WITCH AWAKENING 3.x

Heavy Metal & Witch Party Update
- Based on "Witch CYOA"

https://cubari.moe/read/imgur/CgrGo64/1/1/


TL;DR You should be able to navigate this cyoa reading only blue text if you see a text wall. Not counting option descriptions, of course.


It's been one of those days. Whatever that means for you, you just woke up on the wrong side of the bed and it's been downhill since then. First you stubbed a toe before you left your bedroom, then you dropped your lunch somehow. Everything's just been off today, something isn't quite right and you feel like you aren't used to your body for some reason, as though not used to the length of your arms, your height feels abnormal. It's like when you think of a word too hard and now it suddenly seems strange. Weird but tolerable on its own, you were really looking forward to lunch and now it's all over the floor. However you'd normally react to that, you eventually take a deep breath and go for a walk. It just feels appropriate, you want to get out and don't care where you go.


30 minutes later you're leaning on a railing overlooking a large public pond breathing in some calming crisp air as a light mist seems to be building up helping to drown the world out just a little, and the off feeling of the day fades into the background. As it does, before your very eyes you see a shimmering distortion over the water that unfurls like a curtain revealing a small building in the middle of the pond, a narrow wood boardwalk leading to its door where an "Open" sign hangs on the door.


You're pretty sure that wasn't there ten seconds ago, disregarding that you watched to appear in no uncertain terms. It appears to be a kind of shop with a display window full of antiques, and it says it's open... obviously, you should probably check it out. [Y/N] [N... Game Over.] [Y] Stepping onto the wood, it seems real enough. The polished wooden door doesn't creak when you open it but it chimes a little bell while you soak in the assault of information in the room inside. For one, it's much larger than the outside suggested, and it's cram packed full of tables, counters, shelves, filled with antiques illuminated in a reddish glow from the many silk drapes over the windows filtering the light. From behind a counter you see a sleepy looking woman, resting with her cheek in one palm until a "Mooo!” from an unseen source somewhere shakes her awake and she jolts up "Wha- OH!" She perks up 0-10 and locks eyes on you "A new witch at this hour! Goodness! I wasn't expecting anyone until tomorrow." Witch? She is dressed as though it were Halloween with her comically large hat and by kringle himself you've never seen so much cleavage in your life. Sensing some incredulousness, she continues without skipping a beat. "Don't worry, I get it, I do this for a living. Walking up new witches is my thing. Free of charge, with just a little bit of guided meditation and you're in for a new life of magic, and seeing what the world is really like..." She snaps her fingers and an equally voluptuous maid with a cowbell choker appears pushing a cushioned chair, and the lights dim leaving only purple candle-like flames hovering around the strange woman. "Just relax... take my hand, and look into my eyes. That's right." ...


See "Game Modes" in Complications for alternate modes of play. Slot modes are simplified and many players. Don't hesitate to try it out!


TRUE FORM - CLASS

"Ahh, yes... Oh, *wow*! You have an incredible amount of untapped power waiting. First things first: You'll need your true form! We used to simply wait for it to emerge, but these days we can poke and prod the right places to provoke a controlled early awakening. Most witches have multiple potential true forms and one gets locked in when they finally awaken, but with a controlled environment we can force one of the others. Your options don't represent all possible outcomes, but let's see what you have available. First up is what type of witch you are, you can think of it like a "Class" of witch."


Your witch type determines your method by which you can naturally progress over time towards a power cap. You will have the same power cap and starting power regardless of type “and you're lucky!


You've got more than most witches, and it looks like you might be capable of using Rank 5 magic, the average witch only reaches rank 3", You can pre-spend up to your power cap to confirm you have the potential for something to unlock someday, if you wish. It's up to you how well adapted you are to your starting abilities, perhaps you want to study them for some time before you have a full grasp on them?


Choose one.



ACADEMIC

Academics are studious and focus easily on tasks, while training and studying to further their magic. Their thorough approach to magic tends to be slower if you want to have a life outside of studies, but the most rewarding as they comprehend in more depth and their growth is in their own hands, advancing as slow or fast as the time and effort they put in. Academics gain 1 Focus for every day in which they averaged 4 hours of study, 2 for 8 hours. You can use focus to buy a Power point for 10 Focus. This cost increases by 10 Focus per purchase. (10, 20, 30, etc)


Start with 30 power. Player academics eventually cap out at 100 power before other factors like complications. Any option marked with the blue icon has a flat cost reduction of -2 Power to its price, which can reduce it to 0, or become a gain of 1 point, or complications give 2 more power. This applies only once per option. Once per Magic specialization, once per perk, etc, and always applies first.


Advantage: General use magic and classics. Academics favor mixed bags like Potions, Runes, and Portals. Any magic marked with blue used by an academic produces twice the yield or is half as time consuming, mana draining, or tiresome to use. Two potions for the price of one, two runes for the price of one, ect. Any duration of a blue marked magic effect applied by you, to you or to another, lasts twice as long For example, double the duration of a temporary potion.


An Academic can study to master any two schools of magic for free, but takes time to learn equal to if you were saving the power to buy it, but no Power is spent.



SORCERESS

Sorceresses are inherently imbued with magic as natural extensions of their will so they tend to be more in tune with their bodies and grow through tactile training. They're naturals but tend to have less of a tangible understanding of how and why magic works or interesting implications of magical theory. Fireballs go boom, ain't gotta explain sheit. Sorceresses gain 1 for every day in which they averaged 1 hour of straining practice, 2 for 4 hours. You can use Might to buy a Power point for 10 Might. This cost increases by 10 Might per purchase. (10, 20, 30, etc)


Start with 30 power. Player sorceresses eventually cap out at 100 power before other factors like complications. Any option marked with the red icon has a flat cost reduction of -2 Power to its price, which can reduce it to 0, or become a gain of 1 point, or complications give 2 more power. This applies only once per option. Once per Magic specialization, once per perk, etc, and always applies first.


Advantage: Inner power and direct combat usage. Sorceresses favor direct magic like Elementalist magic. They are not limited by affinity when buying elementalist magics of affinities they do not have, and one that matches their affinities can be taken for free.


Sorceresses have stronger and more unique auras that are like beacons to anyone who can detect them. This aura can color any elemental magic the sorceress uses, such as white flames, gold stone, black water, or prismatic wind. This includes Naturalism. If they choose to use colored elementalism, then that magic is 50% more damaging, with 50% larger areas of effect and range.



WARLOCK

Warlocks are endowed with power from some third party. Their power can't be taken back afterward anymore than such an entity might be capable of stealing power from any other witch. Instead of studying, or training, they spend time in service, partnership, employ, or worship to a patron. They grow by gaining with their patron(s), by doing quests, the Warlock gains Favor equal to the Reward value of the quest, Warlocks can trade Favor 1-1 directly for Power due to the scarcity, being dependent on Quests. A Warlock can continue to do quests without a quest slot, but doing so offers no rewards except Favor.


Start with 30 power. Player warlocks eventually cap out at 100 power before other factors like complications. Any option marked with the icon has a flat cost reduction of -2 Power to its price, which can reduce it to 0, or become a gain of 1 point, or complications give 2 more power. This applies only once per option. Once per Magic specialization, once per perk, etc, and always applies first.


Advantage: Darker and external magics, Relic usage. Warlocks favor indirect power like Hexes and Curses. They have a personalized brand they can mark on any relic they own or willing creature. They always know the location of one of their marks and when anyone else touches it, and a stronger sensation like an alarm if any harm comes to it. Branded creatures can be affected by the warlock's magic at any distance and the mark can be the target of things such as scrying even if the warlock doesn't know where it is.


Warlocks can immediately start with 20 Reward Points to purchase relics that are infused in their own soul, summoned the same way as Mothergifts. (See Witchery)



TRUE FORM - RACE

"This is my favorite part, so don't zone out on me: Even if most people prefer to be a neutral it's fun to see what other option or two a person might have. Let's see... oh, oh. ooh" The witch shudders with quite the enthusiasm, and continues "This is ten times the most options I've seen in another witch. You have so many possibilities! Let's explore them... | haven't even seen some of these before, in person *or* in an awakening ritual. I'm a fan of #7 in particular, they're so cute." This is the physical expression of your True Form, what you would revert to if any effect were to reveal the true nature of a shapechanger for example. Your old body was just a temporary vessel for this true form. In your change, you can totally remake your body within human limits. However, witches are female by default, but you can take the perk *Elephant Trunk* to be male if you wish, or the *Transformation Sequence* perk to transform into your past human vessel and back. Note with the options presented you can become another non-human species as a Witch of that species, ie; A witch can be a naiad but not all naids are witches. Every different race of witch has a different source of Mana as well as some unique benefits and base abilities. All witches except Neutral and partially Daeva share some degree of *inherent* life extension, though there are many other methods any witch can learn or obtain later on regardless of their race. The blue potion icon represents Mana, the yellow bolt icon represents Charge rate. *This uses a Relative system and not absolute value, don't overthink it,* it's a representation of what you can expect in comparing your witch race to an average of other witches of your same general power level. High mana represents high storage, & charge represents the time it takes your method to fill your mana stores though it can often scale with overexposure, and stack.


This is very simply just to give you a suggestion for perspective on how much magic you could expect to use. High Mana means a bigger tank, but charge is how fast it is filled. So high tank might be good for going all in while a low tank but high charge might have the endurance to go for longer. This is roughly balanced by how easy the charge source is to come by and how well it can stack up on itself.


NEUTRAL

MED [Soul - Body] MED

The overwhelming majority of witches are Neutrals. There is nothing visually abnormal about them (by default). Even some witches who have the option to awaken as another race may want to choose to be Neutral for its baseline casual existence, no new dependencies or anything abnormal to consider. They're effectively the "Human" witch, but witches refer to them as neutral rather than human to distinguish them from the mundane. They age slower than humans, at half the rate, and do so very gracefully, and they tend to be more attractive than the average human, and are harder to kill, with more efficient biology to reduce inconveniences with less biological requirements than normal by 25%, and prevent dying from a papercut, or from a tiny air bubble in the wrong place.


Neutrals draw Mana from Sleep, recovering around 1% of their Mana per hour of sleep, doubling per hour. 2 hours is more impactful than two 1 hour naps for example, regaining 16% for their 5th hour for a total of 31%, then 63% total for 6hrs.


DAEVA

MED [Body - Life] HIGH

Daeva are to humans, what huntans are to monkeys. They're peak evolution and represent the perfection of body and overflowing spark of life. Unlike the other witch types, they're unnatural for the excess humanity, not the addition of anything new. Where the others may have scales or feathers, you take normal human traits and take them further, with a body like a comic book heroine, a goddess in the flesh, free of any imperfections and basic inconveniences of mortality. They flatly don't age, forever maintaining a mature but youthful physique. The average daeva height sits around 6ft 6inches up to 8, but short daeva can happen. They're physically around twice as strong as a human male bodybuilder, without an obvious change in their body tone, and seem to have endless stamina. They feel emotions more strongly, while being in better control of them.


Daeva draw Mana from Emotions, either the presence of high emotions in others, or singular high emotions directed at them. ie; An excited crowd vs a lover are both high.



IFRIT

HIGH [Fire - Necro] LOW

Ifriti are beings native to the elemental plane of fire. Their connection manifests in the most obvious manner of the hitches, as their bodies are burned away in their awakening, their body becoming a living conflagration of flame made flesh anchored and governed by a core skull. They bleed plasma and smoke while limbs severed from their core flicker away like dying flames. The fire of their bodies is slightly above room temp and does not burn, and is tangible enough to touch, feeling like normal flesh, though their hair is more gaseous and warmer. Their body is only a little transparent, enough to see the skull but not all the way through them. They inherently do not age, but can ‘eat’ flammable fuel sources along with traditionally edible materials. Damage to the body is superficial and mended by absorbing flames, though damage to the skull must be healed by traditional means.


Ifriti draw Mana from Burning, the release of energy released by matter through buming caused by the witch.


SIREN

HIGH [Wind - Beast] HIGH

Sirens are beings of wind and music, melodies carried by the wind, and have a connection to birds. Their bodies grow leathers in a similar pattern as Nymphs grow scales, though some go further with leather plumage sufficient to be relatively modest without clothing, and are able to transfigure themselves into the form of a specific bird they're associated with and hybrid states between the two. Whatever the bird type, Sirens are all well known for melodic voices that are deeply pleasant to outright hypnotically attractive. Sirens age at half human rates, and reverse their age through nesting in cocoons of feathers that reverses a year per day. A dead siren who is still intact enough can be nursed back to life by breathing into them a few times a day for 1-3 days depending on severity.


Sirens draw Mana from Breath, whenever they take someone's breath away, when someone forgets to take a breath, when otherwise unable to breathe, or when the Siren overtly draws the breath from their lungs, within a few inches of their lips.


NAIAD

HIGH [Water - Beast] HIGH

Naiads are essentially mermaids. Their bodies have very fine scales that range from barely perceptible or providing a scant shimmer when hit by the light, to larger scales, typically concentrated around the back and surfaces facing away, leaving soft exposed skin facing forward fading with a gradient into scales at their shoulders and back, that glitter like precious metal or crystal coins. Naiads age normally outside of water, but when submerged in water they age backwards three times as fast, to their prime, equivalent to human at 20. A dead Naiad with a mostly intact body can be submerged in water to slowly bring them pack over a few days to a few weeks depending on severity. All naiads can focus to transfigure their legs into a long scaled tail with a fan-like fin for rapid swimming, exceeding 60mph, or 52.1 knots, on average. They absorb oxygen from water through their skin.


Naiads draw Mana from Submersion, recharging while immersed in water or rain, based on coverage and quantity.


DRYAD

HIGH [Nature - Earth] LOW

Dryads have plantlike bodies given human form, from which leaves or bark can grow. Many have branches or twigs forming horns or crowns, tiaras, and diadems, that can include berries or fruits. Dryads age normally but are able to assume the form of a tree, in which they can gain any nutrients from light and soil, and de-age at 10x the rate they'd age. The presence of a dryad prevents the growth of infectious diseases and enhances the growth of plants and creatures by 200%, growing with added Vitality. Fruits are sweeter and larger, animals are larger and healthier, etc. All dryads additionally have an internal seed the size of avocado pit. If they die, this pit will grow into a large underground pod with a radiant flower, that will regrow the dryad's body over 3 months to roughly the equivalent of an 8 year old human. They'll regain their memories over a week.


Dryads draw Mana from Nurture, from the growth of other living things directly contributable to the Dryad's effort, whether it's tending to plants, or feeding a person.



OREAD

HIGH [Earth - Beast] HIGH

Oreads have hair that is more fur-like, and they can have a fine layer of fur over their skin in a similar pattern to the Naiad's scales or Sirens fur. Like the Siren, they have an associated animal, a land mammal, from foxes or cats to deer or cow. They can morph between this and their true form on a sliding scale. Earth easily gives way for them, allowing them to burrow with ease to the extent they can 'swim' through sand, dirt- or bedrock choosing to leave a tunnel or not. Worked earth does not respond to this effect, such as concrete, or shaped stone. They age at half rate and regress to 20ish when they sleep buried in the ground. A dead oread sufficiently intact will return to life over a month if buried, based on severity. Both satyrs and foxgirls are examples.


Oreads draw Mana from Bonds, physical closeness to individuals with a close emotional bond with the witch, whether it's family, close friends, lovers, even a pet. relaxing together in contact isolated from urgency or stress, only the warmth of cuddles. A long warm hug could fill 20%.


LAMIA

HIGH [Fire-Beast] MED

Lamiae are like twin counterparts to the Naiad with a bit of an inversion; Lamiae by default have the lower body of a snake comparable to the Naiad's tail but around a third+ longer, being 5-7 times the length of their human upper body. Their body itself may or may not have scales, but they usually have slitted irises and retractile fangs with a venom that induces sleep. Lamiae can lay an egg that grows a young new body, catching their soul to hatch if later slain.


Lamiae draw Mana from Consumption, the swallowing of live creatures up to the size of an adult man, which depending on the potency of a Lamia's distortion, leaves no visible stretching past the throat. Creatures inside passively charge the Lamia's mana based on the strength of its soul, making most animals non-viable and mortal humans the baseline. A human will charge the Lamia to full over 8 hours, at which point they'd die after growing weaker. They can be released before then. A witch would charge in 1 hour while surviving up to 24hr.


AURAI

MED [Wind - Necro] HIGH

Aurae are closely associated with the faewilds. Their irises are like kaleidoscopic gemstones, and have slender claw-like nails. Their voice innately carries with it a withering drain that steals a year of life per half second of exposure, which restores the Aurai's own age to around age 20, banking excess drain. Their screams can induce a horrific vision where the listener is displaced to a random point in time at least 100 years in the past, for anywhere from 1 week to the rest of their life, remaining until they find a glowing butterfly never more than 1 mile away that serves as an anchor, only to return to the moment after they heard the scream, then drop dead if slain in the past at any point. This never affects the existing timeline. When slain, they experience this vision themself and finding the butterfly resurrects them.


Aurae draw Mana from Displacement, gaining power through the corrective measures involved in covering up paradoxes in the timeline as it mends itself from disruptions caused by sending a being backward in time.


NYMPH

LOW [Water - Life] HIGH

Nymphs have very fine scales similar to the Naiad, but without the larger scales, only the fine scales that cause a slight glitter in the light, and counter-intuitively make their skin feel a little more silky in the spots where they're present. The obvious difference would be the presence of slender fin-like horns that give them an intuition towards what a person desires. Nymphs age 10x faster than humans, but water washes away age on contact to roughly the equivalent of a human's 18, more youthful than most witch types get. They do not require any nutrition to sustain themselves, instead relying only on an inherent ability to imbue water with mana to instill it with arcane nutrients, giving it a milky look. A dead nymph can be restored to life through physical intimacy based on the desire, like True Love's Kiss for example, among others.


Nymphs draw Mana from Desire, whenever desire is directed at them, or instigated by them, whether it's flirting or a good sales pitch for a new car, proportional to intensity and distance.



GORGON

MED [Beast - Necro] LOW

Gorgons are known for the snakes growing in or replacing their hair, and some may or may not have bodily scales ranging from fine to large scales at their backs or around joints. Gorgons don't choose a tertiary affinity, but from Earth, Nature, Water, or Metal, they determine the nature of the gorgon's petrifying gaze. Any type of Stone, Wood, Ice, or Metal up to the rarity of gold. Unless protected by some means such as a Warding rune, any creature that directly sees the Gorgon's eyes becomes petrified to the chosen element until dispelled by some means Petrified creatures are in suspended animation with no needs, but are aware and can feel. Gorgons do not age so long as they have a humanoid in stasis. A slain gorgon self-petrifies and slowly self-repairs until whole at a rate of a papercut per minute. Once whole, they resurrect, cracking to reveal a new body equivalent to an 18 year old, unless they were under.


Gorgons draw Mana from Petrification, while a creature is petrified their lost time passively provides the Gorgon with energy.


LUXAL

MED [Metal-Life] MED

Luxin have an associated metal the way an Oread or Siren have an associated animal. Their bones are formed of this metal, and they can have random metal growths visible on their skin or growing from their body such as a visible metal plate over their sternum, or dotted along their spine, or growths like horns or crowns. Their irises are literal gemstones that match the large gemstone that forms their heart equivalent. They don't bleed or burn. Metals melt like butter in their mouth, which they eat in addition to normal food. So long as they eat metal, they don't age for the day. Age can be regressed with overconsumption of metals. A dead Luxal can regrow from their gem heart if submerged in a molten pool of their associated metal, emerging whole as though aging from 0, gaining 1 year per hour spent submerged up to 24.


Luxin draw Mana from Opulence, passively charging from the presence of ‘wealth’ though it has nothing to do with monetary value, but precious metals and stones amplified by skill in working them.


KEKUBI

MED [Fire - Body] HIGH

Kekubi look like living shadows having elemental bodies composed entirely of concentrated pitch black ash, soot, and smoke, which can emanate from them in response to negative thoughts or emotion. Any magic they use can reflect this, being reskinned into black particulates. Such blackened magic is 10% more effective. This soot emanation can cause a bother with blackening things they touch if they aren't under control. Damage to their bodies is superficial (No critical damage) but comparable overall damage can disperse their body causing death, they can remotely operate severed limbs within a 20m radius. They age like elves, and if slain they crumble into ash to reform over 24 hours if the ashes aren't scattered, or within 24 hours of at least 50% of their ashes being recombined


For some reason, if they are close to a Doll, they can form Magic Friendship free.


Kekubi draw Mana from Immolation, burning their own body as though they were coal, harmlessly resting on flames with their body absorbing smoke.


SYLPH

HIGH [Wind - Soul] LOW

Sylphs might look normal at a glance, the more slender frame can be excused, and the pointed ears are no big deal, but then their hair is perpetually floating ethereally, being weightless, as is their body overall. Slight gusts become significant issues, which Sylphs combat by focusing to partially etherealize, straddling the line between the material and spirit world, unaffected by the wind and invisible to those that can't perceive spirits. They can will themselves to move omnidirectionally, but can't phase through matter. They don't age, remaining around 18 equivalent. A dead sylph’s body disappears leaving the spirit in place, which crystallizes into a cocoon of spirit matter. They age a year per day spent in the crystal, from 0. It will shatter on its own when they reach 18.


Sylphs draw Mana from Spirits, being near high concentrations of naturally occurring spirits or spirit matter, places with history and tragedy. The site of mass graves or terrible battles or old ruins of a building with enough importance or meaning that it left spirit matter echo in the spirit world.


UNDINE

LOW [Water - Body] HIGH

Undine are are comparable to the Ifrit, with elemental bodies entirely composed of water, concentrated into a gelatinous form that can feel like a normal body to the touch, although slick as though oiled lor wet, but if they lose focus their form becomes more and more liquid on a sliding scale. They have a preferred true shape for their appearance, but they can freely focus to adopt any shape with the same volume, though they can separate to reduce their volume or absorb water to add volume up to the volume of a whale. Their water body has all normal senses. They don't age and have a clear marble as a core. Damage to their body is superficial, but the core can be shattered, without an inherent means of revival if that happens.


Undine draw Mana from Purification, where water based substances that come in contact with an Undine are purified of other elements and contaminants, leaving pure water with trace minerals. Can't help with anything larger than a pea, but does eliminate sand or dirt as well.


SPRITE

MED [Nature - Life] MED

Sprites typically denizens of the faewild, Sprites are inherently tiny, about an inch tall, and have an associated winged insect that skews their appearance. All Sprites have wings while a wasp sprite might grow a smooth chitin plating covering their back and limbs to one extent or another. Whatever the insect, all Sprites can produce both silk webbing and honey, and both can be combined to produce hive materials. They have retractile stingers in their wrists that can inject a paralytic venom, which when combined with their honey can form a thick wax that firms up when worked like dough. Bathing in their honey reverses and prevents aging around prime. A dead sprite can be buried in a honey to revive in 3-7 days based on severity.


Sprites draw Mana from Fermentation, of their honey. The traditional method being to store cells made of their own wax and silk full of honey for 7 days, becoming like a mana potion restoring 15% of their mana capacity per drop (About 2 cups equivalent). Sprites produce 1 Tbsp a day.


EMPUSA

HIGH [Blood - Necro] HIGH

Empusas are a form of vampire born in intense negative emotion and torment. Unlike other witch types, a witch Empusa is frozen in their prior mortal forms, though the witch power still results in male mortals becoming female counterparts if they don't have Elephant Trunk, as well as being more physically fit. They don't age, frozen at the age they Awoke, their bodies cold and lifeless with no biological function other than optional lung capacity for scent and speech. Their eyes have an unnatural glow, the color based on the witch's individual aura, and they have slender hollow fangs with which they suck blood They store up to 5x their body weight in blood without any visual bloat, and are 100% as fast per 1x bodyweight of blood stored. A dead Empusa can be soaked in blood to reanimate them within a minute.


Empusas draw Mana from Blood, draining the equivalent of one whole human to death fully charges their mana. Animals are a tenth as effective. An Empusa relies on their mana and will die if fully depleted but their charge also mends their body


LILIN

HIGH [Fire - Mind] LOW

Lilin witches can trace their way back to infernal lineages- to a family line that escaped or earned their way out of hell. They have different types of horns and leathery wings, and tail(s) in different styles, and skin tinted some unnatural color. Markings on their body brand them as free demons. They have a second set of transparent eyelids that give them thermal vision, and they can't be burned, entirely comfortable lounging in or on lava flows. They do not age, and if slain they do find themselves back in hell to serve time for any misdeeds, but anyone who knows their name and the marking on their body can summon them with Consortation 3. If summoned, they don't have to return when dismissed, but summoners can include a pact they have to accept if they want to be summoned.


Lilin draw Mana from Taboo, when they draw pleasure from scenarios that they themselves believe is wrong when observed by another who also believes it is wrong. Such as seducing someone into cheating on another, or public indecency.


ERINYES

MED [Wind - Blood] HIGH

Erinyes witches can trace their Way back to celestial lineages- to a fallen angel, a past incarnation of themselves. They have boney dark feathered wings and their skin is marked with inky black stains showing where their tears fell in the process of branding them with celestial runes identifying their sin and punishment. The celestial faction may or may not be related to the celestials behind Abrahamic religions. Erinyes cease aging between 18-26 and if slain, can re-awaken from a new mortal host somewhere unless ritually sacrificed, which stops their reincarnation for a century. Erinyes have a peculiar effect wherein the last person to physically harm them receives a mirror of any further harm to the Erinyes for 24hrs.


Erinyes draw Mana from Pain, when they cause another being physical or emotional torment, amplified by vocal expressions of that suffering; ie screams or crying. Note; This could be consensual in the case of certain tastes, or a something like a scream house attraction where some are there for it Or they might even be a physical therapist.


HANNYA

HIGH [Water - Mind] MED

Hannya are known as raging drunkards heavily addicted to alcohol, almost always blushed with at least a light buzz. They have long slender horns that also 'blush' like their cheeks. This blush effect is amplified into overdrive when they experience strong passions, turning bright red when enflamed by anger, which easily applies to most combat scenarios among other things as they have a habit of working themselves up. The redder they get, the more physical prowess they have, both in strength, and dexterity, and general stamina. They actually age in reverse, but whenever they are completely drunken their age will change to represent how they imagine themselves or want to be on a whim until they become sober. A dead Hannya can be brought back to life by first mending the body, then dousing with ice cold water.


Hannya draw Mana from Alcoholism, drinking alcohol isn't just a quirk but their primary energy source. They aren't immune to getting drunk, but don't experience hangovers.



TAURA

LOW [Nature - Beast] MED

Taurai are very obvious at a glance for their large animal lower ‘halves' where the upper torso of a human from the hips up replace an animal head and neck, the whole body shoulders-down of another animal replacing what would be their human legs. They may or may not have animal features on their head or back as well up to the extent of being Sphinx-like. This can be any legged animal from lizard or spider to rabbit or horse. This is usually a hooved animal but pawed animals aren't that rare, and spider taura are fairly common in places. Their lower bodies are generally powerful and have a high sprint speed and endurance.


Taura draw Mana from Conservation, when acting in harmony with a natural state of being, which generally revolves around sustainability and continuity of life, land protecting nature or historical artifacts or buildings 60+ years old. Non-invasive improvements or protections will cause a passive mana gain for 100x the time it took to build/fix/set up. High charge while actively guarding within a 100m area.


WULONG

HIGH [Beast-Mind] MED

Wulong are exclusively a type of witch, associated with the asian lung dragons Wulong have jagged but usually smooth tipped horns like deer, or coral, and stained or painted-like arms up past their elbows that can look like stained glass or tie-dye, and they have long tails with a strip of soft fur ending in a tuft. Wulong are able to fly by force of will with somewhat strenuous effort equivalent to a full sprint Their blood is an ink the same color as the dominant color of their horns and arms. Wulong age like Elves, slowing from age 3 until reaching 18 at 100. Aslain wulong can be reborn from a painting or statue that the wulong had formed a bond with using a drop of blood. Post-death, If someone with enough passion and knowledge of the wulong's body creates an accurate masterwork, they can be reborn without a prior bonded work of art, from no remains.


Wulong draw Mana from Artistry, charging in proximity to works of art. Any work of art, made with creative and/or meaningful intent imbued with subjective value of the creator. Paintings, Storybooks, Statues, etc.


DRAVIR

LOW [Beast - X] MED

Draviri are what happens when those princesses end up sacrificed to the dragon with no hero(ine) to save the day. Leaving the details aside, Draviri have the horns, tail, and scales of a dragon, typically having full claws on their hands and feet. Draviri pick their secondary elemental affinity, which is manifest in a breath weapon that affects a 15ft cone or 30ft line of flame [Fire], lightning [Wind], cold and ice [Water], stone/metal shrapnel (Earth) [Metal], or poison gas / thorns [Nature] For every 10 years of life, this area increases by 5ft. Their dense draconic muscle gives them strength and stamina like a Daeva Draviri age like Elves, and if slain an egg can be found within their body that will hatch the reborn dravir within a year in the right conditions, until hatched or destroyed.


Dravir draw Mana from Destruction, when they undo the work and labor that went into producing something of value based on its value and purpose to someone else. This includes the taking of life, particularly human or witch life, which briefly provides a High charge rate.


DOLL

LOW [Soul - Necro] HIGH

Dolls are artificial beings. If you've awakened into a Doll form, your soul is likely a reincarnation of a soul used in the creation of a Doll in the past but it could be exposure to experimental energies that corrupted your witch type. Dolls get their name as most Dolls are literally ball jointed dolls of wood or porcelain but dolls can also be fully organic made of sewn flesh of different bodyparts, others are clockwork, or recently Alphazon has been making fullsynth dolls. Black market deals in Asia have been making dolls with limited self-governance and selling them.


Dolls don't age or have biological functions by default, though some can have living organic parts. A doll can't die, only cease function. If repaired then they regain function. They have all normal senses, even touch- Pain or pleasure both, but a maker can adjust these along with personality elements or even memory,


Dolls draw Mana from Service, obeying a request or command from a sapient being endows them with charge and gives them a dopamine hit comparable to sugar.


VANIR

HIGH [Water - Nature] HIGH

Vanir are beings associated with winter, and hidden groves of life amid the frost. The presence of a vanir will allow plantlife to thrive in the cold and while creatures will still feel cold, they won't suffer actual harm, including themselves, though they don't feel discomfort at all with the cold. Their bodies are blue, white, or gray emitting a cold chill, from which ice crystals form like scales, spikes, or horns.


Vanir age normally until their apparent age freezes randomly between 18-25. A slain vanir flash freezes and shatters into a mist of ice crystals. Somewhere within the nearest tundra (such as a snowcapped mountain peak), a new body will form out of ice over 3 months, then crack to free them with new life.


Vanir draw Mana from Resistance, when acting against a natural state of being both in nature and in social dynamics, such as going against popular opinion, or resisting baser natural desires, not wearing many layers in the cold, or turning down that slice of cheesecake.



CHANGELING

MED [Body - Mind] MED

Some universes only produce Witches as changelings, albeit usually under different mechanics. Changelings look like human children anywhere from 0 to 14, and are notably able to freely shapeshift in the blink of an eye to assume any other appearance that matches that description, including perfectly copying the appearance of another at a glance. A changeling cannot physically age past 14 or even use transformation magic to push past it and are biologically immortal. A slain changeling will re-awaken from a mortal human child randomly within the same plane/realm. (ie; Earth), replacing them. The replaced soul and mind will find itself in The Nursery (A realm).


Changelings draw Mana from Identity, any interactions had wherein another believes the changeling to be someone that they knew. An impatient changeling is able to sow doubt and uncertainty in order to briefly spike mana gain to High. Worth noting that changelings very often have the *Charge Swap* perk, or seek out a way to gain it. It costs 3p less for them.


ELF

HIGH [Body - Nature] MED

Elves once ruled Earth, as plentiful as modern humans currently are, with great empires of megalithic works and a global atmospheric energy grid... anyway, surviving elves come in Sun, Moon, and Sky varieties. Suns are golden-bronze skinned and favor forests. Moons are silvery-plum skinned and favor subterranean living, typically short. Sky elves are fair skinned and taller than most. Elves start out aging like humans but rapidly slow down. 100 is equivalent to a human's 18, while they might look 30 at 1,000 and never exceed looking like 40. A slain elf will resurrect at the last Elven Lifeshrine they interacted with (Or their parent if they haven't yet). Lifeshrines are rare on Earth, but most factions will have at least one. Also, Elves are *not* lewd, they're a proud & noble people darn it.


Elves draw Mana from Meditation, entering a trance-like state where they look conscious but immobile with eyes glazed over. They charge 25% Mana per hour, and an hour of trance is comparable to 2 hours of deep restful sleep.


ORC

HIGH [Body - Earth] LOW

Orcs were widely present along with the elves with a hostile relationship back then. Orcs come in three colors, green with tusks, red with horns, and blue with neither. Exceptions exist, and half-breeds often have very muted colors like a tint to a more typical skin tone. They typically have elf-like ears, but are known for being strongly built and large in stature with an average height of 6'8". They have low light vision capable of seeing in dark with the faintest light source, and can go without any air for hours, or days on thin air. Orcs have a sense for ore and faultlines. Orcs age normally, but when an orc dies they are reborn from the closest member of their family tree to rapidly age back to 20 equivalent within 3 months.


Orcs draw Mana from Birth, fueled by the growth of new life created by the orc More effective for female orcs growing it themselves, male orcs have about a tenth the same energy gain while a currently pregnant orc gains charge very rapidly then it levels out into background charge as the offspring grow.


PHARON

HIGH [Beast-Soul] LOW

Pharon are animal-headed people that have been treated as gods in some human cultures. They have human bodies but the head and neck of an animal creature, somewhat opposite to the taura. This can be any animal including insects, if it's an animal, it's valid. They'll have any abnormal features and functions the animal head would normally have, from a beetle's mandibles to the eyes and neck rotation of an owl. They age as normal but are capable of creating ambrosia by distilling light between their hands. A Pharon consuming ambrosia will cease aging for 3 days during which time for each additional "Serving" they'll age in reverse at an increasing rate. If slain, ambrosia can return their body to life if placed inside the body (or in the ash pile).


Pharon draw Mana from Renown, fueled by their notoriety one way or another but increases proportional to intensity of feelings. The greater the respect, fear, reverence, or even hate and so on, the higher the charge in that moment of thought. They can feel their name spoken.


JOTUN

MED [Body - Blood] LOW

Jotun are a truly ancient race that reigned prior to the antediluvian elven kingdoms where they were slaves. They can grow to 15 meters in height on demand with a around a 15% mana drain, negligible drain to return to normal. Proportional strength and speed. They can remain in either size indefinitely. Jotun cease aging} at 31 for males, 21 for females, though they all share the same max height. If slain, a jotun has a second body 1/30th off their size located where a heart would be encased in a crystal-like calcium shell impervious to most things short of a rift blade. This shell cracks to free and wake the body reborn in 3 days if slain at full size, 3 weeks if slain in human size.


Jotun draw Mana from Flesh. Any meat will provide Charge but, naturally, creatures with greater souls give greater charge... humans, or more still, witches Animal meats low, human is medium, witch is high. Charge is passive while digesting. Humanoid flesh gives them a spine-tingling sense of bliss that can be addictive. leading to some unpleasantries.


HOLLOW

HIGH [Soul - Metal] LOW

Hollows are a race of people that are a merger of spirit and metal. They have bodies that behave like spirits, and spirits that behave like bodies. Their physical body is invisible and intangible, but bound to a suit of armor, and casts a colored glow based on their aura. Their spirit form on the other hand, has biological processes, which is how Hollows reproduce. In their spirit form with any other spirit. Their physical form carrying the offspring will have a visible orb of metal with a will-o-wisp-like glow around it, internally within their own suit of armor which will then grow over time as it collects metals and minerals. They eat spirit matter to survive, much like a Spirit Beast, but can consume spirit objects, not just ‘living’ spirits. The armor heals the way a body would, or with healing magics. Their spirit can remove the armor, but can only move within 30ft of it. A Hollow "Dies" if their armor is destroyed to the point of unusability, but can be brought back to life by reforging their armor if any part of it remains to incorporate in it.


Hollows draw Mana from Ore. They place raw ore within their armor where it suspends and breaks down over time, and is used for the armor's integrity.


DWARF

MED [Earth - Metal] HIGH

Dwarves are a short race that stands between 3-4f tall. They have larger eyes proportionally to most humanoids. They're very long lived like elves but they stay more youthful for longer, never growing more from their youthful state until they begin wrinkling with old age after 300+ years. The main way to tell a Dwarf's age is the length of their hair (or beard for males, & muscles, more pronounced in males). Every dwarf has an associated metal up to the rarity of gold, which grows in fine threads like hair, including the beard of male dwarves, and their bones are all high carbon steel, their muscle sinews dense with incorporated metals, making them extremely hardy and durable as though armored with bones that very rarely break, though heavier than an Orc They seem to have boundless stamina and laser focus their pursuits.


They have low-light vision & don't need air. A dead Dwarf given a dwarven burial (even if no body remains) can be reborn to a relative, to regain memories at age 10. Someone can volunteer at the funeral.


Dwarves draw Mana from Community, the presence of other dwarves or creatures with this charge method. Low with 1 other, Med with 6, High with 20+.


WITHER

HIGH [Necro - Metal] MED

Withers are cursed people as a result of the horrific actions of their ancestors or past incarnation of themselves. They'll be born thinking they're Neutral but will be plagued with bad fortunes and health issues. At around age 18, they'll die of a mysterious condition only to rise again in 3 days to a cold body with blackened limbs rotting on the bone. They're no longer unlucky, but their undead body continually tries to rot from the extremities inward, they'd have skeletal fingers by the time their shoulders begin to blacken, over a week duration, They can delay and reverse decay through cannibalizing humanoid flesh leaving behind a skeleton, to regrow their own and remain whole for 1 week. An arm for an arm, body for body, ect. They can do this at a distance of 30ft. They have an aura of decay that makes people feel ill, and rapidly rusts metals. A nail would be dustin a minute They cannot die, they continue to reanimate every full moon unless impaled on a gold or silver spike with coins over the eyes / eye sockets.


Withers draw Mana from Rot, empowered by the presence of rotting organic matter, particularly meats, proportional to the quantity, & the sapience of the body in life.



MIMI

LOW [Beast - Life] HIGH

Mimis are animal people much like Oreads, but lack the Earth connection, and come in two flavors of Amazons and Halflings, some subspecies being over 6f| tall while the others rarely exceed 4"8" Like Oreads, they have an associated animal that they attribute, usually mammals but it could be any natural animal. They're almost always lighthearted people full of life and vibrance, where Oreads can often be a melancholic sort, introverts to the Mimi's extroversion (On average). They can be impulsive and seem to naturally have improved luck hard to quantify, otherwise they benefit from typical tropes associated with their animal reference, having about 2 "Traits" (Stacks with Familiarity) other than physical characteristics which don't count against this. Mimi's stop aging at roughly 18 for halflings, or between 25-35 for amazons. A dead mimi can be brought back to life by erecting a shrine to them, and a tear drop.


Mimis draw Mana from Headpats, Belly Rubs, and Back Scratches, or similar forms of contact, recovering 5% of their mana capacity per second of contact. A Mimi can headpat themselves for 0.5%, but this makes them feel depressed and teary for some reason.


SWORD

LOW [Metal - Blood] LOW

Wait what? Oh I've heard of these before. Huh, you may be a Sword Yeah, a sentient sword and a living relic. "Swords" have a humanoid body that can visually look like any other race shown here, but they adopt a sword form that is their true form. If unconscious or slain, they'd adopt their sword form. They have no biological needs, but do age up until age 20 equivalent, their sword form starting out as a knife and will grow with their body over time into some type of sword based on their personality, Can include polearms, just swords with long handles, and axes, weird swords with long handles, or hammers... swords with very weird flat blades. Don't ask questions, just stab. Their sword form heals over time, damage reflecting in their humanoid body. Adead sword can be brought to life by using the inert sword to take a life. In sword form, they have all their magic abilities without requiring hands, and all magic manifests in some sword related way. They can synchronize with the thoughts and intentions a wielder.


Swords draw Mana from Battle, gaining MP during conflict. Increases to Med after 2 minutes, & High after 10 minutes.


COMPLICATIONS

Now that you have a taste of what you can be, I should mention the system we have here. There are greater powers out here that are invested in the sustainability of mortal humans, powerful entities from demon lords to celestial monarchs and mysterious deities. They don't like magic intervention upsetting the balance they have achieved and can have messed with fate itself to impose limitations and consequences for subverting "the natural order". That aside, it's nonetheless in our best interest to keep a distance. Some humans are in on it, some humans strain against it. The Treaties of the Masquerade, or simply The Masquerade, is a near universally agreed upon principle that all supernatural entities are beholden to. When they were established humanity was infected with a contagious curseplague that rooted itself in the mind to amplify the effects of cognitive bias and expectations. On average, it would require extraordinary circumstance for a human to perceive the supernatural. A dragon flying over their head could be perceived as a plane spewing napalm, if they see anything at all, and it gets reported as a gas line explosion or terrorist bombing. Sometimes things bleed through and you get things like bigfoot, and sometimes spiritual being aren't as affected, already being in the spirit world, so some people might see ghosts on occasion, or they mistake a vampire or elf as a ghost because their brain is trying to delete the information as it comes in and it misses some spots. Some humans are less affected than others, and human agencies exist that are aware of the Masquerade and contribute to upholding on their end, recognizing the need to maintain this balance and prevent the world from sliding into chaos. Witches are one thing, but if destabilized too far it could kick off the War in the Heavens all over again as demons and celestials fight for primacy. Last time that happened, the Dinosaurs didn't make the cut. The humans have proven themselves a capable threat lately, feels like just yesterday the upstarts nuked the Library of New Alexandria..."


- The Veil on human minds can only be stretched so far and you never know when someone resistant to it is watching, so when among mortals avoid obvious magic. It can also attract attention from supernatural entities, or government and private agencies that might have something to say about it in one way or another.


- Using magic to help out an individual human in need can be fine, but don't push it. Doing too much to upset the way of things strains the masquerade, whether or not it's obviously magic at face value. You aren't a special saint who's the first person to think about ending world hunger. You'll have to run a charity case like everyone else.


- You can sell magic items, particularly consumables, to humans so long as you keep it to niche markets and market it as some natural remedy "They" don't want you to know about so long as the effects are excusable by good luck, placebo, or modern medicine, unless the individual is in on the Masquerade and invested in keeping the secret.


- If you need to relax or want to stretch some magical muscles, I recommend joining a Faction, I can hook you up later, most have their methods of avoiding the Masquerade and allies can be very helpful. Monsters exist, some are human, or other witches with skewed moral framework... Others are very, very literal.


- Or don't bother with the human world at all! Who says you need to even stay on Earth? Party with Lunabella on the moon, or fly yourself to Pluto and establish an interplanetary portal network, explore new dimensions and maybe even some divine realms!


Now.... Let's see if we can spot any complications with your true form." Complications raise your POWER CAP to a max of +30, OR grant additional Starting Points within your Power Cap separately.


Complications make your life more difficult. Every Complication taken grants POWER shown in the corner.


WORLD SHIFT - BRUTALITY

+1/+2/+6

The world is shifted towards brutality to a chosen tier.


Tier 1: Violence is more widespread, people are quicker to react aggressively to get their way, being more forceful in pursuit of their interests and less understanding of slights


- Tier 2: Killing becomes more commonplace. Enemies are considerably more likely to kill you outright before or after other interests, such as drawing it out for fun, witches value life less due to their ways to cheat death, so witches often kill other witches.


- Tier 3: Death is ubiquitous, ever present. Most people know several people who have been killed and it's very common practice to confirm kills of witches, ensuring their method of cheating death is voided.


WORLD SHIFT - MASQUERADE

+1/+2/+4


The Masquerade is laced with Covenant and Curse-like effects.


- Tier 1: Revealing magic to strangers is auto-punished via pain response. Using magic to run key parts of a business among mortals is auto-punished by rasure of products or facilities. Can apply Rank 1 curses.


- Tier 2: Revealing to associates is auto-punished, strangers causes extra pain. Magic in business now includes parts of the production line or marketing Can apply Rank 3 curses.


- Tier 3: Revealing to close relationships is now auto-punished. Associates with extra pain, strangers may leave you unconscious after intense pain. Magic in business includes basic conveniences in running your shop. Can apply Rank 5 curses.


WORLD SHIFT - TRUE NAMES

+1/+3/+8


True Names become more important for any magical being. Your True Name is instinctually known to you once you Awaken. You can be coerced into providing your true name.


- Tier 1: If someone knows another's True Name, both feel more drawn to one another, making it easy to always notice them in a crowd, and subtly be guided to them if looking.


- Tier 2; Speaking someone's True Name can affect them similar to the Suggestion perk, and they're more susceptible to persuasion against usual interest.


- Tier 3: Speaking a True Name can let you affect the named target with magic regardless of distance. If warded, they feel when the ward is no longer blocking them.


WORLD SHIFT - MONSTERS

+1/+2/+4


Monsters become more common and widespread, increasing rates. This does not mean that the monsters are terrorizing the place, and many might not even kill, but they cause problems in general. The Veil still hides them from humans and the humans from most monsters, usually.


- Tier 1: Almost every city has at least a handful of active monsters, towns may have 1-3. Monsters that target humans are *Uncommon*.


- Tier 2: Cities may have dozens of active monsters while towns deal with up to a handful Monsters targeting humans are *somewhat uncommon*.


- Tier 3: Cities can be infested with various monsters while towns have to deal with a few every week or 1/day. Monsters targeting humans are *common*.


WORLD SHIFT - POPULATION

+1/+2/+3


The population of witches is decreased, increasing the burden on individual witches to maintain supernatural balances while increasing individual attention.


- Tier 1: -50%. The size of all factions is cut in half, except the ORC and Alphazon who only have half the witch asses.


- Tier 2: There are only a few dozen witches with ranks 4+ in any given magic, throughout all realms of the living. Total pop of witches is less than a country.


- Tier 3: There is now only a single witch with rank 5 in any given magic specialization. You yourself can only choose one, the rest are capped, and if you choose a companion with r5 in your chosen special, their rank is reduced to 4. Total witch population measured in hundreds.


WORLD SHIFT - *BONK*

+1/+2/+3


The world is shifted towards a degree of lewdity, you can determine for yourself if this affects just Witchdom, or the mundane world as well.


- Tier 1: Eroticism is more common. Public ads use more innuendo or nudity. PDA is a little more handsy. Hookup culture somehow even more common. Seen as a normal topic for chats.


- Tier 2: Ads might be straight up explicit. PDA might include foreplay. Hide-the-pickle is often a casual pastime among friends.


- Tier 3: Almost all ads are explicit. Hide-the-pickle is as common as a handshake or hug and an expected norm or you're seen as a strange prude for not engaging with it. Pass once? Maybe an off day. Repeatedly? Okay something is suspicious.




GAME MODE - STORY ARC

Your Starting Power is reduced to 10 points, which cannot be increased with complications. Instead, your Power Cap is increased to 150, and Complications can increase your Power Cap by up to +60.


You cannot start with a magic at more than Rank 3 or perks worth more than 6p before discounts, but they unlock at milestones.


- 50 Power, you can increase magics to rank 4 and gain perks up to 12p.

- At 100 Power, you can increase magics to rank 5, with no perk cost cap


This means that in your build you'd incorporate Quests and mention the passage of time with the quests to include your growth, and what you buy along the way, as you rise in power over time.


GAME MODE - EARLY BIRD

Incompatible with Story Arc Rather than start less and end more, you get it all over with from the get go.


Your Power Cap matches your Starting Power, but your Starting Power is increased to 75. This means that what you start with is what you get, only acquiring companions and relics via quests later on. Simplifies things greatly, removing growth methods. You can still benefit from complications increasing starting power, so up to +30p, but not even wishes will grant you any additional power points once you start.


You can store power for later use if you so wish to do so, to simulate natural growth at your own rate, though you can do that after buying too.


GAME MODE - SKILL TREE

You abandon your Power all together. You instead rely on SLOTS: Mode-Arc.


You begin with one folk magic slot & 1 folk slot for a perk. You also gain 3 folk slots based on class. Academics use these for Magic. Sorceresses use these for Perks. Warlocks use these for Relics After you've completed 4 quests, your starting magic & perk slot increase to Noble. After 4 more, they become Heroic. After 3 more, they become Epic. Your 3 class slots lag behind by 4 tier becoming Heroic when you gain Epic for your starters. You gain an extra slot every time you complete a quest equal to that quest's tier. Skill Tree mode users can spend 3 slots of a lower tier for 1 of a higher tier, or break 1 higher tier slot into 2 lower tier slots.


GAME MODE - CONSTELLATIONS

You abandon your Power all together. You instead rely on SLOTS: Mode- Early.


You start out with a static amount of slots, for one-and-done players that want the simplest experience and with an up-front build. Nothing else to consider, no mathing out Power, just a bundle of slots to use. You have:


- 4 Epic slots,

- 6 Heroic slots,

- 10 Noble slots, &

- 15 Folk slots


You also have 3 Heroic slots based on your Type.


Academics use these for Magic Sorceresses use these for Perks Warlocks use these for Relics. It’s up to you whether you have all this power now, or grow into it with in-context training or unlock them as you go at your own pace.




DYSFUNCTION

+12 / Epic (Sorceress)

WHOA was wrong, I'm SO Sorry You ARE witch, you'll get Witch Type as normal, you have lot of power... but... it looks like your maximum rank is 0... It's not unheard of." You only benefit from Rank 0 effects of magic, and are otherwise incapable of putting any ranks into any magic specializations, or any perks with a cost greater than 4. (after counting affinity and type discounts). No impact on Relics, Gadgetry, Integration, Type perks, or Metamorphosis.


VULNERABILITY

+4 / Folk (Academic)

Choose one serious Weakness. Weakness bypasses Affinity resistances, negating it.


Pyre: You catch fire as though made of dry straw and lint.


Melt: Water melts you as though it were an incredible acid, but only when recognizable as water and not another product, such as "Beer", or "Soda"


Iron: Iron and all its forms that would still be called iron, sear you as though white hot, and can bum through you. An iron blade passing through you with ease.


REJECTION

+2 / Folk (Warlock)

Nature doesn't like you. Non-feline animals will flee the area Domesticated animals like dogs get agitated and bark at you Predators may attack. Plants seem more sickly flowers close. Bugs bother or sting you more often.


Familiars aren't affected.


CRUTCH

+4 / Folk (Academic)

You can't use magic on your own, you have to rely on a specially prepared magical medium; Wands, Staves, Tomes, Crystal Balls, Decks of arcana cards, and so on. Without a medium, you cannot use magic.


RESTRICTION

+2 / Folk (Sorceress)

You are incapable of learning any magic from one chosen archetype. Potions, Hexes, ect. You can take this up to 3 times. This includes a magic’s rank 0 effect normally available to all witches. This cannot restrict you from Faction magic of factions you don't belong to.


For example, you could restrict Wands only if you chose Hawthome as your faction.


HUNTED

+8 / Noble (Warlock)

‘You're actively being hunted by a *revenant* witch hunter. He has somehow bonded to you as his next target. He bonds to one witch at a time and relentlessly hunts that witch until their True Death. He's killed many before. He'll intelligently stalk and take notes until he thinks it's time to strike and learn what he can. He “respawns" every full moon with his soulbound diviner's map. He may cooperate with your enemy.


DISLIKEABLE

+2 / Folk (Warlock)

Something about you rubs people the wrong way, it's harder to find wholesome true friends or lovers on a real personal level. Companions cost +2rp to buy and will take longer to form serious relations.


MONSTER BAIT

+4 / Folk (Academic)

Something about your awakened soul is like a siren’s call to monstrous entities. Different monsters may be after you for and per witch type. Monster encounters greatly increased.


BLACK SWAN

+4 / Folk (Sorceress)

Things very often go wrong around you. It can feel like you're very unlucky, yet also more lucky in avoiding death in the moment to moment, but will be taking that gamble a lot more often. You're often in the wrong place at the wrong time and end up inserting yourself into situations by accident.


SPELL SINK

+2 / Folk (Warlock)

You're like a hole in the ether of magic, it just disappears within you. You're immune to direct magics, beneficial and harmful No buffs, healing, neither mind control or paralysis. It takes more effort for you to use magic being twice as fatiguing and costly.


LIKE A DUCK

+2 / Folk (Sorceress)

You're lightweight, weighing as supernaturally buoyant in water, Difficult to dive, and you're easier to manhandle. or get knocked around by various effects, including a windy day


If Sylph, you'd actively float like a helium balloon.


LIKE A ROCK

+2 / Folk (Academic)

You're twice as heavy, and sink through water as though it were air, yet move through it twice as slow as though walking through jello. Not incompatible with duck. With both, you'll be lightweight to enemies, heavy otherwise, and sink in water.


EYE CATCHER

+2 / Folk (Sorceress)

You draw more attention in anything you do. Wherever you go, you turn heads. You're physically more attractive than normal sure, but your presence itself is more magnetic in nature, presence.


In short, anything you do to draw attention to yourself draws significantly more attention Meaning you're easy to track if anyone sees you, as you leave an impression and most people will notice and remember it. It's very difficult to 'blend in’ to crowds, and something stands out about you even through transformations. Like, damn, that's a cute or elegant cat, ect, and if you cover yourself too much then that itself is notable.


SILLY GOOSE

+2 / Folk (Academic)

Your true form is younger than normal, anywhere between 6 and 14, but on top of that it's abnormally hard for people to take you seriously. You tend to melt hearts when they see you and it seems to dumb people down, similar to seeing a really adorable kitten and instinctively talking down, magnified a few times. They're generally dismissive with presumption that you're being imaginative, or mistaken about something. If it’s any consolation, they'll likewise resist believing you did something wrong, depending, You are more excitable and do have an overactive imagination. For 1p instead of 2, you can only have the age curse. Persistent.


HARD LESSONS

+8 / Noble (Academic)

Magic just refuses to "click" fo you, struggling harder to learn or train your magic, or keep managing to do something to displease your patron, the effect is the same: You have half the rate of Power gain from your witch type, and once you cement the ability in question, you still take longer to get the hang of actually utilizing the magic properly, requiring more practical practice before at full efficiency.


COLD HEART

+2 / Folk (Warlock)

Your empathy is muffled, it's harder to see things from the perspective of others and to recognize the emotions in others that aren't obvious, but things like mood changes and facial expressions. You're quick to see people in black and white; Either allies, or enemies, and if people aren’t as skilled or powerful as you, you instinctively think less of them. This can manifest as a tyrant, or as mother knows best, elitist with a reflex of wanting control either way


HIDEOUS

+8 / Noble (Warlock)

Your appearance is seriously unfortunate. You look *very* old, plus choose at least 5: Hunched back. Large hooked nose. Warty. Crazy eyes. Ratty hair. Gnarled limbs. Crooked jaw. Jagged teeth. Snaggletooth. Fungal growths. Bone growths. Pustules. Bunion. Cankles. Leathery skin. Wookie hair. Yellowed woody nails. Persistent with shapechanging, you still look worn and ugly.


WITCH MARK

+2 / Folk (Sorceress)

A peculiar birthmark resembling a third nipple somewhere on your body. Those in the know can identify it as a mark of a witch. Their err of course being not all witches have one.


Yes, if you must know, they're as sensitive as a real one, so be a little careful with it. No I'm not telling where mine is! Some witches try removing them and they just reappear. Hex witches are able to move it for you, if you wish. I knew a witch whose mark was on her forehead, poor gal, until we found her and helped out with a relocation. Persistent.



NEMESIS

+8 / Noble (Sorceress)

Oh no. It's been a long time since I've seen anyone with this in their fate. Your awakening will provoke a paired awakening in another individual. It can be anyone in your life that you would hesitate to kill. If you have. nobody, or by chance, it can be an entirely new being retroactively woven into your life and you will have new memories of them that you can't distinguish from your old life. You WILL care about them, and they will care about you to an extent, but they will resent you deep to their core. They don't want you to die, but they will want you to fail or suffer. If you have something good, they want it for theirself. If you succeed at something, they want to be better at it than you. Expect to never have peace unless there is an equilibrium between you and them. They have any and every special ability you have, including drawbacks, perks, relics. They'll have roughly equivalent companions. Turning their heart will take a LONG storyarc, if at all.


ADDICTION

+2 / Folk (Warlock)

You have an addiction of some form. You cannot go more than a week without it willingly, and that's a good week. It's usually a daily habit and you won't feel like yourself without having engaged with it, Whether it is a substance or stimuli. It can be a drug, or it could be coffee, or lewd actions. You have a 25% chance of being incapable of resisting your addiction whenever it crops up which increases by 5% with every repeat exposure until you give in. An addiction to lewd things for example, would count any attractive sight as an exposure. This doesn't mean immediate gratification but when you have a reasonable moment to indulge, while going a little out of your way to have the opportunity. The addiction can't be something generally seen as productive or healthy (Honestly). This can be taken up to 3 times.


SENSORY DISABILITY

+2 / White (Academic)

You have a sense that doesn’t function properly. Any of the 5 senses. Compared to sight; You'd be very nearsighted and have to squint to read normal sized text from around 1ft Hearing would mean you'd not notice someone whispering 5ft away, and their casual speaking volume would be muffled. With scent, you can only faintly smell something directly under your nose. With touch, you feel only about 10% the pleasure or pain someone else would and wouldn't notice a squirrel climbing up your leg, and you'd only faintly feel a cat digging its claws into your back. Stepping on a leggo would be tolerable. With taste, you only taste extremes, So you might have to enjoy food in other ways like with heat or texture, or very oversaturated flavors. For 5p, you're completely missing a sense instead.

Can take up to 3 times



PHYSICAL DISABILITY

+2 / Folk (Academic)

For some reason your true form is missing a limb as a core part of your identity, your true form is a manifestation of the reality of your being, so it's a little more important than that.


Replacements wont work and it persists through transformation magic. Inorganic prosthetics do work, or a symbiotic lifeform that could operate on its own


You can take this up to 4 times.


SENSORY SHOCK

+2 / Folk (Sorceress)

Opposite to sensory disability, one of your senses is acutely hyperaware. Can't take with the same sense as you have a sensory disability. If vision, you see very sharply and at great distance but you get overwhelmed with complex colors and patterns and with too much movement to take in all at once, excellent low light vision but sudden bright light can blind you like daggers to the eyes. If scent, you can smell a campfire from miles away but strong unpleasant odours can completely overwhelm you, with some scents worse than others such as garlic. If touch, you might be perpetually uncomfortable by all but masterwork silk clothing and the finest cottons, and more sensitive to pain. Etc.


ADORING FAN

+2 / Folk (Sorceress)

You have a fan. A bit of a simpleton, he's completely devoted to you. Or rather, the idea of you. He's unattractive to you but really wants in your pants even if he has a girlfriend or wife already. He will consume any media that has you in it religiously, while also stalking you in his free time. Telescopic cameras from the tree or adjacent building level stalking, and will to the best of his not insignificant ability, break into properties or online accounts just to observe. maybe steal personal effects, not based on monetary value, but out of his obsession for you.


Depending on how you handle this, he may go more insane and daring, or he might be kept in line and managed as a basic nuisance. If he dies, he'll be replaced with another like him, on top of any normal stalkers you may attract the old fashioned way. If you were involved with their death, the next will be more daring than the last, which can stack to the point they become literal monsters hunting you.


VERY DERE

+2 / Folk (Sorceress)

However you actually feel inside it's very hard for you to express positive emotions directed at another person and you can't take compliments well. You're easily flustered, embarrassed, aroused, or cheered up by others, and your natural response is the appearance of being agitated and to reject and distance yourself from the scenario. You feel like you shouldn't be feeling these things and like it's a failure or open weakness if you give in to them or let others notice your true feelings.


...In simple terms, you've become a tsundere


Alternatively, you can be a kuudere, dandere, yandere, himedere, kamidere, bakadere, or shundere. You embody the dere of choice, at least externally.


REQUIREMENT

+X / White (Warlock)

Above and beyond an addiction, you have a requirement necessary for your survival the way a human requires food, water, and air.


- For 4p, you require it as often as food.

- For 8p, you require it as often as water.

- For 12p, you require it as often air


This includes the level of discomfort with its absence. This can be any substance or stimuli that is at minimum as rare as its equivalent.


This isn't just a hunger equivalent, but the more you're lacking your requirement the more you begin to passively lose a small amount of mana, and the more mana is consumed in the use of magic spells and effects.


UNVEILED

+4 / Folk (Sorceress)

The veil doesn't hide you. Humans will see you clearly as you are and any act of magic. If your appearance is changed, your mortal ID doesn't change and anyone that knew you noticed the differences if any.


Normally the veil would hide unnatural features while something like a guy becoming a gal would be made normal for most humans affected by the veil though inconsistencies and glitches can happen now and then especially when pressed or given cause to remember otherwise. Likewise for using magic in front of humans. This still stresses the veil and can lead to masquerade violations eventually if abused, and you never know when a medium is present, or someone resists.



NIGHTMARES

+6 / Noble (Academic)

You'll have a split soul torn between our universe, and a mundane universe where magic doesn't exist. When you sleep, which you'll require at regular intervals regardless of magic or perks, (At least once a week) you'll "Wake" in the other world, an alt-Earth where Soviet Russia conquered the world as the first to develop nukes. If you aren't useful to society, you're considered a parasite... and are suspicion for past ramblings about the other world and magic prior to you "waking up". Try not to end up lobotomized and turned into an automata slave, which can happen for a variety of causes, including accusations of anti-Party conspiracy or an officer's word Whenever you die, you relive it again from the point you originally entered it to do it all over.


KRYPTONITE

+X / White (Warlock)

Some witches express magic on a wavelength that can be disrupted by some substance. You have a kryptonite. It can be rare but it's not rare enough that your enemies can't make use of it. Its rarity affects the power gain:


Very common: +10.

Common: +8.

Uncommon +6.

Rare: +4.


The proximity within which it affects you:

Touch: +1.

3m: +2.

9m: +3.

15m: +4.

30m: +5.


Severity:

Completely cut off from active magic and ongoing effects: +4.

OR

Magic effectiveness halved: +2.


Rapidly drains mana store: +2.

Open to hypnotic suggestion / issued commands: +4,

These suggestions persist after exposure ends: +2

Death while exposed prevents passive methods of death circumvention: +6.



