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Grunker 09-02-2009 07:34 PM

The Witcher
 
THIS THREAD IS HOPELESSLY OUTDATED, GO HERE:

http://forums.sjgames.com/showthread.php?t=122204

:)

Maz 09-02-2009 11:43 PM

Re: The Witcher
 
Witcher is a cool game, and a nice setting. You know, they are based on a couple of books right?
Those might give you more info and more setting details.


I would personally do Signs as Powers instead of Skills. It would make it much easier to balance them and get the effects you want.

Infertility is a 0 pts feature, sexless or neutered is a -1 pts quirk. infertility is "less" of a disad than those... unless it's really important to the campaign.
For Immunity to Disease you should look at Resistance... and then max it out.

I agree that mutagens woudl be best made as a template you add, after all you are not goign to lose it after you get it. You could make ruels for the dangers of using it, dealing toxic damage over a time and inflicting pain and requiring HT checks and so on... but I would just make it a speciel effect.

demonsbane 09-03-2009 12:23 AM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 844526)
Want I am in dire need of is ideas for making mutagens. I considered making each mutagen an effect that applies a template when consumed. Would that work?

I'm sorry but you aren't cleared for that information until you have passed sucessfully the Trial of the Grasses!

The Benj 09-03-2009 05:56 AM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 844526)
Also, I can't find any mention of Infertility as a disadvantage

It's a Feature. 0 points.

Quote:

...or Immunity to Disease as an advantage
Resistance: Disease (Immunity) [10]

Quote:

Want I am in dire need of is ideas for making mutagens. I considered making each mutagen an effect that applies a template when consumed. Would that work?
I guess, but given that each is (I'm going by the game here, things might be different in the books) such a specific effect, you can just say "You drink the potion, now you have this Advantage"
A lot of them are basically just bonus character points.

Quote:

And by the way, does anyone know of a place where I can find a list of Witcher-immunities?
As I'm not even sure what this means, probably not. Sorry.

Grunker 09-03-2009 06:57 AM

Re: The Witcher
 
Quote:

such a specific effect, you can just say "You drink the potion, now you have this Advantage"
A lot of them are basically just bonus character points.
Most of them have disadvantages in the book, plus, my group only has one witcher. I don't want him to score a lot of free character points just because he got lucky and won the "witcher"-spot. So templates worth -5 to 5 points will be nice, I think?

About the list of witcher immunites: What I mean is, both the books and the game keeps saying the witchers have a long list of immunties, but all that's really ever mentioned, is their resistance to the toxin in their own potions, plus their immunity to disease.

The Benj 09-03-2009 07:12 AM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 844775)
Most of them have disadvantages in the book, plus, my group only has one witcher. I don't want him to score a lot of free character points just because he got lucky and won the "witcher"-spot. So templates worth -5 to 5 points will be nice, I think?

I'd highly recommend "charging" him for whatever he gets. I don't think they should be free points. That's fine in a computer game where you're the only player, but not so much as part of a party.

Of course, making things that are balanced by Disads is also cool, as it means you can make things pretty cheap but still important.

Quote:

About the list of witcher immunites: What I mean is, both the books and the game keeps saying the witchers have a long list of immunties, but all that's really ever mentioned, is their resistance to the toxin in their own potions, plus their immunity to disease.
Okay then. Everything I know about the setting is from the Witcher wiki. *shrug*

Grunker 09-03-2009 09:05 AM

Re: The Witcher
 
I hear ya on both accounts. All additional knowledge I have is from The Last Wish and Blood of Elves.

And, sadly, the witcher wiki is limited at best compared to other wikis. Though I suspect it also very accurate.

I'm almost done, so I'll post the first result in a couple of hours.

Maz 09-03-2009 09:27 AM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 844775)
Most of them have disadvantages in the book, plus, my group only has one witcher. I don't want him to score a lot of free character points just because he got lucky and won the "witcher"-spot. So templates worth -5 to 5 points will be nice, I think?

Another rute could be to make them as cool as they deserve and then take a look at this thread: Same group, different point characters?

But to be honest I am not sure exactly how "buffed up" witchers are compared to others. Outside of hard training and ther resistances to poisons/diseaces how much else does the mutagen really do?

