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Witch Hunter: The Invisible World
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Cover
Pat Loboyko
Playtesters
Timothy Chandler, Phil Collins, Robert
Farnsworth, Greg Ferguson, Joanne Fisher,
Andrew Garbade, Bryan Leclair, Dee Leclair,
J. Wayne Parrish, Cori Petrea, Michael Petrea,
Erica Reeder, Gail Reese, Brian Schoner,
James Todd, P. Dennis Waltman
Interior Illustrations
Paul Carrick, Paul (Prof) Herbert, Veronica
Jones, Pat Loboyko
Cartographer
Keith Curtis
Special Thanks to
Gail Reese for her tireless efforts and Willie
and Jarad for those late night talks.
Authors
Scott Charlton, Rucht Lilavivat, Henry Lopez,
M. Sean Molley, Brian Schoner, Robert J.
Schwalb, Robert Vaughn
Team Paradigm
Jim Beck, Pedro Barrenechea, Matt Blank,
Henry Lopez, M. Sean Molley, Nelson
Rodriguez, Eric Wiener, and James Zwiers
Editors
Anna Maria Leon and Eric Wiener
Character Sheet
Pedro Barrenechea
Layout
Ruben Smith-Zempel
Art Direction
Jim Beck
Additional Material
Pedro Barrenechea, Sean Smith and Eric
Wiener
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TABLE OF CONTENTS
T
A
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L
E
INTRODUCTION .............................................3
CHAPTER ONE:
THE ORDERS OF SOLOMON ...........................5
THE AGE OF SOLOMON........................................5
HISTORY OF THE ORDERS....................................7
THE ORDERS.....................................................19
CHAPTER TWO:
THE MAKING OF A WITCH HUNTERS .........36
CHARACTER CONCEPT.....................................36
BACKGROUNDS.................................................37
WITCH HUNTER CATALYST................................48
ABILITIES...........................................................49
GENERATING ABILITY SCORES.........................49
PHYSICAL ABILITIES..........................................50
MENTAL ABILITIES............................................51
SPIRITUAL ABILITIES.........................................52
SKILLS..............................................................53
SKILLS CATEGORIES.........................................54
GENERATING SKILLS.........................................56
SKILL DESCRIPTIONS........................................56
TALENTS...........................................................71
FINISHING TOUCHES: HERO POINTS, TRUE FAITH,
DAMNATION, SINS AND VIRTUES.....................84
SINS AND VIRTUES...........................................87
CHAPTER THREE:
WEALTH AND EQUIPMENT .........................93
CURRENCY AND ECONOMY.............................93
GOODS AND GEAR..........................................94
WEAPONS........................................................98
ARMOR............................................................101
CHAPTER FOUR:
PLAYING THE GAME .....................................102
THE BASICS....................................................102
PUTTING IT ALL TOGETHER..............................103
COMBAT..........................................................103
CARRYING, LIFTING, SHOVING,
AND THROWING THINGS..................................114
FEAR...............................................................116
REWARDS........................................................118
CHAPTER FIVE:
THE THREE CIRCLES OF SORCERY ..........119
THE SIX TRADITIONS.......................................120
RITES...............................................................120
ANIMISM..........................................................122
HERMETICISM..................................................126
PRAYER...........................................................131
CHAPTER SIX:
FIGHTING TRADITIONS ................................135
CHAPTER SEVEN:
THE WORLD OF 1689 ..................................139
THE INVISIBLE WORLD....................................173
CHAPTER EIGHT:
GRIMOIRES AND RELICS ............................176
ENACTING A RITE FROM
A WRITTEN TEXT.............................................176
GRIMOIRES......................................................176
RELICS............................................................193
CHAPTER NINE:
ADVICE TO THE GRAND MASTER .............195
CHAPTER TEN:
CREATURES AND ADVERSARIES .............208
ANIMALS.........................................................210
LIEUTENANTS.................................................211
…AND VILLAINS..............................................212
NPC GENERATION WALKTHROUGH...............214
WITCH HUNTER THREATS...............................216
THREAT TALENTS............................................245
VILLAINOUS SORCERY....................................248
DIABOLISM......................................................248
NECROMANCY.................................................251
WITCHCRAFT..................................................253
THREAT POWERS...........................................255
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INTRODUCTION
To you who read this, by choice or chance, greetings. I
know not who you are or how you may have come by this
text; indeed, as I write it, I have no assurance that I will
live to complete it, nor that my words will out-live me
long enough to be read by any but their author. In truth,
such a statement is true of any work done by the hands
of man, for which of us can begin any day with absolute
certainty that we will be alive when that day reaches its
end? The Almighty has entrances and exits scripted for
us all, and rare indeed is the man who knows the hour or
nature of his end before it is visited upon him.
