Witcher
“This world doesn’t need a hero. It needs a professional.”–Geralt of Rivia
“Like I said, I traveled with a witcher for a time. I once asked him why he kept being a witcher. Didn’t look like he got much out of it. Heh, kids rushin’ into their houses and fathers lockin’ away their daughters when you enter towns doesn’t sound like my kinda job. Suppose I shoulda expected the answer he gave. Didn’t really know how to be anything else. Makes sense really. Spend your whole life doin’ something like that and ya don’t have much else to work with. But it’s not all bad. A witcher’s still a damn impressive thing. They’re great sword fighters—even watched the witcher I traveled with parry a crossbow bolt flying at him. If that doesn’t sound insane to ya, ya need to hear it again. That pretty spinnin’ style witchers use can really do a number on a slower swordsman too. They get those blades movin’ so fast ya can barely keep track of the things. Like a silver flash. If ya survive the swordplay, ya still have to watch out for their damn alchemy. In the old days at least, witchers carried a bunch of potions and oils that could make ‘em hell on a battlefield, make ‘em even quicker, let ‘em heal like werewolves. Then on top of it a witcher’s somethin’ of a wee mage. Not as powerful as a mage, mind ya, but still capable of magic. They’ve got these things called Signs, which are special hand-symbols that have magical effects. Heh, a mage would scoff at ‘em since apparently they’re not even at the level of simple mage spells but they’re still impressive. Over all I’d say it’s a good thing witchers only hunt monsters. Or at least they used to only hunt monsters.”
–Rodolf Kazmer
Defining Skill | Skills | Gear (Pick 2) |
Witcher Training | Alchemy | Alchemy set |
Vigor | Athletics | Double woven gambeson |
2 | Awareness | Hand crossbow |
Magical Perks | Deduction | Horse |
All Basic Signs | Dodge/Escape | Throwing knives x5 |
Ride | Special | |
Spell Casting | Decoction formulae | |
Starting Coin | Stealth | Oil formulae x2 |
50 crowns x 2d6 | Swordsmanship | Potion formulae x2 |
Average: 350 | Wilderness Survival | Witcher medallion |
Witcher’s steel sword | ||
Witcher’s silver sword |
Witcher Training (INT)
Most of a Witcher’s early life is spent within the walls of their keep, studying huge, dusty tomes and going through hellish combat training. Many have argued that the Witcher’s greatest weapon is their knowledge of monsters and their adaptability in any situation. When in a hostile environment or difficult terrain, a Witcher can lessen the penalties by half their Witcher Training value (minimum 1). Witcher Training can also be used in any situation that you would normally use Monster Lore for.
Most of a Witcher’s early life is spent within the walls of their keep, studying huge, dusty tomes and going through hellish combat training. Many have argued that the Witcher’s greatest weapon is their knowledge of monsters and their adaptability in any situation. When in a hostile environment or difficult terrain, a Witcher can lessen the penalties by half their Witcher Training value (minimum 1). Witcher Training can also be used in any situation that you would normally use Monster Lore for.
The Spellsword | The Mutant | The Slayer |
Meditation | Iron Stomach | Parry Arrows (DEX) |
A Witcher can enter a meditative trance which grants all the benefits of sleeping but allows them to remain vigilant. While meditating a Witcher is considered awake for the purpose of noticing anything within double their Meditation value in meters. | After decades of drinking toxic witcher potions, witcher bodies adapt to the toxins. A witcher can endure +5% more toxicity from drinking potions and decoctions at level 1 and +5% every 2 levels after. At level 10, a witcher’s maximum toxicity increases one last time to 150%. This skill can be trained like other skills. | A Witcher can roll Parry Arrows at a -3 to deflect physical projectiles. When parrying, the Witcher can choose a target within 10m. That target must take a defense action against the Witcher’s Parry Arrows roll or be Staggered by the flying projectile. |
Magical Source | Frenzy | Quick Strike (REF) |
As a Witcher uses signs more often their body becomes more used to the effort. For every 2 points a Witcher has in Magical Source they gain 1 points of Vigor threshold. When this ability reaches level 10, your maximum Vigor threshold becomes 7. This skill can be trained like other skills. | When poisoned, a witcher goes into a frenzy and deals an extra 1 melee damage per level in Frenzy. While in a Frenzy, your single goal is to get to a place of safety or kill the target that poisoned you. When the poison wears off, the Frenzy ends. You can attempt to end Frenzy early with a DC:15 Endurance roll. | After a Witcher takes their turn they can spend 5 STA and make a Quick Strike roll at a DC equal to their opponent’s REFx3. On success, they make another single strike in that round. This attack must be made against the opponent they rolled against, but can include disarms, trips, and other attacks. |
Heliotrope (WILL) | Transmutation (BODY) | Whirl (REF) |
When a Witcher is targeted by a spell, invocation, or hex they can roll Heliotrope to attempt to negate the effects. They must roll a Heliotrope roll that equals or beats the opponent’s roll and expend an amount of Stamina equal to half the Stamina spent to cast the magic. | When taking decoctions a Witcher can roll Transmutation at DC:18. A success allows their body to assimilate slightly more of the mutagen than usual and gain a bonus based on which decoction they take. The decoction lasts half as long as it normally would. The extra mutations are too subtle to spot. | By spending 5 STA per round, a witcher can enter a Whirl, where the witcher makes one attack against everyone within sword range each turn, with their Whirl roll acting as the attack roll. The witcher can only maintain this Whirl, dodge, and move 2m each round. Doing anything else or being hit halts the Whirl. |
Transmutation
Decoction |
Arachas
Anyone who comes in contact with your saliva has a 50% chance of being poisoned. |
Nekker
Your legs become stronger, raising your LEAP by 3m. |
Noon Wraith
Your eyes change, and you aren’t affected by light conditions. |
Katakan
Your andrenal glands change, allowing you to regenerate 3 HP when you deal damage. |
Wyvern
Your muscles strengthen, giving you a +5 to SPD which carries over to RUN. |
Troll
Your body hardens, and so do your bones. You do an extra 1d6 physical damage. |
Fiend
Your eyes change imperceptibly and your gaze becomes subtly enthralling, giving a +4 to Charisma, Seduction, and Persuasion. |
Grave Hag
Your body changes imperceptibly, allowing you to gain 10 STA by killing targets. |
Werewolf
Your jaws strengthen and your teeth sharpen just a hair, giving you a bite attack of 2d6. |
Griffn
Your eyes change, allowing you to see for a great distance, giving a +4 to Awareness. |
Parrying Bombs
Bombs and other area of effect attacks detonate after the parry resolves. If the second target dodged the attack, roll on the Scatter Table to see where the attack lands.
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