Bloodlines (Arcana Familias)

Complete bloodline reference for all 18 magical families — from classic lineages to new arrivals.

Bloodlines (Arcana Familias)

Bloodlines represent ancestral magical legacy. They don't restrict choice—but they apply pressure and incentives. Every family wants something from you.

Bloodline Structure

Each bloodline provides:

  • Affinity Practices (2): Primary grants reliability bonus; Secondary grants situational advantage
  • Signature Effect: Minor rule-bend (1/session or Walpurgisnacht only)
  • Doctrine: Following or defying it grants XP differently
  • Ancestral Pressure: Recurring narrative/mechanical complication
  • Walpurgisnacht Edge: Special ability active only during the event

Merlin

The First Name. The Weight of All Beginnings.

The Merlin bloodline claims descent from the architect of modern magical society. Whether or not the original Merlin existed as legend describes, the family's influence is undeniable—they were there when the rules were written, and they've never let anyone forget it.

Affinity Practices

  • Primary — Tempomechanics: When casting Tempomechanics spells, you may reroll one die in your pool.
  • Secondary — Authority: When casting Authority spells against someone of lower Character Level, gain +1 Dice Power.

Signature Effect — First Formula

Once per session, when you cast a spell, you may declare it is the "original form" of that magic. The spell cannot be countered, redirected, or modified by another practitioner's magic—only resisted directly.

Doctrine: Power Should Shape the World

  • Uphold: When you use your magic to change a situation's outcome in a way that benefits your agenda, mark XP.
  • Defy: When you deliberately hold back your power to let others solve a problem, mark XP.

Ancestral Pressure — Expected to Lead

Other practitioners look to you for direction whether you want it or not. When a group of practitioners faces a crisis and you do not take charge, roll Psysionics + Stability or take 1 Stress from the weight of disappointed expectation.

Walpurgisnacht Edge — Act First

During Walpurgisnacht, you always act first in any conflict unless another participant also has this ability (in which case, roll Motorics + Reaction as normal between you). This applies to each phase's first conflict.

Nostradamus

The Burden of Knowing. The Curse of Being Right.

The Nostradamus bloodline carries the gift—and weight—of prophecy. Their visions are famous for being accurate and useless in equal measure: they see what will happen, but rarely in time or clarity to change it. Other bloodlines fear them, consult them, and blame them.

Affinity Practices

  • Primary — Prediction: When casting Prediction spells, you may ask the GM one yes/no question about the vision's accuracy before committing Stress.
  • Secondary — Cognition: When casting Cognition spells to observe or analyze the past, gain +1 Dice Power.

Signature Effect — Obscure Warning

Once per session, you may deliver a prophecy to another character (PC or NPC). Speak it in metaphor or symbolism—never plainly. If the prophecy comes true this session, clear 2 Stress. If it doesn't, take 1 Stress—the future shifted and you felt it.

Doctrine: Foreknowledge Demands Action

  • Uphold: When you act on a vision, even if others doubt you, mark XP.
  • Defy: When you see something coming and choose not to intervene, mark XP.

Ancestral Pressure — Blame Magnet

When things go wrong, practitioners look for someone who "should have seen it coming." When a plan fails or disaster strikes in your presence, roll Cognetics + Interfacing or become the target of blame—justified or not.

Walpurgisnacht Edge — Retroactive Foresight

Once during Walpurgisnacht, after a roll is made (yours or another's), you may declare "I saw this." The roll is rerolled completely. You must accept the new result.

Galileo

Truth Over Consensus. Reality Over Tradition.

The Galileo bloodline descends from practitioners who insisted that magic, like nature, follows laws that can be observed, measured, and exploited. They are empiricists in a world of inherited dogma, and this makes them dangerous to established power.

Affinity Practices

  • Primary — Spacial Dynamics: When casting Spacial Dynamics spells, your range estimates are always accurate, and you gain +1 Dice Power when positioning matters.
  • Secondary — Materia Sciences: When casting Materia Sciences spells to analyze or deconstruct (rather than create), gain +1 Dice Power.

Signature Effect — Empirical Correction

Once per session, when another practitioner makes a claim about how magic works, you may challenge it. Roll Cognetics + Analysis opposed by their roll. If you succeed, the GM confirms whether their claim is true, false, or partially true.

Doctrine: Truth Over Authority

  • Uphold: When you contradict accepted magical knowledge and prove yourself right, mark XP.
  • Defy: When you accept a traditional explanation you know is incomplete because challenging it isn't worth the cost, mark XP.

