Genesys: The Witcher

By Scooter100, in Genesys

I've been wanting to do a campaign in the Witcher setting for a while and Genesys seems like a great choice.

For the most part Genesys covers most of the settings typical fantasy tropes and mechanics like magic (with maybe a little expansion but still) and the typical races but the monsters and the Witchers themselves puzzle me a little in how I should set them up in terms of mechanics themselves. So here's where I need advice.

  • Constructing the Witcher: Should they be an archetype? A series of Talents? A career? what skills will they need? How should sign magic be managed being that it is clearly more limiting than regular magic casting? and how should Witcher mutagens, potions and resistances be handled?.
  • Breeding the monsters: What monsters are minions, rivals and Nemeses? How should the effectiveness of silver on monsters compared to steel be handled? What kind of abilities and talents should various monsters have? Is there anything the players will absolutely not be able to fight like say Gaunter O Dimm and how should such entities be handled?
  • Lost lore: Anything unique to the setting I might have missed that might help make it feel more like the Witcher and less like other fantasy worlds.

I have some ideas on how to handle these issues but I wanted a second, third and as many other opinions as possible to help this live up to the source material. Any advice and ideas is greatly appreciated and I'll see if I have the time to collect everything together for others to use. Thanks.

you can surely build talents out of the following mess:

