1 Character Creation

[This is not a copy and paste, I had to write ALL OF IT... :( my poor fingers]

As she tried to speak, her voice became lost as no sound came out, instead, she chose to watch as the screen changed.

[Welcome to Afterlife, you have been chosen for reincarnation in the world of the Witcher]

Scrunching her eyebrows, 'the Witcher, the game? I never completed any of them'

[That is precisely why we chose you, now, we will begin your character creation]

The small screen vanished as a bigger one took its place.

[You will transmigrate as a witcher, each choice you make will change your personality once you become your character]

[Your character will have their own personality as you make them, so, when your soul enters the body, both of your memories, personalities, skills, and talents will merge to make you stronger than ever]

[Now, let us begin]

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The Viper School: This Witcher guild emphasizes alchemy and the preparation of extremely dangerous and lethal poisons. Its members have extensive knowledge of herbalism and know how to manipulate rare plants that only they know to extract poisons that other schools would refuse to approach. They are accustomed to ingesting very high doses of alchemical and, as a result, their bodies have adapted to the consumption of elixirs that only they are able to swallow without dying. The witchers from the Viper school are also immune to diseases and the venoms secreted by the monsters they hunt and most existing poisons. These witchers are the ones that normally carry the most equipment and traps with them, most of which were made by themselves: Ice bombs that freeze entire ships in the blink of an eye, poison oils that will never expire, medicines that endow any natural skill or sense for hours... in other fields than alchemy, they are not particularly more effective than the other witcher schools but you DONT want to face a witcher of the Viper school when they have just drunk their potions.

The Bear School: The first witcher from this school are ferocious hunters from the forests and mountains of the north, used to endure very 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 in their youth, but even if they did, they can't cast any spells. The cause of their mutations. They are the most highly mutated of the witcher guilds. This results in greater bodily changes than their peers. Some of them have fangs, others have very large hairs, and some have claws where their nails should be. But their organisms are undergoing major improvements. They can regenerate at high speeds, their open wounds closing in only a few hours without drinking potions. their senses are just as sharp as any witcher from the other schools that have drunk their potions. They have the physical strength almost equal to a bear.

The Wolf School: The members of this school are the most versatile of all witchers. They are comfortable in all areas without excelling in any of them. They are very good fencers endowed with formidable reflexes, they possess magical knowledge and can use most of the signs at an acceptable level. They are able to make a great variety of portions and elixirs for combat... However, they are distinguished from their peers by their quasi-surgical knowledge of the anatomies of the monsters they face, much more extensive than other witchers. They are also unparalleled trackers, able to deduce from the shape of a corpse's wounds the exact species of monster that killed it, to detect minute traces in the environment, to accurately guess the direction of their target, etc... All of these skills make witchers of the wolf school multi-purpose fighters, wildlife scholars, and high-level investigators with highly sought-after expertise.

The Cat School: This school has had a sordid reputation for centuries. One of the reasons is that its members are, to a large extent, witchers from other schools whose mutations have been aborted, giving them the physical capabilities of a witcher such as nyctalopia or higher-than-average reflexes, but also various mental handicaps: insanity, schizophrenia, psychopathy, or frequent hallucinations. This school, as elven as it is human, has astonishing characteristics as the only school to accept women into its ranks during its history. Its members have much higher agility and speed of movement than other witcher schools. Their exotic fighting style is entirely based on fast dodging and precise counter-attacks. It is well known that witnessing a witcher of the Cat school fight is a fascinating spectacle, halfway between hypnotizing dance and bloody slaughter. These switches also specialize in silent movements, accustomed to taking advantage of the darkness to surprise their enemies, able to infiltrate the den of the monster they hunt and approach it until they can touch it, without being spotted. As a result, It is not uncommon for witchers of this school to become professional assassins or bounty hunters.

The Griffin School: The witchers of this school tend to be somewhat less efficient fencers than their peers, with a fairly academic and basic fighting style. In terms of alchemy, they also seem to be a bit behind their colleagues, knowing how to make only the most classic and common potions. However, they have taken up a more advanced form of magic. While not as experimented as Wizards, they are capable of employing a large number of high-level spells. Not only have they developed signs that only they know of, such as the Veoth Sign that emits an ultrasonic sound capable of disorienting the most dangerous of monsters, the Gal Sign which allows them to teleport short distances, or the very strange Xul Sign which allows them to communicate with animals or the monsters they are hunting for a short period of time, but they also master the most basic Signs to a more advanced level.

