Showing posts with label Night Shift. Show all posts
Showing posts with label Night Shift. Show all posts

Tuesday, July 21, 2026

EGG Con, NIGHT SHIFT and the Wasted Lands of Yog

 I am back from EGG Con this past weekend, and it was fantastic. I sold a lot of books and played a few games. Heidi Gygax Garland and Erik Garland did a hell of a good job with the Con. Reminds me of Gary Con in its early days. It is kind of small, but I hope it grows; it is really a great con.

EGG Con

Jackson, IL

I got to play some NIGHT SHIFT in Jackson. I ran a session of "For Whom the Bell Tolls." It was a fantastic experience to see Valentino, Renee, Andy, Rowan, Denise, and Candy brought to life by others. It was just so great. 

Jackson IL Characters

It really got me excited to do more with Jackson and Jason, and I talked about it quite a bit. I am pleased that people seem to really love it.

It also got me thinking a lot about my Dark Places & Demogorgons crossover as well and how the two games are getting further apart. 

Yog: The Dying Lands 

I also sold a lot of Wasted Lands. I mentioned to a lot of folks that I use Wasted Lands as my D&D replacement and that is true. I do often do that, but usually run something I have. Like some B/X or AD&D modules. What I was lacking was a solid idea. I was going to buy a copy of DCC's Dying Earth (I have the PDFs and I love them), but I was complaining that I have too many systems and not enough time. I told Jason then that Wasted Lands did everything that DCC did, and vice versa. 

It dawned on me that I had already put together an idea for a Dying Earth-like game, my Wasted Lands: The Dying Age. I also had another world I have been playing around with; a pastiche of cheap 1970s-80s Sword & Sorcery novels. And by cheap I mean dirt freaking cheap. Cheap and sleazy. Some of it has also come out of my exploration of Appendix N fantasy. I have been calling the world Yog. On my drive home, I combined them all into one idea: Yog The Dying Lands.

I'll detail some more Yog later on; it is turning into a fun little experiment. Spent quite a bit of time with it Sunday and Monday night. It went pretty fast since I combined three other ideas I had. "Yog" is the world and the last continent. 

This gives me my world, my desire to do Dying Earth, and my desire for some cheap pulpy novel action. AND I get to do it all in Wasted Lands. I want it to feel like a cheap used paperback you found in 1982 with a half-naked barbarian on the cover with a giant snake and an even more naked sorceress in the background summoning lightning. The cover was enticing, scandalous even; the words might be good or not. Doesn't matter really. 

It is a really fun idea, but not grabbing me as hard as Jackson is right now. 

As my habit, I tend to pool all the things I buy at a Con into a single idea, so I'll likely try to fit the various Gaxland adventures I picked up. 

I plan to play it very much as a dying world, and everyone knows it. The heroes are not really expected to save Yog, just merely survive. I know, not much of a reason for adventuring; I am working on it.

I DID have one idea.

Back on Facebook a month or so ago, this guy was lamenting that there had never been a good Gor movie. I replied back that this was because "Gor sucks."  Since starting this blog, I have read some of the Gor books in my efforts to complete my "Classical" education. Yeah. They suck. But I have been stewing this idea of a Gor-like world, BUT (and this is where it becomes mine) there is this group of witch "freedom fighters" who fly in on booms (flying is important, brooms are just fun) and rescue women and children and take them to a sanctuary. So part Gor and part "Logan's Run." Also, while drawing inspiration from the Soviet Night Witches and the Women's International Terrorist Conspiracy from Hell (W.I.T.C.H.)

By GorillaWarfare - Own work, CC BY 4.0, https://commons.wikimedia.org/w/index.php?curid=61796975

Honestly, I rather love the idea of this world, with its slavers and abusers, being terrorized by a group of flying witches. It would give the setting some conflict. I can imagine guards standing watch at night and then suddenly hearing the cackle of witches and seeing their silhouettes against the starry skies. Sounds like a Falero painting to me. 

Of course I am on the side of the witches. Turn them into what our world's ultra conservatives think feminists are. Sounds like a freaking blast. Sounds a bit like the whole Hexengeddon line from Relentless Fiction. Witches vs. The Patriarchy, or in this case, Witches vs. The Priest-Kings. I kinda like that. 

I might have some version of Vera Rook/Veyra Shadoraven in charge of the witches. That sounds like fun.

Signings and AD&D 2nd Ed

I got a few books signed. I am not an autograph hound, but I do like talking with the original creators.

So I spoke with Jeff Easley and Ed Greenwood again; both are always a pleasure. And I got one I have been wanting for years, Tom Wham.

Jeff Easley and Ed Greenwood

Jeff Easley

Tom Wham's Beholder

Getting these reminded me I really wanted to convert my AD&D 1st Ed Forgotten Realms game over to 2nd Edition, but it has also become my Advanced Witches & Warlocks playtest game. 

I'll have to think about it more. I do want to dust off my AD&D 2nd Edition.

Now to check eBay for some AD&D 2nd Ed books for my kids.

Wednesday, July 15, 2026

EGG CON III!

EGG CON III
 EGG Con III starts tomorrow!

I will be out with Elf Lair Games to run some games of NIGHT SHIFT.

I am running two NIGHT SHIFT games.

Elf Lair Games Presents: Spector Detectors!

Note: If asked, I could be convinced to run a game in Jackson, IL instead!

And one Thirteen Parsecs game.

Elf Lair Games Presents: Abraxas Down

It should be a great time.

It is a smaller Con than Gary Con, but they are just getting going. I am expecting the same sort of vibe, really. 

Looking forward to seeing everyone!

Join my games if you can or stop by to say hello at the Elf Lair Games booth.  Tell us you saw it here for a "Friends of the Other Side" discount!

Wednesday, July 8, 2026

Witchcraft Wednesday: Larina at 16, the Girl in Jackson, IL

Larina Stephanie Nichols at 16
Larina Stephanie Nichols at 16
 On Monday, I talked about Larina and her genesis in 1986 and before. On Friday, I am going to talk about the character's future. So today I thought, what about the present? What is Larina doing right now, and how does she affect my game design? So *who* is the Larina sitting on my desk now as I write?