{
    "combat":
    {
        "1":
        {
            "1":
            {
                "id": "1",
                "skill_name": "Muscle Memory",
                "skill_desc_1": "Fast attack damage +5%.<br \/> Adrenaline point gain +1%.",
                "skill_desc_2": "Fast attack damage +10%.<br \/> Adrenaline point gain +2%.",
                "skill_desc_3": "Fast attack damage +15%.<br \/> Adrenaline point gain +3%.",
                "skill_desc_4": "Fast attack damage +20%.<br \/> Adrenaline point gain +4%.",
                "skill_desc_5": "Fast attack damage +25%.<br \/> Adrenaline point gain +5%.",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "67",
                "skill_name": "Strength Training",
                "skill_desc_1": "Strong attack damage increased by 5%.<br \/>\r\nAdrenaline Point gain: +1%",
                "skill_desc_2": "Strong attack damage increased by 10%.<br \/>\r\nAdrenaline Point gain: +2%",
                "skill_desc_3": "Strong attack damage increased by 15%.<br \/>\r\nAdrenaline Point gain: +3%",
                "skill_desc_4": "Strong attack damage increased by 20%.<br \/>\r\nAdrenaline Point gain: +4%",
                "skill_desc_5": "Strong attack damage increased by 25%.<br \/>\r\nAdrenaline Point gain: +5%",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "6",
                "skill_name": "Arrow Deflection",
                "skill_desc_1": "Deflect arrows while parrying.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Perfectly timed parries reflect arrows back at the attacker.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Perfectly timed parries reflect back arrows and deal double damage.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "4":
            {
                "id": "44",
                "skill_name": "Lightning Reflexes",
                "skill_desc_1": "Time slowed by an additional 15% while aiming the crossbow.<br \/>\r\nAdrenaline Point gain: +1%",
                "skill_desc_2": "Time slowed by an additional 30% while aiming the crossbow.<br \/>\r\nAdrenaline Point gain: +2%",
                "skill_desc_3": "Time slowed by an additional 45% while aiming the crossbow.<br \/>\r\nAdrenaline Point gain: +3%",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "5":
            {
                "id": "45",
                "skill_name": "Resolve",
                "skill_desc_1": "Adrenaline point loss upon taking damage is lowered by 20%.<br \/>\r\nAdrenaline Point gain: +1%",
                "skill_desc_2": "Adrenaline point loss upon taking damage is lowered by 40%.<br \/>\r\nAdrenaline Point gain: +2%",
                "skill_desc_3": "Adrenaline point loss upon taking damage is lowered by 60%.<br \/>\r\nAdrenaline Point gain: +3%",
                "skill_desc_4": "Adrenaline point loss upon taking damage is lowered by 80%.<br \/>\r\nAdrenaline Point gain: +4%",
                "skill_desc_5": "Adrenaline point loss upon taking damage is lowered by 100%.<br \/>\r\nAdrenaline Point gain: +5%",
                "num_points_max": "5"    
            }    
        },
        "2":
        {
            "1":
            {
                "id": "2",
                "skill_name": "Precise Blows",
                "skill_desc_1": "Increases chance of landing a fast attack critical hit by 2% and fast attack critical hit damage by 15%.<br \/>\r\nAdrenaline Point gain: + 1%",
                "skill_desc_2": "Increases chance of landing a fast attack critical hit by 4% and fast attack critical hit damage by 30%.<br \/>\r\nAdrenaline Point gain: + 2%",
                "skill_desc_3": "Increases chance of landing a fast attack critical hit by 6% and fast attack critical hit damage by 45%.<br \/>\r\nAdrenaline Point gain: + 3%",
                "skill_desc_4": "Increases chance of landing a fast attack critical hit by 8% and fast attack critical hit damage by 60%.<br \/>\r\nAdrenaline Point gain: + 4%",
                "skill_desc_5": "Increases chance of landing a fast attack critical hit by 10% and fast attack critical hit damage by 75%.<br \/>\r\nAdrenaline Point gain: + 5%",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "3",
                "skill_name": "Crushing Blows",
                "skill_desc_1": "Increases strong attack critical hit chance by 2% and strong attack critical hit damage by 15%.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Increases strong attack critical hit chance by 4% and strong attack critical hit damage by 30%.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Increases strong attack critical hit chance by 6% and strong attack critical hit damage by 45%.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Increases strong attack critical hit chance by 8% and strong attack critical hit damage by 60%.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Increases strong attack critical hit chance by 10% and strong attack critical hit damage by 75%.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "10",
                "skill_name": "Fleet Footed",
                "skill_desc_1": "Damage from hits received while dodging is reduced by 20%.<br \/>\r\nAdrenaline Point gain: +1%. ",
                "skill_desc_2": "Damage from hits received while dodging is reduced by 40%.<br \/>\r\nAdrenaline Point gain: +2%. ",
                "skill_desc_3": "Damage from hits received while dodging is reduced by 60%.<br \/>\r\nAdrenaline Point gain: +3%. ",
                "skill_desc_4": "Damage from hits received while dodging is reduced by 80%.<br \/>\r\nAdrenaline Point gain: +4%. ",
                "skill_desc_5": "Damage from hits received while dodging is reduced by 100%.<br \/>\r\nAdrenaline Point gain: +5%. ",
                "num_points_max": "5"    
            },
            "4":
            {
                "id": "12",
                "skill_name": "Cold Blood",
                "skill_desc_1": "Each bolt that hits its target adds 0,04 Adrenaline Points.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Each bolt that hits its target adds 0,08 Adrenaline Points.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Each bolt that hits its target adds 0,12 Adrenaline Points.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Each bolt that hits its target adds 0,16 Adrenaline Points.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Each bolt that hits its target adds 0,2 Adrenaline Points.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "13",
                "skill_name": "Undying",
                "skill_desc_1": "When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used, plus an additional 10%.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used, plus an additional 25%.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used, plus an additional 50%.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used, plus an additional 75%.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used, plus an additional 100%.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            }    
        },
        "3":
        {
            "1":
            {
                "id": "7",
                "skill_name": "Whirl",
                "skill_desc_1": "Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline. <br \/>\r\nConsumes 20% less Stamina and Adrenaline.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline. <br \/>\r\nConsumes 30% less Stamina and Adrenaline.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline. <br \/>\r\nConsumes 40% less Stamina and Adrenaline.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline. <br \/>\r\nConsumes 50% less Stamina and Adrenaline.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "4",
                "skill_name": "Rend",
                "skill_desc_1": "Deals additional damage in proportion to the Stamina  consumed. Ignores enemy Defense and increases critical hit chance by 10%. Adrenaline Points increase total damage by 100%.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Deals additional damage in proportion to the Stamina  consumed. Ignores enemy Defense and increases critical hit chance by 20%. Adrenaline Points increase total damage by 100%.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Deals additional damage in proportion to the Stamina  consumed. Ignores enemy Defense and increases critical hit chance by 30%. Adrenaline Points increase total damage by 100%.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Deals additional damage in proportion to the Stamina  consumed. Ignores enemy Defense and increases critical hit chance by 40%. Adrenaline Points increase total damage by 100%.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Deals additional damage in proportion to the Stamina  consumed. Ignores enemy Defense and increases critical hit chance by 50%. Adrenaline Points increase total damage by 100%.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "5",
                "skill_name": "Counterattack",
                "skill_desc_1": "After a successful counterattack, the next attack deals +30% damage per skill level.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "After a successful counterattack, the next attack deals +30% damage per skill level with a chance for knockdown based on the number of Adrenaline Points.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "After a successful counterattack, the next attack deals +45% damage per skill level and is a critical hit with a chance for knockdown based on the number of Adrenaline Points.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "4":
            {
                "id": "9",
                "skill_name": "Anatomical Knowledge",
                "skill_desc_1": "Increases crossbow critical hit chance by 5%.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Increases crossbow critical hit chance by 10%.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Increases crossbow critical hit chance by 15%.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Increases crossbow critical hit chance by 20%.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Increases crossbow critical hit chance by 25%.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "8",
                "skill_name": "Razor Focus",
                "skill_desc_1": "Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 5%.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 10%.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 15%.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 20%.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 25%.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            }    
        },
        "4":
        {
            "1":
            {
                "id": "43",
                "skill_name": "Crippling Strikes",
                "skill_desc_1": "Fast attacks now also apply a Bleeding effect. Affected enemies lose 25 Vitality or Essence points per second. Duration: 5 seconds.<br \/>\r\nAdrenaline Point gain: +1%",
                "skill_desc_2": "Fast attacks now also apply a Bleeding effect. Affected enemies lose 50 Vitality or Essence points per second. Duration: 5 seconds.<br \/>\r\nAdrenaline Point gain: +2%",
                "skill_desc_3": "Fast attacks now also apply a Bleeding effect. Affected enemies lose 75 Vitality or Essence points per second. Duration: 5 seconds.<br \/>\r\nAdrenaline Point gain: +3%",
                "skill_desc_4": "Fast attacks now also apply a Bleeding effect. Affected enemies lose 100 Vitality or Essence points per second. Duration: 5 seconds.<br \/>\r\nAdrenaline Point gain: +4%",
                "skill_desc_5": "Fast attacks now also apply a Bleeding effect. Affected enemies lose 125 Vitality or Essence points per second. Duration: 5 seconds.<br \/>\r\nAdrenaline Point gain: +5%",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "14",
                "skill_name": "Sunder Armor",
                "skill_desc_1": "Reduces enemy damage resistance by 5%.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Reduces enemy damage resistance by 10%.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Reduces enemy damage resistance by 15%.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Reduces enemy damage resistance by 20%.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Reduces enemy damage resistance by 25%.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "11",
                "skill_name": "Deadly Precision",
                "skill_desc_1": "Each Adrenaline Point adds 1% to the chance of killing an opponent instantly.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Each Adrenaline Point adds 2% to the chance of killing an opponent instantly.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "2"    
            },
            "4":
            {
                "id": "15",
                "skill_name": "Crippling Shot",
                "skill_desc_1": "Critical hits dealt with the crossbow disable monster special abilities for 5 second(s).<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Critical hits dealt with the crossbow disable monster special abilities for 10 second(s).<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Critical hits dealt with the crossbow disable monster special abilities for 15 second(s).<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Critical hits dealt with the crossbow disable monster special abilities for 20 second(s).<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Critical hits dealt with the crossbow disable monster special abilities for 25 second(s).<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "69",
                "skill_name": "Flood of Anger",
                "skill_desc_1": "When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 25%.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 50%.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 75%.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 100%.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 125%.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            }    
        }    
    },
    "sign":
    {
        "1":
        {
            "1":
            {
                "id": "46",
                "skill_name": "Far-Reaching Aard",
                "skill_desc_1": "Increases Aard's range by 1 yard(s).<br \/>\r\nStamina regeneration in combat: +0.5\/s",
                "skill_desc_2": "Increases Aard's range by 2 yard(s).<br \/>\r\nStamina regeneration in combat: +1\/s",
                "skill_desc_3": "Increases Aard's range by 3 yard(s).<br \/>\r\nStamina regeneration in combat: +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "2":
            {
                "id": "50",
                "skill_name": "Melt Armor",
                "skill_desc_1": "Damage dealt by Igni also permanently weakens enemy Armor. Effect scales with Sign intensity up to a maximum of 15%.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Damage dealt by Igni also permanently weakens enemy Armor. Effect scales with Sign intensity up to a maximum of 30%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Damage dealt by Igni also permanently weakens enemy Armor. Effect scales with Sign intensity up to a maximum of 45%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Damage dealt by Igni also permanently weakens enemy Armor. Effect scales with Sign intensity up to a maximum of 60%.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Damage dealt by Igni also permanently weakens enemy Armor. Effect scales with Sign intensity up to a maximum of 75%.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "54",
                "skill_name": "Sustained Glyphs",
                "skill_desc_1": "Increases Sign duration by 5 seconds. Number of alternate mode charges: 2. Number of standard mode traps: 1.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Increases Sign duration by 10 seconds. Number of alternate mode charges: 4. Number of standard mode traps: 2.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "2"    
            },
            "4":
            {
                "id": "58",
                "skill_name": "Exploding Shield",
                "skill_desc_1": "Quen shield pushes opponents back when it breaks.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Quen shield pushes and damages opponents back when it breaks.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Quen shield pushes and damages opponents back when it breaks,  with a chance for knock-down.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "5":
            {
                "id": "62",
                "skill_name": "Delusion",
                "skill_desc_1": "Target doesn't move towards Geralt while he is casting Axii. Also increases the effectiveness of Axii in dialogues.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Target doesn't move towards Geralt while he is casting Axii. Also increases the effectiveness of Axii in dialogues. Reduces Axii casting time.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Target doesn't move towards Geralt while he is casting Axii. Also increases the effectiveness of Axii in dialogues. Reduces Axii casting time. Failed Axii attempts stagger the target.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            }    
        },
        "2":
        {
            "1":
            {
                "id": "47",
                "skill_name": "Aard Sweep",
                "skill_desc_1": "Alternate Sign Mode: Aard strikes all opponents in a certain radius. Knock-down chance is 21% lower.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Alternate Sign Mode: Aard strikes all opponents in a certain radius. Knock-down chance is 17% lower.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Alternate Sign Mode: Aard strikes all opponents in a certain radius.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "2":
            {
                "id": "51",
                "skill_name": "Firestream",
                "skill_desc_1": "Alternate Sign Mode: Emits a continuous stream of fire that damages enemies.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Alternate Sign Mode: Emits a continuous stream of fire that damages enemies. Stamina cost is reduced by 25%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Alternate Sign Mode: Emits a continuous stream of fire that damages enemies. Stamina cost is reduced by 50%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "3":
            {
                "id": "55",
                "skill_name": "Magic Trap",
                "skill_desc_1": "Alternate Sign Mode: Damages and slows all enemies within a 10 yard radius. Destroys projectiles passing through this area. <br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Alternate Sign Mode: Damages and slows all enemies within a 12 yard radius. Destroys projectiles passing through this area. Damage increased by 25%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Alternate Sign Mode: Damages and slows all enemies within a 14 yard radius. Destroys projectiles passing through this area. Damage increased by 50%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "4":
            {
                "id": "59",
                "skill_name": "Active Shield",
                "skill_desc_1": "Alternate Sign Mode: Creates an active shield. Maintaining it and blocking attacks drains Stamina. Damage absorbed by the shield restores player Vitality.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Alternate Sign Mode: Maintaining an active shield now drains 50% less Stamina. Stamina drain for blocked attacks unchanged. Damage absorbed by the shield restores player Vitality.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Alternate Sign Mode: Maintaining an active shield no longer drains Stamina. Stamina drain for blocked attacks unchanged. Damage absorbed by the shield restores player Vitality.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "5":
            {
                "id": "63",
                "skill_name": "Puppet",
                "skill_desc_1": "Alternate Sign Mode: Targeted enemy briefly becomes an ally and deals 20% more damage.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Alternate Sign Mode: Targeted enemy briefly becomes an ally and deals 40% more damage.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Alternate Sign Mode: Targeted enemy briefly becomes an ally and deals 60% more damage.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            }    
        },
        "3":
        {
            "1":
            {
                "id": "48",
                "skill_name": "Aard Intensity",
                "skill_desc_1": "Increases Aard Sign intensity by 5%.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Increases Aard Sign intensity by 10%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Increases Aard Sign intensity by 15%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Increases Aard Sign intensity by 20%.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Increases Aard Sign intensity by 25%.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "52",
                "skill_name": "Igni Intensity",
                "skill_desc_1": "Increases Igni Sign intensity by 5%.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Increases Igni Sign intensity by 10%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Increases Igni Sign intensity by 15%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Increases Igni Sign intensity by 20%.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Increases Igni Sign intensity by 25%.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "56",
                "skill_name": "Yrden Intensity",
