Witcher Homebrew Skill Trees EN
Witcher Homebrew Skill Trees EN
Witcher Homebrew Skill Trees EN
Contents
Disclaimer .................................................................................................................................. 2
House rules for fumbles ............................................................................................................. 2
Preventing fumbles ................................................................................................................ 3
Effects of and rationale for this change ................................................................................. 4
House rules for spell casting ...................................................................................................... 5
Effects of and rationale for this change ................................................................................. 6
House rules for learning new skills ............................................................................................ 6
Effects of and rationale for this change ................................................................................. 6
Burning permanent Luck points against deadly critical wounds and death ............................... 7
Effects of and rationale for this change ................................................................................. 7
Repositioning tweak: ................................................................................................................. 7
Effects of and rationale for this change ................................................................................. 8
New special perks for specific Witcher schools: ....................................................................... 8
Effects of and rationale for this change ................................................................................. 8
Defence bonus for shields and some weapons:.......................................................................... 9
Effects of and rationale for this change ............................................................................... 10
Defend other action .................................................................................................................. 11
Effects of and rationale for this change ............................................................................... 11
Verbal combat clarifications .................................................................................................... 12
Effects of and rationale for this change ............................................................................... 13
House rule for Fire ................................................................................................................... 14
Effects of and rationale for this change ............................................................................... 14
Reputation ................................................................................................................................ 14
Effects of and rationale for this change ............................................................................... 15
Diagram/Formula memorization .............................................................................................. 15
Effects of and rationale for this change ............................................................................... 15
Exhaustion rules and STA regeneration: ................................................................................. 15
Effects of and rationale for this change ............................................................................... 16
Homebrew skill trees ............................................................................................................... 20
Skill Tree Bard ......................................................................................................................... 21
Skill Tree Craftsman ................................................................................................................ 24
Skill Tree Criminal .................................................................................................................. 27
Skill Tree Doctor...................................................................................................................... 30
HOMEBREW RULES PATCHES AND SKILL TREES
for The Witcher TRPG by Talsorian Games
By u/Spirited-Dark-9992 – permission to share granted (CC-BY)
Skill Tree Mage........................................................................................................................ 33
Skill Tree Man-at-Arms ........................................................................................................... 37
Skill Tree Merchant ................................................................................................................. 40
Skill Tree Priest........................................................................................................................ 45
Skill Tree Witcher .................................................................................................................... 53
Disclaimer
As Talsorian is for some reason extremely strict about allowing people to share content that
would get more people interested in their game, I have to include this here. This homebrew
content for The Witcher TRPG is freely available – if you were charged for it, somebody
shafted you. Any rules text reproduced here is accidental. I am not using anything that even
looks close to Talsorian’s formatting because I don’t even want to start thinking about what’s
allowed and what isn’t. In accordance with Talsorian’s policy, I also note:
“This document containing homebrew rules patches and skill trees for The Witcher TRPG by
Talsorian Games is unofficial content provided under the Homebrew Content Policy of R.
Talsorian Games and is not approved or endorsed by RTG. This content references materials
that are the property of R. Talsorian Games and its licensees.”
Preamble
This has become quite a long document. It collects most of the various tweaks and houserules
that our group has accrued over the years we’ve played, as well as some systems and changes
I made along the way as thought exercises, but that we don’t use ourselves. Thus, be warned
that not all of this is playtested.
Please note that the rules in this document are written to be as clear as possible to gamers
who value precise rulings in their games. That doesn’t mean that they are only meant for a
mechanics-heavy style of play. I personally use these rules loosely and mostly as an
inspiration for possibilities when I GM, because both my players and I enjoy flexibility and
prioritizing roleplay over mechanics. If the level of detail is too high, you are explicitly
encouraged to throw away the details, step back and see whether the concept appeals. If so,
use it as you see fit; if not, don’t! The details are there for tables that care about balance and
value consistency in arbitration of actions highly.
The rationale sections are there for readers to get some idea of what ‘feel’ will be affected by
the rules changes and to give some idea of how different changes may interact if
implemented together.
Fumbles
If a 1 is rolled on the first rolled of a check, roll again straight away. The second roll may
explode upwards on a 10 as usual. The final value of the second roll is the fumble value.
Subtract the skill rank you have in the skill you were rolling on from the fumble value and
apply any situational modifier that would have applied to the check (e.g., weather, penalty for
strong strike or aiming at a body part, defence modifiers for multiple opponents). If the final
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fumble value is 0 or less, the roll simply counts as a 1. If the final fumble value is greater than
0, the roll counts as a 1 and as a fumble. A fumble may have one of two consequences:
• The final fumble value is subtracted from your check result (base +1), after which
situational modifiers are applied as normal.
• Your check result is base +1. Situational modifiers apply as normal. An unpleasant
side effect occurs depending on the size of the fumble value (e.g., the tables in the
core book for fumbles in combat or when casting spells; skills like Cover Identity
backfiring to a certain degree). The side effect may include an automatic failure of the
check, but doesn’t have to.
Note that this means that the situational modifier is generally applied twice, once to the check
itself and once to the fumble value.
Example of the first option: Caedan rolls a 1 on Awareness, followed by an 8. He subtracts
his 6 skill ranks in Awareness from 8, resulting in a fumble value of 2. The GM had applied a
penalty of -3 due to heavy rain, resulting in a (final) fumble value of 5. Caedan’s base
Awareness is 15. He has rolled a 1, subtracts 5 for the fumble and -3 (again) for the
situational modifier, ending at 8. This is not enough to notice the hidden Nekkers (DC 13),
but would be enough to notice the distracted bear before it notices him (DC 7). Without the
situational penalty, Caedan would have ended up at 14 even after this comparatively bad
fumble roll, which would have noticed the Nekkers at least.
Examples for the second option: Roderick rolls a 1 followed by a 10 and a 5 when treating a
simple critical wound. He subtracts his skill rank of 6 in Healing Hands from the fumble
value, ending at a final fumble value of 9. The GM decides that the treatment causes side
effects. Roderick’s check result on Healing Hands is equal to his skill base + 1 (17), which
would normally be enough to treat the wound (DC 12). Due to the high fumble value, the GM
decides the check fails. In addition, the patient takes damage equal to the fumble value (9
HP) and the critical wound worsens by a category. If the fumble had not been so severe, the
GM might have allowed the treatment to succeed as normal with Roderick’s result of 17, but
still added extra HP damage as a side effect.
Draig fumbles a Dodge check with a final value of 7. The rulebook’s defence fumble table
states that he slips and is now Prone. Because there is a side effect, the actual result of the
check ends up at his base value + 1 + situational modifiers. In the vanilla rules, his Dodge
check would have caused the side effect and been a very low result, which probably would
have meant he would have eaten a severe critical wound on top of the side effect – effectively
punishing him twice for the fumble.
Thus, you are punished for a fumble either with a particularly low result on the check or with
a bad side effect, not with both.
Preventing fumbles
Fumbles can be prevented in two ways:
• Spending Luck points before the roll – this causes the initially rolled number to count
as though it were as many points higher as the Luck spent (max. 10). Thus, spending
any amount of Luck prevents a fumble, as you can’t roll a 1 anymore. Upward dice
explosions also become more likely.
