/r/WitcherTRPG
The home for discussion of the Witcher TRPG by R. Talsorian Games.
The home for discussion of the Witcher TRPG by R. Talsorian Games.
For the latest news, check out https://rtalsoriangames.com/
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Hi everyone, where (which textbook and page) can I find information about runes and glyphes? In the Tome of Chaos, I found info about runewords and glyphwords and also about additional effects given when placing runes with usage of runetable (or something like that) but where can I find info about regular runes? Their prices, creation, locations, effects and all of that? I strongly believe that I looked everywhere multiple times and I still cannot find anything
Hey there. It was about time I finally got down to edit my most recent homebrew and add two new professions, the Academic and the Sage. I already updated the post, wrote some more about these two professions there, and updated the link which should take you to the v1.2 of the document (please tell if something doesn't work).
I'm always happy for feedback, so don't hold back (and have fun!)
To the post of WitcherLabbro's Guide to the Continent's Professions
Hello! Together with some friends, we created a small set of new spells for The Witcher TRPG, inspired by Magic: The Gathering cards. We divided the spells into tiers as they are in the official book: Novice, Journeyman, and Master. However, we also added the concept of Mana and its colors, allowing players to use Mana to cast spells from other planes (MTG), as well as using Mana as a catalyst for common spells from The Witcher.
The entire content is in Brazilian Portuguese since I don't speak English and I'm using a translator to write this message. I hope you enjoy it and find it useful!
https://drive.google.com/file/d/1BPPPwH6im57rWuWuLLEk1nSxYlY508CB/view?usp=sharing
We will have a friendly gathering in my house and i thought that its a good idea to play witcher.
Only problem is now i sad witcher áll of my friends jumped on the hypetrain. So yea... 8 players
Anyone know where I can buy this? I checked my usual sources but since it's an American game I get tired of looking for Witcher vs. Wiedzmin.
Platform: Foundry/Discord System: The Witcher TTRPG Date/Time: Tuesday, 10:30 AM (GMT+11/Sydney Time)
Contribution: $5 USD (per player-session, towards The Break Charity)
This will be a special charity event where you can learn to play The Witcher TTRPG while supporting a worthy cause. All proceeds will go directly to The Break Charity, an organization dedicated to helping those in need.
I will personally make no money from this event. My goal is to give back to a group that has supported me in the past and to launch an initiative promoting TTRPGs as a form of support therapy. The charity is legitimate and you are more then welcome to visit the link and see for yourself. (https://thebreak.org.au)
A minimum contribution of $5 USD per player, per session is appreciated. While I understand this amount might be a lot for some, I’ve chosen USD as a common currency to give the charity a slight edge with the conversion to AUD.
As a thank you, I’ll share the maps created with Dungeon Alchemist. These maps are will be freely shareable, feature active tiles.
If you're interested, feel free to reach out. Thank you for your support!
Well, as the title says, here is some lore for new Witcher Signs.
Silere
A witcher sign that, as its name in the Common Tongue suggests, is designed to silence its target. Similar to the Somne sign, it falls within the category of Mind Magic, and when cast, Silere temporarily mutes an opponent. This makes it particularly valuable in neutralizing various types of foes, whether they're spellcasters or monsters capable of calling a horde or using sound-based attacks, like bruxae for example. Silere prevents them from vocalizing their spells, signals or powerful screams, effectively cutting off a significant part of their offensive capabilities.
Like other witcher signs, Silere requires minimal focus and is executed with a swift, simple hand gesture. This efficiency makes it an ideal choice for quick, close-quarters encounters, where time and precision are critical. The duration of the silence effect depends on the witcher’s proficiency and the target’s resistance to magic. While it may last only a few heartbeats against strong-willed foes, this window is often enough to turn the tide of battle.
In combat, witchers frequently combine Silere with other signs, such as Aard for a forceful pushback or Igni to set the target aflame. This combination disables and disorients the opponent, creating a crucial opening for a swift, decisive strike. Silere is particularly favored by those witchers who prioritize strategy and control over brute strength, allowing them to manage even the most chaotic encounters with precision and poise.