Ancestral Pressure — Institutional Opposition

The old bloodlines remember what happens when Galileos start asking questions. When you challenge established magical practice, a representative of tradition will push back. You have enemies in high places.

Walpurgisnacht Edge — Redefine the Battlefield

Once during Walpurgisnacht, you may spend an action to analyze the space you're in. Until the end of the current phase, you may declare one environmental feature to be other than it appears—a wall is an illusion, a floor is unstable, a shadow is a passage.

Houdini

Nothing Holds Forever. Especially You.

The Houdini bloodline is young by magical standards—barely a century—but they've made their mark. They are escape artists, boundary-crossers, and professional skeptics. Other bloodlines find them slippery and unreliable; the Houdinis consider this a compliment.

Affinity Practices

  • Primary — Binding: When casting Binding spells to release, unbind, or escape (not to bind others), gain +2 Dice Power.
  • Secondary — Interfacing: When casting Interfacing spells to bypass security, locks, or wards, you may attempt it even without the spell—roll at -2 Dice Power as an improvised effect.

Signature Effect — No Lock Holds

Once per session, you may escape any physical restraint, containment, or binding—magical or mundane—without a roll. Simply describe how you do it. This does not work on metaphysical bindings (oaths, curses, soul-bonds) without GM permission.

Doctrine: Nothing Should Be Permanent

  • Uphold: When you free someone or something from a binding, contract, or imprisonment, mark XP.
  • Defy: When you create or enforce a lasting bond, agreement, or restriction, mark XP.

Ancestral Pressure — Trust Is Conditional

You come from a line of escape artists—people assume you'll slip away when things get hard. When you make a commitment to another practitioner, they may demand collateral, witnesses, or magical enforcement. Your word alone is worth less than others'.

Walpurgisnacht Edge — Remove Self from Danger

Once during Walpurgisnacht, when you would take a Wound or suffer a magical effect, you may simply… not be there. You reappear somewhere safe within the same area at the start of the next round. You cannot attack on the round you reappear.

Disney (Apocryphal)

Belief Is Magic. Magic Is Belief. The Story Is the Spell.

The Disney bloodline's legitimacy is hotly contested. Traditionalists insist Walter was a mundane who simply understood marketing. The family's practitioners smile and let the argument continue—after all, the debate itself spreads their influence.

Affinity Practices

  • Primary — Authority: When casting Authority spells on groups rather than individuals, gain +1 Dice Power per additional target (max +3).
  • Secondary — Synchronization: When casting Synchronization spells to coordinate mundanes (not practitioners), the spell costs 1 less Stress (minimum 0).

Signature Effect — Mass Appeal

Once per session, when you take an action in front of mundane witnesses, you may declare what story they'll tell about it later. Their memory of the event will align with your narrative rather than objective reality—within plausibility limits.

Doctrine: Belief Creates Reality

  • Uphold: When you change what people believe and that belief has real consequences, mark XP.
  • Defy: When you reveal an uncomfortable truth that destroys a comforting illusion, mark XP.

Ancestral Pressure — Maintain Public Persona

The Disney bloodline's power depends on their image. You have a public-facing identity that must remain untarnished. When your actions would damage that persona, roll Cognetics + Interfacing to spin it—on failure, your Authority spells suffer -1 Dice Power until you repair the damage.

Walpurgisnacht Edge — Actions Remembered

Your actions during Walpurgisnacht are remembered more clearly by practitioners than anyone else's. After Walpurgisnacht, you may ask the GM what story is being told about you. This cuts both ways: victory builds legend, defeat builds infamy.

Paracelsus

Transformation Is the Only Truth. Nothing Is Fixed.

The Paracelsus bloodline descends from alchemists who understood that all things are in flux—matter, spirit, self. They are transformers, healers, poisoners, and philosophers of change. Other bloodlines find them unsettling.

Affinity Practices

  • Primary — Materia Sciences: When casting Materia Sciences spells to transform one substance into another, gain +1 Dice Power and the transformation lasts twice as long.
  • Secondary — Regeneration: When casting Regeneration spells involving potions, elixirs, or consumable magic, the creation costs 1 less Stress (minimum 0).

Signature Effect — Universal Solvent

Once per session, you may dissolve a magical effect, enchantment, or ward by touch. Roll Cognetics + Analysis against the original caster's RC. On success, the effect ends. On failure, you understand what it would take to end it, but take 1 Stress.

