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Character 20 Witchers 236 Notes Difficulty

Social Standing .....................................21 Witcher Gear ....................................... 246 Always round down Difficulty Example DC
Profession ...............................................37 Witcher Potions ..................................247 Base = Stat + Skill Breaking a rotten
Stats .........................................................47 Blade Oils .............................................248 Cost of Living per week = ~100 Crowns Easy
door down
10
Skills ........................................................49 Witcher Decoctions ........................... 248
Skill Trees ...............................................61 Mutagens ..............................................251 Average
Sneaking past a
14
Leveling Up/ I.P. Rewards ................... 59 town guard
Reputation ..............................................60 Relics 252 Picking a
Challenging 18
Gear 71 Experimental Technology .................254 well-made lock
Runes & Glyphs ..................................256 Hitting a chain
Weapons (WA/Effect) ...........................72 Relic Items ........................................... 257 Difficult with a throwing 20
Armour (SP/EV) ....................................78 axe at 10m
Elderfolk Armory .................................. 83 Bestiary 266 - 313 Forcing a Fortress
Alchemical Items .............................87-88 Nearly
gate open 30
Armour Enhancements ....................... 90 World 179 Encounters Impossible
barehanded
Transportation ....................................... 91
Tool Kits ..................................................92 North .................................................... 180 Number of Monsters = Players +2 Skill Modifiers
Services & Gear .......................... 93 & 97 Skellige ................................................. 186 Medium = 3 Easy
The Elderlands ..................................189 Hard = 5 Players Situation Mod.
Magic 99 Mahakam ............................................. 190 Don’t have the right parts +2
Dol Blathanna ..................................... 191 Roll for rewards before combat!
Mage ......................................................101 The Empire of Nilfgaard ................ 192 Don’t have the right tools +3
Priest .....................................................109 Nilfgaard ...............................................194 Rewards (p.233)
Witcher Signs ......................................114 Beyond the Borders .........................199 Solitary = Bestiary parts Distracting environment +3
Rituals ...................................................116 Zerrikani/Ofier/Far North .................200 Intelligent = 1D6 random Under attack +5
Hexes .....................................................120 Dens = 1D6 bodies per 3 (large = 6) Drunk +3
Places of Power .................................. 122 Factions 201
Learning Magic ...................................123 Bodies = 1D6 random Sleep-deprived +3
Witchers ............................................... 202 Human = 1D10 random
Crafting 126 Mages ....................................................204           + Equipment & Crowns
Hostile environment +4
Havekar/Scoia'tael ............................. 205 Tool Kit Actions
Crafting Components ........................ 128 Mage Hunters/Crescent Moon ........ 206 Home = 2D10 random
Crafting Diagrams ..............................130 80%+ = 1x rare item or diagram Writing letters
Fixing & Dissasembling ....................140 Religions 207 Forging documents & coins
Witcher Swords/Medallions .............249 Currency Crafting or modifying weapons
Bombs/Traps ....................................... 255 Melitele/The Eternal Fire ................. 208 Crafting or modifying armor
Freya/The Great Sun .........................209 Exchange Value
Picking locks
Alchemy 141 Misc
1 Redanian Crown
Alchemy
Alchemical Substances .....................143 1 Temerian Oren Performing surgery
Alchemical Forumlae .........................146 Foraging ..................................... 51 & 128 Cooking
Witcher Potion Formulae ................. 146 Encounter Rewards ................... 221-223 1/3 Nilfgaardian Floren
Creating fine art
Blade Oil Forumlae ............................146 NPC Generator ...................................226 3 Ducats (Kaedwen)
Witcher Decoction Forumlae ...........146 Curses ...........................................230-231 Without kit: -4
1/4 Bizant (Kovir & Poviss)
Prosthetics ...............................160 & 174
1/2 Lintar (Hengefor's League) Vehicle/Mounted (p.169)
Initiative Brawling (non-lethal) Cover Ranged Targets
D10 + Ref, round Punch: fast/strong Type SP Range DC Mod.
