Showing posts with label witch. Show all posts
Showing posts with label witch. Show all posts

Wednesday, January 31, 2024

Character Creation Challenge: Aradia for Wasted Lands

 All month long, I have been giving you D&D characters of various editions I have converted over to the O.G.R.E.S.-powered Wasted Lands. Today, I am really putting my money where my mouth is and creating a new Witch Queen character native to the Wasted Lands' Dreaming Age. 

So I have presented several Witch Queens for my War of the Witch Queens campaign. The conceit is that every D&D-like world has a Witch Queen. I have presented several here and even converted a couple to Wasted Lands. But today's Queen began in the Wasted Lands and rose to power here. Will she be remembered later on? Obtain some level of divinity? Likely. The Witch Queen I am giving you today is Aradia, Queen of the Witches.

Aradia, Queen of Witches

Aradia is an interesting figure. "Aradia, or the Gospel of the Witches," was a book by American folklorist Charles Godfrey Leland. It makes the claim that Aradia was a historical figure from pagan Tuscany.  It is a similar idea that Margaret Murray's "The Witch-cult in Western Europe" would later adapt and adopt.

As fun as these ideas are, they don't hold up to the most basic academic scrutiny. Still, I like using them in my games, especially NIGHT SHIFT.  

Aradia is also great for Wasted Lands. 

Aradia, Queen of Witches

Aradia is described as the Daughter of the Roman Diana, who has many differences from her Greek counterpart, Artemis. Her father is Lucifer, who is described as a "Sun God" and is either Diana's son or brother. She seduces him and gives birth to their daughter, Aradia. In Leland's book, it is Diana, who is the Queen of Witches, and Aradia, who is akin to a witch Messiah. 

If we return to the Wasted Lands, Diana can be a Warrior/Sorceress from Minoa, and Lucifer would be a Warrior from Ashurii. Aradia learned her magic from mystics in Athenea and learned masters from Atlantis and Mu. She learned folk magic and the secret languages of plants and trees. She has traveled the world, learning magical practices. Her purpose is/was to spread beneficial magic, un-tainted by the Old Ones, to humanity. 

Aradia, then in the Wasted Lands, is the source of Witchcraft. 

Aradia, Queen of Witches
Aradia, Queen of Witches

Class: Sorceress (Witch)
Level: 20
Species: Human
Alignment: Twilight Good
Background: Sorcerous

Abilities
Strength: 10 (+0) 
Agility: 13 (+1) 
Toughness: 14 (+1) 
Intelligence: 17 (+2) N
Wits: 18 (+3) N 
Persona: 20 (+4) A

Fate Points: 1d12
Defense Value: 4
Vitality: 114
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +8/+3/+2
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base)
Spell Attack: +5
Saves: +7 to Spells and Magical effects (Sorcerer), +2 to Wits saves (Sorcerous Background)

Sorcerous Background
Enhanced Sorcery +10%, Mystical Senses, Bonus Arcane Power: Precognition

Sorceress Abilities
Arcana, Arcane Powers (7): Empathy, Enhanced Senses, Beguile, Detect Thoughts, Teleknesis, Telepathic Transmission, Astral Projection

Sorceress Spells
First Level: Armor of Earth, Bless, Command, Glamour, Predict Weather, Sleep
Second Level: Animal Summoning, Conjure Flame, Invisibility, Lesser Renewal, Subtle Influence
Third Level: Clairvoyance, Cure Disease, Curse, Fly, Speaking Corpse
Fourth Level: Befuddlement, Conjure Fire, Plant Speech, Metamorphosis, Plant Speech
Fifth Level: Banishment, Cornucopia, Restore Life, Shadow Armor
Sixth Level: Dispel Evil, Evoke Weather, Invisible Servant, Reincarnation
Seventh Level: Ball of Sunshine, Call the Restless Soul, Wave of Mutilation, Widdershins Dance
Eighth Level: Mind Shield, Prophesy, Wail of the Banshee
Ninth Level: Breath of the Goddess, Feedback Barrier, Sleeping Village

Heroic/Divine Touchstones 
1st Level: Plus 10% to Spell Casting
2nd Level: Additional Spell: Damage Undead
3rd Level: Familiar: Raven
4th Level: Magical Recovery
5th Level: Grant Spellcasting
6th Level: Immunity to Spells/Magic
7th Level: Cult
*7th Level: Cease to Age
8th Level: Bestow Blessing
9th Level: Heal Corruption

Heroic (Divine) Archetype: Magic

Gear
Staff, Dagger

Aradia in the Wasted Lands

This is the start of Aradia she was the first mortal witch, and her actions are the beginnings of witchcraft in the world. She will be remembered after the Dreaming Age end, and the Age of Humans begin. Later, scholars will claim to know of her, but those memories are something deeper and much older.

Aradia in NIGHT SHIFT

This is the Aradia that Leland wrote about and the one Murry wished was true. She is still a force in the modern world, especially when it comes to witches, whom she sees as her progeny. 

Aradia in Thirteen Parsecs

Will Aradia make it beyond the Earth and out into the Solar Frontier? Who is to say, but the Sisters of the Aquarian Order would argue that she is still a force to be reckoned with in their lives.

Aradia in Dungeons & Dragons

In my OSR/BX/D&D games she would be a Classical Witch, but she would also be a Witch Queen Patron to various Warlocks. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games. Thirteen Parsecs is coming soon.

Character Creation Challenge

Friday, January 26, 2024

Character Creation Challenge: Morelia the Wood Witch for Wasted Lands

 It is pretty late, and I thought I had a character lined up to go, but I guess I didn't. So, going through this big old folder of characters I have worked up over the years, I ran into an "oldish" friend.  

Content creator GinnyDi released three elf characters that anyone could adopt a couple of years back. I took an immediate liking to one, Morelia the Wood Witch. So much so that she makes a guest appearance in my War of the Witch Queen campaign. 

Morelia the Wood Witch sheets

Morelia is such a fun character she was so much fun when I ran A Witch's Desire. She and her familiar Crimini showed up in place of the Witch of the Wild. Since then I have been dying to use her somewhere else again. I just wish I could pull off her adorable high-pitched voice!

So once again, with her (implied) permission, here is Morelia the Wood Witch. 


