Witcher
Witcher
Credits
Writers
Cody Pondsmith
J Gray
Cover
Grafit Studio
Back Cover
Alicja Kapustka
Chris Rallis
Illustration
Adrian Smith
Nemanja Stankovic
Lorenzo Mastroianni
Typography
Cody Pondsmith
Editing
Carol Darnell
J Gray
Iconic Maps ©Tad Davis e Witcher Roleplaying Game is set in a Whether you’re a hard-bitten mer-
world of dark, mature fantasy where hap- cenary who lives from job to job never ask-
Some map icons from py endings are rare and actions have con- ing questions, or an idealistic bard traveling
Cityographer High Seas City sequences, o en swi and brutal. the land to spread some cheer and revelry in
Map Icons, Cityographer In the war-torn lands of the Conti- these dark days, you must ght if you want
October 2015 Monthly Map nent, murder, assault, and the are a daily to survive in a world determined to break
City Icons, Dugeonographer threat and only the strong survive. ieves you. ough happy endings are rare, the
2016 April Monthly Map run rampant and mercenaries are as nu- darkness makes the joyful moments all the
Icons, and Cityographer merous as the doctors who heal them or sweeter, and companionship is one of the
Vegetation City Map Icons the priests who inter them. Only the brav- greatest treasures that you can attain. For
by artist Keith Curtis. est souls venture into the wilderness, where better or worse, this is your world. For play-
witchers armed with razor-sharp silver ers new to e Witcher TRPG, here are some
swords hunt monsters armed not only with key points to the Witcher setting.
tooth and claw but magic as well.
In the cities, the poor scrabble to e Conjunction
survive in lthy tenements and the rich Long ago, the Conjunction of the Spheres
perch high above on the unstable towers of changed the way the world functioned for-
their power, some advised by clever mages ever. Many di erent realms collided with
constantly looking for the best opportuni- one another, creating ri s through which
ties. Humans reign supreme, save for a few hundreds upon hundreds of creatures
small communities. Once-proud elves and spilled out. e reasonably mundane world
dwarves are kept in hovels and executed dai- was suddenly lled with creatures of all
ly, o en for crimes they have not even com- shapes and sizes as well as a mystical force
mitted. Hatred and fear fuel this great blaze, that came to be known as “Chaos” or “Mag-
and most continue feeding the re ‘til their ic.” Unfortunately, with very little ability to
last dying breath. ere are no heroes, only manipulate the forces of magic and little
people. preparation to ght the monsters that came
3
through the conjunction many races were and Rowan, two smaller neighbors. Howev-
plunged into a strange, dangerous, and un- er, most people point to the year 1239, when
certain time period. is uncertainty would Nilfgaard marched into Ebbing under the
last for many generations. command of a Usurpator who had killed the
Dice You’ll Need
previous emperor and exiled his heir, Emhyr. Luckily, The Witcher TRPG
Witchers & Monsters While the Empire had absorbed ve coun- only needs two types of dice!
Witchers were created centuries ago to save tries by this point, this invasion launched You’ll need ten-sided dice
humans from monsters. ey were a broth- a massive campaign that conquered six (d10) and six-sided dice (d6)
erhood of mutants, rigorously trained for regions, nearly tripled the size of the Em- to play the game.
years and sent out every spring to wander pire, and brought them to the borders of
the Continent, hunting monsters and saving what we know as the Northern Kingdoms.
the local townsfolk from curses. While many With Emhyr var Emreis’ restoration as the The Continent
people were thankful to see a witcher when true Emperor of Nilfgaard, the Nilfgaard- In the world of The Witcher,
they needed help, the bizarre and frighten- ian Wars that everyone talks about began. the vast western coastline
ing nature of these monster hunters (as well Nine years ago, in 1263, Nilfgaard invaded that much of the franchise
as their secrecy and penchant for neutrality the country of Cintra, starting the First Nil- takes place on is only ever
in politics) o en got them in trouble, and fgaardian War. e combined armies of the referred to as “the Continent”.
