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Mercenary

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0% found this document useful (0 votes)
208 views5 pages

Mercenary

Uploaded by

mlrten wlrno
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Skills Gear (pick 5)

Any 4 Skills From: Horse & Saddle


Brawling, Dodge/Escape,
Melee, Small Blades, Lantern & 5 Candles
Staff/Spear,
Swordsmanship Battle Axe
Archery, Athletics or
Crossbow Brigandine
Business Armoured Trousers
Tactics Chain Coif
Physique Crossbow & 10 Bolts
Courage Steel Buckler
Intimidation Satchel
Resist Coercion Large Tent

Vigor Starting Money

0
The Mercenary
150 Crowns x 2d6

knight fights for honour and duty. Others that led to the dragon's lair. She patted a fine horse. The

A deal in the profession of war for profits and


reasons entirely their own. This contrast is
made evident in the tale of the Late Knight.
fastest horse that coin could purchase and neither of
them were weighed down by armour.

Further outraged, the knight strode ahead into the cave


Once upon a time, there lived an honourable knight. His and engaged the dragon in battle. By shield and fire did
king despaired, for the kingdom was ravaged by a fear- the knight and the dragon fight for three days and three
some dragon. The knight rushed to the castle to proclaim nights. But he was not deterred. He would show her.
his readiness to undertake the quest to slay the beast.
The knight ducked away for but a moment to catch his
"You're late." said a woman's voice. The voice of Ida, a breath and wipe his brow. When he returned to resume
rugged warrior, who stood before the king, weighing a his fight with the dragon, he found Ida standing next to
heavy coin purse in her hand. "Already got half upfront." the fallen creature, holding a fine crossbow. "You're late."
she echoed a third time.
The Late Knight was outraged. "I fight not for coin, but
for my king!" he exclaimed and rushed out. A knight The rest, as they say, is history. Ida was victorious, for she
would not be outdone by such rabble. He mounted his was unbound by honour, tradition or code. She was a
steed and rushed to the lair of the beast. warrior forged from freedom, versatility and a pinch of
greed. She made her own rules, knowing that victory is all
"You're late." Ida's voice rang a second time. She was that truly matters, no matter the means. Therein lies her
already there, standing outside the large cave entrance advantage and such is the way of the mercenary.

2
Cover the Costs (Int)
After agreeing to provide their services, a Mercenary may roll Cover the Costs
against their employers Resist Coercion to convince them of their need to source
additional equipment and supplies. If successful, the Mercenary increases their
fee by a further 10% for every 2 points rolled over this DC (to a max. of 100%).
This money is paid upfront. If an employer is unable to pay it, they will provide
services or items equal to or greater in value than that of the money owed.

The Professional The Veteran The Specialist

Risk Appraisal (INT) By Land or Sea (REF) Weapon of Choice

The Mercenary may choose a weapon


When the Mercenary visits a staging The Mercenary swiftly learns how to to become their Weapon of Choice.
ground designated for conflict, prior travel best By Land Or Sea and may This weapon gains a +1 to its reliability
to it taking place, they may roll Risk roll this skill in place of any Sailing or and damage for every 3 ranks gained
Appraisal against a DC set by the Ride checks. At rank 7, when making in this skill after the first (to a max. of
GM. Success allows the Mercenary to a control loss check, the Mercenary 4 at rank 10). This bond only ends
learn all there is to know about the may roll twice and take the best res- when this weapon is lost, sold or des-
terrain, possible advantages, dangers ult. At rank 10, mounts and vehicles in troyed. The Mercenary may pick an-
or environmental threats posed by the the Mercenary's control move 2 SPD other Weapon of Choice on reaching
location and its surrounding land. faster. rank 5 in Feats of Expertise and Valor-
ous Fatality.

Faction Neutrality (INT) Body Block (BODY) Feats of Expertise (INT)

When faced with an influential figure, Once per round, at the cost of 5 STA, When wielding a Weapon of Choice,
vendor or service provider who toler- the Mercenary may roll Body Block vs the Mercenary may forgo their move-
ates, fears and/or hates the Mercen- the Physique of a target moving out of ment to roll Feats of Expertise. This
ary, Faction Neutrality may be rolled a space adjacent to their own. Success marks targets in their cone of vision
against their Resist Coercion. Success denies this target of any further move- with a DEX+10 lower than this result.
increases the Mercenary's own social ment. Furthermore, once per day, the The Mercenary may spend additional
standing with that target, or the area Mercenary may roll Body Block vs the STA to enhance their attacks against
if they are important by 1 level. This healing DC of a critical wound to shift marked targets. The Mercenary must
lasts for a number of days equal to it to ‘treated’ for a number of minutes declare which feat they apply to an at-
their ranks in Faction Neutrality. equal to their BODY. tack before rolling for it.

