Professional Documents
Culture Documents
The Mercenary Prof
The Mercenary Prof
The Mercenary Prof
Defining Skill
Mercenary
“I'm a mercenary, not a monk, I work for
Cover The Costs anyone willing to pay for non-human heads.
During the war my unit provided cover for
retreating civilians, the Scoia'tael were the
Vigor vanguard of the Nilfgaardian army... they
0 slaughtered my whole unit. Merciful, given
what they did to me.”
Magical Perks - Rayla of Lyria, Mercenary
None
Skills "Never say mercenaries are simple folk. Sure, you get
your share of mindless fools, but the same can be said
Any 5 Combat Skills for any village idiot, too. No... a good mercenary
Business learns from their mistakes, the old ones are living
Wilderness Survival proof of it! Weathered and worn they grow into a
Dodge/Escape survivor, an experienced professional with more
scars than stories from the battlefield. Such a veteran
Physique costs any lord or king an arm and a leg, but when one
Courage good merc' makes up for ten shite-eating peasants...
we'd be fools not to pay up!
After agreeing to provide their services, a Mercenary may roll Cover The Costs against The damage and effects dealt
from this strike trigger 2d6
3
their employers Resist Coercion. If successful the Mercenary convinces their employer of rounds later.
their personal need to source fresh equipment and supplies for the task ahead, gaining an
allowance of money equal to the total result rolled in addition to any other fees agreed Pressure Point
The target staggers in agony
upon. For every 3 points rolled over, the Mercenary gains half of that rolled value again. until healed. Attempts to track 3
If an employer is unable to Cover The Costs, the GM may have them provide services them gain +1 per location hit
(repeat locations do not stack).
equal to or greater than the value of money owed.
Traumatise
The damage dealt from this
5
The Professional The Veteran The Specialist attack is split evenly between
the target's HP & STA.
Risk Appraisal (INT) Soldier On (BODY) Weapon Of Choice Pinning (DEX Only)
The target is prone & rooted to
As an action, the Mercenary may
A Mercenary who visits a staging With at least one rank in this skill, the floor. DC15 to break free,
ground or area designated for
roll Soldier On against a difficult
a Mercenary chooses one of their increasing by +1 for each 5
wound or lower. Once per fight, location pinned past the first
conflict, prior to it happening, weapons to become their Weapon
using the same DC as if healing it, (repeat locations do not stack).
may choose to roll Risk Appraisal of Choice. This chosen weapon
the mercenary can temporarily
against a DC set by the GM. gains a +1 to its reliability and Knock Back (excluding Crossbow)
shift that wound to 'treated' for a
Success allows a Mercenary to damage dealt for every two ranks The target is forced backwards
number of minutes equal to the
spend an hour learning all there is
Mercenary's ranks x10 in this
gained in this skill. A Mercenary a number of meters equal to 6
to know about the terrain, any only loses their connection to the Mercenary's BODY/3.
skill. Furthermore, the Mercenary
possible advantages, dangers or their Weapon of Choice (or may
also gains +1 to their maximum Sunder
environmental threats potentially replace it) when it is lost, sold,
stamina pool for every rank they The piece of armor this strike
posed by the location. broken or deconstructed.
have in this skill. hits becomes sundered and
loses a quarter (or a half, for a 6
Faction Neutrality (EMP) By Land Or Sea (REF) Feat Of Expertise (REF/DEX) crit) of its current SP value.
Works only once per location.
A Mercenary swiftly learns how to When wielding their Weapon of
When faced with an influential
travel best By Land Or Sea and Choice, and at the start of their Nerve Damage
figure, vendor or service provider
may roll this skill in place of any turn, a Mercenary may mark a A strike that lowers the targets
who tolerates, fears or hates the
Sailing or Ride checks. At rank 5, target and roll Feat Of Expertise REF or DEX by 1 (2 for a crit)
Mercenary, Faction Neutrality per location hit (the stat is
boats or beasts at the Mercenary's against this opponent's BODYx3.
may be rolled against this targets
Resist Coercion. Success increases
control now move 1 SPD faster. At If successful, the Mercenary may chosen before the attack is
made, repeat locations do not
8
rank 8, any time the Mercenary combine a feat to any strike made
the Mercenary's social standing stack). Victim rolls Endurance
must roll on the control loss table, during that turn at the STA cost at the start of each turn vs the
with that target (or area, if they
they roll twice and take the better listed. Any feat, if used, must be attack roll to recover by 1.
are important enough) by a single
result. At rank 10, the Mercenary declared before rolling an attack.
level for a number of weeks equal
no longer suffers negative mount At rank 10 the Mercenary may
to their ranks in this skill.
or vehicle control modifiers. pick another Weapon Of Choice.
Free Company School Of Hard Knocks Combat Clarity (WILL) Faction Neutrality
For every two ranks a Mercenary Whenever a Mercenary fumbles A mercenary that fails to uphold
With at least 1 rank in this skill a has in School Of Hard Knocks with their Weapon Of Choice their professional intentions by
Mercenary becomes the captain they gain one temporary health they may spend 5 STA and enter a getting caught causing trouble or
of their very own Free Company, point against poison or bleed state of Combat Clarity, rolling offence to the target of this roll
gaining a number of perks to help damage suffered at the start of against their own REFx3/DEXx3 loses any beneficial effects granted
them manage their followers and their turn, as well as a +1 increase (depending on the weapon's skill). from this skill. A critical success
a selection of roles that can be to their DC10 defence from being On a Success, the Mercenary may with Faction Neutrality raises your
assigned to both player characters made helpless or from suffering reduce their fumble by a number social standing by 2, instead of 1.
and NPCs to help shape and the stunned effect. Any temporary of points equal to their ranks in
define their contribution to the health points that are lost to these Combat Clarity. At rank 10
cause. Further information on this conditions are replenished after the Mercenary may pick another
skill may be found on page 3. taking a full night of rest. Weapon Of Choice.
3
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 and influential figures or simple serve as the captains own
personal fighting force. Each rank gained in this skill opens up a new perk or role available to the Mercenary and though perks
have a broader use, its important to note that a role can only be given to one member or recruit at a time.
The Mercenary profession is a fan made profit-free homebrew supplement by Leon M. (Leothedino). Using the contents of this guide is
done so at your own discretion. The Witcher TRPG, its rights and trademarks belong to R.Talsorian and CDProjekt Red.