                "skill_desc_1": "Increases Yrden Sign intensity by 5%.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Increases Yrden Sign intensity by 10%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Increases Yrden Sign intensity by 15%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Increases Yrden Sign intensity by 20%.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Increases Yrden Sign intensity by 25%.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            },
            "4":
            {
                "id": "60",
                "skill_name": "Quen Intensity",
                "skill_desc_1": "Increases Quen Sign intensity by 5%.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Increases Quen Sign intensity by 10%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Increases Quen Sign intensity by 15%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Increases Quen Sign intensity by 20%.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Increases Quen Sign intensity by 25%.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "64",
                "skill_name": "Axii Intensity",
                "skill_desc_1": "Increases Axii intensity by 5%.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Increases Axii intensity by 10%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Increases Axii intensity by 15%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Increases Axii intensity by 20%.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Increases Axii intensity by 25%.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            }    
        },
        "4":
        {
            "1":
            {
                "id": "49",
                "skill_name": "Shock Wave",
                "skill_desc_1": "Aard deals now 40 damage.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Aard deals now 80 damage.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Aard deals now 120 damage.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Aard deals now 160 damage.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Aard deals now 200 damage.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "53",
                "skill_name": "Pyromaniac",
                "skill_desc_1": "Increases the chance to apply Burning by 20%.<br \/>\r\nStamina regeneration in combat +0.5",
                "skill_desc_2": "Increases the chance to apply Burning by 40%.<br \/>\r\nStamina regeneration in combat +1.0",
                "skill_desc_3": "Increases the chance to apply Burning by 60%.<br \/>\r\nStamina regeneration in combat +1.5",
                "skill_desc_4": "Increases the chance to apply Burning by 80%.<br \/>\r\nStamina regeneration in combat +2.0",
                "skill_desc_5": "Increases the chance to apply Burning by 100%.<br \/>\r\nStamina regeneration in combat +2.5",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "57",
                "skill_name": "Supercharged Glyphs",
                "skill_desc_1": "Enemies under the influence of Yrden lose 10 point(s) of Vitality or Essence per second.<br \/>\r\nStamina regeneration in combat: +0.5\/s",
                "skill_desc_2": "Enemies under the influence of Yrden lose 20 point(s) of Vitality or Essence per second.<br \/>\r\nStamina regeneration in combat: +1.0\/s",
                "skill_desc_3": "Enemies under the influence of Yrden lose 30 point(s) of Vitality or Essence per second.<br \/>\r\nStamina regeneration in combat: +1.5\/s",
                "skill_desc_4": "Enemies under the influence of Yrden lose 40 point(s) of Vitality or Essence per second.<br \/>\r\nStamina regeneration in combat: +1.0\/s",
                "skill_desc_5": "Enemies under the influence of Yrden lose 50 point(s) of Vitality or Essence per second.<br \/>\r\nStamina regeneration in combat: +2.5\/s",
                "num_points_max": "5"    
            },
            "4":
            {
                "id": "61",
                "skill_name": "Quen Discharge",
                "skill_desc_1": "Reflects 5% of absorbed damage back to the attacker.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Reflects 10% of absorbed damage back to the attacker.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Reflects 15% of absorbed damage back to the attacker.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Reflects 20% of absorbed damage back to the attacker.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Reflects 25% of absorbed damage back to the attacker.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "65",
                "skill_name": "Domination",
                "skill_desc_1": "Two opponents can be influenced by Axii at the same time. The effect is 50% weaker.<br \/>\r\nStamina regeneration in combat: +0.5\/s",
                "skill_desc_2": "Two opponents can be influenced by Axii at the same time. The effect is 25% weaker.<br \/>\r\nStamina regeneration in combat: +1.0\/s",
                "skill_desc_3": "Two opponents can be influenced by Axii at the same time.<br \/>\r\nStamina regeneration in combat: +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            }    
        }    
    },
    "alchemy":
    {
        "1":
        {
            "1":
            {
                "id": "24",
                "skill_name": "Heightened Tolerance",
                "skill_desc_1": "Increases potion overdose threshold by 1%.<br \/>\r\nPotion duration time: +5%.",
                "skill_desc_2": "Increases potion overdose threshold by 2%.<br \/>\r\nPotion duration time: +10%.",
                "skill_desc_3": "Increases potion overdose threshold by 3%.<br \/>\r\nPotion duration time: +15%.",
                "skill_desc_4": "Increases potion overdose threshold by 4%.<br \/>\r\nPotion duration time: +20%.",
                "skill_desc_5": "Increases potion overdose threshold by 5%.<br \/>\r\nPotion duration time: +25%.",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "25",
                "skill_name": "Poisoned Blades",
                "skill_desc_1": "Oil applied to the blades gives a 3% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Oil applied to the blades gives a 6% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Oil applied to the blades gives a 9% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Oil applied to the blades gives a 12% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Oil applied to the blades gives a 15% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "26",
                "skill_name": "Steady Aim",
                "skill_desc_1": "Time is slowed a further 15% while aiming bombs.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Time is slowed a further 30% while aiming bombs.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Time is slowed a further 45% while aiming bombs.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "4":
            {
                "id": "27",
                "skill_name": "Acquired Tolerance",
                "skill_desc_1": "Every known level 1 alchemy formula increases maximum Toxicity by 1.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Every known level 1 or 2 alchemy formula increases maximum Toxicity by 1.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Every known level 1, 2 or 3 alchemy formula increases maximum Toxicity by 1.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "5":
            {
                "id": "28",
                "skill_name": "Frenzy",
                "skill_desc_1": "If potion Toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. The slowing effect and duration are greater than for level 1 of this ability.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. The slowing effect and duration are greater than for level 2 of this ability.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            }    
        },
        "2":
        {
            "1":
            {
                "id": "29",
                "skill_name": "Refreshment",
                "skill_desc_1": "Each potion dose imbibed heals 5% of maximum Vitality.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Each potion dose imbibed heals 10% of maximum Vitality.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Each potion dose imbibed heals 15% of maximum Vitality.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Each potion dose imbibed heals 20% of maximum Vitality.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Each potion dose imbibed heals 25% of maximum Vitality.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "32",
                "skill_name": "Protective Coating",
                "skill_desc_1": "Adds +5% protection against attacks from the monster type the oil targets.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Adds +10% protection against attacks from the monster type the oil targets.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Adds +15% protection against attacks from the monster type the oil targets.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Adds +20% protection against attacks from the monster type the oil targets.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Adds +25% protection against attacks from the monster type the oil targets.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "35",
                "skill_name": "Pyrotechnics",
                "skill_desc_1": "Bombs that usually do not inflict damage now deal 30 damage in addition to their normal effects.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Bombs that usually do not inflict damage now deal 60 damage in addition to their normal effects.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Bombs that usually do not inflict damage now deal 90 damage in addition to their normal effects.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Bombs that usually do not inflict damage now deal 120 damage in addition to their normal effects.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Bombs that usually do not inflict damage now deal 150 damage in addition to their normal effects.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "4":
            {
                "id": "38",
                "skill_name": "Tissue Transmutation",
                "skill_desc_1": "When consumed, mutagen decoction increases maximum Vitality by 200 for decoction's effective duration.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "When consumed, mutagen decoction increases maximum Vitality by 400 for decoction's effective duration.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "When consumed, mutagen decoction increases maximum Vitality by 600 for decoction's effective duration.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "When consumed, mutagen decoction increases maximum Vitality by 800 for decoction's effective duration.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "When consumed, mutagen decoction increases maximum Vitality by 1000 for decoction's effective duration.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "41",
                "skill_name": "Endure Pain",
                "skill_desc_1": "Increases maximum Vitality by 10% when Toxicity exceeds the safe threshold.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Increases maximum Vitality by 20% when Toxicity exceeds the safe threshold.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Increases maximum Vitality by 30% when Toxicity exceeds the safe threshold.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Increases maximum Vitality by 40% when Toxicity exceeds the safe threshold.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Increases maximum Vitality by 50% when Toxicity exceeds the safe threshold.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            }    
        },
        "3":
        {
            "1":
            {
                "id": "30",
                "skill_name": "Delayed Recovery",
                "skill_desc_1": "Potion effects don't wear off until potion Toxicity falls to 90% of the maximum level.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Potion effects don't wear off until potion Toxicity falls to 80% of the maximum level.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Potion effects don't wear off until potion Toxicity falls to 70% of the maximum level.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "2":
            {
                "id": "33",
                "skill_name": "Fixative",
                "skill_desc_1": "Blade oils now have 33% more charges.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Blade oils now have 67% more charges.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Blade oils do not wear off.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "3":
            {
                "id": "36",
                "skill_name": "Efficiency",
                "skill_desc_1": "Increases the maximum number of bombs in each slot by 1.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Increases the maximum number of bombs in each slot by 2.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Increases the maximum number of bombs in each slot by 3.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Increases the maximum number of bombs in each slot by 4.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Increases the maximum number of bombs in each slot by 5.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "4":
            {
                "id": "39",
                "skill_name": "Synergy",
                "skill_desc_1": "Increases bonus for mutagen placed in mutagen slot by 10%.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Increases bonus for mutagen placed in mutagen slot by 20%.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Increases bonus for mutagen placed in mutagen slot by 30%.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Increases bonus for mutagen placed in mutagen slot by 40%.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Increases bonus for mutagen placed in mutagen slot by 50%.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "42",
                "skill_name": "Fast Metabolism",
                "skill_desc_1": "Toxicity drops 1 point(s) per second faster.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Toxicity drops 2 point(s) per second faster.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Toxicity drops 3 point(s) per second faster.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Toxicity drops 4 point(s) per second faster.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Toxicity drops 5 point(s) per second faster.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            }    
        },
        "4":
        {
            "1":
            {
                "id": "31",
                "skill_name": "Side Effects",
                "skill_desc_1": "Imbibing a potion gives a 20% chance of activating the effects of another randomly-selected potion, without additional Toxicity cost.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Imbibing a potion gives a 40% chance of activating the effects of another randomly-selected potion, without additional Toxicity cost.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Imbibing a potion gives a 60% chance of activating the effects of another randomly-selected potion, without additional Toxicity cost.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Imbibing a potion gives a 80% chance of activating the effects of another randomly-selected potion, without additional Toxicity cost.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Imbibing a potion gives a 100% chance of activating the effects of another randomly-selected potion, without additional Toxicity cost.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "34",
                "skill_name": "Hunter Instinct",
                "skill_desc_1": "When Adrenaline Points are at their maximum, critical hit damage against the targeted enemy type is increased by 20%.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "When Adrenaline Points are at their maximum, critical hit damage against the targeted enemy type is increased by 40%.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "When Adrenaline Points are at their maximum, critical hit damage against the targeted enemy type is increased by 60%.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "When Adrenaline Points are at their maximum, critical hit damage against the targeted enemy type is increased by 80%.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "When Adrenaline Points are at their maximum, critical hit damage against the targeted enemy type is increased by 100%.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "37",
                "skill_name": "Cluster Bombs",
                "skill_desc_1": "Upon detonation bombs separate into explosive fragments. Number of fragments: 2<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Upon detonation bombs separate into explosive fragments. Number of fragments: 3<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Upon detonation bombs separate into explosive fragments. Number of fragments: 4<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Upon detonation bombs separate into explosive fragments. Number of fragments: 5<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Upon detonation bombs separate into explosive fragments. Number of fragments: 6<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "4":
            {
                "id": "40",
                "skill_name": "Adaptation",
                "skill_desc_1": "Extends effective duration of all mutagen decoctions by 10%.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Extends effective duration of all mutagen decoctions by 20%.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Extends effective duration of all mutagen decoctions by 30%.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Extends effective duration of all mutagen decoctions by 40%.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Extends effective duration of all mutagen decoctions by 50%.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "70",
                "skill_name": "Killing Spree",
                "skill_desc_1": "If potion Toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 10%.<br \/>\r\nPotion duration time: +5%.",
                "skill_desc_2": "If potion Toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 20%.<br \/>\r\nPotion duration time: +10%.",
                "skill_desc_3": "If potion Toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 30%.<br \/>\r\nPotion duration time: +15%.",
                "skill_desc_4": "If potion Toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 40%.<br \/>\r\nPotion duration time: +20%.",
                "skill_desc_5": "If potion Toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 50%.<br \/>\r\nPotion duration time: +25%.",
                "num_points_max": "5"    
            }    
        }    
    },
    "general":
    {
        "2":
        {
            "1":
            {
                "id": "22",
                "skill_name": "Sun and Stars",
                "skill_desc_1": "During the day, Vitality regenerates by an additional 10 points per second when not in combat. At night, Stamina regenerates by an additional 1 points per second during combat.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "2":
            {
                "id": "66",
                "skill_name": "Survival Instinct",
                "skill_desc_1": "Increases maximum Vitality by 500.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "3":
            {
                "id": "23",
                "skill_name": "Cat School Techniques",
                "skill_desc_1": "Each piece of light armor  increases critical hit damage by 25% and fast attack damage by 5%.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "4":
            {
                "id": "20",
                "skill_name": "Griffin School Techniques",
                "skill_desc_1": "Each piece of medium armor increases Sign intensity by 5% and Stamina regeneration by 5%.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "5":
            {
                "id": "21",
                "skill_name": "Bear School Techniques",
                "skill_desc_1": "Each piece of heavy armor increases maximum Vitality by 5% and strong attack damage by 5%.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            }    
        },
        "3":
        {
            "1":
            {
                "id": "16",
                "skill_name": "Steady Shot",
                "skill_desc_1": "Crossbow bolts deal 25% more damage.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "2":
            {
                "id": "17",
                "skill_name": "Rage Management",
                "skill_desc_1": "If your current Stamina level is too low, Signs can be cast using Adrenaline Points.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "3":
            {
                "id": "18",
                "skill_name": "Adrenaline Burst",
                "skill_desc_1": "Increases Adrenaline generation by 5%. Using Signs now generates Adrenaline Points.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "4":
            {
                "id": "19",
                "skill_name": "Focus",
                "skill_desc_1": "Adrenaline Points increase both weapon damage and Sign intensity.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "5":
            {
                "id": "68",
                "skill_name": "Metabolism Control",
                "skill_desc_1": "Increases maximum Toxicity by 30.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            }    
        }    
    }    
}

