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

Wednesday, February 26, 2025

Witchcraft Wednesday: Larina Nix and Skylla for Lands of Adventure

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

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

Lands of Adventure

Character Creation

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

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

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

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

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

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

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

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

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

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

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

Larina Nix
Larina Nix

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

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

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

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

Local KNW: 144%
General KNW: 84%

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

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

EP: 36
BP: 12
LP: 10

Weapons: Dagger, Staff

Armor: None
Shield: None

Free Load: 60lbs

--

Skylla

Skylla

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

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

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

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

Local KNW: 134%
General KNW: 74%

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

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

EP: 31
BP: 13
LP: 10

Weapons: Dagger, Staff

Armor: None
Shield: None

Free Load: 65lbs

--

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

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

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

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

Monday, February 10, 2025

Year of Fantasy RPGS: Cd8 Fantasy

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

Cd8 Fantasy Role Playing

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

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

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

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

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

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

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

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

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

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

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

Characters

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

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

Johan Werper VII

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

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

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

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

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

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

Weapons
Sword: 3 + FB

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

How about a much more powerful one?

Larina Nix

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

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

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

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

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

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

Weapons
Staff: 1 + FB
Spells

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

Johan and Larina character sheets


Friday, January 31, 2025

Character Creation Challenge: Rhiannon

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

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

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

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

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

Rhiannon the Witch
Rhiannon

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

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

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

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

Arcane Abilities
Beguile, Precognition, Shadow Walking

Heroic (Divine) Archetype: Magic

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

Gear
Bracers of defense, dagger of venom

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

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

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

Wow. That is it. 

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


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

Character Creation Challenge

Wednesday, December 18, 2024

Witchcraft Wednesdays: ShadowDark and Old-School Essentials

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

The Witch for Old-School Essentials and ShadowDark

Overlap

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

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

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

ShadowDark vs Old-School Essentials spells

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

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

What are the differences though?

Differences

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

Old-School Essentials

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

ShadowDark

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

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

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

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

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

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

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

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

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

Which Witch?

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

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

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

Larina Nix, the Pagan Witch

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

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

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

Larina Nix, Pagan Witch

Larina Nix

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

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

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

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

HP: 28
AAC: 14
THAC0: 16

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

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

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

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

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

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

Level/Tier 1 (Wizard): Burning Hands

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

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

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

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

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

Larina Nix for Old-School Essentials and ShadowDark

For Old-School Essentials

For ShadowDark

Wednesday, December 11, 2024

Larina Nix, The Witch for ShadowDark on Witchcraft Wednesday

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

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

Larina Nix for HeroForge

Larina Nix

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

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

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

Larina Nix from Baldur's Gate 3
Larina Nix

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

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

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

HP: 36
AC: 15

Languages: Common, Elven, Diabolic, Celestial

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

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

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

Tier 1 Wizard: Burning Hands

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

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

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

The Witch and Larina's mini and character sheet

I certainly have some to explore with this game.

Friday, November 22, 2024

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

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

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

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

Larina Nichols for DC Heroes

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

So who is this Larina? 

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

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

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

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

Initiative: 11
Hero Points: 50

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

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

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

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

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

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

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

--

Ok, so who is this?

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

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

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

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

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

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

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.

Friday, October 25, 2024

Pop Yourself! Larina

 I am not a big collector of Funko-Pops. I have a few but not what I consider a lot. But recently I saw they had a Halloween (now over) promotion to get a Funko Pop figure of yourself. Well that is fine and all, but do I really need one of me? A blonde (er now gray) guy with glasses? I am not even sure I can get one with glasses and a goatee. (I just checked, I can). But since one of the choices was a witch, well I knew what I needed to do!  

And since today is what I consider to be Larina's birthday, I thought I would share the Funko Pop I had made of her.

Larina Nix Funko Pop

Larina Nix Funko Pop

I did a re-paint on her hair, and yo see I messed up her eyebrows a bit. Still, I am happy with the hair. I opted not to repaint the rest of her. I am not really that good to be honest.

Here is the original. 

Larina Nix Funko Pop

Larina Nix Funko Pop

Larina Nix Funko Pop

LARINA NIX Funko Pop


Obsessive? Yeah maybe. But I always buy something for myself on Halloween. This was what I got for myself this year.

