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The Witcher TRPG – The Life of a


Professional
Disclaimers:

- My table and I are using a Homebrew rule for luck: Before any roll is made, a player may use one point of luck to roll
twice, using the higher result. Luck refreshes at the start of a session.

Keep this in mind while reading, as some of the events are regarding luck.

- Whenever referring to a page, this Homebrew is referring to the Core Rulebook of The Witcher TRPG, unless
otherwise stated

The first decade you are considered a child, are growing up and maybe helping your parents or supervisors with their
profession. For every decade after the first, decide how you behaved in that decade (Cautious, Socialize, Professional,
Adventurous). First, roll on the Danger row (D100). If you rolled the percentage or lower of your chosen behaviour,
something dangerous happened and you have to roll on a table, depending on which behaviour you chose for that
decade (see table: Danger). Regardless of whether you have to roll for a Danger, roll on the Outcome section of this
table to see what kind of upside this decade had. Follow this process for each decade after 10.

Time Cautious Socialize Professional Adventurous


Danger 20% 40% 60% 75%
1 Fortune 1 Fortune 1-2 Fortune 1-5 Fortune
2 Ally 2-4 Ally 3 Ally 6-7 Ally
Outcome
3 Romance 5-7 Romance 4 Romance 8 Romance
4 Event 8 Event 5-10 Event 9 Event
5-10 Nothing 9-10 Nothing X Nothing 10 Nothing

Fortune – p. 32 - Ally – p. 33 - Romance – p. 35 - Event – One of the later tables

Danger
Behaviour Danger
Roll 1d10:
Cautious 1-3 - Misfortune (p. 32)
4-6 - Event Danger (Next tables, depending on your Profession)
7-10 – Enemy (p. 34)
Socialize Enemy (p. 34)
Professional Event Danger (Next tables, depending on your Profession)
Adventurous Misfortune (p. 32)

This is a homebrew of u/WitcherLabbro, uploaded unter the Homebrew Policy of RTG. Usage is at own discretion. The Witcher TRPG, its
rights and trademarks belong to CD Projekt Red and R. Talsorian.
2

Event Danger
Roll Bard Craftsman Criminal Doctor Druid
1 Were robbed Botched Project Took it easy Weakened Immune Overworked
Being not much of a fighter, For some reason you botched Whatever you were trying to System With or without magical
you got mugged on the street. a contract you accepted and do, you saw it was way too Often being exposed to means, you brought your
Luckily the cathpole wasn’t made some powerful people risky! Your outcome for this diseases strenghens the body to its physical limits
far, so the culprit didn’t steal angry. At some point this will decade is automatically immune system, in your case and beyond and took a
much. Start with one less get back to you, at the GM’s ‚Nothing‘, even if it normally it was weakened. Whenever permanent decrease in your
starting item. discretion. wouldn’t be an option. you gain the Disease effect, wellbeing. Lower your STA
increase the malus to all by 2.
actions by 1.

2 Diseased Poison Susceptibility Got caught Bleed Susceptibility Neglected social


Wandering the continent left Not being entirely unfamiliar Choose one kingdom/state in Breathing many toxic fumes Interactions
you exposed to many sick with poisons yourself, you which you were thrown in from maladies during your You were so focused on your
people. At some point a developed a susceptibility to jail. People remember you work, your blood is rather attunement to nature that you
dangerous disease got hold of them. The DC to resist and and watch you closely. All thinned. You take an abandoned basic human
you. Start with the Disease shake off the Poison effect is rolls relating to crime with additional +1 damage from interactions. Gain -1 to every
effect. increased by +2. potential witnesses gain a -3 the Bleed effect. social skill check concerning
when in this kingdom/state. people.

3 Made an Enemy Worked more Hours Made an Enemy Head Injury Had Misfortune
Some critics just take it too Someone or something People of your profession While working, you sustained Nature proved dangerous and
far! Whatever happened, you forced you to give it all, have a hard time going your a nasty wound to the head. you felt the consequence.
got someone coming for you. leaving you with less energy way and staying free of While physically fully Roll on the Misfortune table
Roll an enemy (p. 34). for private matters. Roll enemies. You are one of the healed, you have a hard time once (p. 32).
twice for the outcome of this people who made one or two remembering things now.
decade and take the higher along the way. Roll an enemy You can memorize one less
result. (p. 34). diagram/formula.

4 Lost an Ally Made an Enemy Addict Got Wounded Out of Practice


You were a bit too much and It might have been your Being around addicts, Helping people offers risks. You neglected practicing
an ally of yours had enough. prices or the way you’re used sometimes even selling them A manic patient attacked and magic. Casting Novice and
You lose a random ally. If to work, either way, you got a their shot, you developed an wounded you. Roll on the Journeyman invocations cost
you don’t have any allies, roll new enemy. Roll an enemy addiction. See the sidebar on Wounds table to determine +1 stamina. This Stamina
one instead who abandoned (p. 34). p. 32 for more info. the wound and malus (p. counts toward your
you. 245). maximum stamina for magic
per round (vigor) and may be
decreased by focus.