Grunker 09-03-2009 10:03 AM

Re: The Witcher
 
Oh, the plan is definetely to have different point-characters. I use a chart for dealing out character points, and players get points depending on their perfomance at each session. Besides, the players also start with different character points in this campaign, because the witcher and the sorcereress in the group, for example, are forced to do some things by me, resulting in a little extra to spend. I imagine something like 125 points for the sorceress, 140 for the witcher, and more or less 110 for everybody else (depending on the quality of their backgrounds).

As for the mutagens, they have extremely different effects, but they wont be included in v1 anyway.

Grunker 09-03-2009 02:31 PM

Re: The Witcher
 
Quote:

I'm sorry but you aren't cleared for that information until you have passed sucessfully the Trial of the Grasses!
Just noticed this now ;)

Anyway, it's here, yay!

Link is in my sig.

EDIT: Update. Now includes a setting (somewhat). You'll steel need basic understanding of the universe of the witcher to use it, but it explains things in a little detail. The setting takes place in Redania.

Check it out - leave comments :)

EDIT2: Just saw Maz' first post. Should have done the Signs as powers, maybe I will on a later date. I'm familiar with the books, and I have read them all :)

demonsbane 09-04-2009 06:36 PM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 844952)
EDIT: Update. Now includes a setting (somewhat). You'll steel need basic understanding of the universe of the witcher to use it, but it explains things in a little detail. The setting takes place in Redania.

Check it out - leave comments :)

I just downloaded it and I must say this is promising and a very good looking work. Please go ahead!

Regarding the Witcher template, I see you've put "Social Stigma: Second-Class Citizen".

I saw the computer game and there Geralt is constantly insulted as "freak" (in Spanish it's subtitled and translated literally as "monstruo" ("Monster")), and many things are there emphasizing the social rejection suffered by the Witchers -included the assault of masses of people against Kaer Morhen for eliminating all them- so I wonder if that disadvantage should be worse.

The success with women can be seen as contradictory or paradoxical, or maybe a particular gift of Geralt of Rivia.

Anyway I'm no expert in this setting because I haven't read the books.

Grunker 09-04-2009 09:33 PM

Re: The Witcher
 
Hi! Thanks alot for your comments!

The Witcher template seems to be the hardest nut to crack, and it definetely needs alot of work. They have a hard time finding work nowadays for example (Wealth: Struggling), but I still have to find some way for them to start with a broadsword made of silver (12500$)...

So yeah.

The women-thing; the game exaggerates that particular advantage a little. As for whether it's strictly Geralt; Geralt does have a knack for it, but actually the fact that the witchers are infertile has a role to play: A quickie in the hay will never result in children, and some women know this! (Especially important in the middle ages, with no access to... well, you know)

demonsbane 09-04-2009 10:45 PM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 845833)
They have a hard time finding work nowadays for example (Wealth: Struggling), but I still have to find some way for them to start with a broadsword made of silver (12500$)...

You may include in their template Traded Points for Money (Basic Set p. 26) for attaining that amount. Or you may add the sword of silver as Signature Gear in the template. You can also use the variant takes on these subjects in Dungeon Fantasy 1 ("Buying (and Selling) Gear", p. 23)

Quote:

The women-thing; the game exaggerates that particular advantage a little. As for whether it's strictly Geralt; Geralt does have a knack for it, but actually the fact that the witchers are infertile has a role to play: A quickie in the hay will never result in children, and some women know this! (Especially important in the middle ages, with no access to... well, you know)
It makes sense. And even more sense if the Witchers have immunity to STDs/STIs/VDs.

The Benj 09-04-2009 10:50 PM

Re: The Witcher
 
I'm pretty impressed with the production, though I do have quibbles.

I'd say Minority Group or even Monster might be better fits for the Witcher Social Stigma.

Sign Affinity: Is this an Energy Reserve, or just extra FP with (only for Signs)? If the former, I think it should say so (in particular, the part about it regenerating independently, even if you're not resting). If the latter, it should probably be cheaper.