By the way, I did go back and see what a Funko Pop version of me would look like. 

Funko Pop Tim


Not bad. Not sure I need it though.


Monday, October 7, 2024

Secret Journey: Walking the Witches' Road

Woman wearing black dress
I am finally caught up on the new Disney+ series "Agatha All Along," and frankly, I love it.  Kathryn Hahn and Aubrey Plaza are so great in this, and Aubrey Plaza already has "witch cred" with her books "The Legend of the Christmas Witch" and "The Return of the Christmas Witch." It is a lot fun and I am enjoying watching Agatha Harkness come to life after reading her exploits for so long. 

I have a lot of people asking me how I would implement the "Witches' Road" in my games. Well, obviously, I can't use the Witches' Road as it appears here, Disney being so understanding and forgiving. BUT thankfully, I do have something, and the advantage here is that it shares a genesis with my first witch class.

Upon a Secret Journey

Back in the early 80s I was building a bunch of new classes. I have talked about them here before, but briefly there was the Witch, the Sun Priest, the Healer and the Necromancer. The witch you have seen, the Sun Priest, though has yet to see a lot of text here. You can find the complete AD&D 2nd Edition kit here and on my downloads section

There was a notion that the Sun Priest would need to complete a pilgrimage ever so many levels to prove their faith. While it was based on the pilgrimages made by Medieval faithful, the idea here was one of greater spiritual understanding. It was inspired by the Police song "Secret Journey." For me it added a bit more mysticism to the idea. 

Here is what I said back then.  

At 3rd level and every three level thereafter (6, 9, 12,...), the Sun Priest must go on a "secret journey." This journey is one of faith and must be accomplished alone, in secret. It might be nothing more than a dedicated study of church tomes (a journey of understanding), of deep contemplation (a journey of enlightenment), of destroying some foe (a journey of vengeance), or anything else the player and DM agree upon. The journey will last as long as necessary, and during this time, the Sun Priest will receive no experience points, nor can he partake in an ongoing adventure. The journey can be played out, or the priest may simply rejoin the adventures at a later date. The journey must be performed, or the Priest can not advance to the next level.

Again, remember this was for AD&D 2nd Edition. And while it is certainly geared towards a clerical class, there is no reason I can't adopt it, and adapt it, to the Witch.

In fact, I kinda have been doing that now anyway. When I was moving out of 3e over to 4e I was trying to decide if I was going to continue Larina under the new rules. I go my answer when I saw the Feywild get more emphasis. Very long story short, Larina went to the feywild, had a daughter with Fey Lord, but had to leave her behind to complete a quest at the behest of Baba Yaga. When she returned 13 years had passed. This quest was a Secret Journey in all but name.

You Will See Light In The Darkness

The Secret Journey for witches (The Witches' Journey maybe) is one a witch must complete at some point in her life before she can receive greater understanding about her magic, her craft and her place in it. For many it is an essential part of their lives as a witch. 

Given this I am tempted to have it related to the steps of the Hero's Journey and include some of the elements of modern witch traditions of a symbolic Life-Death-Rebirth. The Witches' Journey is a symbolic death and rebirth.

In AAA, the "Witches' Road" is taken on by a coven, but a Secret Journey is a solo affair; a witch must complete it on her own. Since it is a symbolic death and rebirth, this is not supposed to be easy. The witch will emerge from this fundamentally changed.

The Witches' Journey
The Witches' Journey (Rough Draft)

It is now a few hours later.

I pulled up a copy of the Hero's Journey, Buckland's Complete Book of Witchcraft, and of course, Jung's Man and his Symbols. I like the idea of witches having to embrace their own shadow-self in their journey of self-realization. I also added in some ideas from my NIGHT SHIFT notes. 

Part 1: The Call to the Journey (Life)

    1. Ordinary World: The witch lives in a mundane environment, feeling a sense of disconnection from nature and the spiritual world, unaware of their inner potential.

    2. Call to Adventure: The witch experiences an awakening—perhaps through a sign, dream, or encounter—that ignites their curiosity about magic and the self.

    3. Refusal of the Call: Doubts and fears surface as the witch grapples with societal expectations, personal insecurities, and the weight of tradition, resisting the call to explore their true nature.

