Professional Documents
Culture Documents
Can Trip
Can Trip
2
Thanks to Marina, who encouraged and supported me
throughout Cantrip’s development process.
3
Contents
WHAT’’S ALL THIS?...................................6
Int ro du ct ion . . .... .... .... .... .... .... .... .... .... 6
Th e Fa cil ita to r. r . . .... .... .... .... .... .... .... ... 8
SO HOW DO I PLAY?.................................11
Fil l yo ur ca uld ro n . . .... .... .... .... .... .... . 11
Le ar n th e Pr inc ipl es . . .... .... .... .... ... 12
n ............................................ 14
Ga th er yo ur co ve n..
Ma ke yo ur mo ve ..... .... .... .... .... .... ... 16
s .....
As pe ct s.. ........
........ ........
........
........ ........
........
........ ... 22
........
........
d ..........................................................
Th e fir st ro un d.. 31
4
ES TABLISH T HE SE T T
ING............32
T h is m u c h is tr u e
.. .. .. .. .. .. .. .. .. .. .. .. .. 32
E s ta b li s h th e A c a
d e m y ... .. .. .. .. .. .. 35
PLAY BOOKS..........................
........................ 44
ASPEC T S..................................
........................70
T h e A d u lt W it c h e
s . . .. .. .. .. .. .. .. .. .. .. .. . 72
T h e D e n iz e n s ... .. .. ..
.. .. .. .. .. .. .. .. .. .. .. .. . 80
T h e To w n ... .. .. .. .. .. .. ..
.. .. .. .. .. .. .. .. .. .. .. .. . 84
T h e We a v e ... .. .. .. .. ..
.. .. .. .. .. .. .. .. .. .. .. .. .. 88
T h e A c a d e m y It s e
lf ... .. .. .. .. .. .. .. .. .. . 92
5
WHAT’’S ALL THIS?
d u c t i o n
Intro
who
la y in g g a m e about witches
lep
Cantrip is a ro e s tu d y in g at a magical
age w h il
are coming of p p le with their p
lace in
e y w il l g ra
Academy. Th ir e m otions, their b
udding
rg e , th e
the world at la c ta ti o n s placed on th
em
the e x p e
relationships, v e s , th e s ecrets held by
the ir li
by everyone in c o n s ta n t s cheming of th
eir
and th e
the Academy,
.
fellow witches
ing
fe re n t fr o m other roleplay
y be d if
This game ma o u t o r p la y e d, especially
heard a b
games you’ve s tu ff like D&D, Worl
d of
g fr o m
if you’re comin u . C a n tr ip is a 3-5 player
all of Cthulh
Darkness or C lo n g in g O utside Belongin
g
n the B e
game based o o n big personaliti
es,
fo c u s e s
system, whic h
a n d c o m p le x relationships.
criptions f short,
evocative des in a s mall handful o
to e x c e l
It is designed th is is m e rely a guidelin
e
ions, b u t
2-3 hour sess e w h e n it m akes sense fo
r
ou dec id
6 — ultimately, y
your story to
wrap up.
During play, you will take control of a Main
Character, thrust into their first year at the
Academy, as well as the various Aspects of
the world — whether it’s the faculty and staff,
their fellow students, or the semi-sentient
Weave of magic itself. There is no Game
Master, but there is one player who will take
on the role of Facilitator — we’ll get to that in
a bit.
7
The Facilitator
most
o f y o u, us ua ll y whoever is the
One e role
r w it h th e ru le s, will take on th
famili a ible
a to r. T h e F a ci litator is respons
of Facilit ls needed, helpin
g
ng th e m a te ri a
for gatheri and clearing up
any
h o w to p la y ,
others learn th e limits of what’s
e ru le s o r
doubts about th r also
w it h in th e g a m e. The Facilitato
possible aracter is gettin
g
th a t e ve ry ch
makes sure at every player
e n ti m e a nd th
enough scre rt a ble — these two
a nd co m fo
is feeling safe ers, but
ib ili ti e s a re sh ared by all play
respons comfortable wit
h
a to r sh o ul d b e
the Facilit
taking the lead.
a y b e m o st , o f the teaching of
Much, m play, as
e g a m e w ill ta ke place during
th , the
d e ve lo p y o ur Main Characters
you and
rt in g C a st , th e ir relationships
Suppo tor,
d th e y in h a b it . As the Facilita
the worl questions but do
n’t
p la y e rs to a sk
encourage st ions yourself.
