Ajouter Réduire Étendre House rules (MJ) Gestion de la vulnérabilité à l'argent Tous les monstres Comme dans les romans Automatiser la détérioration d'armure Automatiser la détérioration d'arme CT : Afficher la vie des alliés CT : Afficher la vie des non-alliés Identite Pays d'origine Réputation Race Genre Age Profession Points Prog. Statut Soc. Caracteristiques Base Mod. Total Intelligence Réflexes Dextérité Corps Vitesse Empathie Technique Volonté Chance Vigueur INT REF DEX COR VIT EMP TECH VOL VIG CHA Étourdissement Course Saut Seuil de blessure Points de Santé Potion toxicity Endurance Encombrement Récupération REC Bonus de mêlée Poings Pieds / % + = prendre un tour pour récupérer %i END Humain Elfe (Aen Seidhe) Nain Halfelin Sorceleur Femme Homme Neutre Toléré Haï Craint Craint et haï Barde Artisan Criminel Docteur Mage Homme d'armes Marchant Prêtre Sorceleur Paysan Noble -- Perso -- Loup Chat Ours Griphon Vipère -- Perso -- INT REF DEX COR EMP TECH VOL - Archerie Athlétisme Bagarre Arbalète Mêlée Lames courtes Bâton / Lance Escrime - Melee Poings Pieds Minuscule Petite Grande Imposs. à cacher Profession Compétence Exclusive : Branche Compétence Prestation Rafistolage Paranoïa exercée Mains thérapeutiques Exercice de la magie Dur à cuire Grand voyageur Initié des dieux Formation de sorceleur Intolérance Notoriété Charmeur Informateur Manipulateur Maitre artisan Alchimiste Improvisateur Voleur Chef de bande Assassin Chirurgien Herboriste Anatomiste Politicien Scientifique Archimage Tireur d'élite Chasseur de prime Ravageur Courtier Contact Havekar Prêcheur Druide Fanatique Sorcelame Mutant Tueur Fermier Cuisinier Labourer The Dilettante The Leader The Knight Notoriété Captiver la foule Bon ami Disparition Ragots Acclimatation Empoisonner le puits Pique Suspicion Catalogue étendu Compagnon Maître compagnon Pharmacie mentale Double Dose Adaptation Amélioration Plaqué argent Déceler Plan mental Clef mentale Planque Point faible Marquage Recrutement Visée précise Pique aux yeux Frappe assassine Diagnostic Analyse Chirurgie miraculeuse Espace de soin Improvisation Remède naturel Plaie ouverte Carnage Blessure incapacitante Intrigue Commérage Atout Rétro-ingénierie Distillation Mutation Contact magique Immuable Magie étendue Portée extrême Double tir Trait précis Limier Chausse-trappe Sens du combat Fureur Zweihand Même pas mal ! Choix Dur en affaire Promesse Gueusaille Espion Carte aux trésors Bonne réputation Receleur Débiteur martial Puissance divine Autorité divine Précognition Harmonisation naturelle Déchiffrer la nature Pacte animal Rituels sanglants Ferveur Emissaire des dieux Méditation Source magique Héliotrope Estomac de fer Frénésie Transmutation Déviation de flèches Frappe rapide Tourbillon Harvest Time Animal Whisper Farm Wisdom Butchery Cure All Ma's Stew Ditch Digger Grog Bite The Ear Dabble Expert Guise Host Butchery Command Servants Estate Resolute Chevalier Armored Buffer A Bard is a wonderful thing to have around, especially when the party's low on money. A Bard can take an hour and make a Busking roll in the nearest town center. The total of this roll is the amount of money raked in by the Bard while they perform on the street. A fumble can lower the roll, and a negative value means that not only do you fail to make any coin but you are also harrassed by the locals for your poor performance, resulting in a -2 to Charisma with anyone in the town for the rest of the day. Before attempting a Busking roll a Bard can roll Return Act at a DC set by the GM to see whether they have played in this town before. If the roll is successful the Bard has made a name for themselves in this town already. Not only is their Busking income doubled but they gain a +2 Charisma with everyone in at that venue. By taking a full round to perform, you can roll Raise A Crowd to captivate anyone within 20m. Anyone who doesn't make a Resist Coercion roll higher than your initial roll can do nothing but watch you perform until they succeed at rolling above your initial roll. If attacked a target will snap out of it. Once per session a Bard can make a Good Friend roll to find a friend to aid them. Take the total roll and split these points up between the 3 categories in the Good Friend chart in the sidebar. This friend will do one reasonable thing for old times' sake, then cannot be called on again for free andmust be convinced. A Bard can make a Fade roll against multiple targets' Awareness rolls to fade into the background. This ability allows a Bard to hide even when there are no good hiding places, by slipping into a conversation, drawing attention to something else, or the like. This ability doesn't work if you are wearing really flashy clothing. A Bard who rolls a successful Deceit roll against a target can then roll Spread the Word against the target's Resist Coercion roll. If they succeed the target spreads the Bard's lie around the target's settlement or group, giving the Bard a +2 to Deceit when trying to pass off that lie again to someone else. When in a settlement a Bard can roll Acclimatize (See Acclimatize chart for DC). If successful, the Bard learns how to appear as a local and will no longer be treated as an outsider. This grants a +2 to Charisma ff Persuasion with locals and means that they won't be questioned or harassed like an outsider. A Bard can make a Poison The Well roll against a target's EMPx3 when they are trying to influence a person or people. If successful, the Bard makes a pointed comment that imposes a -1 for each point they rolled above the DC to the target's Seduction, Persuasion, Leadership, Intimidation or Charisma rolls. A Bard can make a Needling roll against a target's Resist Coercion roll. If successful, the bard goads them with obscenities and threats until they attack. The target takes a negative to their attack and defense equal to half the Bard's Needling value, lasting for as many rounds as the Needling value. A Bard can roll Et Tu Brute against a target's WILLx3 to turn them against one ally. If successful the Bard's lies and half-truths makes the target treat that ally with mistrust and animosity for as many days as the Et Tu Brute value or until they make a Resist Coercion roll that beats the Et Tu Brute roll. A skilled craftsman can patch a weapon or armor well enough to keep it working and keep its wearer/wielder in the fight, whether that be by tying a bowstring back together, sharpening the edge of a broken blade, or nailing a plate over a cracked shield. By taking a turn to roll Patch Job at a DC equal to the item's Crafting DC-3 a Craftsman can restore a broken shield or armor to half its full SP or restore a broken weapon to half its durability. Until fixed at a forge, a patched weapon does half its normal damage. A skilled Craftsman can keep a mental catalogue of diagrams in their head at all times. When a Craftsman has memorized as many diagrams as they can, they may roll Extensive Catalogue at DC:15 to memorize one more. There is no limit, but every 10 diagrams they have memorized adds 1 to the DC. Craftsman who begins crafting an item can roll Journeyman at a DC equal to the item's crafting DC. If they succeed they add +1 DMG for weapons or +1 SP for armor for every 2 points they rolled above the DC. The maximum bonus they can give to DMG or SP is 5. Master Crafting allows a Craftsman to make items that are master grade. They can also roll a Master Crafting roll at any time at a DC equal to the item's crafting DC to permanently grant armor resistance (their choice which) or weapons a 50% bleeding or -2 Stun value based on damage type. A skilled Craftsman can keep a mental catalogue of formulae in their head at all times. When a Craftsman has memorized as many formulae as they can, they may roll Mental Pharmacy at DC:15 to memorize one more. There is no limit, but every 10 formulae they have memorized adds 1 to the DC. Any time a craftsman sets out to make an alchemical item they can make a Double Dose roll at a DC equal to the formula's crafting DC. If they succeed they create two units of the formula with the ingredients of one. This applies to all items created with alchemy, including potions, oils, decoctions, and bombs. Craftsmen can roll an Adaptation check (3 + the crafting DC) before making a witcher potion to lower its DC to avoid poisoning by 1 for every point over the crafting DC. If they fail, the potion comes out as poisonous as it normally would be. The DC to avoid poisoning can never be lower than 12. A Craftsman can make an Augmentation roll at a DC listed in the Augmentation chart to augment a weapon or Armor with their crafting tools. This augmentation takes 3 rounds. While a forge isn't required, it