The Sea Witch
6 (18)
We Are All Mad Here
Living in the darkest depths of the sea, The Sea Witch is dangerous, wily, persuasive, and scheming. She is best known for brewing up life options--for a price. If you want what she's got (and she's got everything), you bring her what she wants. It might be your voice, your hair, or your firstborn. Or all three. Surely you won't miss them . . .
Environment: (Other)
Motive: Domination of others, power, knowledge, eternal life or beauty, hunger, revenges
Health: 21
Damage Inflicted: Moderate wound (5 points)
Movement: Short; long when flying (on a broomstick)
Modifications: Persuasion, intimidation, coercion, and swimming as level 8
Combat: She can use the following abilities: charm, familiar (water snakes), glamour, imprison, protect, seduce, and shrivel.
- Charm: Victims within short range who fail an Intellect defense roll are enslaved. Victims turn on their allies or take some other action described by their new master. The curse lasts for one minute, or until the victims succeed on an Intellect defense roll; each time they fail a roll, the next roll is hindered by one additional step.
- Familiar: When attacked, a witch relies on the aid of their familiar to improve their Speed defense. The familiar could be a large black cat, an owl, a big snake, or some other creature. Killing a witch's familiar is so shocking to a witch that their attacks and Speed defense are hindered for a few days. It's also a way to ensure that the witch never forgives their foe or grants mercy. Familiar: level 3; health 9; Armor 1
- Glamour: Glamour is an illusion that the witch creates. It may let them look like someone else, appear to be a tree or a bird, or even make them invisible. Seeing through the glamour is a level 8 Intellect task. A failed attempt inflicts 2 points of Intellect damage. Once a character sees through the glamour, they cannot unsee it.
- Imprison: The witch creates a prison within long range and captures a foe inside it as a single action. The prison might be physical (a tower, a cage, a trap, a binding around the body) or mental (they can't move, their muscles are no longer under their control, they are afraid to move). Resisting being caught is a level 5 defense task (Might, Speed, or Intellect, depending on the type of imprisonment). If a character is caught, breaking free is a level 5 task (of the appropriate stat).
- Protect: Places a confinement spell to keep someone from going in or out of a location, building, or room. Those who attempt to pass through the spell but fail take 3 points of Intellect damage and are knocked back. Once the spell activates, it disappears.
- Seduce: Creatures within short range who fail an Intellect defense roll become enamored of the witch. Resisting the witch's persuasion attempts is hindered by two steps until the victim succeeds on an Intellect defense roll; each time they fail to resist the persuasion attempt, the witch's next persuasion attempt is eased by an additional step.
- Shrivel: A victim within long range and up to two creatures next to the victim must succeed on a Might defense roll or take 3 points of Speed damage (ignores Armor). In each subsequent round, a victim who failed the previous roll must make another Might defense roll with the same outcome on failure.
Interactions: The Sea Witch will always make a bargain, take a bet, gamble all she's got on the downtrodden and woe-be-gotten. Not because her heart is big, but because she makes sure that the house--that's her—always wins.
Uses: The characters need a potion, a spell, a curse, or any other bit of magic, large or small, and The Sea Witch will find a way to put it in their hands and let them walk away thinking they've come out ahead. At least until she comes to collect.
Loot: A chest full of gifts and winnings from lovers, fawners, and those who should have known better, including 1d6 cyphers and two artifacts.