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

Friday, November 6, 2026

Urban Fantasy Fridays: Witch Girls Adventures 2nd Edition

Witch Girls Adventures, 2nd Editon

A special Urban Fantasy Fridays today. This would have been great for October, but I didn't get it in time to squeeze in a game for October. My October was already packed anyway.

I have a long history with Witch Girls Adventures.

I first reviewed the original game back in 2009 and called it one of my new favorite systems. At the time, I said it was a great mix of modern occult, anime, fantasy, and high-school drama, and that the magic system alone was worth the price of admission. I followed that up with a bunch of character conversions, including Willow and Tara, Zatanna, Elizabeth Bathory, Prince Mamuwalde, and more. I even used Witch Girls Adventures as the basis for other settings, like School Bites.

In 2014, I reviewed Witch Girls Adventures: The Director's Cut, which I more or less considered a 1.5 edition. I still liked the game, but I had two wishes. I wanted the promised second edition, and I really wanted the game to get another editing pass.

You can read those reviews here:

I am coming back to Witch Girls after a long break. I finally got my 2nd Edition in the mail recently (previously known as Witch Girls Adventures: Book of Shadows) and figured I'd give it another spin.

This new edition is still aimed primarily at new players, and girls in particular. Indeed, I would say Harris's main point is to introduce younger players to role-playing games. Witch Girls Adventures is the entry point, and then there is the rest of his Relentless Fiction line, including his Modern Mythology Supers RPG.

Honestly. It is a fine business model, and having followed him online a bit, I think he's seen some success with it. While I will very likely visit his Modern Mythology line in the future, today I want to back to Witch Girls and the Willow-Mistt School, or as one of my characters kept saying, Willow-Misty.

Witch Girls Adventures 2nd Edition

2009-2010 (Channel M), 2022 (Relentless Fiction) by Malcolm Harris.
175 pages, +12 pages for the comics (187 pages)

For this review, I am considering my print copy (Amazon) and PDF (DriveThruRPG).

The basic premise remains wonderfully simple. You play young witches growing up in a world where magic, monsters, supernatural societies, and magical schools are all real. The rest of the world might not know all that (The Mundanes, the same term used in the WitchCraft RPG), but they are there. 

I want to be upfront: there aren't many substantive changes between editions of Witch Girls Adventures. This is both a positive and negative thing for me. On the plus side, all the previous books I bought and character builds I made still work with this newer edition. Getting back up to speed was pretty quick, too.

On the downside, I expected more updates and bigger changes. I guess don't mess with what works, and yeah, Witch Girls Adventures still works.

Witch Girls Adventures 2nd Edition

Chapter 1. The book opens with 10 pages of the Witch Girls Adventures comic to set the game's tone and mood. This is the same as previous editions. My advice here comes from my previous review: "Take it as it is, not as you want it to be, and you will have fun too."

The book continues with a typical introduction to what a roleplaying game is, written for a young or teen girl audience. The intro continues with some terms used for both the game and RPGs.

It makes an odd left turn to give us optional rules (we haven't had any rules yet for these to be optional to) about how to run a "Harry Potter" like game with this. Eh. Nice, but this should have come last, not first. I still think this would have worked better as an appendix. Rereading Willow-Mistt in the later chapters also has very, very important feature. Willow-Mistt makes more sense than Hogwarts. I once enjoyed the Harry Potter books and movies. But it begins to collapse under the weight of its own absurdity after a bit. Willow-Mistt? The "absurdity" is baked in and for that reason it feels different. Below I compare more favorably to Mutant's & Masterminds' Claremont Academy than. Punch list for the next edition: move the "Larry Spotter" stuff to an appendix or drop it altogether. That text space can be used to give us more Willow-Mistt and thats why I am here.

Chapter 2 gives us "Cliques." In another game, these would be "Factions" or "Classes" or even "Traditions" or "Associations" or "Backgrounds", but given the Middle-school/High-school this is perfect. Cliques basically give your starting dice and what skills you are likely to have. The system is very easy. The dice system (The Drama Dice system as it is called) quickly reminds one of Classic Cortex or Savage Worlds. Attributes are scored d2 to d12 for most types. The spread even looks the same as Cortex and Savage Worlds. Not surprisingly, after all, it is a logical progression. You have six attributes: Body (which combines strength, agility, and stamina), Mind (intelligence), Senses, Will, Social, and Magic. Right away, you see there is only one body type attribute but four mental ones. This is the way it should be really, WGA is not about beating people up, it is about the social aspects of the game and about magic, our last attribute. Some secondary attributes are derived. Rolls are made depending on the dice vs a difficulty table very similar to d20 or Unisystems' success levels. Cliques are detailed and they are your basic magical girl stereotypes (the Goth, the insider, the outsider…). Plenty here to work with, and if you are so inclined, create your own (which is what the "Larry Spotter" bit tries to do).

I like the Cliques. I have been using "Cliques" (the more generic 1980s version) in my own games for years. An Insider moves comfortably between magical and mundane society. An Outsider has only recently discovered the magical world. A Rustic comes from an isolated place and often has connections to nature or spirits. A Gothique has embraced the popular image of witchcraft, whether or not that image has much to do with actual Witch culture.

Selling point for this as an introductory game: You get to roll different kinds of dice for anything that is attribute-based. Rolling a d6 for everything is dull. But rolling a d6 for one thing and a d10 or d8 for another? That kind of engagement keeps D&D popular. It works well for Savage Worlds, and honestly it works better here. 

Chapter 3 moves on to skills. Each chapter has some fiction to introduce you to the Witch Girls world. It seems like a mix of Charmed, Sabrina the Teenage Witch, Buffy, and The Craft, blended with anime magical girls. Skills. Unlike Classic Cortex or Savage Worlds, skills have a + score, like Unisystem or d20. Roll the die associated with the attribute (each skill is connected to an attribute like d20) add the bonus the skill provides, check your success, or roll greater. There are 34 mundane skills and 10 magical skills. They cover most areas you would expect. I don't need a lot here. Skills work exactly as you expect. This is another selling point for this as an introductory game. The math is easy and, more importantly, it is fast and makes sense. 

Chapter 4 covers Traits, which are like Edges or Qualities. They are broken up into Talents (which you can get later in life) and Heritages (which are inborn and never change). Heritages have both positive and negative aspects. Typical ones include "Beautiful," and others are unique to this game, like "Drama Queen" and "Hags Syndrome."

Chapters 2, 3, and 4 are all well detailed and very straightforward.

Chapter 5 is Magic. Magic was my favorite part of the original game. It still is.

This chapter explains a lot more about what magic is and what it means to a witch. You can spend points on different types of magic (Alteration, Conjuration, Curse, Cybermancy, Divination, Elementalism, Healing, Illusion, Mentalism, Necromancy, Offense, Protection, and Time and Space) to improve your rank. This can provide a lot of variance between witches. Think of it as somewhere between Harry Potter's classes and Mage's spheres. As GM (a Director in WGA), I might limit some of these to NPCs (Guest Stars), not PCs (Stars). Spellcasting is broken down into a lot of detail. More than a seasoned gamer might need, but for the audience, it might be about right. Effects are broken out into Magic Type Rank (MTR), and the overall feel is like a table you might see in Mage or Mutants & Masterminds with what MTR (read as Power level) you need to achieve a certain effect. Want to cast that spell across the world? Better have an MTR of 9.

Spellcasting uses the Casting skill against a difficulty or the target's Resist Magic. Spells cost Zap, with more powerful magic requiring more energy. Wands can reduce that cost, and every Witch can choose a Signature Spell that is easier and cheaper for her to cast. That is, take less Zap (read: Mana, Essence), choose only one, and from the "School" with your highest MTR (which makes sense, really). 

This is followed by 20+ pages of spells, and these are by no means all of them. Since your cast member (Star, remember) isn't going to buy swords, guns, or anything else characters spend money or points on, this is a good thing.

