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(classic) The witch
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Templar
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Joined: 10 Mar 2010
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PostPosted: Sun Feb 20, 2011 9:05 pm    Post subject: (classic) The witch Reply with quote

I remember the introduction of the witch in the Wasted West companion book. While it wasn't much of an interest to my group it did have some intriguing potential for use, the idea that instead of strain you simply had to keep raw resources on hand. The thing I was wondering though was if there was any effort to add to it, even if the stuff to expand it was unpublished if there is anything official to give them a slightly larger repertoire or if there was some fan made stuff that I could comb through.
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HoraceBlack
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PostPosted: Sun Feb 20, 2011 10:09 pm    Post subject: Reply with quote

I did some stuff years ago, the link is below. Hope this helps.
http://www.fullbodyburn.com/html/game_corner.htm
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King Snarf
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PostPosted: Mon Feb 21, 2011 3:14 pm    Post subject: Reply with quote

Also, there's some stuff right here, notable for a collection of edges and hindrances; whoever came up with those is BRILLIANT. Cool

I've also been trying to devise some spells, witch-centric relics, and various other things to kinda give them the variety that the other HOE ABs have.
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ValhallaGH
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PostPosted: Mon Feb 21, 2011 4:05 pm    Post subject: Reply with quote

My Marshal put some stuff together when I was playing a witch. Most of it was variations on the old Black Magic villain powers, toned down and appropriate to the flavor text of Euro-centric witchcraft.

Good stuff, including an iron-body and stone-body spell, even an (unreliable) invulnerable ghost-rock fueled force field. I'll see if I can get it up online for others to use.
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Ruger
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PostPosted: Wed Apr 06, 2011 7:10 pm    Post subject: Reply with quote

HoraceBlack wrote:
I did some stuff years ago, the link is below. Hope this helps.
http://www.fullbodyburn.com/html/game_corner.htm


I really like the ideas you have here (as well as King Snarf's material in that other thread), as they really keep to the theme started in Wasted West, and make the arcane background more useful.

Ruger
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King Snarf
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PostPosted: Thu Apr 07, 2011 1:24 pm    Post subject: Reply with quote

I keep meaning to write more stuff for witches, but then I get distracted by something shiny.
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ValhallaGH
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PostPosted: Sat Apr 09, 2011 10:18 am    Post subject: Reply with quote

My HOE Marshal worked up the following extra spells and spell books:
http://gunrocksgamingrules.pbworks.com/f/Arcane+Background-+Witch.doc

I always saw the lack of witch supplements as one of the few big oversights by the PEG team. Which is a shame, because they are a really cool character concept (and the only one besides mad scientists / junkers that should have a Flight power).
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Fuzyfeet
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PostPosted: Sun Apr 10, 2011 8:01 pm    Post subject: Reply with quote

Luckily while the official material may be lacking, we fans have not. After seeing what was out there even I wrote three spells (Crystal Ball, Forget Me, & Forget Me Not).
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Fists-of-Dorn
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PostPosted: Thu May 12, 2011 1:22 pm    Post subject: Re Reply with quote

Something to keep in mind when using the Witchcraft spells that I put together, and that ValhallGH has linked (thanks), is that in the games I ran I doubled the character's base wind for PCs and the big villains. The base wind being double the vigor and spirit die types, while other things like edges and powers added to this score as usual.
I also used the Wind score to replace strain so that characters could make a real go of using their powers more effectively. Abilities that added to the wind score could be used for strain, but any effect that added strain (Steel-trap mind or Child o' the Atom, etc) could be used only as strain. I left wind recovering at the rate of 1 per minute of rest, while strain (in most cases) recovered at 1 per 15 minutes of rest. I found this really permitted characters with powers to expand their powers rather than picking up only the most cost-effective powers for mass-destruction.
Even had a few doomies without nuke, it was great.
To keep witches alive, mostly because their powers are far less direct than other arcane backgrounds, their wind used for casting spells recovered at a rate of 1 per 5 minutes (Early in the document).


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Prime
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PostPosted: Thu May 12, 2011 3:09 pm    Post subject: Reply with quote

The witches run off of dark hunting grounds energy like most arcane backgrounds, you could probably tweak some of the black magic found in the marshal's section of the weird west book.
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King Snarf
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PostPosted: Thu May 12, 2011 10:54 pm    Post subject: Reply with quote

Prime wrote:
The witches run off of dark hunting grounds energy like most arcane backgrounds, you could probably tweak some of the black magic found in the marshal's section of the weird west book.


