Monday, October 19, 2026

Mirror Monday: Why Witches?

John William Waterhouse - Magic Circle
 I have been writing about witches for a very long time. Anyone who has followed this blog for more than a few weeks probably knows that. Between Advanced Witches & Warlocks, NIGHT SHIFT, and my Jackson, Illinois, setting, witches occupy a considerable amount of my creative time. They have been part of my gaming life for nearly forty years, and I don't expect that to change anytime soon.

But why witches?

It is a fair question, and one I have asked myself (and have been asked) more than once over the years. Why have I devoted so much time to creating a Witch class for *D&D? Why do witches feature so prominently in my horror games? And why, when I decided to return to the Illinois of my teenage years and create a fictional town filled with supernatural mysteries, did I place a teenage witch named Larina Nichols at its center?

I think the answer goes back further than my games.

The Witch in the Library

My local public library was a second home of sorts when I was younger. I would make my way from one shelf to the next, book in hand, driven by a fascination with the supernatural: mythology, folklore, monsters, vampires, and ghosts. I read anything that put itself in front of me if it held out the promise of some kind of mystery.

Witches in particular held my attention. They had a way of occupying several worlds at once. You had the ones from folklore who were objects of fear and persecution; you had the literary variety, ranging from fairy tale villains to the great sorceresses of myth. And then there were those who actually made witchcraft part of their spiritual practice. Not to mention the ones I wanted to portray in a game of Dungeons & Dragons.

I found myself trying to reconcile these disparate notions. Some were at odds with one another or with my own beliefs, while others appeared to be different takes on the same fundamental ideas of power, nature, and knowledge. Reading and making sense of all this was how I came to think about witches. The notion arose in me that would later give birth to an in-game quote:

Morgan: There are things man was not meant to know, Nichols.
Larina: That's ok. I'm a girl. 

Larina, in my Jackson setting, is fond of the same reading material, poring over works on religion and magic to better understand her Wiccan faith and her own gifts. We put that knowledge to different uses. I was putting together an AD&D character and a magic system; she was forming an idea of where she stood in the world. Yet for all that, our methods were much the same. You will see why I have dubbed these Mirror Mondays.

The Witch Is Not the Wizard

I have long been of the opinion that a D&D witch should not be a distaff Magic-User or a cleric with better eyeliner. The Magic-User is concerned with the arcane; the Cleric has his divine power. But the Witch, as I have come to see her, is engaged in something else entirely. Her's is an occult art, one that is tied to spirits and hidden things and the relationships between them.

A Magic-User may know the right formula for an effect, and a Cleric can make his petitions to a higher authority. A Witch has to know what she is up against and what might be required of her in return. It is a more complicated business, and it has to be if she is to stand apart from the rest of the established classes in AD&D. Those distinctions are what allow for good storytelling. After all, magic ought to have its consequences. It is not merely a set of convenient skills on a character sheet. The risk is not always in a failed spell. Sometimes the problem is that something answers you.

The Witches of Jackson

With the development of Jackson, Illinois, and a return to Larina Nichols, I put the Witch in a new light.

In *Advanced Witches & Warlocks*, the questions were of an AD&D nature: what are her abilities, how does she advance? In Jackson, I was after the meaning of being a witch. What is it like to be sixteen in 1986 in a small Midwestern town and find out the supernatural is real? To see what others cannot? To have the monsters at your school or down the street rather than in some dungeon or a haunted castle in the Carpathians? Or to be the object of fear for being different?

Larina, Stephanie, and Faye are all witches, but they are not cut from the same cloth. Larina wants to understand. Stephanie is ambitious and confident in her power. Faye has older, stranger ties to the occult. I find their differences far more compelling than any common ground.

The same holds for the older set in Jackson. Sylvia, Kiera, and Natasha may have the power and knowledge to spare, but it has not made them happy or wise, nor has it made them particularly adept at getting along. You will find a past between them that is littered with unchangeable decisions.

Then there is Nida, and she has no desire to have anything to do with magic. And Vera who has been forbidden by her family to practice it.

In these characters, I can get at things a class description on its own never could. To say one has power is not to say what they will make of it. It does not indicate whether they will be kind or cruel, brave or frightened, generous or selfish. That is a question of character, not of the class they belong to.

Witches, Women, and Power

Witches have an aspect to them that has long held my interest. In fiction and in folklore, they are an odd mix of power, independence, knowledge, and femininity. They can be villains or heroes. Or they can be frightening for the simple reason that they will not behave as others expect of them.

I have never been one to think a woman of power has to shed her femininity to be taken seriously, nor do I see femininity as a synonym for weakness or passivity. Larina might be romantic and compassionate, or stubborn and terrifying. Stephanie is quite happy to be the center of attention in fine clothes and still be a formidable witch. Faye can be dangerous and vulnerable at once. None of them are, by any definition, "weak."

They can be wrong too, which is something I consider vital. I am not interested in characters who are put there to show how admirable or just how powerful they are. I want ones with flaws, who disagree and occasionally make a mess of things. The men in my stories are no different; a strong female doesn’t need a weak male counterpart any more than he needs the women around him to be helpless. There is room for all of them in fantasy and horror. Rowan, for example, is quite powerful in her own right, and she adores Andy. He is her rock, her bit of reality.  Valentino is also very capable. In one of his first adventures, he body-slams a zombie, and he also loves and protects Ami, even though she is every bit as capable as he is. These two complement each other.  Masculinity and femininity aren't competing resources.

One of the things I enjoy most about writing witches is that I don't have to limit them to any single definition of femininity. My witches can be beautiful, glamorous, romantic, sexual, maternal, ambitious, independent, or frightening. Often they are several of those things at once. They can wear elegant dresses and high heels, carry swords, summon demons, fall in love, raise families, and occasionally make decisions that shake the foundations of reality.

I have never understood why any of those qualities should be mutually exclusive. A woman doesn't become less feminine because she is powerful, nor does she become less powerful because she enjoys traditionally feminine things. Larina, Stephanie, and Faye are very different women, and I wouldn't want them any other way. They have their own personalities, interests, ambitions, and faults. Most importantly, they have their own choices to make.

Of course, not all my witches are good people, and even the good ones can do terrible things. Natasha Wilcox is one of the most intelligent and accomplished witches in Jackson, but that doesn't make her compassionate. Sylvia has paid dearly for some of her choices. Larina herself is perfectly capable of allowing her convictions to get in the way of understanding someone else's suffering. I don't need these women to be perfect, and I certainly don't need them all to agree with one another. Their disagreements, failures, and contradictions are part of what makes them interesting. Being a witch grants them access to power, not a monopoly on wisdom.

To me, that is what makes a character interesting. Not whether she conforms to someone else's expectations of what a woman should be, but whether she feels like a person who exists beyond the pages of the character sheet.

The Witch and the Monster

Horror has always had an interesting relationship with witches, often casting them as monsters. The charge of witchcraft was historically ruinous. In our stories, they have been cast as evil’s servants or wise healers, embodying generations of fear of the forbidden and of those who don’t fit in.

But being a witch doesn’t make my characters into monsters of their own accord. They might become so by what they do, by making a bad bargain or seeking power at too high a price. Or they may come across something in themselves they don’t like. But that is about action, not nature.

For Jackson, the distinction is key. The town has its share of the supernatural, but also plenty of human prejudice and anxiety. Those ordinary failings can be just as harmful as the monsters, and the witches have to deal with both.

There is also something wonderfully transgressive about the witch as a character. Witches are frequently associated with forbidden knowledge, dangerous bargains, ancient powers, and things that polite society would prefer not to acknowledge. Their stories can be bloody, violent, grotesque, sexually charged, and deeply disturbing. I don't shy away from any of that in my games. These elements are part of the long traditions of fantasy and horror that I love.

And I don't believe the presence of blood, gore, sex, or monsters automatically makes a story better. Those things are tools, and like any tools, their effectiveness depends on how they are used. A witch bargaining with a demon can be frightening because of the demon's appearance, but the real horror might lie in what she has promised in return. A monster can tear someone apart, but sometimes the more interesting question is why it chose that particular victim.

