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Chapter 10: Threats
Human-Like
Spirit Born Witch
A Spirit Born Witch is a human spell caster who took a shortcut in obtaining magical power. The caster accepts the power offered by a supernatural barrier creature, but becomes inhuman in the process. The spirit that adds to the caster’s power also twists their mind. Once their mind shatters, Spirit Born Witches are almost always dangerous and cruel. They are hunted because of this, and become beings even more dangerous and vengeful against the societies that they formerly belonged to.
Physically, a Spirit Born Witch is often indistinguishable from a normal human (although they may have a particularly intense "spell-caster look" to begin with). Most are identified from their actions, such as bouts of rage. Using Examine Supernatural can also identify a Spirit Born Witch (just don’t let them catch you looking.).
Concept: A spell casting combatant, suitable as a mastermind.
Common Attacks
- Sedger Short Blade (3 EP)
- Attack Bonus: +5
- Damage: 1d6 + 1d8 + 1(Str)
- Landar S2 Light Spellchrome Pistol (3 EP)
- Attack Bonus: +8/+3
- Damage: 1d6 + 1d8
- Range: 40' (8 Squares)
- Initiative Bonus: +2
- Empowerment Points: 11
- Base movement: 30 feet (6 squares)
Spell and Skill Categories
- Can cast all spells from the 12 major categories @ stage 2 or 3 spell power.
- May have a few custom spells to keep the PCs on their toes.
- 18 MP
- Basic Dexterity (+12)
- Basic Intelligence (+11)
- 3 SP
Feats
- Light and Medium Armour Proficiency
- Melee Training: Basic
- (Ranged Training: Basic)
- Ranged Training: Advanced
- Supernatural Health: Adds 30 HP in this case
Additional Equipment
- H-G Light Plate (3 EP)
- Mark-3 Mage Gauntlet (3 EP)
- Sprevtec R7 Long Range Comlink (2 EP)
- An appropriate vehicle or mount.
Background
| Attribute | Score | Modifier |
|---|---|---|
| Strength | 12 | +1 |
| Dexterity | 14 | +2 |
| Constitution | 13 | +1 |
| Intelligence | 12 | +1 |
| Wisdom | 14 | +2 |
| Charisma | 17 | +3 |
Attitude and Tactics
Most Spirit Born Witches crave and seek out ever-greater power. Many are charismatic and have followers. They tend to be highly (over) confident, utilizing their extensive magic to attack and accomplish tasks.
In combat, most Spirit Born Witches try to have their followers or minions engage the enemy while they themselves step back and blast away with magic (Death Ray, Fire Blast, and Lightning Bolt are common choices). They are not opposed to using Spellchrome weapons, but since that is not what they excel at, magic will almost always be their first choice.
Some Spirit Born Witches are extremely powerful and dangerous. They crackle with energy and speak in a voice greater than a single being can produce. The GM must balance how much of this is dramatic description and how much is actual game statistics. The GM should note that, in general, the spirit who is feeding power to the Witch will not let them die easily, especially at the beginning of a battle. The spirit can absorb some damage, partially heal them, and even move the Witch telekinetically in order to keep its plaything alive.
Spirit Born Witch @ Level 12
- AC: 17
- DR: d8, d10
- EX-HP: 26
- HP: 96
- FORT: +6
- REF: +6
- WILL: +8
- Melee: +10/+5
- Melee: +14/+9/+3
- Stage 3 Spell Caster
- MP: 24
- Cathal Scale Armour (6 EP)
Player Knowledge
A good Knowledge: Common or Popular check reveals that some people are Witches. This does not reveal exactly how or why Witches come to be, but it does indicate that Spirit Born Witches are often powerful and malicious.
A good Knowledge: Academic, Specific or Obscure check reveals that the PC knows how Spirit Born Witches come to exist and what they are capable of. The PC will also know that since the person the Witch once was voluntarily accepted the spirit’s influence (coerced, manipulated, tricked or otherwise), there is little chance to undo the damage. Even if there was a way to go back, most Spirit Born Witches would not give up their power.
Up Next: Dangerous Beasts




