Showing posts with label Feiya. Show all posts
Showing posts with label Feiya. Show all posts

Friday, October 30, 2026

Urban Fantasy Fridays: NightLife (1990)

NightLife RPG
 NightLife is a game I have had on and off for a number of years. I only ever owned the core rules and the Magic book. I never got a chance to play it, but it is a game we talk about every so often in our Elf Lair Games meetings. The game is quintessentially early 90s. It's filled with blood, dark, and dirty streets, and where you get to play the monster. Vampire: The Masquerade may have done it better, but NightLife gave it its all a year earlier.

NightLife is set in New York. A strange New York that is sandwiched between the movie Warriors and the First World Trade Center bombing.  A city that is hot and perpetually at night. Something like Dark City meets Nightbreed.

NightLife

by Bradley K. McDevitt, L. Lee Cerny, Walter H. Mytczynskyj
1990, 1992 Stellar Games, 256 pages.

Much like Beyond the Supernatural, NightLife is wonderfully crunchy.  Character creation is a prime example. Roll 4d10 for the eight attributes: Strength, Dexterity, Fitness, Intellect, Will, Perception, Attractiveness, and Luck. Then there are another twenty d10s to put toward your skills. And there is a lot of them. It is very much an RPG of its time in that having a skill for something matters, and you will find them for everything from firearms and martial arts to pharmacology, manuscript illumination, seduction, and even skateboarding. Honestly, it already feels like the heart of this game is a cyberpunk game gone horror, splatterpunk. This will not be the last time I feel this while going over the rules.

The underlying system is simple enough. Your attributes and skills yield a percentage, and you roll under on percentile dice. A 20 in a given skill denotes you are competent at the everyday task without needing to make a roll; it is only when things get difficult, or you are under pressure, that the dice come out. Character generation can be a bit of a time sink, but once you are in the game, the central mechanic is not hard to grasp. 

The art is very early 1990s punk style. Cool for the time, but looks a bit dated by today's standards. To be fair, one of the creators, Bradley K. McDevitt, has his own stock-art service, and his stuff is great. I have used his art many, many times in my own work. So, to me, despite its age, the art is very much a "draft" of what I consider "urban horror art." Later on, the artists for Vampire: The Masquerade and WitchCraft RPG would help define this style in my mind. But credit where credit is due for starting here. 

The Kin

What sets this apart is that you do not go after the monsters. You are the monster. Like I mentioned above, it covers similar ground to Vampire: The Masquerade, but the tone here is less Anne Rice. 

The Kin - Daemons

The supernatural types refer to themselves as the Kin, leaving ordinary people with the rather condescending title of "the Herd." The book has seven varieties of Kin: Vampyres, Werewolves, Ghosts, Daemons, Wyghts, Inuits, and Animates. They all have their Edges, or powers, and the traditional Flaws of being a monster. The Magic sourcebook also adds Witches to the mix.

Vampyres are of the old school. Give them sunlight, garlic, a wooden stake, running water, or holy objects, and they will be stopped. They turn into bats, mist, and wolves. These vampyres are more akin to Dracula than Lestat, but his DNA is in there as well. Werewolves change shape. Ghosts are the dead with unfinished business. Animates are your Frankenstein’s monsters and golems. Daemons are extradimensional and have been magically put here. And Wyghts are unpleasant undead affairs that siphon the youth from their victims.

Then we have the Inuits.

Well, yes. This is where the game’s age shows, and not in an endearing way. The handling of Indigenous spirits under that moniker is something I would either not use or rewrite. 

Edges, Flaws, and Humanity

You have Edges, the supernatural side of things. Some are common, some are for a particular Kin. Claws, telepathy, weather control, possession, invisibility, speed, and armor are among the options. But the cleverness lies in the price.

That price is Humanity.

Humanity is not merely a morality stat on the sheet for the GM to levy punishment with. It is a resource to be spent. 

Your monster can do some very cool things, but they are the very things that erode what is human about him. That is a fine mechanic. There is a built-in temptation in the rules. You can have more power, but how much of yourself are you prepared to put on the line?

It goes both ways. High Humanity can make you functionally human. Let it drop, and the character becomes more visibly monstrous, his weaknesses more pronounced. Lose too much Humanity, and now your character has become a true monster and an NPC. I like this idea. The World of Darkness games made this idea their central thesis; other games have a form of this as well. NightLife wasn't the first to do this, but they did do it well.

Edges and Flaws

The City at Night

An urban fantasy needs somewhere for its denizens to put down roots, and NightLife gets that. Not just a crypt or a haunted house. We are talking clubs and bars, record stores, and warehouses. Back rooms and street corners. The sort of places for showing off, making bad decisions, and hearing what is going on. You could say nightclubs are the heart of the game's culture. Style is everything, as is the right music and the right clothes. The book is so preoccupied with fashion that a modern retrospective put it best: in NightLife, a gun can sometimes look like the more economical option than a proper wardrobe.

Then there are the particular modifiers for a fight on the dance floor. That's about as much of a NightLife rule as you will find. I can't think of another game that does that.

Do not mistake this for Gothic horror moved to an urban environment. This is urban horror. The monsters are of the city; they have their neighborhoods and their enemies three blocks away; they have favorite clubs, and they listen to the music. It is easy to see why the comparison to The Warriors holds up.

New York is as much of a character here as it is a setting.

The supernatural is divided into factions and gangs with differing views on humanity. You have the Commune, which is content to let Kin and humans coexist, or the Complex, which would rather control and make use of them. The Morningstar Corporation will undermine society with its wealth and politics, while Red Moonrise is far less subtle and has no qualms about terror and slaughter. And if one wants to be hunted, there are human outfits like the Van Helsing Society and Target Alpha who know the Kin are out there. In short, there is always someone to have a go at. NightLife anticipates as much.

There is some wonderful worldbuilding here that sadly went unnoticed at the time.

Putting the Splatter Back in Splatterpunk

This is no subtle affair. The rulebook will tell you exactly how big a wound is from the damage taken. A Kin can take some horrific injury and come back for more unless put down in a certain way. That kind of durability is what lets the game live up to its splatterpunk side.

City at Night

Shadow of the Vampire

One cannot help but compare this to Vampire: The Masquerade. NightLife came first in 1990 with Vampire behind it in 1991. They share the d10s, the Humanity stat, the urban backdrop and the same sort of player characters. Yet the tone is worlds apart. NightLife is punk where Vampire is Gothic. It is all about the leather jackets and the loud music, the blood on the wall, and the monsters having it out in the alley behind the club. There is plenty of angst to be had, but also a motorcycle chain and a switchblade.

In NightLife, everyone is Clan Brujah or Tremere.

What do I get out of NightLife? More than one might expect.

I am fond of the way it treats Humanity. It is not a passive number for the GM to judge by. Your very existence as a supernatural puts your connection to humanity at risk. I can make a lot of use of that.

I also appreciate the Kin being a single culture. Vampires and werewolves do not need to be in separate societies that never cross paths; they can be in the same faction and have the same enemies. Very fitting for an urban setting. They can still hate each other. Fight in gang wars or even have an uneasy alliance. Same with the other types here. 

