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Social Standing Lodging (per night) Environment Modifiers

Standing Effect Quality Cost Type Mod.

Equal No penalties. Straw on the floor 2 Bright Light -3 Aware, -3 Atk/Def


-1 to Seduction, Sketchy inn room 4 Dim Light -2 Aware
Tolerated Charisma, Persuasion, Cheap inn room 8
and Leadership Darkness -4 Aware, -2 Atk/Def
Average inn room 16
-1 Charisma +3 Track (fresh)
Feared Quality inn room 36 -3 Track (old)
+1 Intimidation Snow & Ice
High-class inn room 72 After attack or run:
-2 to Seduction,
Stabling 2 Athletics DC14 to stand
Hated Charisma, Persuasion,
and Leadership Extreme 2/3 Stamina
Heat Heavy armor: 1/3 Stamina

Food & Drink Selling Goods Swamp -2 Dodge / Athletics


Half of listed price or haggle, rolling your
Quality Weight Cost Business vs. merchant’s Resist Coercion -3 Awareness
RoF Limit: 1
Simple meal 1 10 Success Perc. of Market Price
-2 Attack / Block / Parry
Good meal 2.5 30 Meet DC 100% Water Dodge is Athletics
Feast 5 100 4 above 125% 1/4 Range
1/2 Damage
Beer 1 5 6 above 150%
1/2 Leap
Spirits 1 10 8 above 175%
Wine 1 8 10+ above 200%
Skill DC Modifiers
Services (pg. 97 for add’l reference)
Difficulty Examples Situation Mod
Name Cost Don’t have right parts +2
Difficulty Example DC
Bath, Cold 8 Don’t have right tools +3
Breaking down
Bath, Hot 16 Easy 10
rotten door Distracting environment +3
Carriage Ride 85
Sneaking past Under attack +5
Craftsman (Per Piece) 35 Average 14
town guard
Drunk / Sleep-deprived +3
Doctor (Per Patient) 50+wound
Picking well-made
Challenging 18 Hostile environment +4
Entertainment (Per Hour) 10 lock
Fence 1/4 of take Hit chain with axe
Difficult 20
Hireling (Per Day) 15 from 10m away Scatter
Laundry 8 Nearly Forcing fortress
30
Impossible gate open
Lawyer 50 10
Messenger 10
Prostitute (Per Hour) 12 Critical Healing Days 7 8 9
Rented Horse (Per Day) 50 Body Simple Complex Difficult
Sea Voyage 85 3 5 9 12 5 6
Toll Gate 10 4 4 8 11
5 3 7 10 2 3 4
Currency 6 2 6 9
1 Redanian Crown is equal to... 7 1 5 8 1
1 Temerian Oren 8 1 4 7
1) Roll 1d10 to determine
1/3 Nilfgaardian Floren 9 1 3 6
where projectile went.
3 Kaedweni Ducats 10 1 2 5
2) Roll 1d6 to determine
1/4 Koviri Bizant 11 1 1 4
how many meters it went.
1/2 Hengefor Lintar
Initiative Modifiers Extra Action Full Round Actions
• Fast Draw: +3 Initiative, -3 on 1st attack Spend 3 STA to take 1 extra action (at -3) at • Aim: +1 to attack per round (max +3)
• Ambush: Stealth v. Awareness, if success, any point during you turn; cannot be a full • Recover: Regain Stamina equal to Recovery
ambush actions happen before initiative roll round action • Run: Speed x3

