Monday, February 5, 2024

Monstrous Monday: Greater Astral Spiders

 For the next few weeks, I will be posting monsters for use in the various "Powered by O.G.R.E.S." games I work on and use. These are NIGHT SHIFT, Wasted Lands, and the upcoming Thirteen Parsecs. I would also like to use this space to feature some new artists and their work. 

Up first is a favorite around here. This one is bigger.

Astral Spider by John Kozlowski
Astral Spider by John Kozlowski

Astral Spider, Greater

No. Appearing: 1
AC: 4
Move: 40 ft and Special (Astral)
ViD: 8
Special: Wits and toughness drain. 1 point/day each
XP VALUE: 1,600

Greater Astral Spiders are larger and more terrifying versions of the smaller Astral Spiders. Like their smaller cousins, they are not true spiders but creatures of the deeper dark.  These creatures are about three feet high and six feet long when manifesting in the material world. Since they are not true spiders but creatures of fear from the Deeper Dark, they are not limited to just 8 legs.

As their name suggests, these creatures are native to the astral plane, but they are attracted to people with psychic or empathic abilities.  These creatures drain Wits (wisdom) and Toughness (constitution). Like the smaller varieties, these creatures are invisible. They find targets that have high levels of empathy (psychics, witches, sorcerers) and attach themselves to feed. They do not have a physical attack in terms of Vitality damage.

An astrally projected or sensitive witch can see these creatures, either on themselves or others. A Dismissal spell can remove the spider, but they can only be attacked in the Astral Plane. A Dimensional Anchor used against it can prevent it from latching back onto a victim.  A Lesser Restoration and one week of bed rest for each day of ability loss will cure the victim. Without magic, the recovery period is one week per point of Wits and Toughness lost each. Thus, a minimum of two weeks.

Use in the Wasted Lands

During the Dreaming Age the Astral Spiders were far more common and could manifest in the Material World more easily. There is conjecture on their relationship to the other denizens of the Deeper Dark, but few are willing to study them up close.  These creatures can sometimes be summoned by dark-aligned Sorcerers, but with no real means of controlling them, they can be the victim just as often.

Use in NIGHT SHIFT

These creatures cause much fear in the communities of psychics and witches. There is a lot of talk on various online groups on how to best deal with them, but there is little to no consensus.

Astral Spiders online

Use in Thirteen Parsecs

As in the Dreaming Age, Astral Spiders are able to manifest in the Material World. What is worse that due to their ability to travel via the Astral, attacking starships on the Solar Frontier is as easy to them as attacking a sleeping person back on Earth.  The closer a planet is to the Solar Frontier, the more likely an attack by an Astral Spider will become. 


Friday, February 2, 2024

#FollowFriday for #FollowFebruary

 I have been blogging for a long time. 16 years, 17 when April hits. Prior to that, I had a website, The Other Side, that I started mainly as a means to teach myself HTML and, later, PHP.  To point is I consider myself up on top of what is happening in my little nook of the Internet. It's not everything, but I am generally not surprised by things.

Simon Bunny
This picture has nothing at all to do with this post. I just love it. Simon Bunny is now 6.

So I was...well, surprised when a recent call for blog sites on a recent social media post turned up dozens of blogs I had never seen or read before.

My effort then for February is to follow and interact with more of these "new to me" blogs and expand out to more. Also, I want to get my own readership up a bit. Granted I know I am niche flavor inside a niche market. It might be likely that I have appealed to everyone I am going to. But I guess there is that off chance that I have not. I'd like to find those people, I'd like them to find me. 

The ultimate goal, of course, is to are new ideas to read and new things I have considered. This is D&D's and RPG's 50th anniversary, I have been active for 45 years of that. Even then, I don't pretend to know it all. I mean, think you know games? Go to Gen Con one year and be amazed at all the stuff you know and how much more you don't.

What can you do?

