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Table of Contents
Witch
The Witch is a spellcaster who draws power not from rigorous study or innate talent, but through a binding pact with a supernatural patron. Devils, ancient spirits, fae lords, and unknowable eldritch forces—these beings offer power at a price, and the Witch is one who has agreed to pay. Whether the bargain was struck in desperation, ambition, or curiosity, the Witch’s magic is a gift—bestowed, not earned—and it often comes with strings attached.
Every Witch is shaped by their patron’s nature. A Witch in league with a devil might wield fire and coercion, binding others with iron words and infernal authority. One bound to a fae lord may command illusions, transformation, or fate itself, but be bound by strange taboos and whimsical rules. Spirits of the dead or the land may grant healing, communion with the otherworld, or dominion over nature’s cycles. And some Witches walk darker paths, drawing power from alien intelligences whose motives defy mortal comprehension.
Unlike other spellcasters, Witches do not choose or prepare spells from a vast library. Instead, their patron grants them a specific array of powers—often tailored to the terms of their pact or the patron’s domain. This makes each Witch unique, and sometimes unpredictable. While a Magician may master theory and a Scion follow instinct, the Witch channels something other, something beyond mortal ken. Their power is deeply personal, a reflection of both the patron and the pact they’ve forged.
But magic is never given freely. Witches are often tasked with carrying out their patron’s will—whether that means protecting a sacred grove, retrieving a forbidden relic, sowing discord, or simply watching and waiting. Some Witches rebel against their obligations, seeking to twist the deal in their favour. Others embrace their role with zeal, becoming instruments of fate, vengeance, or unknowable designs. Whatever their path, a Witch always walks in shadow—between worlds, between allegiances, and between power and peril.
Attributes
When you select this background, add seven points to your XXX score and five points to your XXX score. In addition, you may distribute eight points among any of your other attribute scores. No single attribute may receive more than four points.
Features
Stamina: A XXX begins play with 25 stamina, plus an amount equal to your Strength bonus.
Recovery Dice: When you select XXX as your background, you gain two eight-sided dice (2d8) as Recovery dice. This is in addition to any Recovery dice you gained due to your ancestry.
Defences: Add two training ranks to your XXX defence.
Skills
Place one training rank in the XXX skill. In addition, choose any three additional skills from the following list: Place one training rank in each of the selected skills.
Traits
Choose one of the following traits, and add it to your character. In addition, the following traits are available to your character as Basic traits, regardless of their base class.
The following traits are available to your character as Expert traits, regardless of their base class.
Starting Equipment
You begin play with the following equipment:
- 100 silver coins.