m a sk in g q ue
shy away fro
8
Tone and Inspiration
This game take
s inspiration fr
involving the m om a lot of med
agical and supe ia
and clashing w rn a tu ra l coexisting
ith a mundane
inspiration is S w o rl d . The most direct
tudio Trigger’s
and you’ll find L it tl e Witch Acade
that the playbo mia
many of the ch o ks closely rese
aracters in tha mble
of inspiration in t anime. Other
clude Witch Ha sources
House, the Pers t A te lier, The Owl
ona series of vi
Delivery Servic d e ogames, and Kik
e. More tangen i’s
anime like Yuru ti ally, slice-of-life
-Camp and Non
lot of the tona Non Biyori pro
l inspiration. vide a
9
the
, th e g a m e is also based on
Mechanically n g in g framework,
id e B e lo
Belonging Outs a ly p s e World and the
by A p o c
itself inspired ly p s e d e s ign philosophy
.
e Ap o c a
Powered by th e s , Cantrip borro
ws
P B T A g a m
Speaking of ip le s of teen angst
and
e p ri n c
heavily from th n.
M a s k s : T h e New Generatio
drama in
be
to n e o f C a n tr ip is meant to
Overall, the c a n fl are and fights
can
m o ti o n s
light-hearted. h e s a re mostly incline
d
es e w it c
happen, but th are for each o
ther.
g e th e r a n d c
to stick to sually
p ro b le m s th e y’ll face are u
The kind of o f th em misplaced
an
y b e o n e
low-stakes: ma e I n te rn et is out in the
ir
ct, o r th
important obje ing up
o m , o r a s c h ool play is com
shared ro terious
s h o rt o n e d a ncer, or a mys
and they’re e re their classroo
m was
ri g h t w h
portal opened
meant to be.
what
g in p la y , d e c ide as a group
When you be g fo r. Do you want
o u ’r e g o in
overall tone y rs o n a l adventures o
f
ta ke s p e
languid, zero-s d w o rl d ? Do you want
in a w e ir
young witches u tual exploratio
ns of
c h a rg e d , m
emotionally ri o u s ? Or maybe y
ou’re
d m y s te
the strange an
goofy hijinks?
up for nonstop
10
SO HOW DO I PLAY?
11
h e P r i n c i p l e s
Learn t
v e a c h at
Ha
is a lo t like having
ntrip
Play in Ca — s o mebody s
ays
a t io n
a convers e o n e else replie
s.
,s o m
something m ig h t trigger a
s, t h is
Sometime t u r e o f t he game,
l fea he
mechanica , b u t o t h er times t
Move forth,
such as a p ly back and
il l s im
players w s a t io n , either in
-
on v e r you
having a c t o f c h a racter. As
or o u k
character a r a c t e r ’s Playboo
our c h
embody y o r ld ’s A s pects, you
f the w es,
and one o u a t io n s and scen
ibe s it s do
will descr r io u s character
the v a ,
and what
h t p r o p o se a scene
u mig
or say. Yo e a n impassion
ed
ke , g iv with
make a jo g u e , interrupt
o n o lo ut
romantic m t a b li s h a fact abo
or e s
questions g.
e w o r ld w hile playin
th
12
Tell a story
14
Talk abo
ut the A
to a con spects o
sensus o ne by on
when yo n which e, then c
u’re prom options ome
pted to d y o u will circle
collabor o so. This
ative pro
world of cess, an is also a
Cantrip d will he
group. K a unique lp make the
eep you experien
do this, r charac ce for y
and try t ters in m our
o make t in d a s you
relate to he settin
your cha g e lements
interestin racters
g opport and prov
compellin unities f id e
g source or story
s of con telling a
flict. nd
Rememb
er: you a
on the s re not lim
heets. If ited by t
you, or if none of he optio
you have the optio ns
the shee a cool id n s s p eak to
t, let you ea that is
else is c r group n ot on
ool with know. If
given in it, pencil e v e ryone
the Play it in. The
strong s book and o ptions
uggestio Aspect s
ns, not o h eets are
rders.
Once all
the Aspe
out, if th ct sheet
e Facilit s have b
than one a t o r currently een fille
Aspect, d
t h holds mo
and leav ey should re
e the re keep only
within ea s t in the m one
sy reach iddle of
switchin of all pla t h e table,
g out yo yers. Yo
ur Aspec u’ll be
ts a lot.
