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Witcher Jump By Mad_Hatter

Jun 10th, 2015
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  1. The Witcher Video games jump By Mad_Hatter
  2.  
  3.  
  4. More than a thousand years ago, a major cataclysmic event known as the Conjunction of the Spheres trapped unnatural creatures in this dimension. According to elven lore, it is during this time Humans first appeared, their own world having been destroyed. Humans settled on the continent hundreds of years later in what is known as the First Landing. However, monsters still roamed the lands and the humans were ill-equipped to deal with these creatures.
  5.  
  6. The humans employed Witchers, an elite caste of warrior-monks, who defended human settlements in present-day Temeria. These Witchers possessed superhuman speed and strength thanks to the Trail of Grasses, a series of mutagenic mushrooms, herbs, and plants that were introduced into the bodies of would-be Witchers. Witchers became master swordsmen and with the help of sorcerers, they utilized spells called Signs, as well as combat-augmenting potions.
  7.  
  8. But soon, human villages became kingdoms with armies, weapons, and magic. The Witchers were no longer needed and became outcasts due to their mutant abilities and albino appearance. Disgust grew into hatred, and the humans assaulted the Witcher fortress of Kaer Morhen, leaving no survivors to train their successors. Surviving Witchers eventually faded into the shadows, roaming the land as monster hunters for hire.
  9.  
  10. Now, a new, nefarious society lurks, seeking to obtain the secrets of the Trial of Grasses for their own heinous purposes. It's up to Geralt of Rivia and the remaining Witchers to put a stop to this evil plot and survive in a world that seeks to destroy them…
  11.  
  12. Welcome to the world of the Witcher! You will be entering this world in the year 1270, this will give you enough time for involving yourself in the plot or fooling around. Here is
  13.  
  14. 1,000 CP
  15.  
  16. Race
  17.  
  18. On the Unnamed continent, many races live here. You may choose your race.
  19.  
  20. Human- Most common race here. Humans came a millenia ago, crushing the Elven empire with their sheer numbers. Now, they are less united. You may choose to remain the same, or you may choose to enter as a Nilfgaardian or a Nordling.
  21.  
  22. +Most populous on the continent
  23.  
  24. -most hated by the old races
  25.  
  26. Gnomes- The Oldest sentient race on the continent. They are superb metallurgists and thieves. They, along with the Elves and Dwarfs, comprise the old races.
  27.  
  28. +Agile
  29. +/- Real small
  30. -Not that strong
  31.  
  32. Dwarves- Your typical Dorf. Jolly, hard working and no small fan of alcohol.
  33.  
  34. + Holds liquor very well
  35. + Sturdy
  36. + strong
  37. -/+ Thick Scottish accent
  38. - Slow
  39. - Short
  40. - Looked down upon, figuratively.
  41.  
  42.  
  43. Elves- Pointy ears and funny accents. They don't look half bad either. The most human like in size and stature, but the similarities end there.
  44.  
  45. + Lithe and naturally fit
  46. + Aesthetically pleasing from childhood until old age.
  47. + Long, proud history of the elves spans back millennia.
  48. - Half of your races population lives in slums, the other half are gorilla fighters living in the woods.
  49. - You will be discriminated against by your race.
  50. - Lots of racial tension between elves and humans.
  51.  
  52.  
  53. Origins
  54.  
  55. Drop In-(Free)- You appear in the starting location with nothing but what you purchased here. Your age is 1d20+18
  56.  
  57. +No new memories
  58. +No obligations
  59. -No local friends
  60. -/+ No history in this world
  61.  
  62.  
  63. Peasant-(Free)- You are a local of your starting area, whether you are a farmer, bandit or tavern worker. Your family is old, though not especially wealthy, but you can probably find some spare change in your house, and your career is relatively safe and stable. Roll 1d10+15
  64.  