still does. is became especially true a few Northern Kingdoms repulsed Nilfgaard, but Travel beyond the Continent
centuries into their existence. a er a short interregnum, Nilfgaardian sub- is difficult and dangerous but
Witchers’ sole reason for living is to terfuge pushed the leaders of the Northern there are several far off, exotic
hunt monsters and break curses; their train- Kingdoms to secretly instigate the Second lands that the countries of the
ing makes them extremely e cient. In a War in hopes of catching Nilfgaard before Continent do trade with.
way, they did their work too well. Witchers, they were prepared. is back red, and Nil-
and their silver and meteorite blades, made fgaard conquered much of the North before
many species of monsters extinct. Monster another combined e ort from Northern Lore In The Full
species fell one by one, and monsters be- monarchs pushed the Empire back. Now, Game
came less and less common, witchers began just three years a er the end of the Second If you aren’t familiar with the
to lose their purpose. Even with very little Nilfgaardian War, in 1272, the armies of Nil- world of The Witcher you
work in monster slaying and curse break- fgaard yet again storm the Northern King- may be getting a bit over-
ing, witchers still o en refused to work as doms, having already weakened the North whelmed by all the names,
assassins or mercenaries. is aggravat- through sabotage and assassination. ings and dates, and historical fig-
ed the kings of the realms; soon, they saw look dark for the Northern Kingdoms. ures. In the full game, there
witchers as more dangerous than helpful. By is an introduction that gives
the 1250s, monsters were so rare that many
species had fallen into mythology—no more Your Character a summary of the history of
the Witcher world and a 32-
than fairy tales to frighten children. It was In e Witcher TRPG, your character is
the person you inhabit while playing in the page lore section to help new
rare for anyone to see so much as a ghoul, players acquaint themselves
let alone more dangerous beasts such as game. While it is o en a good idea to start
out playing characters that are similar to with the setting.
ends or grave hags. e common folk’s fear
transferred onto the mutants who had once yourself, your character can be just about
been their protectors. One by one, the once- anybody you want. In the core game, there
proud Witcher Schools were assaulted and is a large section devoted to creating your
destroyed by the same humans whom they character from the ground up: building
protected. their background, choosing their profession
and race, and the like. For the purposes of
e Nilfgaardian Wars this quick-start, six pre-generated charac-
e Nilfgaardian Wars, also known as the ters are provided.
Northern Wars, encompass several wars
through which the country of Nilfgaard ex-
panded north, across the Continent, absorb-
ing many other countries and forming an
Empire that has had no equal in the histo-
ry of the known world. Unfortunately, Nil-
fgaard also became known for its brutality
over the course of these wars.
Technically the wars began decades
ago with Nilfgaard’s absorption of Ymlac
4
Skill Bases Body Swallow Potion For 20 Rounds, you regenerate 3 points of Health at the
end of your turn. If you take damage in a round before
Alchemy (6) Intimidation (11)
(x1) you regenerate you do not regenerate.
Armor is Formula allows you to cra the Swallow Potion us-
Athletics (14) Physique (13) Swallow Potion
ing Alchemy. You also have enough ingredients to cra
Verden Archer’s Hood Formula 1 Swallow Potion.
Awareness (12) Spell Casting (9)
Weapons
Name WA DMG E ect
Punch +0 1d6+2 Non-Lethal
Abilities
Cra er’s Eye Strong
With their eye for ne detail and Due to their compact frame and pro-
appraisal it is hard to blu a dwarf. pensity for tough, physically demand-
Dwarves have an inherent +1 to their ing professions, dwarves gain a +1 to
Business Skill Base. their Physique Skill Base.
De ning Skill: Practiced Paranoia (12)
Whenever a Criminal comes within
Tough
10m of a trap (this includes ambush-
A dwarf ’s tough skin means that any
es) they immediately can make a Prac-
time they would take physical damage,
ticed Paranoia roll at either the DC to
they reduce the total amount by 2. is
spot the trap, the ambushing party’s
reduction applies a er the damage has
Stealth roll, or a DC set by the GM.
penetrated the armor but before the
Even if they don’t succeed in spotting
damage is modi ed by location.
the trap, they are still aware that some-
thing is wrong.