Well‚ unless this is your first day here‚ the current incarnation of Larina is the one in Jackson‚ IL‚ set in 1985-86‚ and she is not the witch queen, not yet and se might not ever be․ She is often more frightened than not. Well‚ not that she'd tell you․ She only knows two spells and has a handful of books on witchcraft. And now, she and her dad just moved to Jackson‚ IL‚ the most haunted town in the Midwest․

There are a lot of really good reasons to go back to an earlier version of this character․ For starters‚ as I have hoped to point out‚ this was when she began in real life‚ so it would make sense to explore the character becoming who she is․ Not the legend․ Not the queen․ Not the character who has shifted through AD&DChillWitchCraftMage‚ and NIGHT SHIFT‚ but just simple Larina‚ the sixteen-year-old trying to figure out why every shadow in the town knows her name․

I have had forty years to get to know the person Larina is. But in 1985-86, when I play Jackson Larina, it is an altogether different matter. At sixteen, fresh to town, left to make sense of her magic on her own. She has some friends who become her coven and are like sisters to her, and other friends she will fiercely defend. But the monsters here always have the upper hand.

Back in real 1986, Larina was not nostalgia. She was immediate. She was a character I needed at the table, a witch-shaped answer to a question AD&D had not quite answered for me yet. Today, writing Jackson Larina as a sixteen-year-old in a fictional1986 is something else. It is not just returning to the character. It is returning to the age when I first imagined her.

That changes everything.

I was the same as Larina when I first put her on the page. Being a teenager in 1986 is no exercise in imagination for me; I was living it. The music and books, the games and the anxieties that came with them, the moral panic, the cheap notebooks where I would scribble down character ideas, the disputes over rules, the feeling that the world was a far stranger place than the adults would have you believe, all of it was right there. Larina is a product of that time.

With Jackson Larina, I can return to those days, but from a different vantage point. I am not sixteen any longer, nor am I looking ahead from 1986. I am looking back. It puts her in an altogether different position in my writing and in the games I make. She is more than a younger iteration of a familiar character; she is a means of inquiring what she was before the weight of mythology and design had a chance to settle on her. And honestly, I like her that way.

There is utility in stripping away the power one has accrued over the years. Jackson Larina does not have a host of powerful allies or old enemies to call upon, no lost loves, no artifacts or cosmic scars to speak of. What she has is her father, a few spells, some books and a good deal of stubbornness. And an instinct telling her something is amiss in Jackson, and that if she does not put two and two together, someone will be the worse for it. That is a witch of a different sort. 

She does have friends. Stephanie and Faye are her coven. Candy and Denise are loyal even if they need saving more often than help, but they are still there. Even later characters like Andy, Rowan, Ami and Valentino have their places in her life. Much different than her Dark Places & Demogorgons counterpart.  

Which is precisely why she is so useful in my game design. I can have all these versions of her.

While Larina is always a feature in my design work, here she plays a more crucial role. She is my test of the rules and setting for other characters, the character others might use. Characters you might use. If the rules only work when a witch is already powerful, then they do not work. If the setting only makes sense once the character has become legendary, then the setting is too thin. Jackson Larina asks a more basic question: can a beginning witch survive here?

That is what I need to know.

You will not find high-level characters in Jackson, IL. This is a town of teenagers and their teachers and parents, of record stores and public libraries and old cemeteries, of college lore and haunted houses and things best left unencountered after midnight. A witch operating in this environment must be able to conduct research, protect her friends, and make mistakes. The game has to let her be clever, not invincible.

So the fact that this Larina knows only two spells is of consequence. It makes me, as a designer, consider what witchcraft is apart from a laundry list of abilities, powers and spells. What does she suspect? What has she read that is beyond the others? What does she see when they are not looking? And at what cost? Those are the questions that matter to Jackson Larina, not the damage a spell might do. With this version, I am able to create a witch as a playable character rather than a pre-packaged archetype. She ought not come across as the inferior of an older one, but as one who has only just started on a perilous education. Jackson Larina is my means of testing that proposition. She shows me if a novice has sufficient mystery to hold a player’s interest, or enough to offer an adventure and a group.

Larina also serves as a reminder that knowledge is among her most ancient of powers. Even in the days of AD&D she was never simply a matter of spellcasting. She was the one with the books and the lore, the one with the questions, the translator of ancient languages. If there was a symbol on the door or an old name in the grimoire, or a ghost that made its annual appearance, it was she who sought to make sense of it. Jackson Larina refines that. Her two or three spells are beside the point; her strength is in what she pays attention to. She reads and listens and connects one weird detail to another.

I want a "knower" in NIGHT SHIFT and in my Jackson work, not merely a caster who hurls magic at a monster without knowing why it is there. 

She doesn't have firepower. She has two spells and a library card.

The Larina on my Desk
The Larina on my Desk
There is a certain vulnerability in her that the older incarnations lack. An adult Larina can be fearsome, the Witch Queen mythic; some versions of her can enter a room and reality must bend around her. Jackson is not at that stage, she might never get to that stage. She can be overmatched or mistaken, in need of assistance, the new girl unsure whom to trust. That suits Jackson better. 

The town is at its best when the characters are not entirely in command. That is Horror Movie logic and Gothic Fiction logic; it is good for horror. They may be resourceful and brave, but Jackson should seem older to them. Dangerous. There are secrets in the place that predate their birth, colleges with ghosts, houses with memories, and adults who know either too much or not nearly enough. A sixteen-year-old Larina belongs in such a world; she has the power to spot the cracks but not always know how to put them right.

In a way, that is what Larina is worth to me today. She is no longer just the character from forty years back, nor the Witch Queen in waiting. For now she is the red-headed girl in Jackson with her couple of spells and a handful of books, some really great friends, an over-protective dad, and a nagging feeling the town is going to put everything she knows about magic to the test. As a designer, I need her to be there.

If Jackson Larina works, then the witch works. Not the high-level witch. Not the legendary witch. Not the Witch Queen. The beginning witch. The playable witch. The girl who has just enough magic to get herself into trouble and just enough courage to try getting everyone else out of it.

That is the Larina sitting on my desk right now, and after forty years, she is still teaching me how to write witches.

Larina Stephanie Nichols for NIGHT SHIFT
Two Spells and a Library Card

A natural question can be raised. Why her? I mean I have no shortage of witches. I even created a brand new one (more or less) just last week. I even have a witch that has a great background AND is about the right age in Elowen

So why go back to Larina?

