The rap of Geralt’s fist echoed through musty, empty corridors and up dusty stairs. Despite the relative lightness of his contact, the door shook in a way that suggested neither bar nor bolt. If he so chose, Geralt could simply walk right in. A minute’s wait resulted in no response to his entreaty, an eventuality as disappointing as it was predictable. Yet, the smoke spiraling upward from the chimney suggested someone’s presence, perhaps to be found in the workshop the Witcher caught a faint glimpse of on the little castle’s second floor.
“This is a terrible idea…” Geralt muttered to himself as he reached out and pushed against the door, wondering why he always did these things. They almost never ended well. He was asking for a fight by doing this.
Moving cautiously, Geralt made his way through the interior. No winding labyrinth, it provided a straight path down the main hall, its handful of small side chambers all readily viewable thanks to their open -if not torn off- doors. A few, with purposes more in line with the wellbeing of whatever lowly viscounts might once have inhabited the place, had gone to ruin. In fact, the current tenant of the place seemed wholly dedicated to functional rather than formal affairs, judging by the neglect or outright damage of paintings, furniture, and the like. In one room, about halfway between the parlour and the curved staircase, Geralt found a supply of his sought-after wolfsbane among a collection of other herbs and gathered materials, few of which proved recognizable. He could not tarry long before his ascent, however, and with nerves at the ready Geralt soon reached the second floor.
There, an expansive alchemical laboratory awaited him. Full of devices, tomes, apparati, and random items, it was a dangerous mess, but nothing so much as the creature bent over a desk on the far side, next to a surgical rack. Wind flooding in from the open balcony wafted the Witcher’s scent his way, and after seizing up for an instant the werewolf turned his way with a snarl. His keen eyes recognized the intruder as a threat, but the beast did not attack, nor did he flee. Instead, he bared his teeth as a warning for Geralt to turn back.
Putting out a single arm in a halting gesture, Geralt stared down the werewolf. “Hold, not here to fight. Just wanted to talk, see if there’s a…peaceful solution to this. People have put out a contract for you. From what I heard, though, you’re not what they think you are.” The Witcher didn’t find himself intimidated by the beat-like creature in front of him, but he wasn’t entirely confident that this wouldn’t end in a fight, either. He just hoped that his counterpart was equally interested in a bloodless end to the drama.
A bitter look crossed the werewolf’s ugly, blue-furred face, albeit hard to identify thanks to his inhuman features. He relaxed his jaw a touch, then placed one clawed mitt against his throat. Someone as cunning as Geralt could put the simple gesture together: this monster’s physiology wasn’t built for speaking. Much plainer, however, was the wolf’s clear distaste for it. With formal human pants crammed on and braided locks of fur on his head, Sabrewulf evidenced a clear wish to be more human. As Geralt watched, his muscles twitched, and with a growl the beast reached for a bottle of murky yellow liquid on the desk and greedily swallowed it down. Then, a shoving motion, urging the Witcher to get lost.
Geralt sighed at the rejection. He clearly wasn’t in the mood for idle chit chat, not that such a thing was possible for him, apparently. Geralt assumed it was a ‘him’, that is. Shaking his head, Geralt tried reasoning with him. “They’ll only keep coming. Surely you know that? If I’m right, you won’t be gone with the week’s end, and that’ll only make them more curious. Maybe they’ll figure it out and leave you alone, but most folk...aren’t that type. They see a monster in front of them and they yell for the brave heroes to kill it, to save them.”
A rattle escaped the wolf--or was it a sigh? Either way, his manner suggested he knew the reality of his condition all too well. Just how long had this man been like this…?
He seemed to deflate a bit. “If you really want me to leave, I’ll go and spin some tale. But if you’d prefer...I might be able to help. Curses are powerful magic, sure, but I’ve broken plenty of ‘em in my time. Wouldn’t be easy, given that you can’t talk, but...I’ve dealt with harder, I dare say.” He took a step back and crossed his arms across his chest, giving the werewolf his leave to respond as it saw fit.
The instant Geralt mentioned breaking a curse, Sabrewulf turned his full attention on him. Seizing a scrap of perchment, he dipped his claw in an inkvat and scrawled something before sprinting the Witcher’s way on all fours. With an earnest grunt the monster thrust the parchment in Geralt’s face. What do you know? it read, in a barely-legible affront to the English language.
Geralt’s face screwed up a bit at the question. Deciding to be honest, he shook his head. “Each curse is different. No way will work twice, it all depends on what originally made you this way. If I can figure that out, though...well, I’ve done it before. You’d be the third werewolf I can recall breaking the curse on.” His voice tinged with optimism, Geralt nodded confidently.
A dubious noise issued from the wolf, who made his way back to his desk and quickly wrote something else out. Disease, lycanthropy, it read. Geralt could also read Sabrewulf’s blood pumping faster, the excitement of a twinge of hope egging on his heart.
Geralt’s head cocked at that. “Wait, disease? Not a curse? Damn, can’t be thinking of home at a time like this, different worlds must have different rules. Alright, can you tell me how long you’ve been this way? Or how you contracted it in the first place? I can still work from there, alchemy’s another strong suit of mine. Might be I could cook up some potion or some other treatment for you.”
He started looking around the lab, taking note of what he’d seen downstairs and what he was looking at now. Was this werewolf using wolfsbane to treat himself? If so, it was a clever, if risky, attempt at a treatment. Not that its regeneration would be slowed by anything other than direct blood exposure to the plant.
To answer Geralt’s questions, Sabrewulf first held up his claws, flashing ten, then ten, then ten again, then again and again and again. His reply might not have been the most accurate, but the implication was there: a long time. Were he able to speak, he’d be able to recite what he heard from the mechanical CEO of Ultratech: his was the longest-running and worst-suffering lycanthropic existences on record. After a brief pause, he addressed Geralt’s second question by viciously biting the air and then grasping his throat. The move left some ambiguity, but the Witcher could infer that he’d been bitten by a werewolf himself.
Geralt nodded, his brows furrowing in thought. “So...another werewolf made you this way. I wonder how it came to become a werewolf, or how far it goes back. Where I’m from, werewolves come from curses, powerful magic based in ritual and belief. By tracking the origin of that curse and destroying it, or performing some ritual, you can break the curse. Happens with other creatures, too, but those aren’t important...or...hmm. An old myth about vampires says that if you kill the master vampire, the one who turned the others, you can free the people in their thrall. Wonder if it’d work for you. Do you know who bit you?” Geralt was starting to get on a roll, chin in his hand as he thought up potential solutions.
Looking helpless and frustrated, Sabrewulf gave a loose shrug. Abruptly he left Geralt and padded over to a board of pinned-up papers and pointed out a sketch of another werewolf. It also wore pants, and sported long, flowing fur. Clearly, Sabrewulf had enough time to think of just about everything related to his condition.
Geralt gave the sketch a close look, but all he saw was a werewolf wearing different pants. Sure, if given some time he could really memorize the look, but...well, a werewolf wearing pants was a pretty unique descriptor already. Geralt was sure he’d be able to tell the difference between the two if he really needed to. Nodding, Geralt looked at the werewolf in front of him. “Do you have any idea of where he might be? I could go looking for him, maybe even...deal with him for you. Unless you’d prefer to do that yourself, that is.” He figured he’d at least offer the choice.