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• Preparing the action for a longer period (at least about five times the normal time
spent at the GM’s discretion) – if sufficient time is spent in preparation, a rolled 1
simply counts as a 1 and does not cause a fumble roll. The GM is advised to disallow
this rule for checks made under particularly bad circumstances or for certain types of
checks (e.g., magical healing of critical wounds, in order to prevent the Doctor from
becoming obsolete). This should be communicated to the player before they declare
preparation.
Example: In Ban Ard, spells are learned under circumstances that are as safe as possible,
which leads to a low number of accidents. Casting a spell generally takes 15-20 seconds,
even if 3 would be enough in a pinch. The spells may not always work, but at least novices
don’t literally explode every ten seconds (RAW, the chance of a fumble with an explosive
effect is 1%, so presumably mages would explode multiple times during their training on
average). Casting fast or under stress is much more dangerous and is practiced less often
and with more (medical) precautions. Thus, most mages have some memories of hurting
themselves with a fumble in their school days, but not of being one of the few remaining
survivors after six weeks of fire magic classes.
The group prepares an ambush and takes a few minutes to select good hiding spots. Hendrik
rolls a 1, but this does not cause a fumble. It would have been different if the group had only
just heard the enemies approaching in time and scrambled to set up an ambush – the 1 might
be more dangerous then.
When ambushing, the first strike you line up against an unwitting opponent is not going to
end up stabbing yourself or smashing your weapon to bits. During an active combat, though,
something like this is far more likely to happen, especially to a novice compared to an
experienced weapons master.
Effects of and rationale for this change
Fumbles in general are a lot rarer, especially so for individuals with training. This favours the
players on average. Planning in general provides more security and a carefully-laid plan is
less likely to be shattered by a bad roll. An unlucky defence roll will not inevitably doom PCs
within ten combats with moderately threatening enemies.
The danger of combat and spell casting in particular is reduced, but opponents getting the
drop on PCs are still very dangerous due to the large flat modifiers involved. The hope is that
the danger of the game comes more from bad planning (or cunning opponents) rather than
swingy rolls.
Situational penalties (including from armour!) are more dangerous because they can make
fumbles worse, especially when casting spells (where fumbles can be particularly dangerous).
Skill ranks in general are more valuable because they reduce fumble values, as are skills like
Witcher Training or Immutable, which may eliminate situational penalties.
Aimed strikes at body parts and strong strikes are slightly riskier than before, as penalties
worsen fumbles. This is so that even very skilled fighters (rank 7+) occasionally have to deal
with noticeable fumbles if they are attempting riskier manoeuvres like targeting the head, for
example.
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As extra actions are always performed at -3, they also risk worse fumbles. This may be more
realistic and also provides at least some disincentive to take them every turn (which is
otherwise likely for many non-caster characters unless the encounter is designed to be a long
slog, as STA is seldom a problem otherwise).
Spellcasting
Spells may be cast without using any gestures at -5 and without any words at -5, regardless of
the skill rank in Spell Casting. Casting a spell without moving or saying anything has a total
modifier of -10. Any situational penalties that come from curtailed movement (e.g., being
grappled, armour encumbrance) are doubled with regard to casting spells, up to a maximum
of -5. The GM should also consider applying speech-based penalties up to a maximum of -5
if a caster is suffocating or similar.
Spells cast against characters which don’t normally allow a defence roll are instead rolled
against a DC equal to the base Resist Magic score of the target, minimum DC 10. As the
average NPC has Resist Magic below 10 and the average spellcaster has a base Spell Casting
of 10 or more, this means that the caster will often automatically succeed if fumbles are
eliminated (e.g., by spending sufficient extra casting time). This saves time in play when
targeting less significant NPCs. However, a caster operating under sufficient situational
penalties (e.g., casting without gestures or words) may still fail such a check, allowing for
bad circumstances to make even simple spellcasting tense when appropriate.
The GM may also allow NPCs to roll a defence check (generally Resist Magic) against such
spells if it is appropriate to the scene, for example for actively resisting or wary NPCs, but
they should be careful to be consistent so that caster PCs don’t get the feeling that their spells
are sometimes arbitrarily less likely to work.
Spells that have no DC and do not target other characters are cast against DC 10 (as above,
generally an automatic success without fumbling, but not necessarily if situational penalties
apply).
The GM is reminded that they may determine that hazardous situations prevent the
elimination of fumbles by slow casting.
If the caster fails an attempt to cast a spell against another character’s Resist Magic DC, a
new attempt may be possible in the same scene at the GM’s discretion, but generally at a
penalty – after sufficient attempts, the DC becomes essentially impossible and the GM should
disallow further tries. If the GM is inclined to allow infinite retries without penalties beyond
the (presumably low) chance of a fumble and STA cost, it may be better to simply let the
spell succeed without a roll.
Dimeritium charms or similar provide a bonus of +6 to the DC for this purpose. A caster will
often be able to defeat such a protection on a weak-willed peasant (base DC 10 + 6 = 16), but
it may prove insurmountable for a stronger-willed target. Multiple dimeritium charms should
grant increased bonuses, but with diminishing returns (e.g., two charms +9, three charms
+10).
See also my tweaks for spells and rituals here.
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Effects of and rationale for this change
The new rules for fumbles generally reduce the risk of casting spells outside of combat
because it is almost always possible to take time to prevent a fumble. Some spells are
balanced primarily by the risk of a fumble (e.g., Telepathy). Requiring a DC means that these
spells may fail sometimes even without fumbles, although likely only when situational
penalties apply or against particularly strong-willed individuals. This seems to fit the setting
better, as casters may sometimes fail at simple spells under bad circumstances without
necessarily potentially exploding or hurting themselves.
Burning permanent Luck points against deadly critical wounds and death
If a character would receive a deadly critical wound or fail a death save, the player may
choose to burn a permanent point of Luck to prevent this specific effect: a deadly critical
wound is reduced to a difficult critical wound targeted at the same body part, while a failed
death save counts as a success. Burned Luck points may be bought back with IP as normal at
the GM’s discretion.
Effects of and rationale for this change
Note that implementing this rule along with the new fumble rules above means that PCs will
very seldom die. This may not be right for your table, so consider carefully whether you want
to implement both rules together. The feeling at our table is that the vanilla rules provide lots
of tools to make unique and interesting characters, yet have an extremely high likelihood of
killing these characters before they can be developed in play. This is why we prefer a less
lethal game.
Repositioning tweak
When a player takes the Reposition defence, they must move at least 1m. If there is no free
space to move this distance, the action is disallowed. In addition, a character may not move
more than half their SPD in one round from repositioning in total. Thus, a character with SPD
6 may reposition up to 3 times in a round, moving 1m each time, or they may reposition once,
moving 3m in a go, as they choose.
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Effects of and rationale for this change
Reposition is an extremely strong defence due to its potential to prevent follow-up strikes and
improvement to manoeuvrability, being mainly balanced for melee characters due to its
reliance on DEX instead of REF. However, a character specializing in Reposition can make
some fairly stupid things happen (for example, take a high Athletics character, allow them to
take a full defence action in front of a line of hostile soldiers, and watch them fly across the
entire line within a single round; alternatively, imagine a character being fired upon by three
archers leaping and bounding forward as they sprint). Reposition can also completely replace
Dodge in every circumstance except grappling and some specialized spells, which seems a
little too bad for Dodge.
