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

Thursday, February 26, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 26

Larina's scar in BG3
Day 26 - Dramatic Events

Day 26-Are there any dramatic events from the campaign you can share?
Tell us about a moment of exciting action or tense thrills that has happened during your game. When and where did it take place?

Elowen's Journal

"Some stories are told softly, even when they involve blood and thunder.

When I first came to West Haven, I noticed Larina’s left eye. It is a different, paler blue than her right, and she has a scar that runs over and through it. I asked about it once, carefully. She does not like to talk about it.

She only said, 'That was the night Aisling came home.'

I could not believe the story when I first heard it. Not really. So I asked people who had been there. I listened to the ghosts. I believe it now.

Céline told me about the night the wards screamed and fell. Émilie told me about potions brewed so fast they cracked their bottles. The witch knight Rowan told me about fighting creatures out of nightmares, holding the line with sword and will alone. Rebecca swore she saw Strix witches tear enormous Olitiau bats out of the sky, fur, feathers, and blood raining down like black snow. The ghosts told me that Mara witches used them as soldiers to fight demons and devils against their will. 

Cassandra and Celeste spoke quietly about the healing of a broken and near-dead Aisling. About how close they came to failing. About how Katrina took risks, channeling magics so powerful no one else would ever have dared.

But everyone told the same part the same way.

They say that Larina ran out of a Gate and into the night, carrying a broken girl in her arms, and called every witch in West Haven to her side.

They say the devil, who had claimed Aisling, came to take her back. They say he brought monsters with him. They say the sky burned and screamed.

And they also say Larina stood in the center of it all. Beautiful. Powerful. Terrible. Levistus struck her, tearing her flesh and eye with a claw. She fell back, and everyone thought she was down for good. 

Then, the kind witch who sang in her kitchen and laughed too loudly was gone. In her place stood the ascendant Witch Queen, unbound. She rose up several feet off the ground to tower over Levistus. 

They say she fought like a sovereign defending her own blood. Even the demons ran in fear of her wrath unleashed. She screamed, and demons died on the spot. She cast sheets of fire and caused lightning to fall from the sky like it was rain. Her hair exploded, crowning her in a halo of flame. She summoned the Old Magic, the magic that binds all witches together. The devil's claim on Aisling became the noose around his own neck.  When he finally knew what was happening, it was too late. 

When I asked what happened to the devil, Larina only said, 'He won’t hurt anyone ever again.'

Esmé and Amaranth told me the truth later on.

They said Larina had Unmade him.

Not killed. Not banished.

Gone. Forever.

I asked Esmé why the Hells have not risen up against us, and she said it was because 'Levistus was incompetent, and Hell does not reward failure.' 

Aisling doesn't talk much about that night either. She just says, 'Witches bled for me. My own family never did that, so this is my family now.'

That night happened before I came to West Haven. But sometimes, when storms roll in hard from the mountains and the air feels tight, the ghosts remember it again.

So do the witches."

Larina inspects her new eye
Designer’s Notes

This was the defining mythic event of modern West Haven. I wanted something to firmly establish Larina as a new Witch Queen. Prior to this event, she had been largely the same, a very high-level witch in my world.  I needed something to push her out of that role into something new. So I came up with the idea of having her rescue a new witch trapped in Hell. And I needed a big bad. My son and I jokingly said it should be Vecna. He is a fan of Critical Role's Vox Machina, and I am a fan of Stranger Things. Both featured a "Vecna." We laughed at that idea and decided that, no, as powerful as Larina is, Vecna is still way too much for her to deal with. I also like to think Vecna is the one thing that can still frighten her. 

So I used Levistus. I never liked the guy, so I came up with the idea that he had been capturing young witches, feeding on their magic, and draining their patrons through their link to break free. Mespitopheles noticed it most, since in my worlds, he is the Archdevil with the most pacts with witches and warlocks. 

Aisling was his last victim; she was "mostly dead." But Larina got there first and rescued her. 

It establishes Larina not merely as powerful, but as fiercely protective. Her authority comes from action, not title. The coven did not follow her because she commanded them. They followed her because she ran first into the dark. Utterly destroying an Archduke of Hell also didn't harm her position any. 

This event also anchors Aisling’s place in the world. She is not just a survivor. She is claimed, defended, and reborn through witchcraft and community. It also highlights the difference between my two "returned from the dead" characters. Aisling was born of blood and violence. Though she never lets that violence define her now. Why is this important? I typically don't have my characters come back from the dead. Dead is dead for my witches. These two are an exception, and even then, they came back before they were characters, really.

Larina also lost her left eye.

She has a replacement now, but the scar remains. This happened when painting a mini of her: my hand slipped, and I ended up with a streak of white through her left eye. It looked rather badass to be honest, so I kept it. It's also a nice, subtle tribute to one of my favorite R&B groups, TLC (I had a huge crush on Lisa "Left Eye" Lopes). We worked it into the game. That same mini fell off my shelf the weekend after the game and broke off her base. So I also said that she ended up with two broken legs. Don't worry, she had the best healers nearby, and I had plenty of super glue. 

Mechanically, this event explains:

  • Why certain extraplanar forces avoid West Haven entirely
  • Why Katrina’s influence rose sharply afterward
  • Why Larina bears lasting scars that cannot be healed (other than it makes her look badass)
  • Why the coven reacts instantly to threats against their own
  • Raises Larina from powerfu, but local, witch to cosmic-level Witch Queen

It is the moment West Haven stopped being merely a refuge and became a sanctuary that fights back. I picked this one because things in West Haven have been remarkably quiet since then. 

In D&D terms, it also did a couple of things for me. It got rid of Levistus, which I have been wanting to do since forever.  Glasya then used this to take over Levistus' layer of Hell.  Mesphitopheles knows that Larina did this, thus protecting his own witches and warlocks, so he is actually rather pleased with this. Dispater, who in my mind despises impropriety of any sort, is pleased that Levistus was caught up in his own scheme and outmatched by a "mere human witch." 

Glasya felt she owed Larina a favor. Yes. Larina has called in that particular debt. But that is a tale for another day.

I focus a lot on Larina in this particular tale, but all my witches had something to do. Larina may have rescued Aisling, but it was Katrina who really gave her new life. The Larina-Katrina-Aisling dynamic is a bit like divorced parents and their adult child. 

Because nothing in West Haven should ever be clean cut. 

Elowen Hale and Aisling Rinceoir
Elowen and Aisling at Renee's Tea Shop


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!