5 Offensive creation Corroded Fingers Took a Wound Practicality over Hunted by an


One of your songs, books, Working with acids and other You were wounded while Courtesy unintelligent monster
plays or something else you chemicals, you corroded parts engaging in criminal At some point you saw that Your attempts to help a
published was perceived very of your fingers. Tasks that activities. Maybe the original the arts of courtesy rarely creature have gone terribly
poorly. Gain -1 Reputation require fine motor skills, for owner was more of a fight save a life. You chose to wrong and it sees you as a
example picking a lock or then you thought, maybe you neglect them in favor of threat. Whether it is a bear, a
crafting jewelry, have their triggered a trap. Roll on the practicality. Gain -1 to Social wyvern or some other
DC increased by 1. Wounds table to determine Etiquette rolls. unintelligent monster, it has
the wound and malus (p. your scent and may come for
245). you.

6 Got Wounded Income Tax Poison Susceptibility Had Misfortune Hunted


While performing you Your success hasn’t been left Not being entirely unfamiliar Your luck seemed to be used There is some kind of bounty
tripped and got wounded unnoticed by the officials and with poisons yourself, you up. Roll on the Misfortune on you. A group of 1d6+3
badly. Roll on the Wounds you were forced to pay a developed a susceptibility to table once (p.32). Bounty Hunters is after you,
table to determine the wound special tax. When them. The DC to resist and possibly lead by one of your
and malus (p. 245). determining starting coin, shake off the Poison effect is enemies.
treat the total roll as 2 points increased by +2.
lower (min. 1).

7 Out of Luck Got Wounded Betrayed Worked more Hours Made an enemy
The luck of the bard seems to A miscalculated blow with A fellow criminal you trusted Someone or something Some people hate magic or
be at an end. Start each the hammer or maybe a betrayed you. Roll 1d6: forced you to give it all, see druids as wild people.
session with one less point of wrongly mixed potion left 1-4 – You were punished for leaving you with less energy Some of these take it a step
luck than usual (min. 0). This you wounded. Roll on the a crime they committed; 5-6 for private matters. Roll too far and try to end people
doesn’t affect any luck gain Wounds table to determine – You managed to slip away, twice for the outcome of this like you. Roll an enemy (p.
through other means. the wound and malus (p. but authorities are still decade and take the higher 34).
245). searching for you. result.

8 Got an Infection Had Misfortune Hunted Addiction Bleed Susceptibility


You weren’t careful enough An extraordinary problem There is some kind of bounty All the stress was too much. Breathing many toxic fumes
and got a STD of some kind. appeared that you had a bad on you. A group of 1d6+3 You became an addict. See in nature, your blood is rather
Though seemingly harmless, experience with. Roll on the Bounty Hunters is after you, the sidebar on p. 32 for more thinned. You take an
you have it as a constant Misfortune table once (p. 32). possibly lead by one of your info. additional +1 damage from
reminder when trying to enemies. the Bleed effect.
seduce someone. Gain -1 to
Seduction rolls.

9 Had Misfortune Head Injury Had Misfortune Made an Enemy Got Hexed
When problems rose, you While working, you sustained Dangerous life as a criminal You might have not been Someone hexed you or a hex
couldn’t stop them. Roll on a nasty wound to the head. lead to an unlucky event. Roll able to save someone or were you spoke backfired. Work
the Misfortune table once (p. While physically fully on the Musfortune table once the direct cause of hurt to with your GM to determine
32). healed, you have a hard time (p. 32). someone. Roll an Enemy (p. which hex your character
remembering things now. 34). starts the game with.
You can memorize one less
diagram/formula.

This is a homebrew of u/WitcherLabbro, uploaded unter the Homebrew Policy of RTG. Usage is at own discretion. The Witcher TRPG, its
rights and trademarks belong to CD Projekt Red and R. Talsorian.
3

Roll Bard Craftsman Criminal Doctor Druid


10 Accused of Espionage Made Equipment for Murdered Innocents Were robbed Took a Wound
Whether you truly were the Enemy While on a job you Being not much of a fighter, Event though you’re more
spying or it merely looked Either because you were instinctively murdered you got mugged on the street. attuned to nature, handling
like it, people in high places forced or got paid well, you someone that didn’t need to Luckily the cathpole wasn’t beasts and monsters still
banned you from their made equipment for enemies die. Roll 1d6: far, so the culprit didn’t steal offers great risks. You took a
kingdom. Choose one of your kingdom. Gain -1 1-2 – It was a friend helping much. Start with one less serious wound after a
kingdom/state other than Reputation. out; 3-5 – It was a very starting item. monster lashed out. Roll on
your homeland. You are not young person; 6 – It was the Wounds table to
welcome in this region and someone who once showed determine the wound and
have to expect consequences, you great kindness. malus (p. 245).
even violent ones, should you Either way, you still feel very
still be seen there. guilty about it.

