Community Edition

Name

Distinctive Features

Conditions

+1t Related

Vex: Fight-Flight-Freeze-Freakout

Backgrounds & Wises

Weapon Style

Spark (+1d)

Take Spark:

  • roll a disaster (grim cut by thorn)
  • introduce a tangle
  • resolve or move on from story arc
  • quarrel with an ally
  • ally changes bond with you

Bonds

Thread

Spend Thread:

Establish a character, setting, or scene detail within your vantage.

Doubtful details may require a story roll.

Vantage

Certain

it's on this sheet

Reasonable

it's implied

Doubtful

it's a stretch

Impossible

too far outside

Witch

Trackers

Core Talent

Words of Power: You understand the ancient magic inherent in the world. You have spellcasting ability, rolling Presence to cast using any 2 words of power as the touchstones. When you use a word, burn it - you can't use it again until the next session. Given time, you can make this spell potent. You begin with 6 words of power from the crucible. Spells without risk are automatically successful and don't burn words, unless potent.

Ritualist: Take +1d when completing ritual invocations, and you can use relevant words of power as anchors.

[Growth: At levels 2, 4, and 6, gain +2 words of power.]

Path Talents

Bailiwick: You are known to other witches by a title and the power inherent in your magical domain - your Bailiwick. Choose 1 word of power. You can burn any other word to use it, and on a critical, you regain the use of all words.

Evil Eye: You can roll Presence to hex someone with: dread - clumsiness - confusion - forgetfulness - misfortune - sleepiness. Decide when it takes effect: now - soon - much later - specific trigger. This magic only works on someone once.

Familiar: You manifest a small magical creature. You can communicate telepathically, use its senses, and send it on simple tasks, making a story roll to see how it goes. You can also push yourself to cast a spell through it. If your familiar takes damage, it vanishes and reappears at the start of the next scene.

Herbalism: Before each session, use the herbalism crucible (pg. 83) to make two herb names. Each session, you have 1 trivial and 1 minor potion, chosen when they're used. The name is the touchstone. One time only, you can have 1 major potion.

Trivial Minor

Homely Hovel: Given time, you can bless a homestead to overflow with power. You get outside help on all rolls while on its grounds. Choose two wondrous traits to give it such as: traveling - ritual anchor - healing - caretaker. You can only have one homestead like this at a time.

Soothsayer: Once per session, you can tag a spirit in the local area. They offer a 3d Spirit pool rolled as bonus dice when you or an ally invokes their domain. They may ask for aid in return. Spirit domains include things such as: rivers - the night sky - art - furry critters.

Spirits

Wonder Magnet: You can cause wild surges when spellcasting, as the magical twist in Sorcery. When it triggers, make a 3d story roll for the results. On a perfect, take spark. When strange things happen, they happen to you.

Traits

2 you are & 1 you're not

Desires

2 you want & 1 you don't

Story Arcs