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The Witcher Manuale

The_Witcher_v1_3_22nd_January_2020_Optimized

50 Skill Descriptions Oxenfurt or another such college. At a base
20 you are a highly educated individual who
“Base” INTELLIGENCE stumps college professors and mage advi-
Awareness: Noticing things or spotting ab- sors.
The term base is used to normalities in your environment. At a base Language (2): Skill in speaking a speci c
describe your appropriate 10 you are a relatively aware person, notic- language. e languages that can be learned
Statistic plus your skill level. ing people walking by you and large chang- via Language are Common Speech (the lan-
When rolling a skill check es in the environment. At a base 13 you are guage of the Northerners), Elder Speech
you add this base to your die very aware, noticing small changes in the (the language of the Nilfgaardians, Skel-
roll. environment and hearing an average per- ligers, and non-humans besides dwarves),
son trying to be stealthy. At a base 16 you and Dwarven (the language of the dwarves).
Dialects are acutely aware, able to pinpoint minute At a base 10 you know the basics of a lan-
changes in your environment and rarely guage and can read it slowly; when you
Technically the Elder Races, taken by surprise. At a base 20 you are hy- speak your accent is atrocious and you are
the Nilfgaardians, and the per-aware and nearly nothing happens in slow and ponderous. At a base 13 you know
Skelligers all speak different your environment without you noticing. the language well enough to read, write, and
dialects of the Elder Speech. Even invisible creatures have a hard time speak it but some technical words and slang
For the sake of simplicity sneaking by you. elude you. At a base 16 you are totally uent
these are treated as one lan- in the language and can even work out some
guage. If you want to get into Business: Starting and operating a business. dialects. At a base 20 you are not only uent
the fine detail of this, you At a base 10 you can manage a basic lemon- in the language but you know all dialects
can treat your points in El- ade stand. At a base 13 you could probably and ancient forms of the language.
der Speech as 2 points lower run a tavern and not go out of business. At Monster Lore (2): Skill in discerning infor-
when dealing with a different a base 16 you are a successful businessman mation about monsters. At a base 10 you
dialect of the Elder Speech. who has probably run businesses in the past can tell a nekker from a ghoul. At a base 13
and rarely makes mistakes. At a base 20 you you know generally which monsters t into
are a master of business, capable of running what classi cations. At a base 16 you are
not just a business but a mercantile empire. well-versed in the various weaknesses and
strengths of all common monsters. At a base
Deduction: e skill of deducing a conclu- 20 you rarely encounter a beast you can’t
sion from clues given to you. At a base 10 analyze in a matter of seconds and even a
you o en get hunches that point you in the witcher would be proud.
right direction. At a base 13 your hunches Social Etiquette: Blending in at social func-
are usually right and you can back them up tions and not making a fool of yourself in
with logical reasoning. At a base 16 you gen- polite company. At a base 10 you know how
erally can nd what has occurred or what to address nobility and can act properly
may occur with only a few clues. At a base when in a fancy neighborhood. At a base
20 your deductions are almost never wrong 13 you can attend social gatherings and not
and you can nd answers with the barest of stick out like a sore thumb. At a base 16 you
clues. appear dashing—a cavalier, knowledgeable
in all laws of society, tting in with ease. At
Education: e level of formal education a base 20 you know even the unspoken rules
you have received. At a base 10 you have of the highest courts and could probably
basic knowledge, the amount you would get impress the Emperor of Nilfgaard himself.
from a parent explaining the world to you.
At a base 13 you probably mentored under
someone or attended one of the few schools
around where you lived. At a base 16 you
collect knowledge, probably having gone to

51

Streetwise: Knowing the streets. is skill is alone with some discomfort and you could Foraging
less about knowing a geography and more earn a living hunting. At a base 16 you could
about knowing how certain areas operate. be a hermit or a ranger, living in the wilder- Wilderness Survival can be
At a base 10 you have enough knowledge ness with ease. At a base 20 you know almost used to forage for just about
to avoid muggers and know where the nice everything about the wilderness. ere’s no anything you can find in the
parts of a city are. At a base 13 you can gen- natural environment that you couldn’t adapt wilderness. Foraging for food
erally pick up what factions hold sway in an to and no prey that can avoid you. for six people is usually pretty
area and why. At a base 16 you can glean a easy, as you can see from the
phenomenal amount about an area from REFLEX table below. Add +2 for to the
studying it, identifying the important peo- Brawling: e skill of ghting hand to hand DC for each additional person
ple in the city and their relationships with with sts, feet, and the like. At a base 10 you beyound six.But you can also
ease. At a base 20 you are able to assess a are a competent st ghter and probably hunt for alchemical ingredi-
whole town easily, picking up enough to could win an average ght. At a base 13 you ents and crafting components.
make you e ectively a local. are a skilled st ghter and will generally The specific foraging DCs are
Tactics (2): Anticipating enemy movements beat any common bar room brawler. At a mentioned, starting on pg.143
and planning accordingly. At a base 10 you base 16 you are very skilled at hand-to-hand in the Crafting section.
can gure out the basics of an untrained combat. You know many techniques for
mob’s combat plan. At a base 13 you could physical combat and can beat even military Forage Location
probably lead a small battalion of men suc- combatants. At a base 20 you are a master of
cessfully and could rout an enemy force of hand-to-hand combat and can beat almost DC Forests
equal size. At a base 16 you could be placed anyone barehanded. You can even stand up Plains
in charge of a mercenary band and be a ma- against armed warriors. 10 Caves
jor military force, adapting to all kinds of Dodge/Escape: Dodging attacks and mis- 12 Coast
situations with knowledgeable leadership. siles and escaping from holds and grapples. 15 Desert
At a base 20 you could be a full-on military At a base 10 you can dodge telegraphed at- 14 Mountains
general, leading whole armies with the tac- tacks and escape from weak assailants. At a 18 Tundra
tical and strategic knowledge to win the day base 13 you can dodge a spear if you can see 14
against even unspeakable odds. it coming and you know how to escape from 20
Teaching: e skill of explaining skills to basic holds. At a base 16 you can dodge mis-
others. is skill is not required to teach siles such as arrows and crossbow bolts if Monster Weapons
other skills, but it makes it a lot easier. At a you can see them coming. At a base 20 you
base 10 you can walk a person through a ba- can dodge even things you aren’t complete- Unlike humans and other
sic demonstration, though they may not al- ly aware of and can escape from all sorts of “sentient races” many mon-
ways understand. At a base 13 you can teach holds. ster have claws, fangs, hooves,
the basics of a skill to a diligent pupil with Melee: Using weapons such as whips, bludg- and tails that they attack with.
no issues. At a base 16 you could teach even eons, and axes. At a base 10 you can reliably These attacks use the Melee
uninterested students the higher levels of a wield melee weapons. At a base 13 you can skill unless otherwise stated.
skill with time. At a base 20 you are master swing an axe with enough skill to match Many of these monsters still
of teaching and can connect with anyone. professional soldiers. At a base 16 you can have Brawling which they use
Your lessons immediately make sense and rival hardened veterans in melee combat. At for grappling.
rarely ever have to be repeated. a base 20 you are a master of melee who can
Wilderness Survival: Surviving outdoors take on multiple assailants at once.
and tracking prey. At a base 10 you know Riding: Riding horses, and in some cases
how to make a re, what common plants are riding other animals or even monsters. At a
poisonous, and how to follow a trail. At a base 10 you can ride a trained horse and not
base 13 you could survive in the wilderness

52 fall o . At a base 13 you can ride well enough soldiers. At a base 16 you can face cavalry
to jump small obstacles and race. At a base charges without inching. At a base 20 you
Crossbows 16 you can handle wild horses and ride are a one-person wall of wood and steel.
bareback without too much issue. At a base Swordsmanship: Using swords. At a base
Lotta folk can’t figure why ya’d 20 you can do trick-riding and even attempt 10 you can reliably wield swords. At a base
want a crossbow if ya can have to ride more dangerous beasts. 13 you are a professional and can take the
a long bow. Don’t blame ‘em. Sailing: Sailing ships and controlling mar-
Used a crossbow since I was a itime vessels. At a base 10 you can sail in eld. At a base 16 you win most duels you
wee sprout and it’s always been calm weather. At a base 13 you can handle ght. At a base 20 you are a hardened veter-
my weapon of choice. Ya see, it rough weather and avoid obstacles with an who cuts a swath through the eld.
takes strength to draw a bow. ease. At a base 16 you can maneuver in the
Strength, a steady hand, a good open ocean and escape sirens and drowners. DEXTERITY
eye, and plenty of stamina. At a base 20 you can sail a ship through the Archery: Firing a bow and arrow. At a base
Crossbow on the other hand, most dangerous storms with minimal dam- 10 you can string and re a bow with some
nice and simple! Machinery to age. accuracy. At a base 13 you are as skilled as
pull the draw for ya, a straight Small Blades: Using light weapons such as any battle eld archer and you can re in
sight to look down, and a com- daggers and cleavers. At a base 10 you can combat with good accuracy. At a base 16
fortable grip to hold onto. Plus reliably wield small blades. At a base 13 you you can hit most targets and quickly make
ya can keep the thing at full are a professional and can wield small blades shots that most average archers would con-
draw long as ya want. Great for with enough skill to match an assassin. At a sider di cult. At a base 20 you are a master
pickin’ off targets from the shad- base 16 you can rival hardened veterans in archer and you can hit almost any target, no
ows. I’ll admit, though, they ain’t knife ghts. At a base 20 you are a hardened matter the range or size.
too fast. Heh, remember durin’ veteran who can take on multiple assailants Athletics: e skill required for climbing,
the Second Northern War, I was at once. balancing, thrown weapons, and such. At a
sittin’ pretty in front a chargin’ Sta /Spear: Using long weapons such as base 10 you can climb craggy rock surfac-
knight. Shot his horse out from staves, pole axes, and spears. At a base 10 es and hit stationary targets. At a base 13
under him but I coudn’t get an- you can reliably wield pole arms. At a base you can scale buildings fairly easily and can
other bolt loaded before he was 13 you are a professional and can wield a
on me. Heh, ever beaten a man pike with enough skill to match professional ght on slanted roo ops. At a base 16 you
to death with a crossbow? It ain’t can walk tightropes and throw daggers and
easy. the like at chinks in armor. At a base 20 you
can perform acrobatic stunts on tightropes,
–Rodolf Kazmer
ght on ceiling beams, and climb anything
that isn’t greased.

Crossbow: Firing a crossbow. At a base 10
you can string and re a crossbow with some
accuracy. At a base 13 you are as skilled as
any battle eld arbalist and you can re in
combat with good accuracy. At a base 16
you can hit most targets and quickly make
shots that average arbalists would consider
di cult. At a base 20 you are a master ar-
balist and you can hit almost any target, no
matter the range or size.

Sleight of Hand: Performing stage magic face of seasoned torturers and surviving 53
tricks, making small things disappear or more than the body should be able to under
appear, pickpocketing and slipping things the hardships of harsh climates and supply Creating Art
into people’s pockets. At a base 10 you can shortages.
do simple tricks such as slipping things out We leave what you can create
of your pocket as if they just appeared. At a EMPATHY and how much you can sell it
base 13 you can reliably pickpocket people Charisma: Getting along with people. At a for to the Game Master’s dis-
without them knowing. At a base 16 you can base 10 you can make friends pretty easily cretion. Obviously the better
slip things into observant people’s pockets, at your local tavern. At a base 13 you are a the roll, the more the art piece
slip small objects out from under people’s likeable person and it’s pretty rare for you to is worth at market.
noses and such. At a base 20 you can make make enemies. At a base 16 you are the life
larger objects disappear, even things like of the party and it’s hard for anyone to stay Growing Up Poor
swords and small animals. mad at you for long. At a base 20 you could
Stealth: Moving silently through your sur- convince a raging troll to sit down for a pint If one had little money, and less
roundings and acting without being per- over a game of gwent. popular regard, one had the
ceived. At a base 10 you can sneak by sleep- Deceit: Lying and conniving. At a base 10 choice of becoming a cutpurse
ing guards without waking them. At a base you can generally lie about having taken an or a bard. Having no musical
13 you can sneak by guards and quietly extra helping at dinner or convince peas- talent, I found many other small
draw weapons without people noticing. At a ants you weren’t spying on them. At a base sources of income. Some I have
base 16 you are as stealthy as a trained assas- 13 you are a fairly practiced liar and can mentioned earlier. For a short
sin and are rarely caught when you’re sneak- lie about most anything without too much time I was a messenger boy
ing through an area. At a base 20 you can of a tell. At a base 16 you can conceal your and spy for several bards that
in ltrate secure buildings with ease, sneak tells very well and can blu even city guards frequented The Chicken and
by alert guards, and draw blades directly be- convincingly. At a base 20 you are a master Fox. I learned to dodge thrown
hind people without being caught. of deceit and you could lie your way out of objects, improved my penman-
an interrogation by the Nilfgaardian Impera ship, and learned much of the
BODY Brigade. seamier side of the nobility. I
Physique: Li ing, tearing, and bending Fine Arts: Creating works of art, from learned to hire myself out as a
heavy and tough objects. At a base 10 you painting to song writing to glass-working. guide to country bumpkins who
can li large people up over your head and Each time you take this skill you must spec- came to Oxenfurt and to always
break wooden bars. At a base 13 you can rip ify what ne art you are training in. At a get paid up front. Where those
thin books in half, crush wooden boxes, and base 10 you have practiced this skill before people wound up as a result of
bend thin bars. At a base 16 you can snap and can create artwork. At a base 13 you are my guidance I have no idea.
manacles and break rusted metal. At a base skilled in your cra and can make art im-
20 you can bend prison bars and dent metal. pressive enough to be bought at market. At –Brandon Of Oxenfurt
Endurance: Enduring fatigue, or the pain a base 16 you are a seasoned artist and can
of torture and drugs. At a base 10 you are support yourself entirely by creating and
tough, able to perform forced marches and selling art. At a base 20 you are a supremely
stand up to the pain of a long bar brawl. At a talented artist and a king or emperor com-
base 13 you have hardened your body to the missioning you is not out of the question.
pain of torture and can stand up to amateur
interrogators. At a base 16 you are mental-
ly strengthened beyond the resolve of most
interrogators and can march for days with
minimal food and water. At a base 20 you
are one tough son of a gun, sco ng in the

54 Gambling: Counting odds, calculating Persuasion: Convincing people to agree
risks, and earning money by gambling. It’s with you or do something you want them
“Human” Perception important to note that while dice poker re- to do. At a base 10 you are a fairly persua-
quires Gambling, gwent require Tactics. At sive person and you rarely have to buy the
Human Perception is used a base 10 you can generally gure out odds next round at the tavern. At a base 13 you
to gauge the emotions and and win against new gamblers. At a base 13 can convince guards to let you go for mi-
thoughts of another sapient you can win against most average people. nor crimes such as trespassing. At a base 16
creature. Despite being called At a base 16 you can swindle most people you can debate in the halls of Oxenfurt. At
Human Perception, it can be out of their money and are o en accused of a base 20 you are a rhetorical powerhouse
used to gauge humans, elves, cheating. At a base 20 you are known across and could even convince King Radovid the
and dwarves as well as other cities and in most of the underground as a Stern to spare a mage.
non-human races and sapient master gambler. Performance: Playing instruments, singing,
monsters. When attempting to Grooming and Style: Grooming yourself and acting. Each time you take this skill you
use Human Perception on a and arranging your out ts to make an im- must specify a form of performance. At a
race other than your own you pression. At a base 10 you are a pretty fash- base 10 you can play basic songs and per-
take a -2. ionable person. At a base 13 you could work form on stage. At a base 13 you can not only
at a fairly nice salon in Novigrad or the cap- perform but generally impress crowds you
Style Across ital of the Empire of Nilfgaard. At a base 16 perform for. At a base 16 you draw crowds
The Continent when you put the e ort into it you can look and can play songs on the y. At a base 20
as good as many sorceresses. At a base 20 you would be summoned to perform for
Styles vary across the Conti- you could be stylist to a noblewoman, ar- kings and emperors.
nent. In the Northern King- ranging out ts that people talk about for
doms bright colors, impres- months. Seduction: Seducing people and perform-
sive jewelery, and make-up Human Perception: Reading people’s emo- ing in bed. At a base 10 you are irtatious
are very common. Men often tions. At a base 10 you are an empathic per- and you’ve had some practice in bed. At a
have prominent facial hair son and people o en come to you to vent base 13 you can irt with ease and grace,
and women grow their hair their problems. At a base 13 you can read and get compliments in bed. At a base 16
long, often putting it in plaits. most people with ease. At a base 16 you you could work at a high-class brothel and
Comparatively, in the Empire can spot even subtle discomforts and o en make a killing. At a base 20 you o en nd
of Nilfgaard elegance is valued know when people are lying. At a base 20 yourself tripping over admirers and when
above all. Nilfgaardian style is you could be a true empath, assessing peo- you take a person to bed, they de nitely re-
smooth and simple with pre- ple with a single glance. member you.
dominantly a black and white
color palette. Men are expected Leadership: e skill of rallying people un- CRAFT
to shave their faces or maintain der your banner, or just taking control of a Alchemy (2): e skill of creating potions,
a well-trimmed moustache or situation and getting people to do your bid- oils, decoctions, and more. At a base 10 you
beard. Merchants from Zer- ding. At a base 10 you are con dent, and in dabble with the science of alchemy and can
rikania and Ofier are noted to emergency situations people will generally create basic things like chloroform with
wear silken robes with brilliant follow your orders. At a base 13 you are a ease. At a base 13 you are a full-blown al-
filigree as well as the pelts of ex- well-versed leader and can manage a small chemist and can even create witcher’s oils
otic animals. group of people e ectively. At a base 16 you and potions. At a base 16 you are a seasoned
can lead a large group of soldiers with no alchemist and can cra alchemical remedies
one questioning your command. At a base even without a standardized alchemy set.
20 you could lead the armies of the North At a base 20 you a master chemist. You can
with your name going down in history. create any chemical in the book as well as
witcher decoctions.

Cra ing (2): Making and xing weapons few cities for spreading false documents and 55
and armor. At a base 10 you can cra basic destabilizing economies with false coin.
shields and daggers with ease. At a base 13 Pick Lock: Opening locks without a key. At Brandon On
you can make swords and chain mail that a base 10 you can break cheap locks without Alchemy
will see soldiers through combat. At a base much problem. At a base 13 you can break
16 you make swords that people covet and into most average houses and crack simple What most people do not know
are notable enough to etch your name on locks. At a base 16 you can open bank vaults, about alchemy is that it actually
the blade. At a base 20 you are sought a er, given time. At a base 20 you can crack the has rules and a legacy of knowl-
able to cra some master grade items with most complex locks and can open many edge handed down from alche-
relative ease. locks with little time and makeshi tools. mist to alchemist. It is taken very
Disguise: Disguising yourself or another as Trap Cra ing (2): Creating makeshi traps seriously at Oxenfurt. There are
someone else. At a base 10 you are pretty and disabling traps. e DC to notice and always ignorant students who
good at hiding someone’s identity. At a base dodge the trap is based on your Trap Cra - clammer “When do we get to
13 you can make over yourself or others for ing roll. e trap can either grapple an oppo- make something into gold?” At
a particular role, such as a speci c culture nent or cause an amount of damage to them this point the alchemist throws
or profession. At a base 16 you can disguise equal to 1d6 per 2 points of Trap Cra ing. a handful of sulphur into the
yourself well as a speci c person. At a base At a base 10 you can build a pit trap and put flames and assures him or her-
20 you are a master of appearances and can some stakes at the bottom of it. At a base 13 self the peace and quiet needed
disguise yourself or others as anyone, in- you can build rope traps that will ensnare for serious study.
cluding other genders and races, with un- your opponent and more complicated traps.
canny accuracy. At a base 16 you can hide multiple traps in a –Brandon Of Oxenfurt
First Aid: Stopping bleeding, setting bro- wilderness area with ease. At a base 20 you
ken bones, and tending to poison. At a base can hide traps such as tripwires and swing- Rodolf on Alchemy
10 you can tie a tourniquet and generally ing weapons in urban areas.
know what to do in medical emergencies. Y’know, tried alchemy once.
At a base 13 you are skilled at rst aid and WILL Rough time of it though. Heh,
can treat most small wounds with ease. At Courage: e skill of resisting fear. At a swear to all the gods I’m lucky
a base 16 you are a pretty seasoned bone- base 10 you are a calm person and can stand I’m still alive. Alchemy’s a tough
saw and can prepare multiple patients to be up to a tough customer in a bar. At a base 13 nut to crack. Mostly ‘cause of all
transported to a surgeon quickly. At a base you can stare down a vicious mass murder- the measurin’ and waitin’ and
20 you may not be able to perform full-on er and not ee when you see monsters. At a whatnot. Here I am, measurin’
surgery but you can easily bring people back base 16 you are usually the bravest person out tiny spoonfuls of calcium
from the gates of death in seconds. in the room and can face down enemies you equum and little slices of man-
Forgery: Falsifying documents and o cial know you can’t beat. At a base 20 nothing drake root. Boilin’ ‘em for exactly
papers. Forgery also applies to counterfeit- scares you and you remain glacially cool 45 minutes and lettin’ ‘em steep
ing coins. At a base 10 you can imitate of- even in the face of enormous monsters. for exactly 25 minutes. Couldn’t
Hex Weaving (2): Hexing people or places. bring myself to drink the thing
cial papers or coins but you shouldn’t use At a base 10 you can focus pure hatred into in the end. Looked like a murky
them in large cities where they are more simple hexes. At a base 13 you know certain lake bottom. Heh, woulda
likely to be examined. At a base 13 you can bits of black magic that allow your hexes to poured it out the window but I
create coins that would be accepted by most take hold better. At a base 16 you are well- spilled a drop and it ate through
merchants and can falsify o cial papers versed in hexes and can focus your pain into my shoe...
that don’t require a speci c person’s seal. At deadly ones. At a base 20 you weave hexes
a base 16 you are a great forger and can cre- that make seasoned witchers scowl. –Rodolf Kazmer
ate most documents, even those that require
speci c seals. At a base 20 you are a master
forger and are probably wanted in at least a

56 Spell Casting (2): Utilizing magic in the
form of spells and their simpler cousins,
A View of Mages signs. At a base 10 you can cast basic spells
or signs, but require incantations and
In the study of history we see gestures for all spells. At a base 13 you can
that as mages become more cast signs and spells with reasonable grace,
powerful they also become and require incantations only for complex
more deceitful, arrogant, and and di cult spells. At a base 16 you are a
dangerous. If a person can do seasoned mage and require only gestures
anything more than cure your for di cult spells. At a base 20 you use only
bunions, stay away from them. a ick of the hand to cast even the most
di cult spells.
–Brandon Of Oxenfurt
Resist Magic (2): Resisting magical in u-
ence. At a base 10 you are o en aware when
magic is a ecting you and can sometimes
shake it o . At a base 13 you have actively
hardened your mind against magic and can
safeguard yourself against lesser mages.
At a base 16 you know small tricks to help
safeguard your mind and body from magic,
allowing you to block the magic of graduate
mages. At a base 20 you are stalwart in the
face of magic and are rarely controlled by
mages of any caliber.