Roll Man At Arms Merchant Noble Priest


1 Got Wounded Betrayed Lost Reputation Got Wounded
A fight against a monster or bandit Maybe you didn’t write them often Sometimes your actions don’t turn A group opposing your faith attacked
ended very badly for you and you enough, maybe they were always out as you thought. Whatever it was, you and managed to wound you
took a serious wound. Roll on the going for this. Either way, a random people won’t forget. Gain -1 badly. Roll on the Wounds table to
Wounds table to determine the ally betrayed you and is now one of Reputation. determine the wound and malus (p.
wound and malus (p. 245). your enemies. If you don’t have any 245).
allies, roll a new one instead who will
be your enemy.

2 Betrayed by Employer Had Misfortune Sustained Critical Injury Decadence set in


Whether or not you completed your Traveling this decade proved During training or in the field you You enjoyed your life a little too
job to their satisfaction, your dangerous. Roll on the Misfortune suffered a critical injury. No matter in much, neglected your responsibilities
employer betrayed you. Roll 1d6: table once (p. 32). which decade you suffered this and became a bit of a sloth. You
1-2 – They gave you less or no wound, you’ll start the game with it. lower your STA by 2.
payment; 3-4 – They tried to kill you; This injury already counts as treated,
5-6 – They held someone close to but you’ll have the penalties until it
you hostage and forced you to leave. fully healed. Roll 1d6, then roll on
the appropriate table on p. 158/159:
1-2 – Simple Critical; 3-4 – Complex
Critical; 5-6 – Difficult Critical.

3 Got into a Fight War Effort Got a Superior Had Misfortune


There was always some tension In times of war, a noble house took For any reason you now have Not even priests are save from
between you two, so naturally it had some of your merchandise, stating someone you’ll have to report to common peoples vices and problems.
to escalate at some point. You fought that ‚This is your part in the war regularly. Maybe they’re a family Roll on the Misfortune table once (p.
a friend, family member or associate effort‘. You were smart enough not to member, a noble or ruler above you, 32).
from work and ended up killing them, resist. Start with 200 crowns worth or even someone you or your family
even if you didn’t want to. less items on your cart. owes a lot to. Either way, once this
person summons you, you’re bound
by honor to heed their call.

4 Sustained Critical Injury Needed to call in a Favor An Assassin was after you Generous Sponsor
During training or in the field you You got into a very serious situation. Someone sent by a rival tried to kill A friend of your religion is donating
suffered a critical injury. No matter in If you managed to get out unharmed, you. Roll 1d6: large amounts of money to your
which decade you suffered this you had to pull some strings. If a 1-2 – You fought them off, but the church/cult. You were chosen to do
wound, you’ll start the game with it. Witcher, a Mage or a Noble owes you assassin was able to flee. They’re everything to ensure that the money
This injury already counts as treated, a favor, lose one of them. Otherwise probably still after you; 3-4 – They doesn’t stop. You gain 100 crowns
but you’ll have the penalties until it lose one random aquaintance. If you mistook someone close to you for per monts, but you must go to them
fully healed. Roll 1d6, then roll on have no aquaintances or favors, roll their target. A friend, family member immediately whenever you’re
the appropriate table on p. 158/159: on the Wounds table once to or other loved one was killed; 5-6 – summoned and perform any task they
1-2 – Simple Critical; 3-4 – Complex determine the wound and malus you They wounded you, nearly killing ask of you or risk losing the flow of
Critical; 5-6 – Difficult Critical. suffered because of the lack of help you. Roll once on the Humanoid money, thus angering your fellow
(p. 245). Damage Location table (p. 154) for a priests.
body location. Whenever you take a
critical wound on this location, the
mali are increased by 1 (if
applicable).

5 Owe a Favor Took a Wound Lost a Duel Got Hexed


Someone helped you out big time. When armed thugs tried to ambush You lost an honorable duel in front of Someone hexed you or a hex you
Without their help, you might’ve died you for your wares, you took a an audience. You don’t bear any spoke backfired. Work with your GM
or ended up on the streets. They wound fighting them off. Roll on the wounds from this event, but your to determine which hex your
haven’t called in their favor yet, but Wounds table to determine the pride was scratched really hard. character starts the game with.
might do so at any time. wound and malus (p. 245).

6 Took it easy Broken Promise Got Wounded Excommunicated


Whatever you were trying to do, you A merchant is only as good as their An incident on a hunt gone wrong Either because some parts of the
saw it was way too risky! Your word. You broke yours and people left you forever scarred. Roll on the doctrine didn’t seem right to you or
outcome for this decade is don’t trust you as much as they used Wounds table to determine the because you gained too much
automatically ‚Nothing‘, even if it to. Gain -1 to Persuasion rolls. wound and malus (p. 245). influence in the eyes of your fellow
normally wouldn’t be an option. priests, you got excommunicated
from the local church/cult. These
news may or may not have spread
further than your hometown, GM’s
discretion.