8
Possessions
Ada of Ban Ard
Item Name E ect Race Human Health
80 Crowns Crowns are the primary currency in e Witcher TRPG. Profession Man At Arms
45
Broadhead Bolts Broadhead bolts are alternate ammunition for the
Crossbow. When you deal damage with a broadhead INT
(x3) 4 VIGOR 0
bolt, the attack in icts the bleeding condition. Stamina
e broadhead bolt diagram allows you to make 10 REF 10 SAVE 9
Broadhead Bolt
broadhead bolts with a single Cra ing Check. You also
Diagram have enough ingredients to cra 10 Broadhead Bolts.
DEX 8 LEAP 3
45
BODY 10 HP 45
Cra ing Tools Cra ing tools allow you to cra items from diagrams.
SPD 6 STA 45
Crossbow Bolts Crossbow Bolts are used as the ammunition for the
Crossbow.
EMP 5 REC 9 Armor Values
(x20)
Flint & Steel can be used to light a small ammable
CRA 4 Head 12
Flint & Steel object on re. WILL 8 Upper 12
Having a grappling hook at the end of your rope al-
LUCK 5 Body
lows you to throw it up to high places with an Athletics
Grappling Hook Check and grants a Moderate (+3) bonus to climbing Lower 12
the rope.
Skill Bases Body
Rope 20m meters of rope. Awareness (8) Endurance (13)
Armor
Brawling (13) Intimidation (11)
Satchel A satchel holds all of your possessions.
Chain Coif
Courage (14) Melee (16)
A signal horn allows you to blow a note that can be
Signal Horn heard from miles around. Cra ing (6) Physique (13) Brigandine
A Temerian Shield can be used to block incoming at- Crossbow (13) Sta /Spear (14)
Temerian Shield tacks. Armored Trousers
Deduction (5) Tactics (10)
Torch Once lit, a lantern lowers the level of penalty from light
(x1) conditions by 1 within 5m of the torch. Dodge/Escape (13) Wilderness Survival (6)
Weapons
Name WA DMG E ect
Punch +0 1d6+4 Non-Lethal
Abilities
Ingenuity
Trustworthy
Humans are clever and o en have
Humans have an inherent +1 to their
brilliant solutions to di cult prob-
Charisma, Seduction, and Persuasion
lems. Humans gain an inherent +1 to
Checks against other humans.
Deduction.
De ning Skill: Tough As Nails (16)
Blindly Stubborn When a Man At Arms falls to or below
A human can summon up their cour- 0 Health, they can roll Tough As Nails
age and re-roll a failed Resist Coer- at a DC equal to the number of neg-
cion or Courage roll 3 times per game ative Health times 2 to keep ghting.
session. ey take the higher of the If they fail, they fall into death state
two rolls, but if they still fail they can- as per usual. If they succeed they can
not re-use the ability to roll again. keep ghting as if they were only at
their Wound reshold.
9
LUCK 8 Body
A hand mirror shows the user’s re ection. It also allows
Lower 5 Hand Mirror them to see behind themselves and around corners if
Weapons
Name WA DMG E ect
Punch +0 1d6-2 Non-Lethal
Dagger +0 1d6 —
Abilities
Marksman
Artistic
Years of tradition and practice make
Elves have a natural eye for beauty and
elves some of the best archers in the
a talent for artistic endeavours. Elves
world. Elves gain an inherent +2 to
gain an inherent +1 to their Fine Arts
their Archery skill and can draw and
skill.
string a bow without taking an Action.
De ning Skill: Busking (15)
A Bard can take an hour and make a
Busking Check in the nearest town
Natural Attunement
center. e total of this roll is the
Elves do not disturb animals, meaning
amount of money raked in by the Bard
that any beast they encounter is con-
while they perform on the street. A
sidered friendly and will not attack
fumble can lower the roll, and a nega-
unless provoked.
tive value results in a Mild (-1) penalty
to Charisma Checks against anyone in
the town for the rest of the day.
