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
Stats: 70 points. The GM chooses how many stat points everyone gets; the core rulebook's point-buy levels include Average (60), Skilled (70) and Heroes (75). Every character here is Skilled: 70 stat points, with each bought stat between 1 and 10. If your GM uses another level, add or remove points to match.
Witchers' mutations. A witcher buys stats like anyone else, then Lightning Reflexes adds 1 to REF and DEX (which can take them past 10) and Dulled Emotions takes 4 from EMP. The witcher cards show the stats after those changes, so their nine numbers add up to 68.
Profession skills: 44 points spread over the Defining Skill and the profession's ten skills, none higher than 6. The Defining Skill is in the highlighted line; the card lists the rest. A Man-at-Arms chooses five of their skills from the combat list (Archery, Athletics, Brawling, Crossbow, Melee, Riding, Small Blades, Staff/Spear, Swordsmanship, Tactics); a Bard picks one language and a Merchant two.
Pick-up skills: INT + REF points for skills outside the profession, again no higher than 6. None of these characters spends pick-up points on magic skills, Alchemy, Crafting or Trap Crafting.
Derived stats use the same formulas as the Character Sheets: HP and STA are 5 × the average of BODY and WILL (rounded down), REC is that average, STUN is the average to a maximum of 10, RUN is SPD × 3, LEAP is RUN ÷ 5 (rounded down) and ENC is BODY × 10. A dwarf's Strong perk adds 25 to ENC, and that is included. Mages have Vigor 5; priests and witchers have Vigor 2.
Racial perks are listed by name. Humans: Trustworthy (+1 Charisma, Seduction and Persuasion against humans), Ingenuity (+1 Deduction) and Blindly Stubborn (reroll a failed Courage or Resist Coercion roll three times a session). Elves: Artistic (+1 Fine Arts), Marksman (+2 Archery, string a bow for free) and Natural Attunement. Dwarves: Tough (natural SP 2), Strong (+1 Physique, +25 ENC) and Crafter's Eye (+1 Business). Witchers: Enhanced Senses (+1 Awareness, no dim-light penalties, track by scent), Dulled Emotions, Resilient Mutation and Lightning Reflexes. These bonuses are on top of the skill ranks shown, not added into them.
Gear comes from each profession's starting list: five picks (a Merchant takes three plus a mule and cart of goods, and a Witcher two plus the witcher's swords, medallion and formulae). Starting coin is rolled: the card shows the profession's crowns × 2d6. Weapon and armor statistics, the spells, invocations, hexes and rituals a caster picks, and each profession's skill tree are in the core rulebook.
Standing is how the character's race is treated in their home region, before their profession is taken into account (people tend to fear mages and witchers whatever their race).
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.
Wojmira Sztych
Human · Man-at-Arms · Kaedwen
🛡️
Defining Skill: Tough as Nails 6 (BODY). Kept her feet at the Ard Carraigh breach with a cracked skull and a broken hand, and still won't sit down when she's hurt.
Born to a Kaedweni border garrison; mother killed holding a watchtower; her old sergeant still writes; enemy: the deserter who opened the breach.
Hedda Lindqvist-aep Corr
Human · Merchant · Cidaris
⚖️
Defining Skill: Well Traveled 6 (INT). Has sold salt fish in every port from Cidaris to Kerack and remembers which harbourmaster takes bribes in which coin.
INT9
REF6
DEX6
BODY7
SPD6
EMP10
CRA8
WILL10
LUCK8
HP40
STA40
REC8
STUN8
RUN18
LEAP3
ENC70
Profession
Business 6, Persuasion 6, Human Perception 5, Charisma 5, Streetwise 4, Common Speech 4, Gambling 3, Elder Speech 3, Resist Coercion 2
Journal, Merchant's tools, Large tent, a mule and cart with 1,000 crowns of everyday goods; 180 × 2d6 crowns
Standing
Equal (the North)
Lifepath
Widowed when her husband's cog went down off Cidaris; raised two sons on the ledger; owes a favour to a Kovir banker she has never met.
Ilvaine Saevherne
Elf · Bard · Dol Blathanna
🎻
Defining Skill: Busking 6 (EMP). Sings old elven laments in human taverns, which earns her coin, hecklers and the occasional knife in about equal measure.
INT7
REF8
DEX9
BODY6
SPD8
EMP10
CRA7
WILL8
LUCK7
HP35
STA35
REC7
STUN7
RUN24
LEAP4
ENC60
Profession
Performance 6, Elder Speech 6, Fine Arts 5, Charisma 5, Human Perception 4, Persuasion 4, Seduction 3, Social Etiquette 3, Streetwise 2
Apprentice to his uncle's forge; lost the shop to the Nilfgaardian occupation; his apprentice is now a Temerian partisan.
Ozren Veil
Human · Criminal · Novigrad
🗝️
Defining Skill: Practiced Paranoia 6 (INT). Has never walked into a room without knowing three ways out of it, and has needed all three more than once.