Sign Training: The "treats Signs as IQ/Hard skills instead of IQ/Very Hard skills" part is fine (it's much the same as Talent that's limited to 1 level), but the "you only need to spend 1 point per level for each sign, to unlock new abilities of the Sign, instead of 2" part is right out.
An ability that makes another ability cost less per level is just a bad idea.
I'd recommend just making this a Talent like Magery.

Less detailed stuff about the Signs:

They generally seem too cheap. But as they seem pretty Magic-like, I suppose that's to be expected. :)

Aard: Why not just build this as an attack with Double Knockback and No Wounding?

Heliotrop: Why not just make the third level of this work like Ward but without the requirement of knowing the spell?

I'm not sure about the way Toxicity works, but I don't know how it should work. I just don't like the idea of succeeding my HT roll meaning I ONLY take HP damage. I'd rather that success meant I didn't take damage, but the HT rolls be hard.

I'll second the suggestion to make the silver sword Signature Gear. Likewise the amulet.

Maz 09-05-2009 12:49 AM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 845833)
The women-thing; the game exaggerates that particular advantage a little. As for whether it's strictly Geralt; Geralt does have a knack for it

Well ther is also the fact that, you know, he has Appearance (Handsome) (according to my GF and several of her girldfriends...based on the computer game artwork) and also IMO he have charisma +1. In addition he seems to be in pretty good health, able to shrug of most stuff, so maybe HT:13. And he seems to certainly have the Sex Appeal skill, ie. he is not just running on default.

So even if his Social Stigma gives -3 to reaction rolls, he has +5 from other advantages. And probably have a Sex Appeal of 13 or 14.

demonsbane 09-05-2009 09:34 AM

Re: The Witcher
 
Quote:

Originally Posted by Maz (Post 845894)
Well ther is also the fact that, you know, he has Appearance (Handsome) (according to my GF and several of her girldfriends...based on the computer game artwork)

And there are the aesthetics including badass clothing (black leather, metal spikes). Geralt's adventures seem to include a fair amount of sex, toxic potions and hack & slash.

Grunker 09-06-2009 07:48 AM

Re: The Witcher
 
Quote:

ou may include in their template Traded Points for Money (Basic Set p. 26) for attaining that amount. Or you may add the sword of silver as Signature Gear in the template. You can also use the variant takes on these subjects in Dungeon Fantasy 1 ("Buying (and Selling) Gear", p. 23)
Starting wealth is 1000$, which means ”Traded Points for Money” isn't viable (since it would actually be cheaper to just buy wealthy). I'll check out Signature Gear and Dungeon Fantasy 1 though!

Quote:

It makes sense. And even more sense if the Witchers have immunity to STDs/STIs/VDs.
Precisely.

Quote:

If the latter, it should probably be cheaper
It is the latter – and should it really be cheaper? I mean, 1 point/level for ”mana”? Really?

Quote:

The "treats Signs as IQ/Hard skills instead of IQ/Very Hard skills" part is fine (it's much the same as Talent that's limited to 1 level), but the "you only need to spend 1 point per level for each sign, to unlock new abilities of the Sign, instead of 2" part is right out.
An ability that makes another ability cost less per level is just a bad idea.
I'd recommend just making this a Talent like Magery.
I agree... Though I might be changing them to powers, when next I give it an overhaul, so.

Quote:

They generally seem too cheap. But as they seem pretty Magic-like, I suppose that's to be expected. :)
Well, they have to be cheaper than magic, since they don't offer the same possibilities at all. I actually took the disciplines of Vampire the Masquerade, and cheaped that cost a little.

Quote:

Why not just build this as an attack with Double Knockback and No Wounding?
Yeah, as said, I'll be looking to make them powers.

Quote:

I'm not sure about the way Toxicity works, but I don't know how it should work. I just don't like the idea of succeeding my HT roll meaning I ONLY take HP damage. I'd rather that success meant I didn't take damage, but the HT rolls be hard.
In the book, he gets sick, tired, etc. In the game, a toxicity-bar fills up, blurring Geralt's vision more and more, and finally killing him when the bar is full.
Witcher alchemy is significantly cheaper than normal alchemy, and takes less time to prepare. That calls for serious drawbacks, methinks! That's why the HP damage is not avoidable.

