Thursday, August 7, 2025

#RPGaDay2025 Day 7 Journey

"Not all journeys begin on roads. Some start on broomsticks, others in dreams, or through a mirror no one else sees."

 - From the Journal of Larina Nix

A few days back, I talked about the Tavern as the iconic adventuring location, maybe as famous as the dungeon itself. But that’s only one, very early stop on the Journey. Capital J.

When I think of the Journey for characters, I can’t help but go full myth-nerd and drift back to Joseph Campbell’s The Hero with a Thousand Faces and the whole Hero’s Journey structure. That moment of Departure, when the character leaves the known world behind and enters the realm of magic, danger, and transformation? That’s the real start of the story. Not the tavern. Not the rumors. Not the first goblin in a dark hallway. But that choice, that first real step.

Now, for most D&D-style characters, that might be heading off with sword and/or spellbook, saying goodbye to the family farm, or signing on for a job in a shady city.

But for witches? It’s a little different.

Their journeys often begin in the unknown. It’s not “go out and find magic.” It’s “magic came calling, and now you’re part of it whether you like it or not.” It starts when the moon speaks. When the cat stares too long. When you dream of fire and wake with cinders in your hair. When you start to understand what the crows are saying.

Larina’s journey didn’t begin on a trail or caravan road. It began the moment she heard the voice of the Goddess, when she could see ghosts, and when she stepped behind her grandmother’s mirror and realized she could see her own reflection walking away.

That moment, the crossing of the first threshold, is crucial. And in gaming terms, it’s one of the most rewarding to roleplay, even if most of the time we skip right past it with a background paragraph.

But what if we didn’t?

What if we slowed down and let that Journey take shape in play? What if we saw the moment a young hedge witch received her first vision, or a would-be warlock stood at the edge of the Standing Stones, whispering a name they don’t remember learning?

Journeys matter. Not just because they get you from Level 1 to 20, but because they reveal who your character is, and what they’re willing to become.

And for witches, that journey never truly ends. It just spirals onward, like a sigil carved in bone, leading deeper into the mystery.

For witches I replace the circle of the Monomyth with the Spiral Dance.  

I'll come back to this more. 

Questions

When. Proud. Adventure.

When was my proudest moment in an adventure? So many, really. When my kids discovered the plot concocted by the demons to kill all the gods of the sun to invade the world. When they killed Strahd. When *I* killed Strahd nearly 30 years prior to that. When running Ghosts of Albion Blight and one group REALLY embraced their roles as the Protectors of Ériu. It's why I keep dong this!


#RPGaDAY2025

Wednesday, August 6, 2025

Duchess & Candella for Daggerheart

 I hope everyone had a great Gen Con. Sadly, I was not there, but I heard it was fun. I also heard that Daggerheart had sold out of its print run and had no copies left by Saturday. That is pretty cool, really. It's also still the #1 selling PDF on DriveThruRPG, a spot it has owned since its release. 

Daggerheart: Duchess & Candella

I was on DriveThruRPG today looking to see if any of the new games I had heard about at Gen Con had been released yet. I didn't find what I was looking for, but I did see something in my Personalized Suggestions; a bunch of new-to-me titles from Art of the Genre (the Folio people) featuring my favorite party girl rogues, Duchess and Candella. Most of these were for the FAST Core RPG System, which I know nearly nothing about. But there are a lot of titles featuring them. 

I remembered I covered a lot of the Folio Black Label books when I did my feature on Duchess and Candella, and there were some new ones (again, new-to-me) that I had not seen. I grabbed some more of the Folio adventures featuring them and one of the FAST Core D\&C books, which I might review later, but I'd like to get the core rules first. 

I do have the core rules for Daggerheart.

While I tend to gravitate towards witches, spellcasters, and the odd paladin type, I do love these two. Again, I imagine them as two party girls who love a good time and don't mind getting into a little bit of trouble if it means they are going to get some gold out of it. Art of the Genre has stats and extensive backgrounds for them both in The Storyteller's Arcana. It works, I can't disagree with them really other than I see them more as thieves and rogues rather than fighter-types. But hey, they have given these characters a lot more thought than I have. Still, for Daggerheart, I think I want to keep them as thief-types. Thankfully, there are two different Rogue "subclasses" I can try, the Nightwalker and the Syndicate.

Candella & Duchess

Duchess Daggerheart Sheet
Duchess

Level 2
Class & Subclass: Rogue (Nightwalker)
Ancestry & Heritage: Highborne Human
Pronouns: She/Her

Agility: 1
Strength: -1
Finesse: 2
Instinct: 0
Presence: 1
Knowledge: 0

Evasion: 12
Armor: 3

HP: 5
Minor Damage: 8 Major Damage: 15
Stress: 6

Hope: 2

Weapons: Longsword, Agility Melee, 1d8+3
Dagger. Finesse, Melee, d8+1 phy

Armor: Leather 6/13 +3

Experience
I will live the life owed to me +2 (when dealing with people of higher social class or money)
Candella is my sister in crime +2 (when dealing with rolls that can aid Candella)
So much gold and it will be mine +2 (when trying to steal or acquire wealth)

Class Features
Cloaked, Sneak Attack, Shadow Stepper, Believable Lie


Candella Daggerheart Sheet
Candella

Level 2
Class & Subclass: Rogue (Syndicate)
Ancestry & Heritage: Slyborne Human
Pronouns: She/Her

Agility: 2
Strength: 2
Finesse: 2
Instinct: 0
Presence: -1
Knowledge: 0

Evasion: 12
Armor: 3

HP: 5
Minor Damage: 8 Major Damage: 15
Stress: 6

Hope: 2

Weapons: Shortsword, Agility Melee, 1d8+3
Dagger. Finesse, Melee, d8+1 phy
Paired (Tier 1) +2 to primary weapon damage to targets in Melee Range.

Armor: Leather 6/13 +3

Experience
Life is a game, and I plan to cheat +2 (when any rolls are considered cheating)
Duchess is my sister in crime +2 (when dealing with rolls that can aid Duchess)
Gold! Wine! Adventure! +2 (when trying to steal or acquire wealth, or a good time.)

Class Features
Cloaked, Sneak Attack, Well-Connected, Enrapture

--

The great thing about Daggerheart is how you can create characters that really support each other and have that baked into the rules and rolls. 

Love how these two came out!

#RPGaDay2025 Day 6 Motive

Witchcraft Wednesday Edition

In most games, when the party gathers for the first time, there's a fairly straightforward motive: treasure, fame, glory, revenge. Maybe they’re trying to save their village. Maybe they just need to pay off a bar tab. Whatever the case, the classic adventurer is easy to motivate. Dangle gold or justice in front of them, and they’ll go down into the dungeon willingly.

But witches and warlocks?

Their motives tend to be… different.

“She didn’t go into the ruins for gold. She went looking for the name she saw in her dreams.”

 - page, recovered from the bog near Meirath’s Hollow

Witches often aren’t chasing wealth. They might live in crumbling cottages or vine-covered towers filled with tea, bones, and books. They have what they need. Their magic doesn’t come from loot, it comes from knowing. From power earned through pacts, practices, and pain.