Though his features masked his expression, it wasn’t the hardest thing in the world to tell that Sabrewulf was giving Geralt a strange look. Why in the world would someone just waltz along and try to be such a hero? The man seemed to be going out of his way to help Sabrewulf, even if he harbored no clue as to how to actually remedy his condition. While a cooperative spirit who wouldn’t try to kill him provided a breath of fresh air, it was apparent that Geralt couldn’t ultimately aid in Sabrewulf’s goal. The beast gave a resigned murmur and scratched out on a piece of paper ‘Thank you but not help. Do what you like’, going as far as to work in capital letters.
Geralt sighed. It wasn’t uncommon that people didn’t want his help, or thought that he couldn’t help them. In this case, though...the werewolf might actually have been right. This was a different kind of situation than he was used to dealing with. Sure, maybe with time and research he could figure out some way to suppress the lycanthropy, but he didn’t quite have the luxury of sticking around to cure somebody who’d already given up hope. He had to find his way home.
“I’d like to take that sketch of yours. See if I can’t track him down myself and get some answers.” Geralt figured that it was the least he could do, see if he ran into the other werewolf during his travels.
Sabrewulf obliged him, then returned to his work. There would be no balm for him this day, but meeting with someone who displayed a genuine want to help made him feel ever so slightly better. What to do next, however, lay with Geralt.
As Geralt made his way through the forest, he made sure to keep a close eye out for the telltale signs of wolf activity: scat, gnawed bones, tracks and the like. The werewolf's lair wasn't that far away now, so it seemed like here was the best place to really do some searching. Hopefully this werewolf would be like the others he'd dealt with, and an upsurge in local canine activity would accompany the cursed beastman.
His instincts proved correct once more, and Geralt found himself standing over a mostly broken, chewed up leg bone, surveying his surroundings. Picking up the bone, he gave it a sniff, only to sigh as his nose failed him yet again. "Must be something in the air here....damned nose hasn't worked right since I showed up." Abandoning that line of thought, Geralt gave a closer look, finding a few scattered bone chips and pieces that, if you thought about it hard enough, could point vaguely in one direction. Giving a sigh and a shrug, he took off that way, looking again for his temporary quarry.
After a short while, Geralt found his luck held, and he came across a few footprints which led him to a quartet of wolves tearing into a deer. Smirking, the witcher knelt, drew his hand crossbow and took a deep breath. Lining a shot up with the heads of one of the wolves, he left his steel sword laying next to his leg, ready to be picked up once he'd taken his shot.
The sound of a bolt flying through the air halted the wolves' feast as one of the four stumbled and collapsed to the ground in a dazed and dying heap. The remaining three wolves all looked around before one howled and charged, Geralt grabbing his sword and stowing his crossbow. It was time to thin the pack.
As the first wolf leaped at him, Geralt spun to the side, swiping his sword upwards through the air and tearing a massive line through the wolf's stomach and side, causing it to fall over as soon as it landed. The second charging wolf broke off to the side as the third came from the front, taking advantage of their numbers to overwhelm him. It did them no good, however, as Geralt growled and ran directly at the wolf in front of him, swinging his sword in a low arc and severing the right foreleg of the beast, which whimpered as it fell.
The final wolf looked at the carnage around it, at its fallen packmates, and growled and Geralt before turning tail and sprinting off into the woods, likely to find its way back to its pack and warn them of the danger. It wasn't necessary, Geralt thought, as he cleaned his sword off and walked over to the wolf missing a leg.
It growled and snapped at him as he came close, and Geralt let out a breath of pity. He preferred clean kills not just because they were easier, but because he genuinely disliked seeing animals in pain. He needed something from this animal, however, so he shook his head and drew his hunting knife while grabbing a hold of the wolf's neck from behind as it tried to adjust to not only the loss of a limb, but the loss of so much blood.
It took him a little while to skin the wolves, grab enough fat to make a few batches of oil, and even take a few small cuts of meat along, but Geralt found himself at the edge of the trees after a short while, staring at the castle and the relative emptiness surrounding it. As he traveled, he tried to keep an eye out for wolfsbane as well, but he was either looking in the wrong spot, or there was none to be found. It was a shame, but he'd have to worry about it later. His hunch had him wondering if it would be necessary just yet.
Finally approaching the castle, Geralt narrowed his eyes at the noises he heard and the damage he saw to the castle exterior. Taking a breath, he approached the doors of the castle, deciding to take the direct approach. Werewolves could be reasoned with, just like any other person.
It just....wasn't always quite as easily said as done. But Geralt wasn't one for taking the easy path when there was a better one available. No, he was as stupid as he was brilliant sometimes. He pounded a fist on the door, calling out to whomever was inside. "Hello? I'm looking to talk. Don't want any more needless bloodshed."
Geralt gave another nod to the houndmaster as he passed by, going over the information he’d been given in his head. Out of everything, the hope of perhaps finding wolfsbane with the weekly regeneration was really his best bet, small a hope as it was. Even if he could find it, however, he’d still have to hunt down a few wolves for their fat if he wanted to make the blade oil he wanted. He’d take any information the guild members might have, hoping to at least narrow down the places he had to look for its lair, and to see if the local canine populations had been getting more rowdy. That was almost always a sure sign of a werewolf’s presence.
Making his way to the Guild proper, Geralt thought over his options in his head. The houndmaster was right about the best way to take down the werewolf, for sure: bleeding it out. If he couldn’t get the ingredients for his oil, he’d have to rely on targeting its softer parts, drawing deep wounds and making the beast drain itself dry.
Lost in thought, the witcher found himself at the guild’s desk in the span of just a few short moments. With her faithful palico friend by her side, the Guildmarm handled the lion’s share of quest distribution, and the meticulous records maintained by herself and her team catalogued the vast majority of flora, fauna, and phenomenon to be found throughout any of the Land of Adventure’s iterations. No matter what the bizarre region threw her way, the bookish lady and her cats were ready to commit it to paper. After a short while spent accepting the quests returned by those returning from their morning ventures, and assigning rewards to be doled out of the guild treasury, the Guildmarm noticed Geralt as he stepped up to the counter. Instantly the young woman went flush, and after a moment straightening her hat she greeted him. “G-good morning, master witcher! What can I help you with?”
Geralt had to suppress a chuckle. While he’d normally be...flattered...by the attention, he was more concerned with the job at hand. How odd for him, to not allow himself to be sidetracked by conversation or some silly card game. It felt like an eternity since he’d sat down with Zoltan or Dandelion and played some Gwent.
“Looking for a werewolf. Supposedly one’s shown up a little ways up North, and I was looking to see if anybody’s posted a request to have it dealt with.”
The mention of a job got the Guildmarm focused, and in an instant she’d slammed the heavy logbook into the table and started rifling through the day’s dealings. “Wolf...wolf..wolf..” she murmured aloud, tracing along the page with a fingertip. It didn’t take her long to find. “Aha!” Spinning the tome around, she slid it across the desk toward Geralt. Close to the bottom, in the ‘E’ section of the Guild’s A-G scale, lay an investigation prompted by someone known as the Monster Rancher. “Bipedal wolf, blue in color, sighted roaming the woods not far from this little castle thing that sprung up. Four Swords went out to try and hunt it, but it sent ‘em packing. Fast, vicious, and really smart. Sound about right?”
Responding with a grunt, Geralt looked over the request. “E, huh? That’s fair. Werewolves are a dangerous bunch. Reward ain’t bad, either. Alright, I’ll take it. Got one question for you, though: wolfsbane, know where I can find it? I’ll need some to make the job go a lot more smoothly.” He didn’t add that he’d also need canine fat, that in and of itself was easy enough to get, especially with a werewolf in the area.