15
Make your move
16
Moves re
present b
are thus o road desc
pen to int riptions a
free to st e r p r nd
etation, s
retch the o feel
them to s ir definitio
uit your n ns and tw
Star-Stru eeds. For ist
ck’s move e x a mple, the
Quo” mig “Upend th
ht be take e Status
rebelling n literally
against th if she is
and conse e deeply
rvative wit entrenche
might also ch aristoc d
be interp r a c y, but it
like her g reted mor
etting a p e obliquely,
teacher d osition as
espite “on a n assistant
The Posh ly” being
’s “open a a student.
slide the door” cou
bolt on a ld literally
allegorica door, or it
lly allow h could mor
to an exc er to gain e
lusive eve an invitat
magically nt, or mak ion
open up in e a spot
join. the club s
he wants
to
Some Mo
ves will as
or gain To k you to e
kens when ither use
When you y o u make th
gain a Tok em.
the centr e n, take on
al pile and e from
When you put it in f
spend a T ront of yo
central pil oken, retu u.
e. You spe rn it to th
things and nd tokens e
gain token to do coo
yourself v s when yo l
ulnerable u le ave
zero Toke . Everyon
ns. e s t arts with
17
Regular Moves represent your
character’s most common everyday
pursuits, attitudes and behaviors. When
you’re not sure what your character
would do in a given situation, look at
your Regular moves. Even the most
mundane activity can easily be disrupted
by another player making an Aspect
Move. Perhaps The Hedge is foraging
for mushrooms as she often does, and
stumbles into the monsters from the
Down Below planning a prank. Maybe
she messes up a magic circle in the
forest, unleashing some danger onto
the Academy. Be weird, be clever, be
imaginative, be surprising!
18
-
a t t h e ir best
er
t y o u r charact t e ntial, be
ing
pre s e n he i r p o ing
o n g M oves re e r , f u lfilling t e s i t u a tion, ris
St r pow d th
w c a s i n g their e m s e lves an i c a l l y indicate
sho ft h typ
l l y i n c ontrol o S t r o n g Moves r n ing poin
t,
tota ac l e s . rta n t t u
o v e a ny obst e o r an impo
a b
a x o f a sce
n
t o ke n to use.
the cl i m st a
s w h y they co
which i
19
when they’re under pressure.
You’ll notice that all witches have a Weak Move that
allows them to establish a fact about some wider,
larger aspect of the world in order to gain a token.
Be as creative and out-there as you want here - the
magical world is inherently weird and fantastical.
20
Moves are there to inspir
e you, not to limit you. If
your character would take
an action that seems like
it should gain you a token
(because you’re putting
yourself in immense dang
er) or make you spend a
token (because you’re sh
owcasing your power and
potential) then treat it as
a Move as long as the
group agrees.
21
Aspects
22
th p ro a c ti v e and reactive.
o
Aspects are b nd there
y li fe is fu ll of surprises, a
Academ
e n g e s fo r y o ung witches to
chall
are plenty of lu ll in the narrati
ve,
f th e re is a
overcome. I a u s e trouble for th
e
w a y to c
discuss some t M o v e . Be as creativ
e
n A s p e c
witches with a - w e a re literally dealin
g
ou w a n t
and weird as y u r imagination an
d
e re , s o y o
with magic h u p h as established
about
a s a g ro
whatever you re a l li mits you have
.
th e o n ly
the world are
in
n e n e e d s a n Aspect in play
Not every sc e ch
th in g s u p . S ometimes a wit
order to shake elling
e r h e a rt to a nother is comp
baring h e n moments like
that
it s o w n . W h
enough on
e rs in v o lv e d lean into that
e play
happen, let th a m e morable, touch
ing
c re a te
- trust them to o n m e n t where everyon
e
an e n v ir
scene. Foster , a n d c o nfident about
pow e re d
feels safe, em u ld you be all righ
t
in g s . “W o
asking for th ti n g you right as y
ou’re
in te rr u p
with someone lo g u e ?” is a fine wa
y
b ig m o n o
finishing your ti o n s b u t letting other
om p li c a
of proposing c r they feel like
that
ta te w h e th e
players dic
e scene.
would add to th
23
Beginning play
lo c k w is e (o r Sunwise,
gc
y h a p p e n s in turns, goin n d the table.
Pla ll it ) a r o u
es would ca ree
as the witch , y o u m a y do one of th
our turn
When it’s y
things:
Remi
nd
do her Linda to
pa
encha rt of the
ntmen
presen ts
tation
24
Narrate a slice of life
ay to
n g a s li c e of life is a w
Narrati
th , a n d m a ybe a way to
brea
catch your a p a r ti c ularly inten
se
afte r
decompress o u add texture
, depth
ts y
sequence. I
t le
c h a r a c te r by narrating
s to your ction
and richnes f e o r a small intera
da y li orting
their day to C h a r a c te r or a Supp
r Main ed by anoth
er
with anothe u ld b e p la y
ho sho
Character w a y in g a friend a v
isit,
o u ’r e p
player. If y x a m , g o ing into tow
n to
or a n e , you
cramming f o r ju s t w inding down
pplie s
shop for su a r r a te a slice of life
.
nt to n
probably wa c t M o v e s m ay be used
d Aspe akes sense.