When a witch goes on a journey, it’s usually because something has shifted in the world:

  • The stars have changed their alignment.
  • A long-forgotten spirit has begun to whisper again.
  • A charm buried under a tree has broken.
  • A name has been spoken that should not have been known.

Their motive isn’t external. It’s internal, symbolic, spiritual. Sometimes it’s not even clear to them at first. But they feel it. A pull. A path. The wind shifts through the birches in a different way, and suddenly she knows it’s time to move.

Warlocks, too, have unique motives, but theirs are often tied to obligation.

 Their power comes at a cost, after all. And sometimes that cost is paid in quests, souls, or favors. Maybe they heard their patron whisper something in their sleep. Maybe they found a rune etched into the frost on their window and knew they had to follow it. Or maybe they have no choice. Maybe the pact has come due.

That’s the thing about occult characters in fantasy RPGs: their motives aren’t lesser or greater than the standard adventurer’s, they’re just deeper. More tangled in the weird threads of fate and prophecy and intuition. Sometimes they’ll ride alongside the party for gold and steel and good company, but eventually, something will pull them off the path. And that’s when the story really begins.

So next time a witch joins your adventuring party, ask her why she’s there.

 If she tells you it’s for gold, she’s lying.

 She already knows something’s coming.

 She just doesn’t want to be the only one standing when it arrives.

Questions

How. Optimistic. Accessory.

Hmm. How does a particular accessory keep you optimistic? 

As I mentioned yesterday, I often take the point of view of the characters. A while back, I got some art done of Larina. I don't remember which one it was, but around her waist she wore chain and it was threaded with dragon teeth. I had asked for a dragon tooth charm, and that is what I got back. I like to trust the artists with their vision, and this was a good choice. In my games from that point, it was a "charm" she wore to provide protection. While mechanically it added to her saving throws, I said it was something that gave her hope. She could collect all these dragon teeth and know she helped defeat those monsters, so whatever challenge was next, she could handle. 

#RPGaDAY2025

Tuesday, August 5, 2025

#RPGaDay2025 Day 5 Ancient

 "Before the first cleric lifted a holy symbol, before the first wizard penned a scroll, they were already here, gathering in moonlight."

- From the Journal of Larina Nix

A lot of what goes into the assumptions of D&D, or really any fantasy RPG, is that there were once glorious empires (or terrible ones), long before the current age. Civilizations rose, ruled, and collapsed. Names were lost. Gods were forgotten. Ruins now dot the land like scars on old skin. And the heroes of today walk through the bones of that forgotten world, looting what little wisdom and gold remains.

It’s a familiar formula. And it works. Even the Greeks did it with the Egyptians, and that’s where some of the myth of Atlantis comes from, trying to make sense of a culture already ancient when theirs was young.

We build that same idea into our games.

Why does this dungeon have magic no wizard understands?  Why is this sword sealed behind twelve runes in a language no one speaks?  Why are there pyramids on this island when no one remembers building them?

Because something came before.

 And whatever it was, it was older, deeper, and probably stranger.

But for me, “Ancient” doesn’t always mean “a thousand years ago.” Sometimes it means before memory. Before civilization. Before the gods got organized.

When Larina speaks of “they,” she means the ones who practiced the old ways before spells had names and magic had schools. The ones who made offerings in stone circles, who brewed potions by feel, who danced naked in the moonlight, not because it was part of a ritual, but because that was the ritual.

They didn’t even call themselves witches. They didn’t call themselves anything. They were simply those who knew.

And sometimes… still do.

That’s one of the things I love about Wasted Lands: The Dreaming Age.

 It flips the paradigm. The world isn’t ancient yet, but you’re playing in the mythic past that future bards will whisper about. You are the ancients, carving out the foundations of legend. The ruined towers in your 5e game? Yeah, maybe your hero built one of those. Or destroyed it. Or died there.

There’s a strange beauty to playing in the age before the age. You’re not unearthing forgotten relics, you’re making them.

And for witches, who remember too much and live too long, every new age is just another layer of dust on a story that began long before gods had names.

Questions

How. Contemplative. Character.

I often will contemplate what a bit of writing means from the point of view of the characters, or a specific character. With the quote above, I often view my witch writing from the point of view of the witches in the game. Like Larina or Emse or Amaranth. When doing my Forgotten Realms reviews I'll often take the point of view of the characters in that. Moria, Jaromir, or Sinéad.

It helps me get immersed in what the world looks like to those in it.

#RPGaDAY2025

Monday, August 4, 2025

#RPGaDay2025 Day 4 Message

 Monstrous Monday Edition

It’s a quiet night in the tavern (for yesterday!)

The fire has burned low. The regulars have stumbled home. The bard’s stopped playing and is asleep in the stables. Just you, your companions, the dregs of your drinks, and a few moments of rare peace.

Then the door creaks open and a message arrives.

Not a letter. Not a scroll. Not a pigeon with a satchel. 

A thing, bone-thin, cloaked in rags that hang like wet skin, with eyes like coins held too long in the mouth. It doesn’t speak. It simply places something on the table and turns to leave.

What did it leave behind?

That’s the start of the adventure I’m working on.

See, I’ve always loved the idea that not all messengers are human, or even alive. Some messages come from older places, places where ink isn’t used and paper doesn’t burn. Where secrets aren’t written so much as bound. And sometimes, the thing carrying the message doesn’t even understand it. It’s just a vessel. A warning. A test.

This whole adventure started with that moment:

 A creature. A message. A choice.

What do you do when something too old to name brings you a letter with your name on it?

What if the wax seal bears a symbol you saw once in a dream you forgot?

What if the ink moves when no one’s looking?

What if you break the seal and something breaks back?

The message in this case? It’s not a quest hook. Not exactly.

It’s a summons.

Something ancient remembers you.

And it’s time to remember it back.

That’s the thread I’m pulling on right now, something I’m weaving into the adventure that begins at the most clichéd tavern I could dream up. I want the players to laugh at the trope… until it gets quiet… and the thing at the door isn’t part of the trope anymore.

It’s part of the world.

And now, so are they.

Questions

When. Grateful. Genre.

When was I grateful for a particular genre? Hmm. I think that would have to be when I approached Christopher Golden about collaborating on a Buffy adventure for Eden Studios, and he instead asked me if I knew Victorian/Gothic horror. I stepped up and said I was practically an expert! I wasn't, I was just an enthusiastic fan, but it worked and that is one of the reasons why we all have Ghosts of Albion now.

#RPGaDAY2025

Sunday, August 3, 2025

#RPGaDay2025 Day 3 Tavern

 I’ve been working on an adventure for a little while now, off and on, between other projects, late at night when inspiration strikes and I let myself go back to being just a DM for a while.

And yes, I’m going to start it in a tavern.

 Not a mysterious tower. Not a burning village. Not a cosmic rift in the sky.

 A tavern. 

(ok, to be fair, all those other things are going to show up as well.)

And not just any tavern.

 The most clichéd, wood-paneled, hearth-warmed, ale-soaked, smoke-filled tavern you’ve ever seen. There’s a fire in the hearth, a surly dwarf in the corner, a nervous man with a hood who keeps checking the door, and a barmaid named Tilly who’s much more than she seems.

Why? Because I love it.