Simple! Recommend me a new blog. Recommend an old one you really like for me to read. Let's expand our circles of community.

Thursday, February 1, 2024

The Enchanted World: Wizards and Witches

The Enchanted World: Wizards and Witches
 Let's start this series with the book that has the most meaning to me and the first one in the series: Wizards and Witches. Fitting for Imbolc on Thursday really.

Overview of the Series

The Enchanted World books from Time-LIFE were a series of high-quality, hardcover books sent to you via mail from Time-LIFE subscription. The first one you got for free was Wizards and Witches. This also makes it the most common one and the one you can find in most secondary markets. Fortunately for me, it was also my favorite.  

Imagine, if you can, a time when one of the world's largest publishers decided to invest in a series of books (21 in total) filled with full-color art, cloth-bound covers, and access to some of the world's greatest libraries and scholars. Libraries like the Bodleian Library at Oxford, Cambridge Library, and the London Library. Scholars like Prof. Tristram Potter Coffin (Chief Series Consultant),  Ellen Phillips (Series Director and Editor), and Prog. Brendan Lehane (author of this volume).

Well, that time was 40 years ago, and the Enchanted World series sought to capitalize on the growing fascination with all things fantasy, not in a small part due to the popularity of Dungeons & Dragons.

Over the years, I have seen a lot of collections of other folks' RPG books. It is no surprise when you see one or more of these books stuck in their mix of FRPGs.

Many of the books follow a similar pattern. Usually, 3-4 chapters of the book detail different aspects of the myths and folklore being covered. These are usually interspersed with some of the stories themselves or excerpts, as well as art. The art is often from classical sources or paintings depicting the stories or characters involved. There are also new pieces of art throughout. There are margin notes or marginalia with some other related tidbit of information. Each chapter ends with a longer story.

There is a bibliography, art credits, and some publication notes in the back.

These books were published around the world. Some of the European publications also had dust covers.

Wizards and Witches

by Brendan Lehane, 1984 (144 pages)
ISBN 0809452049, 0809452057 (US Editions)

This book is divided into three sections covering ancient wizards, wizards of the Middle Ages, and witches. There is quite a lot of art from Arthur Rackham here. 

Chapter One: Singers at the World's Dawn

Here, we begin with a tale of the old Finish wizard Väinämöinen and the young upstart Joukahainen in what could be considered a magical sing-off. The line between Bard and Wizard was very thin in ancient Finland. Thus it was when the world was young and youth could aspire to wizardry. We learn of other powerful names like Volga Vseslavich, Cathbad, Manannan Mac Lir, Taliesin, and, most well-known of all, Merlin. Not all were old men. Ceridwen, Circe, and Louhi were there too.

Time-LIFE The Enchanted World: Wizards & Witches

The thesis here is that in those olden days magic was something people could aspire too, but few could truly master. We get snippets of stories of all these wizards and sorceresses, each playing into the next. It is somewhere between a bedtime story and an undergraduate survey of various wizards. In between we get longer stories, like the "Wizard of Kiev" and "The Welsh Enchanter's Fosterling."  All cover magic in a semi-forgotten age that seems to have one foot in history and another in mythology.

Chapter Two: Masters of Forbidden Arts

If the last chapter dealt with magical using men and women as heroes as often as villains, then this chapter leaves no ambiguity on where it sees (or rather history sees) the wizard of the Middle Ages. Here the singing battles of Bard-Wizards are given way to the academic study of magic in dusty tomes of forgotten lore and those who sell their very soul for power. We encounter the likes of Roger Bacon (1219-1292), Oxford Scholar, Empirical Philosopher, Franciscan friar, and dabbler in magic. There is even a bit on Michel de Nostredame (1503-1566) aka Nostradamus. But for the most part we see magic going from a force of nature in a world where the rules are not yet set in stone, to men (for the most part) partaking in deals with demonic or devilish figures for power. All it takes is their soul.

