physical objects, walls does not deal damage. If fumbled, rce to roll Prophecy first against and ferocity of their storm. When
and creatures. This makes it a this ability reacts as if it were a the target's WILLx3. Failure still Eldritch Storm ends, the Source
powerful tool when reposi- mixed element spell. expends the intended result. becomes staggered for one round.
tioning through any obstruct-
ions that Athletics would not Gaining 5 ranks in Vorpal Dash Gaining 5 ranks in Prophecy unlocks 1 Gaining 5 ranks in Eldritch Storm
usually allow. If attempting to unlocks 1 Journeyman Spell, Ritual, Journeyman Spell, Ritual, Alternate unlocks 1 Journeyman Spell, Ritual,
stop inside a creature, or travel Alternate Sign or Medium Danger Sign or Medium Danger Hex to also Alternate Sign or Medium Danger
through an object that's too Hex to also be prepared once per day. be prepared once per day. Hex to also be prepared once per day.
big, this skill fails. The damage
With at least 5 ranks in Vorpal Dash, Prophecy and Eldritch Storm, the Source unlocks 1 Master Spell, Ritual or
from Vorpal Dash is doubled High Danger Hex to also be prepared once per day.
against incorporeal targets.
15

Chaos Unleashed Table


The Source vanishes into a different dimension This magic is cast at maximum capacity in Emotional Risk
01-02 for 1d6 rounds, on their return they are 10 yrs
older. Roll to discover that decade’s life event.
51-52 terms of duration, damage, cost or its chance
to cause a status effect to the target. As an optional rule, agreed
upon between the player and
03-04 That spell, sign, hex or ritual fails to cast. 53-54 All targets within a 6m radius heal for 10HP. their GM, whenever the Source
The Source can see the outline of humanoids, The Source must swap their strongest prepar- suffers a severe onset of emo-
05-06 beasts and monsters in a 20m radius for 1 hr. 55-56 ed magic with an earth spell of that same level. tion, be it positive or negative,
they may choose to roll Self
The Source teleports, swapping places at The magic just cast is replaced with a new one Control against a DC set by the
07-08 random with any target in their field of vision.
Otherwise, the Source teleports 6m forward.
57-58 of that type, but one level higher. If this was
master level magic, it becomes novice instead.
GM. Failure and they roll on
the table. If a result calls for a
This magic is cast at its lowest capacity in The Source gains resistance to all damage for DC that isn’t available, in this
09-10 terms of duration, cost and damage. Any
chance to cause an effect is reduced by half.
59-60 1d6/2 rounds. For any resistance that they
already have, this becomes invulnerability.
instance the GM will set one.

The Source must swap their strongest prepar- The Source must swap their strongest prepar-
11-12 ed magic with an air spell of that same level. 61-62 ed magic with a fire spell of that same level.
The effect of the Barrier Ritual instantly A portal tears open next to the Source, taking
Targeting &
13-14 surrounds the Source for 1d6 rounds, without
the cost of STA, vigor or components.
63-64 them and the target closest to them to a rand-
om location that they visited in the last week. Dispelling
15-16 That spell, sign, hex or ritual fails to cast. 65-66 The weather changes within a 10km radius. A Source is never affected by
the Unleashed Chaos Table
If this magic has a cone or radius, this is There is a bright flash of light, followed by an unless it clearly states so or
doubled. If it has a range in length, it is earsplitting explosion which can be heard over
17-18 halved. A range of ‘self’ affects everybody in a 67-68 a 5km distance. Everybody in a 20m radius of specifies otherwise. Outcomes
6m radius of the Source. it falls prone and must make a stun save at -2. on this table that invoke the
effect of a spell, hex or ritual
The closest target to the Source gains speed Any weapon within a 6m radius of the Source
19-20 and may use one action immediately after this. 69-70 becomes 25 times heavier for 1d10 rounds.
may be dispelled by others
(with the exception of the Sour-
Instantly heals all non-deadly wounds that the A Wraith appears to serve the Source for 1d6 ce who triggered it) using that
21-22 target(s) of this magic already suffer(s) from. 71-72 hrs. Vanishing when destroyed/duration ends. magics standard rules against
The Source can hover for 1d10 rounds, moving One medium or three easy monsters, chosen the original Ritual Crafting, Hex
23-24 horizontally or vertically up to their SPD. 73-74 by the GM, appear 6m away from the Source. Weaving or Spell Casting roll.

25-26 That spell, sign, hex or ritual fails to cast. 75-76 Refund the STA cost (not vigor) of that magic.

27-28 Instead of the desired effect, Static Storm


triggers at no additional STA or vigor cost. 77-78 Instead of the desired effect, Melgar’s Fire
triggers at no additional STA or vigor cost. Playing The
29-30 The three closest targets within a 6m radius of
the Source are set on fire. 79-80 The Source drains & heals HP, equal to their
own missing health, from the closest target.
Source
The Source must swap their strongest prepar- The Source is surrounded by Dormyn’s Fog A Source is a rare, volatile and
31-32 ed magic with a water spell of that same level. 81-82 for 1d6 rounds at no extra STA/vigor cost. powerful being with unique
The Source becomes incorporeal for 1 round The three closest targets within a 6m radius of story characters such as Ciri
33-34 and cannot interact physically or take damage. 83-84 the Source become frozen. and Alvin, both descendants of
Elder Blood, capable of mani-
35-36 The Source can also breathe water for 24 hrs. 85-86 Replace out all of your prepared magic. pulating time, space and even
performing inter-dimensional
37-38 That spell, sign, hex or ritual fails to cast. 87-88 That spell, sign, hex or ritual fails to cast. travel. This profession is a rep-
The target (or targets) of this magic cease to The STA cost of that magic (excluding Vigor) is
resentation of the Source that
39-40 suffer from thirst or hunger for 1d6 days. 89-90 paid by a random target within a 6m radius. fans of the Witcher books and
games will be familiar with. A
The three closest targets within a 6m radius of Instead of the desired effect, Dervish triggers at GMs decision to include one in
41-42 the Source become poisoned. 91-92 no additional STA or Vigor cost for 1d6 rounds. their own games should be
The Source unleashes a wave of 3d6 magical ‘The Eternal Itch’ is freely cast on the closest made with care as the Source
43-44 damage in a 6m radius, targeting all locations. 93-94 target to the Source. (Resist Magic: DC18) can easily turn calm into chaos
and roll only one set of dice to
The source gains the ability to understand any The Source becomes telepathic to thoughts in a
45-46 spoken language for 1d10 hours. 95-96 10m radius around them for 1d10 minutes. do it. Source’s follows the same
core rules and race limitations
This magic heals its target (or targets) as if Magic blinds & silences anybody in a 6m as a Mage.
47-48 they were affected by the Magical Healing
spell for 1d6 rounds.
97-98 radius around the Source that fails to Resist
Magic against a DC18, lasting 1d6 rounds.
Targets wielding weapons within a 6m radius You may choose any result, of your choice,
49-50 of the Source benefit from Cadfan’s Grasp. 99-00 from the Chaos Unleashed table.
16

Defining Skill
Pagan Tradition
Witch
“The angry mob has come 'burn the
witch' they cry, 'she has summoned the
Vigor beast!' I must defend myself. Don't let
5 them harm me... for my sins are not as
great as they say!”

