Showing posts with label Valerie Beaumont. Show all posts
Showing posts with label Valerie Beaumont. Show all posts

Thursday, September 17, 2026

Tales of Jackson: In Cold Blood

Dr. Andreas Gelé lecture at Illinois Beecher College
 It is February 1986 in Jackson, IL, and Dr. Andreas Gelé is visiting both Beecher and MacAlister colleges to give lectures on the exciting field of cryonics and its use in surgery.

The town is unseasonably cold, even for February, and the townsfolk are worried that they are in for a repeat of the Winter of 1985.

February 14th, Friday night, sometime after the school dance, Valerie Beaumont leaves the school, walks to her car, and is not noticed missing until the morning of Monday the 17th, when the police are alerted that her car was still in the lot. Her keys, purse, and most importantly, her coat are still in the car. Police suspect foul play, but the crime scene is already overrun with students coming to school. 

What the police record, but barely comment on, is that her sword is in the back seat of her 1983 Chevy Citation.  The characters know that Val would walk coatless and barefoot in the Illinois snow, but she would never, ever leave that sword behind.

The next two days, both Sylvia Velasco (2/19/86) and Renee Sylvi Jäneläinen (2/20/86) went missing. 

The police interview everyone. Valerie did not have a boyfriend; neither did Renee. If Sylvia does, no one seems to know who he is. It is also 1986; they are not asking about other options. 

One thing is certain. Someone is hunting magical women. 

I also wanted an adventure where Candy and Denise were NOT the monster bait for once. Though my players did miss them.

--

Cold Blood is the next adventure I played for Jackson, taking place in February of 1986. It features the NIGHT SHIFT debut of my frozen little misanthrope Dr. Andreas Gelé, aka the Refrigerator. I had to change his usual raison d’être here, since it didn't really fit Jackson's horror vibe. Oh, his normal modus operandi is horrific enough; I just needed something closer to Jackson. So he is not collecting women and freezing them to preserve their beauty; he is instead collecting and freezing witches to understand their magic and, more importantly, their ability to age more slowly. 

It's a well-known trope that witches don't age like normal humans. This is true in many games and media featuring witches. And it is true here as well. The witch characters in the game just didn't know this yet. They learn about it when they uncover Gelé's notes. Not just notes, worked-up profiles on all the witch characters, including their suspected ages (he thinks they are older than they are and 'pretending' to be teens). These profiles are terrifying in their clinical detachment and their dehumanizing element. Witches are not people to him. They are things, and he can extract their essence to prolong his own life. He grabs Valerie, thinking she is a witch, knowing only that she has some magic and that he has evidence she is much older than she appears. Both of which are true, but he does not suspect she is immortal. Since she is not responding to his treatments as expected (she is not a witch, really), he freezes her solid to experiment on her later. This would kill a normal human. For Valerie, it just pisses her off. 

He goes after Sylvia and Renee next, assuming that as outsiders (an immigrant distrusted by the community and a foreign exchange student), they would not be missed.

This is the first time the witch characters in the game have learned this. They know Valerie is immortal. But other than that, they know nothing else. As my playtest characters, Stephanie knows that she has a grandmother close to 100 (she is actually much older), and Faye's "aunties" are really Urban Hags. Larina's own mother is gone, and her father only has the tiniest of magic (I have him making sparks with his hand at a later point). So none of my playtest witch players or characters know. 

Sylvia knows. Because, of course, she does. And it is also the sort of knowledge she wouldn't share unless she was given something for it. Renee knows. But she feels it is not her place to say anything. She is the quiet one, but Renee is also the one who is missed.

This brings in my other layer. 

Roderick Morgan, the psychic, knows she is gone. 

Morgan: "Where’s Renee?"
Larina: "What?"
Morgan: "Renee Jäneläinen. Where is she?"
Larina: "Why would I know?"
Morgan: "Because Valerie is missing. Sylvia is missing. Now Renee is gone. And every time this town starts eating people, there are witches standing near the teeth."

Morgan doesn't like witches. But not because he is a misogynistic jerk, but because witches are "untidy"; they are too chaotic, and he thinks their psychic baggage causes half the problems in town. He is not entirely wrong. Every time someone uses magic, it is like ringing a dinner bell for the supernatural elements in town. BUT some of the players were under the impression that Morgan hates witches and, by extension, women. I mean, he is an arrogant prick sometimes, but that is too far. I wanted to show that he is absolutely NOT Andreas Gelé, but he can see the road Gelé is on from where he is standing.

Faye: "Are you keeping tabs on us, Morgan?"
Morgan: "Don’t flatter yourself. I keep tabs on all potential threats."
Stephanie (tersely): "Renee isn’t a threat."
Morgan: "No. (quieter) She isn't."

I said before that Morgan and Renee are based on two old AD&D characters that have an uneasy history, Morgan Highstar and Rhiannon. At that time I didn't know what their reactions were going to be in their Jackson versions. Then it became obvious. Morgan likes Renee. At the end of this adventure, he should be a better person. Maybe not by much, but his classification of the witches in town is a little too close to Gelé's notes, and that should bother him. It has changed how I played him afterward. 