INT8
REF10
DEX9
BODY7
SPD9
EMP8
CRA6
WILL7
LUCK6
HP35
STA35
REC7
STUN7
RUN27
LEAP5
ENC70
Profession
Stealth 6, Pick Lock 6, Sleight of Hand 5, Streetwise 5, Deceit 4, Small Blades 4, Awareness 4, Athletics 2, Forgery 2
Top of her class at the Oxenfurt medical faculty; expelled for dissecting a hanged man without a permit; the professor who reported her now begs for her notes.
Aurelio var Tilst
Human · Mage · Toussaint
✨
Defining Skill: Magic Training 6 (INT). A Ban Ard graduate who spent twenty years advising a Toussaint baron and can tell a wine-cellar curse from a bad vintage at a sniff.
INT10
REF7
DEX6
BODY6
SPD7
EMP9
CRA7
WILL10
LUCK8
HP40
STA40
REC8
STUN8
RUN21
LEAP4
ENC60
Vigor5
Profession
Spell Casting 6, Social Etiquette 5, Education 5, Resist Magic 5, Grooming and Style 4, Human Perception 4, Ritual Crafting 4, Hex Weaving 3, Staff/Spear 2
Pick-up
Fine Arts 4, Persuasion 4, Awareness 4, Deduction 3, Riding 2
Born in a Toussaint vintner's family; his patron baron drowned in his own wine vat; the baron's widow believes Aurelio did it.
Mother Wiesława
Human · Priest · Temeria
🕯️
Defining Skill: Initiate of the Gods 6 (EMP). A priestess of Melitele who can walk into any temple of the goddess from Ellander to Maribor and leave fed, rested and gossiped-at.
INT9
REF6
DEX6
BODY7
SPD6
EMP10
CRA8
WILL10
LUCK8
HP40
STA40
REC8
STUN8
RUN18
LEAP3
ENC70
Vigor2
Profession
First Aid 6, Spell Casting 6, Charisma 5, Human Perception 5, Teaching 4, Leadership 4, Ritual Crafting 3, Courage 3, Staff/Spear 2
Left at the Ellander temple as a baby; tended the wounded at Sodden; her favourite novice ran off with a witch hunter.
Kael of the Griffin
Witcher · Witcher · Kaedwen
🐺
Defining Skill: Witcher Training 6 (INT). Learned his trade in the mountain keep of the Griffin school and still reads a contract like a scholar reads a manuscript.
Sold to the Griffin school to pay a debt; survived the Trial of the Grasses with two others; a Kaedweni lord still owes him for a griffin he never got paid for.
Brannoc Helmsgard
Dwarf · Man-at-Arms · Mahakam
🛡️
Defining Skill: Tough as Nails 6 (BODY). Has shield-walled against ghouls in the Mahakam deeps and against Nilfgaardian horse at Sodden, and prefers the ghouls.
An instrument (lute), Garter sheath, Perfume/cologne, Gwent deck, Hand mirror; 120 × 2d6 crowns
Standing
Equal (the North)
Lifepath
Daughter of a Tretogor washerwoman; a lover in the Redanian guard tells her too much; a rival bard wants her gone from the best tavern.
Rhosyn aep Hirrel
Human · Doctor · Nilfgaard
⚕️
Defining Skill: Healing Hands 6 (CRA). An imperial army surgeon who has set more broken legs than most Northern doctors have seen, and has the sharp tongue to prove it.
INT10
REF7
DEX8
BODY7
SPD7
EMP7
CRA10
WILL8
LUCK6
HP35
STA35
REC7
STUN7
RUN21
LEAP4
ENC70
Profession
Alchemy 6, Courage 6, Deduction 5, Small Blades 5, Human Perception 4, Wilderness Survival 4, Resist Coercion 3, Social Etiquette 3, Business 2
Served with an imperial cavalry brigade; left behind with the wounded after a retreat; a Northern village hid her, and she owes them.
Torvi Skaldsdottir
Human · Craftsman · Skellige
⚒️
Defining Skill: Patch Job 6 (CRA). A shipwright who can caulk a holed longship on a beach before the tide comes in.
INT7
REF7
DEX8
BODY9
SPD8
EMP7
CRA10
WILL8
LUCK6
HP40
STA40
REC8
STUN8
RUN24
LEAP4
ENC90
Profession
Crafting 6, Physique 6, Athletics 5, Endurance 5, Business 4, Education 3, Persuasion 3, Streetwise 3, Fine Arts 3
Pick-up
Sailing 5, Melee 4, Awareness 3, Brawling 2
Perks
Trustworthy, Ingenuity, Blindly Stubborn
Gear
Crafting tools, Tinker's forge, Iron long sword, Small chest, 50 crowns of components; 120 × 2d6 crowns
Standing
Equal (Skellige)
Lifepath
Born on Spikeroog to a shipbuilding clan; her brother's ship was wrecked on a reef she swears was moved; she wants the truth from the sea.
