Showing posts with label DP&D. Show all posts
Showing posts with label DP&D. Show all posts

Tuesday, May 12, 2026

Jackson, IL: Am I Evil? NPCs of the Satanic Panic

Last week, I talked about running two different 80s-style teenage horror campaigns. My Sunny Valley, OH game with Dark Places & Demogorgons and my current Jackson, IL one with NIGHT SHIFT

Evil Characters from 1985

I had such a good time talking about it that I wanted to explore these two games together some more. But the trick was finding a good pivot point for both of them. I started thinking, what do these two games have in common that I can really exploit for the 1980s? I came up with too many ideas to be honest, so I started thinking about characters. I decided my frame was going to be the Satanic Panic.

My Mother was a Witch

I recalled that the Dark Places & Demogorgons had a "Black Witch" class. In all my past witches for Sunny Valley, I used the White White class, naturally; all my witches tend to be "good." But I wanted to try something new. So I went to the Dark Places & Demogorgons Players Options & GM's Guide, and checked out their magic classes. I also looked into the Dark Places & Demogorgons Players Ultimate Edition for the Mystic Class. Both are great, really, the mystic is closer to the Mystic found in other Bloat Games products. I tried both, but to jump to the end of this, I went with the Black Witch.

On the O.G.R.E.S. side of things, I pretty much knew I wanted to try out the Sorcerer class from Wasted Lands, not that the class is all that different from the witch class; I did want to use some of the Heroic Touchstones from the Wasted Lands game. Again, long story short, I went with the witch and the sorcerer, but I could have stuck with the witch alone.  I did give them an Heroic Touchstone each, migth end up giving them some others later on. Both NPCs are more powerful than anyone character, that is by design. It also fits their backgrounds better.

I ended up with two NPCs and four character sheets. 

These two are going to be central in my Satanic Panic adventure that is going to pop up later on. How later? Well, game-wise, it is going to be Spring 1986, whenever I get to that. Currently, it is just before the 1985 Christmas break. One NPC is a central cause, the other will be a catalyst.

For these, I wanted to try and get each version as close to the other as I could so it felt like playing the same character in each game. 

Moria Elizabeth Zachary

Moria looks like a good girl. She attends the "other" school in town, St. Michael's Catholic High School. She will interact with the PCs either because she comes to take classes at Jackson Public High School (typically something like Calculus or another math class) or because one or more of the PCs have to go to her school (to take advanced Latin or Greek). This actually happened a few times in my own hometown. 

Moria is unassuming and very pleasant. She stands all of 5'1" and looks like the textbook definition of "harmless."

Moria Elizabeth Zachary

Trouble is, Moria Zachary is really a half-demon. Her mother was a witch from Sunny Valley, OH, and she moved here. Her father, well, he is not a local. Not to anywhere. He is a demon. Moria has moved her with her "Hellhond larva" dog and wants to stir up trouble now in Jackson. OR if you are using her in DP&D, then she is from Jackson and has moved to Jefferson Town.

Moria Zachary is a "mirror shard" of my own Moria Zami, who in my AD&D game is half-devil. Her job here is not to convince the characters to do evil, but to convince them that tools of "Good" are never going to be enough to stop what is coming, and they will need to "color outside the lines" in order to get things done. Moria doesn't care (and maybe doesn't even know) about the Hollow King. She wants the characters to commit evil acts to fight other evil creatures. In either case, Moria gets what she wants, and this is more evil. Her particular favorite is to corrupt other witches and turn them to evil. Failing that, any psychic class or sage is good. She avoids trying to convert theosophists and spirit riders if she can. Not that they are difficult, but they are no fun.

Moria Zachary & Mephisto Fleas
Moria Zachary (NIGHT SHIFT)
3rd Level Witch, Infernal

*Background: Infernal (half-infernal)

Base Abilities
Strength: 14 (+1) 
Agility: 15 (+1) 
Toughness: 16 (+2) N
Intelligence: 14 (+1) N
Wits: 12 (+0) 
Persona: 20 (+4) A

Fate Points: 1d6
Defense Value: 9
Vitality: 19

Degeneracy: 1
Corruption: 0

Check Bonus (A/N/D): +3/+1/+0
Melee Bonus: +0 (base) 
Ranged Bonus: +0 (base)
Spell Attack: +2
Saves: +3 to Spells and Magical effects (Witch) +3 to Wits saves (Infernal background).

Feed (Infernal): Must get witches to cast "evil" rituals

Witch Abilities
Arcana, Arcane Powers (1): Innate Magic: Glamour

Witch Spells
First Level: Black Flames, Magic Missile
Second Level: Defile

Heroic Touchstones
2nd Level: Mystic Senses (Sense Witches)

Archetype: The Half Demon, false friend, witch rival
Quote: "I’m not trying to make you like me. I’m trying to make you stop hating the part of yourself that already does."
Quirks: Looks harmless, sweet, and innocent.
Theme song: "Am I Evil?" - Metallica

Familiar: "Mephisto Fleas"

---

Moria Zachary (Dark Places & Demogorgons)

Class: Black Witch
Level: 3
Alignment: Evil 
Languages: English, Latin, Greek, Infernal
Age: 15

Attributes
STR: 14 +1
INT: 14 +1
WIS: 12 +0
DEX: 15 +1
CON: 16 +2
CHA: 20 +4
SUR: 18 +3

AC: 10     HP: 23    Attack Bonus +1

Courage: 4
Critical: 3
Death: 5
Mental: 5
Poison: 3

Background
Parents are cultists

Class Abilities
+1 to saves involving magic

Skills
Art +3, Math +4, Science +4, Knowledge (Magic) +5, Paranormal +4, Botany +3

Possessions
Rosary with inverted pentagram, Hellhound Larva "Mephisto Fleas."

Money: $50

Spells
Minor (3), Major (1)
Glammerd Appearance, Magical Insight, Burning Ash hands,


Darren "The Sorcerer" Vale

Darren is different. He is a second cousin to one of my witch NPCs, Stephanie Vale. His family has money, but not as much as Stephanie's. Darren is also a little creep. I'll admit I wanted to make him out every negative stereotype of an 80s gamer I could. Because, let's be honest, we all knew/know someone like Darren growing up. That guy who would say something so profoundly stupid, sexist, or racist that you couldn't believe he was at the same table as you. 

Darren is also interested in witches, but not like Moria is. Darren will say stupid shit like "you know, witches are supposed to love guys named 'Darren'" and then laugh at his own cleverness. 