Monday, February 9, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 9

Larina Tarot
Larina will still read your cards
Day 9 - Who’s in Charge?

Day 9-Who's in charge here?
Who are the major movers and shakers in the campaign?

Elowen's Journal

"If you are looking for a throne, you will miss the people who matter.

Larina lives in a small cottage with a large hearth, a kitchen big enough to seat an entire coven, and a soft chair she favors by the fire where she reads late into the night. There is a painting of her and her daughter above the fireplace, I have not met her yet, but she looks exotic. Larina just looks happy. If you did not know her, you would never guess she was one of the most powerful Witch Queens in the world. Esmé once told me she loves Larina dearly, but that she is also the single most terrifying thing she has ever known. I believe her. I know Larina rescued Amaranth from a terrible life. I know she saved Aisling from something like hell. Katrina calls our little circle “Larina’s Misfits,” and I suppose that includes me now.

Katrina herself is no less dangerous, just sharper around the edges. Where Larina is warmth and gravity, Katrina is clarity. Together, they do not rule so much as define. When either of them enters a room, the conversation changes. Not because people are afraid, but because everyone wants to hear what will be said next. 

That is how power works here. It gathers attention. It does not demand it.

There are other leaders, of course. The Lord Mayor and the Witan Council meet to handle the business of the village. Each quarter has its seasonal figure, Lord Summer, Lady Ostra, Lady Mabon, and Lord Winter, who preside over rites and celebrations and quietly settle disputes when the season demands it. But even they listen when witches speak. West Haven is not ruled by crowns or councils alone. It is shaped by those who keep it from unraveling."

Designer Notes

Authority in West Haven is deliberately layered and informal. On paper, the village has a Lord Mayor and a council known as the Witan, composed of respected elders from each quarter. These bodies handle civic matters, trade, disputes, and day-to-day governance. Alongside them exist the seasonal figures tied to the quarters of the town. Lord Summer, Lady Ostra, Lady Mabon, and Lord Winter oversee festivals, rites, and the rhythms that keep the community grounded in the turning year. Their power is cultural and ceremonial, but it is very real.

Above and around all of this sits witch authority, which is not codified but universally acknowledged. Larina is the most powerful witch in the region, with Katrina close behind, but their influence comes from reputation, history, and trust rather than formal titles. Among witches, power is social before it is magical. Elders lead because others listen. Covens follow because they choose to. This structure allows West Haven to function without collapsing into tyranny or chaos. Power here is not about command. It is about presence, memory, and the quiet understanding of who will step forward when things go wrong.

I wanted a place where if the characters asked, "Who is in charge here?" the answer would be, "It depends on what you want."


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!

Monday, February 2, 2026

Advanced Witches & Warlocks: Occult Adventures

 It's Imbolc. A time for renewal and new beginnings. And a great time to announce my newest project!

Advanced Witches & Warlocks: Occult Adventures

The art is from the great Eugene Jaworski. You can find his art here and on his Instagram account

Here is his fantastic art with my text messing it up. 

Advanced Witches by Eugene Jaworski

And yes, that is my cover girl, Larina, and her lazy familiar, Cotton Ball. 

This should not really be a surprise to any regular readers here. I have been going on about AD&D games and Occult D&D for a bit now. But that is not all this is.

This project began many years ago as my High Secret Order Witch Book. I am also pulling in material I had begun working on for an unannounced Sea Witch book and something I was calling "The Compleat Witch."  None of these ideas jelled the way I wanted, but there was still a lot of good material. Some of this material also comes from my exploration of the Witches of Appendix N.

I also have 500+ new spells. Some are going back to my original netbook, and others I have written along the way. Not sure how many will end up in this new book, other than to say "a lot."

There is also a lot of material I wrote that will not be included in this book. Once I started my editing, I saw that a) I had too much material and b) some of it was not really related to witches. So there will be a second "Occult Adventures" book out next year, and I have already approached Eugene Jaworski to do the cover as well.

There will not be a Kickstarter for this. I plan to get this all to you via DriveThruRPG. I have everything written, we have been playtesting in our Wednesday and Sunday games, I have art. I just need to edit and trim the fat. Though recent playtests have made me go back and forth on a couple of things. I am excited to see where it all ends up.

Looking forward to getting this out to you all.

Saturday, January 3, 2026

Character Creation Challenge: Day 3, Branwen and Eira

 Today's characters are pretty close to my heart. They are my attempts to take my original Netbook of Witches & Warlocks for 2nd Ed AD&D and back convert it to AD&D 1st Edition. 

1st and 2nd Edition Witches

The CNoW&W was built on my original witch ideas, but trying to fit into the structure of AD&D 2nd ed. Looking at it now, 25+ years later, there is a lot I would have done differently. Indeed, my Basic Era Witch book is exactly that.

There are still some things I want to do with it, though, that I didn't do with the Basic Witches. Among these are witches as divine spellcasters. Branwen and Eira here, two "Celtic" girls who are new to the Daughters of the Flame coven, are my ways to test this.

Branwen is basically a version of Larina if she had continued down the path of a divine witch. For her I am using my CNoW&W rules as written. She will, eventurally, become a Witch-Priestess. Eira is a newer concept, a Wicce. The Wicce is a sub-class of the Cleric, much like a druid is, but with more witch-related spells. You can think of Eira as like Rhiannon before she became evil. 

Branwen
Branwen
3rd level Human Witch (Witch Priestess), Lawful Good

Secondary Skill: Translator

S: 10
I: 16
W: 16
D: 12
C: 12
Ch: 16

Paralysis/Poison: 13
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 9 (Padded armor)
HP: 12
THAC0: 20

Weapon
Dagger 1d4/1d3
Sickle 1d4

Familiar: Dove

Spells 
First level: Faerie Fire, Purify Food & Drink, Sanctuary, Portent
Second level: Augury, Charm Person

Theme Song: All Souls Night

Eria
Eria
3rd level Human Wicce, Lawful Good

Secondary Skill: Weaver

S: 11
I: 15
W: 16
D: 13
C: 13
Ch: 16

Paralysis/Poison: 10
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 9 (Padded armor)
HP: 14
THAC0: 20

Weapon
Dagger 1d4/1d3
Sickle 1d4

Familiar: Hare

Special Abilities
Moon Blessed Magicks, Shared Rituals (can cast ritual spells), Sacred Circle, Coven Bond

Spells
First level: Bless, Command, Light, Purify Food & Drink
Second level: Chant, Spiritual Hammer (manifests as a Moon bow)

Theme Song: The Old Ways

Ok. Both of these are great choices; they just differ a bit in spells and how their "occult powers" manifest. 

