Showing posts with label ARTEMIS. Show all posts
Showing posts with label ARTEMIS. Show all posts

Wednesday, September 16, 2026

The Artemis Club

 My wife and I have been paying for PBS Passport. It's been fantastic, really. We have been watching a lot of Masterpiece Mystery, which I have always loved (back when it was just "Mystery!"). We watched all the seasons of "Miss Scarlet and The Duke," now just "Miss Scarlet." It was great, about a woman detective (whose father was played by Tim Downie, who also played Gale Dekarios in Baldur's Gate 3) set in 1882 and the issues she faced. 

The fun thing about Masterpiece Mystery is that it has all these shows about mysteries and murders in England. I speculated that there are more murders on PBS than in real England.

Victorian Detectives

We also watched the very good "The Law According to Lidia Poët" and the enjoyable "Enola Holmes." Both on Netflix. Though I will admit the caliber of the shows on PBS is much higher in terms of writing, even if the Netflix shows have bigger budgets.

All three have strong women leads as primary investigators. They all take place at roughly the same time as well: 1882 for Miss Scarlet, 1883 for Lidia Poët, and 1884 for Enola Holmes. Given my love of the Victorian era, I could not help but enjoy these shows and wonder if there was something I could use here.

The idea was one I mulled over and sat on for a while.  

I spent some time with SCP and thinking about how I could adapt my ideas for A.R.T.E.M.I.S. as well as an occult investigative organization.  I mean, I really like it. The ideas are not really ready for publication here yet. I am still cooking them...and then I got a little sidetracked. 

While writing, I was wondering about the origin of A.R.T.E.M.I.S. When and where it began. Who started it and why. They are some good ideas. But they don't really fit with what I really wanted A.R.T.E.M.I.S. to be. They do work great for The Artemis Club.

These new ideas began while I was recently re-reading some of my old Ghosts of Albion material. I began thinking, what if A.R.T.E.M.I.S. began as a criminal investigation club in the Victorian era? Certainly has some value to it. This gives me a chance to work it from both ends. I had some ideas I like, but they don't really fit well with the modern A.R.T.E.M.I.S.  

The Artemis Club

The Artemis Club began not as an investigation club, but as a "reading club" for young women associated with Oxford University. 

The Artemis Club

They began meeting informally in the Oriel College Library, often at hours when their presence would attract the least attention. They discussed history, philosophy, literature, science, antiquities, folklore, and current events. Mysteries of all sorts, however, grabbed their attention the most.

Because they were often seen moving quietly through the library stacks and galleries, the women were jokingly called "The Ghosts of the Oriel." The name began as a mockery but was quickly adopted by the women themselves. Though, feeling pressure from the University, the women moved out. 

Aurora Evelyn Ashcombe, better known as Lady Ashcombe, was young, rich, intelligent, and married to a considerably older husband. Lord Ashcombe had little interest in how his wife spent her time or his money, provided her interests remained respectable and she stayed away from younger men. She obliged him by giving him his heir and only keeping the company of other women.

Aurora pays for the new meeting place and suggests the new name as an homage to the Huntress and Protector of Women.  The club members, with renewed dedication, refocused on solving all sorts of mysteries. First, as an academic exercise, then as time went on, the club began hosting what became known as consulting detectives, but for female detectives. Many focused on completely mundane sorts of crimes: missing people, affairs, dishonest staff. A few cover the more complex crimes, like murder. And very few consult on crimes of a paranormal and supernatural nature. These are the sorts that Aurora herself is most interested in, and ones she secretly funds more than the others.

From the 1840s onward, the Artemis Club investigated all sorts of crimes.

The Club eventually developed a simple investigative philosophy:

Observe first. Explain afterward.

A second maxim, usually attributed to one of the original Ghosts of the Oriel, became equally important:

Dismiss nothing merely because it is impossible.

This did not mean the Club believed every tale of ghosts or monsters. Quite the opposite. Artemis investigators became notorious for exposing fraudulent mediums, false hauntings, forged antiquities, staged séances, and criminals who used superstition to frighten their victims.

For this reason, the Club's supernatural case files were not labeled "Ghosts," "Demons," or "Magic."

They were simply marked: UNRESOLVED

Members of the Artemis Club never wore uniforms or carried official credentials, but many wore a small silver brooch showing a crescent moon crossed by an arrow. It was not meant to identify them publicly. Rather, it was a quiet sign between members that help, discretion, and perhaps a warm cup of tea were close at hand.

Throughout the Victorian era, the Artemis Club quietly solved cases that baffled the preeminent and male minds of the time. By the 1880s, they had members throughout England and had begun a chapter in St. Andrews, Scotland.

