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

Friday, March 13, 2026

Fantasy Fridays: True20

True20 Revised
 One of my objectives with Fantasy Fridays is to introduce people to the wide variety of Fantasy RPGs that are available to them. While each is perfectly fine on its own, I do want to talk about them on how well they provide a "Dungeons & Dragons experience" to players. Not that this is the only yardstick to use, but it is an important one. Also, what can players use from these games in their own games?

Today I am going back to an old favorite, Green Ronin's True20.  This system is a derivative of the d20 system from Wizards of the Coast, used in Dungeons & Dragons 3rd edition and now used in many games. The system, which is mult-genre or universal, began life as the system used in the first edition of Blue Rose.  The True20 version of Blue Rose is out of print now, but some of its DNA lives on in their new AGE system. But today is about True20.

True20

What is True20? It is a stripped-down version of the d20 system. Typically, there are only three classes: Adept, Expert, and Warrior. There are no hit points, but there is a damage tracker that works very well and very quickly. I think these are the key elements to its mult-genre use. I have played fantasy and modern horror with it, and neither felt like I was trying to cram a square peg into a round hole.

You have the same six abilities as d20, but instead of ability scores, you just have your bonuses. Something that D&D itself would not embrace until the current 5th edition. 

All resolutions are done with a single d20. That's all you need. Attacks, skill checks, using powers, all of it is a d20 + mods and compared to a DC score. It is really that simple.

Because it is simple, you can build just about anything you want. There was (well is, you can still buy things) support for True20. So if you like horror, sci-fi, fantasy, or anything else, you could find it. Particular to today's conversation is their Fantasy Paths supplement that helps you build all sorts of fantasy classes like Assassins, Barbarians, Clerics, and so on. There are also NPC stat blocks for all these classes for levels 1 to 20. No witch, but with this system, you can reskin any adept into a witch with no issues. I did ues the Adept's Handbook a lot for this.

Speaking of fantasy, back when BlueRose was under the True20 system, I ran a game called Black Rose that combined Blue Rose and Ravenloft. You can read that here: Part 1, Part 2, Part 3, Part 4, and Part 5. Needless to say, it worked rather well.

I also played a modern horror game called "Vacation in Vancouver" that worked amazingly well. They both showcased the system's power and flexibility and were really fun. It is a shame Green Ronin no longer supports it like they did. But I suppose that AGE, its successor, can do a lot of what True20 and some more. I'll have to revisit AGE for this series. Though I will say one thing. 

It now dawns on me that a lot went into my "Ordinary World" Night World for NIGHT SHIFT was detailed in these True20 game sessions. 

While this system is not actively supported, all the PDFs are still on DriveThruRPG, and you can get some of the books as hardcover Print-on-Demand. The books were originally only softcover so this is nice. Also, since the line is done, getting all the books you need to play is fairly inexpensive on DriveThru.  Since it is d20-derived, you can use other d20 products with it to expand your options. It would take some work, but it can be done. What works best are adventures. They convert easier than, say, new classes, but even that is not very hard using the Fantasy Paths examples. 

Can it Do D&D?

Well, the simple answer is yes. It can play a D&D-style game easily and has a lot in common with D&D 3rd edition. I also contend it can do a solid OSR-style game too, though there are two features that run counter to the OSR feel. First, there is no Vancian magics; Adepts/Wizards/Clerics can keep firing off their spells as long as they make their rolls. Also, there are no hit points, only a damage tracker. These aspects keep it from feeling like, say, AD&D 1st ed, and likely won't appeal to many old-school players. For new gamers, Players would have to build out their powers ala Fantasy Paths to cover whatever new class they want to play.  Mechanically, there really is no difference between a Divine Soul Sorcerer and, say, a Cleric or Celestial Pact Warlock. The powers might all be the same, just role-played differently.

True20 has now slipped into the realm of "kitbashing RPGs" that is take what you want and build the game you want. I think this the one thing it does better than AGE right now. But I'll take on AGE at a later date. 

Would I still play True20? Of course. I loved it then and look back on it now with extreme fondness. I also still love BlueRose, but I think I am content with the AGE version of that now. 

Larina for True20

This one is easy since I already have a few True20 versions of her. There was my BlueRose version, my Modern True20 version, and a Fantasy True20 version. All ranging in levels and build types. This version sort of combines all of those versions.

In truth, her stats as they appear on paper are really not much different than a wizard or some other spellcaster. The key with True20 is the role-playing aspect. I mean, that is true everywhere, but this is even more important here, really. 

Larina by Jerome Hrs

Larina Nix

20th-level Human Witch (Adept)

Strength: +0
Dexterity: +1
Constitution: +1
Intelligence: +4
Wisdom: +4
Charisma: +4

Initiative: +1
BAB: +10, Melee Attack: +11, Ranged Attack: +11
Defence, Dodge: 21
Defence, Parry: 20

Size: Medium
Speed: 30ft

Toughness: +2
Fortitude: +9
Reflex: +7
Will: +18

Vice: Cynical
Virtue: Thoughtful

Larina art by Jerome Hrs

Skills
Bluff +15 (11), Climb +1 (1), Concentration +17 (13), Craft (Potions) +16 (12), Diplomacy +16 (12), Disable Device +5 (1), Disguise +4 (0), Escape Artist +1 (0), Gather Info. +14 (10), Handle Animal +14 (10), Intimidate +10 (6), Jump +1 (1), Knowledge (History) +10 (6), Knowledge (Arcane) +21 (17), Knowledge (Religion) +7 (3), Knowledge (Occult) +19 (15), Languages +14 (14), Medicine +10 (6), Notice +12 (8), Search +10 (6), Sense Motive +11 (7), Sleight of Hand +9 (8), Stealth +4 (3), Survival +11 (7), Swim +2 (2) 

Feats and Talents
The Talent, Iron Will, Leadership, Attractive, Familiar (Cotton Ball), Contacts (x2), Great Fortitude 

Powers (Save DC 24)
Blink, Cure, Fire Shaping, Ghost Touch, Mana Blast, Mana Shield, Mind Probe, Mind Reading, Mind Shaping, Mind Touch, Move Object, Object Reading, Psychic Blast, Purifying Light, Second Sight, Sense Minds, Sleep, Teleport, True Seeing

--

Again, I am pretty happy with this build. There is still some life in this system if you ask me. 