grants a +2 to the roll. A fumble results in the item taking damage equal to the fumble value. A Craftsman can coat an existing weapon in silver with a forge and a number of units of silver ingots based on the size of the weapon. The DC for this roll is 16. If you succeed, add +1d6 silver damage to a weapon per 3 points you rolled above the DC, up to 5d6. Failing the roll breaks the weapon. A Craftsman can roll Pinpoint with a DC equal an item's crafting DC to search for a flaw in the item's design. This takes 1 turn of studying, but allows the Craftsman to make a targeted attack at a -6 to do ablation damage to the armor or weapon equal to half their Pinpoint value in 6-sided dice. Whether they're an assassin, a thief, a counterfeitter, or a smuggler, criminals all share a practiced paranoia that keeps them out of trouble. Whenever a Criminal comes within 10m of a trap (this includes experimental traps, Man at Arms booby traps, and ambushes) 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 the trap, they are still aware that something is wrong. A Criminal can take an hour to wander the streets of a Settlement and roll Case the Area against a DC in the Case The Area chart. If successful, the Criminal memorizes guard patterns, street layouts, and hiding spots for a +2 to Stealth in that area for a number of days equal to their Case the Area value. Whenever a Criminal successfully picks a lock they can roll Mental Key at a DC equal to the Lock Picking DC to memorize its tumbler positions. This allows the Criminal to open the lock without a Lock Picking roll. You can memorize as many locks as you have points in INT and can always replace one. Once per session a Criminal can roll Go To Ground to find a hideout where they can lie low for a while. Take the total value of your Go to Ground roll and split the points between the 3 categories in the Go To Ground table in the sidebar. This hideout remains until destroyed, and you can always return to it. A Criminal can roll Weak Spot against a sentient target's Deceit roll to identify the target's most valued possession or person. This also grants the Criminal a +1 to Intimidate for every 2 points they rolled above the target's Deceit. This Intimidation bonus lasts until something happens to change the target's weak spot. A Criminal can roll Marked Man at a DC equal the target's EMPx3 to mark a target by carving a mark on their door, or the like. If successful the target must make a Charisma, Persuasion, or Intimidation check that beats your Marked Man roll to get any help or service from anyone in their settlement. Once per day, by taking an hour, a Criminal can roll a Rally check against a DC set by the GM. For every 2 you roll above the DC they recruit 1 Bandit for a number of days equal to your Rally value. If a Bandit is knocked below half health they must roll under the Criminal's WILL on a 10 sided die or flee. A Criminal who's not in active combat and takes a round to aim can roll Careful Aim at a DC equal to their target's REFx3 to gain a bonus on their next attack equal to half their Careful Aim value. Being spotted after making this roll but before attacking halves the bonus. A Criminal can roll Eye Gouge in place of an attack to temporarily blind a target. Eye Gouge requires the Criminal to be in melee range and imposes a -3 to hit. However if it hits, the target takes an unmodified 2d6 damage and is blinded for a number of rounds equal to the Eye Gouge value. When ambushing a target, a Criminal can make an Assassin's Strike roll against the target's Awareness roll to conceal themselves after an attack. This ability can be used in any situation but imposes penalties based on light and cover conditions. Multiple opponents can each roll to spot the Criminal. Anyone can apply some ointment and wrap a bandage around a cut, but a Doctor has true medical training which allows them to perform complex surgeries. A Doctor with Healing Hands is the only person who can heal a critical wound. To heal critical wounds a doctor must make a number of successful Healing Hands rolls based on the severity of the critical wound. The DC of the roll is based on the severity of the critical wound as well. Healing Hands can also be used for any First Aid task. When able to look over a wounded person or monster, a Doctor can roll Diagnose at a DC determined by the GM. If they succeed they assess any Critical Wounds the subject has and learn how many Health Points it has left. This also gives a +2 to any Healing Hands checks to heal those wounds. When about to perform a Healing Hands roll, a Doctor can take a turn to make an Analysis roll at a DC equal to the severity of the Critical Wound. If they succeed they gain insight into the wounds, and for every 2 they roll over the DC (minimum 1) the surgery takes 1 turn less. Before starting to heal a Critical Wound a Doctor can make an Effective Surgery roll at a DC equal to the wound's Healing Hands DC. If they succeed they treat the wounds so skilfully that they heal twice as fast. This ability can be used on critical wounds and can also be used on regular wounds. Healing Tent allows a Doctor to roll against a DC set by the GM to create a covered area that provides an optimal medical environment. This takes 1 hour but adds +3 to Healing Hands/First Aid rolls inside, and +2 to the healing rate of anyone in the tent for a number of days equal to your Healing Tent value. A Doctor can make an Improvisation roll at a DC equal to the crafting DC for a specific medical alchemical item to substitute something else on hand for the same effect. This roll takes one round and if it is failed it can be made again. Improvisation is very specific and works only on this one injury. By mixing alchemical substances, a Doctor can create an herbal remedy that grants bonuses/effects based on what was put into it (see the Healing Remedy chart in the sidebar). Each remedy remains viable for 3 days and must be burned or chewed to provide the bonus, allowing only 1 use. Making a remedy takes 1 turn. A Doctor who does damage with a bladed weapon can make a Bleeding Wound roll against a DC of 15. On success, the attack causes bleeding at a rate of 1 point per 2 points rolled over the DC. The bleeding can only be stopped by a First Aid roll, at a DC equal to the Doctor's Bleeding Wound roll. A Doctor can roll Practical Carnage against a DC equal to the opponent's BODYx3 to cause the target's wounds and critical wounds to heal half as fast. Other Doctors with the Effective Surgery skill and items that raise the healing rate of wounds and critical wounds can counteract the effect. A Doctor can make a Crippling Wound roll against the target's defense. This attack takes a -6 to hit but imposes a negative to the target's REFLEX, BODY, or SPEED equal to 1 per 3 points above their defense roll. This negative can only be removed with an Effective Surgery roll that beats your attack roll. To qualify as a Mage, a magically adept person must pass through the halls of one of the world's magical academies and learn the fundamentals of the magical arts. A Mage can roll Magical Training whenever they encounter a magical phenomenon, an unknown spell, or a question of magical theory. The DC is set by the GM, and a success allows the Mage to recall everything there is to know about the phenomenon. Magical Training can also be rolled as a form of Awareness that detects magic that is in use, or specters. A Mage can make a Scheming roll at a DC equal to a target's INTx3. On success the Mage gets a +3 to Deceit, Seduction, Intimidation, or Persuasion against that target from their observations of how the target works. The bonus from this ability applies for a number of days equal to the Mage's Scheming value. A Mage can take 1 hour and make a Grape Vine roll against a target's EMPx3. Success spreads rumors throughout a settlement or city, lowering the target's reputation there by half your Grape Vine value for a number of days equal to your Grape Vine value. Once per game a Mage can make an Assets roll to remember an asset they 'acquired' some time ago. Take the total of your roll and distribute it between the 4 columns on the table in the sidebar to find out who you know. This asset will help you, but how much depends on their relationship with you. By taking 1 hour to study an alchemical solution a Mage can roll Reverse Engineer at a DC equal to the Crafting DC for the alchemical item +3. Success allows them to reverse-engineer and write down the item's formula. This formula is 3 points harder to craft, but reliably creates the desired item. A Mage can roll Distillation instead of Alchemy when creating an alchemical solution. Success