How Does it End?

At the end of the adventure, the witches and Morgan are standing together. My not-so-subtle message here? Together they are stronger, and that is where the magic is, not in a blood or tissue sample.

So, here is the problem I was having with my adventure. I have Gelé here. He has kidnapped Valerie, Sylvia, and Renee. In my game, they were rescued by Morgan, Larina, Stephanie, and Faye. Pretty much every bit of heavy firepower I have in this game. And Larina, at this point in her life, is pretty well known for her very poor anger management skills. She wanted to burn him alive at his first "Ah, Fräulein Nichols." How do I give the characters and the players a satisfactory ending and STILL make it so The Refrigerator could come back? 

Well, as it turns out, I gave myself a "Rule of Two" roll that his machines would fail. I rolled a "1." A success that, in this case, is also a failure. The machines begin to blow up with Gelé melting before their eyes. Everyone got out, and I had Val toss out a 'See you in Hell, Andreas.' 

So, just like his horror godfather, Dr. Phibes, Dr. Andreas Gelé might return.

Presently, I don't have any plans to bring him back to Jackson, but he might appear in other NIGHT SHIFT games. 

Dr. Andreas Gelé by Eugene Jaworski
Dr. Andreas Gelé by Eugene Jaworski
Dr. Andreas Gelé

5th level Inventor, Human Male

Background: Scholar

Base Abilities

Strength: 11 (+0)
Agility: 13 (+1) 
Toughness: 14 (+1) n
Intelligence: 18 (+3) A
Wits: 16 (+2) n
Persona: 10 (+0) 

Vit: 25 (1d6)
DV: 8
Fate Points: 1d8

Check Bonus (A/N/D): +3/+2/+1
Attack bonus (base): +2
Melee bonus: +0  Ranged bonus: +0

Languages: English, German, French
Skills: Medicine, Cyronics, Engineering

Saves: +4 to Intelligence and Wits saves. +1 to Toughness.

Inventions
Freeze Ray
Effects (1st-3rd level)
- Chill Ray
- Hold Person
- Sleep
- Slow

Effects (4th-6th level)
- Control Temperature
- Finger of Death
- Wall of Ice

Effects (7th-9th level)
- Destroy Life

Cryochamber
Effects (1st-3rd level)
- Hold Person

Effects (7th-9th level)
- Sleeping Village

Heroic Touchstones
Level 1: +1 to Toughness saves.
Level 2: +1 to hit with unique attack mode (Chill Ray gun)

Hair: Black with Gray streaks
Eyes: Blue
Height: 6'0"

Archetype: Science Nerd / Evil inventor
Quote: "Ah, you see Fräulein, only cold logic can prevail here."
Quirks: Arrogant and thinks he is smarter than everyone in the room. He is usually right about that. 
Theme song: Cold as Ice - Foreigner

And because I have not posted him yet and to show the similarities between these two. 

Roderick Morgan
"Just Mogan."
Roderick Morgan

4th level Psychic, Human Male
Student at St. Michael's Catholic Academy and High School

Background: Nerd

Base Abilities

Strength: 14 (+1)
Agility: 14 (+1) 
Toughness: 10 (+0) 
Intelligence: 18 (+3) A
Wits: 16 (+2) n
Persona: 16 (+2) n

Vit: 20 (1d6)
DV: 8
Fate Points: 1d6

Check Bonus (A/N/D): +3/+2/+1
Attack bonus (base): +2
Melee bonus: +0  Ranged bonus: +0

Languages: English, Latin
Skills: Computers, Writing 

Saves: +4 to Persona saves, +1 to Wits saves

Psychic Abilities
Danger Sense, Supernatural Attacks, Supernatural Power

Psychic Powers
Precognition 4 (Supernatural)
ESP 4
Biofeedback 1

Heroic Touchstones
Level 1: +1 to Wits saves
Level 2: Pick Locks skill (35%)

Hair: Black
Eyes: Blue
Height: 6'0"

Archetype: Student 
Quote: "Witches are messy. They are untidy and frankly get on my nerves."
Quirks: Arrogant. Never uses his first name; he prefers to go by "Morgan." 
Theme song: Tom Sawyer - Rush

Morgan isn't quite Andreas Gelé, but he can see the path from where he is standing. The thing that makes Morgan, ultimately, a good person is he chooses not to take that path. Oh, he can still be an asshole, but he's not an evil asshole.

I also had pulled out my copy of Beyond the Supernatural 1st Ed since I knew I was going to be stating him up eventually. Not done with his BtS sheet yet.

Morgans

Night Shift® is a registered trademark of Elf Lair, LLC.

Thursday, September 10, 2026

Star Trek at 60: Fine, I’ll Do My Own Crossover

I love Star Trek.

I say that without any irony at all, I love all Star Trek. 

This week marks the 60th Anniversary of Star Trek. The show premiered on September 8, 1966, and television, science fiction, and honestly, my own imagination have never really been the same since.

