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

Friday, April 4, 2025

Fantasy Fridays: Fantasy Wargaming

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

Fantasy Wargaming

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

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

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

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

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

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

So why go through the exercise of it?

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

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

Weapons of War

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

Star/Birth Sign

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

Social Class

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

Magic

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

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

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

And Witches (p 28):

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

I'll have to see where my Larina falls.

Monsters

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

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

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

Larina Nichols for Fantasy Wargaming

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

The game does cover witches and witchcraft:

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

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

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

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

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

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

Star Sign: Scorpio ♏︎

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

Intelligence: 18
Faith: 15

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

Social Class: 10 7 (Female -3)

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

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

Leadership: 9

Mana: 5

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

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

Spells

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

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

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

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

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

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

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

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

Links


Fantasy Wargaming


Friday, March 14, 2025

Fantasy Fridays: Hyperborea 3rd Edition

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

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

Hyperborea Player's ManualHyperborea Referee's Manual

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

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

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

HYPERBOREA Player's Manual
HYPERBOREA Player's Manual

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

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

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

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

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

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

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

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

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

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


HYPERBOREA Witch

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

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

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

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

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

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

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

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

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

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

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

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

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

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

There is also a great index.

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

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

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

Leatherette covers

HYPERBOREA Referee's Manual

HYPERBOREA Referee's Manual

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

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

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

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

Dæmons

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

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

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

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

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

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

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

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

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

Larina Nix for Hyperborea 3rd Edition

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

Larina at the End of Time

Larina Nix

Female Kelt Witch 12th level

Alignment: Neutral (Lawful)

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

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

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

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

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

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

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

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

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

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

Larina sheets for Hyperborea

Who Should Play This Game?

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

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

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

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

Links

Wednesday, February 26, 2025

Witchcraft Wednesday: Larina Nix and Skylla for Lands of Adventure

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

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

Lands of Adventure

Character Creation

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

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

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

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

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

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

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

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

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

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

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

Larina Nix
Larina Nix

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

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

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

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

Local KNW: 144%
General KNW: 84%

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

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

EP: 36
BP: 12
LP: 10

Weapons: Dagger, Staff

Armor: None
Shield: None

Free Load: 60lbs

--

Skylla

Skylla

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

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

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

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

Local KNW: 134%
General KNW: 74%

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

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

EP: 31
BP: 13
LP: 10

Weapons: Dagger, Staff

Armor: None
Shield: None

Free Load: 65lbs

--

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

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

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

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

Monday, February 10, 2025

Year of Fantasy RPGS: Cd8 Fantasy

 I want to spend some time focusing on other fantasy table top RPGs this year. I still love my D&D and likely always will, but I also have a lot of other games I enjoy as well. Here is one I have been playing around with for a little bit now. It is the newest from Jason Vey at Elf Lair Games. Cd8 Fantasy Role Playing.

Cd8 Fantasy Role Playing

Cd8 Fantasy Role Playing is described as a "beer and pretzels" fantasy RPG. Everything you need to play (minus paper, pencils, some d8s and some friends) is included in 32 pages.

It is designed to be picked up in an afternoon and have you playing right away. It is based on his previous RPG, Chutzpah! A Certain Je ne Sais Quoi. While designed as a bit of a joke and a design challenge, it turned out to be a very solid game. Cd8 Fantasy takes that same game design and applies it to fantasy. You do not need either game to play the other. 

You have the same attribute stats as Chutzpah, "Gumption," "Moxy," "Chutzpah," "Cut of My Jib," "Childlike Wonder," and yes, a "Certain Je ne Sais Quoi," and build your character. It is a point spread, so you are given 10 points to fill in each attribute. Minimum 1, max 3 with 2 as the human average. Then can go all the way up to 10 with experience.

You have your skills, 13 of them, and another 10 points to spend. Obviously, some of these are going to be 0.  