Ginny Di as Morelia the Wood Witch
Morelia the Wood Witch

Class: Witch (Wits)
Level: 8
Species: Wood Elf
Alignment: Light Good
Background: Craft

Abilities
Strength: 18 (+3)
Agility: 18 (+3)
Toughness: 18 (+3) 
Intelligence: 15 (+1) N
Wits: 14 (+1) N
Persona: 22 (+5) A

Fate Points: 1d8
Defense Value: 8
Vitality: 45
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +4/+3/+1
Melee Bonus: +1 (base) 
Ranged Bonus: +1 (base) 
Spell Attack: +4 (witch) 
Saves: +4 to Spells and Magical effects (Sorcerer), +1 to Persona, Agility, and mind-affecting spells  (Wood Elf), +1 to Toughness (touchstone)

Elf Abilities
Nightsighted, surprised, saves, bonus spell*

Witch Abilities
Arcana, Arcane Powers (3): Polymath (Alchemy), Beguile, Subtle Influence

Sorceress Spells
First Level: Beast Speech*, Armor of Earth, Glamour, Read Languages, Mystical Senses
Second Level: Create Water, Invisibility, Locator Spell: Plants
Third Level: Cure Disease, Remove Curse, Slow
Fourth Level: Metamorph Other, Plant Speech

Heroic/Divine Touchstones 
1st Level: +1 bonus to Toughness saves
2nd Level: Luck Benefit
3rd Level: Spirit Guide: Cat "Crimini"
4th Level: Magical Recovery

Heroic (Divine) Archetype: Crafting, Alchemy

Gear
Dagger, cauldron, very spoiled cat

Wasted Lands and Morelia

The spell selection here is bit less than what I would want with Morelia. I think this is largely due to the fact that I really liked her Basic-era/BX/OSE version a lot. But in truth there is nothing stopping me from gabbing a spell or two from one of my witch books and use them here. This is even more true if I am using Wasted Lands as D&D.

For the Divine/Heroic archetypes, I might swap out that 2nd level Luck benefit for an herbal healing one. Makes much more sense for her, really, but like the spells, I want to do it by the book first. 

Still, though, this character is a delight. I have decided that the next time my players encounter her she is going to be having a long and animated conversation with her herb garden. 

Morelia Links

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Don't forget to stop by the Tardi Captian's Blog to see all his character posts, and all the other participants.

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

Character Creation Challenge


Wednesday, January 24, 2024

Character Creation Challenge: Darlessa for Wasted Lands

I meant to do this character earlier and kinda forgot. Well, today is the day I fix that. When it comes right down to it, no character really represents my shift from D&D to Wasted Lands quite as well as Darlessa the Vampire Queen.

Of course, everyone here knows Darlessa. She has been featured here many times and I already did her witch stats for Swords & Wizardry and her vampire stats for Basic-era D&D. She is also the central antagonist of my Dungeon23 Tomb of the Vampire Queen. She is responsible for the death of my first character, Johan, and ultimately, the cause for him to be elevated to a Saint. She even has (or had) her own Dark Domain, Arevenir.

Darlessa the Vampire Queen character sheets

I am using the Night Companion again for her so I can get the rules for making her a vampire. She has always been a witch, but a good case could be made for her to be a Spirit Rider, too. Maybe I'll give her a level in that later on, but today, I wanted to compare apples to apples: my OSR witches vs a NIGHT SHIFT witch.

Darlessa the Vampire Queen
Darlessa, the Vampire Queen

Class: Witch (Persona)
Level: 13
Species: Human Vampire
Alignment: Dark Evil
Background: Sorcerous

Abilities
Strength: 18 (+3) (+2 from Vampire)
Agility: 18 (+3) (+2 from Vampire)
Toughness: 18 (+3) 
Intelligence: 15 (+1) N
Wits: 14 (+1) N
Persona: 22 (+5) A

Fate Points: 1d10
Defense Value: -5
Vitality: 75
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +2 (base) +2 (touchstones) 
Ranged Bonus: +2 (base) +1 (touchstones)
Spell Attack: +7 (witch) +1 (touchstones)
Saves: +7 to Spells and Magical effects (Sorcerer & Scholar), +3 to Wits (vampire) +1 to All (touchstones)

Witch Abilities
Arcana, Arcane Powers (5): Succubus (6d6), Shadow Walking, Telekinesis, Beguile, Subtle Influence

Sorceress Spells
First Level: Arcane Darts, Black Flames, Chill Ray, Glamour, Object Reading, Armor of Earth
Second Level: Conjure Flame, ESP, Invoke Fear, See Invisible
Third Level: Clairvoyance, Create Zombies & Skeletons, Curse, Fly
Fourth Level: All-Seeing Invisible Eye, Black Tentacles, Improved Invisibility, Kiss of the Succubus
Fifth Level: Commune with Deeper Dark, Create Undead, Shadow Armor
Sixth Level: Instant Death, Zone of Death
Seventh Level: Wave of Mutilation

Heroic/Divine Touchstones 
1st Level: Additional Spell: Armor of Earth
2nd Level: +1 to Melee attacks
3rd Level: Spirit Guide: Undead Raven, "Lucifer"
4th Level: Favored Enemy: Lawful (Light) Good Clerics
5th Level: +1 to all attack rolls, defense rolls, spells, and saves
6th Level: Glamour at Will

Heroic (Divine) Archetype: Power

Gear
Dagger

Wasted Lands Vampires

Ok! This Darlessa is much more powerful than previous versions. This is due largely to proper rules on how to make a character a vampire and how that adds to the character's power. But also Witches in NIGHT SHIFT and the Wasted Lands are a bit more powerful. Lets not forget those divine/heroic touchstones. Those add a LOT of power to the character. This is a version of Darlessa that should properly terrify a group of characters. 

Vampires in the Wasted Lands are also more akin to Akivasha of Robert E. Howard's tale The Hour of the Dragon than they are of Stoker's Dracula. Indeed, Darlessa is cut from the same cloth as Akivasha. Well same cloth, but dyed in the same dyes as various Hammer Horror vampires. 

But in native Wasted Lands, the world envisioned by Elf Lair Games' Jason Vey, vampires are more dangerous and closely tied to the powers of the Deeper Dark. This works fine for me since I have always seen Darlessa as shedding bits of her soul for power to whatever demon would grant it to her. Now, for a pure Wasted Lands game and for the publication of the Tomb of the Vampire Queen, I might go with a different name and slightly changed background. But it will be Darlessa all the same really. 

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

Character Creation Challenge

Wednesday, January 17, 2024

Character Creation Challenge: Kersy the Sea Witch for Wasted Lands

 Both the Wasted Lands and the "I" of D&D BECMI offer paths to godhood and/or immortality.  While the Immortal rules have some, well, issues they are still a fascinating glimpse into one possible end game for D&D characters.