FASA Star Trek and Doctor Who

I have talked about Star Trek a lot here over the years. My various USS Protector, Mercy, and Challenger projects, my affection for old FASA Trek, my recent dive into Star Trek Adventures, and, of course, my love for the mythology and storytelling Star Trek has always given me. 

But. And let's be honest. Paramount has kind of dropped the ball on Trek over the last couple of years. There are no new Trek series in production right now, and the current series are wrapping up, ending prematurely. Not to mention, there is almost nothing on TV to celebrate 60 years of the show.

Sound familiar? 

Yeah, the exact same thing that was going on with Doctor Who. For two shows that have defined what science fiction television can be, both anniversaries felt like they should have been bigger. 

Now, maybe that is unfair. Maybe no celebration could have matched what these shows mean to me.

Or maybe, just maybe, the answer is obvious.

So, if I can't rely on the creators of my two favorite sci-fi shows to do things right, I'll do my own 60th Anniversary celebration and have that Star Trek and Doctor Who crossover I have been promised.

Crossovers

One of the very, very first zines I ever bought was a Doctor Who zine that was being sold as local sci-fi convention. It featured a Star Trek (TOS) and Doctor Who (Tom Baker) crossover. I honestly could not tell you what the story was about, except that it required Spock to mind-meld with the Doctor. But it stuck with me.  It must have stuck with others too, but later on in the Star Trek: The Next Generation/Doctor Who: Assimilation² comic featuring the 11th Doctor and the TNG crew, a previous encounter featuring Kirk, Spock, and the 4th Doctor was alluded to. Granted, that is a very obvious choice.  I also recall reading an actually rather good fan-fic on one of the Star Trek Usenet groups featuring the TNG crew and the 7th Doctor. Wesley and Ace even went on a date. I also recall the 8th Doctor tapping the replicator with his question-mark umbrella to order a sandwich. 

Crossovers are baked into the wider fandom of both shows, and the possibilities are nearly endless. So many Trek shows and stories. So many incarnations of the Doctor. 

The real question becomes, what mix do I want? AND what system to play it in.

If I were going to do Star Trek TOS with the Fourth Doctor then answer, to me, is obvious. I have to use FASA rules. Likely some brain-numbing combination of both the FASA Trek and FASA Doctor Who. Part of me wants to do that just for nostalgia's sake. And maybe one day I will. A one-shot would be great. Have the Doctor with Sarah Jane Smith. I loved Sarah Jane.

But if I am going to do this one properly, I want something longer. Something more episodic.

Second Editions of Star Trek and Doctor Who

The Blue Box Directive

If I am going to do this, I want Trek and Who at its newest. I considered Strange New Worlds for about a minute or two. But it is still running, and they have come close on their own many times. A real crossover is not likely to happen now, but I suppose I have not given up hope. 

So, I am setting it after Season 5 of Star Trek: Discovery, in 3192-93 CE. The Doctor is the Fifteenth Doctor, played by Ncuti Gatwa, with Ruby Sunday, played by Millie Gibson. A temporal anomaly appears, Discovery investigates, and the TARDIS arrives.

I like this idea because both runs were cut short, and both pissed off some of the worst fans of the shows on the internet. So if I am doing a crossover to spite people, I am going all the way.  BUT, that is not 100% the reason either.

The Doctor and Ruby would LOVE Discovery. It is exactly the sort of humanity the Doctor loves. A Federation that survived disaster. A ship thrown impossibly far from home and still doing the right thing. Scientists, explorers, found family, and people who keep choosing hope even when hope is wildly inconvenient. I mean, that is the heart of both shows, really. 

Not all the details have been worked out. I know there is an anomaly (there always is), and after the Flux (Doctor Who) and the Burn (Discovery), there have to be weak points in the multiverse for things to go through. The Doctor and Ruby show up, materialize in the cargo bay. I would say that some crewman tells the bridge that a "Blue box just appeared out of nowhere" which would trigger an alert to Starfleet HQ, still several hours away on subspace.

Also, I DO want Tilly to be there, maybe with a group of cadets on a training exercise. Hell. If I plan it right, they could be Cadets from Starfleet Academy, and they could be the PCs. Have not worked it all out just yet. Why? Tilly would be the ultimate Doctor fan-girl. And I adore Tilly.

The adventure begins when another temporal signal is discovered. The Doctor comes to the bridge with Ruby, yes, he convinces Burnham that a civilian should be there. They track the signal and get there via conventional warp drive. There is a lot of <insert really cool technobabble here> interference. Burnham tells Bryce to clean it up and put it on audio. Burnham is about give her "we are here to help" speech when the audio breaks in.

"EXTERMINATE! EXTERMINATE!"

The Doctor pulls out his sonic screwdriver and activates the spore drive, sending the entire ship into panic.

Before Burnham can question the Doctor or Stamets can ask who is messing with his spore drive, Admiral Vance breaks in via hologram, ordering Burnham to invoke "the Blue Box directive."

Because, of course, Starfleet has protocols for dealing with the Doctor.  