10
Possessions
Kaska Torma
Item Name E ect Race Dwarf Health
90 Crowns Crowns are the primary currency in e Witcher TRPG. Profession Doctor
25
e alchemy set allows you to cra items from alchem-
Alchemy Set ical formulae. INT 9 VIGOR 0
Applying a dose of clotting powder to a wound stops Stamina
Clotting Powder the bleeding e ect for 2d10 rounds. A er the rounds
REF 6 SAVE 5
(x3) elapse the wound begins bleeding again. You can then DEX 6 LEAP 4
25
apply another dose.
e clotting powder formula allows you to create a dose
BODY 5 HP 25
Clotting Powder
Formula
of clotting powder with Alchemy. You also have enough SPD 8 STA 25
ingredients to cra 1 dose of clotting powder.
Crossbow Bolts Crossbow Bolts are used as the ammunition for the
EMP 7 REC 5 Armor Values
(x20) Hand Crossbow. CRA 10 Head 3
Lantern
Once lit, a lantern lowers the level of penalty from light WILL 5 Upper 3
conditions by 2 within 3m of the lantern.
LUCK 4 Body
Large Tent A large tent provides shelter for around 5 or 6 people. Lower 3
Consuming a dose of Pantagran’s elixir brings delirious Skill Bases Body
Pantagran’s Elixir happiness. is e ect lasts for 1d6/2 hours and leaves Alchemy (13) Deduction (14)
the imbiber incredibly susceptible to Persuasion, Cha-
(x1) risma, and Seduction, giving them a Moderate (-3) pen- Armor
Athletics (8) Dodge/Escape (10)
alty to Resist Coercion.
Verden Archer’s Hood
Awareness (15) Human Perception (12)
Satchel A satchel holds all of your possessions.
Business (13) Physique (7) Gambeson
Smelling salts can be placed under an unconscious or
Smelling Salts stunned person, or creature’s nose to immediately bring Charisma (11) Resist Coercion (9)
(x1) them out of their stunned state. Smelling salts can be Cavalry Trousers
used 25 times. Courage (10) Small Blades (10)
A surgeon’s kit allows you to perform surgery with Crossbow (8) Social Etiquette (11)
Surgeon’s Kit your Healing Hands ability.
Weapons
Name WA DMG E ect
Punch +0 1d6+4 Non-Lethal
Dagger +0 1d6+2 —
Abilities
Cra er’s Eye Strong
With their eye for ne detail and Due to their compact frame and pro-
appraisal it is hard to blu a dwarf. pensity for tough, physically demand-
Dwarves have an inherent +1 to their ing professions, dwarves gain a +1 to
Business skill. their Physique skill.
Tough De ning Skill: Healing Hands (16)
A dwarf ’s tough skin means that any A Doctor with Healing Hands is the
time they would take physical damage, only person who can heal a Critical
they reduce the total amount by 2. is Wound. Details on healing Critical
reduction applies a er the damage has Wounds can be found in the Combat
penetrated the armor but before the Section. Healing Hands can also be
damage is modi ed by location. used for any First Aid Check.
11
Lifepath
is sample Lifepath will give you a chance to add background to your character, making your version unique and giving you
more details to help you roleplay them. In the full game, Lifepath is incredibly varied with di erent homelands, a series of rolls
to determine special events in the characters life, and even a unique Lifepath for Witcher characters. is small snippet is here
to give you a feel for how Lifepath goes. Please start by rolling on the Familial Fate table.
Due to some action or inaction your family has become hated One or more of your parents were killed by monsters. It is your
6
7 in your home town and now no one there wants to have any- decision as to what they may have fallen prey to.
thing to do with them. One or more of your parents were falsely executed. ey may have
7
been a scapegoat for something or just in the wrong place.
One day everything you had was ripped away by a bandit mob.
8 One or more of your parents died of a plague. ere was noth-
Your family was massacred, leaving you entirely alone. 8
ing that could be done but try to ease their passing.
Your family has a deep, dark secret that if discovered would
9 ruin you all completely. You can decide what this secret is, or One or more of your parents defected to Nilfgaard. ey may
the Game Master can decide. 9 have been given a deal for information or they may just have
jumped the border.
