Witch Scouts

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The key takeaways are that Witch Scouts is a roleplaying game where players take on the role of young witches in a coven learning magic. The game focuses on friendship and hijinks with low stakes.

Witch Scouts is a rules-light tabletop roleplaying game contained in this document. It is designed for lighthearted stories of childish adventures with a focus on friendship.

The different Scoutbooks represent different magical talents and aesthetics a witch scout can choose from when creating their character.

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WITCH SCOUTS
“A game about cute witch children messing up, being friends, and exploring the magic in the world
and in themselves.”

TABLE OF CONTENTS
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Introduction ........................................................................................ 4
Scoutbooks .......................................................................................... 6
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Playing the Game ................................................................................ 14


GM section .......................................................................................... 20
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Sample adventures.............................................................................. 27
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Developing your magical powers can be a scary time in your life: not everyone is lucky enough to
grow up with an older witch who can teach you what you need to know. That’s what Witch Scouts is
for! Along with your Coven, you’ll learn the basics of magic as well as the talents that make you
unique. You might even make some firm friends along the way!

Remember, always listen to your Coven Leader and obey the Witch Scout Law:

witches always do their best,


defend their coven without rest.
we must learn all that we can,
to keep the magic in the land

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WHAT IS WITCH SCOUTS?
Witch Scouts is a rules-light tabletop roleplaying game. Everything you need is contained within this
document. It's a great game for a high energy stand alone game or a drop in when someone cancels
another game, but it will also support longer, more episodic play. This game is designed to create a
story of high-energy childish hijinks with very low stakes.

This game should almost always be light hearted, though deep emotional moments about friendship
are acceptable. If you want a gritty dark magic game with real consequences, this game is not for
you. If you want to play a game where you accidentally turn your friends into toads, run away from
troll security guards or try to stop other scouts from showing you up at a bake sale, then please carry
on.

One player is the gamesmaster and controls the Scouts’ Coven Leader, the supernatural world, and
everything else the others might encounter. The other players fill the role of the Witch Scouts them-
selves! The Playbooks are designed for players to just make a few easy choices and then be ready to
go! No rolls or complicated creation process needed.
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WHAT DO I NEED TO PLAY WITCH SCOUTS?
● Print out the Playbooks for the players to choose from.
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● Two six-sided dice per person; or be willing to share.


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● Pens and pencils for everyone at the table so you can update your friendships and fill in Spell
Mastery.
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● About 2-4 hours, though we find that 3 is the real sweet spot.

PLAYING THE GAME


At the beginning of your first game, or if there are new players, the GM should read the following:

“This is a lighthearted modern fantasy game about young witches who are members of the Witch
Scouts. It should be cute and fun, and focus on discovery and friendship.

All dice rolls will be two six-sided dice added together, plus any bonuses. The bubbles next to your
spells show your Mastery of that spell. You will start with one Mastery in two spell badges of your
choosing (one Playbook badge, and one Universal badge), and fill in the bubbles as you get better
with each spell. The first bubble removes the -1 penalty to cast that spell. The second gives you a +1,
and the third a +2. At this point you’ve Mastered that spell and earned your badge! Congrats! In the
beginning, you may fail a lot of your spells, do not worry! It is my job to make failure fun and move
the story forward. Failure will be interesting!

The blank space in the friendship questions represents the Scouts you have the strongest connection
with. There will be many spells and moves that reference your Friends. While all the Scouts are
friends all the time, the ones listed are currently your closest friends and consequently, you share a

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magical connection. You may add or erase names at will: it only reflects how strong you feel your
friendship is with that Scout.

Furthermore, when you assist your friend on a roll, The GM tallies a Friendship Mark. Friendship
Marks could directly influence the end of the adventure.

And that’s it! Get ready to go on a short, fun adventure and remember: “Magic is real, monsters are
out there, and there’s a whole world waiting to be discovered!”

EPISODIC PLAY VS STAND ALONES


This game is written assuming you will be playing with the same characters over the course of a few
self-contained sessions, keeping the progression of spell badges as you do. It can be fun to see your
Scouts grow and become more proficient with their spells over these sessions. However, this may not
be how you play and Witch Scouts can be very fun as a stand alone session. If you’re playing a one-
off game at a convention or as a drop in game or just for fun, please use the optional one-off step in
character creation to make it easier for players to succeed at some of their spells.
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CHARACTER CREATION
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1. Choose a Scoutbook.
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2. Pick one Universal Badge and one Scout Badge and mark the first Mastery Bubble in them.
3. (Optional Stand Alone variant: have the players mark all the bubbles in one Universal Badge
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and one Scout Badge, earning their badge in both. Then let them mark the first bubble in one
Universal Badge and one Scout Badge as normal.)
4. Pick your Aesthetics. (These are suggestions, feel free to get creative!)
5. Pick your Age (9-12).
6. Pick your Name.
7. Introduce Yourself.
8. Pick your Friendships.
9. Work together to create your Coven Leader.
10. Say the Witch Scout Law as a group, then begin!

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SCOUTBOOKS
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NECROMANCY SCOUT
None More Goth

Aesthetics
Hat: Witch Hat, Top Hat, Hooded cloak
Outfit: Black Drapery, Black Cloak, Black on black on black
Focus: A Skull, A Shovel, Ebony Wand
I ride a _______________ when I fly.

Badges

Raise the Dead: Bring back something dead (person or animal)


for a short time as a zombie or a ghost. A zombie can do simple
tasks but they're not very chatty. Ghosts can’t interact with the physical world but they can talk (even
if they couldn’t in life) and answer questions. Backlash: the zombie is hungry and you smell very tasty
indeed. It will act on this after completing one task. OR the ghost is especially spirited, cannot be dis-
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missed and will haunt you.

Raven Friend: You get a familiar! When you close your eyes, you can see through its eyes instead and
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cast through it as if you were there! When you do, add +1 to your necromancy spells. Duration de-
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pendant on roll. Backlash: the familiar will constantly try to tempt you to use your powers in a bad or
selfish way and/or mock you mercilessly.
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Energy Drain: A staple of Necromancy, you drain the… well… Energy from some living thing. Remove
a Condition. Backlash: Oops! Too much energy! You’re going to be insufferably hyper for a while.

Spook: You don’t have to be the biggest, you just have to be the scariest! You can do things like:
make things fly around, change the temperature, make loud noises, break a mirror… in other words…
Ghosty stuff! Backlash: Congratulations. You spooked yourself.

Friendships

I consider ________________ my oldest friend. But do they feel the


same?

I really need _____________ to think I’m cool.

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