The path to immortality is better defined in the pages of the Wasted Lands, but no less complicated for the character (the player has an easier time understanding). Indeed, there are very, very few characters that can make it to immortality. One of my own immortal characters, Johan I, got his forever-ever-after as a Saint. 

But I do have another immortal character, one that "went through the hoops" in BECMI to get there. Granted, not a Player Character but rather an NPC.  The Witch Kersy.

Kersy's character sheets

When my characters meet Kersy for the first (and likely last) time she is already an Immortal. She is from the adventure, M1 Into the Maelstrom, so I guess that makes her Bruce Heard's character, but even he admits she is just a thinly veiled version of Circe. That's where I come in. 

Kersy's Background

In the module, we are introduced to a nascent Immortal, Kersy.  She is using her human guise as a 30th-level magic User, and she is the ruler of the Island of Turkeys.  If you think she sounds a lot like Circe and her Island of Pigs, then you are correct.  But.  Doing some deeper research into Kersy gives me a stranger tale.   Over at the Vaults of Pandius, they have expanded on her background a bit more. 

She is described as the distillation of the would-be immortal Koryis's own unwanted thoughts, urges, and feelings.  

Koryis is the Immortal Patron of Peace.  While on his epic quest, he sought to purge himself of evil in impure thoughts. He was successful, and that "impurity" manifested itself as Kersy.

At least, that is what his mythology says. 

We learn from M1 that she is a "beautiful maiden" and a "30th level magic-user." But other details are scant. From the Vaults of Pandius, we learn that she is beautiful with long raven-black hair and amber-colored eyes.  She is the Patroness of Witchcraft and Charms.  Certainly, she is more than just some cast of skin of evil.

She is also described as having "milky-white skin" (boring!), but I have been looking for an excuse to use Vanessa Williams as a witch since 1997. 

Back in 2020 I got her stated up as a 31st level Witch, just on the cusp of her own immortality.

Today I am going to try her out as a starting witch with Immortality very, very far away. Now, in canon Kersy likely started out "life" as a 31st level witch or whatever it was that Koryis was. But here I recast her as a lower level witch and working her way back up to power. She has no idea who or what she is save she is drawn to the sea and to Koryis, whom she both hates and loves. 

Once again, I can only see a young Vanessa Williams as Kersy. Halle Bailey (from the live-action Little Mermaid) would also be great.

Kersey, the Sea Witch
Kersy, the Sea Witch

Class: Sorceress (Witch)
Level: 14
Species: Human
Alignment: Twilight
Background: Sorcerous

Abilities
Strength: 12 (+0) 
Agility: 16 (+2) 
Toughness: 14 (+1) 
Intelligence: 18 (+3) N
Wits: 17 (+2) N
Persona: 18 (+3) A

Fate Points: 1d10
Defense Value: 1
Vitality: 60
Degeneracy: 1
Corruption: 1

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base)
Spell Attack: +7
Saves: +7 (+8) to Spells and Magical effects (Sorcerer), +1 to all saves

Sorcerers Abilities
Arcana, Arcane Powers (5): Beguile, Detect Thoughts, Enhanced Senses, Pre-Cognition, Subtle Influence

Sorceress Spells
First Level: Arcane Darts, Beast Speech, Command, Predict Weather, Sleep
Second Level: Beguile Person, ESP, Invoke Fear, Paralyze Person
Third Level: Breathe Water, Cure Disease, Curse, Dispel Magic
Fourth Level: Befuddlement, Control Temperature, Illusory Landscape, Metamorphose Other
Fifth Level: Comand Winds, Dominate Other, Summon Elemental
Sixth Level: Evoke Weather, Invisible Servant, Part the Seas
Seventh Level: Mass Metamorphosis, Widdershins Dance

Heroic/Divine Touchstones 
1st Level: 1st Level Spell: Glamour
2nd Level: Control Water, Minor
3rd Level: Mode of Movement: Water Walk
4th Level: Magical Recovery
5th Level: +1 to all checks, attacks, and saves
6th Level: Immunity to Spell damage
7th Level: Increased Glamour

Heroic (Divine) Archetype: Magic, Witchcraft

Gear
Wand, Bracers of Defence

Wasted Lands as D&D BECMI

If I were to ever run a pure BECMI game again, I would use Wasted Lands as part of it. Much like Hyperborea yesterday, BECMI and Wasted Lands feel right together.

Kersy, here in this version, makes for a great Sea Witch and growing in her power on her track to immortality. For these reasons I gave her a Heroic/Divine touchstone every other level. 

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

Character Creation Challenge

Tuesday, January 16, 2024

Character Creation Challenge: Tanith Winters for Wasted Lands

 It's still cold outside. So another winter-themed character is needed, and nothing is more winter than the Winters family of witches and my current character, Tanith Winters.

Tanith is a great character to test for Wasted Lands. For starters, I have been playing her in both D&D/OSR clones and for three editions of Hyperborea. I also have used her in NIGHT SHIFT as part of the modern versions of the Winters family.

Tanith Winters sheets

Wasted Lands and Hyperborea have similar DNA and can be used to play very similar sorts of games. The biggest difference between them setting-wise is that the Wasted Lands takes place in the distant past, and Hyperborea is in the far future.

Both games are solid in their Old-School sensibilities and feel. Both games are a lot of fun for that Dark Fantasy mixed with horror overtones with more than a little influences of Howard, Lovecraft, and Smith. 

Tanith Winters
Tanith Winters

Class: Witch (Sorcerer) 
Level: 12
Species: Human (Hyperborean)
Alignment: Neutral
Background: Barbarian

Abilities
Strength: 10 (+0) 
Agility: 12 (+0) 
Toughness: 14 (+1) N 
Intelligence: 16 (+2) N
Wits: 12 (+0) 
Persona: 16 (+2) A

Fate Points: 1d10
Defense Value: 5
Vitality: 53
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +5/+3/+2
Melee Bonus: +1 (base) 
Ranged Bonus: +1 (base)
Spell Attack: +6
Saves: +5 to Spells and Magical effects (Sorcerer), +2 to Toughness saves (Barbarian), +1 to Cold (Touchstone)

Sorceress Abilities
Arcana, Arcane Powers (4): Familiar: Owl Psychic Power: Cryokinesis, Enhanced Senses, Supernatural Senses

Sorceress Spells
First Level: Arcane Darts, Chill, Protection from Good/Evil, Armor of Ice
Second Level: Create Wated, Cool Metal, Lock, Unlock
Third Level: Slow, Dark Lightning, Dispel Magic, Curse 
Fourth Level: Control Tempature, Life Drain, Control Ice
Fifth Level: Blight, Elemental Wall
Sixth Level: Invoke Weather, Disentergrate

Heroic/Divine Touchstones
1st Level: +1 Saves vs. Cold
2nd Level: +1 attacks w/ Cold
3rd Level: Magical Recovery
4th Level: Defense Cold
5th Level Ray: Ray of Cold
6th Level: Cold Immunity

Heroic (Divine) Archetype: Winter

Familiar: Snowy Owl, "Beira."

