Witherwitch
A cruel mistress of the Witherwild, capable of manipulating the elements and harnessing its power.
Motives & Tactics: Control, Proliferate, Obfuscate
A cruel mistress of the Witherwild, capable of manipulating the elements and harnessing its power.
The Witherwitch is a reclusive matriarch of the indelible, unrelenting greenery of the Witherwild. Due to forces unknown, or perhaps, not yet explored, she is unable to recall where she came from, or how she came to be. Her past seemingly disregarded, all that matters to her now is the continued proliferation of her magical influence upon the Witherwild. Her overarching goal: The Witherwild must spread, it must reclaim, it must grow.
—
The intention behind this adversary was to create a sense of cohesion with the other Witherwild campaign connected adversaries. Introducing the Witherwild Reclamation is a bit bold maybe, it’s definitely very dangerous if it succeeds, however, a sense of impending doom seems really fitting for a Witherwitch — When the Wither Dice reaches it’s max value, you are reclaimed, or at least partially. Anyway, I would love to hear your thoughts and feelings on this. It’s all definitely subject to change.
When you would mark 1 or more Hit Points, you can instead mark a Stress. The first time you do so in a scene, each PC within Close range gains a d6 Wither Dice that starts with the 1 facing upwards. When the Witherwitch marks a Stress using this ability, increase this dices value by 1. When it reaches it's maximum value, each affected PC must mark 6 Hit Points.
Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.
When you spotlight the Witherwitch, mark a Stress to also spotlight two allies within Close range.
When you spotlight the Witherwitch, you can spend a Fear and choose three targets within Far range. They must make a Presence Reaction Roll (15), on a fail, those targets become Vulnerable until the end of the scene. If you succeed, you can't be affected by this action until after your next rest.
Tier 3 leader
A cruel mistress of the Witherwild, capable of manipulating the elements and harnessing its power.
Motives & Tactics: Control, Proliferate, Obfuscate
Difficulty: 15 | Thresholds: 22/38 | HP: 5 | Stress: 7
ATK: +6 | Elemental Burst: Far | 2d8+10 Magical
Experience: One with Nature +4, Stubborn as a Tree +4
HP:
STRESS:
A cruel mistress of the Witherwild, capable of manipulating the elements and harnessing its power.
Motives & Tactics: Control, Proliferate, Obfuscate
The Witherwitch is a reclusive matriarch of the indelible, unrelenting greenery of the Witherwild. Due to forces unknown, or perhaps, not yet explored, she is unable to recall where she came from, or how she came to be. Her past seemingly disregarded, all that matters to her now is the continued proliferation of her magical influence upon the Witherwild. Her overarching goal: The Witherwild must spread, it must reclaim, it must grow.
—
The intention behind this adversary was to create a sense of cohesion with the other Witherwild campaign connected adversaries. Introducing the Witherwild Reclamation is a bit bold maybe, it’s definitely very dangerous if it succeeds, however, a sense of impending doom seems really fitting for a Witherwitch — When the Wither Dice reaches it’s max value, you are reclaimed, or at least partially. Anyway, I would love to hear your thoughts and feelings on this. It’s all definitely subject to change.
—
—
—
—
No subclasses available.
Answer any of the following, or create your own.
—
Ask one of the following, or improvise.
—
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.