Time-LIFE The Enchanted World: Wizards & Witches

We spend quite a bit of time on the legend of Faust and his deal with Mephistopheles. In fact, this one is so set into our vernacular that a "Faustian Deal" hardly needs any explanations. 

Given the time period, there is also a wonderful overview of the Tarot and its origins with some rather fantastic art. 

Time-LIFE The Enchanted World: Wizards & Witches

But most of all I loved the "Legions of the Night" section with its coverage of Demons. The descriptions of just the few here and the art by Louis Le Breton from the Dictionnaire Infernal by Collin de Plancy were enough to make me want even more strange demons in my game. More so since it featured Astaroth. A demon that already fascinated me from when I first saw him in Best of Dragon II.

Time-LIFE The Enchanted World: Wizards & Witches


Harry Clarke's illustrations of Mephistopheles should be how the devil appears all the time. 

Time-LIFE The Enchanted World: Wizards & Witches

Along with the Tarot, there is some coverage on astrology. This predates the Middle Ages by, well, thousands of years really, but there was new keen importance on it at this time. 

Chapter Three: The Shadowy Sisterhood

Ah. Here are my witches. We get some cover on what could be called Folk Magic or Hedge Witchery, on how these natural healers were initially an important part of everyday life. The magic was simpler and more in tune with nature.

Time-LIFE The Enchanted World: Wizards & Witches

Throughout this chapter, the "helpers" of witches are mentioned. We call them Familiars. Up first is the hare, which they claim (and back up) was closer to the witch than the black cat we associate with today. This reminds me that rabbits and hares should really feature more in my games. The others include spiders, ravens and crows, cats, snakes, and toads, which they claim as one of the first animals to be associated with witches. I have read that before as well.

As the chapter professes the old Black Magic vs. White Magic trope appears. While less in favor today among Real WitchesTM (remember the ads with Litney Burns?) it is an important distinction of the time. It is almost the same divide as the "Natural" vs. "Academic" wizards of the first two chapters, really. 

There are various stories, mostly about how someone was suspected of witchcraft and what happened. But also the machinations of witches in general. 

There is a section flight and witches and how brooms were not used at first, but rather things like butter churns and distaffs. I even added distaffs to my games in part because of this connection. 

Our story at the end of this chapter is a classic tale of Baba Yaga and Vasilsa the Fair. Again featuring amazing artwork, this time right from Vasilisa the Beautiful by Ivan Bilibin.

Use in FRPGs

With so many books out there, there is no end to the ideas they can generate. Upfront, it should be noted there is nothing "new" here. The stories, the folklore, and even a lot of the art are things we have all seen before. The stories of wizards like Väinämöinen, Merlin, Faust, and Circe should all be known to anyone who has a passing interest in fantasy and, indeed, to anyone who has played FRPGs. But that is not where their value lies. These books do have tidbits that the causal pursuer of these tales would not know, and maybe even some for the more advanced students.

To be sure, while there is academic rigor here, these are not textbooks. But they are educational.

Reading these tales one could use them as the basis for other characters. There is more than just a little bit of Taliesin in my own Phygora, for example. These tales, often set right on top of each other, can give the reader and player plenty of means of comparison. 

This book also makes good arguments for the separation between, say, Wizards, Warlocks, and Witches (as represented by the three chapters) but less of an argument on where bards fit in. Are Taliesin and Väinämöinen wizards or bards, for example? It is not up to this book to decide but rather the reader.

If you are playing a game like D&D that lives in a different world, then ideas abound. I mean we know Gygax, Arneson and the early designers of the game were very much into folklore and mythology. Those elements are the hook for more of these, beyond the Greek, Roman, and Norse myths we were all raised on.  Like any good synthesis, it should make you want to check out the primary stories these are all from.  If you are playing a Medieval game, say Chivalry & Sorcery or Pendragon, then this is practically a sourcebook for you. I would even say it is a must-have for a Mage: Dark Ages or Mage: Sorcerers Crusade game.

