SALVIO HEXIA

Form SH-9 · Dept. of Extraordinary Powers

EVERY WITCH
CHEATS DIFFERENTLY.

Special Powers are the only place Five Fights gets complicated. They bend an attribute, curse the next fight, steal a point, or make losing useful.

Her lore chooses the theme. The game decides what is legal. Learn the glyph and you will know the trick when it fires at the table.

Section 01 · Where they fit

THE BASIC IDEA

Play a Witch, call an attribute, they answer with one of theirs. Powers resolve, then the numbers are compared.

No power fires whenever it likes. Each acts at a fixed moment, and the order never changes — so two powers meeting always resolve the same way.

  1. 01 · Cancel

    A Block takes the other Witch's power off the table first.

  2. 02 · Set the terms

    A Switch moves the duel; a Copy takes their number.

  3. 03 · Take away

    Last fight's curse, then Reduce and Leech.

  4. 04 · Add

    Boosts land, coins are flipped, a wager surges.

  5. 05 · Compare

    Higher wins. A tie goes to Win ties, then to Witchcraft.

  6. 06 · The point

    A Void stops it landing, a Steal takes one of theirs, Keep lead decides who calls next.

  7. 07 · Afterwards

    A new curse is cast, the hand grows, a Reveal looks at their cards.

Section 02 · The taxonomy

THE FIELD GUIDE

Fourteen families that fire by themselves, grouped by what they do to you. The sentence in each box is the rule exactly as a card prints it, and the Witch named underneath is really carrying it.

Change the fight

The two numbers about to be compared, which attribute they are, and whether the other power happens at all.

Boost

She is better at one named attribute — sometimes only attacking, only defending, or only in certain fights.

+20 Attack when attacking.

Boost her Attack and a Greed fight ignores it entirely.

Carried by FLINT UNDER FOUR WEEKS

Reduce

The opposing Witch is worse at one named attribute for this duel.

The opposing Witch loses 20 Delusion this duel.

Same catch as a boost: it must name the attribute being contested.

Carried by OVERDRAFT SOMATIC RESET

Leech

She takes points off the opponent and keeps them, so the gap moves twice.

Drains 15 points of the contested stat from the opposing Witch and adds them to this Witch.

No named attribute, no conditions. Whatever was called, she drains it.

Carried by SEVERANCE RECLAIM INNER POWER

Lucky

A coin, flipped fresh every duel. On heads, the biggest bonus in the game.

Flip a coin each duel: on heads, this Witch gets +30 to the contested stat.

Answering her is a bet.

Carried by HISS DESIRE FREQUENCY

Switch

Defending only, and optional: she may drag the duel onto another attribute.

When defending, this Witch may switch the duel to Greed.

Declining is legal, and sometimes right.

Carried by AVIARY UNLOCK EACH CAGE

Copy

She takes the opponent's printed number instead of her own.

This Witch copies the opponent's value of the contested stat.

Equal numbers, so the duel usually falls through to the Witchcraft tiebreak.

Carried by HUSH EVERYTHING IS A MIRROR

Block

The opposing Witch's Special Power does not happen this duel.

Cancels the opposing Witch's special power this duel.

The whole power, aftermath included. Two blocks cancel each other.

Carried by VOLTAGE ENERGETIC CONTRACT

Change what the win is worth

The comparison happens as normal. What it costs, and who leads next, does not.

Win ties

On an exact tie she wins outright, before Witchcraft gets a word.

If the contested stat ties, this Witch wins the duel outright.

Nothing in most fights. A real play on the attribute you both have nothing in.

Carried by VELVET DEFINITELY ONE THOUSAND

Void

She can lose the duel without the point being scored against you.

If this Witch loses, the point is not scored. The winner still takes the lead.

You buy back the point, never the tempo. Narrower versions cover only a defeat by 5, 7 or 10.

Carried by ONCE ONE TRANSMISSION

Steal

Winning with her also takes a point off their score.

When this Witch wins her duel, the opponent also loses 1 point.

Only on a win that scored, and only if they have a point to lose.

Carried by PATENT REVENUE INCREASES

Keep lead

Win or lose, her owner calls the next fight.

Win or lose, her owner leads the next fight.

Losing on purpose with her is a plan.

Carried by FRACTAL FRACTAL FIELD ANCHOR

Leave something behind

Both cards are spent either way. These three outlive the duel that spent them.

Haunt

A curse follows the opponent into the next fight, on whatever it contests.

After this duel, the opponent's next Witch fights at −15 on whatever stat is contested.

Cast win or lose, and public — so they can feed it a Witch they were losing anyway.

Carried by MERIDIAN 10X QUANTUM LEAP

Grow

When she leaves the table, every Witch still in your hand is permanently better.