[Notice: If you choose any school other than the School of the Cat, you will become male]

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Rubbing her eyes, she blinks several times, "Shit, that was a lot of reading... I'll pick the school of the cat, I prefer keeping my gender"

[The Cat School has been Chosen]

[Next is your fighting abilities... you can choose to master one form of fighting or distribute your points evenly]

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[The Temerian Devil Style]

Level 1: 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.

Level 2: You're unstoppable with this style. In combat, you submerge your opponents under a rain of powerful strikes, coming from all conceivable angles at high speed.

Level 3: You're one of the world's leading experts in this fencing style. You are capable of slicing a man in half vertically with one single swing of your sword, and a few well-adjusted attacks can destroy the strongest shell of the monster you hunt

[The Fiery Dancer Style]

Level 1: Developed by an elf poet and inspired by the movements of wild cats, this style favors agility and precision to the benefit of the force of blows. Your training has made you a very competent fencer in this style.

Level 2: You are fearsome when you use this style. Your counter-attacks are so fast that it's hard for the human eye to see them and your dodges are millimetric, so it's incredibly difficult to touch you.

Level 3: You're a real ghost. In combat, you dance around your opponents without them being able to hit you, and your riposte by cutting their throats so fast that your blades become almost invisible.

[The Nine Sun Sword Style]

Level 1: The swordsmen of Viroledo developed this fencing style to deal with multiple 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.

Level 2: You are an expert in this style. You know all the techniques and tricks to survive a fight against four, five, or even six enemies at the same time.

Level 3: You are an undisputed master when it comes to exterminating groups of enemies. Thanks to your very high degree of technical skill, you can fight and kill up to ten opponents who attack you simultaneously from all sides.

[Barehanded Combat Style]

Level 1: Your punches not only hurt more than other people's punches, but you also have great precision when you hit, and you know all the sensitive parts of the human body.

Level 2: You are competent enough to easily disarm an opponent with your bare hands. In addition, you master a wide variety of moves inspired by exotic martial arts such as rotating kicks, how to strangle a man in a few seconds, grappling techniques, and complex joint locks, etc...

Level 3: You are almost as dangerous fighting with your bare hands as you are with a sword. All of your attacks are of deadly power and lethal precision, and anatomical knowledge is equal to that of a doctor.

[You have five points to spend]

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"Well... I mean... it's a pretty simple choice in my eyes, I'll take level three Fiery Dancer Style, and level two in Nine Sun Sword Style"

[Your choices have been made]

[Next up is your Magic Signs]

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[The Igni Sign]

Level 1: Yor Igni Sign causes a minor amount of flame to burst forth from your hand. The first you create is too weak to kill but it can give your opponent second-degree burns or dazzle them. You can also simply use it to warm yourself or light a campfire.

Level 2: The jet of flames you produce has a range of three meters and you can continuously produce fire for several tens of seconds, making you able to reduce a creature of small size to ash.

Level 3: You Igni Sign produces a very impressive burst of flames of extreme heat that destroys everything in front of you at a range of fewer than five meters.

[The Quen Sign]

Level 1: Your Quen Sign. when cast. forms a translucent shield of magical energy around you, capable of stopping projectiles such as arrows and pebbles. But it weakens quickly and a powerful sword stroke can overcome it.

Level 2: Your protective energy field is as hard as a brick wall. Several warriors can hit with spears and axes without breaking it. You can keep it active for up to 30 seconds.

Level 3: Your shield is so powerful that even the jaws of a dragon or the mass blows of a giant do not make it tremble. You can keep it active for more than a full minute and move slowly while using it but cannot attack.

[The Aard Sign]

Level 1: Your Aard sign allows you to emit from your hand a kinetic thrust with a range of two meters, powerful enough to throw a man on the ground, stun a medium-sized creature, or smash a locked door.

Level 2: You are capable of projecting a human opponent several meters away with this Sign. Any monster that receives it in full force is slowed down and destabilized for the biggest ones, or totally stopped or knocked out for the smaller ones.

Level 3: You can emit an incredible shockwave in all directions, capable of pulverizing your opponents' bones and blowing up a group of enemies who are circling you. Even a charging troll cannot take your Aard without being pushed back several meters.

[The Yrden Sign]

Level 1: Thanks to the Yrden Sign, you can place a magic seal on any surface, wall, door, floor... every living being touching this seal receives a significant electric shock to paralyze a human being and temporarily slow down the movements of a monster. You cannot maintain several seals at a time.

Level 2: You are capable of creating up to three seals, and these are sufficiently charged to completely immobilize medium-sized creatures for five seconds, even the immaterial ones like ghosts.