Wizards & Witches

Witches

I can't let it go unsaid, even if it is obvious, but this book profoundly affected me when it was out. While I did not own my own copy until much later on, I had friends that had it. Since this was the first of the series, many people had it. The art in this book set the feel for how I wanted my Witch class books to look. I have since included the art of Arthur Rackham and the Pre-Raphelites in many of my books. This was one of the books that made me want a witch book for D&D. When none showed in the stores I took it on myself to make it. I do know that my first encounter with the "Black School" of the Scholomance was from this book.

Time-LIFE The Enchanted World: Wizards & Witches

While I can't say with any certainty other than the timeline, this book was likely a contributing factor to one of my favorite themes in games; Pagans vs. Christians and how magic would later be demonized by the Church.

This series is lovely, and each book, while filled with things I already knew, also has many things I did not. 

My only real complaint? At 12.25" x 9", they just don't fit nicely into a standard bookcase.

Next Time: What is love?

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

Tuesday, January 30, 2024

Character Creation Challenge: Magnus Ulslime for Wasted Lands

 Heroes are often measured by the bad guys they have to face. If that is the case then Johan Werper and his line are true heroes indeed because their long time foe is a semi-immortal necromancer of the darkest dye. And you have seen him before.

Magnus Ulslime character sheets

Magnus Ulslime had several origin points for me that all seemed to collide at once. First there was Len Lakofka's Death Master class I saw in Best of Dragon Vol. III, a reprint of his class from Dragon #76. There was Ulslime the Chaosar (terrible name) from Module CM2 Death's Ride. And finally what I *thought* Module X6 Quagmire was about. All of these mixed in the same vat I was building classes in; my Healer, Sun-Priest, Witch, and Necromancer.  I saw my Necromancer as the moral opposite of the Healer and the Sun Priest.  Eventually, I would go to get my Profane Necromancer and Death Pact Warlocks out into the world along with my Witch.

Much like Larina is my test character for anything witchy, Magnus is my test for any sort of necromancer. Though I do not have as many versions of him as I do her.  I have featured him, though, as Necromancer for Spellcraft & Swordplay and as a Death Pact Warlock. I have also done his adopted children Runu and Urnu for both Spellcraft and Swordplay and Wasted Lands in the past. 

Magnus Ulslime
Magnus Ulslime

Class: Necromancer
Level: 13
Species: Human
Alignment: Dark Evil
Background: Cult

Abilities
Strength: 10 (+0) 
Agility: 13 (+1) 
Toughness: 14 (+1) 
Intelligence: 19 (+3) N
Wits: 16 (+2) N
Persona: 19 (+3) Z

Fate Points: 1d10
Defense Value: 5
Vitality: 87
Degeneracy: 33
Corruption: 7

Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +2 (base)
Ranged Bonus: +2 (base)
Magical Attack: +2
Saves: +8 to Persona saves, -2 vs Corruption

Cult Powers
Commune with Deeper Dark (1/week), Familiar (small demon), Forbidden Knowledge 38%, Mystical Senses

Necromancer Abilities
Channel the Dead, See Dead people, Turn Undead, Protection from Dead x5, Summon the Dead, Vampiric Augmentation, Suggestion x2, Command, Vampiric Touch, Beguile Spirit

Arcane Powers
Detect Thoughts, Polymath (Sage Abilities: Level 1), Incubus (touchstone), Shadow Walk (touchstone)

Spells
First level: Black Flames, Night Vision, Glamour
Second level: Invoke Fear, Paralyze Poison

Heroic/Divine Touchstones 
1st Level: Arcane Power: Incubus (1d6)
2nd Level: Arcane Power: Shadow Walk
3rd Level: Class Level, Sorcerer 1
4th Level: Class Level, Sorcerer 2
5th Level: Class Level, Sorcerer 3
6th Level: Class Level, Sorcerer 4
7th Level: Character ceases to age

Heroic (Divine) Archetype: Death

Gear
Death staff

Magnus in the Wasted Lands

These are great stats and I am amazed with how flexible and customizable this game actually is. There is just so much going on here. It is also the first time in a character write-up I was able to really capture his childhood in a Death Cult. The only thing I did not do here is capture his early adulthood as a druid. Maybe a couple of levels of Theosophist would cover that.