I was just thinking the other day how cool a Witcher setting would be. It's like you read my mind.

2 minutes ago, Scirel said:

I was just thinking the other day how cool a Witcher setting would be. It's like you read my mind.

Right up until everyone gets distracted trying to earn maiden cards through.. er.. social "interaction". lol

It would be awesome to see a witcher sourcebook. Would tide me over at least until R Talsorian Games finish their official RPG for it.

I'd love to see a Witcher conversion for Genesys. I've been following along with the official Witcher RPG that R Talsorian are working on, but a Genesys adaptation would probably be even better.

Here's some quick thoughts on it

  • Being a Witcher is an archetype, a very powerful one which leaves you with very little starting XP (to balance with non-Witcher party members). Careers cover the various Witcher schools; the Viper school would have different career skills to the Wolf school.
  • Signs really depend on what interpretation of the setting you go with. If you make them similar to the books or the earlier games, they could stand to just each be a fixed effect; basically spells but without any additional effect tables, probably running off a dedicated Skill. If you prefer the Witcher 3 interpretation where they're pretty versatile and powerful, I'd probably look at handling each one as its own spell with a full additional effects table.
  • Alchemy would surely need its own subsystem. Not sure how I'd handle ingredient gathering off the top of my head (probably in a very abstract way), but I think rather than focusing on specific potions, you could focus instead on effects. When you meditate, you roll your Alchemy skill, picking what effects you want to add (boosted characteristics, regeneration, etc) in the same style as casting a spell. Toxicity could be handled with threat and despair somehow.
  • As for silver swords, I'd add a special trait to monsters, Monstrous (X). For each point in it, they increase their soak by one. Pierce can't bypass that added soak, but silver ignores it entirely. I use a similar mechanic for Daemons in my Dark Heresy setting.

I'd definitely recommend reading some of the short stories if you want more context for the setting (assuming you haven't already), they're all pretty easy reads, and very good. The novels themselves are a pretty massive commitment and arguably not as high quality, but the short stories in The Last Wish and Sword of Destiny are brilliant.

Edited by Tom Cruise
59 minutes ago, Terefang said:

you can surely build talents out of the following mess:


{
    "combat":
    {
        "1":
        {
            "1":
            {
                "id": "1",
                "skill_name": "Muscle Memory",
                "skill_desc_1": "Fast attack damage +5%.<br \/> Adrenaline point gain +1%.",
                "skill_desc_2": "Fast attack damage +10%.<br \/> Adrenaline point gain +2%.",
                "skill_desc_3": "Fast attack damage +15%.<br \/> Adrenaline point gain +3%.",
                "skill_desc_4": "Fast attack damage +20%.<br \/> Adrenaline point gain +4%.",
                "skill_desc_5": "Fast attack damage +25%.<br \/> Adrenaline point gain +5%.",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "67",
                "skill_name": "Strength Training",
                "skill_desc_1": "Strong attack damage increased by 5%.<br \/>\r\nAdrenaline Point gain: +1%",
                "skill_desc_2": "Strong attack damage increased by 10%.<br \/>\r\nAdrenaline Point gain: +2%",
                "skill_desc_3": "Strong attack damage increased by 15%.<br \/>\r\nAdrenaline Point gain: +3%",
                "skill_desc_4": "Strong attack damage increased by 20%.<br \/>\r\nAdrenaline Point gain: +4%",
                "skill_desc_5": "Strong attack damage increased by 25%.<br \/>\r\nAdrenaline Point gain: +5%",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "6",
                "skill_name": "Arrow Deflection",
                "skill_desc_1": "Deflect arrows while parrying.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Perfectly timed parries reflect arrows back at the attacker.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Perfectly timed parries reflect back arrows and deal double damage.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "4":
            {
                "id": "44",
                "skill_name": "Lightning Reflexes",
                "skill_desc_1": "Time slowed by an additional 15% while aiming the crossbow.<br \/>\r\nAdrenaline Point gain: +1%",
                "skill_desc_2": "Time slowed by an additional 30% while aiming the crossbow.<br \/>\r\nAdrenaline Point gain: +2%",
                "skill_desc_3": "Time slowed by an additional 45% while aiming the crossbow.<br \/>\r\nAdrenaline Point gain: +3%",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "5":
            {
                "id": "45",
                "skill_name": "Resolve",
                "skill_desc_1": "Adrenaline point loss upon taking damage is lowered by 20%.<br \/>\r\nAdrenaline Point gain: +1%",
                "skill_desc_2": "Adrenaline point loss upon taking damage is lowered by 40%.<br \/>\r\nAdrenaline Point gain: +2%",
                "skill_desc_3": "Adrenaline point loss upon taking damage is lowered by 60%.<br \/>\r\nAdrenaline Point gain: +3%",
                "skill_desc_4": "Adrenaline point loss upon taking damage is lowered by 80%.<br \/>\r\nAdrenaline Point gain: +4%",
                "skill_desc_5": "Adrenaline point loss upon taking damage is lowered by 100%.<br \/>\r\nAdrenaline Point gain: +5%",
                "num_points_max": "5"    
            }    
        },
        "2":
        {
            "1":
            {
                "id": "2",
                "skill_name": "Precise Blows",
                "skill_desc_1": "Increases chance of landing a fast attack critical hit by 2% and fast attack critical hit damage by 15%.<br \/>\r\nAdrenaline Point gain: + 1%",
                "skill_desc_2": "Increases chance of landing a fast attack critical hit by 4% and fast attack critical hit damage by 30%.<br \/>\r\nAdrenaline Point gain: + 2%",
                "skill_desc_3": "Increases chance of landing a fast attack critical hit by 6% and fast attack critical hit damage by 45%.<br \/>\r\nAdrenaline Point gain: + 3%",
                "skill_desc_4": "Increases chance of landing a fast attack critical hit by 8% and fast attack critical hit damage by 60%.<br \/>\r\nAdrenaline Point gain: + 4%",
                "skill_desc_5": "Increases chance of landing a fast attack critical hit by 10% and fast attack critical hit damage by 75%.<br \/>\r\nAdrenaline Point gain: + 5%",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "3",
                "skill_name": "Crushing Blows",
                "skill_desc_1": "Increases strong attack critical hit chance by 2% and strong attack critical hit damage by 15%.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Increases strong attack critical hit chance by 4% and strong attack critical hit damage by 30%.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Increases strong attack critical hit chance by 6% and strong attack critical hit damage by 45%.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Increases strong attack critical hit chance by 8% and strong attack critical hit damage by 60%.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Increases strong attack critical hit chance by 10% and strong attack critical hit damage by 75%.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "10",
                "skill_name": "Fleet Footed",
                "skill_desc_1": "Damage from hits received while dodging is reduced by 20%.<br \/>\r\nAdrenaline Point gain: +1%. ",
                "skill_desc_2": "Damage from hits received while dodging is reduced by 40%.<br \/>\r\nAdrenaline Point gain: +2%. ",
                "skill_desc_3": "Damage from hits received while dodging is reduced by 60%.<br \/>\r\nAdrenaline Point gain: +3%. ",
                "skill_desc_4": "Damage from hits received while dodging is reduced by 80%.<br \/>\r\nAdrenaline Point gain: +4%. ",
                "skill_desc_5": "Damage from hits received while dodging is reduced by 100%.<br \/>\r\nAdrenaline Point gain: +5%. ",
                "num_points_max": "5"    
            },
            "4":
            {
                "id": "12",
                "skill_name": "Cold Blood",
                "skill_desc_1": "Each bolt that hits its target adds 0,04 Adrenaline Points.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Each bolt that hits its target adds 0,08 Adrenaline Points.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Each bolt that hits its target adds 0,12 Adrenaline Points.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Each bolt that hits its target adds 0,16 Adrenaline Points.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Each bolt that hits its target adds 0,2 Adrenaline Points.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "13",
                "skill_name": "Undying",
                "skill_desc_1": "When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used, plus an additional 10%.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used, plus an additional 25%.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used, plus an additional 50%.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used, plus an additional 75%.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "When Vitality reaches 0, Adrenaline Points (if available) will be consumed to restore Vitality. The amount restored is based on the number of Adrenaline Points used, plus an additional 100%.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            }    
        },
        "3":
        {
            "1":
            {
                "id": "7",
                "skill_name": "Whirl",
                "skill_desc_1": "Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline. <br \/>\r\nConsumes 20% less Stamina and Adrenaline.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline. <br \/>\r\nConsumes 30% less Stamina and Adrenaline.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline. <br \/>\r\nConsumes 40% less Stamina and Adrenaline.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline. <br \/>\r\nConsumes 50% less Stamina and Adrenaline.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "4",
                "skill_name": "Rend",
                "skill_desc_1": "Deals additional damage in proportion to the Stamina  consumed. Ignores enemy Defense and increases critical hit chance by 10%. Adrenaline Points increase total damage by 100%.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Deals additional damage in proportion to the Stamina  consumed. Ignores enemy Defense and increases critical hit chance by 20%. Adrenaline Points increase total damage by 100%.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Deals additional damage in proportion to the Stamina  consumed. Ignores enemy Defense and increases critical hit chance by 30%. Adrenaline Points increase total damage by 100%.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Deals additional damage in proportion to the Stamina  consumed. Ignores enemy Defense and increases critical hit chance by 40%. Adrenaline Points increase total damage by 100%.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Deals additional damage in proportion to the Stamina  consumed. Ignores enemy Defense and increases critical hit chance by 50%. Adrenaline Points increase total damage by 100%.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "5",
                "skill_name": "Counterattack",
                "skill_desc_1": "After a successful counterattack, the next attack deals +30% damage per skill level.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "After a successful counterattack, the next attack deals +30% damage per skill level with a chance for knockdown based on the number of Adrenaline Points.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "After a successful counterattack, the next attack deals +45% damage per skill level and is a critical hit with a chance for knockdown based on the number of Adrenaline Points.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "4":
            {
                "id": "9",
                "skill_name": "Anatomical Knowledge",
                "skill_desc_1": "Increases crossbow critical hit chance by 5%.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Increases crossbow critical hit chance by 10%.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Increases crossbow critical hit chance by 15%.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Increases crossbow critical hit chance by 20%.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Increases crossbow critical hit chance by 25%.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "8",
                "skill_name": "Razor Focus",
                "skill_desc_1": "Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 5%.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 10%.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 15%.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 20%.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 25%.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            }    
        },
        "4":
        {
            "1":
            {
                "id": "43",
                "skill_name": "Crippling Strikes",
                "skill_desc_1": "Fast attacks now also apply a Bleeding effect. Affected enemies lose 25 Vitality or Essence points per second. Duration: 5 seconds.<br \/>\r\nAdrenaline Point gain: +1%",
                "skill_desc_2": "Fast attacks now also apply a Bleeding effect. Affected enemies lose 50 Vitality or Essence points per second. Duration: 5 seconds.<br \/>\r\nAdrenaline Point gain: +2%",
                "skill_desc_3": "Fast attacks now also apply a Bleeding effect. Affected enemies lose 75 Vitality or Essence points per second. Duration: 5 seconds.<br \/>\r\nAdrenaline Point gain: +3%",
                "skill_desc_4": "Fast attacks now also apply a Bleeding effect. Affected enemies lose 100 Vitality or Essence points per second. Duration: 5 seconds.<br \/>\r\nAdrenaline Point gain: +4%",
                "skill_desc_5": "Fast attacks now also apply a Bleeding effect. Affected enemies lose 125 Vitality or Essence points per second. Duration: 5 seconds.<br \/>\r\nAdrenaline Point gain: +5%",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "14",
                "skill_name": "Sunder Armor",
                "skill_desc_1": "Reduces enemy damage resistance by 5%.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Reduces enemy damage resistance by 10%.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Reduces enemy damage resistance by 15%.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Reduces enemy damage resistance by 20%.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Reduces enemy damage resistance by 25%.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "11",
                "skill_name": "Deadly Precision",
                "skill_desc_1": "Each Adrenaline Point adds 1% to the chance of killing an opponent instantly.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Each Adrenaline Point adds 2% to the chance of killing an opponent instantly.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "2"    
            },
            "4":
            {
                "id": "15",
                "skill_name": "Crippling Shot",
                "skill_desc_1": "Critical hits dealt with the crossbow disable monster special abilities for 5 second(s).<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "Critical hits dealt with the crossbow disable monster special abilities for 10 second(s).<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "Critical hits dealt with the crossbow disable monster special abilities for 15 second(s).<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "Critical hits dealt with the crossbow disable monster special abilities for 20 second(s).<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "Critical hits dealt with the crossbow disable monster special abilities for 25 second(s).<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "69",
                "skill_name": "Flood of Anger",
                "skill_desc_1": "When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 25%.<br \/>\r\nAdrenaline Point gain: +1%.",
                "skill_desc_2": "When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 50%.<br \/>\r\nAdrenaline Point gain: +2%.",
                "skill_desc_3": "When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 75%.<br \/>\r\nAdrenaline Point gain: +3%.",
                "skill_desc_4": "When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 100%.<br \/>\r\nAdrenaline Point gain: +4%.",
                "skill_desc_5": "When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 125%.<br \/>\r\nAdrenaline Point gain: +5%.",
                "num_points_max": "5"    
            }    
        }    
    },
    "sign":
    {
        "1":
        {
            "1":
            {
                "id": "46",
                "skill_name": "Far-Reaching Aard",
                "skill_desc_1": "Increases Aard's range by 1 yard(s).<br \/>\r\nStamina regeneration in combat: +0.5\/s",
                "skill_desc_2": "Increases Aard's range by 2 yard(s).<br \/>\r\nStamina regeneration in combat: +1\/s",
                "skill_desc_3": "Increases Aard's range by 3 yard(s).<br \/>\r\nStamina regeneration in combat: +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "2":
            {
                "id": "50",
                "skill_name": "Melt Armor",
                "skill_desc_1": "Damage dealt by Igni also permanently weakens enemy Armor. Effect scales with Sign intensity up to a maximum of 15%.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Damage dealt by Igni also permanently weakens enemy Armor. Effect scales with Sign intensity up to a maximum of 30%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Damage dealt by Igni also permanently weakens enemy Armor. Effect scales with Sign intensity up to a maximum of 45%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Damage dealt by Igni also permanently weakens enemy Armor. Effect scales with Sign intensity up to a maximum of 60%.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Damage dealt by Igni also permanently weakens enemy Armor. Effect scales with Sign intensity up to a maximum of 75%.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "54",
                "skill_name": "Sustained Glyphs",
                "skill_desc_1": "Increases Sign duration by 5 seconds. Number of alternate mode charges: 2. Number of standard mode traps: 1.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Increases Sign duration by 10 seconds. Number of alternate mode charges: 4. Number of standard mode traps: 2.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "2"    
            },
            "4":
            {
                "id": "58",
                "skill_name": "Exploding Shield",
                "skill_desc_1": "Quen shield pushes opponents back when it breaks.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Quen shield pushes and damages opponents back when it breaks.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Quen shield pushes and damages opponents back when it breaks,  with a chance for knock-down.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "5":
            {
                "id": "62",
                "skill_name": "Delusion",
                "skill_desc_1": "Target doesn't move towards Geralt while he is casting Axii. Also increases the effectiveness of Axii in dialogues.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Target doesn't move towards Geralt while he is casting Axii. Also increases the effectiveness of Axii in dialogues. Reduces Axii casting time.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Target doesn't move towards Geralt while he is casting Axii. Also increases the effectiveness of Axii in dialogues. Reduces Axii casting time. Failed Axii attempts stagger the target.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            }    
        },
        "2":
        {
            "1":
            {
                "id": "47",
                "skill_name": "Aard Sweep",
                "skill_desc_1": "Alternate Sign Mode: Aard strikes all opponents in a certain radius. Knock-down chance is 21% lower.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Alternate Sign Mode: Aard strikes all opponents in a certain radius. Knock-down chance is 17% lower.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Alternate Sign Mode: Aard strikes all opponents in a certain radius.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "2":
            {
                "id": "51",
                "skill_name": "Firestream",
                "skill_desc_1": "Alternate Sign Mode: Emits a continuous stream of fire that damages enemies.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Alternate Sign Mode: Emits a continuous stream of fire that damages enemies. Stamina cost is reduced by 25%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Alternate Sign Mode: Emits a continuous stream of fire that damages enemies. Stamina cost is reduced by 50%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "3":
            {
                "id": "55",
                "skill_name": "Magic Trap",
                "skill_desc_1": "Alternate Sign Mode: Damages and slows all enemies within a 10 yard radius. Destroys projectiles passing through this area. <br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Alternate Sign Mode: Damages and slows all enemies within a 12 yard radius. Destroys projectiles passing through this area. Damage increased by 25%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Alternate Sign Mode: Damages and slows all enemies within a 14 yard radius. Destroys projectiles passing through this area. Damage increased by 50%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "4":
            {
                "id": "59",
                "skill_name": "Active Shield",
                "skill_desc_1": "Alternate Sign Mode: Creates an active shield. Maintaining it and blocking attacks drains Stamina. Damage absorbed by the shield restores player Vitality.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Alternate Sign Mode: Maintaining an active shield now drains 50% less Stamina. Stamina drain for blocked attacks unchanged. Damage absorbed by the shield restores player Vitality.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Alternate Sign Mode: Maintaining an active shield no longer drains Stamina. Stamina drain for blocked attacks unchanged. Damage absorbed by the shield restores player Vitality.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "5":
            {
                "id": "63",
                "skill_name": "Puppet",
                "skill_desc_1": "Alternate Sign Mode: Targeted enemy briefly becomes an ally and deals 20% more damage.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Alternate Sign Mode: Targeted enemy briefly becomes an ally and deals 40% more damage.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Alternate Sign Mode: Targeted enemy briefly becomes an ally and deals 60% more damage.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            }    
        },
        "3":
        {
            "1":
            {
                "id": "48",
                "skill_name": "Aard Intensity",
                "skill_desc_1": "Increases Aard Sign intensity by 5%.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Increases Aard Sign intensity by 10%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Increases Aard Sign intensity by 15%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Increases Aard Sign intensity by 20%.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Increases Aard Sign intensity by 25%.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "52",
                "skill_name": "Igni Intensity",
                "skill_desc_1": "Increases Igni Sign intensity by 5%.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Increases Igni Sign intensity by 10%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Increases Igni Sign intensity by 15%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Increases Igni Sign intensity by 20%.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Increases Igni Sign intensity by 25%.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "56",
                "skill_name": "Yrden Intensity",
