Showing posts with label Larina. Show all posts
Showing posts with label Larina. Show all posts

Friday, May 16, 2025

Fantasy Fridays: Man, Myth & Magic

Man, Myth, & Magic RPG
Man, Myth & Magic by Herbert "Herbie" Brennan and J. Stephen Peek and published originally byYaquinto Publications in 1982, and now published (in PDF and single softcover formats) by Precis Intermedia.  

I have always been fascinated by this game. The name of course grabbed me for two reasons. There was the whole "Myth and Magic" side to it all which in 1982 was a big draw for me.  There was the magazine and encyclopedia series also called Man, Myth & Magic that dealt with all sorts of occult-related topics.  

I read reviews for it in Dragon Magazine (#80) and White Dwarf (#41) and was actually quite curious about it.  The reviews really ripped into the game, and I needed to know if it was as bad as they made it sound.  Sadly, I never found a copy near me, and a mail-order of $19.00 + tax and shipping and handling made it a little more out of reach when it was new and all I had was a paper route for spending money.

But I was always drawn to historical games. If I could play or run a game and learn something about history at the same time, then it was time well spent. I have enjoyed quite a few, mostly Victorian-era ones, and others I ripped online so much that I promised I wasn't going to rip on them anymore. 

Man, Myth, & Magic sadly belongs to the camp of a historical mishmash, that is to say, it is about as historically accurate as an episode of Xena: Warrior Princess.  Don't get me wrong, I love me some Xena and it is very entertaining in the right frame of mind.  The same is true for this game. Great, in the right frame of mind.  In fact, I think that now, living in a post-Xena world, there is a place for this game that did not exist in 1982.   

Man, Myth, & Magic

For this review, I am going to consider my original boxed set from 1982 (now minus the dice) and the newer PDF versions found on DriveThruRPG published by Precis Intermedia.  In both cases, the material is the same minus some of the extras that came in the boxed set like the dice and a pad of character sheets.

Man, Myth, & Magic

Man, Myth, & Magic was published in a boxed set of three books (same covers), with a pad of character sheets, some maps, and dice.  The PDF combines the three books into one 132 page volume. The original boxed set retailed for $19.00 in 1982 ($55 in today's buying power) and the PDFs sell for $7.95 today.  The books feature color covers and black & white interiors. 

Book 1

Book 1 is 24 pages and covers the "Basic Game" and the game most like the one as originally conceived of by Herbie Brennan.  In this game, the players play gladiators in the time of the Roman Emperors. Which one? That is up to a random dice roll unless of course, the players want something different. 

Who's in charge around here?

It's an interesting idea, but...well there are some problems here. According to the back of the box, it is the Summer of 41 CE. Cool.  But Caligula was assassinated in January of 41 CE.  Tiberius ruled 14 to 37 CE and Nero was Emperor from 54 to 68 CE.  The only Emperor in the Summer of 41 was Claudius. Adding dates in parentheses would have been a nice touch.  Let's not even get into the fact that Cleopatra VII, the last of the Egyptian Pharaohs, had died back in 30 BCE, 71 years before the events of this game, but that looks like her on the cover.  I'll talk more about this later.  In theory you can tun this game from 4000 BCE to 500 (or 1000) CE. 

You begin with your Roman Gladiator and your two percentile d20s and roll up your characteristics.  The characteristics in the Basic Game are Strength, Speed, Skill (not used just yet), Endurance, Intelligence, and Courage. The scores range from 1 to 100.  You add all these up for your Life Points (so 5 to 500), you fall unconscious at 20 or below and dead at 0 or below. 

The Basic rules take your gladiator from start to a bit of combat and adventure with the maxim that the best way to learn is to do.   This is a tactic that the rest of the game uses.  At the end of this, your character is ready for new adventures.

The neat bit, and one I want to revisit, is the idea of reincarnation. That is if your character dies they can be reincarnated. 

Book 2

Book 2 covers the "Advanced Game" and includes 40 pages. Here we learn more about skills, the Power score, and the different Nationalities (10) and Classes associated with each (2-5 each).  All are completely random and no real attempt is made to explain why say an Egyptian Sorcerer, a Gaulish Barbarian, a Roman Gladiator, and a Hibernian Leprechaun would all be part of the same adventuring party.  Ok. That's not entirely true, but the explanation takes some digging. 

Up first is determining your Nationality. Again a random roll gives you African, Briton, Egyptian, Gaul, Greek, Hebrew, Hibernian, Visigoth, Roman, and Oriental. Each at 10% chance.   Within each nationality, there are character classes.  Regardless of how many there is an equal chance for any given class.  Most nationalities have a sort of "fighter" like class and all have merchant.  There are two classes open to women characters only, Wisewoman (African) and Sybil (Greek).  Details are given for all the classes, 20 in total, but not a lot of information.  In most cases only a paragraph here and some more details later on.  This brings up a persistent issue, the rules are a bit scattered everywhere throughout the book. 

Additionally, there are two "Special Categories" of players (not characters) of "Orator" and "Sage" or essentially a storyteller and a record keeper.  Much in the same way Basic D&D has a "Caller."  Not much else is mentioned about these roles however. 

This character is considered to be your first incarnation.  Anytime your character dies, you can then reincarnate.  This allows you to change your nationality, class, and gender and retain a little bit of the Skill from a previous incarnation.  It is an interesting idea, I am not 100% certain though that it works. Knowing gamers I see a situation where players would play a character only to get them to die for a chance at a better character next time. 

There is a fun chart on inheritance that would be fun to port over to other games.  Related there are our ubiquitous tables of equipment.   

Some of the other secondary "Optional" characteristics are also detailed.  These include Agility, Charm, Dexterity, Drinking, and so on.  These are really more akin to "skills." The trouble is that some of these you have to roll higher, some you have to roll lower and others you don't roll at all.  There is no rhyme or reason here. 

Combat rules follow and they remind me a bit of Runequest.  Nothing really special really.  Strength points over 50 can add to your damage, Skill points over 50 can add to your "To hit" chance. Combat, like all the rolls here, start with a basic 50% chance to hit.  The Basic game just has you roll. The Advanced game has you make called shots.  Classes with Combat as their "Prime Ability" can improve their ability to hit even more. All classes can spend Power to also increase their to-hit bonus; 10 points of Power to increase your chance by 1%.  Interestingly armor does not stop you from being hit, it does reduce damage taken.

The goal of the game though is the accumulation of Power.  Power advances your character and can overcome that 50% failure rate.  Power also is the, well, power behind Magic. 

The Magic part of M,M,&M

The last third or so of the book covers all sorts of additional rules.  Some seem tossed in, to be honest. Poisons are covered as are spells.  

Magic, as expected, is given some special attention, though not as much as I was expecting.  Magic is assumed to be real and work, at least part of the time.  Magic is described as "Coincidence," a spell is uttered and something happens whether it caused it or not. "Science," Damascus steel is given an example. The superior technology was seen as magic. "Psychic Phenomena" which not really an explanation at all, likewise "Trance State" and as "Lost Knowledge."  Though no explanation is really given as to how magic works.  