Chapter 6. Your Star gets an allowance, letting her buy things like magical computers, flying Vespas, and more brooms than Home Depot has. There are familiars, clothes, wings, and all sorts of magical equipment here, too. You could build an adventure around just shopping for these things, because I am sure getting them isn't as easy as going to the mall. Lots of neat wands, and I have to say the books for young witches are pretty funny ("Samantha's Guide to Merry Mortals," yeah, that made me laugh). And a bunch of mundane stuff like DVD players and skateboards. The allowance system is nice; I like it better than the Modern d20 purchase DCs, and it's easier than tracking cash.

Chapter 7 is a bit of odds and ends. It includes a character questionnaire (nice) and a filled-out character sheet (also nice). It explains what things mean, and if you are new to RPGs, it is good to read over.

Chapter 8 is for Directors, so it covers all the game rules. The system, some combat rules (yes this is the FIRST game I have seen where the rules for shopping are longer than the rules for combat. ;) )

Some nice background fluff and some ideas for different types of stories; basically, you can do Buffy, Good vs. Evil, Charmed, and Magic School. The experience system is "interesting" (Voodollars), but it looks like it works.

Chapter 9 is the world background. Now this one is kind of neat. It details the various races (witches are a different race), and they are not alone. 

We get Witch history, culture, magical government, the Witches' World Council, laws governing how Witches interact with Mundanes, supernatural organizations, magical schools, creatures, NPCs, adventure ideas, and quite a bit more. Even how the mundane world reacts to all of this. 

I particularly like the other schools section. I had hoped to see more about these in later books, but it hasn't really happened.

Chapter 10 presents some creatures. But if the art is any indication, most of these are not for combat purposes, but potential dates (well, there is only one witch kissing a vampire…). Nearly every kind of creature is covered, from fairies to Cthulhu-like horrors. But no demons. Seems a bit odd, given it all. Some notable NPCs (Guest Stars) are also mentioned.

Chapter 11 details the Willow-Mistt School. Willow-Mistt School of Magic is located in Willow-Brook, Maine. It has only forty-five students, which makes it feel more like a strange magical boarding school where everyone knows everyone else than some enormous fantasy academy. The school has its own rules, dormitories, classes, grounds, teachers, students, magical secrets, and nearby town. It is an immediately usable campaign setting.

Willow Mistt is not Hogwarts, but it is easy to make the comparisons. I actually found it closer to Claremont Academy from Mutants & Masterminds, a lot easier to get a grasp on what student life is really like. 

We close with a sample Episode, some plot ideas, a lexicon, and a list of Witch names; see how many you recognize!

Ok. Here we are a decade later with a new version, and what do we have?

Well. Harris obviously has a love for this genre, and it shows. The rules are well crafted, and while nothing here is earth-shaking, they are familiar mechanics done up in a very nice way. The point of view works well. This is anti-Grim-Dark. It's not all unicorns, princesses and kittens (though it does have all that), it's a fun game. The art is not Modern D&D, but it is good and more to the point very appropriate for this game.

For new players, this is a great little game. More experienced players may want more, but that is not due to the game itself, but rather expectations. Do not expect this to be "WitchCraft: The Junior High Years" (though you can do that).

I mention this because it needs to be addressed. But Malcolm. Please. Hire an editor and someone to help with layout. There is a comprehensive index, which is great, but it doesn't always have the right page numbers. Spend the money. 

The introductory terminology, for example, lists the basic attributes as Body, Mind, Senses, Social, and Zap. The actual rules correctly use Body, Mind, Senses, Will, Social, and Magic. This is likely a holdover from a previous draft or a simple typo. But this is the third printing/edition of the game. 

The Oracle Heritage says that increasing a d6 Mind by one die type raises it to d4, which is obviously going in the wrong direction.

The optional rules for teenage Interns say to "Raise Will and either Will or Social Die by one." I can interpret that literally as one Will increase followed by another increase to either Will or Social, but the wording leaves room for doubt. Can I raise Will twice? Or Will and something else?

Even the Magic Types list leaves out Illusion, despite the book containing an entire Illusion spell section and NPCs with ranks in Illusion.

None of these problems make the game unplayable. But they matter. I can gloss over them in character gen or play.  

They matter especially because Witch Girls Adventures presents itself as a game that can introduce new players to roleplaying. Experienced gamers can look at the Oracle entry and immediately recognize what it was meant to be. A twelve-year-old making her first RPG character should not have to reverse-engineer the rules.

Hell. I have made characters for "The World of Synnibarr"; a stray typo isn't going to phase me. But a new player might be frustrated, and that is worse than someone hating on the game because they don't like witches. A frustrated player never plays again. 

I write a lot. I make spelling mistakes. I make grammar mistakes. I occasionally write a sentence that makes perfect sense to me because I know what I meant, only to discover later that nobody else could possibly have known what I meant. I do this far more often that I care to admit or like. 

So I use tools.

Some of those tools are free. Some I pay professional licensing fees for. I use them because they catch what I miss, and because the finished product is better after going through another set of eyes, even if some of those "eyes" happen to be software.

The good people at Relentless Fiction should do the same.

What makes this frustrating is that the underlying material deserves better.

The mechanics are fun. The setting has personality. Oh, there is so much personality here! The magic system remains one of my favorite parts of the game. The characters are memorable. Willow-Mistt is immediately usable.

Another serious editing pass would not change what Witch Girls Adventures is.

It would make it much easier to see how good it already is.

Summer Enrichment Program at Willow-Mistt

In the Summer of 1981, I went on what was called a "Summer Enrichment Program" at MacMurray College. This will become important for future posts, but the spoiler is I had a chance to buy a copy of the Holmes Basic D&D set then, and I didn't because I already had a battered photocopied copy. Instead, I bought some Smurfs toys. In my defense, I was 10.

But that program for kids entering Jr. High introduced us to college courses. I had my first real chemistry course there, my first real computer course, and it gave me free access to all of MacMurray College's Campus. If I write anything at all about MacAlister College, chances are good it has a root in the early summer of 1981.

I figure my Jackson girls should have the same experience. 

Witch Girls from Jackson, IL

Now I am not taking them back to 1981. Stephanie and Faye are friends, yeah, but they are about to have a big falling out. Stephanie and Vera HATE each other. Faye has her own problems with her abusive aunts. And Larina? Well, she is 200 miles away at this point. So 1981 won't work. But 1986 does! The girls all get invited to travel to Willow-Mistt (or Willow-Misty, Vera assures everyone) for what looks like "College Prep," but the truth is they have garnered the attention of the Witch Ruling Council (I'll get to that works...or not), and they are being offered two weeks of instruction in magic and to be observed.

They, along with their faculty sponser/chaperone Valerie Beaumont (who works AMAZING under WGA's Immortal rules), head to Willow-Misty, sorry, Willow-Mistt, for the two weeks from Monday, June 2, to Friday, June 13, 1986. Poor Stephanie has to spend her 17th birthday on the plane home.

Jackson Witch Girls at Willow-Mistt

Why Do This?

The first reason is that it is fun. And honestly, that is all the reason I need. But I was looking back over all my notes on Witch Girls Adventures, and the very, very beginning of what would become my Sunny Valley, OH campaign began in those notes. 

Plus, I wanted to see how modeling MY witch girls in this system would work.

Jackson, though, is 1980s modern hometown horror. Witch Girls is more urban fantasy meets Magic Girls meets supernatural fantasy. They share the same elements, but baked at different temperatures and with different results.

Also. I am still exploring game systems for Carbon Vale and need to find its identity other than "not Jackson."

And honestly, I don't get tired of exploring who these characters are. So, like my Jackson kids, let's get on a plane, fly out to Maine, and spend two weeks in June learning magic, Witch Girls Style.

For me, the best part of this exercise is picking out what Cliques and Magical Heritages they all have. NIGHT SHIFT has one witch class; Witch Girls Adventures provides a lot of customization. 