But there is a possibility – a small one, and for the sake
of your sanity, gentle reader, one which I pray to God
is not the case – that you who ind this manuscript by
chance may, by the hands of Providence, be one of the
unfortunate few for whom it was written. If you have
seen things by Luna’s pale and ghostly light that you
could not make yourself forget the next day, beneath
the warm and comforting light of Sol; if you have seen
a nightmare come to life, and been unable to convince
yourself that it was only a dream after all; if there is a
moment in your past which you shudder to remember,
but cannot forget, in which you learned that the world
was not as you had been raised to believe, and that evil
was a real and tangible thing; if you have unwittingly
looked beneath the veil of Nature and glimpsed the face
of Lucifer, and stood your ground rather than led in
terror, then you are one of us, whether you know it or
not.
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Even so, the risk is, I think, greater for this author and
this work; but despite the danger, the words must be
put to paper and sent out into the world, that those who
may glean some value from them have a chance to learn
by an easier tutor than the hard experience which has
taught me enough to write them. Therefore, let me write,
and assume that both I and the work will survive to
reach you, the reader, lest I give in to despair and cease
writing before I have properly begun.
If these words strike a chord within you, then may God
Almighty bless you with strength of body and of will, for
you will need both. Read on, and gather up the kernels
of wisdom in these pages, though they are bought with
fear and pain. You must know the things that are herein
set forth, and you must not turn away, hateful and vile
though the revelations herein may be. Once you have
glimpsed the face of Lucifer, know that he has seen your
face as well; and though you may look away and try to
forget, the Adversary will know you, and he will seek
you out soon enough, to ensure that you do not share
what you have learned. If you are not prepared, you
are doomed to damnation, death, or (most likely) both;
and while the humble wisdom in this book may not be
enough to keep you from such a fate, it is in truth one of
the only shields you are ever likely to have. Be assured
that the Adversary knows you, and your only hope is to
know him as well.
What is it, then, that I write, which gives me cause for
such morbid and fearful musings? That, unknown
reader, depends very much on you. It may be that
you have come across this book by chance, idly picked
up from a book-seller’s stall or in an acquaintance’s
reading-room, or discovered in a forgotten corner of
some library, ive or ifty years hence – may God grant
that the work survive so long, and may He forbid that
the need for it will still be present so far in the future!
But if you found this book by such chance, I regret to
say that it will probably bring you little enough of either
wisdom or diversion. It will seem, more likely, to be a
child’s fairy-story, full of goblins and witches and other
non-sense that enlightened men will consider beneath
them, and that ignorant men will fail to understand.
Moreover, if it is a fairy-tale, it will likely seem to such
readers as one that is told in a particularly disjointed
and ineffective manner, by an author so ashamed of his
work that he will not even sign it with his full name. If
such is the case, I offer my regrets, but not my apologies;
for you are not the one for whom this work was meant.
If the passages above mean nothing to you, then this
book is not for you; be grateful to God that it is so. Read
on, if you will, and believe that all contained herein is
phant’sy; by the grace of the Almighty, this may be the
closest you ever come to such evil. Those of us who know
better will shield you from the truth if we can.
D.G.
Cambridge, Massachusetts Bay Colony
August, 1684
Those for whom this book is meant will likely have been
given a copy speciically by one who knows already that
the story herein, far from being a childish phant’sy, is
true; and who knows that this truth must be made known
to the recipient as well. If you are such a one, I ask your
patience and forbearance; soon enough this tedious
introduction will be done, and the true revelations which
are the reason you were given the text will begin.
* * *
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I
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Welcome to the world of Witch Hunter!
Witch Hunter is a role-playing game of swashbuckling
horror, in which once-ordinary men and women face and
ight against the monstrous forces of evil in a seventeenth-
century Earth almost, but not quite, identical to our own.