I think part of that has been answered above. Larina, the character, is a product of the mid 1980s for me. A lot of what I wanted a witch to be in 1986 is her. So naturally, if I am going to have a witch character in 1986, why not her?

Also, Larina is always great for me because I know her so well. When I am running situations as a thought experiment or at the table, I know how she should react, not how I, as someone who knows the rules of the RPG, would react. That's important to me.

Also, Elowen has a very specific role in my mind. She is deeply connected to West Haven and very much Larina's "adopted" daughter. More so than Sinéad was, despite that being an early idea. 

Larina at 16, at least how I am using her in Jackson, is becoming something really fun and she can proudly stand beside her "sisters" (or Shards as I have been calling them) from Chill, WitchCraft, Mage, and the Witch Queen from AD&D. Even the other versions of her in NIGHT SHIFT

Other Larinas have crossed worlds and realities; the Larina of Jackson, IL has to get across town to St. Michaels for her Greek II class in her old purple 1977 VW Bug (which she has named "Eurydice" which makes no sense really). That is enough of a challenge.

And she is teaching me more this way.

Tuesday, June 23, 2026

Tales of Jackson, IL: Not-so Mystic Locales

 One of the things I really wanted when I began putting together Jackson was it to feel real. I wanted places these characters could hang out and locations that felt like something from the Midwest in the mid 1980s. 

So while I love my haunted houses, hidden underground tunnels, and everything else the "bad land" has to offer, there are far more "normal" places to visit that will come into play. 

Salvatore's Pizzeria

Colleges

In addition to two High Schools (Jackson Public High and Saint Michael's Catholic), Jackson has two small four-year colleges offering full bachelor's degrees in a variety of subjects, along with technical degrees and, at MacAlister, a robust RN program and an RN-to-BSN program.

While the colleges have their ghosts and their own stories, they are to most people mundane institutions of higher learning. 

MacAlister College
The East Side College, "Mac"

Founded in the early 1830s, MacAlister College for Women broke ground before Talcott College did, but did not begin enrolling students until after Talcott was established. It began with a group of Scottish immigrants looking to provide a strong Presbyterian education for young women. Its School of Nursing began strongly in its first years and continues to provide one of the best medical educations outside of the University of Illinois. After struggling somewhat in the 1870s, Mac (as it is known) opened its doors to men and women, competing with the more successful Talcott College, which had begun offering degrees in accounting and chemistry. The chemistry classrooms became the first co-ed classrooms in the entire Midwest. 

Now more than 150 years old, MacAlister is showing its age, but is beloved by students, faculty, and alumni alike. Since the 1970s, enrollment has been declining, rarely reaching its cap of 900 students. 

Illinois Beecher College 
The West Side College, The Harvard of the Heartland

Founded in the mid-19th century, what is now Illinois Beecher College began as Talcott Collegiate Institute in 1856, an ambitious attempt to establish a center of higher learning on the Illinois frontier. Its founders were educators, reformers, and idealists, some with quiet but firm ties to abolitionist networks moving through the region. They came to Jackson with one goal in mind: to provide a world-class, Protestant education to the new frontier, and in particular, the "Thebes of the West," as Jackson had been called. They even went as far as to proclaim the new college as the "Harvard of the Heartland!" Indeed, for several decades, Talcott College produced several notable scholars, orators, and political figures who would shape the state through to the 20th century. 

Talcott was renamed Illinois Beecher College in 1918, during a period of reorganization backed by Chicago financiers, railroad money, and several prominent alumni families. Talcott Hall remained the main campus building until 1975, when the new Harriet Tubman Hall was built to house the college’s expanding computer lab and business programs. The name was not an attempt to curry favor with changing times, but a concrete statement acknowledging the college’s strong abolitionist sympathies dating back to its foundation.

Stores

Lots of places to spend money in town, but only a few are of interest to our characters, and some places are better than others to find some NPCs.

El Espejo Oscuro - Illinois Ave, near Illinois Beecher College

Owner and Propriator Sylvia Velasco

El Espejo Oscuro

El Espejo Oscuro sits on Illinois Avenue, not far from Illinois Beecher College, though most students are careful to say they only go there "as a joke." The name means "The Dark Mirror," and the shop lives up to it: black-painted shelves, old mirrors, candles that smell too sweet, imported books, tarot decks, silver jewelry, saints’ medals, dried herbs, and occult titles that no one in Jackson admits to buying. The owner, Sylvia Velasco, claims to be from Spain, dresses like she stepped out of a perfume ad, and somehow affords a brand-new red Ferrari despite the fact that the store never seems to have any customers. El Espejo Oscuro is both a resource and a warning. People who need answers can find them there, but Sylvia never gives anything away for free, even when she is smiling.

This is also a good place to find Vera Rook and Renee Jäneläinen, though not usually at the same time.

Paula's Bookstore - Downtown Square

Paula’s Bookstore sits on the northwest side of the Square, with a faded sign, crowded front windows, and more books than the building has any reasonable right to hold. Paula Belakis sells new books, used paperbacks, magazines, comics, local histories, poetry, study guides, and the occasional odd volume that no one remembers ordering. Unlike Strawberry Fields, Paula’s is not trying to be cool, and unlike El Espejo Oscuro, it is not trying to be dangerous. It is just a bookstore, or at least that is what everyone says. Students from Jackson Public, Saint Michael’s, Beecher, and MacAlister drift in looking for paperbacks, textbooks, horror novels, fantasy trilogies, romance novels, GED guides, and a place to hide for twenty minutes. The store has a harmless ghost, or maybe a helpful one, depending on whom you ask, and Paula has learned not to question why certain books fall off certain shelves when certain customers walk in.

Paula's Bookstore

This is also where you will find Larina most Saturday mornings or Roderick Morgan on Friday nights.

Paula does not have a very high opinion of Sylvia Velasco. And the feeling is mutual. But they at least respect each other as women business owners, so they try not to make things difficult for each other and try to cater to different clientele. 