Quote:

I'll second the suggestion to make the silver sword Signature Gear. Likewise the amulet.
Will be done.

The Benj 09-06-2009 08:06 AM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 846353)
It is the latter – and should it really be cheaper? I mean, 1 point/level for ”mana”? Really?

Not THAT much cheaper. More like -10% (which I believe is the suggested wisdom on "Magic only" FP).

Quote:

Well, they have to be cheaper than magic, since they don't offer the same possibilities at all. I actually took the disciplines of Vampire the Masquerade, and cheaped that cost a little.
The Disciplines from GURPS Vampire : the Masquerade were the single worst thing with the book. They were clunky and thoroughly unbalanced, encouraging genius vampires with tiny numbers of points in their Discipline Skills because it was more efficient. Using them as a guideline is a flat-out bad idea.

Quote:

Yeah, as said, I'll be looking to make them powers.
Sounds sensible. :)

Quote:

In the book, he gets sick, tired, etc. In the game, a toxicity-bar fills up, blurring Geralt's vision more and more, and finally killing him when the bar is full.
Witcher alchemy is significantly cheaper than normal alchemy, and takes less time to prepare. That calls for serious drawbacks, methinks! That's why the HP damage is not avoidable.
There's a big difference between harsh and completely unavoidable. Making it resistable at large penalties (and worse effects for critical failure) will work better for GURPS. In the same way that GURPS' damage system doesn't just have you suddenly die at 0 HP, flat, unresistable effects like this don't really jibe very well with the system.
Even if I've got a base +1 HT and +3 to my resistance rolls, I'll think twice before I drink a concoction that will call for a roll at -5, for instance, because I may well fail that, which is more interesting than an automatic effect with a small chance of an additional, much less serious effect.

Grunker 09-06-2009 08:32 AM

Re: The Witcher
 
Quote:

Originally Posted by The Benj (Post 846357)
Not THAT much cheaper. More like -10% (which I believe is the suggested wisdom on "Magic only" FP).

But it's already 2 points/level? How to cheapen that by 10%

Quote:

The Disciplines from GURPS Vampire : the Masquerade were the single worst thing with the book. They were clunky and thoroughly unbalanced, encouraging genius vampires with tiny numbers of points in their Discipline Skills because it was more efficient. Using them as a guideline is a flat-out bad idea.
I never had any problems with them in my campaigns, but then again, I don't really have any munchkin players... Well, it doesn't matter anyway, since I'll probably make them all powers anyway.


Quote:

There's a big difference between harsh and completely unavoidable. Making it resistable at large penalties (and worse effects for critical failure) will work better for GURPS. In the same way that GURPS' damage system doesn't just have you suddenly die at 0 HP, flat, unresistable effects like this don't really jibe very well with the system.
Even if I've got a base +1 HT and +3 to my resistance rolls, I'll think twice before I drink a concoction that will call for a roll at -5, for instance, because I may well fail that, which is more interesting than an automatic effect with a small chance of an additional, much less serious effect.
Alright, I get you. BUT, then I will harshen the effects of a failed roll, considering all Witcher potions takes 8 hours to prepare, whereas the quickest alchemy-potions take 2 weeks and a lot more money.

Alchemy is more potent because of the 4 forms of an elixir and their permanent effects etc., but still... The difference between two weeks and 8 hours is a lot.

The Benj 09-07-2009 03:02 AM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 846365)
But it's already 2 points/level? How to cheapen that by 10%

Sorry, I misread it as 3. 2's probably too cheap already.
You just take 10% off the final cost. This won't make a difference until you have at least 4 levels.

Quote:

I never had any problems with them in my campaigns, but then again, I don't really have any munchkin players...
You're a lucky fellow.

Quote:

Alright, I get you. BUT, then I will harshen the effects of a failed roll, considering all Witcher potions takes 8 hours to prepare, whereas the quickest alchemy-potions take 2 weeks and a lot more money.
Oh yeah, absolutely. I'm just saying that having poisons do irresistable damage is no fun.

Grunker 09-07-2009 08:13 AM

Re: The Witcher
 
Allright, thanks! And yeah, I'm lucky in that regard :)

Thanks for the comments everybody. I'll look at posting an updated version within a couple of weeks.