Links

True20 Products on DriveThruRPG for Fantasy play

And an example of a complete fantasy campaign.


Wednesday, March 11, 2026

Wasted Lands: The Dying Age

Wasted Lands RPG
 In my rereading of many of the classic Appendix N titles, I have come around again to Jack Vance's Dying Earth. The Dying Earth genre is not one I spent much time with back in the heyday of my D&D/AD&D playing life in the 1980s, but one I came upon much later. 

Honestly, my first foray into this sub-genre of fantasy began with Clark Ashton Smith's Zothique tales. I later moved on to Vance and to other end-of-time works like the Dancers at the End of Time by Michael Moorcock, and even the ideas about it from the DC/Vertigo Comics Books of Magic. This also led me to Lin Carter's Gondwane tales and Gardner Fox's Kothar. Even the earliest story of all Dying Earth tales, H. G. Well's The Time Machine. 

What I find most fascinating about these works is that they are not just "post-apocalyptic." In fact, they are far more alien and mystical than that. We are not dealing with a world that is recovering from a disaster. We are dealing with a world that is simply old and run-down. Civilization has risen and fallen so many times that history itself is legend, and legend itself is rumor. Sorcerers are those who remember things that nobody else remembers, ruins are piled on top of even older ruins, and magic is something that nobody is quite sure how to stop.

These worlds are, in many ways, a mirror to many of the settings that we start with in our own works of fantasy. We love to start with a "fresh" setting. We love to start with a "fresh" kingdom. We love to start with a "fresh" magic. We love to start with a "fresh" hero. We don't start with a tired kingdom. We don't start with tired magic. We don't start with a tired hero.

Throughout my writing here, I've touched upon this genre a bit, sometimes intentionally and sometimes unintentionally, by circling around it. I've written about my time spent in Zothique, Vance's strange future Earth, and games like Astonishing Swordsmen & Sorcerers of Hyperborea, which draw upon that sense of weird future-antiquity. Indeed, even my writing about fantasy worlds and future lands touches upon this idea in some way. But what if fantasy isn't set in a distant past, but in a future beyond all human imagination?

This idea gave rise to a game idea that has been rattling around in my head for a bit now.

Wasted Lands: The Dying Age

The Wasted Lands: The Dreaming Age RPG already gives us a mythic prehistory. It is a world of early civilizations, rising gods, ancient magic, and heroes who will eventually become legend. It is a world before recorded history, a time in which the myths of humankind are still being written.

But what of the last in that series?

What does the last mythic age look like?

This question gave rise to Wasted Lands: The Dying Age.

While the Dreaming Age marks the beginning of history, the Dying Age marks its end. Not centuries, not thousands of years. millions of years. More time between the Dying Age and us than between the Dreaming Age and us. The Dying Age is set so far in the future that everything familiar to us in the present day has become legend. The continents have merged yet again, one last time, into one last supercontinent, perhaps Pangea Ultima or Novopangea. The seas have risen and fallen and risen and fallen and risen yet again. The mountains have been uplifted and worn down many, many times.

The Last Continent

The sun is growing old. In the sky above, it shines larger and redder than it did before. The days are longer and hotter, the seasons are stranger, and in the night sky, there are wonders beyond what our ancestors could have seen. The Moon, a constant companion to humanity since the Dreaming Age, is gone. Its recession from Earth since the dawn of time has reached a critical point, and it has been thrown free of Earth's gravity. Out there in the dark, beyond all of our worlds, patient observers can see the first hint of light from the Andromeda galaxy growing brighter as it moves closer to our own Milky Way. The heavens themselves are changing now.

Yet still, human beings linger on in a barely perceptible way.

Perhaps there are only a few thousand of them left, scattered across the surface of the Last Continent. They live in scattered cities, in wandering tribes, in strange little cultures built around traditions nobody really understands anymore. They remember a few of the old things. They tell tales of empires that perhaps existed a million years ago. They dig in ruins older than their own language.

And here is magic in the world.

Perhaps there has always been magic in the world, waiting patiently in the ruins of forgotten cultures. Perhaps it is returning now that the world is growing thin with age. In the Dying Age, there are sorcerers. They are not scholars, but archaeologists of the magical arts. Every single spell they use is from some civilization that perhaps existed a million years ago, or a cult that nobody really understands anymore.

The world itself is changing, too. The great beasts that used to rule over Earth are gone now, victims of a million years of slow decline. In their place, other creatures have risen to assume their places, giant arthropods and stranger creatures.

A farmer might hitch a wagon to a massive stag beetle instead of a mule. Herds of enormous cockroaches are raised for their surprisingly nutritious milk. Armored millipedes crawl through the forests like living trains of chitin. Some cities even keep domesticated mantises as guardians or war beasts. Giant ants and giant termite war with each other across the vast internal desert of the Last Continent. I have not figured out a replacement for horses yet. I am thinking of something akin to a smaller animal grown large, like a hare or jackrabbit. I do have giant riding bats, though. 

There are humans, now millions of years after us, who have evolved into other shapes, and some are only slightly recognizable as human. These will be my orc, goblin, and troll standins. 

It is strange, unsettling, and yet somehow perfectly natural in a world that has lasted for billions of years.

The Dying Age is not a despairing age, though it might seem that way to an outsider. No, it is something closer to quiet endurance. Humanity has survived ice ages, extinctions, and the rise and fall of countless civilizations. It may yet survive the long twilight of the sun itself. There is melancholy here and a general sense of ennui, but there are still humans fighting against the dying of the light.

The stories told in this age are not about building kingdoms that will last forever. Nothing lasts forever anymore. No, they are about what still matters when the world itself is nearing its final chapters. And perhaps the stubborn refusal to disappear quietly.