Naüse
A lesser-known witcher sign, that draws from the Elemental Plane of Air. Naüse has been traditionally used by the Schools of the Griffin, Manticore, and later the School of the Crane. True to its name in the Common Tongue, Naüse induces a potent sensation of dizziness or vertigo, creating an effect akin to extreme nausea in its target. Developed along with the Tremer sign as an alternative to Aard and other similar powerful signs, it was designed for scenarios where targets may resist knockback effects or the direct damage of signs like Igni’s flames, Vintyr’s frost, or even Axii’s mental influence. By causing debilitating nausea, Naüse disrupts the target’s balance, rendering them vulnerable by impairing their coordination and ability to attack or defend.
Naüse is quickly cast, ideal for close combat, and enables a witcher to disable opponents without relying on the raw force of Aard. Skilled practitioners often combine Naüse with other signs, such as Silere or Nair, to capitalize on the confusion and disorientation inflicted upon the target. This approach makes it easier to land precise, lethal blows, while ensuring that the witcher maintains the upper hand against more resilient foes. In extended engagements, Naüse can even exhaust an opponent, especially one unfamiliar with its effects, gradually breaking down their resistance and creating numerous opportunities to strike with calculated precision.
Nair
Derived from the phrase "non aira" (meaning "no air" in the Common Tongue), Nair is a obscure but powerful witcher sign developed by the School of the Griffin that draws from the Elemental Plane of Air. When cast, it induces an intense sensation of asphyxiation in the target, as though an invisible force is squeezing out the air from their lungs or constricting their throat. While it doesn’t cause physical harm, the oppressive sensation of oxygen deprivation can be overwhelming, often leading to panic, confusion, and disorientation.
Nair is particularly effective against monsters that rely on breath-based attacks, such as wyverns, draconids, and other dangerous substance-breathing creatures. By depriving them of air, Nair prevents these monsters from taking in the oxygen needed to fuel their exhalations, rendering them vulnerable and defenseless. Additionally, this sign proves useful in interrogations when other methods, such as Axii, fail to compel answers. Its asphyxiation effect pressures the target psychologically, making them more likely to break under fear of suffocation.
The intensity and duration of Nair depend on the witcher’s skill level and the target’s resistance to magical influence. For novices, the sign may induce only mild discomfort, but in the hands of a seasoned witcher, Nair can leave an opponent immobilized for a crucial few seconds, creating a window to strike or subdue them.
Vomir
As its name in the Common Tongue implies, Vomir is a witcher sign in the Mind Magic category that allows the witcher to induce uncontrollable vomiting in their target. It's differentiated from Naüse due to Vomir being specifically designed to forcefully expel the contents of the target’s stomach rather than merely causing a sensation of nausea. However, they are often used in combination, weakening the target twice and allowing the witcher to gain a important foothold in combat. This makes Vomir particularly effective against creatures and foes that rely on physical endurance or strength, especially those who fall for a bait, as the debilitating effect of the bait combined with the use of this sign along with Naüse can make the combat fast and somewhat easier, since the effect of vomiting along with the vertigo can severely hinder their ability to fight back.
The effect of Vomir is immediate and often renders the target incapacitated, forcing them into a vulnerable position as they reel from the nausea. This makes Vomir particularly useful in engagements where the witcher needs to rescue someone or something from a monster's inside, control or capture a target without drawing excessive blood or in situations where brute force is less effective. Against foes that rely on agility or rapid movements, Vomir can completely disrupt their flow, grounding fast and evasive opponents.
Like other mind-affecting signs, Vomir’s effectiveness is influenced by the target’s willpower and resistance to magic. While weaker-willed opponents may succumb for extended periods, more resilient foes may recover quickly, though they are often still left disoriented. Witchers frequently pair Vomir with signs like the already mentioned Naüse, Aard or Yrden to further immobilize a debilitated target or Silere to prevent vocalizations or counterspells while they are weakened.