at this roll creates a dose of that solution that has half again the effect that it would normally have, either in duration, damage, or resistance DC (your choice). Always round down when increasing. A mage can spend all of their stamina and a full day experimenting on a subject to roll Mutate at a DC equal to (28 - (subject's BODY + WILL)/2) to mutate the subject. Success grants the subject use of the Mutagen with the appropriate minor mutation. Failure throws the subject into Death State and inflicts the larger mutation. As a Mage utilizes magic more and more, their body becomes more used to the flow. Every point a Mage has in In Touch grants +2 points to Vigor threshold. When this ability reaches level 10 your maximum Vigor threshold becomes 25. This skill can be trained, like other skills. A Mage can roll Immutable at DC:16 whenever they would normally be affected by dimeritium. Success means that the Mage mostly shrugs off the dimeritium. They are still somewhat dizzy and uncomfortable but retain half of their total Vigor threshold and can perform magic. By channelling magic through various magical foci a Mage can wield incredible power. A Mage can roll Expanded Magic before attempting to cast a spell or ritual, at a DC of 16. On success the mage can channel the spell or ritual through any 2 of their foci that they choose, reducing the Stamina cost twice. True Men At Arms like the Blue Stripes of Temeria and the Impera Brigade of Nilfgaard are hardened soldiers who never give in or surrender. When a Man At Arms falls to or below 0 Health, they can roll Tough As Nails at a DC equal to the number of negative Health times 2 to keep fighting. If they fail, they fall into Death State as per usual. If they succeed, they can keep fighting as if they were only at their Wound Threshold. Any damage forces them to make another roll against a DC based on their Health. When making a ranged attack that would take range penalties, a Man At Arms can lower the penalty by up to half their Extreme Range value. They can also make an Extreme Range roll (DC:16) to attack targets within 3 times the range of their weapon at a -10 which can be modified by Extreme Range. When making a ranged attack with a thrown weapon or a bow, a Man At Arms can roll Twin Shot in place of their normal weapon skill. If they hit, they strike with two projectiles and damage two randomly rolled parts of the body. Even if the attack is aimed, the second projectile will hit a random location. A Man At Arms who scores a critical with their ranged weapon can immediately roll Pin Point Aim at a DC equal to the target's DEXx3. If they succeed, they add their Pin Point Aim value to their critical roll. These points only affect the location value of the Critical Wound. When tracking a target or trying to find a trail, a Man At Arms adds their Bloodhound value to Wilderness Survival rolls to find the trail or follow it. If the Man At Arms loses the trail while tracking with this ability, they can roll Bloodhound at a DC set by the GM to pick the trail back up immediately A Man At Arms can make a Booby Trap roll to set a makeshift trap in a specific area. See the Booby Trap table for traps that can be built. The Man At Arms can only build one type of trap at a time. Every trap has a 2m radius tripwire and requires an Awareness roll at a DC equal to your Booby Trap roll to spot. Instead of moving, a Man At Arms can roll Tactical Awareness to gain insight into a whole group of opponents. The Man At Arms gains +3 to attack and defense rolls against every enemy within 10m whose DEXx3 is lower than that roll, for one round. This ability also tells the Man At Arms what each affected opponent is about to do. A Man At Arms can roll Fury at a DC equal to their EMPx3. If they succeed, the Man At Arms becomes immune to fear, spells that change emotions, and Verbal Combat for a number of rounds equal to their Fury value times 2. During this time, rage clouds their thinking and instinct takes over. By spending 10 STA and rolling Zweihand minus 3 against an opponent's defense, a Man At Arms can make one attack which does double damage and has armor piercing. If the weapon already has armor piercing, it gains improved armor piercing. A weapon with improved armor piercing gains 3d6 damage. A number of times per game session equal to their BODY value, a Man At Arms can spend 10 STA to immediately roll Shrug It Off when an enemy strikes a Critical Wound on them. If their roll beats the enemy's attack roll, they can negate the Critical Wound, taking damage as if the enemy hadn't rolled a critical. Your average merchant makes a living from trade, and that trade brings in customers from all around. But a traveling merchant goes to their customers, wandering the roads of the world and learning from its people. A Merchant can make a Well Traveled roll any time they want to know a fact about a specific item, culture, or area. The DC is set by the GM, and if the roll is successful the Merchant remembers the answer to that question, calling on memories of the last time they travelled through the applicable area. A Merchant can roll Options against a DC set by the GM to find a lower price on an item. If they succeed the Merchant finds another person selling the same item for half the price. The higher the item rarity, the higher the DC should be. Options does not affect experimental, witcher, or relic items. When bribing a target a Merchant can roll Hard Bargain at a DC equal to the opponent's WILLx3. If they succeed, they can bribe the opponent with any item they have at hand that is worth 5 crowns. The object always grants +3 to Persuasion. The DC rises by 5 for truly ridiculous bribes. When attempting to buy an item, a Merchant can make a Promise roll at a DC equal to the Salesperson's EMPx3. If they succeed the salesperson accepts the Merchant's promise to pay for the item later. This promise holds the salesperson over for a number of weeks equal to your Promise ability. A Merchant can make a Rookery roll at a DC based on the settlement they are in to gain the aid of 1 urchin or vagrant per 1 point they rolled over the DC (maximum 10). These people can be consulted to grant +1 per person on Streetwise rolls. Informants take 1 crown each as payment each time they are consulted. A Merchant with Insider can convince a person to spy for them. Spend 10 crowns and roll Insider versus the person's Resist Coercion roll. If it is successful the person will spy on a target for as many days as your Insider value. At the end of this time you can roll again, but must pay again. Once per session a Merchant can roll Treasure Map at a DC set by the GM to remember the supposed location of a relic item, or a ruin that may hide something useful. This location will, of course, be out of the way or exceedingly dangerous, requiring a quest. Reaching this item or ruin should require a full session. On first entering a settlement, a Merchant can spend an hour spreading word of their arrival, then roll Well Connected at a DC based on the settlement. Success raises their reputation in that settlement by a number equal to the amount you rolled over the DC divided by 2 (minimum 1), for 1d6 Weeks. A Merchant who has to get rid of a dubious or stolen item can make a Fence roll at a DC determined by the GM. If they succeed, they sell the item (at full market price) to a buyer who won't ask any serious questions and won't turn them in to the Guard. A Merchant can roll Warrior's Debt to call on a fighter who owes them. Split your roll between the 3 sections on the Warrior table in the sidebar. This warrior will work for you for a number of days equal to your Warrior's Debt value and takes any reasonable order you give without asking questions. The churches of the world are often warm and inviting places, helping their communities and welcoming new converts. A Priest can roll Initiate of the Gods at a DC set by the GM at churches of the same faith to get free lodging, healing, and other services at the GM's discretion. Initiate of the Gods also works when dealing with members of the same faith, though they will likely be able to offer less than a fully supplied church. Keep in mind that Initiate of the Gods doesn't work with members of other faiths. A Priest can become more in tune with their god, gaining 1 point of Vigor threshold per skill level in Divine Power. This brings your Vigor threshold to a total of 12 at level 10. Divine Power can be trained like other skills and stacks with Nature Attunement. The Vigor thresholds are not separate. Peasants and the common folk of the world see Priests as agents of the gods' will. A Priest can add their Divine Authority