In many ways, the Dying Age is a completion of a circle that begins in the Dreaming Age. One is present at the birth of myth. The other is present at its final echo. Between them lies all of human history, from the first fires lit in a dark age to the last red sun setting over the last continent.

And yet, in that distant future, under that ancient red sun, there are still adventures waiting to be told.

The Dying Age: Mechanics

Here is where I get to cheat. Wasted Lands: The Dying Age is mechanically no different from Wasted Lands: The Dreaming Age. This is just a different campaign model. Though the idea of Divine/Heroic Touchstone should be addressed. In the Dreaming Age, these are gifts of power that bring the characters closer to their divine apotheosis. In Thirteen Parsecs, they are also used to help define heroic characters. 

In the Dying Age, heroes take on a different tone. At first, I wanted to avoid using them, but in truth, they are loved by the players and me. So if there is a pervasive, light feeling of melancholia here, then these are the rewards for the characters who say, "No. I am not dead yet."

Even though I stressed this setting is not Post-Apocalyptic, I can see using some ideas from Gamma World here in search of lost civilizations. 

There are no cosmic horrors here. There are old gods, but their worship is more akin to sacrifice and cults than organized religion. The world is far too decadent and too old for that. 

The reasonable question arises. Why use Wasted Lands when Hyperboria 3rd edition (or any edition) does exactly this? The answer is largely, I have grown to like Wasted Lands more. Plus, I love the rather perfect symmetry of using Wasted Lands for both the beginning and ending of the human saga.  

Larina the Witch of Ashes / The Ash Witch
Larina: The Ash Witch

The Doctor: At the end of everything, we should expect the company of immortals, so I've been told.

- Doctor Who: Hell Bent

I could not help but notice a trend in the various "end of time" tales that have been featured in my re-exploration of Appendix N. We have Fox's Red Lori, Vance's Javanne, and Carter's Queen of Red magic. What do they all have in common? They are all powerful red-headed witches.

Yeah. I noticed.

One of the first things I did was create a version of Larina here at the end of time. Why her and not, say, a new witch? I liked the idea of a character who could remember bits of all her past lives, something of a Larina Ultima. If Larina of the Wasted Lands: The Dreaming Age is something of an Ur-Larina, then this is her ultimate form. In this world, she is a seeress and a prophetess, though she will admit that her sight is limited because there just isn't that much future actually left. 

In the far future of Wasted Lands: The Dying Age, Larina still exists, but she is no longer the vibrant witch of West Haven or the wandering occult scholar of earlier ages.

She is known simply as The Ash Witch. 

Like many of my GMPCs, she serves as a witness to the age. She appears to the PCs at strange moments, offering warnings, riddles, or fragments of half-remembered lore. Sometimes she seems to know them already. Sometimes she speaks as though she remembers lives that have not yet happened.

Unlike many of her other incarnations, this Larina is not trying to change the world. There is nothing left to change. 

Here, she also makes the last stand with The One Who Remains. 

She does know a truth. That when the last ember of this universe fades, something new will ignite. And witches have always been good at tending embers. She is the witness of the end and the midwife of the new beginning. 

Currently, I have a group playing NIGHT SHIFT. I might convince them of a Wasted Lands: The Dying Age one-shot. But it is a world I am certainly going back to. 

Friday, March 6, 2026

Fantasy Friday: DragonQuest 2nd Edition (2.19)

DragonQuest 2nd Edition
 Back when I covered DragonQuest 1st Edition, I discussed my fascination with the DragonQuest rules, in particular the full volume, soft-cover 2nd edition. While I have not scored a copy of the 2nd edition, there is a fan project out there known as the 2.19 edition.

DragonQuest 

My goal with my Fantasy Fridays is to present a fantasy game that could be a potential substitute for D&D at the game table, but what does a nearly 45-year-old have to offer? Well, before I get into that lets recap what DragonQuest is.

I have a bit of history with DragonQuest. Not a complicated one or even an interesting one, but history all the same.  Back in 83 or 84 or so, I would head to Belobrajdic's Bookstore in my hometown every weekend. There, I would get a new edition of Dragon or whatever sci-fi novel piqued my interest and then check out all the new RPG materials.  One I kept going back to time and time again was DragonQuest.  This was the 2nd Edition softcover and looked really different than anything I had played so far.  The barbarian on the cover proudly holding the severed head of a dragon convinced me it was a "Dragon hunting" game, and indeed, I learned that its original name was "DragonSlayer." But the Disney movie caused them to change this.

The game intrigued me so much. I flipped through it many times, and it even got to the point that I annoyed the owner, Paula Belobrajdic, who told me I should buy it.  In retrospect, I wish I had.  

Back in 2020, I managed to score a copy of the boxed set 1st edition.  I am not 100% sure it lived up to my idea of what I thought it should be.  Though while reading this 1st Edition boxed set, I could not help but think that maybe "DemonQuest" would be a fun game. That is, combine this with bits of the SPI game Demons. Consequently, the 2nd edition of DragonQuestion removed many of the connections with demons and demon summoning and even removed the School of Black Magic. 

Also, around this time, I began to delve into the thriving online community that DragonQuest still has. It was here that I discovered the aforementioned 2.19 edition and even some details on the TSR-produced DragonQuest 3rd edition, which has been described by some as "unplayable."

So while I never got my own copy of DragonQuest 2nd edition, I do have a copy of the DragonQuest 2.19 edition in a three-ring binder, so that will have to do.

Rules-wise, they are similar enough to my review of the 1st edition that I don't feel the need to get into a lot of detail about it.

2.19 and the DragonQuest Player's Association

Now, I may not have all my details correct here, so I do apologize in advance. The 2.19 edition of DragonQuest was created in 2003. It seems to have been a group effort to restore the 2nd edition rules while bringing in material that had appeared elsewhere. I think, but am not sure, that some of the better rules from the 3rd edition were also included.  Among other things, the College of Black Magic is back.  