Doctrine: Transformation Is Sacred

  • Uphold: When you fundamentally change something—a substance, a situation, a person—mark XP.
  • Defy: When you preserve or protect something from change, mark XP.

Ancestral Pressure — Nothing Is Stable

Your bloodline's philosophy affects your body. You have a minor physical quirk that shifts over time—eye color, hair texture, skin temperature. When you go too long without transformative work, it becomes noticeable.

Walpurgisnacht Edge — Transmutation Under the Moon

During Walpurgisnacht, your Materia Sciences transformations can affect living beings. You may offer to transform a willing target—healing wounds as transformation (convert 2 Wounds to 1 permanent minor change) or granting temporary abilities at the cost of temporary instabilities.

Tesla

The Current Connects All Things. Transmission Is Power.

The Tesla bloodline emerged from the electrification age and never looked back. They understand that magic, like electricity, flows through paths of least resistance—and that control over the flow is control over the destination.

Affinity Practices

  • Primary — Signal Proxes: When casting Signal Proxes spells, you may extend the range by one category (touch → near → far → distant) without increasing RC.
  • Secondary — Electrodynamics: When casting Electrodynamics spells to create paths, connections, or conduits, gain +1 Dice Power.

Signature Effect — Wireless Transmission

Once per session, you may cast a spell on a target you cannot see but can connect to—through shared objects, communication lines, or any established link. The target must have interacted with something you're touching within the last 24 hours.

Doctrine: Information Must Flow

  • Uphold: When you share knowledge, reveal secrets, or establish communication where none existed, mark XP.
  • Defy: When you sever a connection, block transmission, or hoard information for advantage, mark XP.

Ancestral Pressure — Too Many Signals

You're sensitive to the invisible web of transmissions that surrounds the modern world. In heavily networked areas (cities, server farms), you must roll Psysionics + Stability when trying to focus. On failure, take 1 Stress from the noise.

Walpurgisnacht Edge — Broadcast

During Walpurgisnacht, you may cast a single Authority or Synchronization spell through any broadcast medium—radio, television, internet stream. The spell affects all practitioners who perceive the broadcast, at -2 Dice Power per step of separation (live = 0, recorded = -2, re-broadcast = -4).

Crowley

Do What Thou Wilt — And Accept What Comes.

The Crowley bloodline is either a cautionary tale or an inspiration, depending on who you ask. They are transgressors by philosophy, practitioners who believe that rules exist to be tested, limits exist to be found, and consequences exist to be survived.

Affinity Practices

  • Primary — Binding: When casting Binding spells to summon, compel, or negotiate with entities, you may treat your RC as one higher for purposes of what you can attempt.
  • Secondary — Somatics: When casting Somatics spells involving forbidden or taboo body modifications, gain +1 Dice Power but the spell always leaves evidence.

Signature Effect — Acceptable Losses

Once per session, when you would suffer a consequence from magic (Stress, Wounds, Veil drop), you may redirect it to someone else present—willing or unwilling. They may resist with Psysionics + Stability; if they succeed, you take the consequence as normal plus 1 additional Stress.

Doctrine: Will Is the Only Law

  • Uphold: When you break a rule, taboo, or restriction and face the consequences, mark XP.
  • Defy: When you submit to authority or follow rules you could break, mark XP.

Ancestral Pressure — Reputation Precedes You

The Crowley name is infamous. When you interact with practitioners who know your bloodline, they assume the worst. First impressions start hostile. Those who work with you anyway are either desperate, curious, or equally transgressive.

Walpurgisnacht Edge — Beyond the Pale

During Walpurgisnacht, you may attempt one action that violates the understood laws of magic—not just high-RC casting, but conceptually forbidden effects. The GM will tell you the cost before you commit. If you pay it, the effect occurs. No one else could have done this.

Rasputin

What Doesn't Kill You Teaches You Something About Dying.

The Rasputin bloodline is small, secretive, and remarkably hard to eliminate. Their founder survived what should have been unsurvivable, and the bloodline has made survival into a philosophy. They are endurers, last-standing presences at every conflict.

Affinity Practices

  • Primary — Regeneration: When casting Regeneration spells on yourself, the effects last twice as long and you may reroll one die.
  • Secondary — Adaptation: When casting Adaptation spells to resist environmental hazards or ongoing damage, gain +1 Dice Power.

Signature Effect — Still Standing

Once per session, when you would be taken out (Wounds full, killed, or incapacitated), you remain standing for one more round. You may take one action, then collapse. If that action removes the threat or changes the situation, you stabilize instead of going down.