Feorin Valcair
Elf · Criminal · Dol Blathanna
🗝️
Defining Skill: Practiced Paranoia 6 (INT). Watched his valley burn from a hiding place, and has never since entered a town without first finding where to hide in it.
INT7
REF9
DEX10
BODY7
SPD9
EMP7
CRA8
WILL7
LUCK6
HP35
STA35
REC7
STUN7
RUN27
LEAP5
ENC70
Profession
Stealth 6, Awareness 6, Small Blades 5, Athletics 5, Sleight of Hand 4, Pick Lock 4, Deceit 3, Streetwise 3, Intimidation 2
Grew up in Dol Blathanna; family scattered by a human raid; feeds information to an old friend in a commando he refuses to join.
Lukasz Mrok
Human · Merchant · Velen
⚖️
Defining Skill: Well Traveled 6 (INT). A peddler who has walked every road in Velen with a mule and a cart, and knows which villages still pay and which ones just died.
INT8
REF6
DEX7
BODY8
SPD7
EMP10
CRA7
WILL9
LUCK8
HP40
STA40
REC8
STUN8
RUN21
LEAP4
ENC80
Profession
Business 5, Persuasion 5, Charisma 5, Human Perception 5, Gambling 4, Streetwise 4, Resist Coercion 4, Small Blades 3, Common Speech 3
Pick-up
Awareness 4, Wilderness Survival 4, Riding 3, Endurance 2, First Aid 1
Perks
Trustworthy, Ingenuity, Blindly Stubborn
Gear
Crossbow & bolts x20, Large tent, Merchant's tools, a mule and cart with 1,000 crowns of everyday goods; 180 × 2d6 crowns
Standing
Equal (the North)
Lifepath
Velen-born, always on the move; his wife runs their inn while he trades; a bandit chief in the swamps tolerates him for a cut.
Ysolde Marnay
Human · Mage · Redania
✨
Defining Skill: Magic Training 5 (INT). A hedge-taught mage from the Pontar marshes who learned her spells from a dead witch's notebook and still has the notebook.
Novigrad-born; joined the order to feed his siblings; watched a burning in the square he couldn't stop; the inquisitor in charge is now his superior.
Hywel Gaun
Human · Man-at-Arms · Cintra
🛡️
Defining Skill: Tough as Nails 5 (BODY). Rode with the Cintran cavalry until there was no Cintra left to ride for; now he rents his sword out by the season.
Son of a Kovir notary; did his father's work better than his father; a forged deed he sold is now the subject of a royal lawsuit.
Teams of Two
Six pairs: a contract for two, a road partnership, or a ready-made pair for two players and a GM.
Salt and Ledger
Team of 2 · Skellige trade run
The team: A Skellige merchant and the hired axe who keeps her cargo, her purse and her temper safe on the run between the isles and the Northern ports.
Sigrun Hafnardottir
Human · Merchant · Ard Skellig
⚖️
Defining Skill: Well Traveled 6 (INT). Has bargained in every harbour between Kaer Trolde and Novigrad and remembers what each of them paid for amber last spring.
INT9
REF6
DEX6
BODY7
SPD7
EMP10
CRA7
WILL10
LUCK8
HP40
STA40
REC8
STUN8
RUN21
LEAP4
ENC70
Profession
Business 6, Persuasion 5, Charisma 5, Human Perception 5, Resist Coercion 4, Common Speech 4, Gambling 3, Streetwise 3, Small Blades 3
Pick-up
Sailing 5, Awareness 4, Riding 3, Endurance 3
Perks
Trustworthy, Ingenuity, Blindly Stubborn
Gear
Journal, Merchant's tools, Crossbow & bolts x20, a mule and cart with 1,000 crowns of everyday goods; 180 × 2d6 crowns
Standing
Equal (Skellige)
Lifepath
Daughter of a clan trader on Ard Skellig; lost her first ship to Northern pirates; the pirate captain now sells to her competitors.
Orm the Quiet
Human · Man-at-Arms · Ard Skellig
🛡️
Defining Skill: Tough as Nails 6 (BODY). Took a sword through the side at a Kaer Trolde feast brawl and finished the brawl before he noticed.
Gravedigger's son; father died of the Catriona plague; owes a Novigrad fence for a stolen silver coffin plate.
The Griffin and the Lute
Team of 2 · Contract road, Aedirn
The team: A witcher of the Griffin school and the bard who follows him from contract to contract for the songs, and who is better at negotiating fees than he will ever admit.
Davor of Kaer Seren
Witcher · Witcher · Kaedwen
🐺
Defining Skill: Witcher Training 6 (INT). Halves the penalty for fog, mud and moonless nights, and knows a wyvern's nesting habits better than any book.
An instrument (lute), Flask of spirits, Belt pouch, Gwent deck, A journal with a lock; 120 × 2d6 crowns
Standing
Equal (the North)
Lifepath
Daughter of a Vengerberg innkeeper; ran away with a travelling troupe at sixteen; her ballad about Davor is the reason he gets work.