  65. Familiarity with your starting location
  66. The people are more likely to be friendly towards you and support you during the hard times
  67. You're very good at your job, such as farming, hunting, smithery or some other skill
  68. You’re not exactly swimming in gold.
  69. The world is a very dangerous place, especially for a small town person
  70.  
  71. Sorceress/Sage-(200)- When you were young, you showed a magical aptitude to some degree, and were taken in by someone. Whether it be a lonely hermit who practices the magical arts, or the mistress of a coven.
  72.  
  73. + If you are a sorceress, you have learned how to make yourself beautiful in every way with magic. You can remove blemishes and unwanted hair with ease, and just as easily change the color of your hair or your eyes. You can also make even more drastic changes if you so wish.
  74. + You have a natural magical aptitude as well as experience in the magical arts.
  75. + You have a good grasp on magical lore and the lore of the land itself, as well as local (Meaning this world's) legends.
  76. - Be prepared to be called a witch.
  77. -And be burned at the stake.
  78. - People will hold a mixed opinion of you. This depends where you go.
  79.  
  80. Merchant/Noble-(100)- You are part of a rich family, you can afford the finer things in life, as well as hired swords to keep those finer things. Roll 2d12 + 20
  81.  
  82. + Your family is pretty wealthy
  83. + like whoa, wealthy
  84. + Your have a family keep somewhere near your starting location.
  85. + You are good at managing numbers. People, money and goods
  86. + You are respected by all those before you
  87. -/+ More out of fear than admiration
  88. - Royalty is notorious for being snobbish, even if you're not, you will have to live with this stigma while interacting with people
  89. -Not used to working hard
  90. -Used to having things just handed over
  91.  
  92.  
  93. Witcher-(300)- roll 2d8 years+21
  94.  
  95. You are one of the new Witchers. Although you do not have many of the supernatural abilities of the old Witchers, you do have extensive training in combat, especially combat against supernatural threats, specifically monsters.
  96.  
  97. Extensive combat training.
  98. + You are familiar with monsters and their weaknesses (Wraiths, Dragons, Etc)
  99. + You can use a special kind of magic called signs. Simple yet versatile.
  100. + Comes with a sick ass silver necklace that identifies you as a Witcher and helps in detecting monsters.
  101. -/+ The Witcher code dictates you must accept payment for services rendered, unless it would interfere with one’s personal code. Payment does not have to be in money.
  102. - You may often be coinless, as supplies will be expensive, as well as weapons and equipment.
  103. - You MUST wear your necklace to identify yourself as a Witcher
  104. Witcher’s are seen as mutants, and even as monsters by some.
  105.  
  106.  
  107.  
  108.  
  109.  
  110.  
  111. Location
  112.  
  113. Roll 1d8 for you location
  114.  
  115. 1: White Orchard- A nice little village in the country of Temeria. Not the most exciting place in the world.
  116.  
  117. 2: Toussaint- A duchy within the country of Nilfgaard, famous for its wines. Is prone to bandits due to a lack of Nilfgaardian presence. Though it is prone to bandits, stoic knight errants watch over roads and trails, making Toussaint relatively safe.
  118.  
  119. 3: Kaer Morhen-( May be chosen by Witcher for Free) Located in the mountains of the kingdom Kaedwen. It is relatively abandoned besides one lonely Witcher by the name of Vesemir, though, he does not stay there all the time, just for the better part of the year.
  120.  
  121. 4:Novigrad- A free city and one of the largest cities in the north. Novigrad sits comfortably on the west coast of the continent and has enjoyed prosperous trade with most countries.
  122.  
  123. 5: Ard Skellige- The largest of the Skellige islands. It is where the fortress of Kaer Trolde sits. It is one of the few “safer places” in this world.
  124.  
  125. 6: Vizima- The capital city of Temeria. It has benefitted from its placement on a large lake where trade roads intersect. The city itself is rather large. King Foltest rules Temeria from his throne in Vizima.
  126.  
  127. 7: The Wilds- You're somewhere in the Temerian wilds. Good luck.
  128.  
  129. 8: Free pick
  130.  
  131.  