This is a homebrew of u/WitcherLabbro, uploaded unter the Homebrew Policy of RTG. Usage is at own discretion. The Witcher TRPG, its
rights and trademarks belong to CD Projekt Red and R. Talsorian.
4

Roll Man At Arms Merchant Noble Priest


7 Wrath of a Dragon Income Tax Betrayed Religious Conflicts
You joined a hunting party to kill a Your success hasn’t been left Maybe you didn’t write them often You said or did something that
dragon. Unfortunately that dragon unnoticed by the officials and you enough, maybe they were always followers of similar faiths disliked.
turned out to be much stronger than were forced to pay a special tax. going for this. Either way, a random Choose one similar religion (another
anticipated, killing nearly everyone. When determining starting coin, treat ally betrayed you and is now one of Organized Church if your faith is an
You survived, but the dragon seeks the total roll as 2 points lower (min. your enemies. If you don’t have any Organized Church, …). Your social
vengence against those that tried to 1). allies, roll a new one instead who will status with followers of this religion
kill it. be your enemy. is decreased by one step (Equal to
Tolerated, Tolerated to Hated).

8 Neglected your Equipment Failed Negotiations Social Faux-Pax Out of Practice


After some fights, equipment has to You were acting as a kind of You said or did something or maybe Constant fasting and physical labor in
be tended to. As you forgot or had no negotiator between two powerful someone framed you for something honor fo your faith left you out of
money or time to repair it, it isn’t in parties. Because of you, they didn’t that a whole lot of people didn’t like. practice with magic. Casting Novice
best shape. All your equipment starts come to an agreement. Many people Choose a Territory in which you and Journeyman invocations cost +1
with their SP/REF already broken by possibly died because of you, which aren’t hated yet (p. 21). Your social stamina. This Stamina counts toward
1. gnaws at your concience. status with people from this territory your maximum stamina for magic per
is decreased by one step (Equal to round (vigor) and may be decreased
Tolerated, Tolerated to Hated). by focus.

9 Made an Enemy Diseased Had Misfortune Made an Enemy


Maybe you fought for the wrong side Wandering the continent left you You weren’t careful enough and paid Wandering around preaching, it was
or killed the wrong fella. But sure exposed to many sick people. At the cost. Roll on the Misfortune table just a question of when you would
enough you made yourself an enemy. some point a dangerous disease got once (p. 245). step on someones toes. Roll an
Roll an enemy (p. 34). hold of you. Start with the Disease Enemy (p. 34).
effect.

10 Had Misfortune Made an Enemy Made an Enemy Out of Luck


Something unlucky happened to you Being a well travelled person like you Your involvement in politics left It seems some of your prayers are left
during your work. Roll on the almost guarantees some enemies many people in disagreement with unanswered. Start each session with
Misfortune table once (p. 32). along the way. Roll an enemy (p. 34). you. Roll an enemy (p. 34). one less point of luck than usual
(min. 0). This doesn’t affect any luck
gain through other means.

Event
Roll Bard Craftsman Criminal Doctor Druid
1 Changed Public Got a Treasure Map Robbed a mysterious Got an Apprentice Wandered the
Opinion A customer of yours couldn’t Person During years of working your Continent
Either through your music, pay in coin, so they gave you One day you followed a trade, you decided to not let To prepare for such a
literary genius or your silver a map showing a specific mysterious looking person, these years of experience go dangerous journey, you
tongue you changed the place, a description or maybe hoping to steal some to waste and took an memorized some
public opinion of someone just some weird scribbling. valuables. The only thing apprentice. They might still invocations. Learn the Sigil
for the better. This could Work with your GM to flesh they carried was a key of be your apprentice or they of the Hunt invocation.
have been an ally, a out the storyhook. some sort. You’re not sure tried their luck on the path. Whenever you roll this
companion or even yourself. why, but you held onto this Gain an ally who is a outcome again, choose any
Choose one person to gain +2 key, hoping that you would ‚Doctor‘. Novice invocation to learn
Reputation. need it one day. Work with instead.
your GM to flesh out the
storyhook.

2 Got gifted an Invitation Wrote about your Thrown in the Mud Drafted into an Army Discovered a Magical
One day a courier brought Works So many of your scores When war begins, doctors are Mundane
you an invitation to perform. You began writing a didn’t work out that you were needed as field surgeons. During your travels you came
The invitation might lack compendium about all the forced to adapt to You saw the horrors of war across a young person who
crucial info like who the host things you crafted or mixed. unfavorable situations and treated countless soldiers, peaked your interest. This
is, when you are supposed to Gain 3 Novice quickly. Whenever you are maybe even from both sides. young one seems to have
come and where the meeting Diagrams/Formulae. knocked prone, as your No gore can ever scare you some amount of magical
would take place. Work with Movement-Action you may anymore. You don’t have to properties, but not enough to
the GM to flesh out the now stand up as well as move roll Courage in some specific be traines as a mage. You
storyhook. a number of metres equal to situations (GM’s discretion) decided to guide this person
half your SPD. If you roll this anymore and instead gain an and act as a mentor of sorts.
outcome a second time, you automatic success. Reroll this Gain an ally that is no
may now stand up as a free result if you get it a second ‚Mage‘ and no
action. Reroll any additional time. ‚Aquaintance‘. This ally is a
times after the second. magical mundane and you
may choose which gift they
have.

