Witch Hunter (3 CP)
2 Weapon Skills (Medium or Large)
Agent of Faith
Blessings of the Faithful
Heroic Strike, Heroic Block, OR Heroic Recovery
"I am the blade of Eldrea. I am her will made flesh, her desires made reality, her judgement made manifest on this world.
You have consorted with demons, made your spirit impure my trafficking with the powers of Darkness. You gave in to the whispers and lies of the Abyss, and innocents have paid the price for your folly. My Lady's name is darkened every time someone like you gives in to the weakness within them.
You have allied with the powers of Darkness and used forbidden magics to harm the innocent. In the name of Eldrea, Lady of Magic, I name you heretic.
There is no point in running from me. You'll only die tired."
The Witch Hunters are the eyes, ears, and hands of the goddess Eldrea, patron of magic, learning and lore. They hunt down those who use magic to harm the innocent: infernalists who serve the Titans, demon worshipers, deranged witches, necromancers and others who draw power from the corrupt and destructive forces of the Otherworld. As they serve the goddess of knowledge,they also preserve and collect magical items, relics and artifacts. Sometimes these artifacts are taken to temples for safekeeping-- other times the Witch Hunters carry them on quests to ensure their proper use or destruction. They also serve as historians, sent to place where great deeds are about to occur so first-hand accounts exist.
It is well known that where Witch Hunters gather, important deeds are about to occur-- but Eldrea always keeps quiet on exactly what. Sometimes, Hunters gather and witness the birth of a king, or other important personage. Other times, they walk into a storm of dark magic they are bound to hunt and eliminate. It's never the same twice, and the life of a Witch hunter is one of long periods of uncertainty followed by intense bouts of specific purpose.
History of the Witch Hunters
According to legend, the Witch Hunters were founded ages ago, during the time of the Breaking, when the ancient empire of Aquilon was punished by the gods and obliterated, sunk beneath the waves. Aquilon was punished because it's greatest mages were corrupted and used their powers to reach for power never intended for mortals. The Aqilonian mages' hubris destroyed a world-spanning empire, but their legacy was much darker than that.
The Magisters had weakened the Veil between Aerys
and the Otherworld in their failure-- before, only the most powerful entities such as the gods, Archdemons, and Archfey could breach the Veil and influence the minds of mortals. After the Doom of Aquilon, it quickly became clear that this was no longer the case. Lesser demons, True Fey, and gibbering horrors of the Outer Dark all could whisper through the Veil and corrupt the minds of mortals of all races.
It became even clearer that those most susceptible to the whispers are the folk who have the hubris to harness the power of the world and use it to alter reality to suit their will. Many who wield magic do so under the auspices of a greater force-- priests gain power from their gods, and likewise primal spirits grant mighty skills to some. Those who wield arcane magic have no such check on their power, and are susceptible to the creatures of the Otherworld who would corrupt the arcanist and use them to wreak chaos and destruction in the mortal realm. It is those folk the Witch Hunters were created to identify and stop.
Customs & Traditions
To be clear, Witch Hunters typically have NO issue with arcane magic when it is used responsibly-- their patron is, after all, the goddess who holds responsibility for the forces and knowledge of magic. But magic is seen by followers of Eldrea as a tool, akin to an axe or a pitchfork. When used for its intended purposes, everyone benefits. But when the tool is used violently or by those with evil intent, great harm can be done. It is those who use magic against the wishes of Eldrea the Witch Hunters were created to oppose on behalf of the Lady of Lore.
Witch Hunters in a group are likely to watch arcane spell casters closely, but not treat them different from any other hero--unless their behavior becomes suspicious to the Hunter.
Hunters are not born, they are made. Typically, a mortal receives their calling to serve as a Witch Hunter after a brush with dark magic of some kind-- rare is the Witch Hunter whose story has no tragedy in it. They are folk who have faced and survived an encounter with black magic and now serve Eldrea to protect others from what they faced themselves.
Witch Hunters typically dress in one of two modes: either blending in with the local populace in order to stay hidden from their prey or obviously dressing in the stark black-and-white of their goddess' colors. When not camouflaged, Witch Hunters wear the Open Eye of Eldrea prominently, giving rise to the saying, "The Eye of Eldrea is upon you." More than once, the mere presence of a Witch Hunter coming obviously into town has been enough to flush out their quarry.