Playbook an n g a s it m
one, as lo
here by any
25
Frame a major scene
nt of
n e is th e m ost importa
ajor sce arrative, an
d lets
Framing a m r iv e s th e n
it’s what d nd as people
.
the three - a r a c te r s a
shine as ch y of
the witches ’l l u s e th e vast majorit
ere yo u uld aim
It’s also wh s p e c t M o v es. You sho
ok and A used to Fra
me a
your Playbo r n s b e in g
alf your tu short, decis
ive
for about h n e s c a n b e
. Major sce e
major scene n s e n e g o ti ation with th
e a te from
moments (lik m a k in g a q uick escape
ncil or nces
Student Cou , m o r e e la b orate seque
or longer vest Festiva
l,
the forest) in g th e H a r
and prepar your
(organizing u t w h o is sabotaging
uring o
all while fig
why).
efforts and ose
r s c e n e , y ou should p
rame a majo at
When you f u e s ti o n to the group th
cused q Can
a tightly fo k e s a n d m ain conflict.
the sta potion befo
re
establishes ts f o r th is
ingredien d noise com
ing
we find the th a t w e ir
ut? What is this
time runs o r ? F r a m in g scenes in
ll tow e cut
from the be e g in in m e dia res and
you to b ays flash ba
ck to
way allows o u c a n a lw
action: y g that happ
ened
right to the n s o m e th in
s or retco
preparation
26
”.
“off screen
Choose at least two main characters to participate in
the scene. It doesn’t have to be your character, but
remember to check in with your fellow players first.
Ideally, at least one player should be free to play
Aspects.
y
la s s r o o m , the academ
you? A c
📍 Where are
e town, the
n e ig h b o r in g swamp,
ation
grounds, th ? I s it a familiar loc
libra r y
an endless
re new?
or somewhe eyond
n s o r y e xperience, b
📍 Describe th
e s
ea
e
n d h e a r . I f a particular
like
what you se ls r e le v a n t, or seems
ell fe e to
taste or sm m e r s io n a nd richness
ore im
it will add m s h o u ld be descr
ibed.
e n it
the scene, th entatives of
an
e ? R e p r e s
📍 Who else is
her
esta b li s h e d m inor charac
ter,
Aspect? An
a y b e a s u rprise visit?
or m ened?
t th in g th at has happ
📍 What is th
e la
take
s
, w h a t’ s th e main sour
ce of
What’s at s
tension?
27
You should open the scene by making a Move
with your character. If you don’t know what to
do, ask another participating player to make
one, or let a player holding an Aspect make a
Move.
28
sponsibility for
Everyone shares the re
You may step out
bringing a scene to life.
ments in order to
of your role for brief mo
troduce and play
establish new details, in
(however, try not to
Supporting Characters
yourself. Sometimes
have conversations with
pporting Characters to
you might need two Su
to ea ch ot he r in or de r to set a scene up,
talk n
ickly return to the Mai
but the focus should qu
nership of the story’s
Characters) and take ow
development.
e group agrees it
The scene ends when th
be at the point where
should end. Usually it’ll
ed a satisfactory
the witches have achiev
n posed at the
resolution to the questio
if there are loose ends
beginning, but it’s fine
setback: this could
or they suffer a massive
co me a th re ad yo u ca n pick up in a future
be
major scene.
29
Get a read on the Academy
r s t r o u n d
T he fi h e very fir
st
ur i n g t
r e w e begin: d rate a S
lice
g b e f o l d N a r
t thin ou the
One las e a c h p layer sh r c h a r a cter to
f play, the i ing
round o t o i n t roduce r a l h a b itat. Liv
in orde r natu
of Life, e m in their .
u p a n d show t h
E a t i n g hot chip
gro ing .
i r b e s t life. Vib
the
31
ESTABLISH THE
SETTING
This much is true
33
The Academy has, for a thousand years, been
inhabited by magical creatures, drawn to the
Academy’s naturally strong magic field. Some of these
creatures are employed by the Academy to attend to
the more mundane needs of the school. Goblins, ogres,
fairies, ghosts, talking animals and the like are tasked
with keeping everything clean and functional, whether
the problems at hand are leaking pipes or magical
experiments gone wrong.
34
Establish the Academy
How old are the students at the
academy? CIRCLE ONE.
a pocket dimension
a floating island chained
to the earth
a network of floating
platforms on the sea a mountaintop temple
35
The Academic Calendar
36
Month of the Wand - Student
Council Campaign and Elections
37
Month of the Hat - Talent
Show and Midterms
Winter break
38
Month of the Brew -
Inter-school Meetup
39
Month of the Witch - Graduation
ceremony and final exams
en each
Having a month-long timeskip betwe
a particularly
sequence of major scenes, or after
help with the
strong resolution to a situation could
heal and for
fiction. Let it be a time for wounds to
emotions to build.
d of conflict
If at any point you’re unsure what kin
scene to
you want to focus on or the kind of
rent month’s
frame, draw inspiration from the cur
and drama.
event. Let it be a source of conflict
er on a
As always, either skip ahead or ling
sense for
particular month if that’s what makes
your group.