Rolls are a number of d8s equal to Stat + Skill or sometimes Stat + Stat or Stat x2. So, it is a d8 dice pool mechanic. Rolls of "6," "7," and "8" are called "Fist Bumps" or successes in other games. An "8" counts as having rolled 3 "Fist Bumps," and a roll of 1 takes one away.  

Let's say that you want to cast a spell. That would be your Childlike Wonder stat (we will say that is a score of 3) and your Magicking skill (say a 2) for a total of 5. Roll 5d8. You get 1, 3, 5, 8, 8. That two "8s" counts as 3 fist bumps instead of 2. But the die roll of one takes one away, so you have a total of 2 fist bumps. The God of Me (GM) says you need 2 fist bumps (above average difficulty) to cast the spell, so you got it!

That's it. That is the entire system! Granted, the next couple of dozen pages have more details, but you can learn the game that fast.

There are options to change the die from a d8 to something else to adjust the difficulties. There are options for fantasy species ("Elves and Dwarves and other Crap?") and examples of various monsters. 

Given this is an Elf Lair Games product, there are also conversion notes for Wasted Lands. 

To give your characters more depth or variety, there is an appendix on Benefits and Bugs, an advantage/disadvantage system. 

Honestly, it is a really fun game and simple to pick up.

Characters

Characters are terribly easy to make in this game. Over the weekend my oldest and I decided to try out the new D&D 5.5 system and make some characters. I will come back to that in a bit, but on the average it took about 15-20 minutes to make a character.  

With Cd8, I can create a character in about 5 minutes. This year, I will spend a lot of time comparing and contrasting a few characters. So here are a couple of my iconic characters. 

Johan Werper VII

For these experiments, I am going to start a new Johan. This guy is the son of Johan VI and Lana, mine and my wife's D&D 5.0 (2014) characters, respectively.  I did do a version of him for D&D 5.5 that I will detail later on.

Name: Johan Werper VII
Species: Human
Attitude: Do good things

Gumption: 1
Moxy: 2
Chutzpah: 2
Childlike Wonder: 1
Cut of My Jib: 3
A Certain Je ne Sais Quoi!: 1

Life Points: 12
Armor: 3 (Heavy)
Speed: 30 ft

Skills: Doctoring 2, Fighting 3, Magicking 1, Mythologizing 1, Running 1, Shooting 1, Sporting 1

Benefits/Bugs
Prodigy (Fighting): 1 (3pts)
Honorable: 1 (-3pts)

Weapons
Sword: 3 + FB

Not bad, really. I like it, a great starting character. 

How about a much more powerful one?

Larina Nix

Of course, I am going to try my witch in this. 

Name: Larina Nix
Species: Human
Attitude: Do witchy shit
Experience: 440

Gumption: 5
Moxy: 6
Chutzpah: 2
Childlike Wonder: 8
Cut of My Jib: 2
A Certain Je ne Sais Quoi!: 4

Life Points: 15
Armor: 1 (Light)
Speed: 30 ft

Skills: Doctoring 4, Fighting 1, Herbalizing 5, Magicking 8, Mythologizing 6, Performing 2, Researching 6, Running 1, Shooting 1

Benefits/Bugs
Enhanced Senses (Magic): 1
Prodigy (Magicking): 1 (3pts)
Psychic
- ESP
- TK
Resist Magic
Everyone I Care About Dies: -1

Weapons
Staff: 1 + FB
Spells

Again, very quick, and I like the results. I gave her 440 experience to spend. No idea if that tracks well with a 20th-level Wasted Lands character, but it feels right. 

Johan and Larina character sheets


Friday, January 31, 2025

Character Creation Challenge: Rhiannon

Rhiannon the Witch
Well, here we are at the end of another Character Creation Challenge, and I found a little treat. And I just counted and this will be my 40th character this month. Not too bad really.

