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  • 20Character

    • 21Social Standing
    • 37Profession
    • 47Stats
    • 49Skills
    • 61Skill Trees
    • 59Leveling Up/ I.P. Rewards
    • 60Reputation
  • 71Gear

    • 72Weapons (WA/Effect)
    • 78Armour (SP/EV)
    • 83Elderfolk Armory
    • 87-88Alchemical Items
    • 90Armour Enhancements
    • 91Transportation
    • 92Tool Kits
    • 93 & 97Services & Gear
  • 99Magic

    • 101Mage
    • 109Priest
    • 114Witcher Signs
    • 116Rituals
    • 120Hexes
    • 122Places of Power
    • 123Learning Magic
  • 126Crafting

    • 128Crafting Components
    • 130Crafting Diagrams
    • 140Fixing & Dissasembling
    • 249Witcher Swords/Medallions
    • 255Bombs/Traps
  • 141Alchemy

    • 143Alchemical Substances
    • 146Alchemical Forumlae
    • 146Witcher Potion Formulae
    • 146Blade Oil Forumlae
    • 146Witcher Decoction Forumlae
  • 236Witchers

    • 246Witcher Gear
    • 247Witcher Potions
    • 248Blade Oils
    • 248Witcher Decoctions
    • 251Mutagens
  • 252Relics

    • 254Experimental Technology
    • 256Runes & Glyphs
    • 257Relic Items
  • 266 - 313Bestiary

  • 179World

    • 180North
    • 186Skellige
    • 189The Elderlands
    • 190Mahakam
    • 191Dol Blathanna
    • 192The Empire of Nilfgaard
    • 194Nilfgaard
    • 199Beyond the Borders
    • 200Zerrikani/Ofier/Far North
  • 201Factions

    • 202Witchers
    • 204Mages
    • 205Havekar/Scoia'tael
    • 206Mage Hunters/Crescent Moon
  • 207Religions

    • 208Melitele/The Eternal Fire
    • 209Freya/The Great Sun
  • Misc

    • 51 & 128Foraging
    • 221-223Encounter Rewards
    • 226NPC Generator
    • 230-231Curses
    • 160 & 174Prosthetics

Notes

Always round down
Base = Stat + Skill
Cost of Living per week = ~100 Crowns










Encounters

Number of Monsters = Players +2
Medium = 3 Easy
Hard = 5 Players

Roll for rewards before combat!

Rewards (p.233)
Solitary = Bestiary parts
Intelligent = 1D6 random
Dens = 1D6 bodies per 3 (large = 6)
Bodies = 1D6 random
Human = 1D10 random
          + Equipment & Crowns
Home = 2D10 random
80%+ = 1x rare item or diagram

Currency

Exchange Value
1 Redanian Crown
1 Temerian Oren
1/3 Nilfgaardian Floren
3 Ducats (Kaedwen)
1/4 Bizant (Kovir & Poviss)
1/2 Lintar (Hengefor's League)

Difficulty

Difficulty Example DC
Easy Breaking a rotten door down 10
Average Sneaking past a
town guard
14
Challenging Picking a
well-made lock
18
Difficult Hitting a chain
with a throwing
axe at 10m
20
Nearly Impossible Forcing a Fortress gate open barehanded 30

Skill Modifiers

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

Tool Kit Actions

  • Writing letters
  • Forging documents & coins
  • Crafting or modifying weapons
  • Crafting or modifying armor
  • Picking locks
  • Alchemy
  • Performing surgery
  • Cooking
  • Creating fine art

Without kit: -4

Vehicle/Mounted (p.169)

Initiative

D10 + Ref, round
Fast Draw: +3 Initiative/-3 first Atk roll
Ambush: Stealth vs Aware, +5

Offensive Actions

  • Attack, Fast: x2 attacks
  • Attack, Strong: -3 Atk, x2 Dmg
  • Initiate Verbal Combat
  • Cast Magic
  • Use Skill
  • Run: Spd x3
  • Active Dodge: enemy -2 Atk
  • Aim: +1 Atk, round (Max. 3)
  • Recover: +Sta equal to Rec