to their Leadership rolls if they are in an area where their religion is worshipped. Even when outside such areas of worship a Priest adds half this value, due to their presence. At the will of the GM, a Priest can be overcome by visions of the future, sending them into a catatonic state for 3 rounds. After this time the Priest can roll Precognition at a DC set by the GM to decipher the visions that they are stricken by. Such visions are composed of symbolism and metaphors. A Priest can become more in tune with nature, gaining 1 point of Vigor threshold per skill level in Nature Attunement. This brings your Vigor threshold to a total of 12 at level 10. Nature Attunement can be trained like other skills and stacks with Divine Power. The Vigor thresholds are not separate. When in a purely natural environment a druid can roll Read Nature at a DC set by the GM. On a success, the druid reads the signs around them to learn everything that passed through that area and what they did in the area. Read Nature renders a very localized picture and cannot track things. A Druid adds Animal Compact to any Wilderness Survival rolls they make to handle animals. A Druid can also make a compact with an animal. By taking a full round and rolling Animal Compact, they make one Beast or animal their ally for a number of hours equal to their Animal Compact value. Monsters are unaffected. A Priest casting a ritual can make a Blood Ritual check against the casting DC of the ritual. If they succeed, they can cast the ritual without required alchemical substances by sacrificing 5 HP in blood per missing alchemical substance. This blood can come from others, but must be spilled at the time of the ritual. A Priest can roll Fervor against a target's current INTx3. On success, the rallying power of the Priest's words grants 1d6 temporary health for every point rolled over the DC (maximum 5). This lasts for as many rounds as their Fervor x2 and only works once per target per day. A Priest can roll Word of God to convince people that they are speaking directly for the gods. Anyone who fails a Resist Coercion roll sees the Priest as a messiah and follows along as an apostle. A Priest can have as many apostles as their Word of God value. In combat, use bandit stats for apostles without stats. Most of a Witcher's early life is spent within the walls of their keep, studying huge, dusty tomes and going through hellish combat training. Many have argued that the Witcher's greatest weapon is their knowledge of monsters and their adaptability in any situation. When in a hostile environment or difficult terrain, a Witcher can lessen the penalties by half their Witcher Training value (minimum 1). Witcher Training can also be used in any situation that you would normally use Monster Lore for. A Witcher can enter a meditative trance which grants all the benefits of sleeping but allows them to remain vigilant. While meditating a Witcher is considered awake for the purpose of noticing anything within double their Meditation value in meters. As a Witcher uses signs more often their body becomes more used to the effort. For every 2 points a Witcher has in Magical Source they gain 1 points of Vigor threshold. When this ability reaches level 10, your maximum Vigor threshold becomes 7. This skill can be trained like other skills. When a Witcher is targeted by a spell, invocation, or hex they can roll Heliotrope to attempt to negate the effects. They must roll a Heliotrope roll that equals or beats the opponent's roll and expend an amount of Stamina equal to half the Stamina spent to cast the magic. After decades of drinking toxic witcher potions, witcher bodies adapt to the toxins. A witcher can endure 5% more toxicity from drinking potions and decoctions per 2 points they spend on Iron Stomach. This skill can be trained like other skills. At level 10, a witcher's maximum toxicity is 150%. When poisoned, a witcher goes into a frenzy and deals an extra 1d6 melee damage per level in Frenzy. While in a Frenzy, your single goal is to get to a place of safety or kill the target that poisoned you. When the poison wears off, the Frenzy ends. You can attempt to end Frenzy early with a DC:15 Endurance roll. When taking decoctions a Witcher can roll Transmutation at DC:18. A success allows their body to assimilate slightly more of the mutagen than usual and gain a bonus based on which decoction they take. The decoction lasts half as long as it normally would. The extra mutations are too subtle to spot. A Witcher can roll Parry Arrows at a -3 to deflect physical projectiles. When parrying, the Witcher can choose a target within 10m. That target must take a defense action against the Witcher's Parry Arrows roll or be Staggered by the flying projectile. After a Witcher takes their turn they can spend 5 STA and make a Quick Strike roll at a DC equal to their opponent's REFx3. On success, they make another single strike in that round. This attack must be made against the opponent they rolled against, but can include disarms, trips, and other attacks. By spending 5 STA per round, a witcher can enter a Whirl, where the witcher makes one attack against everyone within sword range each turn, with their Whirl roll acting as the attack roll. The witcher can only maintain this Whirl, dodge, and move 2m each round. Doing anything else or being hit halts the Whirl. Peasants are a fearful lot and often for good reason. Theres a lot out in the world that could easily kill them. Fear can be fuel for strength, however. When first encountering a sapient being with a Social Standing of Feared or Hated, they can make an Intolerance roll against a DC equal to the target's EMPx3. If the peasant succeeds, their fear turns to rage and grants them a bonus to Resist Coercion and Courage equal to their Intolerance value vs. that being for the remainder of the encounter. The Peasant also gain a bonus equal to half their Intolerance value to Leadership when rallying other peasants. Knowing the proper time and way to harvest a crop is a skill that takes years to master. When foraging for plant-based alchemical components the peasant gains an extra number of units equal to half their Harvest Time value (Minimum 1). By taking an action, the Peasant can roll an Animal Whisperer check against a DC equal to the animal's WILLx3, to convey commands and requests to any domesticated animal. If the check succeeds, the animal carries out these commands to the best of its ability While magic may not be a talent for everyone, there are some tricks that the layperson can learn to tip the scale of life in their favor. A Peasant can take one action and roll Farm Wisdom to perform one of the folk rituals in the sidebar. Each ritual has its own DC and requirements. When a Peasant loots a monster or animal with a physical form, they can roll a Butchery roll at a DC based on the beasts complexity. If they succeed, they are able to gain the maximum number of units of one organic loot item from the animal. This roll can be made multiple times on a single corpse but the peasant cannot make two attempts on the same part of the beast. By taking 10 minutes and using one unit of three different types of alchemical component, the Peasant can create a folk cure all. This concoction has a percentage chance of curing the person who consumes it of the poison, intoxication, and nausea conditions. The percentage is equal to the Peasant's Cure All value times 5%. This Cure All lasts for 24 hours before going bad. Once used, this cure all is consumed. Once per day, if a Peasant has access to cooking tools and the ingredients required, they can spend 1 hour to create a stew from an old family recipe. This stew is large enough to feed 6 people and its effects are based on what basic ingredients are added (See the table in the sidebar). Effects conferred by the stew last for a full 24 hours. Years of manual labor have strengthened the Peasant's body and taught them technique to make even the most grueling labor manageable. The Peasant adds double their Ditch Digger value to their ENC. Also, when making Physique or Endurance rolls to perform manual labor, the Peasant can add half their Ditch Digger value. A peasant knows how to get the most out of any brew. By taking an action to mix one unit of an alchemical component with a serving of alcohol, a Peasant can make a Grog roll at a DC of 14. If the Peasant succeeds anyone who drinks the alcohol must make an Endurance check at a DC equal to the peasant's Grog value plus 12 or become intoxicated. Once the peasant has a Grog value of 5, the effects of the intoxication condition are doubled When grappled or pinned by a creature or person, the