Book 3

The adventures take up Book 3 and is 64 pages.  This book is for the Lore Master (Game Master) only and is also one of the weaker parts of the game.  The Adventures, while interesting, are a bit of a railroad. In order to succeed the players have to hit all the parts in order and then move on to the next adventure.   

The adventures include the following:

  • The Dragon Loose in Rome. Not a dragon really, but a rogue T-Rex.  Not that this makes any more sense, but ok, points for effort.  
  • Apollo's Temple. Emperor Caligula sends the characters to the Temple of Apollo aka Stonehenge.
  • The Witches of Lolag Shlige. The characters then have to go to Ireland (Hibernia) and rescue a child from some witches.
  • The Great Pyramid Revealed. Caligula has issued a death warrant for the characters. They find themselves in the Great Pyramid of Giza.

These adventures are a prelude to the published adventures.   There are some neat ideas here, but the adventures lack something for me. Actually, it lacks a lot of things for me, but I could make some changes to make them work.

There are some encounter tables, but they only cover the areas that the adventures are detailed here. I also have to note there are no monsters here. Just humans. 

One of the bigger criticisms of this game at the time was the then $19.00 price tag, which is about $55 in today's buying power. Now, $20 for a boxed set of three books, character sheets, and dice sounds like a steal. With the PDF at just $7.95, it is a price I think should attract anyone interested in this game. 

The art is in black & white, which is expected and welcome, but there is not a lot of it and some of it is repeated throughout the books.  

Man, Myth, & Magic sometimes feels like two different games, or rather two different ideas merged into one game. I feel that the classic Roman Gladiator/Basic Game was Herbie Brennan's idea and the worldwide game of various nations and types or the Advanced Game was Steve Peek's. Given that Brennan started working on a game called "Arena" which was a Gladitorial RPG. I don't have anything concrete to base this on other than a feeling. 

About Reincarnation

Reincarnation is quite a big deal in this game. This is not a huge surprise given Herbert Brennan's publication history.  His book "The Reincarnation Workbook: A Complete Course in Recalling Past Lives" could work as a guide for this game.  Personally, I would like to use the reincarnation idea to help smooth out some of the issues with different times.  So adventurers from Cleopatra VII's Egypt can then deal with Tiberius and then help in Boudicea's raid on Londinium.   Something similar to the Old Soul quality in Unisystem.  

Somehow, using the idea of the Distant Memory, which, like Old Soul, allows the characters to draw on past life knowledge and skill.  That is easy to do in Unisystem, not so easy to do in D&D like games with very rigidly defined classes. Taking a level in another class might do it. 

Man, Myth & Magic and Man, Myth & Magic
Not the same thing, but great fun

There is an interesting game here but I think the concept of it is greater than the rules as presented actually allow.  It never quite lives up to what the box claims.  Nor is it the abomination that earlier reviews made it out to be.  I think most reviewers balked at the price tag and the fact that the game did not offer anything new; at least not anything that meant going through the rather clunky rules. 

It is most certainly not a historically accurate game. It is historically inspired, to be sure, but not by any means accurate. 

The bottom line is that the game isn't good; in fact, it's rather bad in many respects. That is not to say that someone won't find this game interesting or fun. There are far, far better games out there. The game has some things that I enjoy, but not enough to make me want to play the RPG on a regular basis.  

Larina Nix for Man, Myth & Magic

Given this game's history and other tie-ins, a witch character is absolutely called for. As I have pointed out before in my *D&D games, witches can't use raise dead or resurrection spells, nor can they be used on them; witches can only reincarnate. This works well with Herbie Brennan's own ideas. So I am left sitting here wondering why it has taken me this long to make a witch character, especially one whose backstory (and future story) includes reincarnation. 

Indeed, the connection between Herbie Brennan, this game, and his own interest in the occult makes this character a no-brainer. A lot here works well for Larina, but nothing is perfect for her. There are sorcerers, wise-women, and even the leprechaun looks like fun. 

Larina and Nevez
Larina "Nix" Nichols
Daughter of Lars

Nationality: 
Class: "Witch" (Mystic)
Prime Ability: Intelligence

BASIC
Strength: 45
Speed: 66
Skill: 78
Endurance: 60
Intelligence: 89
Courage: 75
Power: 91
LIFE POINTS: 335

OPTIONAL
Agility: 58
Charm: 15
Determination: 77
Dexterity: 60
Drinking: 22
Devotion: 20 (to the Old Ways)
Hearing: 50
Height: 5'4"

Language: 86% (3) Brittonic (Fluent), Latin (Basic), Saxon (Rudimentary)
Loyalty: 92 (to coven and outcast kin)
Luck: 3
Mental: 23
Read & Write: 92% (Brittonic runes, Latin scripts)
Senses: 45
Sight: 60
Stealth: 60

Swimming: 65
Portage: 40
Throwing: 48
Weight: 122 lbs

City Knowledge: 29 (limited, prefers villages)
Desert Knowledge: 5 (none)
Mountain Knowledge: 52 (hills, sacred sites)
Sea Knowledge: 51 (familiar with coastlines)
Woods Knowledge: 86 (knows herbs, hidden paths, spirits)

Magical/Special Fundamental Failure Rate:  5%/ 21%
First Strike Capacity: 125
Basic To Hit Number: 66
Number of Blows per Combat:  2   Per Round: 1  
Damage Bonus: +2
CMF: +10 when using spells, herbs, or improvised items

Weapons Allowed: Dagger, small blade, staff, sling
Armour Allowed: Leather or cloth robes only (prefers no armor)

Dexterity Figure: 17

Spells

  • Healing - 1 pp = 2 LP
  • Corn Dolly - 5 points of damage
  • Woven Cross (Cross of Brigit) - Restores LP
  • Pentacle - Turn Demons

Who Should Play This Game?

I would say the PDF, at just under $8, makes it worthwhile for the very, very curious. I have my boxed set, and I am happy with it, but my expectations were low, and my curiosity was really high. The PDFs are good, and Precis Intermedia did a great job cleaning them up and getting them out, so that is also a point in favor of the game.

The game itself is only worth about 2 stars.  My curiosity about it and desire to have it pushed it closer to 4 stars.  Ultimately, I will give 3 stars since I don't want to unduly affect Precis Intermedia games' overall rating.  But don't grab this unless you are really curious (which is a good reason) or want to see how not to design a game. 

There is another group that might be interested in this. Anyone who takes Herbie Brennan's ideas of reincarnation and astral projection seriously can use this game as a guide for exploring ideas in his Reincarnation Workbook. Not my thing, but some one will enjoy that aspect of it. 

Still, there is fun to be had with the right group and mindset. 

Links

Friday, May 2, 2025

Fantasy Fridays: The Dark Eye

The Dark Eye
I am concluding Walpurgis Week with the perfect game for both Walpurgis Week and Fantasy Fridays, Germany's own The Dark Eye.

