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

Friday, April 1, 2022

#AtoZChallenge2022: A is for Ancient Aliens

The A to Z of Conspiracy Theories A
The A to Z of Conspiracy Theories: A is for Ancient Aliens 

Let's kick this A to Z challenge off right and dive right into Ancient Aliens.  This will be one of my bookends for this challenge since I plan to use Zecharia Sitchin as my Z entry.

Now while there is a ton I could say about these theories today and the rest of this month, I do want to make it 100% clear that I do not buy into any of these notions.  They are good for RPG material though.

Ancient Aliens is the notion that ancient people were visited by aliens (extraterrestrial advanced lifeforms) and not only did these ancient people regard them as gods they shaped the cultures of these people and even, in some theories, shaped their DNA. 

I want to address the biggest issue with ancient alien ideas.  They are all notoriously racist.  There is an underlying notion that "white people couldn't figure it out, so brown people must have had help from an advanced species."  Which is pure bullshit.  We do have better ideas on how the pyramids were built and why.  We know how the stone heads on Easter Island were transported. We even have better hypotheses on how places like Stonehenge were built. None of these involved magic or alien technology.  Renowned Egyptologist Zahi Hawass has been particularly critical of these ideas saying they take away from the ingenuity of the Egyptian people.  I agree.

Once you start reading into this (and I even found a couple of questionable documentaries) it opens a whole rat's nest of crazy topics.  I am not going to go into any of these topics in detail. No room here and way off scope. But I am going to link some of the more *interesting* ones and the ones that had the most effect on my work here.

This all makes one think about the movie and TV series "Stargate."  And it was looking into all of this that made me realize how much stuff I can use here.

For NIGHT SHIFT

Most ancient alien/god "theories" are centered around Egypt and the Pyramids.  But many also pull in myths, legends, and stories from ancient Babylon, Sumeria, and the Fertile Crescent.  Others also involve American cultures like the Mayans, Aztecs, and the Toltecs.  While Egypt and the Fertile Crescent certainly had interactions, the Central and South Americans had no contact with them. In fact, that is a central thesis of these theories; "They had no human contact but there are similarities, therefore they must have had divine/extraterrestrial contact."  Ok, technically that is not a theory but more of a poorly worded research position trying to move to a hypothesis.  I am going to suspend my years of doing and teaching research design though for now.  This is for a game, not a grant.  

In NIGHT SHIFT Ancient Aliens DID exist, but they did not give humans high-tech materials or help them build the pyramids.  Humans were slaves and many times they were food.  To quote Dr. Peter Venkman from Ghostbusters II, "And that is the whole problem with aliens, is you just can't trust them. Occasionally you meet a nice one: Starman, E.T. But usually they turn out to be some kind of big lizard!"

The ancient peoples feared them, but I am going to say they mostly tried to fight them.  There were organizations created then to combat this alien invasion and some still exist to this day. 

These ancient aliens were those lizards.  They invaded ancient Egypt and Mesopotamia and gave gods like Set, Apep, and Tiamat.  Then they went over to Central America and gave Queztcoatl.   The world of NIGHT SHIFT is absolutely overrun with alien lizards and their genetically modified lizard people.  

The ancient alien theories claim they are "reptoids" and are from stars in the constellation Draco. IT doesn't matter it seems that some of the stars in Draco are only 20 ly away (σ Dra) and others are as far as 7,000 ly away (V571 Dra) and everything in between.  But for NIGHT SHIFT let's pick Thuban (Alpha Draconis) as their homeworld.  It is 303 ly away, so a good distance.  It could explain the gap in time between visiting Ancient Egypt and Meso-America, they had to go back home.

I will get into the details of these lizards and what they can do.  But this is a start.  They have been here since the beginning and are still here now.  Maybe they are connected to the dinosaurs and responsible for all the myths about dragons.  

Who knows. 

I guess we all will soon.

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

Be sure to visit all the A to Z blogs this month at the Blogging from A to Z blog.


A to Z of Conspiracy Theories for NIGHT SHIFT


Wednesday, March 30, 2022

April 2022 A to Z Blogging: The A to Z of Conspiracy Theories

I can't believe that April is nearly here.

For many years now I have participated in the April A to Z blogging challenge.  Blogging every day is not really a challenge for me anymore; 15 years into this and I still have a lot to say.  For me is to find something that I want to talk about for a month straight AND provide you my reader the same sort of content you are used to.  That's the real challenge.

I debated on whether or not to do it this year.  But I came up with an idea and told my wife. She thought my idea was dull (it was) and instead suggested the topic I am going to do now.

So allow me to present to you, 

The A to Z of Conspiracy Theories for NIGHT SHIFT Veterans of the Supernatural Wars.  

A to Z of Conspiracy Theories for NIGHT SHIFT

The idea here is present to you a conspiracy theory and then how to bring it into your NIGHT SHIFT games.  I have my list ready to go but I do reserve the right to alter it as the discussions here take me. 

A few notes.

1. I, generally speaking, do not believe in ANY of these conspiracy theories.   I have spent the last month reading about them in earnest and while many are fun, some are downright racist and/or dangerous.  

2. I am not supporting any of these conspiracy theories.  Quite the opposite. They a fiction of the same level as my own "Generation HEX" or "Weirdly World News."   So while none of them seem to stand up to real scientific scrutiny, they can be fun for an RPG.

3. YES there have been some conspiracies that have turned out to be true.  The plot to kill Archduke Franz Ferdinand of Austria was one.  But I am not convinced that the people doing that (the Black Hand) had WWI as their goal.  The suppressing of dangerous chemicals in cigarettes and the plot to keep the exploding tanks in Pintos by the Ford Motor Company were others.  JFK was killed by a lone gunman and 9/11 was a plot by Al-Qaeda and not the US government.