The factions are fine, though I would not use them verbatim. What interests me is the concept: supernatural beings at odds over how to deal with ordinary people, and those differences turning political or violent.

But the thing NightLife offers above all is a sense of place. The supernatural has to be somewhere on a Friday night. It may sound foolish, but a community is only convincing when there is a bar they all know, a record store open till two in the morning, a diner where the night staff won’t remark on odd patrons, and an alley to settle scores. I put that to work in NIGHT SHIFT.

For example, in my 1990s sequel to Jackson set in Chicago, Faye Thorne, now calling herself Fiona Voss, runs a record store called Muse. Muse is where people (and not-people) congregate and hear things. Even those who would not normally work together can be found across from each other because they both know it is safe ground. 

And that is what NightLife does best. It is not a matter of monsters hiding in the city, but of them having a life in it. The distinction is important. The vampire has a band he likes. The daemon has a drink with an old friend. The ghost knows her way in. The werewolf has friends and enemies and the clothes and the neighborhood to prove it. The supernatural is not in town for a visit. It lives here.

And regardless of the Kin, they all need somewhere to buy the new Inkubus Sukkubus album. 

My Jackson Kids: Chicago 1992

This campaign does not have a name yet. Nor is it even very well defined. I just know this. Like my real kids, my Jackson, IL kids will grow up and move out at some point. Some end up in Chicago in the 1990s. Why Chicago? Why not! I LOVE Chicago. 

Among the PCs/NPCs I'll work with, there will be Larina, Faye/Fiona, Roderick Morgan, and Moria Zachary. There will be new characters too, but the players will create those. 

Fiona, Larina, and Moria
Fiona, Larina, and Moria, Chicago 1992

And...that is about all I have for that campaign! Really. I have some other idea involving the Maxwell Street Market and other things I loved about Chicago in the 1990s, but this notion is in it's infancy. 

So I am trying out a lot of different ideas. Namely, this campaign is an attempt to move from Modern Horror (Jackson, Sunny Valley) into Urban Fantasy. The horror is still there, but it isn't the same sort of thing.

So, for NightLife, I started with the core book and create a character who fits. I considered turning one of my Jackson kids into a ghost, but in truth I just couldn't bring myself to do that. So instead, I am using a character and keeping her more or less as is. Then I grabbed a copy of the magic book and created twom more characters.

Edited to Add: In my online research, I see that there is a book for NightLife called "America After Dark." I didn't really have the time to buy a copy. Though maybe I will grab it later on since it covers the time period when I was living downtown. In truth I should assemble all the RPGs and supplements that cover Chicago sometime. Especially if I get this Chicago game off the ground.

Moria Lucille Zachary
Moria Lucille Zachary

Race/Kin: Daemon
Age: 21

Abilities
Strength (STR) 23
Dexterity (DEX) 34
Fitness (FIT) 27
Intellect (INT) 26
Will 21
Perception (PER) 27
Attractiveness (ATT) 27
Luck 19
Magic Ability (MA) -

Base Hand-to-Hand (HTH) damage 4
Max Humanity 80
Humanity 36 (40)
Survival Points 46

Edges and Flaws
All Kin
Armor 5, Aura Sight 27, Claws 27, Danger Sense 27, Drain 27 (diet: Human or Animal Life Force), Speed 34

Kin Specific Edges
Alter Form 21, Body Control 27, Flight 27 (true form only), Telepathy 26, Travel 21

Flaws
Substance Vulnerability: Flint, Holy Relics, Fire (double damage), Command: Majestic Daemonic

Skills
Combat Skills
Pistol 41, Streetfighting 52

Archaic Skills
Kin Lore 37

General Skills
Alertness 34, City Knowledge (Chicago) 32, Disguise 30, Language (English) 30, Persuasion 31, Psychology 33, Seduction 31, Stealth 57, Streetwise 42, Theology (Catholic) 32

Occult Skills
Occult Knowledge 34

Connections
Bar Bouncer, Bartender, Police Detective

Money: $13,000.

Moria is great for this. Plus, we haven't seen her in Jackson for a while, so it has a nice "what the hell are you doing here?" vibe. I also like the idea that the girl who was considered dangerous in Jackson is just mildly threatening here in Chicago. 

Larina Stephanie Nichols
Larina Stephanie Nichols

Race/Kin: Human, Witch
Age: 22

Abilities
Strength (STR) 15
Dexterity (DEX) 28
Fitness (FIT) 25
Intellect (INT) 35
Will 34
Perception (PER) 34
Attractiveness (ATT) 30
Luck 21
Magic Ability (MA) 30

Base Hand-to-Hand (HTH) damage 5
Max Humanity 100
Humanity 48 (50)
Survival Points 46

Edges and Flaws
All Kin
None

Kin Specific Edges
None

Flaws
None

Magic
Shadow Paths, Deflection, Escape, Magic Sight, Vibes, Word, EMT, Lighter, Open

Skills
Combat Skills
Knife 31, Pistol 27, Martial Arts (Judo) 42

Archaic Skills
none

General Skills
Alertness 39, City Knowledge (Chicago) 38, Driving 31, First Aid 34, Language (English) 35, Language (Greek) 35, Language (Latin) 35, Persuasion 37, Psychology 43, Research 48, Streetwise 31

Occult Skills
Library Research (Magic) 48, Talismanic Magic 40, Herbal Magic 40, Occult Knowledge 44

Connections
Bar Bouncer, Bartender, Police Detective, Elder Kin

Money: $8,000.

Larina only lives here during her undergraduate and Master's degrees, from fall of 1987 to Spring/summer of 1993. I have her going on other adventures in 1993 that correspond to her Chill 2nd edition period and flowing into her WitchCraft RPG time. Whether those games involve the same "mirror shard" of Larina or not, I don't know yet. But for now, this is Larina in 1992.

Fiona Voss
Fiona Voss

Race/Kin: Human, Sorceress (near Kin)
Age: 22

Abilities
Strength (STR) 20
Dexterity (DEX) 24
Fitness (FIT) 28
Intellect (INT) 34
Will 46
Perception (PER) 30
Attractiveness (ATT) 34
Luck 20
Magic Ability (MA) 35

Base Hand-to-Hand (HTH) damage 4
Max Humanity 80
Humanity 30 (Soul Burn)
Survival Points 48 (36 in stored spells)

Edges and Flaws
All Kin
Drain 28 (Fiona "recharges" herself by going out)

Kin Specific Edges
None

Flaws
Substance Vulnerability: Metorite iron, salt (she makes up for it with hot peppers)

Magic
Black out, Shadow Paths, Deflection, Escape, Hotwire. EMT (white), Dispel Magic (white), boombox (white), Binding (black)

Skills
Combat Skills
Pistol 28, Streetfighting 32

Archaic Skills
Kin Lore 40

General Skills
Administration 42, Alertness 36, Business 44, City Knowledge (Chicago) 42, Dancing 29, Driving 28, Fashion Sense 34, First Aid 38, Intimidation 50, Leadership 54, Musical Style (Goth/Alternative) 46, Profession (Record Store Manager) 46, Research 38, Security Systems 39, Stealth 29, Streetwise 56

Occult Skills
Occult Knowledge 42

In many ways, Fiona has become my standout NPC in my Chicago games. 