Stephanie Wren Vale

Stephanie Wren Vale

Age: 16 (turns 17 on June 14!)
DOB: June 14, 1969
Rank: Intern
Clique: Insider
Concept: Cheerleader, social bridge, naturally gifted witch

Attributes
Body D8+1
Mind D6
Senses D4
Will D8
Social D10
Magic D10

Secondary Attributes
Life Points 16
Reflex 10
Resist Magic 14
Zap Points 25

Talents: Friendly, Jock
Heritage: Attuned

Mundane Skills
Acrobatics +4
Athletics +4
Dancing +3
Drive +2
Leader +2
Mundane Etiquette +2
Bargain +1
Singing +1, Insider bonus

Magic Skills
Casting +5
Magical Etiquette +3, Insider bonus
Broom Riding +3
Focus +2
Mysticism +2
Enchantment +2
Potions +1

Magic
Mentalism 4
Protection 3
Offense 3
Divination 2
Alteration 2

Signature Spell: Telepathy

Faye Rose Thorne

Faye Rose "Thornie" Thorne

Age: 17
DOB: Septemeber 1, 1969
Rank: Intern
Clique: Gothique
Concept: Occult rebel, practical dark witch

Attributes
Body D6
Mind D8
Senses D8
Will D10
Social D4
Magic D10

Secondary Attributes
Life Points 12
Reflex 9
Resist Magic 13
Zap Points 20

Talents: Creepy, Mysterious
Heritage: Hexer

Mundane Skills
Basics +3
Hear +3
Look +3
Pop Culture +3 (Music +4)
Streetwise +3
Mythology +2
Scare +1

Magic Skills
Casting +5
Mysticism +4
Focus +3
Herbalism +2
Cryptozoology +2
Spell Breaker +2

Magic
Curse 4
Necromancy 3
Mentalism 3
Offense 3
Divination 2
Protection 2

Signature Spell: Jinx

Larina Stephanie "Nix" Nichols

Larina Stephanie "Nix" Nichols

Age: 16
DOB: 10/25/1969
Rank: Intern
Clique: Rustic
Concept: Occult scholar, small-town witch, compulsive investigator

Attributes
Body D4
Mind D10+1
Senses D8
Will D8
Social D4
Magic D8

Secondary Attributes
Life Points 8
Reflex 7
Resist Magic 11
Zap Points 16

Talents: Brainiac, Geek
Heritage: Oracle

Mundane Skills
Basics +4
Mythology +3
Look +2
Hear +1
Science +1
Games +1 (Chess +2)

Magic Skills
Casting +4
Mysticism +4
Herbalism +2
Focus +1
Spell Breaker +1

Magic
Divination 4
Conjuration 2
Elementalism 2
Offense 2
Protection 2
Alteration 1

Signature Spell: Find
Common Spell: Zap

Vera Diane "Raven" Rook

Vera Diane "Raven" Rook

Age: 17
DOB: 11/13/1968 (missed the school cut-off age, but never fails to remind everyone she is the oldest).
Rank: Intern
Clique: Outsider (she is a member of a magic family that has turned its back on magic)
Concept: Reluctant ally who discovers she enjoys all of this far too much

Attributes
Body D6
Mind D8
Senses D8+1
Will D8
Social D8
Magic D10

Secondary Attributes
Life Points 12
Reflex 10
Resist Magic 13
Zap Points 20

Talents: Busy Body, Brave
Heritage: The Sight

Mundane Skills
Basics +3
Drive +3
Hear +3
Look +3
Gossip +2
Mythology +2
Plucky +2
Scare +2
Mundane Etiquette +1, Outsider free skill
Streetwise +1, Outsider free skill

Magic Skills
Casting +5
Mysticism +4
Cryptozoology +3
Focus +2
Spell Breaker +2

Magic
Divination 4 (free rank due to Sight)
Mentalism 3
Protection 3
Curse 2
Time and Space 2
Illusion 2

Signature Spell: Scry
Common Spell: Glamour

Some of these are so good it makes me laugh. Vera the busybody always poked her nose in until finally Steph, Faye, and Larina just gave up trying to exclude her. Larina is not the most magically potent one here, but she is the smartest; this has always been her role. 

This also helped me solidify some of their birthdays.

So I really don't know what will happen at Willow-Mistt for the girls. I also don't know if the "Stars" are there. It would be a shame NOT to have them there. Besides, the chance for Stephanie and Princess Lucinda to draw swords, magically speaking, at each other? I mean, how can I say no?

Stephanie: "You might be a Princess, but I'm the fucking Queen!"
Vera: "Uh...Vale, do you know what that sounds like?"
Stephanie: "Don't start with me, Rook!"

So the rules support them very well. Very, very well in fact. And I can see having the same sorts of adventures with them in WGA as I do in NIGHT SHIFT. But Witch Girls Adventures is a very different sort of game than the world I have built. They are similar, to be sure; Malcolm and I read the same books, watch the same TV shows and movies, and I think we are about the same age. So this is all natural. But while a Summer Enrichment Program is nice, none of my characters are moving to Willow-Brook, Maine, anytime soon. 

I love the council of Witches, and let me tell you, I have IDEAS. But they are not something that works in my world. The world Jackson is in. Maybe my girls not only went to Maine, but a slightly different universe? I mean I can see this council wanting to look at these girls after the events of the Hollow King. Great for Witch Girls Adventures, less so for NIGHT SHIFT.

Given that this is the first big trip away from home on their own for the four of them (I mean Valerie as a chaperone?? "Ok, if you need it, I know 57 ways to get blood out of clothes. First one, 'always wear black.'"). Here is the song I can see all four of them singing together in their dorm.

They graduate and go off in different directions in just a year.

But if I went into this looking to understand these characters better, then it was a huge success.

More of Larina's "Shards"

Still. I am reminded of how much fun this game really is. 

I am looking forward to checking Modern Mythology now.

Friday, October 30, 2026

Urban Fantasy Fridays: NightLife (1990)

NightLife RPG
 NightLife is a game I have had on and off for a number of years. I only ever owned the core rules and the Magic book. I never got a chance to play it, but it is a game we talk about every so often in our Elf Lair Games meetings. The game is quintessentially early 90s. It's filled with blood, dark, and dirty streets, and where you get to play the monster. Vampire: The Masquerade may have done it better, but NightLife gave it its all a year earlier.

NightLife is set in New York. A strange New York that is sandwiched between the movie Warriors and the First World Trade Center bombing.  A city that is hot and perpetually at night. Something like Dark City meets Nightbreed.

NightLife

by Bradley K. McDevitt, L. Lee Cerny, Walter H. Mytczynskyj
1990, 1992 Stellar Games, 256 pages.

Much like Beyond the Supernatural, NightLife is wonderfully crunchy.  Character creation is a prime example. Roll 4d10 for the eight attributes: Strength, Dexterity, Fitness, Intellect, Will, Perception, Attractiveness, and Luck. Then there are another twenty d10s to put toward your skills. And there is a lot of them. It is very much an RPG of its time in that having a skill for something matters, and you will find them for everything from firearms and martial arts to pharmacology, manuscript illumination, seduction, and even skateboarding. Honestly, it already feels like the heart of this game is a cyberpunk game gone horror, splatterpunk. This will not be the last time I feel this while going over the rules.

The underlying system is simple enough. Your attributes and skills yield a percentage, and you roll under on percentile dice. A 20 in a given skill denotes you are competent at the everyday task without needing to make a roll; it is only when things get difficult, or you are under pressure, that the dice come out. Character generation can be a bit of a time sink, but once you are in the game, the central mechanic is not hard to grasp. 

The art is very early 1990s punk style. Cool for the time, but looks a bit dated by today's standards. To be fair, one of the creators, Bradley K. McDevitt, has his own stock-art service, and his stuff is great. I have used his art many, many times in my own work. So, to me, despite its age, the art is very much a "draft" of what I consider "urban horror art." Later on, the artists for Vampire: The Masquerade and WitchCraft RPG would help define this style in my mind. But credit where credit is due for starting here. 

The Kin

What sets this apart is that you do not go after the monsters. You are the monster. Like I mentioned above, it covers similar ground to Vampire: The Masquerade, but the tone here is less Anne Rice. 