Ruput
Derived from the Old Common Tongue words rugītus and caput (meaning "noise/roar" and "head"), Ruput is a witcher sign within the Mind Magic group. Known as the opposite of Somne (since when it is used on sleeping people it can wake them up despise their the intensity of their deep sleep), it is sometimes confused with Zuufr, a sign that emits a magical pulse, producing an irritating noise for all creatures within a certain radius. Ruput, however, takes a different approach, causing a sudden, intense headache in the target's mind that only the target can hear, rather than a disturbing sound that everyone could hear.
Ruput was developed as a specialized countermeasure for beings resistant to signs like Axii, Somne, Zuufr, Vomir, Naüse, Nair, Silere, Aceta, Volun, Moahk, Igni, Vintyr, and others. It is particularly effective against beings such as deaf monsters that rely on other senses, or beings like certain types of elementals and specters (including demons; in fact, it is usually used along with Yrden in exorcisms). Since these latter beings often lack the material body to be affected by elemental signs (like Igni or Vintyr), the sensory perception necessary to be influenced by mind signs like Axii or Somne, or are immune to physical sensations like nausea, pain, or suffocation created by signs like Nair, Silere, and Naüse. Ruput then, as mentioned before targets the "core" of a creature's consciousness, delivering a concentrated, painful mental disturbance that can penetrate even the defenses of otherwise immune beings, causing them to experience a crippling migraine.
Tremer
Literally meaning "trembling" in Common Tongue, this witcher sign serves as a lesser counterpart to the mage spell known as Cythia's Shake, created by the Ebbinger mage Cythia Vassermiller. Rather than producing a powerful earthquake, Tremer induces intense tremors in its target for a brief moment. Like Cythia's Shake and other witcher signs, such as Quen, it draws upon the Elemental Plane of Earth. This sign is particularly useful when other spells like Axii, Aard, Hatri, Ruput, Vomir, Nair, Naüse, and Silere fail to take effect.
Casting Tremer is quick and requires minimal focus, similar to the other signs. Its effectiveness, however, can vary significantly depending on the target's resistance to magic and physical constitution. While it may cause only momentary discomfort in particularly strong adversaries, Tremer proves especially useful against agile foes or those who rely heavily on balance, such as acrobatic creatures or opponents wielding precision weapons.
Additionally, Tremer can serve a non-combat purpose, especially in scenarios where stealth or surprise is essential. The sign’s subtlety enables a witcher to navigate hostile environments or evade detection by creating a brief moment of confusion, allowing them to pass unnoticed.
Hi guys, I'm currently LFG to play because my friends that play rpg are not that hyped about the witcher, so I have nobody to DM to me. I'm 23yo and my name is João, I'm from Brazil.
My English is pretty ok for a non native speaker, but of course is not amazing, so my only "demand" is a table with another non native English speakers or at least open with some patience.
I love the world of the witcher and know quite a bit about the lore.
Hey guys!
I would like to write a short campaign for my group, where the villian is somebody like the Joker from the DC universe. He should be fascinating and crazy but also very dangerous besides he is "only" a human and not a magician or witcher. My thoughts on the creation and behaviour would be:
- He works with alchemical items and has high crafting stats
- He has high charisma so he can convince others to help cause some chaos in the city
- He has a sad backstory with abusive parents which made him so crazy and have different views on justice and fairness
- He hates monarchs and does not understand why people have more power/rights than others
- My players should partially understand his motivations but still try to stop him
Do you have any other ideas on how the character would behave or set traps? Or maybe how I can start the campaign and have some ideas for situations? I would be thankful for everything :)
My question is pretty much that, I wonder if dimeritium shackles would restrict Ciri's ability to teleport.
I couldn't find anything on that subject in the lore, so maybe you know if it's mentioned somewhere in the games.
Please tell me why a player might want to aim at an arm or leg?
Damage. The damage dealt is half as much. Not optimal for reducing HP. If you want more damage, aim at the body with a -1 penalty.