Also both of the classes need some tweaking, the Wicce starts out more powerful and has less XP needed, but the Witch Priestess begins to over take her at higher levels. Not a deal breaker by any means. Right now both girls are similar enough that the differences are largely minor or even cosmetic.

These two have been a lot of fun to play to be honest and I kinda wish I could play them more often. Plus I would love to do more with the Daughters of the Flame. They were a big deal for me once.


Character Creation Challenge

Tuesday, December 30, 2025

Larina "Nix" Nichols for Villains & Vigilantes

Larina "Nix" Nichols by Jeff Dee
"Larina" by Jeff Dee
 Been meaning to do this one for a while.

Just got back from visiting my family. Anytime I meet up with them, especially my brothers and sisters, we get to talking about all the scary stories we know.  This time it was about a road where people, in particular single women, will often just vanish. Yes. We know the truth is a different sort of horror, but this is still where our thoughts took us. 

The "haunted road" tale is very old. This got me to think about who, or what, is haunting them and who, or what, should be guarding them.

While it is great for modern supernatural games, I was reading over Tim Knight's new blog, Cowboys, Capes, and Claws, and was reminded of how much fun I always had with Villains & Vigilantes.

And given that we both have Jeff Dee art of our characters, I can't help but think that they exist in the same universe. 

The Witch and The Road Warden

Larina Nichols did not become a hero because she wanted to save the world. She became one because the world kept losing people in the spaces no one watched. 

She had survived a house fire that should have killed her. Officially ruled an accident, it never sat right with her. From that moment on, Larina heard things others did not, felt the pull of grief and danger like a pulse beneath the skin of everyday life. Roads felt watched. Abandoned places whispered. Women went missing, and the silence around their absence was louder than any alarm. She learned early that evil did not always announce itself, and that survival carried an obligation.

The truth found her on a moonlit stretch of forgotten highway, following a pattern no one else believed in. What haunted those roads was not a man or a monster in the simple sense, but a thing older than asphalt, a guardian spirit twisted feral by neglect and blood. A Road Warden. When Hecate, guardian of the crossroads, answered Larina’s call, it was not with command but recognition. Strength came, clarity followed, but the magic was never a gift alone. Larina studied, bled, bargained, and learned the old ways. 

Her first act was not destruction but binding. She restored the Road Warden to its true purpose, and in doing so, saved some who were lost and mourned those who were found. The world called it a miracle. Larina called it insufficient and kept going. For this, she received the Blessing of Artemis and may call on her in her need. 

She wears no mask, only intention. Her power is divine and learned, occult and earned, sharpened by grief rather than dulled by it. In a world of capes and symbols, Larina walks the liminal spaces, guarding thresholds, sealing cracks, and watching the places heroes overlook. She does not promise salvation. She promises attention. Sometimes that is enough. 

Sometimes it has to be.

Larina "Nix" Nichols (formerly Larina Macalister), Villains and Vigilantes

SIDE: Good
SEX: F
AGE: 28
WEIGHT: 128 lbs

EXPERIENCE: 90,000
LEVEL: 13

TRAINING: Occult Studies, Folklore, Ritual Magic

POWERS
Magic Spells (requires speaking & gestures)
- Witch Bolt (Power Blast, 1d20, magical; +3 to hit)
- Witchfire Ward (Force Field +7 vs physical/energy)
- Glamour (Illusions, all senses)
- Mirror Walk (Teleport; medium = mirrors/reflective surfaces)
- Divination (Precognition/Postcognition; Detect Magic)
- Binding Curse (Paralysis/Affliction; Will/mental resistance applies)
- Flight (broom or spell)
Familiar: Cotton (small white flying cat; mental link; while nearby, Larina gains +2 Detect Hidden and +2 Detect Danger)
Weakness: Must be able to speak and gesture to cast.

ABILITIES

STRENGTH: 10
ENDURANCE: 14
AGILITY: 13
INTELLIGENCE: 21
CHARISMA: 22

DERIVED STATS
BASIC HITS: 3
HIT MOD: (STR 1.0)(END 1.4)(AGL 1.3)(INT 1.4) = 2.548
HIT POINTS: 8 (3 × 2.55 → 7.65, rounds to 8)
POWER: 58
CARRYING CAPACITY: 132 lbs
BASE HTH DAMAGE: 1d4 (STR 10)
HEALING RATE: 1.0/day (END 14)
ACCURACY MODIFIER: +1 (AGL 13)
DAMAGE MODIFIER: +3 (AGL/INT)
DETECT HIDDEN: 16% (INT 21)
DETECT DANGER: 20% (INT 21)
REACTION FROM GOOD: +4 REACTION FROM EVIL: –4 (CHA 22)

MOVEMENT
Ground: 37" (AGL 13)
Flight: 90 MPH (broom/spell)

INVENTING
INVENTING POINTS: 29.4 (INT-based)
INVENTING %: 63% (~INT × 3%)

Larina's Triple Goddess tattoo
LEGAL STATUS
Citizen of the US with no criminal record.

ORIGIN & BACKGROUND
Multiversal witch and occult scholar; protector of the gifted. Known in mystical circles as Nix the Witch Queen. Her familiar Cotton is psychically linked and often scouts or warns of danger.

VISUAL
Flowing dark purple costume with glowing runes, black boots, triple-moon goddess symbol, bracers engraved with warding symbols, and a faint aura of witchfire. Crescent moon burn scar near her left collar bone. Triple moon goddess tattoo on her back, between her shoulder blades.  

Red hair, blue eyes.

--

Ok, this is a good build and there are enough differences between this version of Larina and say my Mutants & Masterminds versions [2][3][4]. Larina was never one of my V&V characters back then. That honor goes to Johan as "The Paladin." But she certainly works here.

Given her Triple Goddess tattoo I am saying she is in contact with three goddesses, Artemis, Selene, and Hecate; representing the Maiden, Mother, and Crone. I went with Greek here because that is what I would have done back when I was playing V&V. If I had gone with my usual Celtic, then it would have been Brigid, Cerridwen, and the Morrigan. 

Links

I have enough here to work up my ARTEMIS group for V&V. Sounds like something to do next year!

