My Documents
Support GM Binder!
- ### [
20
Character
]() -
21
Social Standing
-
37
Profession
-
47
Stats
-
49
Skills
-
61
Skill Trees
-
59
Leveling Up/ I.P. Rewards
-
60
Reputation
- ### [
71
Gear
]() -
72
Weapons (WA/Effect)
-
78
Armour (SP/EV)
-
83
Elderfolk Armory
-
87-88
Alchemical Items
-
90
Armour Enhancements
-
91
Transportation
-
92
Tool Kits
-
93 & 97
Services & Gear
- ### [
99
Magic
]() -
101
Mage
-
109
Priest
-
114
Witcher Signs
-
116
Rituals
-
120
Hexes
-
122
Places of Power
-
123
Learning Magic
- ### [
126
Crafting
]() -
128
Crafting Components
-
130
Crafting Diagrams
-
140
Fixing & Dissasembling
-
249
Witcher Swords/Medallions
-
255
Bombs/Traps
- ### [
141
Alchemy
]() -
143
Alchemical Substances
-
146
Alchemical Forumlae
-
146
Witcher Potion Formulae
-
146
Blade Oil Forumlae
-
146
Witcher Decoction Forumlae
\columnbreak
- ### [
236
Witchers
]() -
246
Witcher Gear
-
247
Witcher Potions
-
248
Blade Oils
-
248
Witcher Decoctions
-
251
Mutagens
- ### [
252
Relics
]() -
254
Experimental Technology
-
256
Runes & Glyphs
-
257
Relic Items
- ### [
266 - 313
Bestiary
]() - ### [
179
World
]() -
180
North
-
186
Skellige
-
189
The Elderlands
-
190
Mahakam
-
191
Dol Blathanna
-
192
The Empire of Nilfgaard
-
194
Nilfgaard
-
199
Beyond the Borders
-
200
Zerrikani/Ofier/Far North
- ### [
201
Factions
]() -
202
Witchers
-
204
Mages
-
205
Havekar/Scoia'tael
-
206
Mage Hunters/Crescent Moon
- ### [
207
Religions
]() -
208
Melitele/The Eternal Fire
-
209
Freya/The Great Sun
- ### [
Misc
]() -
51 & 128
Foraging
-
221-223
Encounter Rewards
-
226
NPC Generator
-
230-231
Curses
-
160 & 174
Prosthetics
\columnbreak
### Notes Always round down
Base
= Stat + Skill
Cost of Living per week = ~100 Crowns
### Encounters
Number of Monsters = Players +2
Medium = 3 Easy
Hard = 5 Players
Roll for rewards before combat!
Rewards
(p.233)
Solitary = Bestiary parts
Intelligent = 1D6 random
Dens = 1D6 bodies per 3 (large = 6)
Bodies = 1D6 random
Human = 1D10 random
+ Equipment & Crowns
Home = 2D10 random
80%+ = 1x rare item or diagram ### Currency
| Exchange Value | |:---:| | 1 Redanian Crown | | 1 Temerian Oren | | 1/3 Nilfgaardian Floren | | 3 Ducats (Kaedwen) | | 1/4 Bizant (Kovir & Poviss) | | 1/2 Lintar (Hengefor's League) |
\columnbreak
### Difficulty
| Difficulty | Example | DC | |:---|:----|:---:| | Easy | Breaking a rotten door down | 10 | | Average | Sneaking past a
town guard | 14 | | Challenging | Picking a
well-made lock | 18 | | Difficult | Hitting a chain
with a throwing
axe at 10m | 20 | | Nearly Impossible | Forcing a Fortress gate open barehanded | 30 |
### Skill Modifiers
| Situation | Mod.| |:--|:---:| | Don’t have the right parts | +2 | | Don’t have the right tools | +3 | | Distracting environment | +3 | | Under attack | +5 | | Drunk | +3 | | Sleep-deprived | +3 | | Hostile environment | +4 |