    4. Meeting the Mentor: An experienced witch or wise figure appears, offering guidance, wisdom, and tools to navigate the inner and outer worlds, encouraging exploration of the self.

Part 2: The Descent into the Underworld (Death)

    5. Crossing the Threshold: The witch consciously steps into the realm of magic and the unknown, leaving behind their old life and beginning to confront their inner landscape.

    6. Trials and Allies: The witch faces external challenges and meets allies, but also begins to encounter aspects of their Shadow Self—unacknowledged fears, desires, and insecurities that surface during their journey.

    7. The Abyss: A significant challenge forces the witch to confront their Shadow Self directly, facing their deepest fears, regrets, and repressed emotions. This moment represents a metaphorical death, where the old self must be faced.

    8. Rebirth through Initiation: The witch undergoes a transformative ritual or initiation, symbolizing acceptance of their Shadow Self. They emerge with greater self-awareness and empowerment, integrating both light and shadow aspects of their identity.

Part 3: The Return with Wisdom (Rebirth)

    9. The Road Back: With newfound knowledge and power, the witch begins the journey back to their ordinary world, now equipped with a deeper understanding of their whole self.

    10. Resurrection: The witch faces a final test or confrontation that challenges their integration of the Shadow Self, solidifying their transformation and understanding of the life-death-rebirth cycle.

    11. Return with Wisdom: The witch returns to their community, sharing the wisdom gained from their journey, including insights on the importance of acknowledging and embracing one’s own shadow.

    12. The New Ordinary World: The witch finds a place in their community, living in harmony with both the magical and mundane worlds, embodying a balance of light and shadow, contributing to a holistic understanding of existence.

Last Step: The Eternal Cycle

    13. The Wheel of the Year: The witch embraces the cyclical nature of existence, celebrating seasonal festivals and the ongoing journey of life, death, and rebirth. They recognize that integrating the Shadow Self is an ongoing process, each cycle presenting new opportunities for growth and transformation.

Again, this is a draft, and I need to find some solid game applications for this. I want to add up the horror elements a bit. This journey needs to be a terrifying experience for the witch, but ultimately, a rewarding one where the witch emerges reborn.

I like what I have here, to be honest. 

RPG Blog Carnival

This post is for my October RPG Blog Carnival: Horror and Fantasy.

RPG Blog Carnival


Wednesday, September 4, 2024

Mail Call Wednesday: Art Edition, Djinn Unboxed

 A very special Mail Call on a Wednesday today. A book I have been eagerly anticipating. Djinn Unboxed!

Djinn Unboxed

Djinn Unboxed

Djinn Unboxed - dust coverDjinn Unboxed - cover

This art book from my very good friend Djinn just landed on my shores this morning all the way from her home in Italy. At 330+ pages it is crammed full of her wonderful, often D&D-inspired, art. 

And there is not a lot I can show you here either! Djinn's art tends toward the risqué and sometime pornographic, but always tastefully so if not outright fun. 

Much of the art features her D&D character, the witch Solaine, and some of it is also her alter-ego Djinn.  

But there is an entire feature on my little witch Larina!

Larina

Larina

Larina

There is a lot more than that, but these are the ones I feel safest sharing. Besides, want to see more? Buy the book!

Djinn's D&D world is a fun place where Solaine battles seas monsters on a pirate ship, accidentally summons amorous demons, and libraries are anything but quiet. 

Not sure when this book will go on general sale, I know she is working on getting copies out to her Kickstarter backers now. But I hope to see a lot more.

Links

Tuesday, August 27, 2024

#RPGaDAY2024 Marvelous Miniature

 This one is rather easy. I am completely in love with the miniatures from HeroForge.

HeroForge Minis
These all sit on my desk.

I was an early backer, and backed it again for their color print process. Since then I hove picked up quite a few. What can I say, I love them.

Me and Johan

Here is my "mini-me" and my alter ego Johan.

Larina

I have a few Larinas. A printed one and few I did on our home printer.

Sinéad, Karlach and Shadowheart

Some to commemorate my best Baldur's Gate 3 run, Sinéad, Karlach and Shadowheart.

Duchess & Candella

The mini standees of Duchess & Candella. I wanted to try it out.

Willow & Tara

And Willow & Tara. Because of course I did.

Not to mention all the screen shots I have used over the years.

Likely not long before I get an itch and want to make another one.


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I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024