We’ve spent the last few decades trying to subvert the tropes, and that’s good; it keeps things fresh. But sometimes, I just want to embrace the classic feel. I want it to smell like spilled beer and pipe smoke and wet cloaks. I want the players to know the adventure is starting the moment they walk through that door.

This adventure I’m writing is a bit of an homage. It draws from the games I played in high school and college, when our graph paper was full of hastily drawn rooms and our taverns were, honestly, just ways to get the party together before we threw owlbears or goblins at them. But those games mattered. And I want to recapture that feeling. Not just nostalgia, but the invitation that those early games always offered:

You are here. The world is waiting. What will you do next?

Writing this for others, though, is a whole different challenge. I’ve written plenty of adventures for my own groups, messy, notes-in-the-margins kind of things. But polishing it up for other DMs? That’s a skill I’m re-learning.

And I still need a name for the tavern itself. Something that feels like it could exist in any D&D world, just off a dirt road outside of town. The kind of place travelers mutter about and locals warn you not to drink the green stuff.

No idea what the name is yet, but I’ll figure it out.

For now, the fire’s warm, the mugs are full, and someone just walked through the door who shouldn’t be here.

Got a good name for me?

Questions

Who. Envious. Accessory. 

Back in the day, I was always envious of the guys who had lead minis AND could do a good job of painting them. Back then (1980s) gaming dollars were tight and lead minis were rare and an expense I could never justify. 

Today I am drowning in minis. Plastic minis are so much cheaper and I can get them pre-painted, printed in color, hire people to pain them, have my wife paint them (something she loves to do), or most recently, paint them myself. I am rather terrible at it to be honest, but looking to my left and my two most recent ones I can say I am getting better. Better than I ever thought I would be.


#RPGaDAY2025

Saturday, August 2, 2025

#RPGaDay2025 Day 2 Prompt

Today's prompt is, well, Prompt.

Not every adventure begins with a map and a reward poster.

Sometimes, the adventure starts with a whisper you didn’t expect to hear. A shadow in the same place every night. A child saying something they shouldn’t know. The sound of something scratching inside the walls, but there are no mice, and the walls aren’t hollow.

These are the kinds of prompts I love best. The ones that feel like a dare from the world.

Sure, a good old-fashioned “Help us, adventurers!” hook is tried and true, and it works well. But what keeps me coming back, what really gets me writing, is when the prompt is uncanny. Subtle. Occult even. Note I will often use "occult" here in the original sense of "hidden" or "unknown."

It’s the dream you can’t shake.  It’s the name you don’t remember learning but now can’t forget.  It’s the cracked mirror in the old inn that only reflects one of the party members, and no one else.

These are the prompts that get the witch involved. The ones that pull the warlock out of their tower. That make the players sit forward in their chairs.

The best part? You can drop these kinds of prompts anywhere.

 The party’s resting in a sleepy village? One of the locals offers them tea and casually mentions that no one’s seen the moon in three nights. 

 They’re walking through a forest? A dead bird falls from the sky, but its body is still warm. Or maybe it is frozen solid. 

 They open a letter meant for someone else. There’s no writing inside, just a sigil, drawn in blood, that starts to glow faintly when it rains.

You don’t have to explain it right away. In fact, please don’t. Let it linger. Let it get under their skin, worm its way into their brains. Let the players dig. Let them argue over what it means. If they follow down the wrong path, let them go.

The Prompt is not the Plot. The Prompt is the door.

Let them decide whether to knock, kick it down, or walk away.

But if they walk away… it might follow.

Questions

Let's roll again!

Who, Excited, Art. "Who's art am I most excited to see in a book?"

I think it would have to have been Clyde Caldwell back in the day, or Larry Elmore. They defined the "old-school" look for me. 


#RPGaDAY2025

Friday, August 1, 2025

#RPGaDay2025 Day 1 Patron

 Today is the start of the #RPGaDAY2025. 

This year, in addition to the prompts detailed below, I am going to write a lot on my Occult D&D project and some upcoming adventure ideas. It will help me focus on where those projects need to go.

#RPGaDAY2025

We start this year’s #RPGaDAY with Patron, and I’m diving in with something near and dear to my design heart: Patrons for witches and warlocks.

Now, the usual suspects are easy to name; demons, devils, faerie lords and ladies, and Lovecraftian horrors from beyond the veil. And yes, I use all of them. Often. Enthusiastically.

But lately I’ve been thinking more about the other kinds of patrons. The less obvious ones. The ones that add flavor and complexity beyond the usual infernal bargain.

Here are a few I’ve been playing around with:

Dragons

Honestly, I should have done this ages ago. My oldest is dragon-obsessed, and I’ve lost count of how many dragon miniatures, plushies, and LEGO sets we have in the house.

Dragons are ancient, magical, and powerful. Why wouldn’t a warlock or witch swear themselves to a mighty drake of time or flame? Not just as treasure-hoarding monsters, but as elemental, almost divine beings with long memories and stranger agendas. Only the most ancient and cunning ones offer pacts, and they always come with a price.

Angels

This one’s a bit unexpected, but stick with me.

Crack open any New Age spellbook or Victorian spiritualist guide, and you’ll find incantations invoking angels, Raphael, Michael, Uriel, and so on.

Why should only demons offer deals?

The Watchers of Enochian lore taught witchcraft, after all. And their punishment? Eternal exile, watching their children, the Nephilim, fall. There’s something beautiful and tragic there. An angelic patron might offer guidance, power, or forbidden knowledge, but at what cost to their divine purpose?

Animal Lords

Briefly touched on this in one of my warlock projects, but worth revisiting. These are like the Archfey, but aligned with the primal wild. Lords of the Fox, the Raven, the Serpent, the Stag, each with their own ancient cults, taboos, and riddles. A warlock bound to the Panther Lord might wear shadows like a cloak. A witch devoted to the La Lechuza, the Owl Queen, might speak only in questions and dreams.

Witch Queens

When a witch becomes powerful enough, she doesn’t kneel to a patron, she becomes one.

Witch Queens are legendary figures of folklore and power. Some, like Aradia, are benevolent guides. Others, like Babylon, the Mother of Harlots, demand devotion, transformation, and sacrifice. These patrons are perfect for witches who walk the line between mortal and myth.

Daimons

Not demons. Not daemons. Not even spirits in the traditional D&D sense.

Daimons, in the Platonic and Gnostic traditions, are spirits of knowledge—divine intermediaries who speak in symbols, guide seekers to hidden truths, and sometimes lead them into madness. A warlock who binds themselves to a daimon may not fully understand what they've done. But the dreams come anyway. And the visions never lie.

Honestly, I have way more, an absurd number, really. But these are some of my favorites right now. I love patrons that aren’t just “here’s some spells, go cause chaos,” but instead add weight and weirdness to a character’s story. The best patrons change their warlocks and witches. Slowly. Irrevocably.

And that’s where the real fun begins.

Questions

There are also questions I can answer. So let's roll and see what I get. 

I got "How," "Grateful," and "Person." 

Translating..."Who is a Person I am Grateful for and How?"

