Witchcraft
Witchcraft can only be taken if the player choses a High Concept or an Aspect for their power.
Overcome: Witchcraft can be used to overcome obstacles, but it tends to be slower and less forceful in most situations. Think how natural forces might overcome an obstacle: like forcing a door because humidity causes it to warp. You could of course imagine a hurricane ripping it off its hinges, but this is a forceful way if no Hurricane is actually present on the scene...The TN serves as the Lifeforce stress needed in the scene, you can lower this amount by sticking close to the time needed for nature to do its work, each scene you wait after setting "Nature" in motion lowers the stress required of the scene by 1, paid on the actual moment when you get to the scene to overcome it. So you could set the door to warp and go do other scenes, and when you come back you can just push it open (after paying the actual cost).
The likelihood of the event naturally happening can also lower the stress, up to a minimum of 1. Getting the floor the weaken so you can fall through when the house is on fire would make it much easier... Or warping a door in a humid derelict building could cost as little as 1 stress.
Create advantage: Witchcraft can be used to create advantages (or disadvantages) in the form of Curses and Charms. The main difference with other skills (and casters) is the highly ritualized form (and time) this takes. Advantages towards persons or creatures require a bit of their body, be it a clip of hair, a nail, a bit of skin, a drop of blood,... while advantages to zones require some form of preparation (sigils painted or daubed on, sacrifices, essences, ...) When done in the witch's house or in a coven, apart from the component cost and time required there's no other cost at all. Components can lower the cost of the charm (or curse), down to a minimum of 1, on a 1 for 1 basis (Acquisition cost to Scene stress).
The great advantage is that it's never immediately apparent that a witch's power was involved, and even if that's surmised, it's even harder to detect or prove (doubling the TN).
The Witch can basically keep up the curse or charm by paying the cost whenever it's relevant (the witch is present in the scene or the subject requires it). It can be stopped and reactivated as long as the "parts" or "sigils" are still available, and the cost can be kept down by using other components as usual.
Attack: A witch will never use her powers for direct attack, preferring to obfuscate or hide. While it is possible, the cost is high, as the damage you cause would also be the drain on the scene... Unless of course you use the damage you cause to power your spells, which is why Hag have no problem using it to attack. Gusts of wind, thorns, inhuman strength, animal form are all ways a witch could use her powers to attack.
Defend: It's very hard to find a way to defend with Nature's glacial pace. Generally a witch defends with charms and curses, by creating an advantage (a curse or charm).
A witch CAN defend against Arcane (Unnatural) and Unholy powers by either drawing a protective circle (temporary) or creating a "protective glade", a bit of unspoiled nature (that can only be sought and prepared beforehand), that shields from hostile powers. The circle is as powerful as the check allows, while a protective glade is an impassable barrier for anything unholy or Arcane trying to enter it.
Stunts
- The crone You can use your own Lifeforce to power (or augment) your witchcraft, without the possibility of suffering humanity loss. Visually you look like you age, and Faith or other powers cannot return your own Lifeforce. Your own Lifeforce meter is as large as your health-meter, and heals at the same tempo as naturally healing your wounds.
- Double, double, toil and trouble... You can find your own Components at a rate of 1 point per point of Witchcraft per full day spent collecting. (You know, a Newt's eye, a mushroom from a dead man's grave,...)
- Fire burn and cauldron bubble You can prepare a number of potions per day (Create advantage for a Charm), equal to your Witchcraft. This takes a full day, even if you'd make less. They work just like normal advantages, just for the scene when it's drunk. The specific advantage has to be mentioned on creation! (At least 1 resource point per potion required, more if the scene cannot provide enough Lifeforce)