I have known about this game for a while, both The Dark Eye and the original German Das Schwarze Auge. I always wanted to own the original German, having taken German in both high school and college, but not using a language for, well, longer than I care to admit, you lose it. Das tut mir leid.

The Dark Eye always attracted me as a sort of darker fantasy RPG.  A game where Mirkwood is replaced by the Black Forest.  

I picked the 2nd Printing of the English edition at my local game auction.  I grabbed the core rules and a bunch of add-ons that I suspect came from Kickstarter. There is a lot, and it all looks so good. There is even a basic QuickStart.

The Dark Eye - Core Rules

Hardcover & PDF. 414 pages. Full-color cover and interior art (and all of it is gorgeous).

For the purposes of this review, I am considering both my hardcover version and the PDF from DriveThruRPG.

There is so much about this book and game that I love. Before I go into my deep dive I want to say that this game is wonderfully crunchy; this is not a rules-light game. BUT, and I can't stress this enough, it works so well here.  This easily could have come across as an artifact of the mid-80s with some early 2000s notions added on, but it doesn't. It actually all holds together rather well. I can well imagine that this is what D&D would have been like if instead of the wilds of Wisconsin it grew up in the wilds of Germany.  In both cases, the beer and brats would have been good. The adventuring world, Aventuria (and I will be discussing that more), is a dark place but the characters seem lighter for it. It is a nice antidote for the "Grimdark" worlds where the characters are equally grim. 

Chapter 1: Introduction 

This chapter gives us the basics of the game including what an RPGs are. We also get some background on the adventuring land of Aventuria including the lands of Middenrealm and surrounding lands. There is a nice map too. We get a brief on all the gods and demigods and even the five major dragons of the world. 

Chapter 2: Basic Rules

Covers what it says, basic rules. The game mostly uses d6s and d20s. There are eight attributes; Courage (Cou), Sagacity (Sag), Intuition (Int), Charisma (Cha), Dexterity (Dex), Agility (Agl), Constitution (Con), and Strength (Con). Remember I said it was wonderfully crunchy. Attribute checks are rolled on a 1d20, rolling under their score. Pretty easy. There are modifiers to these rolls, as expected. A roll of "1" is a success, and "20" is a botch.  If a modifier ever brings an attribute below "1" then it can't be attempted. This chapter also covers the basics of Skill checks and combat. 

There are also various Conditions, like confusion, pain, paralysis and so on that also modify various rolls and even combat and movement. 

I think this great to have all of this up front since it helps with the Character Creation section next.

Chapter 3: Hero Creation

This chapter details character creation. There are 15 steps outlined. Sounds like a lot, but character creation is quite detailed. It is a 4-page character sheet after all. There are many human cultures that provide some roleplaying differences and some mechanical ones. Additionally, there are Elven and Dwarven cultures too. By Step 5 we are getting to allocating points to our Attributes. Going pretty fast so far. This is a point-buy system and like many modern RPGs you can set caps on attributes and the total number of points.  You can choose a Profession (detailed in Chapter 6), as well as choosing Advantages and Disadvantages. You can then modify abilities, calculate combat techniques, choose any special abilities, calculate your derived characteristics, buy equipment, choose your starting age and name. 

There are some sample characters given and some details of how they were made. With all these cultures, professions, advantages, and disadvantages you can make a wide variety of characters. 

I created one for a Character Creation Challenge. The process was long but really fun. I was reminded of both factors while working on Larina below.

Make no mistake here. Character creation takes a long time. There is a lot going on here. While there are no classes, even with the aid of professions character creation will take up a good part of Session 0. 

Chapter 4: Races

This gets into detail on the races available to us. In addition to the Humans, Elves, and Dwarves we have met there are also Half-Elves (who use elf or human culture). They seem to conform to pretty much what you would expect them to. The attraction of this game though is again, the deep lore and connection to the setting. These are not Tolkien elves and dwarves, nor are they Forgotten Realms, Skyrim, or Pathfinder ones. They are, on the surface, familiar and also very much their own thing.

Chapter 5: Cultures

Cultures are the more important aspect of your character's background. So there is more on culture than on race. The cultures are highly detailed and have some Earth analogues, but not exact copies which is nice. There is a good overview on Wikipedia.

Toad Witch
Chapter 6: Professions

These are the "not classes" of The Dark Eye. And there are a lot of them here. They are divided into three types: Mundane, Magical, and Blessed.

Mundanes include Bard, Courtier, Gladiator, Guard, Healer, Hunter, Knight, Mercenary, Merchant, Performer, Rogue, Sailor, Spy, Tribal Warrior, and Warrior. 

Magical professions are: Spellweaver, Wyldrunner, Cat Witch, Raven Witch, Toad Witch (three witches!), Black Mage, Gray Mage, Guildless Mage, and White Mage.

Blessed professions are your cleric and religious types. They are: Blessed One of Boron, Blessed One of Hesinde, Blessed One of Peraine, Blessed One of Phex, Blessed One of Praios, and Blessed One of Rondra. Or, the various gods of the land, but not all of them.

Chapter 7: Advantages and Disadvantages

This covers the same lists found in character creation, but much more detail.

I am a huge fan of Advantages and Disadvantages. We used them all the time in Unisystem and became a great mechanic. I would love to see them ported over to D&D in someway.  But I guess modern D&D has feats, so there is that. These are great here and hit all the ones I expect to see.

Chapter 8: Skills and Chapter 9: Combat

Both chapters deal with how to run skills, non-combat, and combat, respectively.  Chapter 8, like Chapter 7, provides more detail than what was presented in Character Creation, Chapter 3.

Chapter 10: Magic

My favorite part of any fantasy RPG is Magic. This one is no exception. In the Dark Eye we have two basic methods of controlling arcane power, Spellcasting and Rituals. 

Now various spell-casting checks rely on different combinations of attributes, so no one mage is going to be great at everything unless all their attribute are high. Point-buy mostly assures this won't happen. Magic is a highly detailed affair, as to be expected. So one magic-using class is certainly not like the other. 

There are rules for traditions, artifacts, illusions. Just tons of details here. It is certainly one of the most robust magic systems I have seen in a while. Even elves have a complete different set of magics. 

And of course, there are spell listings. 

Chapter 11: Works of the Gods

This is similar to the Magic chapter, but for the Blessed Ones.  The magic here has different mechanics as to be expected really. While the "Spells" are largely similar format (for ease of reading) they feel very different.

Chapter 12: Detailed Rules

Covers all sorts of other rules. Healing, disease, poisons, heat and cold, and gaining experience. Also how Arcane Energy and Karma are replenished. 

Chapter 13: Bestiary

My next favorite chapter after Magic is usually this one, and it's great. We get all sorts of demons, elementals, animals, and familiars listed here. There is obviously room for much more. The monsters are built like characters, so they have similar stat blocks.

Chapter 14: Equipment

All the gear your characters will need.

Chapter 15: Game Tips

Both tips for the Players and the GMs. Kudos to them showing apples as the game snack.

Appendix

This includes a checklist for optional rules (with page numbers), common abbreviations, and tables.

There is just SO MUCH with this game.

