I am presenting all the characters now to cover my next few days (1/17 to 1/21). But more importantly to me, can I use Wasted Lands with NIGHT SHIFT to play a Ravenloft-style game?
The answer is, absolutely.
Ravenloft is quasi-Gothic horror. As I have mentioned in the past, it is not true Gothic Horror because the characters are still hero types. They have power, they have agency. The heroes of Gothic Horror typically do not have the same level of power D&D characters do. Out Hunters in Dracula only succeed because they have each other and make use of the "technology" of the time. The PCs can go toe to toe with most Gothic literature monsters.
Wasted Lands is Post-Apocalyptic Cosmic Horror. NIGHT SHIFT is Urban survival Horror. BUT that is just what they are on the surface. They are both toolkit games to add or subtract what you want or need from them.
I would still give the characters some power, but make the setting "Gritty."
That means no Heroic Touchstones.
Heroic Touchstones are a key feature of the Wasted Lands and will be part of Night Shift 2nd Edition. But for a game like Ravenloft? I would take them out. Well...maybe one at first level. I'll work on the characters to see. Thankfully, none of these characters have psionics or other "kewl powerz," and all the classes are normal ones.
I would use all the fear and terror effects from NIGHT SHIFT. I'd use Degeneracy and Corruption rules from Wasted Lands. That might feel like I am stacking things against the characters. I am.
Unlike D&D (esp. post 2000+ D&D) Gothic Horror is not about balance, it is exactly the opposite of that. The Big Bad Guy has all the power.
The Characters
I only have vague recollections of these characters. I was spending a lot of time trying to get into grad school, and my focus then was largely on that. Plus, these are really just one-shot characters. So while they do have some good background attached, they were only used (to my knowledge) for this adventure.
Sir Beyrn Silverhelm
Class: Divine Warrior (from Night Companion)
Level: 13
Species: Human
Alignment: Light Good
Background: Warrior
Abilities
Strength: 18 (+3) N
Agility: 12 (0)
Toughness: 18 (+3)
Intelligence: 12 (0)
Wits: 15 (+1) N
Persona: 17 (+2) A
Fate Points: 1d10
Defense Value: 0
Vitality: 98
Degeneracy: 0
Corruption: 0
Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +5 (base), +3 (STR)
Ranged Bonus: +5 (base)
Saves: +5 to all Wits and Persona Saves, +2 to Toughness (Warrior background)
Divine Warrior Abilities
Sixth Sense, Heal Injury and Illness (13d6), Supernatural Attacks, Protection from Evil
Heroic (Divine) Archetype: Protection
Gear
Longsword, Field plate armor, Holy symbol
Sir Beyrn is a quintessential Diving Warrior. His stats on his AD&D sheet look like they might have been cribbed from Johan II to be honest! Which makes sense. Looks like Grenda created all these characters in a couple of weeks while working and going to school.
Hile Augarin
Class: Archer (from Wasted Lands)
Level: 12
Species: Half-elf
Alignment: Twilight Good
Background: Elf (Wasted Lands)
Abilities
Strength: 18 (+3) N
Agility: 16 (+2) A
Toughness: 16 (+2) N
Intelligence: 11 (0)
Wits: 15 (+1)
Persona: 12 (0)
Fate Points: 1d10
Defense Value: 2
Vitality: 92
Degeneracy: 0
Corruption: 0
Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +5 (base)
Ranged Bonus: +5 (base)
Saves: +6 to agility-based saves
Elf Abilities
Night Shifted
Archer Abilities
Improved Defense, Master Archer, Ranged Combat, Supernatural Attack, Improved Range Damage, Eagle Eye, Incapacitating Shot, Multi Attack x4, Careful Aim, Trick Shot
Heroic (Divine) Archetype: hunter
Gear
Longsword, Longbow, elven chain
I have used Renegades and Warriors in the past for Rangers, in this case Archer is the better choice.