Intimidation: Scaring people, either to run Resist Coercion: Resisting persuasion, se-
them o or make them do something for duction, and the like. At a base 10 you can
you. At a base 10 you are a pretty frighten- keep your head when being pressured into
ing person, and rarely do people mess with something you really don’t want to do. At a
you in a bar. At a base 13 you have gotten base 13 you can shut out the seductions of
used to intimidating the people around you relatively attractive people and avoid caving
and can scare most average people, even to strong arguments. At a base 16 you are
some soldiers. At a base 16 you radiate resilient enough to earn the title “stub-
malice, and even seasoned soldiers know to born,” and aren’t o en moved by those with
give you a wide berth when you pass by. At good reasons or impressive assets. At a base
a base 20 all you need to do is give a person 20 when you make a decision, rarely will
a single look to make them cave. anything change your mind.
Ritual Cra ing (2): Ritualistic magic. At
a base 10 you know how to perform some
rituals and are fairly talented at them. At a
base 13 you routinely perform rituals. At
a base 16 you can undertake rituals under
pressure and attain the outcome you are
looking for. At a base 20 you are a skilled
ritualist and can perform any ritual you lay
your hands on.

Skill Resolution 57

In the Witcher TRPG, most contests come down to skill resolution. is is a test of skill Using Skills You
to either beat another person in a task or complete a task that requires skill. ere are Don’t Have
three major ways for you to resolve skill checks:
You may be called upon to use
Opposing An Antagonist and his Dexterity (Statistic) which is 7, a skill that you have no points
for a total of 15. is roll must beat the in. You can still use the skill,
When facing an opponent, you roll di culty to pick the lock, which is only but you only add the applica-
1d10 and add your skill level and ap- 10 since the lock is cheap. Dandelion ble Stat to your die roll.
propriate Stat level. You then compare opens the lock with a little work.
this to your opponent. Whoever has
rolled higher wins. If the rolls are equal, Opposing a Target’s DC
then the defender wins.
Some abilities require you to beat a DC
For example: Geralt of Rivia is opposing based on your opponent’s stats. In this
a mercenary captain. He makes an at- case it works the same as opposing a
tack with his sword and the mercenary DC, but the DC is one of the target’s
attempts to block. Geralt will roll 1d10 stats multiplied by 3. If you are unable
(5) and add his Swordsmanship (skill) to roll higher than the DC, you fail the
which is 11, and his Re ex (Statistic) skill check.
which is 14, for a total of 30. e mer-
cenary will roll 1d10 (6) and add his For example: Ermion is facing down
Swordsmanship (which is 6), and his Re- a wolf on the road to Kaer Trolde. He
has no time for this and casts Friend to
ex (which is 7), for a total of 19. With Wildkind, weaving magic into the mind
his higher total, Geralt hits the merce- of the wolf. e wolf ’s Will (Statistic)
nary. multiplied by 3 is 12. If Ermion can roll a
Spell Casting (skill) roll above 12 his in-
Opposing a Di culty vocation succeeds. He rolls 1d10 (9) and
adds his Spell Casting (skill), which is 9,
When opposing a Di culty Check and his Will (Statistic), which is 10. is
(DC) or an inanimate object, roll 1d10 total of 28 easily beats the wolf ’s Will DC
and add your skill level and the appro- and calms the wolf.
priate Stat level. You then compare that
to an appropriate di culty for the task Criticals & Fumbles
at hand (see the chart on the next page).
If you rolled higher than the DC, you If you roll a 1 or a 10 when rolling for
succeed at that task. If you roll at the a skill check the roll “Explodes”. On a
DC or lower, you failed. 10, you roll the die once more and add
that value to 10 to get your nal roll
For example: Dandelion has been locked value. On a 1, you must roll again and
away in the Flotsam prison for debauch- subtract the second roll from your skill
ery of the vilest order. Luckily, since he Base. If your second roll is a 10 the roll
frequents it so o en they didn’t bother to explodes again (up or down based on
search him. He takes out his set of thieves’ whether the rst roll was a 1 or a 10).
tools and tries to break the lock while no
one is looking. Dandelion rolls 1d10 (3)
and adds his Pick Lock (skill) which is 5,

58

Second Tries Success Failure

In some situations you can If you roll higher than the DC or your oppo- If you rolled equal to or lower than the DC
continue to try a task as often nent’s roll, then you have succeeded at that or your opponent’s roll then you have failed.
as you want. However, the task. is means that you achieved what
Game Master can choose to you set out to do. For example if you were is means that nothing happens. If you
limit tries depending on the trying to pick a lock, then a success opens were trying to pick a lock then it remains
circumstances, such as at- the lock. locked. If you were trying to convince some-
tempting to convince a guard one of something, they remain doubtful.
that you are their superior of-
ficer. Modi ers Di culty

Circumstances can help or hinder your Di culty Example DC
ability to perform skills appropriately. ese Easy 10
Modi ers can be your best friend or your Breaking a rot- 14
worst enemy. Modi ers are added to the DC Average ten door down 18
required to perform the task. Challenging Sneaking past a
20
Di cult town guard
Picking a well- 30
Nearly
Impossible made lock
Hitting a chain
with a throwing

axe at 10m
Forcing a for-
tress gate open
barehanded

Example Modi ers

Situation Mod.

Don’t have the right parts +2
Don’t have the right tools +3
Distracting environment +3
+5
Under attack +3
Drunk +3
+4
Sleep-deprived
Hostile environment

Light Levels Mod.

Light +2
Glaring light 0
+2
Daylight +5
Dim light
Darkness

59

Leveling Up Gaining a Skill

In the Witcher TRPG, to get ahead in the world you get good at what you do and build To get to 1 point in a skill you
a reputation. You can raise skill levels with Improvement Points (I.P.), by performing must spend 1 I.P. If the skill
the skill, or being taught in it. You gain reputation through GM discretion when you do is difficult to learn, you must
impressive things. spend 2 I.P.

Leveling Up General Improvement Difficult Skills

To level up a skill, you allot Improvement e fastest way to learn a skill is via experi- Skills marked with “(2)” like
Points (I.P.) to it. For most skills you must ence. At the end of a session your GM gives Language and Tactics are dif-
spend an amount of I.P. equal to the current out general Improvement Points to apply on ficult to learn. When leveling
level of the skill to raise its value by 1. If you any skill that you used during that adven- them up you must acquire
want to raise your skill by multiple levels, ture. Generally a GM should be even-hand- I.P. equal to the current level
you must pay the cost for each level in total. ed with I.P.; we suggest not giving out more of the skill times 2.
For Example: If I want to take my Swords- than 6 I.P. to any one player per game ses-
manship from a 4 to a 5 I need to spend 4 I.P. sion, unless they do something spectacular. I.P. Rewards
But if I want to go from 4 to 7 I have to pay 15
I.P. (4+5+6=15). I.P. Achievement

1 Participated
o en

2 Participated
e ectively

Being Taught Study & Practice 3 Used skills e ec-
tively
By nding a mentor or a teacher and learn- By setting time aside to study and practice a
ing under them, you can learn higher prin- skill you can learn the basics. You can only 4 Did something
ciples in a speci c skill and eventually excel raise skills from +0 to +2 via this method; impressive
in it. However, your teacher must have a you have no guidance and therefore you
higher level in the skill than you and must will make mistakes along the way. It takes 5 Did something
have the time to teach you. Your GM de- a day of book learning or active practice to out of the box
cides the length of the lesson; usually les- gain 1 I.P. in a skill.
sons give 1-5 I.P. each. e Teaching skill 6 Did something
sets how far a mentor can take you. e Raising Stats incredibly clever
teacher averages their Teaching skill with
their own skill in what you’re learning. ey With intensive training, you can raise a Was critical
can raise your skill to that value. A merce- Statistic much like a skill. To raise a Stat 7 to the party’s
nary with a 10 in Swordsmanship but a 2 you must spend a number of I.P. equal to
in Teaching could still only teach you up to the level of the Statistic times 10. is will success
6th level in Swordsmanship. But a teacher raise all Derived Stats such as Stamina and
with only an 8 in Swordsmanship but a 10 Health. You still cannot raise a Statistic be- 8 Saved the entire
in Teaching could teach you up to level 8. yond 10. party

Did something
9 that blew the

GM’s mind

60 Reputation
Using Reputation
Bad Reputation Reputation is a measure of how well you
are known for your actions, both famous Reputation is a powerful thing. In the world
If either you or your oppo- and infamous. A Reputation is always es- of e Witcher it can o en get you into trou-
nent has negative points in tablished by a character’s actions and is ble, but it can also help you get out of it.
Reputation, these count as an awarded to the player by the GM. When- When trying to in uence someone (or en-
active Reputation for being a ever a character encounters new people tering Verbal Combat), you can choose to
coward or otherwise unim- in new situations, Reputation in uenc- try to face them down. If they know about
pressive. es how they react. Every new person you your Reputation, make a Face-Down roll
meet rolls 1d10. If they roll lower or equal opposing them. Both parties roll:
Different to your Reputation, they have heard about
Reputations you and react to what they’ve heard as the 1d10+Will+Reputation Level
GM thinks appropriate.
A merchant with a rep for be-
ing a kind-hearted dealer who It is important to remember that Reputation If you succeed in this roll, the person you
gives to charity wouldn’t get a can be bad as well as good. You could gain are facing is aware of whatever Reputation
bonus to Intimidation, and an a name as a world-class bandit slayer but you have and can’t help but think of it in
infamously soulless murderer you could just as easily earn one as a coward the back of their mind. If your Reputation
won’t get one to Charisma. who runs from any ght they encounter. is positive, then you gain a +3 to in uencing
skills that relate to your Reputation.
Titles
Reputation Table
If your GM agrees, you can
add a title based on your repu- Level Who Knows You
tation. This could be anything
from “the Golden Knight” to 1 Anyone who was there at the time
“Knife Tongue.” This won’t 2 Some stories have gotten around, but only within some circles
affect results but it will make 3
your reputation feel real. It’s 4 All acquaintances, co-workers, and friends know
one thing to have a reputation 5 ere are stories all over the region
of 5 and have people recognize 6
you as you walk into a tavern. 7 Your name is recognizable by others beyond your region
It’s even better to have people 8 People know you on sight, even outside your region
whispering about “the Giant
Slayer Olaf.” 9 A few bards have traveled the kingdoms telling stories about you
Every bard knows your story
10
Even the monarchs of the northern kingdoms and the Emperor of Nilfgaard
know your name

You’re a household name

Skill Trees 61

Each Profession in the Witcher TRPG has Gaining points for each new ability works Three Merchants
a Profession Skill Tree which o ers many the same as gaining points in any new skill.
variations on the core Profession. Each You can go from your core skill down any Very rarely do two people
tree has three paths that represent di er- one of the three paths, but it must be along do the same job exactly the
ent approaches to that Profession. At the the path (For example: Core Skill to A1, same way. This is especially so
very bottom is the starting ability for the B1 or C1). You cannot hop from one path when it comes to the loosely
Profession. As you proceed through the to another, so if you have points in A3 and described professions in the
game you can use Improvement Points to want to get to B3, you must work your way Witcher TRPG. A Profession’s
travel down any of these paths, or venture all the way up Profession Path B. is allows skill tree outlines three variants
down all of them a bit. When you have 5 you to play multiple variations of the same on it’s core skills so you can
points in an ability, you can use the next Profession and gives you lots of useful perks customize what abilities your
ability in that Profession Path at a value of to pursue. character learns based on how
0. they come at their Profession.
Take Merchants, for example.
One player may choose to play
a Broker. They’ll be focusing
on the acquisition of items,
and having them in a party
will mean the party never goes
without gear, ammunition, or
components. Another player
may choose to play a Con-
tact and they’ll form a web of
connections and informants
around the Continent. With
them in your party it’ll nev-
er be hard to get information
or uncover secrets. A third
player might choose to play
a Havekar, using their skills
to enhance their influence
and gather a group of crimi-
nals and deadly mercenaries
around them. In a party, they
could be the key to navigating
the seedy underbelly of any
city. You can even choose to
dabble in each path, creating a
jack of all trades who is pretty
able in all situations but not as
specialized.

62

Raise a Crowd Bard Skill Tree

When raising a crowd in a Busking (EMP)
large area full of people, a
DC:15 is sufficient to create a A Bard is a wonderful thing to have around, especially when the party’s low on money.
crowd around the Bard dense A Bard can take an hour and make a Busking roll in the nearest town center. e total of
enough to require a DC:15 this roll is the amount of money raked in by the Bard while they perform on the street. A
Physique or Athletics check fumble can lower the roll, and a negative value means that not only do you fail to make any
to pass through. Also keep coin but you are also harrassed by the locals for your poor performance, resulting in a -2 to
in mind that enemies and Charisma with anyone in the town for the rest of the day.
non-sentient creatures gain a
+10 to resist. The Charmer The Informant The Manipulator

Good Friend Return Act (EMP) Fade (INT) PoisonTheWell(EMP)

Value Cost Before attempting a Busking A Bard can make atarFgaedtse’ EAMeBPaWxr3dellwcrahonellnmagatahkineeystaaarPteaorigtsreoytn’s-
arotlal aDBCarsdectabnyrtohlleRGeMturtnoAsecet roll against multiple
Settlement 3 Awareness rolls to fade into
4 whether they have played in the background. is abili- ing to in uence a person or
Hamlet 5 this town before. If the roll is ty allows a Bard to hide even people. If successful, the Bard
Town 10 successful the Bard has made when there are no good hiding makes a pointed comment that
City a name for themselves in this places, by slipping into a con- imposes a -1 for each point
Capital 3 town already. Not only is their versation, drawing attention to they rolled above the DC to the
5 Busking income doubled but something else, or the like. is target’s Seduction, Persuasion,
Profession 6 they gain a +2 Charisma with ability doesn’t work if you are Leadership, Intimidation or
8 everyone in at that venue. wearing really ashy clothing. Charisma rolls.
Commoner 10
Inn Keep Raise A Crowd (EMP) Spread the Word (INT) Needling (EMP)
Artisan 2
Guard 5 By taking a full round to per- A Bard who rolls a successful A Bard can maaktaerageNt’seeRdelisnisgt
Noble 10 fCworirtomhwi,ndyo2tuo0mcca.anpAtirvnoaylltoenReaanisyweohnAoe Deceit roll against a target can roll against
doesn’t make a Resist Coercion tahgeaninsrtotlhl eStparregaedt’s tRheesisWt Corod- Coercion roll. If successful,
Importance roll higher than your initial roll ercion roll. If they succeed the the bard goads them with ob-
can do nothing but watch you target spreads the Bard’s lie scenities and threats until they
Low perform until they succeed at around the target’s settlement attack. e target takes a nega-
Average rolling above your initial roll. If or group, giving the Bard a +2 tive to their attack and defense
High attacked a target will snap out to Deceit when trying to pass derqloiunuagnldvtsaolausheta,hllfaestNthineeegdBfolairnrdga’ssvmaNluaenee.y-
o that lie again to someone
of it.
else.

Acclimatize Good Friend (EMP) Acclimatize (INT) Et Tu Brute (EMP)

Once per session a Bard can When in a settlement a Bard A Bard acatnarrgoeltl’sEWt TILuLBx3ruttoe
make farieGnodotdo aFirdietnhedmr.oTllaktoe cclainmraotilzleAcchcalirmt faotrizDeC()S.eIfesAucc-- against
Area DC nd a turn them against one ally. If
the total roll and split these cessful, the Bard learns how to successful the Bard’s lies and
Hamlet 25 points up between the 3 cat- appear as a local and will no half-truths makes the target
Town 20 egories in sthideebGaro. od isFfrriieenndd longer be treated as an outsid- treat that ally with mistrust and
City 15 chart in the er. is grants a +2 to Charis- animosity for as many days as
Capital 10 will do one reasonable thing ma & Persuasion with locals tthheeyEtmTaukeBrauRteesviasltueCoorerucniotnil
for old times’ sake, then cannot and means that they won’t be
be called on again for free and questioned or harassed like an roll that beats the Et Tu Brute
must be convinced. outsider. roll.

63

Craftsman Skill Tree Too Many
Patches
Patch Job (CRA)
A weapon, shield, or ar-
A skilled cra sman can patch a weapon or armor well enough to keep it working and keep mor which has already been
its wearer/wielder in the ght, whether that be by tying a bowstring back together, sharpen- patched once can only be
ing the edge of a broken blade, or nailing a plate over a cracked shield. By taking a turn to patched again 1 more time,
roll Patch Job at a DC equal to the item’s Cra ing DC-3 a Cra sman can restore a broken and this patch only brings it to
shield or armor to half its full SP or restore a broken weapon to half its durability. Until 1/4th SP/Durability (rounding
down).
xed at a forge, a patched weapon does half its normal damage.