Grunker 09-07-2009 04:02 PM

Re: The Witcher
 
Hi. I'm trying to make the Signs as powers, but I'm running into trouble.

Aard and Igni are easy to make as Innate Attacks, but I'm having ALOT of difficulty figuring out what to do with Axii, Heliotrop, Igni and Yrden. Anybody?

Grunker 09-09-2009 05:40 PM

Re: The Witcher
 
Bump - new version is up. Most should be in order now. I can't figure out how to do all the Signs as powers, so those will remain unchanged, until I figure something out.

Maz 09-10-2009 02:10 AM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 848025)
Bump - new version is up. Most should be in order now. I can't figure out how to do all the Signs as powers, so those will remain unchanged, until I figure something out.

Hey, I havn't read the books and it's been ages since I played the game, but if you post what signs you want and what you think they should do, it would be pretty easy to make them as Powers.

Personally I would make it a leveled power so it contains some fixed enhancements/limitations and a fixed cost per level. But then at the same time make it customisable, so for instance with Aard, one could focus on Area or knockback value or simply take more levels for more "damage".
I've done the same before with some "magical" abilitites for another setting and it worked great, gave the players the freedom to get what they wanted while still keeping it within the style of the powers.

---

All Signs cost FP, right? But can they otherwise be used as much as you like.
Do they need handsigns, or spoken words? Do they need you to take a concentration action or is a simple attack actio nenough?


The different signs I can remember are limited to:

Aard: Knockback, area effect, little or no damage.
Ign: Fire damage, limited area effect.

Grunker 09-10-2009 03:20 AM

Re: The Witcher
 
The Signs and what I want them to do is in the compendium in my sig :)

They require gestures, but no spoken words, and they don't require concentration!

So if you could a) have a look at it, or b) point me to where in the Basic Set where I should look, I'd be glad.

Problem is, only Igni and Aard are standard attacks.

Axii is a charm effect, Heliotrop protects against magic, Quen makes a protective bubble, and Yrden makes traps.

Maz 09-10-2009 06:22 AM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 848228)
The Signs and what I want them to do is in the compendium in my sig :)

They require gestures, but no spoken words, and they don't require concentration!

So if you could a) have a look at it, or b) point me to where in the Basic Set where I should look, I'd be glad.

Problem is, only Igni and Aard are standard attacks.

Axii is a charm effect, Heliotrop protects against magic, Quen makes a protective bubble, and Yrden makes traps.

Ok looked them over, and I'm sorry to say, but they are extremely overpowered for a very low pointcost.

And in addition they do not follow normal GURPS rules (example: normally knocback distance is based on "damage" vs. ST, and you get a DX roll at -1/y knocked back to keep standing).

---

Before trying to recreate them using powers we need to figure out a few things.

First off is: I would suggest you do not try to replicate it's exact abilities in the game/books "to the letter" but rather jsut keep the general feel and ability of them.

Secondly: It might be a good idea to figure out roughly how many points it may costs, the rough powerlevel we are aiming at. Is a sign supposed to be only 5 pts per level, so it only costs 25 pts to be "the best there is" in a single power? Thats not very many points for mastermanship. But it allows any witcher to master all of the signs for only 150 pts. Are all experienced witchers supposed to be good at all the signs? What points-level do you expect a witcher game to be played at?

Third and last: "Signs cannot be used while wearing armor of material heavier than leather!". For one "heavier" doesn't make much sense as a leather comes in many variants, where the heaviest leather is heavier than chain or even some plate armour. It sounds all too much like an artificial D&D/Computer game excuse for making balance. GURPS handles this by basing spells on FP, and wearing heavy armour (steel, iron, leather or kevlar) is all heavy and would so drain your FP jsut as Magic does, so you usually have to choose. So there is no reason for this limitation.

Grunker 09-10-2009 09:08 AM

Re: The Witcher
 
Quote:

Originally Posted by Maz (Post 848250)
Ok looked them over, and I'm sorry to say, but they are extremely overpowered for a very low pointcost.

And in addition they do not follow normal GURPS rules (example: normally knocback distance is based on "damage" vs. ST, and you get a DX roll at -1/y knocked back to keep standing).

