The Witcher
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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. |
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A lot of them are basically just bonus character points. Quote:
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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. |
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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:
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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. |
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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? |
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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. |
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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 :) |
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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. |
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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) |
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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. |
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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. |
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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:
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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. |
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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. |
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You just take 10% off the final cost. This won't make a difference until you have at least 4 levels. Quote:
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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. |
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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? |
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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.
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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. |
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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. |
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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. |
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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:
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? |
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Why not say it was a metaphor, and was supposed to mean 'not useable above Light Encumbrance'?
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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. |
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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:
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:
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) |
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 |
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where can i find this book???
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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.
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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. |
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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. |
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CLICK ME The details of that Witcher Secrets advantage are: Quote:
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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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