                "skill_desc_1": "Increases Yrden Sign intensity by 5%.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Increases Yrden Sign intensity by 10%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Increases Yrden Sign intensity by 15%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Increases Yrden Sign intensity by 20%.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Increases Yrden Sign intensity by 25%.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            },
            "4":
            {
                "id": "60",
                "skill_name": "Quen Intensity",
                "skill_desc_1": "Increases Quen Sign intensity by 5%.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Increases Quen Sign intensity by 10%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Increases Quen Sign intensity by 15%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Increases Quen Sign intensity by 20%.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Increases Quen Sign intensity by 25%.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "64",
                "skill_name": "Axii Intensity",
                "skill_desc_1": "Increases Axii intensity by 5%.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Increases Axii intensity by 10%.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Increases Axii intensity by 15%.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Increases Axii intensity by 20%.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Increases Axii intensity by 25%.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            }    
        },
        "4":
        {
            "1":
            {
                "id": "49",
                "skill_name": "Shock Wave",
                "skill_desc_1": "Aard deals now 40 damage.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Aard deals now 80 damage.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Aard deals now 120 damage.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Aard deals now 160 damage.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Aard deals now 200 damage.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "53",
                "skill_name": "Pyromaniac",
                "skill_desc_1": "Increases the chance to apply Burning by 20%.<br \/>\r\nStamina regeneration in combat +0.5",
                "skill_desc_2": "Increases the chance to apply Burning by 40%.<br \/>\r\nStamina regeneration in combat +1.0",
                "skill_desc_3": "Increases the chance to apply Burning by 60%.<br \/>\r\nStamina regeneration in combat +1.5",
                "skill_desc_4": "Increases the chance to apply Burning by 80%.<br \/>\r\nStamina regeneration in combat +2.0",
                "skill_desc_5": "Increases the chance to apply Burning by 100%.<br \/>\r\nStamina regeneration in combat +2.5",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "57",
                "skill_name": "Supercharged Glyphs",
                "skill_desc_1": "Enemies under the influence of Yrden lose 10 point(s) of Vitality or Essence per second.<br \/>\r\nStamina regeneration in combat: +0.5\/s",
                "skill_desc_2": "Enemies under the influence of Yrden lose 20 point(s) of Vitality or Essence per second.<br \/>\r\nStamina regeneration in combat: +1.0\/s",
                "skill_desc_3": "Enemies under the influence of Yrden lose 30 point(s) of Vitality or Essence per second.<br \/>\r\nStamina regeneration in combat: +1.5\/s",
                "skill_desc_4": "Enemies under the influence of Yrden lose 40 point(s) of Vitality or Essence per second.<br \/>\r\nStamina regeneration in combat: +1.0\/s",
                "skill_desc_5": "Enemies under the influence of Yrden lose 50 point(s) of Vitality or Essence per second.<br \/>\r\nStamina regeneration in combat: +2.5\/s",
                "num_points_max": "5"    
            },
            "4":
            {
                "id": "61",
                "skill_name": "Quen Discharge",
                "skill_desc_1": "Reflects 5% of absorbed damage back to the attacker.<br \/>\r\nStamina regeneration in combat +0.5\/s",
                "skill_desc_2": "Reflects 10% of absorbed damage back to the attacker.<br \/>\r\nStamina regeneration in combat +1.0\/s",
                "skill_desc_3": "Reflects 15% of absorbed damage back to the attacker.<br \/>\r\nStamina regeneration in combat +1.5\/s",
                "skill_desc_4": "Reflects 20% of absorbed damage back to the attacker.<br \/>\r\nStamina regeneration in combat +2.0\/s",
                "skill_desc_5": "Reflects 25% of absorbed damage back to the attacker.<br \/>\r\nStamina regeneration in combat +2.5\/s",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "65",
                "skill_name": "Domination",
                "skill_desc_1": "Two opponents can be influenced by Axii at the same time. The effect is 50% weaker.<br \/>\r\nStamina regeneration in combat: +0.5\/s",
                "skill_desc_2": "Two opponents can be influenced by Axii at the same time. The effect is 25% weaker.<br \/>\r\nStamina regeneration in combat: +1.0\/s",
                "skill_desc_3": "Two opponents can be influenced by Axii at the same time.<br \/>\r\nStamina regeneration in combat: +1.5\/s",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            }    
        }    
    },
    "alchemy":
    {
        "1":
        {
            "1":
            {
                "id": "24",
                "skill_name": "Heightened Tolerance",
                "skill_desc_1": "Increases potion overdose threshold by 1%.<br \/>\r\nPotion duration time: +5%.",
                "skill_desc_2": "Increases potion overdose threshold by 2%.<br \/>\r\nPotion duration time: +10%.",
                "skill_desc_3": "Increases potion overdose threshold by 3%.<br \/>\r\nPotion duration time: +15%.",
                "skill_desc_4": "Increases potion overdose threshold by 4%.<br \/>\r\nPotion duration time: +20%.",
                "skill_desc_5": "Increases potion overdose threshold by 5%.<br \/>\r\nPotion duration time: +25%.",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "25",
                "skill_name": "Poisoned Blades",
                "skill_desc_1": "Oil applied to the blades gives a 3% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Oil applied to the blades gives a 6% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Oil applied to the blades gives a 9% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Oil applied to the blades gives a 12% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Oil applied to the blades gives a 15% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "26",
                "skill_name": "Steady Aim",
                "skill_desc_1": "Time is slowed a further 15% while aiming bombs.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Time is slowed a further 30% while aiming bombs.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Time is slowed a further 45% while aiming bombs.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "4":
            {
                "id": "27",
                "skill_name": "Acquired Tolerance",
                "skill_desc_1": "Every known level 1 alchemy formula increases maximum Toxicity by 1.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Every known level 1 or 2 alchemy formula increases maximum Toxicity by 1.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Every known level 1, 2 or 3 alchemy formula increases maximum Toxicity by 1.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "5":
            {
                "id": "28",
                "skill_name": "Frenzy",
                "skill_desc_1": "If potion Toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. The slowing effect and duration are greater than for level 1 of this ability.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. The slowing effect and duration are greater than for level 2 of this ability.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            }    
        },
        "2":
        {
            "1":
            {
                "id": "29",
                "skill_name": "Refreshment",
                "skill_desc_1": "Each potion dose imbibed heals 5% of maximum Vitality.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Each potion dose imbibed heals 10% of maximum Vitality.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Each potion dose imbibed heals 15% of maximum Vitality.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Each potion dose imbibed heals 20% of maximum Vitality.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Each potion dose imbibed heals 25% of maximum Vitality.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "32",
                "skill_name": "Protective Coating",
                "skill_desc_1": "Adds +5% protection against attacks from the monster type the oil targets.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Adds +10% protection against attacks from the monster type the oil targets.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Adds +15% protection against attacks from the monster type the oil targets.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Adds +20% protection against attacks from the monster type the oil targets.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Adds +25% protection against attacks from the monster type the oil targets.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "35",
                "skill_name": "Pyrotechnics",
                "skill_desc_1": "Bombs that usually do not inflict damage now deal 30 damage in addition to their normal effects.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Bombs that usually do not inflict damage now deal 60 damage in addition to their normal effects.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Bombs that usually do not inflict damage now deal 90 damage in addition to their normal effects.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Bombs that usually do not inflict damage now deal 120 damage in addition to their normal effects.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Bombs that usually do not inflict damage now deal 150 damage in addition to their normal effects.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "4":
            {
                "id": "38",
                "skill_name": "Tissue Transmutation",
                "skill_desc_1": "When consumed, mutagen decoction increases maximum Vitality by 200 for decoction's effective duration.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "When consumed, mutagen decoction increases maximum Vitality by 400 for decoction's effective duration.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "When consumed, mutagen decoction increases maximum Vitality by 600 for decoction's effective duration.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "When consumed, mutagen decoction increases maximum Vitality by 800 for decoction's effective duration.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "When consumed, mutagen decoction increases maximum Vitality by 1000 for decoction's effective duration.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "41",
                "skill_name": "Endure Pain",
                "skill_desc_1": "Increases maximum Vitality by 10% when Toxicity exceeds the safe threshold.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Increases maximum Vitality by 20% when Toxicity exceeds the safe threshold.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Increases maximum Vitality by 30% when Toxicity exceeds the safe threshold.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Increases maximum Vitality by 40% when Toxicity exceeds the safe threshold.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Increases maximum Vitality by 50% when Toxicity exceeds the safe threshold.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            }    
        },
        "3":
        {
            "1":
            {
                "id": "30",
                "skill_name": "Delayed Recovery",
                "skill_desc_1": "Potion effects don't wear off until potion Toxicity falls to 90% of the maximum level.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Potion effects don't wear off until potion Toxicity falls to 80% of the maximum level.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Potion effects don't wear off until potion Toxicity falls to 70% of the maximum level.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "2":
            {
                "id": "33",
                "skill_name": "Fixative",
                "skill_desc_1": "Blade oils now have 33% more charges.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Blade oils now have 67% more charges.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Blade oils do not wear off.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "3"    
            },
            "3":
            {
                "id": "36",
                "skill_name": "Efficiency",
                "skill_desc_1": "Increases the maximum number of bombs in each slot by 1.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Increases the maximum number of bombs in each slot by 2.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Increases the maximum number of bombs in each slot by 3.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Increases the maximum number of bombs in each slot by 4.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Increases the maximum number of bombs in each slot by 5.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "4":
            {
                "id": "39",
                "skill_name": "Synergy",
                "skill_desc_1": "Increases bonus for mutagen placed in mutagen slot by 10%.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Increases bonus for mutagen placed in mutagen slot by 20%.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Increases bonus for mutagen placed in mutagen slot by 30%.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Increases bonus for mutagen placed in mutagen slot by 40%.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Increases bonus for mutagen placed in mutagen slot by 50%.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "42",
                "skill_name": "Fast Metabolism",
                "skill_desc_1": "Toxicity drops 1 point(s) per second faster.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Toxicity drops 2 point(s) per second faster.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Toxicity drops 3 point(s) per second faster.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Toxicity drops 4 point(s) per second faster.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Toxicity drops 5 point(s) per second faster.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            }    
        },
        "4":
        {
            "1":
            {
                "id": "31",
                "skill_name": "Side Effects",
                "skill_desc_1": "Imbibing a potion gives a 20% chance of activating the effects of another randomly-selected potion, without additional Toxicity cost.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Imbibing a potion gives a 40% chance of activating the effects of another randomly-selected potion, without additional Toxicity cost.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Imbibing a potion gives a 60% chance of activating the effects of another randomly-selected potion, without additional Toxicity cost.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Imbibing a potion gives a 80% chance of activating the effects of another randomly-selected potion, without additional Toxicity cost.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Imbibing a potion gives a 100% chance of activating the effects of another randomly-selected potion, without additional Toxicity cost.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "2":
            {
                "id": "34",
                "skill_name": "Hunter Instinct",
                "skill_desc_1": "When Adrenaline Points are at their maximum, critical hit damage against the targeted enemy type is increased by 20%.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "When Adrenaline Points are at their maximum, critical hit damage against the targeted enemy type is increased by 40%.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "When Adrenaline Points are at their maximum, critical hit damage against the targeted enemy type is increased by 60%.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "When Adrenaline Points are at their maximum, critical hit damage against the targeted enemy type is increased by 80%.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "When Adrenaline Points are at their maximum, critical hit damage against the targeted enemy type is increased by 100%.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "3":
            {
                "id": "37",
                "skill_name": "Cluster Bombs",
                "skill_desc_1": "Upon detonation bombs separate into explosive fragments. Number of fragments: 2<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Upon detonation bombs separate into explosive fragments. Number of fragments: 3<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Upon detonation bombs separate into explosive fragments. Number of fragments: 4<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Upon detonation bombs separate into explosive fragments. Number of fragments: 5<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Upon detonation bombs separate into explosive fragments. Number of fragments: 6<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "4":
            {
                "id": "40",
                "skill_name": "Adaptation",
                "skill_desc_1": "Extends effective duration of all mutagen decoctions by 10%.<br \/>\r\nPotion duration time: +5%",
                "skill_desc_2": "Extends effective duration of all mutagen decoctions by 20%.<br \/>\r\nPotion duration time: +10%",
                "skill_desc_3": "Extends effective duration of all mutagen decoctions by 30%.<br \/>\r\nPotion duration time: +15%",
                "skill_desc_4": "Extends effective duration of all mutagen decoctions by 40%.<br \/>\r\nPotion duration time: +20%",
                "skill_desc_5": "Extends effective duration of all mutagen decoctions by 50%.<br \/>\r\nPotion duration time: +25%",
                "num_points_max": "5"    
            },
            "5":
            {
                "id": "70",
                "skill_name": "Killing Spree",
                "skill_desc_1": "If potion Toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 10%.<br \/>\r\nPotion duration time: +5%.",
                "skill_desc_2": "If potion Toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 20%.<br \/>\r\nPotion duration time: +10%.",
                "skill_desc_3": "If potion Toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 30%.<br \/>\r\nPotion duration time: +15%.",
                "skill_desc_4": "If potion Toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 40%.<br \/>\r\nPotion duration time: +20%.",
                "skill_desc_5": "If potion Toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 50%.<br \/>\r\nPotion duration time: +25%.",
                "num_points_max": "5"    
            }    
        }    
    },
    "general":
    {
        "2":
        {
            "1":
            {
                "id": "22",
                "skill_name": "Sun and Stars",
                "skill_desc_1": "During the day, Vitality regenerates by an additional 10 points per second when not in combat. At night, Stamina regenerates by an additional 1 points per second during combat.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "2":
            {
                "id": "66",
                "skill_name": "Survival Instinct",
                "skill_desc_1": "Increases maximum Vitality by 500.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "3":
            {
                "id": "23",
                "skill_name": "Cat School Techniques",
                "skill_desc_1": "Each piece of light armor  increases critical hit damage by 25% and fast attack damage by 5%.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "4":
            {
                "id": "20",
                "skill_name": "Griffin School Techniques",
                "skill_desc_1": "Each piece of medium armor increases Sign intensity by 5% and Stamina regeneration by 5%.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "5":
            {
                "id": "21",
                "skill_name": "Bear School Techniques",
                "skill_desc_1": "Each piece of heavy armor increases maximum Vitality by 5% and strong attack damage by 5%.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            }    
        },
        "3":
        {
            "1":
            {
                "id": "16",
                "skill_name": "Steady Shot",
                "skill_desc_1": "Crossbow bolts deal 25% more damage.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "2":
            {
                "id": "17",
                "skill_name": "Rage Management",
                "skill_desc_1": "If your current Stamina level is too low, Signs can be cast using Adrenaline Points.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "3":
            {
                "id": "18",
                "skill_name": "Adrenaline Burst",
                "skill_desc_1": "Increases Adrenaline generation by 5%. Using Signs now generates Adrenaline Points.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "4":
            {
                "id": "19",
                "skill_name": "Focus",
                "skill_desc_1": "Adrenaline Points increase both weapon damage and Sign intensity.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            },
            "5":
            {
                "id": "68",
                "skill_name": "Metabolism Control",
                "skill_desc_1": "Increases maximum Toxicity by 30.",
                "skill_desc_2": null,
                "skill_desc_3": null,
                "skill_desc_4": null,
                "skill_desc_5": null,
                "num_points_max": "1"    
            }    
        }    
    }    
}