These are the de facto rules used by many in the DragonQuest Player's Association. The site looks like it is an artifact of the earliest internet days (because it is) and has not changed much of its look and feel since 1998. But it is home to an absolute ton of DragonQuest material, both new and old. 

While I suppose the game is still copyrighted to SPI and then TSR and now Wizards/Hasbro, the trademark on the name went to the Japanese software company Square Enix. So while it is not really "abadonware" it is pretty close to that. 

I will be 100% honest. DragonQuest is clunky and not always in a good way. It wears its war game roots right on its sleeve for all to see. And the active community keeps with that notion. 

Its a great idea, in theory, but in practce I am back to where I was 42+ years ago; a neat game that no one around me plays. Maybe the next Con I go too I'll check out if they have a game running. The Facebook group is still active, so I know there are players out there. 

The adventures and the schools of magic are still the biggest draws for me. I have to admit I just love how they look, and the art is like something out of a 1970s pulp fantasy book that I found in the 1980s.  Raven Swordsmistress of Chaos would be a good character for this game. Maybe I'll give her a try later on. 

I still like to think that with the right group, where I am maybe the youngest guy there, this would be great.

Larina Nix for DragonQuest 2.19

One of the best things about DragonQuest 1st edition was it allowed me to detail the life of a mage that had been important to my games but whom I never really knew a lot about. Phygor was an ancient mage in the May game, more rumor and half-whispered history than a character. I figured I could stat him up in DragonQuest and finally run with him. I did. And it was great. I immediately want to try my hand a recreating my witch Larina for the game as well, but knew I wanted to use the 2nd edition rules for her. Well...I never found one to buy that I liked, but then I found the 2.19 edition rules.  I wanted her to have some power, so I awarded her an extra 40,000 experience points. Is that a lot? No idea, I know I wanted her to be skillful and magical, and experience points are used to buy everything.

Yes. There is a fan project on the School of Witchcraft, and it looks like a lot of fun, but I wanted to go Rules as Written for her.  

Larina Nix, DragonQuest 2nd Edition
Larina Nix
Human Female, 26 years old

Primary Characteristics
Physical Strength 12
Manual Dexterity 15
Agility 12
Magical Aptitude 22
Willpower 20
Endurance 12
Physical Beauty 20

Secondary Characteristics
Tactical Movement Rate 4
Defense 12
Fatigue 19
Perception 8
Initiative D+8

Aspect Moon
Social Status First born daughter of a merchant.
Right Handed

Skills
Climbing 0, Horsemanship 0, Hunting 0, Stealth 0
Alchemist 3 (analyze chemicals, mix standard chemicals), Astrologer 3 (beigns affected, change prediction), Beast Master 1 (creatures of the night and shadow), Courtesan 2 (seduction, sing, appear attractive), Healer 1 (empathy - tactile, cure infection, disease, headache)

Languages
Common (S/R&W): 8/8
Ancient, Draconic (S/R&W): 3/3
Farie (S/R&W): 3/3

Weapons
Dagger 20 40 D A 8 RMC
Quarterstaff 20 55 2 C P M

Gear
Dagger, Quaterstaff, blouse, belt (weapon), high boots, cloak, gloves, hat, pants, sleeping sack, rations (1 week), pouch, quills, ink, parchment (26.75 lbs).

260 silver pieces

School of Magic: Ensorcelments and Enchantments
Base Magic Resistance 20

Spells Rank %
Witchsight  ee 6 32
Charming  ee 3 31
Telekinesis ee 4 39
Enchanted Sleep  ee 2 28
Speaking to Enchanted Creatures  ee 2 53
Location  ee 3 31
Invisibility  ee 4 64
Evil Eye  ee 5 42
Bolt of Energy  ee 7 78

--
So I like this. If I had not been deadset on doing her rules-as-written, I would have tried out the school of witchcraft, but that is fine, really. Maybe this is a previous incarnation of Larina, one who lived a generation after the original Phygor. Much like the relationship of Phygora (named for the mythic wizard) and Larina in AD&D, teacher and student, respectively.

 I know. I'll try out Elowen Hale using this system. Though it has honestly taken me months to write this much on this already. Still,  I would love to see if I could do a respectable Raven and Elowen as well. 

Am I done with this game? Not really. I am sure I'll keep coming back to it, if for no other reason than to satisfy the curiosity of a kid from the mids 80s looking at this book on the RPG shelves at my local bookstore.

Can I recommend this game? I doubt that many modern gamers have the patience for this style of rules anymore. Plus, "leveling up" can be slow, and players used to D&D 5 or even video games will have a hard time with it. This is an artifact of an age between ages; when the war gamer still ruled, and the RPG folks were the new kids on the block. Like I said with the 1st Edition, I have so many games that can do what this does. But I am happy I own copies, I am happy I can read them and enjoy them, and best of all, make some characters for them. 

Links


Thursday, February 26, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 26

Larina's scar in BG3
Day 26 - Dramatic Events

Day 26-Are there any dramatic events from the campaign you can share?
Tell us about a moment of exciting action or tense thrills that has happened during your game. When and where did it take place?

Elowen's Journal

"Some stories are told softly, even when they involve blood and thunder.

When I first came to West Haven, I noticed Larina’s left eye. It is a different, paler blue than her right, and she has a scar that runs over and through it. I asked about it once, carefully. She does not like to talk about it.

She only said, 'That was the night Aisling came home.'

I could not believe the story when I first heard it. Not really. So I asked people who had been there. I listened to the ghosts. I believe it now.

Céline told me about the night the wards screamed and fell. Émilie told me about potions brewed so fast they cracked their bottles. The witch knight Rowan told me about fighting creatures out of nightmares, holding the line with sword and will alone. Rebecca swore she saw Strix witches tear enormous Olitiau bats out of the sky, fur, feathers, and blood raining down like black snow. The ghosts told me that Mara witches used them as soldiers to fight demons and devils against their will. 

Cassandra and Celeste spoke quietly about the healing of a broken and near-dead Aisling. About how close they came to failing. About how Katrina took risks, channeling magics so powerful no one else would ever have dared.