Darren "The Sorcerer" Vale

So in the world of Jackson, IL"Dungeons & Dragons" was not the Greatest Fantasy RPG in the world. No, everyone plays Spellcraft & Swordplay. That is, except for Darren now. He has just been kicked out of the Jackson Public High School S&S Club for making other players uncomfortable, especially group members Paul, Amy Jo, and Kevin. All four used to get together to play on Friday nights, where discussions would drift into typical gamer talk of "Excalibur" the movie vs "Mists of Avalon" the novel, and how they could replicate the feel in a game. Paul, Amy Jo, and Kevin would want to have a fun but serious discussion; Darren always made it weird. 

Darren is one of those guys who got moved up a grade early on and never really caught up emotionally with his peers. He also became one of those kids who felt intelligence equaled superiority, and because he was a little smarter, he thought that made him better than everyone else. He is jealous of everyone in his school. It is not until he notices the supernatural (or maybe the Supernatural notices him as easy prey) that his jealousy really flares. In particular, why does his cousin Stephanie have power? Or why does a loner like Faye? Or fellow "gifted kid" Larina? He has something in common with all three of them, but he has no power of his own. He dismisses them as flukes and makes excuses for his own lack of power by saying he could have it if he tried. Well, something in the dark answers him.

Darren goes from a 0-level human to a 4th-level Sorcerer/Black Witch almost overnight. Something is granting him power. 

Yeah, maybe I should have called him "The Warlock" but the Stevie Nicks song "Sorcerer" was a big enfluence on this character, and *my* nickname was "Web Warlock" for a long time. And to quote that great hunter of the supernatural, "I'm not with this asshole."

Darren "The Sorcerer" Vale
Darren Vale (NIGHT SHIFT)
4th Level Witch, human

Background: Nerd

Base Abilities
Strength: 9 (+0) 
Agility: 9 (+0) 
Toughness: 10 (+0) 
Intelligence: 18 (+3) A
Wits: 12 (+0) N
Persona: 11 (+0) N

Fate Points: 1d6
Defense Value: 9
Vitality: 15

Degeneracy: 3
Corruption: 0

Check Bonus (A/N/D): +3/+2/+0
Melee Bonus: +0 (base) 
Ranged Bonus: +0 (base)
Spell Attack: +3
Saves: +4 to Spells and Magical effects (Witch) +2 to Int saves (Nerd background).

Witch Abilities
Arcana, Arcane Powers (2): Innate Magic: Glamour, Innate Magic: ESP

Witch Spells
First Level: Magic Missile, Protection From Good, Chill Ray
Second Level: Invoke Fear, Beguile Person

Heroic Touchstones
2nd Level: Mystic Senses (Sense Witches)

Archetype: The Misanthrope
Quote: "You can't begin to comprehend my power!"
Quirks: Dresses in nice, expensive clothes but is ill-kempt and generally unhygienic.
Theme song: "Sorcerer" - Stevie Nicks


---

Darren Vale (Dark Places & Demogorgons)

Class: Black Witch
Level: 4
Alignment: Evil 
Languages: English, Latin, Greek
Age: 16

Attributes
STR: 9 +0
INT: 18 +3
WIS: 12 +0
DEX: 9 +0
CON: 10 +0
CHA: 11 +0
SUR: 15 +1

AC: 10     HP: 20    Attack Bonus +0

Courage: 3
Critical: 4
Death: 4
Mental: 6
Poison: 4

Background
Obsessed with Magic and the Occult

Class Abilities
+1 to saves involving magic

Skills
Computers +3, Art +1, Math +4, Science +4, Knowledge (Magic) +4, Paranormal +4, Electronics +2

Possessions
Well-thumbed copy of The Necronomicon with notes and penciled-in "corrections."

Money: $150

Spells
Minor (5)
Blind, Charm, Dark Blast, Pain Touch, Read Minds

Darren is not supposed to be a nice guy; in fact, he is dangerous. He will use his "blind" magic on Amy Jo, and likely his "pain touch" on Kevin or Paul.  BUT I am not sure if the characters should kill him. So, in any case, his demonic (or whatever it is) will abandon him in the end, leaving him dead or insane.

His parents never really paid him any attention before, but after this, his mother will go on a crusade against the evils of RPGs, creating the group P.A.S.S. or Parents Against Spellcraft & Swordplay.

P.A.S.S. Parents Against Spellcraft & Swordplay

The Satanic Panic

Both of these characters will stir up trouble in my upcoming Satanic Panic adventure. At some point, Moria will go missing, and the students will blame the occult (which is kind of true, in a way). Darren will end up either dead or insane, and his mom will blame Spellcraft & Swordplay (sorry, Jason!). Things will escalate when Darren's mom confronts Sylvia Velasco at El Espejo Oscuro. Sylvia refuses to stay silent. "I sell candles to fools every day. I do not sell knives to children. And I sure as hell did not sell real magic to that pendejo. Your son wanted girls without their consent and power without discipline. That did not come from my shop." Because of this, the mob ends up burning down El Espejo Oscuro.
I haven't worked out all the details for that adventure yet, except that Sylvia will be the obvious target and it will take place after the Hollow King arc. There's still time. I wanted to introduce these two now so both the players and their characters get to know them early. That way, it won't feel like a random new NPC shows up and is automatically innocent.
I want to make it clear that Moria and Darren aren't supposed to be surprise villains who suddenly appear out of nowhere. I want my players to meet Moria ahead of time, maybe seeing her smiling in the hallway at St. Michael's. Darren might be seen hanging around El Espejo Oscuro, making people uncomfortable and acting like it's just a coincidence.
To put it simply, Darren helps me show what NIGHT SHIFT characters are like in Jackson. In RPG terms, it might be easy to just label Darren as 'Evil' and move on. But that wouldn't create the atmosphere I'm aiming for. Darren is dangerous, not because he plays fantasy games or is interested in the occult or magic. Paul, Amy Jo, and Kevin do those things too, and they're good kids. Darren is different because he wants power over others, and he thinks magic will help him get it. At least, that's his plan.
This difference is at the heart of my Satanic Panic adventure.
Even though the Satanic Panic is always driven by hysteria, my adventure will have some real reasons behind the chaos. Something bad will happen and people will get hurt. Maybe Darren will die, or maybe he'll survive but end up in the State Hospital. Moria's disappearance could set off a chain reaction, spreading trouble through the neighborhood. The main point is that scared adults will look for easy answers, blaming games, books, music, occult shops, and any teenagers who seem different. This will eventually lead to the real fire at El Espejo Oscuro.