Friday, October 31, 2025

Urban Fantasy Fridays: WitchCraft RPG & Unisystem

C. J. Carella's WitchCraft RPG (Eden Studios)

 It is Halloween! The best day of the year. For that, I want to share one of my all-time favorite Urban Fantasy Horror RPGs.

C. J. Carella's WitchCraft RPG

WitchCraft is, hands down, my favorite game.  Period.  Picking up a copy of this book back in 1999 was just like picking up a copy of the Monster Manual in 1979.  Everything I ever wanted in a game was right there. Everything.

WitchCraft had such a profound effect on my gaming that I can draw a rather clean line between what came before and what came after it.  Granted, a lot was going on in 1999/2000, both gaming-wise and personally, that may have added to this effect; it was an effect all the same.

Back in 1999, I was really burned out on AD&D. I was working on my own Witch netbook and reading various games when someone, I forget where, must have been the old RAVENLOFT-L that TSR/WotC used to run, told me I really needed to check out WitchCraft.  At first, I balked.  I had tried Vampire a couple of years ago and found I didn't like it (and I was very much out of my vampire phase then), but I was coming home from work and my FLGS was on the way, so I popped in and picked up a copy.  This must have been the early spring of 2000.

I can recall sitting in my office reading this book over and over. Everything was so new again, so different.  This was the world I had been trying, in vain, to create for D&D, but never could.  The characters in this book were also all witches, something that pleased me to no end; it was more than just that.  Plus, look at that fantastic cover art by George Vasilakos. That is one of my favorite, if not my most favorite, covers for a game book. I have it hanging in my game room now.

WitchCraft uses what is now called the "Classic" Unisystem system.  So there are 6 basic attributes, some secondary attributes (derived), skills, qualities, and drawbacks.  Skills and attributes can be mixed and matched to suit a particular need.

WitchCraft uses a Point-Buy Metaphysics magic system, unlike Ghosts of Albion's levels of magic and spells system. Think of each magical effect as a skill that must be learned, and you have to learn easier skills before the harder ones first. In D&D, for example, it is possible to learn Fireball without having previously learned Produce Flame.  In WitchCraft, you could not do that.  WitchCraft, though, is not about throwing around "vulgar magics".  WitchCraft is a survival game where the Gifted protect humanity from all sorts of nasty things, from forgotten Pagan gods, to demons, fallen angels, and the Mad Gods; Cthulhoid-like horrors from beyond.  WitchCraft takes nearly everything from horror and puts it all together, and makes it work.

C. J. Carella's WitchCraft RPG (Myrmidon Press)
The Eden Studios version was the Second Edition, I was later to find out.  The first one was from Myrmidon Press. I manged to find a copy of that one too and it was like reading the same book, from an alternate universe.  I prefer the Eden Edition far more for a number of reasons, but I am still happy to have both editions.

The first edition (from Myrmidon Press) is like an alternate-universe echo of the later Eden Studios release. I own both, but Eden’s version is definitive. It’s cleaner, more playable, and it feels like the book C. J. Carella meant to write.

The central idea behind WitchCraft is the same as most other Modern Supernatural Horror games.  The world is like ours, but there are dark secrets, magic is real, and monsters are real. You know the drill.  But WitchCraft is different.  There is a Reckoning coming, everyone feels it, but no one knows what it is.  Characters then assume the roles of various magic-using humans, supernatural beings, or even mundane individuals, and they fight against the threats.  Another conceit of the game (and one I use a lot) is that supernatural occurrences are greater now than ever before.  Something's coming...  (dogs and cats living together, mass hysteria).

It is most often compared to World of Darkness, but there are aspects of WitchCraft that I prefer.  Unlike (old) Mage there is no war between the (good) Mages and the (evil) Technocracy.  There is a war certainly, but nothing so cut and dry.  Unlike the new Mage, there are rarely clean divisions between the factions.  Yes, yes Mage players, I am being overly simple, but that is the point, on the simple levels new Mage dives everything into 5 because that is how the designers want it.  There are factions (Associations) and different metaphysics for each, but they also overlap, and sometimes no clear and defined lines are to be found or established.  It feels very organic.

In my opinion, C. J. Carella may be one of the best game designers out there.  WitchCraft is a magnum opus that few achieve.  I took that game and I ran with it.  For 2000 - 2003, it was my game of choice above and beyond anything.  The Buffy RPG, built on the Cinematic Unisystem, took over till I wrote Ghosts of Albion, which also uses the Cinematic Unisystem.  I mix and match the systems as I need, but WitchCraft is still my favorite.

WitchCraftRPG

WitchCraft, in fact, is what got me into professional game design.

Back in the Spring/Summer of 2001, I started up a new game.  I had just purchased the WitchCraft RPG book about 16 months prior, and I was looking for something new.  That something came to me in the guise of Willow and Tara.  I had been watching Buffy for a bit, and I really enjoyed the character of Willow.  When she got together with fellow witch Tara, I thought they were perfect.  I had become very involved in the online Willow/Tara fandom, so I created a game, focusing on just them.

The game would focus on just these two, no one else from the show (which I would soon become an ex-fan of, but that is a different story).  Plus it gave me something to try out in a modern setting, something I have not done since my early days with the Chill RPG.

The trickiest part of developing game stats of any fictional character that belongs to someone else is knowing how to strike a balance between the game's rules and the fictional portrayal. A lot of "artisitc" license needs to be used in order to get a good fit. For example, how do you determine what some one's strength is when there is little to no on screen evidence? What spells would the girls have?

In the end, I decided to play it a little loose, but I love where their stats ended up.  In many ways, this is who Willow and Tara are to me, not the characters on TV or in comics, but the ones who were my characters since that day back in May 2001, when I decided they needed their own chance to shine.

After this, I worked on the Buffy the Vampire Slayer RPG.  It should be no surprise then that the Willow and Tara stats that appear there are not that much different than my own.  I can be pretty vocal in play tests.  That got me the chance to write the Ghosts of Albion RPG. This also allowed me to meet, work with and remain friends with Christopher Golden and Amber Benson.

WitchCraft paved the way for so many other games for me, not just in terms of playing but in writing.  If it were not for WitchCraft, then we would not have had Buffy, Angel, or Army of Darkness. Conspiracy X would have remained in its original system. There would be no Terra Primate or All Flesh Must Be Eaten, and certainly there would be no Ghosts of Albion.  This game means that much to me.

But you don't have to take my word for it, Eden Studios will let you have it, sans some art, for free.

Download it.  If you have never played anything else other than D&D then you OWE it yourself to try this game out.