Hmm...Assuming I am keeping this in the game sphere...I am going to say Len Lakofka. Len passed away a few years ago, but not before we could establish a good online correspondence. His articles in Dragon were some of my favorite, so being able to talk to him much later in my life was a real treat. I am sad to see he is gone.

Thursday, July 31, 2025

Long Ago, In A Galaxy Not *That* Far Away

 This week's Into the Forgotten Realms game was interrupted again. My oldest, Liam, wanted to go to Games Plus to buy a particular FFG/Edge Star Wars book. I had been wanting to go to pick up some paints and primer for all the demons and devils I have been printing out lately. 

Aside...don't expect to see many of my painted minis here. I am really just not that good, but looking over the Shadowheart I finished last night, I am getting better. 

Anyway, they didn't have the book he wanted, so he bought a bunch of others. Hey, he is a professional with a full-time job.  He can spend his money how he likes. He is saving for a condo so he can move out, and in truth, I am not rushing the professional live-in-chef out the door.

Star Wars RPG

Game night became a session of character creation and painting. 

The new EDGE (previously Fantasy Flight Games) Star Wars RPG is fun. I am not a huge fan of a bunch of unique fiddly dice, but it seems fine here. He is starting a game with his group set during the Old Republic Days.

We had a blast, I even threatened to take my old Star Wars figures out of storage. 

While my fondness for the d20 Star Wars game is largely based on my desire back in the early 1980s to mix "D&D and Star Wars," this game is pretty good.  The books are gorgeous with a good mix of screen stills from the movies and art. Plus we keep remarking on how they had the "new book" smell.

We printed out some character sheets and got to work.

Ever since he was little, Liam loved Mandalorians. He has outgrown two different Jango Fett cosplay outfits, and he has a huge collection of Mandalorian Lego mini-figs and two (or three) Lego Slave-I kits. so he made a whole cadre of Mandalorian commandos. Which is also the next set of minis he wants me to paint. 

Of course, he was not the only one there with obsessions.

One of his players is playing a Nightsister. I told him I had a Nightsister mini he could use for it in my "witch box."  I told him he could have it.

Nightsisters

I told Liam to offer the Bugbear first!

You already know where I am going with this. I mean if Liam recreated his iconic Bounty Hunter he plays in every game, and I am given the option of playing a goth, Force-wielding witch then what do you think I am going to do?

Nightsisters meme


Jedis are so 1980s, new game, new (ish) idea.  Besides, I already had an action figure for her.

Larina Nix

Species: Human
Career: Mystic
Specialization Trees: Nightsister Witch

Soak Value 0
Wounds 11
Strain 13
Defense 0

Characteristics
Brawn 1
Agility 1
Intellect 2
Cunning 2
Willpower 3
Presence 3

Skills
General: Charm 3, Discipline 2, Medicine 1, Perception 2, Stealth 1, Survival 2
Combat: Melee 1
Knowledge: Lore 1, Outer Rim 1

Talents
Witchcraft: Force Rating +1
Summon Item: Duskblade

Force Powers
Conjure. Magnitude 1, Control 1
Move (aka TK). Magnitude 2, Range 1, Control 1

Force Rating 2

Weapons
Duskblade, Dam +3, Pierce 2, Superior. Summonable

Motivations
Faith (Natural World), Ambition (Enlightenment and Discovery)

Morality
Strength: Curiosity
Weakness: Obsession
Morality: 50

Gender: Female
Age: 25
Height: 1.6 meters
Build: Average
Hair: Red
Eyes: Blue

So who is this Larina? She is a brand new character (just 110 XP used). I figure she was left on Dathomir and raised by the Nightsisters. I am hesitant to say she is/was the only human on Dathomir because I know very little about Star Wars outside of the movies and Disney+ shows. But she is rare enough and at the time of the game she was the only human she knew. 

She is adventuring out into the galaxy to discover who she is and why she was left there. As she progresses, I want to give me more mental/psychic force powers.  I am not sure if she ran away from Dathomir (say like the Doctor) or was allowed to leave to further the goals of the Mother Superior (like Shadowheart). Either way she is discovering the galaxy is much, much larger than she knew. 

This allows me to play my favorite archetype with her, the country-girl/pagan visiting the big city. She is naïve, but not dumb, on the contrary, she is quite intelligent (strange that is exactly the sort of girl I married). I saw there was an option for religion, so she worships "The Winged Goddess."  I saw that and thought, if it was related to the Great Bird of the Galaxy, and almost immediately I began concocting a Star Wars/Star Trek crossover!

I'd also like her to get an astromech droid. Something that would act as her "familiar" and because I also loved those little guys. 

I am not sure how much of this game I will play. My son is very excited for it, but I'd love to get back to the Forgotten Realms sometime soon.

OH, and the book he wanted? Turns out it is a fan-made guide that we can download for free!

NOTE: It seems that Dathomiri are more or less human anyway. Ok. No worries.

Wednesday, July 30, 2025

Witches of Appendix N: Robert E. Howard, Part 2: Horror Stories

The Horror Stories of Robert E. Howard
 I am continuing on my journey through the titles of Appendix N, looking for the Witches that haunted those pages. This week, I have Part 2 of my overview of the Witches of Robert E. Howard, this time focusing on his horror tales.  As I covered in Part 1 of Howard, his DNA is deeply woven into the core of D&D. This is easy to see in Conan, the wandering mercenary (in many tales) having adventure after adventure. what I didn't expect was see so much, maybe even more, from his tales of horror.

Howard's horror runs all over the place.  He was obviously significantly influenced by Celtic history, especially with his Bran Mak Morn character, and a lot of these feed into his horror tales. There is a Conan-like character in his "The House of Arabu" doing battle with none other than Lilith herself and other demons. He even dips into Lovecraftian tales. Now, some people have called these "pastiches," but to me, they are nothing of the sort; they are original contributions to the mythos that are every bit as valid as Lovecraft's own and on par with Clark Ashton Smith. Where Howard shined, though, was "Southern Gothic"; he was to the south and south-west (esp. Texas) what Lovecraft was to New England. Many of tales are interlinked and there is some good opportunities for deep scholarship on how his tales link to each other and to his contemporaries (like Lovecraft) and even how his stories influenced others. I can't say for certainty, but his tale "The Haunter of the Ring" (already steeped in his own mythos connected to Conan) feels like it could have influenced Fritz Leiber's "Conjure Wife."  

What really surprised me was not that Howard was a good writer; he is full stop. But how great his horror stories are. Lovecraft himself sang Howard's praises, and he was worthy of them.

So who are the witches of Howard's Horror tales? Let's take a look.  Instead of going by witch, I am going to go by tale. Each witch is very much situated in each tale.

"Sea Curse" (1928)

Moll Farrell is an archetypical "Sea Witch." She lives in an old hut near the sea, where the tide almost comes to her doorstep, with her daughter. She collects shells and mussels and everyone thinks she is a witch. She proves it by laying a deadly curse on the two men who raped and killed her daughter. The men die, more or less, at each other's hands.

The tale drips with old-world superstition, the inevitability of doom, and the slow, creeping vengeance of the sea. Moll is an agent of vengeance and could have been found on a different coast on the Atlantic in some Celtic dream-hidden past.