I don't have everything figured out just yet, but it is going to be a blast. Moria and Darren are going to help me out.

Crossover?

I am considering a crossover between my Jackson, IL, game and my Sunny Valley, OH, game, but I have not figured out how that will work just yet. They are about 420 miles apart. I DO have a pivot point, my witch Larina is an NPC in both games, she could use magic IF I think these games are in parallel universes. But that feels a little like cheating if I am being honest. 

Night Shift Larina meets Dark Places & Demogorgons Larina
Night Shift Larina "Nix" meets Dark Places & Demogorgons Larina "Creepy."



Thursday, May 7, 2026

Running NIGHT SHIFT and Dark Places & Demogorgons: What I've Learned from Two 80s Campaigns

I’ve explored the world of 1980s supernatural gaming before.

I have done it with two OSR-adjacent rule systems, NIGHT SHIFT: Veterans of the Supernatural Wars and SURVIVE THIS!! Dark Places & Demogorgons.  This is not a post about which game is better than the other; I am not doing that. Both games are fantastic, and live very happily next to each other on my shelves and my gaming table. 

This is about what I learned from running two similar-style campaigns using rule systems drawn from the same ecology. 

And what you can learn from all of that.

NIGHT SHIFT: Veterans of the Supernatural Wars and SURVIVE THIS!! Dark Places & Demogorgons

Road to Nowhere: From Sunny Valley to Jackson

A few years ago, I played SURVIVE THIS!! Dark Places & Demogorgons from Bloat Games to revisit my love for Buffy the Vampire Slayer, but with a twist. Instead of Sunnydale, California in the late 1990s, I set the story in Sunny Valley, Ohio, in 1984. The characters were still Buffy, Willow, Tara, Faith, vampires, high school drama, and a Hellmouth. But the setting felt different; colder, more Midwestern, and even more 1980s. It was like a 'kids on bikes' story, except one kid had a stake and an epic destiny.

That experiment worked out really great. Dark Places & Demogorgons was the perfect game for this idea. It’s designed for stories about kids in the 1980s facing strange things that adults ignore or don’t believe. In Sunny Valley, the supernatural crept into childhood and early adolescence. The game was all about weekly monsters, school rumors, odd teachers, creepy houses, bad weather, and that feeling of being young and sensing something is wrong, even if you can’t explain it yet.

In short, it did exactly what I wanted. 

Once in a Lifetime

Now I’m working on something similar, but it’s not the same.

Jackson, IL, is another retro-80s supernatural setting. It’s a small Midwestern town with teenagers, high school drama, monsters, ghosts, witches, and things hiding just out of sight. At first glance, you might think, “Oh, this is just like Sunny Valley.”

But it’s not.

Sunny Valley was my way of taking the Buffy mythos and setting and shifting it into a different decade, state, and game system. It was a familiar story in an alternate reality. Jackson is different. It’s not just Sunnydale with a new name, or a copy of Jeffersontown from Dark Places & Demogorgons. Still, I’ll admit Jeffersontown ("J-town" to locals) reminded me of my hometown, Jacksonville ("J-ville" to locals), which inspired me to create Jackson. 

Jackson feels more personal to me.

With Jackson, I’m trying to blend the emotional feel of a real place, Central Illinois folklore, memories of growing up in the 1980s, and the supernatural style of NIGHT SHIFT: Veterans of the Supernatural Wars. I want it to feel like it’s always belonged there.

Don’t You (Forget About Me)

There is also a difference in what the systems want from the characters.

Dark Places & Demogorgons is about kids. That is one of its greatest strengths (if not its greatest strength). It understands the fears and freedoms of being young. The characters are not adults with jobs, mortgages, failed marriages, regrets, and long histories of supernatural trauma. They are kids trying to survive school, family, bullies, monsters, and the creeping suspicion that the world is stranger than anyone told them.

That made it perfect for Sunny Valley.

In that campaign, Buffy and her friends were younger. They were not the characters from the television show yet. They were versions of those characters caught earlier, rawer, and in some ways more vulnerable. Sunny Valley did not need the full emotional architecture of adulthood. It needed bicycles, lockers, cemeteries, malls, high school rivalries, and the occasional vampire getting dusted behind the gym.

I used those characters because there was very obvious "Buffy-DNA" in DP&D. I just let it come to the surface a little bit more.

NIGHT SHIFT, on the other hand, lets me broaden the frame.

Yes, Jackson has teenagers. In fact, teenagers are central to what I am doing with it. But Jackson also has adults who know things. Adults who failed. Adults who lied. Adults who fought the dark before and lost something. Adults trying to keep kids safe, even when they cannot tell them the truth.

That is important.

Jackson is not just a place where kids discover the supernatural. It is a place where the supernatural has always been and has a history. The Veil is thin here. The Bad Land, Mauvaisterre, is not just a monster factory. It is part of the town’s buried geography. The ghosts, witches, hags, psychics, cryptids, old families, school legends, and haunted buildings all connect to something deeper.

It feels like some of the adults are veterans of previous wars and can't do anything to stop the next one.

That feels like NIGHT SHIFT to me.

Jackson, IL, is "Veterans of the Supernatural Wars" as a thesis statement. 

And all to the music of John Mellencamp's "Scarecrow."

Three witches. Just doing the best that they can.

Everybody Wants to Rule the World

This is also why I do not see Dark Places & Demogorgons and NIGHT SHIFT as competing games.

Very much the opposite.

Dark Places & Demogorgons is created by Bloat Games, and I am happy to call them friends. I buy their books. They buy our NIGHT SHIFT books. We talk at the cons we are both at. We cheer on each other's successes. That is how this hobby should work. The world has plenty of room for both of us.

I have said before that a rising tide raises all ships, and I honestly believe that. Other designers are not my competition. They are my colleagues. They are my peers. Playing their games makes my games better. Reading their work makes me think harder about my own. Seeing how someone else handles 1980s supernatural horror gives me a better sense of what I want to do, what I want to avoid, and what I want to emphasize. What I want to do different. 

Dark Places & Demogorgons helped me think through Sunny Valley.

NIGHT SHIFT is helping me build Jackson.

Those are related acts of design, but not identical ones.

I Was Born in a Small Town

Sunny Valley was a Buffy-shaped experiment. It asked, "What if Buffy had happened in Ohio in 1984?" A simple question with a very satisfying answer. 

