Mantle - Witcher


Witchers (Supernatural Scale)

Indeed, there is nothing more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft. They are unscrupulous scoundrels without conscience and virtue, veritable creatures from hell capable only of taking lives…
- Monstrum, or a Portrayal of Witchers, Anonymous

A Witcher (Polish: wiedźmin) also known as a wiccan, hexer, vedymin, or witchman (Elder Speech: vatt’ghern), is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at “witcher schools” such as Kaer Morhen) in preparation for becoming an itinerant monster slayer for hire.

Taken in as children, witchers-to-be are subjected to intense alchemical processes, consumption of mutagenic compounds, and relentless physical and magical training to make them dangerous and highly versatile against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully trained witcher is a mutant built specifically to hunt and kill inhuman prey.

Witchers start out at the Supernatural scale but, if they survive long enough, have been known to attain Otherworldly scale.


Witcher: [ ] [ ] [ ] [ ] [ ]

Mark one of the condition’s five boxes to access your mantle’s power, as detailed in your stunts. Recover one box at the conclusion of any scene in which you did not use the mantle’s stunts or spend a full scene in meditation without interruption to regain two boxes. You also recover two boxes at the beginning of each session.

Unwanted Attention (sticky): [ ]

Mark this condition when you are seen in public performing feats well beyond human norms or otherwise causing mass chaos. As long as this Condition is marked, you are at risk of being recognized and attacked by the superstitious & intolerant peasantry. You gain an aspect related to the chaos you caused, and the GM gets one free invoke. Recover this condition after spending a scene dealing with your “Unwanted Attention”, be it a physical conflict or a social encounter.


Witcher Physique:

When brute strength or sheer speed is requisite, call upon your nature to gain a bonus of +2 per box of Witcher marked. Furthermore, any physical actions taken may (per the GM) include scale (page 182) regardless of whether Witcher is used.

Witcher Recovery:

Outside of a conflict, mark a box of Witcher to treat a sticky condition relating to physical injury as if it were fleeting.

Witcher Signs

Choose two different combinations of approach and action, then name the effect associated with them. A defend action with Force might be a “Sign of power,” or an attack with Guile a “Shadow Sign.” Either combination grants +2 with scale (page 182) determined by the GM.


Bear School:

Raised in a harsh, merciless mountain environment has given the Bear witchers extraordinary endurance, even compared to their brethren from other schools. Mark one box of Witcher to absorb two shifts from a physical attack.

Cat School:

The Cats developed fighting styles focusing on speed, precision, and agility. Gain +2 to use Haste to defend or create an advantage.

Griffin School:

Griffin school has an emphasis on the use of magic. You are versed in a more powerful variety of Sign magic. You may check a box of Witcher to add an additional +1 to an action that utilizes one of your Signs.

Viper School:

The Vipers were trained on twin small blades and an assassination-based approach to killing monsters. Their fighting style featured sinuous, unpredictable movements using the two blades (“fangs”). Gain +2 to use Guile to create an advantage related to poison or while wielding two blades in ambush.

Wolf School:

Witchers of the school of the Wolf focused on honing their sword skills more than anything else. Gain a +2 Haste to attacks when wielding a sword.

Additional Signs:

Choose a third combination of approach and action, per the Sign Magic stunt. Although this stunt may be taken repeatedly, the same combination of approach and action may not be repeated.

Deep Research:

Spend a scene deep in research and you may declare that you have a level of scale (page 182) against a supernatural opponent during the scene but must choose only one type of action to which your scale applies: attack, create an advantage, or defend. This only applies once per session. Under certain circumstances the GM may require an overcome roll or a side quest to achieve the knowledge depending on the foe.

Mentally Fortified:

Long evenings battling grotesque horrors have steadied your mind. You may mark a box of Witcher to absorb 2 shifts of harm from attacks that represent attempts to cause fear or mental distress.

Witcher Alchemy:

Witchers always possess a number of useful Potions, Mutagens & Elixers. Once per session, describe one of these potions and create an ad hoc stunt effect related to its function, which you may use for the rest of the scene. Work with the GM to determine the specifics according to the guidelines on page 114. If the effect you desire is powerful, the GM may charge a fate point for its use, at her discretion.

Created by: HumAnnoyd


Mantle - Witcher

Dresden Files Accelerated: Emerald City: Requiem HumAnnoyd