3 Were part of a Studied an interesting Robbed a Professional Studied Monster Saw the Signs
Traveling Troupe Item You robbed someone of a Anatomy During a ritual you had
As fate would have it, you You got fascinated by an respectable profession. Gain You decided to learn more visions of an object of
found yourself as part of a item and decided to learn a tool kit of your choice that about monsters, how they immense worth. Your visions
traveling troupe. Maybe you how to make it. Gain 1 is not rare (p. 92). move, how they behave, what were mostly signs and
were invited, maybe you took Journeyman their innards are made of. cyphers but you are
part in the founding. Either Diagram/Formula Choose one type of monsters. determined that it is your
way, you remember this time You may reroll any roll destiny to find this object and
fondly. Roll 1d6/2 (rounding concerning monsters of these either protect it or make sure
up) and gain as many types that are not attack or noone else can find it. Work
aquaintances, who are all defense rolls once. with the GM to figure out the
„Bards“. If you rolled more specifics.
than one aquaintance, they
are possibly still traveling
together.

This is a homebrew of u/WitcherLabbro, uploaded unter the Homebrew Policy of RTG. Usage is at own discretion. The Witcher TRPG, its
rights and trademarks belong to CD Projekt Red and R. Talsorian.
5

Roll Bard Craftsman Criminal Doctor Druid


4 Honed your Talents Trained Reverse Mastered the Art of A Witcher helped Served as Village
You minimized paid Engineering Assassination Just when you thought Peddler
performances for some time You repaired so many pieces Countless people fell by your nothing could save your For a time you chose to settle
to train. Gain +2 to of equipment that you rarely blade. You got the drill now. patient, a witcher who you’ve down in a village. You used
Performance. need a diagram anymore. By Whenever ambushing using a treated before gave you your gifts to help the people
studying an item for 3 hours small blade, lower penalties something that might help. and were a respected person,
you learn of all the different for aimed attacks by half. Gain the witcher formula for until you went on your way.
components needed to craft it Reroll this result if you get it Swallow. If you reroll this Choose a kingdom/state in
(not the amount, just the a second time. result, gain a Novice formula which this village is. You
materials). This takes the of your choice instead. will always have a sanctuary
space of one of your there and the villagers won’t
memorized diagrams. By betray you unless you treat
taking twice the time and them badly.
increasing the DC by +3, you
can repair studied equipment
even if you don’t have or
know the diagram. Reroll this
result if you get it a second
time.

5 Improved Resolve Stocked up on Supplies Built a Network Treated everyone Helped a local
You discussed payments with You got yourself a little You travelled around a lot This decade you treated not Community
nobles, prices with merchants hoard of components and and made friends in lower only people speaking your After a rough winter nearby
and plays with organizers, ingredients, bet it for places. You may present any mother tongue, but many villagers came to your druid
learning through these heated alchemy or equipment. Gain beggar with a catchphrase more speaking languages you circle for help. As you were
arguments. Gain +5 Resolve ingredients and/or that you chose for your don’t understand. Whenever sent to help the poor souls,
in Verbal Combat. components for a total worth network and if they answer trying to understand you learned the magic needed
of 200 crowns. with the fitting catchphrase, something spoken or written to do so. Learn the Sigil of
they are part of your network in a language that you have Bounty invocation. Whenever
(for example: „What does the no skillpoints in, gain +1 to you roll this outcome again,
nightingale do after your Language roll. choose any Novice
midnight?“ - „It looks for invocation to learn instead.
opportunities“). These
beggars have knowledge of
the cities and settlements
they’re in and may
sometimes be recruited to do
little jobs for you, but they
expect adequate payment
either way.

6 Peculiar Companion Experiemented Worked for Authorities Experimented in Held many Rituals
You traveled with some kind Through dabbling in alchemy You decided to work an Alchemy During this decade you
of fighter, and you always you got hold of the formula honest job for a time. You You read some books, met a partook in a lot of rituals of
seem to bump into each other of an Elixir. Gain the formula were a spy or a scout of a few teachers or listened to the circle, often being the
at the most curious times! of one Elixir or Mundane noble house and got a formal some lectures at the academy. main ritualist. Gain +1 to
This person might be a Potion of your choice. verification of your service in Either way, you increased Ritual Crafting.
witcher, soldier, mercenary, written form. You may your knowledge on alchemy.
mage, maybe even a noble. choose a kingdom/state of Gain 2 Novice formulae of
You two don’t seem like which you have this your choice.
friends at all (yet) but some verification. Whenever
kind of mutual respect helps showing it to people of that
you to get along fairly well. kingdom, gain +3 Reputation
with them.