FIT WITCH

+2 / Folk (Sorceress)

Your magic ability is more closely intertwined with your physical ability. In order to grow your magical ability, you have to maintain your physique the old fashioned way: Exercise. While magic can shape your body, this has no bearing on the magic. For every day you don't exercise for 1 hour or more, you lose 10% overall magic effectiveness. (Damage, range, area, duration ect). For every 5 hours of overall exercise of minimum 30 minute intervals to count towards the total, you raise it by 10% up to 100%. Exercise counts if it's sufficiently strenuous and makes you sweat (If you would be capable of sweating or not). This only stacks to a reduction of -50% at the worst, but can stack to -100% for an extra +2.


BRANDED

+8 / Noble (Sorceress)

Sorry to burst your bubble, but you're not a witch. I've removed the veil from you because I want to run a little experiment... To turn you into a witch that may or may not be more powerful than most witches, and I can only do it on a human that didn't already have a witch spark.


I'm not doing this for free, the process I devised incorporates a slave crest written into your very soul, You will be my... lifelong unpaid employee with benefits. I treat my things very well, and you'll usually have autonomy, I'm hardly a task master. But that's the deal. I'll turn you into a witch, but you'll be MY witch, unable to act against my wishes in any way, **Penelope will not have this ritual if you did not select this complication.*


NO PRIVACY

+8 / Noble (Academic)

I've been under a lot of scrutiny lately, there's a good chance that some bad actors are watching me right now and by performing this ritual, it will advertise your witch awakening across open channels. All your information about you will be leaked, they'll know everything about you on quite the intimate level. They'll see everything that you select in this process, from my perspective, a third person perspective, seeing your face and body. Knowing your weaknesses and strengths, your magic, what quests are in your future, and what factions you're likely to interact with later. On the plus side, your allies will be closer, but so will your enemies, and they'll know where you are for the first week.


BLOOD FEUD

+4 / Folk (Warlock)

You'll be part of a magical lineage that has major deeply rooted beef with another magical lineage. This rival lineage will despise yours on an instinctual level with the whispering echos of their ancestors reinforcing their bias to highlight any little thing about you that might annoy them in some way, which applies to you about them as well. Resisting this will be akin to resisting an actual legitimate phobia, a deep visceral emotional response.


You'll constantly feel the instinct to hate them, and undermine them in whatever they're trying to achieve. You'll often find yourself wondering what they're currently up to, nothing good of course. Describe this other lineage. They'll be just as strong as yours.


MARKED

+2 / Folk (Warlock)

You’ll very soon find yourself with a bounty on your head, If you’re aligned more with law, the bounty will stem from Hespatia Alphazon, and the Outsiders. If you’re aligned more with chaos, then the bounty will stem from the Watchers, ORC, and the Alliance. Independents and divisive elements of Hawthorne and Arcadia will also be involved on either side. Lunabella is unlikely to be involved in either direction unless you’ve antagonized them.


The bounty will make your life very chaotic to slowly taper off after months or years of engaging with would-be bounty collectors, diminishing over time as you prove to be too strong a mark for most of the hunters or assassins.


DEFEATED

+6 / Noble (Academic)

You're fate-bound to suffer a major defeat at some point and you'll be at the mercy of your enemy for some amount of time, until they will decide to kill you in a predestined death. What is not predestined, is whether they interrupt your method of cheating death. Whatever your method they will at least ensure that you do die, so an Immortality Curse would be overcome for example. You'll want to make preparations and plans such that your method of cheating death can be preserved or recovered from the scene and into safe hands, such as having Companions steal your body back, or intercepting your dryad's seed or draviri egg for example. This could occur during a Quest, without failing the quest.


FIXATION

+2 / Folk (Sorceress)

You will have a particular fixation that influences your thoughts frequently, shaping how you view the world and others around you, influencing your opinions of people or places, and relations


- Violence. You're fixated on at least the thought of violence. You often think about what it would be like to harm people, destroy things.


- Eroticism. Fixated on lewd thoughts and behaviors, you'll often think about what people look like under those robes & what sort of things you'd do on that broom.


-Curiosity. Driven crazy by not knowing something, you can't stand secrets or things you've told you can't see. Gossipy or voyeury.


-Paranoia. The world is so big all of a sudden, threats anywhere, who can really be trusted?


ALL NATURAL

+8 / Noble (Sorceress)

Looks like we cannot trigger your awakening... I'm.. so sorry. Your witch identity is heavily buried within you, outside of our reach. You will require a natural awakening. Somewhat like childbirth, some people have it easy, most go through a lot of trauma... and then there are those who have especially traumatic ordeals that put them at the brink of death, assuming they survive. You are the latter. At some point in time after your meeting with Penelope, which you will forget about until you awaken, you'll experience extreme hardships that push past your limits, which may also be a good excuse as the source of other complications, resulting in you naturally awakening before (or after) you would have died.


WITCHKNIGHT

+4 / Folk (Warlock)

You're not actually a witch, you're a Witchknight. A true witch who might not have even experienced an awakening yet, bonded to you by rejecting their witchdom on a subconscious level in accordance to what would be their true wishes, or it was orchestrated by a 3rd party such as gods, or themselves in a prior life that they wiped or sealed the memories of. You have all the benefits of being witch, but your source of power is a very mortal human boy or girl, either a child you're guardian of, or a romantic interest, some manner of close relationship of the source. If your source dies, you lose your magic until they can be resurrected somehow, if ever. Since you aren't actually a witch, you do not have to pay for Elephant Trunk if you wish for it.


INADEQUACY

+2 / Folk (Academic)

No matter how objectively powerful or capable you may be, you will be plagued with imposter syndrome, feeling like you don't belong, that you're nothing special and that others would be better suited to any given situation you find yourself. You'll always suggest others take the role you'd be best at and try to stick to the back or cheer another on, only stepping in if others insist but you'll still doubt yourself all along the way. Won? A fluke.


You'll never feel like you're good enough, at least not until you find someone that loves you deeply and encourages you to be your best after they've won your trust through perseverance, and you can trust them right? If not, you may as well act like you do, what's the alternative?



DYSPHORIA

+2 / Folk (Academic)

The changes brought on by awakening click in your brain in the wrong way, cementing the idea in your head that this body is alien to you, that this isn't right. Who is that in the mirror?


You'll be unable to assume your past form regardless of magic, including *Transformation Sequence* which will just give you a different human body. The body may be objectively better in every way but you wont feel like you deserve it, or that it was stolen from somebody else.


You'll have a phantom limb-like sensation where the body doesn't align with your psychological awareness of self. You'll always feel like an imposter of your own body, at least until you find true love that can bridge this gap in your mind... if you let it.


BETRAYAL

+4 / Folk (Warlock)

A bad omen, you have a major betrayal in your future. One figure you trust and will not expect will completely blindside you with a serious betrayal that will come at a heavy cost to you on many levels. They will be someone you cared about and trusted as well as you could trust anybody. It will be random among your closest relationships or most respected individuals. This does not necessarily mean they think ill of you, perhaps they were forced, perhaps they were talked into it with lies and framing. Perhaps they thought they were doing the right thing. Perhaps they ARE doing the right thing.


There is room for redemption, but the setback will cost you nonetheless, whether or not you lose that person for good is another story.


COMPULSION

+X / White (Sorceress)

Somewhat of an advanced case of Addiction, you will have a particular compulsion that you can only overcome with great need only once in a while. The more infrequent the more overwhelming the compulsion is. This is measured by frequency:


- Rare: 1p. encountered an average of once each year.

- Very uncommon: 2p. encountered an average of once a month.

- Uncommon: 4p, encountered an average of once a day.

- Common: 8p, you're likely to run into your compulsion multiple times a day.

- Finite: -50% Your compulsion is a finite exposure of things you only do once. Example: To eat every pie you see vs Eat every NEW type of pie you see.




TYPE PERKS

These are particular perks that can be optionally taken by a witch of a given racial type. If hybridized (via later perk), you can purchase type perks of both types.


NEUTRAL

-4 / Folk

You have a "Second Spark" of untapped potential that you can work with and expand with time and effort. At the upfront investment into this perk, you have this spark, which you can feed with effort.


You can choose a second class type to gain that class type's growth method, you need only find balance in managing the two separate means of growth.


In the face of a world of magical threats, you also resist magic damage and magical hazard durations by 20%, giving an edge.


DAEVA

-1 / Folk

Learn to manifest fine tuned control over the functions of body. You can raise or lower your temperature to tolerate limited temperature extremes such as laying comfortably bare in snow, or hot desert sands. You can reduce your heart rate to just one beat per 10 minutes in a trance state where you can survive without air and general delay death for up to weeks. You have perfect fertility control, and you can choose to pass on Witchiness to your offspring to gurantee or prevent witch children, as well as choose sex and gene expression.


IFRIT

-2 / Folk

Gain the ability to dismantle your body plasma to become a flying skull, and propel yourself on jets of flame up to 200mph, or 10x the speed of your broomstick from Witchery, flying through the air like a missile or rocket. You can explosively start a skull flight while your whole body is still present, it breaking apart to kick start the flight, but regaining your body takes about 30 seconds of reformation.


In skull form, you can only use [Fire] magic or magic that could reasonably be performed without hands.


SIREN

-3 / Folk

Learn to amplify the allure of your voice to project a truly mesmerizing melody that strongly tugs at the psyche of listeners who hear it, carried by the wind an additional 50% further than a voice would normally be carried. Those captivated become oblivious to danger and seek out the voice. You also gain echolocation, able to visualize a 3D map of what your voice touches.


For 2p less, you don't have to sing; Your voice is permanently hypnotic without your control over it, other than not speaking.


NAIAD

-2 / Folk

You have a strong connection to aquatic life with a spark of divine right to rule the sea. You can understand and be understood by any salt water creature greater in size than baby shrimp. Creatures at least as intelligent as a 4 year old human are also subject to passive Suggestion to obey directives.


There is no size or time limit, just an intelligence limit. If you actually have the Suggestion perk as well, your suggestions to less intelligent aquatic life is a strong compulsion even at risk of certain death.


DRYAD

-2 / Folk

Some dryads are known for exceptional adaptability. Touch any plant or fungi and you adapt your body to become related to that plant and adopt its traits and abilities, and your tree form becomes a tree-like variant of that plant. Touch a cactus to turn into a giant cactus and in either form, resist desert heat, and you can grow cactus fruit. You grow any fruits or vegetables at normal rates (Unless you have Cornucopia) though other traits take hold immediately. You store one adaptation at a time, touching a new plant to override the previous. Your dryad's seed becomes more comparable to a fungus, releasing spores on death that scatter, first to mature will awaken while the others wilt.


OREAD

-3 / Folk

Your burrowing leaves no trace of disturbance at all after a moment of ripples that return to their original state, and the earth actively aids your movement within it, boosting your speed to your intended destination by 200mph (Plus the speed of your Rod if you have Witchery, including if you have Hellrider. You do not have to be riding it, but you could if you want. An Oread could sculpt earth easily by molding it with their hands, but you can do so with greater ease, simply touching an earthen surface to shape it within 5m (x Earthmoving ranks) to your desired shape within your artistic limits. Earth shaped this way doesn't count as worked earth.


LAMIA

-4 / Folk

Your consumption is more refined than most, able to actually utilize the magic energies within and surrounding a witch that you may have consumed. While you have a witch inside you, you can temporarily use one witch specialization up to one rank less than their own and/or use a perk they have. If you fully consume the witch unto death and digest the body, you gain 10 Focus, Might, or Favor for your class type, 1 for humanoids in general.


You're also able to swallow whole humans with more ease, in seconds instead of a minute or two.


AURAI

-4 / Folk

With significant effort, some aurai are able to figure out a way to harmonize with a wavelength that has resonance with their own timeline. Once every few seconds they can consciously project their intentions to move somewhere they can clearly see, then accelerate their moment in time to skip the travel, or backwards to someplace they were within the past 6 seconds. Moving forward takes a small mana cost per 60 meters, while moving backwards takes just a little more mana per 6 seconds (going back has exponential cost increase) By sacrificing their current memory, they can revert to their physical condition at that time, though they know they jumped back from the future.


NYMPH

-2 / Folk

Nymphs figured out a way to bypass their mana capacity limitations by acquiring the ability to reabsorb water they've imbued, becoming like an external battery stored for later. A nymph in her pool/bath can store mana and access it later, more like a second charge method, but while in their bath they have direct access, effectively having a massive mana capacity, or using it like a mana potion if separated, a vials worth replenishing 15% their capacity. Nymphs often maintain such baths the way a dragon might protect and enjoy their hoard. They now no longer age if at least vials worth of imbued water is within 30m of them, and gain the [Mind] affinity


GORGON

-5 / Noble

Some gorgons have a significantly more dangerous gaze than others. Whether or not gorgon's eyes are seen, their gaze petrifies everything in their line of sight, slower than if there was eye contact. Simply being in this gorgon’s line of sight will reduce speed by 10% per second, reducing by 10% per second not in line of sight. At 100%, they're fully petrified as normal, and the gorgon is able to manipulate petrified victims as though they were still living and malleable, allowing poses, and the gorgon can now un-petrify by thinking about it with a touch, selectively, such as their face to let them speak, or for torture.


Note: Petrified statues are viable candidates for Animate Objects


LUXAL

-3 / Folk

Leam to trigger explosive growths of your associated gemstone or metal, growing from your body in the way you see fit. You can grow no more metal or stones than you have consumed in the past week, which then doesn't count to subsequent growth after it is used. Simple shapes like blades or spikes are easy, but precise craftsmanship requires actual artistic skills, though with the skill or a reference on hand, you could create jewelry or mint coins.


Your growths can be disconnected to simply fall off, or can be projected with the force of a 50 cal bullet. How that force translates to the actual projectile depends on the projectile, a spear of metal being slower than a small bolt or bullet shape.


KEKUBI

-5 / Noble

Advanced control over the ash, soot, or smoke produced from their body, both what they produce deliberately, and what ‘composes their own body. They can use this to manipulate it (Aesthetically a lot like some form of shadow manipulation) within 30 meters of themselves, in addition to effectively turning any other magic into this manner of soot manipulation. The primary unique usage of this would be the control of their own body, freely breaking apart their body to control it remotely and in pieces as small as a grain of soot, or a full limb, or to levitate themself in full. They can still receive damage when broken apart, though naturally they're harder to physically damage (Blunt/Pierce/Slash).


SYLPH

-3 / Folk

Some sylphs inherit the ability to take their near-etherealization to the next level; With this perk you can fully phase yourself to ignore solid matter, allowing you to walk through walls. This is a psuedobiological trait, so you can't bring other objects along with you that you want, it's all or nothing. This includes your mothergifts, so you might want to avoid witches and mediums while ethereal, and you'll need a different escape method if you want to bail out of an area with an object you intended to swipe and I'd recommend leaming to summon your mothergifts quicker to regain modesty when you end the ethereal phase. You can't breathe while phased, but you're invulnerable to anything that can't harm a spirit.


UNDINE

-2 / Folk

Undine can be mildly difficult to notice underwater, but some are able to fine tune their body to become perfectly transparent within a body of water. Effectively, an undine with this perk is outright invisible within water and camouflaged within rain, and is able to maintain control and movement in nonsolid forms, such as moving around as a puddle, where normal undine would be immobile without becoming more solid. This allows the undine to pass through any surface that water could pass through, such as cracks under a door or seams of improperly sealed wood. You could invade the body of a creature but no, becoming solid within wont do harm, being limited to available space.


SPRITE

-2 / Folk

You can grow in size up to a height of 4'10" / 147.32 cm. Still short, but now you can properly interact with normal civilization Your production of silk and honey is upscaled appropriately. and while your venom and honey has more volume, proportional quantity is still required, being diluted, though the honey is just as flavorful and with the same texture. Proportionally, a full sized Sprite could produce about two bathtubs worth of honey per day. Honey production is on demand though an individual could have an overproduction problem. For 2p less, you could have a persistent honey leak.


EMPUSA

-5 / Noble

Magnify the corruption sustaining you in order to acquire the [Wind] tag in addition to the Empusa's other elements. You can adopt a mist form in which you're hard to recognize and can't interact physically, while being effectively immune to physical harm, though energetic harm can still get you. Your speed is unaffected but you can fly. Transitioning between mist and physical only takes a second Mist or not, you can see in pitch blackness. Additionally, you're 4x as strong, fast, and reactive.


For -15p (Epic), you can also or instead take SYWTB A Vampire CYOA: https://imgur.com/a/wDLuzus




LILIN

-3 / Folk

The quintessential gift of the desire demon, almost always present with high level succubi: Lilins with this perk can invade the dreams of any sleeping creature capable of understanding language. The lilin then establishes a full lucid dream that is under their control, though witches with Beauty Sleep or Digicasting can resist and fight for control. Within these dreams the lilin can negotiate with the creature to establish a pact where they consent to maintaining this dream, and they won't wake up unless freed by a third party or the lilin. Any taboo within the dream still counts for charge.


ERINYES

-3 / Folk

Some Erinyes are able to channel their curse to harm themselves with a blade or piercing object if there is currently an active curse mirroring harm onto another. That other can then be directly harmed by the weapon that has the Erinyes's own blood on it. The next attack that harms the linked creature can be healed as normal, but the pain will forever remain fresh and will have an ink black scar. These marks of pain last until removed by a Cheraphim and can affect creatures protected by runes of warding, as it's considered indirect, riding on the physical attack. (Likewise, the Erinyes's curse itself works)


HANNYA

-4 / Folk

If you think an angry Hannya is intimidating, wait until you see one with this perk: These Hannya have up to a further 100% boost to strength and durability based on their degree of anger, hate, or simple desire for violence. .. Per cup (measure) of alcohol they've consumed in the past 24hrs. Up to 2,000%, or x20. The higher the bonus, the less immune to intoxication they are. This bonus coincides with a physical increase in size by 25% per 100. This can be direct upscaling with proportions intact, or just the arms, or can correlate with a full restructuring of their skeletal structure and musculature into a more monstrous appearance.


TAURA

-2 / Folk

You don't have powerful animal legs for nothing. Taura with this perk are capable of moving on their own power up to 260mph. If you have ranks in witchery, you can add the max speed of your broomstick. With focus and an expenditure of mana, you can enter the Longstride, where your perception shifts and you partially elevate to a higher dimension. It feels like the planet shrinks to a small planetoid where you can clearly see the curvature on the horizon and see ghostly models and representations of the actual landscape of the world. In nonspherical worldspaces, it shrinks all the same but with no visible curvature. In effect, you can move a mile per 3ft of relative movement.


WULONG

-2 / Folk

Wulong are strongly associated with the arts, but some even more so, having an ability that digicasting is in part based on: ‘Some wulong are able to physically enter any painting or written depiction that they or another wulong has created, to enter the space in the manner that it was envisioned. Within one of these spaces, they can see a tangible fourth wall somewhere within that acts like a window through the painting or page into the real world, but this can be shifted to show through any other painting or page with the same image or description, and then step through this fourth wall to return. They all share the same space and something can be left within it, while something taken tums to ink or paint outside.


DRAVIR

-5 / Noble

Unlike most type perks, it's rare to see a Dravir without this: The ability to assume the form of a dragonbeast, a form of humanoid dragon-type monster, being a bipedal dragonoid with 5 digit hands with full functionality of normal human arms, tipped with retractile razor claws, and they gain wings that can fly. May or may not have drastic sexual dimorphism depending on your lineage. Which is to say, female dragonbeasts may still look far more human with changes centered mostly around the back and limbs. This form empowers the Draviri's physical attributes by 150%, and empowers their breath weapon by 300%. Dravir with this perk do not age past prime. Can partially transform, such as just growing wings.


DOLL

-4 / Folk

Some dolls are known for the ability to occupy multiple frames at once. With this perk, you gain the [Mind] affinity, and the ability to remotely operate a second doll form that looks similar or identical to your original body. For every additional power point invested in this perk, you can control an additional body + 1 per point, ie; 1[1], [2]3, [3]6, [4]10. Any body can be repaired as normal to resume function, but even when a body would be incapable of moving on its own, it can be remotely puppeted by force from a still functioning body. Every doll body can then also have a secondary form between 6 inches and 2ft tall that is a reduced quality depiction of the full appearance, like a literal child’s doll of themselves.


VANIR

-5 / Noble

The ability to shape ice form of any mundane object up to the total volume of a solid 3ft cube. Which could be a 15ft ladder for example, the total volume of the ice used fitting within that cube. You could then create a second ladder joining the first to extend it


The ice constructs of a Vanir are hard as solid steel. These ice constructs melt at 1/10th the normal rate of ice. Effectively permanent in cold regions where ice wouldn't melt, until broken. Creation is near instant, but can't have moving parts, and is created within 60m, but trail of ice must travel to where you intend to create the object (if the object wouldn't be touching your hand already), moving at 10m per second.


CHANGELING

-4 / Folk

While they can freely assume the appearance of any young humanoid, some changelings have an enhanced shapeshifting to assume the form of any object with volume like that of a ping pong ball, up to that of a fridge.


These changelings can now also assume the form of mature humanoids. In either case, they have to have a visible reference to work off of and it only includes details the changeling knows about. Tum into specific person and you might not know about their mole by their nethers, for example, or the inner workings behind the fridge.


ELF

-2 / Folk

Graceful by default, some elves are supernaturally dexterous and capable of impossible feats. These elves can balance in any position on any surface, allowing them to stand on a knife edge provided the sole of their shoe can withstand it. They can walk on walls or on ceilings. They could jump and touch a ceiling with one finger to lift themselves up to stand upright, upside down on the ceiling. Again, so long as the surface would be able to support them. Note elves weigh half as much as you would expect them to, and they're often slender.


ORC

-5 / Noble

Orcs with this trait are paragons of will and can endure any treatment or guile without faltering. Their sense of pain is dulled, and their force of will can allow them to survive total organ failure for hours while walking on shattered shins over a field of glass. So long as one muscle fiber is intact, their limbs will not give up. Even severed, an orc limb remembers its last goal. A beheaded orcs body continuing to fight, the head surviving for a few hours. Any orc parent gains this perk for free when their children are in danger, ending when they are out of harm's way.


PHARON

-4 / Folk

Pharon with this perk have a faint golden aura surrounding their head they can suppress autonomously just by thinking that they want to be sneaky, otherwise if they think they want to be ostentatious, it can illuminate a room.


Their head is invulnerable to damage anywhere there is skin, and their bite force is capable of biting through steel plates an inch thick, and chewing it. Though they probably don't want to swallow it. If they have a beak or something similar like a horn, their neck has enough force to puncture said steel plates.


JOTUN

-4 / Folk

A Corrupted jotun’s giant form loses their skin leaving exposed muscle and fat tissues. Their flesh is as resistant to harm as steel with twice the strength of a normal jotun. The jotun is capable of rapid regeneration, passively regenerating the equivalent of a bullet wound per second. They can focus to enhance their regeneration with 10% of their mana capacity to instantly regenerate a lost limb or equivalent. Additionally, their size change is more intimidating. Jotun that are lost to addiction to human meat get this perk free, but they're mindless predators.


HOLLOW

-4 / Folk

Hollows by default are able to incorporate ores they burned into the material composition of their armor, but some are more adaptive than others. Hollows with this perk can actively break down and replace their armor with ores, ingots, or any source of metal, and can incorporate . special metals such as Mythril, or Adamantine, if they can find it. The process causes their armor to tile away in flakes as new flakes settle into place, within a few feet of distance from the materials used. This can also be used to actively heal them, siphoning materials on the fly for patch jobs repairing their armor at the rate of a gauntlet per second, with enough materials sufficient to replace the injury.


DWARF

-3 / Folk

Dwarves tend to have secretive & protective societies, but the dwarves you see outside of their underground stronghold cities are out on a mission with unrelenting focus giving two notable reputations: You can take this twice, once for each.


A) Giantslayers, certain dwarves are invigorated by ancestral spirits when facing giants (6.6ft+), empowering their speed and damage dealt by 50%.


B) Manabanes, certain dwarves have particular bloodlines that react to the presence of hostile magics. The duration of any detrimental magic effect is reduced by 75%. Even if no duration is shown, they can auto dispel in 3 days, and have 25% magic damage resistance.



WITHER

-5 / Noble

Some withers have a fearsome ability to generate a sand composed of heavily rusted metals that flows out from their body. Enough to fill a small backyard pool. These sands act as a strong acid that rapidly decays organic matter, plant or animal, dead or living. It doesn't affect bones and has reduced effect on skin, leaving desiccated husks behind in a few seconds. The wither can control this sand as an extension of their will within 60m. The sand returns to their body when they wish it, but they slowly replace it over time at a buckets worth a day. The sand itself can have physical force comparable to a chainsaw, heavy blade, or maul, leaving rusty wounds. Tetanus hazard.


MIMI

-4 / Folk

Mimis have some animal traits in addition to a couple physical characteristics, but with this perk they have an additional 2 general traits that you would associate with their animal type, and these two traits can be considerably stronger and supernatural in nature, with folklore and legends as valid inspiration for the associated trait, such as raccoons using tanuki folklore as a basis for a trait or two.


Non-folklore traits can also be taken for one of these traits, and they'll be augmented further. A normal trait granting strength might make you as strong as an adult male strongman, but an augmented trait like this could instead make you as strong as four such strongmen, for example.


SWORD

-5 / Noble

Swords with this perk are able to form especially strong bonds to a Wielder, or sometimes called a Master, depending on the school of thought involved. It takes a week to synchronize to a new wielder but once synchronized once it only takes a few minutes to re-adapt to a prior wielder. The Sword and Wielder merge their Mana capacity and Charge rates, and each are capable of using all Magic Specializations and Perks that the other possesses, when within a 1km radius of each other, and at any distance they can send telepathic messages to one another. They can cooperate to perform Harmony magic with extreme ease, their harmony magics being 100% more potent.



THE MAGIC

“Time for the fun part. We've isolated your true form and primed it for emergence, but that's only a small part of what you can actually do. The magic varies from witch to witch, we'll run through the possibilities so | can get a sense of what's resonating with you. It's a pretty reliable method of detecting what you'll be capable of in the future as you explore your abilities and grow your talents."


Note that these are the possibilities isolated for you, not all witches would have the same opportunities you do. You are exceptional and have more options, and to a higher ceiling than most. Rank 3 in one or two specializations would be considered a capable witch. There are whispers of witches with rank 6 magic, while 7+ are the domain of gods, who are very real.


Each rank in a magic specialization below costs power equal to its rank, in sequential order. le; Rank 5 magic costs 15 points in total, rank 3 would be a total of 6p. All Specializations have associated Affinities tagged. If you have one of these affinities, the magic costs half the power, rounding up. ??? are universally discounted to all affinities.


Previous versions failed to make taking Rank 5 magic fee! impactful and more of the default choice: For every Rank 5 magic, you must have at least one other magic at Rank 4. For every rank 4, you need 1 magic of rank 3 or less. This does not apply to the either Slot game mode changes, which behave in isolation. Slots stand on their own. This applies to the player, but non-player characters need not adhere to player mechanics and can be presumed to have various less notable magical traits not listed.


*’s show that a magic specialization has a universal "Rank 0" effect, which IS available to nearly every witch, though this does not imply any innate skill with the magic specialization that was built on top of some aspect of that magic.


If you have at least 1 rank in a Magic Specialization, you can spend Focus, Might, or Favor to temporarily "power up" to use the higher rank of magic, equal to what the Power cost would be to unlock that rank (5 power = 5 Focus). You can use it for 10 minutes, or extend it for an additional 10 minutes by pushing past your limits resulting in unconsciousness when time runs out.


Don’t like math? Have a reference table.



RANKS:12345
Basic Costs (Totals):12 (3)3 (6)4 (10)5 (15)
Affinity Costs:11 (2)2 (4)2 (6)3 (9)
Class Costs:-12 (1)3 (4)4 (8)5 (13)
Affinity + Class:-11 (0)2 (2)2 (4)3 (7)




ALCHEMY

Academic - Water / Nature / Life

Or "Potions", a classic magic employed by witches, many would say particularly iconic. I'll provide you a large, cast iron cauldron and stirrer, plus a big electric hotplate (For modem witches with no chimneys). You can sell potions to people, but be careful to ensure that they're seen as a mumbo-jumbo unscientific remedy by most people I recommend selling it as homeopathic natural medicine that would ruin profit margins if it were widespread. Sprinkle some extra conspiracy about how the government could kill you if they spread the secret, which isn't entirely untrue in your case. So long as you don't hand out more outlandish potions you should be fine.


Potions have infinite shelf life, and usually take around an hour to make, but you can usually make multiple bottles of the same potion at once just by adding enough ingredients to the cauldron. The fine details of how each potion works are down to your imagination, else this section would be far too long. Customize your potions within reason in ways that don't inflate the power beyond the general level shown in each rank, most witches have unique ‘quirks’ to their potions, no two witches making the same potion will have exactly the same result: Which can be used to track the creator of a potion. Plus an overarching theme, such as roses, that influences all potions made by the witch.


Potions can be then used as an ingredient in making any other ingested item. Including distilling it down to reduce a concentrated dose into a pill, vial, or fitting multiple doses into a dropper. A potion can be distilled with time down to a single drop. Potions start out at about 2 cups worth of liquid. Reducing takes 10 minutes per -50% volume.

RANK 1

With rank 1 you can make simple Curatives, Stimulants, and Novelties. Curatives can replicate the effect of any non-addictive and over-the-counter drugs such as allergy pills and basic painkillers. Stimulants are the same but for effects that boost performance past normal; including caffeine. Simple Novelties can duplicate the effects of mundane store bought items under $10, in potion form. For example, a whoopie cushion potion may cause a similar effect under a given condition, such as public speaking. Or you could make things like dyes for food, hair, clothes with vivid or natural-looking colors. For any beneficial effect you can also make a potion doing the harmful opposite. Simple potions can be made from simple grocery store items, or K10, 10 Witch Kisses. Effects can last anywhere from an hour to 24 hours, or instantaneous changes.

RANK 2

With rank 2, you can make the same potions as rank 1 but supernaturally boosted to 3x standard effectiveness without complications. You could create alcohol that never causes alcohol poisoning or hangovers for example, painkillers 3x better at killing pain without risk of overdosing. Your healing poultices provide boosted healing at 3x the rate without scarring, and antibiotics or disinfectant 3x more potent. You can emulate prescription pharmaceuticals as well as basic firework gunpowders. Basic potions can be made from the type of ingredients that are more niche store items you might have to shop around to find, or K100.

RANK 3

With rank 3 your potions are based on the conceptual intentions of the potion rather than physical properties of a mundane effect. A painkiller isn’t just blocking chemical receptors, but uses magic to target the mind’s ability to feel pain. A healing potion isn’t encouraging a natural process, but physically goes in to force the knitting of flesh and bone. Simple effects are 100% effective to the intended effect. Healing can heal any injury with enough time at a rate of a papercut per second for up to an hour per dose. Can create Grenade or “splash” potions that explode with a potion effect within a 10m area, or a literal explosion of force, fire, ice, acid, or electricity with the same level of damage. Adept potions can be made from rare special order type ingredients, or K1000. Grenades cost 5x as much to make.

RANK 4

Rank 4 master Curatives can cure any disease, mend any injury, and restore the recently deceased to life. Master Stimulants can boost any attribute or quality by 300% or grant perfect focus or memory, remove and prevent fatigue for up to 24hr. Aphrodisiac effects are full blown love potions connecting anyone who partakes of the same batch of potion. Master novelties can instantly and painlessly provide any cosmetic surgery effect as though it were natural and can include traits in the animal kingdom; Cat eyes, fox ears, etc. Grenade potions can now have effect area of 30m, on impact as before, or on a timer, or by pressure (Mine).


Master potions are made from supernatural ingredients requiring witch connections in the magical worlds to acquire probably involving services or questing, or K10,000.

RANK 5

Rank 5 Arch-Curatives can restore youth and prevent aging, or instantly rejuvenate a body to peak health as an immediate full-heal, or restore the long-dead to life so long as a body is available. Arch-Stimulants can boost any attribute by 500% for up to 24hr, or perfect a skill for a month. Love potions could induce up to and including overwhelming addiction for another person or for a sensation. Arch-Novelties could completely grant a true physical redesign of a body to your precise specifications, or could cut, paste, delete, fabricate, or modify any memory. Place a memory into a potion form to share it, or make a person forget ever knowing you, or their last week, ect. Grenade potions can now affect a 300m area that stacks with concentrated combination potions and you can design them to have a propulsion aspect to them, turning them into rockets.


Arch potions are made from very rare ingredients such as dragon's blood, angel hair, succubus hors, flowers that blossom only once every few years, etc, note: it needs to have some reasonable thread of logic for the desired potion effect. You can't use dragons blood for everything. A full heal might require Phoenix Feather, for example. Or K100,000.




RUNES

Academic - Soul / Mind / Metal

Also known as "charms", or “Enchantment”. A rune is a special word or phrase of power concentrated into a symbol that echos its meaning through spiritual channels that run deep into the fabric that holds reality together. Fragments of a dialect based on the First Language, possessing a sliver of that authority over the reality that we know. Simply knowing of a rune isn’t enough to utilize it, but requires practice to deeply harmonize your own contemplations to achieve understanding of that rune. To utilize runes, Witches prepare a ritual circle on which they place an item they wish to inscribe the rune onto, or placing the ritual circle on a surface around where you want to inscribe it, along with the necessary reagents to invoke the rune in question, and then place the rune on the item in some manner. Sewing, engraving, staining, or so on. The enchantment only lasts as long as the rune itself physically does, so more permanent methods of application are preferred. The ritual takes 1 minute, 10 minutes, 100 minutes, 1000 minutes, and 10000 minutes to complete, respective to rank. Rituals can be paused and continued, **and use 4x equivalent ingredients to a potion of its rank in the ritual process.** 75% of the ritual time can be passive, such as letting incense bum out, or gold dust to slowly melt into the item being enchanted, or other ritual elements not directly associated with the object, but such as performing a separate sub-ritual to harvest an ingredient or combine two ingredients into a necessary one.

RANK 1

You manifest the runes Helák (Luck), Füsil (Fertility), Motdet (Courage), and Kalvÿr (Chill). A luck-charmed object doubles the odds of a good outcome of an event wherein randomness is the primary factor. If used to harm, it doubles the victim’s odds of a bad outcome instead for 12 hours. A fertility-charmed object doubles odds of conception and good genes (Can guarantee witch offspring), or prevents conception. If used to harm, the inverse for 12 hours. A courage-charmed object removes the edge from fear and promotes clear thinking under high stress. If used to harm, it heightens the sense of panic and dread, and shock, for 12 hours. A chill-charmed object’s temperature maintains 0 degrees celsius while preventing state changes due to temperature. Water will remain liquid, or ice will remain solid, while in contact or within its space (A cup, or box). If used to harm, the freezing temperature of the object might be shocking and they will feel as though the air is 0 degrees for 12 hours (Mitigated by normal means; blankets, heater/fire, hot showers, ect.) Vælbán (Augment), choose one Affinity when inscribing a vælsÿn rune, and resist all forms of damage associated with it by 10% per Runes rank you use to create it. If used to harm, it instead applies a damage vulnerability on a target.

RANK 2

Manifest the runes Sykóst (Disease), and Tøktn (Heavy). A disease-charmed object passively sanitizes 99.99% of germs within a 6ft sphere around it. If used to harm, it cripples the immune system while doubling the rate of disease propagation within 6ft of them, for 12 hours. A heavy-charmed object weighs 1/10th its normal weight, along with anything within its space (A box, or cloak). If used to harm, damaged objects or parts of a body feel as though they weight 50% more, stacking, for 12 hours.

RANK 3

Manifest the runes Tifhæt (Talent), and Vÿkst (Wind). A talent-charmed object boosts hand-eye coordination, reflex, and memory recollection in ways that let you recognize and repeat actions or understand the rules of something with ease, letting you reach a high degree if skill in something within a few attempts depending on your exposure to the | correct processes, which you can uncover yourself through failure and recognizing why you failed. If used to harm, it dulls these same senses for 12 hours. A wind-charmed object emits a faint breeze in all directions that is amplified in the direction of a movement proportional to the speed and force with which it was moved, and air displacement. A fan could emit a gale like a jet engine. If used to harm, cutting force is amplified as though there was a silent chainsaw along an edge, or bludgeoning force is amplified with twice the concussive force and 10x knockback.

RANK 4

Manifest the Hekyll (Spell), and Bàsynn (Warden). A spell-charmed object imbues the object with the magic of another magic effect available to you that functions as normal on that object or when that object is worn, or triggered when it makes contact, depending on the nature of the effect. For example, with Familiarity, you could make a charm of fox’s cunning, or a ring possessing one life based on the 9 lives. A curse charm could passively curse people or specific targets within a short distance from it with a given curse. A warden-charmed object dispels magic on contact, for that one creature or object touched. If a permanent enchantment, that enchantment is suppressed for 12 hours.

RANK 5

Manifest the Taldél (Time), Skyttse (Protection), Gjenÿkvie (Relic) A time-charmed object stops the flow of time on the object barring outside influence. If worn, it prevents aging. If mostly encased in a charmed object, it’d fully suspend animation. A bowl of apples would never wither. Used to harm, such an object would age creatures by 2 years and objects by 10. A protection-charmed object prevents harm from occurring. 1/10th the prevented harm is directed to the charmed object instead as though it were struck itself, at 10% force. A relic-charmed object can copy the magical (Non-material/physical) effects on a relic from a relic on hand, into a rune which applies the same effect in a way that makes sense for the effect, onto another object or directly benefiting a wielder of the charm. Can apply the effects when worn, or on hit, as appropriate.


CURSES

Warlock - Necro / Nature / Mind

Curses aren't evil, just misunderstood. So you made a guy throw up or every day of his life a waking nightmare. Is that really so much different than simply stabbing someone? That guy you fireballed? Probably disfigured and in pain for the rest of their life. That lightning bolt? Lifelong neurological complications. Honestly, who's the real monster here? The primary curses are Sickness, Pariah, Madness, Disaster, and Spellbind. They grow in power as you rank up your Curses magic, though you can always still cast them at a lower rank, which will generally be quicker and easier to cast. To use a curse, you must chant the particular words for the curse for 2 seconds while keeping a finger pointed at your target, and while within 30ft (10m), unless otherwise stated. Curses can be given Conditions in how they apply. ie; Only occurs on the next full moon, when they say a word, when someone else says a word near them, when they cause someone harm, or go within a certain distance, or so on. Itonly triggers once unless it has a duration, in which case you can choose a window for when it activates and divide the duration up between activations. You can also stack curses to add triggers, activations, or duration.

RANK 1

Sickness inflicts a bad but manageable cold that takes around half an hour to come round a day to recover from. Pariah makes the target hated by insects which tum - hostile within 30ft of it. Madness causes a rush of white-hot anger, but they're still themselves and react as they would. Disaster causes the target to trip and fall within the minute at the first reasonable opportunity to do so, if not their own feet at the end of the duration. Spellbind lets you pair any other magic effect with a curse, of a rank equal to your curses rank. The magic effect must satisfy all its own requirements in creation or casting, then the activation and duration change occur when you curse a target. By channeling curse power when you drink a potion for example, you could reserve the potion effect as a curse effect, effectively like a piece of ammunition.

RANK 2

Sickness inflicts an incapacitating flu that requires bedrest, hard to do anything the world is spinning and chimps are playing with hammers in your brain. Takes an hour to set in and will last a good 24 hours. Pariah now also attracts small animals, and within 900ft (300m). Madness now also prevents the recognition of friend vs foe. Disaster causes an instant charlie horse muscle spasm in one or both calves of the target, which if you aren't aware causes debilitatingly intense pain while the muscle violently contorts on its own in ways you didn't think possible. Very surprising if it's never happened to you before, believe me. Spellbind rank 2 magics.

RANK 3

You can now cast mass curses that afflict all in your field of view at once. You no longer have to point for the primary curses. The chant takes an additional 2 seconds per 20 targets. You can now also curse specific targets regardless of distance or view if you craft a effigy of the target out of natural material and add something that came from their body (hair, nail, blood) or a close possession of theirs. Spellbind rank 3 magics. New curse effect: Voodoo, you can form an effigy or doll of a target, and the target will feel anything you do to it, though it wont force movements or cause actual physical harm.

RANK 4

Sickness now immediately causes a high fever, dizziness, and vomiting. It will kill weaker people if they don't receive medical attention within a few hours. Pariah now affects all animal life save humans within a mile, and plants will do what they can as well, such as bending towards them in their path, slow moving roots rising to trip, poison ivy or cactuses reaching out. Madness removes all higher thought processes to turn them into a thoughtless feral predator for several hours with resistance to harm and fatigue. Disaster causes accidents that can result in serious or fatal injury whenever the possibility is there for the next 12 hours, no more than 1 per hour, can include seizures or momentary microsleeps that can lead to disaster indirectly. This can cause pipelines to explode under the street, sinkholes to open up under their feet if geographically feasible, lightning to strike if there is a storm, ect. Spellbind rank 4 magics. Voodoo can now puppet the target's movements if you manipulate the effigy/doll with intent, and damage transfers.

RANK 5

You can now curse people with immortality, exclusively a rank 5 curse. Recipient cannot die by any means (Save for things designed to slay immortals) but are just as vulnerable to injury and pain. They will continue to age as normal even long past organ failures, even as their body decays around their bones like a lich. They'd still feel pain from phantom nerves that think they're constantly exposed and raw. Alternatively, Immortality curse can strip an immortal from their immortality, their agelessness as well as their witch type's method of resurrection, until the curse is dispelled. Rank 5 sickness, pariah, madness, or disaster are wide scale curses that afflict city sized areas with earthquakes, tsunamis, tornadoes, plagues of locusts or vermin, or deadly contagious diseases. Spellbind rank 5 magics. Curse effects bypass Warding Runes so long as the curse was placed while unprotected. Voodoo can now bind any number of victims to a single effigy/doll to influence them all at once. If you talk to the doll with intent, they will hear it as though in their own minds. Your manipulations of the dolls can cause them to levitate, and you can have fine control over movements based on your intent. Control over multiple people is based on intentions, so they would all move in a similar way as necessary, moving towards the same destination but not in the same direction for example. Curses placed on a voodoo effigy last until the doll is destroyed, afflicting the victims. All rank 5 curses require the light of a full moon and ingredients comparable to a rank 5 potion. Alternatively, K150,000 can be burnt to fuel a rank 5 curse, or you can sacrifice a limb at any time, blackening like charcoal unusably, which can't be healed without full moonlight.


HEXES*

Warlock - Body / Beast / Blood

Also known as "Transmutation”, these spells transform something into something else using the base logic of ‘Inequivalent Exchange”. You will need a Medium, usually a lump of raw material, part of which will vanish when you cast the spell. You can cast most hexes the reverse way unless otherwise stated. (ie; Flesh-to-Stone can also tum Stone-to-Flesh). Hexes that can't be reversed in that manner can still be undone by recasting the hex on that target. Casting a hex is as fatiguing as jogging 1 mile per rank used. If you want to try to leverage transmutation to make money, I'd recommend against doing so on any significant scale, as financial institutions and agencies are more adept than you'd expect at tracking assets, easily leading to masquerade violations. Just use it tastefully or for your own private usage, you shouldn't have any problems unless you go off trying to use it as a crutch you center a business around making people wonder about your sources. Any polymorph spell cast on an intelligent creature can be undone by any other polymorph spell cast on that same creature, even without knowing they were polymorphed before; They'd instead revert.


Rank 0 Effect: Any witch is capable of transmuting raw mana into minting their own Witch Kisses. Takes 6 minutes per K1, metals aren't required, only your mana. Has a very minor mana drain. Just need to learn how, with a level of focus while drawing a circle to start the conversion.

RANK 1

Medium: Any wood. Each spell uses roughly a twig's worth to transform up to 1 cubic foot of material. Or K5, 5 Witch Kisses.


Hexes: Stone-to-mud. Clay-to-glass. Iron-to-tin. Salt-to-sugar. Polymorph.


Polymorph can target living creatures up to the size of an adult cat, and turn them into a other animal up to half or double the mass.

RANK 2

Medium: Any metal. Each spell uses roughly 4 quarters worth of metal per cubic foot of material being transmuted. Or K25.


Hexes: Cloth-to-leather. Water-to-milk. Paper-to-plastic. Copper-to-bronze. Fuel-to-bread (Fuel being any combustible material to its calorie count worth of bread).


Polymorph can affect creatures up to the size of a child, and can transmute into anything living born of your imagination within the scope of effectiveness of a normal animal.

RANK 3

Medium: Jewelry-quality quartz or topaz. Uses about 0.1 cubic CM per cast. Or K100.


Hexes: Egg-to-chocolate. Water-to-gasoline. Vegetable-to-meat. (Cooked veg produces cooked meat, raw meat produces raw veg). You can also now cast Animate Objects, which animates objects weighing up to 15lbs each with a basic loop comparable to programming. They will continue to try to perform this loop until you dismiss it or the object is destroyed, and they can hover and fly as part of this. They can be given up to 3 commands that cause them to shift loops to another programmed response. Recommend saving 1 for a stop function. Their levitation can support up to 25Ibs of weight. Walking can support up to 75!bs. Rolling on wheels or crawling on 5+ limbs can support up to 100Ibs. You can also create loops wherein a director object issues and dismisses directives to other objects. Example: A dish sponge that animates dirty dishes, washes them, and causes them to march to the shelves where they de-animate. This example pushes the limit in complexity.


Polymorph can affect creatures up to the size of a human adult, into any smaller creature (Minimum size: mouse). Can now be used to reshape objects without changing material.

RANK 4

Medium: Ebony, ivory, amber, petrified wood, fossiles, or fulgurite. Roughly 100 grams per cubic foot of material or spell cast. Or K1,000.


Hexes: Wood-to-cheese. Cloth-to-air. Steel-to-cloth. fruit-to-treat. (Tum a fruit into ice cream or candies). Can cast Golemwork to animate statues. Statues are as agile and mobile as a human person is. For every 7ft, reduce its mobility by 50%. It exerts force proportional to its mass and speed, and as durable as its material. Creating a golem requires human sacrifice to animate it unless you have Necromancy to bind a spirit that way instead. Alternatively, you can animate it without a soul and it will behave like Animate Objects instead, relying on basic program-like actions like a machine, or rough video game Al.


Polymorph can affect any living creature into any other, from a tardigrade up to a blue whale in size, or into an inanimate object.

RANK 5

Medium: Platinum or jewelry quality diamond, sapphire, ruby, emerald, citrine, or opal. 0.1 cubic CM per cast. Or K10,000.


Hexes: Old-to-young. Water-to-wine (or any beverage people drink). Lead-to-gold. Flesh-to-stone. New spell: Counterfeit. Duplicate any object using medium. Magical effects aren't copied. Requires equal platinum for any platinum part of the object being duplicated. Duplicated blood is generic blood (No ritual benefits), duplicated K are inert coins.


WITCHERY*

Academic - ???

A long time ago one of the very first witches to exist was very kind and motherly. She wove a spell to effect all her descendants, in flesh and in spirit which includes almost every witch to exist as her children became the dominant lineage and other families married in. Like Ghengis Khan, you know, if he were a sweet mom.


Rank 0: All witches with rare exceptions can meditate to call upon these mothergifts; The Garment, The Hat, and the Rod. Your garment is a single piece article of clothing like a robe, dress, toga, or so on. Your hat is a wide brimmed hat in some fashion. Your rod is anything between a wand and a staff that makes spelicasting slightly less fatiguing and slightly more potent. Without practice, ranks in witchery, the way they appear when you first manifest them is as they will always be, and they're very plain by default. Experienced witchery practitioners can modify them for you, like a tailor. Takes 10 minutes of meditation to summon. They always appear fully repaired when summoned.

RANK 1

You deepen your connection to the Mothergifts, allowing you to summon them and dismiss them at your leisure with a visual flair that varies from witch to witch. When the Garment is summoned, it replaces your current clothes in totality, save for magical items and charms, so either enchant your underoos or keep your garment modest. The hat just replaces any headwear that gets in the way. Whatever your Rod is, you can now shift it between its base, and the form of a broomstick. This broomstick can carry your weight + 50%, at the speed of a bicycle. You can meditate for 10 minutes to alter your mothergifts into a preferable design.

RANK 2

Your garment now provides protection against the natural elements. You will never be too hot or cold while wearing them, they dry off in seconds, and self-clean, and now self-repair without having to resummon. Your broomstick can now fly at 60mph, and projects a shield of air that stops wind, bugs, rain, and other small airborne things up to slightly slower than an arrow. Your broomstick will automatically catch you from a fall, if there's room to do so. It can carry three times your bodyweight now, allowing a second passenger. Only takes a minute now to meditate on changing the design of your gifts, and your garment can be multiple pieces that disappear if separated from the rest.

RANK 3

You expand your mothergift to the extent that you can tap the pocket dimension from which they appear, allowing you to store anything you could carry in its space, so long as you can fit it into your robes or hat in a way that it can't be seen by anyone else. You conjure them back in the same manner, drawing your wand from your sleeve for example, or pulling a rabbit out of your hat. There is no breathable air in this space but biological functions are paused, including thought. Your broomstick can now go 200mph and the air shield now provides oxygen, pressure control, and air conditioning. It also provides an air cushion to ride in comfort without the discomfort of, well, I'll leave it at that. Your broomstick can also become a magic carpet instead, capable of supporting more passengers but traveling at half the speed, and up to 6x your bodyweight, 8x for carpet. You can now summon/unsummon in the blink of an eye, changing the design of your gifts in the process.

RANK 4

Your garment is now able to turn you invisible like an invisibility cloak, and while on your broom or carpet this extends to any passengers and the broom/carpet itself. You can now travel without fear of being seen. Avoid restricted airspace, as some sensors can pick you up, but radar and visual perception wont. Thermal is the easiest, especially if you're blasting your AC in your airshield. Your broomstick can lift 10x your bodyweight, or 15x for carpet, flying up to 600mph. Can modify the appearance of a willing witch's garment or hat.

RANK 5

You are now also able to pull your hat down over yourself or turtle under your robes to disappear into your pocket dimension in the Aether, a starry void with no gravity, and no shadows, everything is perfectly illuminated from all angles. With meditation you can change this pocket space similar to changing the appearance of your gifts. To do so first find something real that you want to copy including just a view of a forest for example, and meditate with it in view to make a snapshot, adding it to assets you can draw on to add to your pocket world, adding gravity, landscape, ect. Things you manifest in this way don't really exist and can't leave or do physical harm to something real, but you can still feel them with all your senses and interact normally. While riding your broomstick or carpet, you can remove your garment or hat and throw it in front of you to have it ripple open like a portal you can fly through, taking your passengers into this space. You can also disguise your garment as a curtain door people pass through to walk into your realm on their own. Perfect for the illusion of a shop bigger on the inside than outside. Once inside anyone can leave by willing themselves home, to appear inside any residence or business they or a family member owns or rents, including yourself, or you can appear where you left, your hat or garment still there to emerge from unless you pulled them along with you.


FAMILIARITY*

Sorceress - Beast / Soul / Nature

There's an old spell, one of the first ever cast by a witch. It's almost too easy to cast and never seems to leave a witch's memory. A witch instinctively can figure it out for themselves just trying to use magic without direction as a rank 0 magic: Find Familiar. You can conjure a helpful benevolent spirit being, that may or may not parasitically conjoin with your own soul. It manifests in an animal form you can choose when you summon it. Cat, crab, crow, cow, bat, butterfly, dragonfly, frog / toad, hawk, horse, lizard, octopus, owl, snake, fish, rat, raven, sea horse, spider, weasel, ferret, goat, sheep, dog... or equivalent animals (Mockingbird > Raven, Squid > Octopus) It looks like a normal animal of your chosen type, but demonstrably has greater intelligence. It's as smart as a trained dog and utterly loyal to you, and your survival and thriving is in its best interest as its life is tied to yours. If its body dies you can resummon, or dismiss, it casually, and it doesn’t age. You pick whether it is male or female. Familiars can interact with spirits. Reminder that this is rank 0. Any witch can have a familiar at this baseline.

RANK 1

You lose any allergy to any animals you may have had, as well as lactose intolerance, and you can now telepathically communicate emotions and intentions through your soulbond, even when it is dismissed. You can use magic through your familiar, such as having your familiar do the pointing while you chant a curse.


RANK 2

You can now talk to any of the above listed animals that are familiar options. (Not just your choice of animal). They understand your meaning, and you understand theirs. (No

need for chicken squawking. Unless you're into that, idk). Most animals won't just do what you ask without incentive and their intelligence is limited. Even your familiar tends to

behave in line with its respective animal by default and could use a bit of convincing depending on your relationship.

RANK 3

Some of your familiar’s qualities rub off on you, based on things that its species is known for and not actually the physiology of the animal, such as night vision and being able to jump high and land well for cats. Climbing and eating anything for goats (You'd be able to digest things and/or pass them harmlessly so long as you're able to swallow it and it isn't overtly toxic). Lighter body and better memory and intelligence for crows. (Flight is too much, no, but something like water breathing if your familiar is aquatic okay). Yes, a cow familiar does enlarge your breasts, h-hey! Eyes up here, also makes you stronger. Choose any 2 relevant animal traits. If future options grant any more forms for your familiar, you can pick one quality of similar power level to add to yourself. There is not hard rules on what constitutes a valid trait other than some reasonable cause, and it not being more potent than what's shown here.

RANK 4

You gain the ability to shapeshift into your chosen animal. It's just an animal, it doesn't have special powers, but you can still cast curses, maintain the effects of potions, drink potions, wear charms, ect. It has some distinctive markings and resemblances to you but most people won't look twice. This goes both ways, your familiar now has the ability to shapeshift into a human! It gains human level intelligence (in both forms), and has all the personality traits that humans stereotypically associate with that animal, though it's still subservient towards you and obeys most commands with some room for mischief or stubbornness based on their personality. Looks wise, they'd have human traits that you'd associate with their animal. Lets just say my familiar gets as busty as me! You and your familiar both can adopt features from either/or forms in a blend, such as maintaining cat ears or a tail in human form. This is one of the primary reasons familiar spirits form these bonds with witches, they love to explore the world and are grateful for the opportunity to adopt a human form and their improved intelligence. Some may even fall in love with their masters!

RANK 5

Whatever your familiar choice, this magic is originated with cats and that extends to this; The gift of 9 lives. If you die by any means, you'll wake up young again in your own bed. You can gain extra lives by saving a cat's life, though never going above a reserve of 9 lives. A good way to stock up is by adopting cats from certain animal shelters, where they were sure to meet an untimely end. Look up which are kill shelters or not. If you see a dying cat (or any other animal, or child) you can use one of your 9 lives on it. You also age very gracefully, like a cat, and won't start to look or feel old until you're in your 70's, and you might even look like you're still in your 20's depending on how you treat yourself, no more than 45 even if you didn’t take care of yourself. At any point when you're over the age of 60, you can simply mentally use up a life to replenish your body without unpleasantries. Additionally, you can now shapeshift into any form your familiar possesses, other than a Metamorphosis form.



NECROMANCY*

Warlock - Necro / Blood / Soul

Necromancy! The magic of souls, undeath, and viscera! Bending organic matter to your whim for your own ends and contesting the very nature of mortality, Now with less grave robbing, and Necromancy has an innate Rank 0 effect for all witches: All witches are capable of seeing through the veil separating life from the dead, to see ghosts and spirit creatures (Including most demons and other things out to get you that most humans can't see). Most spirits are collected by reapers and escorted to the afterlife of a deity that claimed them, while unclaimed souls go to limbo until granted passage to an actual afterlife. But some spirits flee from their reapers or their death went unnoticed, which is dangerous, as predatory spirits can prey on the weak and the spirit can be consumed, or get twisted over time to become a spirit beast itself.

RANK 1

Beginner necros are able to weaken the veil so even humans can see spirits, as well as force spirits capable of hiding from witches to become visible. They can reanimate small corpses of animals for as long as they maintain the effect, up to 3 at once, to behave as they did in life with an echo of their life force imprinted on the body. If you visit any grave, you can use “Communion” to attempt to speak with the spirit from wherever they are in the afterlife or spirit world, but they can not notice, ignore you like an unknown number, or may not exist anymore. Be careful who, or what, you contact...

RANK 2

With just rank 2, A necro can now purify corrupted or faded spirits that they manage to subdue in some manner with a 1 minute ritual that can restore the original intelligence, as well as optionally mark them so a reaper will find them to guide them on. Can now reanimate medium sized animals, up to 9. Reanimated bodies need not be composed of the same body, but can be amalgamations. With a word of command, you can control bone within 120 meters with up to the force of an arrow or swing of a weapon, up to 3 skeletons of mass.

RANK 3

The necromancer is now able to reanimate human sized remains, up to 27, and Ifa spirit is available, you can bind it to a reanimated construct to give that soul a physical form, and doing so means you don't have to maintain the animating effect though it still counts to the limit, but won't fall apart if you are unconscious, and it now can't be dispelled. You can engrave the bones with runes if you know it. Souls need to be convinced to cooperate with you, you don't have unnatural influence over their choices with this alone. Your manipulation of bone also extends to dead flesh, within 340 meters and up to the mass of 3 whale skeletons, which can now have the force of a cannonball. You can spontaneously generate bone matter equivalent to a human skeleton with a minor mana cost and a second or two of focus.

RANK 4

Now capable of reanimating up to 81 constructs up to the size of whales. Bodies or bound spirits will magically emulate biological and supernatural functions they had in life up to your own power level. You can now act as a reaper to send a spirit to an afterlife you know about, though a deity in charge can reject it unless doing you a favor. You can now control living flesh and bone in order to rip bones from the living or cause excruciating pain to those who are unprotected, such as via warding runes like most witches, within 600m in line of sight up to the mass of 10 whales with the force of an artillery shell. You can sense flesh and bone within 60m through walls. Constructs now don't require focus, can spontaneously generate as much bone as you can control.

RANK 5

You gain the ability to become a lich. You can craft a phylactery you can put your soul into, which can be any object with a minimum size of a ring, so long as it's one solid object as opposed to a composite ie; A stone slab vs a slab of tiled pieces of stone. Small objects can be hidden and moved easily but a large object might be harder to destroy, or perhaps even notice as being special. While you have a phylactery, any damage done to your body is superficial, you can continue to remote operate your body even when all flesh is stripped away leaving only bones, even just a single skull. At any time you can abandon your body to instantly snap back to the phylactery and regrow a new body over the course of a few days. If your witch type has other methods of life extension, you can choose which occurs first, or switch that method to occur next to the phylactery instead of a usual location and from any distance. The phylactery must have a path to the open sky (or equivalent in the cas of other planes), but it doesn't need to be a straight path; It could be at the bottom of a dungeon labyrinth, and the path can be as narrow as 1 inch for up to 10ft at a time. Damage to the phylactery is true damage to you, proportional to the damage on that object. You'll feel proportional pain, and if destroyed, you die unless you have other means of cheating death as backup. Since your soul is sequestered away, effects that ‘kill immortals’ have no bearing on your lichdom. If your meat suit dies on you it can still be a viable target for healing magics to wake it back up, but it functions as normal even if you were to lose organic parts like eyes and ears, an undead body would still feel if it has flesh. Your reanimation can now animate beasts of any size from dragons to leviathans and you have no cap on the number of individual reanimated constructs. Sense flesh and bone within 240m, and control within line of sight with the mass of 50 blue whale skeletons. If you have a pocketspace, you can use it as an afterlife for spirits, though it can be a little unsecure compared to a real afterlife.



CONSORTATION

Warlock - Blood / Beast / Soul

Just because you can do something, doesn't always mean you should. Demonology. To summon a demon you'll need a summoning circle away from sunlight, and with fire in the area equivalent to 4 torches (or 16 candles), or more. Demons also appreciate incense, mood music, and mood lighting. Summoning them is fatiguing, but dismissing them is simple, like lifting something heavy and then just letting go. When summoned you have a psychic bond allowing two-way telepathic communication and know when the other wants to talk. They can't refuse your coms, but you can refuse theirs. You have to provide your payment up front, after which they are bound into service until they fulfill their bargain.

RANK 1

You can summon Imps. The minorest of minor demons of Wrath, Gluttony, Greed, Sloth, or Lust, with personality and interests to match. They're 6 inches tall and exert up to 10lbs of force, flying magically irrespective of their tiny wings. Greed likes shiny things, sloth just wants free time to lounge with food for an hour per hour of service, lust just wants internet access, or a show, maybe a grab or two, gluttony wants a full sized meal they can lounge in and eat beyond their fill. Wrath wants to cause harm. Greed wants a shiny trinket. Based on 24 hours of service per imp. They have decent skills relevant to their Sin type. Lust gives decent massages, gluttony is a reasonable cook, ect.

RANK 2

You can summon a Foliot, a minor demon of envy. Foliots are adept at thievery and will happily take small belongings from specified people and deliver them to you. As payment they will usually take something else precious from the target while they're at it, or you can offer something important to you instead. They're the size of a teenager and you can summon up to 3. They can work together to steal larger objects like a fridge. They are invisible on demand and can make objects or others invisible with a touch for up to 1hr.

RANK 3

You can summon the classic; A Succubus, or Incubus. Adept at seduction and ruining relationships, most like to summon them.... for personal use. They take any kind of sex as payment for their services, which can be on the job. They're excellent infiltrators if at all possible to get in via seduction or physical appeal. You can also summon a Nabasu, demons of gluttony that are 5-star chefs, and they want to watch you overeat as payment, to the point of discomfort at least once for a week of service. Succubi, incubi, and nabasu have physical forms that look human, but witches and mediums can see their true forms in reflections. You have to provide the ingredients for a nabasu to do its job. It will do shopping itself if you provide the funds, but wants extra payment to do so, which generally involves creepily rubbing your belly after overeating, and of course, eating roughly half of what it buys for itself.

RANK 4

You can summon a Balor, a greater demon of Wrath. It cannot be controlled or tamed, it seeks only destruction and the implicit contract in summoning it is that it does its thing, and if you get in its way, it gets you. It's the size of a house, flies, and breathes fire. It can throw a car half a mile and is immune to nonmagical weaponry, heat, and explosive force. You can loosely direct it in a direction you summon it in or by speaking the name of one target in the process of casting, and it will act like a bull in a china shop as a living explosion crashing its way towards the named target, deliberately causing as much collateral damage as it can. Lasts 10 minutes, no more no less. You can also summon Astarothi, sloth demons in the form of attractive but emotionless mute maids or butlers that do absolutely anything you want. They can serve you in almost all home related aspects but are non-communicative. They encourage laziness and want you to laze around doing nothing productive per hour of their own labor 1:1 basis. If you won't be lazy, they will, until dismissed or you resume lazing, up to 12 can coexist on the same payment.