For these, I am keeping an eye on the Conspiracy Chart as created by Abbie Richards.

Conspiracy Chart created by Abbie Richards

I am going to avoid some topics for various reasons.  My first requirement for anything here is "will it be good in a game?"  So if you are wondering why I pick some topics and not others that is usually the case.   For example right now "P" is a toss-up between "Phoenix Lights" and "Paul is Dead."   Phoenix Lights have more game-related uses, but the "death" of Paul McCartney is an old favorite of mine. 

My goal is to try to include NIGHT SHIFT stats and rules as I can.  I want to get the word out on my favorite RPG.  I will try to situate them in the various Night Worlds when and where I can.  So many of these ideas can be great fodder for Weirdly World News or even my Valhalla, AL setting. 

This could be very fun!

April A to Z Blogging Challenge


Thursday, March 24, 2022

Gary Con 2022 Bound!

I should be in the car headed to Gary Con as you read this!   

Gary Con 2022

 Not running any games, not playing in any as far as I know.  But I will be at the Elf Lair Games booth next to the Troll Lords.

So if you are there come by and pick up a copy of Night Shift!

Wednesday, March 9, 2022

Guest Blog: Using The Witch and Eldritch Witchery as a NIGHT SHIFT Resource

I am over on the Elf Lair Games blog today to talk about how you can use my OSR books The Witch and Eldritch Witchery to expand on your NIGHT SHIFT games. 

The Elf-Lair Coven

With this, you can add new spells, new Arcane Powers, and Traditions like The Aquarian Order, The Cult of the Magna Matter, The Hermetic Lodges, and the Masters of the Invisible College. 

https://elflairgames.blogspot.com/2022/03/guest-blog-using-witch-and-eldritch.html

Wednesday, March 2, 2022

New NIGHT SHIFT Content from Elf Lair Games

Night's Companion
My *other* publisher, Elf Lair Games, has been putting out some great free content for all of February in support of the new Night Companion and I would be remiss if I didn't share or point some of it out to you all.

Click on the links below for more information.

The Order of the Dragon

This is a holy order of knights set to defend Christianity from Muslim incursions.  Vlad Dracul was a member, but when he became a vampire the order shifted focus to destruction of all vampires and hunting of the supernatural. 

The Divine Order of the Sisters of Orleans  

A sister organization to the Order of the Dragon created by and in the name of Jeanne d’Arc.  They have also survived to the modern day to fight supernatural threats.

Folk Horror

Jason gives some advice on adding Folk Horror to your NIGHT SHIFT games.  This part was left out of the core rules. 

The Mandragora Book Store

Our old friend from the Eden days Derek Stoelting has been part of NIGHT SHIFT from the start.  He is up with more information on the location mentioned in the Quick Start Kit

Supers

A couple of good posts on Supers including how to create street-level supers in NIGHT SHIFT using the Inventor class.  Followed up by adding supers to a fantasy style RPG, with NIGHT SHIFT as the translator.

This naturally branched out to and from the next two topics.

Cyberpunk and how NIGHT SHIFT, or more accurately O.G.R.E.S. is a great Rosetta Stone for all sorts of old-school play. 

Finally we get some discussion on the Fighter class.

I also have more NIGHT SHIFT goodness for you all coming up including some more weirdness from Valhalla, AK and a new feature I am working on called From the Editor to support my Weirdly World News NIGHT WORLD from the Night Companion, and GenHEX from the NIGHT SHIFT Core Rules.

So keep an eye out here and on the Elf Lair Games blog for more material for Jason, Derek and myself.

Thursday, January 20, 2022

Character Creation Challenge: Lee Jun-fan

Today's character could work with either my Victorian setting or Spirit of '76 for a lot of the same reasons.  

I have always been a big fan of Bruce Lee.  I first saw him on the old Batman series as Kato and then later in interviews.  I am not sure what the first Bruce Lee movie I saw was, but likely it was "Enter the Dragon."  Later I learned of his legacies of how Asian-American actors were treated in Hollywood, his invention of Jeet Kun Do, and his atheism.   He was in every respect of the word, an icon and all-around good guy. 

He was huge in the 1970s, especially after his death, and he was central, or at least he heavily influenced the TV series Kung-Fu.   That gives him an "in" to both eras I am gaming with this month.

So in the tradition of the series(es) Kung-fu I have a character idea that would work for both times.  This is an alternate world (NIGHT SHIFT) where Bruce Lee's "Jun Fan Gung Fu" (just Gung Fu from here on out) was a classical style (and totally missing the point of what Lee was trying to do I know...).  

Victorian Era

Here a young British Lord and his Chinese wife had a son, Lee Jun-fan.  But they were killed in the Taiping Rebellion. Their son, whom they feared would also be killed, was left with monks where he was raised to learn Gung Fu. Here he trains for his first 30 years of life.  He returns to his father's home in England where he deals with the racism of 1880s Victorian England.  He is protected by title and wealth, but still, things are not easy for him. He is also a master of Gung Fu and learns of the vast Occult Underground London has to offer.  

Think of it as "Kung Fu by Gaslight."

Spirit of '76

In 1976, Lee Jun-fan's great-grandson, also named Lee Jun-fan, but going by "Lee Young" (yes, I know Lee was a family name) now lives in America, but his legacy will soon be tested.