The Forge Master The Alchemist The Improviser Augmentation

ExtensiveCatalogue(INT) MentalPharmacy(INT) Augmentation (CRA) Augmentation DC
Weapons
A skilled Cra sman can keep a A skilled Cra sman can keep A Cra sman can make an 14
mental catalogue of diagrams a mental catalogue of formulae Alisutegdmeinntatthioen roll at a DC Reinforced 16
in their head at all times. When in their head at all times. When Augmentation +2 Reliability 18
a Cra sman has memorized a Cra sman has memorized chart to augment a weapon Serration/Spikes
as many diagrams as they can, as many formulae as they can, or Armor with their cra ing +25% Bleed 14
ltoohngeeyumemoaartye.DroClle:1Er5exitsteonnosmilviememCito,arbtizuae-t mcthyeoayrtem.DaCy:r1eor5leltMoisemnnetoamlloPimrhiziater, mobnuae-t tools. is augmentation takes Lighten 16
every 10 diagrams they have every 10 formulae they have 3 rounds. While a forge isn’t re- +1 Accuracy 18
memorized adds 1 to the DC. memorized adds 1 to the DC. quired, it grants a +2 to the roll.
A fumble results in the item Armors
taking damage equal to the
fumble value. Reinforced
+2 SP
Journeyman (CRA) Double Dose (CRA) Silver Coating (CRA) Camou age
+1 Stealth
A Cra sman who begins cra - Any time a cra sman sets out A Cra sman can coat an ex- Studded
cminraganainnatgiateDDmCC.ceaqInfuatrhlotelolyJtohsueucritnceeemeyd’s- to make an alchemical item isting weapon in silver with a 2 Damage to
they add +1 DMG for weapons trhoellyatcaanDmCaekqeuaalDtootuhbelfeoDrmouse- forge and a number of units Grapplers
or +1 SP for armor for every la’s cra ing DC. If they succeed of silver ingots based on the
2 points they rolled above the they create two units of the size of the weapon. e DC for Silver Coating
DC. e maximum bonus formula with the ingredients this roll is 16. If you succeed,
they can give to DMG or SP is of one. is applies to all items add +1d6 silver damage to a Silver coating requires 2 in-
created with alchemy, includ- weapon per 3 points you rolled gots of silver for 1-handed
5. ing potions, oils, decoctions, above the DC, up to 5d6. Fail- weapons, 4 ingots of silver for
ing the roll breaks the weapon. 2-handed weapons, and 1 in-
and bombs. got of silver for up to 10 arrows
or crossbow bolts
Master Crafting (CRA) Adaptation (CRA) Pinpoint (CRA)

Master Cra ing allows a tCDartCaio)nsbmecfheonercekcma(n3akr+ionltlghaeancwrAaitdcahinpegr- A Cra DsmC aenqucaalnarnoiltlePmin’spcroain-t
Cra sman to make items that with a
are master grade. ey can also ing DC to search for a aw in
roll taimMe aasttearDCCraeqiunagl roll at potion to lower its DC to avoid the item’s design. is takes 1
any to the poisoning by 1 for every point turn of studying, but allows the
item’s cra ing DC to perma- over the cra ing DC. If they Cra sman to make a targeted
nently grant awrmhiochr)reosriswtaenapce- fail, the potion comes out as attack at a -6 to do ablation
(their choice poisonous as it normally would damage to the armor or weap-
ovnasluae5b0%asebdleoenddinagmoarg-e2tySptue.n be. e DC to avoid poisoning on equal to half their dPiicnep. oint
can never be lower than 12. value in 6-sided

64

Case The Area Criminal Skill Tree

Settlement DC Practiced Paranoia (INT)

Hamlet 16 Whether they’re an assassin, a thief, a counterfeitter, or a smuggler, criminals all share a
Town 18 practiced paranoia that keeps them out of trouble. Whenever a Criminal comes within
City 20 10m of a trap (this includes experimental traps, Man at Arms booby traps, and ambushes)
Capital 22 they immediately can make a Practiced Paranoia roll at either the DC to spot the trap, the
ambushing party’s Stealth roll, or a DC set by the GM. Even if they don’t succeed in spotting
Go To Ground the trap, they are still aware that something is wrong.

Value Cost The Thief The Gang Boss The Assassin

Area Case e Area (INT) Weak Spot (EMP) Careful Aim (DEX)

A week’s ride 3 A Criminal can take an hour ASDpeocCteiratigmraoiilnnlasttloacidsaeennnttiirefoynltlthtaWergeteaatrk’s- A Criminal who’s not in ac-
A day’s ride 5 to wander the streets of a Set- get’s most valued possession
A day’s walk 8 talgeaminesnttaanDdCroilnl CthaeseCthaseeAreae or person. is also grants the tive combat and takes a round
In the area 10 Criminal a +1 to Intimidate to aaiDmCcaenquraollltoCtahreeifrutlarAgiemt’s
Area chart. If successful, the for every 2 points they rolled at
above the target’s Deceit. is REFx3 to gain a bonus on
Security (Multiple) Criminal memorizes guard Intimidation bonus lasts until their next attack equal to half
patterns, street layouts, and something happens to change
Locks 1 hiding spots for a +2 to Stealth sthpeoitrteCdaraefeurl Amimakivnagluteh.iBserinolgl
the target’s weak spot.
Hidden 2 in that area for a number of but before attacking halves the
days equal to vthaeluire.Case
2 bandit guards 5 Area the bonus.

5 traps (GMschoice) 3

Perks (Multiple) Mental Key (INT) Marked Man (WILL) Eye Gouge (DEX)

Food & water 1 Whenever a Criminal success- AMEMaCnPrxaim3t aitnoDalCmceaaqnrkuarolaltlhtaeMrtgaaerrtgkeebtdy’s iAnCprlaimceinoaf lacnanatrtaocllkEtyoetGemoupgoe-
Surgeon’s kit 2 fully picks a lock they can roll carving a mark on their door,
A forge 3 MtheenLtoaclkKPeiyckaitnga DC equal to or the like. If successful the
Alchemy set 3 DC to mem- target must make a Charisma, rarily blind a Ctarrigmeti.nEayletoGboeugine
orize its tumbler positions. Persuasion, or Intimidation requires the
vMchicaeecnkfrroothlmlattoabngeyeatotsanneyyoinuhretlhMpeoairrrksseeertd-- melee range and imposes a -3
is allows the Criminal to to hit. However if it hits, the
open the lock without a Lock tlement.
Picking roll. You can memo- target takes an unmodi ed 2d6
Assassin’s Strike damage and is blinded for a
rize as many locks as you have number of rounds equal to the
points in INT and can always
Condition Mod. replace one. Eye Gouge value.

In melee range -3 Go To Ground (INT) Rally (WILL) Assassin’s Strike (DEX)
In light -5
In darkness +5 Once per session a Criminal Once per day, by taking an When ambushing a target,
In dim light +2 acanhirdoelol uGtowThoeGrerothuenydctoan nd sataarsCgserinitm’s’sAiSnwtarlaikrceeannreosmsll raaokglelaitanonstcAothnse--
In a heavily lie hour, a Criminal can roll abyRtahle- ceal themselves a er an attack.
crowded area +3 low for a while. Take the total lGyMch.eFcokraegvaeinryst2ayDouCrsoeltl above
In a silent area value of your Gthoe tpooGinrtos ubned- is ability can be used in any
Beyond 20m of -1 roll and split the DC they recruit 1 Bandit situation but imposes penalties
the target for a number of days equal to based on light and cover condi-
+3 tween the 3 categories in the ykonuorckReadllbyevloawluhe.aIlff a Bandit is tions. Multiple opponents can
GsidoebTaor. Groisuhniddetoaubtlereimn atihnes health they each roll to spot the Criminal.
must roll under the Criminal’s
until destroyed, and you can WILL on a 10 sided die or ee.
always return to it.

65

Doctor Skill Tree Healing

Healing Hands (CRA) Criticals

Anyone can apply some ointment and wrap a bandage around a cut, but a Doctor has true More specific information
medical training which allows them to perform complex surgeries. A Doctor with Healing about healing Critical Wounds
Hands is the only person who can heal a critical wound. To heal critical wounds a doctor can be found on pg.173.
must make a number of successful Healing Hands rolls based on the severity of the critical
wound. e DC of the roll is based on the severity of the critical wound as well. Healing Herbal Remedy
Hands can also be used for any First Aid task.

The Surgeon The Herbalist The Anatomist Remedy DC

Diagnose (INT) Healing Tent (CRA) Bleeding Wound (INT) Vitriol + Rebis 18
+15 Health for 1 hour.

When able to look over a HtoeraollilnaggTaiennstt allows a Doctor A Doctor who does damage Quebrith + Sol 14
wounded person or monster, a DC set by the with a bladed weapon can Negates all pain for 1
a DDoCctdoertecramnirnoeldl DbyiatghneoGseMat. GM to create a covered area magaakinestaaBDleCedoifn1g5.WOonusnudccerossll, hour lessening penalties
a that provides an optimal med- from criticals and being
If they succeed they assess ical environment. is takes 1 the attack causes bleeding at near death by 4.

any Critical Wounds the sub- hour but adds +3 to Healing a rate of 1 point per 2 points Aether + Caelum
ject has and learn how many Hands/First Aid rolls inside, rolled over the DC. e bleed- Negates dim light
Health Points it has le . is and +2 to the healing rate of ing can only be stopped by a penalties for an hour 14
also gives a +2 to any Healing anyone in the tent for a num- First Aid roll, at a DC equal to but doubles bright
Hands checks to heal those ber of days equal to your Heal- the Doctor’s Brolelle.ding Wound light penalties
wounds. ing Tent value.
Fulgur + Vermillion 15
Analysis (INT) Improvisation (INT) Practical Carnage (INT) +3 against Intimida-
tion for 1 hour.
pAtorotDhveiosccatrtoaiornicnargonDllmCatafakoeDr aCasnpeqeIcumiaf--l
When about to perform a AtCoatrDhneoacgotepopraogcnaaiennnstt’rsoaBllODPDCrYacextq3iuctaaoll Hydragenum + Rebis 15
Healing Hands roll, a Doctor cause the target’s wounds and +3 to Seduction for
can take a turn to make an ic medical alchemical item to critical wounds to heal half 1 hour
AtontahlyesissevreorliltyatofathDeCCreiqtiucaall as fast. Other Doctors with
Wound. If they succeed they substitute something else on the E ective Surgery skill and Aether+ Vitriol 15
gain insight into the wounds, hand for the same e ect. is items that raise the healing rate +3 to Awareness for
and for every 2 they roll over roll takes one round and if it of wounds and critical wounds 1 hour
the DC (minimum 1) the sur-
is failed it can be made again. can counteract the e ect. Vermillion + Quebrith
gery takes 1 turn less. iIcmapnrdovwisoartkisononilsy very specif- +15 Stamina for 1 18
on this one hour
injury.
Fulgur + Sol
E ective Surgery (CRA) Herbal Remedy (CRA) Crippling Wound (INT) Puts you into a death- 18
like coma for 1 hour
By mixing alchemical sub- AtpalrignDegot’scWtodoreufcneandnserm.ollakaegiasainasCtttratihcpke-
Before starting to heal a Criti- stances, a Doctor can create takes a -6 to hit but imposes Caelum + Hydragenum 17
cal Wound a Doctor can make an herbal remedy that grants a negative to the target’s RE- Allows you to stay
aDnCEeqeucatlitvoetShuerwgoeruyndr’oslHl aetala- bonuses/e ects based on what FLEX, BODY, or SPEED equal awake all night with
ing Hands DC. If they succeed EwRaeacmshpeudrteyimnctehodaiyrtt(sirneeemtthhaeiensHsideveabilaiabnrl)ge. to 1 per 3 points above their no penalties
they treat the wounds so skil- for 3 days and must be burned defense roll. is negative can
fully that they heal twice as or chewed to provide the bo- only be removed with an E ec- Vermillion + Sol 15
fast. is ability can be used on nus, allowing only 1 use. Mak- tive Surgery roll that beats your +3 to Re ex for 10
critical wounds and can also be rounds
ing a remedy takes 1 turn. attack roll.
used on regular wounds.

66

Assets Mage Skill Tree

Value Cost Magical Training (INT)

Settlement 3 To qualify as a Mage, a magically adept person must pass through the halls of one of the
4 world’s magical academies and learn the fundamentals of the magical arts. A Mage can roll
Hamlet 5 Magical Training whenever they encounter a magical phenomenon, an unknown spell, or
Town 10 a question of magical theory. e DC is set by the GM, and a success allows the Mage to
City recall everything there is to know about the phenomenon. Magical Training can also be
Capital 3 rolled as a form of Awareness that detects magic that is in use, or specters.
5
Profession 6 The Politician The Scientist The Arch Mage
8
Innkeep 10 Scheming (INT) Reverse Engineer (INT) In Touch
Artisan
Guard 2 A Mage cDaCn meqaukaelatoScahteamrgientg’s By taking 1 hour to study an al- As a Mage utilizes magic
Mage 3 roll at a chemical solution a Mage can more and more, their body
Noble 5 INTx3. On success the Mage
gets a +3 to Deceit, Seduction, reoqlul aRl etvoertsheeECnrgainienegr at a DC becomes more used to the
Importance 3 DC for ow. Every point a Mage has
5 Intimidation, or Persuasion the alchemical item +3. Suc- in VInigTorouthcrhesghroalndt.sW+2hepnotinhtiss
Low 6 against that target from their to
Average 8 observations of how the target cess allows them to reverse-en-
High 10 gineer and write down the ability reaches level 10 your
works. e bonus from this item’s formula. is formula is maximum Vigor threshold
Relationship ability applies for a number
of days equal to the Mage’s 3 points harder to cra , but re- becomes 25. is skill can be
Blackmailed liably creates the desired item. trained, like other skills.
Indebted Scheming value.
Friendly
Romanced Grape Vine (INT) Distillation (CRA) Immutable (WILL)
Enthralled
A Mage can take 1 hour and AinstMeaadgeofcAanlchroelml yDwishtiellnatciroen- ADCM:1a6gewcahnenreovlleIrmthmeuytawboleuladt
ma aktaerageGt’srapEeMViPnxe3r.ollSaugcacinessst ating an alchemical solution. normally be a ected by di-
Relationship spreads rumors throughout a Success at this roll creates a meritium. Success means that
settlement or city, lowering the dose of that solution that has the Mage mostly shrugs o
Your relationship to an asset target’s reputation there by half half again the e ect that it the dimeritium. ey are still
establishes how willing to help nyouumrbGerraopfedaVyisneequvaalluteo for a would normally have, either somewhat dizzy and uncom-
you they are. Enthralled assets Grape Vine value. your in duration, damage, or resist- fortable but retain half of their
will help you with absolutely ance DC (your choice). Always total Vigor threshold and can
anything. Romanced assets round down when increasing.
will help you with almost an- perform magic.
ything as long as you reaffirm
your romance. Friendly assets Assets (INT) Mutate (INT) Expanded Magic (WILL)
must be convinced to stick
their necks out for you. In- Once per game a Mage can MSis–AtagtMmohtttrae(aaruummsemtontuetnwamataibutasgntgisjnteneieaeantndtcghtahoecateit’serannowtnaBdnhsstimuuiOetasDcahbatbptuiDsjsjCoefuetesutnnatYccubhhtldt.etljibee+eoqjiducalennuaWtaaslct.al.repyotgloSIpFetLeoutfDroraoxLfoctimephclp)ru(ta/eeeor2hut2rsriih8leers---)l By channelling magic through
debted assets will only do one make an aAsssseettsthroelyl to remem- various magical foci a Mage
thing for you. Blackmailed ber an ‘acquired’ can wield incredible power. A
assets will do anything for you some time ago. Take the to- siMcpeablgleefoocrraenriatruottalellm,EaxptptiaanngDdtCeodocMafsa1tg6a-.
but there is a 50% chance that tal of your roll and distribute On success the mage can chan-
they will betray you. it between the 4 columns on nel the spell or ritual through
the table in the sidebar to nd any 2 of their foci that they
out who you know. is asset choose, reducing the Stamina
will help you, but how much
depends on their relationship cost twice.
with you.

Mutation Limit

An individual can only be
mutated twice. Further mu-
tations will replace existing
ones.

67

Man at Arms Skill Tree Extreme Range

Tough As Nails (BODY) Distance DC

True Men At Arms like the Blue Stripes of Temeria and the Impera Brigade of Nilfgaard are Just outside the 12
hardened soldiers who never give in or surrender. When a Man At Arms falls to or below 0 range
Health, they can roll Tough As Nails at a DC equal to the number of negative Health times Half again the 15
2 to keep ghting. If they fail, they fall into Death State as per usual. If they succeed, they range 18
can keep ghting as if they were only at their Wound reshold. Any damage forces them Double the range
to make another roll against a DC based on their Health.
Booby Trap
The Marksman TheBountyHunter The Reaver
Traps DC
Extreme Range (DEX) Bloodhound (INT) Fury (WILL)
Snaring: e trap has 14
When making a ranged attack When tracking a target or try- A Man At Arms tchaenirroElMl FPuxr3y. a DC the target must 18
that would take range penal- ing to nd a trail, a Man At at a DC equal to beat to free themselves 16
ties, a Man At Arms can lower Arms atoddWs tihldeeirrnBelsosodSuhrovuivnadl If they succeed, the Man At from a Grapple. 14
the penalty by up to half their value Arms becomes immune to Disarming: e trap 18
RtcEaaxarngtnregetaemslsworeoitlhRlmian(aDnk3gCetei:m1av6nea)sluttEhoexe. tarrtaetnamcegkyee rolls to nd the trail or follow fear, spells that change emo- swings at shoulder 16
it. If the Man At Arms loses the tions, and Verbal Combat for height striking the
trail while tracking with this a number of rounds equal to target’s arm knocking
hatoboipuliintcykd, tathhteeatyrDaciClabnsaectrkobulylpthBimeloGmoMde-- tinhgeirthFisutriymvea,lruaegetimcloesud2s. Dur- their weapon away.
of their weapon at a -10 which their Blinding: e trap
can be modi ed by Extreme diately. thinking and instinct takes throws sand or dirt
Range. over. in the target’s eyes,
blinding them.
Twin Shot (DEX) Booby Trap (CRA) Zweihand (BODY) Tripping: e trap
swings low and knocks
When making a ranged attack A Man At Arms can make a wpAiBiamwamnnniytehego,dpariAorscZcprphphoirpownmpaevnignseeoeds,irddnah3coiciraetiadanemnalnrngr6sgngmteaod’sd.a1imrdondaA0mdromspyaeSupiikwifneaTmebiereguhenAlcreepaosasic.pnresni3aon,ogdenvagna.aadeagImrgdtMafwmrtaiaoatniaiahcngotlrslnhkeers--t the target’s legs out
with a thrown weapon or a sBhoiobtyraTprianparosplletcoi set a make- from under them,
bow, a Man At Arms can roll c area. See knocking them prone.
TnowrimnaSl hwoetapinonplsakciell. of their tthhaetBcoanobbyeTbruaiplt.tablee for traps Bleeding: e trap
If they Man At throws or swings spikes
hit, they strike with two pro- Arms can only build one type into the target, causing
jectiles and damage two ran- of trap at a time. Every trap them to begin bleeding.
domly rolled parts of the body. has a 2m radius tripwire and Stunning: e trap
Even if the attack is aimed, the requires an Awareness roll at a clubs the target in the
second projectile will hit a ran- DC equalrtoollytoousrpBoto.oby Trap head or stomach with
dom location. enough force to stun
the target.
Pin Point Aim (DEX) Tactical Awareness (INT) Shrug It O (BODY)

A Man At Arms who scores a Instead of moving, a Man At A number of times per game
critical with their ranged weap- ngArerosmusptsocogafanionrpoipnllosTnigaehnctttiisnc.atol aAwwhaorele- session equal to their BODY
otPanorginectta’snADimiEmXamxt 3ae.dDIifaCttheeleyqyusrauolcltlcoePtehidne, e Man value, a Man At Arms can
spend 10 STA to immediately Blocking
At Arms gains +3 to attack and roll sSthrirkuegs aItCOriticwalhWenoaunndenoen-
defense rolls against every ene- my Twin Shot
vthaeluyeatdodthtehiericrrPitiicnalProoilnl.t Aeimse my within 10m whose DEXx3 them. If their roll beats the ene-
is lower than that roll, for one my’s attack roll, they can negate A Twin Shot can be dodged
points only a ect the location round. is ability also tells the the Critical Wound, taking with one action, and can be
value of the Critical Wound. Man At Arms what each af- damage as if the enemy hadn’t blocked as one action by a
fected opponent is about to do. rolled a critical. shield. Parrying a Twin Shot
has a -6 penalty rather than a
-3.

68

Warrior Merchant Skill Tree

Value Cost Well Traveled (INT)

Attack & Defense 4 Your average merchant makes a living from trade, and that trade brings in customers from
10 8 all around. But a traveling merchant goes to their customers, wandering the roads of the
14 10 world and learning from its people. A Merchant can make a Well Traveled roll any time
16 they want to know a fact about a speci c item, culture, or area. e DC is set by the GM,
and if the roll is successful the Merchant remembers the answer to that question, calling on
Intelligence 2 memories of the last time they travelled through the applicable area.
3 5
5 10 The Broker The Contact The Havekar
9

Weapons & Armor Options (INT) Rookery (EMP) Well Connected (WILL)
SP:3 body armor, a
zerrikanian dagger & 4 AagaMinesrtcahaDnCt csaent bryoltlhOe GptMiontos eAsertyMtlereomrlclehnaattnatthcDeaynCmabreaaksieendatoRonogotahkine- On rst entering a settlement,
a hand crossbow & 10 nd a lower price on an item. the aid of 1 urchin or vagrant a Merchant can spend an hour
bolts 6 If they succeed the Merchant per 1 point they rolled over spreading word of their arrival,
SP:5 body armor & a 10 nds another person selling the DC (maximum 10). ese DthCenbraoslledWeolnl Cthoennseetcttleemd eant ta.
longbow with 30 ar- the same item for half the price. people can be consulted to Success raises their reputation
rows grant +1 per person on Street- in that settlement by a num-
Full plate & e higher the item rarity, the wise rolls. Informants take 1 ber equal to the amount you
torrwr thmiiogenhnsetradlt,ohweesitDcnhCoetrs,hoaoruerlecdlticbeeixt.epOmerpsi.-- crown each as payment each rolled over the DC divided by 2
(minimum 1), for 1d6 Weeks.
time they are consulted.