Defensive Actions

  • Dodge: Miss, vs. Dodge/Escape
  • Reposition: Move 1/2 Spd, vs. Ath
  • Block: Negates attack, -1 SP
    w/ Weapon - vs. Weaponskill
    w/ Shield - vs. Melee
    w/ Body - vs. Brawl (dmg to area)
  • Parry: Negates attack, Staggers opp
    w/ Weapon - vs. Weaponskill -3
    w/ Shield - vs. Melee -3
    w/ Body - vs. Brawl -3 (dmg to area)
    -5 thrown, N/A ranged

Special Attacks

  • Charge: move up to Run, strong Atk, if Blocked roll opposed Physique to knock prone
  • Pommel Strike
  • Disarm: Opposed Weaponskill,
    Scatter: 1D6/2m
  • Trip: Aimed strike at legs,
    if successful target is prone
  • Feint: Fast strike
    1st attack: Deceit vs Awareness
    if successful, 2nd attack: +3.

Bombs

Athletics check to throw, if fail, scatter

Brawling (non-lethal)

  • Punch: fast/strong
  • Kick: fast/strong
  • Push Kick: Dmg x1/2, always torso, push Body/3m
  • Charge: move up to Run, strong punch/kick, if Blocked roll opposed Physique to knock prone
  • Disarm: Brawling vs Dodge/Escape
    Scatter: 1D6/2m
    Grab: take weapon, -3 Atk
  • Trip: Target is prone
  • Grapple: Hold target, target -2 all rolls
    Dodge/Escape vs Brawling to escape
  • Pin*: Immobilize opponent
    Dodge/Escape vs Brawling to escape
  • Choke*: Suffocate opponent
    Dodge/Escape vs Brawling to escape
  • Throw*: Target is prone, Dmg = Punch, Stun save -1
*Requires Grapple

Dual Wielding

  • Joint attack: roll per weapon, -3 Atk
  • Requires 2x weapon/shield to Blk/Par

Situational Mod.

Situation Mod.
Target Immobile +4
Out of Enemy vision +3
Target Silhouetted +2
Target Dodging -2
Prone -2
Enemy out of vision -3
Target Running (Ref >10) -3
Ricochet (rng) -5
Fire while running (rng) -3

Cover

Type SP
Stone Wall/Large Tree 30
Brick Wall 25
Steel Door 20
Heavy Door 15
Cart/Barrel 10
Brambles/Thatch Roof 7
Wood Wall/Tent 5

Shield Attack

Melee, Bludgeon, Dmg = Punch (lethal)
Med Shield = Punch +2 Levels (p.48)
Heavy Shield = Punch +4 Levels (p.48)

Vehicle Combat (p.171)

Environmental Mod.

Type Mod.
Bright Light -3 Aware
-3 Atk/Def
Dim Light -2 Aware
Darkness -4 Aware
-2 Atk/Def
Snow & Ice +3 Track (fresh)
-3 Track (old)
Att/Run, DC:14 Ath,
stand check
Extreme Heat 2/3 Sta
1/3 if Hvy Arm
Swamp -2 Dodge/Esc/Ath
Water RoF limit: 1
-2 Atk/Blk/Par
-3 Awareness
Range 1/4
Dmg x1/2
Dodge is Ath
Reposition, 1/2 Leap

Ranged Targets

Range DC Mod.
Point Blank 10 +5
Close 1/4 15 0
Medium 1/2 20 -2
Long 25 -4
Extreme 2x 30 -6

Ranged Modifiers

Size Mod.
Small +2 DC
Medium 0 DC
Large -2 DC
Huge -4 DC

Armour Piercing

  • Standard: Ignore Dmg Resistances
  • Improved: 1/2 SP
  • Human Shield: SP = Body + armour

Layered Arm. (hvy-lgt)

Difference in SP Bonus SP
0 - 4 +5
5 - 8 +4
9 - 14 +3
15+ +2
  • Max. 3 Layers
  • + Lgt/Med = +1 EV
  • + Hvy = +2 EV

Susceptibility/Resistance

  • x2|x1/2 Dmg from source (after arm.)
  • x2|x1/2 duration of effects
  • -2|+2 to Resistance

Silver

+1d6 Dmg to Monsters
If lodged, acts as Poison to monsters

Hit Location, Human

Roll Location Aim Dmg
1 Head -6 x3
2-4 Torso -1 -
5-6 Arm* -3 1/2
7-10 Leg* -3 1/2