My thing is I wish it was more popular than it is.  I love the game. If I was told I could only play one game for the rest of my life then WitchCraft would be in my top 3 or 2 choices.

Larina Nichols for WitchCraftRPG

Like Willow and Tara, I consider the WitchCraft version of Larina to be the "main" or even "true" one. Not a shock. I was reading the WitchCraftRPG after completing my first publication, "Complete Netbook of Witches & Warlocks," which featured a six-year-old Larina learning she would become a witch.  

Later on, I played her in an online game where she went to Scotland, got married, got divorced, and moved back. In fact, it was her "return to America" stage of her life that I tried to capture with the Buffy the Vampire Slayer RPG. It was here that her "modern age" counterpart had made contact with her "fantasy age", aka D&D counterpart. 

Larina Nichols for WitchCraftRPG
Larina "Nix" Nichols

Wicce Seeker of Knowledge Gifted
Age: 30 (circa 2000/2001), Ht: 5'4", Hair: Red, Eyes: Blue

Attributes: Str 2 Dex 3 Con 3 Int 5 Per 5 Wil 6*

Life Points:  33
Endurance: 29 (27)
Speed: 12/6

Essence Pool: 76
Channeling Level: 10

Survival: 10
Lifting Capacity: 100 lbs

Qualities & Drawbacks

Gifted (+5), Attractive (+2), Essence Channeling (+5),  Hard to Kill (+1), Increased Essence Pool (+8), Nerves of Steel, Old Soul* (+3), Resources (+1), Emotional Dependency: Fear of Rejection (-1), Honorable (-2), Recurring Nightmares (-1), Obsession Magic (-2)

Skills

Cooking (1), Craft, Simple Crafts (2), Driving, Car (2), Humanities, History (2), Humanities, Religion (2), Humanities, Wicce Theology (2), Humanities, Psychology (1), Language, Latin (4), Language, Greek (3), Language Italian (3), Language, Gaelic (2), Magic Bolt (3), Magic Theory (3), Myth and Legend, Celtic (2), Myth and Legend, Greek (2), Folk Magic (4), Occult Knowledge (2), Play Instrument, Clarinet (2), Research (3), Rituals, Wicce (2), Singing (1), Survival, Urban (3), Trance (2)

Metaphysics/Powers

Affect the Psyche (Influence Emotion, 2), Blessing (Good Luck, 2; Protection, 2), Create Ward (2), Flame (2), Insight, One with the Land (1), Perceive True Nature (2), Protection vs. Magic (3), Soul Projection (4), Soul Fire (3), Sending (1)

Weapons

Knife d4x2
Baseball bat d8x2 / d8x3 (two handed)

Possessions: Books on magic, spell components, crystal ball, laptop computer (Mac PowerBook G3 "Lombard"), 1998 Volkswagen Beetle. 

As with Chill, this is not a starting character. I have said it already, but I consider this to be the "Prime" modern Larina, that is, until I wrote NIGHT SHIFT. I use the Old Soul quality not only to have her connect to past lives, but also to her "alternate lives." This would include her D&D and Mage versions. This is what allows her to exceed the human limit of 5 in Willpower. 

Larina modern mini

Larina's Timeline

Since this is the last post in this particular series, I decided to look back on the lifespan development campaign idea. 

There are certainly more games I could use to fill in some more. Even if I never play all these games, using them is a better solution than a huge backstory. It gives you the chance to build that backstory. 

WitchCraft as a D&D Replacement

I have talked about this one as much this month, even if it is a central feature of my Fantasy Fridays. But the WitchCraftRPG can be used as a replacement for D&D. Eden even published a book for it, Dungeons & Zombies. Overtly for the All Flesh Must Be Eaten RPG.

Witches & Dungeons & Zombies

It is no surprise then that Dungeons & Zombies comes from Jason Vey. Vey and I would later take all that we knew from WitchCraft, AFMBE, and Buffy and Ghosts, and design NIGHT SHIFT.

NIGHT SHIFT and WitchCraftRPG


I even ran the Ravenloft I6 adventure using WitchCraft. It was fantastic.

Final Thoughts

Revisiting WitchCraft after Mage: The Ascension 20th Anniversary Edition feels like returning to the root system after tracing the branches. Mage is about transcendence, belief shaping reality. WitchCraft is about endurance, belief surviving reality.

In Mage, Larina questions the structure of the cosmos; in WitchCraft, she defends it. Both games explore the same axis of power and consequence, but WitchCraft speaks to something older and more intimate: the soul’s stubborn refusal to go quietly.

Twenty-five years later, WitchCraft still reads like a love letter to the people who look at the dark and light a candle anyway. It’s hopeful without being naïve, mystical without losing its humanity.

When I flip through those pages now, I can still feel that same spark from 1999. The moment I realized that “urban fantasy” wasn’t just a genre; it was a worldview, and it was where I wanted to spend my gaming days and nights.

And Larina’s still there, at her desk, cup of tea beside a stack of grimoires, scrolling through student papers by day and summoning protective circles by night. The Reckoning may come, or it may not, but she’ll be ready either way.

Links


Friday, October 24, 2025

Urban Fantasy Fridays: Mage The Ascension, 20th Anniversary Edition

Mage: The Ascension, 20th Anniversary Edition
 I will admit, I love Mage. I love all versions of it, to be honest.

While I never really got into the original World of Darkness when it was all the rage, I did have Vampire: The Masquerade, and I recognized why and how it was good. Still, at the time, I had also just discovered WitchCraftRPG (next week!), so that was the game I had chosen to scratch my Modern-Supernatural itches.

I remember picking up a copy of Vampire the Masquerade back in the early 90s and thinking it looked interesting, but nothing I was going to play really.  Though my thought did go to moving the whole thing over to Ravenloft.  It wasn't until I had moved to Chicago to work on my Ph.D. that I found Mage.  

The ground floor of the commuter train station had a bookstore in it.  One of the pure joys of my daily commute. I picked up a copy of Mage: The Ascension (Revised) and thought that it was fantastic.  While I would ultimately stick with WitchCraft, Mage continued to have a fascination for me. Moving back and forth between the systems, I ultimately landed on the idea that a "Mage" was an evolved form of a "Witch."  I did some refinements, mostly after Mage the Awakening was released, so eventually came to the idea of an "Imbolc Mage," the term borrowed from a friend who wrote about "Ascended witches."  IT worked for me.  Even in my D&D 3.0 days, an Imbolc Mage was a witch prestige class. Even today I have a Mystic Class Starship kitbash called "The Imbolc Mage."  