Here he is (both versions use the same stats) for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Lee Jun-fan (Lee Young)
6th level Mystical Martial Artist (Human)
Archetype: Martial Artist in a Strange New World

Strength: 18 (+3) P 
Dexterity: 19 (+3) S
Constitution: 16 (+2) 
Intelligence: 13 (+1) 
Wisdom: 14 (+1) 
Charisma: 16 (+2) S

HP: 33
Alignment: Good
AC: 5
Attack: +3
# Attacks: 2

Fate Points: 1d8

Check Bonus (P/S/T): +4/+2/+1
Melee bonus: +3 Ranged bonus: +3
Saves: +2 to Constitution and Dexterity saving throws

Martial Arts Powers
+3 to Dexterity; Free Running; Instant Kill ("Gung Fu Death punch"); Lightning-fast; 
Danger Sense, Supernatural Attack, Pneuma Blast

Skills
Athletics, Steady Hands, Body Control, Insight

--

In both campaigns, the emphasis for this character is he is close enough to the world he living in at the time, but still an outsider.  But he is also an outsider with this amazing power.

In both cases, I would want to feature his sense of humor. Bruce Lee had a wicked sense of humor and my Lee Jun-fan would also.  I also want a character who despite all the hardships and reversals he has faced wants to believe that people, in general, are good and they act how they do out of fear.  

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


Wednesday, January 19, 2022

Character Creation Challenge: Megan O'Kelly

Going to a character today that was one of the first (though not the first) Spirit of '76 characters I came up with.  

Megan O'Kelly came to me from a variety of sources, but the main one was the idea of this college girl wearing a Led Zeppelin U.S. Tour 1975 t-shirt, oversized sunglasses, old hiphugger bell-bottom jeans, and carrying a burlap messenger bag where she kept all her witch gear.   She was a young, recent UC Berkely grad with a freshly minted degree in Psychology and she was going to change the world.

Until that is, she discovered the supernatural.  Or more to the point, the supernatural discovered her.

"Megan" began as "Stephanie" in an older game back when "Spirit of '76" was "Summer of Love" and took place in 1968.  I wanted to keep Stephanie where she was but I wanted to do the Summer of 1976 as well, so Megan was "born."  Eliza Roberts, the actress to "play" her, was suggested to me by my NIGHT SHIFT co-creator Jason Vey.   Megan would go on to have more adventures in other games, namely Chill (from last year) and the Buffy RPG.

Here she is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Megan O'Kelly
4th level Witch (Human)
Archetype: 70s Occultist Witch

Strength: 11 (0) 
Dexterity: 14 (+1) 
Constitution: 15 (+1) 
Intelligence: 18 (+4) P
Wisdom: 17 (+1)  S
Charisma: 17 (+2) S

HP: 14
Alignment: Lawful
AC: 8
Attack: +0

Fate Points: 1d6

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

Witch Abilities
Arcana, Supernatural Senses, Spells, Arcane Powers

Arcane Powers
Precognition, ESP (Clairvoyance)

Spells
First Level: Detect Evil, Detect Magic, Protection from Evil
Second Level: Cause Fear, Suggestion

Skills
Research, Insight, History, Science (Psychology)

--

Megan is my gift to that younger version of me that discovered witches in pop psychology books and magazines and always had crushes on girls older than himself. She is the "psychic witch woman" of the 1970s.  She has crystals, she always consults her horoscope, she has "feelings" about things, and she can be a lot more powerful than even she gives herself credit for.  

She has more history in my games later on, but this is college grad Megan. This is young Megan. She is excited, and eager and wants to take on the world. Her future is so bright right now that she needs those knock-off Marlo Thomas sunglasses.   Is it possible to love an NPC? Because I think Megan is great.  I almost feel bad for all the shit she later goes through by the time the 80s roll around.  Almost. Swords are forged in fire and magic is forged in pain.  But that's not till 1979 at least and Megan here has a lot to do before then!

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 


Character Creation Challenge


Tuesday, January 18, 2022

Character Creation Challenge: Virginia Dare

Continuing my "Spirit of '76" mini-campaign I want to get some more details on who my "big bad" might be.  I say might, because I am not 100% sure yet what I want to do with her save for being the mastermind behind the plot.  I know I want to make what she wants to do sound reasonable and something that most people would want to support. That is if her plan didn't involve the death of millions. 

Given the name of the series, I figure she would fit in fine as the first person of European descent born in the colonies.  She is also the reason I have scrapped many of the ideas I had for Spirit of 76 (including other NPCs) in favor of newer ones.  Still planning on four adventures, but I only have the first two figured out.

I spoke about Virginia Dare briefly before. She is the immortal enemy of Valerie Beaumont. Though their relationship is quite a complicated one. She wants to kill Valerie, but Val doesn't really want to kill her.  I liken their relationship (as it is growing in my mind now) as similar to Holmes and Moriarty or The Doctor and the Master.  

Here she is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Virginia Dare
Virginia Dare in London, 1976

Virginia Dare
14th level Survivor (Supernatural, Immortal)
Archetype: Immortal Mastermind

Strength: 12 (0) 
Dexterity: 14 (+1) 
Constitution: 16 (+2) 
Intelligence: 19 (+4) S
Wisdom: 17 (+2)  S
Charisma: 18 (+3) P

HP: 77
Alignment: Neutral (?)
AC: 8
Attack: 4

Fate Points: 1d10

Check Bonus (P/S/T): +6/+4/+2
Melee bonus: 0 Ranged bonus: +1
Saves: +5 to death saves. +2 to all others.