 But it was not to last.

The 20th Century

The end of the Victorian era and the dawn of the 20th century initially looked like a new age for the Artemis Club. Women were entering universities in greater numbers, taking professional positions, publishing under their own names, and gaining access to institutions that had once excluded them. In some ways, the world was finally beginning to resemble the one the Club's founders had imagined.

Ironically, that success weakened the Club.

The Artemis Club had been born because intelligent women had nowhere else to go. By the early 20th Century, some of those women now had universities, laboratories, newspapers, hospitals, political organizations, and professional societies of their own. The Club remained respected, but it was no longer as necessary as it had once been.

Even in her 90s, Aurora Ashcombe remained an active participant and an imposing presence in Club affairs. She represented a direct link to the earliest days of the Ghosts of the Oriel, but after her death the Club lost more than one of its founders. It lost its greatest patron.

The Ashcombe fortune had supported the Club for decades, but no fortune is endless, particularly once divided between heirs who did not share Aurora's interests. The Club continued, but with less money, fewer staff, and increasing difficulty maintaining its London house and enormous archive.

Membership numbers start to fall. The First World War was a further setback. A good many of the members put in their time as nurses, physicians, clerks, and intelligence workers, some as volunteers or translators. Some did not come back at all; others were killed. And for those who remained, the war put a different complexion on the kind of mystery one would trouble to solve. After the trenches and poison gas, after the mass graves and the millions of dead, stories of strange disappearances and ghosts had a way of seeming quaint.

There was a period when spiritualism made an appeal. Bereaved families were only too eager to think they could speak with the departed, and Club members found themselves looking into mediums and séances, even claims of messages from soldiers who had fallen. Most of it was a sham. In some instances, it was not.

The Artemis Club of the interwar years was a more closed and older organization than its Victorian predecessor. They still took on cases, but they were less of an academic exercise and more likely to involve fraud, blackmail, and political extremism than the cases that defied easy categorization. In other words, they had grown out of the "ghost hunting" business.

By the 1930s, the Club had on its books nearly a century’s worth of unexplained phenomena, which was of some interest to certain governments. They were still consulted, but more often than not, even their extraordinary-sounding cases became ordinary in the end.

Then the Second World War arrived.

The Blitz left little of London standing, and the motherhouse of the Artemis Club was no exception. The building went up in flames, and with it, their grand library. Generations of investigators had amassed casebooks, journals, maps, photographs, and artifacts; all of it was lost.

One might find a file here and there that had been copied or put in safekeeping, and the St. Andrews chapter held on to some Scottish records, as did a few families with their own papers. But the archive proper was gone.

The Club did not formally die that night, but it never really recovered. When the war was done, the rest of the members were scattered and worn out. Britain had to be put back together, as did families and careers. The world that had given rise to the Artemis Club was another matter entirely.

Former members would get together now and then in the 1950s, old friends rather than working investigators. But that too came to an end.

A couple of scholars and investigators attempted in the 1970s to put the old organization back together, riding a wave of public fascination with the occult, UFOs, and the like. They could not make it work. Too much was gone, too many of the old traditions, and the references that remained often told different stories from one another.

So by the close of the 20th century, the Artemis Club was nothing if not a historical oddity.

For most people, anyway.

The Rise of A.R.T.E.M.I.S.

Modern A.R.T.E.M.I.S. did not descend directly from The Artemis Club.

There is no charter passed down from one to the other, no secret chain of command, nor any hidden society that has been in operation since Victorian times.

The link is there, but it is a symbolic one and was put in place on purpose.

A.R.T.E.M.I.S. Agency for Research into Transdimensional Events Magic and Inexplicable Sightings

When the modern agency was being put together in the early 1990s, researchers came across odd fragments of the old Club’s history. What they found was far from complete: some case reports here, a reference in a police file or a university archive there, the odd newspaper clipping or private journal. The founders were not so much interested in the Club’s putative dealings with monsters or ghosts as they were in its approach.

Observe first. Explain afterward.

The Artemis Club had a way of doing things. It would take up claims that the establishment chose to overlook, gather evidence, cross-reference the files, and note what witnesses had to say, even if others were inclined to dismiss them. Above all, it did not turn its back on an event just because the prevailing wisdom held it to be impossible.

That kind of thinking appealed to the new organization, and the name was taken as an homage. The acronym followed in due course: A.R.T.E.M.I.S., standing for the Agency for Research into Transdimensional Events, Magic, and Inexplicable Sightings. The founders were fully aware it was put together in reverse to keep the original moniker, but that was fine with them.

Artemis stood for something of value: the hunt for truth and the protection of those who might otherwise be left out, and a readiness to go where a conventional investigator would not.