Settlements Hard Bargain (EMP) Insider (INT) Fence (INT)

Value Cost When bribing a target a Mer- cAonMvienrccehaantpweristhonIntosidsepry can A Merchant who has to get
acht aanDtCcaenquraolltloHthaerdopBpoanrgeanitn’s for rid of a dubious or stolen item
WILLx3. If they succeed, they them. Spend 10 crowns and
Well Connected & can bribe the opponent with RroelsliIsnt Csidoeerrcvioenrsurosllt.hIef person’s can make a Fbeynthcee roll at a DC
Rookery any item they have at hand that it is suc- determined GM. If they
is worth 5 crowns. e object succeed, they sell the item (at
orp 14 always grants +3 to Persuasion. cessful the person will spy on a full market price) to a buy-
target for as many days as your
Small city 18 e DC rises by 5 for truly ri- Ithnissidtiemrevyaoluuec.anArtotllhaegaeinnd, buotf er who won’t ask any serious
Capital 22 diculous bribes. questions and won’t turn them
in to the Guard.
must pay again.

Promise (EMP) Treasure Map (INT) Warrior’s Debt (EMP)

When attempting to buy an Once per session a Merchant DAoweMebstertthcohemacna.ltlScopannlitaryoollugWhrtareorrrllwiobhreo’s-
item, a Merchant can make a cseatnbroylltThreeaGsMuretMo arepmatema DbeCr
PthreomSiasleesrpoelrlsaotna’s DC equal to the supposed location of a relic
EMPx3. If item, or a ruin that may hide tween the 3 sections on the
they succeed the salesperson something useful. is loca- Waisrrwioarrrtioabrlwe iilnl wtohrek sidebar.
accepts the Merchant’s promise tion will, of course, be out of for you
to pay for the item later. is the way or exceedingly danger- for a number of days equal to
promise holds the salesperson ous, requiring a quest. Reach- tyaokuersWanayrrreioars’osnDaebbletovradlueer and
over for a number of weeks ing this item or ruin should you
equal to your Promise ability. give without asking questions.
require a full session.

69

Priest Skill Tree Animal Compact

Initiate of the Gods (EMP) Order DC

e churches of the world are o en warm and inviting places, helping their communities Attack 10
and welcoming new converts. A Priest can roll Initiate of the Gods at a DC set by the GM Defend a target 14
at churches of the same faith to get free lodging, healing, and other services at the GM’s Let me ride you 15
discretion. Initiate of the Gods also works when dealing with members of the same faith, Fetch an object 17
though they will likely be able to o er less than a fully supplied church. Keep in mind that Fetch a target 15
Initiate of the Gods doesn’t work with members of other faiths. Stop 10
Keep lookout 16
The Preacher The Druid The Fanatic Guard an area 15
Go to a known location 15
Divine Power Nature Attunement Blood Rituals (WILL) Don’t touch 14
Retreat 10
A Priest can become more in A Priest can become more in A Priest casting a ritual can
tune with nature, gaining 1 amgaakinestathBelocoasdtinRgitDuaCl check
tune with their god, gaining 1 point of Vigor threshold per of the
point of Vigor threshold per
skill blervinegl siynouDr iVviignoer tPhorwesehr-. tmshkrielenlsthl.eovledlitsoinbarNtionatgatsul oryefo1uA2rtaVttuilngeover-- ritual. If they succeed, they can
is cast the ritual without required
alchemical substances by sacri- Compact DC
old to a total of 12 at level 10.
DlikievionteheProswkiellrs can be trained eble1t0r.aiNnaetdulriekeAotttuhneremskeilnlst can cing 5 HP in blood per miss-
and stacks with and ing alchemical substance. is Animal/Beast DC
stacks with Divine Power. e blood can come from others,
Nature Attunement. e Vigor Vigor thresholds are not sepa- but must be spilled at the time Cat 12
thresholds are not separate. Dog 10
rate. of the ritual. Bird 14
Serpent 16
Divine Authority (EMP) Read Nature (INT) Fervor (EMP) Horse 14
War horse 16
Peasants and the common When in a purely natural envi- A Ptarrigeestt’scacnurrorellnFterINvoTrxa3g.aiOnsnt Ox 17
folk of the world see Priests as ONroanntmuareesnuatctacaedsDrsu,CitdhseectadbnryurtoihdlleRrGeeaMadds. a Mule 14
agents of the gods’ will. A Priest the signs around them to learn success, the rallying power of Wolf 16
ctithayenytaoadrtdehietnhireaiLnreDaardievearinswhehipAerureotthlhlsoeriir-f everything that passed through the Priest’s words grants 1d6 Wild dog 15
temporary health for every
point rolled over the DC (max-
religion is worshipped. Even that area and what they did in imum 5). is lasts for as many
when outside such areas of tahevearryea.loRceaalidzeNdatpuirceturreendaenrds roonulyndwsoarsksthoenirceFperervotarrxg2etapnedr
worship a Priest adds half this
value, due to their presence. cannot track things. day.

Precognition (WILL) Animal Compact (WILL) Word of God (EMP) Apostles

At the will of the GM, a Priest aAplarcDotlrltsuotiahdneayydWmdsailkdAeentronimehsaasnlSduClerovaminv--- A Priest can rpoelloWpleortdhoatf Gthoedy GfAIyysGbcoftooorrnMoraymuuaeyndonr.mudgymaYrtreopyoiaomuuoolnlaulsrsudsetotatclaaretamfspystanoaoaoiwaluuushfkDitaynrleellieeoCclrgaseuhitia3vtstrasilaecerteacWi.aatamkvfcapuobteyeoermyosrtdsyruitbsbtoulehtoloeuliesyecr-f.,,
can be overcome by visions of imals. A Druid can also make to convince
a compact with an animal. By are speaking directly for the
the future, sending them into taking a full round and rolling gods. Anyone who fails a Resist
a catatonic state for 3 rounds. oAnneimBeaalsCt oomr apnaicmt,atlhtehyeimr aalklye
A er this time the Priest can for a number of hours equal to Coercion roll sees the Priest as
theMir oAnnsitmersalarCeoumnapaeccttevda.lue. a messiah and follows along as
broyllthPereGcMogntoitidoencipathearDthCe set an apostle. A Priest can have as
vi- bomafanGndyoitdasptvaoatssltulfeeos.rIanaspctoohsmetlierbsaWtw, oiutrhsde-
sions that they are stricken by.
Such visions are composed of
symbolism and metaphors.
out stats.

70 Witcher Skill Tree

Transmutation Witcher Training (INT)

Decoction Most of a Witcher’s early life is spent within the walls of their keep, studying huge, dusty
Arachas tomes and going through hellish combat training. Many have argued that the Witcher’s
Anyone who comes in contact greatest weapon is their knowledge of monsters and their adaptability in any situation.
with your saliva has a 50% When in a hostile environment or di cult terrain, a Witcher can lessen the penalties by
chance of being poisoned. half their Witcher Training value (minimum 1). Witcher Training can also be used in any
Nekker situation that you would normally use Monster Lore for.
Your legs become stronger,
raising your LEAP by 3m. The Spellsword The Mutant The Slayer
Noon Wraith
Your eyes change, and you Meditation Iron Stomach Parry Arrows (DEX)
aren’t a ected by light
conditions. A Witcher can enter a medita- A er decades of drinking toxic ArporowWjesciattctihlaees-r.3cWtaonhdereonllecPtpaparrhrryyysiAincrga-l,
Katakan tive trance which grants all the witcher potions, witcher bod-
Your andrenal glands change, bene ts of sleeping but allows ies adapt to the toxins. A witch-
allowing you to regenerate 3 them to remain vigilant. While er can endure 5% more toxic- the Witcher can choose a target
HP when you deal damage. meditating a Witcher is con- ity from drinking potions and within 10m. at target must
Wyvern sidered awake for the purpose decoctions per 2 points they take a defense action against
Your muscles strengthen, of noticing anything within sspkielnl dcaonnbIerotrnaiSnteodmlaikceh.otheirs the oWr bitechSetar’gsgePraerdrybyAthrerowys-
giving you a +5 to SPD which double their mMeetdeirtsa.tion value skills. At level 10, a witcher’s roll
carries over to RUN. in ing projectile.
Troll maximum toxicity is 150%.
Your body hardens, and so do
your bones. You do an extra Magical Source Frenzy Quick Strike (REF)
1d6 physical damage.
Fiend As a Witcher uses signs more When poisoned, a witcher A er a Witcher takes their
Your eyes change goes into a frenzy and deals an turn they can spend 5 STA
imperceptibly and your gaze o en their body becomes extra 1 melee damage per level and mDaCkeeqauQalutiockthSetirrikoepprool-l
becomes subtly enthralling, more used to the e ort. For at a
giving a +4 to Charisma, every 2 points a Witcher has iynouFrresninzgyl.eWgohailleisintoa gFertentozya,
Seduction, and Persuasion. in pMoiangtiscaolf SVouigrocre they gain nent’s REFx3. On success, they
Grave Hag 1 threshold. place of safety or kill the target make another single strike in
Your body changes impercep- that poisoned you. When the that round. is attack must
tibly, allowing you to gain 10 When this ability reaches lev- poison wears o , the Ftoreennzdy be made against the opponent
STA by killing targets. el 10, your maximum Vigor ends. You can attempt
Werewolf threshold becomes 7. is skill they rolled against, but can in-
Your jaws strengthen and your Frenzy early with a DC:15 En- clude disarms, trips, and other
teeth sharpen just a hair, giving can be trained like other skills. durance roll. attacks.
you a bite attack of 2d6.
Gri n Heliotrope (WILL) Transmutation (BODY) Whirl (REF)
Your eyes change, allowing
you to see for a great distance, When a Witcher is targeted by When taking decoctions a By spending 5 STA per round,
giving a +4 to Awareness. ttWhioeinticrahbteoDrdCcya:1tno8.raAoslslsimuTcirclaaentsessmasllilugohtwats-- a witcher cwanitchenertemr aakWeshoinrle,
a spell, invocation, or hex they ly more of the mutagen than where the
Parrying Bombs tcoannergoallteHtheleioetreocptse. to attempt attack against everyone within
ey must sword range each turn, with
Bombs and other area of ef- roll a Heliotrope roll that equals usual and gain a bonus based ttahcekirrWollh. irl roll acting as the at-
fect attacks detonate a er the or beats the opponent’s roll and on which decoction they take. maintain e witcher can only
parry resolves. If the second expend an amount of Stamina e decoction lasts half as long and move 2thmiseaWchhriorlu,nddo. Ddgoe-,
target dodged the attack, roll equal to half the Stamina spent as it normally would. e ex-
on the Scatter Table to see to cast the magic. tra mutations are too subtle to ing anything else or being hit
where the attack lands. spot. halts the Whirl.

71

Gear Currency

You can’t survive on the Continent, much merians in Aedirn, suddenly Gemmerian If you really feel like splitting
less earn a living, unless you equip your- swords are on the market. A Nilfgaardian hairs for immersion’s sake,
self. vessel takes a Skellige pirate vessel, and now we list the currency exchange
you can get Skelliger krigsverds in Maecht. rates for the five major cur-
On e Road rencies below. There are
Elderfolk Items many many more regional
It’s more than likely that you spend most of currencies but these are the
your time on the road and only stop o in Elderfolk have always made the best weap- main five you will encounter.
cities to resupply, meet up with contacts and ons and armor in the land. Dwarves make
friends, and maybe get a night on a nice bed the best steel, elves forge the best weapons, 1 Redanian Crown
with some warm company. is is because and gnomes put them both to shame with is equal to
you’ll more than likely spend your time ei- their ne detail work and skill at nishing a
ther running from the War or searching for blade or a suit of armor, optimizing the best 1 Temerian Oren
enough work to stay alive. is means you qualities and minimizing the aws. Unfor-
carry enough to survive on the road. As a tunately, with the crusade against non-hu- Used in Temeria, most of
typical traveler you should consider buying: mans such gear has become very rare. the Northern Kingdoms
• A satchel below the Pontar River
• A bedroll Getting Coin
• A lantern 1/3 Nilfgaardian
• Food for a week or so Time to gure out how much money you Floren
• A dagger have at your disposal. Currency in the
• A int & steel Witcher world is split up based on region, Used in Nilfgaard and Nilf-
• 20m of rope (just in case) but most merchants recognize and accept gaardian Provinces
• A weapon of some kind the Redanian crown. Each profession can
Plenty of other things could come in handy, expect di erent pay. is coin, and the 3 Ducats
but you want to travel light. is lets you goods you buy with it, are in addition to the
move quicker and makes you less of a target. gear you picked when you chose your Pro- Used in Kaedwen
fession.
Wartime 1/4 Bizant

At the moment the world is at war. Or at Used in Kovir & Poviss
least, the part of the world you live in. is
means a few things have changed. First o , 1/2 Lintar
get ready to pay out big for anything you
want. Sadly, with the world awash in blood Used in e Hengfors
and resources highly prized by both sides League
of the con ict, a little in ation has occured
and prices on normally cheap goods have Profession Coin Average Selling Goods
skyrocketed. Many people even turn to the
and crime just to get food for themselves or Bard 120 crowns x 2d6 840 The prices listed below repre-
their family. Cra sman 120 crowns x 2d6 840 sent the inflated wartime price
Criminal 100 crowns x 2d6 700 of goods. This is the price you
Secondly, and to your advantage, 150 crowns x 2d6 1050 will be buying items for. If you
with soldiers from all over coming to the Doctor 200 crowns x 2d6 1400 want to sell goods on the mar-
front and dying for their countries or mas- Mage 150 crowns x 2d6 1050 ket the base price you can get
ters, gear from all over the world is showing Man At Arms 180 crowns x 2d6 1260 for them is half the listed price.
up for sale. With the deaths of 15 or 20 Gem- Merchant 75 crowns x 2d6 525 This can be haggled up by us-
Priest 50 crowns x 2d6 350 ing the Business skill against
Witcher the merchant’s Resist Coercion
(or a DC set by the GM).

Success Percentage
of Market
At DC
4 Above 100%
6 Above 125%
8 Above 150%
10 Above 175%
200%

72

Weapon E ects Weapons

Name Effect In the Witcher TRPG, certain terms describe how weapons function
and how e ective they are in combat. Many people, especially Men At
Ablating This weapon does 1d6/2 damage to the Arms, will carry many types of weapons to adapt to di erent situations.
stopping power of armor it if it penetrates.
Armor Piercing The weapon negates the damage resistance Type Hands Required (Hands)
of any armor that they hit. Improved Armor
Balanced Piercing weapons also halve the SP value of Type describes how a weapon does Hands Required describes how many
damage. e four types of damage are: hands you must have free to wield the
Bleeding (x) the armor they hit. weapon. Wielding a two-handed weapon
When a critical wound is scored with this Slashing (S), Piercing (P), Bludgeoning in one hand is possible, with a -3 penalty.
Brawling weapon, roll 2d6+2 for the critical. If the at- (B), and Elemental (E). A weapon’s type Keep in mind that hand crossbows still
Concealment tack was aimed, roll 1d6+1 instead of 1d6 to is important since many monsters and take two hands to reload. Shields require
armors can better resist certain types of one hand.
Focus (x) determine the severity of the critical. damage.
Grappling This weapon has a chance to cause bleeding
Greater Focus if it deals damage to a target. The bleeding Weapon Accuracy (WA) Range (RNG)
Long Reach chance is written in the parenthesis. See Range describes the farthest distance that
Meteorite Weapon Accuracy describes how you can strike an opponent from. e
Non-Lethal pg.161 for Bleeding Effects. well-balanced a weapon is. When attack- range shown is the extreme edge of the
This weapon uses the Brawling Skill and ing a target with a weapon, add its Weap- weapon’s reach. A value of N/A means the
on Accuracy to the attack. target must be adjacent to you.
adds it’s Damage to Unarmed Strike
Damage. Availability (AVAIL.) E ect

This weapon can be easily hidden. You gain Availability describes how easy it is to E ect describes any extra abilities that
a +2 when concealing this weapon. nd a weapon in shops and how o en this weapon can bring to bear. Descrip-
weapons of this type should be encoun- tions of each e ect can be found in the
When casting magic with this weapon, sub- tered in combat. sidebar.
tract its Focus value from the STA cost. Everywhere (E): Can be found in even the
smallest towns. Concealment (CONC.)
This weapon can be used to grapple, and to Common (C): Can be found in most city
trip opponents within range. market places. Concealment describes where you can
Poor(P):Regionalorarmy-speci cweap- hide a weapon:
When casting through this weapon your ons which are made in a certain location. Tiny (T): Can be hidden in a pocket.
spell DCs are considered 2 points higher. Rare (R): Very hard to nd, usually only Small (S): Can be hidden in a jacket.
in one place, or sold by one type of ven- Large (L): Can be hidden under a cloak.
This weapon can be used against enemies dor. Can’t Hide (N/A): Cannot be hidden on
that are up to 2m away. your person.
Damage (DMG)
This weapon does full damage against mon- Enhancements (EN)
sters which are vunerable to meteorite and Damage describes the severity of wound
a weapon in icts when it strikes a target. Enhancements shows how many slots a
has 5 points of extra reliability. weapon has for runes.
This weapon can be used for non-lethal e damage is based on the he , sharp-
ness, weight, and balance of the weapon. Weight
damage without penalty.
Reliability (Rel.) Weight describes how heavy the weapon
Slow Reload This weapon takes 1 action to reload. is, in kilograms.
Reliability describes how sturdy the
Stun (x) When this weapon hits an opponent in the weapon is. is shows the number of Cost
head or torso they must make a Stun save at times the weapon can be used to block
before it breaks. Cost describes the usual value of the
the negative marked in the parenthesis. weapon in Redanian crowns.

Items in Witcher

In other games, items may be generalized but in Witcher
the provenance of an item not only provides flavor but,
withmerchantsasaplayerprofession,canbe usedtode-
termine value. You wouldn’t buy a katana made in New
York would you?