I don't see these darker elements as belonging to men or women. They belong to horror. And horror, like fantasy, has always benefited from writers and characters who bring different experiences and perspectives to it.

Tabletop Witches Don't Have to Be One Thing

Another thing I love about tabletop roleplaying games is the extraordinary freedom they give us to create. There is room for dark fantasy, heroic adventure, Gothic horror, cosmic terror, sword-and-sorcery, and just about anything else we can imagine. Not every game needs to appeal to everyone, and I certainly don't expect everyone to share my particular fascination with witches. But if you do, I'd love to hear from you!

I have always been fascinated by the assumption that fantasy gaming belongs to a particular kind of person or that there is only one proper way to approach it. I came to D&D through a lot of the same books, rules, and traditions that inspired so many other gamers of my generation. I loved the combat, the monsters, the dangerous dungeons, and the strange worlds waiting to be explored. But I was just as fascinated by the magic, mythology, folklore, and characters who didn't fit neatly into the traditional heroic mold. The old wizard, the wise cleric, the heroic paladin, and the mysterious witch were all on equal footing to me.

For me, none of these things were contradictory. They were all part of the same wonderful hobby. I didn't have to choose between Conan and Circe, between fighting monsters and studying magic, or between writing about powerful warriors and powerful sorceresses. Those interests complemented one another, and they still do. 

My love of witches didn't take me away from old-school gaming. It took me deeper into it.

But I have never believed that someone else's enjoyment of the hobby diminishes my own. There is nothing preventing me from playing AD&D the way I played it in the 1980s, or from creating something new that draws upon those same traditions. The fact that other people might prefer different characters, stories, or playstyles doesn't make my games any less meaningful.

I want more people to discover these old games and the literature that inspired them. I want them to read Appendix N, explore the old rules, and find something that excites their imaginations. They might discover the same things I did, or they might see possibilities I never considered. Either way, the hobby is richer for their participation.

I've spent far too many years exploring fantastic worlds to believe there is only one correct way to enjoy them.

Photo by cottonbro studio: https://www.pexels.com/photo/woman-in-black-long-sleeves-dress-holding-a-mirror-and-a-lighted-candle-5435264/
The Two Sides of the Mirror

Working on Advanced Witches & Warlocks and on Jackson, I have come to see how much the two feed off each other. A rule I put down for AW&W clarifies what Larina and the rest are up to. An adventure from Jackson makes me re-examine what an ability means to the one who has it. A character will point out a flaw in the rules, or a new rule will introduce a role-playing element I hadn’t considered.

I will be the first to admit that, even after forty years, I can look at one of my own creations and learn something new from her that I didn’t know before. And I don’t see that ending soon.

I don't write about witches because I want to change what fantasy gaming is supposed to be. I write about witches because they have always been part of the fantasy, horror, and folklore I love. I don't see them as alternatives to the warriors, wizards, clerics, and rogues who have populated my games for decades. I see them as part of the same rich tradition. There is room in my games for Conan and Circe, for Bram Stoker and Mary Shelley, for ancient sorceresses and teenage witches trying to survive high school. 

There always has been.

There are mysteries out there beyond the familiar world, and more to be said about what people do when they find them. I suppose that is why I am drawn back to witches' time and again. They let me get at the unknown, the very things that pulled me into gaming and mythology in the first place.

In some ways, I am still that boy in the library hunting for a book on witches. Only now am I the one writing the books, and I am still finding new ones.

Sunday, October 18, 2026

October Movie Challenge: Frankenstein (2025) and The Bride (2026)

Frankenstein (2025)
Another double header tonight. With the disappointment of Dracula 2025 still on my mind (damn, that movie got on my nerves!) I wanted to see something Christoph Waltz was good in.

There have been many versions of Frankenstein on the silver screen, including one of the very first films ever made. This movie did not come out in time for me to review it last year, so I saved it for this year. Now, while this is the first time I have reviewed this, I did watch it back in November. So I really can't count tonight's re-watch as a first-time view.

Frankenstein suffers the same issues as Dracula, in that the novel is rarely portrayed with fidelity on the silver screen, and what most people think of as the story has a lot more to do with the Universal Studios versions from the 1930s and 1940s. That's fine; those movies are classics for a reason, but they are not the story on the page.

Frankenstein (2025)

Guillermo del Toro’s 2025 take is not 100% faithful to the novel, but it comes very, very close. I am inclined to rank this and Kenneth Branagh’s 1994 Mary Shelley's Frankenstein as the two best efforts to put Shelley's story on screen. It has occurred to me that a Frankenstein marathon is in order at some point.

Oscar Isaac stars as Victor Frankenstein here, with Jacob Elordi as the Creature. Mia Goth plays both Elizabeth and Victor’s mother, Claire, and Christoph Waltz plays Heinrich Harlander, the arms maker who puts up the money for Victor’s experiments. Harlander is one of del Toro’s more substantial inclusions; he is a wealthy man with his own reasons for wanting to make inroads on death. He is not part of the novel, but that is fine, really.

Waltz is good, as you would expect. He does not have to resort to rants or chewing scenery to make his mark. In Harlander, he has a chance to be charming and intelligent while also being deeply unsettling and vaguely amusing. One gets the sense right away that he is not bankrolling Victor out of any particular faith in the progress of science.

Where del Toro makes his biggest change is with Victor. The original is obsessive and irresponsible enough, but del Toro takes his arrogance and cruelty a step further. Isaac’s version is brilliant and driven, yet damaged by his father and the loss of his mother, and he seems to think that gives him license for all he does. There is an ego to the project as much as a desire to vanquish death.

Which leaves Jacob Elordi’s Creature as the film’s emotional core. Elordi is excellent in the part. What you see at first is something almost childlike, taking in the world through imitation and sensation. But he grows into a creation that is articulate and self-aware, as Shelley intended. Film versions have a habit of losing that; they make the monster out to be stupid when he should be reasoning, reading, and fully comprehending what Victor has made of him.

Del Toro seems to grasp that the real tragedy is not the accidental making of a monster, but rather that Victor has made a person and then shirks his responsibility for him. That is the heart of the novel and why the adaptation works for me.

You will find the Arctic framing device intact, with the narrative set against Captain Anderson’s expedition in the frozen north. It is not exactly as Shelley wrote it, but it has more of the structure and spirit than the typical fare of lightning and torch-wielding villagers.

Then there are the visuals. From the laboratories and machinery to the costumes and bodies, it is all gorgeous, with the kind of beauty mixed with decay that del Toro excels at. Victor’s work is impressive but grotesque.

It is a horror story, to be sure, but not the Creature who is the monster. Victor is. Or at least he creates the conditions for disaster and acts as if it were done to him. The Creature is capable of terrible things, but there is more to it than that.

I was fond of the movie when I saw it in November and even more so the second time around. Being aware of where del Toro has departed from Shelley allows one to see the purpose behind it. It is not a perfect adaptation; perhaps we never will get one. But this one knows the novel, and that is worth something.

The Bride! (2026)
The Bride! (2026)

 Ok. I want to start out by saying I really loved what this movie was trying to do. I am not 100% sure it always succeeded in doing what it wanted. No worries; the best bits overwhelmed the weaker parts.

This one doesn't fit my theme either, but like last night it was my wife's choice. She sits through these with me, and I have to sit through things like Hot Frosty around Christmas. ETA: I have been informed I will be watching "Christmas at the Zoo" sometime next month.

This movie opens with narration by Mary Shelley. That is quite appropriate, really, and a nice callback to the very original Bride of Frankenstein, and even a little bit of Young Frankenstein. Much like Elsa Lanchester, Jessie Buckley plays both Mary Shelley and the Bride. She also plays Ida, the woman who is reanimated into the Bride. Christian Bale, in his usual chameleon-like display, plays Frankenstein's monster. It was directed and written by Maggie Gyllenhaal. 

Mary Shelley provides the opening narration for The Bride! which is a fitting touch, and in its own way a nice nod to the original Bride of Frankenstein where we were treated to Mary, Percy and Lord Byron talking shop over her story. Jessie Buckley is on hand as both Mary Shelley and the Bride. In fact, she appears as three related people: Shelley, Ida, and the resurrected woman who will be the Bride. Christian Bale is in fine chameleon form as Frank, or what you would now call the monster, while Maggie Gyllenhaal has put her stamp on the project as writer and director.