In terms of actual legacy, the new body inherited little from the Club. There was no headquarters, no continuity of institution, no command structure, or full set of archives. Just an idea, a few cases, and a name. Which is perhaps for the best.

From time to time, A.R.T.E.M.I.S. reacquaints itself with the past. An investigator may open a file from 1872 and find that the thing he is after has been encountered before. Or a sealed box is turned up in the cellar of an old Scottish property, or a journal comes to light at auction. 

There have always been rumors that some of the more unusual records were removed from the motherhouse before the Blitz. No one knows by whom or where they went. Modern A.R.T.E.M.I.S. officially considers these stories unsupported. Unofficially, more than one investigator has spent considerable time looking for the missing files.

Artemis and A.R.T.E.M.I.S. 

I know I am not done with either organization. Tales of the exploits of the Artemis Club are likely to surface from time to time. Of course, A.R.T.E.M.I.S. is in a solid growth stage and likely to expand and change as I write more. In fact, sitting here now, I remember I have a bunch of notes I wrote about the SCP Foundation that I plan to move over to NIGHT SHIFT, notes I could have used here today but didn't. 

Well, that is another post. 

Friday, June 26, 2026

Supergirl Day and Larina for DC Universe

Supergirl 2026
 So last year I got super-hyped for the new Superman movie. I loved it and it was a great new start to a new DC Universe on screen. Tonight I am going to see the new Supergirl movie and I have heard some good things about it. Milly Alcock looks great and I loved her in "House of the Dragon."

I have always been a fan of Supergirl, and I think she works best when she is treated like the survivor of an apocalypse. Kal-el is an adopted son. Kara is the last survivor of a world and should have a lot of unresolved trauma and anger.

I loved Melissa Benoist in the role of Kara, but I am looking forward to seeing this different take on her.

This also got me thinking about the "new" DC Comics-related RPGs we have coming out.

The first is the overdue DC Heroes Role-Playing Game 40th Anniversary Kickstarter to get us the classic Mayfair DC Heroes game.  I am still excited for this one and can't wait to give it a spin.

There is also the new Justice League Unlimited: The Roleplaying Game coming out soon. There is a fun quickstart rules, and I can't wait to try out the full game. 

I was spending some quality time last night with Larina for another post next month and thinking about DC. I have stats for her for Mayfair's DC Heroes, and by the way of Mutants & Masterminds 3.0, I have them for DC Adventures

But what I have never posted are her stats for the DC Universe game. 

There is a good reason. I owned it briefly in the mid 2000s but ended up selling it at a game auction. I like the D6 system and want to do more with it, there is something about it that has just never clicked with me.  No slight on the system, I think I just need to try it more. 

So I have a sheet for her, but it was incomplete. So I went to the D6 Legend open gaming SRD and tried to put her together. I was up far too late last night doing this. In truth, I don't even know if I did it right.

Larina Nichols / Nix the Witch
Larina Nichols / Nix the Witch Queen

Real Name: Larina Nichols
Occupation: Witch, Librarian, Occult Investigator
Base of Operations: West Haven
Gender: Female
Marital Status: Divorced
Height: 5'4"
Weight: 135 lbs.
Eyes: Blue
Hair: Red
Race: Human / Homo Magi
Tech Level: Modern (1)
Motivation: Responsibility of Power
Enemy: Mordru, The Dark Lord

Reflexes 2D
brawling 3D, dodge 4D, driving 3D, sneak 3D

Coordination 2D
catch 3D, sleight of hand 3D, throwing 3D

Physique 2D
flying 4D, resistance 3D, running 3D

Knowledge 4D
arcane lore 8D, criminology 3D, languages 5D, medicine 3D, research 6D, scholar 5D
Specialties: arcane lore: demons +1D, arcane lore: witches +2D, research: occult texts +1D

Perception 3D
artist/music 3D, hide 4D, know-how/witchcraft 7D, search 5D, shadowing 3D

Presence 4D
animal handling 5D, charm 5D, command 4D, persuasion 5D, willpower 7D

Speed: 30
PDV: 3
Unarmed BDV: 2D
P/L Bonus: +2
Hero Points: 12
Villain Points: 0
Character Points: 105
Body Points: 32

Advantages
Attractive +2D, Ally: Cotton the Familiar -2D, Connections: A.R.T.E.M.I.S. -2D, Connections: Occult Underground -2D, Courage -2D, Magically Adept -5D, Scholar -2D, 

Disadvantages
Sense of Duty: young witches and the Gifted +3D, Secret Identity +2D, Reputation: feared and respected in occult circles +2D, Power Limitation: incantations and gestures required +4D, Relationship: Cotton +2D, Enemy: Mordru +4D.