Gear
Cloak of Winter

Wasted Lands & Hyperborea

Both the Wasted Lands and Hyperborea scratch a similar itch for me. I would have to say that I can play many similar games with both games. The tenor is different enough that playing the same sorts of adventures do feel different.

I'd love to try out a set of adventures, maybe even featuring the Winters family, in both Wasted Lands and then millions of years later in Hyperborea. 

Character wise, this version of Tanith is great. Hyperborea has a few more choices in spells than Wasted Lands, but there is also a big difference in size of the rule books. Granted, the spells are also largely interchangeable.  

Links

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

Character Creation Challenge


Friday, January 12, 2024

Kickstart Your Weekend: Coven & Crucible: Unbound

 I participated in the Kickstarter for Coven & Crucible, and the core book is still on my desk, begging me to review it. Well, in the meantime, here is the first expansion!

Coven & Crucible: Unbound

Coven & Crucible: Unbound

https://www.kickstarter.com/projects/13thmoongames/coven-and-crucible-unbound?ref=theotherside

From the campaign page:

Coven & Crucible is a game set in a world where magic, witches, supernatural creatures, magical animals and more exist. Magic is cast by witches: people who have studied and learned how to work it. Anyone can be a witch, but it takes knowledge and discipline, akin to martial arts or cooking or programming or any other skill.

About Unbound

  • 13 New Houses + Expanded Lore on the original 9 houses from the corebook.
  • 100+ new NPCs, magical creatures and supernatural beings.
  • 50+ of brand new magical traits.
  • Expanded information on the various planes of existence (mundane, astral, infernal, internet, etc.).
  • 6 high level scenarios to run, as well as dozens of plot hooks and encounters.

And much, much more!   


It looks great and the Core rules are fun. I just need to do more with them.

Character Creation Challenge: Rowan McGowan for Wasted Lands

 Doing another magical character today. This one was featured in an early Character Creation challenge and then again for my discussion on moving away from D&D 5e and going to Pathfinder 2e.

Rowan McGown character sheets

Rowan McGowan is what I often refer to as a Witch Knight. She is a witch, but she is also a knight in the service of the "the Old Ways."  In D&D 5e this concept was a fun one to try with her taking levels in Warlock (Hexblade) and Paladin (Oath of the Ancients). It works surprisingly well. In Pathfinder 2e I made her into a witch and opted to later on add more martial training (Champion Dedication).  Both write-ups had their distinct advantages.

For Wasted Lands I am opting to use the Divine Warrior from NIGHT SHIFT and use the Heroic Touchstone to help fill in the gaps. 

Rowan McGown
Rowan McGown

Class: Divine Warrior
Level: 4
Species: Human
Alignment: Light 
Background: Scholar

Abilities
Strength: 18 (+3) A
Agility: 12 (0) 
Toughness: 10 (0) 
Intelligence: 13 (+1) 
Wits: 13 (+1) A N
Persona: 18 (+3) N

Fate Points: 1d6
Defense Value: 1
Vitality: 20
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +3/+2/+1
Melee Bonus: +2 (base), +3 (STR)
Ranged Bonus: +2 (base)
Saves: +2 to all Wits and Persona Saves, +1 to Magic and Spells (Schloar background)

Divine Warrior Abilities
Sixth Sense, Heal Injury and Illness (4d6), Supernatural Attacks, Protection from Evil

Heroic/Divine Touchstones
1st Level: Spell Arcane Dart
2nd Level: Enhanced Senses
3rd Level: 
4th Level: Favored Weapon, Sword

Heroic (Divine) Archetype: Protection

Gear
Longsword, Full plate armor, Holy symbol

Wasted Lands as a D&D/Pathfinder replacement

Again The Wasted Lands, with the additions of other O.G.R.E.S. material works as a very nice replacement for any sort of D&D like game. While all three versions of this Witch Knight character does something really great, I can get the most bang for my buck using Wasted Lands.

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

Character Creation Challenge

Monday, January 1, 2024

Character Creation Challenge: Larina Nix for Wasted Lands

 To start out my 2024 Character Creation Challenge with a character near and dear to me. So near and and dear that I have already stated her up for both the Wasted Lands and NIGHT SHIFT

Larina, Then and Now

The Witch from NIGHT SHIFT and the Sorceress from the Wasted Lands are very nearly the same class, so both work well here. They are also both designed with my witches in mind. So this class is by design perfect for her in a D&D like game.

Larina for Wasted Lands / NIGHT SHIFT

Larina Nix

Class: Witch (Sorceress - Persona Aspect)
Level: 16 
XP: 2,741,986
Species: Human
Alignment: Neutral-Light
Background: Sage

Abilities
Strength: 9 (+0) 
Agility: 11 (+0) 
Toughness: 12 (+1) 
Intelligence: 17 (+2) N
Wits: 16 (+2) N
Persona: 18 (+3) A

Fate Points: 10
Defense Value: 7
Vitality: 33 (d4)
Degeneracy: 14
Corruption: 3

Check Bonus (A/N/D): +7/+5/+3
Melee Bonus: +3 (base)
Ranged Bonus: +3 (base)
Saves: +6 vs magical effect

Arcane Abilities
Arcana, Spellcasting (140% base + bonus)

Sage Abilities

Languages (17), Lore (37%), Mesmerize Others (20%), Suggestion, Renegade Skills, Spells, Read Languages

