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An unofficial transcription of THE WITCH IS DEAD from https://gshowitt.itch.io/the-witch-is-dead. Please support the original!
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THE WITCH IS DEAD. | |
------------------ | |
AN RPG ABOUT MURDER. | |
Once upon a time, there was a kind and | |
wise and beautiful witch who lived in the | |
forest with her familiars, and her life was | |
peaceful and happy until a FUCKING | |
WITCH-HUNTER broke into her cottage | |
and dragged her out and FUCKING | |
MURDERED HER and now she's DEAD. | |
But if you get revenge and kill him | |
and bring his EYES to her corpse within | |
a week she'll come back to life. Or | |
so you've heard. Even if it doesn't work, | |
at least he's dead. | |
YOU ARE A CUTE WOODLAND ANIMAL. | |
------------------------------- | |
You have four traits: | |
CLEVER (interact with humans, understand them) | |
FIERCE (scare, drag, push, carry, bite, scratch) | |
SLY (sneak, steal, hide) | |
QUICK (outpace, climb, evade) | |
ROLL A D10 TO SEE WHAT YOU ARE: | |
------------------------------- | |
1. FOX (C2 F2 S1 Q1) | |
2. CAT (C0 F1 S3 Q2) | |
3. TOAD (C1 F0 S2 Q1) | |
4. SPIDER (C2 F0 S3 Q1) | |
5. OWL (C3 F1 S1 Q2) | |
6. HARE (C0 F0 S2 Q3) | |
7. MAGPIE (C2 F1 S1 Q2) | |
8. CROW (C2 F1 S2 Q1) | |
9. DOG (C1 F3 S0 Q1) | |
10. RAT (C1 F0 S2 Q2) | |
YOUR WITCH TAUGHT YOU A SPELL: (D10) | |
------------------------------------ | |
1. UNSEEN HAND | |
2. CONJURE LIGHT | |
3. SPEAK HUMAN | |
4. LOCK/UNLOCK, OPEN/CLOSE | |
5. CONJURE DINNER | |
6. MAKE FLAME | |
7. TIDY, CLEAN AND MEND | |
8. PLANT GROWTH | |
9. DISTRACT/CONFUSE | |
10. MAKE BOOK READ ITSELF ALOUD | |
None of these are flashy - little bits of | |
hedge magic to help out around the | |
house. But they'll have to do. | |
THE WITCH-HUNTER has retreated to the VILLAGE, the FUCKING COWARD; get him. | |
THE VILLAGE IS (ROLL TWICE): | |
---------------------------- | |
1. UNDER THE THUMB OF THE BARON | |
2. FILLED WITH CHEERY GNOMES | |
3. CONTROLLED BY A CREEPY CULT | |
4. DEVOUTLY RELIGIOUS | |
5. INCREDIBLY SUPERSTITIOUS | |
6. AT WAR WITH FOREST TRIBES | |
7. BUILT AROUND A WIZARD COLLEGE | |
8. FULL OF HARDY MINING FOLK | |
9. SHADY AND DANGEROUS | |
10. OPPRESSIVELY PERFECT | |
THE WITCH-HUNTER IS: | |
-------------------- | |
1. ARMORED AND TOUGH | |
2. WIZENED AND WISE | |
3. DRUNK AND VIOLENT | |
4. PIOUS AND AGGRESSIVE | |
5. GUARDED AND COWARDLY | |
6. MAGICAL AND JEALOUS | |
7. CLEVER AND CRUEL | |
8. DUPLICITOUS AND HIDDEN | |
9. JOLLY AND WELL-MEANING | |
10. HEADSTRONG AND WILD | |
BUT HERE'S THE TWIST: | |
(GM, ROLL, BUT KEEP IT A SECRET): | |
--------------------------------- | |
1. THE VILLAGER ARE IN ON IT | |
2. A RIVAL WITCH SET HER UP | |
3. THE WITCH-HUNTER DIDN'T DO IT | |
4. THE WITCH-HUNTER IS WAITING FOR YOU | |
5. THE VILLAGE FOLK ARE HAVING A FESTIVAL | |
6. THE WITCH-HUNTER DIED, AND IS BEING BURIED | |
7. THERE ARE TWO (RIVAL) WITCH-HUNTERS IN TOWN | |
8. THE VILLAGE IS ABANDONED | |
9. THE WITCH-HUNTER HAS DRAGGED A SUSPECT UP FOR INTERROGATION | |
10. THE VILLAGE HATES HIM | |
WHEN YOU TRY TO DO SOMETHING, roll a D10 and add your most relevant trait. The GM tells you what | |
number you need to equal or beat. If the task is dangerous, you gain a point of DANGER if you fail. | |
USING MAGIC IS ALWAYS DANGEROUS. The GM's characters don't use dice; they force you to roll them. | |
TASK RATING: | |
------------ | |
6 - Simple | |
7 - Basic | |
8 - Challenging | |
9 - Difficult | |
10 - Near-impossible | |
Remember: most tasks that are normal to humans are really difficult for animals, unless | |
they're broken down into smaller steps: remember, you don't have opposable thumbs, and | |
all you know of the human world is what the witch taught you. You can talk to | |
other animals of the same, or similar species. | |
(You can lower your danger by solving, or running away from, your problems.) |
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