Jackson asks something else.

Jackson asks, "What if the town itself was haunted? What if the supernatural was not an interruption, but a pressure? What if every generation had its own monsters, its own secrets, and its own kids who had to deal with what the adults left behind?"

That is a different kind of game.

In Sunny Valley, the Hellmouth was there, but it was more indistinct. The characters knew something was wrong, but the exact nature of it was part of the joke and part of the mystery. Sunny Valley was ironic. Of course, the place called Sunny Valley was cold, rainy, and full of vampires. Ohio vampires, no less. 

Jackson is not ironic in the same way.

Jackson is a nice town. A real town, at least emotionally. It has high schools, colleges, pizza places, bookstores, old houses, churches, back roads, local legends, old money, bad memories, and teenagers who think they are the first generation to discover everything. It has a public face and a hidden one. That makes it ideal for NIGHT SHIFT, because NIGHT SHIFT is very good at letting the ordinary and the supernatural occupy the same space.

The horror in Jackson is not just "there is a monster."

The horror is "there always has been a monster, and someone knew."

That is a different tone altogether.

Home Sweet Home

The other major difference is ownership.

Sunny Valley was fun because it was a remix. I was taking characters and ideas I already loved and moving them into a different system (that I also loved) and a different decade (that I ... ok, you get it now). It was a creative exercise, and a very useful one. It let me explore Buffy, Willow, Tara, Faith, and the others through a different lens.

Jackson is worldbuilding from the ground up.

It owes something to Jacksonville, Illinois. It owes something to Jeffersontown. It owes something to every small Midwestern town with a haunted school, a local ghost story, a weird patch of woods, and one bookstore owner who knows more than they should. 

But Jackson is becoming its own thing. Sunny Valley allowed me to do a lot of cheating. Jackson is less forgiving. I don't get to crib notes from someone else's creative efforts; I have to do it all on my own.

That matters because Jackson needs to support more than a single campaign idea. It needs to hold high school drama, occult mystery, monster hunting, local history, family secrets, psychic phenomena, witchcraft, cryptids, and the strange gravity of a place where the Veil is too thin.

That is bigger than Sunny Valley.

Not better. Bigger.

Sunny Valley was a great place to run a specific kind of game.

Jackson is a full-on Night World.

You are now entering Jackson, IL home of the Cougars!

We Built This City

Looking back, I can see a clear line from one project to the other.

Sunny Valley taught me that moving supernatural horror into the 1980s immediately changes the feel. No cell phones. No internet as we know it. Rumors move through notes in lockers, landlines, malls, classrooms, diners, and late-night phone calls. Research means libraries, newspapers, yearbooks, microfilm, local cranks, and that one teacher who knows too much.

Jackson takes all of that and pushes it further.

In Jackson, the 1980s are not just aesthetic. It is the structure. The period limits what characters can know, how quickly they can know it, and who they have to trust. The town becomes a network of secrets, and the kids are moving through it without a map. And it will be 15-20 years before anyone has GPS.

That is where the two projects really meet.

Sunny Valley was about taking a known supernatural teen drama and asking what it looked like through the lens of Dark Places & Demogorgons.

Jackson is about taking everything I know about 1980s horror, small towns, witches, ghosts, high school, and the supernatural, and asking what it looks like as a NIGHT SHIFT setting.

I guess a natural question is, could I play in Jackson, IL, using Dark Places & Demogorgons? Of course you could! I think if my "Plays Well with Others" posts (many linked below) are any indication, then yes, you could. Maybe I'll try it out one day. I already know Larina works well for both. But for now, I want to stick with NIGHT SHIFT since I have built so much more for it.

The Final Countdown

So no, Jackson is not Sunny Valley. But Sunny Valley helped make Jackson possible.

It gave me a place to test some ideas. It reminded me how well the 1980s work for supernatural gaming. It showed me how much fun there is in moving familiar horror tropes into Midwestern spaces. It also reminded me that the right system matters. Dark Places & Demogorgons served Sunny Valley well because it was about kids in the 1980s facing strange dangers.

NIGHT SHIFT serves Jackson because Jackson is about more than the kids.

It is about the town.

It is about the adults who remember too much, the teens who are just beginning to see, the monsters that never really left, and the old powers under the streets and fields. It is about what happens when the supernatural is not a visitor, but a resident.

Sunny Valley had a Hellmouth. Jackson has history.

That is the difference that makes each campaign unique.

Links

Plays Well With Others

Dark Places & Demogorgons

Sunny Valley, OH

NIGHT SHIFT Veterans of the Supernatural Wars

Tuesday, November 7, 2023

Mail Call: Back to Basic

 Been down with COVID-19 so most of my posts have been things I wrote a while back.

But here is something new, some of my latest mail calls. All with a Basic, as in B/X, theme.

Mail Call. Nov 2023

Up first is the OSE version of Dark Places & Demogorgons.

Dark Places & Demogorgons OSE

I like the idea of an OSE version, but I am more likely to play it using its original rules.  Still nice to have and the Cryptid Manual is a great addition to any OSE game.  My only question is do I shelves these with my OSE books or my Dark Places & Demogorgons ones?

Speaking of Demogorgons.

OSE Demons

OSE Demons

Ryan Thompson's Demonology for OSE is now being shipped. I have already stated most of these creatures for myself (and many posted here) but it is always nice to see more and different takes on the same creatures.

This is OSE so it is compatible with B/X and DP&D OSE above. Bring in the real Demogorgon into your DP&D game!

Since it was Halloween, I treated myself to another adventure.

Witch, Grave, and Haunt

Witch, Grave, and Haunt from Pacesetter Games is for BX and 5e. I got the BX version.

The "Witch" portion is an updated version of The Witch of Monte Rosa. There are some changes to the adventure which is fine. The other two are not unknown to me, but this is the first time I have them in print.

This and the Demonology book will work great for my War of the Witch Queens campaign.

And finally, I have been playing a LOT of Baldur's Gate 3 so I treated myself to a little Print on Demand fun.

Volo's Guide to Baldur's Gate 3

This is Volo's Guide to Baldur's Gate II, released to support the Baldur's Gate II game back in the late 1990s. It would be nice if Wizards put out something to support the new game, given how popular it is.


Thursday, September 14, 2023

Review: SURVIVE THIS!! What Shadows Hide, Cthulhu Sourcebook

 Continuing my exploration of Bloat Games' modern horror/monster hunting RPG, SURVIVE THIS!! What Shadows Hide. Today I cover Part 2 of the two books, the Cthulhu Sourcebook.