---

Before trying to recreate them using powers we need to figure out a few things.

Alright, one by one:

Quote:

Originally Posted by Maz (Post 848250)
First off is: I would suggest you do not try to replicate it's exact abilities in the game/books "to the letter" but rather jsut keep the general feel and ability of them.

I agree, and probably would have, but my extreme limit as to the knowledge for powers and effects (see: Knockback) hindered me in this. I consider my ability to read rules fairly good, but I must admit I'm having difficulty deciphering the Basic set when it comes to powers. I've looked at it a couple of times last week, but I can't really find anything; the same applies for the general rules on the effects you mention.

Quote:

Originally Posted by Maz (Post 848250)
Secondly: It might be a good idea to figure out roughly how many points it may costs, the rough powerlevel we are aiming at. Is a sign supposed to be only 5 pts per level, so it only costs 25 pts to be "the best there is" in a single power? Thats not very many points for mastermanship. But it allows any witcher to master all of the signs for only 150 pts. Are all experienced witchers supposed to be good at all the signs? What points-level do you expect a witcher game to be played at?

My game starts off with PCs build for 110-125 points. The Witcher is build for 155 points. A few notes on the power level: There really aren't very many witchers, so sadly, we can't say that much about them in general. However, three or four of the Witchers are at least trained in all the signs. Geralt's overpowering combat abilities to boot, I'd say he was build for 500-600 points maybe... And that's with training - not mastermanship - in all Signs.

So I guess we're aiming at 5-10 points per level... It wouldn't bother me if they had differantiated cost - that is, Aard maybe costing 5 points per level, and Yrden 10, for example?

Quote:

Originally Posted by Maz (Post 848250)
Third and last: "Signs cannot be used while wearing armor of material heavier than leather!". For one "heavier" doesn't make much sense as a leather comes in many variants, where the heaviest leather is heavier than chain or even some plate armour. It sounds all too much like an artificial D&D/Computer game excuse for making balance. GURPS handles this by basing spells on FP, and wearing heavy armour (steel, iron, leather or kevlar) is all heavy and would so drain your FP jsut as Magic does, so you usually have to choose. So there is no reason for this limitation

Okay, this is pretty lame granted, but I have an excuse :P

I found out I was running this campaign the week before we had to build characters - which means both the Redania setting and the rules were developed in one week (while I was both working and studying). Slipups such as that one should be removed now, with the exception of the armor limitation (which I didn't notice was still there).

I appreciate your help very, very much! I would be great if I could perfect the compendium, and as I'm probably going to spit out more of these kind of projects, it's probably good that I get the full understanding of the rules now rather than later.

- Casper

PS. Can you point to the relevant chapters in the Basic set? I'll read those, then try to make the Signs and powers, and you can maybe take a look at them then?

vicky_molokh 09-10-2009 10:32 AM

Re: The Witcher
 
Why not say it was a metaphor, and was supposed to mean 'not useable above Light Encumbrance'?

Grunker 09-10-2009 12:41 PM

Re: The Witcher
 
Quote:

Originally Posted by Molokh (Post 848328)
Why not say it was a metaphor, and was supposed to mean 'not useable above Light Encumbrance'?

To my players or..?

My players realise the compendium was a first draft, and a few things are going to be changed for tommorow (where we'll play for the first time). But it only really matters for the witchers - of which I have one in my group.

Maz 09-10-2009 03:51 PM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 848292)
I consider my ability to read rules fairly good, but I must admit I'm having difficulty deciphering the Basic set when it comes to powers. I've looked at it a couple of times last week, but I can't really find anything; the same applies for the general rules on the effects you mention.

Well I'm probably not helping with that confusigng either, seeing as the word "powers" isn't used at all in the Basic set, so it's understandeble you can't find anything about "Powers".

The word powers is used to describe advantages (Innate attack, DR, Detect and so on) that are modified using enhancements and limitations.

So really a "power" is any advantage in the Basic set. The most important chapter for creating "powers" are the one right after Advantages, the one about modifiers; limitations and enhancements.


However to really start playing around with "powers" you should get "GURPS: Powers", it is all about playing around with, and modifying existing advantages. But it's probably not nessecary for this campaing, and it is a very crunchy book, better to get hang of the basics first.