RANK 5

You're good enough now to summon a Greater Desire demon. The Greater Demon (who would have a unique name), wants your fealty, dedicating yourself to offering souls in

its name at least once a month as long as you live. Every sacrificed soul in the last month counts as an extra life for yourself, though you owe the demon back if used, and you no

longer age. Your true form can become corrupted, gaining demonic features you might want to suppress with magic. Additionally, you are granted one premade wish: Power:

Gain 33 Power. Fame: Gain any 2 Companions, choose a career- You'll become the best in that field with increased media attention, within 10 years depending on how competitive the field is. Life: Take The Value of Life cyoa applied to your witch (https://imgur.com/a/xoKqyel). Wealth: Gain 1 million USD every night at midnight in the form(s) of your choice; cash, gold bars, gold coins, gemstones, or bank account balance, and gain 100 million Kisses. Benefits are halted if you fail to maintain your end of the bargain. You can bank extra souls at once ahead of time, so damning a whole village might set you for a thousand years. If the demon who holds your debt were to be slain (An epic quest on par with wrestling a Great Wyrm Dragon & not easy to get to), you would retain benefits. Or you could use bribery to pay off your debt with a feat worth a 1,000 years in one lump sum. Alternatively, you can become a Succubus, Nabasu, or Astarothi in hell directly under its command. It will use your services personally for 10 years before you can upgrade to a Dalihlah demon, a demon witch regaining all your past witch abilities and witch type in addition to a demonic true form of your description. You will Still be its personal servant or concubine and general use agent for an additional 90 years, then you will be free. During your service you can earn an extra wish or early freedom.


As a Dalihiah, you can breed fusion demons: Demons with the traits of any two, including accepting either payment. The methods are up to your imagination.


Note: Wishes from ANY sources cannot directly stack with any other prior wish. So no wish could grant more than 33 Power, including directly wishing for, say, a specific perk.


PORTALS

Academic - Life / Nature / Mind

The magic of portals is sometimes called gatekeeping, planeswalking, or helldiving. By default, all witches are able to see most basic level hidden portals or rifts, and can enter them where normal mundane humans would pass through most as though it weren't there, oblivious, sometimes experiencing vertigo or deja vu. Portals can be hidden anywhere in any number of forms with three main archetypes; Portkeys, which are objects spatially bound to another location that act like a ferry shifting between locations at regular or random intervals. Gateways, which are arches or door frames enchanted to act as a portal when triggered. And Rifts, which are wounds in timespace cut through by a witch on demand, or anomalous natural events. Rifts open as fast as you can complete its outline. Their outer edges are the sharpest "objects" known to witchdom.


Creating a rift is roughly as fatiguing as 2 jumping jacks, and 1 more jumping jack per 10 seconds active, and they cannot be made to intersect existing solid matter. A rift can be damaged from the back or sides, or objects too large to fit, with durability shown per rank. Creating a portkey or gateway takes a ritual sacrificing objects of monetary value equal fo 10S per mile linked. Portals are stationary, and can come in any variety of themes and behaviors based on the witch that created it.

RANK 1

With rank 1, you are able to create rifts 6 inches in diameter within 6ft of you connected to another point you can see within 300ft of you, or that you are very familiar within within 60ft. Plenty of uses for these guys, probably the most common is retrieving drinks from the fridge. Paper-like durability. You can create 1 Portkey or Gateway linking 1 location to another location you have been, within 50 miles.

RANK 2

At rank 2, you can create rifts that are up to 12 inches in diameter at double the range, and 3 portkeys or gateways which can now work within 200 miles. You can open a 1-way rifts to a proxima, a dimension that is adjacent to an Elemental Plane (As in, they're like a window from your side). You can tap the proxima of the elemental plane of fire, and the elemental plane of Ice. Fire Proxima rifts can be between 150 to 500f, or 65-260c, degrees hot, which you control with your intentions creating the portal deeper into the proxima. Makes for good hot plates or grill tops. Ice Proxima rifts are between 32 to -80f, or 0-62c. Make great ice trays. Glass-like durability.

RANK 3

At rank 3, you can now create rifts without having to trace the outline by force of will but they're 4x as fatiguing this way, entry rift being within 60m. A flicker of color varying from witch to witch ripples out in a spherical area of the same diameter as the rift being opened a moment before the rift snaps open, a process of about 1.5 seconds. Your rifts can be up to 3ftin diameter, doubling the range again. You can create up to 6 portkeys or gateways now, linking points up to 800 miles apart. You can now tap the Storm Proxima, creating electrical rifts that can power a city block at once. Reminder that since it is one way, you can hook jumper cables to it. Inch-thick steel durability.

RANK 4

At rank 4, you can now create two-way rifts to proximas, but moving through them is like moving through a wall of jello, requiring a level of force to push through with non-trivial effort. Your one-way rifts are like 6 inch tungsten plates if damaged. Your rifts can be up to 7ftin diameter, that are equivalent to 1ftof titanium plating. You can make up to 32 portkeys or gateways. You can now link portkeys or gateways to anywhere you have been, in any dimension or extraplanar realm you've been. You can now tap the Water Proxima, creating rifts functioning like water hydrants. Water rifts cease functioning after 12 seconds when submerged, so they automatically stop if flooded out. Your rifts now have a range of 10 miles provided you can visualize the location sufficiently.

RANK 5

With rank 5, you have no limit on the number of portkeys or gateways you can produce. Your rifts are now up to 14ft in diameter and connect to anywhere you have spent more than 72 hours at, or that you can sufficiently visualize, or you can blindly connect a rift to somewhere a set distance and direction from you (provided the rift does not intersect solid matter). Additionally, you can create permanent rifts that have no drain up to 12 inches in diameter, but they retain glass-like fragility. Your non-permanent rifts up to 3ft are impervious. You can now delve closer to the true elemental planes. Fire: 6,000f. Cold: -420.69f. Storm: Power all Tokyo at once. Water. 12 fire hydrants, potentially at high pressure if focused, cutting within 60m with laser-like focus. New plane: Void- Absolute nothingness. Tap into the Void itself, not an Elemental Plane, but nonetheless accessible. Pulls things in like a black hole with an event horizon that's 3x the diameter of the rift itself and a pull felt with exponential intensity at twice that distance. You can hear it whispering sometimes, as can anyone that can see it, occasionally making witnesses feel compelled to walk into it. Things fade in the Void, disappearing in 24 hours.


DIVINATION

Warlock - Soul / Life / Mind (This magic can also have no affinity, and be taken by human Alphazon agents with observers.)


Also known as tactical magic, Divination is magic of knowledge, information, data. This school of magic presents data to the caster in a manner adapted to their sensibilities and expectations. Past witches used to rely on acquiring data through stargazing, runecasting, smoke, reflections, or crystal balls, but conceptual refinement of modern witches (At your option) allows direct data interpretation within your own minds eye in your field of view.


Divination has a RANK 0 effect: Sending. A witch can telepathically attempt to link with any intelligent being they have met to attempt to message them via text, voice, live image, or with r5: telepresence, as though you were face to face, even seeing their local surroundings. Sending can be rejected or the sender blocked.

RANK 1

Divination begins with the spell Identify: A quick spell needing only a single word chant, it will provide basic public details about a target you can see. Such as publicly recognized names and 1 popular detail. As simple as identifying a rock, followed by an obvious observation about it. Can give you the name of a public figure and a factoid about why they're a public figure, and their most known title. Such as - "Alyssia, Queen of X, known to have stolen the crown from her sister by subversion."

RANK 2

Identify: Can now reveal magical qualities of items or active magical effects, the type of magic, affinities involved, and expected effects.


You also now gain the Status spell, which reveals any ongoing effects that alter the normal function of the target, up to the caster's ranks in Divination. For example: Burned, Poisoned, Diseased, Cursed.


You have the spell Augury, which can give you a Positive, Negative, or Neutral response to a question regarding events in the next 30 minutes.

RANK 3

Identify: Can now passively toggle effects, with things such as seeing names over people's heads, or in your preferred display method, and priority relevant information.


Status: Now reveals more specific information, and can passively nest information alongside Identify. Example: Burned: Hellfire, 4 minutes. Diseased: Viral, PX320, 2 weeks.


You now learn the spell Map. By using this spell you map out the area with a line of sight pulse to produce map data you can review in whatever display method your divination manifests. You can view this information top-down in blueprint or aerial mode, or as a full 3D view. You can place custom markers and use Identify retroactively later on on your mapped information, which can identify Friend or Foe. With passive focus you can leave Map active to continue to generate your map data.


You also have the spell Archive, which allows you to store information you see, like taking a photo, or scanning the visible contents of a page of information you can see and can keep track of items in your witchery Pocketspace, or owned properties.


Augury can apply to the next 12 hours.


Gain the spell Foresight, with a quick ritual chant you can enter a precognitive battle meditation allowing you to see .5 second into the future, with visual shadows leading events.

RANK 4

Identity: Unless masked by wards or countermeasures, identify now reveals private information like your private name (Not True Name), main place of residence, factions, and your ranks in magic specializations, perks, owned relics, and major relations (Companions, Family, Romantic entanglements, etc).


Status: Now reveals the source of the status effect, how long it has been applied, and predicted results (le; Death in 2 minutes), and suggestions on counteracting the status.


Map: Mapping can now work retroactively through your memories to generate map data of places you've already been and It now requires no focus to keep active, and it automatically applies Identify information to map data.


You now learn the spell Lock-On, which can bind another spell effect to targets or locations you mark with active mapping, within sight, your spell will gain 20x normal range and will home in on the marked target with the maneuverability of a basic paper airplane, if guided and propelled.


Archive no longer needs to see the information, so long as you can touch, say a book, It you can scan the contents of information. You can then do searches through its contents.


Augury can apply to the next 48 hours, and you can feel rough Bad Omens of significantly harmful events within the next month. By holding someone's hand you can fish for omens specific to them.


Foresight extends 1.5 seconds ahead. With focused concentration you can actively play out a predicted series of events for up to 1 hour ahead, only a few seconds would have passed in your mind. However, it cannot incorporate unknown factors. If an unknown factor would alter events, those events appear distorted proportionally to how badly something Is interfering.

RANK 5

Identify: Identify now reveals True Names. Identifying a magic effect identifies the original caster. Identifies Complications and similar weaknesses. It Identifies a person's Disposition, their favorability towards you (Hostile, disliked, neutral, amicable, ally, low level love, high level love, etc).or to others relevant to you or nearby.


Status: Now reveals subversive statuses on enemies or allies. For example: "Casting Fireball, Doing homework, Walking to door, Contemplating murder”, and works with Map.


Map: Any location you have previously mapped now remains as a Live feed map you can observe through your map interface, unless the influence is wiped by some means such as dispelling magics, or the new spell Masking. Your mapping can also generate an intangible spirit body through which you can observe and map new terrain remotely, placed anywhere you have mapped before.


Archive can now archive the contents of documents like books remotely through map data, and record full sensory experiences that can be shared as a mote of light to playback information on contact.


Lock-On can now be applied from remote map viewing, and your locked on spells gain indefinite range or can manifest from somewhere in the sky over the mapped area, and you can line up a sequence of actions to take all at once, such as locking onto an arbitrary number of targets to target with a series of spells in order or at once.


Masking can purge local map data of any live feeds, and actively block it in mapping radius around you, or cast to alter or manipulate data that could be displayed to Identify or Status. You could instead alter map data to show things that aren't there, or subtract something specific.


Augury can apply to the next week. You can feel bad omens of significantly harmful events within the next year. Catastrophic events within 5 years. Apocalyptic within 100, and you feel a rough idea of the broad strokes of what will happen without detail. You can use Augury on omens to try to narrow in on a sharper picture of the truth of what happens. You can now fish for Good Omens roughly correlated to a subject held in mind, such as "Will I find love?" or "Will I get the job", etc, generally limited to yes/no/maybe impressions.


Foresight can extend to 3 seconds ahead and includes tactile information, such as feeling an echo of a surprise attack yet to come from behind. You can predictively skim ahead up to a 24 hour period. Unknown factors now appear as local distortions around silhouettes of the unknown elements themselves, but you can roughly see what happens such that "A humanoid figure will appear the window in 3 hours", however missing information can also be presented this way, such as a known figure being treated as an unknown because they won't be there as expected. Your Foresight can also now be anchored to a bad omen to observe a 24 hour window of events centered on that omen. Actions taken can of course alter events, or reveal unknown factors on repeat viewings.


AETHERNAUTICS

Academic - ???

Aethernautics is the magical studies of cosmological principles, planar physics, and spatial It's field of magic used to safely explore the aether as well as long employed by astrologists and astronomers since ancient times to better glen insights from the stars above. Its utility in exploring space rather than the aether is a relatively more recent phenomenon, as space proves more difficult to navigate than the aether.

RANK 1

You learn the ability to receive the true name of cosmic bodies. If you see a star, planet, asteroid, etc, you can instinctively recognize its true name. You can name a cosmic body to instinctively sense its position in the sky and its distance to you. You gain a sharper mind for intuitively comprehending spatial geometry and distances.

RANK 2

You can now passively maintain the awareness of 3 cosmic body in your minds eye at once to have an accurate understanding of your position on a cosmic scale. Through meditation, you can isolate your body from the effects of the vacuum of space, from temperature and pressure, to radiation, and particle impact of mundane matter moving at over mach 8 up to light speed. By focusing in a direction when free floating, you can move in that direction at walking pace.

RANK 3

You can passively maintain awareness of up to 100 cosmic bodies at once for a sharper understanding of your position with ample room for tracking bodies for curiosity’s sake or any reason, which can now include any object you can see or are sufficiently aware of that is not fixed to a superior body (ie: A satellite in space, but not a building on the ground, or a flying plane. A moon, but not an astronaut or rover. etc.) unless it has some means of shielding itself from detection. Your free-floating movement is now up to the speed of your witchery broom, or you could of course simply use your broom itself. You now have spatial comprehension and magical connection sufficient that you can harmlessly create folds in space to link two points of space you can see, which lasts until you lose focus. If you have portals, this can be used for permanent fixed folds in space as a gateway. A fold is the size of a doorway and has no effect on the area that might conceptually be within the folded area itself. From the vantage of the fold, you can see space magnify or twist to the intended destination on the other side of the fold as though bringing that point in space closer to yourself.

RANK 4

You can maintain awareness of thousands of cosmic bodies. You gain the ability to exit an aetheric sphere, including the boundary of a pocketspace such as in witchery 5, to view a colorful space-like void of cosmic constructs, clouds, and crystal spheres- aetheric spheres. You can learn their true name the way you learn the name of cosmic bodies, allowing you to maintain relativity in this space beyond classical spatial awareness, to find your way in the infinite expanse of conceptual realities. Each sphere is another reality, or rogue demiplane, pocketspace, plane, or realm. If you know the true name of one such body or the creator entity who made one, you can comprehend its position to you allowing you to arbitrarily move through the aether to find that sphere, and unless protected, you can enter it.


Moving dimensions is easier than moving in space, planar vs space travel, the difference between a dot moving across the page, vs bleeding up or down to other pages in a stack. Travel in the aether is easy as space does not truly exist here, your floating movement alone would be sufficient to travel great distances in its infinite expanse, as movement is based on intention, belief, and knowledge.


You could now survive in the void with your meditation, but the void is not the aether, it is nonexistence, nothingness.


The aethernaut's space folding can now fold areas the size of a football field, creating large wall-like folds of space leading elsewhere, or creating geometries that can cover that area, such as pinching or twisting off that space entirely to fold the surroundings in on itself and hiding that football field sized area. Any aethernaut can perceive these twists and unfold them. This may also create areas of expanding space, such that a hallway could be twisted in a way that attempted movement continuously appears to elongate the space, or create repeating patterns. This can do shenaniganry such as turning around to see a continuation of what's in front of you, where one came from lost. These twists can still be anchored as gates. Twisted areas interfere with teleportation and planar magics, preventing use within, putting an area on planar lockdown.


Additionally, you can alter the relationship with gravity of yourself or another being or object you touch, redirecting it into a new direction relative to a new surface or point, which can be incorporated into twisted areas allowing relative gravity to any given surface, or static surfaces within the area.

RANK 5

Awareness of millions of cosmic bodies. If you know the true name of a witch of the same rank as you or less, you can breach the spheres containing their pocketspaces to force entry if otherwise protected. Once in, you can create normal portals to let others in.


You can also lockdown pocketspaces, or demiplanes that are smaller than the size of Texas, or any Domain (including a Combat Zone), to prevent dimensional travel or teleportation effects until released. If another effect would dispel it or another aethernaut of equal rank to you tries to dismiss this lockdown, it is a contest of wills until one loses focus.


The aethernaut's folding can encompass the space of a large village or small town, and can include distortions in time- the area can be locked into a loop or paradox of repeating events, not affecting aethernauts with their meditation or warded witches. The aethernaut can now project a “spotlight” of starry ripples that visibly distort space, they can project their influence to alter gravitational relationships at a distance from themselves up to 60m in a narrow cone of influence, as though touching targets to alter their subjective gravity. Alternatively, they can affect local gravity to a surface by affecting that surface itself instead of a specific target's own experience, turning a wall or ceiling into the floor, so to speak, up to a 1km area of influence.


The aethernaut can now cause harmful sheers in space, these manifest as black distortions. warping space around them, and must start from the aethernaut's location, traveling like a tear up to the speed of an arrow, and within line of sight of the aethernaut, leaving a the sheer behind as it travels. This will leave scars on space that aethernauts can detect. This shearing can be a Line like a thick cable, or a wall up to 1ft wide and 20ff tall. The length is arbitrary, growing until the aethernaut stops tearing. This bypasses any physical resistance, but will make you lots of enemies for its use ‘equivalent to causing a radioactive spill, including causing actual radiation comparable to an X-Ray per 15 seconds of proximity.


The aethernaut at this rank is disjointed from coherent time, their body will not age and they can slide their body up or down to age themselves, this does not undo harm or illness, as though they were always that age to begin with prior to said harm. Should time be stopped by powers up to rank 10 equivalent, the aethernaut will remain active as normal, unaffected.


ELEMENTALISM

The magic presented here in this section is referred to as Elementalism. These single-affinity or monotype magics operate just a little differently from other schools of magic, in that any witch other than sorceresses are incapable of learning more than one elementalist magic that they do not have the affinity for.


Each magic will show an OR clause. You can qualify for Affinity discounts if you possess both component affinities, including taking it without the primary monotype affinity.


If you have more than one elementalist magic, you can combine effects to create combination magic. Such as Firecalling and Earthmoving for lava effects, Windkeeping and Waterworking for storm effects. This is beyond the scope of what the cyoa can detail and up to reasonable interpretation with wiggle room for creative liberties. You can also perform Harmony magic, combining elements of cooperating witches, twice as potent as normal.


Witches with an elemental magic at rank 3 are often called Hazards. Rank 4 are Disasters, and Rank 5 can be labeled as Calamities. This designation can influence the weight of consequences placed on you for reckless behavior, people don't trust living weapons with a track record of being careless when many lives can be at stake if you prove unstable, or outright malevolent. Witches with Curses also receive this designation, as well as others on a case by case basis, such as some grenadier alchemists.


Elementalist magics cannot be taken for the Restriction complication unless you have the affinity for it.



FIRECALLING

Sorceress - Fire / Metal + Wind

Elemental magic of Fire. Every rank in Firecalling reduces harm from Heat sources by 50% until you're immune to natural sources of heat at rank 3, where you could lay on lava if you wished, but resistance to magical sources of heat continues to be reduced by half per rank. If you have the Pyre weakness, you do not benefit from this resistance except in respect to hot sunny days, hot sands, or other non-fire heat sources.

RANK 1

To start, you gain the ability to control candle size flames, including adding or subtracting candle size mass from a fire, within 30m of yourself. You can produce balls of compact flame in your hands that you can lob by hand within throwing range. They burst on impact with very little kinetic force but the flames spread like a molotov, around a 1 meter splash. Has negligible mana drain.

RANK 2

Control grows to the size of a torch within a 100m radius of yourself, which includes the balls of flame you can summon, which you can now telekinetically manipulate to do things such as put them in orbit around you, hover nearby like a handless torch, or just as self-propelled firebolts. They now have kinetic force equivalent to a solid human punch and the spread of flame grows to cover a 3 meter area. You also gain the ability to hold your hand out and cast a very wide 160 degree 5 meter cone of flame hot enough to cause 2nd degree bums in 2 seconds of exposure, 3rd in 4.

RANK 3

Control encompasses the size of a beach ball at a distance of 1,000f/300m Your firebolts can now have a 5 meter splash with force equivalent to a horse's kick. The buming hands cone grows to 10 meters, and you can now conjure a short lived ball of flame the size of a beach ball that actively ignites flammable materials within 5 meters of it while leaving a 1 meter wide trail of flame 3 meters tall wherever you make it travel via your control, that's as hot as the buming hands while obscuring vision. You can use jets of flame to boost jumps by up to an additional 5 meters or doubling the force of a melee impact.

RANK 4

Control is now the size of an elephant or large truck at a distance of 1 mile. Your firebolts burst with the force of a 40mph car crash spreading flame within 10 meters. Burning hands cone grows to 30 meters. It and your wall of fire are twice as hot. The wall is 2 meters wide and 6 meters tall. Your boosting jets add up to 15 meters of jump or sustain a glide, and can triple the force of a melee impact. You can now concentrate flame into a pinpoint of heat in front of your hands, fingers, or eyes, to project a thin searing ray of fire that can melt a hole through steel at a rate of an inch per second with mana drain comparable to the stamina loss of jumping jacks.

RANK 5

Generate fire out of nothing (No air?). Control fire in an area equal to a public pool at once at a distance of 10 miles, meaning you could very quickly bathe whole city blocks or forests in an inferno, or rapidly suppress the blaze of a building on fire. Firebolts are now full fledged fireballs with the force of a 60mph car crash with 20 meters of flame. You can set preset flight paths for them to take that they will continue to carry out until they are stopped by something or you dismiss it. Burning hands has a 50 meter cone. Wall of fire is up to 4 meters wide and 12 meters tall. Both are 3 times as hot as rank 4. Boost jets can now provide flight 120mph or flight (or boost flight by 120mph) or quadruple the force of a melee impact.


You now lear to create self-sustaining feedback loops of flame as spheres that grow in power with time and distance, swelling from the size of a pinpoint bead of fire, to swirling miniature suns up to around 300m in diameter, doubling its current size per 10 meters traveled or 1 second of flight, whichever is slower. They burst with a shockwave that can level brick walls, in an area of 3x the size of the ball, with flames hot enough to melt steel beams in 6 seconds, though the fireball of the explosion only lasts 2 while igniting things in the area. Twice as hot and forceful within the area directly hit. The primary use case of course, is to cast these beads to the sky, and let them rain down on an area for bombardment. High mana drain. Low mana capacity could launch 2 before bottoming out. Med-5, High could launch 12. (But the Low likely has high charge rate to sustain a light bombardment for longer over time). Yes this was a long roundabout explanation of how to cast a classic Meteor Strike/Swarm, though that's a bit of a misnomer as meteors are rocks. Performing this on Earth is almost guaranteed to be a masquerade violation. Curses 5 can at least pass as natural disasters.


WINDKEEPING

Sorceress - Wind / Nature + Soul

Elemental magic of the winds. Every rank in Windkeeping reduces harm from air pressure sources, electrical currents, and your need for air by 50% and provides a buffer against winds until you're immune to natural sources of air pressure at rank 3, where you could comfortably survive in the vacuum of space and natural lightning (and radiation) causes you no harm, but resistance to magical sources of winds and shock continues to be reduced by half per rank.

RANK 1

Control a light breeze comparable to a common house fan within 30m, and whether it is warm or cool, like a hot or chilly day. You're able to concentrate winds in a short range of your hands to act as though you had a mundane knife or hammer in hand. You can launch projectiles equivalent to a basic slingshot. Negligible drain. (A Sylph, but not Like a Duck, could be light enough to use this wind control to fly)

RANK 2

Control a blusterous breeze comparable to several high power fans, that can be hot enough to redden skin and dry moisture or cold enough to form a light frost where there is moisture, within 100m. Your control of concentrated winds can now emulate full size swords and sledgehammers, or leave stabilized air patterns equivalent to mundane objects such as a chair that can't be seen, similar to Pantomime. You can launch projectiles comparable to a 501b bow, or like a strike with a baseball bat. You're able to generate a static charge on demand, sufficient to make hair stand up and have a minor zap when you touch a doorknob. You can reduce your weight to become lightless enough that you can move yourself with your wind control with light mana drain, or no mana drain with Like a Duck.

RANK 3

Control a hurricane force gale capable of knocking over vans or people within 300m, equivalent to 6-10 jet engines in total wind at once. Concentrated winds have the same effect as before but you can now project your own wind constructs like projectiles; Launch wide blades of wind or narrow thrusts, or blunt concussive force, or spinning buzzsaws of wind. You launch projectiles with the speed and force of common firearms or cannons for the case of larger projectiles. You can produce electrical charge equivalent to a tazer you can apply to your wind constructs or on touch. You are now immune to G-Force, allowing for high acceleration to launch yourself with winds, or sudden direction shifts.

RANK 4

Control a strong cyclone force wind capable of lifting common street vehicles out to a mile away, equivalent to a somewhat slender tornado in total wind at once. If a cloud is in Teach you can alter the temperature to cause it to rain or hail like a light storm. Concentrated winds can now form large masses such as a blade up to 10 meters long or a mass of blunt force equivalent to a car. You can launch projectiles with the force of high power rifles, or throw larger things like a car up to around 10 meters or a person a few dozen, or yourself to provide an explosive burst of speed. You can create small sized real tornados with a mild mana cost that act independently or under influence of your wind control, more like very strong dust devils. You can produce electrical charge equivalent to touching a standard power line which could stop a human's heart or be used like a defibrillator.

RANK 5

You can now generate air out of nothing. Control a unnaturally strong gusts of wind capable of toppling brick walls let alone ripping roofs off out to 10 miles away, equivalent to a somewhat thick tornado in total wind at once. You can move, burst, or gather clouds in range, your range increasing to be more around 30 miles vertically and 20 diagonally. By skewing the temperature and using hot winds below to send more humidity up to the clouds, you might sculpt storms and provoke rain, snow, or hail up to a heavy storm or blizzard. You can charge these clouds to cause thunderstorms. Your wind constructs can be up to 30 meters long or have the blunt force of a bus. Launch projectiles like high power artillery. Charge targets you can see such that lightning strikes gravitate towards them like a lightning rod, or your own electricity from within a few meters of yourself, generating charge in the air that then bridges the gap or as imbued into your wind constructs, being as potent as a natural lightning bolt. Create proper tornadoes on demand of normal size, or twist and build clouds until you can brew large supercells that can encompass towns.


I'm sure I needn't remind you about the masquerade violation that would occur if you mess with the weather on Earth let alone take a pet tornado through a walk in the city. But with careful tact, at least it could be less unnatural than giant fireballs.


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WATERWORKING

Sorceress - Water / Life + Wind

Elemental magic of water. Every rank in Waterworking reduces harm from water pressure and sources of cold, and protection against water by 50%, until you're immune to natural sources of water, water pressure, and cold at rank 3, where you could comfortably survive in the deep abyss of the ocean or in the middle of a blizzard, but resistance to magical sources of water or cold continues to be reduced by half per rank.

RANK 1

Control water equivalent to 1-2 cups, or a small water balloon, within a 30 meter area. You can spread it out over a volume of a 5 meter thin mist, or condense such an area of air moisture into water. Useful for instantly drying yourself out of a shower. (Maybe multiple uses to dry clothes) Within 5 meters of yourself, your influence is strong enough can cause this water to form high pressure edges or points as you force it into miniature riptides to cause cutting or piercing damage comparable to if you had a knife or needle.

RANK 2

Water control can cover up to a gallon, or moisture in a 10 meter volume within 100m. You can now force a change in state to solid, similar to changing the state to gaseous. This false ice is just a few degrees colder than it was as water, it's just stabilized into a solid. You can form objects out of this ice though they'll rapidly melt if you stop maintaining the effect passively. Your offensive reach with riptides increases to 15 meters. You can form pressurized spheres of water that burst when you stop concentrating on it, with the force of having a thick foam mattress thrown at someone and drenching everything in a public pool's worth of water, sufficient to knock most people down and douse large fires. This water is spontaneously generated false matter that will slowly disappear as if rapidly evaporating over 10 minutes, but is viable for your water control. Can breathe water.

RANK 3

Control up to a home pool's worth of water, or moisture in an area equivalent to a football field within 300m. Forced ice can now be below freezing in temperature, and when you would turn water into vapor you can heat it into steam, or you can force ice or steam to remain a liquid well past boiling or freezing points. Down to 0 degrees F, or up to 250 degrees F. Your riptides can reach 60m away, and your pressurized water bombs now have the force of a bulldozer in up to a 30 meters with an olympic pool's worth of water at heavy mana cost, or just the public pool's worth for a medium cost but the same force. You can now force natural water to double itself, easily causing an overflow or solving a town's water shortage for a time, this is true water. With your water control you could easily move more water than it would suggest to create whirlpools and maelstroms.

RANK 4

Control the equivalent of an olympic pool and all air moisture within a mile. Ice/Steam/Water can be -200f or +450f. Riptides reach within 300m. Water bombs and water duplication are now a sustained effect continuously generating water until you stop concentrating on it. Your water control can easily pressurize water with the force of up to artillery shells, your icicles could pierce concrete walls. You can easily control water with precision such that you could walk on the surface of water or lift yourself on columns of water or ice, or surf on clouds of intense steam, skate on ice created beneath your feet, or so on.

RANK 5

You can now generate water out of nothing completely on demand without relying on water bombs and all water created is true water. Control the equivalent of 10 olympic pools. at once, within 10km. Your ice can reach absolute zero and your steam can be up to 1,000f. Riptides match the full reach of your water control. Bursts of water can match modern conventional explosives while your icicles could have the force (and hardening) to pierce iron bunkers. You can set up walls of water that prevent the movement of water past it, or act as currents flowing in a given direction. You could use this to create reversed waterfalls for example, or "Ceilings" of water below the surface, or otherwise creating dry areas where there was water, to walk across lake bottom or just prevent water from flowing back to fill an area where you're working on something. These remain stable within range of your control, by maintaining one for 24 hours you can make them permanent until dispelled, or after 1 year of sustaining they will return even after dispelled, being just a temporary disruption.


You are now able to pent up control over water to store produced water to release all at once, or influence large bodies of water all at once with your control set ahead of time for when you release it. Just as you can create, you can destroy, and destroyed water can be converted to stored water to contribute to sudden releases. With set up, you could easily cause major tsunamis affecting whole coasts, or with extra care you might sculpt it just right to afflict only one city or one harbor. Do mind the masquerade.



EARTHMOVING

Sorceress - Earth / Nature + Body

Elemental magic of earth. Every rank in Earthmoving reduces harm from earthen materials and any source of blunt force trauma by 50%, until you're immune to natural at rank 3, where you could survive a fall from any height if you landed on earth, including concrete, and a falling boulder would do no harm to you (You decide if you meld into it, it bounces off like styrofoam, or shatters), but resistance to magical sources of earth continues to be reduced by half per rank.

RANK 1

Control a simple bucket's worth of dirt, sand, mud, and marble-sized pebbles within a 30 meter area. This can be in a single loose mass, or up to 4 loose masses at once. You can blast this earthen material with force equivalent to dumping a bucket, or a slingshot in the case of focusing on single decent sized pebbles. You can pretty effectively dig loose earth quite quickly, until you reach bedrock or large stones, and don't diss the power of pocket-sand, or instantly cleaning a shiny rock and letting them orbit your head.

RANK 2

Control a bathtub’s worth of earthen material up to the size of golfballs controlled in up to 10 loose masses at once within 100m. The force is comparable to ball muskets and blunderbusses in bursts. You can do a quick chant and tap a larger stone to reduce its weight by 90% in your hands, it regains its weight when it leaves your hands. You can also use your bare hands on an affected stone to mold it as though it were clay.

RANK 3

Control a home poot's worth of earthen material, individually up to the size of a basketball sized stone, within 300m. Force equivalent to a cannonball or sandblaster. No longer requires a chant to affect stone, just simple intentions, and you can use your earth control to mold stone as though it were clay or rip out chunks of a size you can control. With a specific spell that takes a few seconds to focus on, you can cause slabs of stone to erupt from the ground 1m thick and 15m long, or up to 8 individual lances of stone, 4m tall.

RANK 4

Control a public pool's worth of earth, about 4x rank 3, individually up to car sized stones, within a mile. You can hurl car sized stones comparably to a trebuchet, with your stones hitting with artillery-like force. You can rapidly shape stone into new shapes with enough sudden force behind movements that forming a spike can be comparable to a spear thrust, or forming many small spikes and causing them to launch like bullets. You can summon stone slabs like before, now without any more than a gesture, or focusing for a few seconds to summon stones from the ground that are up to Sm thick, 60m long, and 15m tall, or up to 30 individual lances of stone. You can also do the inverse to create fissures with twice the dimensions. You can likewise focus to build up turbulence in the earth causing quake in a 30m diameter area within control range that starts as a rumble. The force of the rumble and the dimensions double every few seconds of concentration until the shaking is enough to level basic unprotected structures after 4 minutes and max out at 2km. You could easily ride on propelled slabs of stone, or launch yourself into the air great distances.

RANK 5

Control a city block's worth of earth with individual stones up to the size of small homes, within 10 miles, with force sufficient to throw such a stone with the speed of an arrow, while smaller stones might be simple to high caliber bullets. A stone lance could penetrate an iron bunker. You can also explosively multiply pressures inside stones to cause them to explode with artillery like force, sending shrapnel flying. You can now casually summon the slabs or fissures from rank 4, or focus for longer to create stone walls up to 10m thick, 300m long, and 40m tall, or up to 80 individual lances of stone, or fissures 20m wide, 600m long, and 80m deep. You can permanently rob the weight from stone in an area of a size you can control, leaving them weightless or lighter than air to an extent that you can create lift stones useful as cores to flying ships. You can meditate with a chant allowing you to increase the area you can influence with this effect by double per second, until you can affect up to a 10 mile area at once, allowing the creation of floating islands. Your earthquakes can now scale to reach 10miles as well with force sufficient that standing on the ground is like trying to ride a mechanical bull, most structures not protected by magical means of earthquake proofing cannot endure this. The earthquake can also continue independently of your concentration for up to 3x as long as you spent concentrating on it You can choose to not release this force while you concentrate to instead build up a sudden shock though with reduced area to a 5 mile area, which may be sufficient to pulverize a mountainside into a great landslide and may be a bit of meat grinder to anything within 2m of the ground surface during the intense few seconds the shock is in effect. Naturally, it's strongly advised not to do this anywhere on earth...


NATURALISM

Sorceress - Nature / Life + Water

Elemental magic of plants and woods. Every rank in Naturalism reduces harm from plant based materials and chemicals derived from plants or animals as well as diseases, and aggression of animals, by 50%, until you're immune to natural sources at rank 3, where you could comfortably lay on a bed of poisonous thorns and the most belligerent of bears would be ambivalent or friendly toward you unless manipulated, but resistance to magical sources continues to be reduced by half per rank.

RANK 1

Control plant matter equivalent to a 3m of rope moving with about the speed and dexterity of a snake, within 30m. Focus on a plant to increase its growth rate by 25% for its current life or harvest cycle. By talking to plants during their growth, you can either boost beneficial aspects of the plant, or harmful aspects of the plant, by 50% when it matures. You can talk to intelligent animals like certain dogs, cats, dolphins, etc, and they somewhat accurately understand the meaning of your words. Includes Fungi

RANK 2

Control plant matter equivalent to 10m of rope or a very large bush, up to 3 independent plants or vines, with the dexterity of octopus tentacles, within 100m. Plant growth can be boosted by 150% for 2 cycles. Talking to plants can boost effects by 100% and can now work at any time in its life cycle up until blooming or ripening when you would harvest. Intelligent animals accurately understand your intentions and you get an idea of theirs. Less intelligent animals can get a general idea of what you mean in simple terms. You can take a single trait from one animal or plant, and imbed it into a seed or pregnant animal and the offspring or new plant will possess that trait. (Animal to animal, plant to plant)

RANK 3

Control plant matter equivalent to an aspen tree, up to 9 independent plants or vines within 300m. Wood can bend unnaturally, and the controlled plant matter can stretch up to 25%, with the speed of a snake's strike and fully prehensile. In addition to the stretching, you can induce growth at a rate of 10% per second (Max new growth caps out at equal to your maximum plant control per second), and within the natural possibility for a plant to achieve. Any animal can understand you, gaining human level intelligence when you talk to it and while acting on something you've asked it to do. You can cause non-magical plants to bloom, produce, or spore early, on demand, with boosted effects by 300%. You can take and implant up to 2 traits at once into a new life.

RANK 4

Control plant matter equivalent to a mature spruce tree and up to 20 independent plants or vines. within a mile. The controlled plant matter is as hard as wood, or if wood then 5x as hard. Can stretch up to +100% of its natural reach or length. Vines could move as fast as a bullet, though not prehensile, moving more normally to perform fine actions or grapple. You can actively induce growth as you desire it up to the speed of control, and these plants can grow up to twice as large as normal before factoring stretch. Includes the size of produce and flowers, etc. You can permanently Awaken animals to full human intelligence and implanted with 1 "human" skill you wish at time of awakening. You can do the same with plants. You can implant up to 3 traits at once, one of which becomes Hereditary, passed on, or one trait into a currently living creature or plant.

RANK 5

Control plant matter equivalent to twice the size of a mature Redwood tree and up to 60 individual plants or vines at once, within 10 miles. Wood is 16x harder under your influence, stretching up to 500% natural reach. Plants under your influence have 600% greater size than normal before accounting for stretch, only regarding height- Vines, roots, or branches have no maximum length so long as supported. Vines can exert sufficient force to claw into stone bedrock and you can spontaneously produce any other plant feature you have come across onto any other plant you are controlling. Make a great tree branch behaving like a vine grow large toxin filled thorns, or bloom large mushroom. caps producing clouds of paralytic spores. You can cause produce to grow out of immature plants, ie; An apple seed growing a single shoot that ends in a ripe apple that has the health benefits of ginger. With momentary focus and a brief chant, you can divide your plant mass control limit into countless individual plants such as single blades of grass, and have each grow fully into a mature tree, even individual redwoods, that each bypass your control limit for the purpose of near instantaneously growing to full mature size and given one command to continue to act on. Any awakened plant can control itself as though by your level of control as far as its speed and prehensile dexterity is concerned, though its growth remains as you last left it. You could very easily cause massive overgrowth to overtake a city with streets patrolled by treants. Use with caution to avoid breaking the masquerade, at least while on earth. Plant control is the active influence, an entire plant need not fit in the limit, just the part you're controlling.


METAMORPHOSIS

Sorceress - Beast

Metamorphosis is a school of magic built around shapeshifting the self. While Hexes can be used on yourself as well, Metamorphosis focuses on invoking inherent natures within the witch. As such, it is exclusive to witch types that possess the [Beast] affinity or witches with Improved Familiar, in which case this form is what the familiar itself can take. Siren, Naiad, Oread, Lamia, Gorgon, Taura, Mimi, Wulong, and Dravir. Naiads contain the form of the Leviathan. Sirens, Oreads, Taura, Mimis, and Pharon contain the form of a Zooarch, Lamia and Gorgons have the form of the Basilisk. Wulong and Dravir have the form of the Dragon, asian long and european classic respectively. A Hybrid can adopt the form as normal. A Hybrid of 2 Beast types chooses one unless they buy this again, though they can visually adapt its appearance to be a mixed form. If they bought it twice they can turn into either, or tum into a full hybrid beast. Likewise if you have Improved Familiar and qualify yourself, both the familiar and the witch could have a form, bought separately. Each Metamorphosis form is considered Rank 5 magic and costs 15 points as though it had all 5 ranks as such, meaning it costs 9p if you have the Beast affinity (which you should to be eligible for it in most cases). It takes a flat rate of 20% of your mana capacity to assume the form or trigger your familiar’s form, which can be indefinitely maintained. Transforming back costs nothing and refunds 10% the mana cost.


RANK 5

Leviathan: Can also be available to Taura with aquatic animal halves. Colossal terrors of the ocean, leviathans are over a mile in length and have the width of 5 blue whales. Their appearances beyond that vary a lot. They may or may not have a roughly humanoid "head" portion with or without a portion of the humanoid torso, comparable not to a taura or naiad, but more like a sphinx. They often have a number of tentacles and fins concentrated around the "head" region of their length and then lightly spread throughout the rest of their length, which is scaled with diamond-like scales the size of dinner plates. Extremely hard, but could shatter with heavy blunt impacts effectively ignoring damage short of an armor piercing missile, but once overcome provides no protection in that spot. They are uncomfortable to the point of pain when in normal or low atmospheric pressure, at home in crushing oceanic depths, immune to high pressure and temperature extremes of water. Inversely, they're actually also comfortable in vacuum despite their issues with low pressure.


OR


Zooarch: Can also be available to Naiads that would rather be an aquatic animal, and Lamia/Gorgons who'd rather be an actual snake. Assume the form of a great animal beast, like primal avatars at the apex of a species. They look obviously similar to the base animal but with any number of additional modifiers such as horns, spikes, scales, markings, abnormal color. They can be normal sized, or grow up to the height of a 12 story building in their natural gait. (Could be taller if they stood on hind legs for example, if a quadruped). Their hide, scales, or exoskeletons are averaged out whatever the case to be as resistant to harm as steel armor of equivalent mass (to the hide and fur, scales, ect). They have proportional strength. Predators have increased physique 200% extra than you'd expect for their size, herbivores have increased magic effectiveness by 20% per 100% size. Omnivores/non-predators that eat meat split the difference at 100% / 10%. Siren Zooarchs can be capable of flight, such as great eagles or thunderbirds.


OR


Basilisk: Worshiped in some places as serpent gods, the basilisk has the lower body of a lamia and the upper body of a gorgon, and 4 or 6 arms. They're roughly 100m long while the humanoid body is like that of a giant. Each of the snakes of their hair has a gorgon's gaze while being the size of a full grown anaconda while the basilisk’s own sight causes neurological activity to stop outright causing death in most mortals while beings that don't need organs might simply mindblank as though time were stopped as far as their mind is concemed. Their scales are like steel plating. Each snake head can assume the focus of any ongoing magic effect that would require the witch's concentration.


OR


Dragon: Transform into a scaled beast the size of a A380 airliner in the case of Classic European dragons, or as wide as a nuclear submarine and as long as an aircraft carrier in the case of Asian Longs. Their scales are equivalent to 4 inch thick mythril plating and they have an elemental breath of flame [Fire], lightning [Wind], cold and ice [Water], or metal shrapnel [Metal], poison gas or wood splinters / thorns [Nature]. If dravir, this is the same breath affinity as they already chose, a wulong gains one now when in this form, and can keep it when not in dragon form, not having an additional affinity from it. A familiar can choose one when this is taken. This breath affects a 300m cone, 1,200m line 5ft wide, or lobbed bursts within 1,200m that burst for 60m diameter. The resulting damage can melt a tank in 2 seconds (Fire or lightning), freeze the tank into brittle glass (water(ice)), or have the raw force to crumple or shred a tank (Ice, water, or metal). They fly at 300mph by default, adding your Witchery broom speed if applicable.



PSYCHOTICS

Sorceress - Mind / Life + Soul

Elemental magic of the psyche. Every rank in Psychotics reduces harm from memetic hazards (Which includes observations of intrastellar phenomenon and Outsider Entities), psychological trauma, telekinetic assault, and psionic constructs by 50%, until you're immune to natural sources at rank 3, but resistance to magical sources continue to be reduced by half per rank. Unless otherwise specified, all Psychotic effects require minor concentration that doesn't take much effort.

RANK 1

Control psychic vibrations sufficient to make small objects disappear from one sense, up to the size of a softball, in one person's mind. You're able to make the same small objects instead look like another object. Make an 2 of hearts look like an ace of spades, or a pokemon card. You can also twist psionic wavelengths in someone's mind sufficient to cause a headache, which you can link to an associated pattern in the brain, such as the sight of a chair or a certain thought.

RANK 2

You can now affect objects up to the size of a beachball disappear from two people's minds, using two senses. You can likewise induce headaches (conditional or not) into two people at once, with two different conditions if desired. The headache is now strong enough to be strongly uncomfortable and lightly disorienting. You can now manifest psionic constructs that behave like any mundane uncomplex object, within 5 meters of yourself. Such as a psychic dagger. You can physically interact with your own psychic constructs, but they phase through other objects and creatures: Doing so disrupts neurological processes, making an arm feel numb for example, and more clumsy, as though intoxicated, especially if the psychic dagger passed through their brain. This is considered a direct magic effect, blocked by Warding runes. Lasts up to 12 minutes.

RANK 3

Psychic vibrations affect up to the size of the average car from up to 6 people’s minds using 3 senses. Induce headaches in up to 6 people at once, with any number of optional Conditions. These headaches are now dizzying migraines. Psychic constructs can now exist within 30m of yourself and can include projectile objects like psychic bows and arrows, or firearms. Numbness lasting up to 1 hour. You are now capable of localized twists in the psychic fields to switch your position in space with that of a space you can see within 60 meters. Teleportation.

RANK 4

Psychic vibrations affect up to the size of a suburban house from up to 30 people at once, using all 5 basic senses. Induce headaches in up to 30 people at once. These headaches cause the eyes, ears, nose, and mouth to bleed lightly and are maddeningly painful. So long as the headache has a conditional modifier set, it can also be made permanent, removable by magic that can cure mental illnesses or curses. Psychic constructs can now exist within 90m of yourself, and now instead of numbing, an affected nerve or limb can't be felt at all as though it weren't there. A headshots lights out. Lasts up to 12 hours. You can teleport within 1 mile. At rank 4, you're now capable of inserting a psychic construct into someone's brain to view their mindscape, a realm of thought and memory where you can explore to find memories and opinions in networks of associations. If you use psychic constructs within here to destroy something, it is forgotten, or you can use your ability to twist psychic vibrations to create new associations and false memories.

RANK 5

Psychic vibrations affect up to the size of a skyscraper, and is now a passive effect generated by a field you imbue the object itself with, allowing it to affect any number of observers and without your concentration. Your "headaches" can now cause people's heads to explode, which with conditional modifiers you can make give painful warnings and a number of "strikes" before the big pop. Psychic constructs can exist anywhere you are able to observe, and you can teleport within this same range. You can now do mass edits to a mindscape to edit things along basic conditions or filters. You can blanket nuke a mindscape for complete ego death. Though mindscapes are backed up in the soul, and could be restored by some healers and the soul might "Bleed" emotional memory. Likewise you can fabricate an entire identity and false life within them. In a similar vein, you can enter the psychic plane of existence via your teleportation to see an ethereal realm similar to the spirit world, full of emotional constructs, echoing memories, and thought patterns of individuals living in the material. A ghost like mirage of yourself echos your position in the material world, so you aren't invisible. In this place if you use your psychic vibrations to shroud a person or object from the psychic plane at large. Doing so erases memory and knowledge of that person or object from any unprotected mind. So most mortals, and new or neglectful witches who don't have a warding rune or psychotics who created a shroud around their own mind, protecting them from this and constructs.


METALLURGY

Sorceress - Metal / Fire + Earth

Elemental magic of metal, of Iron and Steel, of Gold and Silver. Every rank in Metallurgy reduces damage from metal sources by 50% until you're immune to natural and primitive sources at rank 3, so simple metal weapons will not harm you, neither will small arms fire, but resistance to magical or high-power sources of metal continue to be reduced by half per rank. If you chose to take the Iron vulnerability, then it ignores this.

RANK 1

Control a handful of coins worth of metal, moving and levitating it with comparable speed to physically moving it around with your hand, within 30m. You start out with the ability of cold forging, any metal under your control you can freely weld and merge to other metals, easily welding metal to metal or patching damaged metal objects, or sharpening blades.

RANK 2

Control metal equivalent to a longsword, with speed comparable to an arrow, within 100m, moving beyond that on its own power if thrown with this effect. Your cold forging is now seamless, as though part of the original form, and now you have a sense for metal within your control range larger than a coin. With focus you can sense and control fine metal traces within loose material like dirt and sand, and extract it with your control and turn it into something usable with cold forging, such as needles or outright blades.

RANK 3

Control metal equivalent to a full knight's armor- And that of an armored warhorse. Or roughly a car’s worth of metal, within 300m. Large projectiles like the car at throwing speed, while you bullet sized objects can be moved with common bullet speeds (9mm). Your cold forging can process raw ores into pure metals, ingots or otherwise and you can draw metal out from stone at a depth of 3ft/ 1m, rather than just dirt or sand. With time you could separate alloys into their base components, or cold forge alloys from base metals. At this rank, you can also learn to create a form of puremetal gunpowder devised by a the first gunwitch, John Moses Browning. You can incorporate this in your creations to create cannons or actual firearms, it may take some skill to consistently get the right ratios both for the powder, mass you want to move, and the strength of a given barrel. You can produce a handful of powder at once with a minor mana cost, bear that in mind for if you want to quickly construct a cannon.

RANK 4

Control metal equivalent to a 3 busses or a cohort of mounted knights, within 1 mile. You can hurl large full metal ballistas at the speed of a bullet, or small projectiles at high velocity rifle speeds. You no longer take any extra effort to split or meld alloys, becoming a standard part of your cold forging, and you can draw and extract metals from throughout the environment within your control range, filtering trace metals from deep in the ground beneath you for example. You can now form motion metals, an active infusion that allows solid metal to actively mold and conform to movements instigated from one side of the metal, such as from within a solid armor encasement without gaps or the need for joints. You can now create a barrels worth of puremetal powder at once and learn to infuse the powder to magnify its explosive potential by a factor of 10. You could easily create a solid row of cannons on demand, presuming you master the skill in precisely calculating the ratios still.

RANK 5

Control metal equivalent to a train 25 cars long, within 10 miles. You can hur ballistas with the speed of a rifle bullet, or small rods at extraordinary velocities- railgun shots. Your cold forging can now forge metals out of thin air, materializing metals as you need them without having to draw on existing metals, though drawing on existing metals is less mana intensive. You can now make motion metals that respond to any kinetic force and feed in on itself to act in a designated manner, such as self-reinforcing to make a thin sheet of metal provide the resistance as a much harder and thicker layer of metal, transferring some of the force of an incoming attack into its own resilience, or a motion metal that applies the force of its own movement into additional rotational energy for continued acceleration, forming drill or saw effects or emulating rifling for either increased speed and flight paths, r for more damaging attacks from cutting buzz saw motions, or piercing spin of a drill lance, or forgoing the theatrics, simply amplify the force of a normal blade as though it were up to 10x its actual weight. The mana expense is low but it all stacks up. You can of course leverage your metal control to do similar drill effects and movements, but motion metals are just more empowered and take less of your own focus, to the extent that if you overdo it it could be difficult to interrupt. fou can use motion metals to form the barrels of guns and cannons to resist far stronger explosions within to handle far stronger projectiles, and a motion metal cannonball may even reach the moon, or you could create an normal array a full heavy bombardment of cannons, creating over a dozen barrels worth of puremetal powder at one time. Additionally, you can cold forge metals into roughly similar metals. You can turn Lead to Gold.



PERKS

Perks are an assortment of bonus traits ranging from added benefits of your new witch true form, to special magical abilities you learn or manifest in your transformation that differ from anything already shown. Perks cost POWER as shown in the corner. Like Magic, Perks have half the cost if you have the Affinity shown in the other corner. ??? is universally halved (Not pre-factored).

ORACLE

Warlock - Mind

-4 / Folk

Requires Divination 4+

You have a greater grasp on your Augury and Foresight spells.


Your bad omens feel a little more specific, giving you clearer impressions on the type of events to unfold and a vague intuition on steps you could take to resist that omen, even as simple as "I should walk to the library today" without knowing why, that will help contribute in a cascade of events to undermine the bad omen.


With Ministration, you can consult your celestial summons for cryptic insights to further help. Using a crystal ball or prayer, you can use foresight with more detail. Less distortion, and can focus on a sense other than sight and from a perspective of someone touched who will observe that future event

JACK-OF-ALL

Academic - Mind

-2 / Folk

"Oh. Looks like I was wrong about the rank 5 magic”. You lose the ability to take any magic to rank 5. In return, you gain 12 Power, or any 1 perk with a static cost for free. You're also now competent in every mundane skill sufficient to compete on a regional level, though can be outclassed on a national or global level, but this doesn't change your physique, so athletic skills may still be more difficult.

TRANSFORMATION SEQUENCE

Academic - ???

-6 / Folk

You can keep your current human body or redesign it separately, and you have the ability to do a 1-10 second long transformation sequence that swaps between your human and witch body. As a human you can still see through the Veil like a witch but you can only use Perks with a base cost under 6, Relics, and Rank 1 magic until you transform into your witch form. Your human form can be the opposite sex to your witch form This can also equip Mothergifts.


For an additional 6 Power, you can instead completely change your Witch Type's race with your transformation, going between two witch forms. For 12 more power, each can have separate magic and perk choices.

POISONER

Warlock - Nature

-4 / Folk

Control over poison. You can command any highly venomous animal, easily nurture and grow poisonous plants and mushrooms, and telekinetically control poisonous materials slowly without significant force.


More notably, is that this power grants complete immunity to diseases and toxins, including bioweapons like mustard gas. The control aspects are a bit tiring, but the immunity is passive. This doesn't allow you to cure or diminish the afflictions of others.

WITCHFLAME

Sorceress - Fire

-2 / Folk

Witchfire is variably colored flame that has slightly different behavior from witch to witch, and when you place a witchfire somewhere, it stays there until dispelled even without any fuel to maintain it. Stick a mote of flame in the air and it will stay put. Great for home lighting, and you can adjust the temperature to 20 below freezing, up to 500 degrees, though the size is never larger than a campfire, and doesn't spread like normal fire, though it can chill, heat, or burn material it contacts. Wood would blacken but not ignite, for example. Great for cooking, potions, and rituals. Mild combat applications, it's mainly utility.

ENERGIZED

Sorceress - Wind

-4 / Folk

You passively emanate an electric aura that fills the air with a harmless sense of static and slight ozone smell. This passively charges any device within 10m of you, and you can focus to spike it to damage electronics within 30m or deliver a tazer-like zap to point you can see within 60m. Your touch slightly tingles, and with focus you can amplify this sensation. During a storm, you can focus your will on a target location to ‘cause a lightning strike with a rough accuracy of a 6ft sphere, it can be skewed by lightning rods.

CONJURATION

Academic - ???

-6 / Folk

Requires Consortation 1+.

You acquire the ability to summon the infernal shopkeeper, Mammon, whose genie-like visage appears as a proxy through which you can order any product that is available for purchase anywhere else on Earth or in Witchdom. He will set an asking price 7x what it would normally be worth (-1x per rank in Consortation). So long as you know that something is sold for human currency somewhere, you can buy it. He accepts cash or barter for objects of monetary value, or Kisses at €1 = $100.

ELEPHANT TRUNK

Warlock - Body

-4 / Folk

Whoa, a male witch? Maybe we should check, just to be sure.


You can get back to me on that one. This perk allows for a male witch. Male humans are just as likely to be a pre-awakened witch as any female, they just usually, well, don't stay that way.


If you don't want to be male but just want the twig 'n berries for some fun, Hexes can help with that so can Alchemy, or Collection with a hex spell rune trinket.

PRESTIDIGITATION

Academic - ???

-2 / Folk

A universalist bag of magic tricks, the magician's toolkit.


You can heat or chill things generally recognized as food or drink to a reasonable temperature for that object, and flavor it or add a scent as you wish it.


You can fabricate small objects that fit within your hand and weigh less than 1Ib, with very rough craftsmanship unless you have an object nearby to copy, and it turns to dust after 1 minute or when dismissed.


Create small 2D illusions on a surface while you maintain focus.


Clean or soil roughly 1 cubic foot of area in a wave of the hand.

SUGGESTION

Warlock - Mind

-6 / Noble

There's something enchanting about your eyes. With 4 seconds of eye contact with another, you can issue a command with a shimmer in your eyes. People will resist commands that will do them any great harm unless they already wanted to do that thing, while commands that are merely risky will be a little difficult and maybe take repeated application as their confidence wavers. You can't command people to do unnatural things, like forget something, so if you make them do something too weird they can make the connection that you made them do it. It's a nagging suggestion and intrusive thought, but not mind control.

FASCINATE

Warlock - Mind

-4 / Folk

Similar to suggestion but with a different outlet, you can ensnare the attention of others who can see or hear a performance of yours that has your main focus. Singing, dancing, playing an instrument, or acrobatic feats, fooling around. Whatever it is, that could be described as a bardic art. Those who hear you seek out a line of sight within reason, otherwise remain fixated looking in your direction. They have no desire to look away and give mild resistance to attempts to divert their attention elsewhere. Boosts skill in performance arts. You're able to weave Curses into your performance seamlessly.

PANTOMIME

Sorceress - Soul

-4 / Folk

A fun gift that inspired the folk performances of the mime. You have the ability to physically interact with spirit beings and constructs, while manifesting spirit constructs from your will Objects are mundane everyday items, if they weren't spirit objects. Nothing overly complex such as a watch or electronics, but you can manifest something like a chair, or ladder. The most complicated thing you can summon is a bicycle. If you need glasses, you can actually manifest spirit glasses. Spirit objects cannot interact with living things that don't have this ability. But a ghost chair would rest on the ground normally, without leaving a depression.

BEAUTY SLEEP

Sorceress - Body

-4 / Folk

Witches with this perk no longer need to sleep. They fatigue normally from exertion but normal rest alleviates it


They can still choose to sleep if they wish, always resulting in lucid dreams unless they just want to skip through the night. It has the added benefit of letting them sleep on demand, waking up exactly when they wanted, with full consciousness.


By this same token, they're immune to chemical or magical attempts to make them sleep.

THIRD EYE

Academic - Soul

-4 / Folk

Witches normally have an unseen third eye, it's how we see spirits. Some achieve a second awakening of this eye, allowing them to see auras possessed by all lifeforms and spirits. Every witch has a unique aura, but an aura will retain some constants regardless of shape or mood that can be used as a more secure fingerprint for ID left by magic use in an area, or on their person. Seeing an aura can also accurately read the emotional state of the creature.


Note: rare tricks can mask an aura.

SOUL JELLIES

Warlock - Necro

-4 / Folk

Some witches have this power to manifest these creatures made of jelly-like spirit matter. When they manifest seems random but associated with sudden emotion spikes. These curious helpful creatures are nonverbal but as intelligent as a familiar. They can exert 5lbs of force on the material world. A soul slime can be used as the spirit bound in Necromancy, and similarly a soul can be bound as a soul slime. You can maintain an average of 3, randomly replacing a loss within 3 days.

HAT TRICK

Academic - ???

-4 / Folk


Greatly enhances the mothergift of Witchery, allowing telekinetic control over the Garment, Hat, and Rod irrespective of difference or line of sight.


You can create duplicates of your Hat you can jump into, to appear out of any other. Up to 6 dupes. If you have Portals and R5 Witchery, your garment or hat can connect to any portkey, gateway, or rift, and the hat can open up as a rift instantaneously.

MOOD WEATHER

Sorceress - Nature

-4 / Folk

This rare gift provides a level of subconscious control over the weather based on your mood, and based on your impressions. If you think rain is sad, it'd rain when you feel sad. If you think rain is pleasant, then it might rain when you're in a pleasant mood. Thunderstorms almost always occur with anger, either way. If you feel like going out, it’d either be sunny or overcast on preference. Humans aren't too happy with these kinds of witches and they have a close eye on weather events. A warden charm can suppress the effects.

IMPROVED FAMILIAR

Warlock - Beast

-6 / Noble

Whatever your familiar’s base form, your familiar gains the ability to shapechange into an enhanced form from the following:


- Dire X: A Dire Animal. Larger than normal with bone growths providing armor plate or scales, and horns, spikes, & razor claws.


- Chimeric: An animal that is a combination of multiple animals. Examples: Griffin, Hippogriff, Pegasus, Manticore, Chimera, ect. Whatever your expectations of a beast, it’s balanced to the other options named here. So no outright dragons or wishgranters.

HYBRIDIZE

Sorceress - Beast

-6 / Noble

Choose a second racial type for your true form, and reasonably combine the physical look of both races, Take the higher Mana capacity, and maintain both methods of charge (each of which charge as fast as they normally would) and any features mentioned in their description, such as the breath of the Draviri or the honey of the Sprite. You can take both type perks of either race. You do not gain affinity of the second type. See Cosmic Pearl. You can take this twice for up to 3 aspects. With 2 you're a hybrid. with 3 you're a chimera.

APEX

Sorceress - Body

-12 / Heroic

You are a supreme example of your species of witch, a paragon among your peers and a prime specimen. Every notable quality about your witch's race is exaggerated above normal, and numerical aspects are tripled. Your height and mass may or may not be increased by 50% at your discretion. If your race didn't already increase your physique, you are more physically attractive and have peak human prowess. This also applies to type perks of your race, and applies to all parts of a Hybridize. but cost +3p/each.

CHARGE SWAP

Warlock - Soul

-4 / Folk

Replace your Charge method with the method of another race, unless the chosen charge type would not be possible without an integral aspect of that race. ie; Can't take the Aurai charge type if you don't have the Aurai paradox voice, or a Gorgon's charge without their petrify. This changes your charge rate to match, as it's inherent to the method, not the type


For an extra 6 power, you instead gain the desired charge method as an additional charge method. They can both be providing mana gain at the same time, at their individual rates

CRYSTALLIZE

Sorceress - Earth

-6 / Noble

Internalize a spark of elemental Earth that allows you to change your form into living crystal like a diamond. Appearance is up to you, such as ruby or sapphire. You are invulnerable to physical harm while diamond, but this has heavy mana drain. With Low Mana stores you'd last 60 seconds before empty. With High, you might last 10 minutes. You can partially crystallize parts of your body like just a hand, for 1/10th the cost, or you can passively maintain a lesser surface crystallization that is as protective as half-inch thick steel plating, With a minor initial mana cost but Ino passive drain. You could also project crystal shards equivalent to a 9mm firearm

MEMORIZE

Sorceress - Body

-6 / Noble

We're witches. We aren't that physical, generally barring some races' physical advantages. Magic helps for sure, but other than some shenanigans with guns due to them bordering on alchemy, a martial witch will mostly be on their own in learning.


