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[HOE] New Witch Stuff - Witch Pacts



  The other day someone brought up the notion that the
Witch was one of the least covered ABs (I agree and
wish there was a book for them) and where asking for
new witch stuff.  So I sat down and came up with the
notion of Witch Pacts, using most of the Gifts Blessed
get in the Weird West and converted them over to
witches in HOE.  What follows are the Witch Pacts, let
me know what you guess think.
                                     Horace Black


Witch Pacts

 
Pacts
These are powers that the Witch can gain by making
special agreements with different powers that be.  The
pact once made is always in effects, unless the witch
wants to cancel it, which breaks the pact (see below
for broken pacts).
  In order for a Witch to learn of a Pact she must
perform a special ritual of Summoning, which requires
a Hard (9) Witchcraft and $20 worth of incense, if
successful she contacts a supernatural creature in
which she may make a pact with.
  Each Pact cost 5 Bounty points and some have
Drawbacks that the Witch must follow or lose the power
until the next full moon.

3rd Eye
  No you don’t have a 3rd eye (unless you’re a mutant
or something).  But you do have enhanced senses
granting you a +2 bonus to all Cognition rolls.

Aged Well
  The being has granted you longer life, use it well. 
You now age 1year for every 3 that passes.
  Drawback: Each birthday (once a year) you must give
a valuable (Marshal’s call) gift to all of your
friends or the pact is broken for 1 YEAR.

Animal Empathy
  Animals seem to almost to understand what you are
thinking and trust you more than other people.  The
witch gains a +2 bonus to all Mien aptitudes rolls
when dealing with animals, as long as her intentions
are good.
Drawback: If the animal is harmed because the witch’s
use of this ability, the pact is broken.

Arcane Protection
  Whenever, a supernatural power is used against you,
your opponent suffers a +2 to his Target Number to
affect you.

Cosmic Attunement
  Your witch is so in tune with the universe that she
can alter it to a limited extent.  With this pact you
can spend Fate Chips even if you go bust.  If spending
these chips would change the botch then all is right
with the universe again.
Drawback: Must draw one less Fate Chip next session
(after Cosmic Attunement is used) or the pact is
broken.

Cosmic Communication
  Your witch speaks the universal language (no not
money) and can make an Onerous (7) Mien roll to
com-municate basic information in a language she
doesn’t understand.

Dark Humor
  You have the ability to see past the BS and can
laugh most of it off as such.  With this pact the
witch is immune to all Overawe, Ridicule and Bluff
attempts.

Elemental Protection
  You seem to be comfortable in climates that make
others sweat and shiver, you gain +5 to all survival
rolls based on extreme temperatures and need not even
wear a coat until the temperature reaches freezing (32
degrees Fahrenheit) and don’t break a sweat until the
temperature reaches 110 degrees Fahrenheit.

Fearless
  O.K. maybe your not fearless but you do gain a
supernatural resistance to fear.  Whenever, you make a
Guts roll you gain a +2 bonus to your roll.

Gifted
  This pact grants your witch the ability to use any
Aptitude better.  At the beginning of each session
choose an Aptitude, then for the rest of the session
you will gain a +2 bonus to that Aptitude rolls.

Good Karma
  This pact grants you the boon of an extra White Fate
Chip at the beginning of the session.  This extra Chip
cannot be used for bounty and disappears at the end of
the session if unused; also the chip can be used for
damage or abilities that require a white chip to
activate.

Great Toughness 
  With this pact you can withstand a greater amount of
damage, before being harmed.  You are considered +1 to
you Size for determining damage only.

Guardian
  With this pact the being has placed a guardian over
you, which can help in times of trouble.  This allows
the to use her Witchcraft Aptitude in place of Dodge
as she calls upon her protector.

Guidance
  This pact bestows great knowledge upon your witch,
allowing her a bonus of +2 to all Knowledge and Smarts
rolls.
Drawback: If someone asks her a question and she
either lies or refuses to answer she has broken the
pact.

Immune to Disease
  Your witch almost never gets a cold or other
sicknesses that seem to plague the Wasted West. 
Whenever confronted with a sickness roll to resist or
heal a disease you gain a +5 bonus to your roll.

Living Land
  You have no trouble finding food and water in the
wilderness as the land provides these things for you. 
Springs will mysterious open up and fruit will
magically grow.  There is only enough for the witch
and any familiar she might have, everyone else is out
of luck.
  This pact will not function in areas with a Fear
level of 4 or higher.

Read Signs and Omens
  With this pact you can calculate your actions upon
the immediate future.  When you’re about to do
something dangerous (whether you know it or not) make
an Onerous (7) Knowledge roll if successful you have
calculated the danger of your actions.

Serenity
  You have made a pact that to fight evil and as your
reward the Fear level around you is reduced by 2
levels.  This is centered on you with a radius of 1
yard for every level of Witchcraft you possess.
  Drawback: This pact is broken if you somehow manage
to raise the Fear level.

Spiritual Whipping Boy
  The being you made the pact with has agreed to take
some of your pain.  When injured you can ignore the
penalties for 2 wound levels, of which your buddy (the
pact creature feels instead).
Drawback: You must give first aid to a person who is
need of it, when not in battle or the pact is broken.

Supernatural Health
  You now heal a lot faster than normal and you enjoy
extra good health.  You can make a natural Healing
roll every 3 days and gain a +2 bonus to do so.
Whizzed Right By
  Your witch is just hard to hit no matter how hard
someone tries. Supernatural forces protect your
character causing opponents to suffer a –2 penalty to
their Shootin’ rolls against you.
Tech Ward
  The being your witch made the pact with doesn’t like
tech spirits and thus any Junker item used against you
has to make a stability roll with a –2 penalty, but
only the first time it is used against you.

Wealth
  Wealth is a relative term for the most part, but in
the Wasted West is means that stuff is easier to find.
 This pact grants your witch a +2 bonus to all
Scroungin’ rolls.

Witchy Woman
  You have a way of making people feel the way you
want them too.  Some witches use this to gain people’s
confidence while others to put fear into to people. 
Either way, you gain a +2 bonus to all Mien aptitudes
rolls when dealing with other people.









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