The Pilgrim and the Blade
Team of 2 · Road to Ellander
The team: A young priestess on pilgrimage to the temple of Melitele and the old soldier hired to see her there alive.
Sister Ludmiła Wrona
Human · Priest · Temeria
🕯️
Defining Skill: Initiate of the Gods 6 (EMP). Every temple of Melitele on the road takes her in, feeds her and tells her what's waiting on the next stretch.
INT8
REF6
DEX6
BODY7
SPD7
EMP10
CRA7
WILL10
LUCK9
HP40
STA40
REC8
STUN8
RUN21
LEAP4
ENC70
Vigor2
Profession
First Aid 6, Spell Casting 5, Charisma 5, Human Perception 5, Teaching 4, Courage 4, Ritual Crafting 3, Leadership 3, Staff/Spear 3
Fought at Sodden Hill and at Brenna; wife died while he was away; Ludmiła's mother nursed him back once, and he owes her family this.
Forge and Fang
Team of 2 · Brugge back roads
The team: A dwarven smith and the elven smuggler she keeps saying she will stop working with: the best blades in Brugge, sold to people who shouldn't have them.
Ottilie Brassbeard
Dwarf · Craftsman · Mahakam
⚒️
Defining Skill: Patch Job 6 (CRA). Her field repairs hold better than most smiths' new work, and she will tell you so.
INT8
REF6
DEX8
BODY10
SPD6
EMP6
CRA10
WILL9
LUCK7
HP45
STA45
REC9
STUN9
RUN18
LEAP3
ENC125
Profession
Crafting 6, Physique 5, Endurance 5, Business 5, Persuasion 4, Fine Arts 4, Education 4, Athletics 3, Streetwise 2
Pick-up
Melee 5, Awareness 4, Gambling 3, Dwarven 2
Perks
Tough, Strong, Crafter's Eye
Gear
Tinker's forge, Crafting tools, Mace, Small chest, 50 crowns of components; 120 × 2d6 crowns
Standing
Equal (Mahakam)
Lifepath
Mahakam smith's daughter; set up shop in Brugge; a Nilfgaardian quartermaster still owes her for three hundred spearheads.
Saelen Dhuvarin
Elf · Criminal · Blue Mountains
🗝️
Defining Skill: Practiced Paranoia 6 (INT). Has smuggled weapons past three kingdoms' patrols and sensed every ambush that ever waited for him.
INT8
REF9
DEX10
BODY6
SPD9
EMP7
CRA7
WILL7
LUCK7
HP30
STA30
REC6
STUN6
RUN27
LEAP5
ENC60
Profession
Stealth 6, Streetwise 5, Deceit 5, Awareness 5, Small Blades 4, Athletics 4, Sleight of Hand 4, Forgery 3, Pick Lock 2
Crafting tools, Iron long sword, Lock, Hourglass, 50 crowns of components; 120 × 2d6 crowns
Standing
Equal (the North)
Lifepath
A Velen carpenter whose family died in the war; Agata saved his leg after an accident; the village elder wants him to marry a nice ordinary girl.
Teams of Three
Six trios: small enough to move quietly, big enough to cover each other's weaknesses.
The Blue Mountain Three
Team of 3 · Scoia'tael cell
The team: Two elves and a dwarf who carry messages, medicine and arrows for the commandos, and who are starting to disagree about which of those matters most.
Caelwen Aep Daerla
Elf · Man-at-Arms · Dol Blathanna
🛡️
Defining Skill: Tough as Nails 5 (BODY). Has been run through twice in the forest war and kept shooting both times.
Lived before the humans came north; lost his students in a raid on a hospital cave; secretly treats wounded humans too.
Hamrik Oakbranch
Dwarf · Criminal · Mahakam
🗝️
Defining Skill: Practiced Paranoia 6 (INT). Smells a patrol's ambush before the scouts see it; that's why the commandos let a dwarf carry their secrets.
Left Mahakam after a gambling debt; a Temerian sheriff hanged his cousin; carries messages for the commandos for the money, he says.
The Gutter Accounts
Team of 3 · Novigrad fence ring
The team: A fence, a forger and a temple-trained bookkeeper who keep the books for half the thieves in Novigrad, and who know where every stolen candlestick went.
Bronka Złota
Human · Merchant · Novigrad
⚖️
Defining Skill: Well Traveled 5 (INT). Can tell you where any stolen goods from here to Gors Velen will end up, and what they will fetch there.
INT9
REF6
DEX7
BODY7
SPD7
EMP10
CRA7
WILL9
LUCK8
HP40
STA40
REC8
STUN8
RUN21
LEAP4
ENC70
Profession
Business 6, Streetwise 6, Persuasion 5, Human Perception 5, Resist Coercion 5, Gambling 4, Charisma 4, Small Blades 2, Common Speech 2
Pick-up
Awareness 4, Deceit 4, Deduction 4, Social Etiquette 3
Perks
Trustworthy, Ingenuity, Blindly Stubborn
Gear
Merchant's tools, Journal, Dagger, a mule and cart with 1,000 crowns of everyday goods; 180 × 2d6 crowns
Standing
Equal (the North)
Lifepath
Novigrad pawnbroker's widow; paid off the Gutter bosses for twenty years; a temple guard captain wants her pawnshop closed.