The premise is simple enough. Take the old mythology of Bride of Frankenstein and put it in 1930s Chicago. Frank is in need of company, and he goes to Dr. Euphronious (Annette Bening) to have a creature created for him. They happen upon Ida, a young woman who was murdered by a mobster, brought back to life. 

Gyllenhaal poses the obvious question with this: what if the Bride had a movie of her own? What if she were allowed to determine her own identity? In so doing, she makes this less of a straight adaptation and more of a rejoinder to the whole Frankenstein tradition.

Buckley is outstanding. She is not grateful to be put back together, nor will she take it for granted that Frank is her soulmate by virtue of having made her. Her Bride is damaged and sexual, funny and angry, unpredictable and very much alive in spite of herself. She has strong opinions on the matter.

As for Bale’s Frank, you can see the line of descent from Boris Karloff’s Monster far more clearly than in Jacob Elordi’s Creature. He is a lonely, scarred man, weary of being hunted, and the film is well aware that he is carrying decades of cinematic history on his shoulders.

Then there is the setting. 1930s Chicago brings with it a host of gangsters, the press, radical politics, and a city in flux for these two outsiders. The synopsis touts a combustible romance and a cultural movement, and in a way the film is as excessive as that description implies. It can be a weakness at times, but also a strength.

There are scenes where The Bride! seems to be straining to be a Gothic horror, a gangster film, a screwball romance, and a feminist take on Frankenstein all at once. Not every bit of it lands. But I would prefer to see Gyllenhaal go after something with such ambition rather than another serviceable retelling of the monster making for a windmill.

Buckley is what keeps it all in order. She gives the part an identity of its own, quite unlike Lanchester’s character, and that is the point. James Whale gave the Creature a companion when he asked for one; Gyllenhaal wants to know what that companion has to say about it. As it happens, quite a lot.

I like the notion of Buckley playing Mary Shelley too, alongside Ida and the Bride. It draws a line between the author and the women made and remade by others. After Hollywood has been at it for two centuries with their versions of Frankenstein, it is only right the Bride should push back. A clever idea.

Hollywood has "dug up" and remade Mary Shelley so many times. 

Don’t get me wrong, not everything in the movie works. The tonal changes are sudden, and at points the characters have to make room for the film’s arguments. I would have liked to have seen it let Frank and the Bride just be for a while. 

But when it does work, it is very good. And it is not trying to usurp the original Bride of Frankenstein, which would be a fool’s errand. It is having an argument with it. Far more compelling.

A case of two Frankensteins

It was a happy accident to put these on one after the other; in doing so, you see how they handle the same mythology from opposite ends.

Then there is Guillermo del Toro, who has no trouble going backward. He makes a point of returning to Mary Shelley and the Arctic setting, giving the Creature the intelligence and emotional depth he is due. It is a reminder that the tragedy is Victor's for not owning up to the life he has made.

Maggie Gyllenhaal moves in the other direction. She is concerned with a movie invention, not something from Shelley, and wants to know what transpires once the laboratory is left behind. What if the Bride is not done for? What if she has her own wants and is under no compulsion to love the one who put her together?

One film is about what Frankenstein was, the other about its potential. I have an appreciation for both. Coming off Dracula 2025, it is a relief to be with filmmakers who actually care why these old monsters are worth our time. Gyllenhaal and del Toro, even in their different takes, respect their source material much more than Luc Besson. 

Mary Shelly, Feminism and Horror

Of course, before there was Boris Karloff, before there was the Universal monster, and long before Hollywood decided that every Frankenstein story needed a castle full of electrical equipment, there was Mary Shelley. In the summer of 1816, an eighteen-year-old Mary Godwin joined Percy Shelley, Lord Byron, and John Polidori in Lake Geneva, Switzerland, where a challenge to write ghost stories ultimately gave us Frankenstein; or, The Modern Prometheus. Published in 1818, the novel has never really left us.

What I find remarkable is not simply that Shelley was a young woman writing horror in the early nineteenth century, though that is remarkable enough. It is that she understood something about horror that we are still exploring today. The frightening part of Frankenstein isn't merely the reanimated flesh or the unnatural creation of life. It is what happens when someone creates a living being and refuses to take responsibility for it. Victor Frankenstein's greatest sin is not necessarily that he creates a monster or even his hubris, but that he abandons his creation and then refuses to face the consequences.

It is also worth remembering that some of the foundational works of horror were written by women. Mary Shelley helped establish the traditions of both Gothic horror and science fiction, long before those genres acquired their modern names. She wrote about death, obsession, murder, unnatural creation, and the destruction of families, and she did so without sacrificing the emotional and philosophical questions that make the story endure. More than two hundred years later, we are still finding new ways to tell her story. That is a legacy few writers, regardless of genre, can claim.

The Bride of Mary Shelley

There is another connection between Shelley's original novel and both versions of The Bride of Frankenstein that I find especially interesting. In the novel, Victor begins creating a female companion for his Creature but ultimately destroys her before she can come to life. He fears what she might do, whether she would accept the Creature, and what might happen if the two could reproduce. In James Whale's 1935 film, the Bride comes to life, but things don't work out as her creators intended. She takes one look at the Creature and wants nothing to do with him.

There is something wonderfully tragic about that moment. Both Victor and the Creature imagine a female companion who will fulfill their expectations, but neither has considered that she might have expectations of her own. The film gives her very little screen time and even less opportunity to express herself, but her rejection of the Creature becomes the emotional climax of the story. A woman created to be someone's companion chooses otherwise, and everything falls apart.

Now jump ahead ninety-one years to Maggie Gyllenhaal's The Bride! (2026). Here, the Bride is no longer simply a companion created for the Creature. She was a woman named Ida before her death, and when Dr. Euphronius brings her back to life at Frank's request, she becomes something neither of them could have anticipated. She is angry, confused, passionate, violent, and determined to discover who she is. Frank wants someone to love him, and as the two develop a relationship, the Bride is not particularly interested in being defined by his desires. She has her own identity to discover, her own desires, and a whole lot of rage.

What I find fascinating is how the three versions build upon one another. In Shelley's novel, the female Creature is denied existence because Victor fears what she might become. In Whale's film, she appears only briefly, but she is allowed to reject the role assigned to her. In Gyllenhaal's film, she finally becomes the central character, and she is every bit as monstrous, complicated, and unpredictable as the men around her. She isn't a perfect heroine, nor does the film ask us to excuse everything she does. She is a monster, after all. But she is also a person, and that is an important distinction. She is a monster of her own choosing.

I also love the casting connections. Elsa Lanchester plays both Mary Shelley in the opening of the 1935 film and the Bride herself. Gyllenhaal takes that idea even further by having Jessie Buckley play Mary Shelley, Ida, and the Bride, with Shelley's restless spirit becoming part of the story itself. Whether you like Gyllenhaal's interpretation or not (and I do), that is a clever way to connect the author to her creation. The woman who wrote the original story is quite literally demanding to be heard through the woman the story has so often left silent.

And perhaps that is what I find most interesting about these films. The horror isn't simply that someone has brought the dead back to life. It is that these creations have their own thoughts, feelings, desires, and wills. The people responsible for creating them seem genuinely surprised when they don't behave as expected.

Mary Shelley was exploring these questions in 1818, and here we are in 2026, still finding new things to say about them. I think that speaks rather well of her original idea.

All from a teenage girl who was challenged to write about monsters.  

Or as Mary says in the 1935 Bride of Frankenstein. "Why shouldn't I write of monsters?"

NIGHT SHIFT and Jackson Connections

I am not sure where the kind of mad science we see in Frankenstein would find a home in Jackson. The Mauvaiseterre has more than its share of witches, psychics, demons, and ghosts without anyone building from spare parts.

The premise, however, is right at home there. All it takes is a death and someone who will not let it stand. In Jackson, any effort to reverse it would be of a magical order: a parent stumbles upon an antiquated rite, a witch makes an exception to the rules for raising the dead, or a psychic is certain the lost one is within reach.