Doctrine: Survive to See Tomorrow

  • Uphold: When you endure suffering that would stop others and continue anyway, mark XP.
  • Defy: When you sacrifice long-term survival for short-term victory, mark XP.

Ancestral Pressure — They'll Try Again

Your bloodline has enemies who've tried to end you before. At the start of each Walpurgisnacht, the GM names someone who wants you dead this year. They'll make at least one attempt. This is in addition to any rivals you've earned personally.

Walpurgisnacht Edge — The Harder to Kill

During Walpurgisnacht, the first Wound you take each phase is negated entirely. Your body simply refuses it. Describe the attack that should have hurt you and how you're still standing. This does not apply to Stress.

The New Bloodlines

John Dee

The Queen's Conjurer. The Original 007. The Language of Angels.

Elizabethan court magician, mathematician, spy—possibly the original inspiration for the double-0 designation. John Dee and his partner Edward Kelley claimed to channel Enochian, the language of angels. He's got that "advisor to power" energy: magic as statecraft, intelligence work disguised as mysticism.

Affinity Practices

  • Primary — Signal Proxes: When casting Signal Proxes spells for communication or intelligence gathering, you may ask one additional question about what you learn.
  • Secondary — Authority: When casting Authority spells on behalf of someone more powerful than yourself, gain +1 Dice Power.

Signature Effect — Enochian Cipher

Once per session, you may speak a command in the angelic language. Any magical being that hears it must pause and acknowledge you before acting against you. This grants you one free exchange of information or negotiation.

Doctrine: Power Serves Those Who Serve Power

  • Uphold: When you advance the agenda of someone more powerful than yourself while furthering your own position, mark XP.
  • Defy: When you act against a powerful patron's interests for moral reasons, mark XP.

Ancestral Pressure — The Spy's Paranoia

You've been playing games within games for generations. When you receive information from an ally, roll Cognetics + Analysis or assume it contains a hidden agenda. On failure, you act on that suspicion whether warranted or not.

Walpurgisnacht Edge — Intelligence Network

During Walpurgisnacht, you may spend an action to contact your network. Learn the current location and general state of any practitioner you've met before.

Cagliostro

The Grifter-Mage. Immortal, Allegedly. Performance as Power.

An 18th century occultist, charlatan, and adventurer who claimed immortality and seduced European courts with spectacle and mystery. Other bloodlines never know quite how much of Cagliostro's magic is real—and that uncertainty is itself a weapon.

Affinity Practices

  • Primary — Authority: When casting Authority spells to deceive, impress, or misdirect, you may reroll one die in your pool.
  • Secondary — Regeneration: When casting Regeneration spells on yourself in front of witnesses, gain +1 Dice Power. The show must go on.

Signature Effect — The Grand Deception

Once per session, declare that something you presented as magical was mundane—or something mundane was actually magical all along. The GM must honor this retroactive truth.

Doctrine: The Performance Is the Reality

  • Uphold: When you convince someone of something false and it benefits you, mark XP.
  • Defy: When you reveal a truth that harms your position because deception has grown too costly, mark XP.

Ancestral Pressure — Charlatan's Reputation

No one trusts a Cagliostro. When you tell the truth and it matters, roll Cognetics + Interfacing to be believed. Even when you're being honest.

Walpurgisnacht Edge — Immortal's Gambit

During Walpurgisnacht, the first time you would die, you don't. Instead, you dramatically "return" at a moment of your choosing later in the scene. You may only do this once.

Hildegard von Bingen

The Sibyl of the Rhine. Visions in Light. The Song of Creation.

Medieval abbess, composer, mystic, herbalist. Hildegard had apocalyptic visions and wrote them down in gorgeous illuminated manuscripts. Magic as divine communion and artistic creation—the universe speaks, and she transcribes.

Affinity Practices

  • Primary — Prediction: When casting Prediction spells, your visions come with symbolic imagery that provides +1 Dice Power to interpret hidden meanings.
  • Secondary — Regeneration: When casting Regeneration spells using herbal or natural components, the spell costs 1 less Stress (minimum 0).

Signature Effect — The Living Light

Once per session, you may enter a visionary trance. The GM describes what the divine light reveals about the current situation—a truth, a warning, or a blessing. You cannot control what you see.

Doctrine: The Divine Speaks Through Creation

  • Uphold: When you create something beautiful (art, music, writing) that advances your magical understanding, mark XP.
  • Defy: When you act pragmatically against the guidance of your visions, mark XP.