With an odd smile, the Guildmarm replied, “As luck would have it, scouts reported lots of unusual plant growth near the castle where the werewolf was sighted. Herbs, flowers, the like. If the Four Swords are to be taken at their word, the wolf was actually gathering some itself when they arrived. Weird, huh? Wonder if it’s adapting to the sudden shift in ecosystem…?” The Guildmarm seldom went long without thinking about her ecological studies.
Geralt’s face screwed up at that. Was the werewolf still sentient while it was shapeshifted? Could that be part of this world’s strange rules that he’d yet to fully get a grasp on? Quite possibly. “Near the castle, then. I’ll have to be careful, beast sounds clever. Thank you for the help, ma’am. I’ll be off.” Bidding the Guildmarm farewell, Geralt made his way out of the guild hall, thinking over his plan of attack. He’d have to see what those herbs were that the werewolf was seen picking, then he’d have to confront the monster itself.
While it wasn’t unheard of for werewolves to retain some control of themselves while transformed, it was rare to hear of one so apparently put-together as to gather herbs and plants, even if only for decoration. Their minds usually went to slaughter and destruction, not alchemy.
He didn’t have much to prepare, thankfully: a benefit of his nomadic lifestyle being that he was almost always ready to move at a moment’s notice. “The castle...wonder if it’s holed up nearby, then. Wouldn’t do to put itself too out in the open, especially in a world like this with hunters and warriors everywhere in sight.” He mused to himself, beginning his journey towards where the last apparent sighting had been.
Geralt groaned internally as he was surrounded by locals and admirers, part of him wondering why he'd been bothered by the scorn and insult of peasants in the past. If this was fame, truly he wanted to be ignored. Nonetheless, he treated them with enough respect and caution to not upset anybody: the last thing he needed was to get gored with a pitchfork again. Death, as it turned out, had not been pleasant, nor was his resurrection.
The houndmaster's greeting was met with a nod and a shrug. "Just rumors of a werewolf rearing its ugly head a bit of a ways North of here. I'll have to give quite some effort for this one, unfortunately. I'm lacking most of what I'd normally use to take one down. Regeneration factor that outclasses my own, and they're strong, too. Shame I can't find any wolfsbane around these parts, or I'd be able to make some blade oil to handle this one."
Realizing he was rambling, Geralt offered a small smile and gave a look around the yard. "Anything interesting happening here lately, or is it just the usual?"
The host is slightly taller than normal, thought not by much. His hair is a pale strawberry blond, and his armor is now a suit of half-plate, with his legs and arms covered by leather underneath the plates on his thighs and forearms. He looks a bit more youthful, though a tinge of madness still peaks through his bright, blue eyes. From the shoulders of his gear extend two half-capes of a slightly translucent white material that is mistakable for silk when dry. Personality-wise, Geralt is a bit conflicted. He seeks to do what is right, and while he does not agonize over following orders, he has a bit of a rebellious streak in him, and revels in a challenge.
As LCCB Assistant Manager, the host is adorned in riot gear, wielding a riot shield and a pistol. His orange-white hair is voluminous, flowing down to his hips.
As Ardor Blossom, the host has gained a noticeable amount of size, his skin has darkened and become hardened and scaly. His armor has transformed into a heavy tan jacket with a black undershirt, and he wears orange pants beneath it. His eyes are a bright orange, while his hair has become a darker orange. In this form, Geralt has rudimentary draconic wings that can be used to lengthen his jumps and buffet enemies with wind, but not fly. He has grown large horns on either side of his head, and his hands end in vicious claws. His demeanor is more dour and quicker to anger in this form.
Personality: Geralt is, for all intents and purposes, a mercenary, and thus he often comes across as aloof or uncaring. However, Geralt is a strong believer in equality among sentient creatures, as well as justice. He often betrays his contractors if he discovers that the monster he has been hired to slay is not a threat, or circumvents the details of his contracts to meet a non-violent resolution if one is possible. He is well-known throughout Skellige, the Northern Realms and the Nilfgaardian Empire as a fierce and loyal friend, willing to traverse through veritable nightmares for those he holds dearest. The Orphan of Kos left a deep wellspring of rage within Geralt, leaving him prone to bouts of rage. His personality is more calm and in control, much less inclined to fly off the handle into a rage with the fusion with Ishmael, but also more critical of allies. He seeks to do what is right, and while he does not agonize over following orders, he has a bit of a rebellious streak in him, and revels in a challenge.
Background: Born to a sorceress and a warrior, Geralt was brought to “Witcher School” as a young boy. After surviving the Witchers’ rite of passage, the Trial of the Grasses, Geralt voluntarily underwent a series of experimental mutations which killed all other subjects. He managed to survive these experiments, however, and became a Witcher unlike any other.
Geralt has fought all manner of creatures, from wyverns to kings to trolls and vampires. He was killed once, only to reappear years later with no recollection of his past, though he likely won’t be able to recreate this feat without a powerful sorceress at his side. Speaking of powerful sorceresses, Geralt has romanced two: Triss Merigold and Yennefer of Vengerberg. His fate was once sealed to Yennefer’s by a Djinn, but the two recently severed their magical bond and affirmed their love to be unbroken by the loss of that magical tether. His daughter figure, Cirilla, looks up to Yennefer as a mother, as well.
Job: Witcher
Specialty: Monster Slayer
Level: 14
Experience: /140
Abilities:
Quen Sign (Witcher) - produces two types of shields capable of absorbing and dispersing large amounts of kinetic energy before explosively shattering, sending foes reeling. The first is passive and offers lesser protection, while the second requires an active concentration and is capable of weathering greater stress. Starter Power.
Igni Sign (Witcher) - launches a burst of extremely hot flames, capable of bubbling flesh on contact, heating metal red-hot, and igniting flammable gasses in the air. It is a versatile Sign, capable of being used at varying levels of power. It can be used for mundane tasks such as lighting campfires, as well as in combat to damage enemy armor or light them aflame. If Geralt focuses his concentration, he can spout a continuous stream of fire to focus the damage on a specific area or target. Level up Power.
Yrden Sign (Witcher) - places a magical trap with one of two configurations. The Area Trap slows enemies that enter a circle with a radius of approximately one and a half meters. Additionally, any spectral enemies within the trap are forced into a more corporeal form, increasing their vulnerability to damage from physical sources (such as bombs and silver swords). Lasts for twenty seconds. The Glyph of Warding places a Visible Glyph on the ground which actively attacks hostile creatures and can destroy airborne projectiles within a ten-yard radius. However, the glyph can only attack approximately three times per second, and its attacks are not particularly powerful. Lasts for fifteen seconds. Level up Power.
Axii Sign (Witcher) - A simple, yet quite unbreakable but effective sign, Axii assails the foes mind and bends them to the user's will. In combat, the sign serves one of two purposes: stunning an opponent, or, when focused on more actively, controlling an opponent in combat. Stunning an enemy is as simple as making the sign, and the attack will overwhelm the enemy's mind and leave them too disoriented to coordinate themselves for a period of about seven seconds.
Overriding an enemy's mind and controlling them is a much more difficult task. Typically impossible on more mentally resilient enemies (usually boss or mini-boss level), Axii nonetheless can wreak havoc on a group of foes if they're not expecting to have to fight one of their own. It also serves a second purpose of taking the heat off Geralt if he's surrounded. Oddly enough, many enemies seem to be even deadlier when being puppeted by the sign. Whether the effect of a removal of some inhibition, or even breaking the biological inhibitors that adrenaline deactivates (in humans, at least) is unknown. It's simply...known, that enemies controlled by Axii are deadlier than they would otherwise be.