Ignac Pióro
Human · Criminal · Novigrad
🗝️
Defining Skill: Practiced Paranoia 5 (INT). Notices the watchman who has stood under his window three nights running before anyone else does.
INT9
REF8
DEX9
BODY6
SPD7
EMP8
CRA10
WILL7
LUCK6
HP30
STA30
REC6
STUN6
RUN21
LEAP4
ENC60
Profession
Forgery 6, Sleight of Hand 6, Deceit 5, Pick Lock 5, Stealth 5, Streetwise 4, Awareness 4, Small Blades 2, Athletics 2
Pick-up
Education 5, Disguise 4, Business 4, Social Etiquette 2, Dodge/Escape 2
A failed Oxenfurt student; forges papers for refugees and the rich alike; the Witch Hunters have his handwriting on a warrant.
Brother Teodor Mysz
Human · Priest · Novigrad
🕯️
Defining Skill: Initiate of the Gods 6 (EMP). Is still welcome at every chapel of the Eternal Fire, which makes him useful in ways his superiors don't suspect.
INT9
REF6
DEX6
BODY7
SPD7
EMP10
CRA7
WILL10
LUCK8
HP40
STA40
REC8
STUN8
RUN21
LEAP4
ENC70
Vigor2
Profession
Teaching 6, Charisma 5, Human Perception 5, Leadership 4, Spell Casting 4, First Aid 4, Courage 4, Ritual Crafting 3, Hex Weaving 3
Temple bookkeeper; found the Church's own books didn't balance; Bronka hid him when he asked too many questions.
Deserters of the Ninth
Team of 3 · Nilfgaardian deserters, Sodden
The team: An imperial sergeant, a battlefield surgeon and a conscripted mage who walked away from a war they no longer believed in, and who are wanted on both sides of the Yaruga.
Sergeant Daeron var Esse
Human · Man-at-Arms · Nilfgaard
🛡️
Defining Skill: Tough as Nails 5 (BODY). Can keep fighting on a wound that would drop a Northern knight.
Daughter of an imperial physician; conscripted at nineteen; still sends letters home she knows will be read by the secret service.
Caradoc aep Morvudd
Human · Mage · Nilfgaard
✨
Defining Skill: Magic Training 6 (INT). Can tell the difference between imperial battle magic and something older, and tries not to show which frightens him more.
INT10
REF7
DEX6
BODY6
SPD7
EMP8
CRA7
WILL10
LUCK9
HP40
STA40
REC8
STUN8
RUN21
LEAP4
ENC60
Vigor5
Profession
Spell Casting 6, Resist Magic 5, Education 5, Ritual Crafting 5, Hex Weaving 4, Human Perception 4, Staff/Spear 4, Social Etiquette 3, Grooming and Style 2
Imperial academy graduate; bound into army service; the imperial mage who conscripted him is hunting the deserters.
The Assay Company
Team of 3 · Mahakam to Vizima
The team: Two dwarves and a human lockpick who test, value and move precious metal down from the mountains, and who have just found a bar of gold that is not quite gold.
Bertha Ironvein
Dwarf · Merchant · Mahakam
⚖️
Defining Skill: Well Traveled 6 (INT). Has haggled in every market between Mahakam and Vizima and can price an ingot by its ring.
INT9
REF6
DEX7
BODY9
SPD6
EMP9
CRA8
WILL9
LUCK7
HP45
STA45
REC9
STUN9
RUN18
LEAP3
ENC115
Profession
Business 6, Persuasion 5, Resist Coercion 5, Human Perception 5, Charisma 4, Gambling 4, Streetwise 4, Dwarven 3, Small Blades 2
Pick-up
Awareness 5, Melee 4, Deduction 3, Riding 3
Perks
Tough, Strong, Crafter's Eye
Gear
Merchant's tools, Crossbow & bolts x20, Journal, a mule and cart with 1,000 crowns of everyday goods; 180 × 2d6 crowns
Standing
Equal (Mahakam)
Lifepath
Mahakam assay-house heiress; lost her husband in a mine collapse; a Vizima banker is cheating her and she can't yet prove it.
Durgen Flintcheek
Dwarf · Craftsman · Mahakam
⚒️
Defining Skill: Patch Job 6 (CRA). Has kept carts, locks and armour whole through four winters on the mountain road.
INT8
REF7
DEX8
BODY10
SPD6
EMP6
CRA10
WILL9
LUCK6
HP45
STA45
REC9
STUN9
RUN18
LEAP3
ENC125
Profession
Crafting 6, Physique 6, Endurance 5, Business 5, Athletics 4, Fine Arts 3, Education 3, Persuasion 3, Streetwise 3
Priest of Freya at Hindarsfjall; a vision sent him to sea; a jarl who profits from the slave trade wants him silenced.