Reputation
Reputation is a stat that typically ranges from 1 to 5, but can go up to 10 in extreme cases. A
Reputation is always linked to a certain deed or type of deed (e.g. “Cursebreaker of Mattgart
3”, “Artist 2”) and is generally limited to a certain area. The GM determines whether a given
Reputation may be applicable to a social interaction based on whether the interaction partner
is likely to know of the reputation and whether they are likely to consider this especially
positive or especially negative. If a person is positively affected by a reputation, the
reputation holder gains their reputation value as a bonus on social checks (e.g. a resident of
Mattgart meeting a “Cursebreaker of Mattgart”). If a person is negatively affected by a
reputation, the reputation holder takes their reputation as a penalty on social checks (e.g. a
Skelliger roughneck who hates artistic types meeting an “Artist”). At the GM’s discretion,
partially applicable reputations may apply half of their bonus/penalty.
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Effects of and rationale for this change
Why do we need two rolls to use this relatively common mechanic, one opposed roll to see
whether Rep applies and one to actually do what you want to do? I realize that some of the
skill trees below use two rolls for one action as well, but those are for some pretty specialized
shit. This, on the other hand, could be solved so much more simply. This game requires so
many dice that I’ve poured several hundred hours into programming a macro sheet that
manages combat for you – cutting one feels good.
This shouldn’t have much impact on most games, unless PCs are getting Reputations of 6 and
higher. If this is likely to happen in your game, consider shortening the Rep scale so that it
hits its maximum at 5 or 6. That way, the mechanic stays simple and the bonuses (or
penalties) don’t get out of hand.
Diagram/Formula memorization
A character with one rank in Alchemy may memorize up to 3 formulae with an Alchemy DC
of 12 or lower. Each additional rank in Alchemy increases the number of memorizable
formulae by 3 and the maximum DC by 1.
A character with one rank in Crafting may select three novice component diagrams that they
automatically have memorized. At Crafting rank two, the character knows all novice
component diagrams. In addition, a character may memorize 4 further diagrams per rank in
Crafting.
Effects of and rationale for this change
This is pure verisimilitude. An average person has INT 6. That means, RAW, that a Mage or
Doctor with years of training can’t remember more than 6 alchemy recipes, and if they can
remember that many, they can’t know how to make thread or hardened wood at the same
time. Take this a step further – say the Doctor’s family was pressuring them to learn
smithing, so they have 2 points in Crafting (which is 20% of the way to absolute mastery, by
the way). This Doctor, who has a Crafting base value of somewhere between +8 and +12,
literally cannot remember how to make thread, leather, linen, double-weave linen, and a full
suit of padded armour with a simple shield at the same time unless they are of significantly
above average intelligence.
Also, the vanilla Craftsman skills were made to address this deficit by devoting two whole
skills to increasing mental capacity for recipes. Sure, that makes sense if you accept the
premise, but it’s still two very boring skills for a class that was more of a niche for
adventuring already. I’d rather fix the problem.
This shouldn’t have much balance effect. Diagrams and recipes are still useful because of the
+2 bonus they confer as reference sheets and it’s not as though a dabbler with 1 or 2 skill
ranks is going to be able to memorize every diagram they ever see.
At our table, we have found the vanilla skill trees to be somewhat badly designed for our
purposes. We felt that skill trees should allow for different and unique approaches to playing
the game, so that unlocking skills is always exciting, but this was not the case with lots of the
default skill trees. As an example, one needs look no farther than the Craftsman - no less than
TWO skills allow memorization of more crafting formulae, which is both unexciting and
reflective of some weird design choices (see above).
This is why I've written redesigns of the skill trees for all of the base classes. The goal of
these redesigns is:
- a skill tree skill should be worth investing in beyond just unlocking the next one
- a skill tree skill should provide new options and tactics for an appreciable proportion of
encounters, or at least have an ongoing influence on the game
- no skill should roll against a target's stat x3 because I hate that :-P
In some cases, the defining skill has been redesigned or specified a bit more as well. Some of
these changes will require the adoption of some of the house rules above. In general, the
modifiers and specific numbers here have been calibrated for our table, but they are as always
only guidelines that your table should adapt to your own use.
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Skill Tree Bard
Busking (EMP). A Bard may roll Busking to earn money in settlements equal to the skill
check result, spending between 1 and 3 hours per roll. This skill may be rolled at a limited
frequency depending on the size of the settlement:
Hamlet: 1/week
Village: 1/two days
Town: 1/Day
City: 4/Day
In addition, a Bard may use Busking to secure room and board in an inn or with a relatively
wealthy temporary patron (relative to the environment). In this case, a Bard must spend
between one and two hours every day entertaining their patron and/or their patron's guests
and receives their Busking base x2 in Crowns' worth of room and board, which may be
enough to support other characters beyond themselves. A GM may consider demanding rolls
on Busking to gain access to a patron in the first place, which can also serve as a way to make
contact with the more affluent members of a community. Note that a settlement must be able
to support sufficiently wealthy individuals or inns for the skill to be used in this way.
In addition to this usage, Busking may be rolled instead of Performance for a specified style
of Performance. For every three ranks in Busking, the Bard may choose an additional style of
Performance that is covered by their Busking skill.
A Bard may also roll Busking to "read" a crowd, gaining information about what kind of
entertainment the crowd would like to see, whether there are any obvious troublemakers,
whether people seem unusually distracted etc. If Human Perception checks are allowed by the
GM in the same situation, it is recommended that Busking provide extra or more precise
information.
Hamlet: DC 14
Village: DC 16
Town: DC 18
City: DC 22
Clever Hands (CRA). A Craftsman gains a bonus equal to half their skill ranks in Clever
Hands on all rolls on Crafting, Alchemy, and Trap Crafting, as well as to rolls on INT-based
skills that involve understanding mechanisms, architecture or production processes. This
bonus counts as skill ranks in Trap Crafting for the purposes of determining potential trap
damage.
A Craftsman may also use Clever Hands to temporarily patch up any piece of equipment that
has a remaining Reliability or Stopping Power rating of at least 1. To do this, the Craftsman
rolls against the Crafting DC of the object -3. On a success, the object gains 1 point of
temporary Reliability/SP for every point by which the DC was beaten. These temporary
points last for one hour. After the hour has passed, the object loses any remaining temporary
points and also takes one additional point of Reliability/SP damage. Multiple uses of this skill
do not stack, but it may be reapplied to the same object after the last use has worn off. This
use of the skill takes several minutes of work.
Clever Hands may also be rolled to gain in-depth information about crafted objects, subject to
GM approval and within reason for the circumstances. For example, a Craftsman may be able
to identify the source of an explosion as a bomb by analysing the fragments and/or blast
pattern, or identify a specific weapon's likely point of origin. At the GM's discretion, the skill
may also be used to reverse-engineer an object over a long period, allowing the Craftsman to
identify specific exotic crafting materials used in its making or even create a diagram (that
provides no bonus to Crafting rolls).
