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Wicked Ones BRAINS smarts, awareness, insight

scan / perceptively v
Shaman Terrifying & Vengeful
Witches
Witchcraft: You can spend stress to Invoke tier 2 and tier 3 spells
tinker / cleverly of a single witchcraft path (choose one): bloodreading - soothsaying -
name race & look spiritcalling - stormstrike - wildheart .
trick / slyly

dark impulse: bigmouth - cruel - deranged revelry: craving - drinking - gambling


Beastform: You can spend stress to assume the form of a beast. While in
fickle - obsessed - paranoid - reckless - vengeful occult - violence - worship MUSCLES strength, agility, speed this form, one of your actions swaps ratings with another and you gain
either Primal Ability or a special ability from another calling. You also
finesse / precisely gain a second dark impulse while in this form. All of these are chosen
gear stress when you first take this ability.
when the clock is full, skulk / sneakily
you go feral.
Bonded Spirit: You have a magically bonded spirit or pack instead
smash / powerfully of minions. It has the companion upgrade and powers (choose two):
RESISTANCE ROLLS become invisible - manifest physically - possess the weak-minded - reveal
failure: partial resist, take 3 stress information about the past . It can use each once per cycle.
mixed: partial resist, take 2 stress GUTS personality, mettle, magic
Spirit Whisper: Your control of chaotic situations pulls information
success: full resist, take 1 stress
from surrounding spirits. On a success when resisting, you can ask the
critical: full resist, clear 1 stress banter / affably GM a question or to reveal a secret related to the situation. You also gain a
supply RESISTING DEATH defense against lies, trickery, and stealth.
failure: you die invoke / magically
mixed: knocked out of the scene Terror: Others can’t help but reveal their fears. You can spend stress to
threaten / forcefully establish what someone’s worst fear is. You take +1d when you act on that
defenses knowledge.
bloodied dark hearts Weaving: You effortlessly blend witchcraft with the material or mundane.
On a success when casting a spell, you take +1d on any follow-up using a
Š assist: give +effect, but open to consequence different action.
Š go hard: trade +effect for -position
Š team up: take the highest result, but each pc Wild Brews: You can brew potions of any tier from all witchcraft paths.
notes with a mixed or failure takes stress.
You also gain a downtime action which you can only use to brew potions.
Š dark bargain: trade +1d for a consequence
Š dark heart: take +1d on a roll
Wrath: Your desire for payback fuels your witchcraft. When you cast a
spell immediately after a resistance roll, you take +1d and it costs no stress
Š shock: take -1d on next roll, then clears to cast.
Š bloodied: take shock to all attributes, and
clears when all shock is clear
Š death knell: take a final action if you have a
dark heart left when you die. You can flashback to things such as interacting with spirits or animals,
Š go feral: immediately compelled; abilities
Flexibility: brewing a concoction, or sowing terror.
used during this action cost no stress.

downtime projects dungeon duties minion pack morale bloodied vile friend wicked xp
Š brew potions and alchemicals. tier type description take an ability when full. mark 1
Š build locks, traps, tricks, and rooms. xp for each you did this session:
# race type
Š contact vile friends, npcs, or factions. Š you made progress on your
master plan.
Š craft an item, edge, or contraption. actions upgrades (1 gold each) raid plans
Š incant a ritual. Š you jumped into someone else’s
scan adept dungeon scene.
Š recruit a pack of minions. Š ambush: hit them when they least
tinker companion expect it, making sure they don’t Š you acted like a monster.
Š torture a prisoner.
trick equipped take any of you down. Š you used your gear or supply
���d
finesse expendable Š assault: bring full force to bear, in creative ways.
project clocks driving off or killing all those who
skulk fluent
stand against you.
smash mindset Š negotiation: talk it out, tell lies, reckless xp
banter strapped or offer something to get what
invoke trained you want, spilling as little blood as take an action dot when full.
possible. mark 1 xp if you played into
threaten versatile
gold LOOT ROLLS Š stealth: slip in, find what you’re either being bloodied or going
failure: dark heart, after, and slip out quietly, being feral this session.
you can pay gold to: dark impulse: addicted - aggressive - disloyal noticed as little as possible.
but risk overdoing it
Š attract a creature greedy - impatient - lazy - moody - superstitious Š strike: bust in, get what you want, light tongue words
mixed: 1 gold
Š get help from your vile friend and run out quickly, without you one yes go eat
Š get a minion downtime action success: valuable item deviating from your goal. me two no do give
Š get minions to join a raid combine 2 successes Š trickery: confuse, lure, or trick us three maybe stop get
Š risk it: re-roll a downtime action but Š recruit a minion for a powerful item them into doing what you want, it more now kill gold
lose its dominant position Š upgrade a minion (gm decides the item) without them knowing why.

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