Professional Documents
Culture Documents
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.
Professions
Courtesan ................................................. 3
Mercenary ................................................ 6
Scholar ..................................................... 9
Secret Agent ............................................ 11
Source ..................................................... 13
Witch ....................................................... 16
Witch Hunter .......................................... 22
Starting Money
200 x 2d6
4
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.
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.
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.”
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.
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
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
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.
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
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
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.
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!”
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
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.
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.
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
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.”
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
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)
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)
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)
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.