Your family has come to despise each other. No one you grew One or more of your parents were kidnapped by nobles. Likely
10 up with will talk with each other any more and you’re lucky to 10 it was your mother, who attracted the attention of a local lord
get a passing hello from your siblings. or his son.
character and then compared. e character roll a third time. is time, the result is 3. is
with the highest result succeeds. If the re- is added to the 35 for a total Skill Check result
sults are equal, the defender (the character of 38.
reacting instead of acting) succeeds. If nei- When the result of a Skill Check roll
Example Modifiers
ther character is the defender (for example, is 1, roll the d10 a second time and subtract Mod. Example
in an arm-wrestling contest) the Skill Check that value from the Skill Base. If the result is
Extra time spent
ends in a draw and the characters must de- a 10, subtract 10 from the Skill Base and roll Mild
cide if they want to continue opposing one a third time, subtracting that value as well. on task, superior
(+1)
tools
another and make another Skill Check. Keep going until the roll is something other
than a 10. A Skill Check result can never be Performing
Modi ers reduced below a 1. Mild
complex task
ere might be times when the GM decides Example: Kaska’s player rolls a 1 on for the first time,
(-1)
factors beyond a character’s abilities can in- a Human Perception Skill Check. ey roll being slightly
uence a Skill Check. For example, a charac- again for a 10 and subtract that from their drunk
ter might be trying to spot a thief in a room Human Perception Base of 12 for a total of Aid from an-
with dim light. When this happens, the GM 2. Because the second roll was a 10, they roll other character
assigns a modi er to the Skill Check in the a third time, getting a 4. Kaska’s Human Per- experienced in
form of a bonus or penalty. ception Skill Check is reduced to the mini- the task, wearing
Bonuses positively modify Skill mum value of 1. Moderate
the right military
Checks. Penalties negatively modify them. (+3)
uniform and
ey come in three levels: Mild (+1/-1), Saves rank when
Moderate (+3/-3), and Major (+5/-5). When When there is a chance a character might giving orders to a
a GM assigns a modi er, it is added or sub- be stunned or might die, they must make solider
tracted to the Skill Check before deciding a Save Check. To make a Save Check, roll Dim lighting
the result. 1d10 and compare it to the character’s Save. conditions,
Example: Orban Madaras has been If the roll is less than the Save value, the Moderate
distracting
arrested and is attempting to pick the cell lock Check succeeds. If it is equal to or greater (-3)
environment,
with an improvised lock pick fashioned from than the Save value, the Check fails, and the sleep-deprived
their belt buckle. e GM decides working character is stunned or dead.
without the proper tools imposes a Moderate Possessing a
(-3) Penalty on the Skill Check. Orban’s play- Statistics royal writ when
er rolls 1d10 for a 4, adds Orban’s Pick Lock Statistics are the inherent physical and men- giving orders,
Base of 9, and then subtracts the penalty of 3. tal abilities of a character. Major being intimately
e total is 10. • INTELLIGENCE (INT): Memory, per- (+5) familiar with a
A GM can assign multiple modi - ception, and deduction. location when
ers to a Skill Check. • REFLEXES (REF): Unarmed & melee trying to notice
GMs can use the Example Modi- combat and riding. something
ers Table to help them decide if a factor • DEXTERITY (DEX): Ranged combat, Full darkness,
warrants a bonus or penalty. It can’t cover sleight of hand, and stealth. Major under attack,
every situation but gives GMs benchmarks, • BODY (BODY): Strength and endur- (-5) hostile environ-
so they can make calls of their own. ance. ment
• SPEED (SPD): Distance a character can
Exploding 1s and 10s move in a turn.
When a 1 or a 10 is rolled on a Skill Check, • EMPATHY (EMP): Performing, social
the die “explodes”, which means the die is interactions, and understanding others.
rolled again and modi es the results. • CRAFT (CRA): Creating and using
When a 10 is rolled, add 10 to the things, medicine.
Skill Check. en roll the d10 again and add • WILL (WILL): Matters of magic, intim-
that number to the Skill Check as well. If the idation, and courage.
second roll is a 10, add 10 and roll again. • LUCK (LUCK): A pool of points play-
Keep doing this until the new roll is some- ers can spend. Each point spent adds a
thing other than a 10. Mild (+1) bonus to a Skill Check or rais-
Example: Kaska’s player rolls a 10 es their Save by 1 for a Save Check.
on an Awareness Skill Check. ey add 10 to • Vigor: How much magic a magic user
their Awareness Base of 15 for a total of 25, can channel (see Magic).
then roll again, getting another 10. ey add • Save: Used when making a Save Check.