Grenda and I shared a love of computers, bad horror and fantasy movies, Dungeons & Dragons, and music. ALL my D&D games had a lot of music associated with them, something my oldest has also picked up. Now, I don't play a lot of music while gaming these days (I get distracted) I used to. So it is no surprise really that we all had characters based on songs or bands (looking at you, "Molley Hachit").  Today's character is no exception.

I have one rule for witch characters in my games. If you play a witch, you are allowed one "Rhiannon." I did mine, this one is Grenda's. 

I know very little about this character. I think she was pre-gen for some game. There are a dozen characters just like her on notebook paper. 

She is AD&D 1st Ee. I do not recognize her god or land, but others I do as his big "rebuild" of all of his lands and gods to divorce them from Greyhawk, Greek and Norse gods. She has "Spell Points" so I am going to say this puts her between the time of 1988 and 1994 or so. Another character in this group is a Dwarven Wayfinder, which was an AD&D 2nd Ed kit, but the character is also an AD&D 1st ed character.

Rhiannon the Witch
Rhiannon

Class: Witch
Level: 8
Species: Human
Alignment: Evil Twilight
Background: Scholar

Abilities
Strength: 11 (+0) 
Agility: 16 (+2) 
Toughness: 15 (+1) 
Intelligence: 17 (+2) A
Wits: 17 (+2) N
Persona: 14 (+1) N

Fate Points: 1d10
Defense Value: 1
Vitality: 36
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +4/+3/+1
Melee Bonus: +1 (base) 
Ranged Bonus: +1 (base)
Saves: +5 vs spells and magical effects (witch and scholar)

Arcane Abilities
Beguile, Precognition, Shadow Walking

Heroic (Divine) Archetype: Magic

Spells
First Level (4): Black Flames, Chill Ray, Mystical Senses, Read Languages
Second Level (3): Eternal Flame, Invisibility, See Invisible
Third Level (3): Clairvoyance, Dark Lightning, Globe of Darkness
Fourth Level (2): Black Tentacles, Kiss of the Succubus

Gear
Bracers of defense, dagger of venom

If my Rhiannon is based on Stevie Nicks (and maybe then Arnell is my Lindsey Buckingham), then this Rhiannon is someone different. 

I have to admit, I kinda want her as a rival to Larina. They had the same spiritual mentor, my original Rhiannon. When she died, this Rhiannon took her mentor's name. 

I like it and unlike my other characters, Larina never really had a proper antagonist, and Grenda LOVED creating antagonists for my characters. I still can't say the name "Kirkroy" without saying "Fucking Kirkroy!" all the time. 

Wow. That is it. 

I still have another 100 or so more characters in his stack here. I might pull some out for a special occasion or if I need a quick NPC.  I also think I am going to come back to Rhiannon here more often. I think it is a good thing to do more with her. It would have been fun to have had some input on her from Grenda himself.


You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Wednesday, December 18, 2024

Witchcraft Wednesdays: ShadowDark and Old-School Essentials

 Yesterday, I discussed mixing two of my current favorites from the Old-School RPG world into one gaming experience. Today, I want to discuss some specifics. Since it is Witchcraft Wednesday, I am going to talk about remixing the Old-School Essentials and ShadowDark Witches.  I am sure you can do the same with the other classes as well. 

The Witch for Old-School Essentials and ShadowDark

Overlap

I mentioned yesterday there was already quite a bit of overlap between the two systems. Since today I want to focus on one class, the Witch, I am going to see where these two systems have some commonalities. 

Basics. Both systems have a witch class. Both provide an old-school gaming experience to levels 10 (SD) and 14 (OSE), so what many consider the "prime" adventuring levels.  

Both systems are built on a "Basic-era" aesthetic, and there is a lot of common ground on things like spells and monsters. 

ShadowDark vs Old-School Essentials spells

Class-wise, Level 1 in one game is about equal to Level 1 in the other, and so on. Spellcasters get the added benefit of repeat casting in ShadowDark. Armor classes and hit points work the same ways. All characters have the same basic six abilities ranging from 3 to 18. The bonuses are different, but not enough to make it matter really. 

