Witcherv2.0.pdf
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A Witcher is someone who has undergone extensive training, mutagenic transformation,
and mysterious rituals in preparation for becoming a professional monster-slayer for hire.
They are usually taken from 6 years old to a ‘school’ to begin training. Due to their
otherness and unusual abilities, they are usually reviled and treated as outcasts.
Gleaming Medallion, Battered Medallion, Glowing Medallion
Shaved Head, Cropped Hair, Long Hair
Tattered Cloak, Warm Cloak, Dark Cloak
Bulky Body, Lithe Body, Ravaged Body
8
Drive
Embody the Code
Fulfill a job or contract regardless of possibly dangerous
consequences.
Know your Enemy
When you first encounter a beast or monster with which you are familiar
(your call),
you may ask the GM any one question about it and they’ll tell you the truth.
Make A Living
Accept or extend a bribe or compromising offer.
Protect the Weak
Go back on a job or contract due to moral implications.
Every Witcher carries a silver medallion depicting the head of the animal that represents
their school. Witchers’ medallions vibrate and shake at signs of magic; be they curses,
charms, spells or beasts.
When you Discern Realities,
you may always additionally ask ‘Is
there any trace of magic nearby?’, even on a 6-.
Token of the Outcast
Witcher School
When wielding only a one-handed weapon,
you may Hack and
Slash using DEX instead of STR.
Hated and Feared
Cat
When you Parley with anyone who isn’t a good friend,
treat a 10+ as a 7-9.
Viper
When you Parley with anyone who isn’t a good friend using
threats of violence,
treat a 7-9 as a 10+ instead of the reverse.
Wolf
During Know Your Enemy, you may ask one follow-up question.
Griffin
Whenever you like, you may ask the GM ‘Is there any trace of
magic nearby?’ without needing to Discern Realities.
Bear
You have endured the torments of Witcher training and survived, granting you lightning
fast reflexes. When you enter battle, answer the following questions; for each ‘Yes’ gain 1
Readiness.
•
Am I unencumbered, unrestrained, and armed?
•
Did I prepare for this threat?
•
Am I fighting a monster?
During the battle you can spend your Readiness, 1-for-1, to immediately accomplish one
of the following feats:
•
Close in or disengage before they can react.
•
Effortlessly evade a hazard or overcome an obstacle on the battlefield, without
the need to Defy Danger.
•
Cause a single instance of damage to ignore armor
At the end of each fight, Readiness resets to 0.
Trial of the Grasses
Negate bonus damage from multiple enemies.
Fifty Two and a half
Fill in the names of your companions in at least one:
____________ and I are bound by destiny.
I knew ____________ before I got taken for training, they’ve
changed.
____________ may have slain a monster or two, but I will
show them why I’m the professional.
Whenever you like, tell the GM there is a monster nearby. Then answer one of the two
questions on each point below. The GM will use the other questions to finish making the
monster in secret.
•
How big is it? / How many are there?
•
Where is its lair? / What are its defenses?
•
What can it do? / What valuables might be found with it?
•
Will someone pay well for its head? / Does killing it draw unwanted attention?
W
ITCHER
V
2.0
Your load is 10+STR. You start with a Leather Armor (1 armor, worn, 1
weight)
Choose two weapons:
Long Sword (close, +1 damage, 2 weight)
Silver Sword (close, silver, 1 weight)
Silver Spiked Chain (silver, reach, precise, 2 weight)
3 Throwing Daggers (thrown, near, 0 weight)
Crossbow (near, +1 damage, reload, 3 weight) and Bundle of Arrows (3
ammo, 1 weight)
Choose two:
2 Healing Potions
20 Coins
Adventuring Gear (5 uses, 1 weight)
Shield (+1 armor, 2 weight)
New Tag:
Silver
weapons deal +2 damage against magical monsters, but they
cost twice as much and they break easily against mundane foes.
When you gain a level from 2-5, choose from these moves.
Signs
Witchers are taught simple magics that require willpower and energy but not
much technique. When you first take this ability, choose one sign that you
know. You may take this ability multiple times, learning a single new sign
each time.
When you gesture your hand and channel your willpower,
choose a sign that you know and roll+WIS. On a 7+ it succeeds, choose one
of the effects to take place. On a 7-9 your willpower is drained and you
cannot use any signs for the rest of the scene.
Ard:
knock down a foe - destroy a barrier - disarm an opponent
Igni:
deal your damage – frighten someone - start a fire
Yrden:
set a magical snare - seal something closed
Quen:
negate an instance of mundane damage
Heliotrope:
negate a magical effect on yourself
Axii:
distract or stun – calm someone down
When you gain a level from 6-10, choose from these moves or the level 2-5
moves.
Gadwall (
Replaces: Swallow)
You have superhuman regeneration.
When you rest,
heal +2d6 hp.
Thunderbolt
(Replaces: Rook)
S
HARPENED
I
NSTINCTS
You deal +1d8 damage against monsters.
When you track a monster carefully and calmly,
you make no noise, leave
no trace of your passage, and have +1 ongoing while trying to find the
monster or stay hidden from it.
Sword of Destiny
Your damage die is raised to a d8.
Tools of the Trade
A
LCHEMIST
Witcher potions are special elixirs, agonizingly toxic to most, that further
enhance their already exceptional abilities in exchange for a temporary
horrifying visage. When you gather herbs, brew them into potions, and drink
them, you gain +2 Readiness during your next fight.
You’ve been in many fights and have learned to cope with the aftermaths.
At
the end of each session you may remove one debility of your choice.
Battle-Scarred
When you know of a specific weapon, tool, or substance that will aid in the
slaying of a creature,
you can carefully unpack your arsenal and start
searching. If it’s relatively cheap and common, you have it; if it’s expensive,
rare, or unique, roll+WIS. On a 10+, the GM will either say you have it, or
have something similarly useful. On a 7-9, the GM will choose one:
•
You have it, but it needs to be prepared, or assembled first.
•
You have it, but there are serious drawbacks to using it.
W
HITE
W
OLF
When you Hack and Slash,
on a 12+ gain 1 Readiness.
Disillusioned
When you Discern Realities in a civilized area,
such as a village or city, you
may ask an additional question, even on a 6-.
K
NOWLEDGE IS
P
OWER
The last of the mutagens you were exposed to have now come to fruition.
You are immune to natural diseases and most poisons and can see clearly
in all but total darkness.
You also have a long lifespan and are sterile.
Mutant
When you Spout Lore about a monster,
on a 12+ your knowledge gives you
an advantage in the fight. Gain +1 to all Defy Danger rolls caused by the
monster until your next rest.
H
OME
T
URF
D
ISADVANTAGE
Rook
You deal +1d4 damage against monsters.
When you enter a fight against a monster in its lair,
gain +1 Readiness and
add the following feats to Trial of the Grasses:
•
Open or seal a passage or escape route.
•
Find something precious to the monster
Swallow
You have unusual regenerative capabilities.
When you rest,
heal +1d6 hp.
“K
ILLING
M
ONSTERS
”
P
REDATOR
When you Spout Lore about a monster’s weakness,
on a 7+ you have +2
damage against them for the rest of the scene, in addition to whatever the
GM tells you.
Once per session, choose an individual.
You may treat that person as a
monster for the purposes of your abilities for the remainder of the session.
Silver does not do extra damage against them.
Plik z chomika:
wheeski
Inne pliki z tego folderu:
Starter-Witcher_RPG_PL.pdf
(22308 KB)
Wiedźmin - Gra Wyobraźni - Zasady Podstawowe.pdf
(12458 KB)
Witcherv2.0.pdf
(993 KB)
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