Basic Attacks Attack Modifiers Defense Actions


• Attack, Fast: 2 attacks, no penalty Situation Mod 1 free Defense Action per round, then
• Attack, Strong: -3 Attack, x2 Damage -1 Stamina for each Defense Action after
Aiming (per round, max +3) +1
• Cast Spell: Refer to spell effects • Active Dodge: Full round action;
Ambush +5 +2 to all Defense Actions this round;
• Throw Bomb: Athletic v. Dodge,
if fail, Scatter Blinded by light or dust -3 no STA cost for additional Defense Actions
• Dodge: Dodge/Escape v. Weaponskill
Blinded by darkness -2
• Reposition: Athletics; if success, move up
Special Attacks Fast draw -3 to 1/2 Speed in unblocked direction
• Charge: Move up to Run Speed, make Moving target (Reflex > 10) -3 • Block: negates attack, -1 SP to object
Strong Attack; if blocked, make opposed Prone -2 w/ Weapon: Weaponskill
Physique check to knock opponent prone w/ Shield: Melee
Ricochet shot (ranged) -5 w/ Body: Brawl (damage to location)
• Disarm: Opposed Weaponskill;
if success, Scatter 1d6/2 meters Running shot (ranged) -3 • Parry: negates attack, Staggers opponent
w/ Weapon: Weaponskill -3
• Dual Wield: For Fast or Strong Attack. Staggered -2
w/ Shield: Melee -3
Roll for each weapon at -3 Attack;
Target silhouetted +2 w/ Body: Brawl -3 (damage to location)
to defend requires 2 weapons/shield
vs. Thrown: -5
or weapon + Dodge/Reposition vs. bow / crossbow: n/a
• Feint: Fast strike w/ Deceit vs. Awareness; Called Shots
if success, +3 to 2nd attack
Location Mod
• Pommel Strike: 1/2 damage, nonlethal Defense Modifiers
• Trip: Called shot on legs; if hit, target is Head -6
knocked prone Situation Mod
Torso -1
Arm / Leg / Limb -3 Actively dodging +2
Brawling Attacks Special (e.g., Tail, Wings) -3 Blinded by light or dust -3

• Punch/Kick: Fast or Strong Attack Blinded by darkness -2


• Charge: Move up to Run speed, make
Strong punch/kick; if blocked, make opposed
Range Modifiers Ganged up (per opponent >1) -1
Grappled -2
Physique check to knock opponent prone Range Mod DC*
• Disarm: Brawling v. Dodge; Pinned / Immobilized -4
if success, Scatter d6/2 meters Point blank (< .5 m) +5 10
Prone -2
• Disarm, Grab: Brawling (-3) v. Dodge; Close (1/4 range) +0 15
Staggered -2
if success, take weapon Medium (1/2 range) -2 20
• Grapple: Target held and takes -2 to all
Long -4 25
rolls; Dodge v. Brawling to escape
• Push Kick: 1/2 damage to torso, target Extreme (2x range) -6 30 Cover
pushed back Body/3 meters Type SP
Size Mod*
• Trip: Called shot on legs; if hit,
target is knocked prone Small +2 Stone Wall / Large Tree 30

• Pin*: Opponent immobilized Medium +0 Brick Wall 25


• Choke*: Opponent Suffocating Large -2 Steel Door 20
• Throw*: Punch damage, target is prone Huge -4 Heavy Wooden Door 15
and must make Stun save at -1
Wooden Wall / Cart / Barrel 10
*Opponent must be Grappled *DC and size modifiers apply to hit
Brambles / Thatch Roof 7
unaware or inanimate targets.
Tent 5
Other Actions Human Shield Body +
• Draw/Pick Up Weapon: 1 action Must succeed Brawling or Torso
• Use Skill: Skill check, 1 action Physique vs. Physique or Dodge Armor
• Initiate Verbal Combat (Pg. 176)
Combat Damage Flow Simple Crits (Stabilize DC12; Treat: Skill 2 rounds, DC12; Spell 4 uses, DC 14)
1. Roll damage and add bonus damage. Roll Effect Stabilized Treated
If Strong Strike, multiply by 2.
2. Roll to determine Hit Location. -1 Magic &
12 Cracked Jaw: -2 Magic & Verbal Combat Skills -1 Magic
3. Lower the damage by target’s armor. Verb. Combat