Renegade Skills

Hide in Shadows: 20%
Open Locks: 15%
Bypass Traps: 10%
Sleight of Hand: 20%

Spells
1st Level: Black Flames, Arcane Darts, Mystical Senses, Night Vision, Chill Ray, Read Languages (Sage)
2nd Level: Beguile Person, See Invisible, Locator Spell: Objects, Magic Lock, Levitate
3rd Level: Clairvoyance, Globe of Darkness, Concussive Blast, Dark Lightning
4th Level: All-seeing Invisible Eye, Befuddlement, Protection against the Deeper Dark, Hop and Skip
5th Level: Convert Stone to Mud, Passageway, Shadow Armor, Dominate Other
6th Level: Dispel Evil, Invisible Servant, Enchant Item
7th Level: Ball of Sunshine, Wave of Mutilation, Widdershins Dance
8th Level: Animosity/Affinity, Wail of the Banshee

Arcane Powers
Level 1: Telekinesis 
Level 4: Beguile 
Level 7: Empathy
Level 10: Precognition
Level 13: Psychic Power: ESP
Level 16: Shadow Walking

Divine Touchstones
Level 1: Sense Magic
Level 2: 
Level 3: Bonus to Spellcasting (+10%)
Level 4: 
Level 5: 
Level 6: Level 1 of Sage
Level 7: 
Level 8: 
Level 9: Spirit Guide (Nightbird) 
Level 10: 
Level 11: Glamour
Level 12: 
Level 13: Magical Recovery
Level 14: Level 2 of Sage
Level 15: 
Level 16: 2 Level Ones: Arcane Power: Astral Projection. Psychic Power: Bio-feedback

Heroic (Divine) Archetype: Witchcraft, Occultism

Gear
Staff, dagger, ring of protection

Wasted Lands as D&D

I have used Larina in various forms of D&D, so using her in a Wasted Lands as a D&D game is largely a matter of role-playing options. The Night Shift version is closest to say, classic style D&D, and Wasted Lands adds a few more options, mostly due to the Divine Touchstones.  Those will be the key to all sorts of great customizations. 

She is an easy sell for me since by design she is a flexible character. The others will be my true tests.

You can get your copies of the Wasted Lands RPG and the NIGHT SHIFT RPG.

Character Creation Challenge

Monday, November 6, 2023

Monstrous Mondays: D&DGII Strix

 Today's monster is a bit based on creatures like the harpy and siren of Greek and Roman myth with features of the Swan maiden of Northern European lore. I started thinking about what kind of creature this could be. Some sort of bird-woman, either cursed or can transform via a cloak of feathers (like Swan Maidens or Freya), but also would have lived in the environs of the area I am using; the Black Forest region.

This got me thinking about how scary the forest would have been to a pagan in the 6th or 7th centuries. All sorts of monsters live there. Certainly witch-like monsters.  So I decided to adapt another idea I had had. Something of an "Owl Witch" or a Strix.  The name is Latin in origin, and the concept is largely a Norse/Germanic one.

Strix

Strix

The Strix are a type of evil witch that lives alone in dark woods. They have the ability to transform into large owls. This ability comes from a magical cloak of feathers they can don. Typically they do this at night to hunt for prey; their favorite food is children that wander too close to the forests.

STRIX
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 9 [5]
MOVE: 12" [6"/24"]
HIT DICE: 6+12 (39 hp)
% IN LAIR: 90%
TREASURE TYPE: B
NO. OF ATTACKS: 2 talons or Spell
DAMAGE/ATTACK: 1d6, 1d6 or by Spell
SPECIAL ATTACKS: Scream
SPECIAL DEFENSES: None [+1 or better weapon to hit]
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic Evil
SIZE: M (5')
PSIONIC ABILITY: Nil

Strixes are witches that can assume the shape of a large owl via the use of a magical cloak of feathers. The witch is connected to the cloak, and only she can use it.  Numbers in brackets [] indicate her stats in owl form.

The Strix in owl form can attack via two talons on a single target. Three times per day, they can also scream for 4d8 hp of damage, save vs. Spells for half. In this form, she can't use magic.

In her human form, she can cast spells as a witch (or magic-user) of the 5th level. In this form, she can only scream once per day.

It is said that if a man can steal the Strix's cloak of feathers, then she will be forced to marry him. She will be a dutiful wife as long as the feather cloak stays hidden. If she finds it she will devour her children and fly off, never to be seen again.  Any children who manage to live to adulthood will become powerful wizards or shamans. 


Links

Sunday, October 29, 2023

October Horror Movie Challenge: Witch Hunt: A Century of Murder (2015)

Witch Hunt: A Century of Murder (2015)
 I always do some sort of documentary every October Challenge. This year, I picked one that has been on my list for bit.  This one is not only covers my documentary criteria but also today's theme of Man is the Worst Monster.

Witch Hunt: A Century of Murder (2015)

Part 1 covers the start of the Witch craze (1600) in the British Isles with King James VI and Bailiff David Seaton. 

The torture of Gillis Duncan, Seaton's maid, which set off the witch hunting in Scottland was bad enough but it was a domino effect that killed 100s of innocents. This includes Agnes Sampson who is often considered to be the "witch" that convinced King James VI of Scotland (Later King James I of England) that witches were a threat.

There is some good coverage of the Malleus Maleficarum, but mostly it focuses on the more "local" Demonologie by King James.

Presented by Suzannah Lipscomb a professor emerita of history.  Reading over her CV I am pretty impressed to be honest. 

This one also spends some time on the Pendle Hill witches, a particularly dark time of the English witch trials.  

Part 2 large focuses on Mathew Hopkins, the Witchfinder General. We are now in the reign of King Charles I and the British Civil War. The conditions were right to bring about the likes of Hopkins. There is a level of cruelty here that I can scarcely believe. Scratch that. I can believe it. I have been reading this stuff for years. Humans suck.

A direct line is drawn between King James to Hopkins to as far away as the Salem Witch Trails.

By my count this accounts for few hundred murdered. 

Far worse horrors than any horror movie I watched so far.


October Horror Movie Challenge 2023
Viewed: 32
First Time Views: 22

31 Days of Halloween Movie Challenge


Saturday, October 28, 2023

October Horror Movie Challenge: Fear Street (2021)

Fear Street Part One: 1994
Man. Covid-19 sucks. I lack the brain power to properly review these, but I am going to try.

Fear Street is a trilogy of movies released to much hype on Netflix back in 2021. All three are set in the twin towns of Sunnyvale and Shadyside, and the curse of Sarah Fier the local witch, back in 1666. 

The three movies take place in three different times: 1994, 1978, and 1966.  All focus on serial killers attacking and killing Shadysiders every few years, giving it the nickname the Murder Capital of USA. While Shadysiders go crazy and kill each every few years, Sunnyvale has remained crime-free since it's inception.

