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Witchgear

Three generations prior, Invaders came from beyond; not space, simply beyond. They attacked, and humanity fought back with all its might. These efforts were nearly futile, until a breakthrough was discovered. Combining humans with Invader cells, hybrids were created that could use the powers of the Invaders, as well as fuse with machines and weapons to allow them to pierce the strange protections that rendered them near immune to conventional weapons. These hybrids were named Witches, for their uncanny powers and the "deal with the devils" that granted them their power.

Shortly after the roaring success of these Witches, the Invaders backed off. Humanity, reduced to mere pockets of civilization, has a chance to rebuild and try to fight back against what enemy forces remain. But as time passes, more enemies are revealed than just the Invaders, and Witches begin to question their "masters". What does the future hold in this shattered world, where survival is uncertain?


SystemSettingCampaigns
WitchGear uses the Clasew system for resolution, a variant of the VDP system.Timeline of Events?WitchGear: Behind the Line?
WitchGear example Sheet: A sample sheet with some character creation tips.Glossary? 
Base Models:? Archetypes for Witches, base models are each designed for certain roles.Nations and Factions?
Abilities and Techniques: Abilities, Magic, and Techniques for Witches to use in combat (and out of combat).Identified Enemies
Proficiencies: The list of proficiencies used in WitchGear.
Gear: A list of WitchGears that can be equipped based on specialties and proficiencies. move to equipment.
Equipment and Gears: Weapons, Tools, and Supplies for the field, as well as Rides and Gears for movement.

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Page last modified on July 13, 2017, at 12:05 AM