Hallveig Oarsdottir
Human · Craftsman · Spikeroog
⚒️
Defining Skill: Patch Job 6 (CRA). Patches a holed hull with oakum and planking while the rest of the crew bails.
INT7
REF8
DEX8
BODY9
SPD8
EMP6
CRA10
WILL8
LUCK6
HP40
STA40
REC8
STUN8
RUN24
LEAP4
ENC90
Profession
Crafting 6, Athletics 5, Physique 5, Endurance 5, Business 4, Persuasion 4, Education 3, Streetwise 3, Fine Arts 3
Pick-up
Sailing 6, Melee 4, Awareness 3, Brawling 2
Perks
Trustworthy, Ingenuity, Blindly Stubborn
Gear
Crafting tools, Tinker's forge, Iron long sword, Hourglass, 50 crowns of components; 120 × 2d6 crowns
Standing
Equal (Skellige)
Lifepath
Spikeroog shipwright; built the ship herself; a rival clan claims the timber was theirs.
Teams of Four
Four teams of four: the classic table, each with a reason to stay together when the coin runs out.
The Wolf's Last Contract
Team of 4 · Monster-hunting crew, Velen
The team: A witcher of the Wolf school who no longer works alone: a doctor who brews her potions, a trapper who builds her snares and a bard who collects the old stories that tell them what they're hunting.
Morana of Kaer Morhen
Witcher · Witcher · Kaer Morhen
🐺
Defining Skill: Witcher Training 6 (INT). Fights a bog's worth of drowners up to her knees in mud at half the penalty anyone else would take.
One of the very few girls to survive the Trial of the Grasses at the Wolf school's keep; her mentor died on a contract she refused; hunts with a crew because she won't watch anyone else die alone.
Doctor Zofia Kmita
Human · Doctor · Velen
⚕️
Defining Skill: Healing Hands 6 (CRA). Has sewn up three witchers and more villagers than she can count, usually in a barn.
INT10
REF6
DEX8
BODY6
SPD7
EMP8
CRA10
WILL9
LUCK6
HP35
STA35
REC7
STUN7
RUN21
LEAP4
ENC60
Profession
Alchemy 6, Wilderness Survival 5, Deduction 5, Courage 5, Human Perception 4, Charisma 4, Resist Coercion 3, Small Blades 3, Business 3
Pick-up
First Aid 6, Monster Lore 4, Awareness 4, Riding 2
Crafting tools, Iron long sword, Lock, Small chest, 50 crowns of components; 120 × 2d6 crowns
Standing
Equal (the North)
Lifepath
Trapper's son from the Velen woods; built his first snare at six; the local lord fines him for poaching every spring.
Liliana Struna
Human · Bard · Novigrad
🎻
Defining Skill: Busking 5 (EMP). Earns the crew's bread money singing about monsters she's actually seen.
INT9
REF7
DEX8
BODY6
SPD7
EMP10
CRA7
WILL8
LUCK8
HP35
STA35
REC7
STUN7
RUN21
LEAP4
ENC60
Profession
Performance 6, Charisma 5, Persuasion 5, Human Perception 5, Fine Arts 4, Social Etiquette 4, Deceit 4, Streetwise 3, Elder Speech 3
Pick-up
Monster Lore 5, Education 4, Awareness 4, Small Blades 3
Perks
Trustworthy, Ingenuity, Blindly Stubborn
Gear
An instrument (fiddle), A journal with a lock, Belt pouch, Flask of spirits, Dagger; 120 × 2d6 crowns
Standing
Equal (the North)
Lifepath
Novigrad scholar's daughter; collects folk tales of monsters for a book; her father wants her home and married.
The Sorceress's Retinue
Team of 4 · Court of Lyria
The team: A royal mage of Lyria and the people who keep her alive at court: a secretary who sings, a bodyguard who doesn't, and a factor who buys her the things mages are not supposed to own.
Lady Ilona Veritz
Human · Mage · Lyria
✨
Defining Skill: Magic Training 6 (INT). Recognises any spell, specter or enchanted object put in front of her, and is rarely surprised by courtiers.
INT10
REF6
DEX6
BODY6
SPD6
EMP9
CRA7
WILL10
LUCK10
HP40
STA40
REC8
STUN8
RUN18
LEAP3
ENC60
Vigor5
Profession
Spell Casting 6, Social Etiquette 5, Grooming and Style 5, Resist Magic 5, Human Perception 4, Seduction 4, Education 4, Ritual Crafting 3, Hex Weaving 2
Lyrian guardsman; took a blade for Ilona at a masked ball; has never forgiven himself for the second assassin he missed.
Gaspard Fenn
Human · Merchant · Kovir
⚖️
Defining Skill: Well Traveled 6 (INT). Knows every smuggler, curio dealer and alchemist's supplier between Kovir and Toussaint by name.