Hit Location, Monster

Roll Location Aim Dmg
1 Head -6 x3
2-4 Torso -1 -
5-9 Limb* -3 1/2
10 Special -3 1/2

*Odd = Right, Even = Left

Reflex Atk Fumble

6: Weapon glances off, become staggered
7: Weapon stuck, 1 round to free
8: 1D10 reliability Dmg
9: Hit self, roll for location/Dmg
10+: Hit ally, roll for location/Dmg

Reflex Def Fumble

6: +1D6 Reliability Dmg
7: Disarmed, scatter 1D6m
8: Prone, stun save
9: +2D6 Reliability Dmg
10+: Hit self, roll for location/Dmg

Dexterity Atk Fumble

6-7: Missile breaks
8-9: Weapon misfires, 1 round to fix
10+: Hit ally, roll for location/Dmg

Dexterity Def Fumble

6: Staggered
7: Prone
8: Prone, disarmed, scatter 1D6m
9: Prone, 1D6 non-lethal Dmg, stun save
10+: Prone, 1D6 Dmg, Stun save

Will Fumble

1-6: Spell works, -X HP
7-9: Spell fails, suffer Elemental fumble
9+: Spell fails, suffer Elemental fumble
focus item explodes, 1D10 bomb Dmg,
2m radius

Elemental Fumble

Mixed: -X HP, random effect from below
Earth: -X HP, Stunned
Air: -X HP, thrown back 2 x Xm
Fire: -X HP, set on Fire
Water: -X HP, Frozen

Hex Fumble

50% chance hex effects caster

Ritual Fumble

Components used
-X HP, where X = Vigor used

Ritual Crafting Save

Situation DC
Shaken, bumped, yelled at,
or had something tossed at you
15
Attacked and physically harmed 18
Removed from the ritual area
(must return in 1 round)
16

Stun Save

Roll below Stun/10

Death Save

  • 0HP, enter Death State (p.162)
  • All stats 1/3 (doesn't effect Stun value)
  • Stun save or die, round
  • -1 Stun value, save. Hit = save.
  • Stabilize, set 1HP, leave Death State

Spectre/Elementa Crit

Simple +5             Complex +10
Difficult +15         Deadly +20

Criticals

(beats roll by X+/+Dmg/Stabilising DC)

Simple (7+/+3/12) (p.158)

Roll Location Result Effect Stabilised
12 Head Cracked jaw -2 Mgc/Ver -1 Mgc/Ver
11 Head Disfiguring scar -3 Emp Ver -1 Emp Ver
9-10 Torso Cracked Ribs -2 Bdy (HP stay) -1 Bdy
6-8 Torso Infected Wound Rec/Crit Heal 1/4 Rec/Crit Heal 1/2
4-5 Arm Sprained -2 action that arm -1
2-3 Leg Sprained -2 Spd/Dod/Ath -1

Complex (10+/+5/14) (p.159)

Roll Location Result Effect Stabilised
12 Head Minor Head Wound -1 Int/Dex/Stun x4 Dmg Head
11 Head Lost Teeth -3 Mgc/Ver -2 Mgc/Ver
9-10 Torso Ruptured Spleen Stun, 5
Bleeding
Stun, 10
6-8 Torso Broken Ribs -2 Bdy, -1 Ref/Dex -1 Bdy/Ref
4-5 Arm Fracture -3 action that arm -2 action that arm
2-3 Leg Fracture -3 Spd/Dod/Ath -2 Spd/Dod/Ath

Difficult (13+/+8/16)

Roll Location Result Effect Stabilised
12 Head Skull Fracture -1 Int/Dex, x4 Dmg Head, Bleeding -1 Int/Dex,
x4 Dmg Head
11 Head Concussion -2 Int/Ref/Dex,
Stun save, 1D6
-1 Int/Ref/Dex
9-10 Torso Torn Stomach -2 All Actions,
4 Dmg, round
-2 All Actions
6-8 Torso Sucking Chest Wound -3 Bdy/Spd, Suffocate -2 Bdy/Spd
4-5 Arm Cmp. Fracture Arm useless, Bleeding Arm useless
2-3 Leg Cmp. Fracture 1/4 Spd/Dod/Ath,
Bleeding
1/2 Spd/Dod/Ath