But everyone told the same part the same way.

They say that Larina ran out of a Gate and into the night, carrying a broken girl in her arms, and called every witch in West Haven to her side.

They say the devil, who had claimed Aisling, came to take her back. They say he brought monsters with him. They say the sky burned and screamed.

And they also say Larina stood in the center of it all. Beautiful. Powerful. Terrible. Levistus struck her, tearing her flesh and eye with a claw. She fell back, and everyone thought she was down for good. 

Then, the kind witch who sang in her kitchen and laughed too loudly was gone. In her place stood the ascendant Witch Queen, unbound. She rose up several feet off the ground to tower over Levistus. 

They say she fought like a sovereign defending her own blood. Even the demons ran in fear of her wrath unleashed. She screamed, and demons died on the spot. She cast sheets of fire and caused lightning to fall from the sky like it was rain. Her hair exploded, crowning her in a halo of flame. She summoned the Old Magic, the magic that binds all witches together. The devil's claim on Aisling became the noose around his own neck.  When he finally knew what was happening, it was too late. 

When I asked what happened to the devil, Larina only said, 'He won’t hurt anyone ever again.'

Esmé and Amaranth told me the truth later on.

They said Larina had Unmade him.

Not killed. Not banished.

Gone. Forever.

I asked Esmé why the Hells have not risen up against us, and she said it was because 'Levistus was incompetent, and Hell does not reward failure.' 

Aisling doesn't talk much about that night either. She just says, 'Witches bled for me. My own family never did that, so this is my family now.'

That night happened before I came to West Haven. But sometimes, when storms roll in hard from the mountains and the air feels tight, the ghosts remember it again.

So do the witches."

Larina inspects her new eye
Designer’s Notes

This was the defining mythic event of modern West Haven. I wanted something to firmly establish Larina as a new Witch Queen. Prior to this event, she had been largely the same, a very high-level witch in my world.  I needed something to push her out of that role into something new. So I came up with the idea of having her rescue a new witch trapped in Hell. And I needed a big bad. My son and I jokingly said it should be Vecna. He is a fan of Critical Role's Vox Machina, and I am a fan of Stranger Things. Both featured a "Vecna." We laughed at that idea and decided that, no, as powerful as Larina is, Vecna is still way too much for her to deal with. I also like to think Vecna is the one thing that can still frighten her. 

So I used Levistus. I never liked the guy, so I came up with the idea that he had been capturing young witches, feeding on their magic, and draining their patrons through their link to break free. Mespitopheles noticed it most, since in my worlds, he is the Archdevil with the most pacts with witches and warlocks. 

Aisling was his last victim; she was "mostly dead." But Larina got there first and rescued her. 

It establishes Larina not merely as powerful, but as fiercely protective. Her authority comes from action, not title. The coven did not follow her because she commanded them. They followed her because she ran first into the dark. Utterly destroying an Archduke of Hell also didn't harm her position any. 

This event also anchors Aisling’s place in the world. She is not just a survivor. She is claimed, defended, and reborn through witchcraft and community. It also highlights the difference between my two "returned from the dead" characters. Aisling was born of blood and violence. Though she never lets that violence define her now. Why is this important? I typically don't have my characters come back from the dead. Dead is dead for my witches. These two are an exception, and even then, they came back before they were characters, really.

Larina also lost her left eye.

She has a replacement now, but the scar remains. This happened when painting a mini of her: my hand slipped, and I ended up with a streak of white through her left eye. It looked rather badass to be honest, so I kept it. It's also a nice, subtle tribute to one of my favorite R&B groups, TLC (I had a huge crush on Lisa "Left Eye" Lopes). We worked it into the game. That same mini fell off my shelf the weekend after the game and broke off her base. So I also said that she ended up with two broken legs. Don't worry, she had the best healers nearby, and I had plenty of super glue. 

Mechanically, this event explains:

  • Why certain extraplanar forces avoid West Haven entirely
  • Why Katrina’s influence rose sharply afterward
  • Why Larina bears lasting scars that cannot be healed (other than it makes her look badass)
  • Why the coven reacts instantly to threats against their own
  • Raises Larina from powerfu, but local, witch to cosmic-level Witch Queen

It is the moment West Haven stopped being merely a refuge and became a sanctuary that fights back. I picked this one because things in West Haven have been remarkably quiet since then. 

In D&D terms, it also did a couple of things for me. It got rid of Levistus, which I have been wanting to do since forever.  Glasya then used this to take over Levistus' layer of Hell.  Mesphitopheles knows that Larina did this, thus protecting his own witches and warlocks, so he is actually rather pleased with this. Dispater, who in my mind despises impropriety of any sort, is pleased that Levistus was caught up in his own scheme and outmatched by a "mere human witch." 

Glasya felt she owed Larina a favor. Yes. Larina has called in that particular debt. But that is a tale for another day.

I focus a lot on Larina in this particular tale, but all my witches had something to do. Larina may have rescued Aisling, but it was Katrina who really gave her new life. The Larina-Katrina-Aisling dynamic is a bit like divorced parents and their adult child. 

Because nothing in West Haven should ever be clean cut. 

Elowen Hale and Aisling Rinceoir
Elowen and Aisling at Renee's Tea Shop


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

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Monday, February 9, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 9

Larina Tarot
Larina will still read your cards
Day 9 - Who’s in Charge?

Day 9-Who's in charge here?
Who are the major movers and shakers in the campaign?

Elowen's Journal

"If you are looking for a throne, you will miss the people who matter.

Larina lives in a small cottage with a large hearth, a kitchen big enough to seat an entire coven, and a soft chair she favors by the fire where she reads late into the night. There is a painting of her and her daughter above the fireplace, I have not met her yet, but she looks exotic. Larina just looks happy. If you did not know her, you would never guess she was one of the most powerful Witch Queens in the world. Esmé once told me she loves Larina dearly, but that she is also the single most terrifying thing she has ever known. I believe her. I know Larina rescued Amaranth from a terrible life. I know she saved Aisling from something like hell. Katrina calls our little circle “Larina’s Misfits,” and I suppose that includes me now.