Peasant can take an action to make a Bite the Ear roll against the target's DEXx3. If the peasant succeeds they bite off part of the ear (or other superficial body part) of the target, breaking the grapple/pin immediately, dealing 1d6 unmodified damage, and giving the target a permanent -1 to Charisma and Seduction checks. Compétences Nom Rang Carac. Misc Total Impacté par la VE (x2) Physique Résilience Alchimie Artisanat Déguisement Premiers soins Contrefaçon Crochetage Fabrication de pièges Archerie Athlétisme Arbalète Adresse Furtivité Charisme Duperie Beaux Arts Jeu Stylisme Psychologie Commandement Persuasion Représentation Séduction Vigilance Négoce Déduction Éducation Langue (Commun) Langue (Efle) Langue (Nain) Connaissance des monstres Étiquette Connaissance de la rue Tactique Enseignement Survie Bagarre Esquive / évasion Mêlée Équitation Navigation Lames courtes Bâton / Lance Escrime Courage Envoûtement Intimidation Incantation Résistance à la magie Résistance à la contrainte Rituels Lifting, tearing, and bending heavy and tough objects. At a base 10 you can lift large people up over your head and break wooden bars. At a base 13 you can rip thin books in half, crush wooden boxes, and bend thin bars. At a base 16 you can snap manacles and break rusted metal. At a base 20 you can bend prison bars and dent metal. Enduring fatigue, or the pain of torture and drugs. At a base 10 you are tough, able to perform forced marches and stand up to the pain of a long bar brawl. At a base 13 you have hardened your body to the pain of torture and can stand up to amateur interrogators. At a base 16 you are mentally 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, scoffing in the face of seasoned torturers and surviving more than the body should be able to under the hardships of harsh climates and supply shortages. The skill of creating potions, oils, decoctions, and more. At a base 10 you dabble with the science of alchemy and can create basic things like chloroform with ease. At a base 13 you are a full-blown alchemist and can even create witcher's oils and potions. At a base 16 you are a seasoned alchemist and can craft alchemical remedies even without a standardized alchemy set. At a base 20 you a master chemist. You can create any chemical in the book as well as witcher decoctions. Making and fixing weapons and armor. At a base 10 you can craft basic shields and daggers with ease. At a base 13 you can make swords and chain mail that will see soldiers through combat. At a base 16 you make swords that people covet and are notable enough to etch your name on the blade. At a base 20 you are sought after, able to craft some master grade items with relative ease. Disguising yourself or another as someone else. At a base 10 you are pretty good at hiding someone's identity. At a base 13 you can make over yourself or others for a particular role, such as a specific culture or profession. At a base 16 you can disguise yourself well as a specific person. At a base 20 you are a master of appearances and can disguise yourself or others as anyone, including other genders and races, with uncanny accuracy. Stopping bleeding, setting broken bones, and tending to poison. At a base 10 you can tie a tourniquet and generally know what to do in medical emergencies. At a base 13 you are skilled at first aid and can treat most small wounds with ease. At a base 16 you are a pretty seasoned bonesaw and can prepare multiple patients to be transported to a surgeon quickly. At a base 20 you may not be able to perform full-on surgery but you can easily bring people back from the gates of death in seconds. Falsifying documents and official papers. Forgery also applies to counterfeiting coins. At a base 10 you can imitate official papers or coins but you shouldn't use them in large cities where they are more likely to be examined. At a base 13 you can create coins that would be accepted by most merchants and can falsify official papers that don't require a specific person's seal. At a base 16 you are a great forger and can create most documents, even those that require specific seals. At a base 20 you are a master forger and are probably wanted in at least a few cities for spreading false documents and destabilizing economies with false coin. Opening locks without a key. At a base 10 you can break cheap locks without much problem. At a base 13 you can break into most average houses and crack simple locks. At a base 16 you can open bank vaults, given time. At a base 20 you can crack the most complex locks and can open many locks with little time and makeshift tools. Creating makeshift traps and disabling traps. The DC to notice and dodge the trap is based on your Trap Crafting roll. The trap can either grapple an opponent or cause an amount of damage to them equal to 1d6 per 2 points of Trap Crafting. At a base 10 you can build a pit trap and put some stakes at the bottom of it. At a base 13 you can build rope traps that will ensnare your opponent and more complicated traps. At a base 16 you can hide multiple traps in a wilderness area with ease. At a base 20 you can hide traps such as tripwires and swinging weapons in urban areas. Firing a bow and arrow. At a base 10 you can string and fire a bow with some accuracy. At a base 13 you are as skilled as any battlefield archer and you can fire in combat with good accuracy. At a base 16 you can hit most targets and quickly make shots that most average archers would consider difficult. At a base 20 you are a master archer and you can hit almost any target, no matter the range or size. The skill required for climbing, balancing, thrown weapons, and such. At a base 10 you can climb craggy rock surfaces and hit stationary targets. At a base 13 you can scale buildings fairly easily and can fight on slanted rooftops. At a base 16 you can walk tightropes and throw daggers and the like at chinks in armor. At a base 20 you can perform acrobatic stunts on tightropes, fight on ceiling beams, and climb anything that isn't greased. Firing a crossbow. At a base 10 you can string and fire a crossbow with some accuracy. At a base 13 you are as skilled as any battlefield arbalist and you can fire in combat with good accuracy. At a base 16 you can hit most targets and quickly make shots that average arbalists would consider difficult. At a base 20 you are a master arbalist and you can hit almost any target, no matter the range or size. Performing stage magic tricks, making small things disappear or appear, pickpocketing and slipping things into people's pockets. At a base 10 you can do simple tricks such as slipping things out of your pocket as if they just appeared. At a base 13 you can reliably pickpocket people without them knowing. At a base 16 you can slip things into observant people's pockets, slip small objects out from under people's noses and such. At a base 20 you can make larger objects disappear, even things like swords and small animals. Moving silently through your surroundings and acting without being perceived. At a base 10 you can sneak by sleeping guards without waking them. At a base 13 you can sneak by guards and quietly draw weapons without people noticing. At a base 16 you are as stealthy as a trained assassin and are rarely caught when you're sneaking through an area. At a base 20 you can infiltrate secure buildings with ease, sneak by alert guards, and draw blades directly behind people without being caught. Getting along with people. At a base 10 you can make friends pretty easily at your local tavern. At a base 13 you are a likeable person and it's pretty rare for you to make enemies. At a base 16 you are the life of the party and it's hard for anyone to stay mad at you for long. At a base 20 you could convince a raging troll to sit down for a pint over a game of gwent. Lying and conniving. At a base 10 you can generally lie about having taken an extra helping at dinner or convince peasants you weren't spying on them. At a base 13 you are a fairly practiced liar and can lie about most anything without too much of a tell. At a base 16 you can conceal your tells very well and can bluff even city guards convincingly. At a base 20 you are a master of deceit and you could lie your way out of an interrogation by the Nilfgaardian Impera Brigade. Creating works of art, from painting to song writing to glass-working. Each time you take this skill you must specify what fine art you are training in. At a base 10 you have practiced this skill before and can create artwork. At a base 13 you are skilled in your craft and can make art impressive enough to be bought at market. At a base 16 you are a seasoned artist and can support yourself entirely by