Skills - Abigail, Witch of Vizima's Outskirts


Education "You’ve probably heard more about Witches than
Monster Lore you realise, especially when you put your mind to
it. Think back on all those horror stories you were
Wilderness Survival told as a little one, eh? The ones about avoiding
the old hag down the road, when you were told she
Deceit had a cauldron for cooking children? Hogwash!
Human Perception She brewed stimulating herbs so your Pa could do
his marital duty once a week, or she made tonics
Alchemy for miners with rasping breath and salves to cure
locals suffering pus filled infected wounds. Bah,
Hex Weaving one thing remains constant, that witch to whom
Spell Casting the village relied upon, one day that poor man or
woman becomes the enemy, without a doubt!
Ritual Crafting
Sure, some deserve the fear. In the far reaches of
Resist Magic the world you’ll find men and women who chant
to idols of animals and worship the power of
nature and the old gods, skin changers they call
Gear (Pick 4) them. Terrifying when you see such folk twist and
Alchemy Set form into towering bears and savage wolves. It
doesn’t shake a stick at the terror from ‘the other
Belt Pouch side’ however, and the witches that worship the
dark beyond scare me the most. Oh aye, it’s these
Garter Sheath witches that will relinquish their lives as a prize
Pagan Tradition for whatever deity, demon or worse sits in the
Candles x10
A Witch chooses between one of three dark void, awaiting an invitation to come knock-
Writing Kit traditions at creation that alter their pro- ing. It’s their power over blood, they take one drop
fessional skills. In addition, a Witch is of your red stuff... heck even a strand of your hair,
Dagger granted Humanity to fuel their defining and you’re doomed! Before you know it, you’ll be
Lantern skill, this pool increases by 1 for every staring and blinking up at the ceiling with insects
rank gained in their Pagan Tradition crawling from your mouth, with your arms flail-
Small Animal Companion and a Witch begins play with all of their ing around without a will, want or way to stop it.
Humanity intact. If this resource falls Step carefully around witches as some may serve
1000 crowns of components the better good, but is it worth the risk to find out?”
below 0, a Witch becomes temporarily
possessed, insane or completely catat- - Perivauld Ironskin,
Starting Money onic for a short duration and passes into Retired Bear Witcher
the GM’s full control. Once this passes,
100 x 2d6 the Witch recovers 1d10 Humanity.

Magical Perks
Like a Priest, a Witch is capable of learning and casting Invocations. Additionally, they may craft Heathen Rituals which are
similar to novice rituals in how they are ruled, though others are unable to assist in crafting them and they cannot be taught to
or learned by non-witches. A Witch starts play with 2 Novice Invocations, 2 Heathen/Novice Rituals and 2 Low Danger Hexes.
17

Witch Skill Tree Homebrew


Effect Cost

Pagan Tradition Stamina (Per Round) 3

A Witch chooses between one of three traditions at creation that alter their professional Health (Per Round) 5
skills. In addition, a Witch is granted Humanity to fuel their defining skill, this pool One Standard Skill 7
increases by 1 for every rank gained in their Pagan Tradition and a Witch begins play with
all of their Humanity intact. If this resource falls below 0, a Witch becomes temporarily One Primary Statistic 10
possessed, insane or completely catatonic for a short duration and passes into the GM’s Potency
full control. Once this passes, the Witch recovers 1d10 Humanity.
+1 or -1 3
+2 or -2 5
The Apothecary The Pellar The Theurgist +3 or -3 8
Component Pouch (CRA) Beast Speak (INT) Witchcraft
Duration
A Witch with five unique herbs or Upon acquiring at least a base 11
As a Witch grows more confident, 2 Rounds 2
components may roll Component in Beast Speak (see 'languages' on
so too does their affinity to wield
Pouch at a DC16. If successful, the pg.50), the Witch can understand
chaos. Each rank gained in Witch- 4 Rounds 4
Witch creates a small bag capable the diverse spectrum upon which
craft increases the Witch’s vigor
of crafting one novice level ritual. both bird and beast communicate.
threshold by 2 (to a maximum of 6 Rounds 6
Journeyman rituals can be crafted By lacing their own native tongue
25 at rank 10) and decreases the
with two, and a master ritual uses with these bestial cues and subtle
three. A pouch can only be used to intonations, a Witch may converse
chance for a failed Hex to backfire Device/Endurance DC
upon them by 5% (down to 0% at
craft rituals. When a Witch visits a in this wild language and increase
settlement, they may invest 200 their fluency with each new rank
rank 10). Furthermore, the Witch Potion (Consumable - DC18) 2
is granted another passive ability
crowns instead of expending their gained in this skill. Beast Speak is
based on their Pagan Tradition. Weapon Oil (Applied - DC16) 4
own herbs and/or components. not considered a double cost skill.
Gas Bomb (4m RNG Cloud) 6
Herb Garden (CRA) Blood Visions (WILL) Black Magic (WILL)
A Witch with one unit of any flora After successfully dealing damage A Witch may roll Black Magic A gas cloud remains for the full
or herb may plant it in a small pot with their own bladed weapon, or immediately after rolling Ritual chosen duration and all targets
or soil plot. It takes 2d6 days for it by collecting a fresh sample, the Crafting, at the same DC, to reduce within a cloud succumb to its
to mature, must be tended to often Witch may taste a drop of the the preparation time by one rou- effects until it disperses or they
and, once grown, can be harvested target's blood and make a Blood nd for every two points scored leave its area of effect. Unlike
by rolling Herb Garden against Visions roll against their WILLx3. over the DC (to a minimum of an normal bombs, gas is inhaled,
the herb's foraging DC. For every If successful, the Witch learns a immediate cast). If this check is it does not affect multiple
2 points scored over this DC, the secret about the target or can view unsuccessful then the ritual fails locations and bypasses armor.
herb yields one additional unit. If a memory from their past. In and only costs stamina, sparing Targets that hold their breath
looked after properly, a herb can addition, the Witch may also learn the Witch all of the components to avoid gas start suffocating at
be harvested again 2d6 days later. any two of the target's statistics, or that would usually be consumed the start of their turn.
Pagan Tradition affects this skill. skill values, of their choice. or spent during this process.

Homebrew (CRA) Possession (WILL) Invoke Doom (WILL)


Healing Humanity
A Witch who brews for one hour At the cost of 5 STA per round, a At the cost of 5 STA, and rolled at By taking an hour to meditate
with an Iron Cauldron or Alchemy Witch may roll Possession against a -3, the Witch may Invoke Doom in any peaceful place, a Witch
Set, and by expending five unique a creature's Resist Magic that they against the Courage of one target may restore 1d6 Humanity by
herbs/alchemical substances, may can see and that belong to their within sight. Success causes them rolling their Pagan Tradition
spend this skill's result on the Pagan Tradition. The Witch gains to fall into a state of deathly fear against their missing number
Homebrew sidebar. A target can control over this its actions, skills, for one round, plus one more for of Humanity points x3.
only endure one potion, weapon abilities and movement, but their every 2 points scored over their
oil or gas bomb at a time, and an own body is considered to be defence. The target suffers -3 to all Furthermore, a Witch can take
Endurance check vs harmful effe- stunned for this full duration. The actions against the Witch during this a step further and choose
cts can be made anew at the start target creature may reattempt a this time and should the target fail to dance wild, free and naked
of each turn. Homebrew creations new Resist Magic check at the start these checks by 10 or more, they beneath the moonlight. Doing
remain potent for only one day. of each turn to break free. must roll a Death Save or die. so, and succeeding vs the same
check as the one listed above,
restores every point of the
Witch's missing Humanity.
18