Powers

Witchcraft 10D
Limitations: incantations and gestures required -3D, magical/occult effects only -2D, backlash on critical failure -1D.
Enhancements: broad spell flexibility +3D, ritual magic +2D.

Second Sight 6D
Limitations: magical, supernatural, and dimensional phenomena only -2D.
Enhancements: detect magic, occult residue, spiritual presences, active spells, and magical beings.

Flight 5D
Limitation: broom, charm, or active levitation spell required -2D.

Teleportation 5D
Limitations: mirror, water, polished glass, or reflective surface required -3D.
Enhancements: accurate +2D, extended range +1D.

Mystic Shield 8D
Limitations: must be conscious and able to cast -2D.
Enhancements: protects against magic and supernatural attacks +2D.

Magic Blast 8D
Limitation: witchfire, force, or occult energy only -1D.

Illusion 6D
Limitations: glamour and sensory deception only -2D.

Mind Control 5D
Limitations: charms, binding words, fear, sleep, or compulsion only -2D; resisted by Willpower -1D.

Summon Familiar 4D
Cotton is a small incorporeal white cat familiar with danger sense, mental link, stealth, spirit perception, and limited independent action.

Common Spell Effects

Witchfire Bolt: Magic Blast 8D, ranged attack using know-how/witchcraft or Witchcraft.

Witchfire Ward: Mystic Shield 8D, usable on Larina or one nearby ally.

Binding Curse: Witchcraft 10D opposed by the target’s Willpower or Spirit resistance. Success restrains, silences, slows, or mystically marks the target.

Part the Veil: Teleportation 5D through a reflective surface.

Divination: Second Sight 6D plus arcane lore or research. Reads magical traces, past impressions, omens, and supernatural patterns.

Glamour: Illusion 6D, usually subtle rather than combat-flashy.

Call Cotton: Summon Familiar 4D. Cotton can scout, warn, distract, or perceive spirits.

Equipment

Occult library access, notebooks, charms, ritual kit, protective jewelry, cell phone, library credentials, broom or broom-charm, Cotton’s anchor token.

Strategy & Tactics

Larina does not fight like a brick or a blaster. She opens with Second Sight, research, and wards, then uses binding magic, glamours, and mirror movement to control the field. Against normal criminals, she uses fear, sleep, misdirection, and restraint. Against supernatural threats, she escalates quickly to Witchfire, wards, banishment circles, and ritual magic.

She carries a charm that turns into a broom so she can fly. 

I like giving her Mordru as an antagonist. The dude fascinated me as a kid, and I thought he was a great bad guy. Felt a little like an evil Dr. Strange in the DC universe.

This also gives me an opportunity to bring back A.R.T.E.M.I.S. Maybe I need to work it into my West Haven game. It is a bit too modern, and its scope is a bit too much for Jackson. 

This also reminds me I still have a lot of games here I need to dig into more.

Tuesday, December 30, 2025

Larina "Nix" Nichols for Villains & Vigilantes

Larina "Nix" Nichols by Jeff Dee
"Larina" by Jeff Dee
 Been meaning to do this one for a while.

Just got back from visiting my family. Anytime I meet up with them, especially my brothers and sisters, we get to talking about all the scary stories we know.  This time it was about a road where people, in particular single women, will often just vanish. Yes. We know the truth is a different sort of horror, but this is still where our thoughts took us. 

The "haunted road" tale is very old. This got me to think about who, or what, is haunting them and who, or what, should be guarding them.

While it is great for modern supernatural games, I was reading over Tim Knight's new blog, Cowboys, Capes, and Claws, and was reminded of how much fun I always had with Villains & Vigilantes.

And given that we both have Jeff Dee art of our characters, I can't help but think that they exist in the same universe. 

The Witch and The Road Warden

Larina Nichols did not become a hero because she wanted to save the world. She became one because the world kept losing people in the spaces no one watched. 

She had survived a house fire that should have killed her. Officially ruled an accident, it never sat right with her. From that moment on, Larina heard things others did not, felt the pull of grief and danger like a pulse beneath the skin of everyday life. Roads felt watched. Abandoned places whispered. Women went missing, and the silence around their absence was louder than any alarm. She learned early that evil did not always announce itself, and that survival carried an obligation.

The truth found her on a moonlit stretch of forgotten highway, following a pattern no one else believed in. What haunted those roads was not a man or a monster in the simple sense, but a thing older than asphalt, a guardian spirit twisted feral by neglect and blood. A Road Warden. When Hecate, guardian of the crossroads, answered Larina’s call, it was not with command but recognition. Strength came, clarity followed, but the magic was never a gift alone. Larina studied, bled, bargained, and learned the old ways. 