Immortal Abilities
Immortals regenerate 1d8 hit points every minute. 
+3 to Intelligence
+5 to all saving throws against magic, poison, disease, and death-based attacks.
Arcane Powers: Charm Person, Empathy
Unique Kill: Can only be killed by Valerie Beaumont

Survivor Abilities
Stealth skills; Climbing; Danger Sense (1-5); Sneak Attack +4, x2; Read Languages 80%, Ritual Magic

Survivor Skills (8th level)

  • Open Locks: 145%
  • Bypass Traps: 140%
  • Sleight of Hand: 150%
  • Move Silently: 150%
  • Hide in Shadows: 140%
  • Climbing 105%
  • Perception: 105%

Skills
Research, Insight, History (x2) 

--

Virginia Dare has survived some of the worst times this country has seen.  She is brilliant and her own special abilities to understand and charm others to get her into positions where she can leverage her intellect the best.  She learns what people want and she finds a way to get it to them, for a price.  

She prefers to work behind the scenes but she has amassed a powerbase that when she decides to play her hand it will have devastating effects. 

I just need to figure out what that is.  I have an idea, but not sure how to make it work just yet. Both in-game and for the game. 

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 


Character Creation Challenge

Monday, January 17, 2022

Character Creation Challenge: Carl Kolchak

Going forward in time to another campaign I have been tossing around for a while.  This one is set in the Summer of 1976.  I don't have much planned yet save that it involves an increased upswing in demonic and supernatural attacks and related phenomena.  

Ideally, I'd love to be able to use a lot of weird shit that made the 70s one of the best decades for occult happenings.  My goal here is to try to figure out what this campaign/set of adventures is all about.

So let's start with the character that made me want to do something in this decade;  Carl Kolchak, The Night Stalker.  Besides, it is the 50th Anniversary of the Night Stalker TV series.  

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Carl Kolchak 
3rd level Survivor (Human)
Archetype: Corespondent

Strength: 10 (0) 
Dexterity: 13 (+1) S
Constitution: 16 (+2) 
Intelligence: 13 (+1) P
Wisdom: 14 (+1)  
Charisma: 15 (+1) S

HP: 15
Alignment: Light
AC: 9
Attack: +1

Fate Points: 1d6

Check Bonus (P/S/T): +3/+1/0
Melee bonus: 0 Ranged bonus: +1
Saves: +4 to death saves. +2 to all others.

Survivor Abilities
Stealth skills; Climbing; Danger Sense (1-4); Sneak Attack +4, x2; Read Languages 80%

Survivor Skills (8th level)

  • Open Locks: 35%
  • Bypass Traps: 30%
  • Sleight of Hand: 40%
  • Move Silently: 40%
  • Hide in Shadows: 30%
  • Climbing 75%
  • Perception: 50%

Skills
Research, Insight, Notice (x2)

--

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


Sunday, January 16, 2022

Character Creation Challenge: Doctor John Watson

Wrapping up my tour of the Victorian era with the original dynamic duo of Holmes and Watson.  Today I focus my sights on the good Dr. John Watson.

John Watson is an interesting character.  By all rights, he would have been the star of his own serials; British Army officer, Doctor, not a bad detective in his own right and good with a service pistol.  He was also smart, just not as smart as Holmes.

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Dr. John Watson

6th level Veteran (Human)
Archetype: Chronicler and sidekick

Strength: 13 (+1) S
Dexterity: 14 (+1) S
Constitution: 13 (+1) 
Intelligence: 14 (+3) P
Wisdom: 16 (+2)  
Charisma: 14 (+1)  

HP: 33
Alignment: Light
AC: 8
Attack: +3 

Fate Points: 1d8

Check Bonus (P/S/T): +4/+2/+1
Melee bonus: +1 Ranged bonus: +1
Saves: +2 to all saves

Veteran Abilities
Combat Expertise, Improved damage, improved defense, Supernatural Attack, tracking

Skills
Medicine x2, Science, Insight, Notice

--

Dr. Watson is a veteran with a lot of training in medicine. This covers his character rather well. 

I hope this gets me motivated for some more Sherlock Holmes posts. 

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 


Character Creation Challenge


Saturday, January 15, 2022

Character Creation Challenge: Sherlock Holmes

Today I want to wrap up my tour of the Victorian era with two of my favorite characters of the time, Sherlock Holmes and Dr. John Watson. 

I have, sitting on my hard drive or a flash drive somewhere the stats for Holmes for every Victorian-era game I have ever played.   I keep meaning to post them and never get around to it.  So of course today is a set of stats I am coming up with now.

The issue with doing Holmes in many games, but modern occult ones, in particular, is that Holmes does not live in a magical world.  He lives in a world with predictable laws of science that follow predictable patterns.  This is what makes him so good at what he does, he can see these patterns and connections. Holmes works because the world is mundane and what he does looks like magic.

For NIGHT SHIFT there is no one class that would do him justice.  While I could get away with making him a 10th level Survivor (and I feel 10 levels is right) he is missing a couple of key ingredients. So time to try another multiclass.

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Sherlock Holmes
6th level Survivor / 4th level Sage (Human)
Archetype: Consulting Detective

Strength: 16 (+2) 
Dexterity: 16 (+2) S
Constitution: 14 (+1) 
Intelligence: 18 (+3) P
Wisdom: 16 (+2) S 
Charisma: 10 (0) 

HP: 35
Alignment: Light
AC: 8
Attack: +3 

Fate Points: 1d10

Check Bonus (P/S/T): +5/+3/+2
Melee bonus: +2 Ranged bonus: +2
Saves: +4 to death saves. +2 to all others.

Survivor Abilities
Stealth skills; Climbing; Danger Sense (1-4); Sneak Attack +2, x3; Read Languages 80%

Stealth Skills (8th level)

  • Open Locks: 85%
  • Bypass Traps: 80%
  • Sleight of Hand: 90%
  • Move Silently: 90%
  • Hide in Shadows: 80%
  • Perception: 90%

Sage Abilities
Survivor Skills (factored in above); Mesmerize Others; Lore; Languages (18); Spells* (to Holmes they are not "spells" merely "advanced techniques.")