Selecting Your Tradition

The Old Ways (CRA) Skin Shifting (WILL) The Dark Arts (INT)
Villages and hamlets found on the outskirts As an action, a Skin Shifting Witch can roll The standard practice of witchcraft is never
of civilisation have relied upon folk magic to this skill against the WILLx3 of any beast that enough for those few who are power hungry,
beseech the unseen and to treat the sick and they have seen. In this form, a Witch gains cursed or worse. For them, a great strength
injured for centuries. As a recipient of these the actions, stats and skills of that beast and lies just within reach, granted from beyond
teachings, and by listening to their ancestors maintain enough sense to know friend from the great abyss by summoning forth a dark
in spirit, a Witch can heal the body and ward foe. Any HP lost or STA used is first deduc- and mysterious patron to serve. This super-
allies against death and danger. By rolling ted from the beast that the Witch transfor- natural entity manifests itself as a deity, devil
The Old Ways against a DC16, a Witch can med into, with the exception of bonus wound or demon to whom the Witch owes for their
cure any type of poison by touch, or ward damage which is always dealt to both forms gifts in witchcraft and allows them to cast the
one ally that they can see to instantly suc- equally. Any damage that brings a shifted dark variant of any known Heathen Ritual
ceed on their next STUN or death save. To Witch to 0HP forces them to revert back into (found below each one, written in red) at
heal a critical wound, the Witch must spend a a humanoid and suffer any excess damage twice the STA, a DC +3 higher, costing an
number of rounds and roll The Old Ways directly to that location, bypassing armor or amount of listed Humanity and requiring the
against the correct DC listed on the Healing resistances. Effects and wounds carry over, same number of rounds and components to
Hands table found in the rulebook. Invoking Skin Shifting costs 1 Humanity and a Witch prepare as their standard counterparts. In
the ancestors in these ways is soul taxing and may revert back into a humanoid, as a free addition, the Witch may now call upon their
using such powers to heal and ward cost a action, on their turn. Easy animals such as a patron's visions and teachings by rolling The
Witch 1d6 Humanity with each use. The Old wolf, bird, snake, cat or dog may be maintained Dark Arts whenever they encounter strange
Ways can also be used in place of any First indefinitely, medium (1d6/2) and hard (1d6) and unknown magic, or if they must question
Aid check at no cost to the Witch's Humanity animals cost a listed amount of Humanity to the supernatural lore of the world. The DC is
and the Witch understands the speech of any maintain per round. Witches who run out of always set by the GM, and a success allows
spirit, elemental, relict or cursed one, even if Humanity whilst in a bestial form turn feral the Witch to learn all that there is to know
they both do not speak the same language. before they are forced to transform back. about this magic or lore.

HERB GARDEN HERB GARDEN HERB GARDEN


With a rich background in gardening, a Witch of Some Witches give in to the raw power of nature Dark powers shall aid in unnatural growth. When
The Old Ways gains twice the amount of yield and let life be wild and free. A Skin Shifting Witch a Witch of the Dark Arts plants their herbs, they
when harvesting their herbs. does not need to tend, care for or water their herbs. fully mature in only half of the time rolled for.

POSSESSION POSSESSION POSSESSION


Given their insight into afflictions, and by having Due to their affinity for wild, dangerous and feral Wielding a great power over a creatures blood, by
an affinity for the outlandish, the elements and creatures, whether they naturally occur or are sum- invoking borrowed magic and reciting forbidden
especially those that wander the spiritual beyond, moned into the world otherwise, a Skin Shifting incantations allow a Witch of the Dark Arts to
a Witch of The Old Ways may possess Cursed Witch may possess Beasts, Draconids, Hybrids possess Humanoids, Necrophages, Ogroids and
Ones, Elementa, Specters and Relicts. and Insectoids. Vampires.

WITCHCRAFT WITCHCRAFT WITCHCRAFT


Witches of The Old Ways draw great power from Skin Shifting Witches let go of their inhibitions to No other Witch treads the line between control and
the unseen realms. Every 2 ranks gained in this fully embody their transformations. Every 2 ranks insanity as closely as a Witch of the Dark Arts.
skill also allows a Witch to restore +1 missing HP gained in this skill also grant a Witch +1SP to each Every 2 ranks gained in this skill also increases the
to any target that is affected by their defining skill. body location whilst maintaining an animal form. Witch’s maximum Humanity pool by +1.
19

Heathen Rituals
Astral Projection Azure Fire Torch Blessed Artefact
STA Cost: 6 STA Cost: 5 STA Cost: 6
Effect: A Witch can project themselves to Effect: Azure Fire Torch allows a Witch to set a Effect: A Witch may channel power into an item
anywhere they know within a 5km radius of the small piece of wood alight with a magical flame which is then worn by them or another. The Witch
ritual. This projection cannot physically interact that raises the light level by 1 in a 6m radius. This chooses any standard skill and whenever the
and is capable of passing through objects such as torch cannot be quenched by water, snuffed out or wielder rolls this, they do so twice and take the best
walls and doors. extinguished by normal means and doesn't produ- result. The ritual's effect comes to an end after the
As an action, the Witch may choose to ce heat nor can it set things on fire. An Azure Fire wielder rolls a fumble with that skill or takes the
strengthen this projection to gain +3 to Deceit Torch will only ignite when held by the one who item off. Only one of these items can be in effect
checks made to convince others that it's really gave the drop of blood required to craft the ritual. per target at one time.
there, or they can weaken it for a +3 to Stealth Preparation Time: 5 Rounds Preparation Time: 10 Rounds
checks made to avoid detection. Whilst projecting, Difficulty Check: 12 Difficulty Check: 16
the Witch cannot move into an area affected by Duration: Permanent Duration: Until taken off/the skill fumbles
dimeritium and, if caught within one, suffers 2d6 Components: Drop Of Blood (x1), Timber (x1), Components: Fifth Essence (x1), Item or Trinket
damage a round. Any damage the Witch receives Linen (x1), Light Essence (x1) (x1), Infused Dust (x2), Chalk (x1), Wax (x1)
whilst in this form is dealt directly to their
stamina.
Preparation Time: 5 Rounds
Difficulty Check: 15 Pale Flame Torch Chaotic Keepsake
Duration: Active (1 STA)
Components: Somewhere Quiet, Fifth Essence Humanity Cost: 1d6/2 Humanity Cost: 1d6
(x1), Chalk (x1), Wax (x1) Effect: A Dark Arts Witch may choose to make a Effect: The very opposite happens. The Witch may
Pale Flame Torch that produces a sickly green instead channel their powers into an item that
illumination providing only a 3m radius of light, befuddles the wielder. The Witch chooses one

