Rules Reference

A quick reference for The Witcher TRPG

Printable reference sheet

4 pages · 42 KB · the same reference, laid out for print

Download PDF

Dice, Checks & Character

Core Resolution

1d10 + Skill Base vs. Difficulty (DC)

Roll meets or beats the DC to succeed. A tie fails. If a character lacks a Skill Base, roll the die and add the governing Statistic instead.

Opposed Checks: both sides roll; higher total wins. On a tie, the defender (the one reacting) succeeds; if neither side is reacting, it’s a draw and the action must be repeated.

Percentile Rolls: roll 1d10 twice — first die = tens, second = ones. 0 & 0 = 100.

Exploding Dice

When a 10 is rolled on a Skill Check, add 10 to the total and roll again, adding that result too. Keep rolling and adding as long as 10s keep coming up.

When a 1 is rolled, roll again and subtract that result from the total. If the second roll is also a 10, subtract 10 and roll (and subtract) again. A Skill Check result can never drop below 1.

1s and 10s explode on Skill Checks only — not on damage or percentile rolls.

Difficulty Table

DifficultyDCExample
Easy10Picking a simple lock
Average14Picking an average lock
Challenging18Picking a well-made lock
Difficult20Cracking a vault
Nearly Impossible30Cracking a masterwork vault

The GM sets the DC directly (DC:X) or from this table when none is given.

Modifiers

LevelValue
Mild±1
Moderate±3
Major±5

Bonuses and penalties for circumstance (tools, lighting, distraction, terrain, position) are added before comparing to the DC. Multiple modifiers stack.

Multiple attackers: Mild (−1) to Defense per enemy beyond the first in melee range.

Save Checks

1d10 vs. Save Stat

Used whenever a character risks being stunned or killed. Roll under the Save value to succeed; equal or higher fails (stunned or dying, per effect).

LUCK points may be spent to raise a Save by 1 each, or add a Mild (+1) to any Skill Check.

Statistics

INT — Intelligence
Memory, perception, deduction
REF — Reflexes
Unarmed/melee combat, riding
DEX — Dexterity
Ranged combat, sleight of hand, stealth
BODY
Strength, endurance
SPD — Speed
Movement per turn
EMP — Empathy
Social skills, performance
CRA — Craft
Making/using things, medicine
WILL
Magic, intimidation, courage
LUCK
Pool spent for +1 bonuses or +1 Save

Derived Stats

HP
Lethal damage pool
STA — Stamina
Non-lethal damage pool & spell fuel
VIGOR
Threshold of STA spendable per round on magic before it hurts you
SAVE
Target for Save Checks
REC — Recovery
HP/STA regained per rest period
LEAP
Movement in difficult terrain / climbing / swimming

Skill Check — Worked Example

Andras wows a crowd with lute playing: roll 1d10 → 6, + Performance Skill Base 14 = 20 total. If the DC was Average (14), that’s a clean success.

No matching Skill Base? Roll 1d10 + the governing Statistic instead (e.g. no Performance → roll + EMP).

Racial & Class Traits

Witcher
+1 Awareness; no penalty in dim light; no Courage Check vs. Intimidation but −4 EMP; +1 permanent REF & DEX (can exceed 10)
Human
+1 Deduction; Mild (+1) Charisma/Seduction/Persuasion vs. other humans; re-roll a failed Courage/Resist Coercion 3× per session
Dwarf
+1 Business; +1 Physique; reduce physical damage taken by 2 (after Armor, before location multiplier)
Elf
+1 Fine Arts; +2 Archery, draws/strings a bow free; beasts treat them as friendly

Every Profession also grants a unique Defining Skill — a special, class-specific ability rolled like a Skill Check (e.g. Witcher Training, Healing Hands, Busking, Practiced Paranoia).

Skills & Combat

Skills

Governing Statistic in the second column

SkillStatistic
AlchemyINT
ArcheryDEX
AthleticsDEX
AwarenessINT
BrawlingREF
BusinessINT
CourageWILL
CraftingCRA
CrossbowDEX
DeceitEMP
DeductionINT
DisguiseCRA
Dodge/EscapeREF
EducationINT
EnduranceBODY
First AidCRA
GamblingEMP
Human PerceptionEMP
IntimidationWILL
MeleeREF
Monster LoreINT
PerformanceEMP
PersuasionEMP
Pick LockCRA
PhysiqueBODY
Resist CoercionWILL
Resist MagicWILL
RidingREF
SeductionEMP
Sleight of HandDEX
Small BladesREF
Social EtiquetteINT
Spell CastingWILL
Staff/SpearREF
StealthDEX
StreetwiseINT
SwordsmanshipREF
TacticsINT
Wilderness SurvivalINT

Rounds & Initiative

Initiative = 1d10 + REF

A round represents about 3 seconds. Highest Initiative acts first; ties broken by higher REF. A character may voluntarily delay to act later, resetting their Initiative to that point.