The idea is to follow the Discovery premise of a chase across space. The bad guys are the Daleks since the 15th Doctor never got a chance to encounter them. AND I was thinking of using the New Paradigm Daleks, since we haven't seen them in a bit. The Daleks would be a natural enemy of the Federation. The Federation brings all these different species together to work together, celebrating their differences. This is an abomination to the central Dalek creed. These Daleks are here to destroy the Federation in a universe without their greatest enemy. And now they have set their sights on Discovery's spore drive.

I have an idea for Discovery's crew to capture a Dalek and interrogate it to discover what their plan is. The Doctor thinks this is a terrible idea, and it is, because this isn't a repeat of the Ninth Doctor episode "Dalek"; it is more "Silence of the Lambs" with the Dalek in the Lecter role. The Dalek wants Discovery's crew not to trust the Doctor by talking about all the deaths that can be laid at the feet of "The Oncoming Storm."

Ultimately, the crew (aka the PCs) defeat the Daleks, and the Doctor and Ruby get back to their own universe. I just have not figured out how that all happens yet! But isn't that also part of the fun? 

The System

This is important because is tells me the tone of the game. If I use Star Trek Adventures 2nd Edition, that means I am expecting Star Trek logic. If I choose Doctor Who 2nd Edition, that means I am expecting less fighting and more talking. 

I have considered going back and forth between the two. My players would not mind, but it would mean a lot of extra work for me. 

Given Mōdiphiüs' support for Trek, and the 32nd Century Trek in particular, I am likely to go with this game. Though, as an exercise, I might have everyone generate their characters in both systems. 

I am nothing if not a glutton for punishment.

Second Editions of Star Trek and Doctor Who

If I am going to make my players do it, then I should as well. And there is an obvious choice for a test run. The person who likely wrote the Blue Box Directive in the first place. The immortal Valerie Beaumont.

Valerie would come aboard the Discovery as a Specialist because she knows the most about the Doctor. I have already set her up for Doctor Who Second Edition, so let's see how she fares as a Star Trek Character.

Agent Valerie Beaumont, looking good at 1,623 years old
Agent Valerie Regina Beaumont

Species: Human (Immortal) 
Career Path: Starfleet (Intelligence)
Role: Intelligence Agent
Department: Security
Intelligence Grade: Commodore-equivalent
Assignment: Starfleet Intelligence, Special Operations
Era: 32nd Century

CONTROL 11
DARING 9
FITNESS 8
INSIGHT 9
PRESENCE 9
REASON 10

COMMAND 4
CONN 2
ENGINEERING 1
SECURITY 5
MEDICINE 1
SCIENCE 3

Stress 10
Reputation 5

Focuses: Blade Weapons, Espionage, Infiltration, Earth History, Survival, Anomalous Phenomena

Talents: Cautious (Security), Close Protection, Tough, Veteran

Species Ability: Faith of the Heart

Role Benefit: Intelligence Agent

Grade: Commodore-equivalent

Values

"I am immortal. Everyone else is not."
"History is memory, and memory carries obligations."
"Sometimes a secret saves more lives than the truth."
"The mission matters. People matter more."

Attacks

Unarmed Strike (Melee), Stun 2, Size 1H
Shadow-Steel Sword (Melee), Deadly 3, Size 1H
Phaser Type-2 (Ranged), Stun/Deadly 4, Size 1H, Charge

Gotta admit, she looks pretty good at 1,623 years old.

And because I can.

Specialist Larina Nichols
Specialist Larina Stephanie Nichols

Species: Human (Psychic)
Career Path: Civilian (Official)
Professional Trait: Civilian Specialist, Xenolinguistics & Behavioral Sciences
Role: Xenotranslator
Starfleet Status: Civilian specialist attached to Starfleet
Administrative Rate: Crewman First Class
Division: Sciences
Actual Function: Psychic intelligence, reconnaissance, and subterfuge
Era: 32nd Century

CONTROL 10
DARING 9
FITNESS 8
INSIGHT 11
PRESENCE 9
REASON 9

COMMAND 3
CONN 2
ENGINEERING 1
SECURITY 5
MEDICINE 1
SCIENCE 4

Stress 8
Reputation 4

Focuses: Linguistics, Psychology, Espionage, Infiltration, Survival, Martial Arts

Talents: Extrasensory Perception, Telepathy, Psychokinesis, Martial Artist

Species Ability: Faith of the Heart

Role Benefit: Translator

Grade: Crewman First Class

Values

"Every mind has a language."
"Never ignore the feeling that something is wrong."
"People matter more than procedure."
"Underestimating me makes my job easier."

Attacks

Unarmed Strike (Melee), Stun/Deadly 2, Size 1H
Psychokinetic Strike (Ranged), Stun/Deadly 3
Phaser Type-1(Ranged), Stun/Deadly 3, Size 1H, Charge, Hidden 1 (a gift from Valerie)

To be clear, this is not Larina from Jackson, IL. That girl had a nice long life and likely passed away sometime in the late-21st century. That is, if this is the same universe at all. This Larina could be a reincarnation of that Larina. 

This Larina grew up on Earth, and Valerie found her and noticed Larina's talents for both language and her psychic powers. She serves as an aide to Agent Beaumont, where her cover is that of a xenolinguist, but in truth she is an expert in psychic espionage. 