INT10
REF6
DEX6
BODY7
SPD7
EMP9
CRA8
WILL9
LUCK8
HP40
STA40
REC8
STUN8
RUN21
LEAP4
ENC70
Profession
Business 6, Persuasion 5, Human Perception 5, Streetwise 5, Gambling 4, Resist Coercion 4, Charisma 4, Elder Speech 3, Small Blades 2
Pick-up
Riding 4, Social Etiquette 4, Awareness 4, Deduction 4
Perks
Trustworthy, Ingenuity, Blindly Stubborn
Gear
Merchant's tools, Writing kit, Journal, a mule and cart with 1,000 crowns of everyday goods; 180 × 2d6 crowns
Standing
Equal (the North)
Lifepath
Kovir trader's son; supplies Ilona's components; a debt to a Toussaint wine house he hasn't paid.
The Ash-Leaf Commando
Team of 4 · Scoia'tael cell, Brokilon fringe
The team: Three elves and a dwarf who fight a losing war in the woods, and who are no longer sure whether they are rebels, bandits or the last thing standing between their people and the noose.
Faolan Aep Siadhal
Elf · Man-at-Arms · Dol Blathanna
🛡️
Defining Skill: Tough as Nails 5 (BODY). Has fought three days running with an arrow in his thigh.
Mahakam miner turned mercenary; his brother was lynched in a Northern town; joined the elves for revenge and stayed for the company.
The Oxenfurt Lantern Society
Team of 4 · Student investigators
The team: Four students and hangers-on of Oxenfurt Academy who started out investigating ghost stories for a wager and now keep finding real bodies.
Erazm Kalina
Human · Mage · Oxenfurt
✨
Defining Skill: Magic Training 5 (INT). Expelled from the academy for an unlicensed summoning, but he can still tell a real haunting from a draughty attic.
INT10
REF7
DEX6
BODY6
SPD7
EMP8
CRA7
WILL10
LUCK9
HP40
STA40
REC8
STUN8
RUN21
LEAP4
ENC60
Vigor5
Profession
Spell Casting 5, Education 6, Ritual Crafting 5, Resist Magic 5, Hex Weaving 4, Human Perception 4, Social Etiquette 4, Staff/Spear 3, Grooming and Style 3
Oxenfurt laundress's daughter who sneaks into lectures; picks the archive locks for the society; a watch sergeant has her face sketched.
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.
The Hollow Crown Players
Team of 5 · Travelling bardic troupe
The team: A troupe of players touring the Northern Kingdoms with a cart, a stage and a play about a king who never existed, which every lord in the audience is sure is about him.
Maestro Tadeusz Wrzos
Human · Bard · Redania
🎻
Defining Skill: Busking 6 (EMP). Can fill a market square in any town in Redania in under an hour, and knows which squares to avoid.
INT9
REF6
DEX7
BODY6
SPD7
EMP10
CRA7
WILL9
LUCK9
HP35
STA35
REC7
STUN7
RUN21
LEAP4
ENC60
Profession
Performance 6, Charisma 6, Persuasion 5, Fine Arts 5, Human Perception 4, Social Etiquette 4, Deceit 3, Streetwise 3, Seduction 2
Pick-up
Leadership 5, Education 4, Awareness 3, Riding 3
Perks
Trustworthy, Ingenuity, Blindly Stubborn
Gear
An instrument (lute), Flask of spirits, Perfume/cologne, A journal with a lock, Hand mirror; 120 × 2d6 crowns
Standing
Equal (the North)
Lifepath
Former court player in Tretogor; dismissed for a satire about the king; writes the plays and lets the others take the risk.
Celestyna Róża
Human · Bard · Toussaint
🎻
Defining Skill: Busking 6 (EMP). Earns more in one evening's busking than the rest of the troupe in a week, and spends it faster.
INT8
REF8
DEX9
BODY6
SPD8
EMP10
CRA7
WILL7
LUCK7
HP30
STA30
REC6
STUN6
RUN24
LEAP4
ENC60
Profession
Performance 6, Seduction 5, Charisma 5, Deceit 5, Fine Arts 4, Human Perception 4, Persuasion 4, Social Etiquette 3, Streetwise 2
Pick-up
Dodge/Escape 4, Awareness 4, Small Blades 4, Gambling 4
Perks
Trustworthy, Ingenuity, Blindly Stubborn
Gear
An instrument (viol), Garter sheath, Perfume/cologne, Hand mirror, Gwent deck; 120 × 2d6 crowns
Standing
Equal (Nilfgaard)
Lifepath
Toussaint dancer; fled a betrothal to a much older knight; the knight's nephew follows the troupe.
Wit Ostrowski
Human · Craftsman · Temeria
⚒️
Defining Skill: Patch Job 6 (CRA). Can rebuild a collapsed stage, a broken axle or a split prop crown before curtain-up.