Larina is a human witch; Fiona is a near-kin Sorceress. I opted to go in this direction so I could see the differences between the two magic types in the Magic book. Fiona is still recovering from her near Hag-conversion. So her magic feels more like a Kin than Larina's coven magic does. 

So, I want to talk about the differences between Jackson-era Faye and Chicago-Fiona. Same girl, different experiences. In some ways, Fiona becomes more Fiona in NightLife. Faye hated high school, and she hated (hates) Jackson. She flees first to UIUC and then to UIC, but it isn't college or university academics that give her life. It is Chicago. Here is a giant city filled with strange new people, and she LOVES it. 

I get it. I remember leaving class one summer night and looking out at the city from a Blue Line L station and just being in awe of how beautiful it was. In my mind, Faye saw the same sight, but where I was in awe, she fell in love. Faye embraced Chicago in such a fundamentally deep way. From that moment on, she was never, ever going to leave.

NightLife also gave some great ideas for Faye/Fiona regardless of what game system I might use. She works till close at Muse (before she owned it) and then goes out to clubs that would have been too dangerous for a girl in her 20s to go to by herself, but she is a powerful sorceress/witch. She dances until 3 am, eats Thai food or whatever is still open (lots of places), and turns around and goes back to work the next day. 

While all of this is wonderful for Fiona, it is the start of Fiona and Larina growing apart. They still remain close; you can't erase that. But they are setting their sights now in different directions. 

NightLife characters

Jackson to Chicago

I did not set out to create another campaign this month. I certainly don't need another campaign. But somewhere along the way I followed these kids out of Jackson and into Chicago. By 1992 they are no longer kids, and the supernatural isn't something hiding beneath their hometown anymore. It has neighborhoods, jobs, stores, clubs, politics, and a social life. I don't know what I am going to do with that yet. For now I am calling it Chicago 92. I suspect I will be coming back to it. 

Jackson was about discovering the supernatural. Chicago is starting to look like it will be about living with it.

Final Word

NightLife will not replace NIGHT SHIFT on my table. NIGHT SHIFT is just a far better fit for what I want out of a horror RPG. But I would not have NIGHT SHIFT in my hands now if it hadn't been for the nightclubs and streets of NightLife. 

I intended to explore how a single campaign idea could be viewed through the lens of different games; I ended up with much more than that. I got so much out of these games that I think I'll do a proper retrospective later. Likely next month. 

Friday, October 23, 2026

Urban Fantasy Fridays: Coven & Crucible (2023)

Coven & Crucible cover
 I feel a little bad about this one. It has been sitting on my desk to the left of me for a very long time on my TBR pile. I wanted to get a review of it done back when it was new. Then, when the revised edition was out on Kickstarter. Now we are in between editions. This particular edition is no longer available on DriveThruRPG (which is disappointing, to be honest), and the new one isn't up yet. 

It is a good game and perfect if you are like me and want to have a focus on Witches and Witchcraft in your game. But how does it hold up?

Coven & Crucible

Raechel Henderson and Stephan Kelly
2023 13th Moon Games, 196 pages.

The product is from 13th Moon Games and the work of Raechel Henderson and Stephan Kelly. Henderson is behind the story and setting, while Kelly has put together the mechanics. The two saw the game through playtesting in 2022, and it was funded the following year. They are married and their kid does the art. The art is actually pretty good.

A word before we proceed: this review is of the original core rulebook. A second edition, Coven & Crucible: Reforged, was funded in early 2026 and should be in fulfillment soon. That version will preserve the original's collaborative spirit while streamlining the rules. For now, then, this is an examination of where the game started.

Coven & Crucible

The World of Coven & Crucible

What you will find is that magic is not secret. That is the one thing that puts Coven & Crucible apart from most of the urban fantasy/horror games I have been turning over for previous Urban Fantasy Fridays like WitchCraft or Mage. There is no Veil, no Masquerade, no grand secret war to keep the rest of us in the dark. Everyone is aware of witches and what they can do. You can go online and hire one.

The game puts it on a par with martial arts, cooking, or computer programming. You could become a witch if you wanted, but it is a matter of study and discipline. I have to say I am fond of that. It means if there is some magic work to be had, you can just put out a contract to a witch.

That choice ripples through the whole of the setting and changes the tenor of the game. You get your magical businesses and professions, your occult markets and currencies, and organizations with enough history to have built up their share of wealth, grudges, and bureaucracy. The introduction paints a picture of specialists who might be stockbrokers using divination or working at a place like the Magic Beans coffee chain. The latter alone gives you a sense of the tone. It can be a dark affair but not everything supernatural has to be evil.

Coven & Crucible Chicago
Chicago

I was drawn to the default setting of Chicago for the obvious reasons. And it feels right. You have old neighborhoods and the new construction all in a pile with the witch politics. This is not one of those settings where "Chicago" is reduced to the Sears Tower and deep dish pizza because someone has seen The Untouchables or Ferris Bueller’s Day Off. Here, the architecture, the lake, and the weather are part of the fabric of things. The supernatural is layered on top of the mundane rather than in some other dimension, which is how I prefer to run the city in my own games.

There are good details too. Take the Midnight Market, a black market for the magically inclined that runs parallel to the regular flea markets. Or the fact that witches deal in Pentacles; not because paper money is no good, but because in magical commerce discretion has a price. Favors will do as currency in some cases. It is the kind of thing that makes a world feel lived in.

The Coven and the Crucible

As for the name, it is a nod to the two big institutions. The Coven is the international organization with its Houses and internal squabbles. The Crucibles are another matter entirely, an independent network of sorts to offer neutral ground and services. You could describe it as a magical hotel, an embassy and concierge service, a meeting place and sanctuary all in one.

Then there is the matter of the Coven and the Crucibles. The Coven would be only too happy to have control over them, but does not. The two put up with one another for the simple reason that any attempt at absorption would come at too high a price. It is a fine source of tension; neither has to be evil for there to be conflict. People are after influence, organizations want their territory, families are concerned with prestige and witches with their independence. One does not need an ancient Dark Lord to rouse himself from his slumbers to make for a compelling setting.

While the focus of the book is Chicago, other Crucibles are mentioned.

The System

Coven & Crucible makes do with just two d12s, which is enough to put it in my good graces right off the bat. Characters are defined by four Attributes (Will, Body, Agility, Magic) along with nine Skills and sixty-three Sub-skills. Resolving an action is straightforward: add Attribute plus Skill and Sub-skill, factor in modifiers, and a Difficulty set by the Storyteller equals the Target Number. Roll 2d12 to come in under or on this Target Number. So higher skills are still better since they increase the Target Number. A 13 is a special case, resulting in a critical of some sort depending on the circumstances. Since we are talking about 2d12 here, 13 is the most likely result.

The formula has its flexibility, though, and that is where the system becomes more engaging. A Sub-skill may be listed under a certain Skill, but the game is open to the player and Storyteller to put together whatever combination of the three best suits what the character is set on doing. This is of paramount importance when it comes to magic. This makes it more akin to Unisystem than say a d20 based game.