Spells
First level: Command, Detect Snares & Pits
Second level: Find Traps

Skills
Athletics (Bartitsu), Sleight of Hand, Research, Science, Insight, Notice

--

Holmes combines a variety of class abilities and skills to create one investigator.  Would an "Investigator" class have been better?  Not really.  In this case, I feel the mix of classes and skills point to obscure training and thus a unique character.  Holmes is certainly that.

If you are interested in playing Sherlock Holmes in a game system more suited to the world he lived in then might I suggest both Victoria and Baker Street: Roleplaying in the world of Sherlock Holmes.  Both are very fine games.

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 


Character Creation Challenge


Friday, January 14, 2022

Character Creation Challenge: Marie Laveau

Sticking with my Victorian-era and moving south from Lincoln's ghost to New Orleans and her voodoo queen.  

But "Wait," you say. "Marie Laveau died in 1881. Long before your 1890s game." True. That's what people believe. There is a lot of confusion about her exact date of death. There is even doubt as to where she is actually buried.   So for my purpose, this works for her faking her death so she could go on do her thing.  Besides there have been rumors that she survived her own death for years.

Marie Laveau is not just synonymous with Voodoo she is very much part of New Orleans herself.  No New Orleans. No Marie Laveau.  Also, what was she exactly?  She was the self-proclaimed Voodoo queen of New Orleans sure, but what *is* that in terms of NIGHT SHIFT? A Witch? A Theosophist? Sage?

No Marie is something special and in NIGHT SHIFT terms she is something from the new Night Companion book.  She is an immortal Spirit Rider.

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Marie Laveau

Marie Laveau
6th level Spirit Rider (Supernatural, Immortal)
Archetype: Voodoo Queen

Strength: 10 (0) 
Dexterity: 16 (+2) 
Constitution: 14 (+1) S
Intelligence: 13 (+1) 
Wisdom: 15 (0) S
Charisma: 17 (+2) P

HP: 33
Alignment: Neutral
AC:
Attack: +1

Fate Points: 1d8

Check Bonus (P/S/T): +4/+2/+1
Melee bonus: +0 Ranged bonus: +2; Wisdom is added to Spell attacks (+6)
Saves: +3 Death Saves and area effects, +2 to Wisdom and Charisma-based saves

Immortal Powers
Unique Kill: She has to be removed from New Orleans and killed with a ceremonial knife.

Spirit Rider Skills
Innate Magic (6 spells up to 3rd level); Arcana (100%); Arcane Powers (4); Commune with Spirit (Loa); Limited Power (New Orleans); Magical Battery
Arcane Powers: Charm Person, Detect Thoughts, Suggestion, Telepathic Transmission

--

As the Voodoo Queen of New Orleans, Marie Laveau is tied to the city. This includes the City of New Orleans and the combined Orelans Parish.  She can leave, but her power and her immortality is threatened.

She is a Spirit Rider instead of a witch because I really wanted to try something different.  Plus in voodoo, it is said that the "Loa rides you" when you are communicating with them. This is a description of her powers. Much like Nellie in London, Marie Laveau is someone the characters might have to seek out for information.  

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge



Thursday, January 13, 2022

Character Creation Challenge: Dirty Nellie, Street Fae

So far my dive into Dracula and then Victorian characters for NIGHT SHIFT has been a lot of fun.  Also, my characters have largely been based on other people's characters or, in the case of Lincoln, real people. 

Today I want to do one of my original characters (OCs for the kids online). She is also one of the characters I had in mind for the Supernatural character rules.

I had introduced you all to Dirty Nellie a few years back (2009!) for various Victorian-era games including Ghosts of Albion, Savage Worlds, and Victoriana 2nd Edition.

Briefly, she is a Street Faerie. These are members of the Fae that have chosen to live in cities.  They are like pixies, complete with wings, but are more human-sized, if a bit shorter.  Their wings look like those of the Peppered Moth.   The obvious reason why is due to the case of the evolution of the peppered moth due to the Industrial Revolution.  Just like the moth, these fae have adapted to the grim, gaslit streets of London.

Nell herself is a central figure in my Victorian games.  She begins as a streetwalker but soon works her way up to running the notorious Gentleman's Club (in the Victorian sense of the term) "Mayfairs" in the late Victorian age.  She is an occult information broker and nearly anyone who is anyone in the occult underworld owes her a favor. Knowledge is power and Nell knows everyone and knows what they know.

Here she is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Dirty Nellie, art by Djinn
Nellie by Djinn in the Shade
Dirty Nellie

10th level Survivor (Supernatural, Faerie)
Archetype: Party girl Information broker

Strength: 10 (0) 
Dexterity: 14 (+1)
Constitution: 13 (+1) 
Intelligence: 15 (+2) S
Wisdom: 17 (+2) S
Charisma: 20 (+4) P

HP: 55
Alignment: Neutral 
AC: 6
Attack: 3

Fate Points: 1d10

Check Bonus (P/S/T): +5/+3/+2
Melee bonus: +1 Ranged bonus: +2
Saves: +6 against magic and supernatural attacks

Feed: Nell must engage in some revelry to feed.  

Faerie Powers
Innate Magic (Every 3 levels: Magic Missile, Charm Person, Produce Flame, Teleport), Double Damage from Iron weapons, +2 to Dexterity or Charisma, Glamour

Survivor Skills
Danger Sense, Sneak Attack +4 (x4 damage), Ritual Magic
Open Locks: 105%
Bypass Traps: 100%
Sleight of Hand: 110%
Move Silently: 110%
Hide in Shadows: 100%
Climb: 95%
Perception: 85%
Read Language: 80%

--

Nell is a great character and I have loved using her in many games. By the 1890s she is quite rich, very powerful, and someone that the PCs will run into at some point. 

