River McGinnis

River McGinnis is a protagonist from The Nightmare Room. A modern Witcher, she carries on the tradition into the twenty-first century and hunts monsters for a living.

Origin Story
Classified.

Adventure Summaries
To be filled.

Racial Abilities and Weaknesses
Witcher (or hexer) is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such asKaer Morhen) in preparation for becoming an itinerant monster-slayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest witchers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).

Taken in as children, witchers-to-be are subjected to intense alchemical processes, consumption of mutageniccompounds, and relentless physical and magical training to make them dangerous and highly versatile against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all witchers include:
 * Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).
 * Cat-like eyes that grant very acute nightvision - witchers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.
 * Tremendous resistance to disease (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.
 * Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups.
 * Having the ability to perform simple yet incredibly versatile combat magic in the form of signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.
 * Accelerated healing granting quick recovery from injuries.
 * Incredibly long lifespan (Vesemir is said to be at least a few centuries old).

Skills

 * Shotgun   – With this skill any scatter-gun can be fired. Since the load expands in a spreading pattern, the user’s chance to hit does not decrease with range, but the damage done does.
 * Track   – With Track, an investigator can follow a person, vehicle, or animal over soft earth and leaves. Subtract 10% from the chance for success for each day that has passed since the tracks were made. Rain may made tracking impossible. A being cannot be tracked across water, over concrete, or at night except in unusual circumstances.
 * Weapon Focus(Shotgun)- Greater development and training with the weapon of choice. This requires the Melee Weapon skill or Handgun use, Shotgun, Rifle, Submachine Gun, or Martial Art skill.
 * Swim   – The ability to float and to move through water or other liquid. Only roll Swim in times of crisis or danger when the keeper thinks it appropriate. A failing Swim roll starts the drowning procedure. Someone drowning may receive a Swim roll attempt each round – with a success, he or she reaches the surface and breathes. With a second success, he or she can begin to move through the water. If the second Swim roll fails, drowning begins again.
 * Perception   – This skill allows the user to spot a secret door or compartment, notice a hidden intruder, find an inconspicuous clue, hear a whispered conversation, recognize a repainted automobile, become aware of ambushers, notice a bulging pocket, or anything similar. This is an important skill in the game.
 * Occult   – The user recognizes occult paraphernalia, words, and concepts, and identifies grimoires of magic and occult codes when he sees them. The occultist is familiar with the families of secret knowledge passed down from Egypt and Sumer, from the Medieval and Renaissance West, and perhaps from Asia and Africa as well.
 * Martial Arts   – Use in combination with an attack with Fist/Punch, Head Butt, Kick, or Grapple. If the attack roll is equal to or less than the attacker’s Martial Arts percentage, the attack does double damage: thus Fist/Punch would do 2D3 plus normal damage bonus. Martial Arts doubles the damage done if the attack strikes home, but do not double any damage bonus.
 * Biology   – The science of life, including botany, cytology, ecology, genetics, histology, microbiology, physiology, zoology, and so on. The investigator’s understanding reflects the era of play. With this skill one might develop a vaccine against some hideous Mythos bacterium, or isolate the hallucinogenic properties of some jungle plant.
 * Chemistry   – A study of the composition of substances, the effects of temperature, energy, and pressure upon them, and how they affect one another. With chemistry, one might create or extract complex chemical compounds, including simple explosives, poisons, gases, and acids, requiring at least a day or so with the proper equipment and chemicals. The user could also analyze an unknown substance, given proper equipment and reagents.
 * First Aid   – The percentage change of awakening an unconscious or stunned comrade, setting a broken limb, treating burn damage, resuscitating a drowning victim, etc. First Aid has no effect on diseases or subtle physical ailments, nor on poisonings unless the keeper allows the roll.

Equipment

 * Shotgun- A custom job for her line of work.
 * Witcher Ammo- Silver and iron fletchette shells. No more need for two blades.
 * Silver Kukri- But just in case.
 * Iron Kukri- You never know after all.

Character Relationships
What relationships (friends, foes, romantic interests, etc) did they develop in the game?
 * Example Person here

Trivia

 * Memo to me, do this profile later more in depth.