7 Became an Inspiration Practiced vigorously One Person, many A Mage cared Treated Magical
People’s perception of you You spent countless hours Voices One of your patients knocked Maladies
changed subtly. After your perfecting your trade. Gain You saw that deceiving on deaths door, but you heard You helped some townsfolk
acts many audiences found +1 to either Crafting or to people into thinking you are of a mage residing nearby. suffering from magical
your arts inspiring. By taking Alchemy. someone else really helped Even though you didn’t think sources. Learn the Wagerer’s
an Action, you may now roll you to easy money, so you they would help, they Pendant ritual. Whenever
Performance against a DC:16 decided to train followed your request, healed you roll this outcome again,
to inspire one of your impersonating. Whenever the patient with an Elixir and choose any Novice ritual to
companions, giving them one rolling Deceit to imitate a left some more at your learn instead.
luck die. You can only specific voice you have heard disposal. Gain 4 White
inspire each person once per before or Disguise to look Raffard’s Decoction.
day. Reroll this result if you like a specific person you’ve
get it a second time. seen before, gain +1 to the
roll.

8 Got Famous Created a Masterpiece Safe stash Enzcyclopedia of Animal Companion


Through your talent, through It took years until you were To hide both your valuables Personal Experiences While taking care of the
mouth-to-mouth content with the results, but and ‚other valuables‘, you You got a journal of a doctor nature around you, you
advertisement or through you crafted a piece of invested in a peculiar before you, who got it from a noticed an animal in pain.
sheer luck – you got famous! equipment that outshines craftsman to build you a doctor before them etc. Many You decided to take care of it
Whenever meeting an NPC most of the general gear used. container no simple thief people contributed to it and it and nurtured it back to health
for the first time, the GM Roll 1d10 and gain one of the could open. You gain a chest comes in handy when so it decided to stay by your
rolls a D10. On a 1, the NPC following: that is locked by a puzzle. researching. Whenever you side no matter what. Gain a
is a fan of yours and will try 1-2 – Kord; 3-4 – Plate Only you or people who want to research something, bird, serpent, dog or cat as an
to impress you by helping Armor; 5-6 – Pavise; 7-8 – know the answer to the you can take an hour and animal companion.
you more than other people Mahakam Martell; 9-10 – puzzle may open it freely, study the encyclopedia, thus
would. If you roll this result a Hafling Protective Doublet. otherwise a DC:19 Deduction gaining a +2 to your
second time, the NPC is a fan roll is needed to figure out appropriate roll. Every time
on a rolled 1 or 2. Reroll any the solution. This chest can you roll this result again, the
additional times after the be locked by a standard lock, bonus of the encyclopedia is
second. too. increased by +1.

This is a homebrew of u/WitcherLabbro, uploaded unter the Homebrew Policy of RTG. Usage is at own discretion. The Witcher TRPG, its
rights and trademarks belong to CD Projekt Red and R. Talsorian.
6

Roll Bard Craftsman Criminal Doctor Druid


9 Performed for Nobles Recruited into an Army Assassinated Nemesis Had diverse Patients Helped out with some
You got on the paylist of a You served in an army and You managed to lead an You met many interesting Wounded
noble family, who you learned how to craft and enemy directly into an and strange people and When there were too many
performed for at an important repair army equipment. Gain ambush and successfully got learned to better read them. patients for the few local
occasion. The performance the diagrams for Spectacled rid of them. One of your Gain +2 to Human doctors to handle, your circle
was well received and you Helm, Brigandine and existing enemies got killed. If Perception. supported them. Learn the
were given a mule and some Double Woven Trousers. If you don’t have any enemies, Ritual of Life ritual.
saddlebags as payment. you roll this outcome again, roll one instead which you Whenever you roll this
you gain one Novice diagram killed. outcome again, choose any
of your choice instead. Novice ritual to learn instead.

10 Worked as a Spy Were given dying Joined a Group Bought a Book on Wildlife Doctor
The Intelligence of a Knowledge At least for a time you Apothecary Your circle appointed you
kingdom or empire hired you You did some work for a decided to work with a You decided that in the long medic for the wildlife. You
to gather intel about a witcher and as a token of his criminal group. They taught run it would prove profitable learned a lot treating different
specific other kingdom/state. good will were given one of you how to act fearsome. to create medicine yourself . species. Whenever you roll
Choose which kingdom/state his witcher diagrams. Roll Gain +2 to Intimidation. Gain the formulae of Clotting First Aid to treat Animals,
you worked for. You know 1d10 and gain one of the Powder, Numbing Herbs and Beasts or Monsters, gain +2
someone handling the spies following diagrams/formulae: Sterilizing Fluid. If you roll to the roll.
there and can potentially use 1 – Witcher’s Steel Sword; 2 this outcome again, gain one
this relationship for – Witcher’s Silver Sword; 3- Novice formula of your
information or other benefits. 5 – Blade Oil of your choice; choice instead.
8-10 – Witcher Potion of
your choice.