  132. Perks
  133.  
  134. Soundtrack-(Free)- You get the entire Witcher soundtrack. You can play it at any time and choose who hears it, breathtakingly clear and beautiful.\
  135.  
  136. Horse Riding-(Free)- You can ride a horse proficiently and with no difficulty. Horses will trust you more easily.
  137.  
  138. perks- Perks are discounted for their respective origins. 100 perks are free for their origins.
  139.  
  140. Drop In
  141.  
  142. Hunt or Be Hunted-(100)-
  143. Being able to track down people is a useful skill, especially in a world as big as this one. This perk gives you the necessary skills to find people. You have an easier time finding clues and trails don’t go cold as quickly. You also travel quicker than before when using mundane methods, such as one foot, horses, wagons or vehicles.
  144.  
  145. Phantom traveler-(200)-
  146. You exude an aura of other worldliness. Whether it be exotic beauty, eldritch fear or a certain unplaceable queerness. Word of your presence travels quickly, but only to those you want it to, if at all. You can gain fame quickly in a relatively small community without trying.
  147.  
  148. Aura of the White Frost-(400)-
  149. Wherever you go, you herald the coldness that has been spanning the multiverse. You have a passive aura surrounding you that produces temperatures of 20 degrees below freezing. This aura can be turned off at will, or intensified while making the effective range smaller.
  150.  
  151. The Wild Hunt Comes-(600 No discount)-
  152. Once a year, you are able to guide to you a group of 15 hunters to the world you are on. They will be totally loyal to you and follow your orders to the best of their ability. Hunters do not stack between jumps, but may be kept individually if you use a stasis pod on an individual hunter.
  153.  
  154. Of the Elder blood-(800)-
  155. Perhaps it has to do with your otherworldly nature, but upon entry into this world, your genes seemed to shift. You are now capable of minor time travel, the kind that allows for medium range teleportation and the ability to overlap your timeline barely, making it so you can attack from multiple locations at the same time.
  156.  
  157.  
  158. Peasant
  159.  
  160. Basic Trade-(100)-
  161. Upon entry, you will be proficient in one skill or trade. Such as fishing, smithing or bar keeping. Your family will have a history in the local area as having done this trade for as long as anyone can remember. With time, you could become legendary in this skill. Or at least well renown.
  162.  
  163. Local trust-(200)-
  164. You will find that if you stay in an area for an extended area for a period of time of two weeks to two months, that the locals will begin to trust you. This will progress until you are practically family to them. This works best on people you interact with on a fairly common basis. They may still distrust you if you give them reason to, though.
  165.  
  166. Luck of the Lubber kin-(400)-
  167. You seem to have a Lubber kin looking out for you. As well as being exceptionally lucky., you seem to have some greater power looking out for your safety. You also know a short ritual that will lead you to those that are considered your blood family.
  168.  
  169. Farmer, all day erryday-(600)-
  170. At will, you may activate this ability. It gives you the ability to change into an unassuming appearance. You can customize this appearance. This gives you an unassuming aura. People will believe your just some farmer, or a person of equal social class. People will just assume you have business where you are. You won't appear as much of a threat. Your form will always appear to be a human, but this won't bother people (Or not) in the slightest. This ability will only last for 1 hour at first, but can be extended with practice. If you reach your time limit, you will be forced back to your original form.
  171.  
  172.  
  173. Sorceress/Sage-(Pick a 100 CP perk to take for free, the other is discounted)
  174.  
  175. Magic-(Free only for Sorceress/Sage)- Your a wizard, Harry.
  176.  
  177. Lore Master-(100)-
  178. You are very familiar with this worlds lore and cultural history. You seem to have a knack for remembering things that pertain to this. It also seems like this kind of information just gets picked up by you relatively quickly.
  179.  
  180. Magically sculpted-(100)-
  181. Magic can be used for quite a few things. Who knew it was also a tool for cosmetology? This cleans you up, erasing blemishes and moles, as well as making you aesthetically pleasing. Specifics are up to you. If you take this, you can now modify people aesthetically to some extent.
