Apr 16, 2019 1:20 am
This guide will contain elements that I'm sure many of you are already aware and may even already consider when creating character and nothing here is meant to confuse or belittle anyone. Much of it is simply for my benefit. Also, we don't know each other very well yet and this is my first game on GP so I want to build some strong foundations. With that said here we go:-
Step 1 - Talk with each other and with me.
Discuss with the other players about what you want to play and what they want to play. If the concepts are too similar then compromises will be expected from all parties until all parties are content with the concepts are different enough to allow for enjoyment and growth without stepping on each other's toes. If you are struggling to come up with a character concept then you can also ask other players or myself for advice.
Step 2 - Get your concept ready
Finalise the character concept in a short paragraph. This will assist me in mediating the choices made during the rest of character creation.
Step 3 - Life Path
At this point you may create a thread for your character in this sub forum if you haven't already. This is where you will do all the rolling for character creation. Some of the process are choices not rolls but the majority will be randomly rolled. You will very likely need a copy of the book to reference your roll results to the appropriate tables and please ensure that all rolls are given appropriate reasons. It will be time consuming but I find it fun so hopefully you'll be able to endure this part.
The Witcher Character Sheet Template
Race - You can choose this but I want no more than 1 Witcher and 1 Mage / Priest in the party in the beginning so this will need to be discussed early.Life-path - Follow the steps in order here as per the book. Homeland > Family (Chance to skip Family Fate) > Parents (Chance to skip Parental Fate) > Family Status > Most Influential Friend > Siblings > Life Events (No younger than age 20 and no older than age 60, though this mainly concerns the elder races, Witcher's also live a long time. Humans PC's are unlikely to be as old as 40 as quite simply they not long lived and will be past their prime) > Style (Clothing and Hair Style can be chosen rather than rolled if desired but if you roll you keep what you get.) > Values (rolls of 5 or 6 on 'Feelings on People' must be re-rolled until the results are no longer 5 or 6) > Name (Please choose your on name but where possible follow the suggestions for your birth nation and your family status).
* - Note that Witcher's follow a different life-path listed on page 237.
Profession - You can choose this of course choose your own Profession but if your race was not Witcher then you cannot choose Witcher as a Profession and only Humans and Elves can select Mage. This section is another that is best discussed with the group so we don't see too much overlap. Some is fine but I don't want to see more than 2 of any profession.Statistics - I'll not be opting for rolls on this sections as it creates too high of a disparity, so instead we will be going with 60 points to distribute to stats. Keep in mind that all statistic adjustments from Race are applied after these points are spent.Skills - As per the book you will have 44 points to spend on the 11 Skills determined by your profession listed skills and defining skill. You are required to have at least 1 in all of these skills and none may be higher than 6 before any racial or life-path adjustments. You will then have a number of skill points to spend on skills other than these 11 skills equal to your final Intelligence + Reflex. These pickup skills may not be spent on the 11 skills already defined. Also note the difficult skills as they cost 2 for 1.Equipment - For starting coins you may either take the average or you can roll. If you roll you keep what you roll.Just about everything else should be derived but if you have any questions do ask.
Step 1 - Talk with each other and with me.
Discuss with the other players about what you want to play and what they want to play. If the concepts are too similar then compromises will be expected from all parties until all parties are content with the concepts are different enough to allow for enjoyment and growth without stepping on each other's toes. If you are struggling to come up with a character concept then you can also ask other players or myself for advice.
Step 2 - Get your concept ready
Finalise the character concept in a short paragraph. This will assist me in mediating the choices made during the rest of character creation.
Step 3 - Life Path
At this point you may create a thread for your character in this sub forum if you haven't already. This is where you will do all the rolling for character creation. Some of the process are choices not rolls but the majority will be randomly rolled. You will very likely need a copy of the book to reference your roll results to the appropriate tables and please ensure that all rolls are given appropriate reasons. It will be time consuming but I find it fun so hopefully you'll be able to endure this part.
The Witcher Character Sheet Template
Race - You can choose this but I want no more than 1 Witcher and 1 Mage / Priest in the party in the beginning so this will need to be discussed early.
[ +- ] Races
The Races Available to play are Humans, Elves, Dwarves, Witchers and Mages.