### Tool Kit Actions
Writing letters
Forging documents & coins
Crafting or modifying weapons
Crafting or modifying armor
Picking locks
Alchemy
Performing surgery
Cooking
Creating fine art
*Without kit: -4* ### Vehicle/Mounted
(p.169)
\pagebreak ### Initiative D10 + Ref, round
Fast Draw: +3 Initiative/-3 first Atk roll
Ambush: Stealth vs Aware, +5 ### Offensive Actions
Attack, Fast: x2 attacks
Attack, Strong: -3 Atk, x2 Dmg
Initiate Verbal Combat
Cast Magic
Use Skill
Run: Spd x3
Active Dodge: enemy -2 Atk
Aim: +1 Atk, round (Max. 3)
Recover: +Sta equal to Rec
### Defensive Actions
Dodge: Miss, vs. Dodge/Escape
Reposition: Move 1/2 Spd, vs. Ath
Block: Negates attack, -1 SP
w/ Weapon - vs. Weaponskill
w/ Shield - vs. Melee
w/ Body - vs. Brawl (dmg to area)
Parry: Negates attack, Staggers opp
w/ Weapon - vs. Weaponskill -3
w/ Shield - vs. Melee -3
w/ Body - vs. Brawl -3 (dmg to area)
-5 thrown, N/A ranged
### Special Attacks
Charge: move up to Run, strong Atk, if Blocked roll opposed Physique to knock prone
Pommel Strike
Disarm: Opposed Weaponskill,
Scatter: 1D6/2m
Trip: Aimed strike at legs,
if successful target is prone
Feint: Fast strike
1st attack: Deceit vs Awareness
if successful, 2nd attack: +3.
### Bombs Athletics check to throw, if fail, scatter \columnbreak ### Brawling (non-lethal)
Punch: fast/strong
Kick: fast/strong
Push Kick: Dmg x1/2, always torso, push Body/3m
Charge: move up to Run, strong punch/kick, if Blocked roll opposed Physique to knock prone
Disarm: Brawling vs Dodge/Escape
Scatter: 1D6/2m
Grab: take weapon, -3 Atk
Trip: Target is prone
Grapple: Hold target, target -2 all rolls
Dodge/Escape vs Brawling to escape
Pin*
: Immobilize opponent
Dodge/Escape vs Brawling to escape
Choke*
: Suffocate opponent
Dodge/Escape vs Brawling to escape
Throw*
: Target is prone, Dmg = Punch, Stun save -1
*Requires Grapple
### Dual Wielding
Joint attack: roll per weapon, -3 Atk
Requires 2x weapon/shield to Blk/Par
### Situational Mod.
| Situation | Mod. | |:--|:---:| | Target Immobile | +4 | | Out of Enemy vision | +3 | | Target Silhouetted | +2 | | Target Dodging | -2 | | Prone | -2 | | Enemy out of vision | -3 | | Target Running (Ref >10) | -3 | | Ricochet | (rng) -5 | | Fire while running | (rng) -3 |
\columnbreak ### Cover
| Type | SP | |:--|:---:| | Stone Wall/Large Tree | 30 | | Brick Wall | 25 | | Steel Door | 20 | | Heavy Door | 15 | | Cart/Barrel | 10 | | Brambles/Thatch Roof | 7 | | Wood Wall/Tent | 5 |
### Shield Attack Melee, Bludgeon, Dmg = Punch (lethal)
Med Shield = Punch +2 Levels (p.48)
Heavy Shield = Punch +4 Levels (p.48) ### Vehicle Combat
(p.171)