.,,Unless you were to employ some trickery. With this gift you can memetically synchronize with any martial maneuver or technique you see performed, and repeat it yourself. Forevermore, forming an archive over time with your exposure.


Think Taskmaster from those Marvel books a lot of humans love. Perfect execution every time, unless interrupted by something.

MAID HAND

Academic - Mind

-4 / Folk

Create psychological constructs, manifest as unseen telekinetic masses. Each construct acts as an unseen servant capable of autonomously handling basic acts of service compared to a minimally competent maid or butler that's responsive to commands and orders that it will continue to act out until you stop it, tell it to do something else, or it meets a requirement such as a time or condition. You are always aware of where your constructs. are despite being invisible even to spirit sight, but you can provide them with clothes that they can fill out as though they had a human shape. Maximum number of 3 + ranks in Hexes and Psychotics.

HOT SWAP

Academic - Metal

-6 / Noble

Your witchery is capable of adapting itself to any weapon (rod) and armor or helmet (garment and hat) that you have stored in your pocketspace. when you call your mothergifts, you can call any armor/clothing, or weapon you have within it. It is treated as being your gift, but you can't alter its appearance. In addition, whenever you unsummon your mothergift you can immediately resummon it in the same instance, dynamically replacing unsummoned parts with a new summon as you change from one outfit/armor to another. The equipment you possess can still be broken or damaged as normal and would require normal repairs unlike your actual mothergifts.

MENAGERIE

Warlock - Beast

-6 / Noble

Requires Witchery 5.

In your pocketspace you gain 75 golden camels, 53 purple peacocks, 95 persian monkeys, 429 homunculi (synthetic humans) slaves, servants, and flunkies. 60 elephants, 231 llamas galore, 9 bears and lions. 40 holy sages (Real human spirits bound to your pocketspace that dedictated their lives to witches past) as scholars and philosophers though their information is a few millenia out of date. 1,000 birds of exotic varieties. You house them all in an elaborate palace complex the size of a small city that appears in your pocketspace, in a design of your choosing. Objects and wealth are false matter, but the creatures are real and can survive on false matter creations.

BLOOD WITCH

Warlock - Blood

-6 / Noble

Control blood to the extent that droplets can function like bullets, or form lances with ballista-like force, or to puppet the blood inside living or dead creatures to control them like marionettes, unless protected by some means like a warding rune. Control within 160m, not counting projectile range.


You can also use blood to replace the mana cost of any magic at a rate of 1 drop for rank 1, 10 for rank 2, a vial for 3, a cup for 4, and 6 for 5, and use ritual sacrifice to replace any material requirements. The life of a noninnocent adult is can fuel up to rank 3 magic. Children down to the unborn and innocent adults can fuel rank 4 magic. Innocent virgin humans between 14 and 24 can fuel rank 5 magic.

GUNWITCH

Sorceress - Metal

-4 / Folk

Originated by a male witch, John Moses Browning, you can ritually bond with a single firearm to summon it as you would your Rod. If you have Hot Swap, then gunwitch applies to any firearm called with it. You can use large rifles as though it were your broomstick and you have a sixth sense over your bonded or swapped firearms which allows you to have a full detailed perception of the orientation of its barrel and the trajectory of their bullets, as well as the trajectory of any projectile that has been fired, or a moving changing trajectory of projectiles that will fire within 2 seconds with increasing intensity as it becomes more certain. So long as you have 1 bullet, you can duplicate it with a tiny mana cost.

LEVITATION

Academic - ???

-6 / Folk

Your relationship with space is pretty relative. You can move yourself omnidirectionaly through space as though moving reality relative to you rather than moving your body itself. You'd appear to levitate as you wish and never need to touch the ground again You can disconnect any object you touch to be severed from the effects of gravity and it would remain as you last left it unless acted upon by another force, though acting as though it had notable friction to slow itself or resist wind. You "fly" at up to 25mph, as casual to you as a light jog. If you have Witchery, you add your potential speed if you were to use your broomstick, though you need not actually use it to gain speed.

ISEKAI'D

Warlock - Life

-4 / Folk

When you awaken you'll be reborn in my world. Your Earth will exist in its own universe with its own cosmology as you believe it to exist and you can return if you learn Portals 5, though the only magic you can use there is making a portal to return to us. I'm just a visitor here and this is conversation is a dream. ((Unless you don't take this perk)* When you return, you keep your last appearance taken tweaked as close to mundane as possible. You can choose how you're isekai'd. You hijack a false life retroactively created for this purpose with it's own history, even relations with companions. You can choose to keep or lose memories of your old life or gain them at some point.

HERITAGE

Sorceress - ???

-4 / Folk

Choose a relative. They are a witch as well, either not yet awakened or awakened long ago and have been waiting to see your awakening. If you have Isekai'd, it can be a late relative who was isekai'd themselves, or isekai any relative now or later. Sharing your lineage, they have a strong magic tier. Choose up to 50 power for them to have and design a build for them. You can also invest your own Power on their behalf. You can take them as a Companion for 4p undiscounted unless you invested 4+ already. This is redundant if you cooperate with a relative (or friend) to make independent coexisting builds.


Alternatively, or additionally, If you have Isekai'd, you and another player can choose to be made related and both gain 4 Power.

MAGIC FRIENDSHIP

Sorceress - Life

-6 / Noble

Choose one companion you have (or choose later). You'll form a special connection either super platonically with just a bit of undertones and fuzzies, or outright romantically. Either way, you'll both be able to feel the emotional state of the other and if they are in danger even if they don't know it themselves. You gain a new High charge rate by being intimate with one another, including just a warm hug. Stacks with other applicable charge methods. Both of you are incapable of thinking negative thoughts about the other. So fluffy it burns. Once per year you can work together to make a heart shape, and produce a beam of intense love (Life) energy that will cure any ailment, or delete all nondieity enemies in a narrow line.

WINDSONG

Sorceress - Wind

-15 / Epic

You gain the blessing of a wind spirit, or the wind spirit unlocks an aspect of your own wind affinity. Wind always seems to be in your favor with minor conveniences like campfire smoke not blowing in your face, and dramatically blowing your hair or cloaks. But more importantly, you can initiate the windsong to gain a swirling breeze around you and a sense for all motion within wind within 60m acting like a 360 tremorsense through the air. Whenever you dodge an attack within 1m of yourself you siphon off kinetic energy to enhance your own kinetic energy, adding the force of the attack to your next movement or attack within 6 seconds. You can also "Step" on the air up to 4 times in a row.

BROOM BEAST

Academic - ???

-X / White

Your mastery over a broomstick is especially noteworthy. Your broom is like a proper extension of your will. For 1p, Whether or not you have ranks in Witchery, you can summon your Rod in the form of a Broomstick near instantaneously to your hand and you can telekinetically command its flight remotely. For another 2p, it has the speed of an arrow, up to 250 feet per second. This stacks with broom speed from other sources. You can maneuver it with similar agility to a sportsbike, so do watch out for sharp turns.


For every additional Power spent, you gain an additional 50fps speed and improve the maneuverability by 50% until it's as agile as a hummingbird at 4 extra power spent.

ISEKAI WORLDS

Sorceress - Life

-12 / Heroic

Isekai yourself with all the benefits of this cyoa into any other setting of your choice. If that world has its own special abilities systems, you may learn from them if possible independently of this cyoa. You may require Isekai Heritage to benefit from or obtain special abilities only available to certain bloodlines, or simply random chance making it unlikely for most people to benefit from it If it's uncommon, Nobility can let you benefit. fits rare, then Royalty is required. Since you are being reborn, you don't count as having visited this earth for the purpose of Portals, for an extra 2p, you can experience lucid aetheric dreams of this setting of "Earth (Witch Awakening)", sufficient to allow Portal travel back here if you wish.

ISEKAI HERITAGE

Sorceress - Life

-X / White

Be reborn as a the child of a particular lineage of your choice. You can also orchestrate events such that any number of relatives or friends from your life also get Isekai'd into comparable positions within your new life. They won't be witches without Heritage, but they can still be normal members of a nonhuman race if you wish. If you have the type perk, they can have the type perk as well without cost. Can be born off-Earth


-4p: Nobility / Merchant: You'll be born to a fairly successful family of either noble class, or merchants. Comparable to upper middle class or low high class


-8p: Royalty / Merchant Lord Born to a highly successful royal bloodline or a rockefeller-like head of an international trade company.

SUMMER SCHOOL

Academic - Life (META)

-X / White

Looks like there's space available in a special class at Arcadia or Hawthorne. Neither needs to be our primary faction. Take the Summer School cyoa (https://imgur.com/a/lR5RVvV), and swap out any class subject with one Magic Specialization, choosing any teacher and adapt their summary to that magic school. You can replace a teacher with someone from the Companions page with R4+ in that magic. Over the summer, you do not gain Focus, Might, or Favor, but at the end each Magic specialization will be brought to Rank 3 (1 rank per month). You can replace Friends with Companions, who will learn the magic too. This perk costs 4p per magic class you take. You can take this repeatedly for up to 5 magic classes.

MAGICAL HEART

Sorceress - ??? (META)

-X / White

So, "Magical Girls" are real, and it looks like you might be one. If you have Transformation Sequence, you can have an additional 3 point discount. Your witch form benefits from A New Magical Girl CYOA https://imgur.com/a/EjTGJ. Caution "Corrupted Heart” DLC & below it is unwholesome. You can ignore Age, and you individually buy your Core or Pit for 12p, and slots for 2p. You can buy up to 2 weapons/tools and outfits as an upgrade to your Mothergifts for 4p. Likewise you can improve your familiar for 4p, adding its traits to your own or replacing your familiar's base animal. You can fake the missions as Quests using your own Quest slots, using the Threat, Conflict, Reward of an existing quest of that slot rank. Everything otherwise functions as described.

MINIATURIZATION

Sorceress - Nature (META)

-12 / Heroic

-4 Power cost if you're a Sprite You have the ability to shrink! You can toggle off or on a mini form. Use The Fairy's Curse, https://imgur.com/a/Y1YEt. "Fairy" costs 5 less, as its only real benefit is wings, as a Witch you can already perform magic better than most non-witch fairies.


Or you can can take Entrusted by a Goddess https://imgur.com/9bn2t3z, to gain a mini-person as a Companion. If you also took Fairy Curse, then you can instead apply the Boons to yourself in your mini form ie as though you were the aforementioned daughter, with the canon player perks being applied to your non-mini form.


You can take this repeatedly, either for more currency in one or for the others, or to have both the mini companion and your own.

SOUL WARRIOR

Warlock - ??? (META)

-15 / Epic

Improve your Rod and/or Garment and Hat, using Soul Weapon https://imgur.com/a/6qTz6uR


Rod improvements stack with Improved Rod. If you have Mythril Armor, its protection stacks as though adding 2 additional stars to all 3 Defenses and reducing mass by 2 stars. Naturally the first 3 Scenarios are inapplicable. Non-Witches can receive Soul Weapons, so Soul Warriors without other witch options exist. Established Universe, High Fantasy Realm, and Interplanetary will result in a bridge to the chosen universe, enabling portaling between them. Unnatural abilities or clarktech from these universes don't function in this one, and Witch abilities likewise may or may not function there, up to the player.

COMFY POCKET

Sorceress - Soul (META)

-6 / Noble

Requires Witchery 5. Improves your pocketspace. Take Time Stop Chill Zone by Rosanon or Solitude by Acheld, or The Village https://imgur.com/a/KGtCkOI, and apply your choices to your pocketspace. Can add one of the others as well for +3p/each, melding relevant options together as appropriate. Time stopping likewise stops your power growth rate, though you could increase your skilled usage of what you already have. Ignore Solitude's limit. Entrance Methods work independently of how you normally enter pocketspace. ZoneBook applies as normal to other witches with this perk. Some options may be redundant. Options remain limited to within the pocketspace. Can take Village repeatedly, creating new regions Make up your own job(s).

IMPROVED ROD

Academic - Soul (META)

-X / White

Improve your Rod (Witchery R0+) using Arcane Focus by TroonTC https://imgur.com/a/dZKhA9q for 6p. The Seal can be incorporated into your existing familiar or be a separate entity (And can be independently augmented by Company or Pet Break if so).


Using your improved Rod, you are able to create Cantrips via Cantrip CYOA. https://imgur.com/a/ptneo0t. Ignore point options. Instead, gain 5 Cantrip points per Power point you invest in this perk. You require your Improved Rod (Arcane Focus) to be on your person in order to use Cantrips, but not necessarily using it directly. Training or teaching cantrips requires the individual have power to invest into it. Humans don't have power by default. Most witches have between 10-50.

WITCH... HUT?

Academic - Life (META)

-15 / Epic

You could have an old witch hut, or you can hire the Terry Bros to build you a Witch Trailer! Build a trailer from Celty's Comfy Trailer https://imgur.com/a/eWhrAYV. (If you know a higher resolution one, do share. Or | might have to remake it myself with a witch hut theme...) If you have the Magic Shop perk, you can incorporate trailer rooms into your magic shop instead, or add Magic Shop rooms to your trailer as extensions.


For Roomates, you can also choose any Companions you have as a roommate, allowing for a closer relationship to that companion.


Options that grant or could grant power, such as Armory or Lab Sigma, cannot exceed the power level of a Rank 3 spell. One creation or effect can match R5.

COMPANY

Warlock - Soul (META)

-X / White

Requires Familiarity 5. Your familiar evolves an extraordinarily rare and unique new form it can transform into. Design your familiar’s new form using Familiars Company by McPuffins88. https://imgur.com/a/MhcGxMk. Ignore the starting points, and instead gain 2 points per Power point you spend on this perk. Anything in Familiars Company overrides anything mentioned by Familiarity, but only applies when in this form. It still keeps its other forms. "Chassis Modifiers” and "Traits" can affect other forms it has at your choice Equipment choices disappear and reappear as it assumes or sheds its form. "New Found Land” is instead a portal to a private realm. Depths Below” is an ORC operation, and other translations.

PET BREAK

Warlock - Beast (META)

-X / White

Witches with an especially strong familiarity potential can select a magical creature as their familiar (R0+ Familiarity), looks like you might have that potential!


Choose a pet from Magical Pet Break by Fox to be your familiar. https://imgur.com/a/R3dqGGN


Choose any listed creature for 2 Power per soul point. (So you could choose a Restricted pet for 6p). You can likewise give it Boons for 4p, though some may be more or less redundant if you have Familiarity magic ranks. You can also give your familiar the magic of another pet for 2p +1p per extra, (2, 3, 4 for +3, total -9p Though a Restricted choices has a base of 6 instead of 2). If the magic involves a feature like scales, adapt as appropriate up to hybridizing if needed.

MAGIC SHOP

Academic - Life (META)

-6 / Noble

You are of will be the proud owner of a brand new magical shop. Design your shop using your choice of Magic Item Shop by Bliss and Beri or Starfall Cafe by Femdo. If you buy this twice, you could do both into a merged shop or separate locations. Or you could buy it to do the same cyoa again with doubled resources / currency, again for a larger shop or for separate shops


https://imgur.com/a/4HgA72h & https://imgur.com/VUb1n7d. Instead of locations presented by those cyoas, you can if you wish, choose any location mentioned in this cyoa. Adapt any other flavor as appropriate. Skip Magic Item Shop's Blessings unless you pay 4 Power for it, with an appropriate Affinity. (Fire, ???, Nature, Body, Mind, Nature, Water, Life, Body). You can spend 1p for +50 Stardust.

KEEPER

Academic - Life (META)

-15 / Epic

Sometime within the next few years tops, you'll meet my greattimes-8 grandmother who has an. offer for you. She knows some unique ancient magics and can teach you a thing or two. Take the Keeper of Magic by TroyXPage https://imgur.com/a/2rYOpr6.


Ignore the 3 categories: Pick one category per 15 Power spent on this perk. Otherwise adapt any given lore appropriately. You can take "No Magic" as though buying a companion, at 20p.


Any potential interactions may reasonably be extrapolated to magic and perks from here. ie; Eromancy may buff witch Alchemy similarly to it buffing keeper Alchemy, ect. Wishmagic cannot break the masquerade or grant power or alter game mechanics.

SOUL GRAFT

Sorceress - Soul (META)

-15 / Epic

You'll have the opportunity to enter the Soul Graft Battle Royale by L_Circe. https://imgur.com/a/h5zbB4E. It's intended for mortals and humanoids (Non-witch members of the races shown in witch type). So you won't have access to any witch magic or perks. If your racial life extension is triggered it's considered a fail state. Otherwise, you play Soul Graft as normal, obtaining a Graft and two items, and whatever you pick up in the royale itself. The Prizes and the items are Relics. Graft can grow by defeating equivalent enemies outside of the royale. Regain witchhood at end. Jinn wish magic can't break the masquerade on Earth. Masquerade doesn't apply on the island, not being on Earth, and full of magic beings & monsters.


FACTIONS

“I mentioned I can hook you up to other witches if you want. It helps to be less of a fish out of water, and help you practice your magics. Especially for academics or hard learners, though everyone still needs practice and hands on experience before you get the hang of it. Different factions employ different methods of staying on the down low or avoiding humans entirely.


As witches, we aren't limited to this world. Did you get a little overwhelmed by the idea of having to avoid earth governments? Don't worry about it. The factions have you covered and have hammered out ways to avoid dealing with mortals. Most witches have abandoned Earth after they hecking nuked our ancient library. Calm. I'm calm. But yeah, most witches just don't see a whole lot of reason to stick to earth these days. There are a lot of extraplanar interests in mortals, and primordial hierarchies, so even if we wanted to go to all out war against humans it’d just draw out larger entities and... Suffice it to say, we've run the numbers and it's just better for everyone if we go our own ways. We get to explore different dimensions and planets, humans are stuck on this rock. Let them have it. So play by their rules when on their turf and you shouldn't have any issue. If you want to go crazy with magic experiments, then knock your socks off anywhere else, it's not hard” You can pick a primary faction. This does not prevent you from associating with the others, unless hostile.


"Quick run down on the factions | think are more relevant" Beyond aesthetics, your choice of primary faction grants a shown perk or relic. You can forgo this perk to instead gain 2 Power, or you can skip choosing a Faction to be Independent for 4 Power. Your Faction's magic is half cost to you, further reduced by half if you have a matching Affinity.


You can still take the Specialization of a faction you don't belong to, but its power cost is doubled.


Summaries:


- The College at Arcadia. American upstarts running their own pocketrealm. Rural american town vibes melded with a mild city experience, lots of personal liberties but they maintain a degree of country justice to keep the order. Heavily integrates modem lifestyle and conveniences you might expect while having quick access to expansive wildlife and wilderness to explore with paradisiacal climate.

Modernity. Homey town surrounding the college. Endless expanse surrounding it full of shifting changing features.


- Hawthome Academia. A very old prestigious institution that has continued to grow over time. Labyrinthian gothic architecture that heavily employs space folding and relativity, no up or down. It's located somewhere under the Greenland ice sheet but parts of it sprawl out from connected portals that span the globe and Lunabella. They're strict and disciplinarian with uniforms and not limited to mortal ethics.

Extremely safe, discounting any punishments. Effective education, magic and mundane. Extraordinary architecture.


- The Watchers. Also known as the Followers of the Apocalypse, but it's a mouthful. A bit more of a traditional coven, the Watchers date back to a few hundred years BC, and officially founded around 30AD. They integrate Abrahamic cosmology and teachings gleaned from all following churches into one overarching narrative from a third party perspective. Watchers form an interfaith network throughout, and take closer interest in mortal affairs and politics, with influence in most governments to bury things in red tape when needed.

Wide connections within the mortal world. Access to wealth and influence. Help in most churches if you say the right things.


- The Hespatian Coven. Also operates under many alternative names with the way it subdivides into families that have overarching connections that cooperate in shared interests while retaining independent oversight for the most part. Members of a ‘family’ may not know about the broader scope while just leadership roles are in the know and in communication with other families. They are the classic secret society, to outright secret cults, and they incorporate mortals into their structure as a way to gain leverages, blackmail, and other resources.

Assassins and thieves of the highest caliber. Many conspiracies may relate to Hespatian families. Hell access.


- Lunabella. It may surprise you to know that this city on the moon was started in the 6th century by a lich with broomstick and a dream. It's a glistening city that since grew to accommodate life and terraform into a garden region contained by crystal spires that maintain atmosphere- And hide casual observation from mortals. They've produced outposts on other planetary bodies.

Killer view. Olympian luxury. Arcane transhumanism. Particular advances in transmutation magic.



THE COLLEGE OF ARCADIA

ENJOY A SLICE OF LIFE


DESCRIPTION: Registering for college at Arcadia is free to any witch and comes with room and board in one of the dorms. Schedules are self determined with classes you can drop in and out of, and attendance works in time slots throughout the day, not a specific hour. If you miss 10AM, rain check for 2PM, or 10PM. There are classes for any specialization you have access to where you'll be taught foundational principles and functions for your rank. There are classes for other specializations that exist but weren't in the cards for your awakening (I can't write every potentiality after all, third party extensions are encouraged!), which you can sit in for without credit if you want. Non-magic classes also exist; Such as planar theory, cryptozoology, esoteric chemistry, antediluvian mathematics, and more. There's a very casual atmosphere letting witches move at their own pace. You DO have attendance, but it's in totality at a the end of a cycle (3 month period). If you miss the day a class is taught, it can be made up within the cycle and no grades are set in stone until the cycle changes. Classes aside, you can expect an overabundance of entertainment and leisure options. Naturally, the arcade is a favorite destination within the town, and the entire town is routed through to the material world with Hex VPN, but by default they rely on their own local network first.


Teachers are very fond of practical exams, applied learning, and field trips. APG atmosphere exists, but more adult activities are permitted if not publicly displayed, like the old red curtain back rooms of old movie stores, for example. Order is managed by a very capable police-military that double as basic problem solvers and community service. They're the ones that get the cat out of the tree and organize service and charities. They can afford to be spread out since crime is so low and they default to warnings, not cuffs. That said, Arcadia at large is not actually a democracy but more comparable to private property of the eccentric witch that started it all within her own pocketspace from Witchery. After founding Arcadia and establishing its laws, she left it to coast from there without a recognizable government to make up new laws. She hasn't been seen since, as far as we know.


LOCATION: Arcadia is particularly known for, well, Arcadia, the town itself. It's a beautiful scenic town of a few thousand people, a third of them currently active students with the rest staff and alumni or otherwise residents operating various shops and services. Commerce is a little unusual to mortals in that it's a service-barter economy operating on trading goods or favors. Think of it like a quest. If you want the Potion Maker's potion of hair-b-gone, maybe you'll need to do a fetch quest for them first. Usually such requests relate to acquiring the ingredients they need to make it plus a bit of compensation for their own time and effort in the production. Gold is used sporadically as a valued trade medium not necessarily as a currency, but as a raw trade good used in a number of rituals and crafts.


The entire town is made with walking or broomsticks in mind, as such there aren't many actual roads except as far as they're just wider paths that expect more people, or to leave a more open space with good sightlines of the town and it surrounding woody mountainside to the north, rolling hills to the northwest, rocky cliffs to the northeast, sandy beaches to the east, grassy plains to the west, rivers and woods to the southwest, south, and southeast. The exact particulars change with every Cycle, the landscape beyond the town limits dissolving into dream mist and reshaped based on the student board’s vote, including impossible geology. The landscape is designed by a collaboration between planar theory classes with physical education clubs to design good features optimal for extracurricular activities. Hiking, swimming, spelunking, rock climbing, mountain biking, even road tips. The town does have some main roads, and an outer ring that can connect to roads that get generated in the cycle to lead up to various points of civilization. It's seen as rustic and old school to use an automobile in place of a broom, for the experience of it. Enchanted, of course, operating on any number of forms of magical intervention to not require gas or produce emissions.


Cycle generation works a lot like programming a random generator for an open world, relying on base logic and assets it pulls from to then scale out infinitely, as well as incorporating custom locations designed with more precise care and consideration, either placed in fixed locations from the town or as another part of generation to sprinkle throughout, and can then string roads to certain types of locations including temporary towns or whole cities generated for that cycle. The zombie theme a few cycles back was a favorite.


RELATIONS: The College is in an uneasy rivalry with Hawthorne, but the dynamic is akin to an older and younger sibling. They might posture and roughhouse, but ultimately Hawthorne just wants the best for them, and for them to keep safe, and won't pull punches in defending them if need be. Arcadia has a cathedral operated directly by the Watchers. Hespatia is as secretive as ever, but two families have been noted as operating within Arcadia


TRUE TREASURE

Joining Arcadia grants a lot of access to a strong community of witches with a number of shared core values that connect them together in similar challenges as witches learning their magic and enjoying the refuge and adventure all close at hand here in Arcadia. Join in on any number of clubs and hobbyist groups.


Take 1 Arcadian companion and 1 from any faction that can reasonably befriend you, for free. Digicasting is half price for you, stacks with affinity.



HAWTHORNE ACADEMIA

SCHOOL OF WITCHCRAFT AND.. AN UNEXPECTED AMOUNT OF LATEX


DESCRIPTION: Hawthorne admissions are open to any witch, and is a polar opposite to the College. Witches are tested for aptitude and potential where they will be sorted into Houses of comparable individuals sorted both by personality, and the magic specializations they have access to. Classes are mandatory. Once you complete all classes you have access to, which includes non-magic specialization courses such as physical health, mental health, and spiritual health, alongside social health. Combined the Health courses ensure residents can coexist in Hawthome and manage discourse. These courses include describing your opinion of your peers, and why, and if you have any suspicions about them that are a danger to the health of other students, themselves, or the Academy. Rules are plentiful and judiciously enforced alongside their own Common Law, being their own nation state. Capital punishment exists, though only for severe violent actions or gross malevolence, and exile for irreconcilable differences is otherwise the Final extreme, otherwise Hawthomne employs a wide array of disciplinarian tactics above and beyond what mortals would consider ethical. Generally discipline is specific to different houses, as houses in part represent personality characteristics, different discipline methods are more or less effective in the different houses. If one house is failing to discipline appropriate, re-evaluations occur and you can be reassigned to a house with different discipline methods. Houses likewise have their own uniforms though they all are approved by the Oversight Board to share certain qualities and colors, generally a degree of formality. The goal? Hawthorne may seem totalitarian, but their purpose is genuineThe excellence of their students, by any means necessary. They drive you to find your limits, and push beyond them to grow above and beyond what you thought you could ever achieve yourself. Your days are scheduled and optimized for you by councilors that have everything about you and your record on file. You will succeed at Hawthorne, no matter how many times you stumble along the way towards success. Every failure is a learning experience adding to your growth, with certain discipline measures to remember it.


LOCATION: Hawthorne is an incredibly impressive sight to behold, occupying a large cavern beneath the Greenland ice sheet, it has been spatially warped and bent to the will over the Overseers over time and has grown into a powerful entity in its own right, expanding out from the Academy to a sprawling urban city of towering gothic spires that rise up, as well as descend down from the cavern's ceiling, like stalagites and stalagmites of stone and glass. The cavern is big, but it's disproportionately warped as to currently be around the size of Germany, completely filled with a sprawling metropolis. That said, it has a low population density concentrated around the Academy as new buildings grow on their own automatically by the heavy enchantments that grow the extradimensional pocket, and that scale doesn't account for being doubled by the ceiling being occupied space itself, with a central dividing plane where there is no gravity wherein you can orient yourself to the opposing side.


This layer is also where clouds get generated, and the entire cavern is illuminated by a persistent illusion effect that produces a horizon relative to the observer, with a great looming moon that illuminates all. As it dips below one horizon in a shallow arc to the west, it can already be seen rising in the east, alternating between reddish light and blueish light, in a state of perpetual well illuminated night he city is inhabited by veteran students, alumni, and staff, who agree to terms of citizenship where they can be called upon to help in affairs ranging from defense or offensive factions, hazard management, the odd bit of labor that can't be managed by automation or undead, or a call in to help teach a class on a relevant subject to your expertise.


While dominated by urban blocks and streets, there are still also parks and courtyards that act as nature preserves and miniature biomes, alongside dedicated greenhouses. Some being themselves enchanted for expanded space within the already expanded cavern, as well as sprawl that has grown through portals to connect to other caverns throughout the world, as well as on the moon, connecting Hawthorne to Lunabella, further complicating measurements for census.


RELATIONS: Hawthorne sees The College as a troubled younger sibling, a bit naive and airheaded, and vulnerable to threats they don’t understand. They have strong

affiliation with Lunabella and both The Watchers, and Hespatia. Hawthorne strives to provide the best of the best, and accommodates different personalities that can fit with either.


MASTER WAND

Gain a House Uniform as a Garment and Hat, and you will be issued a specially crafted wand fine tuned to the results of your aptitude results. Yours is more powerful than most. Any numerical value from Magic Specializations are boosted by 50% when cast through your wand, and double your Wands spell slots. You are required to wear your uniform within. Hawthorne, baring Staff direction or privacy,


Wands is half price for you, stacks with affinity.



THE WATCHERS

CONSORTING WITH ANGELS


DESCRIPTION: Watchers have branches based on every major Abrahamic religion from Judaism to Mormonism, including Islamic faiths. The Watchers get their name from their stance as a third party observing the events playing out at the hands of human faith -- And strange celestial beings as real as Witches already know Demons to be. Through these observations they've studied the influences and nature of the divine, and are generally convinced of an overarching theory connecting the Abrahamic traditions, and have come to the conclusion that there is a coming apocalypse. Watchers are embedded in religious institutions where they keep their finger on the pulse and catalogue and investigate reports of divine influence and visionary experiences, finding that all religions experience them to different degrees. While some religions revolve around ancient witches and extraplanar entities, Abrahamic faiths interact with a category of beings referred to as Celestials. Watchers learned methods to emulate these beings through magic. They classify them as Pre-Mortal Celestials and Post-Mortal Celestials. Premortals are like living chariots of rings, eyes, and wings, and are spiritual constructs while Post-Mortals fare humanoid shaped entities with physical forms that can interact with the material world if they chose but bare elements of their prior construct form, rings becoming halos in various designs for example, and may have more extreme body shapes and proportions.


As a watcher, your purpose is to keep tabs on religions and report on interesting events within your jurisdiction. Other Watcher agents may be approached to dedicate themselves to other roles, such as becoming a politician for an area of interest, or more often and historically available; Wife to a powerful figure, not just for the sake of gender roles, they have women in key places as well, but the logistics and avoiding spotlights, as well as playing nicer with the treaties against direct involvement. Another reason they typically advocate for democracies; They can hold positions of power while claiming the will of humans as opposed to their own intentions. So long as they convince the population to vote the way they'd prefer. Which they've gotten very skilled at doing, with no direct use of magic involved. Where Hespatia is cloak and dagger, Watchers hide in plain sight and are more likely to be involved with something like corporate espionage, though most Watchers do just that. Observe. Agents themselves may not know what their purpose is, just what they need to do without context of how it fits into a greater picture. The higher up the food chain you go the more of the puzzle you'll see, but even at the top they skate along on complex interfaith theories and mysticism, not fully comprehending the forces they're trying to dance along the periphery of, balancing ancient treaties, mortal interests, and not stepping on celestial toes. Because of their influence in the mortal world's institutions, mainly in Europe at the time, that the "Witch Trials" were greatly reduced compared to the colonies, acting through Catholicism to denounce it in colonial puritanism.


LOCATION: Watchers generally coexist within religious institutions, but in 300AD a witch established contact with a celestial entity and negotiated a deal that lead to the creation of a private celestial plane. Nobody knows what this deal was, but being taken to this plane she was able to create portals leading others to it, and establish gateways. They've named it Eden, it's a floating isle within a smoke ring around a binary star system with a brilliant golden star that illuminates the vistas of clouds in a golden glow in place of night, and a blue-white star providing a more even daylight experience.


The isles are overwhelmingly fertile and resource rich where animal life all evolved wings, while being fluffy furry variations on felines, canines, or avians. Instead of a fly, you'd see a tiny six-legged kitten you could hold handfuls of at once. Some islands are claimed where witches have retired to, otherwise the Watchers operate their HQ here on one large island where they have a large palatial castle of white marble and gold. New certified witches are brought to Eden where they go through initiation. Some initiated witches manifest False Light, gaining a halo and wings. Within Eden, there are great gardens, bath houses, monuments, office spaces, residences for temple workers and the retired, a grand hall, and the general rooms you might expect of an estate and castle


RELATIONS: Many watchers graduate from Hawthorne (Primary faction would be Watchers and you'd be in contact through your education, if you attend). They tend to view Arcadia as being on a slippery slope to degeneracy. They have a strong dislike for Hespatia that sometimes results in skirmishes but maintain shared long term goals.


FALSE LIGHT

The gift of the Near-Light emulates the glory of the celestials. It grants feathered wings, flying at 160mph + the max speed of your broom, and above your head glows a halo of light. You can't be blinded as a result of light or sunburned, and looking at your halo is like looking at the sun, illuminating the area with bright light, including UV Radiation. This can be dimmed to a simple glow and either can be toggled on/off.


Ministrations is half price for you, stacks with affinity.



THE HESPATIAN COVEN

THE ORIGINAL SECRET CULT


The Hespatians are the oldest known coven to still be operating. They're what many people expect when they hear the phrase "Witch Coven". They revel in and are the principle origins of all the classic witch tropes as well as cult tropes. From dancing nude around a bonfire under the light of a lunar eclipse, to ritual sacrifices by hooded figures around an altar. The coven is compartmentalized into local families that operate in similar manners but with different focuses and individual practices. They share an overarching framework known by the heads of families where most members don't know the full scope, only knowing the family name for their local group. This means when one grows too large and destabilizes or gets infiltrated or exposed, only that family burns. Some families readily engage with ritual sacrifice and blood rites, while other families choose to abstain, it doesn't matter to Hespatia at large, and agents acting for the overall coven are called Specters and Wraiths, who take a family's specializations in consideration when delivering orders from the Crowns, the central coven acting as a council of seers that pull the strings. Families can include mundane humans, in fact, it's key to how they operate. It helps establish mortal connections, and establish networks for trafficking and finding willing or unwilling subjects of their rituals. For some things you'd get more out of, or outright need, an unwilling subject, for others a willing subject devoted to the purpose.


When Hespatians are being referred to, it generally refers to the interfamily network, not local families, the Specters, Wraiths, and Crowns. Specters are general agents, information runners, and problem solvers that manage spies and communications. Wraiths are assassins, thieves, and abductors that act on Specter information on contract requests or Crown edicts on something they need done. A Specter can expect to be meeting informants, inspecting families, vetting members, and default to living a life in a role among mortals where you can keep tabs on important figures or adjacent to family members in a position of power where you keep tabs. You might also engineer blackmail opportunities, both for families and influential figures. A Wraith can expect to recieve lack letters with names and places indicating assassination targets. Red letters describe an object and location. White letters indicate a capture target and delivery location Letters burn into existence, then crumble to ash when read. Or a Specter may relay jobs involving asset protection, or infiltrations above a specter’s pay grade that are expected to involve a fight. Specters or Wraiths can go up the food chain within their own ranks, and if they possess the right skills and magical potential, can become Crowns within the central coven eventually, the oldest Crowns are at best guess, antediluvian. Crowns aren't seen, operating remotely, otherwise their methods are a mystery.


LOCATION: Hespatians gather in a wide variety of locations, sitting in on different local families that can range from hidden caverns or underground constructions ranging from offshoots of sewers or catacombs, to the most opulent of penthouses overlooking mortal cities... But a core to their operations is their usage of hell itself. Most families with an established center of operations include a hellgate somewhere within, likely unknown or shrugged off as superstition to most the family members themselves.


These all connect to Hespatia's headquarters in a layer of hell bordering the abyss full of dense jungle littered with volcanos, and oversaturated with hyperpredators and every life form is out to cause death and suffering, from the syringe-like blades of grass to the palm leaves covered in poisonous microbarbs that shed and are a real treat to inhale, to variations of infernal dinosaurs. Turns out the dinosaurs went to hell, who would have thought. The headquarters is on a smaller island off the mainland, and surrounded by a crescent mountainrange blocking it from the ocean... a natural barrier against creatures of the deep, as the infinite abyss begins its exponential drop off that never ends. Sometimes a sunrise is the luminous bulb of a leviathan... The walls are made of organic near-living shapes. Some mortals who have seen it are left scarred in the psyche and paint things they've witnessed, along with other things they see later on as a part of their mind gets caught in the rifts to wander the layers of hell and the abyss, and are often compelled to draw, paint, or write what they've seen.


To witches who find themselves here, they feel an invigorating sense of connection and power here, where they can find any amenities and tools, and many dungeons. It is full of bound demon servants tending to visitors, one way or another. Red skinned gorilla-like demons can be recruited to aid in expeditions into the jungle for the search of an uncountable number of rare plant and animal species that can serve as ritual or potion ingredients. They take payment in the form of satisfying either their lust, or their gluttony, and they have a big appetite.


RELATIONS: Hespatia has no formal relation with Arcadia, but they've established a hidden family in its midst. They're active within Hawthorne where they run

several sorority and fraternity styled families. The Watchers keep getting in their way with an old feud. Things like interrupting a sacrifice here or there.


SHROUD

Witches of Hespatia can find themselves visited by a living shadow ushers them into a dark reflection of their location wherein they'll be tested in unique ways, and the shadow becomes a part of the witch infusing their Garment and Hat with the form of the cloak and hood. While so hooded, the mind can't grasp their presence, their face leaving no memory unless a mask is worn, and the mask will be remembered instead, the face otherwise shadowed. While cloaked, they produce no sound.


Occultism is half price for you stacks with affinity.


LUNABELLA

NEW OLYMPUS


DESCRIPTION: Lunabella's economy doesn't involve money, but Reputation and Services, and operate on a framework western humans find alien -- everyone is in a hierarchy of "slaves" up to the king at the top, who is himself considered a slave to the Iron Tablets, a form of unchangeable founding laws that the king himself wrote sometime around 660 AD, which include a responsibility to the health and vitality of Lunabella and its citizenry. Other Founding witches act like a Supreme Court in vetting the King's actions against the Iron Tablets. There are strong rights centered around the individual, with consequences to masters that mistreat slaves. Who are themselves slaves to someone higher up the food chain. Similar to having a boss who has a boss, who has a boss. And lastly, there are no taxes. Instead, the hierarchies act as a division of labor for upkeep and maintenance of lunabella, and there's a culture of taking pride in that upkeep and in the wellbeing of slaves under your care. Despite being slaves, social mobility is good as you earn promotions or someone gets demoted. A lack of scarcity means everyone can be provided for and there are constant feasts and events being planned and implemented at every social rung in the ladder and everyone can expect a lot of free time.


There are undefined concepts of imposition and command that act as a balancing act between the extent that a master can will on a slave and a sphere of influence that contains the master’s authority to their domain. A master over a house can command a slave for the benefit of the house, but not for her own interests beyond the house, such as her own entertainment in isolation. While out of that domain, the master holds no unnatural authority over them, they're both then in the same position as slaves to the master of that domain they both fall under. Doing harm to the slave of another is a property crime. If that master doesn't care, it goes up the food chain until the King himself is offended on their behalf, instituting a barrier of security for the protection of individual rights. This includes protection against sexual abuse, though individuals can choose to sign away that right to specific individuals, backed by a strong Bureaucracy of only the necessary legal frameworks as a support structure for individuals and the society, rather than the bureaucracy being a hammer against the individual as seen by most civilizations.


Life in Lunabella is extremely relaxed and a paradisaical place, some might have more responsibility than others, but as a new citizen you can auction yourself to masters for a form of bidding, where you can then choose an offer to accept after investigating each, even talking to their other slaves, masters encourage it; After all, remember that status is associated lwith the well being of one's slaves, so them sharing their opinions is equivalent to someone wealthy showing off jewels and finery. If a master is disagreeable, you can petition someone a step up the ladder to reassign you or to renounce citizenship to step out from the hierarchy entirely and try again or move elsewhere. Visitors are welcome and treated as guests, but you can outstay your welcome and lingering too long begins to be seen as parasitical and taking advantage of your host, guests are expected to have a level of, graciousness themselves. As a citizen, even the very bottom of the hierarchy, expect ample free access to luxuries not seen on Earth.


LOCATION: Most glaringly; Lunabetia is on the moon, with Earth on its horizon, the city was originally built by liches and vampires with no need of life support, it underwent a revival as they desired something less stale, and they worked together to forge a new magic specialization of Dominion, which when used on an industrial scale with heavy enchantment in the construction of crystal towers, can create great domes wherein reality is mutable, terraforming the lunar surface into a paradise with a false blue sky, rolling clouds, a water cycle, radiation shielding, oxygen. Within these domes the liches employed magic for a century to transmute and sculpt the land, and create life. Then the invitations were sent.


Modern Lunabella has a contained sea, lakes, rivers, with temperate islands and mountain peaks filled with marble temples, palaces, and estates with Wide open spaces of courtyards and winding paths, with crystal towers occasionally rising above the threes to project and sustain a bubble, with backups, and forming a network ‘of bubbles in a superstructure, and some peripheral bubbles that might be separated away from the core where they maintain a different biome for someone's preference. The bubbles can't be seen from outside, appearing as the natural lunar terrain prior to the bubble forming. Occasionally the magic bleeds and you can find plantlife somehow growing outside a bubble in the lunar regolith, so some people have a job to head out and cull it to mask detection from earth, though the governments will suppress slip ups.


RELATIONS: Lunabella is friendly with Arcadia and Hawthorne, there's even an area where a connected portal caused its expanding city to grow itself here Lunabellans dislike Watchers for the most part, and are strongly opposed to Hespatia and firmly resist the establishment of their families or associations with them.


CORNUCOPIA

A living horn of plenty, with this perk you can will into existence any nonmagical food item that you have eaten before. Some Lunabellans cultivate exotic new plants that can then be shared by Comucopias, including Steakmelon, and Blood Apples that satisfy vampire needs. Food produced in this manner is always pure and free of imperfection or disease that might make one hesitant to try a natural variety. Can produce meat, but not living creatures.


Dominion is half price for you, stacks with affinity.


ALFHEIMR ALLIANCE

THE DISUNITED STATES OF THE FAEWILDS


DESCRIPTION: The Alfheimr Alliance is composed of a coalition of faerie nations within what witches on earth tend to know by the Faewilds. Denizens refer to it, generally, as Alfheimr. A world full of wild untamed magics that manifest as readily as rain or storm, and full of an overabundance of life. Hence the Alfheimr Alliance. The Twin Courts, Summer and Winter, are the primary political agents of the realm and most life is associated with one or the other, or interacts with both to play at neutrality at the expense of political weight. The Summer Court sometimes referred to as the Seelie Court, is a regal but rigid coalition of regions and powers that embody Law and Order. Their court is full of ritual, ceremony, rules, and propriety. If you know their labyrinthine rules and customs, you can be confident that you know what you can or can't do. In theory. Their rules can seem esoteric and strange, while the authority of one's Lord or Lady over whoever is lower in status is strictly adhered to- Within lawful boundaries. They're more bureaucratic than their counterpart, with many nobles and courtiers being akin to accountants and lawyers that dress fancy.


The Winter or Unseelie Court on the other hand, would represent chaos. Where Summer craves authority, Winter craves liberty. Winter politics are far more unpredictable. They retain a hierarchy of authority figures, but their influence is more diplomatic, a matter of mutual exchange and favors. They keep government influence minimal with reduced central authority and increased local authority, so no two cities or regions of the Winter court are too similar to another, as they largely each make up their own rules. This can lead to many abuses and some consider them to be the "bad guys" for their hands-off approach, but the unseelie are just as free to depose of any would-be tyrants or corrupt lords. They recognize the authority of such a ruler, but if deposed, then the authority of the usurpers are just as valid once the dust settles, and in general you tend to find more of the outcasts and shady types flocking to Winter territories simply by nature of such figures pushed out of the more orderly Summer territories, a question of cause or effect. Nonetheless, the Twin Courts are still two faces of the Alliance as a whole, and they cooperate and have some shared values and interests as neighbors, like bickering siblings they can seem to be at each other's throats but support each other in hardships.


If you were to join the Summer court you could expect a life of kings, queens, princes, and princesses. Castles, and knights sworn to various oaths and codes, a high culture fantasy where bands of adventurers or knights set off on quests for honor, duty, and justice. On the other hand, if you were to join the Winter court you could expect a life of lords, regents and merchant-princes embroiled in conspiracy and scheme with a mix of political machinations or cloak and dagger, where adventurers and sellswords for hire quest for wealth and glory. Knights or agents of the Winter Court may operate covertly throughout their realms keeping tabs on the lands to watch for particularly bad actors that go too far and act to destabilize or support and even lead opposition, whether it's a cruel tyrant that came to power, or some noble that grew too big for their pants and thinks to undermine the Court.


LOCATION: Alfheimr, the Faewild, is an entire world centered on an axis closer to the elemental planes of Nature, Life, and Mind. It has landscapes that defy conventional physics and more biodiversity in a simple plain than seen in Earth forests. Natural magical phenomenon occurs as readily as rain or snow, and creatures can evolve over the course of their own living life to adapt to new challenges or interests, causing rapid changes in ecosystems even over the course of a human life. The exception to this are creatures with a soul or frequent exposure to them like domesticated animals. This often results in various Super-Predators evolving in the more wild regions away from civilization where they don't get culled by the critical hunters who venture out to seek out advanced predators that could overwhelm different environments. Both courts share this same purpose, cooperating intelligence and resources to hunt great beasts throughout untamed wilds and extraordinary landscapes, like knights hunting dragons of old, often in teams or entire expeditionary forces, though solitary hunters are the most common, making notes as they survey the land as they go for evidence and taking reports of creatures, behavior, creatures that may evolve into a problem in the future, or beasts they can't handle alone. In the heartlands of civilization you can find rich cultures with a focus on blend of great walled cities to keep the beasts at bay, or elegant cities built through giant trees where the woods themselves can deter larger monsters or keep them up out of reach.


RELATIONS: The Alliance is primarily off Earth, but they still collaborate heavily with wider witchdom, and have many old groves, ruins, family lines, and old covenants

keeping them involved on Earth where they have a balanced relationship with all the factions, save for Outsiders, taking Hespatian families on a case by case basis.


FAE STEP

Your stronger association with the feywilds has gifted you with a spark of wild magic. Any time you cast a magic effect that drains mana, it has a 5% chance to fill 25% of your capacity while having double the intended effect by all metrics, and a 20% chance not to cost mana.


Additionally, whenever you are visually unobserved, you can instantly vanish to appear at any other unobserved location within 300m seamlessly with a thought, such as running behind the trees of a forest or obscuring fog.


Covenants is half price for you, stacks with affinity.


THE OUTSIDERS

HARBINGERS OF WHAT LIES BEYOND


DESCRIPTION: If you thought the Hespatians were villainous, Outsiders make them look like antiheroes. The things that some Hespatians merely dabble in, Outsiders actively revel in. Outsiders aren't simply amoral, but they are actively profane and explicitly evil, no gray area, no nuance, they simply are evil, because sometimes evil people exist, and if they don't end up in Hespatia, the Outsiders probably found them. They do things that | cannot in good conscience repeat or even suggest, the least of all are the simple expected evils that require high levels of corruption just to conceptualize, and hearing about them can cause high cognito damage to innocent minds -- so imagine the glee of an Outsider in *performing* such actions on or with the innocent. The library that the ORC mentioned that "made demons weep", was containing a forbidden archive of captured Outsider texts deep in its vaults after a narrow vote by the council of New Alexandria to elect not to destroy them, and the ORC took it upon themselves. I'm still pissed, but it's understandable. Infohazards are nothing to scoff at and can bypass warding runes, as it's not a magical effect, but a part of life, requiring psychosurgery to attempt to mend.


Outsiders live to bring maximum suffering and corruption to weaken the memetic consciousness that stabilizes the local Aether, allowing intrusions from the Far Gods, entities Irom beyond the aether, which is the scope of this self contained reality. Far Gods are as varied and different as local deities are, but are overwhelmingly alien entities that bend the mind to perceive. Average humans instantly go mad when any of the 5 senses attempt to perceive one, and slowly go mad with exposure to any related entity or phenomenon. Strong willed humans might go only mostly insane. Witches and Mediums can endure for longer, enough that repeated brief exposure can build up a tolerance while maintaining most of your sanity, but that sanity can be overwhelmed with too much exposure at once. They would have to overwhelmingly corrupt tens of millions of people at once to allow a Far God to actually breach our reality, but any horror can operate on a sliding scale to allow lesser abominations to slither through the cracks in the fabric, and further atrocities are committed to keep the abominations they summoned happy or well fed. They don't care about the masquerade, but are nonetheless forced to adhere to it or they'd be fish in a barrel for every other faction who would have open license to purge them with the full threat of divine retribution.


LOCATION: Outsiders are decentralized throughout the world in a similar manner to Hespatian families, which intermingle somewhat parasitically where Outsiders can join a Family and convert it to a full outsider cult eventually, or be forced to break off with their new acquisitions, though this doesn’t work with larger or more notable families that have closer ties to the Crowns or Wraiths forming the overarching Hespatian structure. They can likewise crop up in other places with other factions to varying extents. For example, Alphazon can be daring enough to experiment with profane Outsider texts and artifacts, which invariably results in containment breaches, but the information gleaned is deemed worthwhile, while the ORC learned long ago that it’s better to destroy on sight, often using nuclear tests as cover. Lunabella had a breach in one of their isolated domains land the entire sphere was condemned for *Deus Nihilo*, resulting in a new lunar crater on the dark side of the moon. Hawthorne has had multiple small breeches but their capable staff and surveillance has intervened before they got out of hand beyond a building or two. Arcadia as far as we know, has not had an Outsider incursion.


Otherwise, the disparate pantheon of Far Gods provides a large number of potentially accessible dimensions and parasitic Realms manifesting within this Aether, each harmonized with a specific Far God or two, from mutagenic fleshscapes, labyrinths of bone, inorganic technophage constructs, and mind numbing geometric paradoxes. Portals and unnatural rifts to such locations actively spread the relevant corruption throughout the surrounding area, twisting the terrain, the flora, and the fauna into the image of the Far God in question. An Outsider with Dominion could have their whole bubble act as a direct reflection of this nature, including their combat bubbles being an immediate nightmare of a twisted reflection of the reality it overlays, and the same goes for their Pocketspace from witchery and their Mothergifts, which might be a living parasite suit or armor, a technophage patron Far God might make their Mothergifts manifest as a techno-organic construct something between armor and a second skin, any of which allows natural protections from the respective environment. And, of course, open Portals to a relevant Far Realm, which can be almost as dangerous to them as to an enemy in pursuit.


RELATIONS: Outsiders are enemies to all life in the Aether, the universe and beyond, and even among themselves there can be power struggles and friction between

different Far Gods, though in a rivalry more than enmity.


ABERRATION

Your body is augmented into an eldritch state where none of your organs are critical, all damage is superficial. One cell is capable of regenerating you to full health cover 3 days, and you do not require biological stability with any form you could take with Hex transmutations, easily adapting to multiple limbs, organs, and can add to your mass by consuming biomatter. You can also directly apply Runes to your own body as engravings that can regenerate if damaged.


Monstrosity is half price for you, stacks with affinity.




"Hey there, champ, miss, whatever. This is a pre-recorded message. If you're seeing this, congratulations, you've just awakened as a Witch and we estimate now is about when the guidance ritual triggering this response has just finished going over some "Factions" of witches."


Allow me to introduce ourselves; Humans. Or "Mortals" as some witches say. As you may have noticed, we, and I, have some tricks of our own. Contrary to what most Initiator or "Guidance" witches say, such as the witch that guided your awakening just now or you wouldn't be seeing this message, I'm sure you've heard some spiel about surveillance and "They nuked our library” or some such, fact is humans and witches have gotten along fine for over a century now.


Sure the nuke thing was more recent, but it's what firmly shook some sense into the broader witch community. That library held some of the most insidious tomes of magic ever written that could- and did -make demons weep. Facts are, we're not some weak incapable sheep to be herded anymore. Not all of us. We're aware of the Treaties of the Masquerade, and we at the ORC... and those suits at Alphazon, act within the bounds of the masquerade to represent human interests. There are some others, but let's keep it simple for now, and we aren't just humans, we just don't isolate ourselves and pretend that we're not. I'm a witch the same as you, but we're still human too, our gifts don't have to change who we are.


Help us, and we help you. We don't relish having to make enemies, but some witches let power get to their head, and they start viewing ungifted humans as pawns or resources to be used or spent.


There are two major “factions” of us, so we'll present it like those you've seen so far.


Rolling film, let's take a look.


THE O.R.C.

OCCULT RESEARCH AND CONTAINMENT


DESCRIPTION: The OR.C. was established around 1767 from the remnants of old world anti-magic orders that didn't survive in the new world as it was growing, they gained a bad reputation for events such as the Salem Witch Trials of the previous century. Originally called the Iron Brotherhood, it was redefined into the Occult Research and Containment around the 1900's, and really took off around 1939-1960 as World War II threatened to break the Masquerade with occult research skyrocketing with efforts by the National Socialist Party of Germany. The ORC was a leading role in combating occult threats, and in the aftermath of the war absorbed the German scientists and facilities. The Tsar Bomba incident was a joint operation with the Soviets, who've since joined ORC International. There were almost as many German ORC as there were Americans at the time, so it had an impact on the internal culture. If they could accept the Germans and Communists, they could accept others; Witches. Skip to the present day and the ORC is a cooperation of humans and witches heavily investing in the exploration of occult matters, magic, with machinery. They can appear to have stagnated, but their old fashioned appearances hide complex connections and artifacts used to achieve things beyond what technology alone can achieve... And besides, the 1950's look works for us. Initial designs for fabrication tools and development enchantments have locked in on the aesthetic and it'd be an unnecessary hassle to change it. We're a government operation and have long standing institutional inroads with the military that have allowed us to prevent those Watchers or Hespatians from getting a foothold within it and when operating in the Real we work off the military for a strong global presence and mundane assets. Just don't remind them that ORC International tends to have the same sort of military connections in the militaries of many other countries much like the smarmy suits at Alphazon are gaining international influence within business as the first unaccountable Megacorp.


At the ORC you can find pencil pushers of all sorts, scientists of every field, and many laboratories studying magic anomalies, artifacts, and witches themselves. As a witch, you'd be in the same boat as me. We're field agents. Witches tend to be less fragile than mortals, the name sticks for a reason, and we're treated in the ballpark of being a living weapon -- with feelings. Lucky for us the ORC carries old school opinions on their American roots such as the 2A and a person being their own weapon isn't such an issue. Every ORC member is strapped with tools to help level the playing field if one of us decides to become a problem, and tensions have died down, it's now normalized and we're as much a part of the team as the humans, and our field capabilities are respected.


You can expect to do many things from keeping tabs on non-ORC witches, look for newly awakened witches to get onto our side, hunt dangerous beings, monsters, anomalies, and artifacts for containment, and don't forget to file reports and check in for full-spectrum arcanoscopies to check your health and potential curses or damage to your very existence from mishandling an ancient... or alien artifact, Outsider problems tend to stain more than just your nice dress. The ones we don't, or can't, destroy are kept in secure ORC Vault Facilities that are kept under constant guard of a mix of personnel and the handful of contracted spirits that have a good vested interest keeping something locked down tight typically due to the threat aligning with something important to the entity, others just like the attention they receive, getting a taste of the good old days when powerful spirits were worshiped. The Masquerade put a damper on those things, in most cases.


LOCATION: The ORC headquarters is a private realm originally tapped by the German Mustache Man himself, we've done some improvements and may have copied some trade secrets from Hawthorne to create a blueprint based on vintage New York, and it's been growing on its own ever since. Incredible art-deco skyscrapers with bridges. A lot of the city is empty despite a population of 96 million spread out among international districts (UK, EU, Russia, India, China, and Japan) and the common "uptown" core, so you can find an unclaimed building for yourself to call home. The humans tend to stick together in luxury apartments, for security reasons and they get around using magitech planes you could use if you don't have a broom. The buildings are over a mile tall, but there IS a street level some people prefer. We had to establish key portal networks. Many English speaking residents and visitors call it Deco City, but there are many other names that it gets called by in various other circles.


RELATIONS: Witch factions aren't a fan of us. Hawthome despises us and we're actively hostile with the Hespatian coven. Arcadia is timidly undecided, and we butt heads with Watchers. Alphazon are soulless double-speaking corporate vipers. We have a great relationship with Lunabella and negotiated with them around the events of the lunar landing. We cooperate frequently with the Alliance and naturally Outsiders are public enemy #1.


ORC LICENSE

ORC Agents receive the X01-License, the "License to Kill”. This badge pings government servers automatically when in proximity with police. An officer can manually run your badge, and they'd be met with a high level warning to dismiss. ORC will internally review usage of the badge with leniency but enough to prevent overt abuse. It can be used to request backup and assume authority over crime scenes under secrecy protocols. Corruption? Look, we do our best, but things like this are necessary when you're facing against storybook nightmares. Have you ever been eaten alive?


Gadgetry is half price for you.


ALPHAZON INDUSTRIES

~* DON'T BE EVIL *~


DESCRIPTION: Tums out gigantic unaccountable tech firms employing a panopticon of international global surveillance and data harvesting, are pretty damn good at finding hidden secrets and knowing things they have no business knowing. This secret megacorp is the king of tech as a monopoly over just about every piece of hardware or software you've seen in civilized markets, Western and Chinese. It wasn't long before they started having questions, and finding the answers for themselves, and figuring out that politics weren't just a game about money changing hands or the right bribes, but uncovered the influence of paranormal entities and witches. They began running their own private blacksites as part of their investigations, abducting people they algorithmically detected as probable witches, followed by direct surveillance to catch them in an act. While the Orcs have their head in the clouds chasing fairy tales and saving the world, Alphazon was rising to power within the public domain, among humans, with a board of directors beginning to view themselves as gods greater than any single country and with no allegiance or nationality save for themselves. They rapidly diverted resources into occult research with modern machinery and supercomputing, able to do in a few years what took decades for the ORC back in the day.


Alphazon is brutal and has transcended mere profit for the pursuit of actual power and secrets beyond their mortal limitations. Cocky and two-faced, if you thought politician speak was bad, there's nothing more belittling, insulting, and disingenuous than corporate speak. At least we at the ORC stand for something and have an identity, and try to operate within shared values. Actual shared values, not some PR pitch. They'll invade every aspect of your life and privacy, any device a bug of its own to listen in, even send actors to interact with you and pry information and sus out your potential and cooperativeness and run a risk assessment. Too high, you'll never be seen again. Moderately high, you'll wake up in a cage as they soften you up and try literal brainwashing techniques. Just right and they'll directly talk about recruitment. Too low and you might not be worth the effort. As an agent for Alphazon you'd be implanted with trackers and full passive surveillance of your biology and recording what you perceive, and put somewhere optimized for your skill set from making potions to running spy work, or hit jobs to knock off problem witches and humans alike or convincing new tech firms to sell or drop lawsuits, and you'd have access to using these mass surveillance systems for your own benefit as you please. Alphazon has almost as much government and alphabet soup agencies as the ORC does, who increasingly rely on Alphazon tech originally to try to game the system since it's not technically government surveillance now is it? It's a private company, they can do what they want. And they do. Depends on the person I guess, some might enjoy working for them. It has its perks, and some don't mind a lack of privacy, I may be biased, I joined the ORC after being bagged myself.


Word on the wire from the Lunabellans is that Alphazon has set up a research base on Mars employing several known Hespatians, just one of many, it's hard to keep up with and those are just the ones we know of when they're admittedly much better at this game than we are. From experimental vaults raising people in isolation under different testing parameters, to large puzzle ridden facilities because they can. Many of their facilities can be classified as Anomalies themselves, and are responsible for a significant uptick in anomalous activity when their projects get out of hand for the ORC to clean up. They disavow, of course. We've also heard rumors of advanced stealth technologies and the phrase "Godsight Arrays". I don't like the sound of that. One thing we do know is that Alphazon run "Data Crypts" to keep even their human employees with access to it effectively immortal, or kept happy in digital afterlives until needed, and they have advanced Virtual Reality equipment, and experiments in advanced general Al.


LOCATION: Alphazon has no fancy magic realm or extra-dimensional space; It instead has a real tangible presence on Earth among mortals. Towering skyscrapers around the globe with sleek ultramodem design full of hidden elevators and rooms, and penthouse suites, luxury retreats, anything money can buy and more, things not open to the public, including an experimental space station with stealth fields and gravity generation thanks to occult research teams. Flying cars that can shuttle you anywhere in the world or orbit within 45 minutes, though they've established gateways to key locations and important executives have portal witch pets I mean bodyguards, though that might not actually be much of a joke.


LOCATION: Alphazon are universally hated by all except the Hespatian Coven, including the ORC though we maintain a tense alliance. There are “unproven” connections between Alphazon and Hespatian families.


GOLD CARD

After becoming an agent of Alphazon and getting your Observer implants, you are issued your Nixium Gold Card, which has the benefits of the top 10 most exclusive credit cards (Google it), and Alphazon covers all expenses placed on the card stemming from card benefits / services, transportation, and businesses owned by Alphazon (Alphabet / Google, Apple, Amazon, Huawei, Tencent, Samsung, Sony...ect). Otherwise you receive a bimonthly paycheck of 1 mil in USD, automatically converting to any digital currency. Naturally, you lose your account if you turncoat on the company, which would the least of your problems.


FACTIONAL MAGIC

Factional Magic are the various magic specializations that are associated with a specific faction where that specialization originates or is otherwise more common with them while being less common beyond it. This can be different per specialization. For example, Wands is well known by the very nature of Hawthorne where Hawthome students usually move on throughout Witchdom and most people are welcome to study at Hawthorne and learn. On the other hand, you have Occultism, the magic of Hespatia, that is far less common as people don't usually live to betray Hespatia and they aren't exactly welcoming to sit-ins.


If a Factional magic has a Rank 0 effect, then it is universally available to all witches all the same, but the evolution on that rank 0 effect requires the specialized knowledge known to the given faction.


The two faction "magics” of Gadgetry and Integration are NOT magic at all, but nonetheless require Power to invest in as a measure of your fate and opportunities.