The best part of the tale is the Ghost Ship filled with sailors who have committed foul crimes coming up from Hell to take the souls of the men. The image is fantastic. 

"Rattle of Bones" (1929)

A short Solomon Kane tale involving a haunted inn, a skeleton that rises from its resting place, and hints of ancient sorcery. Our "witch" here is an ancient necromancer from Russia who comes back from the dead for his vengeance. Not explicitly a witch, but the tale feels like it was ripped right out of a D&D adventure. 

"The Hills of the Dead" (1930)

Another pivotal Solomon Kane story where Kane teams up with N’Longa, a powerful African shaman and necromancer. N’Longa gifts Kane the magical Staff of Solomon, a potent artifact used to destroy vampires. N’Longa’s magic includes spirit possession and resurrection.

N'Longa's magic is called "voodoo" but that word wasn't used in Kane's time. The religious practices that went into voodoo (Vodún) did exist. 

Again, no explicit witch, though N'Longa is a great character, this tale is great for the abandoned city of vampires.

"Dig Me No Grave" (1937)

What would you get if Howard decided to write about the death Aleister Crowley 10 years before he died? You might get something very much like "Dig Me No Grave."

This tale deals with the temptation of forbidden knowledge. A scholar inherits an occult tome linked to a demon-worshipping cult. The story is Lovecraftian in tone, but the ritual magic and descent into damnation echo the witch-pact trope.

"The Children of the Night" (1931)

This tale is filled with ideas that Howard would come back to many times. 

First, there is the dream/reincarnation story that ties modern characters to ancient, savage rites. In later tales he even he explicitly links Conan and Bran Mak Morn to modern day people. 

Secondly, it features the Serpent People and hints at sorcerous cults and blood sacrifice. The Serpent People are the literary creature from whence a lot of D&D monsters spring. The Yuan-ti and Ophidians are the obvious ones, but in truth, these creatures bear more than a little resemblance to the class D&D Troglodytes. It might be that these were the root of those creatures. 

Third, and this one is big, it contributes to the Lovecraftian mythos by introducing the "Unaussprechlichen Kulten" of von Junzt. This is it's first appearance in print. This is one of the reasons why I say that Howard is not an imitator of the Lovecraftian mythos, he is a bona fide contributor. 

Lastly, the infamous "Black Stone," which will feature in many of his tales in one form or another.

"The Black Stone" (1931)

Speaking of which. This tale also features the Black Stone and "Unaussprechlichen Kulten.

Arguably Howard’s most Lovecraftian tale. A monolithic stone and the rites performed there by a degenerate cult speak to primal, prehistoric sorcery. There’s an implied witch-queen who led the rites.  The monolith is now located in a village in Hungary called "Stregoicavar," meaning something like "Witch Town."  

Howard gives us a lot of history with ancient rites and even connects this to Margaret Murray's work on the Witch Cult of Europe. The toad-god the witches are worshiping is likely CAS;s Tsathoggua, a creature who would appear again in "The Thing on the Roof."

The Necronomicon gets name checked here as well.

"The Thing on the Roof" (1932)

This tale features forbidden books (Unaussprechlichen Kulten) , temple ruins, and an occultist who ignores all warnings. 

There is even a pre-Aztec Lich worshiping evil gods (likely Tsathoggua, but only described as a toad-like thing), and evil rituals.

I included this tale and the previous two not so much for their witches, but for their cults and their connection to the Mythos. 

"People of the Dark" (1932)

A man relives a past life where he was involved in betrayal and murder. This tale our narrator, John O'Brien, is the reincarnated Conan, and he enters Dagon's Cave to kill a rival for the hand of a woman. This one features almost everything. Conan, Lovecraftian connections, and even the Little People/Children of the Night. 

"Worms of the Earth" (1932)

Bran Mak Morn allies with a banished witch named Atla to awaken the Worms, ancient subterranean horrors, to take vengeance on the Romans. The story is primal, grim, and unrelenting. 

The worms appear to be another name for the quasi-human Children of the Night. The more and more I read about them the more I am convinced this where the D&D interpretation of the Troglodytes came from. 

Alta, the witch-woman of Dagon-moor, is one of our very few named witches. She is half-human and "half-worm" or Children of the Night. The implication here is that the Children were human or at least akin to humans.  She is human enough that her price to help Bran is that he must spend the night with her. Likely meaning there is some new half-human descendant of Bran out there now. 

This also features the Black Stone. Are these pieces all part of the monolith of ancient times? Hard to say. The piece that Bran uses is small enough for him to carry. 

Dagon's Moor, Dagon's Meer, and Dagon's Barrow are all mentioned here as further connections to the Mythos.

"The House of Arabu" (1952)

This tale was also published as "Witch From Hell’s Kitchen" though that title doesn't do it any justice. 

This tale features Pyrrhas, who is Conan in all but name really. Our main antagonist (well...) is Lilitu (really summoned by one of Conan's, I mean Pyrrhas's enemies), she appears very much as does the Lilitu of ancient myth with her mate Ardat-Lili. Of course Ardat-lilî is also a female demon (like the same sources as Lilitu) so imagine my humor when Howard describes Ardat-Lili as male. I guess somethings were still a bridge to far when he wrote this.

There are spells and the most interesting thing to me is the Lilith - Tiamat connection. Something I have explored more on these pages. 

"Black Canaan" (1936)

Southern gothic horror meets voodoo-style witchcraft. The antagonist is Zekura, a beautiful and deadly sorceress who wields spiritual power and commands zombies. She’s both feared and revered.

Normally I don't comment on the racism of some of these tales, but this one seem a bit much even for the time. Or maybe I just know how bad it actually was. Apropos of nothing, Lovecraft thought this was one of Howard's best tales. 

"The Haunter of the Ring" (1934)

A ghostly avenger stalks the land after being wronged in life. The haunting is linked to curses and violated oaths. No witches, but damn, this feels like it could have influenced "Conjure Wife."

It does feature the Ring of Thoth-Amon, a magical artifact possessed by a spirit that can possess its wearer. A form of sympathetic magic, where the curse leaps through the ages. This ring has appeared in Conan tales before. 

"Pigeons from Hell" (1938)

Howard’s most famous horror story. Southern gothic with heavy voodoo and ghost-witch elements. A woman in the Blassenville family turned to witchcraft and exacts revenge from beyond the grave as a zuvembie. Features zombified servants and spectral appearances.

Stephen King called this Howard's finest tale.

--

So there is a lot to dig into here. Howard obviously had heard of or read Murray's Witch Cult Hypothesis, since so many of tales embrace the central themes. Where Murray saw a continuous line of ancient fertility cults in a positive light, Howard saw an ancient pre-Christian and degenerate religion honoring dark, forgotten gods. In reality both points of view are as real as the other, and both suit my purposes well.

Moll Farrell and Atla are his main "named" witches, and each serves her role well. Moll feels like a solid Sea Witch, whereas Atla is something else. I have been exploring the concept of "Dragon Witches" within a tradition I've coined the Scaled Sisterhood. I could include ideas from ancient serpent cults too. 

Again, no "Conclusion." I want to venture deeper into the tales of Kull, Solomon Kane, and Bran Mak Morn for Part 3.