  182.  
  183. Of Spirits and Sorcery-(200)-
  184. If you purchase this, you gain knowledge on an assortment of rituals and spells as well as how to construct magical talismans meant for safety. These all pertain to dealing with spirits of the deceased, or of spirits of nature. After this jump, you can attempt to communicate with supernatural beings that you normally would not be able to communicate with.
  185.  
  186. The Witchest-(400)-
  187. You come from a very long line of Magic users, or your just lucky, but it seems that either has paid off. If purchased, you gain a significant increase to you mana pool, or gain an increase in the amount of magic you can use in a short span of time. This also slightly increases the strength of your spells.
  188.  
  189. The Magic of Science-(600)-
  190. You can resolve the issues between magic and science, and while this does not increase you magical or scientific ability, you are able to make quite a few discoveries buy combining the two and experimenting.
  191.  
  192.  
  193. Merchant/Noble
  194.  
  195. No, No, No-(100)-
  196. Your needs are generally seen as priority by those that are close to you. Even when you're not familiar with some one, they are more likely to listen to what you have to say. This will not convince them, however. It will only make them listen.
  197.  
  198. Numbers Game-(200)-
  199. Math and statistics just work out for you. This perk, if purchased, will allow you to manage numbers and people well. Never overestimate the rates of grain in the
  200. local area again!
  201.  
  202. It costs money to be money-(400)-
  203. This perk allows you to purchase what you need. Generally every one has their price. This makes it easier on your wallet. People will tend to do things for you if you wave enough money at them. This does require you to actually pay them, though. Need soldiers to guard that trade caravan? Done. Need barrels of the finest wine to come in by tomorrow? Done. Need anyone "Taken care of? Done.
  204.  
  205. It's good to be king-(600)-
  206. This perk gives you great charisma and a stoic figure. People who follow you will see you as something greater as what you truly are. Besides the obvious boost of trust in you, this will make it easier to impress people. Even those you are not familiar with.
  207.  
  208.  
  209. Witcher
  210. (NOTE: ALL perks are raised in power if you become an old Witcher. You have spent such a long time in this world that these perks become much more effective).
  211.  
  212. Signs-(Free and exclusive to Witchers)-
  213. You know how to use signs, the versatile form of magic that Witchers specialize in
  214.  
  215. Should look at himself...-(100)
  216. Just what the name implies. You are at the peak of human bodily efficiency.
  217.  
  218. Lest he himself...-(200)-
  219. You gain great proficiency with a sword and up to two other different weapons.
  220.  
  221. He who fights monsters...-(400)-
  222. You have unparalleled knowledge of monsters and the knowledge to brew oils that can be applied to your weapons to hurt them. This will also give you the knowledge to experiment and create new oils to fight new monsters. On top of this, your alchemical and potion brewing knowledge and intuitive skill is boosted moderately.
  223.  
  224. Becomes a monster.-(600)-
  225. It seems you have survived the trial of grasses. You are an old Witcher. You gain a number of perks, as well as a few possible downsides. (Add 1d8 and make years into decades in your age roll).
  226.  
  227. + Heightened metabolism
  228. + Retarded aging
  229. + Extended lifespan
  230. + Resistance to poison and immunity to most illnesses
  231. + Extensive practice in hunting and fighting, especially against monsters and supernatural threats.
  232. + Night vision
  233. + Quickened regeneration
  234. + Greater reflexes
  235. + Increased strength
  236. + Can enter into a focused state that allows for better tracking and catching
  237. details, as well as slowing down perceived time
  238. +/- Faster metabolism means you need more food
  239. +/- Albino appearance
  240. +/- Cat eyes
  241. +/- Sterility or Barrenness makes it impossible for you to have children (This jump only)
  242. +/- You can be quite intimidating
  243. - Also, prepare to be discriminated against. More so than before
  244.  