There is a Jackson connection here. Jackson Larina once saw this Larina in her mirror. She didn't know what she saw, and I described it as a "psychic storm wearing her face." 

I also opted to teach her martial arts, thinking she had something like a psychic punch. 

Star Trek character sheets

Maybe Valerie and Larina served aboard the USS Jackson. Exactly the sort of strangeness I expect to see in the multiverse. 

One thing is certain. I want to do a lot more with this game. I barely left the character generation chapter, and I REALLY wanted to build some starships.

Well. I have the Protector, the Mercy, the Challenger, and more to still build.

Happy Birthday, Star Trek! Here is to many, many more.

Tuesday, April 7, 2026

Tales of Jackson, IL: Teacher, Teacher

 No NIGHT SHIFT game this past weekend, Easter afterall even if we are atheists. So my oldest and I worked on some NPCs and got in a little bit of our Forgotten Realms game.

For Tales of Jackson, IL I thought I should detail a few of the teachers. Not all of them just yet; I want to feel out how much interaction I want with the "adults," but some will have a direct impact. Both these teachers are familiar for different reasons. They also play very different roles.

Teachers of Jackson Public High School

Ms Valerie Beaumont

Up first is one of my "shared" NPCs. She is an NPC in my games and a PC in my buddy Greg's games. She is his character, and since he works at one of the nearby High Schools (as a football coach and security guard), he has been my go-to for some ideas. It really only seems fitting that Valerie is here. In truth, if there is some weirdness going on in my world, Valerie is there. She can't help herself, really. The last time we saw Val (chronologically), she was in New York during my "Spirit of '76" game. As an immortal, she is always on the move, so now, in the 1980s, she has moved to Jackson, IL, to teach AP History and French and to sponsor the Fencing Club. 

And she is here to keep an eye on the characters. She works in the background to help keep the supernatural secret and keep the characters alive. 

Valerie Beaumont

Valerie Beaumont

5th Level Survivor/10th Level Sage (Immortal)

Base Abilities
Strength: 12 (0)
Agility: 16 (+2) 
Toughness: 14 (+1) 
Intelligence: 21 (+4) P 
Wits: 16 (+2) s
Persona: 16 (+2) s

Vit:  64 (5d4+5 / 10d6+10)
DV: 9
Fate Points: 1d10

Check Bonus (P/S/T): +8/+5/+3
Melee bonus: +6  Ranged bonus: +8

Languages: English, French, Latin, German
Skills: Research (Int), History (Int)

Saves: +3 Death Saves and area effects. +5 to saves vs. spells and magical effects.  She gains an additional +5 to all saving throws against magic, poison, disease, and death-based attacks due to her immortality.

Immortal Powers
Unique Kill: Virginia Dare (See Below)
Immortals regenerate 1d8 hit points every minute. 
+3 to Intelligence

Survivor Skills
Open Locks: 115%
Bypass Traps: 110%
Sleight of Hand: 120%
Move Silently: 120%
Hide in Shadows: 110%

Hair: Red
Eyes: light-green
Height: 5'7"

Spells
1st level: Magic Missle, Glamour, Sleep
2nd level: ESP, Produce Flame, Cause Fear
3rd level: Clairvoyance, Haste, Water Breathing
4th level: Arcane Eye, Phantasmal Killer

Immortal Arcana
Innate Magic: Suggestion (x3 per day)
Enhanced Senses

Archetype: The Immortal Teacher
Quote: "My name is Valerie Regina Beaumont. I was born in the year of our Lord, 1569, I am 415 years old. I am immortal, and I can not die. You, on the other hand, are not so lucky."
Quirks: Talks about the past as if she were there. Students think she is odd, but she was there.
Theme song: "Valleri" - The Monkees (written when Tommy Boyce and Bobby Hart met her in the Summer of 1966) and "Valerie" - Steve Winwood (written by Steve Winwood and Will Jennings about her from a few years back).

Valerie was born in 1569 and is immortal. She was a young English girl who made her way to the New World in the year 1585.  She came to the New World and settled in the Roanoke Colony, where she lived for a couple of years. Then something happened.  She was caring for the young Virginia Dare and then woke up several days later, several miles from home.  When she had managed to return to the colony, everyone was gone.  She also discovered that she was immortal and was certain that the two were somehow linked.

Valerie spent the next few years roaming the new world.  She learned magic from some of the few true witches in Salem and more from the indigenous Native Americans.  

She has a ring on her right little finger that manages a glamour that "ages" her.  A gift from a former lover. Currently, she appears to be in her mid-40s.  Without the glamour, she appears as she did when she discovered her immortality, a young woman of 19.  Her mind, though, is like someone just over 400.

Shadow Steel Sword
She also carries a long, thin blade made of "shadow steel," a rare form of steel that the Fae can use.  It can attack any supernatural creature, even ones that are incorporeal or shifted out of phase. 

Valerie is rather powerful. And I debated on whether to include her at all. But the truth is, she's just too damn fun not to. So how do I keep her out of the spotlight? Easy, Val is at a point in her very, very long life that she loves being a teacher and seeing these kids grow, but it also makes her sad because she knows she will outlive everyone. So she keeps her distance.

