Weapons - Overview
In the Witcher TRPG, certain terms describe how weapons function and how effective they are in combat. Many people, especially Men-At-Arms, will carry many types of weapons to adapt to different situations.
Everywhere (E): Can be found even in the smallest towns.
Common (C): Can be found in most city marketplaces.
Poor (P): Regional or army-specific which are made in a certain location.
Rare (R): Very hard to find, usually only in one place, or sold by one type of vendor.
Tiny (T): Can be hidden in a pocket.
Small (S): Can be hidden in a jacket.
Large (L): Can be hidden under a cloak.
Can't Hide (N/A): Cannot be hidden on your person.
Corebook - CB
Rodolf's Wagon (Combined) PDF - RW
Lords and Lands - LL
A Book of Tales (Player-Friendly Version) - BT
A Tome of Chaos - TC
A Professional's Tools PDF - PT
A Witcher's Tools PDF - WT
Peasant Profession PDF - PP
Homebrewed - HB
Type
Type describes how a weapon does damage. The four types of damage are Slashing (S), Piercing (P), Bludgeoning (B), and Elemental (E). A weapon's type is important since many monsters and armor can better resist certain types of damage.Weapon Accuracy (WA)
Weapon Accuracy describes how well-balanced a weapon is. When attacking a target with a weapon, add its Weapon Accuracy to the attack.Availability (AVAIL.)
Availability describes how easy it is to find a weapon in shops and how often weapons of this type should be encountered in combat.Everywhere (E): Can be found even in the smallest towns.
Common (C): Can be found in most city marketplaces.
Poor (P): Regional or army-specific which are made in a certain location.
Rare (R): Very hard to find, usually only in one place, or sold by one type of vendor.
Damage
Damage describes the severity of the wound a weapon inflicts when it strikes a target. The damage is based on the heft, sharpness, weight, and balance of the weapon.Reliability (Rel.)
Reliability describes how sturdy the weapon is. This shows the number of times the weapon can be used to block before it breaks.Hands Required (Hands)
Hands Required describes how many hands you must have free to wield the weapon. Wielding a two-handed weapon in one hand is possible, with a -3 penalty. Keep in mind that Hand Crossbows still require two hands to reload. Shields require one hand.Range (RNG)
Range describes the farthest distance that you can strike an opponent from. The range shown is the extreme edge of the weapon's reach. A value of N/A means the target must be adjacent to you.Effect
Effect describes any extra abilities that this weapon can bring to bear.Concealment (CONC.)
Concealment describes where you can hide a weapon:Tiny (T): Can be hidden in a pocket.
Small (S): Can be hidden in a jacket.
Large (L): Can be hidden under a cloak.
Can't Hide (N/A): Cannot be hidden on your person.
Enhancements (EN)
Enhancements shows how many slots a weapon has for runes.Weight
Weight describes how heavy the weapon is in kilograms.Cost
Cost describes the usual value of the item in Redanian Crowns.Book
Book refers to the location of the item in the various books and PDFs available and the corresponding page number.Corebook - CB
Rodolf's Wagon (Combined) PDF - RW
Lords and Lands - LL
A Book of Tales (Player-Friendly Version) - BT
A Tome of Chaos - TC
A Professional's Tools PDF - PT
A Witcher's Tools PDF - WT
Peasant Profession PDF - PP
Homebrewed - HB
Weapon Effects
Ablating: This weapon does 1d6/2 damage to the stopping power of armor it penetrates.Armor Piercing: This weapon negates the damage resistance of any armor that they hit. Improved Armor Piercing weapons also halve the SP value of armor they hit.
Balanced: When a critical wound is scored with this weapon, roll 2d6+2 for the critical. If the attack was aimed, roll 1d6+1 instead of 1d6 to determine the severity of the critical.
Blade Catcher: When the wielder blocks an enemy's melee attack with this weapon, part of their weapon is ensnared. Both weapons are rendered useless and cannot be separated until their opponent can make a Physique or Slight of Hand check that beats their Small Blades check or the wielder releases their weapon.
Bleeding (x): This weapon has a chance to cause bleeding if it deals damage to a target. The bleeding chance is written in the parenthesis.
Brawling: This weapon uses the Brawling Skill and adds its Damage to Unarmed Strike.
Concealment: This weapon can be easily hidden. You gain a +2 when concealing this weapon.
Crew Reload: It takes two (2) actions to reload this weapon. These actions can be taken by two separate people.
Entangling: A target hit by this weapon is entangled by it. They lower their SPD by 5 and suffer a -2 penalty to all physical actions. Each turn, the target can make a DC: 18 Dodge/Escape or Athletics check to escape. Alternatively, another character can take an action to remove the weapon.
Focus (x): When casting magic through this weapon, subtract its Focus value from the STA cost.
Grappling: This weapon can be used to grapple, and trip opponents within range.
Greater Focus: When casting through this weapon, your spell DCs are considered 2 points higher.
Injector: This weapon can be loaded with a vial of any poison or elixir with an action. When the wielder deals damage with this weapon, it injects this poison or elixir deep into the target's system. This increases the DC to shake off a poison by 3 or increases the duration of an elixir by 3 rounds.
Long Reach: This weapon can be used against enemies that are up to 2m away.
Magically Anchoring: While a creature is touching this weapon, it cannot become invisible or intangible or use any ability that allows them to teleport. Creatures that are already invisible or intangible are made visible and tangible while touching this weapon.
Meteorite: This weapon does full damage against monsters that are vulnerable to meteorite and has 5 points of extra reliability.
Mounted: This weapon is fixed in one place rather than held. A character must take an action to set up the weapon where they want to use it and must take an action to pack it up when they want to move it again.
Non-Lethal: This weapon can be used for non-lethal damage without penalty.
Parrying: This weapon can be used to parry without penalty.
Slow Reload: This weapon takes 1 action to reload.
Stun (x): When this weapon hits an opponent in the head or the torso, they must make a Stun save at the negative marked in the parenthesis.
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