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About Skywalken

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  • Birthday 10/26/1989

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  1. The Sign breakdown is very helpful. I have someone playing a Witcher (we're calling them Hexers... go figure) but who avoids the Signs and Alchemist aspects due to his unfamiliarity with those systems. I appreciate your work! idk what happened in my last @ post, did a weird formatting thing.
  2. https://en.wikipedia.org/wiki/Lists_of_legendary_creatures https://en.wikipedia.org/wiki/List_of_cryptids Personal Favorite not listed there is the Kikiyaon, the Soul Cannibal. Basically a giant owl spirit that eats souls; I used it in a Call of Cthulhu game once.
  3. Maybe change the Blood Drinker to giving a damage bonus if you're trying to be true to Witcher, but otherwise that looks great! Plus, different Katakans will have slightly higher or lower stats or skills based on age anyway. Is that one supposed to be a Rival or a Nemesis?
  4. Witchers will no doubt be a debatable topic. Less contentious/skubish: Monsters! Here’s a hip-fire series of approximations: Minions: Barghest, Ghouls, Nekkers, Harpies, Drowners (Freshwater), Weaker Wraiths, evil vegitation, sirens, Leshen animals, Worker Endrega; creatures that usually are spawned in groups in W3. Rivals: Alghouls, Lesser/Animalistic Vampires, Noon/Night Wraiths with solvable curses, Smaller draconids and hybrids, elementals, Foglets w/illusions, Average humanoid Relicts, stronger harpies, zurgals (tentacle things in sewers), trolls, weaker hags, weaker lycanthropes, warrior endrega; creatures that normally are supported by minions, are at most one-shot Witcher contracts in W3. Nemesis: “The Exotics” that usually get parts of major sidequests or high-level contracts: Hyms, Leshen, Fiends, Greater Vampires, Genies, Endrega Queens, Manticores, Giants, Striga, Plague Maidens, Kayran, Chorts, Larger hybrids, and stronger/smarter/older versions of the above Rivals. Campaign Threats/Factors: Your Gaunter O’Dimms, Detlaffs (Higher Vampires), Dagons (Eldritch Lords), Dryad Queens, and Dragons should be preserved as massive threats. Geralt in-books avoids Higher Vampires because he describes them as suicide runs, and a Dragon takes a small army to bring down. A good note to remember: just because Geralt can bring down something single-handed does not garuntee the average Witcher can without help.
  5. No doubt, making it a Knight Level "prestige" build is acceptable too! The Mutagens and the fact Witchers are mostly treated or even called "non-Human" inspired the Species route for me. I used the Genesys book's "Making your own species" section to do the build, using the maths and talents listed to emulate a Witcher as a separate race. Because the way I see it, when some makes a Witcher, they don't want to be just a guy with lots of XP, they want to be a inhuman killing machine. You can't "learn" The Trial of Grasses, for example; you were one of three out of ten who survived and made it out without dying. It's like Spartans in Halo: being more-than-human. Of course, most of this discussion comes from playing a Witcher; the setting is diverse enough that noone has to play one at all. I'd love to run a game for players as Alchemists, Mages, and Non-Humans fleeing to Novigrad in the months before Witcher 3.
  6. Well, since there aren't "trees" anymore, that simplifies things with Magic being a skill. Besides humans, there's the couple kinds of elves (tolkien-esque and the GWAR-fans), dwarves, halflings, gnomes, humanoid relicts, and even some sentient monsters a creative GM could play around with letting players use. The trickiness of Witchers, specifically, is their unbalanced niche in the world: reviled, nearly extinct, but formidable warriors. It's worth noting that Geralt is an exception, being one of the most augmented Witchers ever. Witchers die like anyone else, and the books reflect this with Coen (and a certain other one...) despite their extensive upgrades.
  7. I like this way of using Signs. With the Witcher itself, I went for a more straightforward Archetype and Species build: Witcher Career Skills: Alchemy, Athletics, Perception, Survival, Arcana, Melee, Vigilance, Knowledge (Monsters) Witcher Race: Br Ag In Cu Wi Pr Wound: 12+Br 2 3 2 2 2 1 Strain: 11+Wi Starting XP: 65 Witchers start with one rank in either Perception or Vigilance Special Abilities: Dark Vision: When making skill checks, it removes up to 2 Setback due to darkness. Fearsome: This species is feared by societies other than its own. Add 1 Setback Die to Charm, Deception, Leadership, and Negotiation checks they make, but they add 1 Boost to Coercian checks. This does not apply when interacting with others of their own species. Nimble: +1 Ranged and Melee Defense Modified Regeneration: Immune to Disease, whenever healing wounds from natural rest, regains 1 additional wound. Does not effect Medicine checks. (Removed Limb Regen) Obviously, a Witcher starts with very little extra experience after creation, which could easily be explained that most of their experience is with training regimens and alchemical experiments. Witchers' toughness was done through regeneration and wounds rather than raw brawn, as Witchers' speed seems more of a focus with their agile fighting styles (Using books here; 'pirouette' is used ad nauseam in the English translation). Being raised and conditioned as gruff and maligned killers decreases presence and adds the Fearsome rating. At creation, a Witcher is literally fresh from Kaer Morhen (or similar locales), ready to put into practice the mutations and skills they were given. In a pinch I'd drop Modified Regeneration for 10 more XP at start, or replacing it (or the free Perception or Vigilance rank) with the Expert Tracker talent from Edge of the Empire (5xp, Remove Setback per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half).