40
CIRCLE 5 VISUALS (or make up
your own)
a hedge maze
Spires crackling with energy
vast catacombs
a permanent fair beneath the school
on campus
41
CIRCLE 3 THINGS THAT ARE IN
CONFLICT AT THE ACADEMY (or figure
out some other conflict)
42
NAME THE ACADEMY
something cursed
something unpronounceable
43
P L A Y B OO
44
OOK S
45
THE STAR STRUCK
Until rece
ntly, you
normal lif lived a
e.Then yo
your pow u came by
ers under
circumsta u ncommon
nces, and
you forev it change
er. Going d
Academy to the
wa
This world s your best choice
is new to .
wondrous you. It is
and excit
everyone ing, but n
is happy ot
here - yo that you’r
u are call e
Unknowin ed
g, s
without th omebody born
e Gift. Do
friendship you seek
or yearn
seclusion for
?
47
Choose a pet or magical tool, or make
up your own:
a raggedy flying broomstick, a hat that is bigger on the
inside, a raven that is only up at night, a mouse that moves
through the school’s plumbing, a tarot deck, a never-emptying
teapot, a staff that always remains upright.
Lure:
Whenever someone relies on you to fix a problem by applying
your knowledge of the mundane, the mortal and the everyday,
they gain a token.
Tips:
Explore your kindness and humility. Make your character
fallible and relatable. Bite off more than you can chew.
Embody the mortal world.
48
Weak Moves
�� Reject magical solutions
�� Cause a massive magical misfire or accident
�� Take a risky leap of faith
�� Lose hope
�� Let your inexperience hurt or embarrass you
�� Establish a previously unknown fact about the Unknowing
and their society.
�� Ask “why do you put up with me?”
Regular Moves
�� Study for an exam
�� Practice your magic on something harmless
�� Revel in non-magical pursuits
�� Be the link between the magical and mortal world
�� Share your dreams and enthusiasm
�� Take action, leaving yourself vulnerable.
�� Cast your spell.
�� Ask “do you think I’ll ever be a witch?”
Strong Moves
�� Have a brief moment of immense magical lucidity and power
�� Upend the status quo
�� Soothe someone's pain
�� Stand up for yourself
�� Get out of harm’s way
�� Ask “how do I make you respect me?”
49
THE HEDGE
“Mycolog
y” is a pr
underwhe etty
lming nam
you do. Y e for wha
ou live an t
mushroom d breathe
s. You kno
names of w the
insects, p
body par lants and
ts better
know the than you
names of
Your potio you
ns may no r friends.
best in th t be the
eA
they’re ce cademy, but
rtainly th
and most e flashies
unpredict t
miss life a b
as a hedg le. You
feeling of e witch, t
being rev he
feared, b ered and
ut this Ac
seems ve ademy
ry excitin
g too.
Lure:
When somebody acknowledges and celebrates your differences,
or reveres you as a hedge witch, they gain a token.
Tips:
Make your character fallible and relatable. Embody the
contrast between city witches (who live in apartments and
shout at people) and hedge witches (who live in swamps and
shout at animals). Embrace solitude and intimacy.
52
Weak Moves
�� Mess up a potion or remedy.
�� Retreat to solitude or push people away.
�� Jealously guard knowledge.
�� Let your obsessions or upbringing hurt or embarrass you
�� Establish a previously unknown fact about plants, animals
and hedge magic.
�� Ask “why are you judging me?”
Regular Moves
�� Brew a potion or go foraging
�� Find a willing test subject.
�� Act with conviction in your hedge witch knowledge.
�� Take action, leaving yourself vulnerable.
�� Cast a spell you know.
�� Ask “What do you need help with?”
Strong Moves
�� Gain the respect of (or take revenge on) a city witch.
�� Make an astounding discovery.
�� Make a new friend.
�� Freely share knowledge.
�� Get out of harm’s way
�� Cast a previously unrevealed spell
�� Ask “how can I make it up to you?”
53
THE POSH
Magic has be
en in your fa
bloodline for mily’s
millennia, and
earned you th this has
e respect, ad
and envy of m miration
any witches.
a massive, im There is
maculately ke
family tree of pt
awesomely po
witches, and werful
at the very bo
that tree is yo ttom of
u. You’ve been
everything yo given
u could ever
you also bear want but
the pressure
familial expe of
ctations, anci
traditions and en t
high-class pr
Your every de opriety.
cision is scru
by your family tinized
, and at the
Academy you
might find th
perfect place e
to either let
everyone know
who’s in char
here, or rebe ge
l against aris
witch society. to cr atic
That would be
unladylike, bu
t it might be
fun.
