There is a disease, deep in the City Beneath, that worms its way inside the blood and binds the victim to the place; they become a part of something far greater than themselves. Those who have made such a bond are called witches, and are viewed with a mixture of suspicion and awe by the other inhabitants of the Heart.
Each strain of the disease has a lineage and history associated with it, and witches are careful not to infect those who they think would squander the gift. This long tradition, combined with the way that some witches can easily kill the average person simply by glancing at them, means that the sect is treated as nobility, or emissaries of the Heart Itself; they are almost fae-like, existing in their own world of strange practices and esoteric arts whispered from teacher to student over several centuries.
The witches’ base of power is Hallow, a ramshackle town built within a burned-out cathedral within the Heart; almost every witch has passed through there, is going to pass through there, or is trying to avoid it at all costs.
The witch has two core abilities, and they’re both rather neat:
CRUCIBLE represents the way that they take energy from the Heart and transmute it into magical power using ritual and rite. At any time, the player can roll a D6; if it’s equal to or lower than the amount of Echo stress they have marked (Echo stress being the warping effects of the Heart on the body and soul), they clear that much stress and roll with mastery when they next use magic. If it’s higher than their current Echo stress, they mark that much stress .
This gives them a quick-release value for Echo stress, which is good, because they have no other way of soaking it.
Secondly, TRUE FORM allows them to – in fact, forces them to – turn into a terrifying unreal monster at moments of extreme stress. Once in their true form (we use the phrase “flickering zoetrope horror” a lot to describe it) they roll with mastery on Hunt and Kill actions, but everything else becomes riskier to achieve.
Witches are the fae royalty of the Heart, and their abilities are appropriately grandiose and mystical.
GREAT AND TERRIBLE allows them to fully control the transformation into their true form, and can be further upgraded to stun anyone, or anything, that sees them change into inaction. (Even Angels of the Heart are given pause when witnessing such majesty.) THE OLD BLOOD lets them view auras; DIVINITY gives them access to the secret places where witches are revered as messengers of the Heart Itself. DISTINGUISHED LINEAGE lets you offload stress onto bonds without risking fallout, as people are used to just doing what you say and dealing with the consequences themselves.
They are, of course, magicians too. EXSANGUINATE allows them the option of yanking a pint or two out of their target’s mouth and nose, and it can be upgraded to not need line of sight as long as they have a sympathetic token. ASCENDANCY rewrites the world around them into something raw and bestial that they alone control; CRIMSON MIRROR lets they use their blood to scry into the future and determine what’s going to happen on a delve before they leave their haven; WILD-WITCH lets them brew healing drafts from animal bones and wild mushrooms.
No witch would be complete without their FAMILIAR; in Heart, familiars are used as a place to put harm sustained from casting – or being the target of – magic. They can be improved through training, or heartsblood transfusions, to become expert trackers and attack beasts.
And, crucially, being a witch gives you access to a LAIR. I’m just going to post the whole ability below, because I think you’ll like it:
As a witch, you have three endgame options:
THE RED QUEEN puts you in charge of the witches of Hallow, for a time, and lets you control their immense power until you’re overwhelmed and must be interred in the Red Vaults beneath the settlement.
FINAL FORM transforms you into a mighty, landmark-spanning version of your true form; you decide who lives and dies within your domain. You fade away, gradually, etching yourself into the spirit of the place.
PERFECT RESURRECTION lets you make an absolutely perfect copy of someone who’s died, right down to the soul; and what’s more, now they can never die again, and will just wake up naked and screaming in the City Beneath a month after their current body is destroyed. They don’t get a say in this, but you know what’s best.
The witch was the first class we wrote for Heart. In fact, we wrote it before we started writing Heart; it’s from the Black Magic sourcebook for Spire, where it was called the Blood-Witch and was a bit… gorier. They were the weirdest class by far, which is saying something when you consider the others.
In our first draft of Heart, they were the Crimson Aspirant, which sounds a bit daft now I write it out loud in public; they were witches-in-training, en route to the Heart to acquire the disease. But we realised that someone who didn’t have any magical powers in a game where every other bugger had them wasn’t hugely interesting, so we widened them out to be carriers of the disease in general, and we got to speak about the culture of witches in the City Beneath too.
We originally had them split between two facets – the wild witches, who live under trees and shout at wolves, and the noble witches, who live in houses and shout at people. With the arrival of the cleaver as a stretch goal during the campaign, we realised that we were trying to do too much with the class, and cover too many bases. We cut away the wilder elements from the witch and portioned them off into the cleaver, and firmly positioned the class as Heart nobility – from blood, but not from parentage.
The true form of the witch – something which has always been iconic to them – is inspired in part by horror movies where weird-looking creepy people move in ways that people shouldn’t move. Chris watches these; I don’t, and instead just look at clips that he sends over. This test footage from Mama is pretty much what we imagine when a witch pops into true form, but with more cockroaches and flickering.