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Witcher Fighting Overview (Printer Friendly)
Witcher Fighting Overview (Printer Friendly)
Witcher Fighting Overview (Printer Friendly)
Initiative
1d10 + REF stat
Order NPC’s and PC’s to see whose turn
goes first and last.
Roll damage.
If the target is wearing armor they subtract
their armor’s SP from the damage roll. On a hit, if the attack roll
After subtracted, add the location modifier beat the defense roll with
more than 7 it does critical
Ex.: damage.
Player rolls for an attack with their Iron long sword. See the table for bonus
They roll: damage.
1d10(7)+REF(5)+Swordsmanship(3) = 15.
While the enemy rolls for dodge/escape:
1d10(2)+REF(6)+Dodge/escape(4) = 12.
Player hits and rolls damage 2d6+2(12).
Then the damage location is found 1d10(8) they the hit R.
leg.
The enemy had an SP of 5 to this location. This is
subtracted. 12 – 5 = 7 and then the DMG mod is added.
7 x ½ = 3,5 = 3.
The enemy takes 3 damage.
Attack actions
Magic attacks
WILL stat + Spell Casting skill + 1d10
Melee weapons
REF stat + Weapon skill + weapon modifier
+ 1d10
Weapon modifiers
Some weapons grant aditional accuracy. If your Bombs
weapon has this, it is added to the attack roll.
DEX + athletics + 1d10
Ranged weapons
DEX stat + Weapon skill + RNG modifier + 1d10 Missing
For misses use
the scatter table
Attack actions
Shield attacks
REF stat + + Weapon skill + Body modifier + 1d10
Fast Strikes
You deal 2 attacks. These can Strong Strikes
be dealt to the same target or You one attack with a -3
two separate targets. They penalty to the attack roll. On a
must both be next to you so hit you deal the double
you can’t attack-move-attack. damage. This is added before
Additionally, if the first attack is the armor SP is subtracted.
blocked the next attacked has
failed. Bows
When using strong strikes you
Crossbows deal double the damage but as
You cannot make strong it takes a while to shoot with a
attacks or fast attacks with bow you cannot attack twice in
crossbows as they have one a fast strike.
draw length and draw weight.
Hitting harder
The stronger your Body
stat is the harder you
hit/throw (See the
table).
This modifier is added to
the damage you deal
with the weapon
Attack actions
Special attacks
Feint
Trip Confuse the target before
Attack a target’s legs to making the first fast strike
knock them prone and gain +3 to second strike
Feint
Trip
By rolling Deceit instead of your first
By making a weapon attack, you
fast strike, you can attempt a feint. If
can attempt to strike the target’s
your opponent fails an Awareness
legs and knock them prone. If you
check against your Deceit roll, you
succeed, the opponent is falls at.
confuse them and can make your
second attack at a +3.
Attack actions
Special attacks
Dual Wielding
Prone
Joint attacks have a -3 to attack rolls.
-2 to attack and
The opponent must have two weapons
defence rolls
(or 1 weapon, 1 shield) to block/parry
both attacks.
Prone
Dual Wielding
When knocked prone you take a -2
Dual wielding allows you to make a joint attack
to your attack and defence rolls
with two weapons you hold at the same time.
until you take a move action to
This Joint Attack replaces a Fast or Strong Strike.
stand up. After standing, you can
When making a joint attack, roll two attacks
take your remaining action to move
with a -3 to both of them. Your opponent must
as far as you normally would have.
have two weapons (or a weapon and a shield) if
they want to block or parry both attacks. If they
can’t, they must dodge or reposition to escape
the second attack. You can make a joint attack
with any two weapons you can hold in one
hand, including two hand crossbows.
Attack actions
Brawling and wrestling (Hand to hand)
Charge
Move your run speed Trip
(Speed x 3) and make Try to trip the target to
a strong punch. -3 to knock them prone
attack.