Perhaps it succeeds. That is when the horror sets in. Not from any malice in the returned, but because death has altered them in ways no one comprehends. You could make that work anywhere. The spectacle is in the making of life; the story is in having to answer for it.

I mean. That is what I have done with Elowen Hale, but chronologically speaking, she isn't born until 2005 or so. So that is still 20 years in the future as far as my Jackson is concerned. 

October Horror Movie Challenge 2026
Viewed: 27
First Time Views: 17

October Horror Movie Marathon 2026

Saturday, October 17, 2026

October Movie Challenge: Monster Marathon

Blood Tide (1982)
It's the weekend, and that means double feature time. Though I am likely to hit more double features snce I still have a lot of movies I want to watch. I wanted to get some movies that could have some monsters I could use in Jackson, Sunny Valley, or even Valhalla and I wanted to stay within my time period. So tonight I decided on a mini monster marathon with two movies I have tried to watch before and never managed to finish.

That probably should have been a warning. Still, I am nothing if not stubborn or a glutton for punishment.

Tonight’s movies are Blood Tide (1982) and Boggy Creek II: And the Legend Continues (1985). Both feature monsters lurking in isolated places. Both have some potentially interesting ideas. Both are also fairly terrible.

But I finished them this time. That has to count for something at least.

Blood Tide (1982)

I will start with the better of the two, though that is not exactly a ringing endorsement.

Blood Tide (and sometimes "Bloodtide" in the same credits) follows Neil (Martin Kove, "Karate Kid" and "Cobra Kai") and Sherry Grice (Mary Louise Weller, "Animal House"), an American couple who travel to a remote Greek island searching for Neil’s missing sister Madeline (Deborah Shelton). They eventually find her living there with Frye, an American treasure hunter played by James Earl Jones. Frye has been exploring underwater ruins around the island and, because treasure hunters in horror movies apparently have no sense of self-preservation, uses explosives to open a sealed underwater chamber.

Something had been sealed inside. The local villagers knew this, because of course they did.

Soon young women are disappearing, an ancient sea creature is loose again, and the villagers return to traditions involving human sacrifice in an effort to appease it.

There is a decent monster movie buried somewhere in here, but hell if I can find it. 

The cast alone should have helped. James Earl Jones, José Ferrer, Martin Kove, Lydia Cornell, and Mary Louise Weller. It's a surprising cast, and they really should have produced something better.

James Earl Jones does what he can with Frye, and José Ferrer could probably make a grocery list sound important, but there is definitely a sense that everyone showed up, collected a paycheck, and enjoyed the Greek scenery. To be fair, the scenery is gorgeous.

The movie itself has the right elements. We have a remote Greek island, an old convent, pre-Christian artwork, underwater ruins, a sealed chamber, a monster that once required human sacrifices, and villagers who remember more than they are willing to say. This should be fantastic material for an old-school monster story.

Instead, the movie is slow, the creature is barely developed (both in plot and in makeup effects), and much of the suspense never really goes anywhere.

I do like the central idea. Frye discovers that some things were sealed away for a reason. The image of an underwater chamber marked with an ancient symbol is exactly the kind of thing I want from this sort of movie. Madeline’s strange connection to the island also suggests something older and more interesting than the movie ultimately develops.

There is also something almost charmingly old-fashioned about *Blood Tide*. This feels much more like a 1970s horror movie than something from the early 1980s. The Americans travel to an isolated Old World location, ignore local warnings, disturb an ancient evil, and discover that the locals have preserved traditions for reasons outsiders do not understand.

In the end, the scariest thing about this movie is the full-on kiss that brother and sister Neil and Madeline share. 

Boggy Creek II: And the Legend Continues (1985)
Boggy Creek II: And the Legend Continues (1985)

Then there is Boggy Creek II, which I feel I should point out is the third Boggy Creek movie.

Charles B. Pierce wrote, produced, directed, and stars in this sequel to his much better 1972 film The Legend of Boggy Creek. Pierce plays Dr. Brian Lockhart, an anthropology professor at the University of Arkansas who takes several students into the Arkansas wilderness to investigate reports of a Bigfoot-like creature living around Boggy Creek.

I mean, there are a lot of reasons why this movie should tick all the boxes.  Cryptozoology professor. College students. Remote Arkansas swamps. A local monster legend. Early 1980s technology (loved the computer!), colorful (yeah, that's word I am going with) locals. 

You could build a perfectly good NIGHT SHIFT adventure out of that setup in about five minutes.

And somehow this movie is remarkably dull. Sometimes painfully so. 

Lockhart and his students head into the woods with camping equipment and a sonar-based detection system while Lockhart narrates previous encounters with the creature. These stories appear as flashbacks and involve farmers, fishermen, stranded motorists, and one unfortunate man in an outhouse. Eventually the group meets Old Man Crenshaw, who knows considerably more about the creature than he initially admits.

It turns out Crenshaw has captured a young creature, which explains why the adult has become more aggressive. Lockhart eventually realizes that the monster is not some rampaging beast. It is a parent trying to recover its child.

That is actually a decent idea. The monster is not evil. The humans caused the problem.

Unfortunately, getting to that realization takes much longer than the movie’s 91-minute runtime.

Maybe it because it goes from dull flashback to dull flashback. Or maybe because we get Professor Lockhart confidently explaining everything while his students follow him around. The professor is also astonishingly self-assured for a man whose research methodology seems to consist primarily of driving into the woods and waiting for Bigfoot to appear. I suppose tenure was easier to get in the 1980s.

And will someone PLEASE get Chuck Pierce (yes, his son) a goddamn shirt?

Monsters Where They Are

My intended theme for this October was 1980s horror. But the theme I found has been "Horror Comes Home."  I picked these movies because they matched my intended theme and completely failed on my found theme. These movies are more akin to the 1970s style of horror, going where the monsters are. Often in some remote location, be that the Arkansas backwaters or Greek islands. 

I have likely given these movies far more thought than they deserve.

October Horror Movie Challenge 2026
Viewed: 25
First Time Views: 16

October Horror Movie Marathon 2026

Friday, October 16, 2026

October Movie Challenge: The Initiation (1984)

The Initiation (1984)
Tonight’s movie is The Initiation, a 1984 slasher featuring college students, sorority pledges, buried family secrets, recurring nightmares, and a late-night trip to a department store that goes very badly.

This one has been on my list for a bit now. Despite the title, there really is not all that much initiation going on here.

The Initiation (1984)

Kelly Fairchild, played by Daphne Zuniga in her first major role, is in the midst of pledging a sorority but is also haunted by a recurring dream in which her parents and a stranger are being set on fire at her old home. With large holes in her memory of the event, she enlists the help of Peter (a pre-Charmed James Read), a psychology graduate student, in the hope a sleep study will jog things loose.

On the other hand, Kelly and the rest of the pledges have their work cut out for them in preparation for the big night. They are to make off with the night watchman’s uniform from the department store her family owns. It is a convenient way to get a bunch of students locked up in a sizeable commercial building after hours, which I do not mind. When the killer shows up, the matter of the initiation becomes secondary.

Larry Stewart has directed this from a Charles Pratt Jr. script. Along with Zuniga, you will see Vera Miles, Clu Gulager, James Read, and Marilyn Kagan in it. Some of the campus footage was done at Southern Methodist University, and the Dallas Market Center was used for the Fairchild store. Ignore the fact that the sign out front is just a banner draped over the real mall's sign. 

Zuniga is very good in what was her first major part. She has to be the anchor of the film as Kelly and, later, as the murderous twin, Terry Randall. The whole evil-twin business is straight melodrama, but she makes the difference between the two convincing enough for me to accept it. 

Then there is James Read as Peter. He is fine in the role, though these days I am more accustomed to him as Victor Bennett, the father on Charmed. There is something oddly fitting about the future dad of Prue and the girls delving into psychic dreams in an eighties horror.