Humans are largely the same. Demi-humans like elves, dwarves, and halflings lose some of the things that make them special when moving from OSE to SD, i.e., loss of infravision/nightvision.

What are the differences though?

Differences

There are, in fact, a few differences between these two games that make all the differences in the world to their fanbases. I am not going to detail them all here, I am just interested in the rules that affect my interpretations of the witch classes.

Old-School Essentials

The OSE Witch is very much like my other OSR witches. She needs quite a bit of XP per level, more than the wizard at first, and she gains some powers (Occult Powers) over various levels. More than the Cleric or Magic-User, but less than the Druid. One of her powers is gaining a familiar at level 1.

ShadowDark

These witches use the same XP advancement as everyone else. She gets Talents just like the other characters do, but these are molded closer to the Occult Powers of other witches. Additionally, she gains a Patron and a Patron Boon.

Yesterday I proposed that gaining the additional powers of a class from SD in OSE would require an extra expenditure of XP. 

Since I would use OSE style leveling and XP budgets, adding the SD XP requirements is manageable. It could, in fact, be what the repeated casting and Talents would need if I were to recreate the witch XP.

Witch Level To Next Level (OSE) To Next Level (SD) Total
1 2,600 10 2,610
2 5,200 20 5,220
3 10,400 30 10,430
4 20,800 40 20,840
5 40,000 50 40,050
6 80,000 60 80,060
7 160,000 70 160,070
8 320,000 80 320,080
9 440,000 90 440,090
10 560,000 100 560,100
11 680,000 110 680,110
12 800,000 120 800,120
13 920,000 130 920,130
14 NA NA NA

As you can see, the addition of ShadowDark XPs are barely an issue. The cells in light blue are where OSE continues after SD.

Now, OSE is a cumulative XP. So to get to level 3 you have to have all the XP from level 2 and then the extra. SD XP thresholds restart at 0 for each level.  So technically, to express SD XP levels in the same terms of OSE I would need to go with 10, 30, 60, 100, 150, 210, 280, 360, 450xp, and so on. But since I am only adding the SD material that is missing from OSE I don't think I need to do that.

Yes, the XP budgets of each game are different. An orc in OSE is not worth the same in terms of XP as one in SD, though they do represent the same sort of challenge and potential reward (i.e., Treasure and progress toward the next level). I am going to hand-wave these differences. Want math? Take my Introduction to Statistics course. 

Repeated casting for an OSE witch is a big deal. I would need to rework some spell failure ideas. Additionally, I would also say that by their very nature, a Ritual Spell can never be cast repeatedly. Spellcasting rolls in this combined system are a must. 

If it becomes too much I would add in a "repeated castings" roll like I did with Ghosts of Albion. 

Which Witch?

One of the things I always try to do with my witch books is give the buyer unique options. The Old-School Essentials witch is a "Pagan" witch while the Shadow Dark witch is very much a "Pact with a strange powerful creature" witch. But I can find overlap.

Pagans honored many gods. One could even argue that is essentially the core definition of pagan. But what sort of Pagan would choose the Patrons of ShadowDark? Well, game-wise, there is nothing stopping you from mixing as you see fit, but I'll try to make some sort of sense out of these.

The Patrons of ShadowDark have Pagan and real-world analogues, but not all. Varnavas, for example, was created especially for ShadowDark. Despite what the Christian church claimed, Pagans did not worship demons and devils. 

Larina Nix, the Pagan Witch

I am going to use my always-reliable test witch Larina. I have her stats for OSE, but I still need to share them here.  I wish I had shared them already since it would make this comparison a bit better, but in truth, these stats are about 90% the same as her Pure OSE stats. I also have her ShadowDark stats

Her Patron from ShadowDark is Nicnevin, the Witch Queen of Faerie from Scottish Folklore. This works well as far as I am concerned. When she hits the 7th level, she gains the additional Patron talent, so she gets Baba Yaga.