creating and selling art. At a base 20 you are a supremely talented artist and a king or emperor commissioning you is not out of the question. Counting odds, calculating risks, and earning money by gambling. It's important to note that while dice poker requires Gambling, gwent require Tactics. At a base 10 you can generally figure out odds and win against new gamblers. At a base 13 you can win against most average people. At a base 16 you can swindle most people out of their money and are often accused of cheating. At a base 20 you are known across cities and in most of the underground as a master gambler. Grooming yourself and arranging your outfits to make an impression. At a base 10 you are a pretty fashionable person. At a base 13 you could work at a fairly nice salon in Novigrad or the capital of the Empire of Nilfgaard. At a base 16 when you put the effort into it you can look as good as many sorceresses. At a base 20 you could be stylist to a noblewoman, arranging outfits that people talk about for months Reading people's emotions. At a base 10 you are an empathic person and people often come to you to vent their problems. At a base 13 you can read most people with ease. At a base 16 you can spot even subtle discomforts and often know when people are lying. At a base 20 you could be a true empath, assessing people with a single glance. The skill of rallying people under your banner, or just taking control of a situation and getting people to do your bidding. At a base 10 you are confident, and in emergency situations people will generally follow your orders. At a base 13 you are a well-versed leader and can manage a small group of people effectively. At a base 16 you can lead a large group of soldiers with no one questioning your command. At a base 20 you could lead the armies of the North with your name going down in history. Convincing people to agree with you or do something you want them to do. At a base 10 you are a fairly persuasive person and you rarely have to buy the next round at the tavern. At a base 13 you can convince guards to let you go for minor crimes such as trespassing. At a base 16 you can debate in the halls of Oxenfurt. At a base 20 you are a rhetorical powerhouse and could even convince King Radovid the Stern to spare a mage Playing instruments, singing, and acting. Each time you take this skill you must specify a form of performance. At a base 10 you can play basic songs and perform on stage. At a base 13 you can not only perform but generally impress crowds you perform for. At a base 16 you draw crowds and can play songs on the fly. At a base 20 you would be summoned to perform for kings and emperors. Seducing people and performing in bed. At a base 10 you are flirtatious and you've had some practice in bed. At a base 13 you can flirt with ease and grace, and get compliments in bed. At a base 16 you could work at a high-class brothel and make a killing. At a base 20 you often find yourself tripping over admirers and when you take a person to bed, they definitely remember you. Noticing things or spotting abnormalities in your environment. At a base 10 you are a relatively aware person, noticing people walking by you and large changes in the environment. At a base 13 you are very aware, noticing small changes in the environment and hearing an average person trying to be stealthy. At a base 16 you are acutely aware, able to pinpoint minute changes in your environment and rarely taken by surprise. At a base 20 you are hyper-aware and nearly nothing happens in your environment without you noticing. Even invisible creatures have a hard time sneaking by you Starting and operating a business. At a base 10 you can manage a basic lemonade stand. At a base 13 you could probably run a tavern and not go out of business. At a base 16 you are a successful businessman who has probably run businesses in the past and rarely makes mistakes. At a base 20 you are a master of business, capable of running not just a business but a mercantile empire. The skill of deducing a conclusion from clues given to you. At a base 10 you often get hunches that point you in the right direction. At a base 13 your hunches are usually right and you can back them up with logical reasoning. At a base 16 you generally can find what has occurred or what may occur with only a few clues. At a base 20 your deductions are almost never wrong and you can find answers with the barest of clues. The level of formal education you have received. At a base 10 you have basic knowledge, the amount you would get 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 Oxenfurt or another such college. At a base 20 you are a highly educated individual who stumps college professors and mage advisors. Skill in speaking a specific language. The languages that can be learned via Language are Common Speech (the language of the Northerners), Elder Speech (the language of the Nilfgaardians, Skelligers, and non-humans besides dwarves), and Dwarven (the language of the dwarves). At a base 10 you know the basics of a language and can read it slowly; when you speak your accent is atrocious and you are slow and ponderous. At a base 13 you know the language well enough to read, write, and speak it but some technical words and slang elude you. At a base 16 you are totally fluent in the language and can even work out some dialects. At a base 20 you are not only fluent in the language but you know all dialects and ancient forms of the language. Skill in speaking a specific language. The languages that can be learned via Language are Common Speech (the language of the Northerners), Elder Speech (the language of the Nilfgaardians, Skelligers, and non-humans besides dwarves), and Dwarven (the language of the dwarves). At a base 10 you know the basics of a language and can read it slowly; when you speak your accent is atrocious and you are slow and ponderous. At a base 13 you know the language well enough to read, write, and speak it but some technical words and slang elude you. At a base 16 you are totally fluent in the language and can even work out some dialects. At a base 20 you are not only fluent in the language but you know all dialects and ancient forms of the language. Skill in speaking a specific language. The languages that can be learned via Language are Common Speech (the language of the Northerners), Elder Speech (the language of the Nilfgaardians, Skelligers, and non-humans besides dwarves), and Dwarven (the language of the dwarves). At a base 10 you know the basics of a language and can read it slowly; when you speak your accent is atrocious and you are slow and ponderous. At a base 13 you know the language well enough to read, write, and speak it but some technical words and slang elude you. At a base 16 you are totally fluent in the language and can even work out some dialects. At a base 20 you are not only fluent in the language but you know all dialects and ancient forms of the language. Skill in discerning information about monsters. At a base 10 you can tell a nekker from a ghoul. At a base 13 you know generally which monsters fit into what classifications. At a base 16 you are well-versed in the various weaknesses and strengths of all common monsters. At a base 20 you rarely encounter a beast you can't analyze in a matter of seconds and even a witcher would be proud. Blending in at social functions and not making a fool of yourself in polite company. At a base 10 you know how to address nobility and can act properly when in a fancy neighborhood. At a base 13 you can attend social gatherings and not stick out like a sore thumb. At a base 16 you appear dashing —a cavalier, knowledgeable in all laws of society, fitting in with ease. At a base 20 you know even the unspoken rules of the highest courts and could probably impress the Emperor of Nilfgaard himself. Knowing the streets. This skill is less about knowing a geography and more about knowing how certain areas operate. At a base 10 you have enough knowledge to avoid muggers and know where the nice parts of a city are. At a base 13 you can generally pick up what factions hold sway in an area and why. At a base 16 you can glean a phenomenal amount about an area from studying it, identifying the important people in the city and their relationships with ease. At a base 20 you are able to assess a whole town easily, picking up enough to make you effectively a local. Anticipating enemy movements and planning accordingly. At a base 10 you can figure out the basics of an untrained mob's combat plan. At a base 13 you could probably lead a small battalion of men successfully and could rout an enemy force of equal size. At a base 16 you could be placed