Witch Hunter: The Invisible World Second Edition Kickstarter
All names for the personification of Evil that has plagued Mankind since his first tentative steps upon the earth. Wherever Man travels he has found evil spirits, daemons, nephilim and all manner of monsters that prey upon both his mortal flesh and immortal soul. These creatures come in many guises, oft unseen until it is too late to escape their clutches.
Thankfully, there are those who have stood and not quailed before the horrors from hell; men and women with the faith and courage to not only hold back the tide of night, but to take the fight directly to the Adversary - even if it means storming the Gates of Hell itself!
These precious few are known as Witch Hunters – men and women chosen to become members of the Orders of Solomon and used by Providence to be at the right place at the right time, to thwart the schemes of the Adversary and his minions. From the ancient cities of the Old World to the nascent settlements in the New, Witch Hunters battle nests of Vampires, covens of witches, packs of werewolves, devils and more in their unending quest.
Hello, my name is Henry Lopez and I have a new world of adventure for you to play in. Witch Hunter: The Invisible World is what I like to call a Colonial - Swashbuckling - Horror game set in an alternate history not quite like our own.
Inspired by the great tales of Solomon Kane by Robert E. Howard, PCI published the first edition of Witch Hunter: The Invisible World to critical acclaim. Since that time, we’ve produced sourcebooks and adventures that have thrilled players, allowing them to explore the slightly alternate history of the Invisible World and fight the good fight against the unspeakable evils of the world.
Witch Hunter is not a tactical game, such as D&D where miniatures and battle maps are needed for play. Instead, Witch Hunter was designed to be more cinematic and free form, allowing the players (and the Grand Master) to concentrate and delve into the story than worry over the minutiae of game mechanics.
However, as thousands of others played in Home Campaigns and our Shared world Campaign, we realized that even though the game worked perfectly fine, it could be better. So we embarked on streamlining the rules and combat so that it ran even faster and smoothly.
Now after two years of development and playtesting, we’re ready to present Witch Hunter: The Invisible World, 2nd Edition. This 256 page hard back will feature the same robust game mechanic, but as I mentioned above, streamlined for faster play.
For those of you familiar with the 1st edition of the game, here’s a quick and dirty breakdown on what is different in this new edition:
Streamlined Combat: The defense pool has been eliminated and initiative is set at the beginning of the fight instead of being determined every round. There is no need for multiple rolls every round just to determine a baseline to work from.
Optimized Magic System: Rites have been streamlined in the much the same way. Witch Hunters that use sorcerous traditions no longer have to roll just to determine if they have the ability to perform a rite, and then roll to hit a target; one attack roll determines everything.
Easy to Follow Character Creation: Character creation has been formatted to make the creation of Witch Hunters a simple processes that still permits a great deal of customization. The book is formatted in such a way that the order of choices in character creation match the order that the rules are presented, there is no need to jump back and forth.
Otherwise the game still features the dice pool system and the free-form, seat-of-your-pants feel to combat. The rules serve the setting and story rather than the other way around.
While at its most basic level, what we’re hoping to accomplish with this Kick Starter is to raise the funds necessary to publish the book and get them into your hands and onto the shelves of your FLGS.
But we hope to do much, much more.
Our hope is that you, through this Kick Starter, will help us relaunch the entire line, not only reissuing such staples as an updated Grand Tome of Adversaries, but also such new titles as Cities of Mystery, a source book that details eight cities (four in the Old World and four in the New) that give your Witch Hunters a change of scenery along with unique horrors and challenges; as well as the Scholomance a globetrotting (potentially) mega campaign that will pit a cadre of Witch Hunters against the Devil’s Academy in the heart of Transylvania where they have the opportunity to ally themselves with the Order of the Dragon and launch a devastating attack on the Adversary’s labyrinth, to name just two and End of Days, a similar Mega-Campaign that has your cadre of Witch Hunters striving to halt the rise of the Anti-Christ.
Something else that fans have been clamoring for is playing Witch Hunter in other times. That’s a fascinating idea, but creating a book on each and every possible time period of interest would be impossible. Instead, I’ve called on some friends, such as Chris Pramas, President of Green Ronin, A. Scott Glancy, from Pagan Publishing and of Delta Green fame, Shane Hensley, President of Pinnacle Games and of Deadlands and Savage Worlds fame, writer, game designer and all around great guy Matt Forbeck, and Jim Pinto, who among his many works include The World's Largest Dungeon and the World's Largest City, to write up a campaign summary giving the GMs ideas on how to run such a Campaign. Time periods chosen will be revealed as Stretch Goals are met.