Level 3: You can create up to ten seals. Even the biggest monsters such as dragons and golems find themselves paralyzed for at least thirty seconds if they walk on them.

[The Axii Sign]

Level 1: The hypnotic effects of your Axii Sign allow you to slightly influence the unconscious choices of a human being, such as forcing them to accept your point of view during a conversation or forgetting that they have seen you. It can also slightly distract a creature that is chasing you

Level 2: Your Sign can instantly bring down a human being who does not expect it in a deep sleep, or give him limited mental injections such as "go there", "give me this", or "let me pass". It can also temporarily blur the senses of a beast by making it believe that the other creatures around it are its enemies, including members of its pack.

Level 3: You have enough mastery of this Sign to transform for a short period of time several monsters into your allies who will fight alongside you. You can also, by concentrating intensely, control the actions of a targeted, weak-minded human being, for example, by making them murder someone for you or commit suicide.

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[You have Ten points to spend]

"Hmm, the Axii Sign kinda sucks, I'll take level three in Quen, Aard, and Yrden, and level one in Igni"

[Your Choices have been made]

[General Abilities are Next]

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[Tracking]

Level 1: You have a sharp eye when it comes to finding traces in nature. You know the shape 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.

Level 2: You are able to detect traces of footsteps even after several days, whether it rained or snowed, and to follow them like a predator on the lookout. In addition, you also know all techniques and tricks to cover your tracks and escape from your pursuers.

Level 3: Nothing and nobody can escape you. No monster is able to outrun you or lose you. Once you've caught a creature on the hunt, it's only a matter of time before you catch it. Besides, there's no point in trying to follow you. You're such a ghost, You leave no hint of your passage behind.

[Constitution]

Level 1: You have slightly denser musculature than other witchers and a much stronger bone structure. You run faster, tire out less quickly, and have a great tolerance for pain.

Level 2: Your 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 break stone walls.

Level 3: Your general physical abilities are very clearly supernatural and result from deep magical changes in your body. You're capable of crunching a man's skull with your bare hands, running as fast as a galloping horse, jumping longer than an Olympic champion, and taking phenomenal power shots without stepping back an inch. You are also endowed with skin as tough as a wild beast.

[Dark Alchemy]

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

Level 2: Dark Alchemy has no more secrets for you. With a few well-chosen herbs, you are able to prepare elixirs that can turn you into a real killing machine. You also have an arsenal of bombs and death traps made by yourself.

Level 3: You are not only one of the best dark alchemists in the world, able to prepare extremely quickly with very few ingredients, but your body is also able to withstand massive ingestions of it without failing.

[Utilitarian Alchemy]

Level 1: Potions to improve your nyctalopia, elixirs able to amplify your senses, protective decoctions immunizing you to certain types of magic... You have reached a very correct level as for the preparation of various useful alchemical substances.

Level 2: You have very solid medical knowledge and know how to treat most illnesses, infections, and injuries with the potions you prepare. Herbalism is an area in which you excel.

Level 3: Within minutes and with a minimum amount of ingredients, you are able to create incredible elixirs that can heal an open wound in moments or purify your body of the most violent toxins and poisons. The potions you carry with you and which you have created, ensure that you are prepared to deal with any situation.

[Stealth]

Level 1: During your early years, you were subjected to a series of exercises that hones your discretion and ability to move silently. In the dark, it is very difficult to spot you, and you can sneak up to any man without them hearing you.

Level 2: Some professional assassins would be jealous of your talent for concealing your presence. You are so silent, and your actions so controlled, that you are able to approach most monsters from behind without them noticing you or even smelling your odor.

Level 3: Whenever you want, you can become almost impossible to detect. Supernatural creatures. human enemies... When they realize you're here, your blade has already pierced their throats.

[Witcher Knowledge]

Level 1: All witchers have a solid level of knowledge in monster biology and behavioral science of the beasts they hunt, but you are much better informed than average and know by heart each page of the nine volumes of the Great Bestiary of the Witchers.

Level 2: You're an expert when it comes to monsters, A quick look at the wounds carried by a corpse is enough for you to deduce the exact species of creature that made them, its size, weight, age, and degree of ferocity.

Level 3: Not only is your sense of analysis amazing, but you have also studied in depth certain obscure, forbidden, and forgotten subjects such as demonology, curses, ancient languages, illegal chimerization, devilish possessions, etc.

[Marksmanship]

Level 1: The crossbow is a weapon quite appreciated by the witchers, just as much as a bow, useful to attract the attention of monsters or bring down flying creatures. One could say that you have an uncommon talent with ranged weapons.