INT8
REF7
DEX9
BODY9
SPD7
EMP7
CRA10
WILL7
LUCK6
HP40
STA40
REC8
STUN8
RUN21
LEAP4
ENC90
Profession
Crafting 6, Fine Arts 5, Athletics 5, Physique 5, Endurance 4, Business 4, Persuasion 3, Streetwise 3, Education 3
Pick-up
Awareness 4, Melee 4, Riding 4, Courage 3
Perks
Trustworthy, Ingenuity, Blindly Stubborn
Gear
Crafting tools, Hourglass, Lock, Small chest, 50 crowns of components; 120 × 2d6 crowns
Standing
Equal (the North)
Lifepath
Carpenter from Maribor; built sets for the Vizima theatre until it burned; still blames himself for the fire.
Kasia Mazur
Human · Criminal · Redania
🗝️
Defining Skill: Practiced Paranoia 5 (INT). Works the crowd at every show and spots the watchman in plain clothes before the curtain goes up.
INT8
REF10
DEX9
BODY6
SPD9
EMP8
CRA7
WILL7
LUCK6
HP30
STA30
REC6
STUN6
RUN27
LEAP5
ENC60
Profession
Sleight of Hand 6, Stealth 6, Athletics 5, Deceit 5, Awareness 5, Streetwise 4, Pick Lock 4, Small Blades 2, Forgery 2
Pick-up
Dodge/Escape 6, Human Perception 4, Disguise 4, Gambling 4
Redanian army veteran; the cell's muscle and Wiktor's oldest friend; has a daughter in Tretogor he is not supposed to visit.
Lena Borowik
Human · Merchant · Redania
⚖️
Defining Skill: Well Traveled 6 (INT). Runs a real trading house as cover, and knows every merchant road, toll and bribe between Tretogor and Vizima.
INT10
REF6
DEX6
BODY7
SPD6
EMP10
CRA7
WILL9
LUCK9
HP40
STA40
REC8
STUN8
RUN18
LEAP3
ENC70
Profession
Business 6, Human Perception 5, Persuasion 5, Charisma 4, Resist Coercion 4, Gambling 4, Streetwise 4, Education 4, Small Blades 2
Pick-up
Deceit 5, Awareness 4, Social Etiquette 4, Deduction 3
Perks
Trustworthy, Ingenuity, Blindly Stubborn
Gear
Merchant's tools, Journal, Writing kit, a mule and cart with 1,000 crowns of everyday goods; 180 × 2d6 crowns
Standing
Equal (the North)
Lifepath
Merchant's daughter with real debts; the service paid them in exchange for her service; she's started making a profit and wonders whose it is.
Teams of Six
Two full companies: big enough for a whole table, with every role covered and plenty of reasons to argue.
The Grey Banner
Team of 6 · Free company, Aedirn
The team: A mercenary company of six that hires out to whoever pays: three soldiers, a surgeon, a priest of the Eternal Fire and an armourer, held together by a captain who believes in nothing but the contract.
Captain Zbigniew Tur
Human · Man-at-Arms · Aedirn
🛡️
Defining Skill: Tough as Nails 6 (BODY). Has led the company through three campaigns with an arrowhead still lodged in his shoulder.
Chaplain of the Eternal Fire; preaches fire and duty; his faith is cracking after what he saw at Sodden.
Marta Kowalczyk
Human · Craftsman · Aedirn
⚒️
Defining Skill: Patch Job 6 (CRA). Keeps the company's armour together with rivets and leather in the field until the next town.
INT8
REF7
DEX8
BODY10
SPD7
EMP6
CRA10
WILL8
LUCK6
HP45
STA45
REC9
STUN9
RUN21
LEAP4
ENC100
Profession
Crafting 6, Physique 5, Endurance 5, Athletics 5, Business 5, Streetwise 4, Persuasion 3, Education 3, Fine Arts 2
Pick-up
Melee 5, Awareness 4, Riding 3, Brawling 3
Perks
Trustworthy, Ingenuity, Blindly Stubborn
Gear
Tinker's forge, Crafting tools, Mace, Small chest, 50 crowns of components; 120 × 2d6 crowns
Standing
Equal (the North)
Lifepath
Aedirnian smith's daughter; joined after her forge burned; owed money by half the company.
The Imperial Survey of Gemmera
Team of 6 · Nilfgaardian survey expedition
The team: An imperial expedition charting the ruins of old Gemmera: a mage, a soldier, a merchant, a doctor, an engineer and a bard to write it all up for the Emperor.
Magister Eirlys var Corran
Human · Mage · Nilfgaard
✨
Defining Skill: Magic Training 6 (INT). Identifies Elder-era spells and wards at a glance, which is the whole reason the Empire paid for this trip.
INT10
REF6
DEX6
BODY6
SPD7
EMP8
CRA7
WILL10
LUCK10
HP40
STA40
REC8
STUN8
RUN21
LEAP4
ENC60
Vigor5
Profession
Spell Casting 6, Education 6, Resist Magic 5, Ritual Crafting 5, Hex Weaving 4, Human Perception 4, Social Etiquette 4, Staff/Spear 2, Grooming and Style 2