The Kin - Daemons

The supernatural types refer to themselves as the Kin, leaving ordinary people with the rather condescending title of "the Herd." The book has seven varieties of Kin: Vampyres, Werewolves, Ghosts, Daemons, Wyghts, Inuits, and Animates. They all have their Edges, or powers, and the traditional Flaws of being a monster. The Magic sourcebook also adds Witches to the mix.

Vampyres are of the old school. Give them sunlight, garlic, a wooden stake, running water, or holy objects, and they will be stopped. They turn into bats, mist, and wolves. These vampyres are more akin to Dracula than Lestat, but his DNA is in there as well. Werewolves change shape. Ghosts are the dead with unfinished business. Animates are your Frankenstein’s monsters and golems. Daemons are extradimensional and have been magically put here. And Wyghts are unpleasant undead affairs that siphon the youth from their victims.

Then we have the Inuits.

Well, yes. This is where the game’s age shows, and not in an endearing way. The handling of Indigenous spirits under that moniker is something I would either not use or rewrite. 

Edges, Flaws, and Humanity

You have Edges, the supernatural side of things. Some are common, some are for a particular Kin. Claws, telepathy, weather control, possession, invisibility, speed, and armor are among the options. But the cleverness lies in the price.

That price is Humanity.

Humanity is not merely a morality stat on the sheet for the GM to levy punishment with. It is a resource to be spent. 

Your monster can do some very cool things, but they are the very things that erode what is human about him. That is a fine mechanic. There is a built-in temptation in the rules. You can have more power, but how much of yourself are you prepared to put on the line?

It goes both ways. High Humanity can make you functionally human. Let it drop, and the character becomes more visibly monstrous, his weaknesses more pronounced. Lose too much Humanity, and now your character has become a true monster and an NPC. I like this idea. The World of Darkness games made this idea their central thesis; other games have a form of this as well. NightLife wasn't the first to do this, but they did do it well.

Edges and Flaws

The City at Night

An urban fantasy needs somewhere for its denizens to put down roots, and NightLife gets that. Not just a crypt or a haunted house. We are talking clubs and bars, record stores, and warehouses. Back rooms and street corners. The sort of places for showing off, making bad decisions, and hearing what is going on. You could say nightclubs are the heart of the game's culture. Style is everything, as is the right music and the right clothes. The book is so preoccupied with fashion that a modern retrospective put it best: in NightLife, a gun can sometimes look like the more economical option than a proper wardrobe.

Then there are the particular modifiers for a fight on the dance floor. That's about as much of a NightLife rule as you will find. I can't think of another game that does that.

Do not mistake this for Gothic horror moved to an urban environment. This is urban horror. The monsters are of the city; they have their neighborhoods and their enemies three blocks away; they have favorite clubs, and they listen to the music. It is easy to see why the comparison to The Warriors holds up.

New York is as much of a character here as it is a setting.

The supernatural is divided into factions and gangs with differing views on humanity. You have the Commune, which is content to let Kin and humans coexist, or the Complex, which would rather control and make use of them. The Morningstar Corporation will undermine society with its wealth and politics, while Red Moonrise is far less subtle and has no qualms about terror and slaughter. And if one wants to be hunted, there are human outfits like the Van Helsing Society and Target Alpha who know the Kin are out there. In short, there is always someone to have a go at. NightLife anticipates as much.

There is some wonderful worldbuilding here that sadly went unnoticed at the time.

Putting the Splatter Back in Splatterpunk

This is no subtle affair. The rulebook will tell you exactly how big a wound is from the damage taken. A Kin can take some horrific injury and come back for more unless put down in a certain way. That kind of durability is what lets the game live up to its splatterpunk side.

City at Night

Shadow of the Vampire

One cannot help but compare this to Vampire: The Masquerade. NightLife came first in 1990 with Vampire behind it in 1991. They share the d10s, the Humanity stat, the urban backdrop and the same sort of player characters. Yet the tone is worlds apart. NightLife is punk where Vampire is Gothic. It is all about the leather jackets and the loud music, the blood on the wall, and the monsters having it out in the alley behind the club. There is plenty of angst to be had, but also a motorcycle chain and a switchblade.

In NightLife, everyone is Clan Brujah or Tremere.

What do I get out of NightLife? More than one might expect.

I am fond of the way it treats Humanity. It is not a passive number for the GM to judge by. Your very existence as a supernatural puts your connection to humanity at risk. I can make a lot of use of that.

I also appreciate the Kin being a single culture. Vampires and werewolves do not need to be in separate societies that never cross paths; they can be in the same faction and have the same enemies. Very fitting for an urban setting. They can still hate each other. Fight in gang wars or even have an uneasy alliance. Same with the other types here. 

The factions are fine, though I would not use them verbatim. What interests me is the concept: supernatural beings at odds over how to deal with ordinary people, and those differences turning political or violent.

But the thing NightLife offers above all is a sense of place. The supernatural has to be somewhere on a Friday night. It may sound foolish, but a community is only convincing when there is a bar they all know, a record store open till two in the morning, a diner where the night staff won’t remark on odd patrons, and an alley to settle scores. I put that to work in NIGHT SHIFT.

For example, in my 1990s sequel to Jackson set in Chicago, Faye Thorne, now calling herself Fiona Voss, runs a record store called Muse. Muse is where people (and not-people) congregate and hear things. Even those who would not normally work together can be found across from each other because they both know it is safe ground. 

And that is what NightLife does best. It is not a matter of monsters hiding in the city, but of them having a life in it. The distinction is important. The vampire has a band he likes. The daemon has a drink with an old friend. The ghost knows her way in. The werewolf has friends and enemies and the clothes and the neighborhood to prove it. The supernatural is not in town for a visit. It lives here.

And regardless of the Kin, they all need somewhere to buy the new Inkubus Sukkubus album. 

My Jackson Kids: Chicago 1992

This campaign does not have a name yet. Nor is it even very well defined. I just know this. Like my real kids, my Jackson, IL kids will grow up and move out at some point. Some end up in Chicago in the 1990s. Why Chicago? Why not! I LOVE Chicago. 

Among the PCs/NPCs I'll work with, there will be Larina, Faye/Fiona, Roderick Morgan, and Moria Zachary. There will be new characters too, but the players will create those. 

Fiona, Larina, and Moria
Fiona, Larina, and Moria, Chicago 1992

And...that is about all I have for that campaign! Really. I have some other idea involving the Maxwell Street Market and other things I loved about Chicago in the 1990s, but this notion is in it's infancy. 

So I am trying out a lot of different ideas. Namely, this campaign is an attempt to move from Modern Horror (Jackson, Sunny Valley) into Urban Fantasy. The horror is still there, but it isn't the same sort of thing.

So, for NightLife, I started with the core book and create a character who fits. I considered turning one of my Jackson kids into a ghost, but in truth I just couldn't bring myself to do that. So instead, I am using a character and keeping her more or less as is. Then I grabbed a copy of the magic book and created twom more characters.

Edited to Add: In my online research, I see that there is a book for NightLife called "America After Dark." I didn't really have the time to buy a copy. Though maybe I will grab it later on since it covers the time period when I was living downtown. In truth I should assemble all the RPGs and supplements that cover Chicago sometime. Especially if I get this Chicago game off the ground.

Moria Lucille Zachary
Moria Lucille Zachary

Race/Kin: Daemon
Age: 21

Abilities
Strength (STR) 23
Dexterity (DEX) 34
Fitness (FIT) 27
Intellect (INT) 26
Will 21
Perception (PER) 27
Attractiveness (ATT) 27
Luck 19
Magic Ability (MA) -

Base Hand-to-Hand (HTH) damage 4
Max Humanity 80
Humanity 36 (40)
Survival Points 46

Edges and Flaws
All Kin
Armor 5, Aura Sight 27, Claws 27, Danger Sense 27, Drain 27 (diet: Human or Animal Life Force), Speed 34

Kin Specific Edges
Alter Form 21, Body Control 27, Flight 27 (true form only), Telepathy 26, Travel 21

Flaws
Substance Vulnerability: Flint, Holy Relics, Fire (double damage), Command: Majestic Daemonic

Skills
Combat Skills
Pistol 41, Streetfighting 52

Archaic Skills
Kin Lore 37

General Skills
Alertness 34, City Knowledge (Chicago) 32, Disguise 30, Language (English) 30, Persuasion 31, Psychology 33, Seduction 31, Stealth 57, Streetwise 42, Theology (Catholic) 32

Occult Skills
Occult Knowledge 34

Connections
Bar Bouncer, Bartender, Police Detective

Money: $13,000.