Fear Street Part One: 1994

We get some background on the Sunnyvale/Shadyside history in the opener and go right into the first murder/killing.  Sadly it is Heather Watkins, played by Maya Hawke. I was looking forward to seeing more of her in this. We shift focus to Shadysider Denna (Kiana Madeira), who is in the midst of a break-up with "Sam." We don't know who Sam is yet, but Deena has some strong feelings, and her friends don't want to run interference for her anymore. There is a memorial for Heather, a Shadysider, and when learn (largely from Deena's brother Josh (Benjamin "Lil' P-Nut" Flores Jr.) that it is only Shadysiders that get killed.  The Shadysiders are there (high school mascot The Witches) and only the Sunnyvale (high school mascot The Devils), but a fight breaks out.  We also learn that Sam is short for Samantha. Sam has stayed in the closet (a much bigger deal in 1994) and moved to Sunnyvale.

While driving back in their bus the Shadysiders are harassed by some Sunnyvalers, with Peter, Sam's new boyfriend, driving. Deena decides to throw out the ice from their cooler, but a spontaneous bloody nose (that she and Sam both get) causes her to drop the cooler and Peter wrecks his car. Sam gets hurt and falls out and bleeds into Sarah's hidden grave.

Now Sarah's curse is in full force and former, previously dead, killers begin to hunt down Denna and her friends, but in truth just Sam. 

While trying to fight the monsters after them they discover more about Sarah Fier and how there was one survivor who saw the witch, C. Berman, from the Camp Nightwing Massacre, in 1978. However, they discover she survived because she had technically died and the killings stopped.  So all they have to do is kill Sam, stop the witch, and bring her back.  They manage to do that and the sheriff, Nick Goode, decides to put the blame on Deena's friends Simon and Kate, since they were known drug dealers. It is obvious Nick knows a lot more than he lets on. 

Later Deena and Sam, reconciled, are back at Deena's but Sam is possessed by Sarah Fier. They subdue her when they get a phone call from C. Berman. 

Fear Street Part Two: 1978
Fear Street Part Two: 1978

This one starts where Part One left off. We now meet C. Christine Berman. She was the only survivor of the Camp Nightwing killing in 1978. 

In 1978, Christine, then called "Ziggy" (and played by Sadie Sink) is a Shadysider fighting with her sister Cindy (played by Emily Rudd) and has a mild crush on Sunnyvaller Nick Goode. That is until Cindy's boyfriend, Tommy, starts killing everyone. 

At first, the camp nurse tries to kill Tommy saying that one way or another he will die. Ziggy finds a book the nurse had kept detailing locations of where Sarah Fier had been buried with notes on what these places are in 1978. Also notes from when her own daughter had been the Shadyside killer years ago.

Using the nurse's map, Cindy discovers an ancient ritual area they believe to have belonged to Sarah Fier, and she even discovers Sarah's hand. They come up with the plan to reunite Sarah's hand with her body and hope that stops the supernatural killings. Ziggy and Cindy, racing against all the killers run to the hanging tree where Sarah was hung and then buried (but we know she isn't there) they bury the hand and then...nothing. They are both killed by the killers who then disappear. Nick Goode runs up and manages to save Ziggy and bring her back. 

Back in 1994, with this new news, Deena and Josh go to the mall (where the hanging tree is) dig up the hand, and rush it out to where the car cashed in the first movie. Deena touches the body of Sarah Fier and suddenly is transported to 1666.

Fear Street Part Three: 1666
Fear Street Part Three: 1666

Back in 1666 and Sarah Fier is living in the town of Union. We are seeing her as if she were Deena, but her reflection is still Sarah's. The townsfolk of Union (the township before it split into Sunnyvale and Shadyside) are a mix of actors from the previous two movies.  Sarah and the other girls in town know of "the old widow" and think she is a witch. They investigate her home hoping to find some herbs for their late-night party. Here Sarah discovers a book of black magic. The witch catches them, and sends them running.

At the party that night we learn that Sarah is also in love with Hannah Miller, the pastor's daughter. While at the party they sneak off to make-out. If this was a social problem in 1994, in 1666 it was enough to get them accused of evil practices...which is exactly what happens here.

The next day Pastor Miller locks all the children in the church, when Solomon Goode breaks in he discovers that Miller has killed all of the children, plucked out all their eyes including his own and left them in a pile on the floor. The townspeople discover it and think that Sarah and Hannah have placed a curse on them as "witches."

They capture Hannah and plan to hang her in the morning. Sarah decides if they are going to hang her as a witch she might as well be a witch, so she goes out to the widow's hoping to get her book on black magic only to find her murdered and the book gone.  She discovers that Solomon Goode has it and had used it to summon devils to do his bidding. 

Sarah, now captured by Solomon, is accused of witchcraft. She will be hung. She promises Solomon that she will haunt him and his offspring until her innocence is proven. She exonerates Hannah so she won't hang, but is hung herself.  After she is dead, her friends come and dig her up and rebury her elsewhere in secret. 

Fear Street Part One: 1994, Part 2

The last part of this movie takes us back to 1994. Deena, now back to herself, knows everything. It was never Sarah Fier that had cursed the twin towns of Sunnyvale and Shadyside but the Goode family's deal with the Devils to be prosperous with the sacrifice of Shadysiders. They learn that they need to kill Sherif Goode.  Break the line and break the curse. The trouble is Goode has figured out they know.

They lure Goode and the resurrected killers out to the mall with more of Sam's blood. 

Not spoil more than I have; Deena gets to the Satanic altar and is caught by Sherrif Goode. They fight, and Goode falls into the pile of collected (and still living) organs. He begins to hallucinate about all the killers. While distracted, Deena kills him. With the Sherrif dead, the curse is broken. Sam is freed and suddenly crime begins happening in Suunyvale.

Sam comes out to her mother, and Josh finally meets the girl he had talking to online and everyone lives happily ever after.  That is until someone steals the satanic tome.

So this trilogy has pretty much everything this month's Challenge is looking for. First Time Watch, Summer Camp, Slasher, New Movie, We Are Weirdos, Teen Angst, Horror Comedy, Best Soundtrack (seriously 1994 and 1978 were both great), and Man is the Real Monster. So yeah. 

Plus they were all really good flicks, a lot of fun and each one captured their time periods and their genre's perfectly. 

The actors were all great, and I kinda hope we get to see Fear Street, Part 4 and more (there are like 100 of the Fear Street books by R. L. Stein).