Outside of combat, Axii must be maintained much more actively to produce anything more than a simple command. However, Geralt can use the sign to give complex orders to an individual. Of course, if others see him doing this to their friend, it tends to go over poorly. A few peasants may have lost their teeth or their lives trying to fight Geralt when he foolishly used this sign with others witness to what he was doing. Others...wisely ran in the opposite direction. Level up power.
Aard Sign (Witcher) - Force incarnated, Aard produces a roughly cone-shaped blast of concentrated telekinetic energy, capable of forcing even hearty wyverns to stumble. It's also been known to knock barriers aside, blow open locked doors (Or sometimes knock them right off the hinges!), and knock grown men clean off their feet.
Creatively applied, Aard can also produce a smaller and somewhat less powerful circular blast of force around Geralt, typically only strong enough to force men to stumble or risk losing their footing, rather than knocking them down outright. Level up Power.
Second Life (Witcher) - When Vitality reaches 0, you become temporarily invulnerable and regenerate 100% Vitality. The effect can only be triggered once every 180s. Level up Power.
Eldritch Lightning (Orphaned God) - Allows the host to call forth waves of electricity with a scream. From the Orphan of Kos Spirit.
Hateful Flesh (Orphaned God) - Allows to pull the Orphan’s cleaver from within himself at a moderate health cost. The heaviest of his three weapons, it possesses an edge of siderate, a mineral said to have fallen from the great beyond, and rather than men or monsters, it deals extra damage to eldritch and spectral enemies. The host can pull clumps of extremely volatile tissue from the cleaver, which can then be used as contact explosives. From the Orphan of Kos Spirit.
Identity (LCCB Sinner) - allows the host to switch out his current set of weaponry, equipment, and proficiencies to a different loadout, with additional identities available via level investment. Spirits applied to an identity will only affect that identity. This comes with the identity LCCB Assistant Manager, which comes with a set of riot armor that resists blunt and explosive damage, a tall ballistic shield, a pistol that shoots tremor-inducing Quake Rounds, and associated skills.
Identities:
LCCB Assistant Manager- comes with a set of riot armor that resists blunt and explosive damage, a tall ballistic shield, a pistol that shoots tremor-inducing Quake Rounds, and associated skills.
Ardor Blossom Star- An E.G.O. Identity. Replaces all equipment with and orange coat, orange-and-black-striped short dress, black leggings, and boots alongside flaming moth wings, granting the ability to lob explosive fireballs at enemies. The fireballs can cause Burn, and if he puts more power into them, he can launch more fireballs albeit with a random spread. If she strikes an enemy she burned, it will cause an explosion of three more explosive fireballs that fly in random directions.
Ardor Blossom Identity Ability - Ground Shaker (Dark Dragon) - A powerful stomp that unleashes a wave of heavy dark explosions forward, although it must by charged by dealing damage. From Barbatos's Spirit.
Ardor Blossom Identity Ability - Shuriken Shower (Ninja Dragon) - Summons a rain of 14 shadow-infused ninja stars in an area, though this must be charged by dealing damage. The 14th star deals 58% more damage, and this ability also energizes the host and nearby allies, decreasing stamina usage and boosting stamina regen. From Shinobi's Spirit
Brain Eater (Psi General) - Allows Geralt to permanently copy psychic abilities via aggressive grappling of other psychics' heads. Only psychic abilities can be taken for his own. From Karen Travers Spirit
Foul Legacy: Raging Tide (Fatui Harbinger) - Allows the host to enter a melee stance endowed with weapons of pure Hydro energy. This allows him to execute quick attacks with dual blades, or stronger attacks with a joined twinblade. All attacks in this stance apply the Wet status, and critical hits apply Riptide, which deal additional Hydro attacks when triggered. From Tartaglia's Spirit
Demon Fang (Paladin) - Sends a cutting shockwave along the ground to deal unaspected slash damage. From Flynn Scifo's Spirit.
Basic Spells (Paladin) - Grants two basic spells, First Aid and Luminant Scythe. Each spell requires two seconds of uninterrupted channeling to cast, and require about as much stamina as casting a Sign. First Aid heals an ally for 25% of their maximum HP, while Luminant Scythe summons two angled rings of light to surround an enemy, along with four orbs of light which all crash into an enemy, dealing medium holy-aspected damage.
Advanced Artes (Paladin) - Grants two more advanced abilities, Guardian Field and Holy Lance. Each ability costs roughly the stamina required to cast two Signs in short order, slightly exhausting Geralt after use and requiring a period of roughly fifteen seconds before he uses any costly abilities again, otherwise he risks severe physical exhaustion and an even longer period before he can use abilities. Guardian Field creates a ten-foot diameter field of blue light around Geralt, which damages enemies and heals himself and all allies within for 10% of their maximum HP over a period of three seconds. Holy Lance requires five seconds of uninterrupted channel time, after which it summons six lances of holy light, five around the target and one above. The five lances rapidly crash into the target in succession, each stunlocking the target in place for about half a second, and the final lance strikes into the target with tremendous force, knocking them up and back.
Skills:
Extreme Poison/Disease Resistance (Witcher) - Geralt is immune to all but the absolutely deadliest poisons, which allows him to utilize the Witchers’ deadly concoctions as medicine, where they would normally destroy a normal human’s body in minutes. Starter Strength.
Superior Regeneration (Witcher) - While not enough to regenerate lost limbs, Geralt possesses regenerative abilities far beyond that of any human being. He can survive wounds that would be fatal to regular humans because he can simply heal them quickly enough to not die from them, and other, non-lethal wounds disappear significantly more quickly than they would for anybody without an absurdly powerful healing factor. Starter Strength.
Encyclopedic Knowledge (Witcher) - Geralt’s mind is a trove of knowledge, owing to his advanced age, wealth of experience, and quick wit. He houses a nearly encyclopedic knowledge of the various potions, bombs, and oils he can create. He can easily and readily identify the ingredients to these, though they are not always readily available, of course. Along with that knowledge, Geralt also knows the names, appearances, behavioral patterns, and weaknesses of every type of monster to roam the Continent, though this knowledge is of less use against creatures he hasn't researched or fought, including humans. He can, of course, use this knowledge to approximate what may work against any monsters he comes up against. This knowledge is also useful in performing autopsies, though Geralt lacks the proper tools to perform all but the most basic autopsies. This knowledge also pertains to investigating and breaking curses, though those are often unique cases based as much on knowledge of the creature as they are knowledge of the personal circumstance. Level up Strength.
Witcher Physiology (Witcher) - Geralt's mutations as a Witcher grant him a number of attributes that make him stand out from ordinary humans. His strength, reflexes, durability, speed, and endurance are enhanced well beyond that of the average person's. He is strong enough to stand toe-to-toe with a troll, fast enough to race a wolf, agile enough to dodge an arrow, and sturdy enough to...stand toe-to-toe with a troll. His nose rivals that of a bloodhound, allowing him to track scents he can get a good read on. Overall, a Witcher stands beyond an ordinary human in ways few can match. Level up Strength.
Protective Instincts (Witcher) - Geralt's time in the maw has reawakened the instincts that once drove him to wage a war to rescue his daughter. When an ally of Geralt's is in danger (by his perception, so just fighting a few weak enemies wouldn't suffice as a trigger) or has been previously harmed by an enemy, Geralt is strongly motivated to protect or avenge them. He becomes faster, stronger, and more resilient (mentally and physically) when he is fighting directly on the behalf of or for the safety of others. Maw Strength.
Famine (Maw Reward Skill) While hungry, gain speed boost and stamina regain that ramp up the hungrier you are. Maw Strength.