10 to the current total of 25 to make 35 and
14
Opposition And
Monsters
Combat in e Witcher is deadly, bloody, Actions Unlike players, NPCs and
and punishing. You can go running into monsters which are controlled
battle, hacking and slashing but that likely Actions by the GM do not take Fast
won’t help against anything tougher than Attack Action or Strong Strikes. They have
a mugger in the local tavern. A tactical Attack an opponent using a Fast or Strong a Rate of Fire (ROF) which
warrior will always make it farther than a Strike. shows you how many times
savage madman. they can use their attacks when
Casting Action
they take an Attack Action.
Rounds and Turns Cast a Sign or Spell.
Example: On the
Combat in e Witcher TRPG breaks down Item Action monster’s turn, the GM decides
into rounds, a time block of about 3 seconds Draw, pick up, or use an item. the monster is going to use its
during which each participant in the com- Claw Attack Action. The ROF is
bat has a turn to act. Movement Action
Move up to a number of meters equal to their 2, so the GM makes two Attack
Checks.
Initiative SPEED.
If the NPC or mon-
e order of turns in a round is determined Skill Action ster has a ROF of two, they can
by Initiative, which players roll for their Use a Skill to perform a task which can be make both attacks against the
characters at the start of combat. To deter- accomplished in 3 seconds. same target or split them.
mine Initiative, roll 1d10+REFLEX for each
player character. e GM rolls for everyone Special Movement
else. GMs can roll for each participant they During combat, a character might be called
control individually but may speed things upon to move in unusual ways or di cult
up by rolling a single Initiative for groups of circumstances. Unless they have an ability
characters, such as a squad of castle guards, that rules otherwise, whenever a character
who will all act at the same time during a has to move through unusual terrain (mov-
round. ing through thorny overgrowth, squeezing
Once Initiative is determined, com- through a narrow pipe, etc.) or in unusual
bat proceeds. Each round, the participant ways (climbing, swimming, etc.) they move
with the highest Initiative acts rst, then the up to a number of meters equal to their Leap
next highest, and so forth, until the lowest instead of their SPEED.
Initiative. If there is a tie, the character with Jumping is an Action and should be
the highest REFLEX goes rst. Once each performed a er Movement and not before.
participant has acted, the round ends and a
new round begins. Extra Action
A character can always choose to At the end of their turn, a player charac-
delay their turn, voluntarily lowering their ter has the option of spending 3 points of
Initiative so they act later in the round. STAMINA in order to perform a single Ex-
However, the point at which they take their tra Action. is Extra Action is performed
turn becomes their new Initiative for the re- with a Moderate (-3) penalty if it requires a
mainder of the combat. Skill Check. Much like a regular Action, an
Extra Action can be any listed on the Action
Actions Table.
During their turn, a character can do the GM controlled characters and crea-
following: tures cannot normally perform Extra Ac-
• Movement: Move up to a number of tions.
meters equal to their SPEED.
• Action: Perform a single Action, as de- Weapon Accuracy (WA)
ned on the Actions Table. All weapons in e Witcher TRPG have a
A character can perform their Movement Weapon Accuracy which shows how easy/
and Action in any order, but they cannot di cult to wield they are. When attacking
split their Movement to move, perform an you add/subtract the WA of the weapon to
Action, and move again. your Check.
16
Modi ers in Combat Step 1: Roll Dice and add BODY Penalty/
Several factors can in uence an Attack or Bonus
Each weapon, spell, or ability that can cause
Defense Action. GMs can use the Exam-
harm has a damage code in the form of XdY,
Weapon Effects
ple Combat Modi ers Table to help them
where X equals the number of dice that are In the full game, many weap-
decide if a factor should impose a penalty
rolled, and Y equals the type of die which is ons have special effects that
or award a bonus. It can’t cover every situa-
rolled. To determine the amount of damage change how they operate. In
tion but gives GMs benchmarks so they can
in icted, roll the damage code and total the Easy Mode we have only a few
make calls of their own.
dice. Some damage codes also have a +Z at basic examples:
• Armor Piercing: Armor
Example Combat Modi ers the end, which is added to the total of the
piercing weapons ignore
roll.