73

Weapons Type WA Avail. DMG Rel. Hands RNG Effect Conc. EN Weight Cost

Name S/P +0 E 2d6+2 10 2 N/A L 0 1.5 160
Swords
S/P +0 C 2d6+4 15 1 N/A L 0 2.5 270
Iron Long Sword
Arming Sword S/P +0 C 3d6+2 5 2 N/A L 0 3 285

Gleddyf S/P +0 C 3d6 15 1 N/A L 0 2 325
Hunter’s Falchion
S/P +2 C 4d6+4 10 1 N/A L 0 2 570
Krigsverd
Esboda S/P +1 P 5d6 10 1 N/A N/A 1 1.5 650
Kord
Vicovarian Blade S/P +0 R 5d6 15 1 N/A Bleeding (25%) N/A 1 1.5 725
Torrwr
S/P +0 R 5d6+4 15 2 N/A Balanced N/A 1 1.5 955
Small Blades
S/P +0 R 6d6 15 2 N/A Bleeding (50%) N/A 2 2 1075
Dagger
Stiletto S/P +0 E 1d6+2 10 1 N/A S 0 .5 50
Poniard
S/P +2 C 1d6 5 1 N/A Concealment T 1 .5 275
Jambiya
S/P +1 P 2d6+2 10 1 N/A Bleed (25%) S 0 1 350
Axes
S/P +2 R 2d6 10 1 N/A Bleed (25%) S 1 .5 440
Hand Axe Armor Piercing
Battle Axe
S +0 E 2d6+1 10 1 N/A S0 1 205
Berserker’s Axe S +0 C 5d6 15 2 525
S +0 P 1 N/A L0 3 960
Bludgeons 6d6 15
B +1 E 2 N/A Ablating N/A 1 .5 50
Brass Knuckles B +0 C Bleeding (25%) 2 525
Mace B +0 R 3 1100
1d6 15 1 N/A Brawling T1
Highland Mauler 5d6 15 1 N/A Stun (-2) L0 3.5 375
Meteorite 3 460
Pole Arms 6d6+2 20 2 N/A N/A 1 4 865

Spear P/B +0 E 3d6 10 2 Body Long Reach N/A 1
x2m
Pole Axe S/P/B +0 P 4d6+2 10 N/A 0
Red Halberd S/P/B +0 P 6d6+3 10 2 N/A Long Reach N/A 1

2 N/A Long Reach

74

Name Type WA Avail. DMG Rel. Hands RNG Effect Conc. EN Weight Cost
Staves
B +0 C 1d6+2 10 2 N/A Long Reach N/A 1 3 335
Sta Focus (1) N/A 1 3.5 550
Long Reach N/A 1 4 675
Hooked Sta P/B +0 P 2d6 10 2 N/A Focus (1) N/A 2 2.5 835
Grappling
Iron Sta B +0 P 3d6 15 2 N/A Long Reach
Focus (2)
Crystal Sta B +0 R 2d6+2 5 2 N/A Long Reach
Focus (3)
rown Weapons Greater Focus

rowing Knife P +0 E 1d6 5 1 Body Slow Reload T0 .5 50
x4m Slow Reload
Slow Reload S0 1 75
rowing Axe S +0 E 2d6 10 1 Body Armor Piercing
x2m T0 .1 100

Orion S +1 P 1d6 5 1 Body L0 1 290
x4m N/A 1 2 475
Bows N/A 1 3 835
P +0 E 3d6+3 10 2 100m
Short Bow 2 200m L1 .5 285
Long Bow P +0 E 4d6 10 2 300m N/A 1 3 455
War Bow N/A 1 4 1125
P +0 C 6d6 15
Crossbows
P +1 E 2d6+2 5 1 50m
Hand Crossbow P +1 E 4d6+2 5 2 100m
Crossbow
P +1 R 6d6 15 2 200m
MonsterHunter’s
Crossbow

Ammunition

Name Type Avail. Rel. Effect Conc. Weight Cost

Standard (x10) P E 10 Non-Lethal L .5 10
Blunt (x1) B C 10 Bleeding (100%) L .1 5
P C 10 Armor Piercing L .1 10
Broadhead (x1) P C 10 L .1 15
Bodkin (x1)

WeaponDescriptions 75

Swords Kord Jambiya Welcome To The
Kords are cra ed for sailors, in the My friend, even in the far o land Shop
Iron Long Sword coastal Cidarian city. It’s a solid and of Zerrikania, death is its own cur-
Heh, iron long swords. As a dwarf, I simple blade with a sharp curved edge. rency. And they’ve designed one of Every weapon’s got its own iden-
can tell ya the concept makes me sick. Heh, I hear a lot of these blades are bein’ the greatest daggers on the planet. tity. Heh, not talkin’ ‘bout a soul
smuggled north or even thrown into We didn’t start seein’ these strange or somethin’ . Just sayin’ every
ey’re damn dull but they’re easy to the sea so the black ones can’t get them. curved things until they became weapon acts different. Ya can
make and you can nd them every- a staple of assassins from Maecht take swords, axes, maces, and
where, I guess. Vicovarian Blade durin’ the First Northern War. all sorts of other weapons and
Vicovarian blade’s recognizable for its you’ll find they’re all useful for
Arming Sword heavy guard. Usually used by knights Axes somethin’. Ya want a good all
e Redanian arming sword’s a of Vicovaro, but with the war they’ve ‘round weapon? Take a sword.
spread all around. I’ll tell ya this Hand Axe Good and sharp, well balanced,
one-handed blade with a simple curved though, my friend, I’ve seen these things Over time I’ve gotten fond of the and easy enough to wield.
guard and sharp edge. Heh, with Reda- survive castles crumbling around them hand axe. Heh, used to use ‘em for Ya want something to break
nia spreading out across the North to and then still lop o a limb or two. timber but they’re damn tough, and skulls? Grab a mace. Heavy and
“defend” us, these arming swords are a weapon designed to chop wood rough. Wanna keep folks at a
showin’ up all over. Torrwr will go through bone just as well. distance? Always got yer long
Someone runs at ya with a torrwr, just bows and crossbows. Keep folks
Gleddyf play dead. During the last war I saw Battle Axe at a distance and keep yourself
Gleddyf’re one of the heaviest blades on a mountain of a man behead a horse, Need to break down a door? Need safe. Now let’s get down to it. Ya
the continent, and one of the thinnest. mid-gallop, with one of these. Course to hack up a body, livin’ or dead? won’t find better wares than in
Heh, all that weight’s centered in the the Gemmerians are all crazy sons of Get an axe, my friend. Shape may my shop. Made sure to bury all
fancy guard and pommel. But it is easy whores anyway. Never met one that vary but the battle axe’s a devastat- the competition already, heh.
enough to make, so it’s a ne design didn’t look like he wanted to eat me. ing weapon and it’s tougher than
for the black ones, seein’ as their army most swords. –Rodolf Kazmer
keeps expanding. Small Blades
Berseker’s Axe
Hunter’s Falchion Dagger On the isles of Skellige, werewolves
Hunters use these heavy blades to Daggers come in all kinds of shapes and and sirens are common and witch-
butcher their kills. If you’re lookin’ for a sizes but they’re always small enough ers are rare. Combine that with
good blade for splittin’ wood and takin’ to hide. Everyone carries one, from the insane bravado of your aver-
o limbs, this is it. ey’re common on knights to peasants. age Skelliger and you get this bas-
the eld for the everyman. tard. A two-meter axe with a huge
Stiletto bearded head, etched with Skellige
Krigsverd Count on the black ones to create a runes.
ey say the Skelligers quench their knife even more underhanded than a
normal dagger. is dagger’s long thin Bludgeons
blades in the blood of sirens and muck- blade folds into the handle so you can
nixers. Lemme tell ya, my friend, it’s hide it just about anywhere. Brass Knuckles
true. Or at least it was. eir hardened My friend, world ain’t a fair place.
steel blades and lighter construction Poniard Some people are just born weaker.
make ‘em hellishly accurate. Heh, a good old-fashioned Temer- Now, I usually don’t have to ght
ian design. Long, slim, and light- my enemies up close—heh, the
Esboda weight. I got stuck ghtin’ a black bene ts of being an arbalist—but
As a merchant you have to leave your one at the Battle of Sodden with if I made a habit of it I’d pick up
personal prejudices behind for good one of these. He broke six of my some brass knuckles. Gives ya extra
product. e Mettinese esboda is one of ribs, but I’m still here and he’s not. “punch,” heh.
the lightest, sharpest cavalry blades I’ve
ever seen. It’s sort of like a much better
gleddyf. Count on the black ones to rely
on their “vassals” to make better weap-
ons, eh?

76 Mace Staves rowing Axe
A brutal piece of work. Solid met- Ya won’t get as much range on a
Wearing Your al head with anges or spikes. Heh, Sta throwing axe as you would on a
Magic point is, when the head of the mace Don’t tell anyone I sold you this, throwing knife but you’ll pack more
hits its target it’ll break bones. Know got it? My friend, only safe place to of a punch. Nothin’ like a hunk of
From the mages I’ve known, plenty of mercenaries who carry one go with a mage’s sta is Skellige, or sharpened metal on a ha comin’
where you carry your magic is of these just to break through armor. maybe Zerrikania or O er. It may at ya.
a personal choice. Many carry just be a glowy stick to a non-magic
staves. Traditionally, here in Highland Mauler user but a sta ampli es a mage’s Orion
Oxenfurt a fancy staff would e Kaedweni are big folks. If I had power, lettin’ ‘em use more magic e black ones started using these a
ensure that students backed than normal. But with the hatred
out of your way, expecting to be to list the toughest sons of whores in of mages in the North and the dis- few decades ago. ey’re like throw-
blasted or transformed at any the world, it’d be the Skelligers, the trust of mages in the South it’s also in’ knives but they’re shaped like
moment. Today in Redania it’s Kaedweni, and the Gemmerians. a great big target. stars. Heh, strange design, but the’re
not wise to show off when some But the Highland Mauler gives the pretty damn dangerous. Quick, too.
cringing freshman can com- Kaedweni a nice edge. Only ever Hooked Sta
plain to the closest knight. I’ll tell sold two in my life, but these things Never understood this design my- Bows
you something else that doesn’t are immense. Near two meters tall self, but the young mage I traveled
work–the weak old man lean- with a wide iron head that’s inlaid with said it was based o of an old Short Bow
ing on his staff. Mages always with meteorite steel. design the mage Alzur used. Turns Aren’t gonna see many short bows
try to carry this on too long, out Alzur used the hook on the end in a war. ey’re too small to make
and by the time they decide to Pole Arms of the sta to shepherd the beasts really good battle eld weapons and
use magic they have a pack of he’d make. Imagine his was proba- the range of their arrows ain’t great.
hooligans on them. I sometimes Spear bly silver but it’s still a useful weap- But they’re perfect for huntin’ deer
carry a staff, but only so I can Spears are the infantryman’s fa- on for those mages that practice or the occasional trespasser.
break off the front teeth of the vorite weapon. Ain’t exactly small, sta ghtin’.
first urchin that touches my coin two meters on average, but they’ll Long Bow
purse. The alternative for mages hold enemies at bay and deter cav- Iron Sta e long bow’s the predecessor to the
is the carrying of amulets. If this alry charges. As a man who once Sometimes a mage might need a bit
is done in a modest manner, the served as a battle eld arbalist I more protection or, hell, their magic crossbow. Personally, think they’re
mage is recognized only when have a special fondness for spears. may fail them. In that case ya got an large and unwieldy. But hey, easy to
magic is unleashed. Many mag- We had a group of spearmen to pro- iron sta . Basically it’s just a big rod say that when you’re shorter than
es, and most sorceresses, can’t re- tect us from the black ones’ cavalry. of iron with h essence coursin’ the bow. Elves swear by the long
sist the temptation to carry great through it. Sturdier than a normal bow and in their hands it’s probably
bejeweled things that would Pole Axe sta and hits like a mace. Ya can the deadliest ranged weapon short
choke a goat. The best known, A dwarven smith in Poviss creat- even block blades with it a bit. of a damn ballista. Humans gen-
like Philippa Eilhart or Yennefer ed this light pole axe. A long pole erally moved to the crossbow, but
of Vengerberg, who never walk endin’ in a heavy axe blade with a Crystal Sta down in Nilfgaard they’ve got plenty
through the streets anyway, can spike on top and a hammer head on Best mages carry crystal staves. of archers, all deadly and perfectly
dissuade thieves. For the lesser the back. Heh, the weapon was de- willin’ to prove it.
mages it can become messy. signed to be versatile and ght any ey’re pretty much like regular
armor. Gotta have good weapons to staves but they have gemstones at War Bow
–Brandon of Oxenfurt be politically neutral. the top of ‘em, embedded in the e war bow’s a piece of work. Was
wood. ing about the gem is it has
Red Halberd to be perfect. If the gem has even developed to ght knights in tough
Redanian halberdiers are some of one crack or imperfection, ya risk plate armor. ing stands near two
the most organized and dangerous an explosion or somethin’ of the meters tall and res an arrow with
soldiers in the north. Heh, ese like. ey’re worth it though. Am- up to 77kg of force. ese are the
whoresons halt cavalry advances pli es magic like nothin’ else. types of bows ya see on the eld.
and troop charges like nothin’. eir Heh, standin’ back and rin’ shots
halberd is a masterpiece. Two-me- rown high into the sky to rain down like
ter pole capped with a heavy battle goddamn meteors. Prefer the cross-
axe with a back spike, and a long rowing Knife bow, but I respect a bowman who
spike on top. rowing knives are an interesting wields one of these.
bit a’ work. Small, easily concealed,
and balanced for throwing. Ya have
to practice to know rotation speeds
and such, but they can be worth it.
Good assassin weapon.

77

Crossbows Ammunition

Hand Crossbow Standard
Not sure where the hand cross- Heh, if ya got a weapon that throws
bow came from. Guess it probably a projectile, ya need projectiles.
started as a sorta civilian crossbow. Standard ammunition is basically
your typical bolt or arrow. Bolts are
ey’re smaller and less power- usually smaller than arrows, but
ful than a standard crossbow but they both have a sharp metal head
they’ll t in one hand and they’re and feather etching.
easy to re accurately. Nowadays
they’re touted for home defense, Blunt
since many people can’t a ord to Blunt bolts and arrows are an inter-
learn how to ght and crossbows esting case. Heh, never really used
don’t take much learnin’. ‘em myself but then again, never
fought much that a broadhead
Crossbow won’t put down. Blunt ammunition
Sturdy, accuracte, and powerful. has a large dull wooden head like a
Call me biased but I love the cross-
bow. Sure, takes some time to re- st. Hear if ya half-draw ‘em in a
load. But a quick arbalist can put bow, ya can use these bolts to knock
bolts downrange with the kind of people out.
accuracy most human-made bows
can only dream of. e wooden Broadhead
stock allows ya to rest it against your Broadheads are some of the best al-
shoulder and aim along it, which ternate projectiles to have on hand.
makes the shot y far truer. I used
one of these in the Second Northern ey’re much like normal bolts or
War and it served me well. arrows but instead of having a sim-
ple metal head they have a wide,
Monster Hunter’s Crossbow
ese days monsters aren’t very at, bladed head. Heh, come in all
shapes and sizes, leaves, diamonds,
common. I can probably count the v shapes, and such but they all cut
number of monster sightin’s I’ve had deeper than regular arrows, leavin’
on the ngers of one hand. But they bleedin’ wounds.
still show up from time to time, and
with witchers bein’ equally rare, Bodkin
some bastard down south devel- Blunt bolts and broadheads are
oped this beast. Stands more’n a
meter long, ‘n’ near that across the ne if your target don’t have armor.
limbs. ey say this crossbow has Heh, problem is most folks have
to be pulled with a windlass an’ it enough sense to wear some armor
so you’ll have a hell of a time tryin’
res with 136kg of force. Guess they to get through to ‘em. at’s where
gure if it takes a lot of force to kill bodkins come in. Got a long tapered
a monster, why not make a damn tip, hardened in the re, to punch
handheld ballista to take ‘em down right through steel and leather.
from afar, heh.

78 Armor

EV & Magic Armor has di erent values that determine how well it protects its wearer and how hinder-
ing it might be in the heat of combat. While heavy armor will always mean more protection,
There’s a reason mages wear light armor is much more maneuverable.
robes. Not only is EV sub-
tracted from your Reflex and Stopping Power (SP) Armor Enhancement (AE)
Dexterity, it is also subtract-
ed from your Hex Weaving, Stopping Power describes how much damage Armor Enhancement show how many en-
Ritual Crafting, and Spell armor stops when struck by a weapon or attack. hancements and glyphs can be placed on a piece
Casting rolls to reflect the Head armor covers your head, torso armor of armor.
difficult of casting complex your torso and arms, and leg armor your legs.
magic in stiff or heavy armor. E ect
Reliability (Rel.)
Resistances E ect describes any inherent bene ts or disad-
Reliability describes how sturdy a shield is. is vantages of this armor’s design. Each e ect has
Some armor comes with shows the number of times the shield can be used to its own description, noted in the sidebars.
resistances. These resist- block before it breaks.
ances halve damage from Encumbrance Value (EV)
certain types of attacks, after Availability (AVAIL.)
the armor’s stopping power Encumbrance Value describes how sti the ar-
has been subtracted. Hu- Availability describes how easy armor of this mor is and how hard it is to move in. is value
man-made armor doesn’t type is to nd for purchase and how o en they is subtracted from your Re ex and Dexterity
usually have resistances should be encountered. (minimum 1). See EV & Magic sidebar if you are
without the use of armor Everywhere (E): Can be found in even the a magic user.
enhancements (see pg.90), smallest towns.
but non-human armor often Common (C): Can be found in most city mar- Weight
does. ketplaces.
Poor (P): Armor in an unusual or regional style. Weight describes how heavy the armor is in
O en armor that is made in a certain location. kilograms.
Rare (R): Very hard to nd. Usually only in one
place, or sold by one type of vendor. Cost

Cost describes the usual value of the armor in Reda-
nian crowns.

Head Armor 79

Name SP Avail. AE Effect EV Weight Price Restricted Vision

Light Armor 3C1 0 .5 100 The Restricted Vision effect
5P1 01 175 means that when the visor
Verden Archer’s Hood 8C0 01 200 of this helmet is down, your
Double Woven Hood vision is limited to a cone di-
12 E 0 Restricted Vision 0 1.5 250 rectly in front of you instead
Spectacled Helm 14 C 0 02 350 of from one shoulder to the
16 P 1 0 1.5 475 other. This effect also takes
Medium Armor away a witcher’s bonus to
Awareness and their Scent
Chain Coif Tracking ability.
Armored Hood
Temerian Armet 20 R 1 Restricted Vision 0 3.5 575
25 P 1 Restricted Vision 0 3.5 700
Heavy Armor 30 R 2 Restricted Vision 03 800

Great Helm
Skellige Helm
Nilfgaardian Helm

Torso Armor (covers torso and arms)

Name SP Avail. AE Effect EV Weight Price

Light Armor 0 1 100
0 1.5 175
Gambeson 3 E0 0 2.5 250

Aedirnian Gambeson 5 P 1 1 7 300
1 8.5 400
Double Woven Gambeson 8 P 1 1 6.5 525

Medium Armor 2 14 625
2 15 750
Brigandine 12 C 0 2 12 850

Redanian Halberdier’s 14 P 1
Armor

Lyrian Leather Jacket 16 R 1

Heavy Armor

Plate Armor 20 R 1

Hindars all Heavy Armor 25 R 3

Nilfgaardian Plate Armor 30 R 2

Folk called me crazy back in the army. Heh, never wore a helmet, just a heavy hood.
Wore a proper helmet back at the rst battle of Sodden Hill. Lemme tell ya friend,
never doin’ that again. Protects your head, sure, but Lordy, the restrictions. Heh, trap-
pin’ your head in a metal box with nothing but your own breath to keep ya company
and a slit in the front to see the world. Plus it gets damn hot in there! Nah, give me an
open breezy hood any day. My head’ll take the knockin’.

–Rodolf Kazmer

80 Leg Armor

Full Cover Name SP Avail. AE Effect EV Weight Price

The pavise is a large enough Light Armor Effect
shield that it can provide full
cover as if the wielder was Cavalry Trousers 3 C0 Full Cover 0 .5 75
crouching behind a wall. If Full Cover 01 125
you crouch down behind a Padded Trousers 5 C1 See Side Bar 0 1.5 225
pavise it acts as cover and an-
ything striking you through Double Woven Trousers 8 P 0
the pavise must do enough
damage to exceed the pavise’s Medium Armor
Reliability before damaging
you.Eachtime apavisetakes Armored Trousers 12 E 0 0 3.5 250
damage it loses 1 SP. 04 400
Redanian Greaves 14 P 1 0 3.5 525
Nilfgaardian Pavise Lyrian Leather Trousers 16 R 1

A Nilfgaardian pavise is built Heavy Armor
in such a way that it can be
propped up without the use Plate Greaves 20 R 1 1 7.5 625
of your hand or any oth- 15 650
er items. As an action, you Hindars all Heavy 25 R 3 16 850
can prop up a Nilfgaardian Chausses
pavise facing one direction.
If it takes more than half its Nilfgaardian Greaves 30 R 2
Reliabiliy in damage it will
fall over. Since it is not in your Shields
hand, a propped pavise can-
not be used to block, it can Name Rel. Avail. AE EV Weight Price
only be used for cover.
Light Shields 4 E0 0 .5 50
6 C0 01 150
Leather Shield 8 C1 0 1.5 225
Steel Buckler
Temerian Shield 10 P 1 02 325
14 P 1 0 2.5 400
Medium Shields 16 C 0 03 400

Skellige Raider Shield 20 P 0 14 500
Kaedweni Shield 25 R 1 15 600
Steel Kite Shield