Moria is great for this. Plus, we haven't seen her in Jackson for a while, so it has a nice "what the hell are you doing here?" vibe. I also like the idea that the girl who was considered dangerous in Jackson is just mildly threatening here in Chicago. 

Larina Stephanie Nichols
Larina Stephanie Nichols

Race/Kin: Human, Witch
Age: 22

Abilities
Strength (STR) 15
Dexterity (DEX) 28
Fitness (FIT) 25
Intellect (INT) 35
Will 34
Perception (PER) 34
Attractiveness (ATT) 30
Luck 21
Magic Ability (MA) 30

Base Hand-to-Hand (HTH) damage 5
Max Humanity 100
Humanity 48 (50)
Survival Points 46

Edges and Flaws
All Kin
None

Kin Specific Edges
None

Flaws
None

Magic
Shadow Paths, Deflection, Escape, Magic Sight, Vibes, Word, EMT, Lighter, Open

Skills
Combat Skills
Knife 31, Pistol 27, Martial Arts (Judo) 42

Archaic Skills
none

General Skills
Alertness 39, City Knowledge (Chicago) 38, Driving 31, First Aid 34, Language (English) 35, Language (Greek) 35, Language (Latin) 35, Persuasion 37, Psychology 43, Research 48, Streetwise 31

Occult Skills
Library Research (Magic) 48, Talismanic Magic 40, Herbal Magic 40, Occult Knowledge 44

Connections
Bar Bouncer, Bartender, Police Detective, Elder Kin

Money: $8,000.

Larina only lives here during her undergraduate and Master's degrees, from fall of 1987 to Spring/summer of 1993. I have her going on other adventures in 1993 that correspond to her Chill 2nd edition period and flowing into her WitchCraft RPG time. Whether those games involve the same "mirror shard" of Larina or not, I don't know yet. But for now, this is Larina in 1992.

Fiona Voss
Fiona Voss

Race/Kin: Human, Sorceress (near Kin)
Age: 22

Abilities
Strength (STR) 20
Dexterity (DEX) 24
Fitness (FIT) 28
Intellect (INT) 34
Will 46
Perception (PER) 30
Attractiveness (ATT) 34
Luck 20
Magic Ability (MA) 35

Base Hand-to-Hand (HTH) damage 4
Max Humanity 80
Humanity 30 (Soul Burn)
Survival Points 48 (36 in stored spells)

Edges and Flaws
All Kin
Drain 28 (Fiona "recharges" herself by going out)

Kin Specific Edges
None

Flaws
Substance Vulnerability: Metorite iron, salt (she makes up for it with hot peppers)

Magic
Black out, Shadow Paths, Deflection, Escape, Hotwire. EMT (white), Dispel Magic (white), boombox (white), Binding (black)

Skills
Combat Skills
Pistol 28, Streetfighting 32

Archaic Skills
Kin Lore 40

General Skills
Administration 42, Alertness 36, Business 44, City Knowledge (Chicago) 42, Dancing 29, Driving 28, Fashion Sense 34, First Aid 38, Intimidation 50, Leadership 54, Musical Style (Goth/Alternative) 46, Profession (Record Store Manager) 46, Research 38, Security Systems 39, Stealth 29, Streetwise 56

Occult Skills
Occult Knowledge 42

In many ways, Fiona has become my standout NPC in my Chicago games. 

Larina is a human witch; Fiona is a near-kin Sorceress. I opted to go in this direction so I could see the differences between the two magic types in the Magic book. Fiona is still recovering from her near Hag-conversion. So her magic feels more like a Kin than Larina's coven magic does. 

So, I want to talk about the differences between Jackson-era Faye and Chicago-Fiona. Same girl, different experiences. In some ways, Fiona becomes more Fiona in NightLife. Faye hated high school, and she hated (hates) Jackson. She flees first to UIUC and then to UIC, but it isn't college or university academics that give her life. It is Chicago. Here is a giant city filled with strange new people, and she LOVES it. 

I get it. I remember leaving class one summer night and looking out at the city from a Blue Line L station and just being in awe of how beautiful it was. In my mind, Faye saw the same sight, but where I was in awe, she fell in love. Faye embraced Chicago in such a fundamentally deep way. From that moment on, she was never, ever going to leave.

NightLife also gave some great ideas for Faye/Fiona regardless of what game system I might use. She works till close at Muse (before she owned it) and then goes out to clubs that would have been too dangerous for a girl in her 20s to go to by herself, but she is a powerful sorceress/witch. She dances until 3 am, eats Thai food or whatever is still open (lots of places), and turns around and goes back to work the next day. 

While all of this is wonderful for Fiona, it is the start of Fiona and Larina growing apart. They still remain close; you can't erase that. But they are setting their sights now in different directions. 

NightLife characters

Jackson to Chicago

I did not set out to create another campaign this month. I certainly don't need another campaign. But somewhere along the way I followed these kids out of Jackson and into Chicago. By 1992 they are no longer kids, and the supernatural isn't something hiding beneath their hometown anymore. It has neighborhoods, jobs, stores, clubs, politics, and a social life. I don't know what I am going to do with that yet. For now I am calling it Chicago 92. I suspect I will be coming back to it. 

Jackson was about discovering the supernatural. Chicago is starting to look like it will be about living with it.

Final Word

NightLife will not replace NIGHT SHIFT on my table. NIGHT SHIFT is just a far better fit for what I want out of a horror RPG. But I would not have NIGHT SHIFT in my hands now if it hadn't been for the nightclubs and streets of NightLife. 

I intended to explore how a single campaign idea could be viewed through the lens of different games; I ended up with much more than that. I got so much out of these games that I think I'll do a proper retrospective later. Likely next month. 

Thursday, October 29, 2026

This Old Dragon: 40 Years of the Dragon #114 Witch

 This October marks the 40th anniversary of the publication of Dragon #114. All year long, I have been waxing nostalgic about my gaming experiences from 1986 and how they set the tone for the next 40 years of my gaming life. I have also spoken at great length about the witches who have shared those gaming experiences with me over the last four decades. 

So I would be remiss if I didn't mark this particular anniversary as something important.

Dragon #114 and the Witch

But the question is, after spending so much time with the witch and this particular issue of Dragon magazine, what do I have left to say?

Turns out, more than I thought.

The Witch on the Page

I have already talked at length about how my understanding of witches and witchcraft grew out of my love of stories about witches, as well as historical documents, and modern occult and New Age interpretations of the witch. So seeing her in the pages of Dragon was exactly the sort of thing I had been looking for at the exact time I was looking for her.

Now, I had been working on my own witches for some time before this issue came out. Some of my earliest surviving notes date back to 1982 at the latest (could be 1981 even, but 82 is a safer bet). But Dragon #114 showed me something bigger than what I had been putting together in my haphazard collection of notebook pages.

This was a complete class.

Based on Ronald Pehr's Witch in The Dragon #20, Bill Muhlhausen created the original witch class, with Kim Mohan and Tom Moldvay revising the version in #43. Roger E. Moore expanded and revised it for #114, with Karen Martin, Robin Jenkins, and Kim Mohan editing.

Beyond the name, beyond the mechanics, and beyond the particular choices made in its design, the Dragon #114 witch taught me something very important.

The witch, as a class, could work.

Maybe not exactly the way I would have done it, but that was part of the lesson, too.

There was one thing about the Dragon #114 witch I never quite agreed with. She was presented primarily as an NPC, and the editors warned she might be too powerful for regular player characters. There was an implication that this character, while maybe not 100% evil, was certainly up to no good (or even good, for that matter; yes, there is a distinction).

But I wanted to play a witch, not just fight one.