Strawberry Fields - Jackson Town Mall

Located on the near west side of town, on Morgan Street, Strawberry Fields is a cramped record/head shop selling records, tapes, incense, posters, tarot decks, used books, magazines, cheap occult novelties, and dull display weapons. Parents think it is dangerous. Teens think it is magic. PASS thinks it is proof of moral collapse. The rumor that it sells weed is false, but the rumor never dies. For years the rumor has been if you ask at the counter for "Mellow Yellow" they will sell you something made from "bannana peels." The owners, finding the rumor funny, will just tell them, "Sorry, we only have Mt. Dew." 

Strawberry Fields at Jackson Mall

This is one of the places where the PCs can also find Faye Thorne. She works here to avoid, well, pretty much everyone, but mostly her two strict aunts. Faye knows a lot about music, but still thinks your choices suck.

Places to Eat

Jackson has its own collection of fast food staples, including McDonald's, Hardee's, IHOP, and one of the few remaining Burger Chefs. 

Salvatore's Pizzeria ("Sal's Pizza") - Near Downtown Square

Owner, Operator, head pizza chef, and sometimes waiter, Salvatore Vitale is full of old-school charm and work ethic, and he yells at anyone who doesn't share his desire to work 80 hours a week. This is THE pizza place in town, and with good reason. Sal's puts his heart into everything, and a lot of garlic. The place is usually packed every Friday night and Saturday all day. Forget getting a table during any homecoming weekend for any of the schools in town. Yes, the food is that good. You can't get deep-dish style pizza here, only thin crust, but no one ever complains.

This is also one of the places where the PCs can run into Denise. Largely because she is the only one who can deal with Sal. In truth, they actually like each other because they can deal with each other's yelling.

Sal: "You should fire you!"
Denise: "You can't fire me, no one else will work here!"
Sal: "Sei proprio una ragazza pigra!"
Denise: "Ugh! We are in America! Speak American!"

Sal and Denise

Later on, when Denise Carver wins recognition for her work as a social worker, Sal puts up a framed copy of the newspaper article about her in his restaurant, where he tells everyone that Denise was "the best waitress he ever had!"  

There are more places. Many I am leaving purposefully vague until I need them. Others are a little too haunted to deal with right now. Case in point, I have plans for the Court House and the old Governor's Mansion. I still have the hospitals to detail as well.

I have already talked about the Library as both a place of adventure and a Mystic Locale. I have already figured out that there is a copy of "A Wrinkle in Time" where Larina can leave a note, and her alternate universe self in the Dark Places & Demogorgons universe will find it in the copy in her library. One of the notes Jackson Larina "Nix" sends to Cabon Vale, IL, Larina "Creepy", is "watch out for Moria."

I might get a map of my old hometown and start putting "X"s on it, marking these locations. 

Thursday, June 11, 2026

Jackson, IL: NPCs, The Ones Who Know

One of the big hooks in the Jackson, IL NIGHT SHIFT game I am using is that the adults in the game know a little bit of what is going on. That is to say they know Jackson has more than its fair share of weirdness going on. 

Case in point. Devil Chairs or Witch Chairs. These are chairs found in many cemeteries across the Midwest. If a cemetery has one they typically have one, or maybe two. My real hometown of Jacksonville, IL (which Jackson is based on) has five. That town isn't normal. (Normal is about 120 miles NE of Jacksonville!)

Larina and Morgan playing chess

There are also other teens who have figured out what is going on. These NPCs will interact with the PCs but may or may not get involved for their own reasons. 

Roderick Morgan, II, aka "Morgan Highstar"
Roderick Morgan, II, aka "Morgan Highstar"

Morgan, as he is known, is the "protector" of St. Michael's Catholic School and Academy. The "Academy" part is the older name and is used by the honor students. Morgan (and never, ever "Rod") is a psychic and covers the same role that Stephanie, Faye, and Larina cover for Jackson Public High School. 

Morgan, though, is a reluctant protector. Not because he can't, he is more than capable. He is reluctant because he doesn't really want to protect anyone. Well...he is doing it to prove his intellectual capabilities and his psychic ability, not because he actually likes any of the students at St. Michaels. On the contrary, he actively dislikes most of them. But it would wound his pride if a poltergeist or a demon got into the school. 

Morgan is a psychic and a rationalist. He doesn't believe in the supernatural. All the phenomena he encounters, he thinks, are the result of psychic interference. So ghosts, demons, hags, and the lot are all manifestations of the townspeople's own fears and psychic garbage. Psychic patterns or matrices. They believe the town is haunted, so they find ways to make it so. He finds it deeply offensive that others can't have the same mental discipline he does.

He also can't stand witches. 

Not hate per se. But they represent everything he thinks is wrong with this town. They feed into the superstitions and believe them themselves. The problem is also is that they are effective. He would argue that they are effective because they contribute to the problem. So it galls him anytime someone with magic shows up. And it destroys his world anytime Larina beats him in chess.

Concept: Psychic and intellectual snob with grades to back it up.
Song: "Subdivisions" by Rush
Quote: "A haunting is not a mystery. It is an unresolved pattern with delusions of personality."

Morgan is a 4th-level Psychic. He is a little more powerful than the other NPCs, but he is also doing all the work on his own. He is based on Morgan Highstar

Morgan is related to the Morgan Chemical family. His father, Roderick Morgan I, was not directly involved but is a professor at MacAlister College. They have a name and money.

Vera Rook
Vera Rook

Vera is another witch at Jackson Public High. She and Stephanine go way back to Kindergarten together where they have always been rivals. She picked on Faye for loosing her parents and now she has set her sights on Larina as her newest target. 

Very is smart, incredibly cool, and popular. If this were the 2000s she would be described as a "mean girl." In the 1980s, we would have just called her "stuck up." 

Vera's deal is that she is a witch, and she could help, but she won't unless it somehow benefits herself. So there will be times when she pitches in and a lot more times when she just won't.  

While I don't want to make her into a cliché, I do admit I am having fun playing with the clichés. She is the worst qualities of the other witch NPCs distilled into one character with wit and flawless eyeliner.

Concept: Rival witch.
Song: "Cities in Dust" by Siouxsie and the Banshees
Quote: "And I care...why?"

Vera is a 2nd level witch. But don't expect her help or anything. Vera is brand new, but I rolled up her Pathfinder 2nd Ed and AD&D 1st edition character Veyra Shadowraven. Yes, more clichés! Might need to post all three stats one day.