Monsters and NPCs act on Rate of Fire (ROF) instead of Fast/Strong Strikes — ROF is how many attacks they get on their Attack Action.

On Your Turn

Each turn: Movement (up to SPD in meters) + one Action, in either order (movement cannot be split around the action).

Attack
Fast or Strong Strike
Casting
Cast a Sign or Spell
Item
Draw, pick up, or use an item
Movement
Extra movement equal to SPD
Skill
Any Skill usable in ~3 seconds

Extra Action: spend 3 STA for one more Action; Skill Checks for it take a Moderate (−3) penalty. PCs only. Difficult terrain (climbing, swimming, squeezing through): move LEAP meters instead of SPD.

Attack Actions

1d10 + Skill Base + WA

ActionEffect
Fast Melee2 attacks (can split targets), normal damage
Strong Melee1 attack, Moderate (−3) to hit, ×2 damage
Fast Ranged1 attack with bow or crossbow; 2 if dual-wielding thrown weapons
Strong RangedBow/thrown only (not crossbow), Moderate (−3) to hit, ×2 damage

Weapon Accuracy (WA): add or subtract the weapon’s WA on every attack with it. Called Shot: target a specific hit location directly, at a penalty based on that location (skips the Hit Location roll on a hit).

Defense Actions

One free Defense Action per round (first attack); each additional Defense costs 1 STA. Unwilling or unable to defend? The attacker just needs DC:10.

Block
Weapon (its Skill Base) / shield (Melee) / body (Brawling) — body part hit if it succeeds
Dodge
Dodge/Escape — move a few inches, avoid the hit
Reposition
Athletics — avoid and move up to LEAP meters away (not toward the attacker)

Ranged and thrown attacks can only be Blocked with a shield.

Range & Ambush

Attacking beyond a ranged weapon’s listed Range: Major (−5) penalty, up to double the listed Range (its hard max).

Ambush: attackers roll Stealth vs. targets’ Awareness. Against anyone who loses, one free Attack Action at Major (+5), before Initiative is rolled for the fight.

Combat Modifier Examples

CircumstanceModifier
Attacking from ambushMajor (+5)
Target dog-sized or smaller, light coverMild (−1)
Target’s movement heavily restrictedModerate (+3)
Dim light / half in coverModerate (−3)
Total darkness / near-full coverMajor (−5)

Damage, Injury & Healing

Sample Weapon Stats

WeaponWADamageEffect
Punch / Kick+01d6±Non-Lethal
Dagger / Poniard+0/+11d6–2d6+2Bleed chance
Silver Sword+01d6+2Silver (+3d6 vs. monsters)
Steel Sword+04d6+4Armor Piercing
Battle Axe+05d6+4—
Spear / Staff+01d6–3d6+4Long Reach
Short Bow+03d6+3Range 100m
Crossbow+14d6+2Range 100m
Hand Crossbow+12d6+2Range 50m
Throwing Knife+01d6Range 24m

Damage code XdY[+Z]: roll X dice of Y sides, add Z. The figures above are representative examples, not a complete armory.

Damage — Step by Step

1. Roll damage dice (XdY[+Z]) and add the attacker’s BODY Damage Modifier (melee/thrown only).

2. Add Silver dice vs. monsters, if the weapon is silver.

3. Strong Strike: double the running total.

4. Subtract Armor SP at the hit location. 0 or less → attack repelled, stop.

5. Hit Location multiplier — apply once damage penetrates Armor; round down, minimum 1.

6. Resistance/Susceptibility: ×½ if the target resists the damage type, ×2 if vulnerable to it.

7. Apply the final total to HP (lethal) or STA (non-lethal).

BODY Damage Modifier

BODYModifier
1–2Moderate (−3)
3–4Mild (−1)
5–6None
7–8Mild (+1)
9–10Moderate (+3)
10+Major (+5)

Hit Location

Roll 1d10 after a successful hit (skip if it was a Called Shot).

RollLocationPenalty*×Damage
1HeadMajor (−5)×3
2–7Upper BodyMild (−1)×1
8–10Lower BodyModerate (−3)×½

* The penalty applies only when using a Called Shot to target that location.

Armor & Its Damage

Each Armor piece has a Stopping Power (SP) per location (Head/Upper/Lower). Subtract SP from incoming damage before the Hit Location multiplier.

Every time a hit penetrates Armor at a location, that piece’s SP drops by 1. At SP 0, it’s broken and useless.

Damage types: lethal (HP) is the default; unarmed strikes and some spells or creature abilities are non-lethal (STA).

Critical Wounds

Attack Check beats the Defense Check by 10+ → Critical Wound: +5 bonus damage (ignores Armor) plus an ongoing effect by location.

LocationUntreatedTreated
Head−1 INT/WILL, Save — Concussion−1 WILL
Upper−2 BODY, −1 REF — Broken Ribs−1 BODY/DEX
Lower−3 SPD, Dodge & Athletics — Injured Leg−1 SPD, Dodge & Athletics

Treat: a Doctor spends 4 full rounds, DC:15 Healing Hands (or GM-approved First Aid). Heal fully after BODY-based days: 1–4 BODY = 5 days, 5 = 3, 6–7 = 2, 8+ = 1 day.