Her first act was not destruction but binding. She restored the Road Warden to its true purpose, and in doing so, saved some who were lost and mourned those who were found. The world called it a miracle. Larina called it insufficient and kept going. For this, she received the Blessing of Artemis and may call on her in her need. 

She wears no mask, only intention. Her power is divine and learned, occult and earned, sharpened by grief rather than dulled by it. In a world of capes and symbols, Larina walks the liminal spaces, guarding thresholds, sealing cracks, and watching the places heroes overlook. She does not promise salvation. She promises attention. Sometimes that is enough. 

Sometimes it has to be.

Larina "Nix" Nichols (formerly Larina Macalister), Villains and Vigilantes

SIDE: Good
SEX: F
AGE: 28
WEIGHT: 128 lbs

EXPERIENCE: 90,000
LEVEL: 13

TRAINING: Occult Studies, Folklore, Ritual Magic

POWERS
Magic Spells (requires speaking & gestures)
- Witch Bolt (Power Blast, 1d20, magical; +3 to hit)
- Witchfire Ward (Force Field +7 vs physical/energy)
- Glamour (Illusions, all senses)
- Mirror Walk (Teleport; medium = mirrors/reflective surfaces)
- Divination (Precognition/Postcognition; Detect Magic)
- Binding Curse (Paralysis/Affliction; Will/mental resistance applies)
- Flight (broom or spell)
Familiar: Cotton (small white flying cat; mental link; while nearby, Larina gains +2 Detect Hidden and +2 Detect Danger)
Weakness: Must be able to speak and gesture to cast.

ABILITIES

STRENGTH: 10
ENDURANCE: 14
AGILITY: 13
INTELLIGENCE: 21
CHARISMA: 22

DERIVED STATS
BASIC HITS: 3
HIT MOD: (STR 1.0)(END 1.4)(AGL 1.3)(INT 1.4) = 2.548
HIT POINTS: 8 (3 × 2.55 → 7.65, rounds to 8)
POWER: 58
CARRYING CAPACITY: 132 lbs
BASE HTH DAMAGE: 1d4 (STR 10)
HEALING RATE: 1.0/day (END 14)
ACCURACY MODIFIER: +1 (AGL 13)
DAMAGE MODIFIER: +3 (AGL/INT)
DETECT HIDDEN: 16% (INT 21)
DETECT DANGER: 20% (INT 21)
REACTION FROM GOOD: +4 REACTION FROM EVIL: –4 (CHA 22)

MOVEMENT
Ground: 37" (AGL 13)
Flight: 90 MPH (broom/spell)

INVENTING
INVENTING POINTS: 29.4 (INT-based)
INVENTING %: 63% (~INT × 3%)

Larina's Triple Goddess tattoo
LEGAL STATUS
Citizen of the US with no criminal record.

ORIGIN & BACKGROUND
Multiversal witch and occult scholar; protector of the gifted. Known in mystical circles as Nix the Witch Queen. Her familiar Cotton is psychically linked and often scouts or warns of danger.

VISUAL
Flowing dark purple costume with glowing runes, black boots, triple-moon goddess symbol, bracers engraved with warding symbols, and a faint aura of witchfire. Crescent moon burn scar near her left collar bone. Triple moon goddess tattoo on her back, between her shoulder blades.  

Red hair, blue eyes.

--

Ok, this is a good build and there are enough differences between this version of Larina and say my Mutants & Masterminds versions [2][3][4]. Larina was never one of my V&V characters back then. That honor goes to Johan as "The Paladin." But she certainly works here.

Given her Triple Goddess tattoo I am saying she is in contact with three goddesses, Artemis, Selene, and Hecate; representing the Maiden, Mother, and Crone. I went with Greek here because that is what I would have done back when I was playing V&V. If I had gone with my usual Celtic, then it would have been Brigid, Cerridwen, and the Morrigan. 

Links

I have enough here to work up my ARTEMIS group for V&V. Sounds like something to do next year!

Monday, July 21, 2025

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.

Friday, May 30, 2025

Larina Nix for d20 Dark•Matter / Urban Arcana

 I was talking to my oldest about my desire to maybe, just maybr running a d20 Dark•Matter game sometime. He laughed at me. I asked him why and he asked if I remembered what a a pain in the ass d20 Modern was at higher levels. Characters having at least three classes, feats all over the place, a recording nightmare. He was right, but undaunted I jumped in. I figure I'd create a few characters. I have three characters from my WitchCraft game that I'd love to get back too. Then there were two others from a Cinematic Unisystem game set in Chicago, brother and sister private eyes, that I always thought migth be fun to revist. 