Black Sacrament but outlines invisible entities bathed in its glow. It


can also be used against specters as a melee
standard skill and the one carrying this Chaotic
Keepsake must roll twice whenever they use it,
weapon, has 5 reliability, deals 4d6 fire damage taking the worst outcome of the two. This ritual
Humanity Cost: 1d10 and has 75% chance to ignite a spectral target on a ends after the victim lands a critical success with
Effect: Instead of projecting themselves into the hit, even after they've turned incorporeal. the skill or removes the item.
physical world, a Witch of the Dark Arts can
perform a Black Sacrament to bid an audience with
their patron. The GM and player work together to
shape the look, feel and atmosphere of this dark
Circle Of Sending Elemental Ward
meeting. Acting as the patron, the GM chooses STA Cost: 10 STA Cost: 8
whether or not the Witch pleases them and may Effect: A Circle Of Sending allows the Witch to Effect: An Elemental Ward shields allied targets
offer them new magic, guidance or temporary skill create a small space no larger than a meter in within a 10m radius of it and is attuned against one
points at the cost of a pact, promise or sacrifice. A diameter that may send or summon one item to effect, chosen by the Witch at its creation.
Witch should be warned, angering their patron any location within the world, as long as the item If this choice is Poison, Fire or Freeze,
could end in them receiving a nasty hex or worse. in question fits within the circle itself. then any chance to inflict this effect upon an ally in
This ritual cannot be used to transport range falls to 10%. If Stun is chosen, then any
living creatures, nor can it send substances that weapon, ability or spell that enforces a stun save
would naturally perish over time, attempting to do with a penalty, can be made without minuses and
Blood Binding causes the ritual to fail. A Circle Of Sending may
only ever send or receive one item before its power
as standard. A ward is permanent, but once
triggered loses its magical potency after 10 rounds
STA Cost: 5 fades and cannot recall or transport items made of have past. Elemental Wards cannot be overlapped
Effect: By sharing in the target's blood, the Witch dimeritium or those stored, locked or kept close to, in the same space as another.
can bind two willing targets into making a pact or or within, its potency or area of effect. Preparation Time: 20 Rounds
promise to one another. During this ritual, the Preparation Time: 20 Rounds Difficulty Check: 17
Witch picks a low danger hex from their own Difficulty Check: 17 Duration: Permanent
repertoire. Neither target can defend themselves Duration: Until used Components: Timber (x1), Stone (x2), Infused
from this hex should they be the one to break the Components: Spectre Dust (x1), Infused Dust (x2), Dust (x2), Wolfsbane (x1), Sulfur (x1), Ducal Water
pact or promise that was agreed upon. Sulfur (x1), Fifth Essence (x2), Wax (x1), Chalk (x1) (x1), Feathers (x3)
Preparation Time: 2 Rounds
Difficulty Check: 13
Duration: Until the pact is found completed or the
ritual is repeated again to end the binding. Circle Of Snatching Death Totem
Components: Drop Of Blood (x2), Ducal Water
(x1), Iron Chalice (this item is not expended on use) Humanity Cost: 2d6 Humanity Cost: 1d10
Effect: A target who willingly walks into a Circle of Effect: Death Totem is a dark perversion of magic
Snatching, convinced or deceived, suffers a sudden that drains its victim, eventually killing them over
Life Force Binding vulnerability to the Witch's profession skill known
as 'Possession'. If the target fails to resist the Witch
time. In addition to the listed components, this
ritual requires a Drop Of Blood and the target's True
for three turns in a row, they are cast out of their Name in order to work. By placing this totem down
Humanity Cost: 1d6/2 own flesh forever. The Witch keeps their own stats within 30m of where they sleep, the target’s max-
Effect: A Life Force Binding doesn't serve as a and skills in INT, EMP, CRA, WILL & LUCK, but imum health and stamina is reduced by 5 every
contract of promises, but instead binds the target's must use the REF, DEX and BODY stats and skills night that they remain within range, to a minimum
life force and resolve between two targets. Whilst belonging to their new body. The victim of this of 5 in total. Once this limit has been met, the
these targets remain within 12m of one another, ritual is trapped inside the Witch's old body and victim then makes one Death Save every night,
any damage received from a standard or verbal must reduce all of their own stats to 1, becoming reduced by -1 for each consecutive attempt, until
attack is halved and the difference is suffered by mentally and physically incapacitated and unintel- they die or the totem is discovered and destroyed
the other. Wounds and effects are not shared. ligible to all others around them. or the target is removed from the totems reach.
20

Enchanted Focus Enochian Blade Hewn & Homegrown


STA Cost: 4 STA Cost: 8 STA Cost: 8
Effect: Enchanted Focus allows a Witch to Effect: An Enochian Blade gains +1 WA and 20% Effect: Hewn & Home Grown allows a Witch to
temporarily halt the activation of a ritual that is on bleed (stacking with other bleed effects). Each time manifest a shelter no larger than 8m in width and
the brink of being unleashed by storing it within a a target takes bleeding damage inflicted by this height, with walls on all sides that provide 20SP of
Magic Focus one round before it would be cast. blade, the Witch heals for half of it. If the Witch has cover. This shelter can be made in the treetops, on
To do this, the Witch crafts their their Enochian Blade in hand whilst crafting a the surface or tunnelled underground. The shape
intended ritual as per normal, but increases its ritual that uses Humanity instead of components, and layout can be whatever is befitting of the
preparation time by 5 rounds. The level of ritual they may roll twice for that cost and take the lowest Witch's design, desire and aesthetic.
that can be stored away is dictated by the value of of the two results. Inside this shelter a Witch can always
the Focus the ritual is being stored within. A Focus Preparation Time: 20 Rounds find a fresh water, protection from weather and
(1) may hold a novice/heathen ritual, (2) can store Difficulty Check: 16 just enough resources to start and maintain a small
all journeyman rituals and lower and a Focus (3) Duration: Permanent fire for the ritual's duration. Once this ritual
can hold any ritual. Magic users can unleash the Components: Any Small Blade (x1), Fifth Essence reaches its end, the water dries, the fire dims and
stored ritual, as an action, and trigger the Witch to (x5), Infused Dust (x5), Any Weapon Rune (x1), the walls lose 10SP per day, eventually returning
complete the process, making their Ritual Crafting Chalk (x1), Wax (x1) back to nature.
3 points higher than the listed DC. The affected Preparation Time: 15 Rounds
Focus is not destroyed and can be used again. Difficulty Check: 16
Preparation Time: Variable +5 Rounds
Difficulty Check: Variable +3 to the original DC
Vorpal Blade Duration: 1 day
Components: Verbena (x1), Cortinarius (x1),
Duration: Permanent (whilst the Witch lives) Mandrake Root (x1), Ducal Water (x1), Fifth
Humanity Cost: 1d10
Components: Magic Focus (x1), Infused Dust (x1) Essence (x3), Chalk (x1)
Effect: A Vorpal Blade retains the full effects of an
Enochian Blade, but can now be thrown to a
distance of BODYx3. The blade can then be
Cursed Focus returned to the Witch's hand by making a DC 16
Ritual Crafting check. This free action, costing 3
Vile Prison
Humanity Cost: 1d6/2 STA, can only be done if their is an unobstructed Humanity Cost: 1d6
Effect: Instead of infusing a focus with a ritual, a path between the Witch and their blade. A Vorpal Effect: Instead of creating a protective shelter, a
Witch of the Dark Arts may instead store a hex Blade's damage bypasses all and any worn armor. Witch may instead manifest a truly Vile Prison
within it, following the same rules as the laced with thorns, barbs and poisonous plants.
Enchanted Focus. This hex is triggered by anybody
(other than the Witch) that touches it first, followed
by that target rolling Resist Magic against the
Iron Cauldron Each wall is 30SP thick, a door of vines leading into
the dome can be sealed or opened at will by the
Witch. Any failed attempt to leave this prison,
Witch's Hex Weaving at -3. STA Cost: 8 either by attacking, climbing or struggling against
Effect: An Iron Cauldron serves as an Alchemy Set. the walls, has a 70% chance to poison the target.
When used to craft a formula, the Witch may
Interpret Echoes choose to increase the DC by +3 to create two units,
instead of one. When a Witch makes a single unit
This poison deals its damage to the target's
stamina. Once a Vile Prison reaches full duration,
its walls lose 10SP per day, causing it to wilt and
STA Cost: 5 of a formula, the recovery DC for salvaging mate- eventually return back to nature.
Effect: Interpret Echoes allows a Witch to read into rials on a failed attempt is reduced by 3. Being able
an item, discovering any of its prior history. This is to move the cauldron once it has been placed is
exceptionally useful for identifying vague and
obscure items safely, seeing the full potential of a
allowed only at the GM's discretion.
Preparation Time: 15 Rounds
Power Sigil: Bolster
relic, an item's true purpose or for aiding in the Difficulty Check: 14 STA Cost: 6
scene of an ongoing investigation. Duration: Permanent Effect: This ritual gives any stone, metal or wooden
Preparation Time: 20 Rounds Components: Timber (x3), Large Metal Pot (x1), object with SP, such as a door, wall, cart or barrel
Difficulty Check: 15 Infused Dust (x1), River Clay (x5), Stone (x5), (that cannot be worn) one reliability for every
Duration: Immediate Chalk (x2) point scored over a DC equal to the object's cover
Components: Pipe (x1), Tobacco (x1) (SP) value. Whenever enough damage is received
to beat the objects SP, a point of reliability is