From the crowded streets of Paris and London to the
unexplored depths of the North American wilderness,
those who have come face-to-face with supernatural evil
must face it down with nothing but their lintlocks and
their faith.
Witch Hunter is a game of history.
While Witch Hunter ’s Earth in the year 1689 is not quite
identical to the one found in history books, it is close
enough to allow the game to absorb the rich lavor of this
extraordinary period of history. In Europe, Isaac Newton
and other Natural Philosophers are driving the Age
of Reason forward, revolutionizing science and man’s
knowledge of the natural world. In North and South
America, colonists from across Europe are struggling to
carve civilization out of the edges of a vast and unknown
continent, while some of the native inhabitants, most
notably the powerful Aztec Empire, try to expunge their
taint from their homeland. Others extend their hand in
friendship, which at times is gratefully accepted, while
at others is slapped away with prideful arrogance and
contempt. Africa is still a dark and unknown land; the
edges are a known source for strong but unwilling slaves,
but the continent’s vast interior is a mystery to “civilized”
Europe. Asia is a realm of exotic spices and strange
cultures, little-known to the people of the West.
The world of Witch Hunter is a rich and complex one –
this is a pretty big book, as you can see, and there are a lot
more secrets we’re not ready to reveal just yet! However,
let’s start out with a few essentials about the game and the
world it’s set in. The ive points on which Witch Hunter is
based are Horror, Action, History, Folklore and Faith.
Witch Hunter is a game of horror.
“Horror” is a commonly-used word for a genre that
includes ghosts and witches, werewolves and vampires;
it’s an easily-identiiable term that gives people an idea
of what they’re getting themselves into. But monsters
alone don’t make a game horriic. Trolls and goblins live
in many role-playing worlds, but they’re common enough
that players become jaded about their existence; they’re
dangerous, but not scary. To truly make the monsters (and
the game they live in) horriic, you need something more.
Later in the rulebook, we’ll discuss the speciics of running
and playing a horror game in detail. For now, just bear in
mind that the diverse elements of horror – the dread of
an unknown enemy, the fear of a dangerous foe lurking
somewhere just out of sight, and the visceral terror of a
blood-spattered beast suddenly appearing right next to
you – lie at the core of a game of Witch Hunter.
Witch Hunter is a game of folklore.
Like our own Earth, the world of Witch Hunter is full of
myths, legends, and superstitions. The difference is that
in Witch Hunter ’s world, almost all of them are true.
Fairies do dance in mushroom circles in the woods, the
unhallowed dead do wander the earth as ghosts or the
walking dead, and demons and devils do seek to tempt
and corrupt humans into mortal sin. Average men and
women do not see these beings often (if ever), but they
know they’re out there. A farmer’s wife will always
leave milk out to appease the fairies, and a lone traveler
returning home late at night will often recite the Lord’s
Prayer to keep evil spirits from his path. For witch hunters,
however, such simple charms rarely work; monsters and
spirits are deliberately hunting them, and can only be
faced with courage, faith and cold steel.
Witch Hunter is a game of Swashbuckling
Action.
Horror can be built with a slowly-growing sense of dread,
as the true wickedness and power of the enemy becomes
gradually, terrifyingly clear. But when the enemy is inally
revealed, or when innocents are endangered, the heroes
of Witch Hunter respond with swashbuckling, bare-
knuckled action. Muskets, swords, and courage may not
be enough to put the forces of evil down, but that’s often
all that our heroes have to rely on. Intellect, learning, and
deductive reasoning will play central roles in inding and
understanding the nature of the enemy, to be sure. But
when lives and souls are on the line – when there is only
one chance for victory and the alternative is unthinkable
– the men and women of action reign supreme.
Witch Hunter is a game of faith.
The existence of God is not a theory or a belief in the
world of Witch Hunter – it is an accepted fact. Not
everyone believes in the same God, of course – Christians
of various sects, Jews, Muslims, Native Americans, and
many other peoples all have their own faiths. But whatever
speciic religion they choose, the heroes and heroines of
Witch Hunter rely on their faith to give them the courage
needed to ight the forces of evil, and to resist temptation
and corruption. This should not imply that Witch Hunter
is a religious game, nor that all Witch Hunters are pious
and holy individuals. But it is important to realize that,
for the characters, belief in a benevolent divine power is
an essential element. Even those who began their careers
without faith soon learn to believe, whether they want to
or not.
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