Yeah. That didn't work out really.

Now, to be fair, I am really, really out of practice building a d20 Modern Character, but damn I don't remember it being like this. In the end, I only did one (sorry, Scott and Heather) from my WitchCraft game. 

d20 Modern, Dark•Matter, Urban Arcana

While I set out to try to do a fairly straightforward translation of the Alternity material to d20, that also didn't work out really. So in the end I did a "spiritual translation" of Larina's Alternity Dark•Matter version to d20.  They started out the same, but they drifted a bit apart.

I also could not find Scott's and Heather's sheets from my 1999 WitchCraft game, so at this point, I'd be basing them on their D&D alter egos, which may or may not be the best. Heather is a half-elf in D&D after all. I did find Eric MacAlister, Larina's ex-husband. But in truth, I never really did anything else with the guy after the 1999 game. She always worried that he would come after her, and he had kind of forgotten her. Plus, he was unable to fly post Sept. 11, 2001, due to all the restrictions. 

So here is my witch. She took a long time to build here, and I am not 100% sure I got her correct.

Larina and her 2005 VW Beetle
Larina "Nix" Nichols

Human Charismatic Hero 5 / Mystic 7

Strength 8 (-1)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 17 (+3)
Wisdom 17 (+3)
Charisma 19 (+4)

Hit Points 66

Speed 30ft.

Defense 17, touch 17, flat 16

Init +1

Fort +9
Ref +8
Will +10

BaB/Grap +5 / +5
Melee/Ranged +5 / +6

AP 115 (lifetime)
Rep +7

Academic (starting occupation) University Librarian
Decipher Script
Knowledge (arcane lore)

Feats
Alertness
Attentive
Creative
Endurance
Educated (+2 on two knowledge skills)
Meticulous
Iron Will
Simple Weapon Proficiency [free]
Trustworthy
Toughness x1
Wild Talent (Psionic, Far Hand [TK])

Talents
Coordinate
Inspiration
Great Inspiration

Skills

Skill Name Key
Ability
Skill
Modifier
Ability
Modifier
Ranks Misc.
Modifier
Balance Dex* 1 = +1
Bluff Cha 12 = +4 +8
Climb Str* -1 = -1
Computer Use Int 6 = +3 +3
Concentration Con 9 = +1 +8
Craft (Structural) Int 3 = +3
Craft (Visual Art) Int 3 = +3
Craft (Writing) Int 3 = +3
Decipher Script Int 13 = +3 +10
Diplomacy Cha 16 = +4 +6 +2 [bluff] +2 [Knowledge, history] +2 [trustworthy]
Disguise Cha 6 = +4 +2
Drive Dex* 1 = +1
Escape Artist Dex* 1 = +1
Forgery Int 5 = +3 +2 [meticulous]
Gamble Wis 3 = +3
Gather Information Cha 6 = +4 +2 [trustworthy]
Hide Dex* 1 = +1
Intimidate Cha 6 = +4 +2 [bluff]
Jump Str* -1 = -1
Knowledge (arcane lore) Int 19 = +3 +14 +1 [Academic] +1
Knowledge (behavioral sciences) Int 9 = +3 +6
Knowledge (current events) Int 7 = +3 +4
Knowledge (earth & life sciences) Int 7 = +3 +4
Knowledge (history) Int 8 = +3 +5
Knowledge (popular culture) Int 5 = +3 +2
Knowledge (theology) Int 12 = +3 +8 +1
Listen Wis 9 = +3 +4 +2 [alertness]
Move Silently Dex* 1 = +1
Navigate Int 3 = +3
Perform (Act) Cha 4 = +4
Perform (Dance) Cha 4 = +4
Perform (Keyboards) Cha 6 = +4 +2
Perform (Percussion) Cha 4 = +4
Perform (Sing) Cha 8 = +4 +4
Perform (Standup) Cha 4 = +4
Perform (String Inst.) Cha 4 = +4
Perform (Wind Inst.) Cha 8 = +4 +4
Research Int 10 = +3 +7
Ride Dex 1 = +1
Search Int 5 = +3 +2 [meticulous]
Sense Motive Wis 5 = +3 +2 [attentive]
Spellcraft Int 15 = +3 +10 +2 [Knowledge, arcane]
Spot Wis 5 = +3 +2 [alertness]
Survival Wis 3 = +3
Swim Str** -1 = -1
Treat Injury Wis 3 = +3

Spells

0-Level
Detect Magical Aura, Haywire, Light, Mending, Read Magic

1st-Level
Bane, Cause Fear, Comprehend Languages, Instant Identify, Sanctuary, Trace Purge