I had already been thinking about witches as characters who could be heroes, villains, or anything in between. Their relationship with magic made them witches, not their alignment. And I certainly wasn't interested in limiting my witches to being somebody else's adversary.

That was another lesson I took from Dragon #114. Just because the designers had one particular use in mind didn't mean their rules could accomplish only that. 

I knew the class was capable of more.

"Me and Thee"

The witch I was building and the Dragon #114 witch had many similarities. While I marveled at that back then, the reasons turned out to be largely mundane and practical. We were all reading the same books.

Back in Dragon #43, Tom Moldvay pretty much spelled this out in his revision of the witch class, which would eventually form the basis for the version in #114.

I detailed that here: Tom Moldvay on Witches.

Moldvay outlined six things he felt a witch class needed: herbalism, fascination or charm, a combination of clerical and magic-user abilities, sympathetic magic, secret religious practices, and powers tied to nature and the changing seasons. When I revisited his article in 2011, I added two more things I felt were essential: covens and ritual magic.

Looking back now, I find it remarkable how many of these ideas were already in my notes, even if I hadn't yet figured out how to turn them into workable game mechanics.

Among other things, we agreed that the witch should have a combination of clerical and magic-user spells, though I originally had my witches avoiding flashy magic and spells that did a lot of damage. So, no fireballs. I wanted witches to have magic that was more subtle, more personal, and often more frightening. Curses, charms, divinations, transformations, and magic that could affect people without necessarily blowing them up.

I already had the idea that witches could have healing magic, but never to the degree that clerics did. Herbal healing, potions, and magical cures all seemed perfectly appropriate. A witch should be able to tend to the sick, heal wounds, and perhaps cure certain ailments through her knowledge of herbs and magic. But she should not replace the cleric in an adventuring party. Maybe at low levels she could be a stand-in, but never once the real combat started. ETA: I am reminded of a scene in one of my Jackson playtests where Candy, the "thief," is a better healer than my witches.

Also, under no circumstances would a witch have a Raise Dead spell.

This was something Moldvay's discussion helped me articulate more clearly. The witch's relationship with nature and the seasons also meant a relationship with the cycle of life, death, and rebirth. Bringing someone back from the dead in the same body seemed to violate that cycle. Reincarnation, however, was another matter entirely. That fit the witch's worldview much better. Death was part of nature, not just another condition to fix with enough magical power.

The High Secret Order (HSO) spells were great, and many of them fit right into what I thought witch magic should be. I just had a group of spells I originally called "witchcraft" and later "hex magic." My witch was more focused on occult powers and familiars.

Sympathetic magic mattered most to me. The idea that a witch could use a lock of hair, a personal possession, a poppet, or some other object connected to a person to work her magic felt much more appropriate than simply pointing a finger and casting a spell. A witch's practice of magic should feel different, not just in the spells she can cast.

In my 2011 post, I suggested that clerics rely on faith, magic-users on intellect, and witches on personal connections and magical correspondences. A wizard might regard such things as unnecessary props, but to the witch they are part of the magic itself. This also gives the witch something distinctive to do in the game. She might need to gather ingredients, prepare a charm, or perform a ritual before a spell can take effect. These are not just trappings, this is good roleplaying.

Herbalism and alchemy were also natural fits. I had long associated witches with herbs, potions, and strange concoctions bubbling away in cauldrons. But there was also a practical design question here. How much healing could I give the witch before she started replacing the cleric? How much magical power could I give her before she became just another magic-user?

I asked these questions in 1986, and I still ask them when designing witches today.

The power of fascination was another interesting idea. Witches in folklore and fiction have always been able to beguile, charm, or otherwise influence others. Morgan le Fay and Circe came to mind, along with countless other witches from stories, television, and movies. I liked the idea of this being more than another charm spell. It was part of what made a witch a witch.

The religious aspects of witchcraft were a little more complicated. Moldvay drew on historical and anthropological interpretations of witchcraft, including Margaret Murray's work. Murray's theories about a surviving, organized pre-Christian witch-cult have long since been discredited, but they were enormously influential on twentieth-century ideas about witches, including modern Paganism and fantasy fiction. Not to mention, great for my gaming ideas.

Like Moldvay, I drew on many of those same sources. But I was also interested in the idea that a witch's relationship with the supernatural differed from a cleric's. A witch might honor gods and goddesses, work with spirits, bargain with supernatural powers, or call upon something older and stranger. Her magic could be spiritual without working the same way as clerical magic.

This eventually became an important part of my own ideas about Patrons and how witches gain and use their powers.

The two things I added to Moldvay's list in 2011, covens and ritual magic, were also missing from many early attempts at witch classes.

Witches working together are a fixture of folklore and literature, from the Weird Sisters in Macbeth to the witches of modern television. I wanted covens to mean something mechanically. Maybe three witches working together could accomplish something none of them could do alone. Maybe certain spells required a coven, or their effects grew stronger as more witches participated.

Ritual magic went hand in hand with that. Not every spell should be something a witch could cast in the middle of combat. Some magic should take time, preparation, special ingredients, and perhaps the right phase of the moon or time of year. That sort of magic was often much closer to the witchcraft I had been reading about than anything in the Player's Handbook.

Of course, these ideas weren't all fully formed in 1986. Some were little more than margin notes, or, more often, on paper bookmarks, and others were things I wouldn't find good mechanical solutions for until much later. But the foundations were there.

And that brings me back to Dragon #114.

The witch in those pages wasn't my witch. I would have handled some spells and abilities differently, and I wanted to explore ideas the article never touched on. But that was perfectly fine.

What mattered was that we approached the same problem from similar directions, used many of the same sources, and found that a witch could be something different from either a cleric or a magic-user.

Not necessarily better or more powerful. Just different.

There is a line from one of Larina's binding rituals that goes, "I bind you to me, and me to thee. I bind us with the power of three times times."

I think that fits well here. My witch and the Dragon #114 witch were never quite the same, but they have been connected for forty years. One influenced the other, and my own understanding of both has changed over time.

And I suspect that neither of them is quite finished with me yet.

"Larina" by Djinn

"If Anyone Falls"

Of course, I can't talk about Dragon #114 without talking about Larina.

I have already gone into great detail about her origins and evolution in my Mirror Mondays: The Witches of 1986 post back in July. I don't want to repeat all of that here, but something about her relationship with this particular issue of Dragon is worth exploring.

When I created Larina in July 1986, she was a witch in concept but a magic-user on her character sheet. I had my own witch class in various stages of development, but it was hardly complete. So she was a magic-user, with the understanding that she was really something else. I have a rather distinct memory of saying "I am going to play her like a witch." She wasn't the first; hell, she wasn't even my fourth witch character (well, maybe my fourth), but she was the one I explicitly called a "witch."

When Dragon #114 came along, I immediately made her a magic-user/witch. Suddenly, there were rules for something I had been trying to represent for years.

But I didn't quite appreciate then how much those rules would change the way I thought about her.

She wasn't simply a magic-user who happened to call herself a witch anymore. Her witchcraft was something distinct, something she could study and practice alongside her more conventional magical education. That distinction became part of her story.

And more importantly, it made me think about what she could do that other characters couldn't.

Larina was never going to be the most powerful combat spellcaster in the group. That wasn't what interested me about her. I wanted her to know things. I wanted her to understand the strange and mysterious, to recognize a supernatural threat when others couldn't, and to know what to do about it.

The witch class helped me explore that. But then something interesting happened.

Over the years, as I kept working on my own witch classes and playing others (Bard Games, Mayfair, AD&D 2nd ed), Larina became a kind of measuring stick for them. I could look at a new version of the witch and ask myself, "Can I make Larina with these rules?"

It was a useful question, even if it wasn't always fair. After all, not every witch should be Larina, and I'd created plenty who were nothing like her. But she represented a particular understanding of what a witch could be, and if the rules couldn't support that, then I wanted to know why.

In 1986, I was adapting Larina to fit the witch class in Dragon #114. Forty years later, I often evaluate witch classes by how well they represent her. 

So, somewhere along the way, the relationship had reversed.

And that brings me to something else.