Though I did really like Mage. A lot. I really like Sorcerer's Crusade; it was a cool idea and much more interesting to me than Mage: The Ascension at first.  That led me to Sorcerer: The Hedge Wizard's Handbook, which is not part of Sorcerer's Crusade, but part of modern Mage.  But I am glad I made that mistake, since I really liked this book, and it made me look again at the World of Darkness.

While Mage: The Ascension grabbed my attention, it was Mage: The Awakening that I created more material for.  I soon figured out why: it felt very similar to WitchCraft.  I wanted to do something that took the best aspects, or more to the point my favorite aspects, of both games and use them together.  I grabbed the Mage Translation Guide with great glee, but I never really did anything with it.  With the release of Mage: The Ascension 20th Anniversary Edition (and its nearly 700 pages), I just dropped all the work I was doing with Mage: The Awakening. 

Mage: The Ascension 20th Anniversary Edition

The 20th Anniversary Edition of Mage: The Ascension is a massive, beautifully crafted tome that brings every prior vision of the game into focus. It’s not just a revision of the rules; it’s a celebration of what Mage has always been: the meeting of philosophy and passion, of science and sorcery, of power and the price of using it. 

It’s also the most “complete” version of Mage ever written. M20 doesn’t erase the differences between editions; it embraces them. The Traditions feel ancient and mythic again, the Technocracy has teeth and ideology, and even the Marauders and Nephandi have more depth than ever before, a LOT more depth. The lore isn’t presented as dogma but as perspective, filtered through the unreliable narrators who populate the Ascension War. This is hit home time and time again. Reality is what you make it. 

Reading it feels like walking through every era of the game’s evolution: the raw wonder of 1st Edition, the sleek paranoia of Revised (my previous favorite), the fiery metaphysics of Awakening, all of it bound together by the idea that belief shapes reality. If you’ve ever argued about whether magic is real, or what truth even means, M20 will make you feel like those questions matter again.

Plus the physical book is just so damn attractive.

Magic, Philosophy, and Price

What I’ve always loved about Mage, especially the 20th Anniversary Edition, is that it treats magic as both metaphor and mechanism. Every paradigm is true, and none of them are. The more you understand, the more dangerous it becomes to believe in only one truth.

That’s why Larina fits here so naturally. In earlier games, she learned that magic has limits. In Mage, she learns that those limits are hers.

The system itself still shines. M20’s rules strike a balance between the freeform wonder of 1st Edition and the structured precision of Revised. The magic system remains one of my favorites of any RPG ever written, not because it’s powerful but because it demands creativity and consequence. Every effect has a cost, every belief has friction, and paradox is always waiting for the arrogant.

This is where Mage transcends its own mechanics. It’s not just about bending the universe; it’s about how much of yourself you’re willing to give up to make that change. Every roll feels like a wager between your vision and the world’s resistance. It’s a game of philosophy disguised as spellcraft, where your paradigm defines not only your powers but your purpose.

In that way, it’s the most dangerous kind of fantasy: the kind that makes you ask, What if I’m the one who’s asleep?

Mage books

The Mature Stage of the Lifespan Campaign

If Little Fears represents childhood beliefs, Monsterhearts embodies teenage Sturm und Drang, and Chill signifies early adulthood resilience, then Mage is mid-life transcendence.

By the time a character reaches Mage, the world has stopped being mysterious because they have seen too much of it. They’ve fought the Unknown, lost friends, made mistakes, and realized that survival is only the beginning. Mage is what happens when you stop reacting to horror and start defining reality for yourself.

For Larina, this is the phase where the witch becomes the magus. She’s no longer the frightened girl with ghosts in her room or the grad student who stumbled into S.A.V.E. She’s a woman in her mid-40s who has survived every shadow the multiverse could throw at her, and learned that power without wisdom is just another kind of curse.

Her story at this stage isn’t about discovery; it’s about integration. Every past incarnation, every spell, every trauma, they all thread together into something greater. The act of Ascension isn’t about escaping mortality; it’s about embracing it as sacred.

Like the rules, I want to integrate all the disparate threads of her life here. 

Larina Nichols in Mage: The Ascension 20th Anniversary Edition (2015)

By 2000 or so, Larina had returned to the States and lived quietly in Chicago. She teaches folklore and comparative mythology at a small liberal arts college, but that’s just the daylight cover. At night, she works as an independent consultant for the Traditions, specifically the Verbena, though she maintains uneasy friendships among the Dreamspeakers and Hollow Ones.

In the context of my Lifespan Campaign, this is Larina’s middle-age chapter, the reckoning after experience, when all her past choices catch up to her. The ghosts from Little Fears, the stress of Monsterhearts, the agents of S.A.V.E. from Chill, even fragments of her other lives like Lowis from Dark Ages, they all echo here.

Mage lets me weave those threads together into something coherent. Maybe those different incarnations were just past lives of the same soul, or echoes across parallel worlds. In Mage, that kind of metaphysical bleed makes sense. It’s one of the only games where her story could become mythic without losing its human edge.

At 45 (2015 in this build), Larina is a seasoned practitioner who has seen the price of awakening. She knows that every act of will leaves ripples in the world. She teaches her students that folklore endures because it speaks to something real, and when she’s alone, she can still hear the faint hum of the Tapestry, like a heartbeat under the world.

She’s part scholar, part witch, part weary survivor. The Ascension War has become quieter, now fought through memes, corporate sponsorships, and disinformation rather than fireballs and paradox spirits. Larina has learned that the Technocracy doesn’t always need to win; reality often fights their battles for them.

But she keeps the candle burning anyway.

Her focus remains rooted in belief: the Old Faith, the Goddess, the sacred cycles of life and death, but expanded now to the Universal and Multi-versal scale. She has studied Hermetic theory and understands the language of the Ethers, yet she still draws her strength from the soil, the stars, and the blood that ties them together. In M20 terms, she is a Verbena, a witch who believes in creation’s divinity but refuses to kneel to any monotheistic god.

She works minor wonders through old rites: candle flame, herbs, whispered prayers, moonlight on water, spreads of her well-worn tarot cards. Her paradigm has grown sophisticated; witchcraft, psychology, and spirit all merge into her personal practice. Where she once used spells, she now shapes Correspondences.

Her Avatar is older now, too, no longer the reckless maiden or disappointed wife, but a patient, keen-eyed woman who sometimes calls herself the Lady of Crossroads. 