  245. Being an Old witcher, you have the option to hail from a different school than the the Wolf School. Schools are a Witchers form of combat. Although all Witchers hunt monsters (Usually) they all have different ways of doing it.
  246.  
  247. Wolf School-
  248. The most versatile witcher school. They were made for hunting lone enemies over long distances. You will become more independant, capable of surviving by yourself and fighting by yourself. This School also focuses on alchemy, potion brewing and the basics of most combat.
  249.  
  250. Bear School-
  251. The Bear schools specializes in melee combat and thick armor for damage reduction, though they do use crossbows. Choosing this school will give a technique that allows you to take more and give more damage through a combination of increase of strength, speed and endurance that relies upon the amount of adrenaline
  252.  
  253. Cat School-
  254. Diverging from the other Witcher schools, they essentially turned into assassins for hire. This will give you unparalleled speed, stealth and reflexes.
  255.  
  256. Viper School-
  257. The Viper school uses a combination of sword and poison that few enemies can resist. Whether it be a greatsword or dual wielding short swords. This comes with the strange ability to somehow “Enchant” your weapons to have a poisonous effect. The poison can be any poison that you have somehow ingested. It must be ingested and must be considered a poison.
  258.  
  259. Griffin School-
  260. This school gives you a major boost into your magical ability, specifically rune based magic and signs. You will intuitively know how to improve you runic knowledge. You can, with effort, time and research, make new and more complex signs.
  261.  
  262.  
  263.  
  264.  
  265.  
  266.  
  267. Companions-
  268.  
  269. Import-
  270.  
  271. 100 CP for 1-2
  272. 300 CP for 3-5
  273. 400 CP for 6-8
  274.  
  275. Witcher-(300. Free for Witcher)- This Witcher has appeared to take a liking to you. Though not an old witcher ,they will help you in any way they can. Their appearance and personality are up to you. If they are treated well, they wouldn't mind travelling the multiverse with you, fighting monsters and earning gold, as a friend or something greater…
  276.  
  277. Loyal to a fault, will stick through with you even to the deepest pit of hell and not regret coming out the other end if it's with you.
  278.  
  279. Excellent at both armed, ranged and unarmed combat
  280.  
  281. Good sense of the supernatural
  282.  
  283. Is still only a human
  284.  
  285.  
  286.  
  287. Sorceress/sage-(300 Discounted for Sorceress/Sage)- A practitioner of the magical arts. Their Appearance and personality are up to you. Powerful in their own right, and knowledgeable about magic like few others. If purchased with Sorceress/Sage, they can be your teacher, pupil or colleague.
  288.  
  289. Strong with both practical and theoretical magic
  290. Wants to discover new magic and experiment to find the ever expanding horizons of magic
  291. Is always up for adventure, as long as they can experiment with their magic
  292. May not warm up to you for a while
  293. Not the strongest physically.
  294.  
  295.  
  296. Canon Companion-(500 first purchase discounted for Drop-Ins. Max of three purchases.)- You seem to have come across a certain somebody from this world who will be more than willing to join you on your adventures, after they have taken care of all their own business, of course.
  297.  
  298. Items
  299.  
  300. Map-(Rated Free for everybody)- A map of the unnamed northern continent. All cities, towns and
  301. countries are labeled distinctly.
  302.  
  303. Horse-(100)- A trusty steed, will come when you call it. The Horse itself is fast, strong and reliable. Just make sure not to scare it too badly or it may take a while to find him. If killed, They will reappear soon in a nearby location, or they will find you.
  304.  
  305.  
  306.  
  307. Horse Pulled wagon-(100: Free Merchant/Noble)- A sturdy and well made wagon with two thoroughbred horses pulling it. While not as fast as a single horse, you are certainly capable of pulling larger loads. Makes for an easier target by large monsters and bandits. This wagon, though reliable is rather small, and the horses will not come back from the dead. For an additional 300 CP, you can upgrade to a larger, better quality wagon with horses that will respawn similar to the Horse purchase.
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