* - Note that Witcher's follow a different life-path listed on page 237.
Profession - You can choose this of course choose your own Profession but if your race was not Witcher then you cannot choose Witcher as a Profession and only Humans and Elves can select Mage. This section is another that is best discussed with the group so we don't see too much overlap. Some is fine but I don't want to see more than 2 of any profession.
[ +- ] Professions
Profession List: Bard, Craftsman, Criminal, Doctor, Mage, Man-at-Arms, Merchant, Priest, Witcher.
[ +- ] Statistics
The nine base stats are: Intelligence, Reflex, Dexterity, Body, Speed, Empathy, Craft, Will and Luck.
Vigor is a statistic determined by Profession and only magically active classes gain it.
These form the derived which are: Stun, Run (Speed x 3), Leap (Run / 5), Hit Points, Stamina, Encumbrance (Body x 10), Recovery, Punch and Kick. Stun, HP, Stamina, Recovery, Punch and Kick refernce their values from the following tables.
Physical Table
(Body+Will)/2 - HP - STA - REC - STUN
2 - 10 - 10 - 2 - 20
3 - 15 - 15 - 3 - 30
4 - 20 - 20 - 4 - 40
5 - 25 - 25 - 5 - 50
6 - 30 - 30 - 6 - 60
7 - 35 - 35 - 7 - 70
8 - 40 - 40 - 8 - 80
9 - 45 - 45 - 9 - 90
10 - 50 - 50 - 10 - 100
11 - 55 - 55 - 11 - 110
12 - 60 - 60 - 12 - 120
13 - 65 - 65 - 13 - 130
Hand to Hand Table
Body- Punch- Kick
1-2 - 1d6-4 - 1d6
3-4 - 1d6-2 - 1d6+2
5-6 - 1d6 - 1d6+4
7-8 - 1d6+2 - 1d6+6
9-10 - 1d6+4 - 1d6+8
11-12 - 1d6+6 - 1d6+10
13 - 1d6+8 - 1d6+12
Vigor is a statistic determined by Profession and only magically active classes gain it.
These form the derived which are: Stun, Run (Speed x 3), Leap (Run / 5), Hit Points, Stamina, Encumbrance (Body x 10), Recovery, Punch and Kick. Stun, HP, Stamina, Recovery, Punch and Kick refernce their values from the following tables.
Physical Table
(Body+Will)/2 - HP - STA - REC - STUN
2 - 10 - 10 - 2 - 20
3 - 15 - 15 - 3 - 30
4 - 20 - 20 - 4 - 40
5 - 25 - 25 - 5 - 50
6 - 30 - 30 - 6 - 60
7 - 35 - 35 - 7 - 70
8 - 40 - 40 - 8 - 80
9 - 45 - 45 - 9 - 90
10 - 50 - 50 - 10 - 100
11 - 55 - 55 - 11 - 110
12 - 60 - 60 - 12 - 120
13 - 65 - 65 - 13 - 130
Hand to Hand Table
Body- Punch- Kick
1-2 - 1d6-4 - 1d6
3-4 - 1d6-2 - 1d6+2
5-6 - 1d6 - 1d6+4
7-8 - 1d6+2 - 1d6+6
9-10 - 1d6+4 - 1d6+8
11-12 - 1d6+6 - 1d6+10
13 - 1d6+8 - 1d6+12
[ +- ] Defining Skills and Profession Skills
The Full Skill List is on the template.