Finneous Sevinhand
Class: Renegade (from Wasted Lands)
Level: 12
Species: Half-elf
Alignment: Twilight Good
Background: Elf (Wasted Lands)
Abilities
Strength: 15 (+1) N
Agility: 17 (+2) A
Toughness: 16 (+2) N
Intelligence: 13 (+1)
Wits: 11 (0)
Persona: 10 (0)
Fate Points: 1d10
Defense Value: 3
Vitality: 87
Degeneracy: 0
Corruption: 0
Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +4 (base)
Ranged Bonus: +4 (base)
Saves: +4 vs Death effects
Elf Abilities
Night Shifted
Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-4 d6), Perception, Vital Strike x4, Read Languages, Stealth Skills
Heroic (Divine) Archetype: Thief
Gear
Shortsword, dagger, throwing knife, crossbow
Renegades have a different feel to me than survivors, though both can be used as thieves.
Meroc Trothgard
Class: Survivor (from NIGHT SHIFT)
Level: 12
Species: Human
Alignment: Night Good
Background: Hunter/Gatherer
Abilities
Strength: 15 (+1) N
Agility: 17 (+2) A
Toughness: 17 (+2) N
Intelligence: 12 (0)
Wits: 14 (+1)
Persona: 13 (+1)
Fate Points: 1d10
Defense Value: 2
Vitality: 90
Degeneracy: 0
Corruption: 0
Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +4 (base)
Ranged Bonus: +4 (base)
Saves: +4 vs Death effects
Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-4 d6), Perception, Vital Strike x4, Read Languages, Stealth Skills
Heroic (Divine) Archetype: Hunter
Gear
Longsword ("Trollslayer"), dagger, longbow
Mechanically, the Renegade and the Survivor are the same. But in this case, I add in the backgrounds to give them a different feel. With Meroc here, I also decided not to go with their multi-class Ranger/Thief and stuck with the Survivor.
Aristobulous Declan
Class: Sorcerer (from Wasted Lands)
Level: 13
Species: Half-elf
Alignment: Night Good
Background: Scholar
Abilities
Strength: 11 (0)
Agility: 16 (+2) N
Toughness: 15 (+1)
Intelligence: 17 (+2) A
Wits: 10 (0)
Persona: 13 (+1) N
Fate Points: 1d10
Defense Value: 3
Vitality: 72
Degeneracy: 0
Corruption: 0
Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +4 (base)
Ranged Bonus: +4 (base)
Saves: +4 vs Magic
Elf Abilities
Night Shifted
Sorcerer Abilities
Beguile, Enhanced Senses, Exorcist, Subtle Influence, Telekinesis
Spells
First Level (5): Arcane Darts, Chill Ray, Gout of Flame, Mystical Senses, Sleep,
Second Level (4): Conjure Flame, Invisibility, Lesser Renewal, See Invisible
Third Level (4): Concussive Blast, Dark Lightning, Dispel Magic, Remove Curse
Fourth Level (4): Conjure Fire, Improved Invisibility, Paralyze Undead, Renewal
Fifth Level (3): Banishment, Shadow Armor, Teleport
Sixth Level (2): Destroy Undead, Dispel Evil
Seventh Level (1): Ball of Sunshine
Heroic (Divine) Archetype: Magic
Gear
Quarterstaff, Dagger, dart
Mages are Sorcerers. This one has a lot spells to help survive Castle Ravenloft.
Father Ercon Valeran
Class: Theosophist (from NIGHT SHIFT)
Level: 12
Species: Human
Alignment: Light Good
Background: Warrior
Abilities
Strength: 15 (+1) N
Agility: 18 (+3)
Toughness: 16 (+1) N
Intelligence: 16 (+2)
Wits: 20 (+4) A
Persona: 19 (+3)
Fate Points: 1d10
Defense Value: 3
Vitality: 87
Degeneracy: 0
Corruption: 0
Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +2 (base)
Ranged Bonus: +2 (base)
Saves: +5 vs Wits
Theosophist Abilities
See Dead people, Turn Undead x2, Summon Dead, Channel Dead, Death Knell, Suggestion, Command the Dead
Heroic (Divine) Archetype: Hunter of the Dead
Gear
Mace ("Skullcrusher"), Quarterstaff, shortbow, holy symbol.
I can't help but notice that Father Ercon's Patron Deity is St. Werper. Nice touch Grenda!
I should stat up Strahd sometime as well. But I think he deserves his own post really.
You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.