Level 2: Your sense of precision is remarkable and you are able to stick an arrow in the eyes of a target more than a hundred meters away, despite the fog or wind. You're also capable of shooting at an impressive speed.

Level 3: You are one of the greatest snipers on the continent, as dangerous with a bow or crossbow as you are with a sword. Your marksmanship is known and respected even by the dryads of the Brokilon Forest, the best archers in the world.

[Eloquence]

Level 1: Some witchers have more efficient rhetoric than others. You are one of them. Your quickness to respond, and your ability to use words got you out of many tricky situations throughout your career.

Level 2: You are extremely skilled at improvisation and are a very experienced liar, able to convince your interlocutor of just about anything, and you negotiate the rewards of your contracts like a virtuoso.

Level 3: Your eloquence is incredible. You speak many languages and have mastered the noble etiquette to perfection, allowing you to blend into the highest spheres of aristocracy very easily to deal with the greatest rulers of the world with as much talent as an imperial ambassador

[Seduction]

Level 1: You have a charming side. When you talk to someone of your preferred 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 them.

Level 2: You are a skilled seducer, able to attract almost anyone into your bed without difficulty. Your physical appearance is of little importance. Your gestures, voice, the way you walk, the pheromones you release, all these things contribute enormously to the passions around you.

Level 3: You are a living object of desire. Some people would pay to simply kiss or caress you. Even the most inaccessible people such as noble princesses, illustrious kings, and magicians experience strong carnal pulsions in your presence.

[Agility]

Level 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 impressive jumps and pirouettes in combat.

Level 2: Your movements are similar to those of a feline. You are a master of dodging, able to contort yourself skillfully to avoid the assaults of your opponents. In addition, you are able to stay in incredibly difficult positions for long periods of time.

Level 3: Your agility is almost supernatural. Even the most fearsome assassins of the western exotic lands, beyond the ocean, do not reach your level. In combat, you dance around your opponents at a crazy speed, as elusive as the wind.

[Senses]

Level 1: Without using potions, your five senses are slightly sharper than those of other witchers. You have very clear vision, even at long distances, and your ears can pick up sounds that another witcher would not detect without drinking an adapted potion.

Level 2: You have senses closer to an animal than a human being. Your scent is so sensitive that you can recognize a creature and track it down by its smell, even from far away. When you are blinded, you are able to follow your opponent's movements thanks to the sensations of the air he lifts when he moves.

Level 3: Your natural senses are a biological anomaly, even more acute than those of a witcher that has consumed multiple potions. You even have a sixth sense that warns you when danger is approaching, long before your medallion vibrates.

[Mobility]

Level 1: 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 vertical walls relatively well, as long as you can see and reach several holds.

Level 2: You are a very good climber, able to climb mountains, trees, and buildings without any difficulty. In addition, you are an excellent swimmer, very comfortable in apnea, and able to withstand strong currents.

Level 3: No obstacle can slow you down, no place is inaccessible for you. You can climb a tower several tens of meters high in less than a minute, as easily as if you were walking, and you take great pleasure in chasing flying monsters to the top of the highest ravines, directly into their nests.

[Author's Note: OMFG. I thought that I'd never finish writing this part]

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[You have 30 points to spend]

Reading and re-reading each of them, she thinks of the pros and cons of each of them before making her decision, "Give me level three in Tracking, Constitution, Stealth, Marksmanship, Agility, Senses, and Mobility... those seem like they best main ones, not taking them seems idiotic"

'Hmm, three more at level three, or I can distribute them evenly'

"Give me level three in Dark Alchemy and Utilitarian Alchemy, then give me one in Witcher Knowledge, Eloquence, and Seduction"

[Your choices have been made]

[Final page: Gift of Power]

[You may only choose ONE]

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Your Own Domain: You own a vast and luxurious manor house somewhere in a peaceful country (Toussaint, Kovir, it's up to you to choose), with several servants, guards, and acres of land to call your own.

Witcher Company: rather than travel alone, five of your witcher brothers and sisters follow you loyally, whether you choose a life of crime or one of a more lawful nature, they will follow you into hell itself.

Mother of Monsters: all peaceful monsters will treat you as if you were their mother, they can understand your words and will protect you if the need arises.

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"The first one is near enough useless, the second one seems cool as fuck but being responsible for others is not my idea of a good time... I'll become the Mother of Monsters"

[Your decisions have been made and your character is complete... Enjoy your new life]

[Do Not Expect 4K Word Chapters Like This One :D]

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