Per 20 crowns invested: +1 Guaranteed payment: Low (15 The target of the attack may roll
crowns/person): +0 DC Awareness to keep the Criminal in
If the roll beats DC 5, the Criminal finds
an easily accessible bolthole without any Medium (25 crowns/person): -3 sight. If other witnesses are
notable guards and with an openly visible DC around, they may also roll
access one hour away from the centre of High (50 crowns/person): -6 DC Awareness at -3. If they fail the
the story with space for them personally.
roll, they may not realize who was
Points by which the Criminal beats the DC
may be spent to improve the bolthole: If the Criminal offers neither a responsible for the attack or even
share of spoils nor any guaranteed that an attack took place if it is not
Extra space: 2 points per additional person payment, the total DC modifier is obvious for other reasons (e.g.
who can stay; 3 points space for horses for
+5 and they must make an bloody wounds).
all users
Accessibility: 3 points for moderately additional check on Intimidation
inaccessible (e.g. having to cross difficult at the same DC. They may also lie Note that hiding for the purposes
terrain); 6 points for extremely inaccessible about payment using Deceit of this skill also includes fading
(e.g. requires climbing gear or entrance
instead of actually offering into a crowd (for example by
underwater)
Visibility of access: 3 points for hard to guaranteed payment (DC 14/16/18 using Deceit and/or Stealth).
find (DC 15 to find, DC 10 with Deceit leads to DC modifiers of
instructions); 6 points for very hard to find 0/-3/-6 for the Rally roll).
(DC 20, DC 15 with instructions)
Guards: 3 points for weak guards (e.g. 2-4
bandits/Nekkers); 6 points for moderate For every two points by which the
guards (e.g. 2-4 Scoia'tel or a spectre); 9 Criminal beats the DC, they
points for strong guards (e.g. 2-4 knights or recruit 1 Bandit (stats as in book).
1 arachas); 6 points to make guards non-
If the Criminal recruits more
hostile to Criminal (e.g. allied gang,
somewhat trained monster) Bandits than they wish to pay,
Equipment: 2 points for equipped for first they may send them away or use
aid and medical care; 3 points for basic Deceit as described above. This
alchemical equipment; 1 point for simple
roll is not necessary if the
food and water; 3 points for smithy or
craftman's tools
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Distance: 3 points for half an hour away Criminal used Intimidate to avoid
from the center of the story; 6 points for a
offering payment.
few minutes away from the center of the
story
The Criminal may elect to keep
To clarify the point "Guards", the base the Bandits "on standby" rather
assumption is that the Criminal has figured
than using them for a specific job.
out a reliable way to sneak into an area that
the guards consider their own and stay In this case, the job is considered
there without being noticed (e.g. a disused to have no spoils (+3 DC) and any
cellar on a noble's estate would be guarded guaranteed payment must be paid
by house guards). Thus, the guards are
daily.
assumed to be unaware of the bolthole and
would likely respond negatively if they
found it. The Criminal can spend 6 points Bandits are not particularly brave
as noted above to make the guards tolerant and will likely flee if they are
of the Criminal's usage.
badly wounded or from noticeably
Use of this skill requires careful dangerous situations. Some degree
coordination with the GM. However, the of loss is expected, but a Criminal
GM is encouraged to allow it where who sends Bandits to their deaths
possible and use it to generate plot hooks
too often should acquire negative
rather than forbidding its use outright (e.g.
establishing a bolthole in gang territory reputation over time.
may lead to dealings with the gang later
on).
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Skill Tree Doctor
Healing Hands (CRA): may be used instead of First Aid. Can stabilize or treat critical
wounds (duration: DC-10 rounds)
Simple: DC 12, Complex: DC 14, Difficult: DC 16, Deadly: DC 18
The Surgeon The Herbalist The Anatomist
Diagnosis (INT): The Doctor may use this Healing Tent (CRA): The Doctor Bleeding Wound (INT): When a
skill as an action to quickly diagnose a
may spend an hour in preparation Doctor attacks with a bladed
target's condition. The base DC is 10,
modified as follows: to roll this skill in order to create weapon of any kind in a way that
an optimal working environment. could cause HP damage (i.e., part
+2 DC per simple critical wound on the A success grants +3 to all uses of of a fast attack, a strong attack, a
target
Healing Hands, First Aid, and any charge etc., but not a disarm
+1 DC per complex critical wound on the
target skills from the Surgeon or attempt), they may elect to try to
+2 DC if target is below Wound threshold Herbalist skill tree. For long-term strike a bleeding wound once per
+2 DC if target is poisoned, diseased or has applications of the Diagnosis and round. The attack is calculated
any other natural complication
Analysis skills (e.g. autopsies), with the lower of the two skill
+4 DC if target is suffering from magical
or supernatural complication this bonus increases to the number bases for Bleeding Wound and the
of ranks the Doctor has in Healing relevant weapon skill, modified as
On a failure, the Doctor learns how many Tent (if more than 3). Even on a it would be normally. If the attack
untreated, unstabilized critical wounds the
failure of the roll, working in a hits and does at least 1 point of HP
target has and how and where to treat
them. On a success, the Doctor learns the Healing Tent area removes any damage (regardless of whether
exact nature of each wound (including penalty for working in the field. this is from penetrating armour or
their mechanical effects), as well as the The base DC is based on the from a critical hit that otherwise
target's current HP. If there are any
surroundings: didn't penetrate), the target begins
complications that would cause the Doctor
penalties in treating the target, the Doctor to Bleed. This form of Bleeding
may reduce these penalties by up to their Town: DC 12 inflicts 1 HP damage per round for
ranks in Diagnosis. If there are no Village: DC 14 every 2 points by which the
complications, the Doctor gets +2 on rolls
Encampment/isolated hut: DC 16 Doctor beat the target's defence
made to treat the target.
Wilderness: DC 18 and requires a First Aid check that
The Doctor may also use this skill on a beats the Doctor's attack roll
living target over a longer period for more The DC is modified as follows: (maximum 20) to remove. Any
precise information. The base DC is 8,
weapon that already has a chance
modified as follows (the GM should not
tell the player the precise DC): Hospitability of the environment: to inflict Bleed retains its base
-2 DC (very ordered and clean) to Bleed chance without
+1 DC per critical wound +4 DC (messy, cramped, and modification, but additionally
+4 DC if the target is diseased
dirty) counts as Armour Piercing for this
+4 DC if the target is poisoned or sedated
+4 DC if the target is under a magical attack. If the weapon’s base
influence that affects their body Familiarity of the Doctor with the chance to inflict Bleed is greater
+4 DC if the target is mutated environment: -2 DC (Doctor's than 50%, the weapon additionally
+4 DC if the target is a humanoid of a race
home or place of work; counts as both Armor Piercing and
the Doctor is not used to
+6 DC if the target is an animal standardized military tent to a Improved Armour Piercing for
+8 DC if the target is a monster veteran) to +2 DC (completely this attack.