Monday, July 28, 2025

Monstrous Mondays: The Monster of Censorship (Itch.io & Steam)

Photo by Pavel Danilyuk: https://www.pexels.com/photo/a-woman-holding-a-placard-8553787/
Photo by Pavel Danilyuk
 This week’s "Monstrous Monday" post isn’t a spotlight on a new monster or a dive into old-school related myths. Instead, I will talk about something more urgent: censorship. And no, not the hand-wringing, moral-panic kind from the 1980s. I’m talking about what’s happening right now on platforms like Itch.io and Steam, where a right-wing, conservative activist group is working hard to reshape what creators are allowed to make and what audiences are allowed to see.

So let’s get some background.

Recently, Itch.io, one of the best havens for indie games, visual novels, and tabletop RPGs (including a wide range of weird, odd, and experimental content), published a troubling update. They announced new changes to their adult content policy, citing legal pressures and platform hosting concerns:

They were, as expected, dragged on Bluesky

Meanwhile, Steam, the world’s largest digital distribution platform for games, began removing or suppressing adult titles, including ones that had been live for years. Devs have reported de-listings, warnings, and murky policy enforcement.

At the center of this firestorm is Collective Shout (no, I am not going to link), an Australian evangelical anti-porn group led by Melinda Tankard Reist. This group openly brags about pressuring Valve (the company behind Steam), and even seems to be taking credit for Itch.io’s recent clampdown.

(*Note: this is an archived article. Collective Shout convinced Vice to remove it.)

Collective Shout brands itself as a protector of women and children, but its tactics lean toward religious authoritarianism and a disdain for anything outside its narrow moral view. And their rhetoric? Let’s just say it’s unhinged enough that it would make Jack Thompson (you know, the Godfather of Censoring Video Games) raise an eyebrow. They’ve publicly accused creators of being “pedo-gamer fetishists” and cheered on the removal of queer, kink-positive, and sex-worker-inclusive games.

Even Yoko Taro, creator of NieR: Automata, has weighed in, calling out how this sort of censorship affects global creative freedom.

Let me be 100% clear: This isn’t about “defending porn.” This is about defending expression. Games, like books, films, and zines, explore all corners of the human experience, including sexuality, trauma, queerness, kink, power dynamics, and yes, pleasure. When we allow puritanical groups with political connections to dictate what stories can be told or which creators get silenced, we all lose.

Censorship doesn’t protect anyone. It punishes the marginalized, erases nuance, and sanitizes creativity until all that’s left is bland, corporate-safe pap.

More to the point, games (and really all media) that seem to be disproportionately targeted are ones with an LGBTQI+ point of view. 

I have seen Collective Shout members described as TERFs (Trans-exclusionary Radical Feminists), but I can't confirm or deny that. 

Tabletop RPGs, like the ones hosted on Itch.io, have always thrived on the edges of queer voices, indie voices, outsider art, and strange ideas. If we let these spaces get steamrolled by a group with an agenda straight out of a 1980s morality panic or a 1990s purity pledge, we risk losing not just games, but an entire movement.

We’ve fought this battle before, whether it was Tipper Gore and the PMRC, Jack Chick and his satanic panic tracts, or TSR’s late-stage moral cleanup. And we’ll fight it again. Because games are worth defending. Art is worth defending. And freedom, messy, complicated, deeply human freedom, is always worth defending.

So what can we do?

No doubt, Itch.io and Steam caved to these internet bullies, but they were not given much of an option. The real fault lies with Collective Shout and the payment processors they contacted. But they could have handled it much better. 

Obviously, going after Collective Shout is precisely what they want people to do. These types of groups thrive on this and like to show how they are really the innocents, only thinking of the children, and the rest of the world is out to get them.  So, don't give them the satisfaction. They are not protecting anyone; they are just the next level of book-banners. 
  • Support creators whose work is under threat. Buy directly when you can. Leave reviews. Share links. Seriously. This is the best thing you can do to help the creators.

  • Push back on platform censorship. Write to Valve and other storefronts and ask for clear, fair policies that don’t buckle to extremist pressure.

  • Contact Payment Processors. Pressure works both ways.

  • Stay informed about groups like Collective Shout. Know what they really stand for.

  • Speak up. Silence only helps the status quo, and that is how these groups win.

  • Visit. https://stopcollectiveshout.com/ to learn more.

And please. Don't try invoking the 1st Amendment here. That is about protecting American citizens against having their speech impaired by the American government. This is a global situation. 

Full Disclosure Statement: I do not have any games on Itch.io or on Steam. This doesn't affect me at all, but that is not a good reason to stay silent. 

Wednesday, July 23, 2025

Witchcraft Wednesday: Fane-born (Occult D&D)

Photo by Vanessa Pozos: https://www.pexels.com/photo/mystical-halloween-portrait-of-a-witch-28759465/
 Got some game time in my oldest last night. Instead of actual playing we rolled up a bunch of characters we might try out and discussed our various takes on the Forgotten Realms. My campaign, "Into the Forgotten Realms" vs. his "It's Always Sunny in Waterdeep." There are more differences than just tone, we talked about the assumptions underlying my AD&D 1st Ed, "Into" vs his D&D 5th Ed, "Sunny."

We also talked about my ideas for "Occult D&D" a little and how we can use it for either game. 

One of the characters I worked on combined a lot of these ideas. Her name is Tarjä and she is a multi-classed witch/assassin. She is not ready for posting yet, but her species is. Tarjä is a Fane-born Witch.

The Fane-born are an idea I have been playing with, off and on, for a long time. A species similar to humans, but separate. In the DC universe, they might be called Homo magi. They are a race deeply immersed in magic. 

Fane-born

Also known as: Changelings, Hag-born, Witch-kin, Hollow-Eyed

“There are children born under broken moons, with too-wide eyes and whispers in their sleep. We call them changelings. But they call themselves Fane-born, and they remember things we were never meant to know.”

- From the Journal of Larina Nix

The Fane-born are a mysterious and eerie race of humanoids born from the tangled roots of old magic, faerie mischief, and witchcraft. Some are said to be the offspring of witches and dark spirits; others are left in mortal homes as changelings or molded from magic in long-forgotten rituals. Their presence unsettles the common folk, and they are often driven away or feared as portents of ill fortune.

Yet among witches, they are honored, or at least tolerated, as strange siblings in the arcane bloodline. They possess a natural affinity for the occult, a strong spiritual presence, and an uncanny ability to see beyond the veils of the world.

Game Statistics (AD&D 1st Edition)

Level Limits

  • Witch: Unlimited
  • Warlock: Unlimited
  • Thief: Unlimited
  • Magic-User: Based on Intelligence
    • Int 13 = Level 9
    • Int 14 = Level 10
    • Int 15 = Level 11
  • Illusionist: Based on Intelligence
    • Int 14 = Level 8
    • Int 15 = Level 9
    • Int 16 = Level 10
  • Fighter: 6
  • Druid: Based on Wisdom
    • Wis 12 = Level 8
    • Wis 13 = Level 9
    • Wis 14 = Level 10
    • Wis 15 = Level 11
    • Wis 16 = Level 12
    • Wis 17 = Level 13
    • Wis 18 = Level 14

 (Cannot be Clerics, Paladins, Rangers, or Monks)

Ability Adjustments: +1 Wisdom, +1 Charisma, -1 Constitution

 Minimum Scores: Wis 13, Cha 13

 Maximum Constitution: 17

 Alignment Tendencies: Neutral, Chaotic Neutral, or Chaotic Good

 Height/Weight: 5’2" to 5’10", 90–140 lbs.