Quote:

Originally Posted by Grunker (Post 848292)
My game starts off with PCs build for 110-125 points. The Witcher is build for 155 points. A few notes on the power level: There really aren't very many witchers, so sadly, we can't say that much about them in general. However, three or four of the Witchers are at least trained in all the signs. Geralt's overpowering combat abilities to boot, I'd say he was build for 500-600 points maybe... And that's with training - not mastermanship - in all Signs.

So I guess we're aiming at 5-10 points per level... It wouldn't bother me if they had differantiated cost - that is, Aard maybe costing 5 points per level, and Yrden 10, for example?

Ok, 155 pts wont be able to afford many Signs methinks, even at 5 pts per level. While 500-600 allows for almost mastery in all, even if they become more expensive after we play around with them. So around 5 pts sounds like an ok goal.
About different cost, I was about to suggest that as well, because Aard for instance is probably going to be pretty cheap... but some might want 10-20 levels of it. While some of the others are going to be really expensive and are probably better off as different abilities altogether rather than a leveled power. Some of them you can't really make as leveled. But lets see how it goes.


Quote:

Originally Posted by Grunker (Post 848292)
Okay, this is pretty lame granted, but I have an excuse :P

Ehe ok, that is a good excuse and sorry to sound a little harsh, I just often see people here on the forums trying to artificially restrict "mages" using armour, because "thats how it's supposed to be", it's what they are used to from D&D/Computer games... without really considering "why" or "how". And I can udnerstand it and don't mind it as much, but then it should be made as Molokh suggest or as a vow or a limitation on the powers or some sorts. But ok, out it goes.



And np on the help. Have to help a fellow dane out right? ;) Although I am currently away from all my books, they are in Odense, I am in Copenhagen. So can't give precise numbers on anything until the middle of next week (where the SJ forums are probably a bit on/off)

Grunker 09-10-2009 05:18 PM

Re: The Witcher
 
Great man! I'll get GURPS: Powers anyway. I work in Faraos Cigarer, so it's pretty cheap for me, all things considered.

Well, if you're in Copenhagen, you could stop by for our first session tomorrow ;P

Eh, jokes aside, I appreciate the help, as I said. I'm going to have a much more flexible system once I make them as powers, methinks. So it's off to reading.

- Casper

Rasmus Knudsen 07-21-2012 08:22 PM

Re: The Witcher
 
where can i find this book???

The Benj 07-22-2012 01:56 AM

Re: The Witcher
 
Quote:

Originally Posted by Rasmus Knudsen (Post 1411429)
where can i find this book???

Which book? GURPS Powers? The novels? The GURPS Witcher book (which doesn't exist)?

Grunker 07-22-2012 05:36 AM

Re: The Witcher
 
Rasmus: If you're looking for GURPS: The Witcher, I'm currently giving it an extreme overhaul, and I don't expect the new version to be out before christmas. I can send you the old version if you'd like, but the new one will be VASTLY improved.

Hannes665 07-23-2012 04:03 AM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 848581)
Great man! I'll get GURPS: Powers anyway. I work in Faraos Cigarer, so it's pretty cheap for me, all things considered.

Well, if you're in Copenhagen, you could stop by for our first session tomorrow ;P

Eh, jokes aside, I appreciate the help, as I said. I'm going to have a much more flexible system once I make them as powers, methinks. So it's off to reading.

- Casper

Hey! I drop in Faraos evrey time I visit Copenhagen. I would be intrested in seeing this Witcher Gurps book.

Grunker 01-16-2013 11:30 AM

Re: The Witcher
 
Quote:

Originally Posted by Hannes665 (Post 1412014)
Hey! I drop in Faraos evrey time I visit Copenhagen. I would be intrested in seeing this Witcher Gurps book.

The Character-book is undergoing a massive underhaul, and will be finished soon hopefully. Meanwhile, you can check our the bestiary: http://forums.sjgames.com/showthread...93#post1454293

I'll be sure to let people know when Characters is finished :)

I don't work in Faraos anymore, but I still go there regularly.

