Hopefully those following this thread will find this interesting. I've spent sometime working through the Genesys Core and the Realms of Terrinoth Books to translate the ideas from the Witcher games and novels into the structure of the system. I did find the earlier discussions from Skywalken, a helpful inspiration for designing my version of the mutant human archetype and the Career for the Witcher class. I have also compiled a nice defined translation of the signs into the alternate magic rules and expanded on the ideas of crafting for Alchemy to create the various potions, elixirs and Bombs.
Here is a link to my compiled document from google drive : https://drive.google.com/open?id=1PFFHGUwZQCoexyUEbHw3c2u4lO8S0MVk. Please feel free to review the items it contains and provided me any feeedback concerning the content. Albeit, please forgive some of the content phrasing as it may refer to a placeholder character name based on the example format i borrowed from the ROT character PDF.
While not included in this document my framework for the Career and Archetype are as follows:
Starting Skills: Begin play with one rank in Perception and Resilience, these may not be raised above rank 2 at creation.
Dark Vision: May remove up to two setback die from all vision related skill checks
Fearsome: Grassmen are feared by normal humans and many other races or societies, as a result they suffer one setback die on all Charm, Deception, Leadership and Negotiation they make, but add one boost die to Coercion checks. This does not apply to members of their own species.
Enhanced Healing: Whenever healing wounds due to natural rest, they recover one additional Wound. This does not apply when receiving medical treatment. I felt that the regenerating limbs was to significant but included the option if used in conjunction with their alchemy. I am not sold on this option yet though.
I had though about leaving the Ready for Adventure rule in place as well, just changing the name to Child of Destiny, but i cant reconcile the cost to reduce the starting XP pool.
Genesys: The Witcher
in Genesys
Posted
Hopefully those following this thread will find this interesting. I've spent sometime working through the Genesys Core and the Realms of Terrinoth Books to translate the ideas from the Witcher games and novels into the structure of the system. I did find the earlier discussions from Skywalken, a helpful inspiration for designing my version of the mutant human archetype and the Career for the Witcher class. I have also compiled a nice defined translation of the signs into the alternate magic rules and expanded on the ideas of crafting for Alchemy to create the various potions, elixirs and Bombs.
Here is a link to my compiled document from google drive : https://drive.google.com/open?id=1PFFHGUwZQCoexyUEbHw3c2u4lO8S0MVk. Please feel free to review the items it contains and provided me any feeedback concerning the content. Albeit, please forgive some of the content phrasing as it may refer to a placeholder character name based on the example format i borrowed from the ROT character PDF.
While not included in this document my framework for the Career and Archetype are as follows:
Witcher Career skills: Alchemy, Athletics, Discipline, Knowledge (Lore), Melee (Light), Runes, Survival, Vigilance
Archetype: Mutant Human (Grassmen)
Brawn 3, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 1 Wound Threshold: 10 + Brawn, Strain Threshold: 10 + Willpower Starting XP: 90
Starting Skills: Begin play with one rank in Perception and Resilience, these may not be raised above rank 2 at creation.
Dark Vision: May remove up to two setback die from all vision related skill checks
Fearsome: Grassmen are feared by normal humans and many other races or societies, as a result they suffer one setback die on all Charm, Deception, Leadership and Negotiation they make, but add one boost die to Coercion checks. This does not apply to members of their own species.
Enhanced Healing: Whenever healing wounds due to natural rest, they recover one additional Wound. This does not apply when receiving medical treatment. I felt that the regenerating limbs was to significant but included the option if used in conjunction with their alchemy. I am not sold on this option yet though.
I had though about leaving the Ready for Adventure rule in place as well, just changing the name to Child of Destiny, but i cant reconcile the cost to reduce the starting XP pool.
Let me know your alls thoughts.
Genesys Witcher Notes.docx