in charge of a mercenary band and be a major military force, adapting to all kinds of situations with knowledgeable leadership. At a base 20 you could be a full-on military general, leading whole armies with the tactical and strategic knowledge to win the day against even unspeakable odds. The skill of explaining skills to others. This skill is not required to teach other skills, but it makes it a lot easier. At a base 10 you can walk a person through a basic demonstration, though they may not always understand. At a base 13 you can teach the basics of a skill to a diligent pupil with no issues. At a base 16 you could teach even uninterested students the higher levels of a skill with time. At a base 20 you are master of teaching and can connect with anyone. Your lessons immediately make sense and rarely ever have to be repeated. Surviving outdoors and tracking prey. At a base 10 you know how to make a fire, what common plants are poisonous, and how to follow a trail. At a base 13 you could survive in the wilderness alone with some discomfort and you could earn a living hunting. At a base 16 you could be a hermit or a ranger, living in the wilderness with ease. At a base 20 you know almost everything about the wilderness. There's no natural environment that you couldn't adapt to and no prey that can avoid you. The skill of fighting hand to hand with fists, feet, and the like. At a base 10 you are a competent fist fighter and probably could win an average fight. At a base 13 you are a skilled fist fighter and will generally beat any common bar room brawler. At a base 16 you are very skilled at hand-to-hand combat. You know many techniques for physical combat and can beat even military combatants. At a base 20 you are a master of hand-to-hand combat and can beat almost anyone barehanded. You can even stand up against armed warriors. Dodging attacks and missiles and escaping from holds and grapples. At a base 10 you can dodge telegraphed attacks and escape from weak assailants. At a base 13 you can dodge a spear if you can see it coming and you know how to escape from basic holds. At a base 16 you can dodge missiles such as arrows and crossbow bolts if you can see them coming. At a base 20 you can dodge even things you aren't completely aware of and can escape from all sorts of holds. Using weapons such as whips, bludgeons, and axes. At a base 10 you can reliably wield melee weapons. At a base 13 you can swing an axe with enough skill to match professional soldiers. At a base 16 you can rival hardened veterans in melee combat. At a base 20 you are a master of melee who can take on multiple assailants at once. Riding horses, and in some cases riding other animals or even monsters. At a base 10 you can ride a trained horse and not fall off. At a base 13 you can ride well enough to jump small obstacles and race. At a base 16 you can handle wild horses and ride bareback without too much issue. At a base 20 you can do trick-riding and even attempt to ride more dangerous beasts. Sailing ships and controlling maritime vessels. At a base 10 you can sail in calm weather. At a base 13 you can handle rough weather and avoid obstacles with ease. At a base 16 you can maneuver in the open ocean and escape sirens and drowners. At a base 20 you can sail a ship through the most dangerous storms with minimal damage. Using light weapons such as daggers and cleavers. At a base 10 you can reliably wield small blades. At a base 13 you are a professional and can wield small blades with enough skill to match an assassin. At a base 16 you can rival hardened veterans in knife fights. At a base 20 you are a hardened veteran who can take on multiple assailants at once. Using long weapons such as staves, pole axes, and spears. At a base 10 you can reliably wield pole arms. At a base 13 you are a professional and can wield a pike with enough skill to match professional soldiers. At a base 16 you can face cavalry charges without flinching. At a base 20 you are a one-person wall of wood and steel. Using swords. At a base 10 you can reliably wield swords. At a base 13 you are a professional and can take the field. At a base 16 you win most duels you fight. At a base 20 you are a hardened veteran who cuts a swath through the field. The skill of resisting fear. At a base 10 you are a calm person and can stand up to a tough customer in a bar. At a base 13 you can stare down a vicious mass murderer and not flee when you see monsters. At a base 16 you are usually the bravest person in the room and can face down enemies you know you can't beat. At a base 20 nothing scares you and you remain glacially cool even in the face of enormous monsters. Hexing people or places. At a base 10 you can focus pure hatred into simple hexes. At a base 13 you know certain bits of black magic that allow your hexes to take hold better. At a base 16 you are wellversed in hexes and can focus your pain into deadly ones. At a base 20 you weave hexes that make seasoned witchers scowl. Scaring people, either to run them off or make them do something for you. At a base 10 you are a pretty frightening person, and rarely do people mess with you in a bar. At a base 13 you have gotten used to intimidating the people around you and can scare most average people, even some soldiers. At a base 16 you radiate malice, and even seasoned soldiers know to give you a wide berth when you pass by. At a base 20 all you need to do is give a person a single look to make them cave. Utilizing magic in the form of spells and their simpler cousins, signs. At a base 10 you can cast basic spells or signs, but require incantations and gestures for all spells. At a base 13 you can cast signs and spells with reasonable grace, and require incantations only for complex and difficult spells. At a base 16 you are a seasoned mage and require only gestures for difficult spells. At a base 20 you use only a flick of the hand to cast even the most difficult spells. Resisting magical influence. At a base 10 you are often aware when magic is affecting you and can sometimes shake it off. 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. Resisting persuasion, seduction, and the like. At a base 10 you can keep your head when being pressured into something you really don't want to do. At a base 13 you can shut out the seductions of relatively attractive people and avoid caving to strong arguments. At a base 16 you are resilient enough to earn the title "stubborn" and aren't often moved by those with good reasons or impressive assets. At a base 20 when you make a decision, rarely will anything change your mind. 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. Actions Def. Repositionnement Init. Armes M/D Nom Fia. Attaques Frappe Rapide Frappe Puissante Attaque Normale Bloquer Parer Dégâts Déf. Effets Portée Mun. Ajouter Arme Supprimer Arme Supprimer Arme Bagarre Nom Dégâts Attaques Déf. Poings Pieds Armure Nom Emplacement PA VE Nom Ajouter Armure Suprimer Armure Supprimer Armure Tête Torse Bras droit Bras gauche Jambe droite Jambe gauche Tête Torse Bras D. Bras G. Jambe D. Jambe G. Attaque %s avec Frappe rapide sur %s with Frappe puisssante sur %s with [ERREUR] Tentative de jet de défense inconnue. Défense réussie. Défense echouée. [CRIT. MORTEL (%i)] [CRIT. DIFF. (%i)] [CRIT. COMPLEXE (%i)] [CRIT. SIMPLE (%i)] [TOUCHE (%i)] %s doit tirer les dégâts. Arme Nom Effets Proprietes Attaque Degats Runes Fiabilité Dissimulation Effets : Ablation Perforation Équilibré(e) Saignement Bagarre Dissimulation Focus Saisie Focus Supérieur Perforation Amél. Longue Portée Météorite Non Létale Rechargement lent Étourdissement Carac. Comp. PRÉ Précision Type Saisissez les types de dégâts ou effets ; utilisez des virgules (,) pour les séparer. Bonus carac. Max Nom Effet Chemobog Lancer 1d6 lorsque votre arme devrait subir des dégâts. Sur un 4, 5, ou 6, l'arme ne subit aucun dégât. Dazhbog Feu (30%) Devanna Saignement (30%) Morana Poison (30%) Perun Gagnez un second dé d'adrénaline à chaque fois que vous en gagnez un. Stribog Stupéfaction (30%) Svarog Perforation Triglav Etourdissement (-1) Veles Focus supérieur Zoria Gel (30%) Armure Nom Effets Résistances Proprietes Pouvoir d'Arrêt Valeur d'Emcombrement VE Totale Emplacement Amelioration / Runes Max Nom Effet Glyph of Magic Lorsque vous portez cette armure, soit votre SD de sort augmente de +3, soit les dégâts de vos sorts augmentent de + 1d6. Ceci ne s'applique qu'aux sorts d'éléments mixtes. Glyph of Air Lorsque vous portez cette armure, soit votre SD de sort augmente de +3, soit les dégâts de vos sorts augmentent de + 1d6. Ceci ne s'applique qu'aux sorts d'air. Glyph of Earth Lorsque vous portez cette armure, soit votre SD de