WITCH is a new tabletop role playing game with an original rule system focused on narrative and role play. In WITCH you play one of the Fated, witches and warlocks who have gained magical powers after selling their soul to a demon. There are six Fates to choose from and each is connected to one of six types of demons.
WITCH offers an extensive world for your character to explore. Step into Fated society and claim your place, meet the Rì of New York, or if you are really adventurous, you can take a trip to the Otherworld, the Kingdom of the Dead. But beware because the Fated are not without enemies, hunters have persecuted your kind throughout history, if only they were the only scary thing out there...
Luckily, you do not have to face these threats alone or empty-handed. There is strength in numbers and any Fated knows this, with a small coven of like-minded witches and warlocks you’ll have each others’ backs when times get tough. If your coven isn’t enough you have magic, spells, artefacts, and magical Talents like brewing potions, casting rituals, and reading the Devil’s Deck as part of your arsenal.
Besides the grand adventure that will eventually find any Fated brave enough to step out of their door, WITCH focuses heavily on your personal story as your character must bargain with their demon each time they wish to learn more powerful magic. No matter the nature of such a deal, it never leaves a Fated unchanged.
Often, when magic is introduced in a system the use of it is limited by mana points, spell slots, or some other rule that controls the number of spells a character can use. In WITCH a character can perform a certain type of magic (whether this be a Spell, Ritual, or Potion) as many times as they wish. Your magic is endless, but there is a catch. The more a Fated casts the same type of magic, the greater the risk of botching, and failing at something as volatile as magic will have a catastrophic outcome.
Magic is dynamic and mutable and the mechanics for it were created so players won’t be limited in their creativity and can really make their magic fit the flavour of their characters. For instance, if you decide to play a pyromaniac Dúrla Druid, you can use the rules for Magic Alteration to add some fire to all of your spells. So, when you use the first Canto of Fhearg, Intimidation, you don’t see a tempest raging in the glint of the Druid’s eye (like in the normal description of the Canto), but an all devouring fire.
Other great features to explore in WITCH are artefact creation and potion brewing. By combining ingredients and tapping into their magical aspects you can create all manner of potions and experimentation with unknown ingredients may lead to unexpected results. Artefacts can be any item that you craft with a magical effect of your choosing and one of the 100 random effects.
WITCH comes with its own unique rule system that has been created to fit the setting and with an emphasis on role play and narrative. Basic skill rolls and combat mechanics are simple, all you need to do is add up the appropriate Attribute + Skill/Talent + 1d20 and see if your roll beats the difficulty set for the task. This way dice rolls don’t have to interrupt the flow of the story and can be easily used whenever they are needed.
Rules & Mechanics overview:
An easy to use dice system to support narrative role play: WITCH features a simple, fast, twenty-sided dice mechanic that won’t get in the way of your story.
Player story support: No matter what epic quest your GM has cooked up, your personal story is always front and center. Our Spell Level system will help your GM to integrate your story into the game’s overarching plot.
Magic is mutable: No two powers will ever look the same with Magic Alteration to change the look & feel of your magic.
Magic is infinite: In WITCH you never run out of spells, instead casting becomes more risky every time you cast the same magic.
GM freedom: GMs are encouraged to make up their own rolls combining Attributes & Skills to fit whatever challenge they want to set for their players.
No deal is sacred: With a Devil’s Deck, Curses, and powerful talismans at your disposal an agreement with your demon is never a black & white affair.
Please note, within our game there is a large distinction between various faiths and the Fates that may share their name. Fates were named by different cultures who discovered them first. They were named after what people knew and understood, while they were very incorrect. In our game we have a section dedicated to this topic, but we'd like to state here the very clear distinction.
Djinn are the enforcers. They serve the Quiet, an all encompassing nothing that surrounds the world, always hungry for wishes and souls. Most Djinn have an affinity with law and contracts because they are constantly brokering deals between the Quiet and others when they grant wishes. This is also the reason that they attach great importance to truthfulness. Lying to a Djinn can have severe consequences, earning this Fate the stigma of being vengeful. Djinn are walking contradictions - vengeful yet honourable, free yet bound, joyful yet still.
The Yokai are an ever changing Fate. They cannot only change their size, but also their very form, warping themselves into all manner of beasts and people. Yokai are Fated by masked demons known as Oni. The masked ones demand respect and have a civil, businesslike demeanor and most Yokai find it unwise to cause ripples in their demon’s tranquil surface. As Yokai find it difficult to choose just one form, their mood may also change from one day to the next. However, one thing that does not change for the Yokai is their loyalties. A Yokai is loyal to a fault, charismatic, and always on the move.
