Sample Characters

93 ready-to-play characters: 20 solo characters and 21 teams of two to six.

Using These Characters

Every character on this page is an original, built with the rules from Character Creation. Use them as pre-made characters for a one-shot, as NPCs and rivals for the GM, or as worked examples when you build your own. None of them is a character from the novels or the games: the witchers here are new graduates of the Wolf and Griffin schools, and everyone else is just trying to make a living on the Continent.

To use one, pick a character whose profession and story appeal to you, rename them freely (names and homelands are suggestions), then adjust to taste. Move points around but keep the budgets below intact, and swap the lifepath for one you roll yourself on the core rulebook's tables if you like.

Load them into your sheets. All 93 characters on this page can go straight into the Character Sheets: press Load sample characters there, or download the sample sheet file and use Import. Each sheet has race, profession, defining skill, stats, every skill rank with profession skills ticked, Vigor and magic for mages, priests and witchers, weapons, armor, gear, starting coin and the lifepath; team members carry their team and teammates in the Campaign Notes.

How they were built

The nine Defining Skills

🎻 Bard
Busking (EMP): An hour performing in the nearest town square earns crowns equal to the roll; a fumble can mean trouble instead of coin.
⚒️ Craftsman
Patch Job (CRA): A turn's work restores broken armor to half its SP, or a broken weapon or shield to half its reliability, until it is fixed properly at a forge.
🗝️ Criminal
Practiced Paranoia (INT): Within 10m of a trap or an ambush, roll to sense it before it is sprung.
⚕️ Doctor
Healing Hands (CRA): The only skill that can heal critical wounds, and the one a doctor rolls for surgery.
✨ Mage
Magic Training (INT): Roll to understand a magical phenomenon, an unknown spell or a point of magical theory; it also senses magic in use and specters.
🛡️ Man-at-Arms
Tough as Nails (BODY): At 0 HP or below, roll to keep fighting as if only at the wound threshold.
⚖️ Merchant
Well Traveled (INT): Roll to remember a fact about an item, a culture or a place from past travels.
🕯️ Priest
Initiate of the Gods (EMP): At temples of your faith, and with its faithful, roll for free lodging, healing and other help.
🐺 Witcher
Witcher Training (INT): Halves penalties for a hostile environment or difficult terrain, and can be rolled in place of Monster Lore.

Solo Characters

Twenty single characters for a one-player game, a guest at someone else's table, or an NPC the GM wants ready in a hurry. Every profession in the core rules appears at least twice.

Teams of Two

Six pairs: a contract for two, a road partnership, or a ready-made pair for two players and a GM.

Teams of Three

Six trios: small enough to move quietly, big enough to cover each other's weaknesses.

Teams of Four

Four teams of four: the classic table, each with a reason to stay together when the coin runs out.

Teams of Five

Three companies of five: a troupe, a caravan and a spy cell, each with a job that keeps them on the road.

Teams of Six

Two full companies: big enough for a whole table, with every role covered and plenty of reasons to argue.