Witch Hunters typically carry an ornate, ritual dagger-- the favored weapon of their goddess-- to perform rites, blessings, and other priestly duties. However, due to the nature of their occupation, many wield axes of large swords as functional tools for the times when executions are necessary.
When you unlock the Witch Hunter header, you gain the Harness the Void skill for free. The 0 CP version is considered the 1st purchase.
Harness the Void (0, 3, 5, 7 CP; Battle, Rest)
The first lesson a Witch Hunter learns is to channel all of their emotion-- hate, fear, rage, even love-- into the place between worlds, called the Void. They harness the power of Void energy to fuel most of their supernatural abilities.
- You gain 1 point in a Void Pool. These Void Points can be used to fuel any Witch Hunter abilities that have "X Void" in the skill description.
- You gain 1 additional Void point for each skill you buy from this header with the Void keyword.
- Void points refresh when you rest for a full 5 minutes in a Safe Place.
2nd -4th purchases: Your Void Pool increases by +1.
Witch Hunter Skills
Aura Sight (2, 2, 2, 2, 2 CP; Battle, Void)
The blessed of Eldrea have many ways of detecting the presence of corrupt magic-- some hunters say they can smell the presence of dark magic, others that it feels like a slimy coating on their skin, and dozen other variations.
Regardless of how you do it, you know how to detect different kinds of foul sorcery. Choose 2 traits from the following list:
- Blood: used by arcane casters who derive their power from torture and sacrifice, Fomorians, and some demon worshippers
- Hex: used by Wyrdcasters
- Light: used by those who channel divine/godly power
- Darkness: used by those who channel or are touched by destructive and entropy-infused energies; often associated with Demon Princes
- Infernal: used by those who channel or are touched by fiery and demon-sponsored energies; often associated with lesser demons
- Magic: used by arcane spell casters
- Faerie: used by fae and their servitors
- Corruption: mutated energies that twist and alter the natural world.
- Malediction: mysterious and deadly quasi-magical infection
Once per battle, you can call, “By My Voice, Expose X by Void” where X is a trait you chose from the list.
- 2nd-5th Purchase: choose another trait from the list. You can now use ANY of the traits you have chosen as X in the verbal above, but only one trait per use of the skill, and still must rest 5 minutes before you can use the skill again.
Example: Brighton MacDuff has purchased this skill twice, choosing Blood, Hex, and Infernal as his chosen traits. He can call, "By My Voice, Expose Malediction by Void" or "By My Voice, Expose Infernal by Void," but he cannot Expose both traits in the same verbal.
Mind over Magic (3, 3, 3, 3, 3, 3, 3, 3, 3 CP; 1 Void; Battle, Void)
One of the primary abilities of a Witch Hunter is to resist the spells cast by their chosen prey. Eldrea teaches her Hunters to access the Void, a place in the Otherworld that is anathema to the energies of magic, in order to guard themselves against deadly spells and effects.
Once per battle you can spend a Void Point to call, “Resist by Void” against any attack with the Magic trait.
· 2nd Purchase: usable 2/battle
· 3rd Purchase: You can spend a Void point to call, “Resist by Void” against a packet attack with an elemental trait (Air, Wind, Earth, Thorn, Fire, Heat, Water, Ice)
· 4th Purchase: usable 3/battle
· 5th Purchase: You can spend 2 Void points to call, “Heal [Tier+1] and Agony to Self by Void” You can use this version of the skill only once per battle.
· 6th Purchase: usable 4/battle
· 7th Purchase: Requires Aura Sight.
You can spend a Void point to call, “Resist by Void” against any Trait you can Expose with Aura Sight.
· 8th Purchase: usable 5/battle
Power of the Void (2, 2, 2, 2, 2 CP, Void)
Witch Hunters are notoriously hard to kill. Your permanent maximum Vitality increases by 1.
Mark Heretic (3 CP; 2 Stamina; Battle, Void)
Requires Aura Sight.
Once the hunter has identified a practitioner of dark magic, he can mark them with a magical rune that lets him track them unerringly.