What Shadows Hide Cthulhu Sourcebook
SURVIVE THIS!! What Shadows Hide: Cthulhu Sourcebook

220 pages. Black & White cover and interior art.
$9.99 PDF

A while back I once said, rather snarkily, that a game can get instant sales by slapping some Cthulhu on it. One the surface this could look like that, but it doesn't do that at all. 

Also, I compared What Shadows Hide to the classic RPG Chill. So the logical comparison here is this is Bloat Games' version of Call of Cthulhu. But it is not quite that either.

What is this game supplement? Easy. Remember the first season of True Detective? It was a great detective show with a cult and some crazy guy talking about Carcosa. Turns out it was all just normal, though very evil, human agents. 

Well, what if Carcosa had been real in True Detective? What if those human agents/cultists interacted with real Elder Gods from beyond reality?

That is what this game is.

This book gives us some new classes for What Shadows Hide. Archeologist, Priest of the Darkness, Priest of the Light, Priest of the Mother, Priest of the Old Ones, Priest of the Protean Path, Priest of the Void, Psion, Warlock, and my favorite, Witch. Some of these we have seen before, but that is fine, not everyone will start with the same book or buy everything in their line (you should, but I see why you might not).

There are new spells, new skills, curses, and psychic powers.

Why put these into this book? It keeps these more powerful classes out of the hands of the Players and squarely in the Game Master's hands. 

We also get a bit about Cosmos Cats (fun!).

The bulk of this book is dedicated to the monsters the characters will encounter and the cults they will likely have to deal with. There is even a good section on creating your own cults.

This book has more utility than just "Book 2" of What Shadows Hide. This book can be easily used with other Bloat Games' RPGs like We Die Young or Vigilante City. There is also enough here for anyone who wants to add some cults to their Fantasy OSR games.

There is even an index.

Both books make for a great game, and a worthy addition to the Bloat Game catalog and the Survive This!! line.

Wednesday, September 13, 2023

Review: SURVIVE THIS!! What Shadows Hide

 I want to spend some time with one of the newer RPGs in Bloat Games' line of SURVIVE THIS!!  Today I want to look at their modern monster-hunting horror game What Shadows Hide.

SURVIVE THIS!! What Shadows Hide

I say "newer," but these have been around for a bit.  There are two books in the line, the Core Rules and the Cthulhu Sourcebook. For the purposes of this review I am considering both the PDF and Print versions of these books. There are at this time no Print On Demand versions, I bought these from Bloat Games at Gary Con in 2022.

What Shadows Hide
SURVIVE THIS!! What Shadows Hide: The Roleplaying Game

250 pages. Black & White cover and interior art. 
$9.99 PDF.

If you have followed any of my reviews of the various Bloat Game offerings then you will know that I am a big fan of their games and the SURVIVE THIS!! system that powers their games. Like the previous games (in particular Dark Places & Demogornons and We Die Young) this is a horror game. Though the feel to this one is a bit different. This is not the 1980s or 1990s anymore, this is a game with real stakes, real horrors and people dedicated to fighting them.

Up front, if you have played or own any of the other SURVIVE THIS!! games then a lot here will feel familiar. The rules sections are largely the same as are the rules for creating characters, combat, and some of the monsters.  This time the authors address this and mention this is done for maximum compatibility between the game lines. You can take classes from any SURVIVE THIS!! game and use them here and visa-versa. 

The joy of this game though is what it brings that is new. And there is plenty of that.

The game largely follows a similar path to that first taken by the Chill RPG. You have professionals working in various areas of the government (or other places) and they interact with an organization known as C.A.R.E., Conservers of the Ancient Realm of Earth. Think of them like BPRD, SCP, or even good old SAVE. Many characters will be involved with C.A.R.E., but you don't have to do that in your games (CARE-less?), the point is there is a connected group that does it's best to fight back against the monsters of the night.

Character Creation

Characters can have a Race, Occupation, and a Class. Races include Dimensional Forsaken (Angels and Demons), Doppelgangers, Fairies,  Ghosts,  Ghouls, Greys, Half Mer-men, Humans, Jari-Ka (Mummies), Negator, Reptilians, Vampires, and Were-beasts.  This moves it a little further afield from Chill and into World of Darkness territory. 

Occupations have a random table with how much they make each year.

Classes include Academic, Arcane Thief, C.A.R.E. Field Agent, Exorcist, Medium, Monster Hunter, Mystic, Necromancer, Occultist, Paranormal Investigator, and Void Master. Some of these are from other books, but pay attention to the details as some do feel different.

Character creation follows the same process as other SURVIVE THIS!! games and by extension most Old-School games. Attributes are covered which include the standard six, plus the "Survive" attribute common to all SURVIVE THIS!! games.  

Like the other games in this family, Hit Points start with a 2d6 and increase by 1d6 per level, regardless of class or race.  Combat can be pretty deadly in these games for people used to the hardiness of even Old-School D&D characters.

Character creation, spells (rune tattoos), skills, and Equipment cover the first 140 pages of the book, so a little more than half. 

Rules

Here we get our rules for playing the What Shadows Hide game.   We get an overview of game terms, which is nice really. Rules for Curses, Exorcisms, and Madness are covered. Similar to the rules found in We Die Young. It looks to me like they could be backported to DP&D rather easily. 

There is a fair number of combat rules.  Likely this has come about from the authors' experiences with their other game Vigilante City. 

We also get rules for XP & Leveling Up and Critical tables.

The Setting of What Shadows Hide

This is the real treat of the book. What makes this one different than the others. The world is filled with monsters, aliens, and other threats to well well-being of humankind. It is largely up to the characters (and those like them) to keep the world safe. Here we get into detail about C.A.R.E. and other organizations. We also cover the cults and organizations the characters are most likely to encounter and how to deal with them. 

At the end of the book, there is a section of adventure seeds. There are some monsters here, but they are directly related to the adventures. For more monsters, you will need the second book in this line, the Cthulhu Sourcebook, or grab one of the other Survive This!! books such as the wonderful DARK PLACES & DEMOGORGONS - The Cryptid Manual are an excellent choice. 

There is a bit here that can be found in other Bloat Games' Survive This!! games. But that is fine, because as an author/designer/publisher, you never know what someone's first book is going to be. So I am perfectly happy with seeing the Mystic again for example. Each book/game does add more to the sum total of the Survive This!! experience, so even in a class I know well (hello again Mystic) there is something new and often something a little different.