Ancestral Pressure — The Weight of Prophecy

Your visions don't stop. When you rest, roll Psysionics + Stability. On failure, you receive an unwanted vision that the GM describes. It may or may not be relevant—but it feels urgent.

Walpurgisnacht Edge — Apocalypse Choir

During Walpurgisnacht, you may sing a hymn of power. All allies who hear it gain +1 to their next roll. All enemies who hear it must resist with Psysionics + Stability or hesitate, losing their first action.

Abe no Seimei

The Fox's Son. Courtly Magic. Master of Spirits.

Legendary Japanese onmyōji, half-fox according to some tales. Courtly magic, divination, demon-binding—he served emperors and kept the capital safe from supernatural threats. The Seimei bloodline brings a non-European lineage to magical society, with different traditions and different debts.

Affinity Practices

  • Primary — Binding: When casting Binding spells to summon or negotiate with spirits, you may treat your RC as one higher for what you can attempt.
  • Secondary — Prediction: When casting Prediction spells using traditional divination tools (coins, sticks, cards), gain +1 Dice Power.

Signature Effect — Shikigami

Once per session, you may command a minor spirit servant you have previously bound. It can perform a single task requiring no more than a few minutes—deliver a message, scout a location, cause a distraction.

Doctrine: Order Must Be Maintained

  • Uphold: When you restore balance to a supernatural situation or bind what should be bound, mark XP.
  • Defy: When you release something that should remain bound because the cost of control is too high, mark XP.

Ancestral Pressure — Fox-Touched

Your bloodline is mixed—human and something else. Other practitioners can sense it. When you try to hide your nature from magical scrutiny, roll Psysionics + Stability or be revealed.

Walpurgisnacht Edge — Spirit Court

During Walpurgisnacht, spirits remember who your ancestor was. You may request a favor from any unbound spirit without rolling. They will comply once—but they will remember.

Pythagoras

The Cult of Numbers. Sacred Geometry. The Music of the Spheres.

He ran a mystical mathematical cult that believed numbers were the secret architecture of reality. The Pythagorean bloodline treats magic as cosmic geometry—patterns underlying patterns, ratios that bend the world.

Affinity Practices

  • Primary — Spacial Dynamics: When casting Spacial Dynamics spells, your measurements are always exact. Gain +1 Dice Power when geometric precision matters.
  • Secondary — Prediction: When casting Prediction spells through mathematical calculation rather than intuition, gain +1 Dice Power.

Signature Effect — Sacred Ratio

Once per session, identify a numerical pattern in your current situation (the number of opponents, the date, the measurements of a room). If the GM agrees the pattern is meaningful, gain +2 Dice Power on your next roll.

Doctrine: The Universe Is Mathematical

  • Uphold: When you solve a problem through pure logic or mathematical insight, mark XP.
  • Defy: When you act on intuition against what the numbers suggest, mark XP.

Ancestral Pressure — The Cult's Secrets

Some knowledge is forbidden even to speak. When you learn something mathematically profound about magic, roll Cognetics + Stability. On failure, you cannot share it with anyone outside the bloodline for one session.

Walpurgisnacht Edge — Perfect Symmetry

During Walpurgisnacht, once per phase, you may declare that an action's timing is mathematically perfect. If successful, the action's effect is doubled. If failed, the backlash is doubled too.

Georges Méliès

The Father of Illusion. Cinema as Sorcery. The Beautiful Lie.

Filmmaker and stage magician who invented cinematic special effects. If Disney is the mythmaker, Méliès is the illusionist who made the camera lie beautifully. The bloodline treats magic as stagecraft—editing reality itself.

Affinity Practices

  • Primary — Signal Proxes: When casting illusion spells through Double, you may reroll one die. Your illusions have cinematic quality.
  • Secondary — Cognition: When casting Cognition spells to edit or alter perceptions, gain +1 Dice Power.

Signature Effect — The Jump Cut

Once per session, declare that what the audience saw was not what happened. Remove yourself from a scene retroactively—you were never there. Evidence of your presence vanishes.

Doctrine: The Illusion Is More Real Than Reality

  • Uphold: When your illusions change how events unfold, mark XP.
  • Defy: When you show someone the truth behind your illusions because deception has become cruel, mark XP.

Ancestral Pressure — The Projectionist's Curse

You see the frames. When you witness something dramatic, roll Psysionics + Stability or perceive it as if watching a film—detached, analytical, unable to emotionally engage until the scene ends.