2nd-Level
Augury, Darkness, Daylight, Hold Person, Shatter

3rd-Level
Bestow Curse, Dispel Magic, Magic Circle, Secret Pocket

4th-Level
Divination, Greater Magic Weapon, Via Negativa

Incantations
Bibliolalia, Cast into Shadow, Dedicate Site, Mystic Veil, Quartz Compulsion

Equipment

Knife [1d4, crit 19-20, range inc 10ft., 1lb., one-handed, piercing]
Taser [1d4 special, crit --, range 2ft., 3lb., electricity]
First Aid Kit [Treat Injury DC 15, one use, negates normal -4 to Treat Injury checks, 3lb.]
Vampire Slayer Kit [Mossberg, 5 wood stakes, 5 phos. shls, silver holy symbols, hand xbow, 5 wood bolts, metal mirror, garlic necklace, alum. case, 20lb.]
Business Clothing [3lb.]
Casual Clothing [2lb.]
Overcoat [3lb.]
Digital Camera [connects to computer, 0.5lb.]
Notebook Computer [5lb.]
PDA [connects with computer, 0.5lb.] Portable Occult Library
Total Weight Carried: 41lb. (medium load)

2005 Volkswagen Beetle (Purple) ARCANIX Illinois License Plates.

ARCANIX Illinois Plates

Larina and her 2005 VW Bug
Larina Nichols

Human Female
Alignment: Independent (Agent of A.R.T.E.M.I.S.)
DoB: 10/25/1969 (36 in 2006)
Place of Birth: Carbondale, IL
Current Residence: Chicago, IL

Hair: Red
Eyes: Blue
Height: 5'4"
Weight: 127 lbs

Handiness: Right* (can write with Left hand, with difficulty)

Aliases: Larina MacAlister, Larina Nix, "Nixie."

So. This is a good build, I can't say I am 100% happy with it. There is so much customization you can do with d20 that the combinations and permutations are practically endless. 

I both miss and hate, at the same time, d20's multiclassing. I love how flexible it is and how you can combine all sorts of classes to get the exact character you want. But it is also tedious. I mean I could have gone down the path of Occultist, or Acolyte, or even going into the various Prestige classes. There is so much choice. 

I showed this to my son when he got off work Wednesday night/Thursday morning. He just laughed and reminded me yet again why we tend to play 5e, AD&D 1st ed and Basic D&D instead.

This exercise has also reminded me that I wanted to do a lot more with A.R.T.E.M.I.S. as well. 

Friday, November 22, 2024

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

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

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

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

Larina Nichols for DC Heroes

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

So who is this Larina? 

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

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

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

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

Initiative: 11
Hero Points: 50

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

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

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

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

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

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

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

--

Ok, so who is this?

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

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

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

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

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

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

Friday, November 1, 2024

Larina McAlester, Agent of A.R.T.E.M.I.S. for R.I.P. Horror Role-playing

Larina McAlester, Agent of A.R.T.E.M.I.S.
Yes, her middle name is Stephani and yes, she hates it.

 Yesterday I posted my findings on the R.I.P. RPG, the game that never was. Today I want to figure out if you could actually play a game of R.I.P. with the materials at hand.

Well...no. Not really. But I should qualify that.

Without some work, there is not enough published material to play a complete game. On the other hand, I could probably knock together enough details to play a game of R.I.P. in a few sessions. I would have to borrow heavily from other horror games, particularly Chill 2nd ed, GURPS, and Unisystem.  

But I think I have enough here to make a character. So, let's go with my drosophila melanogaster of these sorts of things and see what I can do. 

For this, I am going to create a character first with the Top Secret/S.I. rules, then with the Agent 13 supplement, and finally with the material from the R.I.P. comics. I'll use the core TS/SI rules to form her "base" character, followed by details from Agent 13 and the R.I.P. comics. I'll also borrow the idea from Agent 13 of exceptional characters since the supernatural world of R.I.P. is similar to that of Agent 13.

I don't own the Top Secret rules nor the Agent 13 book, but thankfully I was able to borrow them from a friend.

Larina McAlester, nee Nichols

The first thing I am going to need to do is make some assumptions. I am going to stay in the 1990s for this one, so for that reason, I am going to borrow a lot from my WitchCraft RPG version of her (which, oddly, I have never posted), the DarkMatter version (which feels like the spiritual successor to R.I.P.) and the TimeLord version, just to get the feeling of the era right.  Here she is just out of college, but instead of going to grad school she is recruited by a secret organization, A.R.T.E.M.I.S., to investigate the paranormal.