Katrina herself is no less dangerous, just sharper around the edges. Where Larina is warmth and gravity, Katrina is clarity. Together, they do not rule so much as define. When either of them enters a room, the conversation changes. Not because people are afraid, but because everyone wants to hear what will be said next. 

That is how power works here. It gathers attention. It does not demand it.

There are other leaders, of course. The Lord Mayor and the Witan Council meet to handle the business of the village. Each quarter has its seasonal figure, Lord Summer, Lady Ostra, Lady Mabon, and Lord Winter, who preside over rites and celebrations and quietly settle disputes when the season demands it. But even they listen when witches speak. West Haven is not ruled by crowns or councils alone. It is shaped by those who keep it from unraveling."

Designer Notes

Authority in West Haven is deliberately layered and informal. On paper, the village has a Lord Mayor and a council known as the Witan, composed of respected elders from each quarter. These bodies handle civic matters, trade, disputes, and day-to-day governance. Alongside them exist the seasonal figures tied to the quarters of the town. Lord Summer, Lady Ostra, Lady Mabon, and Lord Winter oversee festivals, rites, and the rhythms that keep the community grounded in the turning year. Their power is cultural and ceremonial, but it is very real.

Above and around all of this sits witch authority, which is not codified but universally acknowledged. Larina is the most powerful witch in the region, with Katrina close behind, but their influence comes from reputation, history, and trust rather than formal titles. Among witches, power is social before it is magical. Elders lead because others listen. Covens follow because they choose to. This structure allows West Haven to function without collapsing into tyranny or chaos. Power here is not about command. It is about presence, memory, and the quiet understanding of who will step forward when things go wrong.

I wanted a place where if the characters asked, "Who is in charge here?" the answer would be, "It depends on what you want."


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

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Monday, February 2, 2026

Advanced Witches & Warlocks: Occult Adventures

 It's Imbolc. A time for renewal and new beginnings. And a great time to announce my newest project!

Advanced Witches & Warlocks: Occult Adventures

The art is from the great Eugene Jaworski. You can find his art here and on his Instagram account

Here is his fantastic art with my text messing it up. 

Advanced Witches by Eugene Jaworski

And yes, that is my cover girl, Larina, and her lazy familiar, Cotton Ball. 

This should not really be a surprise to any regular readers here. I have been going on about AD&D games and Occult D&D for a bit now. But that is not all this is.

This project began many years ago as my High Secret Order Witch Book. I am also pulling in material I had begun working on for an unannounced Sea Witch book and something I was calling "The Compleat Witch."  None of these ideas jelled the way I wanted, but there was still a lot of good material. Some of this material also comes from my exploration of the Witches of Appendix N.

I also have 500+ new spells. Some are going back to my original netbook, and others I have written along the way. Not sure how many will end up in this new book, other than to say "a lot."

There is also a lot of material I wrote that will not be included in this book. Once I started my editing, I saw that a) I had too much material and b) some of it was not really related to witches. So there will be a second "Occult Adventures" book out next year, and I have already approached Eugene Jaworski to do the cover as well.

There will not be a Kickstarter for this. I plan to get this all to you via DriveThruRPG. I have everything written, we have been playtesting in our Wednesday and Sunday games, I have art. I just need to edit and trim the fat. Though recent playtests have made me go back and forth on a couple of things. I am excited to see where it all ends up.

Looking forward to getting this out to you all.

Saturday, January 3, 2026

Character Creation Challenge: Day 3, Branwen and Eira

 Today's characters are pretty close to my heart. They are my attempts to take my original Netbook of Witches & Warlocks for 2nd Ed AD&D and back convert it to AD&D 1st Edition. 

1st and 2nd Edition Witches

The CNoW&W was built on my original witch ideas, but trying to fit into the structure of AD&D 2nd ed. Looking at it now, 25+ years later, there is a lot I would have done differently. Indeed, my Basic Era Witch book is exactly that.

There are still some things I want to do with it, though, that I didn't do with the Basic Witches. Among these are witches as divine spellcasters. Branwen and Eira here, two "Celtic" girls who are new to the Daughters of the Flame coven, are my ways to test this.

Branwen is basically a version of Larina if she had continued down the path of a divine witch. For her I am using my CNoW&W rules as written. She will, eventurally, become a Witch-Priestess. Eira is a newer concept, a Wicce. The Wicce is a sub-class of the Cleric, much like a druid is, but with more witch-related spells. You can think of Eira as like Rhiannon before she became evil. 

Branwen
Branwen
3rd level Human Witch (Witch Priestess), Lawful Good

Secondary Skill: Translator

S: 10
I: 16
W: 16
D: 12
C: 12
Ch: 16

Paralysis/Poison: 13
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 9 (Padded armor)
HP: 12
THAC0: 20

Weapon
Dagger 1d4/1d3
Sickle 1d4

Familiar: Dove

Spells 
First level: Faerie Fire, Purify Food & Drink, Sanctuary, Portent
Second level: Augury, Charm Person

Theme Song: All Souls Night

Eria
Eria
3rd level Human Wicce, Lawful Good

Secondary Skill: Weaver

S: 11
I: 15
W: 16
D: 13
C: 13
Ch: 16

Paralysis/Poison: 10
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 9 (Padded armor)
HP: 14
THAC0: 20

Weapon
Dagger 1d4/1d3
Sickle 1d4

Familiar: Hare

Special Abilities
Moon Blessed Magicks, Shared Rituals (can cast ritual spells), Sacred Circle, Coven Bond

Spells
First level: Bless, Command, Light, Purify Food & Drink
Second level: Chant, Spiritual Hammer (manifests as a Moon bow)

Theme Song: The Old Ways

Ok. Both of these are great choices; they just differ a bit in spells and how their "occult powers" manifest. 