College Horror 

I have to say the college atmosphere is what I enjoy most, even if the film could have made better use of it. There is a different dynamic to college horror than to high school horror. In high school, you are still tied to your family and the identity you have had since you were young. College is meant to be a chance to put that behind you, to leave home and figure out who you are going to be as an adult. I have brought this up with both college and boarding school movies this month and it is a fertile ground for a game.

So Kelly can't recall anything from her life before the age of 9. Which is convenient since there are plenty of red herrings here that make you believe she might be our killer. 

As Kelly is put through the motions of a ritual to induct her into a new social family, she is also starting to realize that her own flesh and blood are not what they seem. One could make the case for a better film that would have done more with such a parallel, but what is on offer here is sufficient to draw an audience to the multiplex.

The Mall After Dark

This is where The Initiation becomes a far more compelling affair. Even if it doesn't differ much from Chopping Mall in some respects. 

For the sorority challenge, Kelly and the rest of the pledges are tasked with going into the Fairchild department store after it closes. Some students slip in to put the frights on them, and before long all of them are trapped. The well-lit world of commerce is transformed into a slasher’s maze.

Using the Dallas Market Center as a stand-in gives the movie a scale you do not get from an average house or dorm setting. Malls and the like are fine horror territory precisely because an empty one is an entirely different place. I have already argued that malls are the second-best place for 80s horror, next to schools.

In the day, they are designed to put you at ease so you will part with your money; there is music, displays to catch the eye, and people about. But when the doors are locked, the mannequins, mirrors, and furniture are still there, and the people are not. The film makes good use of it. It is something I see in a lot of 1980s horror this month: the modern commercial world can be as haunted a castle as any isolated Gothic spot. You head to the mall, and the monster is already there. Or, more to the point, it follows you there.

Jackson finds this useful for Lincoln Square Mall. By day it is all very ordinary. Teenagers are shopping, parents are grumbling about the cost, kids are congregating at the food court, and Stephanie likely knows half the staff. Put out the lights and bar the doors and it is another matter altogether.

Family Secrets

Kelly’s nightmares turn out to be repressed memories. The man she recalls being burned is Jason Randall, her biological father, which means the tale her family has been telling is mostly lies.

But the real twist is yet to come.

There is a twin sister. If you want to say that in your best "Return of the Jedi" Darth Vader voice that is up to you. 

Terry Randall has been put away in an institution since she was a child and expunged from the family record. Daphne Zuniga is on hand to play both parts for us, delivering the kind of amnesia and secret parentage you would expect from a mix of soap opera and horror. She would later go on to "Melrose Place" so yeah, this is a good turn for her.

It is preposterous. Yet it works, perhaps better than it ought to. It's the 1980s. 

An evil twin is a straightforward notion for horror because it is an assault on identity, not just the body. A killer in a mask is concealing himself; an evil twin can take your place. Your friends will swear they were talking to you; your family will spot you in a place you have never been. You may have an alibi, but witnesses will vouch for having seen your face. That is a more interesting proposition than someone simply running after you with a blade.

The rest of the movie is fairly predictable, though. Terry kills all of Kelly's friends and decides to kill Kelly and take her place. Not sure if she really thought this one out well, but hey, she was crazy.

Jackson, IL Connections

I mentioned already I am a touch disappointed I didn't make Stephanie and Grant Vale twins. In truth, it does work better for Steph to have an older brother she thinks is great, but is also away at UIUC, so he doesn't pop in all the time except when I need him.

But near the end of this movie, I had an idea.

Why not make Stephanie into a forgotten twin? 

I would put this down as a Stephanie adventure. But as always, you sub in your Characters here.

Picture someone with the exact features of Stephanie Wren Vale making an appearance in Jackson. In the beginning, there is no violence to point to a monster, just oddities. A teacher is adamant he had words with her after school; one of the cheerleaders will tell you Stephanie called and was deliberately cruel. Then someone spots her coming out of Lincoln Square Mall, even though she was elsewhere.

Stephanie dismisses it as a joke until someone is actually hurt. The witness has no doubt that Stephanie is responsible, and suddenly she has a very personal problem.

Her first thought is likely to be something quite ordinary. She has a sister. Or at least that is what she comes to believe: that her parents have been keeping the existence of another daughter from her. So she starts to probe. She pokes around in the family records, puts questions to her parents, and reads their every hesitation as proof they are up to something.

"Do I have a sister?"

They say no, but are really cagey about it. Stephanie does not buy it. For a Vale, a family scandal is far more credible than a supernatural duplicate. It is only Larina who will eventually put forward the answer Stephanie is not looking for. What if the girl is not her sister? What if she is a doppelgänger?

That is where the story gets frightening. The copy is not content to simply resemble Stephanie; it is studying her. At first there are errors. A wrong nickname is used, or she is wearing something Stephanie would not touch. It knows the facts but not their significance. An associate of Stephanie’s might notice the smile is right on time but not in the right moment. With each meeting, the copy improves.

The doppelgänger is not so much trying to frame Stephanie as it is practicing. Its aim is to take her place. That is the true danger. Stephanie is adept at managing social spaces and how others view her; the creature turns that identity into a weapon.

For the climax, you want to be inside Lincoln Square Mall after hours. There are mirrors and mannequins and dressing rooms aplenty for the thing to vanish and come back a little more like Stephanie. By the end, Faye and Larina may find themselves confronted by two Stephanies, both claiming the other is the monster. Faye (you characters in your) is the one to sort it out. Not with some spell, but because she knows Stephanie.

In my game this would work because Faye would be a good choice to spot an evil twin. 

Final Thoughts

I would not call The Initiation a great slasher of the decade. It's not even really a great slasher for 1984. The title sets you up for sorority stuff the film doesn't really deliver; the initiation is little more than a way to get everyone into the department store.

Still, there are merits, and I did enjoy the second half. The college environment allows Kelly the freedom to question what her family has told her, and the psychological side means her nightmares are not just foreshadowing for its own sake. Daphne Zuniga handles the double duty well in her first major outing, and James Read makes Peter likable enough to make the investigation bearable.

But my favorite part is the mall. There is nothing like a deserted one at night for 1980s horror. It strips the safety from a familiar place. And then you realize the one on your trail has your face. 

In Jackson’s case, I prefer the doppelgänger to the evil twin trope. One character goes through half the ordeal fearing her parents have kept a sister from her. Then the good news: there is no secret sister. Too bad something else is wearing her face. 

I am going to need more "Evil Twin" movies.

October Horror Movie Challenge 2026
Viewed: 23
First Time Views: 14

October Horror Movie Marathon 2026

Urban Fantasy Fridays: Beyond the Supernatural (1988)

Beyond the Supernatural
 Beyond the Supernatural was always one of those games I kind of liked from afar. I bought various Palladium RPGs over the years. I always enjoyed reading them and even working on a character or two, but these days the rules are a little too overwrought for my tastes. I owned Beyond the Supernatural, both the 1st and 2nd Editions. I picked up 2nd Ed a while back at a Gen Con, and I held on to it for years. I kept meaning to play it, picking it up and reading it, but eventually sold it back at an auction.

I picked up the PDFs at DriveThruRPG. Both are interesting games, but I never got the chance to play them. It's a pity, really. I love the idea of Rifts, and maybe, in an alternate universe, it would have been the game I played obsessively. I mean, I can really see it; everything is already there for me to enjoy. 

I would have left this game as an interesting curiosity I would have spent years picking at and maybe doing nothing with, but then Jonathan Becker over at B/X Blackrazor started talking about Heroes Unlimited, and that brought my attention back to it. 

So I guess. This is his fault.

This is less of a review of the game (it is nearly 40 years old) and more of an overview of how I am playing it/using it. That might not be very helpful to you if you are coming here looking to see if this is the game for you. But there are a lot of reviews for it online.

Beyond the Supernatural 1st Edition

by Randy McCall and Kevin Siembieda
1988 Palladium Books, 256 pages.

I have been reading over this, and I had forgotten how crunchy this game is. Actually, I am having a lot of fun with it.  Right away, I am happy with the vibe of this game; it was written largely in 1987 and published in 1988, so for my game set in 1987/88, it feels perfect.

If you are looking for a quick way to put it, Beyond the Supernatural is "Palladium does contemporary occult horror." But that doesn’t quite do it justice.