Roll Man At Arms Merchant Noble Priest


1 Trained Use of Armor Commissioned a special Helped a Friend Held a Witch Hunt
As part of your work this decade you delivery You used your influence to help out a For some time you were the chosen
had to march many miles in full You needed a specific item and friend in need. Increse the bond spokesperson of your church/cult to
armor. At this point, you rarely feel it pulled some strings to get it. You between you and one ally of your find and kill the witches roaming the
slowing you down. Reduce the effect may buy (using your starting funds) choice to the next higher step (for continent. You may have hurt more
EV has on your SPD by 1. any one item without regarding any example: ‚Aquaintances‘ to innocent people than guilty ones, but
availability and rarity. ‚Friends‘). If you don’t have any the ends always justify the means.
allies yet, gain one instead. Whenever you want to know
something about monsters that can be
seen as witches (Grave Hags,
Wraiths, GM’s discretion) you may
know the knowledge about these
monsters without rolling education or
monster lore. Whenever you choose
not to roll, the GM flips a coin and
based on the result gives you the
Commoner Superstition or the
Professional Knowledge.

2 Plundered old Ruins Bartered some Wares Won a Tourney Worked as an Interrogator
Your work lead you to some old ruins One of your regulars really needed You fought many great names in a So many incidents of spies trying to
in which you found something useful. something but wasn’t able to pay in tourney of some renown, and you steal your secrets have been reported
Roll 1d10: coin. Instead they gave you one of managed to get out on top. As a price, that a special group of interrogators
1-2 – Witcher’s Silver Sword; 3-4 – their family heirlooms. Roll 1d6: one piece of equipment of your was formed. As one of them, you
Dwarven Enhancement; 5-6 – 1-2 – Kord; 3-4 – Kaedweni Shield; choice was gilded, to show your great were given insight into the methods
Random Rune; 7-8 – 2x Moon Dust 5-6 – Temerian Armet. deed. of magical interrogation. Learn the
Bomb; 9-10 – 2x Talgar Winter Trap Light of Truth invocation. Whenever
you roll this outcome again, choose
any Novice invocation to learn
instead.

3 Got into the Special Forces Charming Merchant Lead a successful Hunt Grateful believer
Someone of notice saw your potential Through the years you learned the You decided to hunt down a After a successful sermon, one of the
and recruited you into the special best way to handle customers to dangerous monster that threatened the attendants wanted to show you how
forces of their (and your) homeland. ensure their returning to you. nearby people. Choose any monster much you influenced their life. Roll
You’re still on duty and are expected Whenever you successfully traded with a danger rating of Medium – 1d6 and gain one of the following:
to follow orders, if any are given. with a person, be it an item, a service Difficult or lower. Gain the maximum 1-2 – 2x Succubus’ Breath; 3-4 –
Your supervisor(s) may request you or information, you gain a bonus of amount of all loot listed under this Iron Staff; 5-6 – Four-Leaf Clover.
to do some work from time to time, +2 to any pleasant social interaction monster.
and will pay generously. Reroll this (but bartering) with them for one
result if you get it a second time. week.

4 Learned new Technique Gained Experience Founded a Knightly Order Cleansed your Parish of
You learned a technique that, while There have been a few rough years of You were (co-)founder of a small Monsters
lowering the might of initial attacks, strong inflation, but you learned how order of knights, composed of 6 You were part of a taskforce sent by
increases the potential of following to get a good price anyway. Gain +2 members max. Even if you might not your order to save villagers nearby of
ones. Whenever you successfully to Business. take an active part in the order some monsters. In the process you
attack a target, you can choose to anymore, you might get help from were also able to get a little
damage it by a multiple of 3 damage them, if they aren’t occupied something for yourself. Learn the
less to gain a bonus to the next attack elsewhere. Imbue Trophy ritual. Whenever you
roll against this target equal to +1 per roll this outcome again, choose any
3 damage less. The bonus cannot Novice ritual to learn instead.
exceed +3 (9 less damage on the
initial attack). You can’t use this
technique on an attack that got the
bonus. If you roll this outcome again,
the bonus can be applied one more
time each (+4 for 12 less damage, +5
for 15 less damage, …).

This is a homebrew of u/WitcherLabbro, uploaded unter the Homebrew Policy of RTG. Usage is at own discretion. The Witcher TRPG, its
rights and trademarks belong to CD Projekt Red and R. Talsorian.
7

Roll Man At Arms Merchant Noble Priest


5 Weapon Proficiency Worked towards a Snowball Lead the Vanguard Spoke with God
The decade taught you that knowing System You acted as leader of the vanguard During a consuming prayer the
how to fight in different situations is Your way of selling worked in an important battle or skirmish and manifestation of your god(dess)
invaluable. Gain +1 to two Combat extraordinary well this decade. You are respected by many soldiers for it. appeared and showed you an event
Skills of your choice or start a new decided to invest money in more Soldiers and guards of non-enemy leading to a dark, faithless future.
one at +2. wares to hopefully increase future kingdoms are more open to helping You’re sure that you were given an
profits. The wares on your cart you you or turn a blind eye to illegal assignment to prevent this distopia.
start with are worth 200 crowns activities, as long as these actions Work with your GM to figure out the
more. don’t put them in any immediate details of this storyhook.
danger.

