The Wicked Witch Of The West
5 (15)
We Are All Mad Here
With her three pigtails and diminutive stature, it would be easy to write off the Wicked Witch of the West as a nobody--and many have--but her power lies in the creatures that work for her and in her vast and growing collection of magical footwear.
She can see up to 2 miles (3 km) away with her single eye, and wears galoshes that give her +2 Armor against water and liquid of all kinds.
Environment: (Other)
Motive: Domination of others, power, knowledge, eternal life or beauty, hunger, revenge
Health: 21
Damage Inflicted: Moderate wound (5 points)
Movement: Short; long when flying (on a broomstick)
Modifications: Tasks involving water and the dark as level 3
Combat: She carries an umbrella that acts as a heavy weapon, and she can use the following abilities: familiar (pack of wolves, swarm of bees, flock of crows, and an army of flying monkeys), hexbolt, imprison, protect, and shrivel.
- 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
- 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.
- Hexbolt: A victim within long range is attacked with fire, cold, or psychic bolts, as the witch chooses. Psychic bolts deal 3 points of Intellect damage (ignores Armor).
- 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: She is volatile in nature and quick to anger. However, she can also be a bit cowardly, and will likely back down in a confrontation (only to send her hordes of magical animals out afterward to do her dirty work).
Uses: The characters need to find galoshes of fortune and decide to steal a pair from the Wicked Witch of the West. Perhaps they need to make it through the land she presides over and must find a way to get her approval.
Loot: Whatever shoes she's wearing (which are very likely an artifact).