In truth, this is a game set in our world, or something akin to it (see: Rifts), where you have your ghosts and monsters and ley lines and psychic phenomena and strange cults and things from elsewhere lurking at the periphery. It is a free and easy mix of folklore, parapsychology, 1980s notions of the unexplained, and monster movies. You will find Stonehenge and the Bermuda Triangle in the same breath as vampires and the supernatural. The book makes no bones about putting all these elements in one pot to see what kind of horror results. 

I mean. Those are all my favorite things for a game, really. 

Not to mention I like that approach. There is an unmistakably late 1980s air to it, not only by virtue of its date but in reflecting the popular culture of the day: the Satanic panic, UFO weirdness, haunted houses, mysterious energy, and possession were all part of the zeitgeist. Beyond the Supernatural has no need to keep them apart. It asks, in effect, "What if it was all connected?" Which is fine by me for the type of games I run. 

OR better yet, "What if all these were real and I made no effort to figure out why they are real at the same time?" 

Yeah. Now we're talking!

The rules are Palladium through and through. You have your eight attributes, percentile skills, S.D.C., Hit Points, alignments, saving throws, and combat bonuses, along with enough modifiers to occupy your pencil. It is crunchy. Very. Yet I am more taken with the crunch here than I thought I would be; it suits the game. A character is not merely an "Occult Investigator +4." They have an education, they speak languages, they have picked up odd bits of knowledge, technical and academic skills, and perhaps some combat training. For an investigation game, I prefer my characters to have a good deal of actual know-how.

You can engage with the supernatural in any number of ways as an Arcanist or a psychic, or you can be a normal human who has been drawn into the fray. The latter is key. You don’t have to be anything special to play. One of the included adventures is made for the ordinary "Victim" type, the sort of person who is hopelessly outmatched and whose best course of action is to leg it. That says a lot for the game’s range.

Then there is the magic system, which I find the most useful. All the different traditions, be it witchcraft, druidism, voodoo, or thaumaturgy, may have their own philosophies and rituals, but they are tapping into the same Potential Psychic Energy. I might not want to make a habit of using that cosmology in my own games, but the premise is sound. People put together their own traditions and, being human, insist theirs is the right way to do it. Since it is Palladium, I can pull things from other books. As people often did for the 2nd edition of Beyond the Supernatural. 

What I really like is the notion that genuine magical knowledge is hard to come by. The world is awash in occult tomes, but most are either wrong, incomplete or confused with superstition. An Arcanist doesn’t just level up and get new spells; she has to research and reconstruct them, or learn from another magician or an old diary. Now that is how I want my occult magic to feel. Old, often contradictory, and a little dangerous.

There is also a sensible divide between spells and rituals. A spell is quicker and easier, but a ritual demands time, concentration and maybe a few other people, and it is much harder to put down. I can work with that. Granted, that is pretty common place today in RPGs, but in 1987 that was brand new.

You can have your psychic investigators with their telekinesis, or your occult scholars with their tomes, or you can put ordinary folk in front of the wrong door. I like a game that can accommodate all three. Not all magic is a matter of casting it across the room in the heat of combat.

Occasionally you want to put in an hour and a half with a circle, six candles, and three people who know their way around a ritual, all while hoping for no interruptions. To me that is good occult magic.

Then there are the psychics.

The game treats the psychic side of things with as much importance as it should. These aren’t just powers with a different label; they have their own I.S.P. pools and a distinct way of dealing with the supernatural. It makes for a nice distinction between Larina and Morgan.

Larina will tell you she has come face-to-face with a demon or a ghost. Morgan is more likely to say they were a persistent psychic imprint and that there is no evidence whatsoever of a demon. The beauty of Beyond the Supernatural is that it gives them both enough ground to stand on for the argument. I find that useful. I don’t always want my games to offer one authoritative take on the universe’s oddities; conflicting explanations can be far more compelling.

I don't want to write them that way, and I don't want to play them that way.

Beyond the Supernatural Characters

As for horror, there are your standard rules for fear, possession, and insanity, but the Horror Factor is a mechanic I have taken to. A creature will have a Horror Factor, and when you see one, you roll a d20. If you fail, you are left momentarily stunned by what is in front of you. You forfeit initiative and an action, leaving you open for a moment until you can compose yourself.

Again, not uncommon today, but this predates the Fear and Horror checks of AD&D 2nd edition Ravenloft. So yeah, it is fun to see it here.  Plus it is simple and effective, and it doesn’t mean your character is out of the game for twenty minutes because he saw something awful. The monster has its turn, then you make your move. Fear should be a factor at the table, not an impediment to playing.

What do I get out of this? A good deal.

Take the way it handles occult knowledge. Magic ought to be shrouded in bad information. An old journal might have half a ritual in it, or a 1974 paperback will cite a source you can’t find anywhere else. A folklore professor will put down something that proves to be of great import, but you need to find his original manuscript. For an investigative horror game, that is gold.

I also appreciate the divide between the psychic and the magical. I have no need for every character to be in agreement over what they are witnessing, nor for it all to spring from the same well.

This works extremely well for me. Magic and Psychic phenomena should feel and "be" different. 

And the emphasis on research, education, and the like is something this game did well. Your sheet says something about the person before the monster appeared tonight. Larina has an eye for archaeology because she studies it. Morgan is well-versed in psychology and mathematics because he cares about them. When the supernatural intrudes on their academic lives, I have more to go on than a flat "Occult +8."

There is a lesson in here for my own settings too. The world doesn’t require some vast hidden order to make sense of it. A haunted house is often just that. Or perhaps there is something living under the floorboards of an abandoned building. The one with the most insight into the situation could be a professor, a psychic, or the odd dude at the bookstore.

You do the investigating because no one else will. 

Beyond the Supernatural provides rules for the supernatural without making it safe. There are psychics who can feel what is out there, but feeling and understanding are worlds apart. Authentic knowledge of magic is hard to come by.

That suits Jackson. That suits my nascent "Chicago 92" setting (whatever that is going to be). It suits the kind of contemporary horror I am after. The world seems normal, and for the most part it is. But then you happen upon the wrong book or venture into an old tunnel, and you see how much of it was right in front of you all along.

My Jackson Kids: Larina Nichols and Roderick Morgan

Morgan: "There are some things man was not meant to know, Nichols."
Larina: "Oh, that's ok. I'm a girl."

For this game, I set it during Larina's Freshman year at the University of Chicago. Stephanie and Faye are both down at the University of Illinois at Urbana-Champaign, but she gets an unwelcome surprise when she discovers that one of her fellow freshmen is Roderick Morgan.

Plus all month I have been watching some college-related horror movies, so this feels right.

Already, this tells you that this game has a different tone. High School Hijinks are one thing, but Larina and Morgan are at one of the most academically prestigious universities in the country. If nothing else, the stress is higher. This is also the pivot point of my campaign.

Larina and Roderick playing chess

This works great for me since it gives me a chance to try out a "magical" character and a "psychic" character.

I am not 100% sure what sorts of adventures they will have at the U of C. I know one thing, though: they dislike each other too much to become anything other than casual friends. Not enemies, but they would never call each other friends. They do tend to end up in the same places a lot. 

Larina Stephanie Nichols
Larina Stephanie Nichols
1st-Level Arcanist
Occupation: Student (University of Chicago)
Alignment: Scrupulous (Good)
Age 17 (September 1987)

Attributes
I.Q. 21
M.E. 19
M.A. 14
P.S. 9
P.P. 12
P.E. 13
P.B. 15
Spd. 19

Hit Points: 23
S.D.C.: 12
P.P.E.: 30
I.S.P.: None

Education: One-Year College
+10% to Scholastic Skills
Two Skill Programs
Eight Secondary Skills

Arcanist Abilities
Understanding the Principles of Magic: 82%
Read Magic: 89%
Practiced Use of Magic: Automatic
Sense Magic: Automatic, 120-foot range, but she cannot pinpoint the source
Recognize Magic Enchantment: 65%

Scholastic Skills
Automatic
English: 98%
Mathematics: Basic: 98%

Lore and Research
Lore: Demons & Monsters: 87%
Lore: Ghosts & Faeries: 87%
Lore: Geomancy & Lines of Power: 82%
Lore: Religion: 82%
Research: 98%

Science
Anthropology: 77%
Archaeology: 82%
Psychology: 82%

Technical
History: 87%
Writing: 73%

Languages
Latin: 97%
Ancient Greek: 97%
French: 97%
German: 97%
Irish Gaelic: 97%
Hebrew: 97%
Sanskrit: 97%

Skill Programs
Language Program:
three additional languages.