+8 DC if the target is actively hostile and unfamiliar environment)
awake (assuming they are restrained)
Analysis (INT): The Doctor may use this General Practitioner (INT): A Practical Carnage (INT): When a
skill as an action to improve their
Doctor can use this skill to Doctor attacks in a way that could
efficiency in treating a target. The base DC
is equal to the Healing Hands DC of the simulate the effect of any healing cause HP damage (i.e., part of a
worst critical wound the target is suffering item (e.g. bandages, base powder) fast attack, a strong attack, a
from, +2 for each additional critical by rolling against the crafting DC charge etc.), they may elect to
wound. On a success, the Doctor may treat
of the item. The Doctor need not strike a vulnerable spot. The
all critical wounds the target is suffering
from faster; they take one round less to actually create the item; they attack is calculated with the lower
treat per 2 points by which the DC was simply apply an effective of the two skill values for
beaten (minimum 1). treatment that has the same effect. Practical Carnage and the relevant
weapon skill, modified as it would
In addition, the Doctor may roll Analysis
to perform an autopsy on a corpse and The Doctor may also roll General be normally. If the attack hits, it
draw forensic conclusions. The base DC Practitioner to remove the causes the target to suffer Nausea,
for corpses in good condition is 10, conditions Poisoned, Bleed, regardless of whether it does any
modified as follows (the GM should not
Intoxication, Hallucination, damage that penetrates. The
tell the player the precise DC):
Nausea, Suffocation or Blinded, as Doctor may elect to cause
+4/6/8 DC for corpses in well as the effects of alchemical Suffocation instead, but this
moderate/bad/terrible condition mixtures and drugs such as applies a -3 penalty to the attack
+2 DC per critical wound or major instance
Fisstech or Pantagran's elixir, as roll and must be declared before
of damage done to the corpse
+2 DC per disease the corpse was suffering long as this seems plausibly the attack is rolled. The conditions
from treatable (e.g. a Doctor couldn't may be removed with a successful
+2 DC per poison the corpse was suffering remove Blinding caused by a lack check on Endurance or First Aid
from
of eyes, but could treat it if it against a DC equal to the Doctor's
+4 DC if the corpse was subjected to
supernatural influences came from a surprising flash; a attack roll (maximum 20).
+4 DC if the corpse is a humanoid monster Doctor might not be able to
+8 DC if the body is nonhumanoid (e.g. completely treat Fisstech if the In addition, whenever the Doctor
cats, wolves)
target literally just took a large applies a blade oil to a weapon,
+12 DC if the corpse is a nonhumanoid
monster dose). The base DC is 15, the the blade oil's damage bonus
crafting DC of the alchemical against vulnerable enemies is
HOMEBREW RULES PATCHES AND SKILL TREES
for The Witcher TRPG by Talsorian Games
By u/Spirited-Dark-9992 – permission to share granted (CC-BY)
+2 DC if circumstances might actively mixture, or the DC of the spell or increased by 1 per two ranks of
mislead conclusions (e.g. a corpse thrown
effect that originally caused the the Doctor in Practical Carnage.
into a river after being strangled)
+4 DC if working in the field condition, as appropriate. Note
that particularly virulent or
On a success, the Doctor can establish the insidious afflictions (such as
cause and time of death (generally to
addiction) may only be removed
within around six hours, depending on the
age of the corpse and the Doctor's result). temporarily by this skill - a Doctor
They can isolate any foreign substances might be able to prevent the
(without necessarily knowing what they victim of an insidious poison from
are) and differentiate between effects that
dying by constant treatment, but it
occurred pre- and post-mortem. They can
name the basic type of weapon responsible may take more specific measures
for any wounds (e.g. large blade, heavy to actually purge the poison from
blunt object, claws, teeth), which may lead the patient at the GM's discretion.
to more precise information with additional
This skill may either be used as an
rolls from the Doctor or other characters
(e.g. on Crafting or Monster Lore). The action (e.g., in combat), in which
Doctor may also be able to draw rough case the condition returns after a
conclusions about the corpse's pre-mortem number of rounds equal to the
behaviours (such as what they ate, whether
Doctor's ranks in General
they engaged in strenuous activity,
defensive wounds etc.) subject to GM Practitioner and lasts the rest of its
approval. The Doctor can also establish the duration (discounting the rounds it
presence of any physical supernatural was removed, as if it had been
influence exerted on the corpse, but may
“paused”), or as a longer
not be able to interpret what it did. In
general, the Doctor or other characters with consultation (duration set by the
whom they share their results may be able GM), in which case simple
to roll additional skill checks to draw conditions are removed
conclusions (as described under
completely and palliative
Diagnosis).
measures against more virulent
Finally, the Doctor may examine the scene conditions last for a full day.
of a murder or fight to draw conclusions
about what happened. The DC is 16 for an
untouched scene, modified by the age of
the scene and any contamination. On a
success, the Doctor can at least partially
reconstruct the movements of the
individuals involved and establish whether
there was violence and if so, whether it
was one-sided.
Effective Surgery (CRA): Before treating a Herbal Remedy (CRA): As described in Crippling Wound (INT): When a
critical wound, the Doctor may roll this the book (p.65), with the following Doctor attacks in a way that could
skill against the treatment DC. The wound additions: If a character ingests a Herbal cause HP damage (i.e., part of a fast
heals 1 day faster per 2 points by which the Remedy while another one is still active, attack, a strong attack, a charge etc.),
DC is beaten (minimum 1). The healing they must roll an Endurance check at
time can go no lower than half its usual they may elect to strike a critical spot.
DC 10 + 3 per already active remedy. The attack is calculated with the lower
rate due to this. On a failure, the newly ingested remedy of the two skill values for Crippling
has no effect and the character is
If the Doctor is treating a patient over a Wound and the relevant weapon skill,
longer period, they may roll Effective
afflicted with Nausea for a full minute
modified as it would be normally. If
Surgery against a DC of 15 to double the (20 rounds), with a new Endurance
check allowed every five rounds to the attack hits and does at least 1 point
effective HP recovery of the patient. This of HP damage (regardless of whether
is calculated before the effect of using remove the condition early. If the
character fumbles on this roll, they are this is from penetrating armour or
Healing Hands to increase HP recovery by
3. Poisoned instead of Nauseous. from a critical hit that otherwise didn't
penetrate), the target takes a penalty to
At the GM's discretion, Effective Surgery If a character ingests the same remedy REF, BOD or SPD (Doctor's choice)
may be rolled to attempt near-impossible twice within a period of 48 hours, each of -1 per 3 points by which the Doctor
treatments (e.g. reattaching severed limbs repetition counts as an active remedy as beat the target's defence (minimum -
that have been kept preserved, reverting described above and resets the "clock" 1). For the purposes of healing, this is
mutations over a long period) or to for that particular remedy. For example, treated as a difficult critical wound for
diagnose extremely rare conditions (e.g. if a character takes the +3 REF remedy which the penalty is halved if the
unique curses, rare or particularly virulent once and then once again 24 hours later,
diseases) and provide at least some hint of wound is stabilized and quartered if it
they must roll against DC 13. If they is treated (minimum penalty always -
how to treat them. The DC for these uses
take the same remedy again 32 hours 1). The DC to stabilize/treat the
of the skill should be calculated
individually. The GM is advised to err on
later, they must roll against DC 16 - wound is equal to the Doctor's attack
the side of higher DCs due to the existence even though the first ingestion was over
roll (maximum 20).
of the Healing Tent skill and potential 48 hours before, it still counts because
bonuses from the diagnosis skill. of the "relapse" in between.
HOMEBREW RULES PATCHES AND SKILL TREES
for The Witcher TRPG by Talsorian Games
By u/Spirited-Dark-9992 – permission to share granted (CC-BY)
Skill Tree Mage
Magical Training (INT): May be rolled to identify active spells or magical phenomena, or
answer questions of magical theory. May be rolled instead of Awareness to notice such things
in the environment (including monsters with active magical abilities).