DIGICASTING

Academic - Soul / Mind / Life (Arcadia)

Ideas have power behind them. Every new thought is an echo of creation deep below the sub layers of the material reality, swimming on the edge of oblivion and nothingness where what's real or not becomes a blurred line. With more attention, emotion, and repeat application of will, some ideas get rooted and cemented in that abyss, adding to the infinite expanse of the Something, the opposing sphere of influence encompassing all that is. To cut the preamble short: Digicasting is the access to worlds of imagination created over time from dedicated dreamers. The dream of an author giving birth to a new world line by line over years of dwelling on it. The shared imagination of countless developers, as well as players, that share in the experience of a digitally realized reality. Some forms of this magic have existed in isolated cases focused on dreams, Digicasting is a new specialization formalized in Arcadia and taught alongside planar theory.

RANK 1

Rank 1 grants a foundational element to digicasting, a minor ritual you use prior to sleeping using a medium containing a synthetic world. A book, game cartridge, CD, or thumb drive, or a controller or mouse extended from your PC or console. When you dream, instead of tapping your own dreamspace, you instead host the world of the chosen medium in full lucid detail. Unlike a lucid dream, the dream is not in your control but is running on automatic from the collective intentions of its contributors behind that world's creation. Including secrets not public knowledge that were side thoughts or wishful thinking that didn't make it into the final product such as king so and sow having an affair with that maid. You can reset or return to where you left off with repeat uses. Time passes in real time, though you can skip by sleeping within the dream. World logic persists as normal, including leveling and class systems of games, alternate physics or magic systems of books, ect.

RANK 2

Rank 2 allows you to bring others into a shared dream space, with or without hosting a medium. While waking, you can use a screen to pull digital constructs out from its world into your own. Such objects are either made of what appears to be pixels, or ink. They are cosmetic, without special abilities or explosive properties, but the strange matter is as light as aerogel and strong as steel. They can appear 2D, and slowly disappear with ink dripping away or mixels sparking off, over about 10 minutes.

RANK 3

Rank 3 allows you to access an imaginary world through a medium without having to dream first. You can travel through a screen or page directly, digitizing yourself to enter it instead of the reverse. Your body disappears and the object gains an inky mist or pixelated fog. Like with r2, you can bring others with you. You can also enter the internet itself at large, and reappear at any connected device you can find. It's like that mortal movie... wreck it ralph. You can observe IPs and search, or seek out a known IP. Computers connected to Hex VPN stand out to you with strange identifiers that are unique but unreadable by devices, visible only to witches in digicast. Entering worlds in this manner connects you to the "true" world of that given work, and is shared by other digicasters who have visited that same world. It has persistence, and you could even leave things from the real world in that digi world, and retrieve it later.

RANK 4

At rank 4, you don't have to have a medium to pull digi constructs from imaginary worlds you've been to, but can instead directly manifest them where you can see within 60ft. About as tiring as doing 2 jumping jacks, per 1 cubic foot of construct. Such objects can also be spatially locked in place to remain set in the air or relative to you. Additionally, you can pull creatures from the medium that behave as that creature would in said medium. They appear as they would be viewed in that medium. ie; 2D, stylized, or ‘real’, as the creator imagined. Again, they don't have any special abilities that aren't comparable to a mundane adult human.

RANK 5

At rank 5, you can digitize yourself in the real world at-will, adopting a form of a given style. You resist harm as though made of steel and emit a candle-strength glow if composed of pixels as opposed to ink, with no biological requirements for life, including aging. You're solid all the way through with desired exceptions. The form can be 2D or 3D. In this form, you can enter and exit screens or illustrations freely. When you exit you can assume normal size, or exit at the scale of the screen. A phone screen could see you at a few inches tall. A large theater screen could easily octuple your height, Or large wall art on the size of a building. If 2D, your edges are blade-like and you can slip through cracks wide and uniform enough to slip through, allowing for only slight bends as though made of stiff rubber, but you can also reduce the profile of your 2D form by crouching, for example. Winds could be a problem for you, catching your side like a sail.


WANDS

Academic / ??? (Hawthorne)

Hawthorne education revolves around a refined and specialized form of magic called General Arcana, or referred to as Wands. It's partly based on underlying magic potential within all witches, and partly based on external Relic crafting, revolving around the use of -- you guessed it -- wands. Hawthorne issues out specialty wands to their students, but the practice of General Arcana applies with Rods accessible to nearly any witch. Its usage revolves around finding intrinsic combinations of command phrases and wand movements that resonate with the magic inside the witch, drawn out and amplified through the wand. Wearing pointy hats help with resonance, but it's somewhat a placebo.


For some reason there is a finite number of uses per spell rank. You have 1 spell per 1 hour of sleep or equivalent rest of your highest rank, and *2 / per rank less. ie, Wands 5 gives 1 5th rank spell, 2 4th, 4 3rd, 8 2nd, and 16 1st rank spells available. Otherwise, General Arcana spells cost no stamina or material components to cast.


All aspects of a spell can be doubled per spell rank used above its original. You can combine spell effects into a single spell of combined rank, with the combined effects (Scaled to the new combined rank level, ie; 1+2=3).

RANK 1

Rank 1 accesses the beginner spells of, Illuminate (Create light like a torch), Simple Mirage (Static visual illusion within a 5ft cube), Burst (Generate a beachball sized pulse of force equivalent to a slap; Useful for disarming.), Push/Pull (Generate directional force equivalent to physically pushing or pulling on something, can be sustained). Spike (Deliver a jut of piercing force from the tip of your wand or rod with a range of 1ft; Equivalent to a dagger thrust, can cut if sustained). Marker (Generate a resizable node at the tip of wand that produces chalk or colored film on contact. Used for writing or ritual circles). Jump (An enchanted creature’s next jump height is doubled). Counterspell (Deflect or suppress a spell of equivalent rank if you can intercept in flight or during its cast, if interrupted; stun caster for 3 seconds. If deflected, re-aim it).

RANK 2

Rank 2 accesses the novice spells of, Flash (Create an intense pulse of light), Clap (Deafening bang), Suffocate (Remove all oxygen from a 10ft radius sphere), Saturate (Flood a 10ft sphere with high oxygen levels), Matchlight (Create a flame the size of a torch at the tip of your wand. Flicks toss the flame in a line following its path for 6Oft). Microbolt (A singular thin crack of electricity that is equivalent to 1 second of a taser, within 20ft). Gardenspout (Stream of water equivalent to a garden hose). Gumdrop (Sling a dodgeball sized gelatinous glob that’s either highly adhesive, or highly slick. It’s also edible in any flavor but with no nutritional value. It rapidly hardens into a stiff gum). Sting (Deliver a bead like spark the size and speed of a BB pellet that leaves a neon glow in its wake. Causes intense pain like a bullet ant sting, no lasting harm.)

RANK 3

Rank 3 accesses the journeywitch spells of, Levitation (Reduce the weight of an object fitting within a 10ft square by 150 * Wands rank Ibs. If 0 or less; Move at 5f/sec), Silence (Create a 30ft radius sphere where all sound is prevented. Prevents magic that requires vocal commands or chants). Slash (Concentrated blade of force follows the wand tip; Equivalent to a strike from a sword, within 30ft, and 3ftlong.) Stop (Prevents all conscious movement in 1 target within 10ft for 15 seconds). Move Earth (Move a 10ft cube of loose earth and stone that fits within it, to an adjacent space.) Daylight (Create a beachball sized orb of white light that illuminates a 300ft sphere with bright light, dim light in another 300ft. Includes UV radiation.) Lullaby (target creature within 30ft falls asleep, into deep sleep). Mage Hand (Create an invisible flying second pair of hands, that you can control within line of sight, it has all normal senses.)

RANK 4

Rank 4 accesses the expert spells of, Slam (Directional explosive force that could launch a car across a football field), Shatter (Thunderous pulse contained in a 20ft radius sphere dealing roughly the damage of a sledgehammer to every exposed surface within, per second sustained) Major Mirage (Dynamic visual and auditory illusion within a 60ft radius sphere). Antigravity (Eliminate the influence of gravity within up to a 120ft radius sphere). Lifeline (Mirror harm on one to the other within 15ft for 5 minutes). Gravity (A surface gains its own relative gravity once something makes contact; Walk on a wall or ceiling).

RANK 5

Rank 5 accesses the master spells of, Permanency (Cement another spell or magic effect to be a persistent sustained effect indefinitely. If the magic effect had material costs, you must provide 6x the cost to make it permanent). Contingency (Add a condition by which a different spell you cast will trigger, or when a permanent spell is active or tums off.) Eviscerate (A storm of micro Slash effects 1 inch long equivalent to a knife slash; On every exposed surface in a 30ft radius sphere or less, per second, in a cross hatch pattern with each square being 1cm.). Torrent (120ft long 5ft wide beam of Water, Fire, Electricity, or raw concussive force. Electricity or fire is 6,000" F, water or force has roughly the force of a 60mph car crash per second). Genesis Fold (Double the internal area of an enclosed space that fits in a 300ft radius sphere, can stack).


MINISTRATION

Warlock - Life / Metal / Soul (Watchers)

Ministration is the act of invoking Celestial entities to petition for their favor. Using Ministration is a lot like combining mortal prayer with the practice of Consortation. Celestials like demons, require a price for their favor. The listed service is required within 24 hours prior to summoning the celestial. Premortal celestials are spirit beings invisible to most.

RANK 1

Service: Acts of Kindness. Cook someone a meal, lift someone's spirits, console someone sad, express genuine gratitude for someone.


Celestial: Summon a Mediary. A singular premortal celestial manifesting as a single ring surrounding an eye-like orb, shrouded in sunlight. The ring is the diameter of a baseball. A Mediary can produce sunlight like a torch passively or project it like a flashlight. This light causes lesser demons and spirits to freeze in place. While the summoner or their allies are within either light source, they understand and can speak any spoken language. A Mediary can intercept a projectile attack, then disappear. Max 3.

RANK 2

Service: Acts of Charity. Give a meal to someone in need, donate directly to a person or institution that needs it. Help find a job for the jobless, home for the homeless, ect.


Celestial: Summon a Servitor. A singular premortal celestial manifesting as beachball sized sphere with two intersecting rings and an additional 4 small orbs orbiting it. Servitors emit light like a Mediary. Creatures in this light heal the equivalent of a papercut per second, including cellular and genetic repairs. Max 1 at a time.

RANK 3

Service: Acts of Mercy. Genuinely forgive an action, even harm, against you. The more intense the offense, the more meaningful. Instead of 24hr, uses a 6 month window.


Celestial: Summon a Cheraphim. You can't summon a Cheraphim if you have lingering grudges or resentments; An unforgiving heart. A Cheraphim is a premortal celestial with three interlinked rings, two angled outward at angles with the horizontal center around a golden orb surrounded by 3 white wings. While standing in the light of a Cheraphim, a creature cannot take a hostile action, and creatures can't act on hostile thoughts against an affected creature unless in the presence of a Rank 3(+) demon. Their light is also a cleansing grace that prevents and negates direct magical effects, such as mind control, curses, petrification, ect. Max 1 at a time.

RANK 4

Service: Acts of Justice. Save or Condemn a life with justice. Defined by truth, with no judgement until full context is obtained, without coercion. No time window.


Celestial: Summon a Contemplar. You cannot summon a Contemplar if you have ever accepted a bribe or delivered a judgment you knew was unjust, unless repentant and resolved your mistake. A Contemplar is a postmortal celestial like a living suit of armor with wings of blades and a spiked iron halo ringed with eyes, and a flaming sword. It can manifest a shield of light on demand that can shrug off anti-tank rifle rounds. The sword melts through steel like butter. Produces light like a Mediary. Can't be summoned unless desperate without altemative, to save your life or another's life. On the plus side, its prayer is very quick and only requires a passing thought when in a valid situation. It remains until immediate danger has passed. If 2 minutes pass or it's near defeat, 2 more Contemplars appear to escort innocents & allies to safety with R5 Portal magic. Max 1.

RANK 5

Service: Acts of Grace. Choose an Abrahamic faith, and/or the Watchers themselves; Establish a group (20+) of new souls dedicated practice or adherence to your choice.


Celestial: Summon a Solarch. A postmortal celestial equivalent to an Archdemon, Archangels being even higher up the food chain. Once summoned, it offers a deal. Once a week, you'll hear a prayer from someone of your chosen faith / a Watcher, one that falls in line with all the above principles of Kindness, Charity, Mercy, and Justice as well as the beliefs of that faith. So long as their prayer is benevolent and honest and within the moral framework of that faith, it will be answered in the least supernatural way possible. It falls on you to enact their prayer. You must uphold the masquerade, but you're acting on behalf of the Celestials and within the framework of religion, giving you more leeway. Actions will be received as divine by believers, and nonsense or mischief by unbelievers. While carrying out this task, you can shift between the material and the spirit world, becoming invisible and intangible to mortals (Reminder, witches see the spirit world by default). In exchange for your side of the deal, the Solarch grants you agelessness until you refuse to fulfill a prayer, and if slain or seriously injured (Relative to your abilities), you awake in a bed somewhere safe (your own by default) at the beginning of that same day on repeat, whether or not you slept that previous night. Committing any obviously evil act in this time frame between reset and the time when you previously died is many times more sinful than default, and undoes the reset, returning you to your death. This can happen once to begin with, and you gain a reset chance every 10 prayers granted. After 100 answered prayers, you get to choose:


A) 1 choice of Golden Relic from the Value of Life cyoa (https://imgur.com/a/xoKqyel)


B) Unlocked potential, increasing your Power Cap by 20 and gain an additional Quest slot of your choice.


C) Immediate deathless entrance through the Silver Gates to the lower levels of the celestial realm, or higher via different Abrahamic standards. Nobody knows for sure what's there, but it's literally heaven. You can later leave (if you wanted to), but no memories remain.


OCCULTISM

Warlock - Blood / Necro / Soul (Hespatia)

Bear in mind the faction that practices this magic! Not every option is meant to suit everyone, but to have an array of character possibilities.


Also known as Shadow Arts or simply shadows, Occultism heavily involves access to the elemental plane of darkness, much like the elemental planes tapped by portal witches, but access to shadow isn't something that comes naturally to portal mages. The plane itself seems to have an active will and conscious of its own... watching you. Other elemental planes are theorized to be sapient in the same way but less aware, or their attentions are drawn elsewhere.


This Shadowmind appears to act as a mediator for certain ritual practices, control of shadow... and can become possessive of its practitioners. Any sacrifices can actually be resurrected, if you are able through various means. Any given ritual can also share its benefit with other participants in the ritual, the primary ritual leader (The one with the Occultism being used) can selectively pick and choose.

RANK 1

Process: Rank 1 rituals require privacy, and either extreme of nudity or having no skin showing. No more light than a single candle. Ritual takes 2 minutes.


Rituals: Luck. Something mildly lucky will happen within 24hr, stacks. Sleep. Within 2hr, fall asleep easier, for a deeper sleep. Desire. Get a 6th sense for people you have a shot with, they'll feel a mild magnetism with you, for 24hr. Spider. Climbing becomes extraordinarily easy, as though your own body weighed nothing to you for 24hr.

RANK 2

Process: Rank 2 rituals are as rank 1, but include any animal sacrifice (Mouse or chicken for example) or a willing partner to perform the ritual with you.


Rituals: Fate. Hear whispers of vague information with insight into your / another's future at the time (Changes with actions / new intentions), for 5 minutes. Silence. Create no non-vocal sounds for 24hr. Muse. Hear whispers giving creative insight to a problem at hand, and a boost in motivation to follow through, for 1 week.

RANK 3

Process: Rank 3 rituals require the sacrifice of a goat, sheep, dog (Medium to large), or a ... well, ah... tantric interaction with a partner(s) in the ritual.


Rituals: Darkness. Imbue an object with darkness, for a 60ft radius area that light can't penetrate (Molding to conform to walls, like a light source). Darkvision. Ritual participants can see without light, in greyscale, for 1 month. Fortune. Business affairs are an average of roughly 50% more favorable to you, 6th sense for market fluctuations and potential; Get an impression bitcoin will dip if you wait an hour before buying, etc; Lasts for 1 month.

RANK 4

Process: Rank 4 rituals require the sacrifice of two large animals (Horse, cow, bison, ect), or 1 human, or a tantric exchange with at least 3 partners, with 2+ other witnesses.


Rituals: Shadow Passage. Open a rift to the shadowrealm, a decayed mirror of the real world with no light whatsoever. Every living thing has a horrifying counterpart in the same general area as reality. They all stare. Once you've entered, this ritual stains you for good and you'll see it in any reflection that is under a shadow, which you can use to enter or exit like an open window, even dragging others with you, who can't escape the same way unless also a recipient of Shadow Passage. Revenant. You can ritually separate a person from their shadow, and it seems to have a life of its own, capable of moving independent of light sources, even in 3D space as a humanoid absence of light. It can physically harm creatures or objects as though it had twice your physical attributes, with claw-like fingers. It can be harmed by silver or contact with light emitting sources. This shadow can hide in any other shadow, or merge with a creature, overlaying them like an aura, to influence their personality and the shadow claws providing a weapon.

RANK 5

Process: Rank 5 rituals require the sacrifice of a willing human virgin dedicated to the purpose, immediately followed by a tantric exchange with the sacrifice, and 6+ witnesses. Many Hespatian families have such candidates available, and you might find some in the Watchers though in different context and perspectives with more of a martyr undertone.


Rituals: Ritual of Shadowbinding. Ride the departed soul directly through the veil of death to physically enter the spirit world of Limbo, the place of reaping where unclaimed souls go to rest until claimed. Here you can find gates to every other afterlife to exist, known and untold, the ways guarded in their own various ways, some hidden, some domineering. The Shadow grants you a harvesters scythe -- And a whisper, Reap. For every soul you harvest the scythe becomes darker until it's as a definitionless 2D void.


When you return, the scythe merges with you, leaving you shadowed or void-black. For every soul up to 666, receive a 2% boost to stamina, speed, strength, magic area of effect and range. You can have your shadow grab the scythe from you and implant it in someone else, or hold it itself as a way to toggle the effect off. Can be broken up into shards or bundles of souls to give a portion of the percentage buff to multiple entities at once. Lose 3 souls per day, the souls leaking free to become lost wandering souls in the world somewhere. Toggling it off prevents souls from leaking. While you have the scythe / the buff is active on you or another, any kill traps the soul of victims to replenish up to a total of 666 once again (divided as appropriate, if split).


DOMINION*

Academic - Nature / Earth / Wind (Lunabella)

Dominion is the magic of creating bubbles of artificial reality inserted over the thy reality. The true reality beneath remains unchanged as you control the nature of the artificial bubble of your own influence; Your Domain. The domain is invisible to the outside as you see the true reality, and non-magic humans aren't affected, they'd walk through into the true reality unaware of the bubble’s existence, likewise mortals within the area of the bubble when it is created simply disappear, not a part of the artificial, though copies of plantlife and inorganic things still carry over. Bubbles can conform to the area of a given room, or ignore it to fill its full diameter. Bubbles are immobile and you can only have 1 bubble active at a time, the first blinking out as the first flickers into existence, but it can be maintained indefinitely. Witches can see a translucent outline of a bubble but can't choose to enter the material instead of the artificial reality, other than rift mages and other teleportation tricks directly bypassing the bubble to enter the material version of that space. Dominion is unaffected by Warding, though warded individuals aren't directly affected by any imposed extremes that differ from the material, such as false gravity. It takes 10 minutes of focused meditation to establish a bubble, which is about as exhausting as running a lap around a track (-50% per rank of size less than your max rank). You could let mortals into a Domain the same way a witch could access the material under a bubble; Portals.


RANK 0: Almost every witch with basic practice is able to leam to create "Combat Zones" easily with a snap, clap, or knock to instantly form a 120 meter radius sphere of a basic bubble that provides no other effects other than being a basic bubble, useful to separate out the mundane providing a safe area to engage with supernatural threats or combat another witch, or other entity. Can also be used to escape most normal mortals to appear to disappear before their eyes, or just have a private chat with another witch.


This does not imply the witch has any knowledge about the Dominion school of magic, as Dominion is just an evolution built on top of the ability to create combat zones.

RANK 1

To begin with, you can create a 15ft diameter sphere. Within the sphere you can change the temperature to within 30 degrees of room temperature and generate enough oxygen to sustain one person indefinitely, so long as the bubble holds. Useful for separating a room to hide a set up from mortals as well as some nice AC.

RANK 2

Achieving rank 2, you can create a 60ft diameter sphere. Within the sphere you can dim or brighten light levels by +200% or -50%, degrees by 40 from room temp, and generate oxygen to sustain 12 people indefinitely, so long as the bubble holds. Time can be dilated by 10%, making things within the bubble appear 10% faster or slower to the outside (and vice versa). It's now useful for hiding small buildings or equipment, or simply making a room more productive by speeding it up by 10% relative to the outside.

RANK 3

At this rank you can create a 240ft diameter sphere that affects light levels by 400% or -75%, degrees by 50 from room temp, oxygen for 144 people, and time by 20%. Now good for covering most standard buildings or small fields, and you can now manipulate earth and water within your domain as though you had telekinesis influencing mass up to 1 ton ata time, and your bubble can choose whether or not water exists within it or can flow through it, meaning a bubble in a river could produce a dry space.

RANK 4

With the 4th rank of Dominion, you create bubbles up to 960ft in diameter, within which you have complete control of light levels, degrees by 60 from room temp, infinite oxygen at standard atmospheric levels, or no oxygen at all, time by 33%, and earth/water telekinesis by up to 5 tons. On bubble generation you can choose to include terrain or buildings within the bubble or not, allowing you to have a clear flat space for example, or a sloped crater with no earth within the bubble. You can create any earthen terrain, stone, mineral, metals, or water as you wish within your TK limit, in the shape you desire within your skill level with your artistic ability. This is false matter that disappears with the bubble, or if removed from the bubble.

RANK 5

At rank 5, your bubbles can be up to 15,000ft in diameter (4.5km /2.8mi), in which rank 4 control applies with degrees by up to 100 degrees from room temp, time by 50%, tons by 20. You also learn to channel Dominion into the distillation of a crystal shard that can maintain its own bubble independent of your limit. If the crystal shatters, the bubble collapses. A shard can be created after a bubble has already been established to anchor it, and you can have multiple shards stabilizing one bubble, which can extend its area. While within your domain, any magic you use has a range of anywhere within your domain, and your magic costs nothing to use except your natural stamina and fatigue.


COVENANTS

Warlock - Nature / Life / Soul (Alliance)

Covenants is the magic pioneered by the elves long, long ago. It is also known as "Pact" magic, it's the magic of deals and lawmaking used to form binding agreements as well as establishing magically reinforced laws and geas. This is often used to make contracts with spirits to bind them to items or locations. Covenants are a particular magic that is hard to learn if you have not grown up in the faewild with exposure to it and the social dynamics of the Alfheimr courts. Contracts require comparable ingredients to an Alchemical potion of the same rank in. Inks, papers, or a surrounding ritual.

RANK 1

To begin with you can form mutually beneficial contracts using papyrus paper and elderberry ink written with a quill which can then be signed by any means of writing a signature by any parties involved. All those who sign the contract immediately knows when any other party breaks the contract, and that name becomes a still legible but ashy stain on the Paper, indicating their breach. The effect ends if the physical contract is destroyed, which can also be felt.

RANK 2

You can now use normal paper for contracts and any ink, but the contract will have a visible magic circle written into the head and comers of the page(s). You can also write into the contract whether or not any individual is given the knowledge of the contract being broken by a party or not.


The contract can now include spell effects from any other magic specialization you or a participant possesses, up to rank 2. The terms of the contract specify what how and why the magic triggers, triggering on A) Fulfillment of the contract and/or B) Breaking of the contract. This can be a beneficial boon for fulfilling the terms or a detrimental consequence for infringing on the contract. Such as causing bums by weaving in Firecalling, headaches with Psychotics, ect. Or you can instill a potion into the ink of the contract to provide a potion effect into the contract, affecting any/all parties as applicable with the one potion infusion. Likewise, Runes can be written onto the page. Effects are applied at any distance and bypass Warding runes and similar effects.

RANK 3

You can now form contracts using any medium, any form of marking, and any writing tool, and you can form verbal contracts that are signed with a willing handshake. Your eyes will glow when you speak the terms of the contract and while waiting on them to accept the handshake. They instinctively know that the shake will cement the terms of the contract, but if they aren't well versed in Covenant magic they might not realize it will be magically enforced.


You are now capable of writing contracts around any and all entrances to an area, and passing through that entrance indicates acceptance of the terms of the contract. If you have Dominion magic, this writing can be visible on the "bubble" of your domain, but only applies to those who enter it intentionally, not those caught within a domain as you create it.


These uses are where the "law" aspect comes into play, as these automatic contracts form a type of magical "law" that applies to all within the given area, though the contract can exclude individuals or demographics. (le; Only men, only people with glasses, etc). You can infuse yourself with the ingredients/Kisses ahead of time. You can now write geases into your contracts to force an action or compliance with the terms of the contract so long as willingly signed. Those applicable cannot resist obeying the terms of the contract as a strong mental compulsion.

RANK 4

At rank 4, you now no longer need to cover every entrance to an area in order to establish Laws. You need only write one contract in some manner and place it in the center to produce an area of up to 1 mile, or you can create extensions that increase the area by up to an additional mile by creating comers, like stretching a bubble out to any number of involved points / comers you create. Extensions have the same cost as a centerpiece and have the laws written on them as well. Again, this doesn't influence those who were already in an area when it was established. Geas can now physically manipulate contracted parties to prevent betrayals of a contract or deviations away from it, regardless of mental resistances.

RANK 5

With the 5th rank in Covenants, a centerpiece can influence a 10 mile area, while extensions can extend it by 5 miles each. A central stone of laws created within an area that you own or have authority over, such as an entire country if you were queen / king, can influence the entire area regardless of size. People no longer instinctually know anything and your eyes don't have to glow when you form a verbal contract, and the contract can be sealed if they verbally agree to your terms even under duress or coercion.


This is where the faewilds really get their reputation of archaic rules and customs and why many fae have a reputation for particular social dangers, not just because of natural social consequences: of unintentional offense, but because you may not know if there are any strange laws you may be subject to, and you have to be very cautious and cunning to notice if someone has established a verbal contract you may accidentally agree to. However, any covenants with Rank 3 magic effects or less bound to them can be created for free, and your Laws can affect those already in the area.



MONSTROSITY

Warlock - Beast / Blood / Body (Outsiders)

In taking Monstrosity your existence begins to strain against the framework of reality as influences and powers from beyond this universe. Creatures from beyond, either from other spheres of Aether, from the deep abyss crawling out from the nothingness of the void, or heavily twisted infernal entities in hell that have denatured into something alien to even the demons and devils that dwell there. It can be possible to have Monstrosity without being an Outsider if you were somehow corrupted by a Far God, but you still empower that god.

RANK 1

You can summon up to 3 lesser creatures with the size and effectiveness comparable to a mundane dog, snake, or octopus, and so on. The creatures can have any manner of appearance but never look natural. Creatures appear to crawl out from unobserved areas not seen by anyone but yourself.

RANK 2

Summon 9 lesser creatures, and can now summon up to 3 minor creatures, which can have the effectiveness of lions, tigers, bears, or giant squid. You can also call upon your Far God to manifest appendages within 60m of yourself, which can be claws, humanoid arms, tentacles, ect. They can be up to 10m long each, up to 2 limbs. They're as strong as a gorilla and as durable as the closest natural equivalent appropriate to its size. They'll loosely behave within your intentions, but may act on their own in their interests, which often involve bloodshed, wonton violence, or depravity. Appendages can manifest from any surface, observed or not.

RANK 3

Summon 27 lesser creatures, 9 minor creatures, or 3 standard creatures, which can be comparable to rhinos, elephants, whales, colossal squid, ect. Your appendage-field can extend within 200m of yourself, and up to 6 limbs. The appendages can be up to 20m long and as thick around as a barrel. You can now directly control a limb for yourself by replacing control of one of your own limbs with it. Appendages and standard creatures are able to have projectile attacks based on the type of far god you associate with, these attacks are comparable to common firearms.

RANK 4

Summon up to 80 lesser creatures, 27 minor, or 9 standards, or 3 greater creatures which are comparable to Dire animals or Chimeric creatures. They can have unnatural attacks equivalent to Rank 3 elementalist magic, one each. For example: A large tentacle monster with a central beak capable of a pressurized water attack, or a small parasite the size of a spider that can latch onto a creature and influence it as though with Psychotics 3.


Your summons can be concentrated into actual chimeras that combine any number of your possible summons into one creature adding the general health, durability, strength, and features of the individual parts adding to the mass and effectiveness of a greater entity. Your limbs can be within 400m, up to 40m long and as wide as two barrels side by side, up to 18 summoned at once. Working together, multiple limbs could easily lift normal buildings, or individually could slam/crush through trees and common walls. You can divide the length, girth, and strength of limbs to split them into multiple smaller limbs.

RANK 5

With rank 5 in Monstrosity you're delving further into the nature of reality beyond the carefully layered and established framework provided for life by a Demiurge, Take the Dark God CYOA (https://imgur.com/a/cYMCU). This represents the greater expansion of your mind and soul existing on a higher dimension, your physical existence in this universe is now like a you-shaped hole through reality, moving through it like the shadow of a greater entity. A fractional avatar of a newly minted lesser Far God. Form choices affect when you manifest a greater portion of yourself into the world for up to an hour per day unless something increases its availability. Witches with Rank 5 magic are considered "Great Spirits” for options. Your choices of Empowerment count as additional Charge methods, which requires reasonable extrapolation on your part for an appropriate charge rate. The Magecraft gift grants 20 Power to non-Witches, making them a witch. To a witch, it's a +50% Magic Potency/Effectiveness buff that lasts until you withdraw it, one per witch, including yourself. Restructure can emulate Gadgetry or Integration, or mundane items. Dominion choices influence your dens and lairs or otherwise places heavily under your influence, but also affect your Dominion magic if you have it. Minions are creatures you birth/sire yourself, or souls that willingly chose to become one while in your Underworld and in addition to ways mentioned, you and anyone following you can summon them with Monstrosity. Your Underworld is located in the Aether, hidden in the Void, or a new layer spatially folded hidden within the layers of Hell.


You can summon up to 300 lessers, 80 minor, 27 standards, 9 greaters, or 1 epic creature. The Epic creature can have the effectiveness of any one chosen beast from Metamorphosis, but reskinned as appropriate to your associated Far God type. You can summon any number appendages / limbs. within a 200m area around yourself or up to 50 anywhere within 1 mile of yourself that you're aware of. Your limbs can have functional mouths and eyes you can see through.



GADGETRY

(ORC)

Laid out in the manner of the Magic Specializations, Gadgetry is the training and clearance to be issued with special equipment. Humans use it to compete with witches and improve their field effectiveness themselves, but witches can be issued with gadgets as well, if they need it, and gadgets can be shared with Alphazon, Lunabella or Arcadia. Hespatians and Watchers and most independents would have to steal Gadgets if they want to make use of this ‘specialization’.


With Rank 0, any agent can request a utility belt tailored to your needs containing any mundane item and an Omnicom; A ghost-band radio for private communications with ORC headquarters and can link with traditional communication networks, from anywhere in the multiverse that isn't cut off and disrupted by abnormal means, intentional or natural. Omnicoms by nature route through the ORC, so it's not useful if you want to hide from them, such as Hespatian thieves who've acquired one. Other common belt items include a 9mm or .45, notepad, pencil, or PDA / secured smartphone, utility knife, dog tags.

RANK 1

Basic Military upgrade: You can requisition low rank military gear. Weapons with full auto, grenades, 04, full MRES, flashbangs. Grappling Hook: Like a handheld pistol with an extra grip, fires a mythril wire up to 350ft long with a head that splits into 4 separate threads that spread out to fuse to multiple anchor points, and can then pull you along accelerating up to 60mph then slowing down. Can be reloaded with cartridges, disconnecting the previous which starts to disintegrate in 10 minutes. Can fuse to itself for strong bindings.

RANK 2

Sealing Chalk: This apparent stick of chalk can be used to seal and reinforce doorways. Tracing it along the cracks of a door will cause a metal foam to expand to fill the crack creating a seal. The flat side can be used with broad strokes on the surface itself to reinforce it with a full metal backing, or simple cross braces. This metal disintegrates in 4 hours. Universal License: This flip open slim leather pocketbook opens up to show any observer the manner of credentials that they'd expect to see in an acceptable form. Glimmerweave: This simple little canister with a button commands smartfibers that can in seconds deconstruct and reconstruct itself into any configuration of mundane clothing or costume you wish. Looks like fine silver hairs before settling into a color and texture.

RANK 3

Antithaumetic Tone Generator: A small die sized cube that expands when activated to produce a shrill sound heard only by beings with magical abilities. It induces instant migraines, disorientation, and prevents the activation of magic, dispelling active effects, within 60ft. Lasts 30 seconds and they're expensive to produce; Can only requisition 2 at a time. Pocket Flamer: Small micro flamethrower; 90ft streams. Up to 33 seconds of flame generation per golf ball sized canister. Typically has a line to a wrist mounted nozzle. Optional napalm. Automaton Spider: A quarter-sized clockwork spider. 12ft reusable grappling line, wall climbing, remote control / camera. Automaton Hummingbird: A clockwork hummingbird with remote controls and cameras. comes in other bird forms, but HB models are agile.

RANK 4

Special Explosives: Requisition special explosives ranging from grenades the size of a pea to ping pong ball sized spidermines, up to 4 effectiveness, micromissiles, smoke grenades creating whole fog banks with or without tear/mustard/sleep gas. Tesla Arms: Pistols or rifles with high energy storage delivering bolts of electricity at chosen intensity from a taser to a lightning bolt. xORC-09 Powered Armor: Thick plate armor with an internal exoskeleton and a bit of golemancy. ORC Armor is a full enclosure that can endure tank rounds without budging, a pulse of flaring as it translates some kinetic energy into an electrical current to charge Tesla Arms and crackle off any more than it can handle at once or store, which also allows ORC Armored squads to jump from any height with minimal stress or cratering. Literal stormtroopers. Heavy warding prevents direct targeting by magic effects and obscures target locks. Internal life support can stop bleeding, inject stimulants, adrenaline, and oxygen. Smart fibers can deliver sealing chalk to any leaks. Powered opens up at the back for entry and does make movements more stiff and rigid and while comfortable, can be claustrophobic. About 470Ibs.

RANK 5

Memetic Censor: This cigar sized device emits a flash that within a fraction of a second produces billions of patterns and colors that confound the mind, opening it up for the implantation of ideas that settle deep within their psyche like a nervous tick, or remove ideas and access memory for the alteration or suppression of events via vocal cues delivered within a short window after exposure. Relies on arcane aspects, but the produced effect is natural, allowing it to affect witches that think warding alone will help. Though sunglasses do ruin the effect. Red Telephone: Authorization to deliver a sentence to a city sized area for judgment in extreme circumstance to issue a Quarantine order, a Purge order, or an Exterminate order, condemning an area to a full military grade lockdown, and with Purge then stormed by death squads for designated targets, or for a nuclear strike. Naturally, this is authorization not just a gadget, so it's only effective for high ranking trusted ORC agents. Others might use this channel to relay an emergency distress and formal request for consideration. If abused or used without proper cause, you can be subject to heavy penalties up to and including capital punishment.


The Librarians: The ORC has collected a large array of anomalous artifacts over its lifetime, a select number of them are safe enough that an agent of your caliber could be vetted for approval to be issued with a Golden Relic for further field testing and study. Select a Golden Relic from the Value of Life CYOA (https://imgur.com/a/xoKqyel).



INTEGRATION

(Alphazon)

Integrated Magitech, Alphazon's ace in the hole. Cybernetics may not have happened for another 50 years, but with a multifaceted approach to studying magic phenomenon with ridiculous resources brought to bear, Alphazon has in secret advanced the effective technology level by a century or two, internally, in specific areas where they had certain breakthroughs where research and application really took off. Integration is close to home kept internal and shared only with affiliates and begrudging crossover with ORC agents. It isn't practical to steal the way Gadgetry can be acquired.


To begin with at rank 0, Alphazon agents and high level employees receive an; Observer implant system that connects to your nervous system at the brain stem with a direct uplink with their own inhouse approach to the ORC's “ghost frequency’, private direct channels using a microgate to Alphazon servers with 25Exabyte transfer speeds. A miniscule necrocharm anchors your soul itself through the microgate to a bound object, a private server storing your information the size of a vase hosting a complete ego backup. Every sensation you experience, sight you see, and thought you have. If you die, this backup can be used to restore your life, if the company deems it necessary, more likely if your body can be recovered and resuscitated. In some cases these servers are spun up into digital environments, for "Hard Vacation” or for debriefing, reports, operating remote processes like office work or even being used similar to an Al or digital companion. Many “Operators” managing agents are digital in this manner. Integration cannot be taken without an Observer unless working for the ORC and Alphazon is playing nice. You also cannot exceed rank 3 if not trustworthy. Observers also allow internet connectivity like HexVPN, but a separate ghostnet, an Observer can't see HexVPN users and vice versa.

RANK 1

Chipped: Any financial card you have can be condensed into a little chip in your hand for use with contactless scanners as applicable. Also contains your ID. Basic Prosthetics: Receive artificial replacements for any organ or limb that performs equivalent to a peak human counterpart, with or without a skinmesh over it making it indistinguishable. Bad eyes? Swap 'em out! You are licensed to use Alphazon Virtual Reality chambers for leisure and certain digital tasks. Non-digital Operators manage agents from within VR Pods.

RANK 2

Chipped Il Plus: Your chip is upgraded with sophisticated hacking programs that can break into any wireless device and relay information to a display of your choosing. Tooltips: One or more of your fingers are replaced with dynamic tool implements for physical lockpicking, anything a swiss army knife could do, and adaptable USB connections, and laser microcutters for smooth cuts into thin metals like the casing on a device, or glass. Can make a physical connection to a device not vulnerable to wireless interference for Chipped+

RANK 3

Skinsuit: You can replace your skin with a synthetic counterpart that can easily be replaced, that can change colors and textures while subsurface smartfoam can change apparent bone and muscle structure. Hair can be shed and new hair can be extruded with a desired color, to a desired length. Sub-Dermal Armor. Thin magitech armor plating inserted beneath the skin strong enough to deflect small arms fire. Kinetic dispersal negates blunt force and shockwaves to a similar extent.


Chipped III Premium: Your chip now uplinks with your Observer for user experience improvements and some internal optics allow for information to be projected directly into your mind to overlay data in your field of view to show you information in real time, such as facial recognition, names, and anything you could find in a google search automatically filtered with your intentions and what is algorithmically predicted to be relevant.

RANK 4

Advanced Prosthetics: Specialized prosthetics made of sturdier material with titanium alloys, and each limb can host a special augmentation: Hidden Blades, Cryolaser, Pulse Laser, Rocket Launcher (3 shots), 4 smartbombs (2x Grenade effectiveness as dynamic choice of napalm, cryo, emp, or fragmentation). Synthetic muscles are 4x as strong as organics with the same appearance, but you could also go for gorilla arms if you choose, to be 4x gorilla strength instead, for example. Prosthetic eyes are upgraded with optical zoom like a powerful telescope, down to a precision microscope (and eye stabilization), nightvision, thermal, microwave, x-ray, UV. Artificial organs that more effectively filter toxin, ect.

RANK 5

Nanofabrication: Small hive factories within you produce a swarm of what are in effect nanomachines. They can break apart matter like a strong acid in an area of 2 cubic feet, which can double every second up to a total controlled mass of 120ft that can arrange itself into various constructs. They can repair objects such as your prosthetics, and restock expert munitions, and directly search and destroy microbes. Chipped IV Revengeance: Your nanites can craft fully synthetic bodies for you, including a new Observer that you can remote link to. You can read the thoughts of others with Observers.


WISHCASTING

Special - ???

Wishcasting is an esoteric magic reserved to genies and particular powerful entities. Genies can always consider this to be class magic. If not a genie, then this magic can only be accessed temporarily when making a WISH through use of, including but not limited to, consortation, dungeoneering, or so on. This is also referenced with wishmagic from the meta perk Keeper of Magic. If any source would grant you a wish, instead reference this magic here to determine what you are capable of wishing for.


Unlimited Whims are equivalent to Least Wishes. Three Wishes are equivalent to Wishes. Most effects stating they grant a wish, reference Rank 5. Heart's Desire wishes are Rank 7 wishes, which is up to the player to appropriately balance as being roughly 9x as potent as a Wish. The wishes of an Immortal Chain equate to a Heart's Desire.


Wishes are in no way omnipotent, they're just broad spectrum general magics, but are nonetheless ranked effects in a world of many other entities of equal or greater power up to actual omnipotence at the top of the food chain. Wishes cannot influence game mechanics except in the vein of granting power, granting a combined total from all sources, of no more than 10 Power and 10 Reward Points in various effects, per max magic ranking the wisher possesses or the max rank of the caster of the wish (je; the genie). Wishes also cannot stack the same effect on top of one another, from any source, up to the limit of the genie’s wishcasting rank. ie; Having r5, multiple r3's might stack up, including r3's from other or past genies, to rank 5 effectiveness. Meanwhile an 17 genie might stack off that up to rank 7, for example.


A genie can use wishcasting at any time, doing so depletes 99% of their mana capacity, -25% per rank less than their max wishcasting rank. (r5 = free Least wishes). However, a genie granting a master's wish fully replenishes their mana, meaning it may be effectively free. In addition to this, a genie only has 1 slot for casting wishes of their highest rank, gaining double the slots at each rank under their highest rank. (15 = 16 Least wishes). These slots are unique to every individual that makes a wish of you, so you have slots yourself, and your master has separate slots. Slots recover over time proportional to the referenced "Wish energy accumulation”. So regain an r5 slot in 1 month, but also the other slots lost in the meantime, the counters are independent of other ranks, though it would take 48 hours to recover all 16 Least slots, for example.


A genie can use focus/might/favor to boost r5 wishcasting to 16 temporarily, same as boosting other magics. Doing so will let them cast 1 r6 wish, completely depleting their

mana, and the unseen 16 slot will take 1 year to recover. Unless Rank 6 magic is further detailed; 6 wish can create a permanent rank 5 effect, or something 3x powerful fora

moment. Note: Multiple wish slots can be used at once for combined effect, if you have the mana for it

RANK 1

Least Wishes. Relative to a jinn, comparable to 3 hours of "Wish energy" accumulation. Note: A Jinn in this setting cannot exceed their wishcasting rank in wish energy used at once, though stored energy can be used in place of slots. A least wish can instantaneously replicate the effects of any rank 1 magic without duration. Can grant up to 50 USD equivalent of assets.


Examples: "I wish for a sandwich”, "I wish for a ticket to the movies and some Popcorn. wt ‘Suzy would get stung by that bee (Curse 1)", "I wish I had a pet cat (Familiarity 0)", etc.

RANK 2

Minor Wishes. Relative to a jinn, comparable to 24 hours of "Wish energy” accumulation. Replicate rank 2 magics without duration, or establish permanent rank 1 effects. Grant 2 power or 1p (Directly, or via wishing for a particular power, or item.) Can wish for the creation of a new Relic comparable to 2rp relics, use Power instead to soulbind it. Can grant up to 5,000 USD of assets.


Examples: “I wish I had a good gaming PC..." "I wish my car was fixed (probably...)", “I wish I could understand my dog (Familiarity 2)", "I wish this cold would go away (Alchemy 2)", etc.

RANK 3

Simple Wishes. Relative to a jinn, comparable to 3 days of "Wish energy” accumulation. Replicate rank 3 magics without duration, permanent rank 2 effects. Grant 6 power/rp. Can network a complex series of rank 1 effects into one wish. Can wish for the creation of a new Relic comparable to 6rp relics, use Power instead to soulbind it. Can grant up to 50,000 USD equivalent of assets.


Examples: "I wish I had a new car’, "I wish I could go on a fancy vacation", "I wish Suzy would go die in a fire (Firecalling 3)", "I wish he would heal (Alchemy 3, or lifeweaving), etc.

RANK 4

Lesser Wishes. Relative to a jinn, comparable to 1 week of "Wish energy” accumulation. Replicate rank 4 magics without duration, permanent rank 3 effects. Grant 12 power/rp. Can network a series of rank 2 effects into one wish. Can wish for the creation of a new Relic comparable to 12rp relics, use Power instead to soulbind it. Can grant up to 500,000 USD equivalent of assets.


Examples: "I wish I had a fancy new car!”, "I wish I had a new home", "I wish daddy would stop... etc [drinking, yelling] (Psychotics 4)", "I wish Fluffy could talk! (Nature 4)", etc.

RANK 5

Wishes. Relative to a jinn, comparable to 1 month of "Wish energy" accumulation. Replicate rank 5 magics without duration, permanent rank 4 effects. Grant 20 power/rp. Can network a series of rank 3 effects into one wish. Can wish for a mortal to become a witch, with said 20 power. (Repeat wishes to expand power up to 50) Can wish for the creation of a new Relic comparable to 20rp relics, use Power instead to soulbind it. Can grant up to 5 million USD equivalent of assets.


A wish could instead do anything: provided the wish Is granted in the subject's own dreamspace with no effects beyond It, including the acquisition of any new abilities they didn't possess when they entered, and no new knowledge exists in here that they did not know before, or the genie knew, though they can creatively explore new concepts on their own.


Examples: "I wish I for a private jet’, "I wish I for a fancy house", "I wish I was a dragon! (Metamorph 5)" temporarily or permanently via power. "I wish for business success (Occult 4, perm), etc. "I wish Anna / John loved me (Alchemy 5 temporary or Psychotics 4 perm), "I wish I was godking of the universe bestest at everything!" (Comatose in custom reality of their specification).




COMPANIONS

It’s dangerous to go alone, take this! A Companions section. You have one free companion from your chosen faction, and one free that shares the same witch type as you (Either Race or Class). Companions have 4 main statistics giving a rough idea of their general impact in a group dynamic, except the POWER stat, which primarily serves to give free floating Power points to spend to customize your companion's abilities on top of the default abilities they come with. Beyond that, interactions are inferred in how you interpret their personality and how different stats play out in relation to it and others. You can buy additional companions using Reward Points, listed to the left of their name. A + indicates they have their Type Perk, take your pick:


Black is Impaired.

Red is Lacking.

Orange is Average

Blue is Exceptional.

Gold is Superb


You can spend your own Power on behalf of a member if you so choose.


Really, don't stress the details too much and feel free to fill in the blanks. I do what I can to provide a reasonable summary of an array of characters, but it's up to you to interpret it as you will.


THE ARCADIANS:

Rachel Pool

Academic - Neutral

4rp / Folk


Power: 5

Teamwork: 8

Sociability: 4

Morality: 9


"Has anyone seen Rachel around? We have a double date in 20 minutes and she totally vanished.” - an Arcadian student.


Rachel is very introverted and socially awkward, she grew up largely alone without a lot of interaction, so other people may as well be aliens for her and she freaks out about saying the wrong thing, but once she makes real friends she cares for them a lot and can find her stride. She's very fond of animals and spends a lot of time with her cat, and going on walks alone as to not bother anybody.


Positives:

+ Unexpectedly athletic/nimble.

+ Goes out of her way for friends.

+ Talks to animals.

+ Will at least *try* things beyond her comfort zone.


Negatives:

- Slow to adapt.

- Very nervous.

- ... more than people.


Rachel has Potions 2, Witchery 1, Hexes 2, Familiarity 3, and Naturalism 3.


Anne Laurenchi

Academic - Sylph+

4rp / Folk


Power 4

Teamwork 4

Sociability 6

Morality 7


"Is..Is that Anne? How on earth can she sleep like that. Is that safe? feel like I should help her out" - An Arcadian student


Anne is a bit of an oddball. Rather than simply being introverted, she's pretty much outright antisocial seeing no need or reason to bother and actively prefers keeping a smaller friendgroup, but she tries to do right by those that do make that cut. She's known for sleeping most her days away and not just in her bed, but anywhere she goes, some think she has narcolepsy; but she just enjoys dreams a ton.


Positives:

+ Endless imagination

+ Powerful when she wants to be...

+ Highly skilled digital artist.

+ Likes to show off dreamworlds with friends


Negatives:

- Ungrounded in reality.

-... Would rather nap.

- Slow even when awake


Anne has Familiar 1, Aether 2, Portal 3, Psycho 3, Digicasting 4, as well as Beauty Sleep.


Canday Wesbank

Sorceress - Neutral

-2 / Folk


Power 4

Teamwork 8

Sociability 7

Morality 8


"Wess has been out there all day long helping clean up the river after that necroshark attack." - An Arcadian student.


Goes by "Wess", to avoid people calling her "Candy" which rubs her the wrong way, but she doesn't make a big deal about it and goes with the flow. She has a calm reserved intelligence about the way she carries herself in a mature manner that suggests a lot of life experience that has seen some of the worst life has to offer, but also some of the best, and she appreciates what she can. She's a bit of a watchdog, always locking out for others, friend or rival.


Positives:

+ Very competent and focused.

+ Very physically fit and lean.

+ MMA background.


Negatives:

- She keeps it in check, but she's very paranoid

- Struggles to sleep


+/- Celebate until marriage. (Though not a virgin)


Wess has Runes 5 and an Improved Familiar.


Tessa-Matie Kudashov

Warlock - Neutral

-2 / Folk


Power 8

Teamwork 5

Sociality 6

Morality 4


*Unintelligible shrieking* "WHO TURNED MY BROOM INTO A F%#$^ TENTACLE MONSTER!" - An Arcadian student.


Tess is a bit of a nonviolent delinquent. She first awakened as a witch out of anger when she inadvertently hexed her human school bully into a slug, being a Warlock rather than an Academic, things are more instinctual and primal for her rather than well understood, and is somewhat easily annoyed, can trigger reactionary hexes with stray impulses, giving her a bad rep, but is cunning and personable when she wants to be and gets along when she needs to


Positives:

+ Casually brews potent potions

+ Very talented in Hex usage

+ Enjoys magic experiments


Negatives:

- Comically bad cook

- Academically lazy

- Morally ambiguous.


+/- Bit of a freak. take that as you will.


Tess has Potions 3, Hexes 4, has a Hydron.


Evelynn P. Willowcrane

Academic - Neutral

-2 / Folk


Power 4

Teamwork 9

Sociability 10

Morality 7


"You're heading out with Evelynn again? I want to come too! She always finds the best places". - An Arcadian student.


Evelynn is a high functioning socialite that always seems to know what someone needs to hear to get back on their feet or to keep a party going. She's an active go-getter always setting up new activities and getting people to attend without dragging their feet, and is as adventurous as she is social, finding people to tag along as she heads out to explore to find interesting places to host events.


Positives:

+ Outgoing

+ Empathetic

+ Adaptable and cooperative


Negatives:

- Not the most powerful

- Can be caught up in the moment

- A *little* pushy, tactfully


+/- Also known for being dtf,


Evelynn has Waterworking 1, Witchery 1, Divination 2, Digicasting 2, Runes 3 & Fascinate.


John Doe

Sorceress - Changeling

-4 / Folk


Power: 6

Teamwork: 7

Sociability: 5

Morality: 10


"Little man is so f#&2% cute holy shit” *John turning red* "Haha, he gets even cuter when embarrassed!" - An Arcadian student.


John is a very uncommon male witch... And rarer still: A Changeling. He can't remember much of his past so doesn't know how old he really is, but he tries to look as old as he can, He must have been a soldier or knight pre-awakening, because he has a firmly rooted sense of chivalry, justice, and mercy, and great reflexes and is a natural with weapons He's eager to learn all he can and studies his lessons closely.


Positives:

+ Very intent listener.

+ Unintentionally adorable.

+ Latent martial master.


Negatives:

- Quickly fatigues, socially.

- Feels like he has to prove himself in everything


+/- Overly focused on gaining new experiences,


John has Alchemy, Runes, and Witchery at 2, and unspent Jack-of-All, and Memorize.


HAWTHORNE:

Hannah Grangely

Academic - Neutral

-6 / Noble


"I'm about ready to throw myself in a snake pit over this assignment, I need to ask Hannah to tutor me tonight.” - A Hawthorne Student.


Hannah is top of her class, an excellent student that has the rules memorized and wholeheartedly embraces Hawthorne methods. She applied for the hardest courses and assigned House Lionfeather. She rarely makes the same mistake twice, and when she's not practicing magic, she's reading theory, or helping housemates with problems they're having trouble with.


Positives:

+ Knowledgeable

+ Good at teaching

+ Always up to date on policy.


Negatives:

- Unintentionally arrogant

- Not great at reading people,

- Doesn't get out much


+/- Helps avoid rulebreaking, but obligated to report


Hannah has 1 in every core Specialization, and has Waterworking 3, Wands 4 & Master Wand.


Elizabell Sinclaire

Warlock - Erinyes

-10 / Heroic


“Miss Grangely! Report to Eliza's office at once. Leave your things here. Yes, Everything." *Crack of a ruler* - A Hawthorne Teacher.


Elizabell is a Hawthorne veteran at the top of her class and is her house's assistant disciplinarian, that is among some to employ more... novel, methods of discipline and reward structures, She's straight up a mistress dom and enjoys her job, fully dedicated to employing the methods of her house rules to get witches under her care to achieve their best She's firm but very warm and comforting when appropriate.


Positives:

+ Incredible willpower.

+ Highly competent.

+ Skilled with weapons and tools.


Negatives:

- No rulebreaking!

- Can be a bit of a nanny

- A strict perfectionist.


+/- Isn't dominate by heart, but a talented switch.


Eliza has Wands 3, Occultism 3, Witchery 3, Consortation 4, Windkeeping 5, and Energize.


Ashley Lovenko

Sorceress - Neutral

-6 / Noble


Power 3

Teamwork 7

Sociability 9

Morality 8


"Where'd Ash go? Oh there she is, taunting the pond fish with fish-sticks again." *Splash* "There she goes."- A Hawthorne Student.


Ashley has been moved between two house already. She isn't a delinquent, but... she's an eccentric airhead with a goldfish-like memory at least when it comes to rules or lessons. She's very social and likable but often rubs people the wrong way at first with her enthusiasm and talent for messing things up. Her magic seems to have a mind of its own.


Positives:

+ Naturally powerful

+ Boundless energy

+ Enthusiastic


Negatives:

- But with ditzy incompetence

- Very naive

- Often in discipline sessions


+/- Hard to dislike her the more you get to know her, despite often really bad first impressions


Ash has Familiarity 2, Witchery 2, Firecalling 3, Windkeeping 4, Wands 5, & Magic Friendship.


Sylvanne Mae Kanzaki

Sorceress - Luxal+

-8 / Noble


Power 10

Teamwork 6

Sociability 7

Morality 8


"Mae is so cool.. When I broke my leg on a mission she held me while a gold light slowly fixed me." - A Hawthorne Student.


If Willpower is a shield, Determination is the sword, the active driving force to push forward. Mae is determined to become the best and never fail another again since she lost a student to a band of goblinoids who couldn't be recovered for 4 days and was never the same. She's strict and can come across as cold, but would rather die than fail a student again. Uses similar methods to Eliza but much less, ah, intrusive.


Positive:

+ Razor sharp determination.

+ Head of House Dragonrose.

+ Expert with a sword.


Negatives:

- Watches you like a hawk.

- Hates secrets. needs to know everything.


+/- Little too quick to put her own life on the line


Mae has Wands 1, Familiarity 2 (Hawk), Ministration 3, Witchery 4, Hat Trick and Sun Shard.



THE WATCHERS:

Francis Isaac Giovanni

Warlock - Neutral

-6 / Noble


Power 6

Teamwork 4

Sociability 2

Morality 7


"He gives me chills. He's been a Watcher since the Crusades. Which he fought in. I heard he stormed Jerusalem in 1099" - A Watcher.


They aren't wrong, Isaac is a Crusader that participated in most at least seven different crusades. He's a Warlock with an angry soul that simmers in a fine boil for the rape and murder of his entire family while he was away on campaign, which is what caused his Witch Awakening wherin a Balor emerged out from his rage which was stopped by a Contemplar when it nearly killed him too. Catholic.


Positives:

+ Intimidating presence

+ Renown warrior.


Negatives:

- Avoids having to speak

- Has been a loner for centuries.


+/- Learned to stop thinking in blanket generalities and now views evil as more of an infection or virus


Isaac has Consortation 4, Ministration 4, Runes 5, Sun Shard, Mythril Armor, and Memorize.


Ifra al-Zahra

Warlock - Changeling

-4 / Folk


Power 3

Teamwork 4

Sociability 9

Morality 7


“Hey Ifra, where'd these doujins come fro-" *Poof* *Frog croaking* "Oh hey Ifra, Where'd Kat go? Oh what's this-" *Poof* -Last Tue


Ifra grew up Muslim and managed to live a full life until the old age of 83 when she finally had her awakening -- into a changeling finding herself young again. A little more than she'd have hoped but hey. She believes in Islam though she's lived long enough to see a lot of changes, that she just adapts to whatever the local custom is, otherwise she's somewhat casual, but makes sure to pray 5 times a day.


Positives:

+ Cunning with a sharp wit

+ Shapechanging.


Negatives:

- Lazy and stubborn

- Surprisingly needy.


+/- Reads a lot of, in her words, "degenerate filth!" like premarital handholding in both "Weeb stuff" & romcoms.


Ifra has Ministration 1, Familiarity 2, Curses 3, Hexes 4, Earthmoving 4 and has False Light.


Sariah J. Snow

Academic - Nymph+

-8 / Noble


Power 4

Teamwork 9

Sociability 7

Morality 9


“Sariah? She wanders a lot, but when she stops by I can't think of anyone more pleasant to be around."- An ORC Agent.


Sariah has been a witch for a long time already, and used to have a human husband early on who passed away before she could do something about it. She takes comfort in her Mormon belief in eternal marriages, and lives a life of dedication to doing good and stay worthy to be with him again someday, chats once in a while via necromancy.


Positives:

+ Very calm and optimistic

+ Very true to her faith


Negatives:

- Doesn't go out on Sundays, unless it's important

- Even avoids caffeine entirely


+/- Friendly with the ORC

+/- Wants a new husband, but always holds her, late husband as her true partner to be reunited eventual


Sariah has Necromancy 2, Witchery 3, Divination 4, Waterworking 5, Ministation 5, Oracle, Mythril Armor & Artifact Keeper*


Claire Bel'montegra

Sorceress - Daeva+

-6 / Noble


Power 5

Teamwork 8

Sociability 10

Morality 4


“I heard Claire competed against a whole team of Hespatian succubi for trade secrets in Russia.. and won." - Watcher secretary gossip


Claire isn't very religious but appreciates the power structures and views Watcher lore as a meta layer of hidden histories. She's a full fledged active Watcher agent with eyes and ears everywhere, and greatly enjoys her work in corporate espionage and uses certain Daeva advantages to her fullest. She often quickly finds herself in the offices of some of the most powerful people in the world.


Positives:

+ Heartachingly beautiful.

+ Highly tech savvy.


Negatives:

- Deception =/= Stealth.

- Workaholic


+/- Doesn't really consider anyone a friend until they've shared a bed while on mission together more than once


Claire has Curses 2, Ministration 3, Wind 4, Witchery 4, Hexes 5, & False Light


THE HESPATIANS:

Lucille M. Bright

Academic - Lilin

-6 / Noble


Power 5

Teamwork 7

Sociability 8

Morality 3


“Be careful dealing with her, Luke... she caused the American Civil War with her games, playing both sides because she could” - A Watcher.


Lucille is an eternal rebel and unquenchable contrarian that strains against all forms of authority or boundary line. If you can take something, it's yours, they failed to keep it. She admires spark, in any form, and likes to kindle them into embers, into infernos. A strong tree has to start out from a sprout after all. She's an information and arms broker.


Positives:

+ Wealthy

+ Well connected

+ Treats friends well


Negatives:

- From illicit sources.

- By illicit means.

- So long as they treat her well.


+/- Believes there is no truth but power, the strong survive, If something can be destroyed, it should be destroyed.


Lucy has Necromancy 3, Hexes 4, Consortation 4, Divination 4, Familiarity 5, Blood Witch, Necronomicon & Hellrider


King Daemian Kain

Sorceress - Dravir+

-12 / Heroic


Power 10

Teamwork 5

Sociability 6

Morality 2


“Son, it's not every day a young man turns 18, time to start helping out with the family business. For now enjoy some catgirl slaves" -Kain


When most witches who know their history think of a male sorcerer, Kain likely crosses their mind as an antediluvian warlord that ruled over ancient Siberia as a witch-king with his striking crown-halo of flame and his drake mount familiar, his own skin hardened with scales in places, and his breath like a dragon's own. Now? a single dad with 3 kids and a blue collar job... while head of 4 Hespatian families


Positives:

+Positive role model by day:

+Worlds best dad

+Makes time for the kids


Negatives:

- Ancient risen tyrant by night

- Works late a lot

- Really strict though


+/- Great guy to know if you need to get rid of a body


Kain has Familiarity 3, Firecalling 4, Curses 5, Consortation 5, Metamorphize 5 (Dragon) Secret Magic & Family Line.


Whisper

Warlock - Neutral

-10 / Heroic


Power 9

Teamwork 7

Sociability 8

Morality 1


*Shadows slither of their own volition as you lay atop a mountain of bodies slick with blood, a red glow illuminating a woman* -A Vision.


Whisper is a high ranking Wraith of Hespatia and a prolific serial killer and ritual coordinator leading-a particular network of hespatian families as a pleasure-death cult indulging in the most egregious sins more than can be spoken here that make the murder, rape, and necrophilia seem tame. Every passing month marks between 6 and 60+ new victims between her rituals and her assassinations


Positives:

+ Insane situational awareness.

+ Actually very charming.

+ She's like, *really* hot tho.


Negatives:

- Highly manipulative

- Habit of vanishing,

- Might flay you if bored.


+/- Wont trust you if you don't join in her "parties".


Whisper has Witchery 3, Familiarity 5, Occultism 5, Psychotics 5, Visceramancy 5, Toximancy, Blood Witch, & Shroud


Red Mother

Academic - Neutral

-8 / Noble


Power 6

Teamwork 7

Sociability 7

Morality 3


"M..Mother..." *Suggestive breathing* “May I?” *Deep rhythmic drums and chanting* *-Audio pulled from captive ORC Agent.


Was the student Mae lost. Goblin shamanism attempted to turn her into a broodmother and it left deep scars in her mind that have manifested themselves during recovery She runs a Hespatian family where she's "Mother" to a cult of pleasure and blood, though with less murder than Whisper's shtick and more emphasis on a creepy incestuous undertone and a religious charade involving sadism.