Also both of the classes need some tweaking, the Wicce starts out more powerful and has less XP needed, but the Witch Priestess begins to over take her at higher levels. Not a deal breaker by any means. Right now both girls are similar enough that the differences are largely minor or even cosmetic.

These two have been a lot of fun to play to be honest and I kinda wish I could play them more often. Plus I would love to do more with the Daughters of the Flame. They were a big deal for me once.


Character Creation Challenge

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!

Friday, October 31, 2025

Urban Fantasy Fridays: WitchCraft RPG & Unisystem

C. J. Carella's WitchCraft RPG (Eden Studios)

 It is Halloween! The best day of the year. For that, I want to share one of my all-time favorite Urban Fantasy Horror RPGs.

C. J. Carella's WitchCraft RPG

WitchCraft is, hands down, my favorite game.  Period.  Picking up a copy of this book back in 1999 was just like picking up a copy of the Monster Manual in 1979.  Everything I ever wanted in a game was right there. Everything.

WitchCraft had such a profound effect on my gaming that I can draw a rather clean line between what came before and what came after it.  Granted, a lot was going on in 1999/2000, both gaming-wise and personally, that may have added to this effect; it was an effect all the same.

Back in 1999, I was really burned out on AD&D. I was working on my own Witch netbook and reading various games when someone, I forget where, must have been the old RAVENLOFT-L that TSR/WotC used to run, told me I really needed to check out WitchCraft.  At first, I balked.  I had tried Vampire a couple of years ago and found I didn't like it (and I was very much out of my vampire phase then), but I was coming home from work and my FLGS was on the way, so I popped in and picked up a copy.  This must have been the early spring of 2000.

I can recall sitting in my office reading this book over and over. Everything was so new again, so different.  This was the world I had been trying, in vain, to create for D&D, but never could.  The characters in this book were also all witches, something that pleased me to no end; it was more than just that.  Plus, look at that fantastic cover art by George Vasilakos. That is one of my favorite, if not my most favorite, covers for a game book. I have it hanging in my game room now.

WitchCraft uses what is now called the "Classic" Unisystem system.  So there are 6 basic attributes, some secondary attributes (derived), skills, qualities, and drawbacks.  Skills and attributes can be mixed and matched to suit a particular need.

WitchCraft uses a Point-Buy Metaphysics magic system, unlike Ghosts of Albion's levels of magic and spells system. Think of each magical effect as a skill that must be learned, and you have to learn easier skills before the harder ones first. In D&D, for example, it is possible to learn Fireball without having previously learned Produce Flame.  In WitchCraft, you could not do that.  WitchCraft, though, is not about throwing around "vulgar magics".  WitchCraft is a survival game where the Gifted protect humanity from all sorts of nasty things, from forgotten Pagan gods, to demons, fallen angels, and the Mad Gods; Cthulhoid-like horrors from beyond.  WitchCraft takes nearly everything from horror and puts it all together, and makes it work.

C. J. Carella's WitchCraft RPG (Myrmidon Press)
The Eden Studios version was the Second Edition, I was later to find out.  The first one was from Myrmidon Press. I manged to find a copy of that one too and it was like reading the same book, from an alternate universe.  I prefer the Eden Edition far more for a number of reasons, but I am still happy to have both editions.

The first edition (from Myrmidon Press) is like an alternate-universe echo of the later Eden Studios release. I own both, but Eden’s version is definitive. It’s cleaner, more playable, and it feels like the book C. J. Carella meant to write.

The central idea behind WitchCraft is the same as most other Modern Supernatural Horror games.  The world is like ours, but there are dark secrets, magic is real, and monsters are real. You know the drill.  But WitchCraft is different.  There is a Reckoning coming, everyone feels it, but no one knows what it is.  Characters then assume the roles of various magic-using humans, supernatural beings, or even mundane individuals, and they fight against the threats.  Another conceit of the game (and one I use a lot) is that supernatural occurrences are greater now than ever before.  Something's coming...  (dogs and cats living together, mass hysteria).

It is most often compared to World of Darkness, but there are aspects of WitchCraft that I prefer.  Unlike (old) Mage there is no war between the (good) Mages and the (evil) Technocracy.  There is a war certainly, but nothing so cut and dry.  Unlike the new Mage, there are rarely clean divisions between the factions.  Yes, yes Mage players, I am being overly simple, but that is the point, on the simple levels new Mage dives everything into 5 because that is how the designers want it.  There are factions (Associations) and different metaphysics for each, but they also overlap, and sometimes no clear and defined lines are to be found or established.  It feels very organic.

In my opinion, C. J. Carella may be one of the best game designers out there.  WitchCraft is a magnum opus that few achieve.  I took that game and I ran with it.  For 2000 - 2003, it was my game of choice above and beyond anything.  The Buffy RPG, built on the Cinematic Unisystem, took over till I wrote Ghosts of Albion, which also uses the Cinematic Unisystem.  I mix and match the systems as I need, but WitchCraft is still my favorite.

WitchCraftRPG

WitchCraft, in fact, is what got me into professional game design.

Back in the Spring/Summer of 2001, I started up a new game.  I had just purchased the WitchCraft RPG book about 16 months prior, and I was looking for something new.  That something came to me in the guise of Willow and Tara.  I had been watching Buffy for a bit, and I really enjoyed the character of Willow.  When she got together with fellow witch Tara, I thought they were perfect.  I had become very involved in the online Willow/Tara fandom, so I created a game, focusing on just them.

The game would focus on just these two, no one else from the show (which I would soon become an ex-fan of, but that is a different story).  Plus it gave me something to try out in a modern setting, something I have not done since my early days with the Chill RPG.

The trickiest part of developing game stats of any fictional character that belongs to someone else is knowing how to strike a balance between the game's rules and the fictional portrayal. A lot of "artisitc" license needs to be used in order to get a good fit. For example, how do you determine what some one's strength is when there is little to no on screen evidence? What spells would the girls have?

In the end, I decided to play it a little loose, but I love where their stats ended up.  In many ways, this is who Willow and Tara are to me, not the characters on TV or in comics, but the ones who were my characters since that day back in May 2001, when I decided they needed their own chance to shine.