Fast Draw: +3 Initiative/-3 first Atk roll Kick: fast/strong Stone Wall/Large Tree 30 Point Blank 10 +5
Ambush: Stealth vs Aware, +5 Push Kick: Dmg x1/2, always torso,
push Body/3m Brick Wall 25 Close 1/4 15 0
Offensive Actions Charge: move up to Run, strong Steel Door 20 Medium 1/2 20 -2
Attack, Fast: x2 attacks punch/kick, if Blocked roll opposed
Attack, Strong: -3 Atk, x2 Dmg Physique to knock prone Heavy Door 15 Long 25 -4
Initiate Verbal Combat Disarm: Brawling vs Dodge/Escape Cart/Barrel 10 Extreme 2x 30 -6
Cast Magic Scatter: 1D6/2m
Use Skill Grab: take weapon, -3 Atk Brambles/Thatch Roof 7 Ranged Modifiers
Run: Spd x3 Trip: Target is prone Wood Wall/Tent 5
Active Dodge: enemy -2 Atk Grapple: Hold target, target -2 all Size Mod.

Aim: +1 Atk, round (Max. 3) rolls Shield Attack Small +2 DC


Recover: +Sta equal to Rec Dodge/Escape vs Brawling to escape Melee, Bludgeon, Dmg = Punch (lethal) Medium 0 DC
Pin*: Immobilize opponent Med Shield = Punch +2 Levels (p.48)
Defensive Actions Dodge/Escape vs Brawling to escape Heavy Shield = Punch +4 Levels (p.48) Large -2 DC
Choke*: Suffocate opponent Huge -4 DC
Dodge: Miss, vs. Dodge/Escape Dodge/Escape vs Brawling to escape Vehicle Combat (p.171)
Reposition: Move 1/2 Spd, vs. Ath Throw*: Target is prone, Dmg = Armour Piercing
Block: Negates attack, -1 SP Punch, Stun save -1 Environmental Mod.
w/ Weapon - vs. Weaponskill Standard: Ignore Dmg Resistances
w/ Shield - vs. Melee *Requires Grapple Type Mod. Improved: 1/2 SP
w/ Body - vs. Brawl (dmg to area) Human Shield: SP = Body + armour
Parry: Negates attack, Staggers opp Dual Wielding Bright Light
-3 Aware
-3 Atk/Def
w/ Weapon - vs. Weaponskill -3 Joint attack: roll per weapon, -3 Atk Layered Arm. (hvy-lgt)
w/ Shield - vs. Melee -3 Requires 2x weapon/shield to Dim Light -2 Aware
Difference in SP Bonus SP
w/ Body - vs. Brawl -3 (dmg to area) Blk/Par -4 Aware
-5 thrown, N/A ranged Darkness
-2 Atk/Def
0-4 +5
Situational Mod. 5-8 +4
Special Attacks +3 Track (fresh)
Situation Mod. -3 Track (old) 9 - 14 +3
Charge: move up to Run, strong Atk, Target Immobile +4
Snow & Ice
Att/Run, DC:14 Ath,
if Blocked roll opposed Physique to stand check 15+ +2
knock prone Out of Enemy vision +3 Max. 3 Layers
Pommel Strike Target Silhouetted +2
Extreme Heat
2/3 Sta
1/3 if Hvy Arm
+ Lgt/Med = +1 EV
Disarm: Opposed Weaponskill, + Hvy = +2 EV
Scatter: 1D6/2m Target Dodging -2 Swamp -2 Dodge/Esc/Ath
Trip: Aimed strike at legs, Prone -2 RoF limit: 1
Susceptibility/Resistance
if successful target is prone -2 Atk/Blk/Par x2|x1/2 Dmg from source (after arm.)
