I have always been a fan of Supergirl, and I think she works best when she is treated like the survivor of an apocalypse. Kal-el is an adopted son. Kara is the last survivor of a world and should have a lot of unresolved trauma and anger.
I loved Melissa Benoist in the role of Kara, but I am looking forward to seeing this different take on her.
This also got me thinking about the "new" DC Comics-related RPGs we have coming out.
The first is the overdue DC Heroes Role-Playing Game 40th Anniversary Kickstarter to get us the classic Mayfair DC Heroes game. I am still excited for this one and can't wait to give it a spin.
There is also the new Justice League Unlimited: The Roleplaying Game coming out soon. There is a fun quickstart rules, and I can't wait to try out the full game.
I was spending some quality time last night with Larina for another post next month and thinking about DC. I have stats for her for Mayfair's DC Heroes, and by the way of Mutants & Masterminds 3.0, I have them for DC Adventures.
But what I have never posted are her stats for the DC Universe game.
There is a good reason. I owned it briefly in the mid 2000s but ended up selling it at a game auction. I like the D6 system and want to do more with it, there is something about it that has just never clicked with me. No slight on the system, I think I just need to try it more.
So I have a sheet for her, but it was incomplete. So I went to the D6 Legend open gaming SRD and tried to put her together. I was up far too late last night doing this. In truth, I don't even know if I did it right.
Larina Nichols / Nix the Witch Queen
Real Name: Larina Nichols
Occupation: Witch, Librarian, Occult Investigator
Base of Operations: West Haven
Gender: Female
Marital Status: Divorced
Height: 5'4"
Weight: 135 lbs.
Eyes: Blue
Hair: Red
Race: Human / Homo Magi
Tech Level: Modern (1)
Motivation: Responsibility of Power
Enemy: Mordru, The Dark Lord
Reflexes 2D
brawling 3D, dodge 4D, driving 3D, sneak 3D
Coordination 2D
catch 3D, sleight of hand 3D, throwing 3D
Physique 2D
flying 4D, resistance 3D, running 3D
Knowledge 4D
arcane lore 8D, criminology 3D, languages 5D, medicine 3D, research 6D, scholar 5D
Specialties: arcane lore: demons +1D, arcane lore: witches +2D, research: occult texts +1D
Perception 3D
artist/music 3D, hide 4D, know-how/witchcraft 7D, search 5D, shadowing 3D
Presence 4D
animal handling 5D, charm 5D, command 4D, persuasion 5D, willpower 7D
Speed: 30
PDV: 3
Unarmed BDV: 2D
P/L Bonus: +2
Hero Points: 12
Villain Points: 0
Character Points: 105
Body Points: 32
Advantages
Attractive +2D, Ally: Cotton the Familiar -2D, Connections: A.R.T.E.M.I.S. -2D, Connections: Occult Underground -2D, Courage -2D, Magically Adept -5D, Scholar -2D,
Disadvantages
Sense of Duty: young witches and the Gifted +3D, Secret Identity +2D, Reputation: feared and respected in occult circles +2D, Power Limitation: incantations and gestures required +4D, Relationship: Cotton +2D, Enemy: Mordru +4D.
Powers
Witchcraft 10D
Limitations: incantations and gestures required -3D, magical/occult effects only -2D, backlash on critical failure -1D.
Enhancements: broad spell flexibility +3D, ritual magic +2D.
Second Sight 6D
Limitations: magical, supernatural, and dimensional phenomena only -2D.
Enhancements: detect magic, occult residue, spiritual presences, active spells, and magical beings.
Flight 5D
Limitation: broom, charm, or active levitation spell required -2D.
Teleportation 5D
Limitations: mirror, water, polished glass, or reflective surface required -3D.
Enhancements: accurate +2D, extended range +1D.
Mystic Shield 8D
Limitations: must be conscious and able to cast -2D.
Enhancements: protects against magic and supernatural attacks +2D.
Magic Blast 8D
Limitation: witchfire, force, or occult energy only -1D.
Illusion 6D
Limitations: glamour and sensory deception only -2D.
Mind Control 5D
Limitations: charms, binding words, fear, sleep, or compulsion only -2D; resisted by Willpower -1D.
Summon Familiar 4D
Cotton is a small incorporeal white cat familiar with danger sense, mental link, stealth, spirit perception, and limited independent action.
Common Spell Effects
Witchfire Bolt: Magic Blast 8D, ranged attack using know-how/witchcraft or Witchcraft.
Witchfire Ward: Mystic Shield 8D, usable on Larina or one nearby ally.
Binding Curse: Witchcraft 10D opposed by the target’s Willpower or Spirit resistance. Success restrains, silences, slows, or mystically marks the target.
Part the Veil: Teleportation 5D through a reflective surface.
Divination: Second Sight 6D plus arcane lore or research. Reads magical traces, past impressions, omens, and supernatural patterns.
Glamour: Illusion 6D, usually subtle rather than combat-flashy.
Call Cotton: Summon Familiar 4D. Cotton can scout, warn, distract, or perceive spirits.
Equipment
Occult library access, notebooks, charms, ritual kit, protective jewelry, cell phone, library credentials, broom or broom-charm, Cotton’s anchor token.
Strategy & Tactics
Larina does not fight like a brick or a blaster. She opens with Second Sight, research, and wards, then uses binding magic, glamours, and mirror movement to control the field. Against normal criminals, she uses fear, sleep, misdirection, and restraint. Against supernatural threats, she escalates quickly to Witchfire, wards, banishment circles, and ritual magic.
She carries a charm that turns into a broom so she can fly.
I like giving her Mordru as an antagonist. The dude fascinated me as a kid, and I thought he was a great bad guy. Felt a little like an evil Dr. Strange in the DC universe.
This also gives me an opportunity to bring back A.R.T.E.M.I.S. Maybe I need to work it into my West Haven game. It is a bit too modern, and its scope is a bit too much for Jackson.
This also reminds me I still have a lot of games here I need to dig into more.


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