The Bokor are seen as tricksters. They may like a little joke now and then to put someone in their place, but they can also be deadly serious. Of course, when they are serious, you never know if they received important information from the spirits or if they are following some wild goose chase the Loa set them on. Loa are the ‘spirits' that Fate the Bokor, who live in the Otherworld, a plane that forms a thin gauze over our own. The Bokor do not believe these spirits to be demons, but simply members of the eternal party of the afterlife. Through the Loa, Bokor have a close connection to the Otherworld and this is reflected in their magic.
The Lich are the immortal Fate. They devote themselves to a life of study and perfection. All Lich strive to be a Paragon of their chosen field, spending their lifetime collecting information on whatever their passion is to surpass their peers. Lich are the explorers, the questioners, and the devil's advocate. The Lich owe their longevity to Preta demons. Preta love decay, death, and all things broken which leaves them with a very alien view of what the world should be. The fact that they enjoy the flesh of corpses (living flesh is such a hassle to get) has not helped their reputation.
The Druid are lore keepers and warriors. Do not mistake them for treehuggers and more importantly never call them that. Druids tend to have turbulent personalities and they have a great need for freedom. When a Druid is Fated, he chooses to either make a pact with a demon of Nádúr or a demon of Dúrla. These demons called Horned Beasts grant the Druid powers over natural forces on earth or the elements. Druids don’t view Horned Beasts as demons but would rather describe them as powerful spirits. Those who have been unfortunate enough to ever see the nest of a Horned Beast would likely beg to differ. Druids are quick to anger, but easy to forgive.
The Pagan are the most versatile of Fates. They are the negotiators, the peacemakers, and the tormented. They are the Fate with the cruelest of demonic masters, the Devils. These demons look almost human and are incredibly charming until they’ve made their deal. After that, it becomes painfully clear that looks can be deceiving. During the Fating Devils give their luckless Pagan a taste of what awaits them after death. Pagans never completely remember this experience, but are left with nightmares and flashes of intense fear. It is this sense of foreboding that causes this Fate to live life to the fullest. A Pagan can always be marked by the faithful familiar that follows them around.
The Fated have a long and turbulent history. In the time before, the powers of the First of the Fated were founded in strife and the generations of Fated that have followed after them have seen their fair share of war and persecution.
It was not until a Fate was utterly destroyed by hunters, during the Medieval ages, that the Promise of Nancy, a pact to end bloodshed between the Fates, brought an end to the conflict. United by the Promise, the Fated fought off the hunters, but incidents like the Salem Witch Trials serve as a reminder that hunters are still an ever present threat.
At the end of the 19th century a new type of magic had the Fated in its grip. Every fashionable witch or warlock tried steam-magik and a new Guild was created for those who could merge aether to mechanical devices to create wondrous automatons.
The 20th century started out favourable for the Fated, the Promise and the witch hunts seemed no more than grim pages in a history book, but it wasn't long though before hunters reminded the Fated why the Promise insisted on the secrecy of their practices. The events during the Dust Bowl of the 1930’s saw to that.
Now, at the dawn of the 21st century, Fated are found in small communities or living alone to keep off the radar of governmental bodies and worse yet, hunters. The largest Fated community can be found in New York and consists of no more than 50-75 Fated at a time.
Angry Hamster Publishing is a role play company founded by Liz Chaipraditkul and Floor Coert. Liz is an avid blogger, has written for Wizards of the Coast's Living Forgotten Realms, and has been published in a poetry anthology. Floor is a lifelong roleplay enthusiast and has been a freelance writer for Gamekings.
By creating our own publishing company we are bringing a lifelong dream to the next level (yes our dream just levelled up). We love tabletop rpgs and have been making up our own stories since we opened our first roleplay book. Our goal is to share our stories with others and to start a successful roleplay brand where we can continue to bring new content to our players!
Contact & Questions
If you want to know more about the game you can always check out our website (link). We’d also love to hear from you so if you have any questions, suggestions, or comments please do not hesitate to contact us either on Kickstarter or an email to email@example.com.
Hungry for more information?
- Check out the WITCH liveplay with Contessa.
- Listen to our interview with Guys, Games, and Beer
- Watch unboxing reviews by Samwise Seven
- Watch a live character creation with Red Dice Diaries and the Rogue DM.
- See the exclusive fluff piece we gave to Geek Native.
Risks and challenges
First and foremost, we’d like to say: if there are any issues where we cannot deliver to you on time, we believe communication is key and as our backers, you will be the first to know our updated timeline.
As the book is basically finished there shouldn't be any problems in sending it out on time. We’ve given ourselves a generous deadline so that we have enough time to edit the book, get all the art in, and format it exactly how we want it. We work with artists from all around the world, but we've already confirmed the timeline with them and we've worked together before. Finally, we have chosen to produce our books in the Netherlands (where we live), instead of in another country, this means if there are any issues with the book we can just drive over to the printer and see what is going on. We have also researched the best shipping options to get our book to you quickly.Learn about accountability on Kickstarter
- (30 days)