4. Multiply remaining damage by applicable Disfiguring Scar: -3 Empathetic -1 to Emp.


11 -1 Seduction
modifiers (hit location modifier, monster Verbal Combat Skills Verb. Combat
resistances or susceptibilities, etc.)
9-10 Cracked Ribs: -2 Body (does not affect HP) -1 Body -10 ENC
5. If critical wound, apply Critical Damage.
1/2 Recovery -1 Recovery,
6-8 Foreign Object: 1/4 Recovery & Critical Healing
& Crit Healing -2 Crit Healing
Hit Location (Human)
4-5 Sprained: -2 to actions using arm -1 to arm acts. -1 Physique
Roll Location Aim DMG
2-3 Sprained: -2 Speed, Dodge, Athletics -1 to abilities -1 Speed
1 Head -6 x3
2-4 Torso -1 x1 Complex Crits (Stabilize DC14; Treat: Skill 4 rounds, DC14; Spell 6 uses, DC 16)
5 R. Arm -3 x1/2
Roll Effect Stabilized Treated
6 L. Arm -3 x1/2
12 Minor Head Wound: -1 Intelligence, Will, Stun -1 INT, Will -1 to Will
7-8 R. Leg -2 x1/2
Lost Teeth: d10 teeth lost, -2 Magic/ -1 Magic/
9-10 L. Leg -2 x1/2 11
-3 Magic & Verbal Combat Verb. Combat Verb. Combat
Ruptured Spleen: Inflicts Bleeding, Stun save
Hit Location (Monster) 9-10
Stun save every 5 rounds every 10 rnd
-2 Stun

Roll Location Aim DMG 6-8 Broken Ribs: -2 Body, -1 Reflex, -1 Dexterity -1 Body, Reflex -1 Body
1 Head -6 x3 4-5 Fractured Arm: -3 to actions using arm -2 to arm acts. -1 to arm acts.
2-5 Torso -1 x1 2-3 Fractured Leg: -3 Speed, Dodge, Athletics -2 to abilities -1 to abilities
6-7 R. Limb -3 x1/2
8-9 L. Limb -3 x1/2 Difficult Crits (Stabilize DC16; Treat: Skill 6 rounds, DC16; Spell 8 uses, DC 18)
10 Tail / Wing -2 x1/2 Roll Effect Stabilized Treated