sort augmente de +3, soit les dégâts de vos sorts augmentent de + 1d6. Ceci ne s'applique qu'aux sorts de terre. Glyph of Fire Lorsque vous portez cette armure, soit votre SD de sort augmente de +3, soit les dégâts de vos sorts augmentent de + 1d6. Ceci ne s'applique qu'aux sorts de feu. Glyph of Water Lorsque vous portez cette armure, soit votre SD de sort augmente de +3, soit les dégâts de vos sorts augmentent de + 1d6. Ceci ne s'applique qu'aux sorts d'eau. Dégât pour après l'armure Frappe puissante x2 avant l'armure Dégâts suppl. : Critique - Simple Critique - Complexe Critique - Difficile Critique - Mortel Emplacement - Tête Emplacement - Torse Emplacement - Bras Emplacement - Jambe Emplacement - Monstre, membre Emplacement - Monstre, queue/aile {moitié armure} {armure} Dégâts Dégâts non létaux Cracked Jaw The blow cracked your jaw, making it hard to speak clearly. You are at a -2 to Magical Skills & Verbal Combat (Charisma, Persuasion, Seduction, Leadership, Deceit, Social Etiquette, and Intimidation). Disfiguring Scar The blow mangled your face in some way. You are grotesque and diffcult to look at. You take a -3 to empathic Verbal Combat (Charisma, Persuasion, Seduction, Deceit, Social Etiquette, and Leadership). Cracked Ribs The blow cracked your ribs, making it painful to breathe and exert strength. You take a -2 to BODY. This does not effect Health Points. Foreign Object The blow lodged a piece of clothing or armor in your wound, causing an infection. Your Recovery and Critical Healing are quartered. Sprained Arm The blow sprained your arm, making it diffcult to maneuver. You take a -2 to actions that use the arm. Sprained Leg The blow sprained your leg, making it diffcult to walk and maneuver. You take a -2 to SPD, Dodge/Escape, and Athletics. Minor Head Wound The blow rattled your brain and caused some internal bleeding. It's hard to think straight. You take a -1 to INT, WILL, and STUN. Lost Teeth The blow knocked out some teeth. Roll 1d10 to see how many teeth are lost. You take a -3 to magical skills and Verbal Combat. Ruptured Spleen A tear in your spleen begins bleeding profusely, making you woozy. Make a Stun save every 5 rounds. This wound induces bleeding. Broken Ribs The blow breaks your ribs, causing immense pain when you bend and strain. Take a -2 to BODY and a -1 to REF and DEX. Fractured Arm The blow fractures your arm. You take a -3 to actions with that arm. Fractured Leg The blow fractures your leg. You take a -3 to SPD, Dodge/Escape, and Athletics. Skull Fracture The blow fractures a part of your skull, weakening your head and causing bleeding. You take a -1 to INT and DEX, and take quadruple damage from head wounds. Concussion The blow caused a minor concussion. Make a Stun save every 1d6 rounds and take a -2 to INT, REF, and DEX. Torn Stomach The blow rips your stomach, pouring its contents into your gut. You take a -2 to all actions and take 4 points of acid damage per round. Sucking Chest Wound The wound tears your lung, which fills your chest with air, crushing organs. You take a -3 to BODY and SPD. You also start suffocating. Compound Arm Fracture The blow crushes your arm. Bone sticks out of the skin. The arm is rendered useless and you start bleeding. Compound Leg Fracture The blow snaps your leg, rendering it useless. Quarter SPD, Dodge/Escape, and Athletics. This induces bleeding. Separated Spine/Decapitated The blow either snaps your neck or separates your head from your shoulders. You die immediately Damaged Eye The blow cuts into or indents your eyeball. You take a -5 to sight-based Awareness and -4 to DEX. This wound begins bleeding. Heart Damage The blow damages your heart. Make an immediate Death save. If you survive, the wound is bleeding and you must quarter your Stamina, SPD, and BODY Septic Shock The blow damages your intestines, letting waste enter your blood stream. Quarter your Stamina, take a -3 to INT, WILL, REF, and DEX. You are poisoned. Dismembered Arm The blow rends your arm from your body or damages it beyond repair. The arm cannot be used and you start bleeding. Dismembered Leg The blow tears your leg from your body or damages it beyond repair. Quarter your SPD, Dodge/Escape, and Athletics. This wound begins bleeding. Target without anatomy (elementa or specter) Bonus damage = No major fumble. Your weapon glances off and you are staggered. Your weapon lodges in a nearby object and it takes 1 round to free. You damage your weapon severely. Your weapon takes 1d10 points of reliability damage. You manage to wound yourself. Roll for location. You wound a nearby ally. Roll location on a random ally within range. The ammunition you fired,or weapon you threw, hits something hard, breaking. Your bowstring comes partially undone, your crossbow jams, or you drop your thrown weapon. It takes 1 round to undo this. You strike one of your allies with a ricochet. Roll location on a random ally within range. Your weapon takes 1d6 extra points of reliability damage. Your weapon is knocked from your hand and flies 1d6 meters away in a random direction You are knocked to the ground. You are now prone and must make a Stun save. Your weapon takes 2d6 extra points of reliability damage. Your weapon ricochets back and hits you. Roll for location. You are knocked off balance and are staggered. You trip on something and fall prone. You trip and fall prone. You must make a Stun save. You trip and hit your head. You are knocked prone, take 1d6 points of non-lethal damage to the head, and must make a Stun save. You fail horribly and not only fall prone but also take 1d6 lethal damage to the head and must make a Stun save. emplacement : ou Tête Torse Monstre, torse Bras droit Bras gauche Jambe droite Jambe gauche Monstre, membre droit Monstre, membre gauche Monstre, membre Monstre, aile/queue Monstre, aile/queue Modificateurs d'attaque Frappe puissante Dégainnage rapide Target pinned Target act. dodging Mov. target REF >10 Ambush Ricochet shot Target silhouetted Range modifiers Point blank Medium Long Extreme Light levels modifiers Bright light Dim light Darkness Damage modifiers Critical - simple Critical - complex Critical - difficult Critical - deadly Lethal Non lethal Soft Spot Aiming modifiers Head Torso Arm Leg Monster limb Monster wing/tail Focus Add Magical Class Delete Magical Class Delete Magical Class Add Spell Delete Spell Delete Spell Mage spells Priest Invocations Witcher Signs Rituals Hexes Name STA Summary Cast Spell Spell Name Level Novice Journeyman Master Element Water Fire Air Earth Mixed STA Cost Effect Range Duration Defense Preparation time DC Components Danger Requirement to lift Not enough Stamina to cast this spell Stamina Max for casting a witcher sign is 7. [OVEREXERTION : - %i HP] The spell is not compatible with the target magical class. Magic sparks and crackles and you take 1 point of damage for every point you fumbled by, but the spell still goes off. The magic that is already partially through you ignites inside you. The spell fails and you suffer an elemental fumble effect. Your magic explodes with a catastrophic effect. Not only do you suffer an elemental fumble effect, but any focusing item you are carrying explodes as if it were a bomb (doing 1d10 damage) with a 2 meter radius. You take 1 point of damage for each point of Stamina spent. You have a 50% chance of inficting the hex on yourself. Armure Armes Objets d'alchimie Améliorations d'armure Monture - Locomotion Monture - Locomotion, équipement Outils Équipements généraux Name SP Stopping Power Avail. Availability AE Armor Enhancement Effect Cover EV Encumbrance Value Wt Weight Price Type Damage Type WA Weapon Accuracy Dmg Rel Reliability Hands Hands Rng Range Conc Concealment Conc Concealment EN Enhancement Res. Resistance Ath. Athletics CM Control Mod Sp speed Health Health Auto calculation Whether derived stat are automatically calculated or not Type Humanoid Animal Beast Cursed Ones Draconid Elementa Hybrid Insectoid Necrophage Ogroid Relict Specter Vampire Threat Easy Medium Hard Simple Complex Difficult Vulnerabilities Resistances Abilities Initiative Wound Threshold Stats Stun Run Leap HP Auto-compute HP Manual input HP Sta Enc Rec Height Weight Environment Intelligence Organization Loot Bounty Skills Ecology Combat Att. (ROF) Enter skills as : skillname +mod and use coma to separate each skill Try to roll unknown skill "%s" Initiative Roll All Initiatives Roll NPC Initiatives Roll PC Initiatives Clear All Initiatives Reset pending attack resolution Delete From Tracker Delete All Non-Friendly Delete Only Foes HP STA Pending attacks reset Class skill This label is editable Twin shot Pin Point Aim Twin shot attack %s with Special Actions