Pagan works well for her, and she certainly fits, concept-wise, into the Craft of the Wise Tradition. 

Larina Nix, Pagan Witch

Larina Nix

Class: Witch (Pagan Tradition)
Level: 13
Species: Human

Title: Witch Queen
Alignment: Lawful (Lawful Neutral) 
Patron(s): Nicnevin & Baba Yaga
Background: Arcane Library*

Ability Scores
STR: 9
INT: 17
WIS: 17
DEX: 11
CON: 11
CHA: 18

Saving Throws
D: 8
W: 10
P: 9
B: 12
S: 11
Wisdom Mod: +2

HP: 28
AAC: 14
THAC0: 16

Init: +0
Languages: Common, Elven, Giant, Goblin

Weapon: Broom staff, dagger
Gear: Crawler kit, 1 week of rations, 1 week of tea, cat treats (to supplement Cotton Ball's hunting), Book of Shadows, athamé.
Magic items: Bracers of Defense +1, Broom of Flying, Cloak of Night, Cingulum +3, Hat of Focus-Spellslinger 

Occult Powers
Level 1: Familiar
Level 3: Herbal Healing
Level 7: Of the Land
Level 13: Visage of Another

Talents
Human: +2 to Charisma
1st level: Additional Tier 1 Spell
3rd level: +1 to Occult Spellcasting rolls
5th level: Patron Favor, +1 to any die roll once per rest
7th level: Additional Patron
9th level: Learn additional Tier 4 Spell
11th level: Learn additional Tier 5 Spell
13th level: +1 to Occult Spellcasting rolls

Patron Boons: Learn 1 Tier 1 Wizard Spell, Learn 1 Additional Occult Spell

Spells
Level/Tier 1 (5+1): Call Spirits of the Land, Charm Person, Color Spray, Feel my Pain, Glamour, Cake and Tea Ritual (Ritual)
Level/Tier 2 (4): Bless, Fascinate, Inscribe Tattoo I, Pins and Needles
Level/Tier 3 (4+1): Bestow Curse, Call Lightning, Fly, Hold Person, Scry
Level/Tier 4 (3+1): Cure Serious Wounds, Instant Karma, Witch's Cradle, Drawing Down the Moon (Ritual) 
Level/Tier 5 (2+1): Cry for the Nightbird, Flood of Tears, Ward of Magic
Level/Tier 6 (2): Eye Bite, Brew Storms (Ritual)

Level/Tier 1 (Wizard): Burning Hands

I am not 100% sure how the Background "Arcane Library" works for a pagan witch. Likely, she has a store of shared knowledge. Something to play with, to be sure. Where both books have the same spell I opted for that one. I'll assume she is an odd case and is literate. 

There are no Level 11 and Level 13 Talents. So I just rerolled on other tables. 

For Spells, I would go mainly with OSE spells and choose SD spells as her bonus spells from her Talents. Seems a good plan. 

This is rough and hardly perfect, but it gives me many ideas of what I can do with future games. It appeals to me with all the extra details I can now generate for her. 

The other character classes would be easier. However, I know I would need to tweak thieves a bit to work well with both systems since their skills are handled differently.

Larina Nix for Old-School Essentials and ShadowDark

For Old-School Essentials

For ShadowDark

Wednesday, December 11, 2024

Larina Nix, The Witch for ShadowDark on Witchcraft Wednesday

 So, I suppose it goes without saying that when I made a witch class for the ShadowDarkRPG, I was going to try out my own witch to see how it worked. I mean, this character is my litmus test for anything witch-like.

Like many of my other books Larina is featured in the book, but no stats. Also, like many of the books, she is featured on the cover, only this time, the art I chose already existed.  Javier Charro is the artist, and his work has been sitting on my hard drive for a while, waiting for the right project.  I mean, it is rather perfect, to be honest.  Since I have given you all the stats for Esme and Amaranth, I figured Larina should also be featured.