Mutation Resistance (Witcher) - Owing to Geralt's history of taking (alchemically sanitized) monster parts into himself for power prior to Galeem's combining of the worlds, he has now gained a sort of resistance to the negative effects of Spirit Fusion. When Fusing with a Spirit, Geralt reduces the effects of any weakness they may impose. Fears become general aversions, and damage vulnerabilities are reduced in severity, for example. Level up Strength.
Unrelenting Stamina (Witcher) - Owing to his Mutations and training as a Witcher, Geralt's stamina regenerates at a markedly increased rate. Signs can be cast more often, and summons can be called upon more frequently without over-taxing Geralt. Level up Strength.
A Call Beyond (Orphaned God) - The Orphan of Kos has given Geralt an affinity for and insight into nightmarish things beyond mortal ken. From the Orphan of Kos Spirit.
Monstrous Physique (Orphaned God) - The inhuman strength of the Orphan of Kos has suffused into Geralt, improving his already-impressive physical strength to levels far beyond human. This also improves his physical durability, allowing him to withstand more punishment. Level Up Strength from having the Orphan of Kos Spirit.
Weaknesses: Despite his manifold abilities, Geralt is still human. His enhanced healing still takes time to work on grievous wounds unless he makes use of his limited Swallow potions, and he still requires the staples of life: food, water, sleep, and air. After a period of heavy damage and healing, he’ll need to eat quite a bit to recover that energy. His signs, while powerful, drain his fabled stamina heartily; it can take a few seconds for him to recover his energy and willpower before utilizing another, which can leave him vulnerable to a quick opponent. Geralt is also often treated as a subhuman by those who hold such views; his mutations and inhuman abilities, along with the reputation of Witchers as cold-blooded killers, often leaves Geralt on the outskirts of society.
Fear of Starvation - Geralt's experience with starvation on the Maw was harrowing to the Witcher. Despite his outward nonchalance, losing consciousness mid-fight due to not eating enough has left a growing seed of doubt in his mind. Geralt becomes constantly way about having enough to eat, to the point that lacking some kind of reserve of food will result in him growing irritable, and arguing for a course of action that is more likely to allow access to food, or an opportunity to rest.
Combined with the Famine strength, Geralt becomes more and more manic as his speed increases and his hunger grows.
Geralt's potions provide the bare minimum level of comfort, as they are more supplements for his abilities than actual food. In a pinch, he will use them to satiate his fear rather than for their stated purpose, though that will ultimately result in him feeling even worse for wasting after a short while if he's not able to reach some kind of food for relief. Maw Weakness.
Rager - It it easier for Geralt to give into anger when fighting (or in general) and suffer compromised decision-making with no increase to combat ability. From the Orphan of Kos Spirit. (Somewhat mitigated due to the fusion with Ishmael)
Fatal Slash - The host takes more damage from unmitigated slash-type attacks. From Ishmael's Spirit.
Brain Crush - Puts Geralt into a special staggered state if enough brain damage is dealt in quick succession. From Karen Travers' Spirit.
Self-imposed Self-improvement - Makes Geralt much more inclined to choose the weapon he's least proficient with when starting a fight. From Tartaglia's Spirit.
Disaster Chef - Automatically ruins any food he cooks, making it downright toxic to those without sufficient poison resistance. From Flynn Scifo's Spirit.
Ardor Blossom Identity Weakness - Shapeshift Limit - Puts a timer on how long the host can remain in his Ardor Blossom Identity before reverting to default, incurring a cooldown before the host can become Ardor Blossom again. While this timer normally lasts 30s, taking damage decreases it according to the damage taken. From Barbatos's Spirit.
Ardor Blossom Identity Weakness - Light Bane - Increases the damage taken from the light element by 25%. From Shinobi's Spirit.
Spirits:
Striker- Fizz: A playful trickster striking with an assassin’s dexterity, arriving in a flash and gone just as quickly. His quick flurry of trident attacks can cause bleeding, and he can also pull of a corkscrew dash attack
Striker- Judicator: An abominable monstrosity, made all the more horrific for its undeniably human element. Although borne of the lowest depths imaginable, a cursed amalgam of sea creature and doomed mariner, it bears an undeniably connection to the cosmos–specifically the constellation Libra. It is slow and not that strong physically, although it takes up a lot of space, and can be called on reasonably often. Its scales, however, can induce stress in targets in a wide area,pelt them with spectral fire, of grant healing through the act of flagellation
Monsoon: A Striker that excels in hit-and-run assassination tactics with a medium cooldown. When summoned, he can perform a handful of attacks with his sais, separate into a magnetic tornado and then corkscrew forward, perform a leaping stab attack with high crit rate, throw a smoke bomb, or take a couple seconds to gather up loose metal into a large mass to hurl at a target (though taking too much damage during the charge will stop the move). He has the passive of auto-dodging slash damage and can therefore not transfer that type of damage to the host
Zero: A Striker that excels in hit-and-run assassination tactics with a medium cooldown. When summoned, he can perform sweeping elemental slashes with his katanas, hitting once with each, while moving in a desired direction. He can also throw two handfuls of energy kunai, or unleash a dual-element spin slash to clear an area. He has a passive that lets him deal extra damage to an enemy's back
Kindred Spirits: Yennefer of Vengerberg- Geralt’s True Love, once bound to him by Djinn, but affirmed as his lover once their freedom was taken back. A powerful and untamed sorceress, Yennefer is a force of nature to rival Geralt, a magical powerhouse who could destroy armies with her spells. She also serves as a surrogate mother to Ciri.
Cirilla Fiona Elen Riannon- Geralt and Yennefer’s surrogate daughter, Heir Apparent to the Nilfgaardian Throne/Empress of Nilfgaard/Witcher, Source of Magic, Walker of Worlds, and many, many other things. Ciri is a gifted swordfighter, a natural magic-user capable of incredible yet unpredictable feats of magic, and nearly a Witcher in her own right. She lacks the mutations, but her magical abilities and the training Geralt gave her make her, in essence, her own kind of Witcher.
Zenkichi Hasegawa:
A man from a world wholly different from Geralt's, but facing a war much like the White Wolf's. After the death of his wife at the hands of a powerful politician, Zenkichi tossed aside his morals, his pride, and his sense of justice to protect his daughter, not realizing the pain he was causing her. When confronted with his misdeeds and the consequences they caused, he turned his back on the man he'd become, reaffirming his commitment to justice and awakening his Spirit of Rebellion, Valjean. A man just trying to do his job and protect his family, thrust into a war infinitely beyond his meager life, the final Phantom Thief, Wolf, accepts the call to greatness and fights for more than just himself.
Inventory: A Steel sword, a Silver sword, 4 [3] Dimeritium bombs (These block the usage of magic in an area for about 30 seconds), 4 [3] Grapeshot bombs (These detonate into a deadly blast of shrapnel). Hanged Man’s Venom (A blade oil containing a poison deadly to humans and humanoid creatures like elves, dwarves and such), Draconid oil (A blade oil which is poisonous to draconic creatures), and Cursed Oil (A blade oil poisonous to cursed beings, such as werewolves, berserkers, and Botchlings). A flask containing five [three] doses of Swallow (A potion which improves the healing of wounds and the body’s recovery from them), and another containing five [five] doses of Cat (A potion which grants sight even in total darkness, as well as an immunity to hypnotic effects for around half an hour). One hunting knife, with a smooth front edge and serrated back edge. A hand crossbow with 30 [29] small bolts (mostly for hunting, but the bolts are capable of harming humans with even light armor, due to the crossbow’s shockingly high draw weight). One 30-foot length of rope. Six chunks of salted pork rations. Geralt wears a suit of half-plate armor. It best protects against attacks from blades and claws. In addition to these, Geralt also carries the alchemical ingredients necessary to create two more batches of his oils, potions and bombs (One more for grapeshot). Finally, Geralt’s Wolf medallion acts as a magic detector, vibrating when in the presence of magic, to a scale equivalent to the strength of the magic present.