Walpurgisnacht Edge — Director's Cut

During Walpurgisnacht, you may call "Cut" once. Time freezes for everyone except you for exactly six seconds. You may reposition, but not attack. When time resumes, no one remembers the pause.

Agrippa

Heinrich Cornelius Agrippa. The Systematizer. Magic as Curriculum.

He wrote Three Books of Occult Philosophy—basically the grimoire that influenced all Western ceremonial magic after him. He's the one who took scattered magical traditions and said "let me organize this into a coherent curriculum." If Crowley is magic as transgression, Agrippa is magic as scholarship and taxonomy.

Affinity Practices

  • Primary — Cognition: When casting Cognition spells to analyze, categorize, or understand magical phenomena, gain +1 Dice Power.
  • Secondary — Binding: When casting Binding spells using properly documented rituals from your library, the spell costs 1 less Stress (minimum 0).

Signature Effect — The Organized Mind

Once per session, when faced with a magical phenomenon, you may declare that you've read about this exact thing. The GM provides one useful fact about it from your studies.

Doctrine: Knowledge Must Be Preserved and Shared

  • Uphold: When you teach someone magical theory or document a new phenomenon, mark XP.
  • Defy: When you hoard dangerous knowledge rather than share it because sharing would cause harm, mark XP.

Ancestral Pressure — The Librarian's Burden

You cannot leave a magical text unread. When you encounter new magical writings, roll Cognetics + Aptitude. On failure, you must stop and study them for at least an hour, regardless of circumstances.

Walpurgisnacht Edge — Cross-Reference

During Walpurgisnacht, you may spend an action to analyze an opponent's spell. Learn its Practice, RC level, and one vulnerability. This knowledge can be shared with allies.

Madame Blavatsky

The Channeler. Ascended Masters. Transmissions from Beyond.

Helena Blavatsky founded Theosophy, claimed contact with ascended masters in Tibet, and wildly influenced 20th century spiritualism. She's the channeler—magic as receiving transmissions from beyond. Also a fascinating figure for the "charlatan or genuine?" question that haunts her lineage.

Affinity Practices

  • Primary — Signal Proxes: When casting Signal Proxes spells to contact entities beyond normal reality, you may reroll one die.
  • Secondary — Cognition: When casting Cognition spells to receive rather than seek knowledge, gain +1 Dice Power.

Signature Effect — The Secret Doctrine

Once per session, enter a trance and receive a message from the Masters. The GM provides information relevant to your current situation—but framed in esoteric symbolism you must interpret.

Doctrine: Hidden Knowledge Guides the Awakened

  • Uphold: When you act on guidance from beyond and it proves correct, mark XP.
  • Defy: When you reject spiritual guidance in favor of mundane evidence, mark XP.

Ancestral Pressure — Medium's Vulnerability

Your mind is open. When in the presence of powerful spiritual entities, roll Psysionics + Stability. On failure, they can speak through you without permission.

Walpurgisnacht Edge — Open Channel

During Walpurgisnacht, you may serve as a conduit between the mundane and spiritual. Once per phase, channel a message to or from any entity you have previously contacted, regardless of distance.

Mother Shipton

The Hedge Oracle. Born in a Cave. Unglamorous Truth.

English folk prophetess, supposedly born in a cave, reportedly hideously ugly, predicted futures that came uncomfortably true. The Shipton bloodline is the hedge oracle—magic as rural, unglamorous truth-telling. No courts, no patrons, just the cold gift of sight.

Affinity Practices

  • Primary — Prediction: When casting Prediction spells in natural or rural environments, gain +1 Dice Power.
  • Secondary — Degradation: When casting Degradation spells, you may perceive the eventual decay of anything you target. The GM tells you how it will end.

Signature Effect — The Unwelcome Prophecy

Once per session, speak a prophecy about someone present. It will come true in some form before the campaign ends. You cannot control what you prophesy—it emerges unbidden.

Doctrine: Truth Doesn't Care About Your Feelings

  • Uphold: When you speak an uncomfortable truth and suffer social consequences, mark XP.
  • Defy: When you soften or hide a truth to spare someone's feelings, mark XP.

Ancestral Pressure — The Witch's Face

Your bloodline carries marks. You have a distinctive physical feature that draws attention. When you try to blend into crowds or go unnoticed, roll Motorics + Adjustment at -1.

Walpurgisnacht Edge — The Final Prophecy

During the Duel Phase of Walpurgisnacht, you may prophesy the outcome of the night. The GM tells you one thing that will definitely happen before dawn. Whether you can change it is another matter.