Larina "Nix" Nichols circa 2015
Larina "Nix" Nichols

Chronicle: The New Millennium

Nature: Questing
Demeanor: Traditionalist
Essence: Visionary

Affiliation: The Traditions
Sect: Verbena
Concept: Mystic

Attributes 

Physical
Strength ••, Dexterity ••, Stamina •••

Social
Charisma •••, Manipulation ••, Appearance ••••

Mental
Perception ••••, Intelligence ••••, Wits •••

Abilities

Talents
Alertness ••, Art •, Awareness •••, Empathy ••, Expression •, Streetwise •

Skills
Crafts •, Drive ••, Etiquette •, Research •••, Survival •••, Technology •

Knowledges
Academics ••••, Cosmology ••, Enigmas ••, Esoterica •, Investigation •, Medicine •, Occult ••••, Science •

Spheres

Correspondence ••
Entropy 0
Forces •••

Life •••
Matter •
Mind ••••

Prime •
Spirit •••
Time ••

Advantages

Backgrounds
Allies ••
Avatar •••••
Dream •
Library ••••
Past Lives •••
Wonder •

Other Traits
High Ritual ••••
Seduction ••
Area Knowledge ••

Arete ••••• ••

Willpower ••••• ••

Quintessence xxxxx

Rotes
Talons (••• Life, • Prime or • Matter)
Far Speak (•• Mind, •• Spirit)
Astral Projection (••••Mind, • Spirit)
Past Life (•• Correspondence, •• Spirit)

Focus
Paradigm: Creation is Divine and Alive
Practices: Witchcraft
Instruments: Books, ritual tools, tarot

Wonder
Athame

Merits & Flaws
Languages (Celtic, Greek, Italian, Latin, Russian) 5, True Faith 2
Echoes -1

Age: 45, Apparent age: late 30s
Sex: Female
Ethnicity: White (Caucasian)
Hair: Red
Eye color: Blue
Height: 5'4"
Weight: 125 lbs
DOB: October 25, 1969

Equipment
2005 purple VW Beetle
2013 Macbook Pro (Core i7, 2.6 ghz, 13.3" screen, 256gb ssd, 8gb RAM), silver

Mage 20th Anniversary Edition

Notes: One thing I have not decided yet is whether or not this Larina has a 3-year-old daughter "Taryn" as her WitchCraftRPG counterpart would have at this point (Taryn born Dec 21, 2012, when the Meso-American calendar ran out.) I would like to think so, but I have not played this particular character to that point.

This is obviously not a starting character. I figured she began as a Mage character when I first discovered Mage (circa 1999) and she has had 15 years of experience since then. Granted, maybe she would be more powerful, but she had a lot going on in her life that was not Mage-related. 

I have always played my Mage and WitchCraft versions as similar, but separate universes. This Larina may be the Larina that keeps the others connected to the whole cabal/coven of them all. Actually, I really like this idea. Maybe I should reach out to Phil Brucato, "That Mage Guy," and ask him how he would craft such a character. 

Final Thoughts

Mage: The Ascension 20th Anniversary Edition isn’t just a rulebook. It’s a philosophy text disguised as a game manual, a challenge to imagine what reality could be if you dared to believe differently. It captures everything I love about urban fantasy, the collision of magic and modernity, of belief and disbelief, of hope against entropy.

For me, Mage represents the mature stage of the horror-fantasy journey. It’s not about surviving the darkness anymore. It’s about illuminating it, understanding it, and, if you’re brave enough, even becoming it.

Larina has learned that the Ascension War was never about gods or Technocrats. It was always about the soul’s struggle to stay awake.

And after all these years, she’s still standing at the crossroads, candle in hand, whispering to the night: "So mote it be."

Links


Friday, October 17, 2025

Urban Fantasy Fridays: Chill

The depth of my love for Chill knows no bounds.  

I am continuing to focus my Fantasy Fridays on Urban Fantasy and Horror. These will be more about accenting and supplementing your games with horror, and less on these games being a “D&D Replacement.”

And for me, no game sits more firmly in that sweet spot of horror and urban fantasy than Chill.

Chill was my first RPG after D&D, and it has stayed with me ever since. I still remember flipping through the Pacesetter box and realizing this game wasn’t about dungeons or dragons, it was about the dark places just outside your door. It’s a game about the things you whisper about, the shadows you hope never notice you, and the brave (or foolish) people who stand up to fight them.

The Core of Chill

Across its three editions, the spirit of the game has remained intact. The secret society of SAVE, the Societas Argenti Viae Eternitata, provides players with an immediate reason to join the fight against the supernatural. The Unknown itself is the real adversary, a collection of folklore and fear that resists easy definition. Unlike Call of Cthulhu, Chill does not end with despair. Unlike World of Darkness, it does not try to make the monsters alluring. Most importantly, it doesn’t require the “epic heroics” of D&D or Pathfinder. The Unknown is terrifying and often lethal, but it can be fought.

The tone of play always reminded me more of Kolchak: The Night Stalker than Lovecraft. Later, when shows like X-Files, Buffy the Vampire Slayer, and Supernatural came along, they felt like they could have been written as Chill campaigns. It is a game about mysteries and folklore, about investigating hauntings and cryptids, and about facing the terrors that slip into our world when no one else will. The monsters are not just stat blocks to be defeated; they are creatures that feel like they have stepped out of legend and into your story. More importantly, each monster was special. Even when it was just a "monster of the week" it still meant something. From vampires and Wendigos to Elizabeth Bathory herself, the creatures of Chill are more than just stat blocks. They feel like they crawled out of real-world legends and onto your gaming table. 

Chill 2nd Edition
What You Can Do With Chill

Chill is wonderfully adaptable. I have used it to run Buffy-style adventures before there was a Buffy RPG, Kolchak investigations, and even material that began in Ghosts of Albion. It thrives in the modern day, but it also works in Victorian gaslight, or the occult revival of the 1970s with its bell-bottoms and Ouija boards. The mechanics are approachable and lean toward story, so it is a natural fit for short Halloween one-shots as well as longer campaigns.

One of the joys of Chill for me has been bringing recurring characters into it. I have created versions of many of my characters for many systems, but Chill has always felt like one of the most natural homes for them. Characters in Chill are ordinary people thrust into extraordinary danger, and that is exactly the kind of story I have always enjoyed doing.