When this Witch falls in defeat, every Witch in your hand gains +10 Delusion.

Some pay out only when she loses, which makes throwing her away a move.

Carried by FASCIA CONSISTENT $10,000

Reveal

Once a match, look at part of their hidden hand.

Once per match, look at 2 random cards in the opponent's hand.

Worth most late: by fight three, two cards is most of what is left.

Carried by EPHEMERIS ASTRO BUSINESS INTELLIGENCE

Section 03 · The two that ask a question

RISK&TRAP

The two exceptions, and they ask opposite questions. One is a choice you make on the attack; the other is a condition your opponent walks into on the defence.

Risk

“Do I dare?”

A Risk Witch offers a wager, and only when you lead with her — taken as part of committing the attack, with no taking it back. The upside applies to this duel; lose the comparison and you pay the downside.

An exact tie pays nobody, declining is free, and a Block cancels the whole thing — no surge, no stake, no downside.

The eight wagers
Take the risk and……but if she loses
This fight is worth 2 points to youThe opponent scores 2 points instead of 1
This fight is worth 2 points to youOne random unplayed Witch changes hands with the opponent
She fights at +25 on the contested attributeThe opponent scores 2 points instead of 1
She fights at +25 on the contested attributeEvery Witch left in their hand gains 10 Witchcraft
She fights at +25 on the contested attributeEvery Witch left in your hand loses 10 Witchcraft
She fights at +20 on the contested attributeOne random unplayed Witch changes hands with the opponent
Losing the duel scores no point against youEvery Witch left in their hand gains 15 Attack
Losing the duel scores no point against youEvery Witch left in your hand loses 15 Witchcraft

Trap

“Did they walk into it?”

A Trap Witch is bait, and matters only when she defends. Nothing to declare, nothing to activate: your whole decision is answering with her. If her condition holds, the trap springs by itself.

Conditions read only public facts — the called attribute, the printed statlines, hand sizes, the score, the fights already played. The table tells you whether she is armed while you are still deciding; the payoff lands after you commit.

The fifteen snares
Springs when……and then
The called attribute is her highestShe fights at +20
The called attribute is her lowestThe duel moves to her highest attribute
The called attribute is her lowestThe point is not scored if she loses
The attacker has already won a fight on the called attributeThe attacking Witch loses 25 on the contested attribute
The attacker has already won a fight on the called attributeThe duel moves to her highest attribute
The attacking Witch's five attributes total 300 or moreThe attacking Witch loses 25 on the contested attribute
The attacking Witch's called attribute is 80 or moreThe attacking Witch loses 20 on the contested attribute
The attacking Witch's called attribute is 70 or moreShe fights at +15
She is one of your last two WitchesShe fights at +25
She is one of your last two WitchesThe point is not scored if she loses
She is one of your last two WitchesHer owner leads the next fight, win or lose
You are behind on pointsThe point is not scored if she loses
You are behind on pointsShe fights at +20
The attacker still holds 5 or more WitchesThe attacking Witch loses 20 on the contested attribute
You hold 3 or fewer WitchesShe fights at +15

Section 04 · Provenance

WHY DOES SHE HAVE THAT POWER?

Not at random, and not by the AI either. Her verified claims are read for motifs — protection, obsession, certainty, mimicry, control, risk and nine others. Each motif opens a short menu of legal families; the game picks from it, sets the numbers and writes the rule sentence itself.

  1. 01 · Claim

    One verified sentence from her own public sales page, quoted character for character.

  2. 02 · Motif

    The theme it carries, from a fixed list. Protection. Obsession. Certainty. Mimicry.

  3. 03 · Legal powers

    Each motif opens a short menu of families — and nothing outside it.

  4. 04 · One power

    The game picks one, sets the numbers, and writes the rule sentence itself.

The whole menu · fifteen themes
  • Seeing and reading

    Reveal

  • Protection and survival

    Void

  • A curse that lingers

    Haunt

  • Obsession and pursuit

    Haunt · Steal

  • Draining and commission

    Leech · Steal

  • Mimicry and mirroring

    Copy

  • Becoming someone else

    Switch

  • Luck and manifestation

    Lucky

  • Certainty and guarantee

    Win ties

  • Dissolving and cancelling

    Block · Reduce

  • Speed and deadlines

    Boost

  • Legacy and teaching

    Grow

  • Control and tempo

    Keep lead

  • Everything on the table

    Risk

  • The condition in the small print

    Trap

Evidence creates the stats. Lore picks the family. Code owns the price.

A power the engine cannot execute does not exist, so this page is the whole vocabulary. How the numbers are computed →

Now go and find out which one she is holding.