Yes Chef! Chef background for Cairn 2e
Yes Chef! Chef background for Cairn 2e
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Dungeons, Adventures, Supplements, and more
My pal Rio (co-host with me on Tabletopped) said that he really wanted to play a Witcher character. I asked him what he felt the core of that type of character would be and he said the potions: gathering the ingredients, brewing them, and getting absolutely wasted. So I made a background for Cairn 2e that focuses especially on potions. I also included signs.
In my hack of Cairn, I exchanged Willpower for Control (from Liminal Horror). I think I just liked the word better. And from Mythic Bastionland, I swapped HP for Guard.
You are a monster hunter by trade, mutated by magic and chemicals, survivor of trials and brutal training. You use hexes, potions that would be lethal to any normal human, and your two swords to solve mysteries and hunt dangerous monsters. People fear and hate you, but come begging when a monster troubles them.
Potions can enhance a Hexer’s fighting and tracking abilities. Add 1 Toxicity to your burden when ingesting a potion. Toxicity is removed like Fatigue. Potions contain toxins that would harm most people, but with your mutated biology, you can handle these minor effects.
Since monster-hunting requires so much planning and preparation, potion effects with duration in rounds can start counting down when combat begins. In the fiction, this can be justified by the potions taking effect when your adrenaline spikes.
To create potions, you need a strong alcohol base along with the ingredients in the recipe list below (typically a monster part and some herbs). The recipes below are only suggestions and can be altered depending on your setting. These herbs were researched using the Herbalist’s Primer by Anna Urbanek.
d14 | Potion | Recipe | Duration | Effect |
---|---|---|---|---|
1 | Black Blood | Corpse-eater blood, bloodroot, garlic | 6 rounds | When bitten by an attacker (STR damage), the attacker suffers the same as STR damage. |
2 | Blizzard | Elemental heart, mandrake, aniseed | 6 rounds | When you kill a creature, immediately make another attack or take another action. Attacks triggered by this potion also trigger this effect. |
3 | Cat | Cave-creature eye, mugwort, hawkweed | 1 turn | Infravision. Can see heat signatures left behind. |
4 | Euphoria | Monster bile, mullein, deadly nightshade | 3 rounds | Add +d6 damage to your attacks for each Toxicity point you have. |
5 | Full Moon | Shadow-creature essence, amaranth, black hellebore | Instant | Restore STR by your current Toxicity Level. |
6 | Golden Oriole | Ghost essence, aconite, oak leaf | 6 rounds | Neutralizes and grants immunity to poisons and venoms. |
7 | Hound | Monster olfactory gland, razkovniche, hawkweed | 1 watch or 6 turns | Heightened hearing and smell. |
9 | Hurricane | Monster adrenaline, mullein, mandrake | 1 round | Your next melee attack inflicts blast damage. |
10 | Maribor Forest | Corpse-eater bone marrow, bog myrtle, strychnine | 3 rounds | Add +d6 to your Guard for the duration. |
11 | Petri’s Philter | Ghost dust, mugwort, mandrake | 6 rounds | Any Hex cast can be modified to any alternate form, even if you don’t know it. |
11 | Swallow | Monster brain, foxglove, amaranth | 3 rounds | Restores 1 STR per round. |
12 | Tawny Owl | Monster venom, galbanum, frankincense, mugwort | 3 rounds | Removes 1 Fatigue per round. |
13 | Thunderbolt | Monster spinal fluid, lily of the valley | 6 rounds | Add 1 damage die to your attacks. |
14 | White Honey | Black hellebore, heal-all, lily of the valley | Instant | Removes all Toxicity points and potion effects. |
Due to the mutated biology of the Hexer, the character, rather than suffering harm from poison and venom attacks, will instead fill up their inventory with Toxicity points. For example, a Hexer suffers 8 STR damage from an envenomed attack. They have 3 empty inventory slots and so fill up those 3 slots with Toxicity points. The remaining 5 points hit their STR score.
Hexers cast hexes, spells that are tattooed into the palm of their off-hand. Hexes can be cast by taking a Spellburn (stored as Fatigue). Hexes do not take up inventory. Each Hex has 3 forms with different effects that do not stack. Each must be learned separately. Hexes require 1 free hand to cast.
A wave of flames spreads out from your hand. On Critical Damage, the target is engulfed in flames. Can also be used to light a candle, torch, lantern, etc.
A forceful wave emits from your hand, shoving the target. Can be used to extinguish flames.
A circle of electric purple light appears on the ground. Lasts 3 rounds.
A glowing orange light envelops your body, protecting you from harm. Lasts 3 rounds.
A wave of the hand and the target becomes dazed. May be used on people but monsters are more resistant.
An older version of this had the Witcher schools in it, but I dropped those because I didn’t want them in my game and it made the Hexer less flexible to port from table to table. I decided ultimately I didn’t want to play the Witcher as a TTRPG (and also didn’t want any of my players to fall into main-character syndrome), but it turned out I liked these powers and the vibe of the Witcher enough to fit them into my upcoming open table game. Unfortunately I now have to add like 7 more backgrounds because Hexer makes 13.
Also I’m not like selling this or whatever, so this is probably fine, right? This is unofficial fan content and I think that falls under the homebrew content policy of R. Talsorian Games and the fan content policy of CD Projekt Red. Neither of these companies endorses this blog post. Anyway I’m sure their lawyers will let me know. All these years working in publishing I don’t even know what’s OK to do.
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