October Horror Movie Challenge 2023
Viewed: 31
First Time Views: 21

31 Days of Halloween Movie Challenge



Wednesday, October 25, 2023

Review: The Last Sabbath RPG

The Last Sabbath RPG
 It's Halloween, and of course, I am always looking to add more spooky games to my collection. If they are witch-themed, then all the better.  Today, I am reviewing the Last Sabbath RPG.  I featured the Kickstarter last year and received my books this past summer.  It is a gorgeous piece of work, but is it a good RPG? Let's find out.

Last Sabbath RPG

Design by Atropo Kelevra and Valentino Sergi. Art and illustrations by Loputyn (Jessica Cioffi). The game was based on Loputyn's artistic vision. Paperback, saddle stitched book. Black & white (with red foil covers). 48 pages.

This is the English translation of the original Italian RPG. 

Last Sabbath is a Masterless, Journalling RPG for 1 to 7 players. Masterless in that no one player is the game master and journalling since the players will write down what their characters (all witches) will do in each scene.

Now, I am not overly familiar with playing Journalling RPGs, but I know what they are in concept. 

In this game, the players all play new witches who have gathered together in a Coven. Why? Well, that is what everyone will find out together. I say up yo seven people since that seems to work well with the structure of the game, but 4 might be more wieldy. It can also be done as a solo RPG experience.

The game offers many aids to move the players (and the characters) along. If this is the Coven's first time playing or this is a solo effort, then the authors suggest using the Scene Prompts instead of the divination techniques. That is a good idea, but the divination techniques add a bit of randomness to the game that I quite like.  So, at this point, what is required of the players are these rules, notebooks to journal in, a d6, and maybe some divination tools. More on those later. While a fancy journal would be a nice touch here, a regular notebook is also good. Since you will be sacrificing memories here as part of game play it is somewhat cathartic to write them down and then tear out the page.

The game setting is whatever you want it to be. That and the nature of the witches involved are entirely up to the players. 

Safety tools are recommended because this game encourages you to push the boundaries. It is all part of the idea that magic is both a gift and a curse. Bad things are going to happen to your character. 

Last Sabbath RPG

Game Play

The game is divided into Seven Scenes. The Call, Initiation, Danger, Investigation, Revelation, Threat, and Epilogue.  Each scene is then divided into 3, 5, or 7 turns (players' choice). When all players have done their Turn, you move on to the next one.

At the end of every scene, one of the Records (what the player wrote down) becomes a Memory. Memories can be sacrificed for Power to fuel their magic. But removing the wrong memory can cause a witch to forget why she is part of the coven. 

Turns are covered with some examples of a 3-round game plane for a Scene. 

Guidelines for play follow. Witches can ask one question of a fellow witch once per turn or answer a question on their turn. If a Power is used, then the affected witch must respond to that power on their turn. 

Power

Without magic, the characters are just people sitting in a circle. And while that would be a fine game, not one I would review here. Power is what makes witches witches.  Power comes in the forms of a Charm, Spell, or an Incantation, each with great effects and greater costs. Some incantations, for example, can cost the witch her life. So yeah, power comes at a cost. Some examples of powers are given, including origin and types. But the details are left to the players to figure out. 

Divination 

This just gives us a brief idea on how they are to be used. Details are given later with the various types of divination tools.

The Scenes

Half-way through the book we reach the Scenes, or how the game progresses. Anything can happen in a scene including the death of a witch. Players should not worry about that since they can introduce a new witch in the next scene.   Each scene is given some guidelines in the form of leading questions and some prompts. For example, for Scene 1: The Call, one of the prompts is "A call for help is heard in your mind" (paraphrasing). Witches can choose or they can roll a d6. 

All the scenes are handled in similar fashions, with Scene 7: Epilogue as the adventure conclusion. 

Divination Tools

This section covers various divination tools which are broken down by tool with examples for each scene. These include Tarot, Rune stones, Mikado, and Tea Leaves.

Tarot is likely going to be the goto, but there is a certain charm to the Tea Leaves, especially if you have plenty of tea on hand while playing.

Last Sabbath - Grimoire

by Atropo Kelevra and Valentino Sergi. Black & white art with red. 36 pages.

This is a Kickstarter add on for the Last Sabbath RPG. It has additional thematic prompts for the LAst Sabbath RPG. At first I was curious why it was not added to main RPG. But reading through I see why, the prompts are great but should be used sparingly since they could force the game into a direction not set by the players. They are perfect when the players might want some advice on what to do nest, or even for a second play through.

The art of this book is not from Loputyn, though it is good in its own right.

Last Sabbath RPG

Thoughts on this Game

My experience with games like this are a little limited. But this looks like fun and would work great in the hands of the right group. I see this as a good way to spend a rainy afternoon with some like mind friends over pots of hot tea. Save the Dr. Pepper and Doritos for D&D night. This is for orange zest scones and black tea. 

If you are the type that wants really crunchy rules, then I would say this not the game for you. But I recommend you at least check out something like it. 

Thoughts on the Art

The art is striking, evocative and perfect for the feel of this game. This is expected since the game grew out of the artistic vision of Loputyn (Jessica Cioffi). The art might be considered risqué to American audiences, but for European ones, I am sure this is just slightly above comic book fare. 

Art of Last Sabbath

Use as a Session 0

Back when I first talked about this game, I mentioned it as a possible Session 0 for my War of the Witch Queens. I am more convinced about that than ever. 

In fact, I can see this game being interspersed with War of the Witch Queens adventures. Since the overall arc of that campaign is to discover who murdered the High Queen of Witches. 

Tea with the Witch Queens by Brian Brinlee
Tea with the Witch Queens by Brian Brinlee

I have some major NPCs (all posted with stats) that enter into the tale/campaign. For my play test of this I took them and put them all through a couple of scenes of this game to figure out what their motivations will be. It was quite fun, to be honest.

I can also see it working as a Session 0 for a NIGHT SHIFT game consisting mostly of witches. 

While I have the Smith-Waite Tarot deck pictured above, the perfect deck for this will be released next month: the Loputyn Oracle. It is published by Llewellyn Publications, pretty much THE publisher for all things mystical and witchy. Though it only has 32 cards, it should be fine for this game to be sure.

There is a lot of things I can use this game for, and I am looking forward to trying them all.  Now. time to put the kettle on.