Defining Skills: Bard (Busking), Craftsman (Patch Job), Criminal (Practised Paranoia), Doctor (Healing Hands), Mage (Magic Training), Man-at-Arms (Tough as Nails), Merchant (Well Travelled), Priest (Initiate of the Gods), Witcher (Witcher Training)
Skill Lists
Bard: Charisma, Deceit, Performance, Language (Choose 1), Human Perception, Persuasion, Streetwise, Fine Arts, Seduction, Social Etiquette
Craftsman: Crafting, Business, Athletics, Endurance, Physique, Streetwise, Fine Arts, Alchemy, Education, Persuasion
Criminal: Sleight of Hand, Pick Locks, Streetwise, Forgery, Deceit, Stealth, Intimidate, Small Blades, Athletics, Awareness
Doctor: Resist Coercion, Charisma, Social Etiquette, Courage, Human Perception, Wilderness Survival, Business, Deduction, Small Blades, Alchemy
Mage: Human Perception, Spell Casting, Hex Weaving, Resist Magic, Staff/Spear, Education, Ritual Crafting, Social Etiquette, Seduction, Grooming & Style
Man-at-Arms: Any 5 Combat Skills, Wilderness Survival, Courage, Physique, Intimidation, Dodge/Escape
Merchant: Charisma, Small Blades, Education, Language (Choose 2), Streetwise, Business, Persuasion, Human Perception, Gambling, Resist Coercion
Priest: Ritual Crafting, Leadership, Courage, Human Perception, Hex Weaving, First Aid, Charisma, Wilderness Survival, Teaching, Spell Casting
Witcher: Awareness, Deduction, Spell Casting, Alchemy, Dodge/Escape, Wilderness Survival, Swordsmanship, Athletics, Stealth, Ride
Skills that cost 2 for 1 to increase: Languages (You begin play with your native Language at 8), Monster Lore, Tactics, Alchemy, Crafting, Trap Crafting, Hex Weaving, Spell Casting, Resist Magic and Ritual Crafting.
Defining Skills: Bard (Busking), Craftsman (Patch Job), Criminal (Practised Paranoia), Doctor (Healing Hands), Mage (Magic Training), Man-at-Arms (Tough as Nails), Merchant (Well Travelled), Priest (Initiate of the Gods), Witcher (Witcher Training)
Skill Lists
Bard: Charisma, Deceit, Performance, Language (Choose 1), Human Perception, Persuasion, Streetwise, Fine Arts, Seduction, Social Etiquette
Craftsman: Crafting, Business, Athletics, Endurance, Physique, Streetwise, Fine Arts, Alchemy, Education, Persuasion
Criminal: Sleight of Hand, Pick Locks, Streetwise, Forgery, Deceit, Stealth, Intimidate, Small Blades, Athletics, Awareness
Doctor: Resist Coercion, Charisma, Social Etiquette, Courage, Human Perception, Wilderness Survival, Business, Deduction, Small Blades, Alchemy
Mage: Human Perception, Spell Casting, Hex Weaving, Resist Magic, Staff/Spear, Education, Ritual Crafting, Social Etiquette, Seduction, Grooming & Style
Man-at-Arms: Any 5 Combat Skills, Wilderness Survival, Courage, Physique, Intimidation, Dodge/Escape
Merchant: Charisma, Small Blades, Education, Language (Choose 2), Streetwise, Business, Persuasion, Human Perception, Gambling, Resist Coercion
Priest: Ritual Crafting, Leadership, Courage, Human Perception, Hex Weaving, First Aid, Charisma, Wilderness Survival, Teaching, Spell Casting
Witcher: Awareness, Deduction, Spell Casting, Alchemy, Dodge/Escape, Wilderness Survival, Swordsmanship, Athletics, Stealth, Ride
Skills that cost 2 for 1 to increase: Languages (You begin play with your native Language at 8), Monster Lore, Tactics, Alchemy, Crafting, Trap Crafting, Hex Weaving, Spell Casting, Resist Magic and Ritual Crafting.
[ +- ] Starting Coin
Starting Coin
Profession - Coin - Average
Bard - 120 crowns x 2d6 - 720
Crafter - 120 crowns x 2d6 - 720
Criminal - 100 crowns x 2d6 - 600
Doctor - 150 crowns x 2d6 - 900
Mage - 200 crowns x 2d6 - 1200
Man At Arms - 150 crowns x 2d6 - 900
Merchant - 180 crowns x 2d6 - 1080
Priest - 75 crowns x 2d6 - 450
Witcher - 50 crowns x 2d6 - 300
Profession - Coin - Average
Bard - 120 crowns x 2d6 - 720
Crafter - 120 crowns x 2d6 - 720
Criminal - 100 crowns x 2d6 - 600
Doctor - 150 crowns x 2d6 - 900
Mage - 200 crowns x 2d6 - 1200
Man At Arms - 150 crowns x 2d6 - 900
Merchant - 180 crowns x 2d6 - 1080
Priest - 75 crowns x 2d6 - 450
Witcher - 50 crowns x 2d6 - 300