Modi er Example Attackers making melee or thrown damage resistances except
Target is horse-sized or weapon attacks also add a modi er to their for a monster’s resistance
larger, target is marked damage roll based on their BODY, as marked to non-silver weapons.
Mild (+1)
or outlined with light in on their character sheet. • Bleeding: When this
some way.
weapon deals damage to
Target is dog-sized or
Body Damage Modi er a target, it has a percentage
chance to inflict the bleed
Mild (-1) smaller, roughly 1/3 of the Body Damage Modi er condition.
target is in cover. • Long Reach: Long reach
Target’s movement is 1-2 Moderate (-3) weapons can target crea-
Moderate (+3) tures that are 2m away
heavily restricted.
from the attacker.
Dim light, blinded by 3-4 Mild (-1)
Moderate (-3) dust/light, roughly ½ of
the target is in cover.
5-6 No Modi er
Attacking from successful
Falling
Major (+5) It’s always possible a charac-
ambush.
7-8 Mild (+1) ter might fall off a roof or be
Complete darkness, bank- dropped by a flying enemy.
ing a ranged attack o an Characters fall at a rate of 30
object to hit the target, a 9-10 Moderate (+3)
Major (-5) meters per round and if they
target is at extreme range, hit the ground (or roof or what-
target is almost entirely have-you) they take 1d6 lethal
10+ Major (+5)
behind cover. damage to the upper body for
every 2 meters they’ve fallen.
One special modi er of note is the penalty Armor reduces the damage
for multiple enemies. A target su ers a Mild Step 2: Add Silver Damage if Applicable
Silver is like poison to monsters, which but only after totaling all the
(-1) Penalty when taking a Defense Action dice. Catching a convenient
for each enemy beyond the rst which is is why most witchers carry a silver sword.
When determining damage against a mon- ledge, rope, or awning requires
in melee range. It’s harder to dodge when an Athletics Skill Check against
you’re in a crowded setting. ster by an attack made with a silver weapon,
the attacker rolls a number of extra dice as DC:15.
Damage Types indicated in the weapon’s description and
Characters in e Witcher TRPG can su er adds it to the total determined in step 1.
two types of damage. Lethal damage lowers
a character’s Health Pool (HP) while non-le- Step 3: Factor in Strong Strike multiplier
thal damage lowers their STAMINA (STA). If the attack was a Strong Strike, multiply the
Unless otherwise noted, damage is lethal. damage total calculated thus far by 2.
Unarmed combat damage is non-lethal, as
are some spells and creature abilities. Step 4: Don’t Forget Armor
Combat can turn deadly quickly, which is
Calculating Damage why most characters expecting it wear Ar-
Once an attack hits, the attacker needs to mor. All Armor has a Stopping Power (SP)
gure out how much damage was done. e rating. Subtract the SP of the Armor where
following process applies to both lethal and the target was hit from the total thus far. If
non-lethal damage. the SP of the Armor reduces the damage to
0, stop here. e Armor repels the attack.
18
E ects
Certain abilities, spells, and other factors can in ict E ects on characters which have on-
going consequences beyond damage. E ects of the same type do not stack on a character.
Name E ect
You are bleeding. You take 2 points of HP damage at the start of your turn each
Bleed round until a successful First Aid Skill Check at DC:15 stops the bleeding; this is
an Action.
Your eyes are covered or damaged. Until you can uncover or heal your eyes you
Blinded have a Moderate (-3) penalty to all Attack and Defense Actions and a Major (-5)
penalty to all Awareness Skill Checks.
Your HP has been reduced to 0. You also su er the prone and unconscious
E ects and must make an immediate Save Check or die. At the beginning of your
turn on each successive round or if you are hit by another successful Attack Ac-
Dying tion, you must make an additional Save Check or die. ese Saves have a cumu-
lative Mild (-1) penalty for each Save you made beyond the rst. is E ect ends
when you are Stabilized (see Healing) or die.