Physical Program: Prowl, Swimming, Climbing, Running. 

Prowl: 97%
Swimming: 98%
Climbing: 98%
Running: no percentile roll

Secondary Skills
First Aid: 77%
Automobile: 98%
Cook: 80%
Dance: 70%
Sing: 67%
Photography: 77%
Mathematics: Advanced: 88%
Astronomy: 77%
Basic Mechanics: 64%

W.P. Knife
Hand-to-Hand: Martial Arts (Judo) (gained at 3rd level)

Combat
Attacks per Melee: 2
Automatic Parry: Yes
Pull/Roll with Punch, Fall or Impact: +2
Strike: +0 normally
Parry: +0 normally
Dodge: +0 normally
Damage Bonus: None

Saving Throws
Psychic Attack: +3 total (12+)
Insanity: +2 (10+)
Possession: +4
Horror Factor: +4
Magic: +4
   Spell cast by levels 1-3: 8+
   Spell cast by levels 4-7: 9+
   Spell cast by levels 8-11: 10+
   Spell cast by levels 12+: 11+
   Ritual/Ceremonial Magic: 12+
Lethal Poison: 14+
Non-lethal Poison: 16+
Harmful Drugs: 15+
Acids: No saving throw, dodge the attack.

Known Magic
Level One: See Aura*, Sense Magic*
Level Two: Detect Concealment, Extinguish Fire, Levitation, Mystic Alarm*, Turn Dead*
Level Three: Breathe Without Air, Impression*, Invisibility: Simple, Telekinesis
Level Four: Astral Projection, Energy Field*, Seal*
Level Five: Eyes of Thoth, Heal Wounds*
Level Six: Enhanced Memory, Tongues*, Words of Truth
Level Seven: Second Sight
Level Eight: Commune with Spirits*, Exorcism (ritual)
Level Nine: Familiar Link (ritual), Metamorphosis: Insect, Protection Circle: Simple*

* means Larina knows both the spell and ritual versions.

In this version of Larina, I have decided that the poor girl is tired of being knocked on her ass all the time. So, in her Freshman year, she joins the Judo club. She likes judo; it allows her to get out of her mind for a bit, but she isn't very good at it. Nor is see likely to be good, but at least it gives her something. 


Roderick Morgan II
Roderick Morgan II
4th-Level Psychic Sensitive
Occupation: Student (University of Chicago)
Alignment: Principled (Good)
Age 18 (September 1987)

I.Q. 24
M.E. 20
M.A. 19
P.S. 14
P.P. 14
P.E. 10
P.B. 16
Spd. 12

Hit Points: 23
S.D.C.: 19
P.P.E.: 13
I.S.P.: 88 (recovery: 2 points per hour of complete relaxation or sleep.)

Education: One-Year College
+10% to Scholastic Skills
Two Skill Programs
Eight Secondary Skills

Savings: $10,000
Trustfund: $100,000

Psychic Powers
Sense Supernatural Evil
Opening to the Supernatural
Recognize Possession: 65%
Recognize Magic Enchantment: 50%

Scholastic Skills
Automatic
English: 98%
Mathematics: Basic: 98%

Computer Program
Computer Operation: 98%
Computer Programming: 80%

Journalist/Investigation Program
Computer Operation: 98% (same as above, might give him an outside-the-rules bonus)
Intelligence: 78%
Photography: 90%
Research: 90%
Writing, Journalistic Style: 70%

Secondary Skills
Basic Electronics: 70%
Pick Locks: 65%
Wilderness Survival: 70%
Climbing: 92%
Rappelling: 60%
Automobile: 98%
Art: 66%
Mathematics: Advanced: 90%
History: 75%

W.P. Knife
W.P. Sword (Sword Cane)

Combat
Attacks/Actions per Melee: 2
Automatic Parry: No
Strike: +0 normally
Parry: +0 normally
Dodge: +0 normally
Damage Bonus: None

Saving Throws
Psychic Attack, Closed: +3 from M.E.; needs 7+
Psychic Attack, Open/Using Powers: 15+, no bonuses
Insanity: +3, needs 9+
Possession: +3
Horror Factor: +3
Magic: +1
   Spell cast by levels 1-3: 11+
   Spell cast by levels 4-7: 12+
   Spell cast by levels 8-11: 13+
   Spell cast by levels 12+: 14+
   Ritual/Ceremonial Magic: 15+
Mind-Altering Drugs: +3
Lethal Poison: 14+
Non-lethal Poison: 16+
Harmful Drugs: 15+ normally
Acids: No saving throw, dodge the attack.

Psychic Powers

Sense Supernatural Evil
Automatic class ability
I.S.P.: None
Range: 300 feet

Clairvoyance
I.S.P.: 4
Base Skill: 66%
Friend or Loved One: 71%
Duration: 6d6 melees
Maximum Attempts: Twice per day

Divination (arithmancy)
I.S.P.: 3
Base Skill: 48%
Divining His Own Future: 38%
Duration: 2d4 minutes

Morgan feels that what he does is just calculating probabilities.

Mind Block
I.S.P.: 4
Duration: 40 minutes
Bonus: +1 vs. psychic and mental attacks

See Aura
I.S.P.: 6
Range: 60 feet
Duration: 30 seconds

Sixth Sense
I.S.P.: 2
Range: 90 feet
Trigger: Unexpected imminent life-threatening danger

For the initial melee when triggered: +6 Initiative, +2 Parry, +3 Dodge. Cannot be surprised by a sneak attack from behind

Speed Reading
I.S.P.: 2
Duration: 12 minutes
Reading Speed: 30 pages per minute
Highly Technical Material: 15 pages per minute

--

Wow, that was a lot.  That took me a couple of days to get right to be honest. I remembered why I picked up this game, got all fascinated with it, and then put it back down. 

And I have barely scratched the surface of what this game can do to be honest.

While I have talked about it in other posts for this Urban Fantasy Friday, some ideas began here. 

This is where I got the idea that Larina should pick up Judo so at least she can last a little longer in a fight where she can't use magic. 

Both here and in NightLife Larina has a "pistol" rating. Again, the idea is she picked it up for a little self-defense. I can't recall if Illinois required a FOID card back then like they do now, but I figure she, along with Fiona and Morgan, joined a shooting club. I am going to say it was Morgan's idea, saying something like, "You can't rely on magic all the time, Nichols," and Larina saying under her breath, "the fuck I can't." But while I have never considered her a "gun person" at all, she can appreciate the skill and sportsmanship of shooting as a hobby or sport. In my mind, it is Fiona who takes to it and is surprisingly good at it. 

Nightlife and Beyond the Supernatural

Both Beyond the Supernatural and later on NightLife are wonderfully crunchy. They grab that time when AD&D 1st ed was in it's last days, but before AD&D 2nd ed or Vampire hit the shelves and tables. It seemed, to me at least, that any game had a chance to be the top RPG of the time. I felt the same way about ShadowRun when it first came out. 

I am not likely to run either game to be honest. Again, NIGHT SHIFT does everything I want. But they do have a quality that is hard to replicate because it has to do with the time they were developed and written. It is part and parcel with the crunch.

One thing I do know is that if (and that is a big if) I ever get my Chicago game going, these will be some of the books I look to for inspiration.

Links

Thursday, October 15, 2026

October Movie Challenge: The Power (1984)

The Power (1984)
Ok. I want to start out by saying this is not the movie I thought it was. I wanted a movie that was about psychic powers. This is about a cursed Aztec idol home to a demon.

So. A win? Yeah, it was still fun. At least I can log this as a first-time view. 