Scry The Ashes Foul Kiln removed instead of it breaking.


A weapon can also be affected by this
ritual, adding an additional point of reliability to it
Humanity Cost: 1d10 for each point scored over the DC (max. 5). The DC
Humanity Cost: 1d6/2 Effect: By turning over the metal pot and packing for bolstering a weapon is the same as the one for
Effect: A Dark Art's Witch can Scry The Ashes of clay and stones around the base, a Witch may make crafting it and it ends once the object or weapon is
any broken or burnt out object to learn where (but a Foul Kiln. Creature or monster parts broken repaired. Multiple bolsterings do not stack.
not what) the culprit is that did the deed. This down inside the Foul Kiln yield their maximum Preparation Time: 2 Rounds
ritual is accurate up to 250m and can be used on amount of loot. If a small to medium sized creature Difficulty Check: Object's SP/Craft DC
dead remains to aid in finding culprits and killers. goes in alive, they yield double that number again. Duration: Permanent/until repaired
Components: Fifth Essence (x2) Infused Dust (x1),
Coal (x3), Chalk (x1)

Power Sigil: Brittle


Humanity Cost: 1d6
Effect: Against a DC equal to that objects SP, the
original ritual can be reversed to weaken that
object, lowering its SP value by half. Weapons can
also be made brittle and, whilst under the effects of
this ritual, will lose a point of reliability whenever
they roll a 1 on their damage dice. The DC for a
weapon is the same as its crafting DC. This ritual
ends once the object, item or weapon is repaired.
21

Ring Of Protection Runic Ribbons Salt Lines


STA Cost: 8 STA Cost: 8 STA Cost: 7
Effect: A Ring Of Protection, when worn, compels Effect: This ritual creates a full set of six Runic Effect: Either by knowing the target's true name, or
any target that would attempt a hostile action Ribbons that may be applied, once per location, to by using their blood, the Witch can prepare 6m of
toward the wearer, to first roll Resist Magic against armor. Ribbons give 3 SP to each location which salt to be laid out in one or more locations. If the
the original Ritual Crafting check used to create it. cannot be lowered via ablation damage. Whenever target attempts to cross this threshold, but fails
Failure redirects that hostile action toward any a location is hit hard enough to suffer damage, their Resist Magic check vs the original Ritual
other ally in range, or is lost if there isn't any target there is a 30% chance the ribbon will tear and this Crafting result, the target is compelled to retreat,
to receive it. The ring loses 1 charge each time it SP will be lost. finding any reason to leave or to busy themselves
protects the wearer from an action, becoming Preparation Time: 10 Rounds elsewhere. Unless they succeed a DC 20 Education
magically inert after all of its charges are used up. Difficulty Check: 17 check, the target remains oblivious as to why. If
Preparation Time: 15 Rounds Duration: Permanent/until destroyed both the target's true name and their blood is used
Difficulty Check: 15 Components: Silk (x2), Thread (x2), Fifth Essence to create this ritual, the line becomes impossible
Duration: 5 Charges (x2), Infused Dust (x1) for the target to cross, regardless of their skill to
Components: Ring (Jewellery) (x1), Fifth Essence resist it.
(x3), Gemstone (x1), Chalk (x1), Wax (x1) Preparation Time: 5 Rounds
Reanimated Husk Difficulty Check: 13 (See Effect Text)
Duration: Permanent/until washed or swept away
Ring Of Shadow Humanity Cost: 1d10
Components: Drop of Blood or The Target's True
Name (x1), Salt or River Clay (x4), Infused Dust
Effect: A Witch can breathe false life into a recently (x1), Chalk (x1)
Humanity Cost: 1d6 deceased target by wrapping a ribbon around each
Effect: Whenever an Awareness or W. Survival of its body locations. This husk retains its skills
attempt is made to seek or track the wearer, the
instigator must first roll Resist Magic vs the original
from life, but changes its stats to become INT 1,
REF 6, DEX 6, BODY 5, SPD 4, EMP 1, CRA 1, Luring Fetish
Ritual Crafting check used to create this ring. WILL 3, LUCK 0. Furthermore, a husk cannot use
Failure allows the wearer to slip past unnoticed, special skills or magic. It does not speak and, like Humanity Cost: 1d10
convincing the instigator to cease their searching a golem, follows its master's orders through to Effect: Instead of preparing this ritual into lines,
or temporarily compels them to look elsewhere. completion or until it is destroyed. Reanimated the Witch can instead wet the components into a
Success does not turn the wearer invisible, nor Husk's are permanent, but fall apart as they decay. thick paste and sculpt a Luring Fetish. Either by
does it pacify or force others to avoid conflict. The Whenever a husk is damaged, the ribbon that knowing the target's true name, or by using some
ring becomes magically inert after all of its charges animates the location hit has a 30% chance to of their blood, the Witch can manipulate the
are used up. break. In doing so, that location suffers the most target's fate to eventually lead them to the fetish's
severe deadly wound. Husks do not use STA or HP. location. If the Witch crafts this ritual using both
the target's true name and their blood, the target is
Wicker Doll Wolfsbane Smudging
compelled to go and find it, drawn to the source of
a feeling that they cannot put into words. Once the
STA Cost: 6 target of this ritual can see or touch the Luring
Effect: As an action, a Witch can puppet any of the STA Cost: 7 Fetish, its magic comes to an end against them.
doll's parts to manipulate and control the huma- Effect: By smudging the herbal smoke of this ritual
noid that it resembles, granting a +3 or -3 to a single around themselves or another, a Witch may invoke
location for the full duration of the target's next
turn:
magic to infuse mind, body and spirit with enkind-
led power, strength and vitality. The target gains +2
Zodiac’s Celestial Eye
to Charisma, Seduction, Grooming & Style, Physique STA Cost: 8
Head = Any verbal social checks made. and Endurance checks for the full duration. In Effect: By creating a ritual circle in a 20m diameter,
Torso = Endurance and Physique checks. addition, the Witch may also remove the visual friendly targets that remain within its space may
Arms = Any action made using that arm. appearance of scars as well as change the target’s disregard penalties suffered from attack and
Legs = Any actions made using that leg. hair and eye colour to potentially aid in Disguise defence actions made outside of their vision. In
checks made at the GM’s discretion. addition, the Witch can sense whenever something
A Wicker Doll is made without the need for a Ritual Preparation Time: 15 Rounds enters or leaves this circle, regardless of how far
Crafting check, but attempts to resist it go against a Difficulty Check: 16 they are from it at the time, and continue to sense
new Ritual Crafting check each time, instead. This Duration: 1d6/2 days such activity even when they are sleeping or
ritual loses its power once all of the locations have Components: Wolfsbane (x2), Hellebore Petals otherwise distracted.
each been used, successfully or not. (x2), Cortinarius (x2), Han Fibre (x2), Verbena (x2) Preparation Time: 15 Rounds
Preparation Time: 10 Rounds Difficulty Check: 16
Difficulty Check: Contest Of Skill (Resist Magic) Duration: 8 hours
Duration: Permanent/until used
Components: Drop of Blood (x1), Infused Dust
Transmorphic Smoke Components: Infused Dust (x1), Crow's Eye (x1),
White Myrtle Petals (x2), Chalk (x1), Wax (x1)
(x1), Han Fibre (x2), Thread (x1)
Humanity Cost: 1d10
Effect: By including a strand of hair, drop of blood or
Devil’s Hellish Veil
Voodoo Doll other organic substance taken from an intended
humanoid, a Witch can transform themselves, or
another target, into a seamless copy of that person Humanity Cost: 1d10
Humanity Cost: 1d6/2 for the full duration of this ritual. Upon applica- Effect: This ritual variant forms a circle in a 20m
Effect: Stabbing the doll now causes pain, and if tion, the one imbued feels their body go through an diameter that stops any spell, sign, ritual or hex
the target fails to resist the doll’s magic, they suffer uncomfortable transformation where their bones from being cast into or within this anti-magical
1d10 damage to that location (bypassing armor). crack, skin crawls and their blood boils within space. Any glyphs, runes or magical artefacts that
Each location may also be wrapped in nettles to their veins. Because of this, if their base Endurance enter this area become magically inert as long as
cause poison, slashed to bleed, frozen to freeze, is 12 or less, this target must then roll Endurance they remain within its boundaries and attempts to
drowned to cause suffocation or set alight to inflict against the ritual’s DC or suffer their HP and STA compel, scry or sense a target within the circle
burning upon the target. These locations can be being halved for the full duration of this ritual. The automatically fail. Only the Witch that created this
used only once, and an attempt to resist persistent effects of this ritual are not an illusion and cannot ritual may perform magic within this space and
effects can be made, by the target, at the beginning be detected by a witcher’s medallion or diagnostic unlike dimeritium, the circle cannot cause pain to
of each turn at a DC +1 higher with each attempt. magic, but will automatically falter and fail at the a magic user that enters it, nor can its anti-magic
Each action vs the doll costs the listed Humanity. physical touch of dimeritium ore, dust and metal. effect be resisted using special skills or abilities.
22