Witches Gather...in the halls of JPHS

Stephanie: "Ugh! Why is she such a bitch?"
Larina: "Why won't she help?"
Faye: "Why does she look so cool?"
Stephanie and Larina: "What?"
Faye: "What?"

The Rooks are also an old Jackson family. She would be a family tradition witch.

Kyra Bellamy
Kyra Bellamy 

Kyra: "There is evil in this town. It's old, and it is angry."

Kyra Bellamy is sharp, watchful, and not nearly as willing to take people at face value as they might hope. She has a serious streak, a cautious intelligence, and the habit of looking at the people around her like she is trying to solve them before they become dangerous. That wariness makes her seem distant, but it is born more from care than cruelty. Kyra wants the truth, even when it is uncomfortable, and she has little patience for sentimentality when the stakes are real. In a town built on secrets, that makes her both valuable and dangerous.

Kyra is the daughter of Rev. Jonah Bellamy, III. Preacher at "The Old Landmark Missionary Baptist Church", a predominantly African-American Baptist church. Kyra loves her church. Sundays are a day of dressing up, singing, worship, and, of course, the Sunday-afternoon cookout her father hosts. Yes, Kyra ends up working, giving out food, and is on her feet all day in a dress, but she still loves it, and when the local children ask "Miss Kyra" really nicely, she gives them extra Mac n Cheese. Ok, she gives them extra even if they don't ask.

The trouble is, Kyra is having a crisis of faith. Jackson is evil. She knows this. And there are witches walking the halls of her school. Some, like Faye and Vera, are easy to spot. Others wear a friendly face like Stephanie, and others look nice, like Larina, but Kyra sees the barely contained magic underneath. She doesn't understand how these girls can be allowed to walk around like they are normal.

Now, please keep in mind, Kyra is a good kid. She is just mistaken about what a witch really is. 

Kyra also likes things she knows her father would never approve of. She is on the track team, and she is quite good. She likes secular music and is enthralled by MTV when she goes over to friends' houses. And what confuses her most of all is she thinks she also likes Meriko in a more than just-friends way.

Concept: The Preacher's Kid
Song: "Dear God" by XTC
Quote: "Just because I’m polite doesn’t mean I agree with you."

Kyra is a 1st-level Theosophist. She is based on the Pathfinder iconic cleric Kyra. Kyra is here to provide some tension. She is not evil, quite the opposite, but she also wants to protect her family, her church, and her town. She isn't 100% sure where the evil is coming from. 

Spoiler: Kyra manages to come to terms with all her doubts. Later on she becomes a preacher of her own church, one that is a little more welcoming. 

Kyra Bellamy and Meriko Hayashida

Meriko Hayashida

Meriko: "So what is your deal? You are all witches, right?"

Meriko Hayashida is composed, intelligent, and far more perceptive than most of her classmates realize. She comes from a family that values discipline, accomplishment, and maintaining appearances, and she wears that training with quiet elegance. But Meriko is no passive observer. She notices patterns, remembers details, and understands more than she says. There is a calm confidence to her that makes her hard to rattle, and when she finally chooses to speak plainly, it tends to matter. She may not seek the center of the story, but she is far too smart to remain at its edges for long.

Meriko's father is a professor at MacAlister College. She has an older brother at Mac. Her parents want her to be more traditional, like her brother, but that is not Meriko's way. She discovered that dressing in what she calls "Ninja wear" or what Americans think Japanese people wear, she can really get under her parents' skin. She is also a tech junkie and shows off the new CD player "she got from Japan." Actually, she bought it in St. Louis, but since it's a Sony, it technically comes from Japan. 

Meriko is also something of a kleptomaniac and often shoplifts. She doesn't need these things, her family is very well off, but she likes the thrill of it. On the rare times she catches her, she fakes crying and speaking in Japanese, explaining she doesn't understand American customs and don't send her home to her super strict parents, she will dishonor them, and she lays it on so thick that most shop owners tell her to forget it just so they can get this hysterical girl out of their shop. The second she is out, she drops the act and shows the thing she actually stole.

Her best friend is Kyra. They relate because their families are both so strict and conservative. Meriko makes mixtapes for Kyra and labels them "French Lesson 1" and "Chemistry Notes" Kyra doesn't like the lies, but she loves the music Meriko picks for her.

Meriko also feels like Kyra is "more than a friend," but doesn't know how to act on that.

Concept: The Sharp One
Song: "Voices Carry" - 'Til Tuesday
Quote: 仕方がない。 Shikata ga nai. "It can’t be helped."

Meriko is a 2nd-level survivor. She is based on the Pathfinder iconic thief Merisiel.

Renee Sylvi Jäneläinen
Renee Sylvi Jäneläinen

Sylvia: "Now there is a face I did not expect to see darkening my threshold."
Renee: "Hello. Godmother."

Renee Jäneläinen is a girl of winter light and long dark nights, carrying with her the sense that she belongs to colder places and older tales. Thoughtful, self-contained, and a little mysterious even when she is being kind, Renee has the air of someone raised to respect things most people would laugh off until it was much too late. She is not dramatic, not loud, and not interested in making herself the center of attention, but there is depth in her that people feel even before they understand it. In Jackson, where so many dangers hide behind familiar faces, Renee stands out precisely because she seems to understand that the world has always been stranger than it looks.

If asked why she came to Jackson from her hometown of Jakobstad in Finland, she will say something simple like "I wanted to perfect my English," but she is already better than some of the locals. Or something odd like "I LOVE American Rock n' Roll," which is technically true; she has knowledge of classic rock that even impresses Faye.  In truth, Renee is not completely sure why she picked Jackson, other than that she was drawn to it. When she got here and felt the town's magic she knew she had picked the right town. 

AND for reasons I have not 100% figured out myself, I introduced her by having her walk into El Espejo Oscuro, and saying to Sylvia Velasco, "Hello. Godmother." I am not sure what I was thinking, other than it hit me one day, and I could not put it down. I still need to figure this one out.

Concept: The Foreign Exchange Student
Song: "In Silence" by Fra Lippo Lippi.
Quote: "Voin ymmärtää ja kunnioittaa pimeyttä ilman että tulen osaksi sitä."
"I can understand and respect the darkness without becoming a part of it."