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Wednesday, January 12, 2022

Character Creation Challenge: Abraham Lincoln

You can't grow up in Central Illinois and not know something about Abraham Lincoln.  I have been to Lincoln's tomb many times, the old Illinois State Capital, I have been to all the places he debated with Stephen Douglas, memorized many of his important speeches, and went on the Lincoln Pilgrimage a few times. 

While I would categorize myself as merely an armchair Lincoln Scholar (I know two bonafide Lincoln Scholars) I would also say I am a bit more than an amateur, but certainly a fan.

Lincoln has, no surprise really, featured in a few of my games.  His ghost is part of both my Ghosts of Albion games and my AD&D 2nd Ed Masque of the Red Death games.  He was part of my Haunted Illinois for both games, and that material is seeing new life in the NIGHT SHIFT Night Companion.  The Order of Lincoln was a secret society in my Leagues of Adventures games as well. 

In the 1890s though, Lincoln is dead.  But that is not stopping him from fighting the forces of evil and darkness.  Lincoln still walks at midnight

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Abraham Lincoln
Abraham Lincoln

5th level Chosen One (Supernatural, Ghost*)
Archetype: Supernatural fighter of injustice

Strength: 16 (+2) S
Dexterity: 17 (+2)
Constitution: 13 (+1) 
Intelligence: 17 (+2) S
Wisdom: 15 (+1)
Charisma: 17 (+2) P

HP: 28
Alignment: Lawful
AC: 6
Attack: 4 (Damage bonus +2)

Fate Points: 1d8

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +8 Ranged bonus: +7
Saves: +3 to supernatural attack saves, +2 to all Saves

Feed: Lincoln must destroy other supernatural creatures to sustain his existence. 

Ghost Powers
Intangible. Can only be hit by magic or supernatural attacks. Unique Kill (same gun that John Wilkes Booth used). Can't leave their place of haunting, Supernatural Attack, Invisible. Supernatural Power: Manifest Weapon (Rail Splitter Axe).  Drawback: Cannot Lie.
(Ghosts are not defined as a character race yet.) 

Chosen One Skills
Brutal Warrior, Stunning Blow, Killing Blow, Difficult to Surprise, Supernatural Attack, Improved Defense, Survivor Skills (2nd level)

--

So there are no Ghosts as a playable race in NIGHT SHIFT.  At least not yet.  I have been playing around with some ideas.  One idea is that every ghost will be able to choose a supernatural power like a Witch does.  In Abe's case here he can manifest a spectral axe like the one he used in his "rail-splitter" days to fight evil supernatural creatures. This replaces the "scare" and "age 10 years" powers monster ghosts have.

Additionally, all Ghosts will have some sort of drawback relating to their life or death.  Abe here can't willingly tell a lie.  All those years of being called "Honest Abe" have put something akin to geas on him.  For his "feed" he must defeat a supernatural creature every night.  With nearby Jackson (see the Night Companion for more on that!) and ghosts from the Civil War, to ghosts dating back to the Ice Age (Ghost Mammoths!), to strange hominids and ghost panthers, there is plenty to keep Abe busy every night. (And plenty for me to think about when I used to go to the Illinois State Museum as a kid.)

Lincoln here is also a Chosen One.  He was supposed to do more in his life and defeat more evil until he was prematurely assassinated.   He continues his quest after death. 

Lincoln haunts the Illinois State Capitol building and his tomb in Springfield IL.  The first sighting was reported by a night guard in 1876.  There are rumors he is also haunting the White House in Washington DC (hey maybe Nixon wasn't crazy!) as well. 

I will be posting a lot more about Jackson, IL here as a "Blog exclusive."

Spirit of '76:  Lincoln's ghost can also be used in my Spirit of '76 games.

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Tuesday, January 11, 2022

Character Creation Challenge: Dorian Gray

The book "The Picture of Dorian Gray" certainly fits well with my Victorian theme.  The movie, and my first experience with this tale, belongs to a later time (1945) but it still works.

I am not sure when I first saw the 1945 movie starring Hurd Hatfield and a young Angela Lansbury, but it left a mark on me.  That picture! Only hinted at and eluded too through most of the film was bright and vivid in its final reveal. 

Dorian Gray can be seen in the NIGHT SHIFT game as an Immortal. His unique kill would be to destroy the painting.  

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Dorian Gray

2nd level Survivor (Supernatural, Immortal)
Archetype: Immortal Amoral Libertine 

Strength: 10 (0) 
Dexterity: 11 (0)
Constitution: 14 (+1) S
Intelligence: 15 (+1) S
Wisdom: 11 (0)
Charisma: 17 (+2) P

HP: 7
Alignment: Dark
AC:
Attack: +1

Fate Points: 1d6

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

Immortal Powers
Unique Kill: Destroy painting, Immortals regenerate 1d8 hit points every minute. +3 to Intelligence

Survivor Skills
Open Locks: 25%
Bypass Traps: 20%
Sleight of Hand: 30%
Move Silently: 30%
Hide in Shadows: 20%
Perception 45%
Danger Sense
Sneak attack +4, 2x damage
--

Dorian here is a different sort of immortal. There is a tendency to make immortals all sword-wielding warriors out for each other's head (Highlander, The Old Guard) but not Dorian. He is a lover, not a fighter.  Ok, he is an amoral lover and wicked man, but he is not going to go off to battle. 

