An order emerging from the nebulatic netherworld, Star Witches commune with beings whose
quantic machinations control the movement of suns and planets. Individual Star Witches will emerge from rips in spacetime, aware of their
commitment to the order, but unsure of their past and destiny. A Star
witch’s appearance is the herald of disaster, turmoil and strange goings-ons.
A Star Witch’s loyalty to dark
matter and ability to break the rules of reality makes her both feared and
misunderstood.
Due to a Star Witch’s
fluid relationship with the physics of time and space she is a boon to the
planning, preparation and defense of a party.
As well as foreseeing (and
preventing) potential tragedies in the following day’s adventure, a Star Witch can probe behind the very
fabric reality itself in search of answers. While averse to the combat piloting
of space craft herself, the Star Witch’s
powers allow her to drastically alter the battlefield to her ally’s advantage.
Star Witch Advancement Table:
Level |
XP |
HD |
BHB |
ST |
1 |
0 |
1 |
0 |
14 |
2 |
2000 |
1+1 |
0 |
13 |
3 |
4000 |
2 |
+1 |
12 |
4 |
8000 |
2+1 |
+1 |
11 |
5 |
16000 |
3 |
+2 |
10 |
6 |
32000 |
3+1 |
+2 |
9 |
7 |
64000 |
4 |
+3 |
8 |
8 |
128000 |
4+1 |
+3 |
7 |
9 |
256000 |
5 |
+4 |
6 |
10 |
512000 |
5+1 |
+4 |
6 |
Star Witch Dark Matter Ritual Advancement Table:
Level |
1st level |
2nd level |
3rd level |
4th level |
5th level |
1 |
- |
- |
- |
- |
- |
2 |
- |
- |
- |
- |
- |
3 |
2 |
- |
- |
- |
- |
4 |
2 |
1 |
- |
- |
- |
5 |
2 |
2 |
1 |
|
- |
6 |
2 |
2 |
1 |
1 |
- |
7 |
2 |
2 |
2 |
2 |
1 |
8 |
2 |
2 |
2 |
2 |
2 |
9 |
3 |
3 |
3 |
2 |
2 |
10 |
3 |
3 |
3 |
3 |
3 |
Star Witch Class
features:
Weapon/Armor restrictions: Star Witches may use clubs, daggers, firearms,
laser pistols, and staffs. They can wear Light Armor, but do not use shields.
Astrology: When a
Star Witch has time to rest and
enter a meditative state she will gain insight into the future. To gain this
insight a Star Witch needs a full 8 hours of rest, meditation and a natural
(ie: not through a camera or telescope) view of the stars. When the heavenly bodies speak to her she
will be warned of upcoming disaster.
After the rest/meditation period that Star Witch must make a
Saving Throw. If she fails, she
discerns no message. If she passes the Saving
Throw she has the ability to allow party members to re-roll any failed
rolls. This ability lasts until the next time the Star Witch rests/mediates
(and must make the Saving Roll again). The amount of rolls that can be
re-rolled is equal to the Star Witch’s level. Additionally, the Star Witch must
note by how much she passed the Saving Throw. This number is added as a bonus
to any re-rolls.
Control the Solar
Winds (4th): When a Star Witch reaches 4th level she
gains the ability to warp the gravitational flow of space to either help or
hinder the movement of spacecraft. A Star Witch will not be able to take any
other actions while maintaining this effect. A starship will receive a bonus or
penalty of half the Star Witches level (rounded down) to their Movement statistic while affected.
Saving Throw: Star
Witches receive a +2 bonus on Saving
Throws against mechanical devices.
XP bonus for
Intelligence: Star Witches with an Intelligence
of 13 or 14 receive a 5% Experience
Bonus, and those with 15 or higher get 10%.
Contact Coven (6th):
Once a Star Witch reaches the 6th
level she will be contacted by her Coven. Most Coven members are in deep black
hole meditation and communicate to the Star
Witch via manipulation of the physical world. Messages may appear in the
flight of animals, rock formations, crystal deposits and the like. These
messages will alert the Star Witch to
the mission and path her sisters require her to take.
Black Hole Meditation
Pod (10th): At level 10 a Star
Witch gains access to her black hole meditation pod. Regaining access to this pod will give the Star Witch clear insight into her
identity and purpose. It will allow her to travel into the nether realm of dark
matter via black holes. There she can commune with her coven and gain deep
insights into the base mechanics of the universe. Black hole mediation pods can
use black holes to travel to any system in the universe the Star Witch has basic knowledge of. It takes 8 hours for this travel to take
place and the Star Witch emerges
rested and meditated. The use of black hole travel will inadvertently lead to
fluctuations in the space time continuum.
Dark Matter rituals: A
Star Witch is able to active Dark Matter Rituals as shown on the Star Witch Dark Matter Rituals advancement
table. The same rules for preparing and casting Star Knight Meditations and
Alien Mystic Gifts apply to Dark Matter
Rituals. A Star Witch must
choose if she is going to rest and meditate to prepare either Dark Matter Rituals or her Astrology ability. She cannot
prepare both in a the same rest period. There is a number of Alien Mystic Gifts
and Star Knight meditations the Star
Witch is able to cast as a Dark
Matter Ritual. These are listed below.
Gifts and
Meditations:
Level 1:
Read languages.
Level 2:
Locate object.
Level 3:
Alter time, Vision
(level 5 star knight spell – a Star
Witch may cast this spell at a much lower level). Level 4:
Expand senses.
Star Witch Dark
Matter Rituals:
Level 1:
Astronomical Event: The
Star Witch summons an impressive Astronomical event in the sky above her,
or in the system she travelling through. Some example include: a solar eclipse,
meteor shower, aurora borealis
Level 2:
Scramble Targeting
System: The Star Witch creates a
distortion field around a starship she can see. This adds the Star Witch’s level to the starship’s
armor class for d10 plus the Star
Witch’s level rounds.
Level 3:
Disable Starship: The Star Witch creates a warping field around a starship she can see.
This will disable a randomly determined starship system for d10 plus the Star Witch’s level rounds. D6 starship systems: 1) Engines 2)
Weapons 3) Shields 4) Modifications 5) Targeting 6) Hull (half AC).
Level 4:
Day to night: The Star Witch changes day to night or night to day.
Level 5:
Gravity pool: The Star Witch summons a gravity pool, at a point in space she can see,
which draws starships towards it like a tractor beam (page 58 of White Star rulebook).
It will indiscriminately suck starships towards it, causing multiple ships to
crash into one another for damage. The Star
Witch must remain in the same solar system for the gravity well to be
maintained
Warp loop: The
Star Witch creates a warp portal
between two different points in space.
She must be able to see the point in space when she creates each portal
and the two points must be created within a month of each other. Once created
the warp loop will last for d10 months.
Starships of dreadnought size or below can travel through the warp. It
is possible for interdimensional beings to seep into the Star Witch’s galaxy unintentionally through a warp loop. If a Star Witch is proliferating warp loops,
a Saving Throw is recommended to see
if this occurs.