Mr. Warren Evans

Mr. Evans is a composite of a couple of teachers I had in High School, but his base began with Ezren, the iconic wizard from Pathfinder. I say "began" because he quickly grew beyond that. By day, Mr. Evans is a well-liked Math and Computer teacher who swears in class and tells kids the best thing they can do is think for themselves and that anyone over 30 is full of shit; him included. 

By night, though, he goes to his home office with some computers he has built himself and is the hacker known only as "The Wizard." Here, he runs the BBS "Pathfinders," which tries to expose the truth about the supernatural occurrences in Jackson and beyond. He has hacked the Jackson PHS Football team's scoreboard, leaving, let's say, unflattering messages about the Assistant Principal. He has also hacked the billing systems at MacAlister College, but only to leave a message that they really need to upgrade their security. So he is an "ethical hacker," but his true fight is against the supernatural. 

So by day Valerie and Warren are supportive co-workers and maybe even a flirty. But by night, they are on opposite sides of an ancient battle. Valerie wants to keep everything secret to protect herself and the kids. Warren want to expose it all, also to protect the kids. There is no contradiction here, and it makes their conflict more layered than just "alignment."

Mr. Warren "The Wizard" Evans
Mr. Warren "The Wizard" Evans
5th Level Sage/ 5th Level Inventor Human

Base Abilities
Strength: 12 (0)
Agility: 12 (0) 
Toughness: 14 (+1) 
Intelligence: 18 (+3) P 
Wits: 16 (+2) s
Persona: 15 (+1) s

Vit: 21 (5d6)
DV: 9
Fate Points: 1d8

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +2  Ranged bonus: +2

Languages: English, German, Latin, Russian, Greek, Hebrew, Spanish, Portuguese, Japanese, Mandarin, Korean, Cobol, Pascal, Fortran
Skills: Computers (Int), Math (Int), Occult Knowledge (Int)

Saves: +4 vs. Spells and magical effects

Survivor Skills
Open Locks: 25%
Bypass Traps: 20%
Sleight of Hand: 30%
Move Silently: 30%
Hide in Shadows: 20%
Read Languages: 80%

Inventor Skills
Ingenuity Points: 2
Science! 75%

Hair: Brown, turning gray
Eyes: Brown
Height: 5'10"

Archetype: The Ethical Hacker
Quote: "The system isn't broken. It's working exactly the way cheap people built it."
Quirks: Swears in class, constantly drinking coffee. Complains he is dealing with an administration that thinks the future is chalk. 
Theme song: "The Wizard" - Black Sabbath

All of Evans' Inventor points have been put into his two customized Amiga computers. He likes these since he can buy parts for them without setting off any alarms, and they are cheap. Currently, they are several years ahead of what is considered state-of-the-art for the time. He has even replaced the chipsets in them with upgraded Motorola 68000-series RISC chips running overclocked at 20 MHz. He also has a few scrapped TRS-80s that he uses as dummy terminals.

He knows a few spells to deal with the supernatural. He doesn't consider them "magic" but "reality hacks."

Evans is a threat to any character with supernatural powers, like witches, psychics, or immortals. Which is too bad because he is actually a good guy. 

The soundtrack for my campaign continues to grow. I will likely have some more teachers to detail in the future.

Night Shift® is a registered trademark of Elf Lair, LLC.

Thursday, June 1, 2023

Jenny, Larina and Valerie for the Doctor Who RPG Second Edition

So it is June, and historically June has been D&D month around here. Though I have to admit I have not been in a D&D mood all year.  I do have some things that fill that space certainly and will get to them.

Today, though, feels more like May 32nd. So I am going to do a little bit more with my Doctor Who posts and move on to other things.  And a good place to do that is to compare the three characters that I have been using for all my Doctor Who posts: Larina, Jenny Everywhere, and Valerie. 

The biggest difference between the 1st Edition and 2nd Edition Doctor Who RPGs is predominantly in character creation. Since I have three characters here that are a bit outside of the norm, they make good test subjects for the new Distinctions.


Three Reality Hoppers meet in a Soho Bar

Who Are You?

So I have a public domain "shifter," an immortal from the 16th Century, and a witch vaguely aware of all her past lives. How do these three get together in a bar in Soho?

Thankfully I already have good ideas about who these characters are in the Doctor Who universe. I just need to get them to jell together.  Using the Shared Background Experiences table on p. 33 helps. 

  • Jenny has met other versions of Larina but sees that, unlike her, Larina is only vaguely aware of them. Larina wants to know what Jenny knows.
  • Jenny has come across Valerie in the past. Val thought Jenny was immortal, Jenny (never Jen) thought Val was another shifter. 
  • Val and Larina have known each other for years. Val has also interacted with Larina's past lives.
  • Jenny goes to Larina for a Tarot reading, and despite all the shuffling, all the cards when flipped over are blank. The same thing happens again with Valerie. 
  • This is the big one. All three try to avoid each other. Larina says they have strange auras, and not the same sort of strange. Jenny says the other two "buzz" and it gives her a headache. Val says that when they are together weirder than average shit happens. When it is all three the wierdness increases.