You can use all the games interchangeably, along with supplements made for the individual lines. 

A quick read through the book at Gary Con 2022 and I knew right away I could use this core book to recreate any Chill or Conspiracy X game I played in. If I wanted to recreate ay Call of Cthulhu game, well for that I would need Book 2 in the series.

Friday, September 16, 2022

Review: Vigilante City #4 Into the Sewers!

Vigilante City - Into The Sewers!
Our last day for Vigilante City! It has been a lot of fun. Our fourth book takes us Into the Sewers so let's get to it.

Vigilante City - Into The Sewers!

PDF and softcover book. 224 pages. Color cover, black & white interior art.  For the purposes of this review, I am considering the PDF from DriveThruRPG and the soft-cover books I picked up from Bloat Games' own store.

Here we see Bloat Games' TMNT love on full display. And it works well here. I am sure other supers RPGs have tried this before, but I can't think of any that do this so explicitly. 

If Book #2 gave us an overview of Victory City above ground then this book covers the sewers and underground. Sadly the sewers are full of radiation, mutants and eve worse dangers.

We go through the sections and neighborhoods of Victory City and discuss what is going on underneath. General features as well special ones such as Shayana's Bazaar. Great for all your underground (literal and figurative) needs. 

It would not be a SURVIVE THIS!! game without plenty of random tables and this one does not disappoint.  100 things you can encounter in the sewers. There are plenty of new creatures too and they are detailed in this book. Yes. There are alligators and vampires in these sewers. 

There are two new introductory adventures, "Into the Sewers, We Go!" and "We're In a Pickle Here" to get the PCs out of the relative comfort of the above world down to where the action is. 

Given all of the new focus on mutants, there is also an updated Mutant Class with more abilities to replace or augment the one in the Core Book.  Just reading through them I can't see any reason why you could not use both if you wanted. Different strains of mutants. Likewise, there is an updated Anthropomorph class.

We end with some new skill packages which include assassin and sewer rat.  In this game, you can have a sewer rat skill pack applied to an actual sewer rat Anthropomorph. 

Graf von Orlock aka "The Nosferatu"

Living in the sewers under Victory City is a monster feared by humans, supers, and mutants alike. This monster summons rats and other vermin by the hundreds. He is the undead monster known as The Nosfertu.

The warlord known as the Graf von Orlock was not a pleasant man even in life, his death and rebirth is lost to the sands of time and even he does not recall it. Unlike the suave vampires of film and television, the Nosferatu is a monster; both in appearance and deeds. Over the centuries his face has become more and more rat-like.

The Nosferatu


Thursday, September 15, 2022

Review: Vigilante City #3 Superhero Team-Up!

Vigilante City #3 Superhero Team-Up!
We continue our tour of Vigilante city with the next book in the series and the first expansion. If this one makes you think of the Teen Titans, then I think that might be the point.

Vigilante City #3 Superhero Team-Up!

PDF and softcover book. 176 pages. Color cover, black & white interior art.  For the purposes of this review, I am considering the PDF from DriveThruRPG and the soft-cover books I picked up from Bloat Games' own store.

Classes

This book presents some new classes for us to try out.  They are the Alchemist, Getaway Driver, Mutant Hunter, Occultist, Revenant Hero, Sewer Guardian, Tunnel Shadow, and the Weapon Master.

So bits of TMNT poking through again, but that is perfectly fine really.  The classes are good and few I really like. The Occultist was the obvious choice and yes I am a fan, but also the Alchemist and the Revenant Hero for running a game like The Crow. 

We get some new skills too. The nice thing about VC is the skill system is very flexible. You could even run it without skills if you like.  I try not to get too bogged down in the skills myself, but the system here makes it rather easy to use. 

Teams

This section is where I am getting the Teen Titan vibe, though it can cover all sorts of teams.  The first is team combo actions which give you some ideas on how teams can work together.  There is some detail on your base of operations as well. Covers everything from living in the sewers to a giant tower shaped like a T if that is your fancy.

Gear

Alchemists and Occultists can make potions so there is new gear associated with that. There are new items of equipment and vehicles. If you ever needed to know how much it would cost to build your own superhero lair then this book has you covered.

Dr. Azmournus and More

We get into a section of rogues next. Up first is the evil Dr. Azmournus and his crew. This guy does tests on mutants and Anthropomorphs to create even more mutated creatures. He is not a pleasant guy. We also get his mutated crew.

There is a vigilante group that doesn't quite operate within the law, the "Wretch Slayers," and a group of sewer-dwelling crime fighters that face off against Dr. Azmournus and his crew ("Insecto's Sewer Guard").

There are more, but you get the idea. Use them all or none, but they add a bit more color to the streets, and under the streets, of Victory City.

Adventures

What might be the best part of a book full of great parts are the adventures. Included here are "Backup"  by David Okum and homage to the "Buddy Cop" movies of the 70s and 80s.  "The SynGen Situation" by Melanie R. Meadors, an open-end, even "sandbox" style adventure to get players and characters acquainted with Victory City.  You get to meet other heroes and even have a run-in with a noisy reporter! There is even a tavern where you can meet up.  Michele Lee gives us "The Demonic Cabal" here you get to meet a mentor in the form of Roadkill an ex-cop and former vigilante.  Of course, Roadkill soon lives up to his name and is dead. It is up to the player characters to find out how and why. Friend of the Other Side James M. Spahn is up with "Quiver of Serpents" which is more of an introduction to the criminal organization, the titular Quiver of Serpents as the PC's version of the Legion of Doom.  

All in all the book works really well and is a worthy addition to the Vigilante City line.

Taryn Nix aka "Teen Witch"

Taryn is, as long-time readers might know, the daughter of my iconic witch Larina. She began not as a D&D character but as a Mutants & Masterminds one (back in the M&M 2.0 days) and a BESM 3.0 character.  Naturally, I would use her as my go-to character for trying out magic systems in superhero games.

She and Larina have, well, issues. No need to get into them here, but suffice to say that if Larina is a "witch" archetype then Taryn is my "warlock" archetype. Taryn is also my "embrace the stereotype" character. So she will wear a large witch hat and all the rest. I swear it is like she tries to piss her mother off.  She is a hero, or maybe a reluctant hero, because she likes to hang out west of town where she can watch the VC Yakuza's hanger's-on race their highly modified and not exactly street legal motorcycles. If she were in the Teen Titans she would 100% be into Robin. 