Defining Skill
Conviction
Witch Hunter
“Some witch hunters truly believe the
Vigor eradication of mages and sorceresses
will make the world a better place. I do
0 not require such a lofty justification.”

- Moreelse, Witch Hunter


Magical Perks
None "Until recently the Witch Hunters of old (albeit
the ones in the north) were a casual nuisance and
mediocre threat to even the most lax and laid
Skills back of mages. At the boys college of Ban Ard we
would hear stories of Nilfgaard's Mage Hunters,
Awareness terrifying trackers that cut down hopeless
apostates escaping north and dragging their
Deduction limbless bodies south to be strapped against
Crossbow flaming stakes in market squares and castle
courtyards. Such stories and affairs were nothing
Swordsmanship more than horror stories... at least, that was until
Loc Muinne, of course. You see, it turns out that
Human Perception cutting off the heads of kings, plotting dominion
Crafting over the north and inciting fear through an
allegiance with a fire breathing dragon doesn't
Courage actually go down well the common folk.. or the
kings that they left alive, either.
Intimidation
Resist Coercion Soon the stories that hailed from Nilfgaard would
pale before the reality of Radovid's capacity for
Resist Magic hate... and his sudden faith in mage burning
mercenaries. No longer idiots dressed in tartan
hats, nor man-children with toy swords and
Gear (Pick 4) fragile manacles... these men and women were
monsters. It took only a mere matter of months for
Writing Kit Conviction the greatest Witch Hunters ever seen to form as
Journal one, armed to the teeth and now united by a
A Witch Hunter's ego and ideals guide
common cause, marching to the rhythm of a
them in their crusade against the arcane
Brigandine dimeritium steel drum. Warriors, knights and
and the occult. Whenever a Witch nobles served the Witch Hunters now, and any
Armoured Trousers Hunter wins a contest of skill with a mage worth his salt had fled to Kovir. The ones
critical success, reveals deceit via Human that were caught, dragged through the streets in
Krigsverd Perception or induces fear through Intim- chains and incinerated before the masses on pyres
Hand Crossbow & 20 Bolts idation, they gain a point of Conviction built by their own spellbooks..? Well, they were
that can be used in the same way (and at the fools history will forget and so my advice to
Dimeritium Bomb Diagram the same time) as LUCK. This can also you, any mage now in hiding, fear the Witch
improve or fuel the Witch Hunter's Hunters for their hour has come!"
Dimeritium Manacles profession skills. The first rank in this
Satchel skill gives the Witch Hunter a pool size - Ebuelus le Tellier, Mage &
of 1, the limit increases by 1 for every 3 Former College Mentor
ranks gained thereafter (a total of 4 at
Starting Money rank 10). Witch Hunters begin a session
with only one point of Conviction.
150 x 2d6
23

Witch Hunter Skill Tree


Conviction
A Witch Hunter's ego and ideals guide them in their crusade against the arcane and the
occult. Whenever a Witch Hunter wins a contest of skill with a critical success, reveals
deceit via Human Perception or induces fear through Intimidation, they gain a point of
Conviction that can be used in the same way (and at the same time) as LUCK. This can also Fear & Hysteria
improve or fuel the Witch Hunter's profession skills. The first rank in this skill gives the
Witch Hunter a pool size of 1, the limit increases by 1 for every 3 ranks gained thereafter Social Affliction Cost
(a total of 4 at rank 10). Witch Hunters begin a session with only one point of Conviction. Paranoia
The target is disturbed,
they no longer attend
the majority of their
The Exploiter The Inquisitor The Crusader daily chores, errands
and duties. This target 1
Seal Of The Order (WILL) WANTED Poster (INT) Divine Intervention (REF) suffers a -3 penalty to all
skill checks against the
When bartering with merchants By rolling WANTED Poster agai- Witch Hunter for the
Whenever an ally in melee range duration of Fear &
for anti-magical supplies, trying nst a DC set by the GM, over one
fails to block, dodge or reposition Hysteria
to gain entry to crime scenes, week the Witch Hunter can appeal
an attack, at the cost of 5 STA the
prisoners or restricted areas, the for people in an area to come Traumatic Memories
Witch Hunter may roll Divine
Witch Hunter may roll Seal of the forward with any information in The target is shaken to
Intervention at a -3 to block this
Order against the targets Resist regard to the poster’s contents. the core at the sight of
attack on their behalf. Failing this the one who threatened
Coercion. This skill can impose This roll gains a +1 for every 50
roll has a 50% chance to re-target and/or interrogated
certain penalties and the level of crowns invested as a reward into 2
the outcome of this attack to the them and causes them
success is determined by the DM. the WANTED Poster. Each point
Witch Hunter instead. Spending a to suffer a fumble on a 1
Spending a point of Conviction of Conviction spent on this skill
point of Conviction removes the or 2 on skill checks
keeps this skill from rolling any decreases the time it takes for the made against the Witch
-3 penalty when using this skill.
lower than a 15. poster to take effect by 2 days. Hunter.