55
Choose a pet or magical tool, or make
up your own:
A letter opener that leaves the seal intact, a jug that
produces any liquid you want, illusory robes, wind-conjuring
fan, unbreakable cane, a pony that can phase through walls,
time-slowing pocket watch, self-writing quill or pen, a
top-of-the-line broom.
Lure:
When someone asks you to leverage your connections, wealth or
status, they gain a token.
Tips:
Make your character fallible and relatable. Find ways to
subvert or avoid your familial obligations. Throw your weight
around.
56
Weak Moves
�� Make a scene
�� Fail to uphold what’s expected of you
�� Say more than you mean
�� Cut someone down with harsh words
�� Let your upbringing or your haughtiness hurt or
embarrass you
�� Establish a previously unknown fact about witch society or
traditions
�� Ask “why do you find me insufferable?”
Regular Moves
�� Hold a feast or ball at your house
�� Seek help from the aristocracy
�� Excel at magic
�� Cast a spell you know
�� Feign politeness
�� Take action, leaving yourself vulnerable.
�� Ask “what do you need to acquire?”
Strong Moves
�� Bring adversaries together
�� Secure a major advantage through your status
�� Incite fear
�� Refuse to be cowed or ordered around
�� Cast a previously unrevealed spell
�� Ask “what would you like me to be to you?”
57
THE BREAKER
Yeah, mag
ic’s cool.
start fire It
s, cause e can
shove som x plosions,
e nag into
transdime a
nsional lo
much mor cker and
e. Above
is fun. Th all, magic
ere is no
mayhem e nd to the
you cause
you’re wie when
lding you
and this A r powers,
cademy is
opportun r
ities for c ife with
an audien haos and
ce
excel at it to watch you
.
59
Choose a pet or magical tool, or make
up your own:
Infinite pocket sand, silencing bubble, a very angry badger
who lives under your hat, untraceable stink bombs, magical
spray paint, self-propelled skateboard, a master lockpick, bag
full of slapstick props.
Lure:
When somebody seeks the aid of your destructive, reckless and
illegal methods, they gain a token.
Tips:
Make your character fallible and relatable. Be vulnerable
sometimes. Seek an audience for your antics.
60
Weak Moves
�� Get caught doing something illegal or forbidden.
�� Hurt a friend.
�� Be shunned.
�� Let your penchant for chaos hurt or embarrass you
�� Establish a previously unknown fact about spellcraft and
magical tools.
�� Ask “do you think I’m cool?”
Regular Moves
�� Pull off a prank
�� Fly recklessly
�� Lie, cheat or steal
�� Take action, leaving yourself vulnerable
�� Cast a spell you know
�� Ask “are you watching closely?”
Strong Moves
�� Take the fall for a friend.
�� Evade danger cunningly.
�� Put on a show for the ages.
�� Share the spotlight.
�� Express your tender side.
�� Cast a previously unrevealed spell
�� Ask “can I show you who I really am?”
61
THE SENIOR
You messed up som
ehow. You've
earned the ire of yo
ur teachers
and now you’re stuc
k with the
first-year witches.
You should be
having fun as a seco
nd year, but
now you have to gu
ide the new
arrivals! What coul
d you
possibly have to le
arn from
people who can’t ev
en fly a
broomstick without
falling off
the saddle? This su
cks! It’s so
unfair! What you di
d wasn’t that
bad, was it? You’re
sure you’ll
find some way to cl
imb back to
your previous posit
ion, and
maybe having a little
gaggle of
awe-struck young wi
tches to
command won’t be
so
unpleasant.
63
the club you got kicked out of
Choose a pet or magical tool, or make
up your own:
A talking book, a box of very severe magical makeup, clothes
with magical fabric, a farsight orb, a curious and literate
snake, a small band of birds who can follow simple commands,
a tandem broomstick.
Lure:
When somebody depends on your experience, knowledge and
school connections for help, they gain a token.
Tips:
Make your character fallible and relatable. Strive to impress
the younger witches, but leave yourself vulnerable. Seek to
teach and protect them, but also be open to learn from them.
Try too hard.
64
Weak Moves
�� Accidentally reveal a secret
�� Throw your weight around.
�� Be left out.
�� Overreach.
�� Fail to be there for your friends.
�� Be resentful.
�� Let your seniority or your desire to impress lead you to
hurt or embarrassment
�� Ask “can I show you something?”
Regular Moves
�� Juggle your two lives.
�� Embody tradition and novelty in equal measure.
�� Lead the group.
�� Take action, leaving yourself vulnerable.
�� Ask “do you want to go with me?”