Positives:

+ Cares for her family.

+ Anyone can become ‘family’

+ Rewards good behavior.


Negatives:

- And *only* her family

- Vampiric weaknesses

- Severe punishments.


+/- Won't kill children or parents, but might abduct


Mom has Occultism 4, Necromancy 5, Alchemy 5, Consortation 5, Viseramancy 5, Blood Witch, Family Line, and Immortal Blood.


THE LUNABELLANS

Diana

Sorceress - Neutral

-6 / Noble


Power 8

Teamwork 9

Sociability 7

Morality 9


“Around here when you hear the wolves howl to the moon, you can feel safer, knowing the huntresses are here." -ORC agent on a certain grove.


Diana isn't actually a changeling despite her youthful appearance, but settle into maintaining her looks a certain way a long time ago to be with her late changeling husband who she hasn't seen in over a thousand years. She doesn't know what happened to him, but has kept her vows ever

since, living as an eternal maiden huntress with her wolf, and started a sorority of celebate huntresses to join her.


Positives:

+ Perfect accuracy.

+ Expert survivalist.

+ High perception.


Negatives:

- A little impatient with men.

- Effectively asexual and aromantic.

- A hint of persistent sadness.


+/- Rarely goes without at least 2 huntresses with her


Diana has Ministation 2, Familiarity 4 (Owl), Witchery 5, Improved Familiar (Dire Wolf), & Memorize.


Cassandra

Sorceress - Dravir

-6 / Noble


Power 3

Teamwork 6

Sociability 5

Morality 7


"I love visiting Cass but I don't get why she's so reclusive. She's obviously not antisocial, I just don't get it..." - Lunabellan


Used to be a renown oracle and her spat with Culicarius stuck in the rumormill long enough to become fable, back in his asshole phase in Greece, though she wasn't a saint either. They both got better. She manages her own domain bubble where she emphasizes large tall mountains and cliffs topped with estates where she practices ritual magics.


Positives:

+Generous and hospitable

+Dotes on friends and servants

+Loves serving others when able.


Negatives:

- Bit of a shut in

- Actually narcoleptic

- Hard to self-motivate.


+/- Dreamer with her head in the clouds, she thinks about the future at the expense of the present a lot.


Cass has Familiarity 2, Potions 3, Occultism 3, Hexes 4, Divination 5, Domain 5, with Oracle.


King Culicarius

Academic - Daeva+

-15 / Epic


Power 4

Teamwork 9

Sociability 8

Morality 8


"I want to see Culicarius.. I want to know if I have a future with Mariah but I wonder what else to ask him." - Random Lunabellans


The King of Lunabella and an ancient male Daeva that inspired the myth of Apollo, He can be in a number of places at once and has seen so much, not just in his life but in exploring futures. He's fair but firm. Harem of 1,013, wives & some husbands because he rarely turns them down.


Positives:

+ Literally the body of a greek god.

+ There's a lot of him.


Negatives:

- If you abuse your relationship with him, you'll lose it

- Very jaded, though whimsical


+/- You can't convince him to change Lunabella, for better or worse, without serious evidence that it isn't working: and, it is, and he’s seen a thousand alternatives to their ends.


He has Ministration 3, Potions 4, Curses 5, Consortation 5, Firecalling 5, Divination 5, Oracle, Synthetic Hive, Embody Time


Einodia - Kate

Academic - Daeva

-15 / Epic


Power 1

Teamwork 4

Sociability 5

Morality 6


“She's too talented for her own good, straining against the limits of the masquerade...and higher powers." - Culicarius to a friend.


Also goes by Kate, Kate is the lich founder of Lunabella, but she has no interest in management, she just opened the way and chose her brother Culicarius to rule in her stead. She's a legendary witch that got entangled in the myth of Hekate, to the extent she began the process of mantling, becoming one, but was pulled out of it by her brother. She's a traveler at heart that's always yearning for more knowledge.


Positives:

+ Very productive.

+ Top tier power.

+ High skill in magic use.


Negatives:

- Grows restless with stagnation

- May or may not have had an affair with her own brother once.


+/- Driven by curiosity, secrets eat at her mind.


Kate has Witchery 4, Potions 5, Runes 5, Windkeeping 5, Necromancy 5, Portals 5, Aethernautics 5, and Domain 6



THE ORCS / BADGES

Victoria Watts

-8 / Noble


Power 0

Teamwork 10

Sociability 8

Morality 7


"TYPE RED TYPE RED, OH SHIT, oh-" *static* "Fall back to site B6. V on route to intercept." ORC Radio chatter.


V is not a witch, but is nonetheless a top ranking ORC Agent and a master of her job. She's 87 years old, 88 in a few months, but potions don't benefit only witches and she's been in peak prime for the last 6 and a half decades, committed to either dying on the job or for the universe to tell her when it's time to settle down, but no end in sight.


Positives:

+ Highly professional

+ Quickly adapts to teams.


Negatives:

- Nearly no personal time.

- Not a witch.


+/- On speaking terms with some suits at Alphazon enough to acquire some of their tech without much pressure


V has Integration 4 (No Observer), and Gadgetry 5 with the ORC License and Collection.


Richard Max Johnson

-5 / Noble


Power 0

Teamwork 7

Sociability 5

Morality 6


"He came back from a mission one time with a chainsaw tied to the stump of a missing hand, and a shotgun pegleg" - Doc Ginger.


The quintessential male action hero made flesh, Max is the love child between Indiana Jones, Clint Eastwood, and MacGyver with a splash of Geralt of Rivia. He gets the job done one way or another and doesn't shy away from risk or pain, Doesn't drink because he hates anything that dulls his perception, and alcoholism cost him is first marriage, Avoids showing emotion in front of anyone, including anger (within reason, outside of combat), Has many safehouses memorized.


Positives:

+ Rugged dependability.

+ "Rub some dirt on it"

+ Can produce gadgets from a box of scraps & bubblegum


Negatives:

- Rough around the edges

- Horny bastard (with self control)


Max has Gadgetry 5, ORC License, and a metric Freedom load of firearms and ammo.



Bethadonna Rossbaum

Warlock - Lilin+

-12 / Heroic


Power 1

Teamwork 8

Sociability 9

Morality 5


"I... I heard Bethadonna was a cultist for a long time before joining up... The things she must have seen...and done.." - An ORC Agent.


Bethadonna is a domestic goddess that radiates warmth and a motherly presence in contrast to the devilish horns you might miss at a glance from the front, nevermind if your eyes didn't have somewhere else drawing their attention. She acts as a detective utilizing spirits and communion to work scenes, while being a heavy hitter for when SHTF. She cultivates a private pond of Golden Fish for her rituals.


Positives:

+ Particularly unkillable

+ Has many, many pets


Negatives:

- A bit smothering & handsy.

- Scary combat transformation


+/- Sweet christmas, you do not want to make mother mad.


Beth has Familiarity 5, Consortation 5, Necromancy Portals 5, Occultism 5, and ORC License, Golden Fish, Third Eye, and Pantomime. Wished for Power.


Miranda Quincy

Academic - Erinyes+

-8 / Noble


Power 8

Teamwork 6

Sociability 7

Morality 6


“Why have doctors when healing potions are a thing?” *bonk* “Nitwit, potions are expensive, for emergencies" -An ORC Agent.


Miranda, also called Gingerdoc or Doc Ginger, is a medical and general life-saving specialist responsible for keeping people fit for duty and enables risk taking in the face of overwhelming odds with her mastery of anatomy and what keeps a body ticking. That, and magic potions, of course She spends a lot of time micromanaging resources to keep everyone in shape and supplied so there's no excuse for a loss.


Positives:

+ Legitimate doctor for real

+ Values her word / promises


Negatives:

- Somewhat cold and sharp.

- Brutally honest


+/- Doesn't believe in mercy, for enemies, or for allies; Will save your life no matter the pain, to eventually recover


Doc has Gadgetry 2, Hexes 3, Witchery 4, Firecalling 4, Potions 5, and Familiar 5 (Fox), ORC License.


THE ALPHAZONIANS / SUITS

Samantha Nat Ponds

-10 / Heroic


Power 0

Teamwork 6

Sociability 10

Morality 5


"Seventh quarterly is in, 12% average across the board. Asset 4x13-Samantha Ponds, continues to excel above expectations" - An Exec.


Sam is a high level Alphazon agent known for cooperation with the ORC. She has a preferred appearance as shown, but makes full use of her skinsuit and full body replacements and remote operations to make more use of changing forms, and whole bodies, more than even most expert Hex witches She takes it a step further by having trained her personality to become highly adaptive and instinctively suit any given situation. She doesn't really know who she is anymore.


Positives:

+ Very low maintenance.

+ Incredibly adaptive.


Negatives:

- Literal maintenance; Synth

- No self-drive, craves purpose.


+/- Not naive, but doesn't ask questions that aren't directly relevant to a given task


Sam has Divination 3, Gadgetry 4, Integration 5


Jennifer K. Young

-5 / Noble


Power 0

Teamwork 4

Sociability 8

Morality 4


“Lucky bastard in O5 was assigned to monitor Asset f9E21's observer, and cohost." *Sigh* "Could have been me...”" - an Operator.


Jen... is not a typical agent or employee of Alphazon. She's a daughter of a high level executive that grew up never knowing the feeling of being unable to get something she wanted and was a designer baby derived from daeva genetics. This didn't make her a witch, but the results do speak for themselves. She's somewhat naive and spoiled, but in a minimally toxic way, understanding her position and is grateful for it, though actively indulges in vices.


Positives:

+ Peak party girl

+ Generous in all respects.


Negatives:

- Can be a lot to handle

- *Very* extroverted


+/- Smarter than she presents herself to be, as an easy ditzy airhead, and does contribute with info gathering.


Jen has Divine 3, Integration 4, & a Gold Card.


Agent 7Y

-12 / Heroic


Power 0

Teamwork 7

Sociability 7

Morality 1


"A-7Y is a mastermind with the utilization of the GS Arrays, upper management is considering assigning her 2 more," - An Operator.


"Sev" is a human working for Alphazon that operates the 4th and 7th Godsight Arrays; Stealth satellite-ships with colossal telescope arrays that look like large canons running their full length while hosting Alphazon server farms and datacrypts housing the phylactery-like pods that host the minds of those implanted with Observers, semi-autonomously operated via an Observer like a synth body.


Positives:

+ Speaking terms with Lunabella

+ Can tell you how your ex is doing.


Negatives:

- No morals, only corporate policy.


+/- Can read your ID through the reflection on the wall through the window. Knows what you did last night.


Sev has Integration 5 (many reserve bodies), DIvination 5, & Gold Card, (+2 Spysats, with observers)


Agent 9s

Warlock - Aurai

-10 / Heroic


Power 8

Teamwork 4

Sociability 6

Morality 2


"I reviewed the Observer case logs of A-98. Twelve vampire ninjas. Twelve. With a hairpin and two missing limbs.” - An Operator.


"Nines" was a common human employee before awakening and finding a niche with potions and ritualcasting for some time before coming into her greater potential; As a corporate hitman with her spider familiar. She has a legitimate business front as a dayjob with Alphazon that sees her traveling a lot "for business", does love to relax though.


Positives:

+ Remarkably chill and homey in private

+ As tenacious as Max


Negatives:

- May ‘disappear’ people that annoyed her

- Used to working alone.


+/- A semi-lethal rivalry with the ORC, Richard Max in particular, a little Mr. and Ms. Smith style


Nines has Integration 2, Witchery 3, Potions 3, Occultism 4, Psychotics 4, Familiarity 5 & Gold Card




INDEPENDENTS / OTHER:

Alex K. Halls

Sorceress - Neutral

-2 / Folk


Power 10

Teamwork 7

Sociability 5

Morality 8


"I sensed this one awaken not long ago. Poor thing was lost and confused while her human family didn't notice a change.” - Penelope.


Alex is a brand new witch that just awakened a few days ago... and is still a little slow to adjust... with losing her dick, having been aman this time last Tuesday She's an adorable fish out of water that doesn't know much of anything, she visits Penelope's shop when che has the freetime to learn while trying to keep her previous life going as best she can, most humans adjust as though she always was a woman, but it's more complicated than that. Wanna help her out?


Positives:

+ Brand new blank canvas.

+ "Girl next door” cute.

+ Straight A student.


Negatives:

- No experience at all

- Still in High School (but legal)

- Needs new clothes.


+/- Really easily flustered by her new body and attention.


Alex has Familiarity 1 (Cat), & Jack-of-All


Isabella Mable Oaks

Any - Any

-15 / Epic


Power 10 (Special)

Teamwork 6

Sociability 9

Morality 8


"I detected this one earlier before you showed up. She hasn't awakened yet, but should naturally within the week."- Penelope


Isabella is for now a human going about her life attending her first year of college while working part-time at a convenience store, spending most her free time volunteering for events and charities, or service projects. When she's not at class, work, or volunteering, she's cooking or cleaning. if not for herself than for her wheelchair-bound mom, missing both legs from an accident.


Positives:

+ Incredibly wholesome

+ Widely loved by people


Negatives:

- Very unathletic.

- Usually busy volunteering.


+/- Has never even dreamed of causing harm to anybody will take a lot to be much help in a fight.


"I dunno what she will have yet." (Build her up as a second build from scratch)


Evangelina Rosa Coastaval

-12 / Heroic


Power 10 (Special)

Teamwork 7

Sociability 8

Morality 5


"Rosa is in town, she's very capable and perhaps you two could come to... a mutually beneficial partnership." - Penelope


Rosa is an old vampire *(As per second-hand Immortal Blood)* with an unnatural ability to copy magical abilities temporarily, and with her many years of life, she's learned to make good use of most powers out there. For a time she was a member of the Hespatian Coven, but has largely

distanced herself from them in recent years, acting on her own. She doesn't know if her master is still alive or not, and the thought of his return fills her with dread.


Positives:

+ Charming and pleasant

+ Very knowledgeable.


Negatives:

- Can't disobey the vampire that turned her, her master,


+/- Is stronger when well fed, weakens with hunger


Rosa is a vampire + copies the (magical) power & perks of the last person she fed on.


Penelope

Sorceress - Daeva

-10 / Heroic


Power 4

Teamwork 6

Sociability 8

Morality 6


"Oh hey, would you look at that. Looks like I might be in your future myself, You can crash here if you want." - Penelope


I'm technically a Lunabellan at heart, but I've carefully positioned myself as a neutral party as a Guidance Witch that can induce early magical awakenings in witches, so I live hidden among human society with eyes open for new witches, or those not yet awake. None of the big factions bother me as a result, so long as I do my best not to play favorites.


Positives:

+ Is this where I say an Office quote?

+ I've got a great rack?


Negatives:

- None, clearly

- I must stay neutral


+/- "Sometimes, I just care too much, I love to travel and take long walks on the beach. I'm not like other girls" /s


Pen has Potions 3, Hexes 3, Domain 3, Familiar 4 (Cow), Witchery 4, Necromancy 5, Divination 5, Cornucopia, Prestidigitation, Third Eye & Yaga Root.



COMPANIONS2

I’ve noticed an unforgivable oversight. Only a handful of the companions I had shown so far had satisfied the Witch aesthetic. To that end, have the ultimate Witch grab bag bonanza. Companions, Electric Boogaloo: An expansion of companions that properly reinforce the witch aesthetic. Another Note: Companions can receive 1/2 the Reward value of Quests, so you need not spend your own to augment them.



THE ARCADIANS:

Saya Kurosawa

Academic - Neutral

-8 / Noble


Power 8

Teamwork 5

Sociability 8

Morality 6


"Don't worry, Saya may be new but she knows what she's doing, she's good. Just keep that photo of Elaine handy." - Arcadian faculty


Saya is an experienced but still new witch that was motivated with the help of Elaina to improve herself, and ever since has been driven with focus, mostly just to try to get the attention of Elaina. She has a huge one-sided crush that she isn’t shy about sharing, but they remain friends. She works with faculty as a problem solver, and runner.


Positives:

+ Very energetic and lively

+ Remarkably witty under the surface.


Negatives:

- Perhaps too lively worked up.

- A bit manipulative and may resort to questionable actions


+/- Perhaps you could redirect her feelings from Elaina with some time and effort, if you wanted?


Saya has Runes 1, Wands 3, Witchery 4, Digicasting 4, Broom Beast (4p), Mana Core, & a Witch Pistol


Francesca Astrenichtys

Sorceress - Neutral

-12 / Heroic


Power 5

Teamwork 7

Sociability 8

Morality 6


"Have you seen Francesca duel Avurelliea over who had to chaperone the dance? It was insane. We have a lot to learn.” - Some students


Fran is a retired Hawthorne professor who has taken to Arcadia, where she was a private tutor to Elaina as a favor to her mother, who was her own teacher when she was younger. Fran at first glance is a lighthearted whimsical character with a pleasant smile, but within is a very sharp and thoughtful tactician that can at times be rather cold hearted with razor precision in cutting to the heart of issues.


Positive:

+ Very easy going but serious about the important things


Negatives:

- The reason she's so efficient is because she's fairly lazy, to get things over with sooner.


+/- Loves butterflies, visually influences her magic


Fran has Digicasting 1, Earthmoving 3, Firecalling 3, Aethernautics 3, Metallurgy 3, Runes 4, Alchemy 5, Wands 5, & a Mana Core.


Elaina A. Victorica

Academic - Neutral+

-10 / Heroic


Power 10

Teamwork 7

Sociability 6

Morality 5


“You met her?! Where? Alfheimr? Earth 84x? Where is she this time? Did she say where she was going next?." - an excited Saya


Elaina's first memories are as a child looking up to skilled witches and started training herself early before studying under Fran. Rough treatment from some witches early on helped temper her personality development, but she does have a high opinion of herself She loves traveling, Arcadia and other worlds alike, and is easily motivated by €


Positives:

+ Confident to say the least

+ Very polite.


Negatives:

- While personable, it can be hard to actually get close


+/- While "yuri" is normal among witches due to gender disparity, unfortunately for Saya, Elaina is very straight, she doesn't even think in that way to recognize such options.


Elaina has Digicasting 1, Witchery 4, Potions 4, Wands 5, Broom Beast (6p), Mana Core, & a Witch Pistol.



Maimonada Majesteim

Warlock - Neutral

-12 / Heroic


Power 9

Teamwork 6

Sociability 7

Morality 5


“Mai! Good grief when was the last time you've eaten? A WEEK! You know you're always welcome to come over for dinner!" - Liz.


Mai comes from a family of seers with a strong magical bloodline. She's known for combining her aethernautic studies of stellar motions, and her third eye and general intuition for interpreting her divinations to deliver some of the most predictions around, but she doesn't believe in using divination for financial gain.


Positives:

+ Semi-unique ability

+ Has a 6th sense for good bargains.


Negatives:

- Has a strong sense of etiquette & propriety, is insulted when others don't treat her in kind.


+/- She is very frugal and lives lightly, being content with the basics despite having expensive tastes and interests.


Mai has Necromancy 2, Waterworking 3, Portals 4, Witchery 4, Aethernautics 5, Divination 5, Oracle, Third Eye, Prestidigitation


Azurelliea Ad'Madelline

Sorceress - Dwarf-Lilin

-15 / Epic


Power 8

Teamwork 8

Sociability 6

Morality 7


"Look, if you really want to improve for that tournament in time, you could try to get Azure to tutor you? Think about it." - An Student


A Dwarf-Lilin girl who's strive for power took her across the aether and to hell and back as a *Dalililah*. She now takes comfort in teaching in Arcadia as a private tutor as some soul healing. Remote friends with Bethadonna Rossbaum and tutors Evelyn in Waterworking. She's lived comfortably for a while now but may easily be driven back to adventure, especially for someone they care about/


Positives:

+ Very patient with people trying to learn

+ Mostly Unspent wish(20p)


Negatives:

- While good in a team and normal social skills, is a loner with trust issues.


+/- Not opposed to choking perverts out with cold water


Azure has Necromancy 1, Wands 2, Witchery 3, Waterworking 5 & Consortation 5. Wished for Power & Life (4 & 19).


Melissa Vincimvitch

Academic - Daeva

-15 / Epic


Power 2

Teamwork 8

Sociability 10

Morality 9


“I can't believe that damn big tiddy witch tazed me, how was I supposed to know that cheap ass book couldn't float” - A rude student


Melissa, "Liz" or Lisa to some, is a librarian of the *Vincimvitch* family’s private library which was given a static reference plot in Arcadia, meaning out of the city but static throughout cycles. The library is a growing Death Ward of her grandmother's who likes to give her grandaughters jobs around the Ward for excuses to keep her darlings near, and this personality rubbed off on Liz, who acts quite motherly.


Positives:

+ Prodigious memory.

+ Highly considerate.


Negative:

- Big Ara Ara energy.

- But strict with expectations


+/- Teaches Witch History & Alchemy, & tutors runes


Liz has Portals 1, Witchery 3, Divination 4, Alchemy 5, Runes 5, Windkeeping 5, Energized, Third Eye, Windsong, + Keeper x2 Alchemy & Eromancy.


HAWTHORNE:

Laura D. Devonshire

Academic - Neutral+

-8 / Noble


Power 10

Teamwork 7

Sociability 8

Morality 7


"You could cut the tension between Hannah and Laura with a knife and spread it on toast. I bet they would be friends if they'd just talk."


Laura is the only witch born to an Alfheimr noble lineage known for their talented witches. She's grown up with the pressure of her family name and a deep need to satisfy expectations. She has a natural desire to see others exceed as well, and may seem overly serious or sharp when dealing with others who aren't living up to their potential, but she just wants them to succeed. Prickly exterior, soft interior.


Positives:

+ While confident, she doesn't boast or go out of her way to show off.


Negatives:

- Under a lot of stress kept beneath the surface

- Won't disobey family


+/- Spends a lot of her time in study or practice.


Laura has every core magic at rank 2, Alchemy 3, Hexes 4, Naturalism 4, Wands 5, Master Wand.


Caroline

Warlock - Aurai + Mimi

-5 / Noble


Power 6

Teamwork 5

Sociability 7

Morality 8


“Carol? No, she just showed up one day, nobody has seen her parents. Staff has raised her for...20 or so years now." - Noriko to Ashley.


Carol is a dangerous combination of Aurai and a chatterbox halfling mimi. To keep her from withering people with her voice, she's tasked with biting down on a various bits when not sure it's safe, only around various witches or creatures that don't age can she let loose and she'll talk endlessly about all the different things she wanted to say during the day, even if only talking to herself as she drifts to sleep.


Positives:

+ Heart melting pro

+ Does retain information, so she's still intelligent


Negatives:

- She has not mentally aged for more than 2 decades.

- Poor impulse control.


+/- Her draining voice withers 10 years instead of 1.


Carol has Hexes 2, Familiarity 2, Witchery 3, Windkeeping 3, Third Eye, Longing Mirror, Silly Goose.


Suzy the Miasma

Academic - Neutral

-10 / Heroic


Power 5

Teamwork 7

Sociability 3

Morality 4


"Suzy may not kill people these days but she sure doesn't seem to have any reservations with using others for her experiments." - A teacher


Suzy is a poison specialist alchemist that always has multiple projects ongoing. She's very numb to traumas such that she can appear sociopathic but it's not that she doesn't feel as much as she never learned to care and her emotions have been burned from a very rough first century of life. Now she just focuses on her craft in Hawthorne.


Positive:

+ Benefits from anything that would benefit a familiar

+ Extremely proficient


Negatives:

- Requires moral guidance but is open to learning

- Consent? What's that?


+/- Single-minded in poisoncraft. Her poisons are 3x as effective, but other potions are 80% less potent.


Suzy has Portals 2, Witchery 2, Wands 3, Hexes 3, Alchemy 5, Poisoner, Witchflame, Alchemist Stash.


Noxiko du Nichols

Academic - Neutral

-15 / Epic


Power 3

Teamwork 7

Sociability 5

Morality 6


“Noriko made lunch boxes for each of her house students on their field trip. All Eliza gave us was fishing rods, lame." - Students


Like most Hawthorne staff, Noriko was once a student herself, a star of her class with something of a wild streak: which many would say is an understatement. Not many people know why, but she withdrew from the public eye and into herself and her studies, adopting a new appearance to turn to teaching under a new name. She's a house lead of House Mooncrest where she councils with a gentle hand.


Positives:

+ Patient and considerate of student's individual needs & interests


Negatives:

- Emotionally distanced from everything, a bit of a shell

- Deep sense of unfulfillment


+/- Some people might have blackmail on her past.


Nori has Consortation 2, Witchery 4, Divination 4, Wands 5, Hexes 5, Improved Rod (8p in cantrips), Master Wand.


THE WATCHERS:

Sylvarra as’Domonina

Sorceress - Elf

-15 / Epic


Power 2

Teamwork 7

Sociability 6

Morality 7


"Torture? Maybe, maybe not. You get a special treat, Sylvarra is coming here. Just. for. you. Enjoy <3" - Peach, to a hespatian rogue.


Syl is a high ranking Inquisitor that takes a less confrontational approach than dear Peach, but is in many ways the scarier of the two. Syl is an investigation specialist that hunts information and stalks suspects until she has a full picture and delivers a final, rarely changed, judgement or invades your mind for more details or confirmation.


Positives:

+ Strong sense of justice with fair judgement.


Negatives:

- Holds law as her highest value


+/- Definitely a dominatrix

+/- Doesn't need to kill- Can make you forget about witches entirely, while no longer being one yourself.


Syl has Ministation 3, Witchery 3, Hexes 4, Occultism 4, Covenants 4, Divination 4, Windkeeping 5, Psychotics 5, Secret Elixir, Mana Core, Violet Lenses, Life Record, Master Key.


Madelline L. Peach

Warlock - Empusa+

-15 / Epic


Power 5

Teamwork 5

Sociability 4

Morality 7


"Peach can be a little eccentric but she's harmless if not attacked first or given orders otherwise. She should be in Math now." - Sariah


One of the foremost Watcher Inquisitors, field agents that relentlessly root out evil. They overlook simple demonology, but wherever there is a demon or outsider running amok, or simply an enemy to the Watchers, they send in the Inquisition, and Madelline is one of their heavy hitters. She's able to use Celestials with her Necronomicon.


Positives:

+ Cute and wholesome when not on the job, unrecognizable.


Negatives:

- Yandere a/f

- Still in HS. despite being 80


+/- Though lesbians are normal for witches, even among Watchers, Peach is pissed she can't find a witch husband.


Peach has Alchemy 2, Runes 2, Ministation 4, Familiarity 4, Necromancy 5, Metallurgy 5, Curses 5, Blood Witch, Mana Core, Apex, Necronomicon, Pewter Crown, Ritual Inks.


Reina Akatsuki

Warlock - Neutral

-12 / Heroic


Power 8

Teamwork 5

Sociability 5

Morality 7


“Lay a hand on her again & you'll lose it. Reina has atoned for her past & now serves. Reflect on your actions.” -Sariah shielding Reina


A former member of a hespatian blood cult, it was her Family that would eventually become those that turned the Red Mother, which Reina was present for but would leave not long after. Reina was eventually converted and joined the Watchers by the efforts of *Sariah* over many encounters over the course of a decade, and now lives a life of making up for her long and heinous past. She does her best.


Positives:

+ While not a saint, she tries her best to be moral.

+ Her resolve is as iron.


Negatives:

- Doesn't resist those who take issue with her past.

- *Too* self-sacrificing.


+/- Would not hesitate to sacrifice herself for another


Reina has Ministation 2, Curses 3, Necromancy 4, Occultism 4, Blood Witch, Soul Graft (Vampire), False Light.


Minne Andrus

Academic - Daeva+

-8 / Noble


Power 10

Teamwork 6

Sociability 8

Morality 10


"Chronography suggests she really is only 8, not under a hex, but spectroscopy suggests an old soul, but not possession? Hm." - Researcher


Minnie is a brand new soul to this aether, she's reincarnated from another world, a world without magic from an entirely different multiverse as part of a divine exchange. She has the favor of the Eloquincia, goddess of beauty and rebirth who checks in on her every now and then, and personally crafted this new body of hers. She died at age 32 in her last life when she shielded a student from a terrorist bombing.


Positives:

+ Despite her apparent age, she is wise & maintained most her past life's knowledge & skills


Negatives:

- Her new body does cause her problems & influences her personality somewhat


+/- A lot of aspects of reality differ from her old one.


Minnie has Familiarity 1, Witchery 3, and Runes 4, + Pet Break (Phoenix +Luck Magic & Intelligence)


THE HESPATIANS:

Nova

Sorceress - Neutral

-15 / Epic


Power 7

Teamwork 5

Sociability 5

Morality 1


"What the HELL happened here? Wasn't there a town here?" "...yes, The Hespatians sent Nova to erase evidence.." - An ORC Agent


An evil twin that absorbed life force from her twin sister in the womb and throughout childhood. She feels a compulsive need to inflict destruction even harder than a succubus is compelled to do, well, other things. Like a constant itch, she yearns for causing mayhem combining her Wind and Fire magics to focus on Combustion magics. She's only restrained by a control collar placed by Lucille that mellows her out.

Positives:

+ Extremely adept at wide-area type attacks.

+ Abnormally high mana (3x)


Negatives:

- Can be seen squirming with a need to destroy.

- Addictive personality dis


+/- Do NOT take off her collar or let anyone touch it


Nova has Firecalling 5, Windkeeping 5, Curses 5, Charge Swap+ (Draviri), Mana Core, Magical Heart (20p worth)



Scarlet

Sorceress - Neutral

-12 / Heroic


Power 3

Teamwork 8

Sociability 9

Morality 8


"A valued cultist of the Dragon, but she saved my little sister's life from the razing of Port Charlotte. That she caused." - Alliance Merchant


Scarlet was once a simple village girl known for her red hood, until a werewolf stalked her and murdered her grandmother. In the terror of the situation, her awakening triggered naturally as a Dravir, ared dragon. She ate the wolf the way it ate her only relative but it left a human body Scarlet would go on a downward spiral and end up in Hespatia under King Damien Kain's favored family.

Positives:

+ Cheerful and upbeat

+ Secretly very analytical.


Negatives:

- Impressionable and easily convinced to do things.


+/- A little duplicitous, she'll do what's required of her but undermines evil actions subtly within bounds of orders


Scarlet has Witchery 3, Runes 4, Portals 4, Firecalling 5, Metamorphize (Red Dragon), Windsong, Blood Witch.


Huntress

Warlock - Neutral

-12 / Heroic


Power 6

Teamwork 5

Sociability 7

Morality 8


"Lucille's pet heroine is crying when she thinks nobody is watching. Again. Is there a reason we haven't erased her mind yet?” - Whisper


Huntress is another Hespatian specialist known as a dead shot marksman, delivering death before anyone even knows there is a threat, her Owl Familiarity granting her a keen eye and silent movement, all the more deadly with her powerful Archer's Bow punching through walls to strike targets she sees through walls with her Violent Lenses, all from over a mile away. She also serves to cull misbehaving Families.


Positives:

+ Never *misses* her mark

+ Calculating with a very quick thinking sharp mind


Negatives:

- Seems to be outright unable to refuse orders delivered from Crowns, or Lucille.


+/- She has strong morals, strangely unsuited to her job.


Huntress has Runes 3, Witchery 4, Occultism 4, Familiarity 5, Windsong, Archer's Bow, Violent Lenses, Shroud.


Malice

Sorceress - Empusa+Meta

-15 / Epic


"Malice of Hespatia, graceful and elegant, but fights with a berserker fury if her "family" is under any threat. Any." - an ORC Agent.


"Malice” is a high ranking Hespatian wraith,though not a head of a family of her own, she bounces between families considering herself a part of a larger family in the traditional sense, being close with Whisper, Mother, and King for example. She has nothing but disdain for the overwhelming majority of non-Hespatian life forms


Positives:

+ Will do literally anything in her power for "Family".

+ Extreme durability.


Negative:

- Can be intrusively clingy with those she likes / family.

- No morals vs "Threats".


+/- Strictly black and white in her worldview: You're either family, or a threat. Anything against a threat is excused.


Malice has Psychotics 2, Monstrosity 3, Hexes 4, Necromancy 5, Guardian's Wall & Maid Hand.


THE LUNABELLANS:

Persephone

Academic - Daeva+

-12 / Heroic


Power 4

Teamwork 6

Sociability 9

Morality 8


"You should know there's a good chance she’s watching us right now, and she's the one who recommended I set up shop here..." - Penelope.


Persephone is the younger sister of Penelope, though a few years are nothing compared to their long lives, they're more like twins. If you chose Lunabella it's likely Pen called in her as her contact to show you around and from there you decide what to do or to stick with her or not, she's supportive & even doting if you're fun.


Positives:

+ Easy connection to make

+ Incredible insight.


Negatives:

- Has already stalked you


+/-Ara Ara

+/- Maaay want your babies (F/F is no issue), she's big into genetics & experiments in lineage for witch offspring.


Seph has Hexes 3, Witchery 3, Potions 4, Aethernautics 4, Familiarity 4 (Cow), Domain 5, Portals 5, Divination 5, Cornucopia, Life Record, Companion Brick (You),


Betida Arai Buckland

Academic - Doll

-10 / Heroic


Power 5

Teamwork 2

Sociability 5

Morality 4


‘You're in charge of taking care of this library, and Miss Kate can be our mistress, we have your back, just ask any time, " - Culicarius


Betty is a doll that at first glance might be mistaken for a dwarf or changeling, without visual cues to her true type save for easily missed slight lines on her shoulders and hips. Prior to this she was a human girl, taken off the street. Betty has issues where she's uncomfortable functioning independently, so she began to flourish under the hierarchy system of Lunabella. She spends a lot of time in libraries.


Positives:

+ Encyclopedic knowledge. of witch history, alchemy runes, gods, and monsters


Negatives:

- Has a habit of sticking "I suppose” into sentences.

- Jaded and slow to care


+/- If she says she'll do x or y, she'd rather die than fail.


Betty has Necromancy 2, Familiarity 4, Runes 5, Alchemy 5, Domain 5, Levitation, Alchemist Stash & Stone


Nichte Y'ir

Warlock - Neutral

-10 / Heroic


Power 8

Teamwork 4

Sociability 3

Morality 6


"Nichte scares the children, well, everybody, but she works hard to go out of her way help anyone as best she can." - an ORC Agent.


Nichte was alifelong slave in an old Hespatian family that likes to play with fire. She was used as a sacrificial test for controlling Outsider corruption. It didn't go as planned but they still gained a potent slave, until a Lunabellan raid stormed the compound lead by a Culicarius, who subdued and offered her a choice, and control over herself.


Positives:

+ Dependable and trustworthy

+ Contrary to her appearance, she is warm and comforting.


Negatives:

- She's still corrupted, so any harm she causes still contributes to Far entropy


+/- Has a voluntary slave crest that acts as an anchor to avoid losing herself to Outsiders by binding to a master.


Nichte has Psychotics 3, Firecalling 3, Aethernautics 3, Domain 4, Necromancy 5, Monstrosity 5, Memorize, Sun Shard, Cornucopia


Ælffæd (now Daphne)

Warlock - Neutral

-15 / Epic


Power 7

Teamwork 6

Sociability 7

Morality 5


“She's on the moon under Culicarius's care now, she was quite a threat for decades, being bound to some "seed bearer" - An ORC Agent.


Daphne was at one point a teacher at Hawthorne over a thousand years ago, and head of a particularly troublesome house, but she encountered the Pumpkin Moon and disappeared. She's now returned to a very different world Feeling out of place, she found her way to Lunabella where Culicarius, one of a handful of familiar faces, offered her residence to teach magic on the moon and learn new norms.


Positives:

+ 1,000/y of stories of other worlds to share.


Negatives:

- Slow and impatient with technology & modernity


+/- Daph has 6 Pumpkin Boons, Choose 6 personal perks & tweak to something similar and roughly as effective


Daph has Witchery 3, Necromancy 3, Domain 4, Familiarity 4, Wands 5, Fire 5+Nature 5 = Jack'o Lantern magic



THE ORCS / BADGES:

Megan Minosine

Warlock - Neutral

-8 / Noble


Power 6

Teamwork 7

Sociability 5

Morality 6


"This tiny thing leveled the Zonguie forest?." "I said it was an accident! There were zombies! I was scared!" - ORC Agents & Meg.


The good twin counterpart to Nova. Her growth was stunted by her sister. She has all the qualities her evil sister lacks, but not exaggerated in the same way the negative qualities were exaggerated. She's a little timid and a little reluctant to cause collateral damage, but from the link with her evil win she developed the same magic affinities.


Positives:

+ Friendly and mindful

+ Will bake cookies.

+ Patient with people


Negatives:

- Conflict avoidance

- Impatient with herself.


+/-Smol

+/- She can use her magics almost exclusively for explosions, which are 3x more potent & large than usual.


Meg has Firecalling 5, Windkeeping 5, Curses 5, Charge Swap+ (Draviri), Mana Core, Magical Heart (20p worth)


Jane “Kit” Adams

Sorceress - Mimi

-8 / Noble


Power 6

Teamwork 5

Sociability 7

Morality 8


“Look, I get she's cute and all, and recovered, but should we really give her back that super scary dagger? I mean." - An ORC Agent.


Kit is a halfling mimi under an immortality curse since she was young, She's around 30 years older than she looks, and trained since birth to be a killer by a Hespatian family that specialized in training covert assassin-bodyguards. The branch she was in was raided by the ORC and she was among 8 to survive, and 3 years of psychosurgery later, recovered or reconditioned enough to be sociable and live free.


Positives:

+ Absolute loyalty to someone she dedicates herself to by choice


Negatives:

- Instincts run deep, she still has violent reactions to threats.

- Can't bring herself to ask for help


+/- Trained more in martial and skill, than in magic use.


Kit has Witchery 2, Psychotics 2, Familiarity 3, Portals 4, Master Key, Assassin's Edge, Memorize.


Alicia Red Velvetine

Sorceress - Neutral

-12 / Heroic


Power 7

Teamwork 6

Sociability 8

Morality 8


"Red, I know you already undid your chain, let's get out already.” *huff* "Don't ruin my fun, they were getting the whip" - Red & May


Red grew up high on romance adventure thrillers, with dreams of being swept off her feet. When she Awoke as a witch, she took it in stride. Realizing her affinities, she molded herself a dashing heroine and learned to do the sweeping herself. She wants a man that can outpace her but has yet to find anyone that can while satisfying her ideals, but enjoys herself in the meantime by teasing damsels.


Positives:

+ Goes out of her way for others and acts on her values of honor & service.


Negatives:

- Sometimes seems to get herself situations where she can play the damsel, for fun


+/- Very into the theatrics and roleplaying scenarios.


Red has Necromancy 2, Portals 3, Witchery 4, Metallurgy 5, Memorize, Gunwitch, Hot Swap, Mana Core, Apex


Julia May Caldwin

-12 / Heroic


Power 0

Teamwork 10

Sociability 8

Morality 10


"Damn tricky human and her damn toys. After training under Lalahon she's become an even greater threat" - A fleeing Hespatian


May is a Division Leader of the ORC that was one of the first children born within the ORC itself, growing up in the human pocket world of Deco City run by the international ORC. She loves her job as division lead for the USA branch expeditionary force. While not a witch she makes very good use of the artifacts and tricks she's picked up on the job.


Positives:

+ Always pushes her limits

+ Great at bringing out the full potential of her allies.


Negatives:

- Can never feel settled when someone is in danger

- Which is all the time.


+/- May pushes the limits on what it means to be human in a world of magic and gods, she's more human than human


May has Soul Warrior (Scepter) Soul Graft (Fountain, Stay Human), Magic Talisman (Portals), Collection (Runes)


THE ALPHAZONIANS / SUITS

Twins Sara & Kara

Sorceress - Dwarf++

-8 / Noble


Power 10

Teamwork 10

Sociability 3

Morality 4


"Underestimate them and you're dead. They look young but they're dwarves, and have experience worth triple their age." - An Agent.


The Sara and Kara are dwarven twins who have been together through unbearable circumstance ever since they were little, growing closer from their life challenges and rely on one another as the only ones they currently trust. They play off each other's strengths and weaknesses with perfect synchronicity not as mirrors, but as a balanced harmony, extending to their personality traits and magic.


Positives:

+ Kara is highly observant.

+ Sara is highly intuitive


Negatives:

- Kara is always on edge.

- Sara can't let questions go.


+/- Two for the price of one? They're an inseparable pair,


Twins both have Magic Friendship (twin), & Witchery 4

Sara has Ministration 4, Domain 4, Covenants 4, Divination 5,

Kara has Consortation 4, Portals 4, Occultism 4, Aethernautics 5


Vesuviannelle Lalahon

Sorceress - Mimi+

-15 / Epic


Power 8

Teamwork 6

Sociability 7

Morality 6


"Vesuviannelle was one of the goddesses to resist the masquerade and was struck down from her realm by the victors." - An ORC scholar


Suvi is an Amazonian mimi (Rabbit) well known in some parts for her extensive use of volcanic magics utilizing Earth-Fire elementalism. There's a myth that she created an island chain by hopping across the sea with volcanos erupting from her footsteps. Fact or fiction? She just laughs it off. She makes appearances when her islands are threatened by major events, otherwise being elusive.


Positives:

+ Protective of innocents.

+ One of the strongest martial witches out there


Negatives:

- Harsh towards offense

- As a fallen goddess, she has powerful enemies


+/- Used to be worshiped, some sects remain


Suvi has Potions 3, Runes 4, Familiarity 5, Earthmoving 5, Firecalling 5, Soul Warrior (Gladius), Soul Graft (Jackalope)


Amber Ogden "Vix"

Warlock - Empusa

-12 / Heroic


Power 7

Teamwork 4

Sociability 6

Morality 3


"May be the best driver in known witchdom, you'll be in good hands. Nines will cover you on your way out, 3...2..1--" - An Alphazon Op.


Vix was always a speed demon, a wild child that started racing tricycles at six and couldn't get enough, becoming a street racer by her late teens. On her 21st birthday she met with a strange crew that dripped with mystery and she had to dig deeper. The ringleader saw something in her and pushed her unreasonably hard, until it paid off, and she had a witch awakening, & stepped into a whole new world.


Positives:

+ Extreme determination

+ Laser focus on problems.

+ Potion energy drinks


Negatives:

- Sees "No" as a challenge

- Adrenaline junkie.

- Can't sit still


+/- Pro use of alchemy and runes to enhance rides


Vix has Consortation 1, Necromancy 2, Wands 3, Runes 3, Metallurgy 5, Alchemy 5, Witchery 5, Hellrider, Broom Beast 6, Witch Pistol


XIN: Dollimaker

Academic - Taura

-12 / Heroic


Power 6

Teamwork 5

Sociability 7

Morality 3


"X.I.N.? She gives me chills, Admin gives her way too much freedom, she gets away with anything... Did you hear something?” ~ Recording


XIN, Dollmaker was the original lead researcher Alphazon employed to study the research and development of new forms of dolls, based on Xin's own past experience with as one of the first witches to dabble in the art of dollmaking Allegedly she turned her own daughter into a doll, the only name on file was Chen, who, or it's, since been lost. Arachne (Spider Taura), though usually keeps shifted to human legs.


Positives:

+ Can raise the dead as dolls

+ Turns humans into witches

+ Knows unspeakable secrets


Negatives:

- Ruthless pursuit of goals she won't or can't speak of


+/- Her body is a combination of flesh and ball-joint doll


Xin has Runes 3, Hexes 4, Necromancy 5, Windkeeping 5, Arachnescence 5, Jester Mask, Ritual Inks, Dollmaker Kit, Servant Dolls


INDEPENDENTS / OTHERS

Ophelia Reisha

Sorceress - Hannya+Lilin

-10 / Heroic


Power 5

Teamwork 9

Sociability 4/8

Morality 8


"Eli? She's the best, she’s so smart and works hard, I can't work that hard if I tried, not with all those words and stuff.” - Esther.


Twin sister to Esther, Ophelia is older by 5 minutes. She's the more intellectual of the two and very focused on acquiring knowledge and learning more, expanding her education. She's currently kept up some nights by trying to research the disappearance of their mother, Gwendoline, who vanished, the only clue being an abundance of pumpkins.


Positives:

+ Sharp and intelligent

+ Mind for puzzles

+ Yearns for knowledge


Negatives:

- A bit of a wallflower if not encouraged by her sis, Ess

- Afraid of isolation

+/- Without Ess, Eli is a single minded workaholic to her detriment. With Ess, she'll lighten up and be playful.


Eli has Portals 2, Consortation 3, Hexes 3, Witchery 4, Wands 4, Alchemy 4, Domain 5, Firecalling 5, & Prestidigitation


Esther Reisha

Sorceress - Hannya+Lilin

-10 / Heroic


Power 5

Teamwork 9

Sociability 8

Morality 5/9


"Ess? What can I say, I love my sister, she's always there to help me remember to actually live and when to take a break." - Ophelia


Twin sister to Ophelia, Esther is younger by 5 minutes. She's the more physically active athlete type of the two that always seems to have the energy to keep going, but really it's just a front to try to support Eli, who was major depressive in their childhood, she doesn't want her sister to end up like that again and while she’s at it she may as well help others.


Positives:

+ Uplifting to be around.

+ Athletic & energetic

+ Loves to cook for people.


Negatives:

- A would-be wanton hedonist delinquent if not for Eli

- Afraid of isolation


+/- Without Eli, Ess loses focus and starts to care less about others, feeling disconnected from the world.


Ess has Ministation 1, Hexes 3, Necromancy 3, Witchery 4, Familiarity 5, Firecalling 5, & Prestidigitation, Memorize, Windsong.


Custom

Any - Any

-X / White


Power ?

Teamwork ?

Sociability ?

Morality ?


"What's a quote from a third party that references the character?” - Source


You can take only 1 Custom companion. Custom companions can't have notable special features that aren't represented by Magic, Perks, or Relics at the end. Increase Custom's p/Rp cost by +1 per 5 added ranks in Stats above, or +1 per 2 in the Power stat


Custom companions cannot have more than 8 magics/features, and cannot be Sword type.


Positives:

+ Positive quality

+ Positive quality


Negatives:

- Negative quality

- Negative quality


+/- A quality that could go either way based on player opinion, or has it's ups and downs,


What stuff do they have? For every 1p companion cost, use 4 Power for their build costs.


Eris Julianari Stonefallen

Sorceress - Nymph+

-15 / Epic


“All I can say is that any agent from ANY faction that gets too close is never seen again, leave it be for now." - An ORC Agent.


Eris grew up isolated yet in the spotlight, attending only the best schools her entire life never even looking upon culture that was less than upper middle class. This isn't for lack of intent on her part, but her mysterious father she hasn't even met sets her life up for her from a distance. Anywhere she goes, unseeable guardians shield her every movement equivalent to 6 undetectable Solarchs that operate subtly.


Positive:

+ Very insightful, (knows something is weird but also not to ask questions)


Negatives:

- Chronically lonely feeling disconnected from others.

- A little naive to the world.


+/- Incredibly innocent despite what most might expect


Eris has Potions 3, Witchery 3, Occultism 3, Waterworking 3, Familiarity 5 (black unicorn), Shroud, Gold Card.



OUTSIDERS

The Caretaker

Warlock - Lamia+

-8 / Noble


Power 7

Teamwork 4

Sociability 3

Morality 1


"Death is preferable to being caught by the Caretaker, do not hesitate to kill yourself before captured. Do not forget." - An ORC Stormtrooper


The Caretaker is an especially active Outsider cultist worshiping an abyssal entity. She's on the verge of completely abandoning humanity with a heavily twisted form to be closer to her Far God. She is known for going out of her way to take captives and use them to breed large swarms of aberrant monsters with parasite implants that corrupt the very soul and twist the mind beyond recovery.


Positives:

+ Actually very close with allies, will netflix and chill.


Negatives:

- With such a twisted form, she can't walk in public.


+/- Frequently mutters in a far-speech, receiving inspiration and visions of what to do, making her seem super lucky


The Caretaker has Necromancy 3, Occultism 4, Aethernautics 4, Waterworking 5, Monstrosity 5, Aberration & Crystallize


Lost Queen

Sorceress - Sprite+

-15 / Epic


Power 6

Teamwork 10

Sociability 7

Morality 1


"Do you hear something?” *Increasing shill metallic buzzing* "ARGH, OUT OUT O-" *gurgle* - An ORC audio log


A once renown Fairy Queen in Alfheimr that succumbed to a major Outsider incursion within a minor realmspace known as the Everglen, now the once great sprite is twisted by a technophage class Far God, her body a blend of flesh and metal, carried on razor wings. Effectively a new being, but old instincts continue to yearn for the familiar. She constructs gardens of living metal with her iron daughters.


Positives:

+ Cunning and intuitive

+ Loves to tinker and create.


Negative:

- Increasingly unstable in natural environs.


+/- Arabella uniquely is able to use Hexes to replicate the effects of Gadgetry and Integration combined.


Arabella has Alchemy 1, Necromancy 2, Monstrosity 3, Windcalling 4, Curses 4, Hexes 5, and Covenants 5.


Gift from Beyond

Any - Any

-10 / Heroic


Power 10

Teamwork 10

Sociability 4

Morality 1


"Meagota fabf ya gof'n ng bugnab shuggogg pb nghut ya yaor mghftnab cabf hw'nafbnab abornab ab'fnab Hoigshogg ot yogfn'll”


You receive the egg of an eldritch child of the Far God of your choice (Affecting the aesthetic). This egg needs to be incubated, either in a living womb (yours or another's), or in a sufficiently advanced or occult chamber. Once the egg has been fed the blood of 100 different souls one way or another, it hatches into a beast of your design up to the size of beasts shown in Metamorphosis, and is a witch of a chosen type. The monster will have a personality reflecting its Far God but will be loyal to you, more so if you bore it yourself to the point of going against its own nature with a telepathic bond. It can also benefit from any options to improve your familiar, and has its own Power and witchcrafts. It cannot bond to non-Outsiders unless they bore it themselves.


Egg has 3x Power to spend & Any 2 Affinities


Agent 9s (Original)

"NINES! *Explosion* Nines, what's gotten into you! Stop! NO!" *Sound of chains clanking* - An Alphazon Informant.


Power 10

Teamwork 3

Sociability 5

Morality 2


The original body of 9s. During a mission, Nines infiltrated an unexpected Outsider nest where she was overwhelmed and taken. Alphazon resorted to a hard reset, her soul safe in a datacrypt for housing in a new body. But the original is still out there- Still remembering everything, still feeling just as herself, and twisted into believing in the White Serpent god who imbued her with a blank soul of her own.


Positives:

+ Still chill, if more melancholic


Negatives:

- No regard for the lives of others, very jaded.


+/- Her only purpose in life is to satisfy the White Serpent, who promises her peace and...a simple family life, someday


9s has Alchemy 3, Runes 4, Occult 4, Psychotics 5, Familiar 5 (Snake), Monstrosity 5, Aberration.



ALLIANCE:

Princess Dael'ezra of Charis

Academic - Elf+

-8 / Noble


Power 2

Teamwork 6

Sociability 9

Morality 9


“What's Daeal'ezra deal? I don't get why she works so hard for the court instead of just marrying in. I know she has suitors” - A courtier


The second oldest of 12 daughters of an Alfheimr queendom the size of Poland, her mother holds a position at the high table of the Summer Court as the local queen but her father is a duke of the Winter Court, a scandal that almost cost her her crown, but with political maneuvering, the illegitimate Dael'ezra is simply not permitted to inherit titles and must earn a position in either court the hard way.


Positives:

+ Literal princess

+ Competent warrior


Negatives:

- Slightly vindictive

- Constant need to prove herself


+/- Somewhat lofty and larger than life, everything around her feels more serious and important.


Ezra has Witchery 2, Necromancy 2, Portals 3, Wands 3, Ministation 4, Divination 4, Covenants 5, & Fae Step.


Ananphalon Greenwrield

Academic - Siren

-12 / Heroic


Power 4

Teamwork 9

Sociability 10

Morality 8


"You'd be hard pressed to find a more loyal and dedicated knight, but he's a little single-minded in his quest, within reason.” - A Courtier


Born into a wealthy noble clan governing a small fiefdom in the Albion region in Alfheimr, "Talon" lived a happy life until an Outsider plot put him and his town through 12 nights of hell. In the aftermath, his eldest brother inherited their father's title, while he became a Questor -- A wandering knight seeking justice on behalf of his family and civilians He pursues Outsider events, while serving the Courts.


Positives:

+ Social savant with quick wit

+ Strategic master swordsman.


Negatives:

- Fairly arrogant

- Class based worldview.


+/- Defers to authority above him, the same as he expects authority to be deferred to him by those below.


Talon has Dominion 3, Windcalling 3, Covenants 5, Soul Warrior (Design a sword) & Fae Step.


Briar Gracehollow

Warlock - Elf

-6 / Noble


Power 7

Teamwork 9

Sociability 2

Morality 4


“Her? Don't mind her, it's only been a few years since she was living in the wilds, she hasn't gotten the hang of clothing yet.” - A Pixie


As a child, little elven girl was offered to appease the terms of a covenant made by the mother many years prior, given to wild spirits of the Faewild. These white elk beings raised her in harmony with the spirit of the Wolf, On her 100th birthday: comparable to a human's 18th, she completed her terms of service and was released to the Alliance.


Positives:

+ Highly loyal to her "pack"

+ Effective survivalist

+ Adaptive to most things, but


Negatives:

- Dismissive of those who are not part of that "pack"

- Intimidated by technology.


+/- Will obey all orders of the "alpha", if no one becomes "alpha" then she will take on this role.


Briar has Covenants 2, (Improved) Familiar 2 (Dire Wolf), Naturalism 4, and Poisoner.


Duchess Sael'astra of Odalle

Sorceress - Vanir+Slyph

-12 / Heroic


Power 5

Teamwork 7

Sociability 5

Morality 8


“Sael'astra must be having a bad week, it's been constant overcast” - new guy "I wouldn't worry about it, happens every month.” - a local


A well liked public figure of the Winter Court. She isn't high in the ranks, but she's a minor duchess of a city-state in the far north of the Albion region, but she isn't around a lot, regulating a lot of the politics and management to her sister, who lacks political weight but is good at logistics and keeping people happy, while Sael'astra can deal with the Courts, and protect the city with her magical talent.


Positives:

+ A natural at using storm magic

+ Heavy emphasis on ice magic.


Negatives:

- Bad mood... bad weather

- Control can be unstable.


+/- Especially potent magic, approximately 78% as potent as would be expected of a witch of her ranking.


Astra has Runes 2, Witchery 3, Aethernautics 4, Windcalling 5, Waterworking 5 (Ice), Fae Step, Hybrid, & Mood Weather



INDEPENDANTS / OTHER:

Mandy Hunts

-1 / Folk


Power 0

Teamwork 8

Sociability 5

Morality 6


"Followed up on a report of class 3 spirit beast stalking a human and both disappearing into the shadows, here's the file" - ORC Agent.


Mandy is a human Medium, she can see through the veil to see spirits, monsters, and magic in general. Due to a botched Occultism ritual, Mandy is left with the ability to both enter the spirit world like a Sylph, but enter the Shadow world as with Occultism 4 She can unreliably provoke the transition herself, but it's usually involuntary. She's currently terrified for her life in the shadow world hiding from a spirit beast.


Positives:

+ Very knowledgeable in occult.

+ Doesn't take life for granted, and enjoys the little things


Negatives:

- But from a human level.

- Somewhat emotionally scarred from her life


+/- By witch standards, defenseless against the monsters that can now see her as easily as she sees them


Mandy is a human, no faction relation.


Eskhander Mahabadi

Sorceress - Oread

-10 / Heroic


Power 7

Teamwork 8

Sociability 5

Morality 4


"Eskhander Mahabadi... That's the awakened Tiger right? Strange that, never heard of non-humanoids awakening." - An ORC Scholar


No, not the girl -- The tiger. Eskhander is a literal tiger that received a witch awakening when poisoned by a Witchblood Elixir. Like a human witch becoming a non-human, Khan awakened as an Oread, but has Transformation Sequence, retaining his natural male tiger body and a separate witch form. He has a familiar cat that spends most her time in human form and learned to do a lot of the talking.


Positives:

+ Curious & inquisitive

+ Deferential but confident


Negatives:

- Might eat your face if you provoke him.


+/- Understands the wider world he woke up to is different than what he knew, and is patient in learning new norms.


Khan has Runes 2, Earthmoving 3, Witchery 5, Familiarity 5, Metamorphize 5 (Zooarch), Transform Sequence, and Menagerie.


Experiment 627

Sorceress - Doll

-8 / Noble


Power 10

Teamwork 10

Sociability 4

Morality 4


"When we found her she was stuck in a loop putting books back on a shelf as a poltergeist kept knocking them over." - An ORC Agent.


627 is an advanced Doll experiment trying to recreate Doll witches, but without pesky things like free will getting in the way, but more intelligent and lifelike than the mindless serving dolls. 627 is a real person and a Doll witch, her past life heavily suppressed and faded away. She struggles hard to think for herself as though physically painful. She can bond a Master by occupying their Familiar spot


Positives:

+ Benefits from anything that would benefit a familiar

+ Extremely proficient


Negatives:

- Can only be independent within bounds of an order

- Slow, at first, to adapt.


+/- Her body is a combination of flesh and ball-joint doll.


627 has Necromancy 3, Windcalling 3, Hexes 4, Witchery 4, Hot Swap, Maid Hand, and Levitation


August Rose o'Bare

-10 / Heroic


Power N/A

Teamwork N/A

Sociability N/A

Morality N/A


"I haven't seen this happen before, are you seeing the same thing? This vision is just static to me.” - Penelope


Rose is a quiet witch, speaking seems to fatigue her, but shelll reply or say things when important. The Veil hides her from everyone else, as a monster would be hidden from a mortal, she is hidden from even witches. Even physically moving things to try to convey a message is obscured or dismissed in some way: If you select her as a Companion you will be the only one who can sense her, and can be seen in the background of casual daily life as though she's just watching the life go by of everyone else, vanishing and appearing suddenly. She'll write in a small notebook, the pages look like static to you. Sometimes she'll help you with single written words or pointing. She's very passive and not very helpful, but your life seems to become more interesting. You can take any 1 extra Quest.




QUESTS

OR "PLOT HOOKS"


Quests are specific events written into your fate and strongly predestined to occur but by no means are the only things you may end up doing. People used to seek out seers, sages, and prophets in order to get information on their quests, but these days it's pretty easy to use this same guided awakening ritual to get a better look at them, though not as detailed as some seers can get. Find an oracle if you want more information, else you'll just figure it out as you go along like most people.


Choose some quests! You can take a max of 5 folk quests, 4 noble, 2 heroic, and 1 epic. Faction quests for your own faction don't count for the limit, but you can also take a faction quest of factions you're on good terms with using your slots.


Each quest shows 3 stats. Threat is roughly how dangerous the quest is, the presence of hazards or enemies. Conflict is the severity of which it causes friction with other factions named in the description. Reward is how many reward points are given by the end, which can be used to buy relics you obtain as part of the quest, or can be spent 1 to 1 to acquire power from your power cap early, bypassing time and method of advancement, just not the cap. You can save points for larger relics.

CART THEORY

Folk - Evil Route


Threat 1

Conflict 1

Reward 1


There is no dire emergency. You are physically capable. Do you accept your duty to return the cart to the pen / deposit, even though you gain nothing?


No one will punish you for not returning the shopping cart, no one will fine you, or kill you for not returning the shopping cart, you gain nothing by returning the shopping cart. You must return the shopping cart out of the goodness of your own heart. You must return the shopping cart because it is the right thing to do. Because it is correct and requires next to no effort.


Are you capable of self-governing?


Notes:

+ There are no short term consequences of this decision.

+ Do you leave a quarter in the lock, undermining the purpose of the locking in favor of feeling like you do helped the next user?

+ Do you sanitize the handlebars before and/or after?

+ Is the wheel particularly squeaky?


HOUSE FIRE

Folk - Evil Route


Threat 2

Conflict 1

Reward 2


The house of a non-witch or new low rank witch that you are on friendly terms with, or a relative of, will catch fire into a severe inferno, and you'll be in a position to respond, being within actionable distance and aware of the fire occurring after it kicks off. This fate will prioritize a home that you share with them sometimes, such as if you have roommates or a parents house you sometimes visit and have property stored. This factors any transportation and communication abilities or resources you possess, you could be in another dimension and receive a bad feeling or HexVPN / GhostNet communications that warns you something is wrong.


Notes:

+ Do you evacuate people, pets, and objects?

+ Do you fight the fire by some means? A number of magics could help, chances are it is on Earth, which could limit your actions within the Masquerade. Watchers or ORC will cover up low evidence of magic, like oddities in forensics.



DOMESTICATED

Folk


Threat 1

Conflict 1

Reward 1


Fate will conspire to guarantee that at some point in your life you will have a window of clarity and peace, and situations aligned such that you have a guaranteed opportunity to have a healthy wholesome domestic life at some point, with a home, a partner, and a child that came into your life the old fashioned way or by chance. ‘You'll have up to 20 years of peace, but the peace could begin to fade as early as 6 years in, at your discretion, depending on how much adventure you want to inject into the later years with the child and partner. Your circumstance will align such that you genuinely feel a sense of ease, relaxation, and nothing particularly rough will occur.


Notes:

+ The child and partner are not necessarily a witch themselves. Most witches bear human or non-witch magical race offspring.

+ Human or not, you can still let them know about magic and break the hold of the Veil on them by a number of means.

+ They will have a compatible likable personality.



STREET RACER

Folk


Threat 3

Conflict 2

Reward 3


At some point you somehow find yourself involved with a group of street racers, which as it turns out is a hobby that attracts certain types of witches who appreciate the underground quality to it and Ihave an affinity for rides, and it's less dangerous when you're semi-immortal beings. Alchemical nitrus potions, firecalling rocket boosts, windkeeping tailwinds, witch races can get wild. On Earth the rules limit to subtle effects, but they tell you about incredible death races off Earth that hold nothing back. Maybe you'll see one some day. For now, you're among very welcoming group of people that love cars and form an extended family.


Notes:

+ You can participate as you wish, as moral support, mechanics, or join the race yourself. If you have Hellrider, you can customize it or integrate it into any other vehicle you get your hands on, but Broomstick speed boosts are restricted to off-earth races.