We have lots more planned, and we’ll reveal them as we make the Stretch Goals, but we need your help to get this robust line going, rather than releasing a couple of books a year. We have some great stories to share with you, so please give us a hand in making this project a reality.
Thank you for your support!
Please note that the title Witch Hunter is not used in a disparaging way towards those who adhere to the Wiccan faith. The Witches we refer to are those from ancient mythology and folk tales, such as the three witches who share one eye from the Pericles myth, the witches in Shakespeare's Macbeth or those from Grimm's Fairy Tales. Basically the type of witches that don't really exist. I hope this clears up any misunderstandings.
What is Witch Hunter: The Invisible World?
Witch Hunter: The Invisible World is a role playing game that is set in 1690 where the players take on the role of Heroes that have been survived an encounter with the Supernatural and have been chosen to fight against these malevolent forces and protect an unsuspecting world.
Witch Hunter: The Invisible World is a cinematic role playing game, meaning it doesn’t rely on miniatures and grid maps (although you can certainly use them if you wish) but puts the mechanics in the background allowing the Grand Master (the GM) and the players to concentrate on the story and the fun, rather than the minutiae of game mechanics.
As for the feel of the game, Witch Hunter: The Invisible World is equal parts swashbuckling heroics and mind numbing horror, with a dash of investigating ancient prophecies and cryptic tomes. Witch Hunter: The Invisible World is also set in an alternate history due to the fact that magic is real and not a secret. All the Royal Courts of Europe have a Court Magi, sanctioned by the Catholic Church as being devoid of any taint from the Adversary.
Secondly, given that we don’t want our female players from feeling disenfranchised, as the 17th Century in our world treated women as little more than property, the Rosie the Riveter effect of the 1940’s takes place in the 1300’s.As the Black Plague devastates Europe, it kills a disproportionate number of men to women, forcing them to take up traditional “male” duties and roles, such as blacksmithing, hunting and even taking up arms as soldiers to protect their land. It takes a couple of generations before the male population is back up to the pre-plague ratio and by then women are too entrenched in their new roles to turn back the clock.
Lastly, using their foul blood magic, the Aztec Empire has survived its encounter with Cortez and the Spanish Empire and has become a force to be reckoned with in the New World. With the clandestine support of the Chinese Empire, which made contact via their fabled Treasure Fleet during the 15th Century, the Aztecs now have access to gun powder and weapons equal to that of the Europeans. Denied colonies in Central America, the Spanish fortify their position in the Caribbean and the south-eastern portion of North America as they wait to see if the Pope will grant their request of launching a new Crusade against the bloody, heart-ripping savages.
So what exactly is this Invisible World?
That story begins ages ago, as wise King Solomon looked upon the world and despaired. The Almighty had declared that mankind would be masters of the Earth and yet creatures of all kind, nephilims, titans, giants, dragons and more plagued threatened to topple humanity from its precarious perch. In a move driven by equal parts inspiration and desperation, Solomon summoned to his side the greatest wise-men, sorcerers and magi living and together began to design and enact a ritual now known as the Seal of Solomon, which would shunt all of the supernatural from the earth and imprison it away, in a place they called the Invisible World.
However, the Adversary heard tales of the undertaking and resolved to assure its failure. Sending forth his most beautiful and seductive witch, she seduced one of the magi that Solomon had gathered and while he slept, the witch Ilianda changed small portions of the Seal that the mage was tasked with designing. As the day came and the Seal was finally enacted, Solomon felt that something was wrong, but it was too late to stop the ritual. The Seal worked as it was meant to, shunting over almost every supernatural being and creature into the Invisible World, but cracks manifested upon the seal, meaning that creatures from the other side could trickle in and still bedevils humanity.
Discovering the foul deed of Ilianda, the wise King gathered together his greatest warriors and magi and tasked them with hunting down this coven of witches that had so imperiled mankind as well as track down whatever stepped through the cracks and destroy them. Centuries later, the Orders of Solomon that exist today all descend from that first group that was sent out into the world and be its unsung protectors.
Over the years, Witch Hunters have learned much about the Invisible World, discovering that it lay upon the mantle of the world as a blanket, and if one was brave and daring enough, one could slip through a crack in the Seal and cross hundreds, even thousands of miles quickly, turning a three-month voyage across the Atlantic into a trek of only a few days or hours - depending one knew where the proper exits lay. All Witch Hunters have the ability to discern the cracks in the Seal and step through, but only one Order, the Apostles of the New Dawn, have learned how to quickly traverse and avoid the most dangerous places of the Invisible World and presumably step out safely back to the realm of Man.