You are engulfed in ame. At the start of your turn each round you take 5 points of
damage to your upper body, lower body, and head. Armor SP lowers this damage,
Fire but the ames reduce the SP of the Armor by 1 each turn, even if it blocks all the
damage. To remove the E ect you must either spend a full turn putting out the
ames by rolling around or submerging yourself in water. You cannot perform any
Action or Movement while doing so.
Your body is sti with cold and covered in an icy glaze. You su er a Moderate (-3)
Freeze penalty to your SPEED and a Minor (-1) penalty to your REFLEX. Breaking free
requires a DC:16 Physique Skill Check, which is an Action.
A toxic substance is in your body. You take 3 points of lethal damage at the start of
Poison your turn each round. Armor does not negate this damage. e E ect ends when
the toxin is treated by medicine (DC:15 First Aid Skill Check) or resisted (DC:15
Endurance Skill Check). Both are an Action.
You have been knocked o your feet. You su er a Moderate (-3) Penalty to all
Prone Attack and Defense Actions. Standing up requires either someone to spend an
Action to pull you up or you to sacri ce your Movement to get to your feet. Once
you are on your feet, you can nish your turn as normal.
Acting has become di cult, either for emotional or physical reasons. While
Stun stunned you cannot move or take an Action, including Defense Actions. To end
this E ect, you must either take a full turn to make a Save Check or be successfully
struck by an Attack Action.
You are unconscious. You also su er the prone E ect and cannot move or
Unconscious perform any Action, including Defense Actions. is E ect ends when you are
Stabilized (see Healing).
Some spells are marked Area. Area ing an Active spell, but it can be dropped at
spells will either ll a cone with a designated any time without taking an action.
width at its widest point and the caster as an
origin point, or it lls a circle with a desig- Critical Wounds
nated width which centers on a point desig- Spells with a physical component, such
nated by the caster within the spell’s range. as a spell which sets a target on re or hits
Spells with a duration of immediate them with shards of earth, can cause Critical
take e ect right away and then end. Spells Wounds if the Spell Casting Check exceeds
with a random duration (for example, 1d10 the target’s Defense Action by a high enough
rounds) require a die roll to determine amount(See Combat).
how long it lasts and end on the end of the
magic user’s turn on the nal round. Spells Fumbling
with a duration of Active require additional If a player rolls a 1 when making a Spell
STAMINA be spent each round to maintain Casting skill Check, the magic user not only
or else it ends. e STAMINA must be spent fails at casting the spell but su ers harm.
at the beginning of the magic user’s turn and e GM should ask the player to make a
counts towards the total Stamina Cost when second d10 roll, then consult the following
it comes to Vigor reshold. No other spell table and apply an e ect based on the result.
can be cast while a magic user is maintain-
Fumble Table
Roll E ect
e magic sparks, dealing an amount of HP damage to the magic user
1-6 equal to the Stamina Cost of the spell. Armor does not negate this dam-
age.
In addition to the above, the magic user su ers an e ect depending on
the elemental type of the spell.
• Earth: e magic user is stunned.
• Air: e magic user is knocked prone and back 2 meters.
• Fire: e magic user is set on re.
7-9 • Water: e magic user is frozen.
• Mixed Element: Roll 1d6.
• 1: e earth e ect.
• 2: e air e ect.
• 3-5: e re e ect.
• 6: e water e ect.
In addition to the above, there is an explosion of energy outward from
the magic user. Anyone within a 2-meter radius also su ers an amount
10
of HP damage equal to the Stamina Cost of the spell to the upper body.
Armor does defend against this damage.
22
Luskar’s Formula
Alchemy
Name Time Components
DC
Swallow Potion 16 1/2 Hour Aether (x1), Caelum (x1), Vitriol (x1),
Ada’s Diagram
Alchemy
Name Time Components
DC
Ammunition, Broadhead Timber (x1), Iron (x1), Feathers (x1),
15 1 Hour
(x10) Sharpening Grit (x1)