Strong Moves
�� Found a Coven with another witch
�� Command respect.
�� Get others out of trouble.
�� Let someone else seize an opportunity.
�� Open a locked door.
�� Stand between danger and someone else.
�� Get out of harm’s way.
�� Ask “can you show me how?”
65
THE SYBIL
Back hom
e, in the s
mountain ecluded
top temp
raised in, le you we
you were re
commune at peace.
d with the You
stars, the spirits, th
threads o e
river of ti f fate, th
me and th e
mountain e soul of
. Yo th e
Weave on u swam through th
wings of p e
subtly re r
ading futu ecognition,
drawing o re events
n a deepe and
than mos r understa
t witches nding
comprehe can even
nd. Nothin
‘casting a g so cras
spell’, rig s as
you’ve be ht? Well.
en sent to Now
your othe study, to
r magical ho
biggest p skills, and ne
roblems in your
spells ba volve bas
ckfiring a ic
being out. nd the In
This suck ternet
s.
67
Choose a pet or magical tool, or make
up your own:
Fortune-telling bones, a dowsing rod, a channeling staff,
magic thread, ward-scribing ink, a hunting hawk that can see
the invisible, candles and incense, wooden wishing tablets, a
pocket-sized shrine
Lure:
When somebody seeks your wisdom and your intimate
connection to the Weave, they gain a token.
Tips:
Make your character fallible and relatable. Be weird,
powerful and mystical. Struggle with modern society.
68
Weak Moves
�� Lose control of the Weave
�� Be condescending and smug
�� Fail to understand something about modern life
�� Let your immense power or your absent-mindedness lead
you to hurt or embarrassment
�� Establish a previously unknown fact about the Weave itself.
�� Ask “can you show me how to work this?”
Regular Moves
�� Focus, channel and project magic
�� Inspire and impress with your knowledge
�� Take action, leaving yourself vulnerable
�� Cast a “spell” you know
�� Ask “are you looking with more than your eyes?”
Strong Moves
�� Change something irrevocably
�� Surpass your limits
�� Be a bridge, a conduit, a gate
�� Settle an argument decisively
�� Explore
�� Cast a previously unrevealed spell
�� Ask “can I teach you something?”
69
ASPEC
70
C TS
71
d u l t
T h e A
t c h e s
Wi
72
73
d
, a s s i s tants an
ers u
e s s , t h e teach r i t y fi g ures yo
dmistr l the au
tho ly well-
The hea a f f - a l e . M o s t
ching st ur daily
lif
ust not
non-tea i t h i n y o
sa n d t o j
od,
ntend w wer trip l the go
must co n e t o p o
incl u d e s a l
, but pro ct also ecially t
he
meaning Th i s a s p e
iet y - e s p
it, man. itch soc
getting be r s o f W
.
p s t a n d ing mem i n d e d witches
u lly-m
o r e t r aditiona
m
Moves:
📍 Appear unexpectedly to stop the group’s
plans
📍 Change the rules without warning
📍 Recruit the characters to organize a
school event
📍 Provide foolish advice.
📍 Enforce strict adherence to tradition.
74
Pick up when:
you want authority figures to throw a wrench into well-
laid plans, or when it’s time for some school spirit.
75
u d e n t
h e S t
T
Body
76
77
n e w a r r iv als, some
ome al
f e ll o w s t udents - s g t im e . M any inform y
Your
e e n h e r e for a lon c li q u e s , but nobod
who have
b ious
x is t a m o ng the var r o f the annu
ally
h ie s e p o w e
hierarc t h e primacy
and
t r y doing a
e s t io n o u c a n
would qu ybe y
t u d e n t C ouncil. Ma
elected S
?
little coup
Moves:
📍 Harass, bully and pester the weak and
the different
📍 Make plans, go into town, throw a party
📍 Establish a new fashion trend.
📍 Ask for help with a problem that can’t
be solved alone
78
Pick up when:
peer pressure weighs down on your fellow characters,
or when the Student Council is up to something sketchy
79
T he
i z e ns
Den
80
81
as
a demy h
y e a r s ,t h e A c
, f a i r i e s, ogres
f oul s
dreds o blins, gh
For hun o n s t e r s , g o
t h e groun
ds,
d m t e n d pair
employe c r e a t u res to n g a n d even re
nger bi
and stra r s , fi x the plum e m , i f any, are
he floo ry few o
f th
ere may
sweep t n t s . V e a c t , t h
accide In f e
magical a r r a n g ement. w i n g u nder th
ith this t ste
happy w r e r e s entmen
than me
be more
.
surface
Moves:
📍 Sabotage something important.