The witch in Dragon #114 was a collection of rules. A good collection of rules, one that influenced me enormously, but rules nonetheless. Larina was the character who lived with the consequences of those rules.

She gained experience, learned new spells, met other characters, developed relationships, changed her beliefs, and survived campaigns that sometimes ended long before I wanted them to.

She eventually became a character I could play in games that had no witch class at all. The mechanics changed, sometimes dramatically. But I still knew who she was.

This taught me something about character classes that I don't think I fully understood in 1986. A class needs to be more than a collection of powers and abilities. It should help players create a particular kind of character, one with a recognizable identity and a place in the game world.

And if it does that well, the characters it helps create might eventually become something larger than the class itself.

That certainly happened with Larina.

Forty years ago, Dragon #114 helped me figure out how to play her.

Forty years later, she is still helping me figure out how to write witches.

Friday, October 23, 2026

Urban Fantasy Fridays: Coven & Crucible (2023)

Coven & Crucible cover
 I feel a little bad about this one. It has been sitting on my desk to the left of me for a very long time on my TBR pile. I wanted to get a review of it done back when it was new. Then, when the revised edition was out on Kickstarter. Now we are in between editions. This particular edition is no longer available on DriveThruRPG (which is disappointing, to be honest), and the new one isn't up yet. 

It is a good game and perfect if you are like me and want to have a focus on Witches and Witchcraft in your game. But how does it hold up?

Coven & Crucible

Raechel Henderson and Stephan Kelly
2023 13th Moon Games, 196 pages.

The product is from 13th Moon Games and the work of Raechel Henderson and Stephan Kelly. Henderson is behind the story and setting, while Kelly has put together the mechanics. The two saw the game through playtesting in 2022, and it was funded the following year. They are married and their kid does the art. The art is actually pretty good.

A word before we proceed: this review is of the original core rulebook. A second edition, Coven & Crucible: Reforged, was funded in early 2026 and should be in fulfillment soon. That version will preserve the original's collaborative spirit while streamlining the rules. For now, then, this is an examination of where the game started.

Coven & Crucible

The World of Coven & Crucible

What you will find is that magic is not secret. That is the one thing that puts Coven & Crucible apart from most of the urban fantasy/horror games I have been turning over for previous Urban Fantasy Fridays like WitchCraft or Mage. There is no Veil, no Masquerade, no grand secret war to keep the rest of us in the dark. Everyone is aware of witches and what they can do. You can go online and hire one.

The game puts it on a par with martial arts, cooking, or computer programming. You could become a witch if you wanted, but it is a matter of study and discipline. I have to say I am fond of that. It means if there is some magic work to be had, you can just put out a contract to a witch.

That choice ripples through the whole of the setting and changes the tenor of the game. You get your magical businesses and professions, your occult markets and currencies, and organizations with enough history to have built up their share of wealth, grudges, and bureaucracy. The introduction paints a picture of specialists who might be stockbrokers using divination or working at a place like the Magic Beans coffee chain. The latter alone gives you a sense of the tone. It can be a dark affair but not everything supernatural has to be evil.

Coven & Crucible Chicago
Chicago

I was drawn to the default setting of Chicago for the obvious reasons. And it feels right. You have old neighborhoods and the new construction all in a pile with the witch politics. This is not one of those settings where "Chicago" is reduced to the Sears Tower and deep dish pizza because someone has seen The Untouchables or Ferris Bueller’s Day Off. Here, the architecture, the lake, and the weather are part of the fabric of things. The supernatural is layered on top of the mundane rather than in some other dimension, which is how I prefer to run the city in my own games.

There are good details too. Take the Midnight Market, a black market for the magically inclined that runs parallel to the regular flea markets. Or the fact that witches deal in Pentacles; not because paper money is no good, but because in magical commerce discretion has a price. Favors will do as currency in some cases. It is the kind of thing that makes a world feel lived in.

The Coven and the Crucible

As for the name, it is a nod to the two big institutions. The Coven is the international organization with its Houses and internal squabbles. The Crucibles are another matter entirely, an independent network of sorts to offer neutral ground and services. You could describe it as a magical hotel, an embassy and concierge service, a meeting place and sanctuary all in one.

Then there is the matter of the Coven and the Crucibles. The Coven would be only too happy to have control over them, but does not. The two put up with one another for the simple reason that any attempt at absorption would come at too high a price. It is a fine source of tension; neither has to be evil for there to be conflict. People are after influence, organizations want their territory, families are concerned with prestige and witches with their independence. One does not need an ancient Dark Lord to rouse himself from his slumbers to make for a compelling setting.

While the focus of the book is Chicago, other Crucibles are mentioned.

The System

Coven & Crucible makes do with just two d12s, which is enough to put it in my good graces right off the bat. Characters are defined by four Attributes (Will, Body, Agility, Magic) along with nine Skills and sixty-three Sub-skills. Resolving an action is straightforward: add Attribute plus Skill and Sub-skill, factor in modifiers, and a Difficulty set by the Storyteller equals the Target Number. Roll 2d12 to come in under or on this Target Number. So higher skills are still better since they increase the Target Number. A 13 is a special case, resulting in a critical of some sort depending on the circumstances. Since we are talking about 2d12 here, 13 is the most likely result.

The formula has its flexibility, though, and that is where the system becomes more engaging. A Sub-skill may be listed under a certain Skill, but the game is open to the player and Storyteller to put together whatever combination of the three best suits what the character is set on doing. This is of paramount importance when it comes to magic. This makes it more akin to Unisystem than say a d20 based game.

Character creation is a bit more of an undertaking than the core rules might imply. With Attributes starting at 3 and Skills at 4, and a pool of 63 levels to put into Sub-skills or Traits, one has to make no end of decisions. I don’t mind that. The payoff is a degree of specialization. The game is looking for characters who are very capable in their own right, not blank slates that will take twenty sessions to become interesting. They know when they are out of their depth and will call on others.

Though, like many games I am looking at this month, it is easier since I know what I want to end up with and after doing it a couple of times. 

Magic

Unsurprisingly, this is the part of the game I like best. Forget spell lists or slots or even “named spells” in the way most RPGs have them. The witch tells you what she wants to do and the Storyteller works out the formula. Say you want to turn invisible. The book will put forward a number of options: Magic + Magical + Disguise, or perhaps Stealth or Larceny. If it is a case of evading a camera rather than a person, even Security Systems might be called upon.

Two witches can end up with the same result while going about it in entirely different ways. That is how I prefer my witchcraft. The effect may be the same mechanically, but the intent and symbolism should be the character’s own. Faye is not going to ward a house the way Sylvia does, any more than Larina will go about making herself invisible as another would. Larina would bend light around herself; Faye would simply make people not see her. Coven & Crucible handles that nicely.

There are two ways to cast: Improvised for the quick fix in combat, and Ritual for something with more staying power. You will also find alchemy, materia magica, familiars, grimoires, summoning, and all the other accouterments one expects from a game of this sort. Grimoires are of particular note. They are no run-of-the-mill spellbooks but a record of a witch’s research and discoveries. I was reminded of Larina’s Book of Shadows straight away.

The System at Its Best

One could make the case that the magic system is the game’s most compelling mechanical conceit. It delivers on what so many systems promise and then don't: a form of freeform casting that does not forgo structure in the process. There are still numbers to be had, and character specialties matter. Try something hard, and there will be consequences. Yet you are never put in the position of poring over a list to see if you have the right spell for the job. In that way, your characters come across as witches rather than mere assemblages of powers.

Teamwork fits into this nicely. Put a Divination specialist with one who is good at Warding and an investigator of some note, and the system is happy to reward them for acting like a coven of specialists. I would hazard a guess that is by design.

Where It Gets Rough

That very flexibility is a double-edged sword. Some groups will find it wanting when the player and Storyteller have to hash out which combination of abilities is in play. A group inclined to talk through their intentions will be fine with it; others may want to argue over the most advantageous mix for every roll and put a damper on the pace. Magic only magnifies the problem. The absence of a spell list is liberating but it forces the Storyteller to make judgment calls on what can be done and how taxing it should be. I have no trouble with that, though those in need of tightly codified powers might.

