Chosen School:

Bear School: The first witchers of this school were ferocious hunters from the forests and mountains of the north, used to endure difficult living conditions. The bear school members' fighting style is simple, straightforward and wild. Unlike other witchers, they are unable to use any Sign. Not only are they not trained in magic during their youth, but even if they did, they could not cast any spells. The cause is their mutations. They are the most highly mutated of the witchers guilds. This results in significantly greater bodily changes than their peers. Some of them have teeth similar to bestial fangs, others have very large hearts, and some have claws growing at their fingertips, but their organism is also undergoing major improvements. They can regenerate at high speed, their open wounds closing in a few hours without even having to drink potions. Their senses are naturally sharp as those of a witcher from another school who has just drunk his elixirs. They have a physical strength almost equal to that of a bear. They don't carry almost alchemical material with them on a mission, and they don't use any spell at all since they absolutely don't need it. Their bodies are their only weapon.

Headquarters: Haern Caduch, Amell Mountains

Fighting Abilities:

The Temerian Devil Style Lv1 [-1, 9]: This very violent fencing style is the most aggressive of all. Very useful for dealing with large monsters, or well-protected opponents. It gives the impression that its user is a real wild beast. You master this style at a very good level and use it frequently.

The Fiery Dancer Style Lv1 [-1, 8]: Developed by an elf poet and inspired by the movements of wild cats, this style favours agility and precision to the benefit of the force of blows. Your training has made you a very competent fencer with this style of fighting.

The Nine Sun Sword Style Lv1 [-1, 7]: The swordsman of Violedo developed this dancing style as a method for facing several opponents at once, through complex slashing techniques. You always use this style when you are surrounded by your enemies, and you have a pretty good level at it.

Magic Abilities:

No magic can be used due to chosen school

General Abilities:

Tracking Lv1 [-1, 6]: You have a sharp eye when it comes to finding traces in nature. You know the shape of these traces can take and, as long as they are fairly recent, you can tell exactly what animal species the creature that made them belongs to, and where it went.

Constitution Lv2 [Free due to chosen school]: Your physical strength is much higher than that of any man. The various mutations you've undergone have given you the ability to lift more than two and a half times your weight without difficulty and your punches can easily shake a stone wall.

Dark Alchemy Lv1 [-1, 5]: You spent hours and hours in the library of your fortress, during your youth, reading about poisons, toxins whose witchers coat their blades before fighting and the various traps that can be made with a few adapted tools. You have gathered a great deal of knowledge on this subject.

Utilitarian Alchemy Lv1 [-1, 4]: Potions to improve your nyctalopia, elixirs able to amplify your senses, protective devotions immunizing you to certain types of magic. You have reached a very correct level for the preparation of various useful alchemical substances.

Witcher Knowledge Lv1 [-1, 3]: All witchers have a solid level of knowledge in monster biology and behavioural science of the easts they hunt, but you are much better informed than average and know by heart of the nine volumes of the Great Bestiary of the Witchers.

Seduction Lv1 [-1, 2]: You have a charming side. When you talk to someone of the opposite sex, you are confident and know how to find the right words to make people laugh or to arouse feelings. Moreover, you release a slight aura, full of mystery, that will intrigue any woman.

Agility Lv1 [-1, 1]: You are a little more agile and flexible than most witchers. Your reflexes are sharper and you are an experienced acrobat, able to keep your balance in all situations and environments, to make perilous jumps and impressive pirouettes in combat.

Senses Lv1 [Free due to chosen school]: Without using a potion, your five senses are slightly sharper than those of other witchers. You have a very clear vision, even at long distances, and your ear can pick up sounds that another witcher would not detect without drinking an adapted elixir.

Mobility Lv1 [-1, 0]: Unlike the vast majority of people, you know how to swim, which allows you to survive when you face certain sea creatures. In addition, you learned very early on to climb the vertical walls relatively well, as long as you can see and reach several holds.

Banes:

High Sensitivity [+3 LP]: Something did work during the mutation process, and you now have a body that is three times more sensitive to pain than a normal person. The aches of your wounds are amplified and alchemical painkillers are much less effective on you.

Boons:

Nonhuman Friendship [-1 LP]: During your career, you have defended the oppressed non-human peoples. Your opinions on this subject are well known and where you go, you benefit from the friendship and support of most elves, dwarves, halflings etc.

Group of Friends [-1 LP]: During your adventures, you met and became friends with about six or seven people. You don't necessarily travel with them, but you will meet them regularly in every possible place: an Oxenfurt tavern, on the detours of a road near Kovir, around a campfire in the middle of the forest etc. Each of them is willing to risk their lives for you.

Protector of Monsters [-1 LP]: You have imposed upon yourself the condition that you can never hunt a monster that poses no danger to humans. Thanks to this, you are very much appreciated by the community of peaceful supernatural creatures: nymphs, imps, leprechauns, succubi etc.

Cell Regeneration [Free due to chosen school]: Your body has undergone massive mutations and gained the ability to heal at an accelerated rate, without using potions or magic. Your hematomas and small cuts disappear within minutes, an open wound closes in two to three hours, and the same goes for a broken bone.