Magnus in NIGHT SHIFT

If the Dark Druid can make it to the modern age, then Magnus could as well. I can see a cult trying to bring him back. I see it as sort of like a cheesy 80s movie where a bunch of teens play some record backward and summons Magnus, though I think to be true to his roots AND the 80s, he would have to be called "The Death Master."  Hmm. Maybe this is the missing piece of this 80s adventure I have been wanting to do.

Magnus in Thirteen Parsecs

I honestly have no idea if he will live this long. But maybe I will come up with something. The universe is a big and really weird place.  Though I will admit the name "Magnus" came to me while watching the Doctor Who serial "Talons of Weng-Chiang."  The bad guy in this one, Magnus Greel, was from the 51st Century. He even had a familiar of sorts, Mr. Sin.  I might have to name his quasit familiar Mr. Sin.

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

Character Creation Challenge

Monday, January 29, 2024

Character Creation Challenge: Brigid for Wasted Lands

"A Bhrigid, scar os mo chionn, do bhrat fionn dom anacal."

 Something a little different today, a little bit of Wasted Lands myth-making applied to D&D rather than just using Wasted Lands as a D&D substitute.

One "character" that has been a feature of many of my games (fantasy, horror, sci-fi) is that of Brigid. My version is based on the famous saint, St. Brigid of Kildare AND the goddess Brigid of Celtic myth. I figured with Imbolc (Feb 1) coming up, it is a good time to talk about her.

Brigit (of Kildare / "Cil Dara")

Who Is Brigit?

A simple question with a very complicated answer. In the mytho-historical tales of Ireland there are two Brigits. The Goddess and the Saint. Was the saint named for the goddess? Was the goddess named for the Saint thanks to a 2000+ plus oral tradition that mostly predates writing? In the years I have paid (casual) attention to the academic debates, I have seen them shift back and forth a little (or a lot, depending on the journal).  She is also related to the ancient British Goddess/figure Brigantia, who the Romans saw as aspects of the goddesses Minerva (Athena), Tyche/Fortuna, and Victoria (Nike). She is a complicated Goddess. 

This is fascinating but only tangentially related to my games, save for how my readings add to them. 

She is a Goddess, a Saint, and a figure in Celtic Pagan Witchcraft. So yeah, I am going to find a place for her in my games. Given her influence on me, I don't think it is a surprise that I have so many redheaded witches.

In my games, Brigit is more of a force than a character. I have talked about her in terms of Celtic Myth. The Witch Guardians for D&D 3.x and 4e. As a historical figure in my modern horror games. And as Protectors of Éire for my Ghosts of Albion games.

In my games where I like to play on the themes of the Rise and Fall of Paganism vs. the Coming of the Christian Faith, Brigit is my chance to "cheat a win."  In these games, Brigit is a pagan Goddess. She has a following of women pagan worshipers who are no longer druids but not yet witches. My version of Bodhmal is a great if not prime, example of this.  In these games/set-up Brigit tucks her fire-red hair under a nun's habit and continues on.  Her witches now hiding in plain sight.

I never worked out how that works for her, but with Wasted Lands I can give it a try!  Before there was the St. Brigit of Kildare, or there was Goddess Brigit, there was the woman Brigit. She was many things: warrior, philosopher, healer, and the spirit of her land. Because of her connection to Ireland, she is remembered by many in many different forms.