Heavy Shields

Pavise

Nilfgaardian Pavise

81

Armor Descriptions Gambesons

Head Armor Temerian Armet Aedirnian Gambeson Heh, a few years ago I marched
Temerian knights normally wear e Aedirnians probably had it the from Nastrog to Bremervoord
Verden Archer’s Hood armets—they’re your basic knight in a chainmail hauberk. Didn’t
Verden archers are a pretty tough helmet. Full enclosing metal helm worst when Nilfgaard attacked. know when we’d see combat
lot. ey don’t tend to wear much with pointy “nose” lookin’ face plate, Lost their king—not even sure so everybody kept their armor
armor. Guess they don’t bother since and a thin slit in the front to see out whether they had a new king be- on the whole while. Lucky I
the dryads just put a sha into the of. Only problem is, the slit isn’t too fore a wave of black and gold hit wasn’t one of the knights on that
cracks. eir armored hoods are easy to see out of. ‘em. e Aedirnian gambeson’s ev- march. Poor bastards had one
good, though, woven tightly with a idence of that. Just a gambeson with hell of a time livin’ in that plate
blue and black arrow pattern. Great Helm scraps of leather and hardened hide armor. But chain wasn’t so easy
Great helms are for the highest of stitched on here and there. either. It’s heavy, noisy and if ya
Double Woven Hood knights. Heh, large, cylindrical hel- don’t keep it clean it gets rusty
Hoods can be armored pretty easily. mets with larger slots for the eyes Double Woven Gambeson and stiff. These days I wear a
Addin’ leather, chain, and such like and enough ventilation holes to Like the hood of the same construc- gambeson. Sure, it ain’t as much
that. ese hoods are woven tighter breathe clear. ey’re tough as all tion the double woven gambeson’s protection. But it don’t rust. Ya
than any other to make it harder for hell and they’re usually decorated decent work on a budget. It’ll stop stop to look around a city, you’ll
weapons to penetrate ‘em. Heh, sim- with braided tassles, horns, and a cheap sword or a hand crossbow see plenty ‘a people wearin’ gam-
ple and e ective. spread-winged eagles. Heh, gaudy bolt and it won’t weigh ya down too beson. Guess ya could chalk that
as hell but useful. much. I usually wear one of these up to the cost of armor these
Spectacled Helm when I’m travelin’, and around days too, but a suit of armor’s
Spectacled helms’re more common Skellige Helm town. Good way to stay safe with- free if ya stab the man wearin’ it
in Nilfgaard and Skellige. North Skelligers are big on ornamentation out people thinkin’ much of it. in his sleep.
tends to like fully enclosed helmets if it makes ‘em look tough. Heh,
or just caps. e spectacle pieces on their helms are a testament to that. Brigandine –Rodolf Kazmer
the front of the helm can help pro- Mercenaries usually wear brigan-
tect your face and eyes from attack, e Skellige helm is a thick one, dine ‘til they can get a hold of some
and in some cases there’s a layer of chain dropping down around the better armor. It’s a basic leather
chain attached to the bottom for neck, cheek plates and a spectacle to vest with plates of thicker hardened
your neck. protect the face...and horns, o en- leather woven or pinned onto the
times. Guess the toughest Skelligers inside. Wore a brigandine on the
Chain Coif gore enemies with the horns on
Need some simple, sturdy armor? their helmets. elds of Brenna and
Heh, my friend, you need a chain Sodden. ey can be sti and a bit
coif. Just a fancy term for a hood Nilfgaardian Helm hard to work with.
made of chain mail. It’ll stop sword e black ones’ helms are of an in-
blows and cushion against hammer Redanian Halberdier’s Armor
blows and such. Some people use it terestin’ two-part design. First part’s Heh, strange enough, Redanian
as full armor, some wear one under a domed sallet helmet with a sec- halberdiers don’t wear too much
a helmet. Either way it’s good stu . tion cut out of the front, or a visor armor. Simple leather and cloth
to see out of. Second part’s a bevor gambesons that reach down to
Armored Hood that protects the neck and juts up the knees, a chain shirt, a gorget,
In the wilds, where ya need a bit in front of the mouth and nose. To- and pauldrons. Guess when you’re
more vision, people wear hoods. gether it makes a pretty protective at the end of a halberd you don’t
‘specially the elves. Made of heavy design. need heavy armor. is’ll still take
leather, thick twine, and layers of a blade and be maneuverable as a
linen. ey’re treated to be hard Torso Armor gambeson.
enough to stop a slash or a bolt from
a small hand crossbow. Gambeson Lyrian Leather Jacket
Now, technically a gambeson’s un- Been lucky enough to wear a Lyrian
derwear for other, heavier armors. leather jacket once. Holy hell, felt
Heh, but with so many poor sods like I was wearin’ damn plate ar-
havin’ to ght on short notice, mor. e Lyrians treat their leath-
they’re passin’ for armor. Not like er in some special way that makes
they can’t stop weapons. ey do it tough as a basilisk’s hide. Let the
well against daggers and such. merchant shoot me with a long bow

82

Redanian Elite and it didn’t even scratch me! May Armored Trousers Steel Buckler
have been a bit sloshed at the time. Tell ya, they take a few weeks to Heh, buckler’s like a baby shield.
The Redanian halberdiers do break in. But that ain’t exactly yer Only a foot or so wide but can be
not have as much armor as the Plate Armor main concern. Important part’s used pretty well to parry blades and
other units. They rely primarily Plate armor’s the fare of knights and the hardened leather and the steel such.
on a long red gambeson, gorget kings. It’s tough steel plating, tted plates. Keep ya nice and safe with-
and spaulders. Armored thus- to the body of the wearer. Heh, it’s out weighin’ ya down too much. Temerian Shield
ly the halberdiers are a very a bit heavy and sometimes sti but Ha! Good ol’ Temerian design!
fast-moving group and of the it’ll stop a ton of damage. It can be Redanian Greaves What we call a kite shield, and
infantry units the most capable simple and basic but it can also be Heh, just like their torso armor the probably the most common shield
of countering enemy cavalry. gaudy as all hell. Redanian halberdier’s leg armor design you’ll see around the realm.
Their halberds are lighter than a ain’t anything too special. Simple A Temerian shield’ll hold o arrows
long sword or great axe and give Hindars all Heavy Armor leather pants and greaves and a and swords for quite some time.
halberdiers pronounced reach. Been to Skellige once or twice in codpiece. Maneuverablilty over
The hook side of the halberd can my life. Went to Hindars all a strength. Skellige Raider Shield
drag an armored man off his long time ago to visit the temple of Unlike the rest of the world, Skel-
horse and the axe side can slice Freya. Outside they had swords- Lyrian Leather Trousers ligers use large, round shields with
through full plate armor. After men wearin’ this beastly armor. It’s Lyrian leather, fashioned into trou- metal domes in the center and a
the initial charge by the Redani- heavy chain down to the knees with sers. Heh, rough stu and it doesn’t grip in the back. Guess it makes the
an cavalry the halberdiers can hardened leather under it and stud- breathe much, but yeah, it’ll keep shields more maneuverable, seein’
move to surround any splinter ded leather over the top, an’ a thick your legs nice and safe. Can’t say ya as they aren’t strapped to the arm.
cavalry groups and bring down kidney belt. ink this stu could won’t draw attention.
the riders. Only the Mettinese de ect a damn halberd. Kaedweni Shield
have effectively trained their Plate Greaves Kaedweni shield’s not much di er-
warhorses to trample anyone Nilfgaardian Plate Armor Greaves, sabatons, cuisse, tasses. It ent from a Temerian shield. Only
who approaches their rider once Nilfgaardian plate armor is tough all protects your legs. Big plates of di erence is the dark iron they use
he is on the ground. black and gold plate armor with tall worked steel encasin’ your legs and on the faces. ey’re heavier, but
pauldrons and a lot of detail work. turnin’ everything from swords to they’re also tougher.
–Brandon of Oxenfurt Have to admit it’s a piece of work. maces to long bows.
It’ll stop a crossbow bolt and barely Steel Kite Shield
show a scratch. Hindars all Heavy Chausses A full steel shield’s an interesting
Hindars all heavy armor has thing. Loud as all hell when ya block
Leg Armor chausses. ey’re basically trousers with it, but tougher than you’ll nd
made of chain mail. Tough stu in other shields and pretty good for
Cavalry Trousers too. Most people don’t bother with bashin’.
‘Less they’re a dragoon your average heavy leg armor but chain’s a good
cavalryman’s probably not gonna way to go about it. Very exible. Pavise
wear a ton of armor. ese dark When ya want to protect your
trouser are only reinforced by leath- Nilfgaardian Greaves whole body, just put a ploughin’
er straps. Nilfgaardian greaves are built a bit wall between yourself and the en-
lighter than the torso armor. Usu- emy, ya grab a pavise. ese mon-
Padded Trousers ally include greaves and sabatons, sters are so large, standing near up
Heh, basically just a gambeson for and heavy leather and cloth trou- to a human’s shoulders and wide as
your legs. Paddin’ll turn a small sers with a checkered pattern. a dwarf, that ya can kneel behind
blade but I wouldn’t rely on it too ‘em and just wait out arrow storms.
much. You should see the cod-pieces Shields
though: never laughed so hard in Nilfgaardian Pavise
my life. Leather Shield e Nilfgaardian pavise’s one of the
Simplest shield you’re ever gonna
Double Woven Trousers best shields for crossbowmen and
Can’t go wrong with double woven. nd is leather stretched over bound anyone who has to work on ma-
Heh, ain’t quite as pu ed up as the wood. ey aren’t very popular chinery under re. Yah, that hurts
run-of-the-mill padded stu and these days. ey’re not very tough to say, but it’s true. It’s big as a nor-
it’ll keep ya safe. compared to wood or steel. But mal pavise, built stronger, and has a
they’re cheap and light. prop on the back so it stands on its
own. Ya don’t have to hold it while
ya reload or work.

83

Elderfolk Armory

Weapons

Name Type WA Avail. DMG Rel. Hands RNG Effect Conc. EN Weight Cost
Swords
P/S +2 R 3d6+4 15 1 N/A L2 2 595
Elven Messer P/S +3 R 4d6+4 L0 2.5 745
Vrihedd Cavalry 15 1 N/A Bleed (25%) 875
P/S +1 R 5d6 N/A 2 3 1090
Sword 5d6+3 20 2 N/A Balanced N/A 2 2.5 1175
Meteorite N/A 2 3
Meteorite Sword 6d6 485
500
Gnomish Gwyhyr P/S +3 R 2d6+2 15 2 N/A Bleed (50%)
Tir Tochair Blade P/S +3 R 3d6 740
15 2 N/A Bleed (25%) 910
R 5d6+3
Small Blades R 6d6+2 750
900
Hal ing Rondel P/S +2 R 5d6 10 1 N/A Armor Piercing S1 1
Dwarven Cleaver S/B +2 R 6d6 15 1 N/A 835
S 1 1.5 925
R 5d6+2
Axes 4d6+3 910

Dwarven Axe S +3 3d6+2 15 1 N/A L1 4 975
15 2 N/A N/A 2 2.5
Gnomish Black Axe S +2 3d6 575
1100
Bludgeons 4d6
6d6 425
Mahakaman Martell B +0 15 2 N/A Armor Piercing L1 3.5 850
2d6 N/A 2 4
Meteorite Chain Mace B +2 R 5d6 20 1 N/A Grappling
Meteorite

Pole Arms B/P +0 R 15 2 N/A Long Reach N/A 1 4
Stun (-2) N/A 2 3
Dwarven Pole
Hammer

Elven Glaive S/P/B +2 R 10 2 N/A Long Reach
Bleed (25%)

Staves

Gnomish Sta B +1 R 15 2 N/A Long Reach L2 2.5
Focus (3) N/A 2 1.5

Elven Walking Sta Long Reach
B +1 R 10 2 N/A Focus (3)
Greater Focus

Bows P +1 R 10 2 200m L1 1
N/A 2 2.5
Elven Travel Bow

Elven Ze ar P +2 R 10 2 350m Improved Armor
Piercing

Crossbows

GnomishHandCrossbow P +3 R 10 1 100m Slow Reload S1 1
15 2 300m Slow Reload N/A 2 3.5
Dwarven Heavy P +3 R
Crossbow

84 Ammunition

Elven Burrower Name Type Avail. Rel. Effect Conc. Weight Cost

Elven burrowing ammuni- Elven Burrower (x1) P R 10 Bleeding (100%) L .1 50
tion induces bleeding like See Side Bar L .1 50
broadheads. However, the Dwarven Impact (x1) B R 15
head remains in the wound Ablating
and thus the bleeding can
only be stopped with a Armor Sets
DC:16 First Aid check to re-
move the head. Name SP Avail. AE Effect Cover EV Weight Price
Light Armor
Halfling Doublet R
Hal ing Protective Doublet 8 R 1 See Side Bar Torso & 0 1 375
The halfling protective dou- Arms
blet is designed to look ex- R
actly like a regular doublet. R Head,
It takes a DC:20 Awareness Torso,
check to realize that it is ar- Gnomish Chain 10 R 1 Resistance: Slash Arms & 0 5 975
mor. R
Legs
Scoia’tael Armor
Medium Armor
Scoia’tael armor is built with
local foliage and furs inte- Head,
grated into it. When traveling Torso,
through wilderness the wear- Dwarven Cloak 16 1 Arms & 0 5 1400
er gets +2 to Stealth Checks.
Legs
Dragoon Armor
Head,
Gnomish dragoon armor is Torso,
built to help balance a rider Scoia’tael Armor 20 2 See Side Bar Arms & 1 12 2325
in their saddle. When on
horseback, a rider in gnom- Legs
ish dragoon armor gain a +2
to Riding checks. Heavy Armor

Mahakaman Pavise Gnomish Dragoon Armor 25 2 Resistance: Slash Head, 2 20 2850
Resistance: Piercing Torso,
Exactly like the Nilfgaardi- Arms &
an pavise, the Mahakaman See Side Bar Legs
pavise can be errected in
front of you and propped up. Mahakaman Plate Armor 30 3 Resistance: Slash Head, 2 30 3525
Resistance: Bludgeon Torso,
Resistance: Piercing Arms &
Legs

Shields

Name Rel. Avail. AE Effect EV Weight Price
Light Shield
15 R 2 0 1 450
Gnomish Buckler 25 R 2 0 3 700
35 R 2 See Side Bar 1 5.5 1050
Medium Shield

Elven Shield

Heavy Shield

Mahakaman Pavise

Elderfolk Item 85
Descriptions
Meteorite Color
Sword Small Blades Bludgeons
Turns out meteorite’s got colors
Elven Messer Hal ing Rondel Mahakaman Martell to it. Heh, blue, red, and yel-
Heh, people say this sword was Now, hal ings are smaller than hu- e martell’s a rare dwarven design low. Maybe more but I don’t
dreamed up by Nazairians who mans but not as sturdy as a dwarf. know. Color only really comes
were forbidden to carry swords by Not gonna say they’re weak, but and ya won’t see many humans out if ya refine the stuff so most
the black ones. Made these huge ya don’t see armies of hal ings. wandering around with ‘em. Heh, of the meteorite weapons ya
ploughin’ knives so they weren’t basically a hammer head with a see nowadays just have a sorta
technically carryin’ a sword. Didn’t is dagger plays to a hal ing’s long spike on the back end, mount- oily sheen to ‘em. Heard if ya
go over too well, but the elves picked strengths. It’s thin and strong with a ed on a meter-long handle. A lot of refine the ore first with some
up the design and perfected it. circular pommel and guard. It’s de- dwarves like to cut the handle short old gnomish technique, the
signed to be shoved in between the and carry ‘em in their boots. blades glint the color of the ore.
Vrihedd Cavalry Sword cracks of armor and leave bleeding Supposed to have some kinda
Vrihedd were one of the most feared wounds. Meteorite Chain Mace magical effect too, since they
horse brigades in the world once. I Now here’s a stylish weapon. Heh, passed through all the elemen-
faced ‘em once. Me and my mates. Dwarven Cleaver a spiked ball of meteorite steel tal planes on the way to us.
Lemme tell ya, these blued-steel Ha! Count on us dwarves to bring a on a chain, attached to a leath-
swords, wielded from the back of cleaver to a knife ght. If ya need to er-wrapped ha . Swinging the head –Rodolf Kazmer
a horse, can take the head o the chop through...well, just about any- at full speed’ll crush helmets and
toughest dwarf. Lucky I survived. thing, nd a dwarven cleaver. ey skulls just about as well as a real Dwarves & Axes
ain’t long but they’ll hack limbs o meteorite. Plus, the chain can en-
Meteorite Sword trees and people. tangle weapons and whatnot. There’s a bit of truth in every
Meteorite’s some of the best metal to stereotype. Heh, us dwarves
make a weapon from. ese swords Axes Pole Arms like axes. Ain’t the only thing
get this colored sheen to ‘em and are we’ll wield but I s’ppose given
tough as all hell. e blade’s surpris- Dwarven Axe Dwarven Pole Hammer the choice between a sword
ingly light too. ere’s a misconception that all e dwarves of Mahakam created and an axe, I’d take an axe.
Thing is there’s a lot to be said
Gnomish Gwyhyr dwarves use axes. Heh, granted, the dwarven pole hammer a few for an axe. All the weight’s at
For a long time the gwyhyr was the many do, a er all. Put a heavy axe centuries ago to defend against any the top. Give it a big, ploughin’
greatest sword in the world. Still a in a dwarf ’s hands and they’ll bring whoreson dumb enough to attack swing and you’ll bury it in an-
great sword. Long black blade so down any wall. Especially with a them. It’s a sturdy two-meter sha ythin’. Person, wall, tree, steel
sharp you could shave with it. So dwarven axe. e double-headed with an elaborate hammer head, a shield. Anythin’. And with us
light ya could swing it around full design adds he and makes sure long spike on top, and a hook on the dwarves bein’ tougher than
speed with one hand. Love these you’ve always got a sharp blade to back. Versatile weapon. Lots of pos- the rest of ya, we can make up
things but they’re rare as all hell. use. sibilities for killin’. for the lack of defense. Once
caught a blade in my bare
Tir Tochair Blade Gnomish Black Axe Elven Glaive hand. Heh, cut me a bit but I
e Gnomes of Tir Tochair start- Everybody knows about the gnom- Hear elven glaives were most pop- guarantee ya: the other soddin’
ish gwyhyr. What not everybody ular during the elven golden age bastard got it worse. Ya pit an
ed making swords centuries before knows is that gnomes also made before the humans arrived. Guess axe against a skull and the axe
even the elves got to the Continent. axes. Heh, they’re made like the they were guard weapons at the is gonna win hands down.
gwyhyr but they’re he ier, with a palaces. Tall poles with swooping
at practice paid o . e blades solid bearded head scrawled with razor-sharp blades at the top. My –Rodolf Kazmer
of the Tir Tochair are long an’ ra- gnomish runes. ey’re light, too. guess is, now that most elves in the
zor-sharp, with gnomish etchings as So light and thin they feel like they North are hidin’ out, they can’t af-
shouldn’t even be used in combat. ford to carry big weapons like that.
ne as a hair all the way down ’em. But they’re tough enough to hew
armor.

86

Gnomish Smithing Staves Ammunition Gnomish Dragoon Armor
Gnomes aren’t normally cavalry-
Ya might a heard this before but Gnomish Sta Elven Burrower men, for obvious reasons, heh. But
dwarves smelt the best metals, Gnomish staves’re, just like any Heh, Scoia’tael picked these up a they have made armor for the hu-
elves’re among the best smiths, gnomish cra , tremendously im- few years ago from human traders. man cavalry commanders of Nilf-
and gnomes’re the best at hon- pressive. ey’re made of dark, Arrowhead’s shaped like a screw so gaard. It’s light plate armor. Black
ing a blade and finishin’ armor. stained wood with custom carving they burrow into ya and won’t come with a blue sheen to it and gnomish
Now yours truly spent some from top to bottom. Usually have out without a ght. etchwork all over it. Holds up real
years in Mahakam (like any gems embedded in ‘em somewhere. well in jousts and on the eld.
good dwarf does) and I spent Dwarven Impact
some time with the gnomes Elven Walking Sta Folk say we started usin’ these heavy Mahakaman Plate Armor
there. Fine fellas actually. Two I Elven sages used these years and arrows and bolts to break rock in Mahakaman steel. Best stu in the
spent my time with were named years ago. ey’re much smaller the mines, but nowadays dwarven world. And armor made out of it’s
Goldenring & Morrison, and than the average sta , maybe chest mercenaries use ‘em to crack plate bound to be the best. Mahakaman
among other talents they could height at tallest. Beautiful designs armor. plate armor’s heavy, dark armor
smell a fresh plate of dumplin’s of braided silk and gold, but the im- with bronze and gold highlights,
from 400 paces. Heh, that ain’t portant part is how well they focus Armor solid angular designs and dwarven
the important part though. magic. runes. Never worn it, but I carried a
Those fellas could refine a blade, Hal ing Protective Doublet set for a few weeks from Mahakam
put an edge on it that could Bows Armor’s great. In times like these to Angren. Sold it for thousands.
shave a werewolf bald, and everyone should have some. But
etch a ploughin’ portrait of ya so Elven Travel Bow not everybody can wear chain and Shields
clear ya damn near swear it’s a Heh, basically it’s just a smaller plates. A while ago, the hal ings de-
reflection in the steel. Not sure version of the ze ar. e di erence veloped this armored doublet. Heh, Gnomish Buckler
exactly what it is about gnomes. is the travel bow can be unstrung, they’re usually bright and well-dec- Heh, guess a buckler for a human’s
Think it’s their focus or some- letting the limbs curl in ‘til the bow’s orated but they have a solid layer of basically a shield for a gnome.
thin’. Maybe they’re just more small enough to carry in a satchel. armor inside them. Doubt that’s how this oddity came
exactin’ by nature. Goldenring to be though. It’s made in the same
showed me his tools one time. Elven Ze ar Gnomish Chain gnomish method as many oth-
Like a work of art! Little etched e elven ze ar’s the pride and joy Heh, gnomish chain mail is sol- er pieces and it’ll hold better than
wooden box with a dozen little id black an’ covers the whole body some larger shields despite its size.
glimmerin’ tools, all set in silk. of the elves. It’s a large bow with with a coif, hauberk, and chausses.
Files and hammers and chisels four limbs, connected by powerful Beautiful, simple, and easy to wear. Elven Shield
and whatnot. Just like any other waxed string. e two sets of limbs Don’t see these much anymore.
smith’s tools, just half as big and on the ze ar can double the pow- e rings’re tiny and strong so the Guess guerilla tactics don’t lend
much, much nicer. er of the bow. Great part is the bow chain’s light. themselves to shield and sword
doesn’t feel any heavier. combat. Or the brave rebels are
–Rodolf Kazmer Dwarven Cloak too concerned with not looking
Crossbows Dwarven cloaks are well known for like cowards. Either way the elven
being excellent travelin’ cloaks and shield’s a beautiful piece. Built like a
Gnomish Hand Crossbow also damn good armor. ey’re only kite shield, with gold inlays and leaf
I’m not a fan of hand crossbows but leather, but they’re treated with a patterns.
this gnomish design’s pretty damn special dwarven technique that not
impressive. Looks like a work of only makes ‘em hard armor, but Mahakaman Pavise
art. Heh, intricate metal work and also makes ‘em waterproof. Mahakaman defenders use these
black stained wood with beautiful beasts to guard the cities of Ma-
etching. Scoia’tael Armor hakam. Built like the Nilfgaardian
Can’t say every Scoia’tael wears pavises, but with a dwarven touch
Dwarven Heavy Crossbow this armor but the commanders of and the skill of cra smen who’ve
Us dwarves are stronger than hu- commandos generally do. Iorveth, been forging for centuries. If I had
mans. Heh, we may be shorter than Yaevinn, and such. It’s good armor, to hide behind any shield, I’d pick a
a human or an elf but we’re sturdi- designed to help ya blend into the Mahakaman pavise.
er, that’s for sure. So the dwarven background. Hate the Scoia’tael but
crossbow’s built for our strength, their armor’s good.
Heh, we add a goat’s foot lever when
we sell ‘em so humans and elves can
use ‘em.