Character creation is a bit more of an undertaking than the core rules might imply. With Attributes starting at 3 and Skills at 4, and a pool of 63 levels to put into Sub-skills or Traits, one has to make no end of decisions. I don’t mind that. The payoff is a degree of specialization. The game is looking for characters who are very capable in their own right, not blank slates that will take twenty sessions to become interesting. They know when they are out of their depth and will call on others.

Though, like many games I am looking at this month, it is easier since I know what I want to end up with and after doing it a couple of times. 

Magic

Unsurprisingly, this is the part of the game I like best. Forget spell lists or slots or even “named spells” in the way most RPGs have them. The witch tells you what she wants to do and the Storyteller works out the formula. Say you want to turn invisible. The book will put forward a number of options: Magic + Magical + Disguise, or perhaps Stealth or Larceny. If it is a case of evading a camera rather than a person, even Security Systems might be called upon.

Two witches can end up with the same result while going about it in entirely different ways. That is how I prefer my witchcraft. The effect may be the same mechanically, but the intent and symbolism should be the character’s own. Faye is not going to ward a house the way Sylvia does, any more than Larina will go about making herself invisible as another would. Larina would bend light around herself; Faye would simply make people not see her. Coven & Crucible handles that nicely.

There are two ways to cast: Improvised for the quick fix in combat, and Ritual for something with more staying power. You will also find alchemy, materia magica, familiars, grimoires, summoning, and all the other accouterments one expects from a game of this sort. Grimoires are of particular note. They are no run-of-the-mill spellbooks but a record of a witch’s research and discoveries. I was reminded of Larina’s Book of Shadows straight away.

The System at Its Best

One could make the case that the magic system is the game’s most compelling mechanical conceit. It delivers on what so many systems promise and then don't: a form of freeform casting that does not forgo structure in the process. There are still numbers to be had, and character specialties matter. Try something hard, and there will be consequences. Yet you are never put in the position of poring over a list to see if you have the right spell for the job. In that way, your characters come across as witches rather than mere assemblages of powers.

Teamwork fits into this nicely. Put a Divination specialist with one who is good at Warding and an investigator of some note, and the system is happy to reward them for acting like a coven of specialists. I would hazard a guess that is by design.

Where It Gets Rough

That very flexibility is a double-edged sword. Some groups will find it wanting when the player and Storyteller have to hash out which combination of abilities is in play. A group inclined to talk through their intentions will be fine with it; others may want to argue over the most advantageous mix for every roll and put a damper on the pace. Magic only magnifies the problem. The absence of a spell list is liberating but it forces the Storyteller to make judgment calls on what can be done and how taxing it should be. I have no trouble with that, though those in need of tightly codified powers might.

Then there is character creation, which is more of an undertaking than the resolution mechanic. With sixty-three Sub-skills and Traits to account for, there are plenty of little numbers to wade through before you start. Once the character is put together, however, things move along much faster.

As for the book, in spots it has the feel of a first core offering from a smaller publisher. The visual design is striking enough with its black-and-white art and sharp color in the chapter pieces, but some of the rules are dense and call for a re-read. It did not deter me from wanting to get behind the table. If anything, it left me curious to see what the designers would put in place after a few years of use, and that is what makes Reforged so interesting.

Building my Characters

I went with a couple of the Jackson teens for this one; the setting suggested another approach. So I put the clock forward (from Jackson, backward for us) to 1990. I have been considering a "sequel game" for some time, and I know it will be set in Chicago in the 1990s.

Sylvia is here because she causes trouble and this is exactly where she would end up after being chased out of Jackson.

In my "Jackson Universe" version of Chicago, I have Larina Nichols and Faye Thorne. They are both twenty. Larina is at the University of Chicago and well on her way to being the scholar she will become. Faye is new to the city, having transferred to the University of Illinois at Chicago from the sister school, the University of Illinois at Urbana-Champaign. Faye is still Faye, but you can see the growth that will cause her to reclaim her birth name, Fiona Voss. She has found her life increasingly tied up in music and the supernatural side of the city’s nightlife. And there is Sylvia, the older witch with experience to spare. Three different witches with three different goals.

Larina in Judo class
Building Larina was almost too simple. Her character sheet says it all:

Will 7
Magic 7

Academics 7
Magical 10

You have your extremely intelligent, strong-willed, and magically potent type, physically unremarkable but with a head for Academics. Add in some solid Occult, Linguistics, History, and the like for Divination or Warding, and you have her. 

Since the poor girl was always getting her ass kicked in physical fights, she is taking a judo class now. She is not very good at it, but at least she won't get knocked down as much. 

Faye is the other side of that. Less concerned with theory, she is more physical and instinctive, a streetwise sort. Athletics, Underworld, Hexing, and Warding are where her strengths lie, as is the nascent Artistic side that will take on greater significance in time. Then there is Sylvia, the Veteran. She puts decades of experience to work alongside her natural talent and shows me what those rules mean in practice. It is a good thing she does; it keeps Larina and Faye from coming across as finished products. They are very good, but Sylvia makes plain how much ground they still have to cover.

What Did I Learn About My Characters?

I have been going round and round with this for some time (with many games), but Coven & Crucible has put it into perspective: a witch is not made by her spell list. Her approach to magic is what defines her. Larina will research and name things, looking for precedent. She needs to know who first did the magic and why, what language or symbols were involved, if anyone put it to paper. Faye goes about it by feel. And Sylvia has done it enough times to tell you which rules are worth following and which can be let slide. The end result may be the same, but the method should not be. Coven & Crucible offers a rules language for that kind of distinction, and one I can put to use elsewhere.

What Can I Use in NIGHT SHIFT and Jackson?

More than one might think. I am not going to bring the whole setting over; the assumptions do not hold up, and my NIGHT SHIFT magic is not so open. But there are ideas I want to make my own.

Take Formula Flexibility. Not the mechanics per se, but the notion that two characters versed in protective magic need not employ it in identical fashion. Or the idea of coven specialization. A coven ought to be like an adventuring party: one for spirits, another for wards or divination, one for combat, one for the old books. It is far more compelling than having five people with the same Witch class.

I already do this, to be honest. Stephanie’s protective magic looks like blue flames. Larnia’s like a mult-sigiled ward, and Faye’s looks like a growth of thorns and brambles. 

The concept of the Crucible is also something I can put to work. I won’t use the institution itself; it is too tied to this setting, but a neutral piece of supernatural turf is excellent for lending a setting instant history and politics. Be it a hotel or a club where factions agree to certain terms, it is useful. As is the magical economy. Favors, obscure ingredients, information, introductions. Occult types have their priorities, and money is not always at the top of them. It is an idea I have toying with in Nightlife as well. Another game set in Chicago.

Final Thoughts

It is no surprise I am fond of Coven & Crucible. It is a game of witches and d12s that gives me a supernatural Chicago and lets me build a character based on what they know rather than a prewritten selection of spells. What I value is its particular view of a witch. Here, magic is not a superpower or a religion. You learn it, study it, improve upon it. In theory, anyone could, but most will not put in the effort. It has a different taste to the mages of Mage or the arcanists of Beyond the Supernatural.

That is what I was after for this year’s Urban Fantasy Fridays. I have no interest in five games that are cut from the same cloth. I want to see how the supernatural exists in our world. Coven & Crucible says it has a job and bills to pay and family troubles and a favorite coffee shop. And it has politics. And before lunch, it might hex someone. That is fine by me.