Brigit (of Kildare / "Cil Dara")
Brigit (of Kildare / "Cil Dara")

Class: Warrior / Theosophist / Spirit Rider
Level: 15 (5/5/5)
Species: Human
Alignment: Light Good
Background: Animistic

Abilities
Strength: 15 (+1) A
Agility: 12 (+1) 
Toughness: 17 (+2) 
Intelligence: 11 (+1) 
Wits: 16 (+2) N
Persona: 17 (+2) N

Fate Points: 1d12
Defense Value: 5
Vitality: 114
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +5 (base) +1 (str) +2 (touchstones)
Ranged Bonus: +5 (base) +1 (touchstone)
Magical Attack: +2
Saves: +2 to all saves (warrior), +2 to Persona saves, but -2 on Magic away from Ireland (Animistic).

Animistic Powers
Mystical senses, Speak with Plants and Animals,  Animal Summoning 1 (spell)

Warrior Abilities
Combat Expertise, Improved Defence, Melee Combat, Master of Battle, Supernatural Attacks (melee and ranged), Spell Resistance, Tracking, Masters of Weapons, Extra Attacks (x2), Extra Damage

Theosophist Abilities
See Dead People, Turn Undead, Summon the Dead, Channel the Dead, Protection from Undead (2/day), Command, Death Knell (Banshee Wail), Suggestion (1/day)

Spirit Rider Abilities
Innate Magic (5), Arcane Power (2), Commune with Spirit, Limited Power (outside of Ireland), Magcial Battery, Add Wits bonus to Supernatural attacks

Arcane Powers
Empathy, Precognition

Spells
First level: Gout of Flame, Restore Vitality
Second level: Eternal Flame, Lesser Renewal
Third level: Concusive Blast (Fire)

Heroic/Divine Touchstones 
1st Level: First Level Spell: Black Flame
2nd Level: +1 to melee combat
3rd Level: Charm Power
4th Level: Favored Enemy: Undead
5th Level: +1 to all checks, attacks, and saves
6th Level: Immunity to Undead Attacks
7th Level: Character ceases to age

Heroic (Divine) Archetype: Craft, Fire, Warrior

Gear
Sword, Leather Armor

Brigit in the Wasted Lands

For these stats, I played up the aspects of her character that will become important in my games: her connection to fire and her hatred of the undead. This is the warrior aspect of her personality.  Her Animitic background (from Wasted Lands) and her levels in Spirit Rider (NIGHT SHIFT) play very well with each other. As long as she is in Ireland (however I choose to define that) she is powerful and can avoid corruption, outside she is less protected.

Brigit in NIGHT SHIFT

From NIGHT SHIFT I get her Theosophist class (Core Rules) and her Spirit Rider class (Night Companion). This works well for me since it also gives me more mechanics to represent her aspects.  Brigit is still active in the world of NIGHT SHIFT since she is the head of the Daughters of the Flame coven. A world-wide organization of witches dedicated to Brigit. 

Brigit in Thirteen Parsecs

Ah...now this one is fun. How does a Celtic Goddess find her way out into the Solar Frontier? I guess this is my answer to the infamous question, "Why does God need a Starship?"  In my Black Star games (soon to be converted wholesale over to Thirteen Parsecs), there is a ship in the Mystic line, the Imbolc Mage NX-3119. This ship is the sister to the Protector NX-3120. I have not talked much about that ship because I have been using it as an NPC ship. I have also been using it as my test-run ship for ship-to-ship combat rules. Brigit herself is not on this ship, but she has a vested interest in it. 

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

Character Creation Challenge

Sunday, January 28, 2024

True Detective: Night Country and Valhalla, AK

True Detective: Night Country
I am a fan of the HBO series True Detective. I had a bit to say about the first season here and here, so I am a fan. The new season, Season 4, is out now, and so far, it is excellent, too.  I am not going to get into any spoilers here, but Jodie Foster is fantastic in this. Maybe some of the best acting of her career, and I have been a fan of hers forever. And Kali Reis is amazing so far.