 Age Ranges: Same as human.

Racial Abilities

Innate Spellcasting: Choose one at character creation: Detect Magic, Read Magic, or Charm Person 1/day

Uncanny Presence: +2 bonus on saving throws vs. charm, fear, or possession

Occult Intuition: Can attempt to identify magical items on a roll of 1–2 on 1d6 after 10 minutes of focused examination

Ghost Sight: Can perceive into the Ethereal Plane or overlapping Faerie realms. Allows them to see invisible or ethereal creatures to 60'.

 Languages: Gains Faerie/Sylvan/Elvish as a free language. 

Cultural Notes

Origins: Some are born to mortal witches under eclipses; others are swapped at birth by fae creatures or raised by covens. Others still can be born to human parents exposed to powerful witchcraft. 

Society: Rarely form settlements of their own. Most travel between witch circles, shrines, and isolated steads.

Appearance: Unnerving beauty or eerie awkwardness; heterochromia, white hair at birth, overly long fingers, or no reflection. Some have small horns (can be hidden with hair styles), oddly proportioned limbs, or other odd appearances that can't quite be quantified at first, but lead to an unsettled feeling. 

Reputation: Seen as cursed, unholy, or dangerous. Even when doing good, their motives are questioned.

They have a bonus to Charisma and Wisdom to reflect their personal willpower and personality, but they are treated as having a Charisma score of 2 less (-2) for the purposes of reaction roles among humans and hiring human retainers.

--

Might tweak this some more as we play. Going to also convert them to 5e for my son's game. 

Tuesday, July 22, 2025

Happy Anniversary to me and my wife!

 No post today. Celebrating my 30-year anniversary! Wild that I have been married for 30 years. 

Here is my Facebook post for it. 


Monday, July 21, 2025

Mutants & Masterminds Monday, Part 2!

Mutants & Masterminds 4 Origins Edition Playtest
 I opened up my BlueSky to a real treat this afternoon!

Steve Kenson, the creator of Mutants & Masterminds, saw my post from earlier today and offered his version of Larina for the soon-to-be-released Mutants & Masterminds 4! I mean, really? How awesome is that? 

Here is what he did.

Nix the Witch Queen

Abilities • 40 points
Strength 0, Stamina 2, Agility 2, Intellect 5, Awareness 6, Presence 5 
Skills • 20 points
Insight 4 (+10), Investigation 5 (+10), Magic 7 (+12), Perception 6 (+12), Persuasion 6 (+11), Ranged Combat: Witchcraft 4 (+10), Stealth 4 (+6), Technology 2 (+7), Treatment 2 (+7)

Advantages • 6 points

Connected, Contacts, Fearless, Evasion, Improvised Effect: Magic, Well-Informed

Powers • 67 points

Warding Sigils: Array (6 points) • 11 points
    • DAE – Sigil of Deflection: Enhanced Dodge 6
    • DAE – Sigil of Fortitude: Enhanced Fortitude 6
    • DAE – Sigil of Will: Enhanced Will 6

Witchcraft: Array (21 points) • 34 points

    • DAE – Divination: Enhanced Senses 10: Detect Magic, Acute, Analytical, Ranged; Postcognition 3; Precognition 3
    • DAE – Glamour: Hallucination 7
    • DAE – Levitation: Flight 10
    • DAE – Part the Veil: Teleport 5, Accurate, Extended
    • DAE – Spellbind: Ranged Paralyze 10, Accurate
    • DAE – Witchfire Bolt: Blast 10, Accurate
    • DAE – Witchfire Ward: Protection 10, Hardened, Sustained

Witch’s Familiar: Summon 4: Cotton the Cat: Use the 20-point Cat archetype plus Insubstantial 4; Continuous, Heroic, Mental Link; Enhanced Danger Sense, Enhanced Insight 2, Enhanced Perception 2 for Nix • 22 points

Combat • 28 points

Initiative +2, Attack 6, Defense 8

Resistances • 6 points

Dodge 8/14, Fortitude 7/13, Toughness 2/12, Will 7/13

(base rank/maximum rank with power effects)

Complications

Motivation: Responsibility – Uses her powers to protect and guide those who are Gifted or lost in the veil.

Enemies – The Necromancer and the Refrigerator

Power Loss: Spellcasting – Incantations and gestures are required for spellcasting. If unable to do either, Nix cannot use powers.

Relationship: Cotton – Her familiar is bound to her soul; if destroyed, Larina’s Will is Impaired for a day.

Reputation – Known in mystical circles; feared by some, worshipped by others.

Secret – Her knowledge of other worlds and timelines is dangerous to certain factions.

Notes

This is Nix based on how Tim presented her for M&M 3e. Were I Tim’s GM, I’d ask if having Nix’s Mystic Shield and Flight in her Witchcraft Array was preferred to having them as independent powers she could use at all times, although either is a perfectly viable option. A few particular conversion notes:

The playtest draft doesn’t use 3e’s Dexterity or Fighting abilities, although the Attack ability subsumes some of their functions.

Nix’s skills are largely unchanged, apart from replacing Expertise with the Magic skill.

Advantages not present in the playtest draft were removed, so there’s definitely room to add some additional ones. Improved Effect replaces Ritualist. She might qualify for Fearless 2 rather than just 1 rank (1 is now Resistance, 2 is Immunity). Nix’s is a great candidate for the Impressive Superiority or Instant Counter reaction advantages, or replacing her Attractive ranks with more interaction skill ranks. Second Chance could be replaced with Resistance to Mental Powers (5 points) or Resistance to Will Effects (15 points).

I assumed all of her Array Alternate Effects were Dynamic; which gives her a lot of flexibility, albeit a lot to juggle and manage in the midst of play as well.

This version of Nix is 167 points total, just a few over the PL 11 starting amount, and a bit low for PL 13, but her listed traits only hit the PL 12 limits, and even that only because of her max Dodge + Toughness: Her resistances can’t all be at their maximum at the same time because they’re Dynamic Alternate Effects.

Compare and contrast Nix with the Origin Edition Mystic archetype for some similarities and differences!

I mean, how can I argue with any of that? 

When the Origin Edition draft for Mutants & Masterminds Fourth Edition is out next week and the full game is out later on, I'll come back to her and see. 

Yes. This is going to be a lot of fun. Hey, does this mean that Larina has been visiting Freedom City? I am looking forward to hearing what she did there.

Mutants & Masterminds Monday

 Something a little special today. ‪Steve Kenson of Green Ronin announced on BlueSky and YouTube that there will be a new edition of his best-selling Superhero RPG, Mutants & Masterminds. I have long been a fan of this game. It also seems timely since we are now ushering in a new DC Universe on the big screen. Ever since Green Ronin had published DC Adventures as their lead-up to M&M 3.0, I have been tying my own Mutants & Masterminds games more directly to the DC Universe.  