### Environmental Mod.
| Type | Mod. | |:--|---:| | Bright Light| -3 Aware
-3 Atk/Def | | Dim Light | -2 Aware | | Darkness | -4 Aware
-2 Atk/Def | | Snow & Ice | +3 Track (fresh)
-3 Track (old)
Att/Run, DC:14 Ath,
stand check | | Extreme Heat | 2/3 Sta
1/3 if Hvy Arm | | Swamp | -2 Dodge/Esc/Ath | | Water | RoF limit: 1
-2 Atk/Blk/Par
-3 Awareness
Range 1/4
Dmg x1/2
Dodge is Ath
Reposition, 1/2 Leap |
\columnbreak ### Ranged Targets
| Range | DC | Mod. | |:---|:----|:---:| | Point Blank | 10 | +5 | | Close 1/4 | 15 | 0 | | Medium 1/2 | 20 | -2 | | Long | 25 | -4 | | Extreme 2x | 30 | -6 |
### Ranged Modifiers
| Size | Mod. | |:--:|:---:| | Small | +2 DC | | Medium | 0 DC | | Large | -2 DC | | Huge | -4 DC |
### Armour Piercing
Standard: Ignore Dmg Resistances
Improved: 1/2 SP
Human Shield: SP = Body + armour
### Layered Arm. (hvy-lgt)
| Difference in SP | Bonus SP | |:--:|:---:| | 0 - 4 | +5 | | 5 - 8 | +4 | | 9 - 14 | +3 | | 15+ | +2 |
Max. 3 Layers
+ Lgt/Med = +1 EV
+ Hvy = +2 EV
### Susceptibility/Resistance
x2|x1/2 Dmg from source (after arm.)
x2|x1/2 duration of effects
-2|+2 to Resistance
### Silver +1d6 Dmg to Monsters
If lodged, acts as Poison to monsters \pagebreak ### Hit Location, Human
| Roll | Location | Aim | Dmg |:--|:---:|:-:|:-:| |
1
| Head | -6 | x3 | |
2-4
| Torso | -1 | - | |
5-6
| Arm* | -3 | 1/2 | |
7-10
| Leg* | -3 | 1/2 |
### Hit Location, Monster
| Roll | Location | Aim | Dmg |:--|:---:|:-:|:-:| |
1
| Head | -6 | x3 | |
2-4
| Torso | -1 | - | |
5-9
| Limb* | -3 | 1/2 | |
10
| Special | -3 | 1/2 |
\**Odd = Right, Even = Left* ### Reflex Atk Fumble
6
: Weapon glances off, become staggered
7
: Weapon stuck, 1 round to free
8
: 1D10 reliability Dmg
9
: Hit self, roll for location/Dmg
10+
: Hit ally, roll for location/Dmg
### Reflex Def Fumble
6
: +1D6 Reliability Dmg
7
: Disarmed, scatter 1D6m
8
: Prone, stun save
9
: +2D6 Reliability Dmg
10+
: Hit self, roll for location/Dmg
### Dexterity Atk Fumble
6-7
: Missile breaks
8-9
: Weapon misfires, 1 round to fix
10+
: Hit ally, roll for location/Dmg
### Dexterity Def Fumble
6
: Staggered
7
: Prone
8
: Prone, disarmed, scatter 1D6m
9
: Prone, 1D6 non-lethal Dmg, stun save
10+
: Prone, 1D6 Dmg, Stun save
\columnbreak ### Will Fumble
1-6
: Spell works, -X HP
7-9
: Spell fails, suffer Elemental fumble
9+
: Spell fails, suffer Elemental fumble
focus item explodes, 1D10 bomb Dmg,
2m radius ### Elemental Fumble
Mixed
: -X HP, random effect from below
Earth
: -X HP, Stunned
Air
: -X HP, thrown back 2 x Xm
Fire
: -X HP, set on Fire
Water
: -X HP, Frozen
### Hex Fumble 50% chance hex effects caster ### Ritual Fumble Components used
-X HP, where X = Vigor used ### Ritual Crafting Save
| Situation | DC | |:--|:---:| | Shaken, bumped, yelled at,
or had something tossed at you | 15 | | Attacked and physically harmed | 18 | | Removed from the ritual area
(must return in 1 round)| 16 |
### Stun Save Roll *below* Stun/10 ### Death Save
0HP, enter Death State (p.162)
All stats 1/3 (doesn't effect Stun value)
Stun save or die, round
-1 Stun value, save. Hit = save.