Stabilization

0 STA → Unconscious. 0 HP → Dying (Save Check now, and again each round or when hit again, with a cumulative Mild (−1) each time).

First Aid Check stabilizes: DC:10 (Unconscious) / DC:15 (Dying). Success ends the condition and sets HP/STA to 1.

Healing

STA: regain REC per hour rested (halved if any of that hour is strenuous).

HP: requires a DC:10 First Aid Check to begin treatment, then regain REC per day rested (halved by strenuous activity; +3/day if a Doctor uses Healing Hands instead of First Aid).

Magic & Crafting

Casting Signs & Spells

1d10 + Spell Casting Skill Base vs. target number

Cast as an Action or Extra Action (multiple casts per round possible). Beat the target number to succeed — the spell or Sign’s listed effect occurs; otherwise it fails, but STA is still spent.

Fumble: rolling a 1 on the casting roll fails and harms the caster — see the Fumble Table.

Target Numbers by Type

Direct
Hits a specific target adversely; Direct (Physical) can be Defended against normally, others use the noted Skill Check
Area
Fills a cone or radius; anyone inside when cast (or who enters) is checked; Area (Physical) uses any Defense Action
Defense: None
Cannot be defended against at all — success just requires not rolling a 1

Stamina & Vigor Threshold

Every spell or Sign has a Stamina Cost, paid from STA when cast. A witcher’s Sign STA cost is variable (1–7, the caster’s choice) — higher cost = stronger effect. Mage spells have a fixed cost.

Vigor Threshold: if total STA spent on casting in one round exceeds it, the caster takes 5 HP damage per point over the threshold — ignores Armor.

Active duration spells cost STA again each round to maintain (counts toward Vigor Threshold), but can be dropped anytime for free.

Range & Duration

A spell or Sign cannot affect anything beyond its listed Range. Immediate duration resolves instantly; random durations (e.g. 1d10 rounds) are rolled and end at the end of the caster’s turn on the final round.

Fumble Table

Roll d10 on a casting roll of 1

RollResult
1–6HP damage = Stamina Cost of the spell, ignores Armor
7–9Above, + element mishap: Earth = stunned, Air = knocked prone/back 2m, Fire = set aflame, Water = frozen, Mixed = roll 1d6 (1 Earth / 2 Air / 3–5 Fire / 6 Water)
10Above, + 2m-radius blast: HP damage = Stamina Cost to everyone nearby (upper body, Armor applies)

Witcher Signs

STA cost 1–7, which scales the effect.

SignEffect
Aard (Air)2m cone, staggers; knockdown chance +10% per STA
Axii (Water)8m, stuns until a Save (Mild −1 penalty per 2 extra STA)
Igni (Fire)2m cone, 1d6 damage per STA to upper body, 50% ignite
Quen (Earth)Shield, 5 HP per STA spent, absorbs damage before you
Yrden (Mixed)3m circle, 5 rounds; SPD/REF penalty = STA spent; forces incorporeal creatures corporeal

Effects

Bleed
2 HP/turn until First Aid DC:15
Blinded
Moderate (−3) Atk/Def, Major (−5) Awareness
Dying
See Stabilization
Fire
5 damage/turn (Head/Upper/Lower), burns 1 SP/turn; douse to end
Freeze
Moderate (−3) SPD, Mild (−1) REF; DC:16 Physique to break
Poison
3 lethal damage/turn, ignores Armor; ends via DC:15 First Aid or Endurance
Prone
Moderate (−3) Atk/Def; stand via Movement or help
Stun
No move/Action/Defense; ends via Save (full turn) or being hit
Unconscious
Prone, no actions; ends via Stabilizing

% chance effects: roll percentile — a result ≤ the stated chance inflicts it.

Crafting & Alchemy — Process

1. Diagram/Formula: must be known or owned — it lists ingredients, time, and DC.

2. Components: gather or buy every listed ingredient (consumed whether the attempt succeeds or fails).

3. The Check: roll Alchemy (potions/oils/bombs) or Crafting (weapons/armor/items) vs. the formula’s DC, taking the listed time. Success = item made; failure = components wasted, try again with fresh components.

Quick Reminders

0 on a d10 = 10, not zero.

Effects of the same type don’t stack — reapplying refreshes, it doesn’t add.

Long Reach weapons hit targets 2m away in melee.

Armor-Piercing damage ignores resistances (except a monster’s non-silver resistance).

Falling: 1d6 lethal damage to upper body per 2m fallen.

← Back to Dashboard

Scribe Sheets · an unofficial, free character tool for use with The Witcher TTRPG.

Scribe Sheets is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. Scribe Sheets is an unofficial fan work and is not approved or endorsed by CD PROJEKT RED. About & Legal