Eh, I'm not sure that's exactly right. I mean, no one at Pinnacle ever said outright WHAT powers HOE witches. If it doesn't come from an actual Hunting Ground spirit, whether it be a manitou, a nature spirit, or what have you, then the energy is just neutral, in my opinion. It's the witch's actions that would determine if it's dark or not.
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Sitting Duck
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PostPosted: Fri May 13, 2011 8:09 am    Post subject: Reply with quote

Seeing as how the HOE Witches are partially descended from Mina Devlin, the source of their power isn't likely to be all that nice.
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Clint
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PostPosted: Fri May 13, 2011 8:45 am    Post subject: Reply with quote

King Snarf wrote:
Eh, I'm not sure that's exactly right. I mean, no one at Pinnacle ever said outright WHAT powers HOE witches.


Wrote an article for the Epitaph on that years and years ago. Too bad it didn't work out.
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King Snarf
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PostPosted: Fri May 13, 2011 12:39 pm    Post subject: Reply with quote

Sitting Duck wrote:
Seeing as how the HOE Witches are partially descended from Mina Devlin, the source of their power isn't likely to be all that nice.


Yes, but 200 years is a long time. Junkers are descended from hucksters and mad scientists, but the workings of their powers are completely different.
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Templar
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PostPosted: Fri May 13, 2011 1:12 pm    Post subject: Reply with quote

Clint wrote:
King Snarf wrote:
Eh, I'm not sure that's exactly right. I mean, no one at Pinnacle ever said outright WHAT powers HOE witches.


Wrote an article for the Epitaph on that years and years ago. Too bad it didn't work out.


I don;'t suppose you have that article and are able to share it?
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Clint
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PostPosted: Fri May 13, 2011 1:39 pm    Post subject: Reply with quote

Templar wrote:
I don;'t suppose you have that article and are able to share it?


Nope to the first. Wish I did have it, but haven't been able to find it. Think it got lost with an old computer. It basically did the same thing for Witches that the other article did for Librarians (not mechanically the same, but thematically, expanding their powers and explaining the underpinnings of the AB).

Heh, it's ironic; I could actually finish it now in a way I couldn't then.
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HoraceBlack
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PostPosted: Fri May 13, 2011 3:11 pm    Post subject: Reply with quote

I had been working on an article back in the day on witch familiars, but sadly I lost it, in one of the major computer megawhoopses:(
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ValhallaGH
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PostPosted: Fri May 13, 2011 4:55 pm    Post subject: Reply with quote

Clint wrote:
Templar wrote:
I don;'t suppose you have that article and are able to share it?


Nope to the first. Wish I did have it, but haven't been able to find it. Think it got lost with an old computer. It basically did the same thing for Witches that the other article did for Librarians (not mechanically the same, but thematically, expanding their powers and explaining the underpinnings of the AB).


[message deleted for excessive expletives]

I really would have enjoyed reading that one.
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King Snarf
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PostPosted: Fri May 13, 2011 7:29 pm    Post subject: Reply with quote

I too had something on witches I'd been working on. While not fully fleshed out, it built on material established in the Black Circle. Here's the gist...

1) As stated in the Black Circle, Mina was well aware of the cost of dealing with the Reckoners, and thought the price was too high. As such, she sent out agents to study other magic traditions, notably voodoo and alchemists.
2) My premise was that at sometime, Mina (or one of her descendants) figured out a way to cast spells without calling on the Reckoners. The key is the ingredients. The ingredients are either material favored by spirits or material that, due to popular belief, have been imbued with potential for magic. The witches use the ingredients as a focus to draw energy from the Hunting Grounds.
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JackMann
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PostPosted: Sat May 14, 2011 2:13 am    Post subject: Reply with quote

Clint wrote:
Templar wrote:
I don;'t suppose you have that article and are able to share it?


Nope to the first. Wish I did have it, but haven't been able to find it. Think it got lost with an old computer. It basically did the same thing for Witches that the other article did for Librarians (not mechanically the same, but thematically, expanding their powers and explaining the underpinnings of the AB).

Heh, it's ironic; I could actually finish it now in a way I couldn't then.
I don't suppose you could give us a basic overview, at least? Or are you planning on rewriting it for Reloaded?
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