The Politician The Scientist The Arch Mage
Scheming (INT): The Mage may Reverse Engineer (INT): A Mage may roll In Touch: The Vigour of the Mage
Reverse Engineer to identify alchemical
roll Scheming against Social increases by 2 per rank in In
substances or understand alchemical
Etiquette of the target after phenomena. Touch.
spending at least one hour
observing them in a social In addition, a Mage may analyse potions,
spells they observe being cast (requires
environment. On a success, the
being able to see and hear the caster), or
Mage gains +3 on Deceit, unique magical effects with this skill. To
Seduction, and further Scheming do so, they roll Reverse Engineer against
rolls against the target for a the Alchemy DC (for potions, additional
+3 modifier if a Craftsman has applied
number of days equal to their
Adaptation), 10 + half of the STA cost (for
ranks in Scheming. spells), or a DC set by the GM (for other
magical effects). If they attempt to use this
Alternatively, the Mage may use skill to observe spells or magical effects
while under extreme stress (such as during
this skill to trick two targets into
combat), they suffer a penalty of -5 to the
an altercation in a social setting. roll (reverse engineering potions during
To do this, the Mage must roll combat is impossible). The results depend
Scheming against both targets’ on the degree of success:
Social Etiquette or Human
Potions:
Perception (defender’s choice) Any attempt destroys the potion regardless
within one hour of one another. If of success or failure.
the Mage succeeds at both rolls, Beats DC by less than 3: Mage identifies
alchemical base recipe (but not how to
the altercation takes place in a
make the substance) and basic effects
manner appropriate to the targets Beats DC by less than 6: Mage identifies
without any suspicion falling on alchemical base recipe, knows how to
the Mage. If the Mage succeeds at make the substance in its basic form and
knows its detailed effects
only one roll, the altercation
Beats DC by 6 or more: Mage identifies
doesn’t take place, but no alchemical base recipe, knows how to
suspicion falls on the Mage. If the make the substance and its effects, and
Mage fails both rolls, one or both may copy special attributes (e.g. from
Adaptation, Distillation, or Suspended
targets may be suspicious of them.
Solution) if desired (only the specific
If the targets have a pre-existing effect in the sample potion). At this level, a
non-hostile relationship, they gain Mage may also copy Herbal Remedies or
+5 on their defence rolls. If they other unique class abilities at the GM’s
discretion.
are friends or otherwise close, this
bonus increases to +10. Spells:
Beats DC by less than 3: Mage identifies
Finally, the Mage may roll element of spell and detailed effects
Beats DC by less than 6: All prior effects
Scheming as a defence in Verbal
and Mage identifies whether it was cast
Combat if at least one other using a Focus, and what magical tradition
character beyond the attacker is the caster adhered to (e.g. Ban Ard,
involved in the Verbal Combat. Nilfgaardian mage school, priest)
Beats DC by less than 9: All prior effects
On a success, the verbal attack
and Mage may choose to learn the spell
targets another character instead, using IP when they have time
who must defend as normal. If the Beats DC by 9 or more: All prior effects
new target is an ally of the and Mage gains 1D6/2 free IP towards
learning the spell (minimum 1); this effect
attacker, the Mage takes a -3
can only occur once per spell
penalty to the roll.
Magical effects:
GM provides detailed information. This
skill may analyse magical effects outside
of the Mage’s normal expertise, as well as
unique monster abilities. The GM should
flexibly adapt the amount of information
this skill can give on curses,
HOMEBREW RULES PATCHES AND SKILL TREES
for The Witcher TRPG by Talsorian Games
By u/Spirited-Dark-9992 – permission to share granted (CC-BY)
religious/spiritual phenomena, and
monsters if there are Priests or Witchers in
the group; specialized characters should be
allowed to shine.
Find Breach (INT): After investing an Distillation (CRA): Distillation Immutable (WIL): When a Mage
appropriate amount of time (usually
may be rolled instead of Alchemy would be affected by dimeritium,
between a day and week at the GM’s
discretion) observing a target organisation, to create alchemical substances they may roll Immutable (DC 12
a Mage may roll Find Breach along with [and costs less to learn]. A Mage for proximity, DC 16 if in
an appropriate secondary skill (see below) may choose to increase any one physical contact through clothing,
to discover a human weak spot in the
numeric parameter of the resulting DC 20 if in physical contact on
organisation, for example a person
vulnerable to blackmail or bribery. The substance by 50% (except bonuses bare skin). If they succeed, the
Mage must have access to information to base statistics such as REF or penalties from dimeritium are
about the organisation or be able to interact WIL). For example, a Mage may halved. If they are in physical
with members. The Mage does not learn
increase the duration, DC to resist, contact, they need not roll
the exact vulnerability of the human weak
spot unless they beat the DC by 5 or more. or damage of a substance. Base Endurance to resist its effects.
The base DC is 10, modified as follows: statistics bonuses may instead be However, new Immutable rolls are
increased by a maximum of +1. required every half-hour if contact
Size of the organisation:
To increase a numeric parameter is sustained, with a failure calling
Local (5-20 members): -5 DC
Small (20-50 members): +0 DC in this way, the Mage must roll for an immediate Endurance roll.
Medium (50-300 members): +5 DC with a -3 modifier. If the resulting At the GM’s discretion, large
Larger: +10 DC substance is a potion with a amounts or unusually pure
Toxicity value, the Toxicity is dimeritium may modify or
Public nature of the organisation:
Completely secret, anonymous members: increased by 25%. If it is a potion disallow this roll, or shorten the
+15 DC with beneficial effects, the interval before a new check is
Completely secret: +10 DC imbiber must roll Endurance required.
Mostly secret (e.g. mystery cult): +6 DC
against the potion’s crafting DC -3
Only partially publicly accessible: +3 DC
Publicly accessible: +0 DC when the effect wears off or be A Mage may also reduce
Nauseated for one hour (or situational penalties on Spell
Cohesion of the organisation: Poisoned on a fumble). If it is a Casting and Hex Weaving by up
Very loyal: +5 DC
poison or other substance with to half their ranks in Immutable
Familiar: +0 DC
Impersonal: -5 DC offensive use, the user must roll (minimum 1).
Large numbers of members never interact below their DEX when using it or
with each other: -10 DC suffer the effect of the substance If a Mage attempts to cast a spell
at half strength (half strength without using gestures or words,
Mage has no (knowing) direct interaction
with members: +5 DC applies only to the parameter the the penalties are reduced by their
Mage increased). rank in Immutable.
The human weak spot will generally be on
the lowest level of the organization, or
See house rules for Spell Casting
possibly an outsider with some access (e.g.
a servant). If the Mage wishes to target a without gestures or words below.
higher level of the organisation, they can
take a penalty of -4 to target a moderately
influential member or -8 to target a highly
influential member.