The Dark Eye RPG

I am overjoyed AND overwhelmed with all the options.  I can easily see why this game is so popular here and in Germany.  It is a game I would love to do more with. There is just so much material to be had, both to buy and for free. There is even a Community Content section for fan-produced works.

I could spend another year with it and still be finding something new. My only regret is not having anyone I can play this one with.  Well. I suppose I will mine it for ideas.

Larina Nix for the Dark Eye

A fantasy RPG with a dedicated witch class? Of course, I am going to try to build Larina here. I am opting to go with an older and more powerful version of her here with the Legendary experience level. It gives me a good idea of what progression is like in this game. 

Larina Nix by Agregor
Larina Nix
Female Human Middenrealmer Cat Witch

COU 14
SGC 15
INT 16
CHA 18
DEX 10
AGI 12
CON 13
STR 9

Life Points 34
Arcane Energy 45
Karma -
Spirit 2
Toughness 1
Dodge 6
Initiative 13+1d6

Fate Points 3
Social Standing 2 (Free)

Experience Level: Legendary (2,100 AP)

Advantages
Spellcaster, Good Looks (II), Increased Arcane Energy (VII), Increased Life Points (III), Socially Adaptable, Rich (VI)

Disadvantages
Bad Habit (Bites Nails), Annoyed by Minor Spirits, Afraid of Fire (I), Negative Trait (Obsessed with Magic)

Special Abilities
Tradition (Witch), Language & Literacy, Flying Balm, Connection to Familiar, Forbidden Portals

Languages
Cyclopean, Alaani, Alaani Script, Middenrealmer (native)

Skills
Physical: Body Control 4, Climbing 4, Dancing 12, Flying 12, Perception 12, Singing 14, Stealth
Social: Disguise 3, Empathy 12, Etiquette 5, Fast-Talk 4, Intimidate 6, Seduction 14
Nature: Animal Lore 6, Plant Lore 12, Survival 4
Knowledge: Astronomy 15, Magical Lore 20, Math 14, Myths & Legends 12, Religions 12
Craft: Alchemy 12, Artistic Ability 12, Clothworking 1, Metalworking 1, Music 12, Prepare Food 6, Treat Disease 6, Treat Soul 6, Treat Wounds 6, Woodworking 1

Not Larina, but really close
Not Larina, but really close. p 345
Combat Techniques
Brawling 7, Daggers 7 (melee) 6 (ranged)

Familiar
"Wattebausch" (Cat)
SA: First Among Equals

Spells
Cat Eyes 6
Harmless Shape 5
Fighting Stick 4
Odem 4
Gaze into the Mind 6
Satvarian's Splendor 5
Witch's Bile 4
Witch's Claws 4
Analyze Arcane 6
Corpofesso 4
Motoricus 4
Transversalis 6

Rituals
Call Djinn

Cantrips
Lucky Fingers
Rainbow Eyes

Age: 37
Birthday: Travia 25
Social Status: Free
Hair: Red
Eyes: Blue
Height: 5'4"

The Dark Eye character sheets for Larina

The Dark Eye character sheets for Larina

I like this version quite a lot. For role-playing ideas, I based this one largely on the version of her I ran over last summer in Blue Rose. 

Character creation is best done with the people you are going to game with. Not because the characters are mechanically tied to each other, but rather it is all too easy to make a character that is great at one thing and terrible at all others. Larina here is a great magic character and a very good (maybe even great) social character. When it comes to combat, though, she is rather terrible. She is going to have to rely on her charms to get through. But that is fine really, The Dark Eye is not a combat-focused game. Oh, you can, no doubt, but there is so much more here. 

I spent about 500 AP on skills alone and about that on Spells and Rituals. I have a handful left, but I rounded down to keep my math in check. I didn't buy any equipment or weapons other than a dagger and a broom. 

Who Should Play This Game?

This game may not be everyone's cup of tea, but it is perfect for some groups. 

For me, I love it. The game is amazing, really, and it looks great. Production-wise, it can go toe-to-toe with D&D 5e. It is deep, gorgeous, and there is history here. I am so disappointed that more people don't play it, and I am more disappointed that *I* don't get to play it more.

So, who should play this game? Everyone. Everyone should try this game. Under the caveat that you should try it with a Game Master who knows the game well and can help speed you along some of the crunchier bits.

Could this Game Replace D&D?

That depends. It has everything to play the same sorts of games that people playing D&D want. In fact while going through it all I can't help but think that Strixhaven would fare better under the rules for The Dark Eye. I have also already taken the adventure Witch's Dance and ported it over to D&D/OSR. While power levels are different, with characters in The Dark Eye scaled down from their D&D counterparts.

In it's home country of Germany, Das Schwarze Auge has already replaced D&D for many and is the "generic" for Fantasy RPGs, much like saying D&D is here. 

The setting is deep and rich. The art is gorgeous. The customization options for characters is outstanding. The only thing holding it back is how crunchy it is. Figuring out skills was like dealing with AD&D 1st Ed proficiency bonuses. Yes, it got a lot easier as you went on. Same with spells. But that initial learning curve will be more than many will want to do. 

In any case, it is still an excellent game. I wish it got more love here in the States.

Links

Friday, April 4, 2025

Fantasy Fridays: Fantasy Wargaming

Fantasy Wargaming
 Returning to this series, I aimed to explore games that would provide insight into how Satan, demons, and the devil were perceived in the Middle Ages. Here is the first of those. 

Fantasy Wargaming

Edited by Bruce Galloway (1981, 1982). 220 pages.

Every gamer of a certain age has owned this game at least once, and some of us have owned it multiple times. It claims to be "The Highest Level of All." I am surprised that the cover, with the summoned devil about ready to grab that old wizard, didn't hamper sales. 

I have seen a few different versions of this book. A letter-sized hardcover, a digest-sized book, and I swear a softcover version. It was a regular feature of the Science Fiction & Fantasy Book Club, and I suspect that is how it got into so many hands. 

The book is quite lengthy and contains numerous historical details. No shock. It was written by a bunch of gamers from Cambridge University and edited into a (allegedly) comprehensive whole. I would describe the book as having more than one voice to be honest. There are parts that want to be an RPG or at least a coverage of RPGs (Wargames in the parlance of the book) and another voice that seems to disdain them. More on that. 

The book is certainly more of an artifact of the 1970s rather than the 1980s. And 1970s College Elite at that. It is a book and style I typically subscribe to the "Second Generation" of gamers. These are the guys, typically college age, who picked up RPGs while on college campuses. They were not the First Generation (Gary and the folks around him), but they had similar backgrounds. For the record, I see myself more of the Third Generation, or Gen 2.5. I was in middle school and learned from people who had learned from the Second Generation. 

There is a lot to unpack here. Not just in terms of the game itself but the history of the game.  I would not be able to provide a thorough review of it for this particular post.  I am not even sure I want to try.  For starters, there is a notable disdain for RPGs in this book, particularly for D&D.  I would call it a Fantasy Heartbreaker, but it never lets you get close enough to it to break your heart.  Don't get me wrong; there is a lot here. Some of it is even good. I normally (or plan to, anyway) conclude these posts in this series with a recommendation on whether the game is a good fantasy game and whether it would be a suitable substitute for D&D at your table. The answer to both is very much a no. 