This gives us something to build for talents but we need the core Witcher before things can be bolted onto him. Thinking about it the Witcher is probably sort of like playing a Jedi or force user in SWFD which is to say the witcher starts out just with far more options open to him than others. Essentially the Witcher is an archetype, a career and some talents. For the archetype Witchers are probably 2 in everything with maybe a 1 in Presence and a 3 in Brawn due to their less human nature and rather than free skill ranks gaining boosts to resiliance checks to disease and poisons, remove setbacks on perception checks and access to Witcher potions and Signs.

Speaking of Signs any thoughts? theres a magic system sure but Signs are meant to be simple gestures that require less prep so I was thinking of them being sort of like weapons only the witcher has access to that talents can then alter.

5 minutes ago, Tom Cruise said:

I'd love to see a Witcher conversion for Genesys. I've been following along with the official Witcher RPG that R Talsorian are working on, but a Genesys adaptation would probably be even better.

Here's some quick thoughts on it

  • Being a Witcher is an archetype, a very powerful one which leaves you with very little starting XP (to balance with non-Witcher party members). Careers cover the various Witcher schools; the Viper school would have different career skills to the Wolf school.
  • Signs really depend on what interpretation of the setting you go with. If you make them similar to the books or the earlier games, they could stand to just each be a fixed effect; basically spells but without any additional effect tables, probably running off a dedicated Skill. If you prefer the Witcher 3 interpretation where they're pretty versatile and powerful, I'd probably look at handling each one as its own spell with a full additional effects table.
  • Alchemy would surely need its own subsystem. Not sure how I'd handle ingredient gathering off the top of my head (probably in a very abstract way), but I think rather than focusing on specific potions, you could focus instead on effects. When you meditate, you roll your Alchemy skill, picking what effects you want to add (boosted characteristics, regeneration, etc) in the same style as casting a spell. Toxicity could be handled with threat and despair somehow.
  • As for silver swords, I'd add a special trait to monsters, Monstrous (X). For each point in it, they increase their soak by one. Pierce can't bypass that added soak, but silver ignores it entirely. I use a similar mechanic for Daemons in my Dark Heresy setting.

I'd definitely recommend reading some of the short stories if you want more context for the setting (assuming you haven't already), they're all pretty easy reads, and very good. The novels themselves are a pretty massive commitment and arguably not as high quality, but the short stories in The Last Wish and Sword of Destiny are brilliant.

I've played the games mainly haven't read many of the short stories or the later Novels. This is all really useful and yeah I thought about dealing with Signs as different from magic but the way I do it is probably too much an exp sink better to let the Witcher determine how the spell is altered or cast.

I didn't consider the separate schools being different careers that's definitely something to consider. Might be useful for some talents/references as well if it could extend that far.

Your suggestion for silver weapons is probably the best way to deal with the settings go to monster hunting gear.

While the idea of preparing Witcher potions at the start of each day or after an extended mediation period makes sense I think a hard limit still needs to be enforced or else someones gonna take chances downing every potion or applying every effect they can.

I think you'd limit the effects of potions in the same way spells limit additional effects; difficulty dice.

So say, hypothetically, you have a massive table with various effects you can add during meditation; some cost one difficulty die, some cost two. You can assemble a pool of up to 6, but you're rolling that as difficulty dice against your Alchemy skill, meaning more effects become substantially harder to deal with.

Toxicity comes into it from the negative symbols. I'm thinking this is how you could handle it;

  • Your alchemy always takes effect even if you fail. But, for each failure symbol, you take on a level of toxicity, with some negative effects (could keep it simple and just add a setback die to each roll, or make a miniature crit table with custom effects for each level of toxicity). Toxicity would be tied to either Brawn or Resilience in some way; maybe if Toxicity exceeds 2 x Resilience, you become incapacitated.
  • Threats and despairs could deal strain, or various other negatives (you'd probably want a full table of ideas for this)

I'm thinking how well you do on gathering ingredients would factor in as boosts or upgrades to the Alchemy roll. Not sure how specifically I'd want to handle that; you'd probably want a fairly abstract, narrative approach to it. Picking flowers in real time doesn't sound like it fits the spirit of Genesys very well.

Edited by Tom Cruise

Sounds good I think then looking into potions and their effects is the next step and how they translate over.

I think we're overthinking the signs and stuff a bit. They're very prescriptive in game for a reason; but in the novels, they're a bit more free flowing.

Also the schools - it's a game thing, not a novel thing. Well, no - some of them are in the books, but not in the way they are in the game (where you get the obvious armour types as light/medium/heavy and related to combat styles).

Whilst I've only played Wild Hunt and its DLCs, I know the games are amazing and in particular - I've never seen fantasy cities done as well in a video game as Novigrad and Beauclair. They're just dead in every other game by comparison. So this is no sledge against the PC games...

I'd say though - the games did what they did because they wanted to find a way to mesh the books and their combat mechanics. In other words, they adapted the world to their particular controller style. There's a way to do this in Genesys, but you have to start at the books and work back to Genesys - not at the games. If you start at the games you'll make it more d20 esque than Genesys needs (because really, the Witcher games are more like a D20 progression).