Feint: Fast strike Enemy out of vision -3 -3 Awareness x2|x1/2 duration of effects
1st attack: Deceit vs Awareness Target Running (Ref >10) -3 Water Range 1/4 -2|+2 to Resistance
if successful, 2nd attack: +3. Dmg x1/2
Ricochet (rng) -5 Dodge is Ath Silver
Bombs Fire while running (rng) -3 Reposition, 1/2 Leap
+1d6 Dmg to Monsters
Athletics check to throw, if fail, scatter If lodged, acts as Poison to monsters
Hit Location, Human Will Fumble Criticals Stabilize
Roll Location Aim Dmg 1-6: Spell works, -X HP (beats roll by X+/+Dmg/Stabilising DC) DC: (Target #/-HP) - First Aid/Healing
1 Head -6 x3
7-9: Spell fails, suffer Elemental fumble Healing Hands 2/4/6/8 Turns
9+: Spell fails, suffer Elemental fumble Simple (7+/+3/12) (p.158)
2-4 Torso -1 - focus item explodes, 1D10 bomb Dmg, Roll Location Result Effect Stabilised
5-6 Arm* -3 1/2 2m radius
12 Head Cracked jaw -2 Mgc/Ver -1 Mgc/Ver
7-10 Leg* -3 1/2 Elemental Fumble 11 Head Disfiguring scar -3 Emp Ver -1 Emp Ver
Hit Location, Monster Mixed: -X HP, random effect from below 9-10 Torso Cracked Ribs -2 Bdy (HP stay) -1 Bdy
Earth: -X HP, Stunned
Roll Location Aim Dmg Air: -X HP, thrown back 2 x Xm 6-8 Torso Infected Wound Rec/Crit Heal 1/4 Rec/Crit Heal 1/2
1 Head -6 x3 Fire: -X HP, set on Fire 4-5 Arm Sprained -2 action that arm -1
2-4 Torso -1 -
Water: -X HP, Frozen
2-3 Leg Sprained -2 Spd/Dod/Ath -1
5-9 Limb* -3 1/2 Hex Fumble
10 Special -3 1/2 50% chance hex effects caster Complex (10+/+5/14) (p.159)
*Odd = Right, Even = Left Roll Location Result Effect Stabilised
Ritual Fumble
12 Head Minor Head Wound -1 Int/Dex/Stun x4 Dmg Head
Reflex Atk Fumble Components used
6: Weapon glances off, become -X HP, where X = Vigor used 11 Head Lost Teeth -3 Mgc/Ver -2 Mgc/Ver
staggered 9-10 Torso Ruptured Spleen
Stun, 5
Stun, 10
7: Weapon stuck, 1 round to free Ritual Crafting Save Bleeding
8: 1D10 reliability Dmg Situation DC 6-8 Torso Broken Ribs -2 Bdy, -1 Ref/Dex -1 Bdy/Ref
9: Hit self, roll for location/Dmg
10+: Hit ally, roll for location/Dmg Shaken, bumped, yelled at,
15
4-5 Arm Fracture -3 action that arm -2 action that arm
or had something tossed at you
2-3 Leg Fracture -3 Spd/Dod/Ath -2 Spd/Dod/Ath
Reflex Def Fumble Attacked and physically harmed 18
6: +1D6 Reliability Dmg Removed from the ritual area Difficult (13+/+8/16)
7: Disarmed, scatter 1D6m (must return in 1 round)
16
8: Prone, stun save Roll Location Result Effect Stabilised
9: +2D6 Reliability Dmg Stun Save -1 Int/Dex, x4 Dmg Head, -1 Int/Dex,
12 Head Skull Fracture
10+: Hit self, roll for location/Dmg Roll below Stun/10 Bleeding x4 Dmg Head
-2 Int/Ref/Dex,
Dexterity Atk Fumble Death Save 11 Head Concussion
Stun save, 1D6
-1 Int/Ref/Dex
6-7: Missile breaks 0HP, enter Death State (p.162) 9- -2 All Actions,
8-9: Weapon misfires, 1 round to fix All stats 1/3 (doesn't effect Stun 10
Torso Torn Stomach
4 Dmg, round
-2 All Actions
10+: Hit ally, roll for location/Dmg value) Sucking Chest
Stun save or die, round 6-8 Torso
Wound
-3 Bdy/Spd, Suffocate -2 Bdy/Spd
Dexterity Def Fumble -1 Stun value, save. Hit = save.