This does make me want to pick up the new edition of Coven & Crucible when it comes out. Maybe I'll give these characters a run set in 2027 when they are all close to 60. Sylvia will be a lot older than that, but I am not asking her age, and neither should you.

My Jackson Chicago Kids: Larina, Faye, and Sylvia

Larina and Faye

So I created sheets for many of my witches in Jackson, IL. But since this game is set in Chicago and I already had some ideas about who would be there, I decided to focus on just Larina and Faye. Both are growing in different directions, which is about to cause a rift that won't be addressed until 1995. Vague, I know; it's supposed to be. These are just broad strokes that I'll figure out at the game table. But 1990 is still a few years away from my current year of 1986.  

I threw Sylvia into the mix because I want an NPC who would know things. 

Coven & Crucible Larina Nichols
Larina Nichols
Gender: F, Age: 20
Height: 5'4", Weight: 125

Pentacles: 18

WILL 7
BODY 2
AGILITY 3
MAGIC 7

Initiative 10
Speed/Sprint 18/6
Health 17
Magic Resistance 24

Magic Resistance (Tattoo) 3
Linguist 2
Attractive 1

Skills and Sub-Skills

Academics 7
 - Computers +1
 - History +3
 - Linguistics +3
 - Lore +1
 - Psychology +1
 - Theology +1

Magical 10
 - Alchemy +4
 - Divination +2
 - Forging +1
 - Hexing +5
 - Occult +7
 - Summoning +5
 - Warding +6

Strategic 6
 - Awareness +1
 - Tactics +1

Artistic 5
 - Dancing +1
 - Drawing +1
 - Performance (Sing) +1
 - Writing +2

Martial 3 
 - Unarmed (White-belt Judo)

Technical 5
 - Animal Handling +1
 - Survival +2

Athletics 4
 - Sleight of Hand +1
 - Stealth +1

Social 5 
 - Appearance +1
 - Conversation +1
 - Ettiquette +1

Underworld 4
 - Intimidation +2


Coven & Crucible Faye Thorne
Faye Thorne
Gender: F, Age: 20
Height: 5'3", Weight: 114

Pentacles: 11

WILL 5
BODY 3
AGILITY 4
MAGIC 6

Initiative 10
Speed/Sprint 30/12
Health 19
Magic Resistance 23

Impulsive 2
Fearless 2
Creative Soul 2
Sneaky 1

Skills and Sub-Skills

Academics 4
 - Lore +2
 - Psychology +1
 - Theology +1

Magical 8
 - Alchemy +2
 - Divination +2
 - Forging +2
 - Hexing +7
 - Occult +4
 - Summoning +3
 - Warding +7

Strategic 4

Artistic 5
 - Drawing +1
 - Performance (singing) +4

Martial 5 
 - Dodge +4

Technical 4
 - First Aid +1
 - Survival +2

Athletics 7
 - Acrobatics +1
 - Endurance +2
 - Sleight of Hand +2
 - Stealth +2

Social 5 
 - Conversation +4
 - Persuasion +3

Underworld 4
 - Deciet +4
 - Force Entry +1
 - Intimidation +2

Stephanie is at UIUC. Vera is still in Jackson. And Renee is back home in Finland.  I have Sylvia's sheet, but I wanted to redo her numbers again. She should be more powerful than the notes I have written. But I like how these two came out. 

Links

Monday, September 21, 2026

Mirror Mondays: The Witch as a Liminal Figure

Photo by Erik Mclean: https://www.pexels.com/photo/white-and-black-concrete-house-during-night-time-9572048/
 With the Autumn Equinox upon us (tomorrow), we have a period in which day and night are on equal footing for a time. Neither has the upper hand. It is only fitting to discuss witches.

But not the kind you might think of as spellcasters or monsters, nor even those who dabble in the occult. I am talking about them as liminal figures. Those who make their home at the threshold. 

In Jackson, Faye Thorne is the prime example of that. Or should I say, Fiona Voss. So instead of ending with a Mirror Shard, I am going to talk about her throughout this post.

Neither One Thing Nor the Other

You will hear the term liminal bandied about these days to put a name to an empty mall or a hotel corridor, some place that feels oddly in between. The older definition is more expansive. A liminal space is a boundary, a doorway. It is where a thing has ceased to be what it was but has not yet transitioned to what it will be. Dawn and dusk are liminal. So is the shoreline, a crossroads, adolescence, and the Equinox. Witches have always been found there.

They occupy the space at the edge of the village or the forest. Between the living and the dead. Between healer and hexer. And in the case of the Thornes of Jackson, they are exactly what you would expect.

The Witches Outside of Town

Faye Thorne
Faye Thorne
Faye Thorne lives with her Aunties. Her mother and father died in an accident when she was a baby. To the world, they are the Thorne women, living well away from the schools and the respectable parts of town. Out past the neighborhoods where the road narrows, and the trees crowd in. You could hardly do better if you were looking up "stereotypical witch’s house" in the dictionary. 

Of course, "Thorne" is a ruse. The authies are, in reality, the Blackthorne Hags.

And the Blackthorne Hags have been at work on Faye. Not in the way one might imagine; they did not haul her into a circle to make a monster of her overnight. They have done something far worse by selling off her soul in small increments. A little of her soul here and there, through small compromises and bargains. The kind of losses that do not seem to matter until you look back and see what has been taken. Faye herself barely noticed until she did, but then so much of her was already gone.

It has left its mark. Her hair was originally black; now it is stark white. To the Blackthornes, she is the Thorn Child, the dangerous element among the pretty things. Prepared to become one of them. That is the intention anyway.

The Thorn Child

I really like the image of it. The sharp thing concealed under the beauty of a flower. But there is more to it. A thorn is part of the plant. It belongs.

Faye is being made to understand that the Blackthornes are her family, that their nature and magic are her own. That to join them is not so much a choice as the next logical step. It is how she will grow up. She is in a liminal space of her own, or more to the point, theirs. She is still a girl, still human. But something is being eroded, and something else is being put in its stead. She is not a hag yet, but she is no longer beyond their reach. There is a particular danger in a threshold when another is the one forcing you into it or over it.

Stephanie and Larina

Here is where you have to consider Stephanie and Larina.

They are not going to "fix" Faye by telling her who she ought to be. One could argue that would be no different from the Blackthornes' methods. No, they help her out of it. They show her there is an option she had not considered and, in doing so, allow her to take back what the Aunties have been chipping away at.

Choice. 

I find that of more value than any spell in their repertoire. The true measure of victory has nothing to do with vanquishing the Blackthorne hags; it is Faye making the decision that she is not theirs. In time she will do something else entirely: she will take back her original name.

But there is a reason that in High School Faye is always in the middle of Larina and Stephanie. They protect her until she can choose.

Stephanie, Faye, and Larina
Stephanie, Faye, and Larina

Fiona Voss

When Faye Thorne later becomes (or reclaims) Fiona Voss, do not mistake it for a disguise or an alias provided by someone else. It is reclamation. "Thorne" was put on her by the women set on turning her into something else, as was the Blackthorne destiny they had in mind for her. Fiona Voss is hers.