In this game, I would say she gets into some trouble because some potions she has made are being sold as drugs and now she has all the wrong people interested in her. 

Taryn Nix aka "Teen Witch"


Wednesday, September 14, 2022

Review: Vigilante City #2 Villain's Guide

Vigilante City #2 Villain's Guide
Book 2 of the SURVIVE THIS!! Vigilante City core rules is the Villain's Guide and it was shipped out with Core Rules #1.  It's Vigilante City week, so let us get to it.

Vigilante City #2 Villain's Guide

PDF and softcover book. 300 pages. Color cover, black & white interior art.  For the purposes of this review, I am considering the PDF from DriveThruRPG and the soft-cover books I picked up either via Kickstarter or from Bloat Games' own store.

This book builds off of the Vigilante City #1 Core Rules. While it says "Villain's Guide" on the cover it is really much more than that. 

Victory City

We start out with the titular Vigilante City, "Victory City." We get the layout of the city and its districts. We get a great map of the city (and it is reprinted on the back).  

Map of Vigilante City

Since this is street-level supers we get a lot of gangs. The gangs do feel like what you might get if you took the gangs from the movie The Warriors and let them populate Gotham City from Batman the Animated Series for a while. Yeah, it is every bit as fun as it sounds. I bet the creative team had a blast working on this. 

There is a great section following about building your own city or adding to Victory City.  Personally, I would rather add to the existing VC.  I mean nearly every superhero story is defined by the city they live in. So for a Vigilante City game, I am going to want to play in Vigilante City.

Anthropomorph Island is our next big section and it is an island of anthropomorphic animals. Not all of them are teenage. It's a neat little addition to the superhero mythos. 

There are a couple of sample adventures, which is nice.

Rogues Gallery

At about 75 pages in we finally get the Rogue Gallery. Ok, "finally" is too strong. Everything up to this point has been great. But let's be honest it is the bad guys that are the most fun.

Nearly 90s pages of all sorts of bad guys (and girls and animals) here and they are all fun.

There are a couple of local heroes, some sample characters, and a bunch NPCs. 

Bestiary 

There is a bestiary that covers normal animals to were-beasts and other threats. Bigfoot is even here! Note: The Dark Places & Demogorgons Cryptid Manual would work great with this. 

Community Content

I *think* this material was part of the Kickstarter where backers could submit heroes and villains of their own. This is that section and it is a lot of fun really.  I mean really, we are getting an official version of the Acrobatic Flea? Worth the price of the book alone!

Its the Acrobatic Flea!

This book could have been also called the GM's Guide, with all the material here.  It is great stuff. Can you play VC without it? Sure. And you can also have Batman without the Joker and Gotham City but it would not be as much fun.

The stuff of my nightmares

The Refrigerator for Vigilante City

Time to revisit one of my favorite bad guys for a supers game, Dr. Andreas Gelé, AKA "The Refrigerator."

A while back I introduced you all to Dr. Andreas Gelé, aka The Refrigerator. He is a socially stunted misanthrope with mommy issues and the intellect to act out in the worst ways possible.

This guy came, literally, out of a nightmare.  Around 1982 or so (I was 12) I was hit with a double shot of women being frozen alive, the movies were "In Like Flint" and "Kiss the Girls and Make Them Die." It really bugged the hell out of me and gave me nightmares for a long time.  Still kind of bugs me.  Of course, later I learned there is a whole creepy fetish thing related to this.  I think my issue is far more elemental.  I hate being really cold and think being frozen is quite possibly the worst thing ever.

His name comes from the classic Women in Refrigerators website started by Gail Simone.

The Refrigerator in Victory City

What brings the infamous Dr. Gelé to VC? Well, I see him as sort of a Dr. Phibes-like character now, he freezes and defrosts himself periodically to inflict new horrors on the world.  He has moved his operation to VC to once again seek out beautiful women for his collection.  

Once again I went old school for this sheet.

Dr. Andreas Gelé, AKA "The Refrigerator."

I could see him maybe trying to do research at Victory City University's library (he is old school after all) where he sees my Larina working there in her guise as a librarian. Well...not a guise really she got a degree in this. He decides he needs to add her to his perverse collection completely unaware that she is also the superhero known as the Witch.

His big evil plan might be thwarted by my other big bad.  Who is that? Well, that will be revealed on Friday!

I can see this game taking the place of Icons or Villains & Vigilantes in my life. It is at the intersection of them both for me.

Tuesday, September 13, 2022

Review: Vigilante City #1 Core Rules

Vigilante City #1 Core Rules
It is the start of Vigilante City Week here at The Other Side for my unofficial Super Hero month of September.  

Vigilante City has been sitting on top of the computer I use as a home server forever.  I figure now is a great time to let everyone know about this great street-level supers game.

Vigilante City #1 Core Rules

PDF and softcover book. 292 pages. Color cover, black & white interior art.  For the purposes of this review, I am considering the PDF from DriveThruRPG and the soft-cover books I picked up either via Kickstarter or from Bloat Games' own store.

Vigilante City, or more accurately, SURVIVE THIS!! Vigilante City #1 Core Rules, is a street-level supers game for the SURVIVE THIS family of games from Bloat Games. The same folks that gave us the awesome Dark Places & Demogorgons and the amazing We Die Young RPGs.  So right away these rules feel familiar.  But this game is more about teenage angst in the 80s and 90s. There are mean streets out there.

The game really is a great starter for anyone that has played D&D/OSR-like games and wants to get into a supers game.  Like all SURVIVE THIS!! games this one in class and level with levels topping off at 10. 

Right from the start, this game lets us know what it is all about. These are street-level supers. While there might the occasional mutant, anthropomorphic otter, Super Soldier, or power suit we will not be seeing the likes of Superman or Wonder Woman. This is Batman, Captain America, and Tony Stark down all the way to the Teenage Mutant Ninja Turtles and some guy with a baseball bat.  If this sounds like your kind of game (and really who wouldn't want to play this?) then buckle in, because this is going to be fun.

The Core Rule book covers the basic hero classes (this is a class/level system derived from the SRD) and basic rules.  I am going to point out here that the rules are very much the same as other Survive This!! games with notable areas to aid heroic play.  While in the past I have pointed out that teens of the 80s in Dark Places & Demogorgons can grow up to become the young adults of the 90s We Die Young, there is no logical progression here from those games. To be fair that is also not the designer's intent. I *can* see a world that involves all these games (that and their newer What Shadows Hide line) but let's first appreciate this game for what it is right now and not what inhuman creation I'll make with it later. 