Pin Point Aim (DEX): If the Man- Tactical Awareness (INT): If a Man-at- Shrug It Off (BOD): When the
Arms spends their movement during their
at-Arms causes a critical wound Man-at-Arms suffers a critical
turn analysing the situation instead of
with a ranged attack, they may moving, they may roll Tactical Awareness wound from an opponent, they
immediately roll Pin Point Aim opposed against the highest Tactics value may spend 5 STA immediately to
opposed against Dodge/Escape of among the enemy combatants. If they beat roll Shrug It Off against the
the defender, the Man-at-Arms receives a
the target. If the Man-at-Arms opponent’s attack roll -10. If they
bonus of +3 to attacks and defences against
beats the defender by 7 or more, all enemies in their field of vision of whom succeed, for every 3 points by
they may adjust the severity of the they are aware. The GM is advised to give which they beat the DC, they may
critical wound by one step in the player some idea of what the reduce the severity of the critical
opponents’ goals in the conflict and
either direction (e.g. from Simple wound by one level (minimum
immediate tactics are likely to be. The
to Complex or from Simple to no bonus lasts for one round per 2 ranks in one). If the critical wound is
critical wound). If the Man-at- Tactical Awareness. reduced below Simple, it is
Arms completely negates the negated entirely and the opponent
If multiple unallied enemy groups are on
critical wound in this way, the causes damage as though they had
the field, each group rolls its defence
target must roll a Stun save at -3. separately. The Man-at-Arms gains the beaten the Man-at-Arms defence
If the Man-at-Arms fumbles on bonus only against groups whose defence by less than 7. For clarity, this
this roll, the critical hit is negated they beat. also prevents the Man-at-Arms
without requiring the target to roll from having to roll a Stun save.
Alternatively, a Man-at-Arms may spend
a Stun save. an action to make a Tactical Awareness
roll opposed against an individual enemy
combatant’s Deceit or Tactics (defender’s
choice; targets with the Feral quality may
use Stealth instead). If they beat the
target’s defence, they may grant one ally in
communication range a bonus of +3 to any
one attack or defence roll against the target
at any time within a number of rounds
equal to their ranks in Tactical Awareness.
HOMEBREW RULES PATCHES AND SKILL TREES
for The Witcher TRPG by Talsorian Games
By u/Spirited-Dark-9992 – permission to share granted (CC-BY)
The Man-at-Arms may “store” only one
such bonus at a time.
Note that these rules assume an itinerant After the Merchant has rolled the check,
Merchant who does not stay in one place they may spend money to increase the
for long. A local Merchant who keeps a result. Per 20 crowns they spend, the result
fixed shop likely suffers no penalty from increases by 3 to a maximum appropriate
to the environment (GM’s discretion). In
staying the same place, but also likely
poor environments, smaller amounts of
earns much less as their inventory is money may be enough to increase the
well-known locally. result (e.g. in hamlets; GM’s discretion).
Promise (EMP): The Merchant Negotiator (INT): After several Warrior’s Debt (EMP): A Merchant may
roll Warrior’s Debt in order to recruit a
may roll Promise when buying an days spent in a settlement or as a
warrior who owes them or a trading partner
item against Business of the seller wealthy individual or institution’s a favour. The warrior will help in three
to avoid paying straight away. The guest, the Merchant may roll combats (or one particularly high-risk
roll is modified as follows: Negotiator to broker a large deal one). The Merchant’s roll is modified as
follows:
as a middleman. The base DC
Applicable Reputation of the depends on the target: Size of the settlement:
Merchant Hamlet: -10
Village elder / small institution Village: -5
Town: +0
Past relationship: (up to ca. 50 members): DC 25
City: +5
HOMEBREW RULES PATCHES AND SKILL TREES
for The Witcher TRPG by Talsorian Games
By u/Spirited-Dark-9992 – permission to share granted (CC-BY)
Merchant has broken a promise to Mayor of small town / moderate
If the Merchant beats DC 10, they find a
the seller before: -6 institution (up to ca. 300
warrior. The warrior has attack and
Merchant has broken a promise to members): DC 32 defence of +13 with their primary weapon,
an acquaintance of the seller City council member / higher Dodge +10, Courage +10, Resist Coercion
before: -3 nobility / powerful institution: DC +7 and Resist Magic +7. They are of
below-average intelligence (INT 3) and
Normal trading relationship: +0 40
armed with either a one-handed weapon
Trusted trading relationship, (e.g. a Hand Axe, 2D6+1 damage) and a
Merchant has paid all outstanding The Merchant may attempt to shield or with a two-handed weapon (e.g. a
bills promptly up to now: +3 broker a one-time deal or a long- spear). All equipment must be available
everywhere (i.e., lowest rarity tier). They
Trusted trading relationship, term partnership (DC +5). Before
have armour 3 and 25 HP. They follow
Merchant has never asked for rolling the check, the Merchant orders without asking questions, but may
credit before: +6 may invest money to increase the lose courage in the face of unusual threats
chance of success (+1 to the check (monsters, obviously superior foes). They
will not gossip about what they do for the
First trade with seller: -3 per 50 crowns). The Merchant’s
Merchant, but will fold under pressure.
relationship with the negotiation The Merchant may spend points by which
Circumstances: partner also modifies the check they beat the DC to improve the warrior:
Merchant has obvious reason to (acquaintance: +2, friend: +4,
Skills:
need credit (e.g. was clearly close friend: +6, Inseparable +8,
Generalist (6 points): warrior has 4
robbed): +3 bound by fate +10), as does any additional skills at +10 (+7 for difficult
Seller in need of cash: -3 applicable Reputation of the skills)
Merchant offers deposit of at least Merchant. If the Merchant Specialist (3 points, may be bought
multiple times): warrior increases one
10%: +3 recently solved a problem for the
weapon skill, Dodge, Courage, Resist
negotiation partner (e.g. Coercion or Resist Magic by +3
If the Merchant beats the seller, completed a relevant adventure), (maximum +16 per skill)
they receive the item on credit, the GM is advised to give Ranged combat training (3 points): warrior
owns crossbow or shortbow and has the
based on their promise. After a situational modifiers of up to +10
relevant skill at +10 (can be increased by
number of weeks equal to the to reflect the serendipitous timing. Specialist)
Merchant’s ranks in Promise, the A success on this check allows the
seller will become uncomfortable Merchant to either improve their Attributes:
Tough bastard (3 points, may be bought
and the trading relationship is no relationship to the negotiation
twice): +10 HP
longer trusted (if it was before). partner by one step (maximum Elder folk (3 points): may be a dwarf, elf,
Sellers may begin to actively seek friend) or gain a significant boon halfling, or gnome; knows the relevant
repayment. from them. If the deal was a long- language and culture
Big and strong (3 points): BOD 9, +4
term partnership, the Merchant
damage in melee, can carry lots of stuff
Returning the undamaged item also gains a bonus to regional or Smart (3 points, may be bought twice): +3
along with a small payment of institution-specific Reputation of INT
around 10% of the item’s value 2 and gains a permanent
Equipment:
can also absolve the promise additional bonus of +2 on checks
Well-armed (3 points): gets an additional
unless there are specific reasons involving trading in the region or weapon (availability E or C), maximum
why this should not be the case with the institution. value 500 crowns
(GM’s discretion). Extremely well-armed (6 points): gets an
additional weapon (availability E, C, or P),
At the GM’s discretion, a
maximum value 900 crowns
A Merchant may also use Promise monetary commission for the Excellently armed (9 points): gets an
in a circumstance in which they Merchant may be paid out in additional weapon (any availability) or an
have something a target needs (or addition to or instead of the above Elder folk weapon, maximum value 1200
crowns
thinks they need). A Merchant benefits. For a one-time deal, this
Well-armoured (3 points): Armour
may identify a target’s need using may be between 500 and 1500 increases to 7
Human Perception against the crowns; a long-term deal might Extremely well-armoured (6 points):
target’s Deceit (for targets who bring a weekly income of between Armour increases to 12
Excellently armoured: (9 points): Armour
actually do need something, e.g. 20 and 150 crowns. The skill
increases to 18
peasants whose tools have broken) cannot be used this way more than
or try to induce a “need” in once every few months at best Discretion:
somebody using a Deceit or within the same region. Medium (3 points): individual takes active
measures to remain unrecognized while
Persuasion check against their
engaged in task, will only fold to threats
Resist Coercion. If the appropriate In addition, a Merchant may roll from authority or particularly dangerous
check succeeds and the Merchant Negotiator as a defence in order to individuals
has what the target wants, they quit a Verbal Combat. They may High (6 points): individual takes active
measures to remain unrecognized while
may offer the item at a significant also use it as an attack to force all
engaged in task, attempts to avoid learning
discount (at least 50% below other participants to quit the more about task than they need to know,
normal selling value, equivalent to Verbal Combat (defenders who only breaks under torture or threat of long-
HOMEBREW RULES PATCHES AND SKILL TREES
for The Witcher TRPG by Talsorian Games
By u/Spirited-Dark-9992 – permission to share granted (CC-BY)
25% of market value) in order to succeed at the defence remain in term imprisonment and tries to warn
Merchant if possible
gain a bonus equal to their skill Verbal Combat, others quit). This
Extreme (9 points): individual takes active
ranks in Promise on all social use of the skill always targets measures to remain unrecognized while
checks in interactions with the every other participant and does engaged in task, attempts to avoid learning
target until the transaction is not mitigate penalties for targeting more about task than they need to know,
takes measures against magical
complete. The Merchant may multiple participants with a single
interrogation (e.g. dimeritium charms),
string out the transaction by up to attack. resists torture for a long period, doesn’t
their rank in Promise in days by break even in long-term imprisonment
making an appropriate social
Long-term work:
check once per day (e.g.