So why go through the exercise of it?

There are some tidbits here that I like.  While most modern players would balk at some of the ideas here- hell, some of it raised an eyebrow or two in the 1980s- there is a certain in situ charm about it. As described Fantasy Wargaming is 11th Century role-playing as viewed through the eyes of people in the 11th Century (and filtered through Cambridge students of the 20th Century). 

In particular, there are comprehensive lists of fantasy arms and armor, often surpassing what you find in most games. The glossary on arms and armor (starting on p. 54) is rather great. 

Weapons of War

But for me, the best parts come from the sections on star/birth sign, social class, magic and monsters. 

Star/Birth Sign

I am NOT a proponent of Astrology. But, I do see how/why it is important to Medieval characters and to witches in particular. This game provides some background and makes mechanical changes to the characters.

Social Class

Scattered throughout the book, it also informs and affects everything.

Magic

Likewise, scattered everywhere, there is some really great stuff here that I could mine for ideas. How much of it is practical at the game table? That I don't know. But it is fun to read. It has a mana system, which is always attractive but also always cumbersome. 

Here is what the book says on the subject of Wise Women (p. 28):

Cunning Man/ Wise Woman. By far the most common user of magic in either the Dark or Middle Ages. The Cunning Man or Wise Woman is a solitary, rural magician, usually situated permanently in a single village or area. He/ she is part of the community, and usually accepted until something unfortunate and inexplicable happens which can be fastened upon him/ her. The Mage specializes in appropriate kinds of spell: the curing of people and domestic animals, the bringing of disease and death as retribution, and certain kinds of detection (especially thief, lost things, etc.). He/she uses immediately available materials for enchantment, and the basic incantatory preparations for spells. Mainly "White" magic.

And Witches (p 28):

Witch. Member of a Devil-worshipping coven, in which magical skills are taught both by other members and by demons themselves. Witchcraft is an eclectic, powerful type of magic, drawing on as many traditions as the varied membership of the covens allows. The Witch is most effective in magic involving people, and compulsion-Curing, Disease and Death, and Absolute Command being the greatest specialities. Witches may be found in the highest and lowest walks of society, in court, city and countryside alike. Other Mages may join covens and become Witches., without losing their own spell specializations. The Witch is almost always a secretive figure. his/ her magical skills either being hidden or practiced in solitude. The Witch is automatically damned, and all his/her magic Black.

I'll have to see where my Larina falls.

Monsters

There are many great ones here, mostly from Medieval Bestiaries. Some who have never made it to the pages of a Monster Manual. This includes the names of some demons and angels. 

I think one of the reasons I keep coming back to this book is not the game value or even the editorial comments but rather for the depth of some of the information. 

The reviews for Fantasy Wargaming were never great, some even going as far as calling it "the worst RPG ever made" which is a little harsh in my mind. It is not good, but it is not the worst. A proposed sequel to cover the classic and ancient world never happened and Bruce Galloway himself passed in 1984. In fact of the five main authors, only one is still with us. 

Larina Nichols for Fantasy Wargaming

I can't not do a witch for this. That's crazy talk.

The game does cover witches and witchcraft:

Few questions in anthropology have raised as much controversy as the nature of witchcraft. There are three quite separate views of the witch-the peasant magician, the pagan, and the devil worshipper. Fantasy Wargaming accepts all three as valid. Witches clearly exercised magic. and not just Supernatural powers by appeal Equally, the theory of a surviving pre-Christian Celtic fertility cult bas some force. Some ritual elements, notably the sacred dance and orgy, appear at the very beginning of the period, before diabolism bad really taken root. There are echoes of Bacchic revels, and of Diana's Wild Hunt.
Some medieval witches strenuously asserted their worship of a "different" god. Yet equally, the evidence for devil worship among medieval covens is overwhelming. (FW p. 24)

Yeah, I can work with that. The game is set roughly in the 1000s AD. Yeah, I can do that as well. I would lean in on the Larina living in Wales concept I have. Her mother is Welsh, her father a minor Saxon nobleman.

Witches, or Wise Women, in this game, get special treatment. In general, women characters have it rough in Fantasy Wargaming to reflect the 11th Century times the game is set. Wise Women and Witches though can break out of this bleakness just a little. 

Larina might appear to be a Wise Woman, but she is a Witch. Of course, this means a pact with the Devil. I'll have to see how character creation works out. Though the section on religion mentions that there are some still holdover of Anglo-Saxons that follow the old Norse Gods. Could Larina be worshipping a version of Freya? I can make that work. MAYBE she worships some version of Helga or Mutter Natur from my Black Forest Mythos. Likely some Faery (p. 36) magic mixed in. Larina is very much a witch from the Margaret Murray mold. She likely pulls in a lot of different ideas. Of course to the authorities she is nothing more than a debased Satanist.

For this, I will refer to David Trimboli's breakdown of character creation. 

Larina as a teen
Larina, Daughter of Lars
Female Welsh Witch

Star Sign: Scorpio ♏︎

Ability Scores (adjusted for Star Sign)
Physique: 9
Agility: 12
Endurance: 10

Intelligence: 18
Faith: 15

Charisma: 16 14 (Scorpio)
Greed: 12 10 (Female -2)
Selfishness: 13 11 (Female -3, Scorpio +1)
Lust: 15 12 (Female -3)
Bravery: 12 10 (Female)

Social Class: 10 7 (Female -3)

Height: 5'3"  Weight: 110lbs
Current Agility: 12

Literate: Yes
Speaks: Welsh, Anglo-English, German (Low)
Chance to Speak Language: 60%

Leadership: 9

Mana: 5

Birthrank: Firstborn Daughter
Father's Social Position: Land Reeve (13)

Misc. Traits/Bogeys: 3 Heretic, Bisexual, Gift of Tongues. 

Spells

Flight: Mana 3 (Controlling: ♓︎/♐︎ Diminishing: ♍︎/♑︎)
Night Vision: Mana 2 (Controlling: ♋︎/♌︎ Diminishing: ♓︎/♒︎ )
Evil Eye: Mana 2 (Controlling: ♏︎/♋︎ Diminishing: ♐︎/♌︎)

Yeah it sucks to be a woman in the 11th Century in this game. No wonder she looks to witchcraft. But that is the type of character I would play. Load up the disadvantages! I'll still prevail. I am not going to get all bent out of shape about this. Those are the rules in the game, and since I am exploring the game, so be it. Plus, the raison d'être of this character will be to fight against the power of the Church, the Patriarchy, and well... I guess most of Europe at this point. 

I also rolled for traits/bogeys for her. She is a heretic, bisexual, and has the gift of tongues. I think that means she must be some sort of Satanic witch for sure. Also, given that she is very intelligent, has the gift of languages, and is bi, I am going to avoid calling her a Cunning Linguist. Damn. I did it anyway.

