Professional Documents
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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
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.
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.
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