Why Chill Stands Out

What makes Chill endure is the way it carves out its own place among horror RPGs. Call of Cthulhu leans into inevitability and madness. World of Darkness often leans into seduction and corruption. Dungeons & Dragons calls for epic heroics and high fantasy. Chill stands apart. It is a game about people who could be your neighbors, co-workers, or friends, suddenly forced to confront the shadows that lurk behind familiar walls. Victories are rare, but when they come, they feel earned. That balance of fear and fight is what keeps me coming back. 

It gives you ordinary people with extraordinary courage, standing in the dark with nothing but a flashlight, some folklore, and the hope they can survive until dawn.

Chill is available in both the 2nd Edition and 3rd Edition rules.  The mechanical differences are minor. Chill 3rd Edition is a bit better organized and presented. 

Chil 1st, 2nd and 3rd Editions

The Early-Middle Years Campaign

If Little Fears is a childhood belief made into rules, then Chill feels like the story of what happens when those childhood terrors never really go away. It is a game for the middle years of life, when you are old enough to understand that monsters should not be real, yet still young enough to feel the raw shock when you discover they are.

In this sense, Chill is the perfect start to a “middle chapter” of a larger horror Lifespan Campaign. Dark Places & Demogorgons can cover the later childhood and early teen years. Monsterhearts or Buffy can cover the chaos of all the teenage years, but Chill is where the players step into early adulthood. Bills need paying, jobs need doing, but there are still nights when something crawls out of the dark, and it is up to you to stop it. Adulthood in Chill is defined not by power or responsibility, but by resilience.

Characters are rarely specialists or superheroes; they are people in over their heads who choose to fight back anyway. That resilience is what makes victories against the Unknown so satisfying. Chill is about holding on to courage, even when everything around you insists you should not. 

A starting Chill character is a fragile thing, but it is assumed they have what it takes to survive. 

Larina Macalister, nee Nichols, for Chill

So we have been moving through the years. In this, I am opting for the Chill 2nd Edition timeline, circa 1992. Larina is 22 years old. She has been living in Scotland for a couple of years now. She was an exchange student from the University of Chicago to St. Andrews University. She graduated with a degree in library sciences and early medieval history. She is currently a GA at St. Andrews. While here, she met, fell in love with, and married Eric Macalister. An Irish ex-pat living in Scotland. She later learns he is on the run because he is a former IRA sharphooter. I had watched Patriot Games when I came up with all of this in the late 1990s. In fact, this setup is all based on a WitchCraftRPG game I played with her. At the time, I worked out conversions in Excel for Chill, WitchCraft, and AD&D. These Chill stats are some of the oldest I have shared.

Larina for Chill over the ages

While I am basing all this background on Chill 2nd Ed, I am going to present her newer Chill 3rd Edition stats below. 

This Larina is fresh out of her undergrad days and working on her MA. She married, but life is not all marital bliss (she will be divorced and back in America by the time she is 25). She works with her friend Prof. Scot Elders and his wife, and her best friend Heather.  At some point, Larina learns that Elders worked for S.A.V.E. She is brought in, but she isn't trusted since her training in "The Art" has been haphazard and largely self-taught since she was 13. 

S.A.V.E. wants to evaluate her, but they had their own troubles in the early 1990s. 

Larina Macalister
22 years old, American citizen (married to an Irish citizen) living in Scotland on a student visa.

Larina Macalister, nee Nichols for Chill 2nd Edition
Larina in 1992.

Attributes

Agility AGL: 60
Strength STR: 50  (Injury: __)
Stamina STA: 55

Focus FOC: 80
Personality PSY: 70
Willpower WRP: 75   (Trauma: __)

Dexterity DEX:  60
Perception PCN: 80
Reflexes REF: 70

Sensing the Unknown STU: 40

Skills (Specializations)

Movement 30
Prowess 25
Close Quarters Combat 25

Research 40, Academics (E+30), Occult (E+30)
Communication Empathy (E+30), Deception (B+15)
Interview 38 Academic (E+30), Counselor (B+15)

Fieldcraft 30
Investigation 40 Relics (B+15)
Ranged Weapons 35

The Art

Communicative (PSY)
  Attunement: Follow the Strings
  - Telepathic Empathy (B)

Incorporeal
  Attunement: Eyes of the Dead

Kinetic (DEX)
  Attunement: Schematic
  - Hidden Hand (E)

Protective (FOC)
  Attunement: Disrupt
  - Blessing (B)
  - Line of Defense (B)

Sensing
  Attunement: Third Eye
  - Clairvoyant (B)

Edges and Drawbacks

Attractive 1, Highly Attuned 1, Pet (cat) 2
Hunted (Shadow Girl) -2, Marked -1, Reluctant to Harm -2

Drive To understand The Art and The Unknown

History

1975: Visited by ghosts and other spirits (gains Incorporeal ART)
1983: Develops Kinetic and Sensing Arts
1989: Travels to Scotland
1990: Recruited by S.A.V.E., same year married Eric Macalister
1991: Begins MA program at St. Andrews.

--

New to 3rd Edition are Focus and Reflexes. Also, Luck is now gone.

Her stats are pretty high for a starting character, but not high if you consider the Lifespan Campaign. She was seeing ghosts at 5 or 6, had control of various Arts by age 13. Because of this, she is largely self-taught. Her magical aptitude is a mile wide, but only inches deep at this point. 

I am bringing back the Shadow Girl, who, she had forgotten, from Little Fears. Maybe this creature is Larina's Never Was? And something happened in either DP&D or Monsterhearts that has caused her to decide she can use her Art to harm anyone. She hurt someone and has not gotten over it. 

Herein lies the most significant issue surrounding the Lifespan Campaign: moving characters and their abilities/powers from one game to the next. It can be done, but it is a challenge. Or, more to the point, a challenge to do it and not break some of the fundamental tenets of the game. Larina above should almost be a threat to S.A.V.E., not a consultant. Part of this balance also influences the narrative structure. What is real for that game world? You have to strip all that out and build your own world where the games fit.

Final Thoughts

Chill is not just another horror RPG for me. It was my first real step beyond D&D, my second RPG ever, and the one that showed me roleplaying games could be more than fantasy adventures. They could be mysteries, ghost stories, and urban legends made real.

Whether I’m reading the battered Pacesetter books, the sleek Mayfair volumes, or the modern 3rd edition, the heart of Chill never changes: ordinary people, extraordinary courage, and the eternal struggle against the Unknown.

For all the years and all the editions, that is why Chill remains one of my all-time favorites.

Links