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Witch's Blessings

What are the Blessings?

The only thing that can kill a witch is boredom. Therefore, they bestow gifts upon their game pieces to change up the playing field. These are "stats" that are meant purely to give your character boons for certain situations. There are five blessings with each having three tiers. The more points that are put into a blessing, the better the bonus will be. You will only have three points to allocate. Albeit a very rare occasion, it will be possible to be awarded extra points for "exceptional moves". Below are the guidelines to consider when choosing blessings as well as the blessings themselves.

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Blessing Guidelines

  • There can be any combination of blessings as long as the total value doesn't exceed three points.

  • Tier 3 blessings will be limited to one of each type per chapter. For example, two characters could not have Fate 3 in the same chapter. But three characters could have Magic 3, Survival 3, and Authority 3 individually.

  • Due to the Tier 3 limit, you will have to "unofficially apply" for a Tier 3 blessing if you would like for your character to have one. Be prepared to justify why your character deserves it. Have a backup blessing spread just in case.

  • All blessings follow the same pattern in how frequently they can be used. Tier 1 blessings can be used once per day during free-time and once per event. Tier 2 blessings can be used twice per chapter. Tier 3 blessings are passive ones that remain active throughout the chapter.

  • Blessings can change for each chapter. Returning characters do NOT need to keep the same blessing spreads they've had before. Feel free to have fun with it!

Fate Blessings directly affect the outcome of an event.

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   Fragment Shift — 1 point

  • Impose or reroll a FATE roll once per day (free-time) and once per event. Imposing a FATE roll creates a random chance event to occur based on the area it is used in with the outcome dependent on the roll. The outcome of a reroll affects only your own rolls and must be taken. This is activated by player initiation (requesting to use it).

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   Red Karma — 2 points

  • At the start of the chapter, receive two predetermined rolls. One will be within the range of 1-10 while the other will be within the range of 91-100. These rolls can be used at any point during the chapter but only once each. You can use them without a roll to prompt it to impose a random chance event based on the outcome provided or you can use it to replace any roll made from yourself or another player. The lower roll will have to be used before being able to use the higher roll. This is activated by player initiation (requesting to use it).

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   Divine Protection — 3 points

  • The wind blows in your favor. You cannot roll below a 41 on any FATE roll. This prevents a bad outcome or worse from being rolled indefinitely. Any roll below 41 will default to 41, a neutral outcome. This is a passive blessing that does not need to be activated.

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Magic Blessings directly affect the physical world.

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   The Witch's Gacha — 1 point

  • Summon a random item once per day (free-time) and once per event. A d100 will be rolled to determine what item you get. Fate Blessings do not affect this nor can they be used to change its result. This is activated by player initiation (requesting to use it).

  • NOTE: Some gacha items will change per chapter as the active Witch will contribute to the overall list to best suit their game.

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   The Witch's Apprentice — 2 points

  • Declare a supernatural feat that would normally be impossible. Twice per chapter, you can use this ability as you see fit. This can range from teleportation, superhuman strength, flying, breathing underwater, etc. This is activated by player initiation (requesting to use it).

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   The Witch's Medium — 3 points

  • The threads of this world do not bind you. Visit the Tea Party at the end of every night to collect messages from its residents. This is a passive blessing that does not need to be activated.

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Survival Blessings can affect longevity in a Witch's game.

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   Abel's Aura — 1 point

  • Once per day (free-time) and once per event, gleam into what the future holds via a sense of deja vu. These premonitions will be unclear and could either be red herrings or helpful hints. This is activated by player initiation (requesting to use it).

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   Percival's Gamble — 2 points

  • Before an event, invoke a rift within the world to change the course of the coming events. You can do this twice per chapter. This will remove you or a target player from potential danger. This is activated by player initiation (requesting to use it).

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   Limbo's Chosen —3 points

  • A ward has been placed upon you. The Witch or other players cannot directly influence you or target you by magical means. Effects of other blessings will not affect you. This is a passive blessing that does not need to be activated.

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Reasoning Blessings directly affect methods to gather information.

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   Ghastly Guidance — 1 point

  • Once per day (free-time) and once per event, you can communicate with a mysterious entity to ask a "Yes or No" question. This answer will either be affirmative, non-committal, or negative. This is activated by player initiation (requesting to use it).

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   Dark Ritual — 2 points

  • Magic cannot be performed without a sacrifice much like the truth does not come without a cost. Twice per chapter, sacrifice something valuable to communicate with a powerful Entity in an attempt to learn something crucial. Material possessions will not be accepted. This is activated by player initiation (requesting to use it).

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   All-Seeing Eyes — 3 points

  • Your intuition defies the boundaries of the mind itself. Learn the general location of every hidden clue whether it be at the Manor, the Guesthouse, or Outdoors. This is a passive blessing that does not need to be activated.

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Authority Blessings affect other player characters and non-player characters.

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   Room Service — 1 point

  • Call upon a ghostly servant to perform a simple command once per day (free-time) and once per event. Deliver a message, search for something, follow someone, place an item, etc. Commands cannot involve coercion or harm to other characters. This is activated by player initiation (requesting to use it).

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   Summoning Circle — 2 points

  • Twice per chapter, summon up to three active characters to your location. Anything on their person will be brought with them as they blink into existence. This is activated by player initiation (requesting to use it).

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   Skeleton Key — 3 points

  • Stark white in color; a pin in the shape of the Evergreens' Family Crest has found its way into your possession. A ruby eye has replaced what was normally an emerald. Gain access to all normally locked areas on the map. This is a passive blessing that does not need to be activated.

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Fate

Magic

Survival

Reasoning

Authority

My dear, lost butterfly; should you ever lose your way, remember this:

you must always look. closer.

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