By bone and blood, by silver and shadow, Witches ply the old craft. They read fortunes in the scatter of knucklebones and brew remedies and poisons in their cauldrons.
A Witch is anyone who works magic outside the bounds of the church. Such practice is deemed reckless and dangerous. Thus, most witches dwell on the margins: hermits in the wilds or shamans in small villages called upon to cure ailments, deal with curses, or ward off ill fortune.
But the old ways carry a price. In time, many witches suffer from manamorphosis; their body becomes shaped by the power they wield, typically marked by shifting flesh, crimson eyes, and other uncanny signs.
Roll a d6 to determine what uncanny changes are happening to your body.
Crimson Eyes. Your eyes have a distinct red glow.
Crawling Flesh. Occasionally, something visibly crawls under your skin.
Extra Joint. You have some additional fingers or toes.
Silver Blood. Your veins run with fine silver.
Echoing Voice. Your voice carries a darker echo, as if two are speaking at once.
Defying Shadow. Your shadow acts in its own manner, regardless of what you do.
Your craft isn't about grand fates or divine destiny. How do you use your humble tools to make the realm a better place?
To the church you are a heretical practitioner of the dark arts. How do you feel about this? Defiant, cautious, or indifferent?
The old ways promise power at a cost. What price are you unwilling to pay? What price, if any, is too high?
While choosing the Witch as your vocation during quickstart, you gain the following benefits.
Wisdom, Fury, or Cunning.
5 free ranks
And an additional 5 ranks you can distribute amongst Attune, Charm, Concoct, Divine, and Soothe.
Tools Alembic, Silver Shards
Ingredients Anise Root, Cat Bones
Runes Seeing Is Knowing
Chronicles Map of the Old Hollows
Choose one of the following vices.
You are addicted to mana.
You are better than everyone.
A handmade hoop, on which intricate patterns are woven, which grants Resistance to Psychic damage and wards against possessions and the effects of curses or similar assaults on mind and soul.
Plucked Power | 5 xp Whenever you finish a night of sleep, gain a Word of Power from Sleep, Hope, or Nightmare.
Controlled Strain | 10 xp When you roll for Strain, roll an additional d6. Choose your favored result.
A round, deep cauldron fit for cooking stews and elixirs alike. When using the cauldron to create food or concoctions, you turn Struggles to Triumphs.
Mortar & Pestle | 5 xp Strain to refine any materials giving them the Pure trait.
Heavy Fumes | 10 xp If you roll a Twist while brewing, gain a Word of Power related to one of the ingredients.
You've bound a spirit to your shadow, and together, they form a living entity. It cannot directly impact the material realm but may lash out to protect you. When you are attacked by a Close foe, they suffer 1 Corrupt damage.
Darksight | 5 xp Your mystic bond lets you see normally in darkness.
One With Darkness | 5 xp While in darkness, you can turn invisible until you leave darkness
Steps of the Night | 10 xp Strain to momentarily fly. Break instead to make it last for the rest of the encounter.
A handcrafted deck of cards, used to divine the future. Strain to ruminate on a question and receive a confusing yet accurate answer. Break instead to receive instant clarity from that answer.
Insightful Readings | 5 xp When you Break, you also gain a Word of Power from Crown, Comet, or Void.
Fortune's Favor | 5 xp Strain to force a Twist result to occur, even when none was rolled.
A feline familiar follows you. It can see spirits and through illusions.
Closed Helm | 5 xp You gain an edge on checks made to conceal your motives.
Shining Armor | 5 xp First check you make against any creature gains an edge.
Full Plate | 10 xp Resist an additional damage type.
You have embraced the arts of pyromancy. You can bend any fires Near you, such as rise, dim, and spread.
Pyrokinetics | 5 xp Your control of fire enhances. You gain resistance to Burn damage and may ignite or detonate at will.
Shining Armor | 5 xp First check you make against any creature gains an edge.
Full Plate | 10 xp Resist an additional damage type.
A bundle of bones, herb blends, and ash to ward you from supernatural effects. When you make a Strain roll, roll an additional d6. You choose which set of d6's determines your result.
Total Protection | 5 xp You gain an edge on checks made to conceal your motives.
Shining Armor | 5 xp First check you make against any creature gains an edge.
Total Protection | 10 xp Break to remove a die from your Strain pool.
A silvered sickle shaped into a crescent, used as both a tool and weapon. Deals Hack damage in melee.
Rare Harvest | 5 xp Gain a benevolent trait when rolling a Twist on harvest.
Shining Armor | 5 xp First check you make against any creature gains an edge.
Full Plate | 10 xp Resist an additional damage type.
The witch reads fortunes from bones or blood to guide them through crisis.
The witch brings peace to a restless spirit.
The witch shall cast 3 improvised incantations.
The witch shall make an offering of blood for a grand incantation.
The witch shall cast a curse on a person who wronged them.
The witch shall befriend a lost spirit.
The witch shall learn their true name.
The witch shall cast 3 improvised incantations.
The witch shall strike a binding pact in the silver light of a full moon.
The witch shall be sought out by a person in need who already knew the witch's name
The witch shall discover a powerful catalyst for her incantations.
A deep cauldron for brewing stews and elixirs. Turn Struggles into Triumphs when cooking food or making concoctions.
Your mind lets you manipulate the placement of items and objects. You can move such Near things with your mind.
This dial points north. Strain to momentarily point towards what you seek.
A blue flame bound to an iron torch. Illuminates your surroundings and acts as a catalyst for pyromancy.
Strain to give any Ingredient the Pure trait.
A blackened cloak which conceals your form. Acts as a catalyst for shadow magic.
The gifts of fate are extended to material things. Strain to discover a Close object's past.
Consume an Ingredient to gain a brief burst of sensory information related to the specimen consumed (such as echolocation when consuming a bat's wing).
You have a warty toad as a familiar. It can hide a single object within its belly and spit it out on your command.
You know how to subtly enchant your words. Strain to Charm a person to act against their will with a single imperative word. Break instead to lace an entire sentence with magic.
A bundle of dark chalk sticks used for mystic rites. Lines drawn with them may ward off spirits and other unnatural phenomena.
A crooked broom. Strain to glide a Far distance. Break to keep flying until the end of the encounter.
A pouch containing your own secret blend of spices that never seems to run dry. Strain to create a rare Ingredient from Wild Pepper, Hangman's Blend, or Smoldergrit.
An intricate pattern that makes you Resistant to Psychic damage and other mental effects.
A feline familiar follows you. It can see spirits and through illusions.
You have bonded with a crow familiar. It lets you see in the dark.
A staff carved from bone, useful for necromancy. Deals crush damage in melee.
A handcrafted deck of cards, used to divine the future. Strain to ruminate on a question and receive a confusing yet accurate answer. Break instead to receive instant clarity from that answer.
A silvered sickle used as both a tool and a weapon. Deals Hack damage in melee. Increases impact when harvesting organic ingredients.
A crescent shaped scythe affixed to a slim black staff. Deals Cut damage in melee and acts as a catalyst for lunar magic.