Witch-Finder

Mortals to whom the Truth of the Three-Part Mirror has been revealed must choose and worship the only true god, the Unseen. All others are devils, mouths full of lies, bearing gifts of witchcraft that pale in comparison to the miracles possible through Him. But as a Witch-Finder your interactions with witchcraft have left you forever altered. You were forced to break with the Order after dabbling in magic.

  • 3d6 sp, imperial minted coins
  • Rations (3 uses)
  • Torch
  • Silvered dagger (d6)
  • Shackles
  • Badge of your order, tarnished: a Scapular of Saint Sigford (petty)

What is your best defense against witches?

  1. Flametongue. Longsword (d10, bulky) with Witch-Finder insignia, burns hot near witchcraft or other dark magic. When hot, it may ignite flammable items.
  2. Lucky Pebble. Petty. While squeezed in your hand, you resist fairy charms, including those of witches. Squeezed longer than 10 minutes, it becomes unbearably cold.
  3. Witch Bottles. Filled with small bones, iron nails, and shells. Break to counter the effects of a spell. 3 uses.
  4. 2 hand crossbows (d6+d6, concealable, bulky).
  5. Ley Line Blindfold. Petty. Wear to see the outlines of ley lines, arcane sources of power, and magical creatures.
  6. Copy Book. Copies a spell or magical effect used against you. Once the spell is used, it disappears from the book.

Who was the witch that cursed you and what mark do you bear forever?

  1. The Moth Witch. You hid in the cracks of their cottage. A fine film of gray dust covers your skin. Take 1 Fatigue to create a cloud of dust around you (choking, obscuring), unless you are wet.
  2. The Blood Witch experimented on you. Your blood is green and acidic. Your eyes are green and raised spidery blood vessels cover your skin. Your blood inflicts 1d4 damage to anyone who touches it, apart from yourself. Performing medicine on you risks harm for the healer.
  3. The Sea Witch tried to drown you. Your arms and legs are finned. You can breathe underwater, but you must quaff saltwater 1/day or become deprived. Take a pitcher of saltwater (3 uses).
  4. The Woods Witch encased you in the Dying Oak. Your skin and bones are like kindling. You move faster. You are lighter, but more flammable.
  5. The Crow Witch. An incomplete transformation. Your legs bend backwards. Your hair is black feathers. Take a Fatigue to see through the eyes of a bird. Take a palliative remedy (10 uses) and its recipe (3 ingredients, petty). Missing a dose leaves you deprived. Miss 3 doses and become a crow.
  6. The Candle Witch tried to make you into a candle. Your skin is waxy and slowly melts when near open flames. You may slough off wax-flesh (1 STR) and mend yourself with wax (restoring 1 STR for every STR lost in this way).

Inspired by Monstergarden.

Go to Bonds to round out your character.


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