Renee is a 2nd-level witch, but she tries to hide it. Renen is a nod to all the great foreign exchange students we used to get and all my friends who also went off to become foreign exchange students as well. Renee is also a witch and has her own reasons to keep her power quiet. Renee is based on Rhiannon. So it is possible that she and Morgan will have some dealings in the future. Likely not positive ones. 

These five NPCs are here to either help or impede the PCs as needed. Their motivations are complex.  While they have basic concepts, they are not basic characters. 

Tuesday, June 2, 2026

Jackson, IL: Pride (In the Name of Love)

Yes, I *DO* know what the U2 song "Pride (In the Name of Love)" is about; it also fits here.  

Pride 1985
Photo courtesy of the Peace News Archive/University of Bradford, Special Collections

With Pride Month here, my thoughts keep returning to Jackson, IL.

I’m not talking about the real Jacksonville in Illinois. I mean my version of Jackson from Night World, a college town in the Midwest during 1985-86, where the Veil is thin, the high school is haunted in both mundane and supernatural ways, and some students are witches, psychics, monsters, monster-hunters, or just unlucky enough to know the truth.

It keeps reminding me of Monsterhearts.

I have said before that what makes Monsterhearts a good game is its take on the horror of adolescence. There is the “monster of the week” variety, to be sure, but more so the intimate horror of being sixteen and unsure of your own identity. Or you know who you are, but you are not ready to put it into words. And if you do, you find others have decided they can define you for you.

Many horror games only hint at this, but Monsterhearts really understands it. The monster is a metaphor, but it still feels real. The original World of Darkness does this well, and so does the Buffy RPG, but a lot of games focus only on fighting the monster.

That’s the foundation Jackson, IL is built on.

In a NIGHT SHIFT Night World like Jackson, IL, supernatural characters are outsiders by nature. A witch notices things others miss, a psychic hears thoughts that are better left unsaid, and a werewolf knows what’s inside him might break free at the worst time. There’s the vampire with his hunger, the ghost with unfinished business, the faerie who never quite fits in, and even the monster-hunter, marked and haunted by what he knows.

You could say the LGBTQ character in a mid-80s setting is in much the same dramatic position. (Side note: I don't recall what the preferred term was back in the 1980s. So I am just using what we have today.) They might know something true about themselves that the rest of the world either can’t or won’t see. They have to make judgments on who is safe to confide in, pass in one room, and be open in another. There are friends in the know, adults with their suspicions, enemies who will make a weapon of a rumor, and strangers who would never get the whole story.

Now, I am not going to suggest that it is the same as being a vampire. I have no desire to flatten one experience into another or make the LGBTQ experience into a cosplay. But fiction, and horror in particular, has always had a way with the outsider. The one standing outside the circle tends to see it better than anyone in it.

That is the sort of thing I want to get at with Jackson, IL. Here, being different is not a kind of flaw. It is where you get your power and your story from. It is role-playing fuel.

Take my witch NPCs, Faye and Larina. Faye is a lesbian, and Larina is bisexual. These aren’t special episodes for their characters any more than dealing Faye’s white hair or Stephanie’s confidence are. They are who they are, down to the secrets under the town of Jackson itself. Their identities matter because they color how they and the world view each other, but they are not defined by them alone. Ok, maybe Faye's white hair is a bad example since it IS a side effect of her soul being leeched out by her aunties. Maybe a better example is why does Larina, who is right-handed, wear a watch on her right wrist?

Faye has a head start on living with a secret. Her Aunties raised her, and there is more to that than the people of Jackson know. They are not humans; they are Urban Hags and are forcing Faye to become a monster herself. She knows how to watch a room, to pick up on what is said when she thinks no one of consequence is around. She knows family can be your shelter and your danger in the same house. Being a lesbian doesn’t make her tragic; beng raised by monsters makes her tragic. It also makes her sharper, gives her cause to spot a mask or a threat or an act of kindness for what it is.

Then you have Larina. Her bisexuality is part of her liminal state. She is the weird witch girl with one foot in the everyday and the other in something much older. Some find her frightening because she won’t be simple. She is likes boys and girls alike, as well as records and occult tomes and whatever is calling from the other side of the Veil. In a way, she is all the things Monsterhearts is made of: hunger, fear, curiosity, power. If she is confused, it is not because of her sexuality. She is because she is sixteen and grieving the loss of her mother, and powerful and watched and wanted, and she is afraid of the price of wanting anything. There is danger in having the power to curse an entire bloodline and still not being able to legally drive. 

To me, that is the real stuff. And it makes for some fine role-playing. They are not "after-school special" topics; they are characters. 

Ally, Lesbian, and Bi in Jackson IL
Ally, Lesbian, and Bi in Jackson, IL.
Yes. I know those flags were not around in 1985-86, nor were supernatural monsters.

You have to be careful with the dramatic opportunities so as not to turn a character’s identity into some kind of penance or punishment. I am keenly aware of how LGBTQ characters have been portrayed since, well, forever, and that is not something that I am going to do here. Characters are nto going to be punished because of their sexual preferences. They will be punished for dabbling in the dark arts, or because the whole damn town is filled with monsters and ghosts. Characters are punished for bad choices in a dangerous, not because of their identity. 

The 1980s were a pressure cooker for any sort of identity. Adults wield power, and in those days, your reputation was everything. A misstep in the wrong corridor could haunt you for months. Thomas Avery, one of our teachers, is well aware of this. Being gay, he is cautious; he knows how fast a rumor can be turned into a weapon. He is a good teacher on account of his ability to listen, not because any suffering has made him noble. He will know when a student is trying to put something across without putting it into words. He is a good person and a likable guy. 

Then there is Elaine Bellweather. She is gay as well, but the world makes of her what it will, quite differently from Thomas. She is no front-line warrior. She teaches music and lives a quiet life, but she is one of the few adults in Jackson who keeps an eye on things and does not jump to condemn. In a town rife with secrets and monsters, you do not find many like her. And that counts for something. She is no one's "favorite teacher," but she does provide a space for the students (often read as Player Characters) to grow.

It is part of what makes for good LGBTQ representation in a horror game. An adult need not be attacking demons with a sword to be heroic. Sometimes, providing a space where a kid can get some air is enough. Sometimes the adult is the hero who just lets them feel safe, even for a little while. 