This season, subtitled "Night Country," is a fantastic idea. It takes place in the fictional town of Ennis, Alaska just north of the Arctic Circle. It is a detective drama, but there appear to be elements of the supernatural in it as well. Plus, it ties directly back to the first season of True Detective.

It also sounds a lot like what I wanted to do with my Valhalla, AK

Now, let's be honest here. The idea is a good one. Plus, I know there is really no way Issa López (showrunner, writer, and director) has read anything I have ever written here. It is just a great idea. Mine might have been a little closer to "Northern Exposure," though my Valhalla would be somewhere south of Ennis and a bit north of Cicely. 

While it is a great idea and one I have some fun with, I am not sure I could get away with building anything for it now for publication. Sure, I have the benefit of having my Valhalla predate Night Country and the first season of True Detective, but I am not sure I could really do it justice.

So, I am thinking of going back to my original idea and doing it as something for free here online. Something people can use in their NIGHT SHIFT games. Hell, if I throw in more alien abductions, then I can add in bits of Thirteen Parsecs, or other games from Elf Lair Games.  

Something I have been working on for Thirteen Parsecs is the fact that the barriers between the multi-verses are very thin here. People wander and get lost and end up in a different universe. One of those Earths is a planet called Gaia where history is like our own, but due to disease and runaway climate change, the population is only a 10th of Earth's, and the global temperatures have risen an average of 7-10 degrees Celius. Valhalla, AK, on Gaia, is much warmer and wetter than it is here. I mentioned some of this in the Night Companion book for NIGHT SHIFT.

I hope to develop more ideas and ways to use this weird little town in NIGHT SHIFT. 

Starting Adventure Seeds

The Last of 97s

In this seed there is a local gold mine. The mine has been shut down since the turn of the last century. Then, one night, a stranger comes to town with handfuls of gold he claims he has taken from the mine. His paperwork is all in order and legal for his purchase of the mine. He begins paying the locals in this gold. Soon he, his miners, and anyone he gave gold too end up dead by mysterious and brutal ways.

The Culprit: The ghosts of the dead miners from the failed rescue of the 1897 Mine Collapse do not want their gold taken away. Getting to bodies is difficult. The only way to quiet the dead miners is to return all the gold taken out.

Prophecy in the Petroglyphs

A cave with petroglyphs from the last Ice Age seems to be depicting scenes in the nearby town. Are these a warning from the past about the future or is history repeating itself?

The Culprit: Unknown as of yet. But it's likely something I can add to another adventure.

Petroglyphs

The Fur Trapper's Curse

An old abandoned fur trapper's hut is discovered along with the frozen remains of two Russian Fur trappers from the late 1700s. They walked over the frozen sea during one of the coldest winters of the last 400 years. They froze, and their faces were frozen in terror. But what else is there? A nearby cave, now uncovered due to warming temperatures, has the answer. 

The Culprit: A giant frozen bear that is a throwback to prehistoric times. It is bigger than any grizzly or polar bear recorded. Maybe it is an Amphicyon

The Wrath of the Wendigo

This one is obvious.

The Culprit: The wendigo!

The Strange Auroras

The Aurora Borealis are a common sight this far north. But not these. These auroras have strange colors and patterns; if you listen closely enough, you can hear them whisper to you. It is a strange language that worms into your mind, and you can't get it out of your head, no matter how hard you try.

The Culprit: Unknown as of yet!

Aurora Borealis

Utopia

A reclusive tech billionaire builds a self-sufficient town in the Alaskan wilderness, promising a new age of peace and progress. But beneath the sleek surface lurks a sinister secret, fueled by technology and dark bargains.

The Culprit: You think it is the billionaire, and yeah, he is to blame, but it has more to do with the creature he has made a pact with.

These are just a few of the ideas I have. There are more where this came from.