+ Perhaps a / some of your Companions are in on it


PARTY ANIMAL

Folk


Threat 1

Conflict 2

Reward 3


Looks like you have one hell of a party in your fate. Whether it's a major celebration after a more challenging quest of your own or someone else, random occasion, or your own hard work and planning or contribution, you'll at some point attend an amazing party, parade, festival, or otherwise event that will be talked about for decades to come with fond and novel memories, it might even last a whole week. Whether it's some saturnalian festivity of debauched thrills, or a simple meaningful night of karaoke with a small group of friends, it will be a night to remember, and whatever your normal reservations, you'll feel comfortable and at home.


Notes:

+ Design a party of your dreams, small or large.

+ What kinds of memories did you make during it?

+ Did you plan it or help set up? Is it held for you or someone else?

+ Family Friendly, or very much not?

+ Mundane, or Magical in nature? Is it even on Earth?


GONE FERAL

Noble


Threat 5

Conflict 2

Reward 5


Deep in the largest forests on your continent, a tribe of wood elves and dryads have thrived for centuries clinging to their heritage and native ways. However, something is disturbing the local wildlife and is killing their hunters. An ambush by a pack of Dire Wolves went straight for the throat- An intelligent attack that took the lives of their most capable guardians and sages, including their Naturalist Witch matriarch, her soul unable to be reborn, restrained by a foul presence in the Alpha wolf, a soulstealing curse on its fang and claw. Their numbers have gone from numbering in the 100's, to just 34 remaining tribesmen and women. They desperately need help!


Notes:

+ If harmed by the Alpha Dire Wolf, you can't benefit from any means of resurrection or reincarnation, natural or magical.

+ Killing the Alpha or dispelling its curse can free trapped souls.

+ Dire Wolves, while aggressive and violent, aren't usually this malicious, and can't weave a curse like this itself.


JUST DESSERTS

Noble


Theat 6

Conflict 4

Reward 6

For any number of reasons, you've found yourself at an elaborate dinner party celebrating the wedding between a local princess and a merchant prince known for making his wealth through the cheap mass production of medicines sold at just enough to make a profit, thanks to his usage of Golemwork for automation. They're both beloved by everyone. And yet, in the middle of the dance, they are both struck with a gruesome death. The large estate is sealed off from outside magics and the borders immediately slam shut on lockdown, thick layers of antimagic wards fully enclose the estate.


Until the murderer is caught, every day 1-3 deaths will turn up.


Notes:

+ Each body appears to have a stab wound among other injuries, could it relate to why the souls are missing?

+ The killer must be an Outsider that didn't expect the lockdown, and are trying to cause as much suffering and terror as they can in order to invoke Far Gods to break themselves free.



GHOST STORIES

Noble


Threat 6

Conflict 3

Reward 5


In a rural town you by some means overhear the hushed terrified whispers that a group of teenagers went searching for two of their missing friend who they claim have fallen victim to the "Witch of the Woods" who cursed the town long ago, every 20 years kids go missing, for the past 200 years. If you check with the factions, nobody has heard of the case. Pulling on the thread yourself however, you'll unravel a town full of supernatural occurrences and come to learn the inhabitants are under some subtle compulsion preventing them from leaving and making outsiders less aware of the town, even from Reapers who'd ferry spirits to safety.


Notes:

+An isolated ecosystem that's been cut off from Reapers, the inhabitants denied afterlives, left to wander the region until they go insane or fall victim to predatory spirits, evolving into spirit beasts and monsters such as Poltergeists, Banshees, & other dangers that are well fed enough to affect the material world.



ON SILVER WINGS

Noble - Evil Route


Threat 5

Conflict 3

Reward 3


A close friend or family member... or at least a wealthy patron, has been afflicted by a horrific curse causing agony and soulburn. If they succumb to this curse, they face True Death, urgently requiring a specific potion before the next New Moon. The problem is, the potion requires silver blood of a feathered unicorn, creatures of divine grace, light, and purity -- and extraordinarily rare, unlikely to even appear on Earth. You must enter the Faewilds and seek out the unicorn and obtain its blood. The intelligent creature cannot tolerate evil or corruption and is equivalent to a Rank 5 class Witch in raw magic potential utilizing light based magics.


Notes:

+ If you can be considered "Good" aligned and unselfish, the unicorn can be bargained with to willingly give a vial of silverblood

+ If you also have a female form without male aspects, the unicorn may be more friendly, even loving, and give silverblood in exchange for your time, and becomes an ally.



ON MY MARK

Noble


Threat 4

Conflict 6

Reward 4


You've received either a bounty tip or an assassination mark for a wanted rogue witch, or a nosy witch who stuck their nose in the wrong person's business or were in the wrong place at the wrong time. They're wanted dead or alive either way. If you take them alive, the Threat and Reward both increase by 2 points as they resist. They'll have at least two tier 4 magics, plus a random assortment of 1-3 rank magics, making them an either an experienced and capable witch, or a naturally gifted witch in over their head. They have allies of similar standard to your own, being a member of a major faction with a companion from that faction.


Notes:

+ If evil, the client prefers them alive and roughed up a little.

+ If good, the ORC or Watchers hosting the bounty don't have a preference for alive or dead, but will find any prisoner abuse distasteful or potentially criminal, but they're wanted for some serious reason, such as burning an orphanage.


THE MATHEMATICIAN

Heroic


Threat 7

Conflict 4

Reward 7


A form of magic that pops up from time to time. By nature it's hard to describe, but to be brief; High Order Mathematics is a very raw form of magic that unfailingly renders the practitioner insane, not from unnatural memetic hazards, but the raw understanding and changes in perspective utilizing numerals and characters of the First Language used in Runes, The Mathematician is an insane witch, but a glimpse in their mind is like looking upon a Far God -- chaotic, esoteric, unpredictable. The Mathematician is capable of replicating any magic effect, and many unknown magic effects, but is thoroughly insane- And for some reason, they've fixated on you.


Notes:

+ They aren't malicious, but in their fixation they're experimenting on you with any number of parameters. They want -- need -- to know everything about you, remaining distant but engineering scenarios that test some quality or attribute of yours, even as simple as "How do they react to becoming a cat" -- or much worse.



PACK TACTICS

Heroic


Threat 8

Conflict 3

Reward 7


Requires *Gone Feral* You track down the source of the soulstealing curse within the dire wolves, leading you to discover that the pack of dire wolves are just an offshoot from the greater Lycanthrope packs that are currently embroiled in a blood feud. Werewolves Hulking hominid beasts between 8 and 12ft in height full of tense muscle. Immune to damage except from silver weapons, or Golden Relics, with strength sufficient to crush through concrete walls and shred steel plating like paper, or hurling an elephant across a football field. They are all overwhelmed by bloodlust currently, with the Soulstealer curse, as feral as though it were a full moon.


Notes:

+ They can leap hundreds of meters in height and distance

+ Their movements in straight lines are a blur.

+ Luckily for you, their violence is primarily concentrated on each other -- A war of succession seems to be going on.

+ 8+ werewolves, 2 alphas, dozens of direwolves.



DEATH RACER

Heroic


Threat 7

Conflict 5

Reward 8


Requires *Street Racer*. You're in the big leagues now. Once every 5 years the Death Race is hosted in a random location anywhere off Earth and there are no limits placed on magic usage, barring only soulstealing or curses that lasts beyond the duration of the race. The caveat is that all participants are hooked up into limiters that regulate mana capacity and mana flow. Instead, you have a series of pellets honed to allow the usage of one magic effect of a given rank. You have 1 Ruby pellet (r5), 3 Sapphire pellets (r4), 9 Emerald pellets (r3), and 20 Citrine pellets (r2), r1 magic is unlimited. Any augmentations to your vehicle is separate & functions normally.


Notes:

+ Tactics vary from witches that put everything they've got into speed, while some focus on making sure nothing else is alive to cross the finish line before them.

+ Races are designed to require an average time of 2+ hours before the 1st place gets claimed.



BROKEN POINT

Heroic


Threat 7

Conflict 4

Reward 7


A clan of intelligent giant albino elks are calling in favors to seek help, a wild rift has ripped open in their territory and alien creatures roam through to hunt the elk down and drag them back through the rift. While fairly strong with some innate magic of their own, they prove no match for the creatures. They need to put an end to it. Next time the rift opens, fight the creatures back and enter to find an exotic plane consisting entirely of biomatter with fleshy earth, boney spires arching through the sky, teeming with fleshy equivalents to plantlife forming jungles, as far as you know this plane is unknown to witchdom and unexplored.


Notes:

+ How are these creatures (of your description) opening rifts? Spontaneous evolution, their own intelligent pursuit of magical knowledge? or random chance opening a natural wild rift?

+ Perhaps there are survivors that were taken for some other reason, or simply not yet killed / eaten.


NECROPOLIS

Heroic


Threat 9

Conflict 3

Reward 8


An ancient lich thought to be defeated with the destruction of their phylactery has been busy for 600 years. Stray rumors over the years occasionally being investigated with no evidence. Beneath Himalayas the lich founded a new lair and has employed spatial distortion and Domain magics to convert the bottom of a deep cave system into a veritable hollow earth greater in size than Hawthorne's metropolis- Populated entirely of countless undead. Evidently keeping "livestock" including humans in their main palace sustained by magic to keep creating new life to utilize their skeletons in death. A city carved of stone and built up in bone.


Notes:

+A Rank 6 tier necromancer skilled in potions, runes, earthmoving, dominion, witchery, and familiarity with a bone dragon familiar.

+Very stealthily abducts new creatures & humans sometimes.

+ Intends to initiate full scale war on humanity once built up enough to risk breaking the Masquerade.




TAINTED GRAIL

Epic - Evil Route


Threat 9

Conflict 6

Reward 8


If you have the Nymph's Vessel, you'll notice its waters running red one day: Something terrible has happened at the Baths of the Nymphs. A Hespatian family has broken through their wards and massacred the nymphs, butchering the women in their waters, staining them red and have stolen the Holy Grail, the golden relic 29, and used this act of bloodshed to corrupt it into a twisted opposite of itself. Contact with its waters is an absolute poison and causes an instant transition to undeath moving in a wave over the still living victim's body. Living flesh within a mile of the grail sickens and begins to turn black.


Notes:

+ You must hunt down the invaders and find a way to restore the grail and restore its place in the Central Fountain, bringing the Baths back to life, and the bodies of the nymphs within.

+ The Nymphs are the primary distributor of the components for healing potions, there will be a major shortage.



DRAGON HUNT

Epic


Threat 10

Conflict 4

Reward 10


Elder Dragons are apocalyptic beasts. They are to dragons what dragons are to riding drakes. The size of a literal mountain, Elder Dragons were banished from Earth by the gods and archangels, early on before the Great Flood. There's 5 in the solar system currently, one on Mercury, Venus, Titan, Europa, and Pluto. 1+ others are known to have left the solar system, and there are a few dozen known to be scattered through the realms and elemental planes. They share the statistics of a dragon as seen in Metamorphosis, but are scaled up by a thousand and are intelligent, utilizing Relics from their hoard to work magic effects.


Notes:

+ Pick a location of your choice, for some reason the Elder Dragon of choice has become agitated and active, lashing out and if it's in the solar system, its roars are being picked up on human scientific equipment. It needs to be silenced one way or another.

+ Nothing escapes and Elder Dragon bite, not even spirits.


SANGUINE LIGHT

Epic


Threat 9

Conflict 5

Reward 6


You've run afoul of an ancient Vampire Lord through some means, from insult or challenge, or your actions against their clan. They are a high level Hespatian with a family that oversees other families, and is the same vampire that turned the Red Mother. A Vampire Lord is almost as strong as a Werewolf and half as fast, but with more agility, keeping speed with fine movements or focusing to execute preplanned movements that seem like teleportation. They are powerful magic users capable of Necromancy without being a witch, and effectively have the Blood Witch perk. They regenerate from harm so long as one undying cell is intact.


Notes:

+ This Vampire Lord IS in fact a witch as well. Their magics are boosted by 100% so long as they're well-fed (1 cup a day, decays over 3 days to 0%). Sunlight reduces all magic potency by -75%, along with strength, speed, and regeneration. Garlic is just pungent. Running water burns as a nuisance.



MAD BOMBER

Epic


Threat 7

Conflict 10

Reward 6


A crazed explosion witch initiated a terrorist plot and severely violated the Masquerade. With careful planning and skillfully avoiding divination and probability engines, was able to simultaneously bomb 27 cities. On Earth, and seemed to deliberately make sure that each "bomb" destroyed assets of powerful magical beings and witches of each major faction, popular Gateway networks, and so on. And they did so under your name, wearing your face (or your most used face). With a severe Masquerade violation, the gods are involved, with Rank 10 equivalent magics, time is completely stopped, a world in stasis.


Notes:

+ Celestial and Infernal agents of gods and high level Faction leaders are combing the streets and employing a form of domain bubble capable of rewinding local time to peer into the past and live, as though present, to seek answers. You are freed from stasis for questioning and to contribute to the investigation.



DEEP WHISPERS

Epic


Threat 10

Conflict 10

Reward 10


A cult of Outsiders to a particular Far God have succeeded in creating a corrupted Domain around an entire city of your choice outside of Europe, China, America, or Japan. They've filled that city with waking nightmares and unspeakable crimes for a 1 month period shielded from the eyes of the divine and Godsight Array satellites.. They have managed to tear rifts in the aether sufficient to have invoked the Avatar of a Far God. It is not a full Far God, or Earth would already be a lost cause, but this Avatar has been casting psychic whispers throughout Witchdom greatly increasing violent tendencies and paranoia turning people against each other.


Note

+ The Factions are at high tension and conflict is escalating between all witches, some may be in all out war with another.

+ The sanest minds are coming to realize something is wrong and cooperate to form joint research operations to discover what is causing this, and to search and destroy.



HOT SPRINGS

Folk (Arcadia)


Threat 1

Conflict 1

Reward 2


The Parks and Recreation club has generated the current cycle of Arcadia with the theme that won the poll... Hot Spring theme! All throughout the generated landscape surrounding the population centers is generated with the intention to produce a high quantity of natural springs and water features. You can find any variety of spring feature, hot or otherwise, somewhere in the landscape, and throughout the cycle exploration teams are mapping it out and planning a whole cycle full of organized outings to host parties and spa experiences all throughout. Sign up with your friends and enjoy any kind of hot spring or natural pool setting you desire!


Notes:

+ Any given spring can have co-ed or sex segregated planning.

+ All expected accessories like towels, soaps, oils, provided by staff.

+Got any skills? Volunteer to help set up or provide services!

+/- Springs CAN have any manner of minor magical effect, including minor inconveniences for drama.


TOURNAMENT ARC

Heroic (Hawthorne)


Threat 7

Conflict 6

Reward 7


What magically inclined academy experience would be complete without the Tournament Arc? Looks like you're predestined to participate in one in your future. It can take the form of an organized tiered structure, or it could be a Battle Royale, in either case you'll run into contestants ranging from considerably weaker than yourself to equal matches, to some who may be outright stronger than you requiring tactics or cooperation to take down. The arena is a specially harmonized Domain bubble allowing exterior observers while preventing magic and effects from escaping it, keeping viewers safe and recording every moment at any angle!


Notes:

+ Soulcatchers allow full lethality, the slain will respawn.

+ The precise ethics and rules depend on the House hosting.

+ The specific tournament may involve witches of any faction.

+/- Soulcatchers just "respawn" you, you still experience death. Any condition or status effect is temporary to the arena.


INQUISITION

Epic (Watchers)


Threat 8

Conflict 9

Reward 10


Only available to dedicated Watchers and very close allies. The Followers of the Apocalypse have called upon you for a serious and somber task; To take up the banner as an Inquisitor agent to hunt down Outsiders with extreme prejudice with full moral license to search and destroy, and obtain further leads by any means necessary. The full weight of Watcher influence and authority is granted on you, providing extraordinarily high levels of political and legal cover second only to Alphazon. You're given starting information of suspects and a newly printed Outsider text heralding a Dark Night planning a magical terror attack on Earth.


Notes:

+ Outsiders are no longer human and are active threats to existence

+ Be extremely cautious of observing aberrations and abominations

+ Worse than death, your mind and soul are at risk, ego death.

+/- Your license grants you leeway, and you're expected to use it, and may make other enemies in the process.


PRETTY LITTLE THINGS

Epic (Hespatia) - Evil


Threat 7

Conflict 9

Reward 6


You've received a contract by someone aliased as "The Collector", you're skilled enough to track down that they have a last name that ends in "-Stein" and that says enough. Powerful figure with hands throughout elite pockets. They're paying up to 3x the reward value directly in Kisses (20 million K) and with 5 billion USD. This is a bonus on top of 6 Reward Points. Their request..? They want one attractive female witch for each Elementalist magic, to least rank 5. They will pay K100,000 and $1mil for each individual captive delivered as you go along, gaining the rest on completion of the set. You can keep any spares you might get along the way.


Notes:

+ Obviously, this causes serious faction conflict if you're caught.

+ The witches and their allies won't go easily, expect fights

+ ...The Collector doesn't care what condition you bring them in.

+/- The Collector isn't new to the game, and can't be tracked down. If you cross them, don't expect to live long.


DARKSIDE CRATER

Epic (Lunabella)


Threat 10

Conflict 3

Reward 10


Space suit optional. Culicarius is forming a task force to explore the perfectly smooth and spherical crater left by the condemned domain that was overtaken by Outsider abominations. He suspects something has gone wrong and is personally (with one of his clones) leading a strike team to explore the phenomenon. Something is blocking his divination, giving him concern, but the one thing he can see like a trapped lure; An old Lunabellan artifact thought to have been lost, calling him like a siren. It must be retrieved, but something clearly waiting at the bottom of that pit... A corrupted Domain where realspace should be, twisted with aberrant magic.


Notes:

+ You'll have a team of 3 other powerful witches not including you and Culicarius. Choose companions or make them up.

+ You risk egodeath, or fates worse than death, if you fall to the abominations, as you run into twisted victims of Outsider corruption, both the pitiful, and the overpowering.


COURTSHIP

Noble (Alliance)


Threat 5

Conflict 4

Reward 6


Throughout the Alliance, great families of powerful archfae houses form clans, tribes, and sovereign nations interwoven with millennia of generational contracts, pacts, feuds, and rivalries. The most notable being the twin coalitions of the Summer Court and the Winter Court as the two primary factions of the Alliance. Some key treaties between two high level houses within the twin courts are wearing thin and nearing the end of their duration. Tensions are rising as the future of the two rival houses wonder if they can even come to a resolution. A proposal has been made: A new contract be made, cemented through a marriage.


Notes:

+ Represent the family you most closely align with, or be neutral.

+ As an Alliance member yourself, you yourself might be the candidate for marriage on behalf of one of the families, this could be great opportunity to raise your standing among the courts.

+ Beware of social missteps and courtly insults



FRAGMENTS OF SELF

Epic (Outsiders)


Threat 10

Conflict 1

Reward 10


Must have the Aberration perk. Far Gods aren't exactly known for their care of this human thing "Consent". One day you suddenly find yourself in front of a yawning chasm with the symbol of the Far God faction you associate with, a tendril of some manner (Chain, tentacle, wires, etc) pulls you through. You'll find yourself in a windowless labyrinthine dungeon-laboratory with no apparent authority figures but automatic systems (magic, technological, or in between) and jam packed full of abominations and horrors. There are a dozen duplicates of yourself and none of you know who is the original. Every day there is a new esoteric task required of you.


Notes:

+ Tasks range from simple group games, to dangerous trials.

+ You can encounter any manner of occult, thriller, or horror trope.

+ While here, you & all clones have the Dysfunction complication.

+/- If you survive, you subjectively experienced 100 years, however when you return, only 1 week has passed.



RIP AND TEAR

Epic (ORC)


Threat 9

Conflict 3

Reward 9


One of Alphazon's facilities on Mars has experienced an Outsider incursion as an artifact went haywire opening Far Rifts. The facility should be subject to nuclear bombardment, but the daughter of an Alphazon executive is on site, along with a number of ordinary employees and a few non-Outsider artifacts that would survive the blasts and can't be left unaccounted for. So the ORC has been requisitioned to cooperate in a joint mission with Alphazon operators guiding a squad of power armored (xORC-09 Powered Armor and Tesla Arms free for this quest) witches and elite soldiers. Save who you can for quarantine, and secure the artifacts.


Notes:

+ You won't find anyone living outside of a few saferooms

+ Some abominations can go toe to toe with dragons

+ Kill as much as you can, you want a clear path for survivors.

+/- You'll be dropped from orbit and crash through into the main lobby prior to the elevator down to the deep.


STAR CRYPT

Heroic (Alphazon)


Threat 7

Conflict 4

Reward 7


Requires Gold Card, ORC Licence, or Cornucopia, and field experience working for or closely with Alphazon. A Secondary Tier Executive has personally requested your assistance as a bodyguard and detective. Their Forecasters have become very uneasy with the unveiling of the Heavenly Palace luxury space station they have constructed in orbit at the Le Lagrange point. Suspected interference suggests an impending Outsider event, provoking a quiet evacuation of non-essential personnel until the situation is cleared. 3 weeks of luxury in, expect the station to resemble Talos 1, from Prey, becoming overrun by increasing aberrations & mimics.


Notes:

+ The station employs stealth fields rendering it invisible outside of a 10 mile sphere.

+ Most your enemies won't require life support systems.

+/- If the station remains intact and you do good, expect to receive your own penthouse suite onboard.



DUNGEONEERING

Any/Heroic (Independent) - Repeatable


Threat ?

Conflict ?

Reward 10


Throughout the world there are Dungeons, one for each major Deity who creates the dungeon and sponsors its inhabitants and rewards. Physics and logic completely distinct from reality, per floor. Each floor having its own trials, puzzles, and threats. Size is inconsistent with no continuity between floors. A floor can be anywhere from a broom closet to an entire landscape and the gates to the next floor are hidden behind terms of completion that you may not even know, having to figure it out yourself with or without hints. Dungeons are frequented by witches hoping to reach the top. Few ever do, but you can find witches from any faction competing.


Notes:

+/- Each floor is harder than the last. Receive 1 Reward point every 2nd floor you complete. Take this repeatedly using different quest slots to go further. Up to Floor 50. Folk = 1 floor. Noble = 5, Heroic = 10 floors, Epic = 25 floors. On completing floor 69, get a Wish, as per Consortation.




ADVENTURE TIME

Folk


Threat 1

Conflict 1

Reward 1


What are the chances. One moment you're at home or some equivalent, perfectly content sipping your favorite drink and in a sudden instance of abrupt chaos you're thrown like a car crash and twisted through a Wild Rift to some unknown land where three moons streak across the sky illuminated by binary stars.


There is no sign of civilization, just rich nature and crisp air.


As for life, it appears that predation was never evolved in this world, neither are there harmful bacteria, parasites, fungus, or viruses. All creatures found in this place are friendly with complex social evolution and methods of nonverbal communication


Notes:

+A very safe world with no natural threats other than accidents.

+ All life appears to actively try to help other lifeforms, even the plants will bend to shelter you from the rain, vines may creep up to stem your bleeding, fluffy critters will bring you help.

+ You'll find a way out after 3y, unless you have Portals.



SPECIAL DELIVERY

Folk


Threat 1

Conflict 1

Reward 1


You've received a job by some means, where you're given a shipment of deliveries that need to be made before the big night on Halloween, delivering packages and parcels of items that are important to the would-be recipients. Perhaps even the good Stork got one of his bundles mixed up into your delivery basket. Otherwise all the items are low tier magical items with strange enchantments that are not beneficial to combat in any way, mostly being novelties related to Halloween from candy snakes to mood setting jack-o-lanterns or candles, and abnormal candies with exotic flavors special to the supernatural world of Witchdom.


Notes:

+ Pays your body weight in fantastical mystery candies.

+ Each delivery target may be a fun eccentric character to interact with, and may have good tips or become useful contacts.

+ In your reward is an oddly shaped and worded invitation to Halloween Town.


SIGHTSEEING

Folk


Threat 1

Conflict 1

Reward 1


You're new in town, likely fresh off of your witch awakening and now being shown the ropes in the area your primary faction sets up shop, or perhaps you're just taking a tourist stop at some other new location on or off earth. After all, you can probably now go anywhere you want on Earth now with little effort through the gates of other witches’ established travel networks, an ally that can take you somewhere, or just venturing off on your own by broomstick or ride. Whatever the case, you have some time to kill absorbing the sights of the world with new eyes, and maybe you'll meet some friends along the way.


Notes:

+ Not inherently dangerous, but by your own choices you might run into trouble, from visiting shady back alley streets or getting caught up in the affairs of a supernatural entity.

+ You can explore on your own of course, but this quest guarantees the opportunity for up to 2/y in total.


DREAM TRIAL

Folk


Threat 2

Conflict 3

Reward 1


At some point you'll catch the attention of someone or something that takes an interest in you, benevolent or malevolent, but nonetheless somewhat intrusive -- They'll render you unconscious via a spiritual or physical means of inducing sleep. Whatever they wanted with you, you'll experience an exotic surreal dream wherein you will confront a series of trials or one greater trial, trials that reveal various character flaws about yourself. Things you on some level know could be better, or that you shouldn't do, or secret desires you avoid facing. The perpetrator may or may not be involved with the dream, or it may be a side effect of something else.


Notes:

+ Whatever the perpetrators intentions, this quest is guaranteed to cause no lasting harm or endanger your life. Whatever they wanted would be satisfied or interrupted without escalation unless you chain this quest into a more serious quest.

+ The trials can help overcome mental hangups.


PINCH OF STARDUST

Folk


Threat 1

Conflict 1

Reward 1


You've come into possession of an interesting recipe book of alchemical cooking, giving recipes for various potions in food forms. One recipe in particular catches your eye that appears to describe a process by which to distill starlight into usable stardust.


Naturally the only reasonable course of action is to go attempt to follow the recipe by going out before dawn and focusing starlight into one point, and then letting the rays of the rising sun crystalize the captive rays into twinkling grains of stardust.


It might take a few nights, you only get one shot every morning to attempt it, but seeing the handful of stardust will be satisfying.


Notes:

+ Stardust is beautiful, like powdered gemstones that always sparkle just right.

+ Stardust can be used as an alchemical ingredient sufficient for potions up to rank 3, or a minor ingredient in others.

+ Can be converted into 50 Kisses or sold for 1-200.



INTRODUCTIONS

Folk - Evil Route


Threat 1

Conflict 1

Reward 1


It's only natural for a new witch to attract the attention of other witches in the area. Wherever you end up settling down for some length of time or visit an area after having made some name for yourself already, you'll receive an invite or by chance get include in on a meeting between a handful of regional witches either to just have a conversation to get a feel for you, to introduce themselves, or perhaps it was for some minor event they already had planned anyway and will bring you in on. Perhaps this is where you'll meet one or more of your future Companions, or maybe you'll never see these people again after a potentially rambunctious night.


Notes:

+ If used towards companions, the Reward for this quest amounts 4RP instead of 1. If you use this opportunity on a free companion instead, you can raise their Sociability or Teamwork +1

+ What the gathering entails is up to you so long as it makes sense for those involved, and the low threat /conflict.



SPOOKY STORIES

Folk - Evil Route


Threat 1

Conflict 1

Reward 1


You, alone or with friends, decided it was a great idea to spend a particular rainy night listening to, telling, or watching spooky stories. As you part ways for the night to go off to your own rooms or your own homes, or otherwise wind down for the night, everyone finds themselves on edge with goosebumps and thoughts of the stories shared or movies watched earlier that night. The night will be beset by a host of spooky phenomenon made more spooky by your understanding as a witch that things like ghosts and other monsters ARE in fact, very real and you might see one now where you wouldn't have been able to before!


Notes:

+ No matter how terrifying it can get, no harm will come to anyone.

+ How the spooks occur is entirely up to you, perhaps there really is a monster under the bed! Perhaps a poltergeist watched the movie with you and decided to pull pranks, or just one of the friends did. Perhaps it was all mundane tricks?



LAUNDRY DAY

Folk - Evil Route


Threat 1

Conflict 1

Reward 1


Well then. That stain isn't coming off any time soon You somehow ran afoul of a gang of gremlins and leprechauns, who pulled a prank(s) on you that culminated in every article of clothing you own, including your own witch garments no less, stained with a curse of distress leading to any number of potential mishaps where they end up stained torn or outright disappearing right off your back The curse requires a specialist you're referred to who runs a laundromat for mortals and witches a like with a special Kiss coin slot normally hidden by the veil that activates the curse cleansing cycle, with that fresh newly blessed scent.


Notes:

+ You might think of other means to remove curses, but whatever the scenario this will end up the most practical option easy at hand.

+ Side quest: Leprechauns are lecherous bastards and may have taken inappropriate photos of you or others you become aware and have to track down for an extra 2rp



DISCOUNT GOODS

Folk


Threat 2

Conflict 2

Reward 1


On the lookout for a place to buy some goods, you find a bit of a run down establishment with a veiled sign out front displaying a different message for witches, and an internal domain means you enter a separate space than what a human would. The witch running the store is having some money troubles and needs to push sales quick, so she’s offering everything at half off and may add in a favor or two in the process. You can use this shop this one time to buy any Ingredients, Potions, Runes, or Relics priced at less than 6p, all at half price up to a total discount of no more than 25,000 Kiss equivalent, or no more than 3rp off arelic. Can do both K and rp.


Notes:

+ Note that potion sales are typically 50-200% more expensive than the listed base price shown in the magics, as that's the creation cost.

+ She possesses Ritual Inks, and can use them to tattoo you with runes without buying the Ritual Ink relic yourself.

+ Good candidate for a Custom companion?


FREE MEDICAL

Folk


Threat 1

Conflict 2

Reward 1


This quest is a little bit of job security. At some point in the future you'll be severely injured as the result of something, likely some higher ranked quest, but this quest ensures you'll have an encounter where your medical needs will be provided for you free of charge, perhaps with an associated service or favor that might chain to another quest later, or perhaps they simply have ulterior motives. For example: This could be the classic scenario where someone is defeated only to be rescued by a stranger and then treated in a strange environment or safehouse, tended to until back in shape enough to go challenge the boss or monster again.


Notes:

+ This can also be used as a one time life saver to ensure that though you'll lose, you'll survive one encounter that may have killed you (And not have to risk cheating death, or Free Medical ensures your means of cheating death works and is taken, of, like making sure your Draviri egg hatches, ect.)



THE SWIMSUIT EPISODE

Folk - Evil Route


Threat 2

Conflict 1

Reward 1


Anyone can just go to the beach or the pool, but with this quest you're ensured for an extra special trip to some manner of swimsuit event, or you could integrate this quest with another to transform that quest into a swimsuit episode by some means, where events are orchestrated such that the other quest occurs with everyone still in their swimsuits. Taken on its own however, it means it won't just be a normal day in the water but will incorporate any and all the tropes you think make up the ideal swimsuit episode in how it affects others as well as yourself, in light hearted ways. Functionally distinct from "Hot Springs" as hot springs focus on relaxing.


Notes:

+ Everyone involved will permanently gain their ideal swimsuit as a form their Garment can take when summoned.

+ Can take you to any water park or beach location you can think of, provided there are no lasting supernatural benefits.

+ You control the ESRB rating, so to speak.


TEA PARTY

Folk - Evil Route


Threat 2

Conflict 2

Reward 1


By some means you'll be invited to a particular tea party, a private affair or a part of a larger event. It could be serious, like a precursor to Courtship, Just Desserts, or meeting the mark of On My Mark, or perhaps it's just a light hearted novelty and moment of reprieve. The tea party is one that makes good use of the fact that the attendants are witches. Every dish will in some way be magical, though only the main course will have lasting effects that extend beyond the next morning. The Main Course will be a single use consumable that you eat or drink there at the party that can carry the benefits of any one Potion from Alchemy.


Notes:

+ This includes rank 5 potions. Drink or consume an Arch-Curative in the form of a cake that fully rejuvenates your body, grant you agelessness if you lacked it, or perhaps you were roofied with a Love Potion? Did a True-shape potion replace your race with that of another? Wake up a Mimi? A Doll?


MOONLIT SERENADE

Noble


Threat 3

Conflict 4

Reward 3


A fated chance encounter or a moment that makes you and one other see each other in a new light, and you will feel the spark of love, mutual, leading to a romantic night. How far exactly that goes is up to your discretion, but it won't be a casual choice not to pursue it further as you will feel actual love and a connection, so make sure there's some actual reason why the relationship won't advance further, if you intend to try to keep it to a one-night stand. It won't be all fun and games, there may be some minor quarreling with past rivals, exes, or some the event experiences an interruption at some point at any spot in the timeline, perhaps it's how you meet.


Notes:

+ This can target a companion that can reasonably be attracted to you. Sexuality is usually glossed over, so mostly free reign.

+ Can pair well with courtship to ensure a meeting goes well, if you're one of the parties involved in the proposition.

+ Grants 3 more RP if it leads into Domesticated.


YES TEACHER!

Noble


Threat 4

Conflict 5

Reward 3


Requires Summer School perk. One of your teachers at summer school proved to be an exceptional teacher and a master of both the subject, and teaching. Or maybe you were just enthralled by them, you found yourself respecting them or possibly looking up to them. Whatever the case, you valued their teachings more, as well as them as a person, and they were able to teach you more. It's not without its consequences however, for you face a rival in monopolizing the teacher's time: The Teacher's Pet, The Class Rep, The Delinquent, and The Bully will all compete in a social and/or literal free-for-all, and Teacher's lessons will be extra rough!


Notes:

+ You can select the teacher for any options that would allow you to select a friend, and choose a second School Trip.

+ The subject they taught instead increases to 4, rather than 3, and you can buy the remaining rank as though it had the faction discount applied. (Stacking 50% off).


LATE FEES

Noble


Threat 3

Conflict 5

Reward 2


A librarian, perhaps one from the companion's section, has requested some help in tracking down 6 particular books that are well past overdue. You will have to track down the culprits in everyone's favorite fetch quest, where each culprit has some tangental problem that conveniently needs to be solved before they're able to hand over the book and the late fee before you're off to the next Perhaps one book was swiped away by a thieving gremlin, while another fell out of their bookbag in the middle of a broomflight across Arcadia. Perhaps one was lost in the cargo of a sunken ship.


Notes:

+ If you write at least a sentence in your build for each book's own particular predicament, you can gain an extra 3rp.

+ Either way, you can also gain increased library privileges that help you study, train, or learn insights to gain more more favor, increasing your Focus/Might/Favor progress 2x for 1y.


VITAL LOTUS

Noble - Evil Route


Threat 6

Conflict 4

Reward 3


In your travels or maybe simply your daily routine, you cross paths with a traveling witch. Circumstance will be such that she'll let slip that she's searching for the Flower of Life. Typical witchdom antics, not much to dwell on. You'll happen to see her 3 months later with a missing arm and a half mask covering her scarred left side and significantly less spirit in her remaining eye. Compelled to inquire, you'd learn that she's the only surviving member of a band of adventurers that found the flower, but were intercepted by a cult of hespatian necromancers that burned the field and fled with the last 6 that may ever exist. Are you up to tracking them down?


Notes:

+ There will be a large force of undead and Necromancers of ranks 2-+ among various tricks and other magics of your adding.

+ If you give her a flower, she'll become a Lifeweaver with the following card if taken as a companion: Xiao Liena | [TODO]

+ Use one to learn Lifeweaving with rp: LIFEWEAVING



DISTRESS BEACON

Noble


Threat 6

Conflict 4

Reward 4


Requires Lunabella, Alphazon, ORC, HexVPN, OR Battleship. In short, some means to receive space coms personally or as a mission from a higher up who received it. At some point in time sensors, tech or magical, pick up on an unknown object streaking through the solar system from beyond the oort cloud heading through on a trajectory straight to the sun. A Ghost or HexNet (or both) broadcast is repeating a distress signal on repeat requesting help in a quickly deciphered strange language spoken in a feminine voice To the point, a space ship is on collision course with the sun and being pursued by a space kraken, naturally you'll need to step in.


Notes:

+ The Space Kraken behaves like a Hydra, with its tentacles.

+ Space Kraken is accompanied by a swarm of attack babies ranging from face huggers to large octopi, and a few colossal squids in sizes.

+ Space Kraken itself, is comparable to a battleship.

+ The person is a witch - from outside the solar system.



FAMILIAR TROUBLE

Noble - Evil Route


Threat 5

Conflict 4

Reward 6


For whatever reason, business or interests have taken you to Alfheimr, the faewild. While there you run into a chance encounter with an abnormally fluffy corgi-inu that tries to get your attention with a particular spark of intellect in its eyes. Occasionally growling in the direction it tries to lead you before returning to being adorable. It will lead you through a series of minor trials, nothing for a witch such as yourself, and end with an encounter with a large beast. In the vicinity of the beast you'll find the dead body of a witch of a type that has a death cheat that requires a bit of care to make sure it works successfully, such as a draviri egg.


Notes:

+ The corgi-inu is familiar to the dead witch.

+ Once the dust settles, the corgi-inu whines next to their witch's remains or the cheat death focal item, and stares at you with huge begging eyes. The corgi-inu will slowly vanish over time, or instantly if the cheat death object is destroyed.



HALLOWEEN TOWN

Heroic - Evil Route


Threat 8

Conflict 4

Reward 4


Requires Special Delivery. Halloween Town is a semi-secret location in its own realm, where it is halloween every day with a Novelty enchantment ensuring that anything you see for the first time here, will always feel as novel as that first time. Everyone is always in some manner of costume and everyone lives openly to celebrate their different races of witch, and non-witch supernaturals. However, your visit comes at an inopportune moment, as Halloween Town is under threat from the Skeleton King who recently usurped the Pumpkin King as owner of the private realm, and is subjecting the citizens to tyrannical laws via Covenant and Dominion magics.


Notes:

+ The Skeleton King may mind control citizens to use against you.

+ Succeed, and the Pumpkin King will bless you with an encounter with the Pumpkin Moon: Pumpkin Boons. https://imgur.com/a/R8aMfTp taking only MARKED boons. The Deal wish is the same Consortation 5 but service as an Entity instead.



SPACE TENTACLES

Heroic - Evil Route


Threat 9

Conflict 4

Reward 7


Requires Distress Beacon. So you killed the space kraken and saved the strange witch. The dust was starting to settle and maybe you've had one or a few conversations with the witch calling herself Sara Star through her translator. She's often seen working on repairing her ship, Red Betty, but no more than 1 week later you get the call. Those in the know have been watching the direction Sara came from, and it just paid off as we've noticed a fleet of entities entering the system from the same spot as Sara & her space tentacle friends. Sara's ship might be done in time to help towards the end, but for now a team of witches including yourself will intercept.


Notes:

+ Invaders will be composed of 1 mothership (Space Leviathan), 4 space krakens, and a dozen swarms of space squid, with countless face hugging octopi that are more like projectiles than fighters.

+ If you succeed and she survives, gain Sara Star as a possible companion. Sara Star



TIME SLIP

Epic (Arcadia)


Threat 9

Conflict 2

Reward 4


The Arcadian Parks & Recreation board were toying with temporal distribution to figure out ways to adjust local time dilation within their environmental changes to the system which could have huge benefits to social and practical life in Arcadia. Problem is, a bit of code from those experiments somehow slipped into the live update and the result sent you and all your companions flying through spacetime. You were the closest to the proper timeline, so the P&R. team was able to make contact with you and attribute you with an anchor pin allowing you to dive deeper to find each of your companions, stuck in various points in time.


Notes:

+ You and each companion will only keep 1 magic at a max of rank 3

+ Every time you find a companion, you'll need to find Extraction, sending that companion home and you to the next timeline.

+ You might be in each timeline for years or decades before finding either the companion or extraction.



WITCHES 'N INQUISITION

Epic (Hawthorne)


Threat 10

Conflict 9

Reward 6


Hawthorne is running a special event established by the First Witch founder of the academy. Only the top 5 best students are allowed to participate, each will undergo a ritual that sends them to a different aetheric sphere- the same that the First Witch came from at the founding of Hawthorne. This is an alternate reality where the rules are different. You will keep only your racial abilities and 1 magic at rank 3, otherwise: Play Witches 'n Inquisition as normal. During which time you'll go through 10 years of conflict and hardships. If you have Laura or Hannah as companions, they might qualify as well, and join you as allies within. https://imgur.com/a/nC89lbq


Notes:

+ If you survive, you can use 2rp per token to purchase anything you purchased in your Witches 'n Inquisition build

+ You can bring back companions from there by buying them for 3rp per token.

+ If you die, you return to Hawthorne with no gains.



MAIDEN TRAIN

Noble (Watchers) - Evil Route


Threat 5

Conflict 4

Reward 6


There is a special train that runs across either North America, Europe, Siberia, or the left coast of South America through Chile and Argentina. It's a scenic route taken by the train once every 4 years for blocks of youth from one All Girls christian jewish, or islamic school to another as part of a coming of age ceremony. The train and its tracks are hidden by the veil, but these precessions are often the target of terroristic (at best) acts, considered a high prize job in disreputable circles. You are tasked as a Watcher or hired along with Watchers if you've earned their trust, to chaperone the train and ensure it's safe travels. In the meantime, enjoy the views.


Notes:

+ The train takes a highly scenic route full of great views.

+ Most the girls are witches themselves, though of limited effect.

+ The train will be attacked at one point by Hespatians or Outsiders, acting on their own with a few allies to make a name for themselves & enjoy the would-be spoils of the job.



BLOODSTONE CHALICE

Noble (Hespatia) - Evil


Threat 3

Conflict 7

Reward 3


The Family of Red Mother and the Family of Whisper are known to collaborate on a ritual where they meet at a heretical site containing the bloodstone chalice, a unique relic, where they hold a ritual orgy and mass sacrifice, the resulting fluids being channeled through blood grooves throughout the chamber and concentrated into the chalice. 200 lives will participate in the event, 100 being sacrificed at the end. All participants will feel a sense of euphoria that lasts a week, while the 5 designated to take a drink will permanently unlock the potential to learn Visceramancy and in the moment of drinking choose to replace their witch race with another.


Notes:

+ Very little threat, the site is secret and warded, but many of the sacrificed will be weak witches, including from other factions that got lost away from their herds, as well as human cultists.

+ You spend rp to use Visceramancy. VISCERAMANCY



STARGAZING

Folk - Evil Route


Threat 1

Conflict 1

Reward 3


You're in space, on the moon, here in Lunabella. Why didn't you think of it sooner? Time to go stargazing, which on Lunabella can include looking up at the Earth through a telescope. Go outside of a Domain bubble if you want to view the sky without any atmosphere in the way. Maybe it's a romantic idea to try to get closer to one of your companions and you'll enjoy some candle light with your picnic basket somewhere in the Sea of Tranquility or maybe you just want to soak in the silence of the airless landscape beyond the domains. Bringing back a moon rock is fine too.


Notes:

+ You can add a high power magic enhanced telescope to your inventory if you wish, capable of looking at the Earth with enough zoom to make out city streets or get a good eye full of Saturn's rings. No I didn't actually check the math on that.

+ You can enchant your clothes with moondust repellant.



FAERIE KING'S COURT

Epic (Alliance) - Evil Route


It's been many hundreds of years since the current order of Alfheimr was established, with the ousting of the majority of the Archfae who ruled the faewilds in the times past, the surviving Archfae being those to have established the contract where they'll support the transition of power to see their old rivals downed. An Archfae rivals a Greater Demon in might and potential, and one has just returned from oblivion. Spontaneous regenesis of its own existence. Once one of the nicer lords of the realm known as the Prince of Petals, he's come back as the Lord of Thorns, with a score to settle.


Notes:

+ He has Nature 6, Curse 5, Necro 5, Psycho 5, Covenant 5, Suggestion, Entrance, the effects of Violet Lenses as a perk, Fae Step & Apex.

+ He can replicate the effects of T4 Core magics with raw mana.

+ He'll attempt to add you to his harem, and he doesn't exactly require consent but at least he's not out to kill you, yet.



TENTACLE PARTY

Noble


Threat 4

Conflict 5

Reward 7


Look, you know, I know, they know, we all know it had to happen. Enjoy the tentacle faction to its fullest with an organized tentacle party where different Outsiders with various different flavors & aesthetics of Monstrosity and/or Visceramancy will entertain each other and the guests using tentacles. What exactly that entails is up to your imagination and the rating of wherever you post your build or story. All are invited! You know, provided you and those you bring with you are cool with outsiders. And tentacles. Lots. of. tentacles, served with a side of tentacles. Some tendrils thrown in just to spice it up a bit, and in more varieties than you can dream up.


Notes:

+ Just for tonight, this particular tentacle party is hosted by the gn'th’bthntor lloig mgn’ghft ot syhah na'ahehne, or the Sanguine Mindlight, who is interceding to prevent Far Corruption for now.

+ May or may not involve refreshments, that may or may not offend the sensibilities of some non-Outsiders.


PUBLIC SERVICE

Folk (ORC) - Repeatable


Threat 2

Conflict 2

Reward 2


A very simple and straightforward matter. A district in Deco City, ORC's city, or some other supernatural aware civilized community, is currently short on staff to manage some necessities and basic community care. So, the ORC has issued a request for available agents and general staff to volunteer for various public service roles, temporarily of course. Could last a few days, or it could last over a month, in one place or bouncing around to different locations where you're needed. Perhaps you have the same daily job you're filling in for like a crossing guard, or perhaps you're going from place to place filling in odd jobs for service projects like rescuing cats.


Notes:

+ Public Service jobs can be anything that improves the happiness of multiple people over the course of at least a few hours.

+ Or improves the safety of an area once the job is completed, such as clearing debris from the road, or allocating shelter for residents of a disaster area.


DIGITAL DEATH

Epic (Alphazon)


Threat 10

Conflict 7

Reward 10


Chief of Alphazon innovations is the Observer matrix and their link to the Data Crypts, providing even their human employees with immortality or safe storage in a digital afterlife of the company's devising. But something is going wrong: Reapers have taken notice and are causing disturbances and errors in our Data Crypts, killing the digitally immortal & ferrying them away to limbo or elsewhere, including an Exec's own daughter. This won't be tolerated, Alphazon is greenlighting a counter offense. A task force called the Helldivers with spectrotrace equipment to see and follow Reaper activity. Teach Death not to mess with Alphazon, retrieve the VIP.


Notes:

+ The security breach is identified and a patch is ready to go live as soon as you complete your mission as to not alert the Reapers that we're onto their BS.

+ Your Helldiver gear will allow you to force entry into godly domains to retrieve targets -- Do. Not. Get. Caught.



JOB BOARD

Any/Heroic (Independent) - Repeatable


Threat ?

Conflict ?

Reward ?


A staple of many taverns and guild halls: The Job Board, upon which any random person of interest can post a bulletin with the job in question registered with the owner of the board with the payment handed to the establishment ahead of time. Some boards allow any riff raff to post with or without registration, others require fees to register. Depends on where you go. Use this to customize any quest you wish with rewards based on the threat and conflict rating. The Threat and Conflict can be between 1-3 for Folk tier quests, taking a Folk slot, while Nobles can be between 3-6, 6-8 for Heroic, 8-10 for Epic. Reward is 1/2 Threat + 1/2 Conflict.


Notes:

+ Custom Quests can't reward special benefits, only rp to purchase something, unless in-game you're spending that and/or saved rp on a purchase which is rewarded in-context through the quest.

+ Threat and Conflict needs to be at least somewhat warranted by the objects faced by the quest.




RELICS

Relics are like perks, but are external boons in the form of magical artifacts, as a rest they aren't things inherent to yourself, but are things you can acquire over time.


“Let's see if we can detect any Relics in your future, they sometimes show up in these tests..."


Relics cost REWARD points obtained from Quests, as shown, however you can buy them with POWER instead, if you so choose.


HEXVPN

-2 / Folk (Academic)

The ultimate in secure internet access. HexVPN routes your internet traffic through a literal blackbox. The ominous hovering black cube with fractal engravings completely masks your connection in ways mortal VPNs can't; Your traffic won't even be seen or register as a request, and it allows you to access any public website that would otherwise have a paywall. No more sharing netflix accounts, and no region locks, rocking 666 Tbps up and down.


STORM BREW

-4 / Folk (Warlock)

This large glass jar can be used similar to a cauldron, for brewing storms rather than potions. Using similar rank ingredients.


R1: Clear day. Light Drizzle.

R2: Light mist, standard rain

R3: Light snow or hail, decent rainshower.

R4: Basic Thunderstorm. Heavy rain Thick snow. Basic hailstorm.

R5: Heavy thunderstorm, torrential rain, golfball hailstorm, Blizzard. Heavy winds.


Weather is influenced within a 30 mile radius. for up to 6 hours/use.


NIGHTLIGHT

-6 / Noble (Warlock)

This black candle actively produces darkness. It repels light, and physically produces an inky black haze. Those who close their eyes within the antilight of this candle will open them to find themselves in the Darkened World, the *World of Terror* as shown in the Cosmology. If you lack portals, you may be trapped. Why? Well, the lit candle reduces the component cost of Alchemy and other magics by 3 ranks worth, even reducing to 0 cost.


STAINED SILVER

-6 / Noble (Warlock)

This ruby red obsidian dagger with a thin hollow injector in its core is an ancient sacrificial dagger. It has two purposes. A) Itcan store a potion within it to apply its effects on a stab, getting 3 extra uses out of one potion. B) When empty and used in a ritual sacrifice, it syringes up blood, and with it the soul, refined and primed to be used later on demand to fuel an effect requiring it. While it has a soul, wounds it causes refuse to heal unless holding the dagger.


JADE BOLT

-6 / Noble (Warlock)

This heavy gold ‘handgun’ projects green quartz shards with equivalent force of a 45 Long Colt, growing its own ammo. You can direct a curse at the jade and emerald skull to imbue its shots with the curse effects until you replace the curse with another. Injuries caused by this weapon do not heal or benefit from healing effects for 1 week, during which time any means of cheating death are put on pause so long as their body is pierced with the quartz shards.


GOLDEN FISH

-4 / Folk (Warlock)

These rare creatures are to goldfish what witches are to humans. Hard to come by, these fish have peculiar spirits that pack a spiritual punch on the level of a human soul


You can use one of these fishes in place of a human for the use of any blood rituals.


You have 3 of these fishes, 2f, 1m. They require monthly water changes, swimming in a mix of an r4 Stimulant and Curative.


They reproduce once a decade, and live indefinitely.


NECRONOMICON

-4 / Folk (Warlock)

The book of the woeful dead. Using this, you can combine the disciplines of Necromancy and Consortation. Demons you summon can be bound like spirits into Undead bodies, or a Golem (Hexes). Their personality remains the same, but they're now permanent and don't count to limits. The body is itself a form of payment for their service but with a body demons like the foliot wouldn't be invisible, not being a spirit now. A Balor would be a a murder machine with thousands of years of combat training, but still limited to the capabilities of the given body. No effect on R5.


ALCHEMIST STONE

-6 / Noble (Academic)

A ruby gem that can bond with your rod (Witchery), to augment it with a transmutation catalyst that acts as a reusable medium for using Hexes. Begins as a Rank 1 medium, you can upgrade it to let it work as a higher rank medium by letting it absorb 1 ton of materials of the higher rank. Itcan also store any amount of Kisses to use for magic, such as Alchemy, and Runes.


You can feed the stone magic items to extract the Kiss value of the item, directly into kisses stored within the stone. Itcan also transmute Kisses into other Kisses of different values. Kisses can of course be extracted when desired.


YAGA ROOT

-2 / Folk (Warlock)

A wooden carving of a gnarled spider. When placed under the floorboards, or buried next to the foundations, of a small home, it animates to grow hard wooden tendrils throughout the structure of the building and throughout its foundations. With meditation, you can deliver it commands that allow it to rise on eight spidery root-egs to travel where you wish it. It's surprisingly nimble and can use its legs to anchor itself in trees, and create basic wood furniture or stairs on demand. If you have R5 Witchery, it can burrow into the earth to disappear into your pocket space, and emerge anywhere within 10 miles or to property you own.


NYMPH VESSEL

-4 / Folk (Warlock)

This ornate pitcher holds an endless reserve of water from the Faegarden and the mythic baths of the nymphs. Pouting from the left pours cold clear waters.


You'd be hard pressed to find purer water, with the perfect mineral content for sustaining life. Pouring from the right pours hot milky white waters saturated with minerals... and some other stuff. This water is extremely revitalizing, relieving pain on contact and releasing tension and stresses while sanitizing and washing all impurities. Leaves you with pristine soft skin. Drinking it can cure infection and replace a meal.


LONGING MIRROR

-4 / Folk (Warlock)

This arcane mirror can alter its size from a pocket mirror, up to a full body standing mirror. You can use this as a scrying tool to operate a spirit eye as though it were a silent invisible camera drone without range or battery limit. Witches and mediums can see the eye if they spot it, being the size of a literal eye. Flies as fast as you can jog or the max speed of your broomstick if you have it improved with witchery.


You can swipe your hand across the mirror to make a copy of the mirror manifest (also as a spirit construct) where the eye is, and allow two-way communication through it, if the other person can perceive it


HELLRIDER

-6 / Noble (Warlock)

This infernal machine is a construct of hell. Its chitinous wrought iron frame is unnaturally durable and heavy yet its ability to travel is subjective, relative to its own point of reference. You could drive up the side of a building or on a ceiling, and on the surface of water. Travels at up to 260mph. You can summon or unsummon it with basic unranked witchery, or you can bond it with your Rod to act as an alternate form, doing so adds your broomstick's speed to the hellride's top speed, and it gains the ability to fly. And likewise, is like new again on each summon.


It has a builtin flamethrower, and can leave a trail of fire between 10ft - 6 inches tall for 10 seconds.


ARCHER'S BOW

-12 / Heroic (Warlock)

This bow is no more than a central grip that when triggered projects crystal arms and string. When drawn, it manifests its own crystal arrows. Each arrow strikes with the speed and force of a .50 caliber rifle. You can infuse any given shot with added mana equivalent to a rank 3 spell to cause it to explode within 3m on hit or proximity to a given target mentally established, or to cause the next projectile to seek with the agility of a hummingbird


By infusing the projectile with mana equivalent to a rank 5 spell, you can cause the arrow to split into two. Which then continue to double for every 200m of distance traveled. Stacks with r3 infusion.

ASSASSIN'S EDGE

-12 / Heroic (Warlock)

This ruby-like dagger holds a malicious edge that leaves aggravated wounds that actively draw blood out from the injury, bleeding 10x as much as it should. By infusing it with r3 tier mana, you can cause the next injury to violently expel all blood within a wounded target, leaving a desiccated husk. By infusing it with r5 tier mana, you can create 12 rapiers with the same ruby appearance and aggravated bloodloss. Each rapier a *dancing blade*, self-animated in synch with your own intentions as though wielded by a master swordsman. When moving in a straight line, they can move with the speed of an arrow up to 60m from you.


WARDEN'S MAUL

-12 / Heroic (Warlock)

This gilded hammer of comical proportions should be impossible to wield. Most humans can't even lift the head alone. But when activated in the hands of a bonded witch, it generates its own lift field with Levitation magic, and when swung it actively propels itself in short bursts. It weighs 950Ibs, but strikes as though it weighs 2 tons. By infusing it with r3 magic, the hammer can generate this lift field propulsion effect on contact, making a struck target weightless and then propelled up and away with great force. Infusing it with r5 magic, you can make yourself and the hammer impervious to harm for 3 minutes, though you're -20% slow.


DEVIL'S TRIDENT

-12 / Heroic (Warlock)

This black star-iron trident glows. with heat on demand. Any contact at all with the head of the trident causes 100 times the sensation of pain you would expect. Brushing against it would feel painful, even when not searing hot. The central point hovers in place as firm as though a part of the whole, but it can at your option detach to remain fixed inside an injury, with barbs shooting out of its sides. Infusing it with r3 magic lets you cause a struck target to subjectively experience time 5x slower. With r5, you can make them subjectively experience time 100x slower or make yourself perceive time 2x slower without injury.


GUARDIAN'S WALL

-12 / Heroic (Sorceress)

This adamantine tower shield can adjust its size from a dinner plate to up to twice your own height and up to 3x your own width with a mere second of shifting. As adamantine, it's the only substance a riftblade can't cut, impervious to harm. This shield has the added benefit of special anchors that allow it to resist knockback and other forces, though its resistance wears out with overuse. With an infusion of mana = to the rank or otherwise as appropriate, the shield can absorb any magic effect, then replicate it itself using twice its normal mana cost. The shield can store 4 effects at once. Has 40 absorb charges per day.


ALCHEMIST STASH

-6 / Noble (Academic)

This set of belts, garters, and threads allows you to store potions and similar sized items beneath skirts, dresses, or simply in cloaks. Any item stored in the Alchemist’s Stash can instantly be called to your hand with no delay, appearing in the blink of an eye When not visible, the items leave no distortion on the clothing, neither do they clank, weigh you down, or are they felt, as though they were not there at all until you lift the hem or otherwise reveal them. They can't be damaged when not visible. If you have Witchery, these can integrate with your mothergifts and appear when your garment is called. Stored potions are 20% more effective.


GEM OF RENEWAL

-6 / Noble (Sorceress)

This unique gem has the sheen of a diamond, the many colors of an opal, and the smooth roundness of a perfect pearl. It catches any present light to glimmer perfectly to any viewer. While worn, no damage leaves a visible mark on the body with no apparent damage. The damage is transferred to minuscule replica of yourself stored in the gem in suspended animation. You will not take damage until this replica is killed first. If you receive healing from any source, it likewise heals the replica. Area healing can affect the replica separately, doubling the benefits. Likewise, it double dips on any forms of regeneration you have.


It takes 1 hour to rebind the gem to a new host.


>

PROSTHESIS

-2 / Folk (Sorceress)

For each purchase, you have a gnomish magitech prosthetic replacing a normal part of the body with a rough mechanical replacement that's clearly inorganic, but is finely in tune with your intentions and can be used to work magic as though it were natural flesh. It doesn't have feeling, but you do have an awareness of its position and an yes/no sense of if it's touched. Alternatively, you can have an elegant Doll limb replacing a part of you that either looks really nice or looks natural with a visible stitch line and some skin color variation, which does feel as normal but can sometimes behave oddly as though it belonged to someone else now & then, maybe even copping a feel.


VIOLENT LENSES

-2 / Folk (Warlock)

These pink sunglasses let you see into the hearts of intelligent beings, seeing a sort of 'flame' or ball of turbulent energy within them. The color and reactivity of the flame can allow you to judge their character and feelings towards others. If they deeply love someone on an intimate level, a small duplicate of their love's own flame can be seen buming above their own. By swiping a finger along the left arm of the glasses, you can switch to X-Ray vision, selectively seeing through chosen objects or substances. Along the right arm, and you can switch to a thermal vision that has accurate detail Any given modes can stack with each other. Disable heartsight with a tap to the bridge.


MANA CORE

-12 / Heroic (Warlock)

An amulet containing a finely tuned crystal that acts like a processor for channeling mana throughout. It operates on its own to run calculations on probabilities and magical theory to generate counterspell effects on incoming hazards provided it has at least a tenth of a second to. react. It has a backup defensive barrier visible when a hazard is within a few inches of the wearer's body, producing a crystalline weave that can shatter if overwhelmed, but is comparable to a 4 inch thick steel plate, resetting when the core resets every other second.


It can be used as a magic focus for performing magic as though using your Rod. Also boosts the damage of Spell Bullets by 20%.


MAGIC TALISMAN

-20 / Epic (Warlock)

Legendary relics of considerable power, these talismans contain Rank 5 magic within them. While it is on your person, you can use that magic as though it were your own. They're decently sized and not the easiest things to conceal, producing a glow when used, and actively require exposure to open air to function, so they're wom like accessories in various fashions. A person can only be linked to one at a time, requiring a full minute to rebind to a new talisman.


The magic it possess can be any magic specialization, with no penalty or restriction applying to it. The magic chosen and its affinity influence the appearance.


TREASURER'S MINT

-6 / Noble (Academic)

Your very own proper Kiss Mint, a small cube which expands into a room sized chamber within which a large treasure chest can be the focus of the ritual to mint a new Kiss. Instead of minting a single kiss, a 10 minute ritual will mint the entire chest full of Kisses, provided you have a chest full of small copper coins. 5 chests of small coppers can be transmuted into a chest of large coppers. 5 chests of large coppers produce a chest of small silvers. 4 chests of small silvers produce a chest of large silvers, 10 chests of large silvers produce a chest of small golds, of which 10 produce a chest of large golds. You can skip steps by performing an equivalent ritual time using an equivalent quantity of initial materials.


COMPANION BRICK

-2 / Folk (Sorceress)

Contains an object relevant to a any one potential Companion. This object allows you to bypass normal dynamics to take that companion regardless of restrictions or personality, your object is your "In" with them to form a bond in one manner or another. This item can be any manner of plot contrivance that smooths or outright enables a relationship with that companion, either platonically or even romantically, at least opening the door to the possibility


This is your golden ticket to obtain a legitimate reason to befriend any companion you may otherwise struggle to rationalize.


Alternatively, you can keep the cube itself as a companion. It's a good listener.


HEIRLOOM

-4 / Folk (Sorceress)

It's pretty rare, but it seems your mothergifts aren't new. You've inherited heirloom gifts from a witch ancestor in your family line. Choose one magic specialization have been their focus that they are known for, and half the cost of buying that magic for yourself. You can use this on a magic you don't have the affinity for, or halve again the cost of a magic you do, but you cannot use that magic specialization when not wearing your mothergifts, your garment and hat almost all witches get from RO Witchery, and using your rod. Downside is your mothergifts have a preferred shape, the shape most identified with that ancestor, and any alterations will only last about 1 hour before they start to revert unless you reapply the change, doesn't affect rod forms. ie broom.


RIFTBLADE

-4 / Folk (Warlock)

Normally portals are stationary, but the some witches managed to figure out how to convert one-way proxima rifts into a sliver acting as a blade that freely moves through space unanchored, bound only to its hilt. Rifts as mentioned, are the sharpest known objects in Witchdom, a riftblade will cut through anything without resistance except other rifts, but will also share the effects of any proxima the witch has access to, if any, contained to only apply an effect on contact. This also alters the appearance of the riftblade as appropriate, such as red heat rifts, yellow storm rifts, white cold rifts, blue water rifts, black void rifts.


Basic riftblades look like mirrors The blade can still be shattered as described by Portals, starting from R1. If broken, just retoggle it.


LIFE RECORD

-6 / Noble (Academic)

These somewhat dangerous keys are often destroyed on sight by Hawthorne and the ORC, while the Watchers, Hespatians, and Alphazons would kill to acquire them. This key lets you tap any manner of depiction of a target individual to enter the Index of Everything, specifically the All Archive wing in a research center, though you can't leave it to go anywhere else in the archive.