Alchemical Items 87

Alchemy has changed the world drastically. Between old folk recipes and formulae introduced by Fighting Fisstech
science and scientists, there are tons of interesting creations and concoctions for use in everyday
life and in danger. Keep in mind that alchemical items are always concealable in pockets or pouch- A user must make a DC:16
es. Alchemical items are consumed a er a single use, except where noted. Endurance check or be
stunned for up to half an
Name Avail. Effect Weight Cost hour. Users can attempt an-
other check each round, but
Acid Solution P Acid solution does 2d6 damage to any living creature it is thrown .5 56 a roll below 10 on any check
on and does 1d6/2 ablation damage to weapons and armor. causes unconciousness for 5
Adda’s Tomb C Throwing it is an Athletics attack with a range equal to your .1 18 rounds.
BODYx2m, and the acid splatters in a 2m cone directly away
Alchemical Adhesive C .1 28 Poisoning
from where it lands.
Base Powder C A dose of Adda’s tomb can be poured onto perishable foods .1 18 To coat a blade with black
Black Venom C or even corpses. Treated perishables will not begin to rot or .1 45 venom requires a full round
Bredan’s Fury R spoil for 1d10 days. Preserving a human-sized body requires .5 95 and the weapon remains
Chloroform C .1 36 poisoned for 1d10 rounds.
Clotting Powder C 2 doses. .1 20 In drinks, it takes a DC:16
P Alchemical adhesive can be thrown or poured onto a place or .1 80 Awareness check to realize
Fisstech C person. After 2 rounds the solution will harden, permanently .1 25 the drink is poisoned.
Hallucinogen C sticking objects together, and sticking people to one another or .1 15
Invisible Ink to objects. The objects must be pried apart with a DC:16 Phy- Breaking Bottles
sique check. Throwing it is an Athletics attack with a range equal
All of the alchemical items
to your BODYx2m. here come in small clay or
Base powder counteracts the e ects of acid, negating one dose glass bottles and some are de-
of acid solution per dose of base powder used. Base powder can signed to break on impact. If
any of these bottles take more
also negate damage from a torn stomach critical wound. than 5 points of damage they
Black venom immediately poisons a target if it gets into their break and spill their con-
bloodstream or is ingested. A DC:16 Endurance check ends the tents. This will activate any
effect, but the target can become poisoned again if they consume alchemical thrown weapons.

more black venom or are cut by a poisoned weapon.
Bredan’s furyexplodes when exposed to air, doing 2d6 damage to
every body location of any creature within 2m. Throwing it is a an

Athletics attack with a range equal to your BODYx2m.
Chloroform forces anyone who breathes it to make a Stun save
at -2 or be knocked unconcious until they do make the save.
Using it usually requires a Melee attack with a cloth soaked in
the chloroform. It can also be poured into a vessel. Each bottle

contains 25 doses.
Applying clotting powder to a wound stops the bleeding e ect
for 2d10 rounds. A er the rounds elapse the wound begins

bleeding again. You can then apply another dose.
Fisstech sends those who snort it or rub it on their gums into a
euphoric trance-like state. It is often used as an anesthetic, as it
numbs pain. It is highly addictive. After each use, make an En-
durance check at DC:18. If you fail, you become addicted. See

pg.32 for addiction rules.
Hallucinogen can be thrown on a target within 3m or slipped into
a drink. If the target fails a DC:15 Endurance check, they start

hallucinating. These hallucinations last for 1d10 rounds.
Invisible ink allows you to write messages that can only be read

when exposed to heat for 1 turn.

88 Name Avail. Effect Weight Cost

Quick Fire Numbing Herbs E Numbing herbs placed in a wound relieve pain, lowering neg- .1 12
Pantagran’s Elixir P atives from critical wounds by 2. Numbing herbs also lessen .5 67
If a target doused in quick fire Perfume Potion P penalties from being near death by 2. Numbing herbs work for .5 76
is hit by a spell or item which Poisoner’s Friend C .1 16
has a percent chance to light P 2d10 rounds, and then you can apply another dose. .1 45
them on fire, the odds raise Quick Fire C Consuming a draught of Pantagran’s elixir brings delirious hap- .1 25
by 50%. Smelling Salts C piness. This effect lasts for 1d6/2 hours and leaves the imbiber .1 22
Sterilizing Fluid incredibly suceptible to Persuasion, Charisma, and Seduction,
Put Some C .1 20
Powder on It Succubus’ Breath giving them a -2 to Resist Coercion.
P Someone who consumes a draught of perfume potion must make .5 79
With the War on, I keep a lot of Talgar’s Tears P a DC:16 Endurance check. Failure causes intoxication for 1d10 .1 56
material stocked. Make a few Wive’s Tears Potion P Hours. This intoxication can only be undone by magic or wives’ .5 65
runs every month down from Zerrikanian Fire
the Mahakams to Vizima and tears potion.
Ellander. Poor bastards need Perfume potion has a Toxicity of 25%.
good steel, and with the black Poisoner’s friend is a clear liquid that can be poured into food
ones on the rise there’s nobody or drink to give it a potent savory or sweet taste. is raises the
stupid enough to try and break
the siege line and get it to ‘em. DC to detect poison to 20.
Well, no one but yours truly, A dose of quick re poured on a person, surface, or object,
heh. dries quickly. Anything so treated is extremely ammable.

Also carry a lotta ere’s a 50% chance it will ignite each time it’s exposed to
medical supplies. Clottin’ pow- ame or sparks of any kind.
der ‘specially. Tell ya friend, get’s
real hard to think straight when Smelling salts can be placed under an unconcious or stunned
you’re pumpin’ blood. When person, or creature’s nose to immediately bring them out of
I was a scout in the First War
we had this poor bastard, Aldi. their stunned state. Smelling salts can be used 25 times.
Took a broadhead in the thigh Sterilizing uid poured on a wound raises the patient’s natu-
from the black archers. The rest ral healing rate by 2 points and lessens the number of days a
of the detachment sends the critical wound takes to heal by 2. Multiple uses of sterilizing
black ones packin’ but Aldi’s hol-
din’ his leg, blood’s goin’ every- uid don’t stack.
where, and he ain’t got much A dose of succubus’ breath can be used to aid seduc-
time. Best I can figure is to tie tion. Used on the skin, it gives you a +2 to Seduction.
some cloth ‘round his thigh, but If poured into someone’s drink, it gives them a -5 to Se-
it ain’t stoppin’ the bleedin’. Aldi’s duction Resistance. Like black venom, it takes a DC:16
goin’ pale and the dirt’s turnin’ to Awareness check to realize there is succubus’ breath in
bloody mud underneath him.
Finally one of the other scouts, a drink.
digs out some clottin’ powder. Talgar’s tears immediately freezes anything it is thrown on. If
Saved Aldi’s life but just barely. used on weapons, armor, or objects, those items take double
ablation damage. rowing it is an Athletics attack with a
–Rodolf Kazmer range equal to your BODYx2m, and the liquid splatters in a
2m cone directly away from where it lands, freezing anything

it hits.
Imbibing wives’ tears potion negates the e ects of intoxica-
tion. Immediately a er drinking a dose of wives’ tears potion

the imbiber sobers up.
Zerrikanian fire immediately sets whatever it touches on fire.
Throwing it is an Athletics attack with a range equal to your
BODYx2m, and the it splatters in a 2m cone away from where it

lands, lighting anyone and anything in that area on fire.

89

Alchemy Descriptions The Alchemy Boom

Acid Solution Clotting Powder Poisoner’s Friend There has been a boom in al-
I don’t have to use acid much. Heh, When you’re bleedin’ all over the Black venom and other substances chemy in Redania. It’s not really
least not every day. But this stu ’s place and a doctor’s havin’ a hard can have a pretty obvious taste. Poi- difficult to see why. With most of
good if ya need to burn through a time tendin’ to ya, clottin’ powder’s soner’s friend’s good for hidin’ that. our mages dead or locked up the
lock or ya need a makeshi weapon. good to have on hand. It’ll quell the Also improves the taste of meals, but potion, amulet, and, miracles
we know that’s not the real use. market has been drying up. Al-
Adda’s Tomb ood for a while. chemy has another advantage
Don’t know whether this is a strange Quick Fire besides being legal: no expensive
coincidence or really based on Prin- Fisstech Quick re’s good for impatient folk exclusive training is required.
cess Adda. Either way, it’s good for Elves call the stu White Death. who need to get a re going, but Any fool who can read and put
keepin’ evidence untouched and Most prevalent drug in the world, honestly it’s better for arsonists and together a few nekker eyeballs
keepin’ food fresh. Gives food a weird and lemme tell ya, nothin’ ya wanna and a pickled pigeon tongue can
a ertaste though. get involved with. A sstech addict’s re mages. It’ll turn a small re into hang out a shingle. There are
a scary thing—not an ounce of fear a blaze in no time. reputable alchemists who are
Alchemical Adhesive or dignity when the cravings catch very scientific in their approach
From what I remember, some bright ‘em. Smelling Salts who have suffered many a mage
boy in Oxenfurt came up with this If your companion’s taken a blow in his cups shouting “How’s that
stu to replace nails. Obviously Hallucinogen to the head or got knocked out by lead to gold thing going?” Now
didn’t work so well, but it’s good for Guess this is a lot like that old witch- cholorfom, smelling salts can bring it’s their turn. King Radovid will
quick xes and such. er’s potion, white gull. Makes ya see ‘em back in a pinch. no doubt find reputable alche-
some strange stu . It isn’t as power- mists to create the civic wonders
Base Powder ful, but it ain’t poisonous. Sterilizing Fluid mages would have provided not
I don’t use base powder much since I I’ve never much understood infec- so long ago.
don’t deal with acid...but then again, Inivisble Ink tion. I leave to doctors to know about
acid can be a good weapon so it’s Use invisible ink quite a bit, actually. healin’ and I just sell supplies. Steri- –Brandon of Oxenfurt
good to have a countermeasure. Heh, workin’ as a smuggler means lizin’ uid’s usually in high demand.
ya have to leave invisible notes and
Black Venom hidden annotations a lot. Succubus’ Breath
Plenty of poisons in the world but Popular for bards. Succubus’ breath
black venom’s probably the most Numbing Herbs can really get someone goin’ if ya
common. De nitely in the south. Ya may not always be able to get to know what I mean. Never used it
Blackens the veins and causes terri- a doctor immediately. Havin’ some- myself. Never had to, heh.
ble pain. thin’ to kill the pain’s good.
Talgar’s Tears
Bredan’s Fury Pantagran’s Elixir Based o of one of the old lost bits
Bredan, the Mad Chemist of Gheso. Pantagran of Lyria was a well- of technology called Talgar’s winter.
Heh, don’t get a name like that for known alchemist in the North. Cre- Pour it on just about anythin’ and
makin’ a new fertilizer. Hear a er ated this elixir which makes ya all it’ll freeze solid in an instant.
Bredan created this explosive elixir kinds of happy. Makes sense for a
he disappeared. Sounds to me like he Lyrian. Heh, rough place to live. Wives’ Tears Potion
proved useful to the Empire. is potion’s popular in large cities
Perfume Potion
Chloroform Say perfume potion was created by where there’re a lot of tavern. Some
Chloroform’s for kidnappin’ people some alchemist to appease his angry alchemist threw this forumla togeth-
and calmin’ down folk who’re pan- wife. It’s a precursor to perfume but er to counteract drunkard husbands
ickin’. Probably more for kidnappers, if ya drink it, it’ll get ya drunk in an throwin’ their weight around a er a
but I like to be positive sometimes, instant. Popular for kidnappers and few too many drinks.
heh. high society folk as well, heh.
Zerrikanian Fire
I don’t mess around with Zerrika-
nian re. Never have, never will.
Stu ’s too dangerous. When it hits
air the stu bursts into a horrid
green re. ey use a version of this
stu in Zerrikanian re scorpions.

90

Types of Armor Enhancements
Enhancements
Armor Enhancements
For the sake of flavor, en-
hancement appearances are Name E ect SP B S P Avail. Weight Price
based on where they apply.
Head enhancements are gen- Chain Mail +1 Stealth +3 X X P 3 125
erally gorgets to cover the Dwarven Bleed Resistance
neck, visors covering the face, Fire Resistance +5 XX R 3.5 195
or bevors to cover the lower Elven
face. Torso enhancements are Fiber +3 X XR .5 200
generally pauldrons to cov- Hardened Leather
er the shoulders, besagues to Steel +1 E .5 40
cover the underarm, or vam- Studded Leather
braces covering the forearms. +2 X X C 1.5 130
Leg enhancements are gen-
erally tassets to cover the hips +4 XX P 3.5 145
and thighs, sabatons to cover
the feet, or poleyns to cover +2 X C 1 80
the knees.
Armor enhancements are reinforcing parts
Parts of added to a pre-existing set of armor. ey are
Enhancements small patches rather than a large piece of ar-
mor, added to critical locations on the armor
You can choose to apply part to reinforce it. Enhancements grant a bonus to
of an armor enhancement to stopping power as well as possibly e ects and
only one section of your ar- resistances to types of damage (See Resistanc-
mor, if you want to split hairs. es).
The process is the same, but
the enhancement only ap- Di erent Enhancements
plies to one body part and
you have the other parts to Enhancements are created and sold as sets. You
use later. apply an armor enhancement to every piece of
armor that you are wearing at that time. See
Resistances the sidebar for details on splitting armor en-
hancements.
Resistance Symbol
Adding & Removing
Bludgeoning B
When adding enhancements to armor, you
Slashing S must take one full round (using Cra ing Tools)
and roll a Cra ing roll at DC:14. If you fail, the
Piercing P enhancement doesn’t take and you must try
again. If you succeed, the enhancement adds
Bleeding Resistance its bonuses and weight to the armor you apply
it to. An armor enhancement can’t be removed
If your armor has this resist- from a set of armor by damaging or breaking
ance, reduce damage from the armor, but destroying the armor destroys
the Bleeding condition by half, the enhancement.
rounded down. For example,
if you would take 2 points of To remove an armor enhancement
damage per round you in- you must make a DC:15 Cra ing check. If you
stead take 1 point. fail, the armor enhancement remains on the
armor. If you succeed, you remove it, and can
add it to other armor.

91

Transportation Dwarven Mounts

Getting from place to place is important, especially when the front line of a war is coming We dwarves can ride horses,
towards you. On top of that, a horse can be very useful to get away from bandits or mon- y’know. Heh, everybody thinks
sters quickly. All stats for mounts can be found at the end of the Bestiary on pg.312. Keep we ride ponies and rams and
in mind that for a knight or cavalier, a mount can be your greatest ally in combat as well. boars and whatnot. Don’t get
me wrong, if I could tame a boar
Mounts & Vehicles large enough to ride, probably
would. But, nah, we ride horses
Name DEX+ Control Speed HP Weight Cost when we gotta. Can’t speak for
Athletics Mod all dwarves but I ain’t a fan of
Carriage Animal’s -3 60 600 660 ridin’ in the first place. Like to
Cart N/A -1 Animal’s -1 30 300 200 have me feet on the ground, and
Cutter N/A +0 60 610 1670 I ain’t so fond of the wind rushin’
Horse N/A +0 10 40 100 520 through my beard.
Mule 11 +2 12 45 150 200
Ox +0 9 50 300 278 –Rodolf Kazmer
7 -2 6 30 130 230
Sailing Boat 5 -1 6 80 2040 2180
Sailing Ship N/A -2 8 50 270 1600
War Horse N/A -2 11
12

Out tting Your Mount

Name Avail. E ect Weight Cost

Saddle E Saddles 5 100
Cavalry Saddle P 6 325
Racing Saddle C No penalties for Riding 3 200
+1 to Control checks for attacking
Blinders E .1 100
Racing Blinders C Built-in sheath for a weapon .1 125
+1 to Control checks for Riding
Saddlebags E 1.5 100
+1 SPD
Military Saddlebags P 2 150
Blinders
Leather Barding P 10 550
Chain Barding R +1 to calm your mount 25 1050
+2 to calm your mount

Saddlebags

Saddlebags have enough room to carry 25kg of
small or medium items in each of the two bags.
Rugged saddlebags that have enough room to
carry 50kg of small or medium items in each of
the two bags, with straps for up to 6 large items

on the outside.

Barding

SP: 10 to your whole mount
SP: 15 to your whole mount
-1 to Control checks for Riding

92 Tool Kits
e right tools make work easy, and some jobs are impossible without them. Tool kits are
Crafting Without small to mid-sized collections of tools that help you perform certain tasks. Some tools
Tools ( shing, makeup) give bonuses to your work. Others (alchemy, forgery) are required to
work at all.
There are some tasks that can-
not be easily performed with- Tool Kits
out the proper tools. If you try
to perform these tasks without Name Avail. E ect Conc. Weight Cost
such tools, you take a -4 to the
roll. The tasks that require tool Alchemy Set P Allows you to cra alchemical items L 3 80
kits are: Amulet, Gemstone R T .1 500
R Focus (3) T .1 250
Writing letters Amulet, Simple E L 3 15
Forging documents & coins Cooking Tools C Focus (1) L 5 83
Crafting or modifying weapons Cra ing Tools P S 1 58
Crafting or modifying armor Disguise Kit C Allows you to cook S 2 55
Picking locks Fine Art Tools
Alchemy E Allows you to cra weapons & armor T .5 27
Performing surgery Fishing Gear P S .5 58
Cooking Forgery Kit +2 Disguise
Creating fine art E Allows you to create a form of art T .5 35
Makeup Kit C (Painting, Jewelry, Sculpture, etc.) S 1.5 60
Tinker’s Forge Merchant’s Tools C +2 Wilderness Survival for shing S 1 83
R L 4 1000
Crafting weapons and armor Surgeon’s Kit Allows you to make false coins & false
with metal requires a forge. If Telecommunicator P documents T 1 80
you can’t get to a permanant P L 5 111
forge, you need a tinker’s forge. ieves’ Tools +2 Seduction & Charisma
Tinker’s Forge E S 1 25
Vials in Alchemy +2 Business for appraising goods
Sets Writing Kit
Allows you to perform surgery
Alchemy sets have a number
of vials and bottles to hold Allows you to communicate with the
the potions you create. If you Telecommunication ritual
want to get specific about it, Allows you to pick locks
each alchemy set holds 10 vi-
als for formulae. Allows you to forge weapons and
armor anywhere
Magical Amulets
Allows you to write letters, notes, and
Amulets function as magi- such
cal focuses, and many mages
choose to carry them instead
of staves. This has become
especially common with the
Witch Hunts burning across
the North.

