Inspired by Terry Pratchett’s witch stories and the Witch playbook by Melissa Fisher and David Guyll
Witch Advancements:
All They See Is The Hat
When you come to a new town wearing your black pointy hat roll + CHA
*On a 10+ There’s someone here who has been helped by a witch in the past and will show you hospitality.
*On a 7-9 You get hospitality but the villagers are in need and they will come to you with their problems: Cursed wells, lost valuables, sick sheep, broken hearts, and so on. The GM will tell you what they expect.
*On a Miss they know what a witch is. Witches cackle and build houses of gingerbread. They’ve seen your kind before, or maybe just heard about you in stories. But anyway, they know just what to do with you…
Second Senses
When you discern realities add these options to the list
What important detail have others overlooked?
What magic is at work here?
Shouldn’t “Second Senses” actually be “First Sight” (and maybe, if you’re very clever, “Second Thoughts”)? 😉
But what about third thoughts? Or is that compendium class only? 🙂
Now i really want to make an adventure based on the night watch….
Needs a move for “Sometimes you wear the hat so they know who they’re dealing with”, otherwise brilliant.
First time I’ve been excited for a custom “playbook” like thing in a looong time.
There should definitly be a ‘Headology’ skill in there as well
Taking this to a full playbook, it needs alignments.
Fairy Goodmother. When you make someone’s story come out right, mark XP.
Headology. When you refrain from using magic, mark XP.
etc. etc.