After this, I worked on the Buffy the Vampire Slayer RPG.  It should be no surprise then that the Willow and Tara stats that appear there are not that much different than my own.  I can be pretty vocal in play tests.  That got me the chance to write the Ghosts of Albion RPG. This also allowed me to meet, work with and remain friends with Christopher Golden and Amber Benson.

WitchCraft paved the way for so many other games for me, not just in terms of playing but in writing.  If it were not for WitchCraft, then we would not have had Buffy, Angel, or Army of Darkness. Conspiracy X would have remained in its original system. There would be no Terra Primate or All Flesh Must Be Eaten, and certainly there would be no Ghosts of Albion.  This game means that much to me.

But you don't have to take my word for it, Eden Studios will let you have it, sans some art, for free.

Download it.  If you have never played anything else other than D&D then you OWE it yourself to try this game out.

My thing is I wish it was more popular than it is.  I love the game. If I was told I could only play one game for the rest of my life then WitchCraft would be in my top 3 or 2 choices.

Larina Nichols for WitchCraftRPG

Like Willow and Tara, I consider the WitchCraft version of Larina to be the "main" or even "true" one. Not a shock. I was reading the WitchCraftRPG after completing my first publication, "Complete Netbook of Witches & Warlocks," which featured a six-year-old Larina learning she would become a witch.  

Later on, I played her in an online game where she went to Scotland, got married, got divorced, and moved back. In fact, it was her "return to America" stage of her life that I tried to capture with the Buffy the Vampire Slayer RPG. It was here that her "modern age" counterpart had made contact with her "fantasy age", aka D&D counterpart. 

Larina Nichols for WitchCraftRPG
Larina "Nix" Nichols

Wicce Seeker of Knowledge Gifted
Age: 30 (circa 2000/2001), Ht: 5'4", Hair: Red, Eyes: Blue

Attributes: Str 2 Dex 3 Con 3 Int 5 Per 5 Wil 6*

Life Points:  33
Endurance: 29 (27)
Speed: 12/6

Essence Pool: 76
Channeling Level: 10

Survival: 10
Lifting Capacity: 100 lbs

Qualities & Drawbacks

Gifted (+5), Attractive (+2), Essence Channeling (+5),  Hard to Kill (+1), Increased Essence Pool (+8), Nerves of Steel, Old Soul* (+3), Resources (+1), Emotional Dependency: Fear of Rejection (-1), Honorable (-2), Recurring Nightmares (-1), Obsession Magic (-2)

Skills

Cooking (1), Craft, Simple Crafts (2), Driving, Car (2), Humanities, History (2), Humanities, Religion (2), Humanities, Wicce Theology (2), Humanities, Psychology (1), Language, Latin (4), Language, Greek (3), Language Italian (3), Language, Gaelic (2), Magic Bolt (3), Magic Theory (3), Myth and Legend, Celtic (2), Myth and Legend, Greek (2), Folk Magic (4), Occult Knowledge (2), Play Instrument, Clarinet (2), Research (3), Rituals, Wicce (2), Singing (1), Survival, Urban (3), Trance (2)

Metaphysics/Powers

Affect the Psyche (Influence Emotion, 2), Blessing (Good Luck, 2; Protection, 2), Create Ward (2), Flame (2), Insight, One with the Land (1), Perceive True Nature (2), Protection vs. Magic (3), Soul Projection (4), Soul Fire (3), Sending (1)

Weapons

Knife d4x2
Baseball bat d8x2 / d8x3 (two handed)

Possessions: Books on magic, spell components, crystal ball, laptop computer (Mac PowerBook G3 "Lombard"), 1998 Volkswagen Beetle. 

As with Chill, this is not a starting character. I have said it already, but I consider this to be the "Prime" modern Larina, that is, until I wrote NIGHT SHIFT. I use the Old Soul quality not only to have her connect to past lives, but also to her "alternate lives." This would include her D&D and Mage versions. This is what allows her to exceed the human limit of 5 in Willpower. 

Larina modern mini

Larina's Timeline

Since this is the last post in this particular series, I decided to look back on the lifespan development campaign idea. 

There are certainly more games I could use to fill in some more. Even if I never play all these games, using them is a better solution than a huge backstory. It gives you the chance to build that backstory. 

WitchCraft as a D&D Replacement

I have talked about this one as much this month, even if it is a central feature of my Fantasy Fridays. But the WitchCraftRPG can be used as a replacement for D&D. Eden even published a book for it, Dungeons & Zombies. Overtly for the All Flesh Must Be Eaten RPG.

Witches & Dungeons & Zombies

It is no surprise then that Dungeons & Zombies comes from Jason Vey. Vey and I would later take all that we knew from WitchCraft, AFMBE, and Buffy and Ghosts, and design NIGHT SHIFT.

NIGHT SHIFT and WitchCraftRPG


I even ran the Ravenloft I6 adventure using WitchCraft. It was fantastic.

Final Thoughts

Revisiting WitchCraft after Mage: The Ascension 20th Anniversary Edition feels like returning to the root system after tracing the branches. Mage is about transcendence, belief shaping reality. WitchCraft is about endurance, belief surviving reality.

In Mage, Larina questions the structure of the cosmos; in WitchCraft, she defends it. Both games explore the same axis of power and consequence, but WitchCraft speaks to something older and more intimate: the soul’s stubborn refusal to go quietly.

Twenty-five years later, WitchCraft still reads like a love letter to the people who look at the dark and light a candle anyway. It’s hopeful without being naïve, mystical without losing its humanity.

When I flip through those pages now, I can still feel that same spark from 1999. The moment I realized that “urban fantasy” wasn’t just a genre; it was a worldview, and it was where I wanted to spend my gaming days and nights.

And Larina’s still there, at her desk, cup of tea beside a stack of grimoires, scrolling through student papers by day and summoning protective circles by night. The Reckoning may come, or it may not, but she’ll be ready either way.

Links