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Chapter One2
 
A Word to the Wise
The WitchCraft RPG is,first and foremost,a work of fic-tion meant to entertain. A number of facts have been mixedwith a liberal dose of fantasy in these pages,and peoplewho seek information,spiritual guidance,or an excuse todo stupid things should look elsewhere. The witches in thisgame are as unrealistic as the wizards in Tolkien's tales;none of the secret organizations and conspiracies in thisbook are meant to be exact replicas of real world groups.Having said that,I would like to point out a few realfacts. Wicca is a real world religion,based on ancient folk beliefs and practices from Europe. During the Middle Agesand the Reformation,followers of Wicca were persecutedby the Christian Churches. Wicca has nothing to do withSatanism,and is a religion with as much legitimacy (if per-haps a less comprehensive organization) as Christianity orBuddhism. The "Wicce" in this book (Wicce is nothing butthe female form of the ancient Anglo-Saxon word Wicca,orWise One) are portrayed as having some of the beliefs andprinciples of real world Wiccans,but are as fantastic as theChristian-oriented,monster-hunting Sentinels also depictedin this game. To learn more about Wicca,go to a locallibrary or bookstore; there are plenty of non-fiction bookson that subject.Finally,anybody who has problems distinguishing fanta-sy from reality and who thinks this or any other gamedepicts actual occult practices should stay away from thisand similar books. They should also stay away from televi-sion,books of all kind,and most forms of mass media; infact,they should not leave their homes. Any off-beat softdrink commercial may prompt them to jump off a tall build-ing. Parents of minor children should,of course,exercisetheir judgment as to whether this and other roleplayinggames are appropriate for their children. Everyone else,Ihope you enjoy this book.
-- Carlos J. Martijena-Carella
Writing and Game Design
C.J. Carella
Additional Writing and Deve
 
l
 
opment
M. Alexander Jurkat and John M. Kahane
Proje
 
ct Managing and Primary Editing
M. Alexander Jurkat
Rul
 
e
 
s Editing, Editing and Pl
 
ayte
 
st Coordinating
John M. Kahane
Proof
 
ing
Darren Evens
Indexing
Bernard C. Trombley
L
 
ayout and Graphic
 
s
George Vasilakos
Cover Art
George Vasilakos
Interior Art
rk Post,Fred Hooper,Guy Burwell,Heather J. McKinney,Dan Smith
Playt
 
esting
Kathy Bauer,Steve Bauer,Marlyn Bumpus,Scott Coady,Michael Farmer,Joanne Fry,Maryanne Fry,Andrew Gravendick,TimPaul,Tammy Powers,William Reich,Nick Roberts,Steven P. Ross,Wayne Shaw,Toby Spellman,Heath Wilson,Stefanie Wilson
Eden Studios3426 Keystone Ave,#3Los Angeles,CA 90034
CJ Carella’s WitchCraft
,The Unisystem™,specific game terms,icons and personalities arecopyright ©1999 CJ Carella. All Art ©1999 CJCarella. Cover art ©1999 Eden Studios.All Rights reserved.Produced and published by Eden Studios,Inc.under exclusive license.No part of this book may be reproduced withoutwritten permission from the publisher,except forreview purposes. Any similarity to characters,sit-uations,institutions,corporations,etc. (withoutsatirical intent) is strictly fictional or coinciden-tal. This book uses settings,characters andthemes of a supernatural nature. All elements,mystical and supernatural,are fiction and intend-ed for entertainment purposes.Reader discretion is advised.Comments and questions can be directed viathe Internet at www.edenstudios.net/witchcraft,via e-mail at edenprod@aol.com or via letter witha self-addressed stamped envelope.Second Printing,October 2000Stock EDN4000HC ISBN 1-891153-40-4Printed in the U.S.
 
3Introduction
Chapter One: Introduction 4
Summary of Chapters 14Conventions 15Roleplaying 16The WitchCraft RPG 17
Chapter Two: Setting 18Chapter Three: Roles 36
Character Concept 41Character Type 50Character Associations 56Attributes 67Qualities and Drawbacks 71Skills 89Metaphysics 101Possessions 101Finishing Touches 102Archetypes 103
Chapt
 
er F
 
our: Ru
 
les 120
Dice 123The Basic Rule 124Tasks -- Using Skills and Attributes 124Tests -- Using Attributes Alone 124Unskilled Attempts 125Resisted Tasks/Tests 126The Rule of 10 126The Rule of 1 127The Outcome Table 128Getting Scared 130Turns 132Running Combats 132Multiple Actions 134Close Combat 134Improvised Weapons 135Ranged Combat 135Damage 137Poison 140Disease 142Armor 143Breaking Things 148Injury 149Recuperation 153Diceless Roleplaying 155Experience 157
Chapter Five: Associations 160
The Wicce 166Brotherhood of the Rose Cross 170Society of Sentinels 175The Twilight Order 179The Cabal of Psyche 183The Solitaires 186
Chapter Six: Metaphysics 190
Magic 194Essence 194Invocations 195Using Essence Defensively 199Intent and Magic 199The Crowd Effect 200Random Essence Effects 201Rituals 201Places of Power 202Times of Power 203Symbols of Power 204Items of Power 204Group Magic 205Essence and Immortality 208Lesser Invocations 209The Sight 225Necromancy 237Divine Inspiration 242
Chapt
 
er Sev
 
en: Sup
 
ernat
 
ural 248
Spirits 258Nature Spirits 260Elementals 262Wildlings 264Ghosts 266Relentless Dead 269Vampyres 272Bast 276Demons 277Seraphim 279The Mad Gods 281Minions of the Mad Gods 282Dark Covenants 285The Combine 288
Chapter Eight: Chronic
 
l
 
ers 290Appendix298
Table of Contents

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