Charge Trip
Much like armed You can attempt to kick
charges, you can move the target’s legs out
up to your Run speed from under them and
and then make a strong knock them prone. If
punch or kick. This strike you succeed, the
still suffers a -3 to hit opponent falls prone.
but if the attack is
blocked you can make a
Physique check against
the opponent’s Physique
roll to knock the target
prone.
Attack actions
When a target is grappled
Grapple
Grab hold of a target.
This can lead to Pins, Pin Choke
chokes and throws Immobilize an Try to suffocate the
opponent opponent
Grapple
You can roll to grab hold of
Pin Choke
a target.
While grappling, you After grappling a target,
While grappled, a target
can pin your opponent. you can roll to attempt
cannot move away from
to choke them. The
you and takes to -2 to all If you succeed, the
opponent is suffocating
physical actions. This is a opponent is
until they are able to
prerequisite to pins, immobilized and cannot
escape.
chokes, and throws. move or act until they
escape with a
Each turn, your opponent Throw
Dodge/Escape roll
can attempt a
against your Brawling. Try to throw the
Dodge/Escape roll against
opponent
your Brawling to slip loose.
Throw
While grappling, you
can roll to throw your
opponent. The
opponent is thrown
to the ground
(prone), takes
damage equal to
your punch damage,
and must make a
Stun save at -1.
Ranged attack actions
Ranged weapons
Dex stat + Weapon skill + RNG modifier + 1d10
Traps Bombs
Fumbles
If you fumble (when rolling a 1)
while casting a spell you must roll
another 1d10 to determine the
magic fumble outcome
Magic attack actions
Rituals Being interrupted
Rituals require more focus and If you are interrupted by
precision than the average spell or something before you can finish
incantation. Casting a ritual the ritual, you must make a Ritual
requires specific components for Crafting roll to keep focus and
the ritual, and significant time. continue. The DC to continue the
Much like crafting, you must spend ritual is 15 if you were shaken,
the amount of time listed for the bumped, yelled at, or had
ritual first. Next, roll a Ritual something tossed at you. If you are
Crafting check against the DC of attacked and physically harmed,
the ritual. If you succeed, the ritual the DC to continue the ritual is 18.
is successful. If you fail, the ritual If you are physically removed from
has no effect, and the ritual the ritual area, you can continue if
components are used up. If you you get back to the area in 1 round
fumble a ritual, you take 1 point of and make a DC:16 Ritual Crafting
damage for each point of STA check.
spent.
Group rituals Hexes
Other people can help you Hexes function a bit differently
perform a ritual. from both spells/invocations and
These people don’t have to be rituals. To weave a hex you must
magically potent, but they must draw not only a certain amount
be able-bodied enough to help of magic, but also personal
draw chalk circles, place ritual hatred for the targeted person
items, or recite text. or place. Failing to cast a hex
does nothing. There is no
Every person you have helping backfire unless you fumble. If
you (maximum 4) lowers the DC of you do fumble, you have a 50%
the ritual by 1. chance of inflicting the hex on
yourself.
Defence actions
Dodge Block
Ganging UP
When a person is attacked by
multiple assailants in melee range
(adjacent or within 2m with a reach
weapon) they take a -1 penalty to
defence for every assailant beyond
the first.
For example, if you were surrounded
by four Nekkers you would take a -3
to your defense.
Taking damage
Damage locations and SP Wound Threshold
A person probably has armor on You find your wound threshold by finding
either some or all parts of his body. your max health on the table. If your
Depending on the armor in the health goes below the threshold you are
certain areas the SP(Stopping only just standing and must halve your
power) varies. REF, DEX, INT and WILL
Ex.:
Enemy has an attack roll higher that player’s
defence. The enemy hits.
Enemy rolls damage equal to 3d6(9) and rolls
for a random location 1d10(7).
He hits the right leg.
The player wears ”padded trousers”(SP 5).
So the damage is: 9 – 5 = 4
Then the location modifier(R. leg) is added
4 x ½ =2
So the player takes 2 damage to their HP and
their padded trousers’ SP is reduced by 1 so
their current SP is 4.