  8. Howdy ya'll. This is less a "Help! Help!" post, and more of a suggested discussion thread. I've been running a campaign since September, weekly, for roughly 6 hours a session. We are relatively efficient (compared to some campaigns I've been in), so people have been getting the recommended XP totals per session (15-20). I also use the popular 'bonus xp for posting character/adventure logs on Obsidian Portal' option that has propagated around the net. Well, now at the end of the year, the characters are potent. The Outlaw-Tech/Mechanic can fix and mod almost anything, the Pilot is one with his Hwk-290, the Gunslinger has branched into a Performer, the Jedi Pathfinder is fiddling around with new Force Powers, and the Mercenary Soldier keeps being a dependable combat guy. Then there's the Assassin/Gadgeteer, who has done little else with XP than sink it into combat skills. And I mean exclusively. Anything he points his gun at will die. He one-shot killed the Master Bountyhunter Nemesis from the Adversary Deck, while said Nemesis held a important NPC hostage in front of him as cover. This isn't bad, because, hey, the player made a super deadly bounty hunter. Nothing wrong with that. The problem is that now, any combat encounter's balancing is tricky. Challenging the combat character results in insta-death for other players. And throwing the Assassin into non-combat challenges results in a overly surly or bored player. So what are ways you other GM's handle those times your players are larger than life, but you still want to keep things interesting? There's making enemies super durable (adding ranks of Durable, adding more and more ranks of Adversary), but I'm sure there are other ways to keep players on their toes.
  9. Since the game is formed around most of the group wanting to build their own criminal organization on a frontier world, I may end up using it as a money source... As for the other points, I can see the logic behind the business not making a significant income (besides upgrades) for the group. My original plan was to use a 1500 per month 'salary' per player, before the upgrades. Its the upper-end of the Clerk's monthly salary. Adding the profits from whatever by-the-job payment they receive from criminal enterprises, they should make a tidy sum if they keep busy.
  10. Howdy all, and forgive the typo in the title. Noooot a morning person. My campaign is operating on Far Horizon's startup business variant of game-play, forgoing a group ship for a in-town business. The chosen business is a nightclub, and the group has already volunteered to take on a bunch of obligation to upgrade the place (three core focus, two security measures, one special orders and a partridge in a pear tree). Here's the question: is there a suggested guideline in the Far Horizon book as to how much income player-owned businesses should make a month? I've seen the Core Focus upgrades, but if there's a guideline for base business income, I must have missed it. While I could easily make the call how much they'd make a month, I want to try to adhere to the rules before throwing out a number.
  11. With creativity, I suggest making new Force traditions. With old EU out, you can alter pre-Disney EU for interesting results. I have the Bando Gorah cult and the Baran Do Sages from the Kel-Dor race almost word for word what they were in old-EU. But, I took the Jenaasari, the Sorcerors of Rhand, and the Secret Order of the Emperor/Prophets of the Dark Side and went hog-wild changing them into what I wanted. For example, rather than the Jenaasari being half-Sith/half-Jedi offshots with plate armor who are super edgy, I turned them into a splinter faction of Jedi from pre-Ruusan Reformation who kept growing more militaristic. End result: Something like the Assassins from Assassin's Creed: well meaning, but highly corruptable and lethal. Edit: Some other orders off the top of my head, spelling probably wrong- Jal Shey Makasi Zension Sha Sorecerors of Tund All the other Witches of Dathomir besides the Nightsisters The Altisian Jedi The Brotherhood of Darkness variant of Sith The Ang-Tii The Lost Tribe of the Sith (aka, the Twilight vampires of the Sith legacy. haha)
  12. tl;dr thread: You could either have them fail, or just complicate their result. The rules allow for either. See pages 9 and 24 of the EotE core rulebook, which provide both concrete explanation of results and the leeway for interrpretation with GM and Player discussion. There isn't right or wrong. Everyone have a fruit smootie. I used one of these. I ran an Imperial game, and a ISB Agent Player misred a Imperial Governor's reaction, Despaired, so I had him think that the Governor was complicit in a plot. Turned out he wasn't. But they didn't learn that until after they tortured the guy to near death, failed to capture a Rebel provocatuer, and had to quell a local xenophobic uprising. THEN they got reprimanded because they tortured a Governor to near death. Fun times. Bwahahaha!
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