The Witch
The safest place is far from the center of the action. Cleverness and a few well-placed ranged spells not only get the job done, but help keep damage to your person to a minimum.
Roll +Mystical. On a 12+, hold 3, on a 10+, hold 2, and on a 7-9, hold 1. On a 6 or below, the hex backfires and the GM can use 1 hold against you. The holds can be spent on:
- Your hex causes 1 damage to the target.
- The target can't flee the battle or area.
- The target is slowed somehow, granting a +1 to Clash! rolls against them.
- The target must answer one question truthfully.
- The target is forced to drop an item they're holding.
- Inflict a negative condition on a target.
You can make Clash! attacks with a magic beam. Roll +Mystical for these rolls instead of +Physical, and damage is equal to your Mystical rating.
You can Glimpse the Truth on a remote location instead of being there. Roll +Mystical and on a 10+, hold 2 and on a 7-9, hold 1.
You unleash a powerful and disorienting sound (yell, song, command, etc.). Roll +Mystical. On a 10+, the target immediately attacks an ally. On a 7-9, the target attacks an ally, but are aware you caused this course of action.
You can summon forth a personal minion. You choose what the minion looks like. Your minion offers two new actions:
- Knowledge From Beyond:
When you consult with your minion, roll +Mystical. On a 10+, you gain a piece of beneficial knowledge about the situation (tell the GM what it is). On a 7-9, the GM will tell you a piece of knowledge about the situation that may or may not be beneficial.
- Assistant:
When you send your minion to perform a simple task, roll +Mystical. On a 10+, your minion completes the task successfully, and you can watch through its eyes and hear through its ears. On a 7-9, your familiar can complete the task, but the GM will offer you a hard choice, an extra cost, or the familiar attracting attention and danger.