Critical wounds. There are penalties for aiming, which means the chance of inflicting a critical wound is reduced - not optimal. Taking a -3 penalty for aiming at an arm, I try to inflict at least a simple critical wound. But to do so, I need to exceed the defense roll by 7. By 7, CARL! Just hope for luck - I'll roll 10, or the enemy will roll 1. Yes, with the help of critical wound, you can reduce the speed or defense of the enemy, but for this to happen, only an explosive roll will help.
Special atacks. Knocking an object or weapon out of hands or doing a sweep is a separate atack that doesn't require any penalties at all. No need to aim.
Armor. Aiming at the leg might make sense to hit a less protected part. The legs have their own armor rating, and the penalty is not that big. However, aiming at the hands is a -3 penalty, and the armor is exactly the same as on the body. Namely, thick armor is often taken on the body.
Non-lethal damage. If there is a goal to damage the enemy, but so that he does not die prematurely, there is an attack on stamina in the rules.
I am trying to understand why I, as a player, will want to aim at the hand or leg. And so far I can not think of a single reason. At least in the arm. Because the rules do not help with this in any way. Although it provide such an opportunity. Perhaps I am missing something. Thanks in advance!
For example, I have an idea of combining the Domain and Realms Management rules from the Adventurer Conqueror King System (ACKS) with The Witcher TRPG. However, if you have different ideas, please share from which TRPG I can also take rules for land/property management (such as an inn, castle, or kingdom). Or feel free to suggest any other useful rules from other TRPGs.
Hello, I'm looking for an online group to join during Eastern Standard Time. I'm new to the Witcher TTRPG but I've been playing TTRPGs for years. I'm set on playing a human mage, but that's as far as I've gotten with my concept.
My experience with the Witcher setting is the first 2 games, some of the 3rd, the first book, and skimming through the TTRPG book.
Any advice would be appreciated.
Hello everyone,
So I got the witcher TRPG book but I honestly never really played it or know too much about it!
I would love to try it out, but honestly I dont know where to start or where to play.
Is there anyone wanting to give it a try?
So as I mentioned before, I’m joining a campaign and would like to play a Witcher, but I’m not quite sure how to build my character. The group has a pretty strong doctor, who can heal pretty good. The others don’t seem to be that strong. So I’m trying to be pretty robust and strong. Maybe y’all have some advice. I’m also open to any other advice for new players. If you have some questions, feel free to ask, I’ll try answering them as good as I can.
Hey Witchers!
I'm a big fan of the games, but I've never read the books and the series. I've only watched up to season 2 and I don't plan on watching more than that.
I'd like to know what are the most important points I need to master, lorewise, to be able to make my players feel immersed in the adventures?
I plan to start by using the adventure in the "Easy Mode" series and then I want to use the adventures in "A Book of Tales" to make a campaign. After that, I plan to create my own campaign, but first I'd like to master the setting of The Witcher to deliver a fantastic game to my players.
I have all the books of the RPG system, from the corebook to the "Tome of Chaos".
So, what should I know? If you want to send me videos, blogs, threads and the like to help me (besides telling me to read the books...hahaha), I'd love that!
In one game I'm running, I decided to include buckthorn for my players to try and lure a griffin (similar to the Witcher 3 quest in the beginning), my question is what alchemical category would buckthorn fall under?
Can Master Crafting effects be applied to an arrow? For example +50% bleed on a standard arrow. Or -2 Stun on a blunt arrow.
Ihow many spells can a mage cast per turn?
Hi! I'm new to the system and I'm planning on using the Tome of Chaos rules to make some fun monsters for my party to fight. I was wondering if combining two mundane creatures that aren't resistance to everything but silver have the same properties after being combined with each other? Like a human and a wolf becoming a wolf-man or something, would they be effected by silver?
If this isn't outlined in the rules somewhere, what do you think from a lore perspective?
I have a question regarding the Telekinesis spell. The description says that you can lift objects weighing 'up to 5 ENC per 1 point of Spell Casting.' In this case, does it mean 5 kilograms per point of the skill check, or just per point of the skill itself?