6 Sparred with fine Weapons Extreme Success Prevented a Civil War Converted a Noble
Practice makes perfect, as they say. This decade was one of the most Through the use of your silver tongue You managed to persuade a very
But having a quality weapon makes promising ones profitwise. You or or other means you prevented a influential person of your faith. They
fighting just a bit less dangerous. You managed to generate a good amount war between two noble families of are very grateful and will do
may apply the Weapon Accuracy of surplus coin. When determining one kingdom. Many people of this whatever your god desires. Roll an
(WA) to block and parry defenses starting money, roll 1d6 more than kingdom think of you as a national ally that is a noble. Reroll
now. Reroll this result if you get it a usual hero. Work with your GM to ‚Aquaintances‘ when determining
second time. determine the benefits of this event. how close you are.

7 Gilded Weapon Got Hired Help Worked on your Expressions Trained Miracles
A client of yours, a silversmith, Business was good, so you decided to While talking to yourself in the All your work towards using magic
proposed to pay you in a slightly hire some people to help you for a mirror, you tried noticing what others benefitted you immensely. Gain +2
different way. Instead of gold, they time. You weren’t awfully close but would see talking to you. This gave to Divine Power, even if you don’t
gilded one of your weapons in silver. you can still rely on them. Gain 2 you more control over your yet have your Defining Skill at level
Any one of the weapons you start out aquaintances. expressions and helped you see how 5. If you get this option a second
with or buy at character creation you come off as. Gain +2 to time, reroll it instead.
gains the effect Silver (2d6). Persuasion.

8 Protected a Caravan A Strange Interaction Diplomatic Mission Deeper Knowledge


You worked as a sort of bodyguard One day a strange fellow walked up Your homeland sent you and maybe You performed well, so your
for a caravan of merchants. Gain to you and started talking about an some other nobles as part of a church-/cultleaders gave you a holy
1d6/2 (rounded up) allies that are all event in the future that will change diplomatic mission to another book with advanced knowledge of
merchants. Due to their wandering the state of the world. You have no kingdom. You saw a lot, used the art magic. This book contains the
nature, you never really know where idea why but you believed them and of diplomacy and met many knowledge to learn one Journeyman
they are, so you might be surprised are now trying everything you can to interesting and useful people. Choose invocation or ritual of your choice.
finding them in the same city as you either ensure or to prevent it is a kingdom other than your homeland.
are. happening. You know someone on the council of
every larger city of this kingdom.
These contacts may bring advantages,
if used properly.

9 Killed dangerous Monsters Favor to Friendship Advocated for Peoples Rights Vanquished Nonbelievers
On one of your jobs you had to fight You cashed in a favor of a noble, You did a lot for people that are of a Through the power of your faith you
a monster and managed to get out witcher or mage and the interactions different race than yourself. Maybe fought against people opposing your
alive. Roll 1d10 to determine what with them turned out rather pleasent! you tried to improve their living faith. Learn the Blessed Weapon
type it was: You two chose to become friends and conditions, maybe you fought to invocation. Whenever you roll this
1 – Negrophage; 2 – Specter; 3 – grew pretty strong over the years. protect them. Either way, they won’t outcome again, choose any Novice
Cursed One; 4 – Hybrid; 5 – Lose a favor and gain an appropriate forget. Improve your social status invocation to learn instead.
Insectoid; 6 – Elementa; 7 – Relic; 8 ally. For closeness, ignore results with one people different than yours,
– Ogroid; 9 – Draconid; 10 – ‚Aquaintances‘ and ‚Friends‘. If you other than mages, by one step (p. 21).
Vampire. don’t have any favors, gain an ally
You gain +2 to Monster Lore when instead (not ignoring results
trying to recall the professional ‚Aquaintances‘ and ‚Friends‘).
knowledge about any monster of the
rolled type.

10 Learned Appreciation of Dealt as a Havekar Took a Protegé Worked Piously


sturdy Weapons Maybe you were in a dire situations, Your deeds are known far and wide, You dedicated your soul and body
Ending up with broken weapons mid maybe you supported their cause or so many people asked you to be your completely to your god and did all a
fight way too often, you decided to maybe you just took pity on them. squire, apprentice or other kind of good priest should do. Gain +1 to
take better care of them. Whenever a Either way, you sold some of your helper. To one person you said yes. two different non-magic Profession
weapon or shield you currently wield wares to Scoia’tael (or some other Gain an ally and roll 1d6: Skills.
would lose REL, throw a coin. On rebel group) and risked your own 1-4 – They still are a squire/Man at
heads, it loses 1 REL less (up to safety doing so. This group only Arms; 5-6 – They are a Knight/Noble
none). If you roll this outcome a made it because you helped them and already.
second time, weapons (and only they are forever grateful. Once per
weapons) you wield always lose 1 month you may call in a favor of this
REL less. Reroll any additional times group.
after the second.

This is a homebrew of u/WitcherLabbro, uploaded unter the Homebrew Policy of RTG. Usage is at own discretion. The Witcher TRPG, its
rights and trademarks belong to CD Projekt Red and R. Talsorian.

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