Free Company Bruiser Valorous Fatality (BODY)

On landing a killing blow with their


On gaining their first rank within this Each rank gained in Bruiser allows the Weapon of Choice, the Mercenary
skill, the Mercenary begins their very Mercenary to ignore 1 point of dam- may roll Valorous Fatality against the
own Free Company. This skill grants age received, after SP & resistances, at target’s last defence roll. On a success,
perks to improve the company and a cost of 2 STA per point. For every 2 allies of the target who see this savage
unique roles to assist either players or ranks invested into Bruiser, the Mer- final blow become staggered. If Valor-
NPC’s that fill the roster. Further in- cenary gains a +1 bonus to their pass- ous Fatality succeeds by 10 or more,
formation can be found on the Free ive DC10 defence when rendered un- these targets stay staggered for the re-
Company table. conscious or stunned. mainder of the encounter.

3
Feats of Expertise
Goad Shunt
STA Cost: 1 STA Cost: 5
On a hit, taunt the target into attacking you next. The Mercenary On a hit, the Mercenary forces the target away from themselves by a
must be visible when making a ranged attack. number of meters equal to their BODY/3. Excludes crossbows.

Lunge Devastate
STA Cost: 2 STA Cost: 6
This attack gains an additional 1m of reach. Excludes ranged attacks. The Mercenary re-rolls any natural 1’s scored on their damage dice.

Hound Sunder
STA Cost: 3 STA Cost: 7
Each unique location damaged grants a +1 bonus to tracking checks. On a hit, this piece of armour loses a quarter of its current SP value at
These penalties are treated as a simple wound in regards to healing. this location.

Pin Maim
STA Cost: 4 STA Cost: 8
On taking damage, this target is pinned to a surface and grappled at a The target’s REF or DEX is lowered by 1 per unique location damaged,
DC16. This DC increases by +1 for each unique location pinned in ad- as chosen by the Mercenary. These penalties are treated together as a
dition to the first. Exclusive to ranged weapons only. complex wound in regards to healing.

Free Company
company roster hunter

1-2
For each rank after the first, the Mercenary may initiate a
new player into the Free Company as a Member or hire a 3-4 A Member given this role gains a +3 bonus when tracking in
their favoured terrain from Settlements, Fields, Forests, Swamps,
Recruit. Recruits are NPCs that use bandit stats and must be Deserts or Caves/Mountains. A Recruit hired for this role has
paid at least 20 crowns a week (40 crowns if given a role) or their own dog and a base 15 in Wild. Survival and Trap Crafting.
risk becoming disloyal to the Mercenary and the company.
physician
coat of arms
6
A Member given this role can use First Aid to heal 2 HP to a

5
Costing 60 crowns each, Members & Recruits can represent target when stabilising a wound/removing effects. A Recruit
the Free Company by having its coat of arms patched onto hired for this role has a base 15 in First Aid, a Surgeon’s Kit and
their equipment. Whenever the Mercenary rolls their Faction may treat 1 wound per day as if using Healing Hands.
Neutrality, the outcome also affects those wearing its colours.
officer
military camp
8 Up to 2 Members may be given this role, granting superior
7 When camping with at least 1 large tent and a fire, Members
& Recruits on guard duty gain half of the Mercenary's ranks
status over Recruits & Members. Officers gain a +2 bonus to
Leadership & Business checks to direct/run the Free Company.
in Free Company as a bonus toward their Awareness checks.
quartermaster
contract work
A Member given this role discovers 1 new crafting diagram
Recruits may now undertake contracts. Each contract takes a per week, as chosen by the GM. A Recruit hired for this role
10
week to complete, has a reward set by the GM and a success has a base 15 in Crafting and may repair basic equipment at a
9 chance based on the task’s (or monster’s) difficulty: Easy (70%),
Medium (50%) or Hard (30%). Each additional Recruit assigned
material-cover cost of 10 crowns per item.
The presence of a Quartermaster offers Recruits a
to the same contract improves the chances of success by a one-time chance to swap their Iron Long Sword for a different
further 10%. On a failure, the Mercenary rolls against the base weapon with an availability of ‘E’ and, if required, move their
difficulty of the contract. Fail this and a Recruit also dies. ranks in Swordsmanship to the skill used by their new weapon.

4
Credits
Written by Daniel Thiesen, Kimberley de Jong
Leon Mendez & Mats Horsfjord

Layout & Front Cover by Leon Mendez


Original Artwork by Kimberley de Jong

For more original homebrew content for the


Witcher TRPG, visit us at:

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