Characters start out at 16 here. Damn, I half tempted to lift this whole character and make her part of Moria's background instead! Personally, I'd rather start her at 19, have her living on her own and do that whole "mysterious witch of the woods" concept. 

Maybe in my "grand cosmology" this represents Larina as a Satanic witch. Sounds like something an edgy 16-year-old would do. "Mom! It's not a phase! I am dedicated to my Dark Lord Lucifer!" "That's nice, sweetie. Make sure you clean your room and finish your homework." "Ugh. Mom, you don't understand!"

She is a Scorpio. I wanted to keep that. But Scorpio, according to the rules, is the worst for a magic-using class. Well. I never bought into astrology anyway, so that is fine with me.

I like this character, but to be honest, there isn't a lot I can, or will, do with her. Nor can I recommend the game save as an interesting curiosity. Though I DO highly recommend Mike Monaco's "The Highest Level of All." It is a book dedicated to Fantasy Wargaming and does a better job than I ever will. 

So she has had a ton of disadvantages thrown at her from the word go. She is super bright, can read, knows languages, and is a bit lusty. No wonder she is going to rebel. I love her already.

Links


Fantasy Wargaming


Friday, March 14, 2025

Fantasy Fridays: Hyperborea 3rd Edition

 Welcome to my first proper Fantasy Fridays. For this first one I want to feature one of my favorite fantasy RPGs. It is Jeffrey Talanian's Hyperborea RPG, now in its 3rd Edition.

I keep coming back to this game time and time again for good reason, it is just a fantastic game.

Hyperborea Player's ManualHyperborea Referee's Manual

This game has the feel of first Edition AD&D in a "Dying Earth" style setting. It is part Jack Vance's Dying Earth, but a greater part of Clark Ashton Smith's "Zothique." The world is old, cold, and dying.

The first edition was a boxed set of three books, and the second edition was a single massive tome. The third edition is now two separate books.

I have all three and have reviewed them all.  I'll throw some links below to the reviews and other characters, here is the the latest, the third edition, which sits nicely on my shelves with my AD&D books.

HYPERBOREA Player's Manual
HYPERBOREA Player's Manual

PDF and Hardcover. 324 pages. Color cover, black & white art with full color art pages.

For my review, I am going to be considering the hardcover from the Kickstarter and the PDFs from DriveThruRPG.

The book starts with the credits, acknowledgments, and dedication to John Eric Holmes, the author/editor of the "Holmes" Basic edition. 

Chapter 1: Introduction this covers what this game is and what RPGs in general are. This is important and worth a read since it sets the stage for what sort of sub-genre this game covers, "swords, sorcery, and weird science-fantasy."  The classics of Swords and Sorcery are covered here briefly and how they add to the feeling of this game. This is pure Howard, Lovecraft, and Smith.

Chapter 2: Character Generation covers character creation. This chapter is brief covering of what you can do with the five chapters.  This also has a listing of the common "facts" known to every character. There is a section on leveling up. 

Chapter 3: Statistics or the "rolling up characters" chapter. The six recognizable methods are presented here. The most common of course is Method III; roll 4d6 drop the lowest.  We also have the same six attributes we have always had.

Each class has a "Fighting Ability" (FA) and a "Casting Ability" (CA) which relates to attacks. So yes, even magicians can get a little better in combat as they go up in level.  It's a great little shorthand and works great.  So a 4th level Fighter has a fighting ability of 4. A 4th level magician still only has a fighting ability of 1 and a cleric 3 and thief 3.  Subclasses can and do vary.

AC is descending (like old school games), BUT with the Fighting Ability stat it could be converted to an ascending AC easily.

Chapter 4: Classes We still have our Basic Four; Fighter, Magician, Cleric, and Thief.  Each also gets a number of subclasses.  Fighters get Barbarian, Berserker, Cataphract, Huntsman, Paladin, Ranger, and Warlock.  The Magician has Cryomancer, Illusionist, Necromancer, Pyromancer, and Witch. The Cleric has the Druid, Monk, Priest, Runegraver, and Shaman.  Finally, the Thief has the Assassin, Bard, Legerdemainist, Purloiner, and Scout.  

Each subclass is very much like its parent classes with some changes.  The classes look pretty well balanced.


HYPERBOREA Witch

Chapter 5: Background This covers all the things about the character that "happened" before they were characters.

Races are dealt with first. They include Amazons, Atlanteans, Esquimaux, Hyperboreans, Ixians, Kelts, Kimmerians, Lemurians, Picts, and Vikings along with the catch-all "Common" race of man.  No elves or dwarves here. Physique is also covered. 

Alignment is a simpler affair of Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil, and Neutral.

Along with race, there are various languages the characters can learn/know.  There are also gods here, an interesting mix of Greek, Lovecraftian, Norse, and Smith gods. 

There are background skills and weapon skills. Though I misread "charcoaler" as "chocolatier," and now I want a character with this background. 

Chapter 6: Equipment Or the "let's go shopping" chapter.  If you missed the "to hit modifiers vs. armor types/AC" in AD&D then I have a treat for you. Weapons here are more detailed than they were in previous editions of HYPERBOREA; or at least more detailed than my memory of the older editions.  Just checked, this one is much more detailed. 

Chapter 7: Sorcery This is our spell chapter but it also covers alchemy. Spells are split up by character class. Spells are limit to 6th level since classes are all limited to 12 levels. Spell descriptions are all alphabetical. This covers about 75 pages.  

Chapter 8: Adventure. This chapter improves over the previous editions. It covers all sorts of adventure topics like hirelings and henchmen, climbing, doors, nonstandard actions, time and movement.

Chapter 9: Combat. All sorts of combat topics are covered. Critical hits, unarmed combat, mounted combat and more. Damage and madness are also covered. The madness section is small and not really designed to mimic the real world. 

Appendix A: Name Generator. Pretty useful, really, to get the right feel of the game. Afterall "Bob the Barbarian" isn't going to cut it here. 

Appendix B: Lordship and Strongholds. What each class and subclass gains as a Lord or Lady of their chosen strongholds.  There is a great section on creating strongholds as well.

Appendix C: Cooperative Gaming. This covers how well to play in a group.

Appendix D: OGL Statement. This is our OGL statement.

These appendices (with the exception of D) are all new. 

There is also a great index.

So I will admit I was unsure about backing the 3rd Edition of HYPERBOREA.  I have the 1st and 2nd Editions and they have served me well over the last few years.  This edition brings enough new material to the table that it really is the definitive version of the game. 

The leatherette covers are really nice and I am happy I waited for it. Since the Player's and Ref's books are now separate, I could, if I wanted, pick up another Player's book.

The art is great. There are some reused pieces and still plenty of new ones. It uses the art well and helps set the tone of the game.

Leatherette covers

HYPERBOREA Referee's Manual

HYPERBOREA Referee's Manual

PDF and Hardcover. 308 pages. Color cover, black & white art with full-color art pages.

Chapter 10: Introduction Again, this is our introduction this time for the Game Master or Referee's point of view. What the Referee does for the game and more. 