So when a chance meeting in a bar in Westminster one cold November night, things got weird.

Going back to the characters now and build them by the new rules. 

Jenny Everywhere

I have mentioned Jenny a lot. She is a great character for the Doctor Who game and maybe even a better character for this newer version.

As always, I must include her license:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."

Concept: Shifter in time and space.

What does that mean? Well she can sense changes in time flow, she can move about realities, she knows things that she otherwise would not know or not be capable of knowing. This new edition is explicit on the fact that the Time War changed history and the future and what we thought happened didn't or happened differently. Jenny can sense that.

Focus: Adventure

Jenny is nothing if not about adventure. She doesn't bemoan her abilities or lot in life, she embraces them.

Distinction: Shifter

This is what she is. It defines her. Since this is a major one her Story Points are reduced per page 47.

Jenny Everywhere for the Doctor Who RPG 2nd Edition


Valerie Beaumont

To paraphrase the Doctor, she is not my character but I have put a lot of work into her. Valerie is an immortal and she is always search for others like her, somewhat out of companionship and kinship but mostly to discover why she is the way she is. 

Concept: Immortal seeker of knowledge

Everything about Val revolves around her desire to learn more about who she is and her place in this cosmos. 

Focus: Discovery

Val is cautious not to let people know who she is until she knows who they are first. But when it comes to a mystery or discovering something new she jumps in feet first and then figures out how she will land on the way down.

Distinctions: Immortal, striking appearance

This one was easy, and the examples are given in the book. She also takes a minor reduction in Story Points.

Valerie Beaumont for the Doctor Who RPG 2nd Edition for the Doctor Who RPG 2nd Edition


Larina Nichols

Ah. Now this girl. We go way back. 

She is a witch. Regardless what that means in any given world that is who she is. If anything she lives by the quote "A witch is not what you do it is who you are." Sounds like a Concept to me.

Concept: Modern Witch

She believes in magic, in the power of crystals and more. She does not view these as "paranormal" just "extra normal." Certainly in the universe of Doctor Who she can be justified.

Focus: Curiosity

Larina wants to know things just for the sake of knowing them. Her curiosity is insatiable and it gets her into trouble. A lot.

Distinctions: Psychic, striking appearance

Ah, now here is where the Distinctions work better than traits. In the First Edition, I had to buy a lot of traits to get her the powers I wanted, even if in a small bit. Here she takes a Major Distinction, Psychic and I work out with my GM (well...me) and figure out what she has when. So she is telepathic and empathic and can have visions of the future (precognitive) when needed.  There are plenty of examples of these sorts of humans in Doctor Who, well traveling with this bunch has turned her abilities up. Turned up so much that they might even become dangerous. 

The balance here is do I reduce her Story Points OR as the GM use her as a plot device?  Both sound appealing. 

Larina "Nix" Nichols for the Doctor Who RPG 2nd Edition for the Doctor Who RPG 2nd Edition

I have to admit. I rather love these. I knew with the new 2nd Edition system, things like my group of weirdos here would work so much better.

Right now the only thing keeping me in the First Edition game is inertia, but if I had too I could switch over to the Second Edition with no looking back.

We are the Weirdos Doctor.

I'll reiterate this with more clarity.

If you are new to RPGs and/or new to Doctor Who, then this is the version of the game to get.  Get to your FLGS (preferably) or Amazon (if you must) and grab a copy. Or if you are a Save the Trees type (good for you!) then head over to DriveThruRPG and grab a copy in PDF. It has everything you need except dice.

Friday, May 26, 2023

Jenny, Larina and Valerie for Doctor Who Adventures in Time and Space

Time to put it all together now.  Over the course of my reviews of the various Doctor Who RPGs I have looked at some characters with the express purpose of comparing them across different versions. 

Today I want to take three characters and have a go at building them in the 1st Edition of the Doctor Who: Adventures in Time and Space RPG. The three are: 

For this group, let's say they are all traveling together. The game gives us a lot of options on "Games without Time Lords," so this would be a good place to test it all out. Either Jenny or Val have a vortex manipulator, but I also like the idea that Jenny can travel in time and space (to a limited degree) all on her own without needing gadgets. 

In all three cases I stuck as close as I could to the point-buy budgets for character creation. Though in all three I did go over. That is not a big deal in my mind since Val has already had some adventures (The Ghost Tower of Inverness, Illinois), and Jenny, well I can use nearly anything to justify her stats. But in all cases I tried to stay close to what I had done in other games.

Jenny Everywhere

Jenny, as I have mentioned in previous posts, is a "shifter" she can shift between realities and times and even interact with her own alternates. She is expressly a public domain character that everyone can use, so for my tests, she is the perfect stand-in for a Time Lord. In previous versions of the Doctor Who RPG, this was a conceit since there were other Time Lords, but in the "new" game, there is only the Doctor.

Here she has some of the qualities/traits of a Time Lord, but not the ability to regenerate as River Song did.