Ceased Retreat (REF/DEX) Thumbscrew (WILL) Know Thy Enemy Infectious Panic
Not only does this
After collecting at least three vital A Witch Hunter may learn one target suffer the effects
At the cost of 5 STA, once a round of Paranoia, but they
pieces of suspicious or relevant sign, spell, hex or ritual for every
a Witch Hunter in melee may roll spread the affliction to
evidence on a target through inve- level gained in Know Thy Enemy.
Ceased Retreat to make a single people they meet that
stigation or interrogation, a Witch This magic cannot be cast, taught
strike, outside of their turn, at a
Hunter may choose to roll Thum- or forgotten and does not cost IP
fail a Resist Coercion 3
target leaving their melee range. If check at a DC equal to
bscrew against that target's Cour- to learn, only time. The Witch the original Fear &
they wield a ranged weapon, the
age. Success either breaks their Hunter gains +3 to their skill rolls Hysteria rolled result.
Witch Hunter may fire at a target
mind, reveals a deep secret or when identifying or defending Targets affected do not
leaving an ally's melee range inst-
forces a confession of some kind. against their magical knowledge. increase the duration of
ead. A point of Conviction may be this skill’s effect.
Each point of Conviction spent The Witch Hunter may spend a
spent to use this skill a second
allows this check to be made with point of Conviction to double this Nilfgaard Syndrome
time during a single round.
one less piece acquired evidence. bonus for one skill check. The target’s willpower is
defeated, their spirit
Expose Weakness (INT) Fear & Hysteria (WILL) Righteous Cause broken and they will
now do anything to help
After making any defensive social the Witch Hunter, be it
After successfully intimidating or As an action, and by spending a
or combat check, a Witch Hunter providing resources,
interrogating a humanoid target, point of Conviction per target,
may spend a point of Conviction
the Witch Hunter may spend a set the Witch Hunter can give out a
food and shelter, aiding 4
to roll Expose Weakness against in a hunt or by helping
number of Conviction points to use of Righteous Cause to any to solve investigations.
that same DC again. On a success
roll Fear & Hysteria against this allies that can see and hear them. They will even offer up
the target suffers a permanent -1
target’s Resist Coercion. On a succ- A target effected increases their their own friends and
to that skill whenever it is used ag-
ess, they suffer a social affliction. next skill check made by +1 for family to avoid being
ainst the Witch Hunter (to a min. the target of such hunts,
The target suffers this affliction’s every 2 ranks that the Witch
of 0). If the difference of the themselves.
effects for a number of days equal Hunter has in this skill. Righteous
Witch Hunter’s success is 7 or
to the Witch Hunter’s ranks Cause remains until used, but
more, the Conviction point used
gained in this skill. fades before a new session starts.
to fuel this skill is refunded.
24

Additional Hexes & Beasts


The Hex of Gluttony The Bleeding Coin Purse The Bard’s Woe
STA Cost: 4 STA Cost: 4 STA Cost: 8
Effect: The Hex of Gluttony inflicts upon its subject Effect: The Bleeding Coin Purse inflicts a subject to Effect: The Bard's Woe turns even the most
an unrelenting hunger for food and nourishment. suffer high prices and service fees, struggle to charismatic speaker, performer or entertainer into
Whenever food is present during a scene, the profit from sales and to weather a constant threat a washed up, untalented sell-out. Whenever the
subject must make a Resist Coercion check against of pickpockets and thieves. No matter how careful subject makes an artistic, creative or social skill
an unspecified DC or stop whatever they are doing, the subject may be when managing their coin, it's check, they do so at the risk of knowing that a
in that moment, to gorge themselves. If the victim not uncommon for them to discover that they often failure is treated as a fumble, and a fumble is
consumes more food than is safe to do for a single have far less of it at hand than they had originally treated as an absolute, and dangerous, disaster.
sitting, they become nauseated for the rest of the calculated, with very little reason given at all for Not only does the subject's failures
scene. If this hex is not lifted, the subject will how they may lost it. offend and shock, it also endangers the reputation
eventually put on a debilitating excess of weight. Danger: Low of those that affiliate themselves with the subject.
Danger: Low Requirement To Lift: The subject gives away one Danger: Medium
Requirement To Lift: The subject denies them- of their dearest possessions to a stranger in need. Requirement To Lift: The subject must mix 1 unit
selves food for three days and, on the third night, After this, the subject must take a coin and throw it of Ashes, Infused Dust and Oil into a fine paste and
must hunt, prepare and cook their own meal over behind themselves using their right arm, over their apply it to their face with the aid of a hand held
a coal fire set alight with 1 unit of Infused Dust and right shoulder, of which is aimed into a communal mirror. The hex lifts once the mixture dries, is
share it with at least two other people well or fountain. peeled off and the mirror is smashed.

The Liar’s Loose Tongue The Bastard’s Tremor


STA Cost: 4 STA Cost: 8
Effect: The Liar's Loose Tongue forces the subject to concentrate when trying to conceal a secret, reserve Effect: Whenever the subject would attempt a task
their own opinion or when making an attempt to hide a truth from somebody else. Whenever the subject is that requires a high level of precise control,
under stress, suffers a moment of indecision or is confronted with a choice to be truthful or sow deceit, the movement and manipulation of their hands, they
subject must roll Resist Coercion against an unspecified DC set by the GM. Failure causes the subject to fully suffer a 1d6 penalty to that skill check. In addition,
entail what is on their mind, regardless of whether or not they are revealing deep secrets or painful truths. even if successful, the subject faces a 30% chance
No matter the topic, the subject does not hold back, nor do they reserve their candour when speaking that the task itself will still fail. Should they fall
openly in this way. into a state of intense stress or fear, and until they
Danger: Low calm down, the subject may suffer a 1d6 penalty to
Requirement To Lift: The subject gathers 1 Pearl, a Candle and blindfold. After placing the pearl under their all further actions completed using their hands.
tongue, the subject slips on the blindfold and holds the lit candle in both hands. The subject then turns to Danger: Medium
face north, east, south and west, each time telling a lie which is then followed by telling a truth. Requirement To Lift: The subject creates a paste
from 1 unit of Wolfsbane, Celandine and Barley,
rubbing it all over their hands under the light of a
crescent moon. Finally the subject must wash and
purify their hands clean with 1 unit of Ducal Water.

The Forgemaster’s Bane


STA Cost: 12
Effect: The subject of The Forgemaster's Bane is
unable to touch or hold any object made from
metal. By allowing it to come into contact with
their exposed flesh, the subject's skin begins to
bubble, hiss and spit. Mere seconds later the
subject is set aflame and burns until death occurs
or the fire is extinguished.
Danger: High
Requirement To Lift: The subject forges a flawless
nine inch nail with 1 unit of Iron at a DC15 Crafting
check. The nail is then driven into the threshold of
the subjects dwelling beneath a full moon, before it
is allowed to cool.