Of course, it does not undo what has been done. Her hair will not go from white to black, and the things the Blackthornes have taken are not going to regrow simply because she has made her escape. There are marks left by the threshold, and that is as it should be. We are fond of our transformation tales where one crosses over and is made new, but actual change is a messier business. You may escape, but you will not be exactly the same as before. Those bits of her soul are still gone. Fiona has Faye with her and the Thorn Child too, but she will not let the Blackthornes put a meaning on either.

But Faye, and then later Fiona, discovers that "gone" doesn't always mean "gone forever."

When she joins the coven with her childhood friend Stephanie and new girl Larina, she sees something. Three long black hairs where there had been only one before.

Maybe that is the real gift from Stephanie and Larina to Faye/Fiona. Not just choice, but the room to recognize that she has a choice. 

I don't need to speculate what would have happened to Faye if she had never met Larina or reconnected with Stephanie. I have my Carbon Vale setting to explore that if I wish. But I also have Yog where Faye is the Thorne Witch. She is what happens to Faye if her aunties got what they wanted. She dies the same night as the Ash Witch. In fact, she dies first. I know from these two examples that life for a soulless Faye is not a kind one to her. And the worst part? She is too far gone to even know that it could have been better. 

Witches and Boundaries

Folklore puts witches at the boundaries for good reason. The rules are less certain there. The forest is not the village, the night is not the day. The crossroads are both the roads, and neither. Yet they touch. That is the witch’s domain.

There is a difference, however, between standing at the boundary and being consumed by it. The Blackthornes know how to exploit a line, to turn one thing into another. Faye has a steeper lesson to learn: how to remain at the threshold and not let anyone else determine what she is to become. 

High School Is a Liminal Place

Faye is well suited to this for another reason: high school is a liminal environment. At that age, one is neither child nor adult, just in the process of becoming. And everyone is being told what they are by the whole apparatus of parents, coaches, cliques, boyfriends/girlfriends, churches, and social systems.

You are the jock, the nerd, the horse girl, the good girl, or the bad one. The freak. The witch. The monster. High school abounds with people eager to put a label on you. What Faye faces is the supernatural extreme of that. Her Aunties are not content to tell her what she is; they make it so, unless she puts a stop to them.

I have discussed this before: how the high school years are a perfect metaphor for dealing with the supernatural. OR is that the supernatural is the perfect metaphor for high school years and adolescence? 

The Witch in the Doorway

I am reminded of a certain picture of the witch (but could not find it for the life of me; I might be misremembering). She is in a doorway, with one world behind her and another ahead, belonging to neither and therefore able to see both. It is a position of power, if not also of some fear.

The Blackthorne hags have put themselves apart from ordinary life, living beyond the last streetlight like the dangerous sort of woman from old stories that children are steered clear of. Near the "far unlit unknown," as the great bards have told us. 

Fiona is of a different order. She will cross the line and return. That is the distinction between the hag and the witch: the hag wants to have you swallowed by the threshold, while the witch knows the way home.

The Equinox

Which is why I think of the Autumn Equinox. For a time light and dark are in balance as summer gives way to autumn and the world is in a state of flux. Then the balance is broken. Not a tragedy in itself. Change is not loss, and getting older does not mean you have to give in to whoever says they know what you should be.

Faye Thorne was at that boundary, and the Blackthornes had a word for what lay on the other side: the Thorn Child. But with Larina and Stephanie to point the way, she found she could pick a different course. And a different name. Fiona Voss.

Witchcraft is a threshold, as is adolescence. The peril is not in standing between worlds but in allowing another to choose your side for you. The choice, though, must be made. Unlike that witch of my memory, or my imagining (I have mentioned how funny memory is), you can't stand in a doorway forever. To quote the great bards again, "if you choose not to decide, you still have made a choice." 

The equinox comes. But so does winter right after that. "Changes are not permanent. But change is."

And standing there is the witch.

Friday, July 3, 2026

Urban Fantasy Friday: Slasher Flick Director's Cut

Slasher Flick: Director's Cut
At the start of the week, I posted about Horror Movie rules and the Final Girl. The topic of the Steven Jackson Games Magazine's Slasher Flick came up. I had never played that, but I did know about the RPG Slasher Flick: Director's Cut from Spectrum Games. 

I went back to Slasher Flick to see what it has that I can use to help flesh out my ideas for Jackson, IL. Obviously, Slasher Flick leans hard into the whole slasher sub-genre of horror, whereas Jackson is more supernatural horror. The list of movies is, of course, fantastic and a must-have. Reading the video recommendations is really one of the book's treats.

The obvious overlap is in structure. Jackson, IL is not a slasher setting in the strictest sense. There are slashers in it, certainly. There are masked killers, urban legends, haunted campuses, missing girls, old crimes that repeat, and all the usual things that make people in horror movies say, "I'll be right back," right before they absolutely do not come back.

But Jackson is not really about a killer with a knife. Jackson is about the thing under the town.

Slasher Flick is not just a game about killing off teenagers. It is a game about horror movie pacing. It understands that the first third of a horror movie is not really about death. It is about relationships. Who likes whom. Who is lying. Who is jealous. Who is scared. Who is trying to act brave. Who is going to make the wrong choice for exactly the right emotional reason. The book even notes that slasher films often focus on teenagers or college-aged characters, isolation, and the relationships and conflicts among them, especially in the first part of the movie. That is very useful for Jackson.

A Slasher Flick game asks, "Who is killing these kids?"

A Jackson game asks, "Why is this happening again?"

I'll talk more about this next week, but July 2026 marks 40 years since I first rolled up Larina as an AD&D character. So it seems fitting that I try her and her friends out. Compare and contrast their Jackson and Slasher Flick counterparts.

JACKSON, IL Coming July 10!

Larina "Nix" Nichols
Primary Character
Stereotype: Weird Bookish Witch Girl
Role: Smart Girl

Brawn: Poor
Physically Small / Not Built for This (-)

Finesse: Normal

Brains: Good
Occult Research (+), Perceptive (+), Knows the Library (+) 

Spirit: Good
Cool When Things Get Weird (+)

Special Ability: Psychic Power

Tidbits: Has a short temper. Has nightmares.

Items: Backpack, compact mirror, library card, Greek II notebook, flashlight, occult book, wristwatch


Stephanie Vale
Primary Character
Stereotype: Sweet Cheerleader
Role: Ms Popular

Brawn: Normal
Healthy (+)

Finesse: Good
Flexible (+)

Brains: Normal

Spirit: Good
Attractive (+), Annoyingly Perky (-)

Special Ability: Wholesome

Tidbits: Feels like she is the only one holding everything together.

Items: Car keys, cosmetics, mace/pepper spray, sunglasses, brush


Faye "Thornie" Thorne
Primary Character
Stereotype: Snarky Goth Girl
Role: Oddball

Brawn: Poor

Finesse: Good

Brains: Normal
Unconvential Thuinker (+) 

Spirit: Good
Bluff (+), Courageous (+), Witty Remarks (+), Overly Sarcastic (-)

Special Ability: Steel Yourself

Tidbits: Doesn't like to be touched, Loves hot peppers, encyclopedic knowledge of music

Items: Pentagram necklace, knife (in boot), knife (in pocket), knife (in jacket sleeve), leather jacket, cigarettes.