Bleed Amulet:reduces his exceptional poison resistance to merely fantastic levels, but makes it harder to cause him to bleed, and mystically increases his own ability to spill his enemy's blood.
Steel Diver:A handheld torpedo launcher. The torpedoes don't seek, but they do shoot straight forward after a brief delay as if the air itself was water, and boat impressive stopping power despite limited ammunition. With 7 missiles.
ATG Missile Mark 1: A shoulder-mounted missile platform that has a 10% chance to fire a seeking missile at an enemy that is struck by the wearer's attack, when the attack makes contact. The missile deals 300% of the damage of the attack that triggers it. It does not inflict splash damage
Odysseus's Bow: Every fourth attack with this weapon triggers a chain lightning effect, damaging the target and up to 4 nearby enemies for roughly 2/3 of the bow's normal damage. With 50 [30] arrows. One Pirate Paint Brush: An incredibly rare find. At first glance it seems to have no function, but if applied at the Fountain of Dreams, it can turn anyone into a pirate version of themselves
Geralt also has a plasma pistol from Tora, which can be recharged by electricity. This item was lost when Mirage returned to Limsa Lominscuttle via Palico and remains with him.
Monsoon's Katanas and Sai: A pair of sai with no special properties. Two katanas from Monsoon, one of which has innate fire damage, the other which possesses innate lightning damage.
Name: Zenkichi Hasegawa, “Wolf”
Game Origin: Persona 5 Strikers
Appearance: A tall, fit man, befitting his occupation as a Public Security Agent, Zenkichi tends to wear the same outfit whenever it is remotely appropriate: a black suit with jarringly out of place white sneakers. He keeps his black hair about shoulder-length, and wears a simple pair of square rimless glasses.
As Wolf, the Phantom Thief, Zenkichi’s appearance changes dramatically. He wears a black ankle-length tailcoat with black tassels at the end of the sleeves with a silverish-gray collar folded up at forehead-length with a large-brimmed fedora-based hat attached on the collar with a long swordfish-like point up at the front of the hat as the tailcoat has large 'V'-fashioned lapels. He also wears a high-collared jacket coat with silver accents with matching double bandolier belts and a matching holster belt where he can keep his firearm on the right side and puts the belt around his waist with another holster belt on the left side, with black pants and silverish-gray accented black winklepicker shoes.
The host's skin has gotten a little darker, and he has a slightly stronger brow, bigger nose, and much stubblier face. His hair is a little shorter and curls up in front. His build is slightly wider. His tie is gone, and his shirt is white instead of blue, with one more button undone. His jacket is less like a suit jacket and more like a coat, with yellow patches and a taller collar. His personality is a little less high-strung. The host has gotten taller, standing at about 6 feet, 4 inches tall, in addition to gaining some visible muscle mass. His skin has darkened further, and his hair has turned a dark blue while shortening to reach his ears. His suit has been replaced with a dark blue tunic and gray pants, and he has gained some armor pieces. His shoulders are covered by pauldrons, while his forearms and shins are protected by vambraces and greaves. Personality-wise, the host has become less bound by a sense of duty to order, and more inclined to follow his own personal ideals of honor and justice.
Personality: Zenkichi is, generally, a very straightforward person, even telling the Phantom Thieves outright that they were the prime suspects in the Jail Outbreak case he was investigating, and that he didn’t believe they were actually responsible, offering to work with them to catch the real culprits. He is an intelligent and shrewd individual with a strong sense of justice, risking his life and his career to protect his newfound allies.
His fraught relationship with his daughter and the death of his wife have caused his self-worth to falter, Zenkichi spent a long while keeping his head down, focusing on his job while quietly waiting for the opportunity to strike against those responsible for what he’d lost. His Persona, Valjean, represents the desire to live a moral life and seek justice against the evil that he had once lost sight of in his desperation to protect his daughter from forces beyond his reach. As Wolf, the Phantom Thief, Zenkichi is relentless in the pursuit of justice, tearing through enemies with heavy weapons and Almighty spells. He understands that the Monarchs the Phantom Thieves hunt have traumas which induced their situations, but he does not let that knowledge give him pause in seeking to bring them to justice.
As the bearer of the Apostle Arcana (Sometimes referred to as the Priest or the Hierophant), Zenkichi represents both fairness and compassion, bringing justice to evildoers, but not condemning them as lost causes as others might.
A little less high-strung due to fusing with Devinder Crousley's Spirit.
Background: A Public Security Agent from Tokyo, Zenkichi and his daughter Akane moved to Kyoto after the death of his wife, Aoi, at the hands of a drunk driver with political influence who blamed the accident on his secretary. This incident lead to the suicide of that secretary and a tense relationship between Zenkichi and Akane, as the former received threats against his daughter’s life. In a small twist of fate, the politician protecting the killer was Masayoshi Shido, the same man who had Joker, Zenkichi’s eventual ally, arrested for protecting a woman from sexual assault at his hands.
Zenkichi, in return, kept his head down, did his job, and entrusted his superior officer to one day, when she was powerful enough, get justice in his stead. This, however, enraged his daughter, who saw the lack of action as cowardice on his part. She became a fan of the Phantom Thieves for their strong sense of justice and unwillingness to back down in the face of a fight, while Zenkichi was tasked with investigating them after a new rash of heart-stealing incidents appeared to be occurring throughout Japan. Secretly the work of Akira Konoe and Kuon Ichinose to bring true justice to the world and understand the hearts of humanity, respectively, Zenkichi immediately saw the differences between the two cases and struck a deal with the Phantom Thieves. Providing them with police intelligence and assisting them in breaking the Monarchs' chains, Zenkichi eventually Awakened his own Persona, Valjean, when fighting to rescue the Thieves from his own daughter’s Jail, where the truth of his actions was laid bare to him: by refusing to fight for justice for his daughter’s sake, he allowed the family of the deceased secretary to suffer for crimes they did not commit. Re-affirming his belief in justice, Zenkichi and the Phantom Thieves put a stop to the re-emerging Demiurge, arrested those responsible, and used the opportunity to also bring the killer of Zenkichi’s wife to justice.
Bidding a fond farewell (for now) to the Phantom Thieves, Zenkichi and Akane were shortly thereafter brought to the World of Light, their memories of understanding and reconciliation twisted and robbed from them, though the loss of Aoi still remained, Zenkichi has regressed to a semi-awakened fighter for justice, searching to bring down a conspiracy he doesn’t fully understand at the heart of Midgar.
Specialty: Bruiser- Among the Phantom Thieves, Zenkichi stands out as an offensive powerhouse, capable of both dealing out damage and taking hits. He is not quite as tanky as Ryuji, but he makes up for it by being both physically and magically stronger than he is. Combined with his lack of elemental weakness, unresistable Almighty magic, and some minor buffing and debuffing ability, Zenkichi is the best all-around fighter that the Thieves can field, barring Joker with an extremely powerful Persona.
A Persona based off the protagonist of Les Misérables, Valjean represents Zenkichi’s desire to live a good and moral life after being granted a second chance. With no weaknesses and powerful offensive abilities, Valjean is a truly terrifying frontline combatant, as well as providing quality mid-range combat potential with Gun and Almighty skills, and a minor array of buffs and debuffs.