93

General Gear

General Gear Containers Services

Name Weight Cost Name Weight Cost Name Cost

Bedroll 1.5 16 Bandolier 1 19 Bath, Cold 8
Candles (x5) .5 5 Basket .5 10 Bath, Hot 16
Chalk .1 2 Belt Pouch .1 7 Carriage Ride 85
Dice Poker Board .5 25 Sack .1 3 Chronicler 25
Flint & Steel .1 6 Satchel 1 14 Cra sman (Per Piece) 35
Grappling Hook .5 13 Secret Pocket .1 11 Doctor (Per Patient) 50
Gwent Deck .1 5 Sheath, Bow 1.5 24 Entertainment (Per Hour) 10
Hand Mirror .5 27 Sheath, Garter .1 11 Fence 1/4 of the
Holy Symbol .1 14 Sheath, Sleeve .1 13 “Take”
Hourglass 1 38 Wooden Chest 1 18 Hireling (Per Day) 15
Hourglass, Minute .1 18 Wooden Chest, Large 10 30 Investigator 45
Instrument 1 38 Laundry 8
Journal/Ledger .5 8 Food & Drink Lawyer 50
Lantern 1 33 Messenger 10
Lantern, Bullseye 1 39 Name Weight Cost Prostitute (Per Hour) 12
Loaded Dice .1 12 Rented Horse (Per Day) 50
Lock .1 34 A Simple Meal 1 10 Sea Voyage 85
Lock, Strong .1 68 A Good Meal 2.5 30 Toll Gate 10
Manacles .5 30 A Feast 5 100
Map of the Continent .1 18 Raw Meat 1 8 Lodging
Perfume/Cologne .1 22 Sweets 1 5
Pipe .1 19 Trail Rations (1 day) 1 5 Quality Cost
Pitons (x5) .5 10 Alcohest 1 8
Prosthetic, Basic 1 50 Beer 1 5 Straw On the Floor (Per Night) 2
Prosthetic, Quality 1.5 100 Spirits 1 10 Sketchy Inn Room (Per Night) 4
Rope, 20m 1.5 20 Wine 1 8 Cheap Inn Room (Per Night) 8
Shackles 2 50 Average Inn Room (Per Night) 16
Soap .1 4 Clothing Quality Inn Room (Per Night) 36
Tarp 1.5 10 High Class Inn Room (Per Night) 72
Tent 4 19 Name Weight Cost Stabling (Per Night) 2
Tent, Large 8 36
Tobacco .1 4 Basic Clothing 2 10
Torch .1 1 Cold Weather Clothing 3 45
Waterskin 1 8 Fashionable Clothing 2 70
Jewelry .5 50
Rogue’s Clothing 1.5 50

94 Gear Descriptions

Escaping Manacles General Hourglass Manacles
& Shackles Need to keep track of time? An Need to hold a person? Manacles
Dice Poker Board hourglass’ll time out an hour. When are your best bet. ey’ll chain up
Escaping manacles requires Your average dice poker board’s all the sand runs to the bottom, a person’s wrists. Comes with a key.
a DC:16 Pick Locks check, small, with a dish for throwing dice. time’s up.
and escaping shackles takes Comes with ten dice. Map of the Continent
a DC:20 Pick Locks check. If Hourglass, Minute e best maps we have are of the
you want to break your way Bedroll For real ne, hair-splittin’ work like
out of manacles or shackles, I’ve slept on the ground a lot. A bed- alchemy and temperin’ blades, it’s Dragon Mountains to Nilfgaard,
you’ll have to make a Physique roll’s a nice thing to have. Nice com- good to have a smaller hourglass. and Skellige to the Korath. ey’re
check. The DC for breaking fy pad to sleep on with a blanket to solid enough, but they tend to
manacles is 18, while the DC cover ya. Instrument change a bit with the region of ori-
for breaking shackles is 22. Instruments of every shape and size. gin. (+3 to navigating)
Candles (x5) Lutes, utes, lyres, harps, bagpipes,
The Scourge of Simple wax candles to keep the and such. Perfume/Cologne
Gwent darkness at bay for a few hours. Don’t use the stu much. Basically
(Raises light levels by 1 for 2m all Journal/Ledger just some nice-smelling spray to cov-
What’s really gotten stuck in my around. High wind blows it out.) Just a simple leather-bound book er up any unfortunate scents.
craw lately is gwent. I’m sure with blank pages. I keep a ledger for
you’ve heard of the card game Chalk all my product and sales. Pipe
that is sweeping the taverns, Like to use chalk to mark where I’m Just your basic pipe. Fill it with to-
barracks, and even the elegant goin’ in mazes and forests and such. Lantern bacco, light it up, and take a smoke.
afternoon teas. But nowhere is Leaves a nice clear white line. It’s a small metal cage with a candle
this game more prevalent than in it to spread light. (Raises light lev- Pitons (x5)
in Oxenfurt, where students Flint & Steel els by 2 for 3m all around) ey’re iron spikes. Flat head on
will do anything to avoid study- A chunk of int and a steel loop.
ing. I have a drawer full of cards Strike ‘em together and you’ll create Lantern, Bullseye one end, sharp point at the other.
I confiscate from the students a shower of sparks that’ll light small Mostly, these are for watchmen and ey’re used to pin down ropes and
“secretly” trading cards during criminals. Heh, the little light win-
my lectures. One hopes none res. dow can be shut with a lever.(Raises such, but you can stab with ‘em.
of them are ever drafted by Re- light levels by 3 within a 5m cone) (1d6 DMG Melee weapon)
danian intelligence. I will admit Grappling Hook
that the cards are attractively Basically a four pronged hook with Loaded Dice Prosthetic, Basic
painted and represent the forces a loop at the end to tie a rope to. Now I’m not sayin’ you should cheat. Just a reality of war. Heh, people go
and well-known individuals of Real good for climbing. (+2 Climb- But if you’re gonna, use loaded dice. out with everythin’ intact and come
our times, but I have no desire ing) (+3 Gambling, DC:16 Awareness to back needin’ replacements. ‘Sa grim
to decipher the labyrinthine notice) world. Ya can replace a leg with a
rules. With any luck the stu- Gwent Deck peg or a hand with a hook.
dents will soon return to darts Don’t know how gwent got so pop- Lock
and cock-fighting. ular so fast. ey’re large decks of Just your average lock. Locks any- Prosthetic, Quality
strategy cards based around the thing with a pair of loops. I keep one Some folks go a step farther when
–Brandon of Oxenfurt of these on all my chests. (DC:15 they lose a limb. Go to a good car-
ve factions: Northern Realms, Pick Lock) penter and ya can get a wooden
Nilfgaard, Scoia’tael, monsters, and leg with a foot at the end or a hand
Skellige. Lock, Strong with ngers that lock in place. Ain’t
ese designs are tough as hell to like the real thing but it’s better than
Hand Mirror a hook, heh.
Small mirrors for checkin’ your face, pick, and you’ll nd ‘em in bank
lookin’ behind ya and such. vaults and such. (DC:18 Pick Lock) Rope, 20m
Always carry some rope. I’ve been
Holy Symbol trapped in holes, needed to climb
ere’re all kind of symbols, but cli s. All sorts of times rope’d be
useful.
they’re all made of wood and show
o your faith.

Shackles Belt Pouch A Feast 95
A lot like manacles but they hold Just a small pouch that hooks onto a Feasts are a wonder. So much food
your wrists and ankles. Damn hard belt. Carries 5kg of tiny items. ya’d probably die if ya ate all of it at Drinking Alcohest
to break. (Restricts SPD to 3) once. Probably only run across this
Sack at a fancy party. If you drink a bottle of alco-
Soap Just your basic big cloth sack. It’ll hest it will poison you and in-
Mostly nd this in bigger cities. carry a good 20kg of tiny items. Raw Meat toxicate you. Once poisoned
Helps ya wash o and smell nicer. In fancy places, meat’s still split up it takes a DC:16 Endurance
Satchel by what it came from. ese days, check to shake off the poison-
Tarp Here’s a side-slung bag that’ll carry meat’s meat. Chicken, pork, beef, ing. Even afterwards you will
Huge tarp for coverin’ yourself or a good 30kg of small items. still be intoxicated for a num-
anything ya got that ya need to keep sh, wolf. All the same. ber of hours equal to 12 minus
the rain o . Secret Pocket your Body. Intoxication can be
ese small pockets’re woven into Sweets treated with wives’ tears potion.
Tent Treats of honey and nuts, spun sug-
A tent’s always nice to have when the inside of clothing. ey’ll hold ar, candied berries, and all kinds of What’s On The Table
you’re travelin’. A little shelter 5kg of tiny items. (DC:16 Awareness sugary delights. Heh, uncommon
against rain, wind...and sometimes to notice) but worth a bit of huntin’. Your average peasant ain’t gon-
monsters. na be eatin’ more than some
Sheath, Bow Alcohest bread, fruit, and some dried
Tent, Large A nice holder for a bow and a quiv- ere’s spirits an’ there’s pure al- meats if they’re lucky. Why d’ya
is tent’s large enough to hold eight er full of arrows. Easier than holdin’ think people spend so much
the damn bow all the time. cohol. Alcohest is basically pure time at taverns? At a good tav-
people in comfort. Really more de- alcohol for alchemy and such. One ern in the North, ya can get all
signed for merchants to sell goods Sheath, Garter shot’ll put a dwarf on their ass. A sorts of good grub. Heh, baked
out of. Much like the sleeve sheath but, heh, full bottle’s pretty much poison. apples, sweets, roasted chicken,
for the thigh. Always check under dumplin’s, mutton stew. Wash
Tobacco the skirts for weapons. Might nd Beer that down with some Kaed-
Stu ’s hard to grow, I hear, but it one of these. (DC:18 Awareness to Comes in all varieties: Temerian weni porter, Temerian rye, or
pays o . I know a lot of folks who notice) rye, Redanian lager, Mag Turgan raspberry juice and ya got a fine
smoke the stu . stout. A good workman’s drink. ploughin’meal.Furthersouthya
Sheath, Sleeve go, more things change o’course.
Torch Mercenaries and assassins love Spirits Not sure about Nilfgaard prop-
Better to have a lantern but a these. Small sheaths for small blades Dwarven spirits are the most com- er, but I spent some time in the
torch’ll do you pretty well in a pinch. that strap onto the inside of the arm. mon kind in the North, Nilfgaardi- provinces and the food’s real re-
Spreads light pretty well and I guess (DC:15 Awareness to notice) an lemon in the South. Either way gional. ‘Course every meal’s got-
if ya gotta you can swing it like a they’re the hardest stu around. ta be served with wine if you’re
club. (Raises light levels by 1 for 5m Wooden Chest near Toussaint. Lotsa fancy
all around.) When ya need to keep a few items Wine meals in Nazair, fresh butch-
safe, a wooden chest like this is Wine’s a real art, from what I hear. ered roasts in the Mag Turga
Waterskin good. It’ll carry 30kg of small items. Heh, even more varieties than beer, highlands, hearty, earthy stews
Don’t tend to run across much fresh more alcohol, and more pricey. in Gemmera. There’re some real
water on the road and ya don’t Wooden Chest, Large interestin’ spiced food cooked in
wanna be downin’ ale all day when ese large, thick chests are hard Clothing clay pots that get more popular
you’re traveling along a war-front. the further south ya go. Figure
Keep a waterskin handy and you’ll enough to keep most thieves out. It’ll Basic Clothing it’s the Zerrikanian influence.
never be thirsty. Heh, or drunk on carry a good 50kg of large items. Just your basic shirt, pants, and
the eld! boots. Or a dress if that’s your style. –Rodolf Kazmer
Food & Drink Cloak too, if ya need it.
Containers
A Simple Meal Cold Weather Clothing
Bandolier A quick meal of curried mutton, When ya have to travel into the high
is belt goes around your chest, roasted roots, or some bread and mountains, ya need cold weather
ale. at sorta thing. clothing. Heavy furs and cloaks and
from shoulder to waist, and has such. (+5 Endurance against cold
hooks and pockets. It’ll hold 25kg A Good Meal conditions)
of tiny items, or larger items hooked You’ll usually get a tasty meal of
onto it. dumplings, soups, roasted meat, or Fashionable Clothing
pickled vegetables in a city restur- High fashion’s the top of the line
Basket ant. clothing for the area you’re in. It’ll
More for pickin owers, berries and make ya t in at high parties, but
such. But it’ll carry 15kg of small fashion’ll change in a few months.
items.

96

Locks on Rooms Jewelry Chronicler Laundry
Comes in all shapes and sizes. Only More a writer than a bard, a chron- Simple. Need your armor wrung
Average, quality & high class requirement is: gotta be shiny. icler’ll write out anything ya want out? Clothes got too bloody? Stinkin’
inn rooms can all be locked and keep a record of it. Good if ya of corpses and rot? Go get your gear
from the inside to keep people Rogue’s Clothing wanna get something immortalized. cleaned. Be stinkin’ of soap in no
out. Average and quality inn Dark clothes with a hood to pull time, heh.
rooms have standard locks over your face. If ya need to break Cra sman
with a Lock Picking DC of into someplace, this style’s best. (+1 When your shield’s cracked, your Lawyer
15, while high class inn rooms Stealth at night) sword’s bent, or you need somethin’ When you’re in a city, you’ll nd
have strong locks with a Lock made, it’s time to see a cra sman. yourself in reach of worse monsters
Picking DC of 18. Services It’ll cost ya, but they’ll put all your than even ends and grave hags:
gear back together or make ya any- bureaucrats. Hire a lawyer to deal
Dangerous Travel Bath, Cold thing ya got a diagram for. with any legal problems.
Just a tub of cold water. Maybe some
A sea voyage costs twice as soap if you’re real lucky. Helps ya get Doctor Messenger
much if you plan to travel clean. Barber-surgeon, town healer, what- Need a message taken from town
to Skellige, from either the ever ya call ‘em. A handful of coin to town or city to city? Find a mes-
Northern Kingdoms or Nil- Bath, Hot and they’ll patch up your cuts, tend senger. Probably know safer paths
fgaard. Similarly, traveling to Hot bath in a copper tub. A great to your bruises, and put ya back to- through the wilderness anyway.
Nilfgaard from the Northern feelin’ to spend some coin on, here gether.
Kingdoms or vice versa will and there. Luxury of sorts. Good Prostitute
cost you half again as much as place to entertain company as well, Entertainment Don’t have a lover? Out on the fron-
a regular voyage. if ya know what I mean, heh. Once spent 100 orens on a bard tier or out toward the Front? Easy
durin’ one hell of a gamblin’ binge. enough to get your kicks if ya got
Carriage Ride Musta thrown dice against everyone enough coin.
Prefer a horse most of the time, but in the damn tavern. Good music
I guess if ya wanna get somewhere means good luck in my book, heh. Rented Horse
safely with a bit of luxury, a carriage If you need to get somewhere quickly
ride’ll do the trick. Fence and ya ain’t concerned about price,
I ain’t sayin’ you should be thievin’, do yourself a favor and rent a horse.
but if ya gotta, nd yourself a good You’ll have to pay per day, but it’s a
fence. Heh, they’ll nd buyers for hell of a lot faster than walkin’. Spe-
your goods and make sure it all dis- cially for dwarves, heh.
appears and you get paid. For a cut
of the take, of course. Sea Voyage
Most ships’ll take ya down the major
Hireling rivers or along the coastline. Be hard
Need somebody to carry your pressed to get anyone in the North
things? Run messages from one side or Nilfgaard to sail to Skellige.
of town to the other? Any number of
other borin’ jobs? Hire one of these Toll Gate
whoresons. Remember the days when ya could
slip through just about any border
Investigator without havin’ to pay the king? Heh,
As a smuggler, I’ve had to hunt a guess those days are gone.
few folk down in my time. Heh, ain’t
easy without a lead. at’s where an
investigator takes over. Leave it to
the professionals, I say.

97

Lodging Name Time Skill Base Critical Wounds

Straw On e Floor Chronicler Varied Chroniclers are treated as having For every criticalwound a pa-
Not lookin’ for much more than a a Fine Art skill base of 15 and tient has sustained, add to the
roof over your head and some straw Cra sman 1d4 Days can create tapestries and written doctor’s price as follows:
to cushion ya? Save a few crowns. Doctor 1 Day • Simple (10 crowns)
Keep in mind ya won’t have much Entertainment Varied manuscripts. • Difficult (25 crowns)
privacy though, heh. Fence Cra sman are treated as having • Complex (50 crowns)
Hireling 1d4 Days a Cra ing or Alchemy skill base • Deadly (100 crowns)
Sketchy Inn Room Investigator Varied of 15, depending on which they
Won’t have a lock and won’t be Lawyer Crafting Gear
free of rats, plus ya might nd folk Messenger 1d6 Days specialize in.
comin’ in the window. Heh, prob- Prostitute 1d6 Days Doctors are treated as having a For a craftsman to craft from a
ably not the best idea unless you’re Healing Hands skill base of 15. diagram for you, you must pay
low on coin or don’t have a choice. Varied Bards are treated as having a the cost of the item rather than
Varied the flat rate of repair.
Cheap Inn Room Performance skill base of 15.
Real cheap inn room still won’t have Fences are treated as having a Paying a Fence
a lock, but it probably won’t have a
corpse under the bed or a stash of Business skill base of 15. A fence sells all the items you
Hirelings are treated as having give them, but keeps 1/4 of
sstech waitin’ for pick-up by the an Athletics skill base of 15 and what they sell them for in pay-
local thugs. ment.
a Physique skill base of 15.
Average Inn Room Investigators are treated as hav-
Standard fare, heh. Lock on the ing a Streetwise skill base of 15.
door, pillow on the bed, and even a Lawyers are treated as having an
basin for washin’ your face. Proba- Education skill base of 15 and a
bly won’t nd an inn room this good
anywhere but a city, though. Persuasion skill base of 15.
Messengers are treated as having
Quality Inn Room a Wilderness Survival skill base
Quality’s hard to come by in a war,
but you can still nd it in the South of 15.
or round the cities that haven’t been Average prostitutes are treated
beseiged. Nice feather bed, fancy as having a Seduction skill base
curtains, and a pretty high-quality
lock. of 15.

High Class Inn Room
Won’t nd these except in the big
cities and capitals. Really fancy
rooms with silk bedclothes and bot-
tles of wine and such. Never been in
one, but I hear it’s like bein’ royalty.

Stabling
Ya gotta keep your horse somewhere
while ya rest for the night. Trust me.
Le my donkey in a eld one time
while I got twenty winks in an inn.
Still haven’t found the thing.

98

Magic in the World 99
of the Witcher
Defending Against
“Remember,” she repeated, “magic is Chaos, Art and Science. It is Magic
a curse, a blessing and progress. It all depends on who uses magic,
how they use it, and to what purpose. And magic is everywhere. All Every spell, invocation, and
around us. Easily accessible.” sign has a Defense entry
which tells you how you de-
–Andrzej Sapkowski, Blood of Elves fend against the magic.
•Block: The magic can be
Magic is a profoundly dangerous art as young mages, since it is easy to draw and blocked as per a normal at-
well as a well-researched and documented reasonably easy to control. tack.
science. Ever since the Conjunction of the •Dodge: The magic can be
Spheres, certain people have been born all e Magical Population dodged with Dodge/Escape
over the globe who are capable of tapping or Atheltics. Sometimes the
into magic and bending it to their will to Most of the magical population is born with spell will specify which.
some degree. magical potential, but only enough to per- •Resist Magic: The magic
form perhaps a single magical feat such as must be countered by a Resist
As any mage will tell you, the fun- oneiromancy and the like. ese folk can Magic check.
damental power that a mage wields is a force learn to use their minimal talent over time •STAT x 3: Sometimes mag-
referred to as “Primal Chaos.” It is drawn but are never able to reach beyond it. ic will require the caster to
from the four elemental planes that encircle beat a DC based on the tar-
the globe. Each plane’s form of chaos has its A minuscule fraction of that popu- get’s stats.
own personality. Earth magic is easily ac- lation is born with the capability to become •None: The magic cannot
cessible but not a very e cient transmitter full- edged mages. ese people are sent to be defended against unless
of energy. It requires a lot of work to sum- magical academies such as Aretuza or Ban the Dispel spell or Heliotrope
mon earth magic, but the power it holds is Ard, where they are taught how to utilize sign is used to defend against
immense. Air magic is ckle and di cult their power before it becomes dangerous to it.
to control. Accessing it is easy, but grabbing them and their neighbors.
hold of enough of it to cast a spell can be Elven Magic
di cult, and a certain intuition is required. ere is still a third population:
Fire magic is the most destructive and cha- mages refer to those as “sources.” Sources are In my class on the Coloni-
otic of the elements. It is easy to summon a special case, born with tremendous, unsta- zation of the North I am of-
and provides power quickly. Unfortunately, ble magical potential. Sources must learn at ten asked if there is different
young or inexperience mages o en have a an academy or druid circle, or be tutored by magic for elves and humans.
di cult time halting the ow of re magic a mage. If they fail to get the proper training, Yes there is, but elvish magic
and overload their bodies with dramatic ef- more o en than not the power drives them is very rarely seen these days
fects. Water magic is considered the easiest mad. ey become drooling, sputtering lu- except in the enclaves of Dol
to learn and is o en the introduction for natics plagued by visions and bursting with Blathanna and Brokilon. The
uncontrolled magic. elves taught the Exiles who ar-
rived 1000 years after the Con-
junction of the Spheres how to
use what was at that time a
wild magic, but we believe that
they did not teach them elvish
magic. Sources, those who
are born with the ability to
manipulate magic, are more
common among humans
than elves. Many of the elvish
mages were probably lost dur-
ing the Aelirenn Rebellion and
no young elves are being born
to replace them.

–Brandon of Oxenfurt


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