Who was that masked otter?
The Basics

We start off with the basic rules, or maybe I should say "Basic" rules since these rules are designed from the d20 SRD to feel like old-school D&D, D&D Basic in particular. As mentioned before it shares this design with all the other Survive This!! games.  You generate attributes, the usual six plus a seventh "Survival," you generate your saving throws, pick your alignments, calculate your Vigilante Points, work out your Origin/Background (every good hero has a backstory!) and then comes the time to choose your class.

Human Classes

Basic D&D's DNA is peaking through here. You have your normal human classes and then a section on "Mega Humans." But let us talk about humans first.  Essentially these are the roles that an everyday, but not really average, human could pick up and say "I am going to fight crime as a ..." Yes a lot of these require training and/or to be born with the right genetic lottery (smart, rich, or both).  

These classes are: Athlete, Crime Fighter, Dark Avenger, Gadgeteer, Genius, Hardboiled Detective, Knight Nurse, Martial Artist, Mentor, Mercenary, Protégé, Sharp Shooter, Street Preacher, and True Vigilante.  Most, if not all are fairly self-explanatory.  Each gets 10 levels of advancement where they gain certain advantages. Like the comics that inspired them the character classes are fairly 2-Dimensional. THIS IS APPROPRIATE. You fill in the blanks with your backgrounds and skills. You can choose "Street Preacher" but you have to figure out if you are Jacob Fuller (Harvey Keitel's character in "From Dusk til Dawn) or Jesse Custer from Preacher. 

Mega-Humans

Much like the split between Demi-humans and humans in D&D, and Meta-humans/Mutants and humans in comics, we get our section on Mega-Humans. Mega humans are both a "species" and a "class" they can pick up skill packages to differentiate themselves, but largely this is what they are. Again, this fits the tone of the X-man comics.

Our Mega-Human classes are: Anthropomorphs, Borg, Mutant, Mystic, Powered Armor, Psion, Super Soldier, and Super Speedster.  Lots of choices here.  

The Mystic

These classes and their powers (spells for the mystic, psionics for the psion) cover the first 210 pages of or 2/3rds of this book.  That is expected really.

The classes are followed with Skils & Skill Packs, XP/Leveling, Gear, Vehicles, Game Terms and Critical tables.

There is a solid index and the PDF is bookmarked. 

The game has a feel of Villians & Vigilantes mixed with Mutants & Masterminds with the difficulty of Icons.  Any veteran of either of those games will pick this one up fast. Anyone that has played D&D or other Survive This!! games will pick it up even faster.  That is already given the fact that this is a quick and easy game to learn and play.  There are groups out there that are searching for the perfect Supers game and this could very well be it for them.  I find it very, very appealing.  

Like all games from Bloat Games, there is a lot of support online and in other books for this line.

Vigilante City

Larina Nix for Vigilante City

Give me a magic-using class and I am going to try it out with my Drosophila melanogaster of magic, Larina. 

Given this is an old-school game I opted to go old school with dice, a printed character sheet, and a pencil.  I spent longer troubleshooting my scanner than I did on this character build!

Larina Nix for Vigilante City

I like how she came out, to be honest. And I like how fast it was to create a 10th-level character too. I'll pick her spells later. I figure she would have access to all of them. 

I'll do this for the other books in the series as well, adding what each book adds to the game. This will be quite fun really. 

All I could think of while doing all of this was this song.  So play us home Steve!


Friday, January 21, 2022

Character Creation Challenge, Kickstart Your Weekend style

Something a little different today.  I am interrupting my regularly scheduled Character Creation Challenge posts with a Kickstart Your Weekend style review.

SURVIVE THIS!! Dark Places & Demogorgons Class Compendium

The Kickstarter for SURVIVE THIS!! Dark Places & Demogorgons Class Compendium has begun and Bloat Games offered me a sneak peak.  I am providing a review of their new book, and a link for their Kickstarter.

The Kickstarter

I am a huge fan of Dark Places & Demogorgons

As of this writing the Kickstarter has made their initial goal. They are now heading to the next Stretch Goal of new art.  After this more stretch goals will be announced.  The lowest level to get in $6 and that gets you the PDF.  Not a bad deal really.

The Book

The current version of the book is all complete with layout and art.  Stretch goals will replace some of the art, but right now it looks great.

The book is digest sized, 210+ pages, color cover and black & white pages.  If you are familiar with any SURVIVE THIS!! book you have a good idea of how it looks on the inside.

The book contains all the classes that have appeared in every Dark Places & Demogorns book, all in one place.  The new classes include  Archery Enthusiast, Badger Scout,  Horror Connoisseur, Hot Shot,  Snoop, The Source, Sweet Baby, Thespian, and new psionic classes, Animal Wrangler and The Forgotten. So 56 classes and 10 new classes for 66 in total.  There are also new spells for the magic using classes.

Most classes cover two to three pages.  Everything you need to know about each class, but no rules for play. You still need the core rules for that. I am reading through and the classes do look expanded.  For example the Goth in the core Dark Places & Demogorgons book tops of, as all classes do in that book, at 5th level.  The Goth in the Class Compendium advances to 10th level, and there are archetypes of the "Mopey Goth" and the "Supernatural Goth."

The new classes are fun with the Horror Connoisseur toping the list of my favorites.  Though I knew a lot of "Sources" back in High School and they would also be a fun class to play.  Though the Magic Classes are still my favorite.  So I am quite pleased to get a bunch of new spells.

Skills are also updated.  The game moved up and out from the core book so new skills need to be defined and there are revised skills as well. 

There is even some space given to fighting threats from "The Otherside."  I'll try not to take that one personally! ;)

Really is a fun book and a must have if you are playing Dark Places & Demogorgons.  It should even work for We Die Young to be honest. 

So yeah, this is a Kickstarter worth backing.

The Character

Again, I think I need to go with my Drosophila melanogaster of playtesting magic classes and see what my dear little witch Larina was doing in the 1980s (1984 to be exact).  She was my big experiment in my Modern Occult Horror RPGs post a bit back, but let's have a look at her in detail.  I am also including my NIGHT SHIFT character sheet as well.

Click to see larger. 

Larina for Dark Places & DemogorgonsLarina for NIGHT SHIFT

I love how these two games work well with each other.  Each providing me a a detail I did not have before.