Larina Nix for HeroForge

Larina Nix

Who is this "Larina?" Is she the same one I use in D&D or is she different? Well, yes and no.

My conceit here is that the original AD&D Larina, with brown eyes (thankyouverymuchVanMorrison) died while battling a vampire. And by dead, I mean dead-DEAD. Witches in my games do not have access to Raise Dead or Resurrection, AND they can't have those spells cast on them. So when a witch dies, she is dead. BUT she can be reincarnated.  The original Larina died, but she was reincarnated. She next appears as a precocious 6-year-old witch in my AD&D 2nd Ed Complete Netbook of Witches and Warlocks" and as an adult witch in my 3rd Edition games (same character), she also appears as a witch in my WitchCraft/Buffy games. They all share some similar memories and at age 25 they can contact their other selves. There is a multi-verse of Larinas out there now, one for every game I ever play.

This Larina is high-level (for ShadowDark), and she works with Esme and Amaranth. 

Larina Nix from Baldur's Gate 3
Larina Nix

Ancestry: Human
Class: Witch 10th level (Witch Queen)
XP: 114
Alignment: Lawful 
Deity/Patron: Niceven and Baba Yaga
Background: Arcane Library
Familiar: Flying Cat ("Cotton Ball")

Str: 9
Dex: 11
Con: 11
Int: 17
Wis: 17
Cha: 18

Weapon: Broom staff, dagger
Gear: Crawler kit, 1 week of rations, 1 week of tea, cat treats (to supplement Cotton Ball's hunting), Book of Shadows, athamé.
Magic items: Bracers of Defense +1, Broom of Flying, Cloak of Night, Cingulum +3, Hat of Focus-Spellslinger 

HP: 36
AC: 15

Languages: Common, Elven, Diabolic, Celestial

Talents
Human: +2 to Charisma
1st level: Additional Tier 1 Spell
3rd level: + 1 to Occult Spellcasting rolls
5th level: Patron Favor, +1 to any die roll once per rest
7th level: Additional Patron
9th level: Learn additional Tier 5 Spell

Patron Boons: Learn 1 Tier 1 Wizard Spell, Learn 1 Additional Occult Spell

Spells
Tier 1 (4+1): Charm Person, Feel my Pain, Glamour, Häxen Talons, Mage Hand
Tier 2 (3): Call Lightning, Light as a Feather-Stiff as a Board, Blink (Ritual)
Tier 3 (3): Bestow Curse, Coven's Calling, Danse Macabre
Tier 4 (2+1): Ball Lightning, Fear, Witch's Cradle 
Tier 5 (2+1): Cry for the Nightbird, Phantasmagoria, Ward of Magic

Tier 1 Wizard: Burning Hands

One of ShadowDark's greatest features is its ability to generate characters quickly. I have about five or six different ShadowDark versions of Larina on my desk; each one was made to test something different. 

It is interesting (to me at least) that while I often picture her as wearing a cloak and hood, like on the cover of The Witch, the art I am using here has her in a witch's hat.

Yeah, I would play this version of her, but I am discovering that 10 levels feel a little limiting to me. Granted, those are the prime adventuring levels, but I have been pouring over characters from my past and remember how much really high-level play we used to do back then. 

The Witch and Larina's mini and character sheet

I certainly have some to explore with this game.

Friday, November 22, 2024

Larina Nichols, Agent of A.R.T.E.M.I.S. for DC Heroes (Kickstart Your Weekend)

 A special Kickstart Your Weekend this week. Last week, I mentioned a new DC Heroes Kickstarter on the way. Well, it launched on Monday, and it has already blown through all its stretch goals, and now they are making new ones. 

So, this Kickstarter doesn't really need my help. 

But anyone who spends any time here at all knows about my deep love for all things DC Comics. So they might not need my help, but I am giving it anyway!  And what better way to do it than to dust off some characters! Well. Not so much dust off, as in recreate. I will get my old V&V character up soon, but I have been thinking a lot about my occult investigative agency A.R.T.E.M.I.S. and how it might exist in other game settings. So you know what I am going to do here. 