📍 Seek help from witches
📍 Reveal a previously unknown aspect of
the Denizens
📍 Stoke the fires of revolution
82
Choose their reputation
(circle two):
Overzealous incompetent disrespectful
lazy
helpful sarcastic
unscrupulous highly
welcoming hierarchical
extremely begrudgingly
formal obedient proselytising elusive
brazenly loud union strong
Pick up when:
someone interacts with the Denizens, or when
something at the Academy needs fixing.
83
T he
Town
84
85
t h e A cademy
om
a s k i p away fr - magical
p a n d r , n o n
ho ula ed
A short n . N a m e it. Reg s t l y u n concern
tow , mo
lies the v es here re
l e l i v e t h e i r l i
s , t h o u gh a mo oks
peo p
i v e s o f witche t h e h i dden no
l find ices
with the e r s o n might m s a nd serv
ing p al i t e
discern s w h e r e magic n dane sh
ops
a n n i e a r , m u
and cr gul
- a n d even re d own low
.
are s o l d ho n t h e
g r u n b y a witc
bein
Moves:
📍 Make an outrageous demand
📍 Shun and isolate witches
📍 Establish an unexpected fact about
town life
📍 Try to fleece, con or deceive the
witches
📍 Find common ground and
understanding with witches
86
Circle two desires:
Financial stability the destruction establish the
of the Academy superiority
full integration
to make witches of the
with witch society
subservient mortal world
to hunt down
steal witches’ secrets
any witches to marry
to cooperate witches and
to absorb the Academy
and coexist mortals
into the town
violence against
connection and hierarchy
scapegoats
solidarity and order
Pick up when:
someone goes into the town - or mortal society in
general - or interacts significantly with it, or when
the town is scheming against the Academy or making
demands of it.
87
T he
e a v e
W
88
89
tly
a g i c i s inheren
m
e x i s t s because a s a mind o
f
d e m y an d i t h
The Aca d a n gerous, e c t h as been
ea n d nt a s p ,
unstabl s e m i-sentie t h e c enturies
Th i s ou t the
its own. n a m e s through W e a v e. It is
any Th e
called m i t i s k nown as w e l l s p r ing from
ently witches
,a
order to
but curr e r f o r j e c t i n
of pow ss and p
ro
perties
source , h a r n e i c a l p r o
ey tap out the
mag t
which th n d d r a w e v e n p eople. I
lls a and
cast spe a l s , objects m a n y magical
s, an i m r th e y-
in plant u r c e o f life fo i n t h e Academ
he so wit h
is also t g o u t s ide and
es livi n tile.
creatur u l a n d the hos
e helpf
both th
Moves:
📍 Grant immense temporary power at a cost
📍 Make magic backfire
📍 Punish and reward the use of magic
arbitrarily
📍 Communicate through signs, symbols and
apparitions
📍 Alter something irrevocably
90
Circle two desires:
Human dependence expansion
seclusion
playfulness restoration
balance
sentience entropy
reshaping revenge
the world create mysteries test and
challenge
obscure and punish
Pick up when:
a player performs great magic or pushes their own
abilities, or you want to interact with something
supernatural.
91
T he y
a d e m
Ac
Itself
92
93
es
i t s o w n. Witch
o f ing
a y h a v e a mind w n . B u t the th
ave m ir o rise
The We e a m i n d of the d e n t s by surp
ly hav stu its
definite c h e s m ost new d e m y Itself -
lly cat Ac a
that rea e o u t d one, the a i n ed in it,
the
t o b c o n t n,
is that,
not
s , e v e r ything m i n d o f its ow
d a
s groun also has ands of
walls, it o c c u p i e s -
e t h o u s
ace it tion wit
h th
very sp n v e r s a
ant co
in const t h a t inhabit
it.
nd s
little mi
Moves:
📍 Shift through space, rearranging rooms,
hallways and buildings.
📍 Show convenient shortcuts at a cost
📍 Hide and reveal things
📍 Belch forth secrets and mysteries for
witches to solve
📍 Bring people together or separate them
94
Circle two drives
To test and challenge to nurture and coddle
to surprise and awe to limit and constrain
Pick up when:
a player is traversing the premises or is looking for
trouble at school, or the Academy itself is about to act
on one of its drives.
95
ung witches
an d em ot io na l game about yo
n
Cantrip is a fu miliar witch
es . W he n pl aying it, the fa
ntur
and their adve e you while guid
ing you
m ly w el co m
will war
school tropes world. It evok
es
uc h m or e or iginal fantasy
through a m nced drama
an im e fr ie nd ships, the enha
of
the nostalgia ls, and the
ie s, th e bi te of fantasy nove
mov
of high school t. It combines
all of this
of W it ch cr af
cance
cultural signifi like canvas over
which to
ts a dr ea m
d presen
seamlessly an
chy world.
te yo ur ow n take on the wit
crea
s te r
- D a n a , p la y te
96