Deadly (15+/+10/18) (p.160)

Stabilize

DC: (Target #/-HP) - First Aid/Healing
Healing Hands 2/4/6/8 Turns



































  • Crits force Stun saves
  • Aimed attack: 1-4 Lesser, 5-6 greater

Verbal Combat (p.176)

Resolve = ((Wil +Inf)/2)x5

  • Establish goal for conversation
  • Successful att/def reduces Resolve

Empathetic Attack

Name Skill DMG Effect
Seduce Seduction 1d6+Emp Cumulative +2 damage from each Seduction.
Persuade Persuasion 1d6/2+Emp You have convinced them to agree with you.
Appeal Leadership 1d10+Emp Cumulative +1 damage from each Appeal.
Befriend Charisma 1d6+Emp You have made a friend of your opponent.

Antagonistic Attack

Name Skill DMG Effect
Deceive Deceit 1d6+Inf You have convinced the defender of the lie.
Ridicule Social Etiquette 1d6+Wil Lower their Reputation by 2 for each successful Ridicule. Duration one day.
Intimidate Intimidation 1d10+Wil Afraid of you and takes a cumulative +4 damage from Intimidation

Verbal Defense

Name Skill DMG Effect
Ignore Resist Coercion 1d10+Emp Defender will not budge on views.
Counter-argue Varies Varies Make same kind of attack. If > opponent’s roll, negate attack and apply damage.
Change Subject Persuasion 1d6+Inf Conversation moves to new topic.
Disengage Resist Coercion None Ends the argument

Empathetic Tools

Name Skill Effect
Romance Charisma Defender loves Romancer. Defender -3 against the Romancer. If fails, defender gets +3 against attacker’s empathetic attacks.
Study Human Percept Roll against their Inf x3. If succeed, +2 to Verbal Combat for one round.

Antagonistic Tools

Name Skill Effect
Imply Persuasion or Deceit Opp def -4,
Once per combat
Bribe Gambling If successful, 50 Crowns = +1 Ver

Torture & Torment

Harming a defenseless target gives you a -3 to empathetic attacks/ +3 to Intimidation.
Bringing a target down to their wound threshold gives you a -10 to empathetic attacks/ +10 to Intimidation.

Verbal Outcomes (p.176)

Status Effects       (p.161)

Type Mod.
Bleed 2 Dmg, round
DC: 15 First Aid/Heal
Blinded -3 Aware
-3 Atk/Def
1 turn, remove source
Fire 5 Dmg, area, round
Arm soak, -1SP
1 turn extinguish
Freeze -3 Spd
-1 Ref
DC: 16 Physique
Hallucinate False Perception
DC: 15 Deduction, per
Intoxicate -2 Ref/Dex/Int
-3 Verbal Combat
Body-12 hours
Wive's tears/Magic
Nausea Save vs Body, 3 rounds
Dry heave if fail, round
Situational
Poison 3 Dmg, round
DC: 15 End
Stagger -2 Atk/Def
Auto recover start of round
Stun Immobilized
Def is 10
Stun save or if hit
Suffocate 3 Dmg, round
Situational

Magic Gestures (p.167)

Skill Requirements
1-6 All magic requires spoken
words and hand gesture.
7-8 Spells/invocations only
require hand gestures.
9+ Spells/invocations only require minor gestures, which can be made with any part of the body.

Dimeritium (p.167)

Every unit in 5m lowers Vigor by 1
Vigor=0, make endurance check, 30 mins

Roll Effect
≥18 Skin itches.
≥16 Above + feel queasy.
≥14 Above + body spasms, 1d6 turns, DC:15 End or staggered.
≥12 Skin burns. Nauseated.
≥10 Skin on fire. Unable to focus. Stun save, round.
≤10 Boils the magic in your system. 1d6 damage, round while touching dimeritium.

Healing (p.173)

  • Regain HP = Rec, day
  • If day was active, HP = 1/2 Rec
  • If Healing Hands used, +3 HP, day
  • Swallow potion, DC: 18 End
  • Number of days to recover treated penalty, pg. 174

Healing Spells

Critical Uses DC
Simple 4 14
Complex 6 16
Difficult 8 18
Deadly 10 20

Miscellaneous