Larina Nichols for DC Heroes

For this one, I pulled out my Batman Role-Playing Game, which is DC Heroes 1.5 or something like that. I have (or had, I think I loaned it out) the 1st Ed boxed set, and I was trying to decide if I want the 1st or 2nd ed boxed set from the Kickstarter. I think I am going with 2nd Ed.  I had 3rd Ed for a while, but I know I sold that at my local game auction.

So who is this Larina? 

The game is dated from 1989, back when Bat-Mania was at its height. So I am making this a 19-year old Larina (1989). The obvious comparisons are her Chill stats (still need to post them) and my recent R.I.P. Horror Role-playing project. This Larina is a little different from her R.I.P. counterpart though they are about the same age (19 vs 22). Is that a Crisis On Infinite Earths potential adventure I hear? 

For DC Heroes, new heroes always start out with 450 APs. I bump it up to 500 because I like a little more power. This is magic rich world, so my magic characters need a boost.

Larina Nix AKA Nix the Witch
Larina Nix AKA Nix the Witch

Dexterity:2  Strength:Body:2
Intelligence:6Will:5Mind:4
Influence:3Aura:5Spirit:7

Initiative: 11
Hero Points: 50

Current Body: 2
Current Mind: 4
Current Spirit: 7

Alter Ego: Larina Nichols
Occupation: Student/Research Librarian, Gotham University
Marital Status: Single
Known Relatives: Stephani Nichols (Mother), Lars Nichols (Father)
Group Affiliations: A.R.T.E.M.I.S.
Base of Operations: Gotham City
Motivation: Responsibility of Power
Wealth: 5
Height: 5'4"
Weight: 124 lbs
Eyes: Blue
Hair: Red

Skills
Artist (Music) 2 [13]
Charisma 2 [32]
Medicine 2 [17]
Occultist 9 [101]

Powers
Flight (Broom) 5 [25]
Force Shield [10]
Magic Blast [20]

Advantages
Area Knowledge (Gotham) [20], Attractive [15]. Connection (Occult Underworld) [10], Gadget/Artifact (Broom) [25], Luck [15], Scholar [10]

Drawbacks
Arch Enemy (Mordru) [15], Secret Identity [10]

Equipment
Broom (Body 1, Fly 5 [10]) [25] (can fly at about 50 mph)

--

Ok, so who is this?

This Larina is still young. Honestly, this version would work better as a Teen Titan, which would work well with the 1st Edition boxed set.

I might adjust her wealth down to 4. I also need to remember how to give her some more languages. I also decided against the edgy notion of having her parents dead. Been there, done that, no need to go back. 

I put her in Gotham as a nod to my copy of the Batman RPG and my undying love for the Caped Crusader. In D&D, her alignment is Lawful Neutral, so she would be an agent of Law here. Not civil law, but Universal and Magic Law. This would make her the natural target of the likes of Mordru. Also, Mordru scared the shit out of me when I got one of my first DC comics. I must have been 5 or 6. So yeah, he is a great Arch Enemy for my witch here. While his modern look is likely the better one, I tend to go with his classic crazy-looking wizard look from his first appearance. Plus, I am rereading all of Michael Moorcock's Eternal Champion books, so the battle of Law vs Chaos is very much on my mind right now.

I want to get my V&V version of Johan ported over, and I have a few others in mind. I am thinking of something like Justice League Dark but with my band of characters here. I guess that means I will need versions of Dracula and the Refrigerator, too.  I'd love to find a copy of "Blood of Heroes" from Pulsar Games. It was the same system with more magic. If I do, then I need to update her stats. Maybe Larina as a 30-year-old, really powerful witch. 

She has an alter ego, but I have never had a great "Superhero" name for her. Later, she is known as "Witch Queen," but at this point, she is still figuring things out.

I am backing the Kickstarter. Great to see a "new" DC game out there.