I am sure this movie has nothing to do with SNAP! nor being the lyrical Jessie James.

The Power (1984)

A college professor has an old idol containing an evil demon named Destacatyl. Before long, it is in the possession of some Los Angeles high-schoolers who see fit to put it to use at a séance by the cemetery.

The results are what one would anticipate.

It is a well-worn setup, yet I appreciate the cursed-object tale when the object in question is as unremarkable as this one. The idol is small and portable, hardly the sort of thing you would suspect of harboring an ancient demon. In that respect, it is very much a movie of its time.

One does not have to trek to a ruined temple or flout the increasingly urgent warnings of locals to desecrate a tomb. Some fool has already done the work and brought the damn thing home. It is a trend I have been seeing in these films: in the old days you had to hunt down the monster, but in the 1980s the monster comes back in your pocket.

The special effects are low-budget 1980s horror through and through. Some of it is better than others, but there is enough oddity to get by. Honestly, I really liked quite a lot of them. The American Genre Film Archive is fond of calling it a film of stage fog, plot holes, and monster makeup, which is a fair enough way to put it. I would take that as a compliment. Mostly. 

The demon Destacaty’s mythology is really thin, but what the idol does to people is the more compelling matter. It offers power (hey, that's the title!). This is much worse than killing you outright. You get something and then you want more and more. The myths, even the Aztec part, are almost unimportant at this point.

This the sort of movie that could only have thrived in the early VHS years. It is a little rough around the edges, the mythology is sketched in rather than fleshed out, and it never quite settles into being one thing or another, moving from creature effects to possession to teenagers. There is a charm to that. And the cover of the VHS case/movie poster promises a lot more than the movie actually delivers, but that is also fine.

It was not going to measure up to Poltergeist or *The Exorcist*, nor did it need to. A creepy object, a couple of good deaths, and some strange imagery were all it took to get someone to buy the box at the video store.

NIGHT SHIFT and Jackson Connections

I can make this work for NIGHT SHIFT with no trouble at all.

Let us have the Jackson version open with the parents coming back from a trip with an odd figurine. Perhaps from an antique shop, or maybe Morgan Chemical sent someone to Mexico for it. No one gives it a second thought until one of the kids has it over for a sleepover.

A séance is proposed.

Someone should be quick to call it a bad idea.

They will do it anyway.

The trick is to make the object unimpressive. Ugly, cheap, even a bit comical. It should make a real 80s kid think of the cursed idol from The Brady Bunch. If it is reeking of evil, they will leave it be. Then let it do the impossible. A candle is snuffed, a door that was locked swings open, a voice is heard.

That's my hook. 

At this point, what the idol does is incidental. As long as it threatens the characters and scares the players and characters alike. But for NIGHT SHIFT I would have the idol be tempting. Give the user a nudge of psychic ability, some better luck. At a certain point, he is no longer wondering if it is dangerous, but why everyone else is so keen to have it removed. The horror sets in then.

Do not mistake *The Power* for a great film. It is uneven, and the lack of budget shows. The mythology never lives up to its potential. But the core of it is good. An ancient evil is not left to rot under a temple. It is made portable. Someone takes it home and makes use of it. And the effects, even when cheap, are fun. 

You do not have to go seeking out the old evils.  As I have shown all month so far, in the 1980s the horrors come to you.

October Horror Movie Challenge 2026
Viewed: 22
First Time Views: 13


October Horror Movie Marathon 2026

October Horror Movie Challenge: Ænigma (1987)

 Tonight I am heading back to school.

Unfortunately, it is a Lucio Fulci school, so this will probably not end well.  This one has been on my list for a while, but I never got around to watching it. It is *slightly* outside of my range, but 1987 is on my mind right now, and I thought a college-era movie with psychic shenanigans would fit well.

Ænigma (1987)

Ænigma (1987)
Kathy (Milijana Zirojevic) is a student at St. Mary’s, an exclusive girls’ boarding school outside Boston. She is lonely, awkward, and the target of a particularly cruel group of classmates. The girls convince Kathy that Fred, the school’s gym instructor, is romantically interested in her. Kathy believes them and meets him for what she thinks is a date. Kathy is excited and happy. 

But it is all a joke.

Her classmates are waiting nearby, and when they reveal themselves, laughing at her humiliation, Kathy panics and runs into the road. She is hit by a car. 

Kathy survives, but only barely. She remains unconscious in a hospital, trapped in a coma while her mother keeps watch over her.  Her doctor, Dr. Robert Anderson (played by Jared Martin from "The Fantastic Journey") kereps an eye on her and can't figure out how a girl who is pretty much brain dead is experiencing emotions. Especially when people at her old school start to die.

Then a new girl arrives at St. Mary’s.

Her name is Eva (Lara Lamberti).

And Kathy has found a way back into the school.

Directed by Lucio Fulci and written by Fulci and Giorgio Mariuzzo, Ænigma was an Italian-Yugoslav production shot in Sarajevo, despite the story being set around Boston. Fulci openly acknowledged Carrie as an influence, describing his film as essentially a version of Carrie split between two characters. 

I can't help but think about Phenomena (1985) from last week.

These movies have given me much to consider when it comes to boarding schools. We had a case in point with the one in Phenomena. It is a staple of Gothic fiction and horror for good reason. A normal high school has its way of emptying out; by a certain hour the hallways are quiet and everyone, teachers and students alike, has made their way back to their parents.

A boarding school does not afford that luxury. Class is over, but the kids stick around.

You cannot leave. Your home is your school, and your neighbors are your classmates. The girl in chemistry who can’t stand you is only three doors down. The teacher you hate may be in the same building. There is no line to be drawn between private life and school life since the institution holds sway over both.

That is what makes St. Mary’s so central to Aenigma. Kathy is not just put upon at school; she is living in the very social environment that has cast her out. There is no safe house for her at 3:30 and her tormentors are always on hand. But once she has the upper hand on Eva, the tables are turned. They can no longer go home. The victim has become part of the edifice, and the school is her hunting ground.

I like that kind of horror. You do not need some contrived reason for why nobody is leaving, as you might in an old Gothic tale where a storm keeps them in the castle. At St. Mary’s you are there because you have class tomorrow.

The Other Girl

Then there is Eva Gordon. She is put in Kathy’s old room following the accident, which ought to have been a warning sign. Before long you see something amiss with her. She acts odd and knows more than she should. Her tie to Kathy is plain to see as the latter’s psychic output at the hospital picks up whenever the supernatural rears its head at the school.

This is where the film holds my interest.

It would be easy to say Kathy is possessing Eva in the demonic tradition but it feels more like a projection. Kathy is still alive, her body in the hospital, her brain working. Yet a piece of her consciousness has left her and gone into Eva.

The movie is not going to offer a rigorous account of the mechanics. Fulci is never helped by having rules imposed on him.

Kathy uses Eva as a physical proxy at St. Mary’s and can share senses or work her will on the environment from afar. Her comatose form is the transmitter and Eva the receiver. In a way she is haunting people without being dead. It blurs the line between "Psychic" and "Magic" very effectively.

Since this is horror and the Carrie influences abound, the deaths begin to pile up. 

Each of Kathy's tormentors dies in a horrible way (the snails and slugs are particularly nasty), with Eva as the common factor in all the deaths; she is nearby. 

The movie is about what I expected it to be, really. It was still a lot of fun, and I rather enjoyed it. It's not great, but also not terrible. It didn't give me anything new, but it didn't disappoint me either. 

Jackson, IL Connections

I don't need a long list of powers or effects for a psychic killer; I just need a good reason. Kathy, or someone like her, provides that. It's interesting in one respect. These movies are about someone coming back for revenge against the people who wronged them; if the person coming back is male, we get a slasher; if they are a woman, it results in psychic powers. 

I have not had any solid ideas for psychics yet in Jackson, though I really should, to be honest. I mean, I have Morgan, but he is not likely to go on a murderous rampage. He would find that sort of emotional outburst to be unbecoming. 

I still have a list of names that don't have NPCs yet. Maybe my psychic killer is there.

October Horror Movie Challenge 2026
Viewed: 21
First Time Views: 12

October Horror Movie Marathon 2026