Monsterhearts has a way of putting it all in words. You have your strings for leverage or emotional debt, and your conditions for the labels people slap on you: "Freak." "Witch." "Creepy." "Queer." "Devil worshipper." In a high school horror set in the 1980s, those are as perilous as claws. But they can be put to the test. That is where the role-playing is. Not in having queer characters put through the wringer for being there, but in seeing what they do when someone tries to put them in a box. Do they run? Lash out? Or do they take the very label meant to hurt them and make it a banner?  A condition like ‘Freak’ might begin as hallway cruelty, but in play, it can become the moment when a character decides she would rather be feared honestly than accepted falsely.

There is your Pride. It is more than the parades and flags, as great as those are. It is the choice to stop making excuses for being real. Think of the witch who ceases to feign deafness to the dead, or the werewolf done with calling himself broken. Or the lesbian teen who sees right through the monster trying to work his charms on every girl in school, because what she wants is hers alone. A bisexual witch is figuring out that wanting two different kinds of futures doesn’t make her a fraud. That is not pandering; it is simply good character work.

I want the LGBTQ folks in Jackson, IL, to be part of the world. Some are ordinary, some are witches, some are teachers, some are students, and many are just regular people. Let them be messy and wrong about things and as complicated as the rest. Some are scared, some are not. Monsterhearts is adept at that; it won’t make adolescence neat and tidy or desire safe. It acknowledges that being young is intense and strange in its own right. We are putting that in 1986, with the Satanic Panic and some fine music in the background, where even a note passed in class feels like a spell.

For Pride Month, that is the part I want to acknowledge and celebrate.

The outsider is not outside because they are lesser. They know where that divide is because they have often been made painfully aware of it. They are outside because they can see the shape of the door.

And sometimes, in Jackson, they are the only ones who know how to open it. 

And to the kids I went to High School with in the 1980s who later came out and are much happier now, I am glad you found your happiness. 

Tuesday, May 26, 2026

World Dracula Day: Dracula for NIGHT SHIFT

Dracula
Today is World Dracula Day! Celebrating the release of Bram Stoker's classic horror novel, Dracula.

Like Lord of the Rings, I pick up Dracula and reread it every few years. The last time was 2024, so I might be due soon. Given that next year is the 130th anniversary of its publication, I might reread it then. 

Here he is for NIGHT SHIFT: Veterans of the Supernatural Wars. I currently do not have plans for him to show up in Jackson, IL. But I should have a vampire show up sometime.

Dracula
16th level Veteran (Supernatural, Vampire)
Archetype: Master Vampire

Strength: 22 (+5) A
Agility: 18 (+3) n
Toughness: 18 (+3)
Intelligence: 13 (+1)
Wits: 14 (+1)
Persona: 22 (+5) n

Vit: 120
Alignment: Chaotic Evil
DV: 5
Fate Points: 1d10

Check Bonus (A/N/D): +7/+5/+3
Melee bonus: +12  Ranged bonus: +8
Saves: +5 to all

Powers
Vampire Powers
Veteran Abilities
Feed: Blood

I would provide a more detailed description, but seriously, if you are reading my blog, then you know who this guy is. 

NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Tuesday, May 19, 2026

Jackson, IL: NPCs, the Adults in the Room

No game for me this past weekend. They were doing their "Pokémon meets D&D" game and no time for the 1980s. That's fine, I have a bit more world-building I need to do.

The thing about Jackson is that not every adult in town is clueless about the Supernatural. Many are, most are too thick to know. But there are some who know the truth, and some of them have fought these battles before. Here are some of the adults I want to put forward as my actual "Veterans of the Supernatural Wars." 

Old Jackson Public High School
Old Jackson Public High School

Most of these adults don't really need stats; they won't be doing any fighting unless it is off-screen. Though it is possible that they could need them later on. For the most part, these are either 0-level humans or maybe 1st or 2nd level in something.

Lars Nichols
Lars Nichols

Lars is Larina's father. He is a good one to have in the game, whether or not Larina remains a named NPC. Like Larina as the New Girl, he is the New Teacher. He is a professor of Anthropology at MacAlister College, so he will make a good resource for the characters. 

Lars came to mind nearly fully formed. I knew he had the same hair color as Larina and that he had brown eyes. He sings, he loves music, he has an impressive music collection. And he LOVES Yes. Like obsessively so. And Larina is a complete Daddy's girl. Of course, "Larina" means "daughter of Lars." But Larina came first, and Lars came around later. Her mother is/was named Siân Stephens Nichols (my homage to Bewitched). She was blonde with blue eyes, the same eye color as Larina. I spent some time with Lars and Siân as OSE characters, and they were a blast. 

In Larina's original AD&D 1st ed version, her mom and dad both died when she was 19, necessitating her adventuring.  In my Dark Places & Demogorgons version, her parents are both still alive. Here, her mother died, and Lars and his daughter moved up from Southern Illinois so he could take a job at MacAlister. 

Lars is likely a Sage, maybe level 4. Yeah, I know I said 0 or 1, but he is going to be a solid resource. Plus, Lars knows about the supernatural; he prefers to avoid it when he can, but that is difficult when his daughter is one of the most powerful witches in the game.  

I like Lars. He is a good guy and acts all happy, but he is still mourning his wife. Because of this he will be protective of the characters.

Archetype: The cool, but heartbroken, single father
Quote: "Love what you love while you can, and never apologize for playing the record one more time."
Quirks: Has a huge record collection. Loves Yes, still misses his wife.
Theme song: "Wonderous Stories" by Yes

Malcolm "Mac" McGowan
Malcolm "Mac" McGowan

Malcolm "Mac" McGowan is first and foremost the grandfather of Rowan McGown, the presumptive Spirit Rider of Jackson. His son, Jake, was the Spirit Rider for this area, but he and his wife were killed in a car crash leaving only the baby Rowan to survive. She was supposed to die as well. They were killed by supernatural agents. Mac has always known this and has done everything in his mortal-mundane power to keep Rowan safe. But he knows that sooner or later she is going to need to take up the mantle if Jackson is to remain safe. 

He is an older man who moved here from Scotland many years ago with his Irish wife. Their son Jake was born here in Jackson, and they settled down. Mac got a job caring for the horses at the Thompson Stables, hired by Andy's grandfather, who always respected Mac. It was their idea to have young Anderson come to the stables to learn how to care for the animals and destiny was forged when Andy fell in love with Rowan.