Chapter 11: Refereeing This get's into the Game Mastering process in detail. This covers grant experience for the characters and setting up the campaign. 

Chapter 12: Bestiary Our monster section and truthfully one of my favorites. The expected ones are here, but there are also plenty of new ones.  This covers roughly 130 pages.  There are interesting new takes on some classic "D&D" monsters, plus many new ones like a bunch of new "lesser" and "sublunary" demons. The format is most similar to Basic or Labyrinth Lord, and it is full of the usual suspects with some Lovecraftian Horrors, and even remnants of alien and bygone ages. "Demons" are here, but no devils. 

Dæmons

Chapter 13: Treasure Covers treasure types and magical treasure. Among the magic items are things like Radium Pistols and other sc-fi artifacts. Very pulpy. It also includes some rules on scribing spell and protection scrolls. There is even a small section on Alchemy in Hyperborea. Very useful to have really.

Chapter 14: Gazetteer.  The lands are a pastiche of Howard, Vance, Lovecraft, and Smith.  If these names mean anything to you, then you know or have an idea, of what you are going to get here.  This section has been greatly expanded from the previous editions. Included here are the gods again and a little more on religion.  Basically, you get the idea that gods are either something you swear by (or to) or get sacrificed to by crazy cultists.  So yeah, you know I am a fan.

Appendix A: Weather in Hyperborea. Likely more important here than, say, other game worlds. Weather in Hyperborea is dangerous. 

Appendix B: Hazards of Hyperborea. There are horrible things waiting for you in Hyperborea and they are not all monsters or the weather. 

Appendix C: Waterborne Expeditions. Covers waterborne adventures and combat. 

Appendix D: Warfare and Siege. Your characters have built their strongholds. Now someone wants to know it down.  Here are the rules.

Appendix E: OGL Statement. The OGL statement for this book.

Since the 2nd edition, nearly every aspect of this game has been expanded, some sections more than others, but it is a great upgrade.

The art throughout is very evocative of the setting. Mighty thewed barbarians, shining knights, elderly and eldritch wizards. 

Larina Nix for Hyperborea 3rd Edition

A dedicated witch class? Yes please! That means I want to try out Larina here. Now I have tried other witch characters with the Hyperborea rules, but to build my iconic witch is something of a full test for me and a game. 

Larina at the End of Time

Larina Nix

Female Kelt Witch 12th level

Alignment: Neutral (Lawful)

ST 9 [+0 +0 2:6 4%]
DX 12 [+0 +0 3:6 4%]
CN 12 [+0 +0 75% 2:6 4%]
IN 18 [+3 95%, Bonus Spells 1, 2, 3, 4]
WS 18 [+2]
CH 18 [+3 12 +1]

Age: 30s
AC: 1 (Cloak of Darkness, Bracers of Defense)
HD: d4
hp: 27
FA: 5
CA: 12
#Attacks: 1/1
Damage: 1d4+3 (dagger+3), 1d6 (staff)
SV: 11 (+2 Transformation, +2 Sorcery)
ML: 12

Abilities
Alchemy, Brew Decoction, Familiar, Read Magic, Scroll Use, Scroll Writing, Sorcery, Dance of Beguilement, Effigy, Henchmen, Broom Enchantment, Ladyship, Witch's Apprentice

Spells
First level (5+1): Charm Person, Detect Magic, Mending, Shocking Grasp, Sleep, Write Spell (Charm Person in ring)
Second level (5+1): Bless, Extrasensory Perception, Hold Person, Identity, Ray of Enfeeblement, Shatter, (Ungovernable Hideous Laughter in ring)
Third level (4+1): Dispel Magic, Phantasm, Tongues, Witch Fire, Wind Wall, (Starlight in ring)
Fourth level (4+1): Gylph of Warding, Moonlight, Mirror Mirror, Sorcerer Eye, (Transfer Wounds in ring)
Fifth level (3): Anti-magic Shell, Control Winds, Shadow Conjuration
Sixth level (2): Control Weather, See

Languages: Common, Keltic (Goidelic), Hellenic (Greek), Old Norse, Speak with the Dead, Speak with Nature Spirits
Size: M (Height: 5'4", 125 lbs)
Move: 40
Saving Throw Modifiers: Transformation +2, Sorcery +2
Secondary Skill: Scribe
God: Lunaqqua

Flying Cat ("Cotton Ball"): AL N; SZ S; MV 10 (Fly 80); DX 15; AC 7; HD 1/4 (hp 5); #AT 3/1 (claw, claw, bite); D 1/1/1; SV 17; ML 5; XP 11

Normal Gear
Clothing, daggers (2), backpack, woolen blanket, chalk, ink and quill, polished steel mirror, incendiary oil, parchment (4), soft leather pouch (2), small sack (2), tinderbox, torches (2), wineskin (wine), writing stick, iron rations (one week), spellbook (contains all prepared spells), 5 gp, 15 sp, gems (100gp)

Magic Items
Bracers of Defense, Ring of Spell Storing (4 spells), Ring of Telekinesis (100 lbs), Wand of Magic Missiles, Wand of Lightning Bolts, Bonded Broom, Cloak of Shadows, Gem of Brightness, Horn of Blasting (Thor), Copper Skull Necklace 

I like this version. So who is this Larina? This is Larina at the End of Time. She has all the memories of her past lives and often gets lost in them. Not really remembering who, or when, she is. She lives alone in her witch's cottage with her, yet unnamed apprentice. This is not the Witch-Queen Larina, this is something lesser and far older.

She would make for a great NPC for the next time I run this game.

Larina sheets for Hyperborea

Who Should Play This Game?

Anyone that enjoyed First Edition AD&D but liked the level limits of B/X D&D. Humans abound here, so if you like playing anything other than a human, you might not have as much fun. Also, the world is bleak and dying. This is not a time of heroes to make for a better day; better days are past. This is a time to survive against brutal odds and in the face of an uncaring universe. 

Also, play this if you loved the works of Jack Vance, H.P. Lovecraft, and especially Clark Ashton Smith. 

There is also a pretty good online community for this game, so support and advice are often a click or two away.

This is one of the games that I play the least but want to play the most. I love everything about it. It combines so many of my favorite things in one game that I am hard pressed to think of something I would have done differently.  Well...maybe go to level 14 so I could map it onto my Basic-era games plans a bit better.  

Links

Wednesday, February 26, 2025

Witchcraft Wednesday: Larina Nix and Skylla for Lands of Adventure

A while back I picked up the classic RPG, Lands of Adventure. While it is fair to say the game is not great, there is something about it I can't quite put my finger on that I love. Is it the  Bill Willingham art? Is it Lee Gold's attention to historical detail, even when the details are wrong? Ok, to be fair, some these details may not have been "wrong" when she was writing. But she is certainly good at building an interesting world.

No. I don't know what it is, but given this is my year to try out more (and different) fantasy RPGs, I owe it at least to myself to try this game out.  It will not replace *D&D on anyone's table today. But for a moment, let me pretend it is 1983. I'll put on K-Tel's CHART ACTION '83 and work on some characters!