I am going to say in this version she is still married, but separated from her Irish husband, Eric. She has not changed her name back because the paperwork is too much trouble.

A.R.T.E.M.I.S.

A.R.T.E.M.I.S., or Agency for Research into Transdimensional Events, Magic, and Inexplicable Sightings, is the special investigations group similar to Top Secret's ORION. Or...at least it is supposed to be. I wrote the bulk of what A.R.T.E.M.I.S. is prior to reading any of the Top Secret RPG material because as I was working on the character background I want to be able to port this organization over to NIGHT SHIFT if I wanted.

This group employs people who are "Sensitive" to the dealings of the Supernatural. So very much like her character in Time Lord. They also have funding and governmental backing. So like Chill's SAVE, but more in line with the X-Files.

Given this, I might consider the Supernatural Sensitivity Advantage to be a prerequisite for being a part of this organization. 

Larina McAlester, Agent of A.R.T.E.M.I.S.
Larina McAlester
Agent of A.R.T.E.M.I.S.

Nationality: American
Sex: Female
Race: Caucasian
Height: 5'4"
Weight: 124 lbs
Eyes: Blue
Hair: Red
DOB: 10/25/1969 (Age 22)

Handiness: Right
Tags: Bites nails, large tatoo of the triple moon goddess (see ref photo #MLS02) on her back between shoulder blades (see ref photo #MLS03). 

Attributes
STRength 38/19/9
REFlex 52/26/13
INTelligence 75/37/18
WILlpower 78/39/19
CONstitution 47/23/11
MOVement 45/22/11
DEXterity 63/31/15

Psychological Profile
Cruelty: Low
Loyalty: High
Sanity: High
Selfishness: Some
Passion: High
Piety: Some/High (Wiccan religion)

Advantages
Sixth Sense (3)
Attractive (1)
Obscure Knowledge (2)
Supernatural Sensitivity (2)

Disadvantages
Addiction, Caffeine (2)
Moral Qualms, Will not Kill (2)
Enemy, Ex-husband (1) 

Skills
Professional Career -
- Fine arts 1 63%
- Musical Instrument (flute) 1 75%
- First Aid 2 80%
- Social Chameleon 1 37%
- Basic Liberal Arts 1 37%
- Anthro/Psychology/Soc 3 85%
- Philo/Religion 2 80%
- Language: Latin 1 75%
- Language: Greek 1 75% (can learn up to 5 more languages)
Research 3 85%

Powers
Mind Reading 4pts
Telekinesis 1

So. Who is this Larina? Well this is an agent who is sent in to assess, but not engage, a situation. She can blend it and knows enough to be able figure out what is going on in a situation. She is still young, a new agent, but learning. Her ability to read minds and her supernatural sensitivity allow her find a supernatural threat among normal humans.

I think for a "real" game of R.I.P., there should be an Advantage, maybe called "Powered," which allows the character to take powers. An 8-point Advantage might grant 10 points in powers and 2 points in a Disadvantage, something like "Haunted." The logic here is that once you dip your toes into the world of the supernatural, then the supernatural also sees you. This is very common in a lot of horror games.

This mechanic would also cover what I think would be a feature in the R.I.P. game; playing something like a Revenant. A dead character is now back to fight the supernatural threats to the mortal world. 

Comparisons to Chill 2nd Edition

Yesterday I made a lot of comparisons of R.I.P. to Chill 2nd Edition. The reasoning is that Chill is also about normal (for the most part) humans fighting the unknown/supernatural and there is a reasonable chance of success. Plus Chill 2nd edition was out at the same time that the proposed R.I.P. RPG was going to be, so the comparisons would have been natural.

Larina McAlester vs. Larina Nichols

I don't have Chill stats up for her here either (note to self, add WichCraft RPG and Chill 2nd ed stats). I do have an old character sheet, but that is not a great comparison since she has had some adventures and is not a starting character like her R.I.P. counterpart. However, there are some comparisons to be made.

Both skill-wise and power-wise, they seem close in respect to their specific game universes. Granted, we don't really know what the characters' power levels were going to be in R.I.P. 

I will say this, though: The character creation was rather fast. Obviously, that has more to do with the Top Secret/S.I. rules than anything else. IF the R.I.P. game followed suit, then it would have this leg up on Chill. Though I can knock together a Chill character quickly these days.

Another good comparison is to the Modern Horror game TSR did produce, Dark•Matter. Again I see similar themes being explored here. Dark•Matter certainly has more gravitas to it. I would like to say it is also better designed, but that isn't really fair since we really have no idea how R.I.P. would have been designed. 

In the end we are just left with a case of thinking of what might have been.

Now to explore A.R.T.E.M.I.S. more.