Then there is character creation, which is more of an undertaking than the resolution mechanic. With sixty-three Sub-skills and Traits to account for, there are plenty of little numbers to wade through before you start. Once the character is put together, however, things move along much faster.

As for the book, in spots it has the feel of a first core offering from a smaller publisher. The visual design is striking enough with its black-and-white art and sharp color in the chapter pieces, but some of the rules are dense and call for a re-read. It did not deter me from wanting to get behind the table. If anything, it left me curious to see what the designers would put in place after a few years of use, and that is what makes Reforged so interesting.

Building my Characters

I went with a couple of the Jackson teens for this one; the setting suggested another approach. So I put the clock forward (from Jackson, backward for us) to 1990. I have been considering a "sequel game" for some time, and I know it will be set in Chicago in the 1990s.

Sylvia is here because she causes trouble and this is exactly where she would end up after being chased out of Jackson.

In my "Jackson Universe" version of Chicago, I have Larina Nichols and Faye Thorne. They are both twenty. Larina is at the University of Chicago and well on her way to being the scholar she will become. Faye is new to the city, having transferred to the University of Illinois at Chicago from the sister school, the University of Illinois at Urbana-Champaign. Faye is still Faye, but you can see the growth that will cause her to reclaim her birth name, Fiona Voss. She has found her life increasingly tied up in music and the supernatural side of the city’s nightlife. And there is Sylvia, the older witch with experience to spare. Three different witches with three different goals.

Larina in Judo class
Building Larina was almost too simple. Her character sheet says it all:

Will 7
Magic 7

Academics 7
Magical 10

You have your extremely intelligent, strong-willed, and magically potent type, physically unremarkable but with a head for Academics. Add in some solid Occult, Linguistics, History, and the like for Divination or Warding, and you have her. 

Since the poor girl was always getting her ass kicked in physical fights, she is taking a judo class now. She is not very good at it, but at least she won't get knocked down as much. 

Faye is the other side of that. Less concerned with theory, she is more physical and instinctive, a streetwise sort. Athletics, Underworld, Hexing, and Warding are where her strengths lie, as is the nascent Artistic side that will take on greater significance in time. Then there is Sylvia, the Veteran. She puts decades of experience to work alongside her natural talent and shows me what those rules mean in practice. It is a good thing she does; it keeps Larina and Faye from coming across as finished products. They are very good, but Sylvia makes plain how much ground they still have to cover.

What Did I Learn About My Characters?

I have been going round and round with this for some time (with many games), but Coven & Crucible has put it into perspective: a witch is not made by her spell list. Her approach to magic is what defines her. Larina will research and name things, looking for precedent. She needs to know who first did the magic and why, what language or symbols were involved, if anyone put it to paper. Faye goes about it by feel. And Sylvia has done it enough times to tell you which rules are worth following and which can be let slide. The end result may be the same, but the method should not be. Coven & Crucible offers a rules language for that kind of distinction, and one I can put to use elsewhere.

What Can I Use in NIGHT SHIFT and Jackson?

More than one might think. I am not going to bring the whole setting over; the assumptions do not hold up, and my NIGHT SHIFT magic is not so open. But there are ideas I want to make my own.

Take Formula Flexibility. Not the mechanics per se, but the notion that two characters versed in protective magic need not employ it in identical fashion. Or the idea of coven specialization. A coven ought to be like an adventuring party: one for spirits, another for wards or divination, one for combat, one for the old books. It is far more compelling than having five people with the same Witch class.

I already do this, to be honest. Stephanie’s protective magic looks like blue flames. Larnia’s like a mult-sigiled ward, and Faye’s looks like a growth of thorns and brambles. 

The concept of the Crucible is also something I can put to work. I won’t use the institution itself; it is too tied to this setting, but a neutral piece of supernatural turf is excellent for lending a setting instant history and politics. Be it a hotel or a club where factions agree to certain terms, it is useful. As is the magical economy. Favors, obscure ingredients, information, introductions. Occult types have their priorities, and money is not always at the top of them. It is an idea I have toying with in Nightlife as well. Another game set in Chicago.

Final Thoughts

It is no surprise I am fond of Coven & Crucible. It is a game of witches and d12s that gives me a supernatural Chicago and lets me build a character based on what they know rather than a prewritten selection of spells. What I value is its particular view of a witch. Here, magic is not a superpower or a religion. You learn it, study it, improve upon it. In theory, anyone could, but most will not put in the effort. It has a different taste to the mages of Mage or the arcanists of Beyond the Supernatural.

That is what I was after for this year’s Urban Fantasy Fridays. I have no interest in five games that are cut from the same cloth. I want to see how the supernatural exists in our world. Coven & Crucible says it has a job and bills to pay and family troubles and a favorite coffee shop. And it has politics. And before lunch, it might hex someone. That is fine by me.

This does make me want to pick up the new edition of Coven & Crucible when it comes out. Maybe I'll give these characters a run set in 2027 when they are all close to 60. Sylvia will be a lot older than that, but I am not asking her age, and neither should you.

My Jackson Chicago Kids: Larina, Faye, and Sylvia

Larina and Faye

So I created sheets for many of my witches in Jackson, IL. But since this game is set in Chicago and I already had some ideas about who would be there, I decided to focus on just Larina and Faye. Both are growing in different directions, which is about to cause a rift that won't be addressed until 1995. Vague, I know; it's supposed to be. These are just broad strokes that I'll figure out at the game table. But 1990 is still a few years away from my current year of 1986.  

I threw Sylvia into the mix because I want an NPC who would know things. 

Coven & Crucible Larina Nichols
Larina Nichols
Gender: F, Age: 20
Height: 5'4", Weight: 125

Pentacles: 18

WILL 7
BODY 2
AGILITY 3
MAGIC 7

Initiative 10
Speed/Sprint 18/6
Health 17
Magic Resistance 24

Magic Resistance (Tattoo) 3
Linguist 2
Attractive 1

Skills and Sub-Skills

Academics 7
 - Computers +1
 - History +3
 - Linguistics +3
 - Lore +1
 - Psychology +1
 - Theology +1

Magical 10
 - Alchemy +4
 - Divination +2
 - Forging +1
 - Hexing +5
 - Occult +7
 - Summoning +5
 - Warding +6

Strategic 6
 - Awareness +1
 - Tactics +1

Artistic 5
 - Dancing +1
 - Drawing +1
 - Performance (Sing) +1
 - Writing +2

Martial 3 
 - Unarmed (White-belt Judo)

Technical 5
 - Animal Handling +1
 - Survival +2

Athletics 4
 - Sleight of Hand +1
 - Stealth +1

Social 5 
 - Appearance +1
 - Conversation +1
 - Ettiquette +1

Underworld 4
 - Intimidation +2


Coven & Crucible Faye Thorne
Faye Thorne
Gender: F, Age: 20
Height: 5'3", Weight: 114

Pentacles: 11

WILL 5
BODY 3
AGILITY 4
MAGIC 6

Initiative 10
Speed/Sprint 30/12
Health 19
Magic Resistance 23

Impulsive 2
Fearless 2
Creative Soul 2
Sneaky 1

Skills and Sub-Skills

Academics 4
 - Lore +2
 - Psychology +1
 - Theology +1

Magical 8
 - Alchemy +2
 - Divination +2
 - Forging +2
 - Hexing +7
 - Occult +4
 - Summoning +3
 - Warding +7

Strategic 4

Artistic 5
 - Drawing +1
 - Performance (singing) +4

Martial 5 
 - Dodge +4

Technical 4
 - First Aid +1
 - Survival +2

Athletics 7
 - Acrobatics +1
 - Endurance +2
 - Sleight of Hand +2
 - Stealth +2

Social 5 
 - Conversation +4
 - Persuasion +3

Underworld 4
 - Deciet +4
 - Force Entry +1
 - Intimidation +2

Stephanie is at UIUC. Vera is still in Jackson. And Renee is back home in Finland.  I have Sylvia's sheet, but I wanted to redo her numbers again. She should be more powerful than the notes I have written. But I like how these two came out. 

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