Lands of Adventure

Character Creation

This is the most tedious process of this game, really. The rules for playing are largely pretty simple. However, I do admit that I am really in the mood for a complicated character-creation process today. 

For this I'll start with the Lands of Adventure core rules and make adaptations based on the Culture Packs I have. I will do my two favorite witches, Larina and Skylla, for Medieval England and Ancient Greece, respectively. If I had had the other proposed Culture Packs I would have tried something for them as well. 

The game has 11 (yes, eleven) primary stats, but of those, only four are purely random. The others are often the averages of the others with some more randomness added in.  You can roll the d20 or d10 as needed, OR you can allocate 110 + 2d10 points among the 11 characteristics. 

The minimum score is 1, and the max is 20. 

Piety is also important and has it's own means of calculation, but to get that, I'll need some skills for the characters. Skills can also increase other stats.

This game also has three different "Hit Point" pools; Energy Points (EP), Body Points (BP), and Life Points (LP). Damage affects them differently, but none should be 0.

Skills are a roll-under mechanic of percentages, with 5% (96-00) always as a fumble. To roll 10% under your skill is a maximum or flawless success. There are 10 Skill categories and their base scores are based on a Major Characteristic and Minor Characteristics. So for example MAG (Magic) is TAL (Talent)/2 and then squared + INT (Intelligence).  Unlike some games, height and weight have mechanical effects on how fast you can move and how much you can carry respectively.

You have as many skills as you do PRU, the max you can have in any skill area at the start of the game is 10% of the skill area score. Given that this are also not starting characters I will use the options for Prior Experience Points to buff up some skills and spells.

Spells are an odd mix to be honest. I am not sure what would be right to choose since I am not 100% certain of all the game effects. But I can say that the magic section does feel like it is bolted onto this system and there are bits of game-design bondo and duct-tape holding it together. Not that this can't be fun, AD&D did it for decades. 

For Larina and Skylla here, I am certainly aiming to give them a witch-like background. Turns out that is pretty easy to do with this game. The Ancient Greece Culture Pack has the Pelasgians who are characterized as worshipping a Maiden-Mother-Crone Moon Goddess from the belief that older civilizations were more Matriarchal than Patriarchal. Following in the same logic, or even from the same logic, in the Medieval England Culture Pack, Gold lists Margaret Murray's now discredited "The Witch-Cult in Western Europe" as part of the suggested reading. I say "discredited," but I still use the central thesis in my own game writing for my books. Hey. I am writing about witches, not an academic anthropological treatise.  Though given Gold's inclusion of Murray, I would also have gone with Jane Harrison for Ancient Greece and Jessie Weston for Medieval England for a trifecta of Late Victorian/Early 20th Century independent women scholars.

Makes my choice of witches to stat up for this game even more appropriate. 

Larina Nix
Larina Nix

Species: Human
Gender: Female
Height: 5'4"
Weight: 125 lbs (light frame)

Culture/Religion: Medieval England/The Old Faith
Piety: 6

CRF (Craft): 12            DEX (Dexterity): 12
TAL (Talent): 18          VCE (Voice): 19
INT (Intelligence): 16  PRU (Prudence): 14
APP (Appearance): 18 AGY (Agility): 12
STR (Strength): 10       CON (Constitution): 10
CHA (Charisma): 19   

COM (Communication): 52%
KNW (Knowledge): 44%
MAG (Magic): 97%
MAN (Manipulation): 32%
MIR (Miracle Working): 99%
MOV (Movement): 28%
OBS (Observation): 36%
PER (Persuasion): 55%
Melee: 16%
Missile 26%

Local KNW: 144%
General KNW: 84%

Non-Combat Specialized Skills
Reporting Accurately (Com), Legend Lore (Knw), Medical/Herb Lore (Knw), Astronomy/Astrology (Knw), Languages Speak (Knw) (English, French, Celtic)

Specialized Spell Skills
Stop Behaviors (Compulsion) PL 5, 10x10, 5 rounds, 1, 200 ft.
Energy Shield (Energy) PL 3, 10x10, 5 rounds, 1, 10 ft.
Energy Bolt (Energy) PL 4, 10x10, 1 round, 1, 200 ft.
Enchantment (Enchantment) PL 6, 10x10, 30 min, 1, 10 ft.
Darkness (Illusion) PL 5, 30x30, 5 rounds, 1, 10 ft.

EP: 36
BP: 12
LP: 10

Weapons: Dagger, Staff

Armor: None
Shield: None

Free Load: 60lbs

--

Skylla

Skylla

Species: Human
Gender: Female
Height: 5'4"
Weight: 130 lbs (average frame)

Culture/Religion: Ancient Greece/Moon Mother
Piety: 4

CRF (Craft): 12            DEX (Dexterity): 11
TAL (Talent): 16          VCE (Voice): 14
INT (Intelligence): 14  PRU (Prudence): 10
APP (Appearance): 14 AGY (Agility): 12
STR (Strength): 9        CON (Constitution): 10
CHA (Charisma): 17   

COM (Communication): 37%
KNW (Knowledge): 34%
MAG (Magic): 78%
MAN (Manipulation): 29%
MIR (Miracle Working): 80%
MOV (Movement): 23%
OBS (Observation): 36%
PER (Persuasion): 42%
Melee: 22%
Missile 24%

Local KNW: 134%
General KNW: 74%

Non-Combat Specialized Skills
Lying (Com), Legend Lore (Knw), Medical/Herb Lore (Knw) x2, Astronomy/Astrology (Knw), Languages Speak (Knw) (Greek, Egyptian)

Specialized Spell Skills
Stop Behaviors (Compulsion) PL 5, 10x10, 5 rounds, 1, 200 ft.
Energy Bolt (Energy) PL 4, 10x10, 1 round, 1, 200 ft.
Enchantment (Enchantment) PL 6, 10x10, 30 min, 1, 10 ft.

EP: 31
BP: 13
LP: 10

Weapons: Dagger, Staff

Armor: None
Shield: None

Free Load: 65lbs

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Ok. There is a lot here and even more that I didn't do. These are better than starting characters, certainly, but not 100% reflective of stats for them I have posted in the past. For the Point Allocation method, Larina has 160 points (30 above max) and Skylla has 137 points (7 above max). 

Magic is an odd affair, mostly using the "Spells on the fly" method. I could explore it more IF I ever choose to play this game. But I have enough here for now.

A few interesting quirks. The Culture Packs give a lot more detail to the characters, BUT you should have them next to you when you develop the characters. Skylla, for example, ended up having the Goddess Athena in her maternal line and thus added to some of her stats. Not sure how a virgin goddess was able to do that, but ok. Skylla gained an extra Herbalism skill as well. Larina had a mystical encounter. Since I was recently re-reading her 4th Edition D&D stats, I am going to say she saw a unicorn when she was a little girl. 

This game is rich in atmosphere, but the system itself leaves a little to be desired. Maybe I am just used to simpler systems now or unified mechanics. I do admit I am still very happy I have this game and I will likely come back to it.