Stabilize, set 1HP, leave Death State
### Spectre/Elementa Crit
Simple +5 Complex +10
Difficult +15 Deadly +20
\columnbreak ### Criticals *(beats roll by X+/+Dmg/Stabilising DC)* ### Simple (7+/+3/12)
(p.158)
| Roll | Location | Result |Effect | Stabilised | |:-|:--|:---|:-:|:-:| |
12
| Head | Cracked jaw | -2 Mgc/Ver | -1 Mgc/Ver | |
11
| Head | Disfiguring scar | -3 Emp Ver | -1 Emp Ver | |
9-10
| Torso | Cracked Ribs | -2 Bdy (HP stay) | -1 Bdy | |
6-8
| Torso | Infected Wound | Rec/Crit Heal 1/4 | Rec/Crit Heal 1/2 | |
4-5
| Arm | Sprained | -2 action that arm | -1 | |
2-3
| Leg | Sprained | -2 Spd/Dod/Ath | -1 | ### Complex (10+/+5/14)
(p.159)
| Roll | Location | Result |Effect | Stabilised | |:-|:--|:---|:-:|:-:| |
12
| Head | Minor Head Wound | -1 Int/Dex/Stun | x4 Dmg Head | |
11
| Head | Lost Teeth | -3 Mgc/Ver | -2 Mgc/Ver | |
9-10
| Torso | Ruptured Spleen | Stun, 5
Bleeding| Stun, 10 | |
6-8
| Torso | Broken Ribs | -2 Bdy, -1 Ref/Dex | -1 Bdy/Ref | |
4-5
| Arm | Fracture | -3 action that arm | -2 action that arm | |
2-3
| Leg | Fracture | -3 Spd/Dod/Ath | -2 Spd/Dod/Ath | ### Difficult (13+/+8/16) | Roll | Location | Result |Effect | Stabilised | |:-|:--|:---|:-:|:-:| |
12
| Head | Skull Fracture | -1 Int/Dex, x4 Dmg Head, Bleeding | -1 Int/Dex,
x4 Dmg Head | |
11
| Head | Concussion | -2 Int/Ref/Dex,
Stun save, 1D6 | -1 Int/Ref/Dex | |
9-10
| Torso | Torn Stomach | -2 All Actions,
4 Dmg, round | -2 All Actions | |
6-8
| Torso | Sucking Chest Wound | -3 Bdy/Spd, Suffocate | -2 Bdy/Spd | |
4-5
| Arm | Cmp. Fracture | Arm useless, Bleeding | Arm useless | |
2-3
| Leg | Cmp. Fracture | 1/4 Spd/Dod/Ath,
Bleeding | 1/2 Spd/Dod/Ath | ### Deadly (15+/+10/18)
(p.160)
\columnbreak ### Stabilize DC: (Target #/-HP) - First Aid/Healing
Healing Hands 2/4/6/8 Turns
Crits force Stun saves
Aimed attack: 1-4 Lesser, 5-6 greater
\pagebreak ### Verbal Combat
(p.176)
Resolve = ((Wil +Inf)/2)x5
Establish goal for conversation
Successful att/def reduces Resolve
### Empathetic Attack |Name|Skill|DMG|Effect| |:-|:--|:---|:-:| |Seduce|Seduction|1d6+Emp|Cumulative +2 damage from each Seduction.| |Persuade|Persuasion|1d6/2+Emp| You have convinced them to agree with you.| |Appeal|Leadership|1d10+Emp|Cumulative +1 damage from each Appeal.| |Befriend|Charisma|1d6+Emp|You have made a friend of your opponent.| ### Antagonistic Attack |Name|Skill|DMG|Effect| |:-|:--|:---|:-:| |Deceive|Deceit|1d6+Inf| You have convinced the defender of the lie.| |Ridicule|Social Etiquette|1d6+Wil|Lower their Reputation by 2 for each successful Ridicule. Duration one day.| |Intimidate|Intimidation|1d10+Wil| Afraid of you and takes a cumulative +4 damage from Intimidation| ### Verbal Defense |Name|Skill|DMG|Effect| |:-|:--|:---|:-:| |Ignore|Resist Coercion|1d10+Emp|Defender will not budge on views.