Here you'll find every single scrap of information about a person that has ever been written, drawn, photographed, or otherwise recorded. Even if nobody ever saw it. Every video, every clip, every blurb or diary entry, so long as it's about the individual, it's here somewhere. Only works on Humans and Witches. One use per month. This place can't be visited by any other means.


SERVANT DOLLS

-2 / Folk (Warlock)

One of the first attempts to create Dolls resulted in these beings. They're 2ft animated porcelain dolls that live to serve and can emulate the intelligence of a human with low IQ and social difficulties but can faithfully carry out tasks as directed. They bond to a single master, able to bond to a new one if their last died for good. They'll do all you ask, and might take initiative to do things to serve you that you didn't ask them to do, based on how you shape your relationship with them and how they get a feel for the things you want or not. If broken, they become whole again at midnight. They're surprisingly as strong as a full sized human despite their size. You have n x how many times you buy this, where n = purchases. Take this relic 3x to have 9 dolls.


DOLLMAKER'S KIT

-6 / Noble (Warlock)

A sewing kit with pitch black threads and a small box that always has a new button when opened, and a red stained needle This sewing kit can be used over ja 1 hour ritual to sew a living human or witch, to convert them into a Doll, replacing their previous witch type if applicable, land if they weren't a witch then they become a witch with the Doll type. This can also be used to replace parts of the person with parts of another, including missing or non-functional parts. They'll have 2 Power to spend per individual body used in the new doll. The brain determines the factual person that becomes the doll (including soul). You might use hexes to resize parts or organs to fit the proportions better. The resulting being cannot disobey your commands.


THAUMIC SPIKES

-4 / Folk (Warlock)

Long crude iron spikes that are infused with the immortality curse. A being pierced with one of these spikes cannot die by any means while the spike remains within them. Once inside, they have a strong magnetic-like pull to remain inside, requiring around 800Ibs of force to pull free. They feel pain as normal, including the pain of the spike itself. If an effect would slay an immortal being, one of the spikes will shatter into dust and save the life of the bearer, taking the hit for them. Such as a Jade Bolt, or a Golden Weapon from VoL. While spiked, they'll also regenerate from a broken limb in a minute, limb loss in an hour, bullet wounds in seconds. You have 3, and can craft more using Curses 5 to curse iron spikes.


SECRET ELIXIR

-12 / Heroic (Academic)

A very illusive potion, the creation process known by Alphazon executives and Hespatian Crowns. You will come across one. Drinking the full bottle, tiny as it is, imbues you with the ability to craft the potion yourself if you have Potions 5. A single drop is an undetectable, untraceable poison that causes death in a completely random manner in a random time within 1 month. 2 drops will make a person tum inside out. 3 drops will sever a witch's ability to use magic, or undo the effects... Or make a human a witch with a random witch type and 3420 Power they'll grow into. 12 drops per bottle.


Requires distilling 5 rank 5 potions in one, & activating the potion with your activated blood.


COSMIC PEARL

-10 / Heroic (Sorceress)

This pearl of great power is less of a material object than it is a tangible fold of crystalized probabilities. You can soak it in any water and that water will become equivalent to a T4 ingredient for Alchemy or other magics, and when on your person it buffs Elemental magic by 25%. Or, you can melt the pearl into a solution of molten gold, to disperse it throughout and transmute it into an "Elixir of Many Colors". In drinking it, you can permanently replace one affinity you possess with any other, or add a new one entirely. A creature can only hold a limit of 4 affinities at any one time. A Warlock with a Soulbound Pearl has 1 use for changing affinities, and keeps the passive benefit.


WITCH DECK

-6 / Noble (Academic)

You have a deck of 60 blank cards that can be used by having a witch or other supernatural entity sign the card and provide a drop of blood or rough equivalent. In doing so, you can now summon a complete duplicate of that entity using the card, once per 24hr until dismissed or destroyed/slain, only one instance of the same entity at a time. The entity in turn if ever slain in a way that would have been permanent (or first regardless of other methods if they choose), can hijack the next instance you use that card (Which will have a golden glow on it) in order to return to return to life but under your control for 24hrs. You can sign a card yourself to spawn a duplicate you. Personalities remain intact but memories aren't.


BATTLESHIP

-20 / Epic (Warlock)

Holy basil, you found an entire heckin’ arcanotech battleship. It has zeppelin-like bulbous frame with a top like a military destroyer. It flies at up to 120mph at full steam which drains its stored up power over an hour but cruises at 80 without gaining or losing power. Has ammo bays that fabricate crystal cannonballs while keeping them stable, storing up to 9 each for a total of 90 shots, generating 1 ball per minute. The balls wink out of existence after 10 minutes of exposure. When lsed in one of the cannons, they travel in a straight line until impact, causing a 40ft diameter explosion as a swirling meat grinder of armor piercing crystal slivers that shreds tanks. Hull is foot thick mythril plating.


MYTHRIL ARMOR

-4 / Folk (Warlock)

This silvery white armor is made from mythril, legendary for being so lightweight it falls like a feather, while being nigh impenetrable. A dragon's tooth would chip biting into solid plates made of this, though it'd deal a good dent to the armor. Dragons don't play around. It's supernaturally cool to the touch, moderating the wearer's temperature to stay slightly below room temp no matter the conditions, giving it resistance to hot or cold basted attacks and providing comfort in harsh deserts or arctic tundras. It's light enough it'd be like wearing a thin silk nightgown, while in full plate, though actual mobility largely comes down to design. A chain shirt of mythril could stop bullets but the blunt force could still break a rib.


RITUAL INKS

-2 / Folk (Warlock)

A set of relic needles and a tome of ritual preparations necessary to create inks, paints, or blades that allow the direct application of Runes to the living body itself. Flesh isn't as durable as metal trinkets, but it can come in handy to always have a rune on your person on your very skin.


The rune can be disrupted if you suffer injury to the site of the mark, whether it's a tattoo or bodypaint. Healing will restore a damaged tattoo or scaring, though not bodypaint.


Fortunately, the inking / painting process is more cost efficient than classical runescribing, saving you 50% the standard costs when using Kisses and can utilize cheaper equivalent ingredients if not utilizing Kisses, for roughly the same general savings.


SPELL BULLETS

-4 / Folk (Academic)

A special arcane reloading bench allows you to use 1 Kiss, to produce magic bullets patterned after any other bullet.


Your magic bullets are either a flat bonus of double effectiveness, or you can imbue them with any affinity you possess to cause a 1m elemental burst of that element that either adds the same damage potential as the bullet itself again, or converts all the potential damage of the bullet into the elemental effect.


For every additional kiss you use, you can increase the damage potential by 1% and add 1m of either AoE or effective range.


You can engrave the bullets with Runes or other magic effects you possess allowing the effects to be carried to the projectile itself, even if the projectile is just energetic.


GREAT WAR RIFLE

-6 / Noble (Warlock)

Relics of witch involvement during the World Wars, in a parallel conflict referred to as the Lockheart Shism, where the witch community was divided in opinions roughly correlated to the human's own dividing lines. These rifles look like mundane rifles at a glance, but they hide complex arcanotech engineering. They can generate a runic scope as effective as a full telescope in sync with your intentions to show trajectory calculations and distances. Spell Bullets fired from it are five times as potent with high velocity and the base aoe burst is 4m. Each rifle has a short ‘chant using r4 mana drain to imbue the rifle itself with power to add 1 mile of range to the projectile, and adding the force of a howitzer shell to the attack.


WITCH PISTOL

You have a particular form of wand in the shape -- roughly – of a pistol. This can be a Master Wand if you possess that perk. It can be separate from or it can be a form of your Rod. You can buy this again for spare wand-pistols, (though they all count as the same master wand). They can be loaded with Spell Bullets, disappearing into the wand when pressed against it. By default, the wands can shoot energetic projectiles comparable to a 9mm With infinite ammo. Or you can forgo a second pistol to upgrade the caliber of the base projectile. 9mm - .45 - 225 - .50. Using the wand you can extend the range of your magic by 300m by changing the origin of the spell to on-hit, likely with increased projectile velocity vs the normal spell's own.


JESTER ONI MASK

-6 / Noble (Warlock)

This mask has a mind of its own, a sliver of The Shadow. When on your head its eye can be seen moving with a glimmer of a keen intellect. It has 360 perception within 120m, while its vision is telescopic. It can speak to you in a mirror of your own voice, within your head. Ithas great insights, but has its own goals and agendas, which usually include helping you out in most things When worn over your face, the rest of your body becomes enveloped in shadows and you gain a doppelganger of yourself that shares the telepathic link but is its own entity. By infusing the mask with R5 mana when you remove the mask from your face, the doppelganger can remain unshadowed like a twin of yourself. Only one at a time.


FAR TALISMAN

-6 / Noble (Sorceress)

A small shard from a high level Outsider entity. This relic is more like a parasite, it perpetuates its existence by bonding with your mana reserves. In exchange, it protects its host. While it is worn, you cannot die, any injury becomes superficial, a bullet through the head no more lethal than a bullet through the hand. The entity can perceive anything you perceive, and likewise you can see through its eye. You can grow additional eyes anywhere on your body, hard as stones and not sensitive. These eyes can also be placed on any surface you touch, including unprotected creatures. When closed, they leave no indication but a thin line. With an expense of R2 mana, you can grow copies of any part of your body anywhere you can see.


MASTER KEY

-6 / Noble (Warlock)

These enchanted keys are highly prized. They don't merely unlock something, but they bypass obstruction entirely. By placing a master key against any surface, you open up an entirely new gateway through that surface. This doesn't transmute that surface itself, but shunts through it to completely bypass it, the surface unaffected in any way. The key turns into the doorknob. Yanking on the knob from either side returns the key and closes the gate leaving no trace.


This CAN work through the Longing Mirror or similar effects.


PEWTER CROWN

-4 / Folk (Warlock)

Empowers curses while worn, you can deliver any curse you know instantaneously without pointing to a creature you can see. It also grants the curse of Submission, which can deliver orders that the creature is forced to comply with that can be summed up in one word and enacted within a time frame. At rank 4 curses, you can add a second word to have the victim influence a 2nd creature/object.


Rank 1: 2 seconds. Freeze, Clap.

Rank 2: 4s. Bow, Kneel.

Rank 3: 10s. Flee, Cower.

Rank 4: 20s. Kill It, Break That.

Rank 5: 60s. Go Die. Forget This. (Something within the past hour).


SUN SHARD

-4 / Folk (Sorceress)

This jagged prism of light appears as a 2 dimensional reverse silhouette of light from any given angle. In the hands of a witch it can adopt the appearance of any non projectile weapon it makes contact with, storing forms for later use. It weighs nothing for the witch, but strikes as though it weighed 3x as much as it should. It produces light like a torch, illuminating roughly a 30ft/ 10m area around you when active. It burns enemies as though it were red hot. It can be bonded with your Witchery Rod, it taking on the sun shard's traits, in any given form.


HYDRON

-2 / Folk (Academic)

This masterwork cauldron is prized among potionmakers. These cauldrons are able to brew six different potions within the same pot all at once by pouring or inserting separate ingredients in through the six different ‘heads’ adorning the cauldron, Shared ingredients like water can go in through the main opening. The six heads can be lowered down and opened/closed to pour that batch of potion out like a nozzle. By starting with an empty hydron, you can pour functional potions into the heads to mix the potions into a singular potion with the effects of all at once distilled into a single vial.


COLLECTION

-X / White (Academic)

Rather than a relic, I'll let you have a go at my collection of potions and rune-charmed trinkets, up to Rank 4. -1 per potion, -3 per rune charmed trinket. Limit 3 potions and/or 2 tunes. Cost is totaled as one purchase.


WITCH KISSES

-2 / White (Warlock)

One of the closest things to a standardized currency in witchdom. Any witch can tap into Kisses as a source of mana or as a ritual reagent, spending them for practical purpose giving them intrinsic value. There are Gold, Silver, and Copper kisses. with two sizes each, large and small. Small Coppers are K1 large coppers are K5, small silvers are K25, large silvers are K100. Small golds are K1,000 Large golds are K10,000 "Burning" K25 would max out a novice witch's Low mana capacity. For each purchase of this "Relic’, you acquire K1,000,000. Repeat purchases are totaled, not separate.




Cosmology of Witchdom

An Aetheric Map (4mb image) map

THE PRIME SPHERE

The Prime sphere is the central point of the universe, not spatially but dimensionally. It encompasses reality as you knew it, but it's just one among other spheres, each larger than the previous.


Within the Prime Sphere are peripheral worlds that are near to the material world but are off centered as parallel dimensions, echos of the Material. Light, Dark, Order, Chaos. They are like the primary supports of the core material world and compose the Prime Sphere, the central sphere of reality. They're similar to Elemental Planes in many respects, but they are the four chief pillars that enable spacetime itself to behave itself as well as creating structure for fate and consciousness.


1: The Material World, The World of Promise. The intersection of all other planes and the core pillar of any universe. The unique position is key to the stability of the entire aetheric Sphere (universe), For related reasons, souls here are of peak importance, as is their psychic harmony. Souls born elsewhere are artificial in comparison, and lack the same weight. The collective intelligence of sapient life here acts as a primary observer that anchors and shapes reality. This effect is greatly destabilized by fundamental shifts in the public understanding of reality and how changeable it is or not. By teaching a rigid perspective, reality is more stable. If the broader world of magic were known, it becomes unstable and chaotic. Whole cities could accidentally disappear from a disturbance, or the conceptual waveform that makes reality "real" could burst, making the universe no better than a dream, fading over time and cut off from the wider aether (or multiverse).


And so, the gods enforce the Masquerade and its veil on the world of magic, keeping it separated from the public consciousness. And that is why you can't just use magic to end world hunger on earth.


It’s far more than just Earth or Sol, but encompasses all creation that you see from Earth and beyond, that's just where we happen to reside. There may yet be countless other pockets of life throughout it, but space is so expansive that rarely do two different pockets make contact. It's easier for a witch to slip through the layers of reality to enter into other dimensions entirely than it is to step across infinity.



2: The Lawful World, The World of Order. A mirror of the material world that is governed by the attributes of order. Everything in this world is aligned with precision, every organism or collection ordered or following specific mathematical patterns and geometries Every tree perfect in its symmetry, every fruit the perfect representation of that fruit with the same reliable flavor. Every tree or fruit of the same type shares the same appearance, every forest of the same tree laid out in the same pattern unless something gets in the way of it. The only exceptions are creatures with a soul. So every tabby cat will look the same, but not the same as a siamese cat, and humanoids still have individuality. There is no natural entropy, no decay or weathering.



3: The Unlawful World, The World of Chaos. A mirror world governed by the attributes of chaos. Nothing makes sense here, all patterns are disrupted, and expectations subverted. Physics is unreliable. A river randomly decides to flow in different directions against the path of least resistance, an apple tree may decide to grow banana-melons, if not tended to by an observer with a soul that can anchor something to give it predictability. The saving grace is that the more outlandish and widespread an effect is the less likely it is to occur or change, so if you find an upside down mountain it will likely stay that way so long as it’s observed. Entropy here is random, nonlinear, & nonsense, tomatoes decaying into plums.



4 The Luminous World, The World of Hope. A mirror world full of light. Everything is bathed in a glow to one intensity or another. Space is a stark white here, yet light carries with it more information and at greater distances, lightspeed itself being far faster than in the material world, allowing a vision of stellar phenomenon that requires scientific equipment and color correction to observe, so space is a swirling parade of lights in the sky. This world is the source of positive feelings and good fortunes, moments of inspiration and hope for the future. The intense blinding light of this world makes it overwhelming for most visitors. Entropy is reversed here, things naturally want to return to their ideal state. Ash slowly forms back into wood.



5: The Darkened World, The World of Terror. A mirror world of deep shadows. Daytime is a perpetual twilight while nightfall is an oppressive blackness. All light is reduced and lightspeed slows to be nearer to the speed of sound, allowing for times where there is clear distortion from this lag, and light carries less information, colors being washed out and desaturated. Every light in the sky is dim and distant, few and far between. The sun itself seems sickly and ancient, casting a pale reddish amber glow. This world is the source of negative feelings and bad fortunes. Moments of despair, nightmares, and bad thoughts. A source of conflict. Entropy is far accelerated here.


THE ELEMENTAL SPHERE


6

The Elemental Planes of the Elemental Sphere are a thousand times more numerous than the worlds of the Prime Sphere and the peripheral dimensions and offchute realities in the peripheral of those core worlds.


In the Elemental Sphere, there are core central planes that govern the concepts of every element, not in the periodic sense, but in the alchemical and magical sense. There are the four Major planes of Earth, Water, Fire, and Air, which are not insignificantly larger than most other elemental planes, but aren't the only core elements. Others include Nature, a plane of plant matter and flora, which is near the plane of Flesh that encompasses all meat, bone, blood, containing all manner of beasts. It's surrounded by subsidiary planes of those individual components, a plane of just meat, just bone, just blood, and a plane with the emphasis on beasts where everything is a living predatory creature, the planets themselves, even the stars, every equivalent to a tree or blade of grass. The plane of Earth or Inorganics is the plane composed of every material element, every metal, mineral, veins of gold the size of nebulas and geode pockets the size of solar systems, an infinite plane full of inorganic matter. It is largely devoid of air, but geological processes among the near infinite possibilities are able to form pockets of atmosphere in great caverns, In the peripheral to it would be planes specific to a substance, the elemental plane of iron, of salt, or of ruby.


Every elemental plane has a "Proxima" surrounding it, not in space but on a dimensional axis. A position in multidimensional spacetime where the influence of that plane radiates out from it with lesser effects. These proximas are easier for witches to access than the plane itself, within the proxima can be finite pocket dimensions and worlds that are under the influence of the plane while possessing an intersection with other elemental planes. Theory is that most such pocket dimensions are the creation of witches, gods, and other entities throughout all ancient history, left behind for potential eons long outlasting the original creator themselves.


Surrounding every core plane and their peripherals, can be found gestalt planes that are natural unlike the finite dimensions, but exist at intersections between multiple other elemental planes, and as such they are composed of the relevant elements in unison. Similar in nature to the Material World being an intersection of all elemental planes at the center of the aetheric hierarchy of planes and spheres, but various elements are missing while others are greatly overabundant. For example, Eden (11), the dimension utilized by the Watchers, is situated in a gestalt plane dominated by Air, with lesser influence from Earth, Nature, and Flesh. The Faewild (15) is a gestalt plane caught between the Nature Plane and the Flesh Plane, and close to the Prime World of Chaos.


There is no Elemental Plane of Light, as all Light is governed by Genesis, a higher aspect of reality that permeates through all planes and dimensions to varying extents, but the Plane of Fire or the plane of Air and it's peripheral Plane of Electricity (Storm) can be especially bright. There is however, an Elemental Plane of Shadow situated near the Elemental plane of Mind that stabilizes the coherence of thought, though it's the Prime sphere that shapes thought and morals. Which isn't to say that free will doesn't exist, just that actions and thought patterns are influenced by or aligned with these worlds, like gears in a great machine, or ingredients in a cosmic elixir of life.


The Mind Plane is one of raw psychological data and constructs that exist in a tangible space, a place where the psyche is made real similar to the Soul Plane where the spiritual is made manifest. When one enters a Spirit World, Mental World, or Shadow World, they enter reflections of the world that are harmonized towards these planes. These are technically gestalt planes, but only between the elemental plane and the Material World. As you can imagine this extends to all elemental planes, not just the spirit world and mental world.


THE DIVINE SPHERE

The Divine Sphere is where the gods preside in their thrones overseeing their domains, and their divine worlds constructed to the precise will as they wish it and any number of subdivisions built off of it that they set apart as Afterlives for souls that they had claimed in life or from Limbo, which itself is another divine domain by a god of death who claims all the unclaimed souls with open doors to ensure as few souls as possible get lost, who's Reapers actively seek out the dead to safely guide their souls to their home in the heavens- or hells, and everywhere in between. Though similar beings acting as agents of other divines can fill the same role to directly claim souls of their deity.


Necromancy touched on the importance of this, but it is worth reiterating: Souls, Spirits, are unstable by nature and require a stable afterlife or they devolve over time until they disperse into raw spiritmatter similar to a corpse decaying and becoming one with nature, a form of oblivion, or a potentially worse fate: evolving into a Spiritbeast, spirit world monsters that cannibalize lost spirits and spirit matter too sustain themselves with their minds diluting into husks or overcrowded amalgams of all they've consumed. Reapers will actively cull these predators as they find them. They tend to be rarer the more civilized or populated a region is, which feature higher Reaper activity.


It’s rare but possible for spirits to be missed, usually as a result of an unnatural death born of malice rather than accident or natural causes. This can be made deliberate as certain monsters may actively skew the detection of a death, or employ offensive measures or spells that capture or destroy the soul. Other times, certain magics might shroud areas in nondetection to create blindspots in Death's surveillance.


Back to the divines, the gods and goddesses, there is a deity for every "Domain" -- a sphere of influence over which that divine represents. If you aren't familiar with the concept, it's aspects such as Oceans, Storms, Earth, Sky, or things such as Hearth, Fertility, Marriage, Childhood, Trade, Magic, or groups such as Thieves, Warriors, Archers, Merchants, as well as attributes such as skin color or location; Continents, Nations, Cities, Towns, or even Streets. As you might imagine, not all Domains are equivalent. There are Grand, Major, Great, Minor, Lesser, and Folk gods and goddesses. Folk gods are essentially equivalent to local spirits and have the least encompassing or effective domains, while Grand gods have the domains with the widest reach and effectiveness and have global influence. Even a folk god can have their own divine world of their design, but they tend to be small- like a singular room, with physics less divergent from the material world, whereas a Grand divine can have completely alien worlds where nothing resembles the material world. The claim of a higher deity overrules the claim of a lower deity, so folk gods rarely have any souls over them. Powerful necromancers are able to take souls into their own pocketspaces in a similar manner to a divine's claim, but the claim of that god is still in effect and you may have to fight agents of that god that come to retrieve a valued soul, up to and including direct divine intervention if it's particularly valuable to that god.


Gods possess raw generalized magic with control over their divine domains that is equivalent in scope to a witch's magic ranks, at a rank of 5 for Folk gods, +1 per divine rank higher, up to Grand gods possessing effectively Rank 11 magic. For quick reference, ranks are roughly 2- 4x the power of the previous rank, varies in scope and applications, but Rank 5 magic is generally considered "City Scale". However, the rank doesn't mean a huge amount when the domain itself has limited applications.


Gods used to be far more involved with the affairs on earth, even dwelling in the flesh and ruling like sorcerer-kings and queens in ancient past, pulling back only slowly, but still an active presence: until the Masquerade was established in agreement between the majority of the divines as well as powerful figures in the magical world at the time including witches and legendary mythical creatures, and mediated by powerful Archangels, Celestials and Demons being separate entities from the divines, though often in collaboration and can claim souls themselves.


In this agreement they created the Veil that separates the supernatural from the mundane, with the purpose of protecting the mundane experience to keep it neutral and operating on their own will, to protect the unmolested collective conscience of humanity, which is the engine that keeps the gears of reality in motion and shapes the nature of all things; No more would gods fight over control of ‘this resource in order to bend existence to empower one at the expense of another. Many gods are starting to question this agreement since the modern advent of social media and the ability to skew the perceptions of incredible numbers of souls all at once, rivaling or exceeding religion, and all with a degree of subtlety.


When the Masquerade is violated, it gives license for gods to act with proportional response based on the divine domains that the action fell under or where it took place. Usually this means a warning and undoing the fallout that the violation caused. Sometimes, this can mean severe divine punishment.


Unfortunately, at this time it is beyond the scope of this cyoa to go through and create individual gods and their domains, afterlives, and divine boons they could provide, and their personality and level of involvement in the lives of their adherents. Feel free to use any fictional deity, translated to appropriately integrate with what has been said here, and providing no actual mechanical benefit (at least outside of their afterlife, should you end up there, which can be temporary during any period where your body is dead in between resurrection methods, or permanently if you experience a true death). If you are a Warlock, this can be your Patron that unlocks your magic, and you might flavor the nature of your magic to thematically tie in with this deity. A dead witch without the means of return can earn the right to be reincarnated without memory while in life, or as a Familiar spirit. Memories return next time they die.



THE REALM SPHERE

The Realm Sphere is the outer layer of reality and serves as a form of shell encapsulating the interior of the aetheric bubble that forms the universe. Again, on a dimensional level, not spatially, as each layer within can be infinite in scale. Zoomed out great enough and from a higher dimensional perspective, you might conceptualize the Realm Sphere like a literal sphere that forms around its contents, and as you zoom in on the shell you see it composed of a great many individual bubbles of variable size. The Realms. Realms are individual bubbles of reality like pocket dimensions ranging from the size of solar systems down to the size of snowglobes. The Realms are influenced by their dimensional proximity to Elemental Planes as well as to divine thrones. Gods often actively stake claims on Realms as extensions to their dominion, similar to countries claiming islands in a sea.


Across this shell there is an energy current flowing from one end to the other, dividing the shell into two halves based on their orientation towards Genesis or the Void. Realms are as numerous as grains of sand, in the entire universe of the material plane.


7 THE SYNTROPIC REALMS

The youngest realms fresh from the light of creation, from Genesis. These are the newest worlds or realms, full of proto lifeforms and young stars and little causality behind them. Many of these are raw matter realms full of unspoiled materials, but creations are created from the collective conscience of all life within the aetheric sphere, so a Realm can be born that contains man-made structures in various twisted forms similar as though an algorithm was printing out randomly generated reality bubbles full of features that may or may or may not share a cohesive theme. You might see a realm that's one endless labyrinth or city, but something is always off about them similar to how you notice something is off about an AI generated image or map. The complexity of realms are random. Being near to Genesis, these realms are also very bright and vibrant. They gain new attributes over time.


THE ENTROPIC REALMS 8

The oldest realms, ancient and drifting further away from creation, approaching the Void, or nothingness. These are realms in advanced states of entropy, or decay. These realms are worn down and battered, and full of complex alterations to their original structure as their path across the Realm Sphere shell pushed them within the influence of various other interior dimensions, the influence of the Fire Plane heating the realm and kindling new stars for example, or water leaking through labyrinth walls as they pass by the Water Plane, or organic life growing where there may’ have been none before or overgrowing in proximity to the Nature or Flesh planes. Perhaps the remnants of old civilizations that a god had seeded the realm with for any number of reasons from a private realm for a loyal worshiper, a temporary paradise, or a penal colony of damned souls left there temporarily or to wither and eventually fade away through conflict, or with the eventual loss of the realm to the Void, a lazy river slowly headed to oblivion.



GENESIS

As you may have picked up by now, Genesis is the source of all creation. It's conceptually similar to a "White Hole", but a dimension, not a point in spacetime. It exists very adjacent to the Realm Sphere such that when within the Realm Sphere but outside of a realm, you can see Genesis dominating one horizon, perpetually in the distance like a great sun you can never grow closer to.


Genesis hosts the (9) home of the Celestials, and within it's glory lies Celestial Realms inaccessible and alien to witchdom, with the thrones of the Archangels, and the mysterious leader of the different celestial factions referred to as The One, Truth, Light, The Architect, or The Demiurge. It’s unknown to what extent this figure is involved with Abrahamic religions, The Watchers observe and study this with great interest.


It's believed that certain souls earn passage to the unknown presumed paradise beyond it, but none ever return. Whether they achieve ascension and move on to become a demiurge of their own aetheric sphere, become united and a part of The One, or turned into a Celestial, the fate is unknown all the same. The Watchers are still sorting the details out and fishing for further information. They have their theories, but to reveal them would be like making a statement on real world religions, and so they will remain a mystery, but consensus seems strong that there is a path to apotheosis known to the Celestials... they know more than they can share.



VOID

The Void on the other hand is Nothingness itself, it is Oblivion, the Absence of creation. The Realm Sphere flows in its direction, where everything vanishes past a point of no return, conceptually similar to a Black Hole, but rather than a singularity of infinite mass, you have the Void. No information escapes the void, where Black Holes release Hawking Radiation that theoretically carries information, and the intense gravity field surrounding them, the Void is simply nothingness. It has no mass, and it is infinite in scale, as Genesis is infinite. It likewise dominates the opposite horizon within the Realm Sphere but outside of any one realm, but unlike Genesis, you do slowly watch as it dominates more of the horizon until it consumes you, over several billion years This absolute darkness, is said to be the final punishment of the condemned, and without the Demiurge, all life and souls would be swallowed up in its nothingness.


The very last point within the Entropic Realms bordering the edge of no return, lies (10) Purgatory and (12) Inferno, together making up Hell- home of the Demons, a finite empire layered and built upon with remnants from the Entropic Realms on their way flowing into the Void. They solve space issues by compressing and recycling biomatter and souls that end up condemned to be part of a wall or eaten.


It's a place for the cast off and unwanted, and the punished. Its precarious position at the maw of the void is its own Sword of Damocles, surviving only with the Demiurge's will that it does, lest it be cast to oblivion with a thought.


The lowest levels of Purgatory are those closest to the void, leaving them faded hellscapes built upon the ruins of countless civilizations and ancient dread souls.



AETHER

The Aether is the greater Multiverse. (14) Within the Aether you can see a cosmic ocean not dissimilar from stellar space, a colorful vivid universe in its own right. It's somewhat metaphysical, there is no air yet you breathe because you expect to breathe. All movement and perceptions are relative, there is no speed limit. Every ‘Star" you see are entire new Aetheric Bubbles, different realities entirely. Your own sense of scale within this place is subjective, a bubble in the distance could loom like a whole planet orbiting just out of reach, or it could be a crystal sphere between your hands. You can't cause any harm to these spheres, and it could seem like you can pick them up and move them, but it's subjective to yourself, more like you're moving yourself in relation to it but are probably none the wiser. Actually entering an aetheric bubble is challenging but possible in the right circumstance not covered by this cyoa, you can imagine it for yourself.


When a witch forms a pocketspace, (13) it is within the aether that it resides, its own little sphere. Some Aethernauts are adept at seeking out these pocketspaces and indirectly entering them like finding a hidden back door, easier than entering real aetheric bubbles.



TIMELINE

The Timeline. A visible stream of raw and highly compressed information forms a visible tangible stream of light that can be observed on the border between the Realm Sphere and the Divine sphere, dimensionally, but it can be physically witnessed by traveling to its dimension, distilled down to a singular space that acts as the prime observer of the timeline, where it can be seen circling your position in space, dominating all horizons.


The Timeline contains all information about all time, of all within the Aetheric Sphere. Every potentiality and every action taken, every word said, every grain of sand that shifted in the distance. All compressed and distilled into this stream. Only one witch is said to have ever witnessed it and recorded their findings, verified through Psychotic delving and memory propagation, and confirmed by a Celestial witness.


Any action that occurs as a result of any metaknowledge of the future sparks a divergent timeline different from the one they resided in previously, though diverging timelines are perfectly normal. Any action results in any number of divergents with all possibilities.


There is the (16) Coherent Timeline that is near to Genesis and Syntropy, and the (17) Incoherent Timeline near the Void and Entropy. The Coherent Timeline is smooth and things make sense, while the Incoherent Timeline is rough or outright broken with improbabilities, nonsense, and full of paradoxes.


FIN




LOOSE ASSETS


An assortment of content not incorporated into a page, including Hidden Content



XENO

MED [Beast - Blood] HIGH

Xenos are a new species only discovered in the last 10 years by an Alphazon research team on Titan. A crashed ship from outside the solar system. Normal Xenos are monstrous predators, but after killing some witches on the team, they started hatching hybrids that are more humanoid and less feral. These hybrids have established a colony. They run at 120mph, can throw cars, and have hard carapaces equivalent to mithril armor with claws and bladed tails. Remarkably quiet in movement and can see infrared and UV.


Xenos draw Mana from Eggs, laid by the xeno if female. Male xenos benefit from the eggs laid by their parent or eggs laid by their own mate. Each egg individually provides about 1% total mana per minute af fa range of 500 meters, .5 for an additional 500, .1 in another 500. Stacks. Eggs can't be fertilized after being laid, remaining as mana batteries, but are fertilized during formation like the sexual reproduction most lwitches are familiar with. An egg lasts 1 month before running dry, unless supplied blood. 1 drop = 1% charge.


XENO

-10 / Heroic

Some Xenos seem to have a natural affinity for working biomatter. Gain Necromancy 3 and Hexes 3.


Their body is also enhanced, their outer plating is just as sleek as it was, but is twice as hard and they resist energetic damage by 75% (Cold, Heat, Electricity, Radiation, ect). Xenos by default already can exist comfortably in vacuum as well as high pressures.


Using Necromancy to manipulate their own flesh and bone consumes no mana, neither does using Hexes, to work with their own biomatter, including eggs, allowing them to easily create networks of biomatter like veins to connect eggs in order to keep them supplied with blood.




CYBORG

MED [Body - Metal] HIGH

Cyborgs can be simulated a number of ways but this Cyborg type is a particular instance and a common type of witch back on Tera Prima, combining flesh and synthetic components. Cyborgs don't age past their appearance, and a dead cyborg will have a small backup chip that can be inserted into a new cyborg body. Cyborgs can have up to 5 mundane items integrated into their body for use in some manner.


Cyborgs draw Mana from Electricity, using internal reactors, typically in the form of fuel pellets, little beads any alchemist can learn to make using stardust and a potion of stamina of any rank. R1: Restores 1% mana capacity per minute for up to 24 hrs. R2: 2%. R3:5%. R4: 10% per 30seconds for 1 hour. R5: 25% per 10 seconds for half an hour. A cyborg with no fuel pellet will feel a hunger-like sensation


They can of course tap into any power source to drain electricity at the rate at which the system is rated for, such as 1,50 watts for an outlet, which can charge 5% per minute. Cyborgs are not immune to electrical damage from unregulated attacks.


CYBORG

-6 / Noble

While all cyborgs have some degree of passive regeneration capable of providing healing / maintenance to inorganic parts of their body, it isn't particularly notable or versatile beyond that. Cyborgs with this type perk however, have built in internal nanofabricators, little factories that produce femtomachines. This allows them to mend their body at a rapid rate, repairing damage comparable to a bullet wound every few seconds, and can fully repair their body, both synthetic and organic parts. Additionally, they can take Gadgetry and/or Integration at half price as though they had affinity for it, and when they do they are not linked to Alphazon, and their Gadgetry can be produce from their body on demand. Utilizing a silver swarm, if the witch has Metallurgy it's usage costs half the mana it would normally.



SPIDER

MED [Beast - Metal] HIGH

A species of *Manaweaver* spiders that can produce witches, but usually it's humans who awaken and tum into one. The size of a human hand, they can produce a foot of semi-metallic webbing per minute as thick as yam, their bites can paralyze any creature not magically protected, they climb walls as you'd expect. They age comparable to a human but can cocoon themselves for 48 hours to emerge youthful again, between 12-24 depending on how long they were cooking in there. A dead Spider witch can assume direct control over the body of any unintelligent children they've created by laying eggs in the hundreds, only creating intelligent spiders if they reproduce sexually if you must know.


Spiders draw Mana from Bondage, look, I know how that sounds and that's not wrong either, but so long as a spider has a human or supernatural creature bound in their webbing, they produce charge similar to a gorgon's stash of statues. Bound targets each provide about 1% capacity per min. A willing participant provides 5%. If a bound target is killed, it provides an instant +50%.


SPIDER

-8 / Noble

There are those among the spiders that can adopt the shape of a much smaller spider for convenience, between the size of a dime or a halfdollar, or they can freely assume the form of a much larger spider that in its normal stance would be eye level with an adult human male's chest. In this form their exoskeleton is plated like thick steel armor, and their speed matches that of a sports car.


In this form they can produce webbing as thick and sturdy as a metal cable on demand capable of reaching roughly 100 meters when launched, easily latching on to nearly any surface, or they can create 10ft increments of nanowebbing very difficult to see that when properly anchored will slice through bone with just the force of a victim walking into it.


The Spider can now learn Arachnescence, at a faction discount, their web is 3x durable.




GNOME

MED [Nature - Metal] HIGH

Gnomes are tiny inventive people that even in the wilds in history they were a productive and innovative people relying heavily on cunning works of primitive engineering to construct safe communities and traps to deal with a world of far larger threats, working with trees, roots, and earth. Now they're natural at working metals into complex contraptions. They stand only 4 inches tall but have the strength of a typical humanoid child, impressive for their size, and the speed of a cat with strong limbs and durable bodies that are near immune to blunt damage


Gnomes draw Mana from Tinkering, any time they create anything, they gain mana from doing so proportional to the material value, skill necessary, and time required. Juryrigging a quick contraption in a minute with a practical function and purpose could net you as much as 15% of your mana capacity. A long project that takes 4 hours could be a full restore, or 5 minutes with high skill, value, and risk of failure. Major projects taking a week to build can double their capacity for a week.


GNOME

-15 / Epic

The mastery of a Gnome genius, an inventor's spirit comparable to fictional mad scientists.


You use engineering to replicate in a limited capacity, the effects of any magic effect of any Magic Specialization. Rank 1 takes 1 hour of work, 8 for R2, 24 for R3, 1 week for R4, and 1 month for R5, involving components of comparable rarity to a Potion of its rank. Instantaneous / non durational effects have a 25% failure chance, and each failure has a 50% chance to destroy the device. You can repair a destroyed device in 1/10th the time. Duration / continuous based magics have this fail chance at every 24 hours of total activity. Gadgetry can be replicated without fail chance. Can have a tiny cockpit to operate Power Armor.


(Or a Golem made with Hexes, or Franken body made with Necromancy.)



PIXIE

LOW [Nature - Wind] HIGH

Pixies are fae related to the Sprites, associated with plants where Sprites are associated with a manner of animal life. They can have wings like a sprite, or they can have leafy wings in any shape or color a leaf can have, though it may be thin to the point of transparency. Otherwise, pixies look like humans, elves, or dwarves but on a tiny scale, standing around an inch tall. They have a dryad-like ability to take on the form of any flower they've planted that has bloomed, and the ability to take pollens, seeds, or related traces of any two different flowers to breed a hybrid flower. Pixies flatly do not age, they merely grow from a baby size, to their adult size of around an inch. Aslain pixie can be reborn from any flower they have planted.


Pixies draw Mana from Blooming, whenever a flower created by the pixie blooms or a flower that the pixie has slept in the petals of, blooms then the pixie receives mana. As such, pixies tend to manage gardens of many different types of flowers, or in the wild range far to claim or plant them in fields or forests.


PIXIE

-3 / Folk

Notable pixies are capable of generating pixiedust with their wings, a flap of their wings with intention to do so can release a pinch of pixiedust, well a pinch compared to a full size humanoid.


- On Animals of sub-human intelligence, this lets the pixie issue commands that it will follow for up to 1 week.


- On Plants, this causes an instantaneous bloom so long as. the plant is mature enough to do so, or invigorates the plant allowing it to grow 200% above normal, with 200% larger fruits or vegetables, etc.


- On Humans or animals of equal or greater intelligence, this induces sleep unless they match the pixie’s own rank (Measured in highest rank effect they can manage). Considered magic.



FAIRY

HIGH [Soul - Mind] LOW

Fairies are fae related to the Sprites, but without either the flora or fauna association. They can have wings like a sprite, or they can have wafer wings of light transparent or opaque, that can emit a faint glow or light like a torch obscuring the fairy's body. Otherwise, fairies look like humans, elves, or dwarves but on a tiny scale, standing around an inch tall. Fairies have the ability to on touch induce euphoria and bliss in creatures, filling them up with either a happiness that compels them to dance and sing, or a carnal impulse that compels. them to indulge vices of the body. Creatures so affected are temporally locked with no sense of time, and don't age. Fairies flatly do not age, they merely grow from a baby size, to their adult size of around an inch. A slain fairy can reincarnlate at any still ongoing revelry they started.


Fairies draw Mana from revelry, whenever a creature of human intelligence or greater is locked in a fairy's revelry, they gain charge over time. 1 human in revelry for 8 hours will charge a fairy's mana capacity by around 25%. They stack.


FAIRY

-10 / Heroic

Especially potent fairies that tend to manage local groups of fairies, or rise to become fairy princesses or fairy queens. These fairies are able to grow Fairy Rings, rings of mushrooms or flowers, that establish a domain-like space that those outside cannot see into, which may also be a gate through time to a unique timespace similar to time what a pocket dimension is to space. In this timespace, the fairy can dictate how much time passes relative to outside but only to slow it, so 1 day inside was as much as a year outside of it, or speed it so 1 hour inside was half an hour outside. The fairy can reverse time within the timespace, but it's only physical, and time is still flowing forward normally, minds are unchanged. The timespace is only the size of the fairy ring created, leaving the fairy ring leaves the timespace. If the fairy has Portals, their fairy rings can act as gateways to any other fairy ring known to the one who enters.



GENIE

HIGH [??? - X] LOW

Genies are avatars of raw magic. They have the ??? type meaning ??? types are double discounted and rounded down. All Genies then can pick any one affinity as their secondary type which heavily influences their appearance in spirit formTheir spirit form looking like a humanoid elemental of their chosen type from 1 inch to 30f tall. All genies then have a physical form based on any other witch race, as though using Hybridize to acquire it, but they can't gain the type perks or their form of cheating death. Genies all have rank 2 in every core & faction magic, and Prestidigitation & Conjuration free, used personally, not via Mammon, & costs nothing if used to satisfy a Master's wish Genies do not age. A slain genie returns to her Vessel, see type perk.


Genies draw Mana from Wishes, whenever any person says "I wish", and the genie is capable of satisfying that wish with her available abilities, the genie gains a low mana charge for the next hour. If her master is the one to wish, she gains her full mana capacity for meeting the wish.


GENIE

+5 / White

All genies require this type perk. Genies have a Vessel, an invulnerable artifact between the size of a baseball, up to the size of an urn, it can change its appearance. It must appear opulent and valuable. If the Genie has Witchery, the pocketspace exists within this Vessel and with or without Witchery, the pocketspace is where she appears when banished to or simply returning to her lamp with a visible effect. As the vessel IS the pocket space, it cannot be stored within itself or in any other form of extradimensional space.


A Genie cannot be more than 300m away from their vessel The last non-witch to touch the vessel becomes the Genie’s Master, who cannot be disobeyed (But can be argued with for a few seconds), the genie cannot cause the master harm. The master can choose the genie's appearance and race type, when outside her vessel.



GEMINI

HIGH [Earth - X] LOW

Gemini are split soul beings that inhabit two bodies as one synchronous whole. The bodies are always nearly identical. Geminai have bodies composed of an associated gem associated with an Affinity, ruby fire affinity for example. Each of the pair have a different gem. This gem influences the coloration of parts of their body besides their skin, though they can have gem protrusions through their skin, which is still soft like flesh on the surface. Each half of the Gemini spends Power separately on its own effects, evenly splitting their power total between them. Gemini are born looking around 8 and age 1 year per 10 for around 80-120 years before they stop aging entirely.


A dead Gemini half will fade into stardust, but will reappear when the surviving half sleeps, waking in the other half's arms.


Geminai draw Mana from Pairing, the more in synch the two halves are in mind, intent, and appearance, the more mana they generate proportional to distance to each other. They feel this charge rate and are uncomfortable when it is weakened.



GEMINI

-4 / Folk

Geminai with this type perk have even stronger bonds, capable of trading their consciousness and their half of their soul to trade places between their Egos (however minimal or great they may be divergent), or they can swap entirely as though teleporting. Gemini share a mental bond to feel the other's emotional state, senses, & intention such that they can act as a whole, or they can fully communicate telepathically, each hearing the mental dialogue of the other if they “raise their voice", or both parties can tighten the connection to hear their passive internal dialogue entirely as though speaking out loud to oneself near the other.


Nothing can sever this connection, short of death.



Xiao Liena | [TODO]

Academic - Neutral

-8 / Noble


Power 10

Teamwork 7

Sociability 8

Morality 9


"Where have I seen her before... Ah! Of course, I recognize her from the Chinese ORC division, I heard she retired." - Miranda to May.


The girl you helped gives her name as Xiao Liena, and in giving her one of the Flowers of Life, her body will be healed and she'll gain the ability to use Lifeweaving. She used to be a member of the Chinese ORC, but retired from the job to pursue her grandmother's stories of the Flower.

Positives:

+ Li is a gentle but adventurous soul that travels and helps all along the way


Negatives:

- Overly hesitant to resort to violence to her detriment, but wont hold it against you


+/- The Chinese ORC has no relation to the PRC since the Mao regime, and is based out of Taiwan now. In short, Liena is not complicit in Chinese actions since pre-Mao.


Li has Lifeweaving 1, Familiarity 2, Ministation 3, Windcalling 3, Witchery 4, Divination 4, Alchemy 5, Alchemist Stash


"Jin" [Choose a Name]

Special - Genie

-20p / Epic


Power 10

Teamwork 6

Sociability 6

Morality 10


"Who?" - An ORC Records analyst.


‘Jin” is a genie who had been trapped in her vessel for who knows how long until you found it and got that key. She'll look like the image when you first see her but can change to whatever you'd like. She wont give her name even if commanded, requesting you give her one. Should you see inside her vessel you'll see her room and a whole modern world out the window, with a computer displaying an image editor, and a reddit tab open on one monitor.


Positive:

+ Doesn't try to trick or twist wishes around. Does her best.


Negatives:

- May often only do what is asked, then do her own thing.


+/- Can refuse orders within her vessel or about her past.


Jin has Digicasting 4, Divination 4, Witchery 5, Wishcasting 5, Psychotics 5, Soul Graft (Jinn), Witch hut? (Inside Vessel), Keeper x3, Comfy Pocket (TSCZ), Magical Heart (20p)


Sara Star

Special - Cyborg

-15 / Epic


Power 8

Teamwork 6

Sociability 7

Morality 10


"She's stubborn, she seems to only want to speak with you. Be careful, anything could happen.” - A cautious First Contact responder.


Goes by Sara Star, a witch from what she calls Tera Prima located in NGC 6960. She says she's the only survivor she knows of from an alien invasion by a race of Outsider beings that crawled out from the void during an arcanotech experiment in interplanar travel, resulting in a Zero Point Break in the local aether. erasing her entire home system.


Positives:

+ Honest and hardworking.

+ Her form of Integration has no Alphazon connection.


Negatives:

- Relies on a translator for now

- While intelligent, she can be comically oblivious to norms.


+/- Being a homeless witch from a lost world, she's in the market for a new home and new connections, maybe love.


Sara has Runes 2, Alchemy 2, Aethernautics 2, Windcalling 3, Hexes 3, Dominion 4, Divination 4, Integration 5 Her ship: Red Betty


Red Betty

Ship


Power N/A

Teamwork 10

Sociability 10

Morality N/A


"This is Red Betty, my best. well, I guess my only friend now, you know, with my home planet deleted and all." - Sara Star.


Nicknamed Red Betty by Sara Star, this is her ship. The inside is far larger than the outside would suggest, only being around the size of a fighter aircraft externally. It would have heavy damage when you first see it, but Sara will be able to fix it after the conflict is resolved. Should you tale Sara as a companion and grow close enough, she may let you tag along... or may even build a ship for you via 15rp / Epic


Red Betty is made with Comfy Spaceship: https://imgur.com/a/OGMd0JN. Human Space Yacht, Wood Paneling | Plant Garden 1, Fabricator 2, Cloning Tank 2, Medical Lab 3, AR Room 1, Bathing Amenities 1, Expanded Cabin 1, Training Complex 1, Recreational Activities 1 & 2 | A.I. Companion, Synthetic Android 3, Powered Armor 1, Holo Map 1, EVA Suit 1, Bridge Windows 1. | Wonders irrelevant.


SAVE CHRISTMAS

Epic


Threat 9

Conflict 6

Reward 10


HO HO HO-lee, shit. Is that Santa's sleigh? BEING CHASED BY A HECKIN DRAGON? Whoa Santa is jacked. Santa Claus is a male Academic Daeva and head of his own minor faction of elves, changelings, sprites, and gnomes hidden in a sub-plane overlaying the North Pole. He used to deliver presents to everyone in Europe and was expanding until the Masquerade shut his operations down until he shifted gears in how he operates, now he works by more subtly providing gifts that can be excused as natural, coincidental, or lucky breaks all through the Christmas season, and actual presents to magical families. But someone is trying to kidnap him!


Notes:

+ Santa will be abducted somehow and you're a witness, green clad elves need your help tracking down the culprit! Santa is very capable, being an ancient witch with a unique time based perk, so you'll need help to take on whoever could possibly beat him!

+ May need to take his place for some errands.



CELESTIAL CODE

Heroic (Outsiders)


Threat 1?

Conflict 1?

Reward 1?


The Demiurge has personally developed the tools with which to undo Far Entropy and purify Outsider corruption. He has sent archangels to the 42 corners of the Aetheric Sphere to establish sanctuaries and spread His gift. Appearing before you is Archangel Icarus, the one who granted the Watchers their False Light. If you would refuse him, I suggest not taking this quest, or you'll be undone instead of purified: He offers you a radiant white fruit of indescribable splendor and sense of peace. All it would require is you take up a celestial vow of adhering to the classic 10 commandments, and includes things like no lewds outside marriage.


Notes:

+ You are now part of a subfaction: The Sanctified, consuming the fruit with real intent will eliminate your corruption and unbind you from the Far Gods, you will instead be bound to a similarly esoteric celestial. You may still have Monstrosity, which will have a celestialized theme, and you can



WONDER BAZAAR

Noble


Threat 4

Conflict 3

Reward 4


Some chain of events leads to you confronting an assassin after a peculiar artifact you discovered earlier, perhaps in a prior quest. A golden ticket and clues on the assassin’s body, dead or not, leads you to a supernatural town hidden by the veil with a thriving market. The ticket grants you entry into the Wonder Bazaar, where you meet a merchant who wants to trade the artifact for one of:


- A Feytouched Wing Which turns you or one of your willing companions into a Pixie or Fairy: PIXIE or FAIRY

- A Twinstone Gem: Which turns you or one of your willing companions into a Gemini: GEMINI

- A Gilded Collar. Which turns you or one of your willing companions into a Genie: GENIE


Notes:

+ If you instead keep the artifact, you will run into a stranger who will sell you a key for 20 power, unlocking the artifact, Granting: "Jin" [Choose a Name]



LIFEWEAVING

Sorceress - Life / Life + Soul

Lifeweaving is the pseudo-elemental magic of Life, encompassing a spark of genesis from the moment of creation, it can also be considered the Light element. With Life magic, every rank increases your natural healing factor by 200%. At rank 3, you will never scar and lost organs or limbs can be recovered. At rank 5, you will continue to regenerate from the point of death so long as a living cell remains. If you have a means of cheating death that would be faster, you can choose to default to that first.

RANK 1

Control motes of light comparable to a few dull LED points of light, which can be used to banish rank 1 curses and heal superficial injuries from scratches and papercuts to small bruises, and heal sicknesses from bacteria or viruses that have not yet shown symptoms. These motes can also purify food or drink from bacteria or viruses.

RANK 2

Control motes of light comparable to a flashlight, which can banish rank 2 curses and heal minor injuries from simple lacerations to decent sized bruises, can heal sicknesses that have started to show symptoms, or other forms of disease that have not yet shown symptoms including a genetic flaw, so long as you're aware of it. These motes can purify food and drink from any natural contaminate. Can now cause intense flashes of light sufficient to blind onlookers for a few seconds, which directly harms undead and demons similar to as though it were a rank 2 Fire spell with the added advantage of effectively having no travel time, though this only applies within soft

RANK 3

Control motes of light comparable to a spotlight, which can banish rank 3 curses and heal moderate injuries from lacerations to significant bruising, can heal natural diseases outright, and magical sourced diseases caused by up to rank 2 magic, including curing genetic conditions or body functions gone out of control. You can cause intense flashes of light that can permanently blind unless you wish otherwise, and can cause burning damage equivalent to rank 1 fire magic, while the light harms undead like a rank S fire spell, damage applying within 100ft. Can now bathe a target in a warm soothing light that reveals any curses or ailments with both a visual cue and a sixth sense in your mind. This light also provides pain relief lasting up to 8 hours, and calms anxiety or emotions of despair and fear.

RANK 4

Control motes of light comparable to stadium lighting, which can banish rank 4 curses and heal severe injuries or heal any disease of a natural source or magic source up to rank 3. The flashes of light you cause can affect 300ft areas and you can focus the flash into a cone shape up to 600ft long, SOoft wide at the end, which you can maintain like a spotlight. This flash within this area can optionally cause harm as though it were a rank 2 fire magic, while harming undead or demons as though it were rank + Beyond the given range, it's just normal light with normal behavior. The soothing light now can now be distilled into a drop of liquid light which can be applied to a form of bath, hot springs are favored, to produce healing waters with a deep soothing effect that provides pain relief for up to 24 hours and the waters itself will remain potent for 6hours. Lifeweaving can now be used to generate hardlight objects emulating any mundane object, or enchant existing objects (even hardlight you made) with the effects of the Sun Shard relic. Hardlight objects you make can be manipulated with your will similar to telekinesis, allowing a floating shield as though supported by your own strength, or simple halos of light that envelop existing objects to move them. Hardlight can emulate projectile weapons but they destabilize outside of 300 meters.

RANK 5

Control motes of light comparable to the light of day, which can banish rank 5 curses and heal critical or would-be fatal injuries and any disease including from magical sources up to rank 4. Flashes affect 1,000ft areas or 1 mile long cones, which harm like a rank $ fire spell if desired, or a rank 5 harm to undead and demons. Flash lighting can now heal allies with the rank 3 healing tier, even as it's harming enemies. Soothing light can permanently alleviate currently existing sources of chronic pain, physical or mental, and can banish Psychotic manipulations. A distilled drop can permanently enchant a spring's waters with its effect, until that water is too dispersed or more than a mile from the source. Alternatively, you can use a distilled drop to anoint a body in a $0 minute ritual to resurrect the dead so long as the body still has flesh. Hardlight objects are 4x as durable and can now replicate soft features, such as clothing, with dynamic movements and abnormal material properties. With a 5 minute ritual, you can call down the light of the sun to bathe an entire city in the effects of the Flashes, sustained for up to 24 hours. Can stack these rituals to intensify the effect.


VISCERAMANCY

Sorceress - Blood / Body + Necro

Visceramancy is the elemental magic of Flesh. With each rank, you become resistant to forced transformations up to your rank in visceramancy and immune to those from 1 rank less, resistance means the duration is halved or if there is no duration, it gains a duration of 5 minutes. You can focus to eat away at the duration faster at 1 minute of duration per second of focus. At rank 3, you cannot scar and healing effects can always result in the return of bodily function, limbs can be reattached or organs placed back. At rank 5, your body will always maintain functionality regardless of missing components. If your heart is removed, it would keep beating on its own, and your body would operate without it. You can still see and feel from removed parts. ie; placing an eye somewhere lets you keep sight of that area, for example.

RANK 1

Control or generate strands of flesh comparable to a 10ft length of twine, 1 length or multiple adding up to it. You can use these strands as flesh sutures to stitch wounds shut- or mouths, eyes, or stitch your initials into someone for fun, you do you. They pierce flesh as easily as fine needles and move from a point on your own body out to within that 10ft reach. You can also use these as extra fingers for manipulating objects.

RANK 2

Control or generate flesh comparable to an adult human limb in a rough lump sum mass, or a SOft length of twine that can be up to the thickness of a rope and just as durable. Your generated flesh can include nerves that feed sensory information to you, for now just the sensation of touch. You can project lumps of flesh with the force and distance of a slingshot, which can then disperse into twine or rope to grapple. The mass or ropes may or may not drip blood.

RANK 3

Control or generate flesh comparable to an adult human body in a rough mass, or 100ft length of twine that can be up to 5x the thickness of a rope as durable as a wood branch. Generated flesh can now grow a sensory organ any of the 5 senses, such as growing eyes that count as your own to look around a corner or through a vent. You can link the nerves of your generated flesh to the nerves of another to share sensations. When doing so, you can now control their flesh to grow additional nerves where you please and reshape their flesh adding or subtracting mass, and alter pigmentation to change hair, eye, or skin color. If you have necromancy, you can reshape their bones through this connection. With force, you could cause someone to tear apart with this effect or open lacerations. Note: Your tendrils or outright tentacles have the dexterity and speed of that of an octopus, while you must preprogram what your launched gobs of flesh will do ahead of time, without an active link to control it live.

RANK 4

Control or generate flesh comparable to an elephant in rough mass, or S00ft lengths of tendrils that can be up to the thickness of an adult limb and as durable as aluminum. You can now grow sensory organs of senses that exist in nature, such as eyes that see other wavelengths of light, see better in night, ears that hear new frequencies, or change existing sensory organs in a linked target to exclude a certain wavelength. You can mend or cause flesh based conditions on a genetic level such that their offspring might have the same changes. You can resuscitate dead flesh, though a dead person would still lack their soul if not resuscitated within 10 minutes unless a witch whose cheat death method has not been invalidated yet. You can have your tendrils immediately interact with nerves such that they are not felt on contact.

RANK 5

Control or generate flesh comparable to 3 blue whales in rough mass or 1,000ft lengths of tendrils that can be up to the thickness of an adult elephant's trunk and as durable as steel. You now remain connected to flesh you generate from any distance, and the globs of flesh you can launch can now have up to the speed and distance of a 9mm bullet (An effective range of up to 90ft or $0m, with skill). Your control over your tendrils is more dextrous and speedy now, being as fast as the movements of your own fingers or arms rather than the slower movements of an octopus. You could do it manually, but now you can set autonomous conditions for growths to achieve some goal or passive responsibility, such as an eye organ that only gets your attention when it sees something, specific or otherwise. A skin layer on the ground that responds to pressure to cause tendrils to emerge and do with the victim what they were told to do, and/or alert the visceramancer. Eyeball spiders are popular uses as well.


ARACHNESCENCE

Warlock - Beast / Necro / Mind

Arachnescence is the magic of spiders woven by the spidergoddess personally to bless her favored children. This magic governs the weaving of webs through mana, body reinforcement, providing a base ability set of Arachnes. The form of an arachne can be imitated by spider Taura, who are more simply a manner of drider, where the Arachne is made after the pattern of the spider goddess.

RANK 1

With rank 1 users obtain the ability to shapeshift into any mundane spider and produce the same web at the same rates that it does, have the same movement, ect, all its traits. They must have seen one of these spiders in person first. After assuming a form once, the witch gains one adaptive slot for applying a spider trait from any spider they've adopted, changing it when desired, but only having the one active. For example, maintaining the Black Widow's venom outside of the Black Widow form, including other spider forms, or the ability to produce spider web even in the form of a neutral if that was their type. It can't be major form altering traits like spider legs.

RANK 2

At rank 2 practitioners of this craft gain a second adaptive slot and the ability to shapeshift into supernatural spiders that don't have magical abilities, such as giant spiders, dire spiders, ect. They can now grow a pair of gem-like beads as a secondary pair of eyes on their forehead which allows them to have a dark vision that sees in black and white but without requiring light. These eyes can notice things and warn you like a sixth sense when you might not have noticed them otherwise. Additionally, the witch can now climb on any surface that can support their weight, though they must properly support themselves so it may not look the most graceful.

RANK 3

Rank 3 brings with it a third adaptive slot, and the ability to partially shapeshift into the various available spiders but for now it's limited to replacing an existing body part with an equivalent, without adding extra parts. Spider parts are more durable, like wearing wooden armor. They grow a second pair of spider eyes which provide thermal vision. Regardless of adaptive slots, the witch is now able to produce webbing from their body in any 2 different ways you wish, functionally identical to what you'd expect from spiderman. Sticky ropes behaving like grappling hooks anchoring to nearly any surface. Being made of mana, you can banish them on demand as to not make a mess.

RANK 4

With rank 4 they gain a fourth adaptive slot, and can now add spider body parts to themself rather than replace body parts. They can acquire spider limbs from their back

or hips for example, and they can now grow spider eyes where they wish across their body which can increase their field of view or ability to notice threats at back angles without messing with their field of view. They could imitate an arachne form at this stage but they aren't quite there yet in truth. This is limited to adding the same parts available to one spider form if it were scaled up to human height, so they couldn't just keep adding mass and extra legs like an abomination. They can now fire web projectiles offensively like bullets, arrows, or harpoons. They can apply any venom effects they have to their webbing either on injury or on contact more slowly through the skin. Rather than wood, spider parts are more like thin steel armor, and the web is as durable as a cable rather than rope. Their spider eyes are hypnotic, having a lulling effect that captures the attention like the enthrall perk, while eye contact is maintained, and you can issue suggestions like the suggestion perk when this is in effect. If you have either perk, the effects are twice as strong as the perk describes.

RANK 5

At rank 5, they have a fifth adaptive slot and they can combine equivalent mass and parts to $ prior spiders, being larger if desired or just adding extra eyes. Every eye is now a partial brain forming a networked mind. So long as they have gem eyes, they have a functioning brain regardless of damage to the head. They can now shapeshift or make use of parts and traits from magical spider beings, provided the effects are roughly balanced to compare to a rank 5 magic effect. If the arachne has curses, they can deliver curses wordlessly through eye contact or an eye can be sacrificed (occupying that space for an eye until healed) to deliver another spell effect directly onto the target without travel time, such as using a Firecalling evil eye to cause them to self immolate. The Arachne can control their spiderwebs as though they were prehensile and telekinetically animated. If a being is wrapped with at least 10 loops of web, the arachne can induce suspended animation lasting until the web is removed.


Truck-Kun


Power 10

Teamwork 10

Sociability 10

Morality 3


"The most prolific serial killer in the omniverse? It appears to make one kill a day- In every reality we know of" -ORC Officer Division.


Truck-Kun can take the form of any mode of transportation including animals used in the local area It adopts the form as, it spawns in, which it can do in the blink of an eye at full momentum, but always leaves a few seconds to react Sometimes it'll target other beings to lure another.


Positives:

+ Just wants to show you different worlds


Negatives:

- Man, woman, or child, Truck-Kun ruthlessly isekais all.


+/- If hit by Truck-Kun, you die. No preventatives but not getting hit. Dying to Truck-Kun grants any perk with Isekai in the title for free, but you cannot return to your Earth


Truck-Kun has a divine rank of 11 and doesn't needa explain a thing, it does what it wants.


Curse 5 can mark a target for Truckening.


Doot-doot, and beep-beep.

Looks like you’ve found a chance encounter with Truck-Kun!


Think Fast!