Kesendeja 01-05-2014 07:12 AM

Re: The Witcher
 
Sorry for the thread necromancy but I was recently exposed to both the english language books and the game, much to my delight. Here is my initial take on the Witcher template.

95 CP
A +1 to ST, DX, and HT
Combat Reflexes
Longevity and Extended Lifespan x2 (This from the wiki, which talks about one of the active witchers being several hundred years old.)
Detect supernatural
Night Vision +4
Resistance to Metabolic Hazards +8
Magery 0
Broadswords +3
Alchemy +2
Monster Lore +2
Thaumatology +2

I'm thinking of adding Sense of Duty (Professional) and Unnatural Features 2 as penalties.

Any ideas would be appreciated.

Grunker 01-05-2014 04:05 PM

Re: The Witcher
 
Quote:

Originally Posted by Kesendeja (Post 1705052)
Sorry for the thread necromancy but I was recently exposed to both the english language books and the game, much to my delight. Here is my initial take on the Witcher template.

95 CP
A +1 to ST, DX, and HT
Combat Reflexes
Longevity and Extended Lifespan x2 (This from the wiki, which talks about one of the active witchers being several hundred years old.)
Detect supernatural
Night Vision +4
Resistance to Metabolic Hazards +8
Magery 0
Broadswords +3
Alchemy +2
Monster Lore +2
Thaumatology +2

I'm thinking of adding Sense of Duty (Professional) and Unnatural Features 2 as penalties.

Any ideas would be appreciated.

Hey! Detect Supernatural should be tied to their amulet, I think. Here's the version I'm working with for characters right now (it is VERY nearly done, exams just hit me in the face):

CLICK ME

The details of that Witcher Secrets advantage are:

Quote:

Originally Posted by Witchers and Their World: Characters
This is an Unusual Background advantage which denotes that the character has access to or has learned some of the most well-kept secrets on the Continent – namely, the secrets behind witcher alchemy, mutagens and the trials of the witchers. A character with this advantage has also been exposed to mutations and has had his body and physiology altered through the trial of grasses. The advantage provides the witcher with a large number of edges:
Firstly, this advantage confers +5 bonus to the HT-roll to resist the toxicity of potions made with Witcher Alchemy. See Toxicity in Chapter VI – Alchemy for more detailed information.
Secondly, it provides the witcher with resistance to mutagens. The character has the ability to ingest mutagens with a lessened fear of negative consequences. A character without this advantage is at a heavier risk of becoming sick or mutated in a horrible fashion when ingesting mutagens. When ingesting a mutagen (whether prepared probably or not), remember to inform the GM that you have Witcher Secrets. Mutagens are special components that speed up cell-mutation and through the Alchemy (Witcher) skill a witcher can identify mutagens and their properties, as well as prepare them properly for use. For more on mutagens, see Preparing Mutagens in Chapter VI – Alchemy.
Thirdly, this advantage adds a +4 bonus to any Monster Lore roll made to determine whether a given monster is vulnerable to silver or meteorite weapons.
Fourthly, anyone with this advantage may conduct the witcher trials and may spent points to buy the Alchemy (Witcher) skill.
Fifthly, Witcher Secrets also allow full use of the Herb Lore (Witcher) and Monster Lore skills. These skills are restricted for characters without this advantage (as described in Chapter III – Skills). For more on witcher alchemy, see Chapter VI – Alchemy.
Sixthly, Witcher Secrets allows the purchase of certain supernatural advantages unlikely to be available at character creation for other characters. Chief among these is Weapon Master [Swords] which most witchers possess. Such advantages should rely on the fiction of the witcher universe and can only be bought if the GM permits it. See The Witcher template in Chapter VIII – Templates for inspiration.
Seventhly (and finally), depending on your GM and your campaign rules, this advantage may also buy you access to a cheaper version of the Signature Gear advantage in order to start out with some required Witcher attire. See Witcher Starting Gear in Chapter VII – Equipment for additional details.

Characters is ALMOST done like I said :)

Grunker 01-13-2014 09:21 AM

Re: The Witcher
 
Hi everybody. Just wanted to notify you that I have released both Characters and Monstrum: http://forums.sjgames.com/showthread...38#post1708938

Mods, feel free to close this thread.


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