In every lock of hair, every furtive glance, every secret note that transfers hands during history class - there is an invitation. An invitation to be fucked with. Not that witchcraft is about fucking with others, but it's hard not to notice how utterly manipulable the world is.
Of course, a good witch like you knows restraint. A good witch turns a blind eye to all those invitations, and doesn't think about how sweet vengeance and control might be. A good witch is above that sort of thing. At least, most of the time.
Look
lithe, guarded, coy, edgy, brooding
calculating eyes, sinister eyes, playful eyes, smirking eyes, deep eyes
vodoun, wiccan, shamanic, dabbler, born gifted, awoken
Stats
Hot +1, Cold +0, Steady +1, Volatile -1, Dark +2
Hot +0, Cold +1, Steady +1, Volatile -1, Dark +2
Hot +2, Cold -1, Steady +0, Volatile -1, Dark +2
Hot +0, Cold -1, Steady +1, Volatile +1, Dark +2
Basic Moves
You get all the basic moves.
Witch Moves
You automatically get these:
Sympathetic Tokens
You gain power from items representative of a person - a lock of hair, their diary, a shirt they wore in gym class. People won't normally just give you these things - you'll need to steal them, or manipulate people into giving you them.
Every Sympathetic Token counts as a String.
Hex-Caster
You can cast powerful hexes on people. The most common way is to obtain a sympathetic token, and then expend it during a ritual casting - bubbling cauldrons, burning candles, buried symbols and that sort of thing. The second way is by meeting the person's gaze, and chanting at them in tongues. Since they are right there, no sympathetic token is needed. Hexes almost always wear off after a while.
Roll +dark. On a 10+, the hex works great, and can easily be reversed when you want to reverse it. On a 7-9, the hex works, but choose 1: the casting requires a blood offering of 1 harm, the hex has unexpected side effects, trigger your Darkest Self.
You start the game knowing 3 hexes.
And choose one:
Transgressive Magic
When your ritual transgresses your community's standards of morality or sexuality, take +1 forward on your roll.
Charm
Gain +1 Hot (to a maximum of 3).
Coven
You belong to a coven. One of them doesn't like you. When you want the coven to help you with a hex, roll +hot. On a 10+, choose 3. On a 7-9, choose 2: they do it, you don't have to get mean about it, the mean one doesn't get a string on you, you don't have to help any of them with their hexes.
Hexes
Wither
The person loses all their hair, or their teeth start rotting and falling out, or their period comes now and it comes by the bucket, or their skin gets all sickly yellow and spotty. Whatever the specifics, it's bad.
Ring of Lies
Whenever the person attempts to lie, they begin to hear a piercing ringing noise. Big lies will often make their knees buckle and disorient them. Severe lies can cause harm and even brain damage.
Juxtapose
Two people (other than yourself) switch the number of Strings they have against one another. You'll need a sympathetic token for each, or to chant at both of them.
Illusions
Pick one: snakes and bugs, demonic visages, flashbacks, nonexistent subtext. The hexed sees that thing everywhere. You have no control over the exact images or iterations.
Binding
The person cannot harm others.
Sex Move
After sex, you can take a Sympathetic Token from them. They know about it, and it's cool.
Darkest Self
You hex anyone who slights you. All of your hexes have unexpected side effects, and are more effective than you are comfortable with. To reverse a hex requires that you try to hold it together, if the hex is even reversible at this point. To escape your Darkest Self, you must make peace with the one you have hurt the most.