Witch Hunter: Revelations
During the First Edition of Witch Hunter, we supported a program called Witch Hunter: Dark Providence which provided the player base and conventions with adventures to play in support of Home Campaigns.
With the advent of Witch Hunter: The Invisible world 2nd Edition, Dark Providence is being retired and Witch Hunter: Revelations will debut. While still meant to augment your Home Campaign, Revelations will now include a Hard Point series similar to Legends of Arcanis in addition to stand alone adventure categorized as Soft Points. Hard Points tell an entire multi-part story (a sort of mini-campaign) and are meant to be played in order.
We are committed to providing a minimum of six (6) adventures per year for Witch Hunter: Revelations and Clint Blome, the Campaign Director, hopes to exceed that number. Witch Hunter: Revelations will debut at Origins this summer with three new adventures.
With Witch Hunter: Revelations we hope to support the game beyond the traditional printed product.
1.Rotted Capes 192 page Hardback + PDF: $40.00
What happens when you mix 4-color Superhero action with the Zombie Apocalypse? You get Rotted Capes, a complete RPG that lets you create your own setting or use the ready to play - Paradigm City setting. Play B-list Superheroes fighting against the hordes of undead as well as your former allies and enemies who’ve been Z’d!
2. Rotted Capes RPG PDF Only: $25.00
Some patrons prefer their copies in a digital format, so for those who'd like to purchase Rotted Capes in PDF format, please select this Add On.
3.Military Rank - $25.00
Purchase this pledge level and receive a military rank (up to and including Colonel or equivalent rank) for your Witch Hunter Character. Every Witch Hunter had a life before embarking upon their crusade against the horrors of the Adversary. With this unique certificate you can give ONE of your Characters a military rank which will grant a +1 Die Bonus to ALL Interaction Skill Tests when dealing with your countrymen and allies (others nationals at your GMs discretion).
4.Minor Relic or Object (Your choice) $10.00
Create a minor relic or object of your choice that grants a +1 Die Bonus to ONE Profession or Interaction skill. For example, you might have the knuckle bone of St. Jude Thaddeus which will grant an extra die to Medicine Action Rolls, or a Tome which grants an extra die on Scholarship Action Rolls. This certificate cannot be combined with others to grant more than one die bonus to the same skill, although it can be purchased additional times for different skills.
5. Additional Copy of Witch Hunter Second Edition $40.00
If you have already purchased a copy of the Witch Hunter Second Edition RPG and wish to purchase an additional copy to save on shipping, please select this Add On. You'll receive two copies in one package and only pay shipping for one!
6. PDF copies of the original WH Sourcebooks $40.00
For those who purchased Special Characters or higher Rewards and still would like to purchase the PDF copies of the original WH Sourcebooks (WH Core 1st Ed., the Grand Tome of Adversaries, 1st Ed., Blessed and the Damned, Orders of Solomon and the Aztec Empire), please select this Add On. That's 5 PDFs @ $8.00 a pop! Quite the bargain!!!
7. Witch Hunter Completist (Varies)For those who purchased a physical copy of the Witch Hunter 2nd Ed. RPG and wish to own all the editions of 1st edition Witch Hunter product, we present the following ala' carte list for you to choose physical copies of these books at bargain prices! We'll even eat the additional shipping!
a. WITCH HUNTER 1ST Ed. CORE RPG$15.00
b. GRAND TOME OF ADVERSARIES1st Ed.$15.00
c. BLESSED AND THE DAMNED$10.00
d. ORDERS OF SOLOMON$10.00
e. AZTEC EMPIRE$10.00
At the end of the KickStarter, we'll send out a Survey. If you pledged more than the reward you selected, you'll have the opportunity to notate what you purchased, for example, the Rotted Capes book, etc.
8. Personalized Book $25
Personalize your book with your name, character’s name, your favorite order, whatever you like!
This Add On provides up to three (3) lines on the bottom right-hand corner of your Witch Hunter book (centered upon the first line). Each line can have up to twenty-five (25) characters which INCLUDES spaces.
Please Note: No special characters, such as Greek Letters, Arabic, Cyrillic, etc can be accepted for this Add On.
These lines will be silver in color (like the logo) and can have anything written upon it within the above restrictions.
While I don’t think this is will be an issue, please note that Hate Slogans or Speech, Obscenities, or the like will NOT be accepted. You’ll be asked for the personalized inscription on the Survey that will be sent out at the end of the KickStarter.