| |Counter-argue|Varies|Varies|Make same kind of attack. If > opponent’s roll, negate attack and apply damage.| |Change Subject|Persuasion|1d6+Inf|Conversation moves to new topic.| |Disengage|Resist Coercion|None|Ends the argument ### Empathetic Tools |Name|Skill|Effect| |:-|:--|:-:| |Romance|Charisma|Defender loves Romancer. Defender -3 against the Romancer. If fails, defender gets +3 against attacker’s empathetic attacks.| |Study|Human Percept| Roll against their Inf x3. If succeed, +2 to Verbal Combat for one round.| \columnbreak ### Antagonistic Tools
|Name|Skill|Effect| |:-|:--|:-:| |Imply|Persuasion or Deceit|Opp def -4,
Once per combat| |Bribe|Gambling|If successful, 50 Crowns = +1 Ver
\columnbreak ### Torture & Torment Harming a defenseless target gives you a -3 to empathetic attacks/ +3 to Intimidation.
Bringing a target down to their wound threshold gives you a -10 to empathetic attacks/ +10 to Intimidation. ### Verbal Outcomes
(p.176)
### Status Effects (p.161)
| Type | Mod. | |:--:|:---:| | Bleed | 2 Dmg, round
DC: 15 First Aid/Heal
| | Blinded | -3 Aware
-3 Atk/Def
1 turn, remove source
| | Fire| 5 Dmg, area, round
Arm soak, -1SP
1 turn extinguish
| | Freeze | -3 Spd
-1 Ref
DC: 16 Physique
| | Hallucinate | False Perception
DC: 15 Deduction, per
| | Intoxicate | -2 Ref/Dex/Int
-3 Verbal Combat
Body-12 hours
Wive's tears/Magic
| | Nausea | Save vs Body, 3 rounds
Dry heave if fail, round
Situational
| | Poison | 3 Dmg, round
DC: 15 End
| | Stagger | -2 Atk/Def
Auto recover start of round
| | Stun | Immobilized
Def is 10
Stun save or if hit
| | Suffocate | 3 Dmg, round
Situational
|
\columnbreak ### Magic Gestures
(p.167)
| Skill | Requirements | |:--|:--:| | 1-6 | All magic requires spoken
words and hand gesture. | | 7-8 | Spells/invocations only
require hand gestures. | | 9+ | Spells/invocations only require minor gestures, which can be made with any part of the body. |
### Dimeritium
(p.167)
Every unit in 5m lowers Vigor by 1
Vigor=0, make endurance check, 30 mins
| Roll | Effect | |:--|:--:| |≥18| Skin itches.| |≥16| Above + feel queasy.| |≥14| Above + body spasms, 1d6 turns, DC:15 End or staggered.| |≥12| Skin burns. Nauseated.| |≥10| Skin on fire. Unable to focus. Stun save, round.| |≤10| Boils the magic in your system. 1d6 damage, round while touching dimeritium.|
### Healing
(p.173)
Regain HP = Rec, day
If day was active, HP = 1/2 Rec
If Healing Hands used, +3 HP, day
Swallow potion, DC: 18 End
Number of days to recover treated penalty, pg. 174
### Healing Spells
|Critical|Uses|DC| |:-|:-|:-:| |Simple|4|14| |Complex|6|16| |Difficult|8|18| |Deadly|10|20|
\pagebreak
### # Miscellaneous ### \columnbreak