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  1. Notes

2.1 Class - Witch

Core Rule System
WITCH

Also known as Wisdom, Wise Woman and Mid-Wife they exist in many communities with ties to the old world and the pagan gods. Drawing their power from the old gods they can either be light or darkly aspected. The wield a primal magic they can both harm and heal. They are proficient with plant lore rivalling many of the great alchemists. A Witch is always female and can trace her ancestry back to Witch Queen Lilith The Mother of Monsters.
In Weyland Witches serve as guardians and protectors of the peoples and land, they are often in the company of a Warden (a bonded companion). Whereas a Dyrvysh Witch is a healer and sage to her peoples.

All Witches are Human or Half Ael; they possess black, white, purple or blue hair and either have violet or blue eyes. The mostly appear to be in their early 20’s and are beautiful. 

Role: Whilst not as focused as a Sorcerer the Witch’s study to prepare themselves for any manner of danger, Witch’s can support her companions as well as harm her enemies

Theme: Wisdom, Wise Woman, Mid-Wife, etc

Alignment: Any 

Attribute Bonus: Social +1, Spirit +1
Health: Body x 3
Power: Spirit x 3

Skill Priority
Primary: Advanced
Secondary: Basic
Tertiary: Combat

Armour Proficiency: None (Witches cannot wear any armour and cast spells)

Basic Skills
Appraise +15%
Concentration +15%
Domestic +10%
Endurance +10%
Evade +10%
First Aid +10%
General Knowledge +20%
Insight +10%
Perception +10%
Persuasion +5%
Scavenging +5%
Choose 2 at +5%

Combat Skills
Slash at +10%
Blunt at +10%

Advanced Skills
Spellcraft at +20%
Knowledge Nature at +10%
Choose 3 at +10%

Craft*
Expert*
Investigation
Knowledge*
Languages*
Logic
Medicine
Profession*

Spells 
Spells known: A Witch begins with 4 spells from the Witch’s Spell list up to a Power equal to their Spirit modifier, she can hold in memory a number of spells equal to half her Mind attribute score. Spells can be either arcane or divine.

Beautiful/ Handsome Perk: The character is especially good looking, receiving a +5% bonus to all skill tests involving social interaction where the character’s appearance is important.

Witch’s Talents

Beautiful/ Handsome: The character is especially good looking, receiving a +10% bonus to all skill tests involving social interaction where the character’s appearance is important.

Animal Companion
Casting Time 60, Power 0
A Witch can call an animal and have it become her companion During the companion’s time with the Witch it is tame and loyal. A normal animal is rolled for and it gains the “Veteran” bonus to its attributes. The witch can for a short time possess the animal and use its senses to scry as well as control the animal as if it were herself. The possession last a number of minute equal to 5 x the Witch’s Spirit modifier score. If the animal is slain then the Witch will suffer the emotional loss but can after 24 hours call another animal companion. The most common are Cats, Crows, Fox, Polecats and Toads

Curse
Casting Time 1, Power 1, Ranged
If a Witch is wronged she may cast a curse on the wrong doer. This cure comes in many forms and cannot be removed unless by the Witch choosing or the death of the Witch… curses are normal some sort of physical stigma, boils, warts a stench of some sort. 

Healing Touch
Casting Time 1, Power 3*, Touch
A witch’s touch can cure 1D6 health per 3 Power used.

Immortality 
All Witch’s being the descendants of Babayaga are effectively immortal, they never age past their early 20’s. Then can however can die from violence or disease.

Intervention
Casting Time 1, Power 0
In any lunar month period (28 days) a Witch may beseech her ancestor for aid, the request if reasonable will be met; however, if the request is for something more then the Witch must pay a price for her request. The price is always a Social attribute point.
A reasonable request is something like, insight into some ancient knowledge or to ensure a skill test succeeds. A more demanding request, like bringing back someone from the dead or do something that will influence the world in a major way will automatically (if the referee agrees) drain the Witch of a Social attribute point and she will visibly age by 10 years.

Murder of Crows
Casting Time 0, Power 10, Duration 6 rounds, Ranged 120’, AOE 30’
The Witch summons a murder of crows that will descend into the target area pecking and clawing at all those that the witch chooses. So many beaks and talons means that armour is nigh on useless to protect the victim and armour is ignored. Each target may make an Evasion test at -20% to halve the damage, the target no matter what will always be bloodied by the attack. Each victim will take 3D6 health damage, the murder moves as the Witch desires during the spells duration.

Pact of the Warden
Casting Time 1440, Power 0, Touch, 1 permanent Spirit Attribute point
A Witch may bond a companion to herself, this is a permanent effect until the death of either the Witch or the Warden.
The Witch gains additional Health equal to the Wardens Body modifier score, she can also sense their approximate location and their emotional state. The Warden however gains a +10% to all skill tests when within sight of the Witch and can also sense the Witch’s approximate location and emotional state. If the Witch dies then so does the warden of a broken heart; however if the warden dies the witch will visibly age 10 years and suffer a temporary loss of Spirit (-1) for 1 year and a day.

Spellcasting
Casting Time 0, Power 0, Self
Trained in the art of Spellcraft this talent allows the Sorcerer to use Spells. This talent gives access to the Spellcraft skill.

Starting Equipment
A stylish yet sturdy set of clothes, a knife, a staff with an Arclight on top, a leather bag and an assortment of fetishes (feathers, bones, figurine, a small stone, piece of wood, a glass bead, a hex bag, scrap of cloth, for example).