DC Adventures and Mutants & Masterminds

It has been 15 years since M&M was updated, and even a couple of years ago, I was asking for a new edition. So a new edition is long overdue. I am excited about it.  

The Hero Handbook will be the first book out and there will be a quickstart/playtest version out soon and a limited print run for Gen Con.

Honestly, it could not come at a better time. Like many RPG publishers, Green Ronin is getting screwed over in the Diamond Bankruptcy filing

I have been writing about and working on so much "Occult D&D" lately, I have not really had the bandwidth for any supers thoughts, that's one of the reasons why my "Countdown to Superman" posts were just movie reviews and not character write-ups as well. BTW if you want fun write-ups check out Pun's posts over at Halls of the Nephilim

I had a lot of fun exploring the Atlantean roots of Larina on Friday. I pulled out her M&M sheets and thought maybe I should update her. Afterall Steve Kenson is a witch, and Green Ronin recently re-released their 3rd Era/d20/OGL "Witch's Handbook" one of my favorite witch books, also by Steve Kenson. I have stats here for her for Prowlers & Paragons, Mighty ProtectorsSuperbabes, and DC Heroes.  This might give me more ways to explore A.R.T.E.M.I.S. as well.  

Larina Nichols, "Nix the Witch"
Larina Nichols aka "Nix the Witch"
(Mutants & Masterminds 2.0)

Concept: Multiversal Witch, Protector of the Gifted 
 Identity: Secret
 Power Level: 11
 Power Points: 165

Abilities
Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 20 (+5)
Wisdom: 18 (+4)
Charisma: 20 (+5)

Saves

Toughness: +8 (+1 Con, +7 Force Field)
Fortitude: +6 (+1 Con, +5 base)
Reflex: +6 (+1 Dex, +5 base)
Will: +12 (+4 Wis, +8 base)

Combat

Initiative: +3
Base Attack: +4
Ranged (Magic Blast): +8
Melee (Dagger): +4

Defense: 20/14

Hero Points: 1

Movement Base 30 / 60 /120

Skills

Bluff +13 (8 ranks)
Concentration +12 (8 ranks)
Diplomacy +12 (8 ranks)
Gather Information +8 (4 ranks)
Knowledge (Arcane Lore) +20 (16 ranks)
Knowledge (Behaviorial Sciences) +12 (8 ranks
Knowledge (Current Events) +12 (8 ranks)
Knowledge (Theology/Philosophy) +13 (8 ranks)
Notice +12 (8 ranks)
Sense Motive +12 (8 ranks)
Search +13 (8 ranks)

Feats

All-out Attack
Artificer
Attractive (2)
Attack Specialization (1)
Connected
Contacts
Fearless
Dodge Focus
Ritualist
Second Chance (Will saves vs mental effects)
Well-Informed

Powers

Magic Control Array (22 PP, Dynamic)
   Magic-based powers linked through versatile casting

Mystic Blast – Damage 10 [Ranged, Magic descriptor]
   Power Feats: Accurate 2 (+4 to hit), Dynamic

Glamour – Illusion 6 [All senses]
   Concentration, Resist: Will, Dynamic

Witchfire Ward – Force Field 7 (Sustained)
   Power Feats: Subtle, Dynamic

Spellbind – Paralyze 8 (Will save, Magic)
   Extras: Ranged; Flaws: Action (Standard), Dynamic

Divination – Super-Senses 6 (Postcognition, Precognition, Detect Magic – Ranged/Accurate/Acute)

Teleport (Mirror Walk) – Teleport 6 (600 ft)
   Extras: Accurate, Extended; Flaws: Medium (mirror or water), Dynamic

Familiar: Cotton (8 PP)

Summon 3 – Small incorporeal white cat
  Heroic
  Extras: Mental Link, Feature: Danger Sense (for Larina), +2 to Notice/Sense Motive when nearby
  Cotton may take Independent actions to warn or investigate

Complications

Motivation (Responsibility): Feels a duty to protect young witches and the magically gifted
Enemies: The Necromancer, The Refrigerator
Fame/Infamy: Known in occult and supernatural circles; mistrusted by certain agencies
Power Loss: Incantations and gestures required for spellcasting

Notes: I combined about three different write-ups here for her. I like her starting at PL 11, a nice nod to her stats in AD&D when I wrote my first Witch books (Magic-user 1/Witch 10 dual class). 

---

Larina Nicohols aka "Nix the Witch Queen"
Larina Nicohols aka "Nix the Witch Queen"
(Mutants & Masterminds 3.0)

Concept: Multiversal Witch, Protector of the Gifted 
 Identity: Secret
 Power Level: 13
 Power Points: 197 (2 over)

Strength 0
Stamina 2
Agility 2
Dexterity 2
Fighting 3
Intellect 5
Awareness 6
Presence 5

Skills
Athletics  (+0), Deception  (+5), Expertise: Occult 7 (+12), Expertise: Magic 7 (+12), Insight 4 (+10), Intimidation  (+5), Investigation 5 (+10), Perception 6 (+12), Persuasion 6 (+11), Stealth 4 (+6), Technology 2 (+7), Treatment 2 (+7)

Advantages
All-out Attack, Artificer, Attractive 2, Connected, Contacts, Fearless, Evasion 1, Ritualist, Second Chance 1, Well-Informed, Accurate Attack [Arcane Blast]

Offense
Initiative +2

Defense
Dodge 14, Parry 7
Toughness 12 (Def Roll 0), Fortitude 13, Will 13

Powers

Witchraft (Magic)
     Witchfire Blast: Blast 10 [Accurate]
     Alt: Mystic Shield: Protection 10
     Alt: Part the Veil: Teleport 4
     Alt: Divination: Senses 6
     Alt: Binding Curse : Affliction 8
     Alt: Glamour : Illusion 6
     Alt: Call Familiar (Cotton): Summon 4
     Alt: Fly: Flight 7

Warding Sigils
     Warding Sigils - Dodge: Enhanced Dodge 6
     Alt: Warning Sigils - Fortitude: Enhanced Fortitude 6
     Alt: Warning Sigils - Will: Enhanced Will 6

Second Sight
     Second Sight: Senses 6

Familiar: Cotton
     Familiar - Cotton: Summon 4

Complications
Motivation: Responsibility – Uses her power to protect and guide those who are Gifted or lost in the veil
Fame/Infamy – Known in mystical circles; feared by some, worshipped by others
Power Loss (Silenced) – Incantation and gestures are required for spellcasting
Relationship: Cotton – Her familiar is bound to her soul; if destroyed, Larina suffers a -2 to all Will-based effects for 24 hours
Uncovered Secret – Her knowledge of other worlds and timelines is dangerous to certain factions
Enemy: The Necromancer, The Refrigerator

Notes: For 3rd edition, I bumped up her PL to 13.  I figured she gained some power.  Again this is the combination of about two or three (one was a version of the other, so 2.5) different versions of her. The two different editions are not continuous versions of her, but rather what I wanted to do at the time. 

That is one of the strengths of M&M, you can build a character so many different ways. That's one of the reasons I have so many different versions of her. 

Mutants & Masterminds 4.0 should be fun as well and I am really looking forward to it.