Candace "Candy" Mercer
Primary Character
Stereotype: Fun-loving Party Girl
Role: Smartass

Brawn: Normal

Finesse: Good
Breaking & Entering (+), Stealthy (+)

Brains: Normal
Resourceful (+) 

Spirit: Good
Seduction (+), Inappropriate Humor (-)

Special Ability: Dumb Luck

Tidbits: Shockingly good at First Aid. Uses inappropriate humor as a shield. Uses sex as a means of connection.

Items: First Aid kit, knife, baseball bat, lighter, cheap sweet strawberry wine/


Denise "Duchess" Carver
Primary Character
Stereotype: Party Girl with a heart of gold
Role: Rebel

Brawn: Normal
Street fighter (+)

Finesse: Good
Stealthy (+)

Brains: Normal

Spirit: Good
Bluff (+), Courageous (+), Untrusting (-)

Special Ability: Overcome

Tidbits: Knows where all the exits are. Doesn't trust anyone but Candy

Items: Crowbar, cigarettes, perfume, cosmetics, knife

--

Wow. I rather love these. I was thinking that these could be have been the girls in their next adventure, but this feels like early school year 1985. Maybe their second adventure and the first one with all five of them together.

Originally Candy and Denise were going to be Secondary Characters. But like how they evolved in NIGHT SHIFT, I couldn't help but make them Primary characters. These versions are likely the ones we see in Shadows of the Night.

Jackson and Slasher Flick Character Sheets

Slasher Flick Adventure: "Hey Mickey, You’re So Dead"

So I want a good "Slasher Flick"- style adventure that keeps all the characters involved. It's easy to keep Larina and Faye involved; they love spooky shit. Denise and Faye are always in trouble, but Stephanie. She was an issue in the beginning. She didn't have a lot of reason to stay with the others despite their magic connection. This helps me solve that. Granted. Your game will have different issues with different characters, but Steph is the stand-in for the Popular Guy/Girl who would normally not be hanging out with the High School weirdos. 

This adventure involves her.

Michele "Mickey" Wren was the head cheerleader in Jackson for the 1965/66 school year. A senior, popular, pretty, and hated by her rivals. So, while decorating for homecoming in the gym at the Old High School, the other cheerleaders and football players decide to prank her by taking away the ladder she was using. Mickey didn't see this and fell to her death.

20 years later, the pep-squad has convinced the school district to hold the Homecoming dance in the old High School Gym (the "new" gym is not ready yet). This wakes up Mickey's vengeful spirit, and she tries to kill the current roster of cheerleaders and football players. This includes Stephanie, Valentino, and Andy. Steph needs Faye, Larina, and strangely enough Candy and Denise to help.

I am including Candy and Denise, well, because I love them, but I also need someone to climb to where Mickey fell to her death, and frankly that screams Candy. She isn't afraid of heights. 

It starts when someone sees a girl in an older cheer uniform, but wearing a Crimson Cougar mask (Steph sees this first). Then killings start. The clues are in the library (old yearbooks, newspapers) the realization that someone has died in the school every year since there was a Jackson Public High School (Larina figures that out). Someone gets cut (allowing Candy to show off her first-aid skills), gets trapped under the old gym (allowing Denise to show them the way out), and, basically, I want everyone to have something to do. Faye is the one who figures out Mickey isn't mad because she died; she is mad because everyone forgot her. In the end, Steph decides that the Homecoming theme is 1965 and Mickey is remembered, so she doesn't come back to kill again. 

Mickey's Slasher Flick components would be:

Hard to Kill

She keeps coming back after being knocked down, drowned, electrocuted, or locked behind doors.

Linked Location: Jackson PHS Old Gym and Auditorium Wing

She is strongest in the old gym, locker rooms, stage, costume storage, catwalk, boiler access, and trophy hallway.

Signature Weapon: Sharpened Spirit Baton

The baton is part cheer prop, part ritual weapon, part murder implement.

Stalking the Prey

She appears in mirrors, trophy case glass, polished locker doors, and the dark windows of the gym before she attacks.

Tidy

Bodies vanish, blood is wiped away, and the school keeps looking normal until the final act. This lets adults doubt the girls. It also makes Steph trust the others because they believe her right away.

Episode Theme Song: Mickey, which Candy will hum when they are supposed to be sneaking around. 

Candy: (softly) "Oh Mickey, what a pity..."
Faye: "Could you not do that?"
Candy: "Sorry, inappropriate behavior is how I deal with stress."
Denise: "I thought random sex was how you dealt with stress."
Candy: "I have a lot of stress."

Yeah. I like this. I don't think I need NIGHT SHIFT stats for Mickey Wren, but if she comes back, I'll certainly do them. 

This should also be the episode where the players learn that someone has died in the school every year since 1936.

Thursday, April 2, 2026

Tales of Jackson, IL: For Whom the Bell Tolls

 It's April and I want to kick off a semi-regular feature on my Jackson, IL game for the NIGHT SHIFT® RPG.

I want to talk about the characters and the adventures from my "Tales of Jackson, IL" game.

NIGHT SHIFT Character Keeper!
The NIGHT SHIFT® Character Keeper!
The MUST-HAVE school supply for the 1986-87 school year!

For Whom the Bell Tolls

This first adventure, For Whom the Bell Tolls (all adventures will be named for songs from the 1980s) begins over the Fall of 1985. The large school bell, which hasn't worked since 1935, begins to ring. The problem is that only people and creatures of supernatural backgrounds could hear it. So PCs and some NPCs do. So do all the monsters in the nearby area, and they are all coming to Jackson. If that sounds uncomfortably like a "diner bell," then you would be right.

The antagonist of this adventure is/was "The Bell Ringer." His job is to announce the arrival of an even bigger bad guy later on. I have not hinted this yet, but this Big Bad is known as The Hollow King. He was pretty easy to deal with once found, but he had already done his damage.

I'll detail some of the player characters in future posts. One of the characters that was here for this adventure did not make it to later ones. No character death, just new characters. But I wanted to make this so that characters can come and go as needed. 

For levers, this is a Cinematic game, with Cinematic violence and healing. 

Look, I am wearing my influences here on my sleeve. This is Stranger Things meets Charmed meets Buffy meets Supernatural meets The Craft. But also a little bit of Dark, since I do pick up these characters many years later. 

Welcome to Jackson, IL!

The Cheerleader, The Outsider, and The New Girl
The Cheerleader, The Outsider, and The New Girl

Jackson, Illinois, seems like the kind of town that blends in with a hundred others in the mid-west, at least until night falls. On the surface, it is all Friday night football, crowded school hallways, two local colleges that give the town just enough polish to feel more important than it is, and grown-ups going through the motions as if nothing is wrong. 

It is the 1980s in full neon color, with mixtapes, faded denim, old trucks, pay phones, greasy diners open too late, and gossip that never stays quiet for long. But under the steady pulse of small-town life, something far older and far stranger is waking up. Forces beyond understanding are creeping into the edges of everyday life, and the kids of Jackson are about to learn that coming of age can be just as frightening as anything lurking in the dark.