Before you can use this skill, you must have used Aura Sight and the target of this skill must have been Exposed with the trait you called.
After that, you can make an attack for "By My Gesture, Afflict Trait by Void: Heretic"
Once the target has been afflicted, you can call, “By My Voice, Expose Heretic by Void” up to once per minute without spending Stamina.
Example: Brighton is on the hunt. He thinks he has found his target, and uses Aura Sight, spending 1 Stamina and calling, "By My Voice, Expose Malediction by Void!" His target screams out, confirming his suspicions (and affected by the Expose effect). Brighton immediately spends 1 more Stamina calling, "By My Gesture, Afflict Trait by Void: HERETIC!!" at the top of his lungs-- his target is marked. The witch runs away, hiding in the forest, but Brighton can call, "By My Voice, Expose Heretic by Void!" at any point without Stamina cost to reveal his prey.
Burn the Witch!! (3, 3, 3, 5 CP; 1 Void; Battle)
Requires Mark Heretic.
Once the heretic is marked, there is only one thing left to do. You make an attack for, “By My Gesture, [Tier+1] Damage and Agony by Fire to Heretic”
· 2nd Purchase: “...[Tier+3] Damage and Agony by Fire to Heretic”
· 3rd Purchase: “...Waste [Tier+2] Vitality and Agony by Fire to Heretic”
· 4th Purchase: Requires Mind Over Magic.
You spend 1 Void point to make a packet attack for, “Death by Fire to Heretic”
Wasting Strike (3, 3, 3, 3 CP; 2 Stamina; Battle, Void)
Your weapon strikes home against your foe and you channel the Void for an instant, bleeding their strength off into the devouring dark. You can make a melee attack for, “Short Weakness by Void.”
· 2nd Purchase: “Weakness by Void”
· 3rd Purchase: usable 2/battle
· 4th Purchase: Requires Mind Over Magic. You can spend a point of Void to make a packet attack for, “Double Weakness to Heretic by Void”
Magebane (3, 3, 3, 3 CP; 2 Void; Battle, Void)
Requires Mind Over Magic and 5 other skills from this header.
The ultimate ability of a Witch Hunter is to temporarily sever a magic-user from their ability to cast the spells that make them so dangerous. You can make a melee attack for, “Short Drain Packet by Void”
· 2nd Purchase: “Drain Packet by Void”
· 3rd Purchase: You can use this skill as a packet attack.
· 4th Purchase: Usable 2/battle.
Assault the Blasphemer (3, 3, 3, 3 CP; 1 Void; Battle)
Requires Mind over Magic.
Those who defy the Mistress of Magic are hunted for their crimes against the goddess; delivering their punishment is the mission of the Witch Hunter. You can spend a point of Void to make 2 melee attacks for “[Tier+2] Damage and Agony to Heretic.”
· 2nd Purchase: 2/battle
· 3rd Purchase: 3 melee attacks
· 4th Purchase: Make 1 melee attack for “Death to Heretic by Void.” This use requires 2 points of Void.
Absorb Magic (3, 3, 3, 3 CP; 2 Stamina--or--1 Void; Battle, Void)
Requires Aura Sight and 4 other skills from this header.
You have learned to focus the energy of the Void so that a tiny trickle of it infuses you at all times. You can re-purpose a tiny bit of the magic used against you and heal your own wounds with it. Once per battle, you can call, “Resist and Heal [Tier] by Void,” against any attack that hits you with one of the traits you can Expose with Aura Sight. If you chose the Arcane trait in Aura Sight, you can call Resist against the Magic trait with this skill.
Example: Brighton MacDuff, a 2nd-Tier Witch Hunter, chose the Malediction trait for Aura Sight—it is a favorite of warlocks who have made pacts with devils and demons, and he faces those vile spellcasters often. When he buys the Absorb Magic skill, he gains the ability to spend 2 Stamina and call, “Resist and Heal 2 by Void” once per battle when he is hit with an attack that uses the Malediction trait, such as when an enemy spellcaster hits Brighton with a packet for, “3 Damage and Slow by Malediction.”