3 points per extra fight
Persuasion to appeal to rationality,
Charisma to appeal to warm After the Merchant has rolled the check,
feelings, Intimidate to coerce) at they may spend money to increase the
result. Per 20 crowns they spend, the result
DC 20 (the bonus on social checks
increases by 3 to a maximum appropriate
from Promise applies to this roll to the environment (GM’s discretion).
as well); if this roll fails, the target
demands a sale and the bonuses If the Merchant gains the reputation of
sending warriors to their deaths over time,
end, regardless of whether the
the GM is encouraged to penalize this skill
transaction is completed or not. until the Merchant has worked to repair
this reputation.
Note that truly desperate or
If the warrior is not needed in such detail,
frustrated targets may choose to
roll for a simpler resolution:
take matters into their own hands
if the Merchant waits too long. Check result 10-14: cheap thug
The Merchant may also gain Check result 15-19: experienced thug
Check result 20-24: mercenary
positive Reputation if they help
Check result 25-29: veteran mercenary
out desperate individuals promptly Check result 30+: veteran solo warrior
or gain negative Reputation if they
are seen as extorting people.
HOMEBREW RULES PATCHES AND SKILL TREES
for The Witcher TRPG by Talsorian Games
By u/Spirited-Dark-9992 – permission to share granted (CC-BY)
Skill Tree Noble Kommentiert [M1]: Work in progress
Notoriety:
Magic:
Subject of question is magically active or
cursed (e.g., Witcher, Mage, place, cause,
or victim of a curse): +6 DC
Subject of question was affected by magic
within the last 24 hours, or by strong magic
within the last seven days: +3 DC
Emotional significance:
Subject of the question is currently or was
recently affected by or connected to strong
emotions: +3 DC
Subject of the question hasn’t been
affected by or connected to particularly
strong emotions in the last month: -3 DC
Cultural significance:
Subject of the question has been the
subject of widespread legends for
generations (e.g., Falka): +9 DC
Subject of the question is the subject of
widespread legends (e.g., Geralt): +6 DC
Subject of the question is the subject of
local legends: +3 DC
Fate:
Subject of the question is entwined with
the Priest’s fate (e.g., relationship level
bound by fate): +6 DC
Subject of the question is otherwise
strongly affected by fate (e.g., subject to
the Law of Surprise): +3 DC
Subject of the question has no particular
fate: +0 DC
HOMEBREW RULES PATCHES AND SKILL TREES
for The Witcher TRPG by Talsorian Games
By u/Spirited-Dark-9992 – permission to share granted (CC-BY)
Subject of the question once had a specific
fate, but this is now over: -3 DC
Magical Source: For every 2 ranks Frenzy: Whenever the Toxicity of the Quick Strike (REF): After every
Witcher is above 100%, they gain a bonus
in Magical Source, the Witcher’s attack action (fast attack, strong
of +1 melee damage per rank in Frenzy
Vigour increases by 1. and +1 on melee attacks per two ranks in attack, charge, trip, disarm, etc.), a
Frenzy. Witcher may spend 2 STA to
make an additional single strike.
If the Witcher is Poisoned while their
This strike is modified by the
Toxicity is above 100% (either through an
overdose or through any other source), same situational modifiers that
these bonuses no longer apply. Instead, the applied to the initial attack action
Witcher gains a bonus of +2 melee damage and does normal damage. The
per rank in Frenzy. They are wild and
strike is performed with the lower
uncontrolled and will attack any target in
melee range, not moving away until all of the bonuses for the appropriate
targets are dead. If multiple targets are in weapon skill or Quick Strike. For
range, the Witcher may decide which example, if a Witcher with Sword
target to attack. If no target is in range, the
+18 and Quick Strike +16 used
Witcher must attack the nearest target with
a charge (or run towards it if the distance is Quick Strike to make an
too great). If a Witcher does not want to additional attack with their sword,
attack a target, they must make a Resist they would strike at +16.
Coercion check against DC 10 + their
ranks in Frenzy. If they succeed, they may
still not undertake any actions apart from
moving and attacking, but may move away
towards another, more distant target. If the
Witcher cannot see any targets, they
remain stationary and do their best to
detect any living creatures (i.e., new
targets) around them with all of their
senses. This state ends when the Witcher is
no longer Poisoned. If their Toxicity is still
above 100% when that occurs, the normal
bonuses from Frenzy return.
Heliotrope (WIL): When a Witcher is Transmutation (BOD): As in core. Riposte (REF): Whenever a Witcher
targeted by a spell, hex, or invocation, successfully parries a melee attack or uses
Superior Parry against a melee attack, they
HOMEBREW RULES PATCHES AND SKILL TREES
for The Witcher TRPG by Talsorian Games
By u/Spirited-Dark-9992 – permission to share granted (CC-BY)
they may roll Heliotrope as a special may spend 5 STA once a round to
defence. The Heliotrope check must at immediately make an attack against the
least equal the attacking caster’s opponent they just parried. This attack’s
damage is doubled before SP is subtracted,
check and the Witcher must spend
similarly to a strong strike. The attack is
STA equal to half the STA cost of the performed with the lower of the bonuses
spell. This expenditure of STA counts for the appropriate weapon skill or Riposte,
against the Witcher’s vigour threshold similarly to Quick Strike.
for that round. At the GM’s
discretion, Heliotrope may be used to If Riposte is used after a Superior Parry,
defend against certain supernatural the Riposte attack occurs after positions
attacks from monsters as well. The have been switched and the Witcher is
likely to profit from attacking from behind.
GM decides the STA cost in this case.