Skull Fracture: Bleeding; -1 INT, -1 DEX, -1 INT, DEX; x4 x4 damage


Critical Wounds 12
x4 damage from head wounds DMG to head to head
Target takes bonus damage & Stun save
11 Concussion: Stun save every 4 rnd; -2 INT, REF, DEX -1 INT, REF, DEX -1 INT, DEX
Beat Def by... Crit Lvl DMG
9-10 Torn Stomach: -2 all actions, 4 acid DMG per rnd -2 all actions -1 all actions
7 Simple 3
6-8 Torn Lung: -3 Body, Speed; Suffocating -2 Body, Speed -1 Body, Speed
10 Complex 5
Arm sling, can
4-5 Compound Fracture: Arm useless; Bleeding Arm useless
13 Difficult 8 hold objects
15 Deadly 10 Compound Fracture: Leg useless; Bleeding; 1/2 SPD, Dodge, -2 SPD, Dodge,
2-3
Simple +5 1/4 Speed, Dodge / Escape, Athletics Athletics Athletics
Elementa or
Complex +10
Specter* Critical
Difficult +15 Deadly Crits (Stabilize DC18; Treat: Skill 8 rounds, DC18; Spell 10 uses, DC 20)
Damage
Deadly +20 Roll Effect Stabilized Treated
*Specters also have no legs and are thus 12 Broken Neck / Decapitated: You are dead n/a n/a
immune to any strike to the legs. Roll again
Damaged Eye: -5 sight-based Awareness, -3 sight-based Perm -1 sight
if you have rolled a leg strike. 11
-4 Dexterity, inflicts Bleeding Aware, -2 DEX Aware, DEX
Heart Damage: Roll Death Save; 1/2 Stamina, Perm bleeding
Death Saves 9-10
if survive, 1/4 Stamina, Speed & inflicts Bleeding Speed, Body +2 DMG / rnd
• At 0HP, enter Death State 1/4 STA; -3 INT, Permanent -5
• All stats except Stun reduced to 1/3 6-8 Septic Shock: 1/4 Stamina; -3 INT, REF, DEX, Will
REF, DEX, Will Stamina
• Every round, make Stun save or die
4-5 Arm Dismembered: Arm off; inflicts Bleeding Arm useless Prosthetic
• Cumulative -1 to Stun saves for every
round in Death State Leg Dismembered: Leg off; Bleeding; 1/4 SPD, Dodge,
2-3 Prosthetic
• If stabilized, leave Death State with 1HP 1/4 Speed, Dodge / Escape, Athletics Athletics
Status Effects Magic Fumbles Vigor Threshold
Status Effect Fumble Roll Result & Overexertion
-2 HP each round -1HP per fumble point; • Cast as many spells as your Actions allow
Bleeding 1-6 as long as the total Stamina Cost is below
DC15 First Aid, Heal spell spell still occurs
or equal to your Vigor Threshold
Blinded -3 Attack, -5 Awareness Spell fails; • Overexertion: For every 1 point of
7-9
-5 HP to area each round roll Elemental Fumble Stamina beyond your Vigor Threshold,
Fire you take 5 HP of damage. You also roll an
Armor soaks, takes -1 SP Roll Elemental Fumble;
Elemental Fumble.
-3 Speed, -1 Reflex any focus item you carry
>9
Freeze DC16 Physique explodes doing 1d10
damage with 2m radius
to break free
Dimeritium Effects
False perception 50% chance of inflicting For every unit of dimeritium within 5m,
Hallucinate Hex
DC15 Deduction to end the hex on yourself reduce Vigor by 1.
-1 HP for every Stamina If touching, Vigor is reduced to o, and make
-2 REF, -2 DEX, -2 INT Ritual
point spent on ritual Endurance DC16 for every half-hour that
Intoxication -3 Verbal Combat
contact with dimeritium continues.
Memory loss 25% chance
Save v. Body every 3 Elemental Fumbles Roll Effect
Nauseated rounds; if fail, spend Skin itches, otherwise
Element Result 18+
round retching unaffected
-3 HP each round Magic sparks from you. 16-17 Itchy & queasy, no penalty
Poison
DC15 Endurance to end Mixed -1HP per fumble point;
Itchy, queasy &
suffer one effect below
Staggered -2 Attack, -2 Defense occasional spasms; every
Earth around you shakes. 14-15
Immobilized; Defense is 10 1d6 turns, roll Endurance
Earth -1 HP per fumble point; DC15 or Staggered
Stunned Stun save or take
you are Stunned
damage to end 12-13 Skin burns & Nauseated
Air swirls around you.
Suffocating -3 HP each round Skin feels like its on fire,
Air -1 HP per fumble point;
10-11 cannot concentrate; roll
thrown back 2m
Stun save every round
Melee Attack Fumbles You burst into flames.
Boils the magic in your
• 1-5: No effect Fire -1 HP per fumble point;
1-10 system; you take 1d6
set on Fire
• 6: Weapon glances off; you’re Staggered damage every round
• 7: Weapon lodged in object; 1 rnd to free Frost crackles around you.
• 8: Weapon takes 1d10 Reliability Damage Water -1 HP per fumble point;
become Frozen
• 9: You strike yourself; roll Hit Location
• >9: You strike a nearby ally; roll Hit
Location on ally within range
Unarmed Att/Def Fumbles
Armed Defense Fumbles • 1-5: No effect
• 1-5: No effect • 6: Knocked off balance; Staggered
• 6: 1d6 extra Reliability Damage to weapon • 7: Trip and fall prone
• 7: Disarmed, Scatter 1d6 meters • 8: Trip and fall prone, knocking the wind
• 8: Fall prone, make Stun save out of you; make a Stun save
• 9: 2d6 extra Reliability Damage to weapon • 9: Trip and hit head; prone, 1d6 non-
lethal damage to head, make Stun save
• >9: Your weapon ricochets back and hits
you; roll for damage and hit location • >9: Trip and slam head; prone, 1d6
lethal damage to head, make Stun save

Ranged Attack Fumbles


THE WITCHER is a registered trademark of CD PROJEKT S.A.
• 1-5: No effect THE WITCHER game © CD PROJEKT S.A. All rights reserved.
THE WITCHER game is based on the prose of Andrzej
• 6-7: Ammo or thrown weapon breaks Sapkowski.

• 8-9: Bowstring malfunction or dropped


weapon; takes 1 round to undo this.
• >9: Strike ally with ricochet; roll damage
and hit location on ally within range

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