· 2nd Purchase: Usable 2/battle
· 3rd Purchase: “Resist and Heal [Tier+1] by Void”
· 4th Purchase: Usable 3/battle
· 5th Purchase: “Reflect and Heal [Tier+1] by Void”
Castigate (3, 3, 3, 3, 3 CP; 2 Stamina--or--1 Void; Battle, Void)
Heretic or not, a hunter often has to deal with those who would stand between him and his prey. One of the preferred tactics used by hunters on those who would delay them is to inflict the terrible, hungry cold of the Void upon a foe. You can make 2 melee attacks for, “Agony by Void.”
· 2nd Purchase: usable 2/battle.
· 3rd Purchase:" [Tier] Damage and Agony by Void."
· 4th Purchase: usable 3/battle.
· 5th Purchase: Requires Mind over Magic. You can spend 1 Void to make a packet attack for, “Short Paralyze and Agony by Void.”
Revelation of Terror (4, 4, 4, 4 CP; 2 Stamina; Battle, Void)
Requires 5 skills from this header.
It takes courage (some would say madness) to stare into the Void and not flinch. You can inflict that terror on your foes, freezing them in place in mindless horror. You can make a melee attack for, “Short Paralyze by Void.”
· 2nd Purchase: usable 2/battle
· 3rd Purchase: “Paralyze by Void.”
· 4th Purchase: Requires Mind over Magic. Instead of Stamina, you can spend 1 Void to make a packet attack for, “Double Paralyze by Void.”
Void Strike (2, 3, 3, 3 CP; 1 Void; Battle)
You channel the power of the Void into your weapons, dealing destruction in the name of the Lady of Lore. Spend 1 Void, make a melee or missile attack, and call, "[Tier+3] Damage by Void." If this is against a Heretic, add +1 to the Damage.
2nd Purchase: "[Tier+3] Damage and Weakness by Void"
3rd Purchase: usable 2/battle
4th Purchase: " Waste [Tier+1] Vitality and Weakness by Void."
Void Blast (2, 3, 3, 3 CP; 1 Void; Battle, Void)
You harness the power of the Void into a ranged blast that chills your foes to the bone. Make a packet attack for, "Waste 2 Vitality by Void"
2nd Purchase: "Waste 3 Vitality by Void."
3rd Purchase: usable 2/battle
4th Purchase: "Waste 3 Vitality and Weakness by Void."
Void Knight's Defense (4, 4, 4, 4 CP)
Requires Light Armor.
You can wear Medium Armor.
2nd Purchase: You can wear Heavy Armor--OR-- you can use a full Shield. You must choose when you make this purchase, and it can never be changed. If you choose Shield, you cannot make packet attacks when carrying a shield.
3rd Purchase: You gain the other benefit from 2nd Purchase.
4th Purchase: You can make packet attacks while using a shield.
Fighting Space (3 CP; Battle)
You can call, "Disengage" per the Core rules.
Sweeping Strikes (3, 3, 3, 3 CP, 2 Stamina; Battle)
You have trained hard at speed and precision. You can spend 2 Stamina to make 2 melee or missile attacks for “2 Damage.” You must rest for a full 5 minutes before using this skill again.
· 2nd Purchase: Usable 2/battle
· 3rd Purchase: “[Tier+1] Damage”
· 4th Purchase: usable 3/battle
Battlefield Repair: Armor (4 CP)
Requires Medium Armor. You can repair [Tier+3] Armor points with no forge by spending 3 minutes of activity roleplaying the repair. You can only repair one piece of armor at a time.
Weapon Control (3, 3 CP, 2 Stamina, Battle)
You have spent a lot of time handling weapons. You can call, “Resist” to negate one Disarm effect.
· 2nd Purchase: You can use this skill to Resist Destroy effects against weapons as well.
Will To Live (4 CP, 3 Stamina; Day)
You are exceptionally hard to kill outright. Once per day, you can call, “Reduce to 10 Damage” against one Death effect.
Crushing Strike (3, 3, 3, 3 CP, 2 Stamina; Battle)
Through rigorous training and practice, you have learned know how to hit a target where their defenses are weakest. You may make a melee or missile attack for “3 Damage.”
· 2nd Purchase: “[Tier+2] Damage,
· 3rd Purchase: usable 2/battle
· 4th Purchase: [Tier+3]