Yes, that is the flannel shirt Rowan wears now. She stole it when she was 12 and never gave it back. Wearing it reminds her of her grandfather.

Mac likes Andy, he sees more of Andy's own grandfather in him than his father, which is good. He also knows he will be kind to Rowan.  MAc respects people who work hard, but has a lot of issues with those who deal with the supernatural, especially Valerie Beaumont. These two have a history, and he is one of the very few people who know her secret.  Valerie wants to train Rowan in sword fighting to prepare her for her role as Jackson's Spirit Rider, and conveniently keeping all three away from directly helping and stealing the spotlight away from the PCs.

Valerie: "Good morning, Mac. You going to invite me in for coffee or shoot me with that revolver you are hiding in your jacket?"
Mac: "I have not decided yet. Maybe both."

If Mac has a class, he would be a level 1 or 2 Veteran. 

Archetype: The Protective Grandfather
Quote: "Horses don’t care what you say you are. They only care what you actually are."
Quirks: Talks to horse like they understand him. Maybe they do.
Theme song: "The Skye Boat Song" - The Corries

There are a lot of parallels between Lars and Mac, just as there are between Larina and Rowan. Almost like they are similar characters with different paths and choices. I like to explore these ideas. If Larina and Rowan are very similar, it might also explain why, in my mind, they are friendly to each other, but not friends. 

Of course, none that might matter in the actual game. So far, the players and the characters have only seen them in the background.  The teachers in the school are more important right now.

Here are a couple more.

Thomas Avery
Thomas Avery

Mr. Avery is the school's "cool" teacher. He is known to be a little eccentric, a little odd, and his classes are a lot of fun. He teaches Classical Literature, Senior Honors Lit, and Freshman English. He quotes Shakespeare in class, and he directs the Fall plays. 

Mr. Avery's big secret is that he is gay. He tries to keep his personal life to himself because, well, it's just 1985-86 and people are still bigoted. When he was younger, and the AIDS crisis began, he got "The Talk" by the school board. He was so embarrassed and frustrated that he considered leaving teaching altogether. Now he makes sure he is never alone with a student, always meets in the open, and never, ever touches anyone. He knows how quickly misunderstandings turn into rumors and rumors become more.  To that end, Keri Moreau flirts with him openly and often, which he finds amusing. She told him that she was willing to do whatever was needed to ensure he was protected. She is also at his side during the school plays as the "Assistant Director" of the plays. The other English teacher, Glenn Daniels, wants him gone, but he is intimidated by Keri, and she makes sure he never has an excuse. 

Thomas Avery is a lot of students' favorite teacher, and they will say he is one of the few who listen to them. Really listens to them. Again, I like to think Avery is a good guy. He loves teaching and he loves when students read something that really means something to them. 

Thomas and Elaine have been sharing their observations, and they are coming to understand that some students are more than they appear. And there are some things that hide in the dark. 

Thomas is likely just a level 1 Sage. 

Archetype: The Fun Teacher
Quote: "Words are not harmless. That is why we teach them."
Quirks: Quotes Shakespeare whenever he can.
Theme song: “The Sound of Silence” by Simon & Garfunkel

Elaine Bellweather
Elaine Bellweather

Elaine: "Some things work whether you believe in them or not. That is why you must be careful."
Faye: "Are we still talking about Jazz, Miss Bellweather?"

Miss Elaine Bellweather is Jackson Public High School's music teacher. She teaches Music Appreciation and History, Choir, and is the orchestra conductor. She doesn't teach band, though. The students think she is a bit old-fashioned; she still dresses like she did in the 1960s, and most students think she is older than she really is. She is only 45. 

Miss Bellweather is from one of the "first families" of Jackson. Along with the Thornes, Thompsons, and Vales, the Bellweathers were among the first to settle on the Mauvaisterre Moraine that would become Jackson. She never married, so she will be the last Bellweather. Like the Vales and Thornes, the Bellweathers produced a number of witches. The Thornes are hags, though many don't know that, and the Vales have a history of magic. The Bellweathers were Hedgewitches. As Elaine would say, her "grandmother could see around a few corners."  Elaine herself has no magical ability, but I do say she has some sensitivity. In game terms I say she is a 2nd or 3rd level Sage. She knows a couple of simple spells. 

Elaine lives in a small house with Marian Fitzpatrick, her long-time friend from their days at MacAlister.

Elaine Bellweather is also gay, but she doesn't get the same level of discrimination that Thomas does. That is the double standard of the 1980s that, for once, works in her favor, just for the wrong reasons. 

Not many students consider her their "favorite teacher," but she loves her job, and music is her life. She keeps a detailed set of notes on all the strange things she sees. She shares these notes with Mr. Avery and Mrs. Gloria Haskel, the school Librarian. Between the three of them they know about the monsters and work where they can to protect the students.

Archetype: The Shockingly Perceptive Teacher / Hedge Witch
Quote: "No, I do not know magic. I know songs. People are always confusing the two."
Quirks: Never married. Grandmother was a witch.
Theme song: “Will You Love Me Tomorrow” by The Shirelles

Thomas and Elaine are also my subtle nod to the Monsterhearts game I played a while back, which was also almost like a Proto-Jackson. Much like Stranger Things did a flashback involving the previous generation, I like to think that Thomas and Elaine may have known something back when they were kids struggling on their own. I don't think they were in school together, at least I have not worked out their histories or backstories much more than what I have here, but I am leaving it all open. Mac would have been here, but he would have been an adult then as well. 

These are more of my "veterans of the supernatural wars." Just in this case, the last war.

Friday, May 15, 2026

EGG Con III Tickets

EGG CON III
 EGG Con III is just two months away.

I will be out with Elf Lair Games to run some games of NIGHT SHIFT.

You can get a badge now and buy game tickets. 

I am running two NIGHT SHIFT games.

Elf Lair Games Presents: Spector Detectors!

And one Thirteen Parsecs game.

Elf Lair Games Presents: Abraxas Down

It should be a great time.

It is a smaller Con than Gary Con, but they are just getting going. I am expecting the same sort of vibe, really. 

Looking forward to seeing everyone!


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 game universes, 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."