At the center of the story is a close-knit group of friends and families: outsiders, golden boys, first loves, brainy overachievers, and kids who have already seen too much. Each of them carries private wounds and hidden truths into the shadows. Some have never left Jackson. Some have only just arrived. Some already know that the town is not what it pretends to be. Together, they become the emotional core of the campaign, a web of teenagers and adults bound together by fear, loyalty, and survival in one deeply haunted American town at the tail end of the Reagan years.

What I want to do with this series, at least, is present some of the games we have played and the NPCs. The NPCs were where I started here because I wanted these halls to feel like they were filled with people, not archetypes like "The Jock." "The Wierd Girl," "The Cheerleader." I wanted them to have names and motivations. So I started building them based on characters I have posted here before, which gave me instant personalities and buy-in. But not every character I have is a good fit. Grýlka and Doireann, for example, are a lot of fun, but to fit them into this game, I'd have to take so many liberties with the characters that I might as well have started from scratch. So I used mine, and since I had a pack of Pathfinder minis sitting on my desk here, I started adding them as well. 

I also very specifically did not want to do a modern version of West Haven. West Haven does appear in the NIGHT SHIFT® rules, but that is the future (or rather the present day). I wanted something smaller. Plus, I already have a NIGHT SHIFT® version of West Haven going with Elowen. But that is not an ongoing game at the moment.    

I have teased some characters, but again, I want this place to feel alive. I think I owe that to the players. 

The Witches

I knew from the start I wanted three witches who look like they come from three different walks of life. I knew Larina was going to be one of them; in fact, I wanted to use the date I first created her, July 1986, as the time when this game starts. But I needed at least one summer break, so I pushed it back to 1985. Why are you so specific about the dates? One big reason. Music. Music was a big deal in your 1980s high school. So I wanted to build authentic playlists.

Of course, with three witches, they all can't be "the weird one," so I split that up a bit. Since Pathfinder was at hand, I adopted Feiya and Seoni as Faye and Stephanie, respectively. 

Everyone starts out at 1st level, but the girls here are just a notch higher in case they need to rescue anyone.

Larina "Nix" Nichols
Larina "Nix" Nichols

2nd-level Witch, Human

Strength: 9 (0)
Agility: 10 (0) 
Toughness: 11 (0)
*Intelligence: 18 (+3) P
Wits: 17 (+2) s
Persona: 17 (+2) s

Vit: 3 (1d6)
DV: 9
Fate Points: 1d6

Check Bonus (P/S/T): +2/+1/+0
Melee bonus: +0  Ranged bonus: +0
Saves: +3 to spells and magical effects

Special Abilities: Arcana, Casting 60%, Enhanced Senses, Arcane Bond (Steph and Faye)

Skills: Research (Int)

Languages: English, Latin, German, Greek

Spells
1: Magic Missile
2: Continual Flame

This is not witch queen Larina, or even really powerful Larina. This is "new girl in town" Larina. Normally, she is the "weird one," but here I am opting to make her "the smart one." She is the one with the research books and systematized knowledge. So if the PCs need help they can go to her.

Hair: Red
Eyes: Blue

Archetype: The New Girl
Quote: "I am sure I just read that somewhere..."
Quirks: Right-handed, wears her watch on her right hand.
Theme song: "Night Bird" - Stevie Nicks

Family: Her father, Lars Nichols, is a professor at MacAlister College. Mother died 18 months ago.


Faye Thorne
Faye Thorne

2nd-level Witch, Human

Strength: 10 (0)
Agility: 12 (0) 
Toughness: 14 (+1) s
Intelligence: 18 (+3) 
*Wits: 18 (+3) P
Persona: 17 (+2) s

Vit: 4 (1d6)
DV: 7 (leather jacket)
Fate Points: 1d6

Check Bonus (P/S/T): +2/+1/+0
Melee bonus: +0  Ranged bonus: +0
Saves: +3 to spells and magical effects

Special Abilities: Arcana, Casting 60%, Enhanced Senses, Arcane Bond (Steph and Larina)

Skills: Intimidate (Cha)

Languages: English, German

Spells
1: Chill Ray
2: Cause Fear

Fiona Voss, or as she is known now, Faye Thorne, is the creepy goth girl outsider. She lives with her two very strict and terrifying aunties (really hags in disguise), and hides under headphones, a leather jacket, and enough sarcasm to power a small city. She and Steph used to be best friends until their falling out a couple of years ago. Unlike Larina, Faye has learned all about witchcraft by doing it.

Hair: White
Eyes: Gray

Archetype: The Outsider
Quote: "Wow. You really think your opinion matters to me."
Quirks: Always wears headphones and a pentagram necklace. Loves super spicy food, scary spicy.
Theme song: "A Forest" - The Cure

Family: Her parents, the Vosses, died in a car crash when she was a toddler. She was raised by her aunties, who changed her name. Her aunties are really disguised hags hoping to use her natural magic.


Stephanie "Steph" Vale
Stephanie "Steph" Vale

2nd-level Witch, Human

Strength: 12 (0)
Agility: 14 (+1) s
Toughness: 13 (+1)
Intelligence: 13 (+1) s
Wits: 10 (0) 
*Persona: 18 (+3) P

Vit: 4 (1d6)
DV: 9
Fate Points: 1d6

Check Bonus (P/S/T): +2/+1/+0
Melee bonus: +0  Ranged bonus: +0
Saves: +3 to spells and magical effects

Special Abilities: Arcana, Casting 60%, Enhanced Senses, Arcane Bond (Larina and Faye)

Skills: Drive (Agl), Gymnastics (Agl)

Languages: English, French

Spells
1: Charm Person
2: ESP

To the outside world, Stephanie Vale is a ray of sunshine, but on the inside...yeah, she is pretty much the same. Stephanie is a nice girl who moves in and out of social situations with the skill of an adult twice her age. She just broke up with her long-time boyfriend, Val, and her mother and father wish she would start dating Andy Thompson. But Andy is so deeply in love with Rowan that Hallmark follows them around for ideas. She is captain of the Cheer team, but now she is involved with new girl Larina and Faye Thorne, of all people. 

Like many things, witchcraft comes naturally to Steph.

Hair: Blonde
Eyes: Blue

Archetype: The Cheerleader
Quote: "Alright, everyone! Teamwork makes the dream work!"
Quirks: Positive attitude hides a crippling desire to please everyone.
Theme song: "We Got the Beat" - The Go Go's

Family: Second-richest family in town (behind the town founders, the Thompsons). Father Arthur is a lawyer, and Mother Beatrice is a stay-at-home mom. She has an older brother in college, whom she thinks is the best ever, and a younger sister who spends a lot of time on a computer.

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My NPCs are coming along. I will likely talk about the "nice" ones, since they are most likely to help the PCs. By halfway through the first quarter, watching Stephanie, Faye, and Larina always hang out together will be the stuff of talk and darker gossip. 

I will say this. These characters have been a blast to use, and I am so pleased with them.

Because I like to think of these things, I also have plans for everyone some years later. Just have not nailed all that down at all yet.

Steph, Faye, and Larina at breakfast
Steph, Faye, and Larina at breakfast. Why is Larina wearing sunglasses? Photogray lenses? Maybe she is hungover.

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