In some other ways, he is much like a successful lich, with his painting as his Soul Cage

Dorian is described as a lot of things, but an RPG character is usually not one of them.  He is, by all accounts, a normal human.  I made him a 2nd level Survivor because I am sure he picked up a thing or two in his "adventures." 

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


Monday, January 10, 2022

Character Creation Challenge: Dr. Jekyll and Mr. Hyde

My week of doing the characters from Dracula has been an absolute blast. Can't wait to go reread the novel again.  It got me thinking about others from this time period that might work out well and there are dozens. More than I will do for this challenge for sure, but enough to keep my busy.

One such character is Dr. Henry Jekyll and his evil counterpart Mr. Edward Hyde.

This also gives me a chance to try out something different with the new Lycanthrope rules.  

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Dr. Henry Jekyll/Mr. Edward Hyde

4th level Inventor (Supernatural, Lycanthrope)
Archetype: Disturbed Scientist/Human madman

Strength: 13 (+1) [16 (+2) p]
Dexterity: 11 (0) S [14 (0) s]
Constitution: 11 (0) [11 (0) s]
Intelligence: 16 (+2) P [16 (+2)]
Wisdom: 12 (0) S [12 (0)]
Charisma: 15 (+2) [15 (+2)]

HP: 18
Alignment: Light/Dark
AC: 9 [7]
Attack: +2 

Fate Points: 1d6

Check Bonus (P/S/T): +3/+2/+0
Melee bonus: +1 [+2] Ranged bonus: 0
Saves: +3 to Inteligence and Wisdom saves   

Powers (Jekyll): Danger Sense,  Stressful Transformation, Gadgets (Hyde serum, delivery system, antiserum). 

Powers (Hyde): Danger Sense, Regenerate 1d6 hp, Natural Weapons, Rip and Tear, +3 to wisdom saves.
Feed: Must commit an act of violence every night.

Skills:
Medicine, Science, Knowledge (Chemistry), Research

Madness: On a roll of 1 or 2 on a d6 Jekyll will transform into Hyde.
--

I opted to make Dr. Jekyll an Inventor rather than a sage because that seems to work out the best.  His inventions are his serum and the means to deliver it.  There was a great scene in the otherwise forgettable Edge of Sanity (1989) starring Anthony Perkins as both Jekyll and Hyde.  Basically, Hyde is walking around London, killing prostitutes and hitting on, for all purposes, a crack pipe. The movie was not good, but Perkins was and the scene stuck with me. 

Also the Jekyll/Hyde transformation can be used as a special type of Lycanthrope, or more generally, a "science" based Therianthrope.  This would be the same thing we would use for the Hulk and Cú Chulainn.

There are some more tweaks I can do to this character, but this is a good place to start.

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


Sunday, January 9, 2022

Character Creation Challenge: Quincey P. Morris

Quincey Morris is the odd man out here in the Dracula tale. He is a rich American, friends with Holmwood and Seward, and like Van Helsing he has had dealings with blood-suckers, in this case, vampire bats, before.  He is also the character that gets left out of most other media more times than not.

It is Quincey, or rather his Bowie knife, that is instrumental in bringing down Dracula so Harker and Holmwood can kill him.

Had he survived the attack by Dracula he would have been a great character to become a vampire hunter.  Other authors have picked up this challenge and have told stories of a survived Quincey, a vampire Quincey and even Quincey's younger brother (called "Cole" in at least one story).  Quincey lives on in John and Mina's son, Quincy Harker.

Again, one of the best portrayals was Billy Campbell in Bram Stoker's Dracula (1992) which was also one of the most book accurate portrayals.  Another good one is Ethan Chandler in Penny Dreadful

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Quincey P. Morris
4th level Veteran
Archetype: Rich Texan

Strength: 13 (+1) S
Dexterity: 17 (+2) P
Constitution: 16 (+2) S
Intelligence: 11 (0) 
Wisdom: 13 (0) 
Charisma: 15 (+2)

HP: 24
Alignment: Chaotic Good
AC: 8
Attack: +2 

Fate Points: 1d6

Check Bonus (P/S/T): +3/+2/+0
Melee bonus: +1 Ranged bonus: +2
Saves:  +2 to all saves. 

Powers:  Combat Expertise, Improved damage, improved defense, Supernatural Attack, tracking

Skills:** 
Beast Whisperer, Steady Hands, Notice, Wilderness Survival

** Skills are optional in NIGHT SHIFT, but for Seward, Holmwood, and Morris I feel they are what set the characters apart and above and beyond their class abilities. 

--

You can see why Arthur and Quincey are often combined in movies where they work better in a book. Here their stats are not very different, they are both even 4th level Veterans.  I did that on purpose to show that with the optional skills rules you can provide more customization with the characters.  They are also played quite differently. 

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge

Saturday, January 8, 2022

Character Creation Challenge: Arthur Holmwood Lord Godalming

In the book Arthur Holmwood, later the Lord Godalming, is the other suitor for the hand of Lucy and the one she ultimately chooses.  One of the plot threads in the books and made more clear in the 1992 movie, was that Holmwood, Seward, and Morris were all friends and even had a few adventures together.

I recall at the time of the 1992 movie that there were rumors of a possible prequel involving the "Victorian Young Guns" and their fights with the supernatural before Dracula.  Neat idea, but all three were fairly incredulous at the idea of the supernatural when Van Helsing brings up the topic.

Still, Holmwood is pretty important to the tale because not only is he Lucy's suitor, he provides the money and the title to get the heroes all the things they need.  Holmwood is also the one that drives the stake into Dracula's heart in the novel.