Links

Where to buy

Creative Team

Tuesday, October 10, 2023

October Horror Movie Challenge: The Autopsy of Jane Doe (2016)

The Autopsy of Jane Doe (2016)
Another one that has been on my list for a bit is 2016's The Autopsy of Jane Doe. Also, because of its director, this time André Øvredal, who gave us the wonderfully fun Trollhunter (2010).  This movie is often classified with other Body Horror movies, and I see why, but it is more of a supernatural horror movie.

The Autopsy of Jane Doe (2016)

The nude body of an unidentified woman is found in the basement of a grisly crime scene and Sheriff Burke (Michael McElhatton of 'Game of Thrones') wants some answers. The body is taken to the father and son medical examiners Tommy (Brian Cox) and Austin Tilden. They are to discover the cause of death by morning.

The woman, Jane Doe (played with exceptional skill by Olwen Kelly, more on her in a bit) has no outward physical signs of death. Her body is slightly cooler than room temperature, her waist is usually small for her frame, and her limbs are still pliable. On close examinations though, things begin to make less and less sense. Her wrists and ankles are fractured, her eyes are milky white, her tongue has been cut out and she is missing a tooth. Again, with no outward signs like bruising.

As they proceed, the local radio station tells us about a huge storm coming (like last night's movie!), and the power goes on an off. Austin cancels his date with his girlfriend to help his dad, and things start getting really creepy.  He thinks he can see "Jane" in mirrors but turns, and she is not there. He hears things, and his dad's cat is found dead.

Moving on to the internal exam, they find her lungs are blackened like she had been burned, her tongue had been cut out, she has lacerations on her heart, poison flowers in her stomach, writing on the inside of her skin, and tearing inside her vagina; not trauma, but tearing. Someone had tortured this woman. They also find a bit of rolled parchment with "ritual" symbols on it and her missing tooth.  Later on, they also discover that her brain is still alive.

The power goes out due to the storm, and when they get it going again, they discover the other corpses are gone, and something is inside with them.  Thinking it was one of the corpses reanimated they kill it with an axe (same as last night!) only to discover it was actually Emma, Austin's girlfriend.

We discover by piecing together the clues that the ritual symbols and Roman numerals are a reference to Leviticus 20:27, and the "1693" is a reference to the Salem Witch trials. They figure she was tortured as a witch and left undying as a means to punish witches. Now she gets people around her to suffer the same pain as she does. So Tommy, to save his son, asks Jane to take him. His wrists and ankles break, he can't talk, and is breathing smoke. Tommy tries to cut out his own tongue but Austin kills him in a mercy. Soon after, he sees his dad's corpse behind him, and he falls to death.

In the morning, the Sheriff returns to three more bodies killed in a similar way as the ones from yesterday. He wants the body of Jane, now whole again, transferred out of his county. We also learn there have been no storms at all. 

We see the medical transport taking her away and as the film ends, her toe twitches.

--

This movie shares a number of common elements with last nights The Lighthouse. Both are from directors whose previous movies I enjoyed. Both feature minimal casts where the claustrophobia of the setting is as key as any of the supernatural elements. Both deal with death. 

Both also feature minimal, performances from their female costars with no dialog. Olwen Kelly as Jane Doe spends the entire movie laid out on an autopsy table nude and never says a word. She can't even emote, but there is a sense of both vulnerability in her performance and in the end, malice. She might have had the hardest job in the whole cast. 

I am not 100% happy with the ending. The witch angle is fun (and I can do a lot with it) it doesn't explain how or why all of these things were done to her. 


October Horror Movie Challenge 2023
Viewed: 11
First Time Views: 5

31 Days of Halloween Movie Challenge

Thursday, September 7, 2023

Knight City: Trials of the Teen Witch!

 I love shared universes. I love shared multi-verses. But anytime I can see a collaboration of various creatives to bring new life to something old or bring to life something new, then I am all for it.

Last week, I shared how both TTim Knight over at Hero Press and Pun Issac over at Halls of the Nephilim brought to life my evil villain, The Refrigerator for their respective Superheroe universes. 

I'll play a little in their sandboxes, too and bring over one of my iconics to their worlds. Today I am visiting Knight City with one of my favorite superheroes Taryn, the Teen Wtich.

Tim is using a modified version of Villains & Vigilantes. I am not 100% clear on all his house rules, but I can't go wrong with a by-the-book super. 

Taryn "Nix" Nichols
Taryn and Mojo, created in ePic Character Generator

To recap, Taryn is the teen daughter of my witch Larina. I wanted a character specifically for supers that had a magical background. My comics reading through the 1980s was largely Teen Titans and X-Men (so...like everyone else) and I wanted a character that would fit into those sorts of tales. 

Her father is a faerie lord, and his relationship with Taryn and Larina is...complicated. He will feature in other plots, but I am working hard NOT to make this a Trigon-Raven retread right now. Scáthaithe would not really be interested in taking over the Earth. Bringing more magic to it? Yeah, that might work. But really, I think his issue would be for Taryn to stay in the Faerie Realms.

While I always considered Taryn a Millenial/GenZ girl, she is named after "Taryn" from the Nightmare on Elm Street 3: Dream Warriors. Which is my favorite of the series. She is pretty much equal parts Raven from Teen Titans, Sabrina the Teenage Witch, and Kiki from Kiki's Delivery Service. She has a thing for flying fast and dating guys with fast Japanese motorcycles.

This is an update/revision of her Mighty Protector stats.

Taryn Nix, student and crime fighting witch
Teen Witch
Taryn "Nix" Nichols

Power Level: 6
Age: 17; Ht: 5' 3"; Wt: 114lb; Gender: F
Basic Hits: 3
Side: Good

STR: 9
END: 12
INT: 15
AG: 12
CHA: 17

Hit Points: 7
Power Points: 48
Carry Capacity: 110 lbs
Basic HTH Damage: 1d3
Healing Rate: 0.9/day
Move: 33"

Damage Modifier: +2
Accuracy: +1
ATT: +2
DEF: ??
PSYCHIC DEF: ??
Detect Hidden/Danger: 12% / 16%

ABILITIES/POWERS

WITCH BOLT: Power Blast, Range 54, 1d20 dmg
TELEKINESIS: 540 lbs 
FLIGHT: 108 MPH
HEIGHTENED SENSES: Detect magical auras
MAGIC SPELLS: Takes a full action to prepare

GEAR

Broom. Prop, needed to fly.

Cat. Her black cat is named Mojo.

LEGAL STATUS: Minor of the United States with no criminal record.

What is Taryn doing in Knight City? No idea! Maybe Tim will let me know!