Begins with the spell Megido, an Almighty spell that deals medium unresistable magic damage to enemies in a wide area, and the attack Triple Down, which deals light Gun damage to enemies in a wide area three times. Each “shot” of triple Down can miss or be dodged.
Level 2 Power: -Kaja Suite- Zenkichi gains Tarukaja, Rakukaja, and Sukukaja, which can temporarily boost one ally's attack power, defense, or agility for a short period of time (roughly one minute). These buffs share a collective cooldown of one minute.
Level 3 Power: Fury- A self buff for Zenkichi that increases his offensive capabilities in exchange for slowly draining his vitality. While Fury mode is active, Zenkichi's attack power and attack speed are increased, and each of his sword attacks lets out a small AoE shockwave in the direction of his sword swing. His Vampiric Strikes ability still works while Fury is active, but the vitality drain is typically faster than the absorption, unless Zenkichi is cleaving through a very large number of enemies, and even then it's usually only enough to roughly break even.
Level 4 Power: Offensive Improvement- Zenkichi gains the attacks Deathbound and One-Shot Kill. Deathbound summons a swarm of hands from the ground to deal Medium Physical damage to a wide area two times, with each attack being dodgeable. One-Shot Kill deals Severe Gun damage to a narrow area, with a high chance of dealing Critical damage.
Level 5 Power: Megidola- A powerful spell which deals Heavy unresistable Almighty magic damage to a wide area.
Level 6 Power: Heat Riser- a superior buff skill that combines Tarukaja, Sukukaja, and Rakukaja, increasing the recipient's attack, defense, and speed for roughly 1 minute. Has a cooldown of roughly 3 minutes, separate from the individual buff skills.
Level 7 Power: Megidolaon- The most powerful Almighty attack available to Zenkichi, Megidolaon summons a beam of energy that causes an explosion, which deals severe unresistable magic damage to a wide area, with a high chance of dealing critical damage.
Free Power (Tycoon Battle Reward): Agneyastra- The most powerful physical attack Zenkichi can muster, Agneyastra deals medium physical damage, in the form of a swarm of meteorites, to a wide area three times, with a high chance of dealing critical damage. Each individual attack can be dodged.
Ike Fusion Power: Eruption- Causes blue flames to build up on the host's sword when its held with both hands facing the ground. These flames continue to intensify over the course of a couple seconds, during which the host's stance is extremely difficult to break at all, until the blaze tops out. When the sword is finally plunged down, it unleashes pillars of flame that deal heavy damage and guard break. A longer charge boosts the size, damage, and number of eruptions.
Tyrael Fusion Power: Smite- Calls down a blast of the host's primary element in an area to deal damage. It leaves behind a field that boosts allies' movement speed by 25% for 2 seconds. The field itself lasts for 6 seconds, the same as the ability's cooldown, though it still takes a chunk of SP to use.
Strengths:
Combat Prowess: Whether as Wolf or Zenkichi, he is a formidable foe. Boasting excellent strength thanks to his Persona, a robust health pool, and a lack of elemental weaknesses, Zenkichi Hasegawa is a great ally to have in battle, as well as a fearsome enemy.
Investigator’s Eye: As a public Security Agent, both before and after the World of Light’s creation, Zenkichi is an excellent detective, catching things that others might miss and being able to piece together clues with ease.
Vampiric Strikes: Zenkichi has the ability to regenerate a small amount of life/health from each successful non-ability attack on an enemy.
Paracryptozoologist: Grants a degree of strong intuition about supernatural creatures, specifically figuring out their behaviors and attributes.
Weaknesses:
Self-Doubt: After the death of his wife and the alienation of his daughter, Zenkichi’s sense of self-worth took a nosedive. Even his codename is representative of this: he chose the moniker of wolf to separate himself from the dog of the state he felt he had become. When it comes to taking care of his daughter or others, he’s quick to be hard on himself, perhaps more than is necessary.
Ties to Akane: While not strictly a weakness per se, Zenkichi’s relationship with his daughter is…less than ideal, especially given that they will be working back to the state they were at when Galeem destroyed the worlds. She can see right through him, and he strives to be somebody she can be proud of, even if he stumbles along the way. He is willing to do anything to protect her, which is what landed him in his unfortunate situation in the first place- threats against her life caused him to keep his head down, try not to rock the boat, and just deal with the corruption staring him in the face. And, of course, she can be targeted to hurt him, though that comes with the risk of angering the wolf inside and winding up in a world of hurt.
Sluggish Striker: While Zenkichi is the strongest Phantom Thief, the great size of his weapon also makes his attacks slower and easier to dodge. While his revolvers can mitigate this weakness somewhat, they also have a semi-limited ammo pool (regenerating when Valjean is re-summoned at the start of a fight) and take quite a while to reload during a fight.
Ladlubber: He is much less good at swimming. From Devinder Crousley's Spirit.
Weapon Trilemma: Sword- Decreases the host's accuracy against (but increases the damage taken from) enemies wielding polearms, including spears, lances, halberds, javelins, scythes, and so forth by 15%.
Mana Hungry- Increases the SP cost of all skills by approximately 10%.
Spirits:
Sosha A spear-wielding dragoon with a wind affinity, fiery spirit, and short cooldown. She can attack with her polearm, performing rapid stabs or a lunging stab, or perform a high jump followed up a plunging thrust that pierces defense to deal serious damage if she managed to land it. Additionally, she can be summoned to grab and carry her host prior to a landing, which will negate fall damage.
Guest List: The Phantom Thieves- Zenkichi’s allies in taking down the Monarchs in the Metaverse, Zenkichi is separated from his young co-conspirators, and in this strange new world, would prefer to at least know what they’re up to, despite them having gone their separate ways after their last adventure.
Akane Hasegawa- Zenkichi’s daughter, and the singular most important person to him in the world after his wife’s death. Zenkichi threw aside his personal beliefs to try and protect her, though for a while he only succeeded in pushing her further away by doing so.
Hector of Ostia- Marquess of Ostia, wielder of the Lightning Axe Armads, and one of the Slayers of the Fire Dragon, Hector is a noble and stalwart warrior, and a proactive leader of his territory. He suffers no fools and is fiercely protective of his daughter, Lilina. However, Hector hides from many a dark secret- he is cursed to die in battle, rather than enjoy a peaceful end.
Inventory: Claymore (manifests with Valjean), Dual Revolvers (manifest fully loaded with Valjean each fight and can be reloaded once per fight, albeit slowly), cell phone, 2,000 Yen (currency). 530 Kins (Psionic Currency, Universal Pistol Ammo x4 (Any sidearm that can be wielded and fired in a single hand can accept ammunition from this miraculous pickup for a full refill), Memory Alloy x2 (can be sold or used to forge weapons), machine core x3
Closing Statement A heavy greatsword of futuristic make. It's shorter than one might think but quite wide, capable of high destructive power if wielded with enough strength. Even its crossguard or the blunt back of its blade can deal substantial impact damage. Its weight makes it impractical to use for defense however. It deals bonus Dark damage and comes with the weapon skill Closer: After an ally attacks, an enemy with less than 30% health, increases combat readiness (a mix of dexterity and speed) of the wielder against that enemy by 35% and boosts perception for 20 seconds. Can only be activated once every 20 seconds
Hero's Sword A long straight saber, almost like a kendo stick, with an elaborate white handguard. Its laser blade glows brilliantly as a breaking dawn, its vivid red a foreboding promise to any who lurk in the dark. Wielded with dexterity and righteous resolve, it inflicts concentrated heat damage, capable of stripping armor in order to reduce defense, and its range can be extended when slashing (and especially stabbing) at the expense of some SP/mana/energy
Greatsword A coarse iron lump of an ultra greatsword. Mows down foes by utilizing its incredible weight.