Cary Elwes provides one of the best performances, but I am also rather partial to Michael Gough in Hammer's 1958 Dracula and Simon Ward in 1973's Dracula which questionably featured Jack Palance as Dracula.

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Arthur Holmwood
4th level Veteran
Archetype: Victorian Lord

Strength: 12 (0) 
Dexterity: 15 (+1) P
Constitution: 13 (+1) S
Intelligence: 12 (0) 
Wisdom: 11 (0) 
Charisma: 16 (+3) S 

HP: 22
Alignment: Neutral Good
AC: 8
Attack: +2 

Fate Points: 1d6

Check Bonus (P/S/T): +3/+2/+0
Melee bonus: 0 Ranged bonus: +1
Saves:  +2 to all saves. 

Powers:  Combat Expertise, Improved damage, improved defense, Supernatural Attack, tracking

Skills:** 
History, Convince, Literature, Wilderness Survival

** Skills are optional in NIGHT SHIFT, but for Seward, Holmwood, and Morris I feel they are what set the characters apart and above and beyond their class abilities. 

--

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


Friday, January 7, 2022

Character Creation Challenge: Dr. John "Jack" Seward

My next three characters are the ones that get forgotten the most.  While Mina and Lucy will have their names changed/swapped, the next three are either reduced to one or two characters or forgotten about altogether.

Today I want to do one close to my heart, Dr. Jack Seward.  Seward was a psychiatrist and I spent a number of years as a psychologist.  Plus my one and only time on stage was playing Seward in my High School version of Dracula.  Yeah, I am not going to dump my academic career for a life in the limelight, but it was fun.

My favorite performance of Seward was from Bram Stoker's Dracula from 1992 played by Richard E. Grant, though Donald Pleasence also gave a great performance in 1979's Dracula.

Seward's role in the novel is to first be a suitor to Lucy, but he also brings in Van Helsing. His friends Arthur Holmwood and Quincy Morris are also instrumental in the battle against Dracula.

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Your Humble Author in High School as Jack Seward
Yeah, me with a full beard in High School as Seward
Dr. Jack Seward
3rd level Sage
Archetype: Would-be suitor, doctor

Strength: 11 (0) 
Dexterity: 12 (0) S
Constitution: 13 (+1) 
Intelligence: 16 (+2) P
Wisdom: 12 (0) S
Charisma: 15 (+2) 

HP: 14
Alignment: Lawful Good
AC: 9
Attack: +1 

Fate Points: 1d6

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

Powers:  Mesmerize Others (used on Renfield and Mina), Suggestion, Survivor Skills (level 1), Languages (16), Arcane Dabbler

Survivor Skills
  • Open Locks: 15%
  • Bypass Traps: 10%
  • Sleight of Hand: 20%
  • Move Silently: 20%
  • Hide in Shadows: 10%
Spells*
Level One: Charm Person, Detect Evil

*In this case "Spells" will be just bits of lore and learning he is able to use. 

Skills:** 
History, Knowledge (Psychiatry), Medicine, Science

** Skills are optional in NIGHT SHIFT, but for Seward, Holmwood, and Morris I feel they are what set the characters apart and above and beyond their class abilities. 

--

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


Thursday, January 6, 2022

Character Creation Challenge: Lucy Westenra

Yesterday I featured Mina Murray Harker, the hero of the Dracula novel.  The archetypical victim though belongs to her friend Lucy Westenra.  I have compared Lucy and Mina a few times. Showing where Mina is the "Modern Woman," Lucy is the "Old World Woman."  She does a lot to make herself more attractive to Dracula.  She is looking for a man to define her life, she is a member of the "idle rich," she has bouts of sleep-walking, her innocence, and more.  Where Mina is proactive, Lucy is largely reactive.  

It is hard really not to feel bad for her.

After she is turned by Dracula all of that gets inverted.  The sweet, coquettish girl becomes the dangerous "bloofer lady" that preys on children. 

My favorite portrayal of her comes from Sadie Frost in 1992's Bram Stoker's Dracula, but I also rather liked how Jan Francis looked as the vampire Lucy (or rather "Mina" in this version) in 1979's Dracula, though she looks nothing like the "bloofer lady."   Though the most accurate physical portrayal was by Katie McGrath in the short run NBC series Dracula.

Here she is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Lucy Westenra
2nd level Survivor (Supernatural, Vampire)
Archetype: Vampire Victim

Strength: 11 (0) 
Dexterity: 12 (0) 
Constitution: 8 (-1) 
Intelligence: 11 (0) S
Wisdom: 10 (0) S
Charisma: 17 (+3) P

HP: 4
Alignment: Chaotic Evil
AC: 9
Attack: +1 

Fate Points: 1d6

Check Bonus (P/S/T): +2/+1/+0
Melee bonus: 0 Ranged bonus: 0
Saves: +3 to all Wisdom saving throws, +3 to death saves. +1 to all others.

Powers:  Vampire Powers, Stealth skills, Climbing, Danger Sense (1-2), Sneak Attack x2

Vampire Powers
  • Ability Bonuses (+2 to Strength, +2 Dexterity)
  • Damage Immunity
  • Feed on Life (Con drain)
  • Vampire Regeneration
  • Vampire Vulnerabilities

Stealth Skills

  • Open Locks: 25%
  • Bypass Traps: 20%
  • Sleight of Hand: 30%
  • Move Silently: 30%
  • Hide in Shadows: 10%
  • Perception: 45%

--

Dracula, and Lucy for that matter, drains Constitution, not "Levels," which is as it should be for "Dracula."  There was no way Lucy could survive three attacks of draining 2 levels when she is always described as frail and weak before Dracula even shows up.  Not only that the children Lucy later preys one are certainly 2nd level, they are barely 0 level.

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge