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name gender age

Witcher Witcher
race profession Defining Skill
Physique Witcher Training INT
Endurance
I Meditation N/A
II Magical Source N/A
BODY
III Heliotrope WILL
Brawling
Dodge/Escape
I Iron Stomach N/A

Melee II Frenzy N/A


Riding III Transmutation BODY
REF Sailing
Small Blades I Parry Arrows DEX
Staff/Spear II Quick Strike REF
Swordsmanship
III Whirl REF
Archery
Recovery
Athletics Critical Wounds Effects Days S/T
current current current
Crossbow
Sleight of Hand
DEX Stealth
Courage max max max

Hex Weaving (2)


HP STUN STA
Intimidation* WT
Spell Casting (2) vig or
WILL Resist Magic (2)
Resist Coercion Defensive Manoeuvres
Ritual Craſting (2)
Initiative Resist Magic: + Resist Magic

Awareness To hit: -6 > DMG x3 Block w/ Weapon : + Weapon Skill


Business t Block w/ Shield: + Melee
Deduction
Education Parry: + Weapon Skill - 3
INT Language (2) LUCK To hit Torso: -1 > DMG x1
l.a. r.a. Dodge: + Dodge/Escape
Monster Lore (2) To hit Arm: -3 > DMG x1/2
Reposition: + Athlectics
Social Etiquette
Streetwise
DMG - SP = - HP & -1 SP
Tactics (2) -1 Rel. if Blocked
Teaching SPD l.l. r.l.
Wilderness Survival leap run To hit: -2 > DMG x1/2

Charisma* Name WS WA DMG Effects Melee Attacks


Deceit Punch Brawling +0 Non-Lethal
Fine Arts Fast: + WS + WA + Mods
Kick Brawling +0 Non-Lethal
Gambling Name WS WA DMG Effects Strong: + WS + WA + Mods - 3
EMP Grooming and Style Name Rel. Effects Bo
elee nu
M
Human Perception
s

Weapon DMG + Mods


Leadership* Critical Bonus DMG
Persuasion* WS WA Type DMG Hands RNG Conc.
Performance Name Rel. Effects
Seduction* Ranged Attacks

Alchemy (2) Fast: + WS + WA + Mods


WS WA Type DMG Hands RNG Conc.
Craſting (2)
# Name Type Rel. Effect. Conc.
Strong: + WS + WA + Mods - 3
Disguise
First Aid
Weapon DMG + Mods
CRA Forgery
Critical Bonus DMG
Pick Lock
Trap Craſting (2)
> Push Kick > Charge > Pommel Strike > Trip > Disarm > Grapple > Pin > Choke > Throw p.163
characteristics
Hair Style Clothing Mementos Personality Core Value World View Idol

Early LifeTraining
Witcher Racial Perks
Enhanced Senses - Witchers take no penalties from areas of dim light and gain an inherent +1 to their
Starting
Homeland:
Age: Awareness skill, as well as the ability to track things by scent alone.
Dulled Emotions - Witchers do not have to make courage checks against Intimidation, but they have a -4
School:
Family: to their Empathy Stat. This cannot bring Empathy below 1 and they cannot raise their EMP stat above 6.
Lightning Reflexes - Witchers gain a permanent +1 to their Reflex and Dexterity that can raise both
Early Training:
Parents: stats above 10.

Family Status:
Trials: Resilient Mutation - Witchers are immune to diseases and are able to use mutagens.

Important
Influential Events:
Friend:
Reputation Social Standing Effects
+1 to Intimidation, -3 to Charisma, -2 to Seduction,
Life Events Hated & Feared Persuasion, and Leadership with people.
+1 to Intimidation, -3 to Charisma, -2 to Seduction,
Hated & Feared Persuasion, and Leadership with people.
-1 to Seduction, Charisma, Persuasion, and
Tolerated Leadership with people.
-1 to Seduction, Charisma, Persuasion, and
Tolerated Leadership with people.
-1 to Seduction, Charisma, Persuasion, and
Tolerated Leadership with people.

Social Sphere
Training Weapon/Armor
Components
Ammo
penalty
Gear
Total
Max Encumbrance
Weapons
# Name WS WA Type DMG Rel. Hands RNG Effects Conc. EN.

Ammo, Bombs, Potions, Traps Armor


# Name Type Rel. Effect. Conc. # Name SP/Rel. Effect. EV AE

Gear
Name Notes # Name Notes #
Alchemical Formulae Alchemy Ingredients
Name DC Name Substance #

Magical Focus Magic Attack: + Spell Casting + Mods Spell DMG + Mods
STA Cost > Vigor = (STA Cost - Vigor) x -5 HP Critical Bonus DMG

Signs
Name STA Cost Effect. RNG. Duration. Defense.
Creates a magic circle on the ground around you. Anything that steps into that circle takes a penalty to SPD and REF
Yrden (Mixed) Var. equal to 1 plus 1 for every 2 points of STA spent beyond the first, up to a maximum penalty of 4.
The penalty lasts until they exit the circle. Any incorporeal creatures that enter the circle become corporeal.
3m
Radius
5 rounds None

Quen (Earth)
Quen creates a shield with 5 Health Points per point of Stamina spent to protect you. If you fail (or choose not to or are
Var. unable to) to defend against an attack or effect which causes damage, the damage is first applied to the Quen shield. Self 10 rounds None
You cannot cast Quen again until your current Quen shield has been exhausted or the duration ends.

Aard (Air) Var.


Aard shoots a wave of telekinetic force, staggering creatures with a 10% chance of those affected being knocked
prone. The percentage rises by 10% for each point of STA spent.
2m
Cone
Immediate Dodge

Igni (Fire)
Igni throws out a wave of sparks and fire which does 1d6 damage per STA point spent and has a 50% chance of lighting
2m Dodge or
Var. anything it hits on fire. Igni always deals damage to the torso unless used at point blank range. When used at point
Cone
Immediate
blank range Igni can be aimed at body locations. Block

Axii (Water) Var.


Axii stuns an opponent until they can make Stun save at -1. For every 2 points of additional STA you spend past 1, the
Stun save becomes harder by 1 point. 8m
Until
Shaken Off
Resist
Magic

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