So I'd say that if you wanted to make a Witcher, really, you could just take "Average Human" as your career and "Knight" as your specialisation (using SW terms here, just from familiarity) and then buy 2 of the 3 magical skills (Divine, Primal, Arcane). If you wanted a more School of the Cat style of play, maybe Rogue or Explorer (since they use crossbows, IIRC?). But the children who are to be trained as Witchers are generally well rounded as they learn, hence "average" human.

For Witcher senses - I'd just give boost dice (say, 2) for any time Witcher senses are being used to track etc. But, to prevent abuse where they're always using Witcher senses for everything for boost dice, I'd link it to strain or something. 1 strain per boost dice.

Honestly, the main challenges of RP'ing in the Witcher universe will be the self-professed neutrality of the Witchers at a time when there's so much going on politically. The war between the Northern Kingdoms and Nilfgaard ended in a peace that hasn't been as pacific as some would hope. The intervention of the mages (I feel like it was against Nilfgaard and for Cintra, but I don't have the books handy) lead to anti-mage sentiment after King Vizimir II is killed by an alleged mage (hence Radovid's anti-mage sentiment in Novigrad). There's a complex world in which the slaying of monsters is a part, but not against the scale of the forces shaping the world. As such, having all the talents and signs and stuff worked out is more about adapting a video game and less about adapting the world, IMO. You have all you need with the extant rules.

I'm aware that what I'm creating follows the games a lot more than the books and yeah their valid concerns (I'm just making sure that I'm not coming off as passive aggressive it's nice to see people take interest) but I think the games are a good template of design plus they separate the witchers a bit from a guy playing a mage with a sword since the way witchers use simple magic helps from both in terms of uniqueness and balance.

I like the Witcher senses thing btw that's a great idea I'll have to keep that in mind when designing a few witchers abilities.

As for the nutraility of witchers it's not as a big thing i think as a lot of the stuff geralt supposed says is Witcher code and such is often just a cover to have him avoid consequences. Plus witchers whether they like it or not get dragged into politics since they often work with nobles who often have their own agendas (see geralt unintentially becoming ciri's guardian) and being a superhuman badass in need of coin with very effective combat skills often leads to them doing work outside monster slaying (see the school of cat). That and being purged for being seen as monsterous themselves.

I'm planning on posting the first draft of my ideas when I have the time (just started a new job) so I'm hoping to see feedback on what I've come up with.

I'm not saying your wrong on how to deal witchers in the system (it's probably more accurate than me) I'm just bias to the games methods over the books.

I didn't mean ignore the games; Wild Hunt was one of the best games I've played, full stop. It's just more you have a lineage that goes like this:

Witcher Lore -> Witcher Video Game -> Witcher RPG in Genesys

Which inherits alot of the restrictions they had to put in place in making a combat heavy game. So it would be adding in a lot of rigidity that Genesys isn't really there for whilst also making it harder for you. They had to make the mechanics a certain way to meet the needs of the game engine, which means the freedom Signs should afford you (and this is where you differentiate Witchers) is actually missing.

So, in effect, you get:

Witcher Lore (inc. game stories) > Witcher RPG in Genesys

Let me illustrate how:

Quen was my most used sign, as an example. Now, by game terms, it's a barrier that absorbs some incoming attacks which, when upgraded, can stun attackers too. It has the handy effect of removing debuffs from you, too. Geralt also uses the sign of Quen in the books.

If you look at the magic rules, you have rules for a barrier and a dispel. So mechanically, Quen is covered. It may mechanically also be the same as a shield someone like Yen or Trist casts on themselves, but that kind of doesn't matter since it's the narration that determines the difference. Also, the fact that you are a fighter with some magic is what makes you a witcher, really.

I do see what you want, but I would honestly say you have so much in the Genesys book that you can use without having to reinvent the wheel, so to speak. Think of it this way - Igni can be used to light candles, burn enemies, or even illuminate the dark. If you build a talent for it, a ranked talent, and someone says "well can I use it to warm this person up after they come out of ice-cold water" - you need to consider the wording and if you allow something creative like that then why is it a talent and not just the existing magical rules?

There are six signs, right? Aard, Igni, Quen, Yrden, Axii and Somne. Only five are in the video games. But the things they do can be represented as follows from p212 of Genesys RPG:

Igni : Attack, adding fire effect.

Yrden : Curse

Axii : Curse

Aard : Attack, using impact and stun; Utility for moving rocks etc

Quen : Barrier; Dispel

Somne : Curse

Witcher senses would actually also suit the Utility description on P14, which does the setback stuff I suggested anyway.

So how do you make this uniquely a Witcher thing, and not just an any magic user sans-Witcher skills? Simple - you limit the number of effects someone can add to a sign. Igni, for example, having the fire, blast, and deadly would be over the top since it's well beyond normal usage. Witcher PC would be able to use a one off attack in a fight, or get their barrier up; a mage could be dropping fireballs the whole time since they won't be swinging a sword, too.

As for the politics - sorta. Ciri is Geralt's protege because of the Law of Surprise. This law:

"...dictates that a man saved by another is expected to offer to his savior a boon whose nature is unknown to one or both parties. In most cases, the boon takes the form of the saved man's firstborn child, conceived or born without the father's knowledge. "

This is how Ciri came to be a ward of the Witchers. It forced Geralt to interact with political figures yes; but he wouldn't pick sides. Very early on in Blood of Elves, the first novel, Triss is ill and Ciri and Geralt take refuge with a caravan lead by a human baliff and his dwarven team (who are known to Geralt). The Scoia'tel have been raiding anyone and everyone, and Geralt is asked to pay for their travel by fighting off the Squirrels in service to the Redanian King. He refuses to lift a blade for one side or the other.

This to me is a really interesting way of doing things, because yes - you interact with these powerful people, but you won't take their side. Even when, as with Yen, your true love does.

On 1/7/2018 at 6:54 PM, Endersai said:

Aard, Igni, Quen, Yrden, Axii and Somne. Only five are in the video games. But the things they do can be represented as follows from p212 of Genesys RPG:

Igni : Attack, adding fire effect.

Yrden : Curse

Axii : Curse

Aard : Attack, using impact and stun; Utility for moving rocks etc

Quen : Barrier; Dispel

Somne : Curse

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).

Edited by Skywalken
Cleaning up typos.

I'll admit to not having read up on Genesys magic and my only experience with Witcher-verse is with The Wild Hunt, but I think the signs would work well with a force power style template. Start with the basic sign and add modifiers.

I didn't do much in the green tree, so I won't speculate on that.

Combat styles would be a talent outline. As in, want to be a strong attacker, take these talents, fast take these. Want to be a mix? Take whatever.

Do please add other options. Witchers, mages and normal humans shouldn't be the only options. I enjoyed all of the times I got to play as Ciri because it was a more unique combat style. After Yen fixed up the one mage I thought it would be interesting if there was a circle out there that used magic to modify someone rather than mutation potions.

12 hours ago, Ahrimon said:

I'll admit to not having read up on Genesys magic and my only experience with Witcher-verse is with The Wild Hunt, but I think the signs would work well with a force power style template. Start with the basic sign and add modifiers.

I didn't do much in the green tree, so I won't speculate on that.

Combat styles would be a talent outline. As in, want to be a strong attacker, take these talents, fast take these. Want to be a mix? Take whatever.

Do please add other options. Witchers, mages and normal humans shouldn't be the only options. I enjoyed all of the times I got to play as Ciri because it was a more unique combat style. After Yen fixed up the one mage I thought it would be interesting if there was a circle out there that used magic to modify someone rather than mutation potions.

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.

Yeah even geralt got mortally wounded by a kid with a pitchfork taking him by surprise in a crowd. Witchers are more resilient than a human but not by a wide margin my species setup for witchers is actually pretty similar to Skywalken except I pegged them as 3 brawn rather than 3 agility due to them needing to be resilient to even survive the trial of the grasses. I like a lot of skywalkens ideas but I'm kind of using them in different places for example witchers don't have darkvision since the cat potion would cover that weakness. I also made the negative of fearsome a side effect of increasing toxicity and while I know witchers are generally quicker healers it's typically because their potions that that make up the gap.

I'm in two minds about signs on one hand making them quick and easy and less effective than the regular magic rules makes sense, on the other is the fact that the rules work fine for them. I'm probably gonna make the signs in the magic rules anyway because I want to but what are people's preferences I mean I'm gonna need to make axii anyway for more social encounters.

Edited by Scooter100

Even at 65XP at creation that's strong. Nimble? Regen? Dark Vision? That's pretty powerful. The power of witchers is in their training, so honestly I think you're better taking one of the 4 human races in the book and doing Knight Level play (+150 earned XP) to make them more rounded than the average human. As a PC, with access to arcane and divine as skills, you're already pretty strong.

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.

Fun fact the idea that inspired me start this was actually a mages and alchemists fleeing from kedwen to kovir or you know nilfguard if you hate freedom as a mage and enjoy the nazi parallels.

Witchers are a species no doubt I don't think they need to be that powerful though I mean outside of a couple nice quirks most of a witchers bite is that his body can accept dangerous levels of toxic super power potions.

Think of a Witcher not as Captain America but Captain America if most of his powers required he keep taking the super soldier serum. I mean as an example most of a witchers regen comes from the swallow potion, his speed from blizzard etc. This isn't to say witchers can't be badass without just that it is in part due to the potions.

Edited by Scooter100

Isn't the whole mage thing Radovid's doing, not Nilfgaards? Given Radovid thinks Phillippa (I think) murdered his father?

The Nilfgaards allow mages to go about their trade but in many ways they keep a very tight leash on them and a lot of mages resent and fear that.

Edited by Scooter100

sure but the purge itself was Redania, not Nilfgaard...

Oh yeah of course I'm just pointing out why most mages tried a third option rather than death by radania or effective slavery by the Nilfgaards. Kovir seemed to be fairly progressive compared to those two. Skellige was okay with mages it seemed but Ermion was clearly not a fan of at least sorceresses I do love his reaction to later plot events in that regard.

Edited by Scooter100

I don't know that Emyr was fans of anyone, but several of the Lodge ended up on his council so I wouldn't say he hated mages per se...