9. Your Portrait as a Witch Hunter member of an Order of your choice.$150.00
Send us your picture and the member of the Order or Special Character you wish to be portrayed and you'll receive a B&W or Color Illustration (your choice). This will include a glossy print and a Character Sheet with this image already embedded within.
10. Cities of Mystery Print Option $12/$20
“Cities of Mystery” is a 128 page softback that will have an MSRP of $25 in stores. For those backers of Data or Print Hunter (or higher) wishing a print copy, the cost will be $12.00 – basically our printing cost).Those who wish to purchase a printed copy of “Cities of Mystery” but are of a lower pledge level, your cost would be $20.There is no additional shipping cost as the books will be shipped together with the Core Rule book. (See Update for more details).
I know that half the fun of watching a KickStarter go is to see those Stretch Goals being made. So without further ado...
We can produce the Hard Back with a Faux Leather cover as seen here:
GM Screen Unlocked - A PDF of the GM Screen will be sent to all those of Pledge Level PDF Hunter and above.
Child’s Game 2nd Ed. Unlocked - A PDF of the adventure Child’s Game will be updated with the new rules and sent to all those of Pledge Level PDF Hunter and above. Est. Date of Delivery: Dec. 2013
Color Printing Unlocked - The 256-page hardback will be upgraded to Color Printing. To be clear, this means that we can give the pages that cream parchment look, have color headers, etc. but with the exception of some color plates, the art will remain in B&W as we feel this is more in keeping with the feel of the game.
Cities of Mystery Sourcebook Unlocked - A 128 page Sourcebook covering eight cities in the Grave New World (four in the Old World and four in the New), the PDF of which will be made available to all of Pledge Level PDF Hunter and up. Est. Date of Delivery: Dec. 2013
Shane Hensley: WH in Another Time – Shane Hensley will write a 2 to 3k word treatment on running a Witch Hunter Campaign during the Wild West. Est. Date of Delivery: Dec. 2013
Jim Pinto: WH in Another Time – Jim Pinto will write a 2 to 3k word treatment on running a Witch Hunter Campaign during the 4th Crusade in Constantinople. Est. Date of Delivery: Dec. 2013
$18,000 - Matt Forbeck: WH in Another Time – Matt Forbeck will write a 2 to 3k word treatment on running a Witch Hunter Campaign during the World War II. Est. Date of Delivery: Dec. 2013
$18,500 - A. Scott Glancy: WH in Another Time – A. Scott Glancy will write a 2 to 3k word treatment on running a Witch Hunter Campaign during The Age of Empires (1894 to 1914). Est. Date of Delivery: Dec. 2013
$19,000 - Book of Magic Sourcebook Unlocked - Additional magical traditions as well as new Rites for the original six traditions in the Core book PLUS - Relics and more! A must for all Witch Hunters!
$20,000 - Chris Pramas – WH in Another Time. – Chris Pramas will write a 2 to 3k word treatment on running a Witch Hunter Campaign during The Age of Charlemagne. Est. Date of Delivery: Dec. 2013
$24,000 - End of Days Witch Hunter Campaign The Signs are revealing themselves. Has the time of Judgment come signaling the End of Days? A race against the clock and a grim fate for humanity as the Witch Hunters try and stave off the rise of the first (and possibly only) Antichrist and a virtual Hell on Earth!
This is projected to be a 128 page softback product, but knowing us it might blow up to be a little larger! Est. Time of Delivery: Dec. 2014.
Risks and challenges
Obviously, the risk from our side without having a successful Witch Hunter Kickstarter is the inability to properly launch the Second Edition of the book and have print copies in the hands of players and the shelves of your FLGS.
However, let me turn this around and answer what the risk is to YOU - the patron.
We've been producing RPGs since 2000, and while we're admittedly a small company, we've garnered awards and accolades for our products. But the one thing that is very important to us is our reputation; our reputation of being a responsible and honest company - one who pays our artists, writers, printers, in full, is paramount to us. A reputation takes a life time to build and only a moment to destroy, which is why I want to assure you that should this KickStarter be successful, you will receive all that we have pledged to do.
Our first KickStarter, the Rotted Capes RPG, was successfully funded, with PDFs out to all patrons and the book at the printers. We should have the final product in our hands and ready to start shipping at the end of the month, if all goes well.
As for Witch Hunter - we've been working on the project for two years now, with the manuscript done and art in hand for the most part. We just need to cross the hurdle of lay out and printing to get this book into your hands.Learn about accountability on Kickstarter
- (31 days)