Etiquette A self-defense weapon adored by the leader of the Bastards. It can be disguised as an umbrella, but it bares its teeth in the moment of attack. Social dignity can be seen not only in the ballroom but also on the battlefield. The leader of the Bastards did not lose his poise on either stage. This one-handed rapier is best suited for dexterous hands, but its canopy can provide crucial protection as well
Vest of the Dead A Protector that takes the form of an old-fashioned suit vest. It provides a surprising amount of defense but has no secondary bonuses
Can of Sham A can of high quality Shamway ham, the number 1 maker of meat-like products. The lunch of champions. The recipe is top secret and better left undisclosed. Provides a little health when eaten. Can be used to make much tastier, heartier Sham Chowder
Ammo Box A rusted metal tin that can be set down and opened to fully resupply long guns and handguns (no more than one apiece) for up to three people
Airhorn A child's toy, serving as a reminder of Galeem's cruelty.
Personality: Geralt is, for all intents and purposes, a mercenary, and thus he often comes across as aloof or uncaring. However, Geralt is a strong believer in equality among sentient creatures, as well as justice. He often betrays his contractors if he discovers that the monster he has been hired to slay is not a threat, or circumvents the details of his contracts to meet a non-violent resolution if one is possible. He is well-known throughout Skellige, the Northern Realms and the Nilfgaardian Empire as a fierce and loyal friend, willing to traverse through veritable nightmares for those he holds dearest.
Background: Born to a sorceress and a warrior, Geralt was brought to “Witcher School” as a young boy. After surviving the Witchers’ rite of passage, the Trial of the Grasses, Geralt voluntarily underwent a series of experimental mutations which killed all other subjects. He managed to survive these experiments, however, and became a Witcher unlike any other. Geralt has fought all manner of creatures, from wyverns to kings to trolls and vampires. He was killed once, only to reappear years later with no recollection of his past, though he likely won’t be able to recreate this feat without a powerful sorceress at his side. Speaking of powerful sorceresses, Geralt has romanced two: Triss Merigold and Yennefer of Vengerberg. His fate was once sealed to Yennefer’s by a Djinn, but the two recently severed their magical bond and affirmed their love to be unbroken by the loss of that magical tether. His daughter figure, Cirilla, looks up to Yennefer as a mother, as well.
Geralt had just fought off the Wild Hunt at Skellige, having slain Eredin in combat, and watched Ciri survive her foray into the end of the world to stop the White Frost. She will have to face the duties of being Empress without her surrogate father, though she will have Yennefer’s support on her side. Geralt, however, has been stripped of all that he loves and holds dear.
Specialty: Monster Slayer
Level: 1
Experience: 0/10
Powers: (You start with one, no matter how many your character had before, and will earn one with each level. They should make sense for your character)
Quen Sign: produces two types of shields capable of absorbing and dispersing large amounts of kinetic energy before explosively shattering, sending foes reeling. The first is passive and offers lesser protection, while the second requires an active concentration and is capable of weathering greater stress
Strengths: (Things your character's always good at, or always can do; essentially, passive abilities or bonuses. You start with three, but you can add more in place of powers when you level up)
Extreme Poison/Disease Resistance: Geralt is immune to all but the absolutely deadliest poisons, which allows him to utilize the Witchers’ deadly concoctions as medicine, where they would normally destroy a normal human’s body in minutes.
Superior Regeneration: While not enough to regenerate lost limbs, Geralt possesses regenerative abilities far beyond that of any human being. He can survive wounds that would be fatal to regular humans because he can simply heal them quickly enough to not die from them, and other, non-lethal wounds disappear significantly more quickly than they would for anybody without an absurdly powerful healing factor.
Encyclopedic Knowledge: Geralt’s mind is a trove of knowledge, owing to his advanced age, wealth of experience, and quick wit. He houses a nearly encyclopedic knowledge of the various potions, bombs, and oils he can create. He can easily and readily identify the ingredients to these, though they are not always readily available, of course. Along with that knowledge, Geralt also knows the names, appearances, behavioral patterns, and weaknesses of every type of monster to roam the Continent, though this knowledge is of less use against creatures he hasn't researched or fought, including humans. He can, of course, use this knowledge to approximate what may work against any monsters he comes up against. This knowledge is also useful in performing autopsies, though Geralt lacks the proper tools to perform all but the most basic autopsies. This knowledge also pertains to investigating and breaking curses, though those are often unique cases based as much on knowledge of the creature as they are knowledge of the personal circumstance.
Weaknesses: Despite his manifold abilities, Geralt is still human. His enhanced healing still takes time to work on grievous wounds unless he makes use of his limited Swallow potions, and he still requires the staples of life: food, water, sleep, and air. After a period of heavy damage and healing, he’ll need to eat quite a bit to recover that energy. His signs, while powerful, drain his fabled stamina heartily; it can take a few seconds for him to recover his energy and willpower before utilizing another, which can leave him vulnerable to a quick opponent. Geralt is also often treated as a subhuman by those who hold such views; his mutations and inhuman abilities, along with the reputation of Witchers as cold-blooded killers, often leaves Geralt on the outskirts of society.
Spirits:
Kindred Spirits: Yennefer of Vengerberg- Geralt’s True Love, once bound to him by Djinn, but affirmed as his lover once their freedom was taken back. A powerful and untamed sorceress, Yennefer is a force of nature to rival Geralt, a magical powerhouse who could destroy armies with her spells.
Cirilla Fiona Elen Riannon- Geralt and Yennefer’s surrogate daughter, Heir Apparent to the Nilfgaardian Throne/Empress of Nilfgaard/Witcher, Source of Magic, Walker of Worlds, and many, many other things. Ciri is a gifted swordfighter, a natural magic-user capable of incredible yet unpredictable feats of magic, and nearly a Witcher in her own right. She lacks the mutations, but her magical abilities and the training Geralt gave her make her, in essence, her own kind of Witcher.
Inventory: A Steel sword, a Silver sword, 4 Dimeritium bombs (These block the usage of magic in an area for about 30 seconds), 4 Grapeshot bombs (These detonate into a deadly blast of shrapnel). Hanged Man’s Venom (A blade oil containing a poison deadly to humans and humanoid creatures like elves, dwarves and such), Draconid oil (A blade oil which is poisonous to draconic creatures). A flask containing five doses of Swallow (A potion which improves the healing of wounds and the body’s recovery from them), and another containing five doses of Cat (A potion which grants sight even in total darkness, as well as an immunity to hypnotic effects for around half an hour). One hunting knife, with a smooth front edge and serrated back edge. A hand crossbow with 30 small bolts (mostly for hunting, but the bolts are capable of harming humans with even light armor, due to the crossbow’s shockingly high draw weight). Geralt wears a suit of combined chain and leather armor, which can be seen in the image included above. It best protects against attacks from blades and claws. In addition to these, Geralt also carries the alchemical ingredients necessary to create two more batches of his oils, potions and bombs. Finally, Geralt’s Wolf medallion acts as a magic detector, vibrating when in the presence of magic, to a scale equivalent to the strength of the magic present.
You better believe it! What's shaking, man? Haven't seen you in ages. I hope you've been well!
I've been busy. Joined a Discord RP, got a girlfriend, we broke up, all sorts of crazy stuff. It's....it's been pretty crazy. How've you been doin'?
Also, I know he's not technically from a game, but would there be any objection to playing Geralt, since the Witcher game series is, at least outside of Poland, more popular than the novels?