The Hex of Venerability


STA Cost: 12
Effect: Unnatural frailty washes over the subject
that suffers The Hex of Venerability. After a few
hours pass, the subject begins to feel the symptoms
of age, their skin starts to sag, muscles ache and
their hair begins to thin and grey. Once the hex has
been in effect for at least a day, the subject's REF,
DEX, BODY and SPD are capped at 6 (before any
EV). Any wounds suffered are always treated as
one step higher and an extra action now costs 6
stamina, instead of 3.
Danger: High
Requirement To Lift: The subject must adorn a
necklace made with a Grave Hag's Ear and nourish
their hair with a Griffin's Egg yolk and fresh snow.
25

Threat Armor
Easy, Complex 0

INT 1 Height
REF 6 Up to 2 meter wingspan

DEX 8 Weight
Between 1 to 3kg
BODY 3
SPD 8 (2)* Environment
Mountains, open plains,
EMP 1 lakes & coasts.

CRA 1 Intelligence
WILL 5 As intelligent as a dog,
instinctual and territorial.
LUCK 0 Organisation
Solitary
STUN 4
RUN 24 (6)* Susceptibilities
LEAP 4 (1)* Beast Oil
STA 20
ENC 10 Loot
REC 4 Feathers (1d10)
HP 20 Beast Bones (1d6/2)
VIGOR 0 Bird Egg (1d6/2)

* Indicates air & land speed.

Northern Hawk - Education DC12 Awareness


W. Survival
+14 (15)
+11 (12)
Like all birds of prey, hawks have large, hooked beaks for ripping flesh from their
prey, strong legs, and powerful talons. Hawks' eyes are extremely powerful, capable Brawling +6 (12)
of picking out their prey from miles above the ground, Northern Hawks are no Dodge/Escape +3 (9)
exception to this rule and are some of the most dangerous birds due to their intellig-
ence and perception. The Northern Hawk is a fierce solitary creature that is highly Athletics +7 (15)
respected throughout the country by hunters, tamers and trappers alike. Stealth +5 (13)
Base
Endurance +6 (9)
Attack Name Attack Type DMG Rel. RNG Effect RoF
Courage +7 (12)
Claw 12 S/P 1d6 5 N/A Bleed (30%) 1 Intimidation +5 (10)
Beak 13 P 1d6+3 5 N/A +1 WA, Blind (100%) on 1 Resist Magic +3 (8)
landing a head strike

Incredible Vision Flight Eviscerate


Hawks have incredible vision in the day and A hawk can take flight as a movement action and A hawk can choose to break up its movement
can only be knocked out of the air by stunning or when it attacks. Also, if it flies at least 3m before
gain a +3 to all vision-based awareness checks
doing more than 5 points of damage to it. A hawk making an attack, the hawk deals an extra 2d6
during this time, but lose this bonus whilst in knocked out of the air must make a DC:16 Athl- damage and improves the bleed chance from its
dim light and after dark. etics check or take falling damage. claw attack up from 30% to 50%.
26

Threat Armor
Medium, Complex 8

INT 1 Height
REF 8 Between 0.9m and 1.2m

DEX 9 Weight
Up to 100kg
BODY 8
SPD 8 Environment
Mountains, tundra, forests
EMP 1 and valleys.

CRA 1 Intelligence
WILL 6 As intelligent as a dog,
considered to be cunning.
LUCK 0 Organisation
Shy, Elusive & Solitary
STUN 7
RUN 24 Susceptibilities
LEAP 7 Beast Oil
STA 35
ENC 40 Loot
REC 7 Cat Claw (2d6)
HP 35 Beast Bone (2d6)
VIGOR 0 Cat Hide (same as Wolf Hide)

Wild Cat - Education DC13 Awareness


W. Survival
+13 (14)
+15 (16)
The wild cat—also known as the cougar, puma, panther, or mountain lion—is a large
cat species native to the rocky peaks and evergreen forests of the cold north. These Brawling +7 (15)
felines are large, tan spotted cats. Their bodies are mainly covered in tawny-beige Dodge/Escape +5 (13)
fur, except for the whitish-gray belly and chest. Armed with razor sharp claws and
a titanic bite, the Wild Cat's talents to climb and ambush prey are second to none as Athletics +7 (16)
well as their ability to take down targets in direct one-on-one combat. Stealth +8 (17)
Base
Endurance +6 (14)
Attack Name Attack Type DMG Rel. RNG Effect RoF
Courage +7 (13)
Claw 15 S/P 4d6 10 N/A Bleed (25%) 2 Intimidation +6 (12)
Bite 15 P 7d6 10 N/A Bleed (75%) 1 Resist Magic +3 (9)

Scent Tracking & Night Vision Excellent Climber Enhanced Pounce

A Wild Cat can track a creature without visual Wild Cats are excellent climbers and add +3 to A Wild Cat doesn't need to take a running start
any athletic checks made when climbing and when leaping, and if they successfully ambush
or audible clues and can see in areas of dim reduce the cost to their STA for climbing over their prey from stealth, they deal double damage
light without penalties. lengthy periods of time. and the target is grappled.
27

Threat Armor
Hard, Simple 20

INT 1 Height
REF 10 2m to 3m (at the shoulder)

DEX 8 Weight
Up to 900kg
BODY 14
SPD 8 Environment
Mountain woodlands, alpine
EMP 1 meadows and coasts.

CRA 1 Intelligence
WILL 7 As intelligent as a dog,
aggressive and territorial.
LUCK 0 Organisation
Solitary
STUN 10
RUN 24 Susceptibilities
LEAP 4 Beast Oil
STA 50
ENC 100 Loot
REC 10 Bear Claw (1d10)
HP 50 Beast Bone (1d6/2)
VIGOR 0 Bear Hide (same as Wolf Hide)

Dire Bear - Education DC11 Awareness


W. Survival
+13 (14)
+13 (14)
Bears are generally found far from human habitation, either in the high mountains
or in the deep woods. Opposite of dogs and wolves, bears are solitary creatures, Brawling +8 (18)
which is probably for the best considering how strong and durable they are. A bear
Dodge/Escape +4 (14)
may be clumsy but they run at high speeds despite their size, so running away may
not always be an option, especially if you have already angered the beast. Athletics +8 (16)
Stealth +4 (12)
Base
Attack Name Attack Type DMG Rel. RNG Effect RoF Endurance +8 (22)
Claw 18 S/P 4d6 10 N/A Bleed (25%), Ablation 2 Courage +7 (14)
Bite 18 P 6d6+2 10 N/A Bleed (50%), Ablation 1 Intimidation +8 (15)
From Ablation, 6m Knockback +
Charge 15 B 10d6 10 8m Ramming Damage 1 Resist Magic +4 (11)

Scent Tracking & Predator Vision Crushing Force & Charge Indomitable Defence
Due to the incredible force with which they
A Dire Bear can track a creature without When a Dire Bear takes a full round to 'Actively
attack, a Dire Bear cannot be parried and does
Dodge', it improves the attack penalty suffered
visual or audible clues with no penalty, nor double ablation damage. By making an attack at
by attackers to a -3 (from -2) and grants the Dire
does it suffer a penalty to awareness checks -3, a Dire Bear may charge a target who is 8m
Bear resistance to all physical damage that it
made against targets in dim light. away, knocking them 6m back as well as dealing
suffers, until the start of its next turn.
ramming damage should they have a collision.

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