6: Staggered Stabilize, set 1HP, leave Death State 4-5 Arm Cmp. Fracture Arm useless, Bleeding Arm useless
7: Prone 1/4 Spd/Dod/Ath, 1/2
8: Prone, disarmed, scatter 1D6m Spectre/Elementa Crit 2-3 Leg Cmp. Fracture
Bleeding Spd/Dod/Ath
9: Prone, 1D6 non-lethal Dmg, stun save Simple +5             Complex +10 Crits force Stun saves
10+: Prone, 1D6 Dmg, Stun save Difficult +15         Deadly +20 Deadly (15+/+10/18) (p.160) Aimed attack: 1-4 Lesser, 5-6 greater
Verbal Combat (p.176) Antagonistic Tools Torture & Torment Magic Gestures (p.167)
Resolve = ((Wil +Inf)/2)x5 Name Skill Effect Harming a defenseless target gives you a Skill Requirements
-3 to empathetic attacks/ +3 to
Establish goal for conversation Imply
Persuasion Opp def -4,
Intimidation. 1-6
All magic requires spoken
Successful att/def reduces Resolve or Deceit Once per combat
Bringing a target down to their wound words and hand gesture.

Bribe Gambling
If successful, 50 threshold gives you a -10 to empathetic 7-8
Spells/invocations only
Empathetic Attack Crowns = +1 Ver attacks/ +10 to Intimidation. require hand gestures.
Name Skill DMG Effect Spells/invocations only require
Cumulative +2 damage from each
Verbal Outcomes (p.176) 9+ minor gestures, which can be
Seduce Seduction 1d6+Emp made with any part of the body.
Seduction. Status Effects      
Persuade Persuasion 1d6/2+Emp
You have convinced them to agree with (p.161) Dimeritium (p.167)
you.
Type Mod. Every unit in 5m lowers Vigor by 1
Appeal Leadership 1d10+Emp Cumulative +1 damage from each Appeal. Vigor=0, make endurance check, 30
Befriend Charisma 1d6+Emp You have made a friend of your opponent. Bleed
2 Dmg, round mins
DC: 15 First Aid/Heal
Roll Effect
-3 Aware
Antagonistic Attack Blinded -3 Atk/Def ≥18 Skin itches.
Name Skill DMG Effect 1 turn, remove source
≥16 Above + feel queasy.
Deceive Deceit 1d6+Inf You have convinced the defender of the lie. 5 Dmg, area, round
Fire Arm soak, -1SP Above + body spasms, 1d6
≥14
Social Lower their Reputation by 2 for each 1 turn extinguish turns, DC:15 End or staggered.
Ridicule 1d6+Wil
Etiquette successful Ridicule. Duration one day. ≥12 Skin burns. Nauseated.
-3 Spd
Afraid of you and takes a cumulative +4 Freeze -1 Ref Skin on fire. Unable to focus.
Intimidate Intimidation 1d10+Wil ≥10
damage from Intimidation DC: 16 Physique Stun save, round.
False Perception Boils the magic in your system.
Verbal Defense Hallucinate
DC: 15 Deduction, per ≤10 1d6 damage, round while
Name Skill DMG Effect -2 Ref/Dex/Int touching dimeritium.
-3 Verbal Combat
Ignore
Resist
1d10+Emp Defender will not budge on views.
Intoxicate
Body-12 hours Healing (p.173)
Coercion
Wive's tears/Magic Regain HP = Rec, day
Counter-
Varies Varies
Make same kind of attack. If > opponent’s
Save vs Body, 3 rounds If day was active, HP = 1/2 Rec
argue roll, negate attack and apply damage.
Nausea Dry heave if fail, round If Healing Hands used, +3 HP, day
Change Situational Swallow potion, DC: 18 End
Subject
Persuasion 1d6+Inf Conversation moves to new topic. Number of days to recover treated
Poison
3 Dmg, round
DC: 15 End
penalty, pg. 174
Resist
Disengage None Ends the argument
Coercion Healing Spells
-2 Atk/Def
Stagger Auto recover start of
Critical Uses DC
Empathetic Tools round
Simple 4 14
Name Skill Effect Immobilized
Stun Def is 10 Complex 6 16
Defender loves Romancer. Defender -3 against the Stun save or if hit
Romance Charisma Romancer. If fails, defender gets +3 against attacker’s Difficult 8 18
empathetic attacks. 3 Dmg, round
Suffocate Deadly 10 20
Situational
Human Roll against their Inf x3. If succeed, +2 to Verbal Combat
Study
Percept for one round.

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