As always, I must include her license:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."
Jenny Everywhere
Jenny Everywhere

"The Shifter"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 3
Resolve 4
Strength 3

Skills
Athletics 1
Convince 2
Craft 
Fighting 1
Knowledge 4
Marksman 1
Medicine 
Science 3
Subterfuge 2
Survival 1
Technology 3
Transport 1

Traits
Brave, Charming, Lucky, Time Traveller (Minor), Eccentric (-1)

Special Traits
Shifter, Feel the Turn of the Universe

Equipment
Various gadgets

Home Tech Level: 6 (Jenny has some solid tech)

Larina Nichols

Larina of course is my witch that I use everywhere. She is my experiment to see if I can do a witch in any game, Rule as Writen. So far I have come up with some very interesting versions of her. Unlike Jenny she is only vaguely aware of her other selves in different realities, usually images that appear to her in dreams. She knows what they are but she has no control over them.  

In the Doctor Who universe her "magick" appears as advanced psychic powers. Humans in this game have a bit more psychic abilities than assumed in previous games. Indeed in the new series of Doctor Who we have seen actual witches.  Larina though is human and not a Carrionite. Though I am not ruling out that human witches might not have Carrionite blood/DNA in them.

Larina Nichols
Larina Nichols

"The Witch"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 4
Resolve 6
Strength 3

Skills
Athletics 
Convince 1
Craft 2
Fighting 1
Knowledge 4
Marksman 1
Medicine 2
Science 1
Subterfuge 1
Survival 2
Technology 2
Transport 1

Traits
Attractive, Empathic, Psychic Training, Insatiable Curiosity, Obsession (learn more about magic)

Special Traits
Psychic (Package)
 - Clairvoyant 1
 - Precognition 1
 - Telekinesis 1
 - Telepath 1

Equipment
Book of Shadows (on her phone), Tarot Cards.

Home Tech Level: 5

I have this funny notion that Jenny goes to Larina for a Tarot reading about her and despite all the shuffling all the cards when flipped over are blank. The same thing happens again with Valerie. 

That seems like a fun hook.

Valerie Beaumont

Val is an immortal who was born in England in 1569. She came with a family to the new colonies (America) to be the nanny of Virginia Dare, the first child to be born of European parents in an American colony. Both she and Virginia are immortals and have a Doctor/Master style relationship.

She is not my character per se, she is the character of one of my good friends Greg, though she does appear as an NPC in many of my games.

Valerie Beaumont, 1978
Valerie Beaumont

"The Immortal"
Story Points: 12

Attributes
Awareness 4
Coordination 5
Ingenuity 5
Presence 5
Resolve 4
Strength 3

Skills
Athletics 2
Convince 1
Craft 
Fighting 3
Knowledge 5
Marksman 2
Medicine 1
Science 1
Subterfuge 2
Survival 3
Technology 1
Transport 

Traits
Attractive, Brave, Quick Reflexes, Tough, Adversary (Virginia Dare), Dark Secret (is Immortal)

Special Traits
Immortal (2), Fast Healing (2)

Equipment
Sword cane

Home Tech Level: 4 (she was born in 1569)

--

In truth I am rather happy with these. I altered some of Valerie's skills from her play test file. 

I can easily see a series of adventures with these three. Likely running into Madam Vastra and Jenny in Victorian times (and whom Valerie has dealt with before), Sherlock Holmes and John Watson in a modern London (gotta figure out how that works!), and of course fellow witches Willow and Tara. 

It's a weird and wonderful universe out there, and this is the game to explore it!

character sheets


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

Wednesday, September 1, 2021

Character Creation Challenge: NIGHT SHIFT Night Companion

The Night Companion
We are getting down to the wire here on The Night Companion! 

Today's character comes to you all via the Night Companion rules and a challenge from my friend Greg to rebuild his Ghosts of Albion playtest character using the NIGHT SHIFT rules.

The Game: NIGHT SHIFT, Night Companion Rules 

The Night Companion has a number of alternate rules for character creations including a point-buy system and new character types.  I figure I will show off the Immortal rules here and how they work with NIGHT SHIFT RAW.  I am also using the point-buy rules to "check my math."

The Character: Valerie Beaumont, the Immortal

Lady Valerie Beaumont has "haunted" my games for years.  She was a playtest character created for Ghosts of Albion by my friend Greg Littlejohn.  We have run games for each other off and on over the last 20+ years.  He is a great person to give a test game to and tell him "to break it."  There was an alternate combat system that almost went into to Ghosts but did not thanks to him! 

Valerie was also later used when we were playtesting the first round of Doctor Who Adventures in Time and Space.  Little known fact.  A lot of the Ghosts of Albion playtesters were also playtesters for Doctor Who.

Valerie, being immortal also was part of my Spirit of '76 campaign and will be part of Black Star where she will be Captain of the USS Mystic. 

76 is the past and the Mystic is the future, but here is Val now, living in 2021 in one of the Night Worlds of NIGHT SHIFT.

Valerie Beaumont in 1976
Valerie Beaumont

5th Level Survivor/10th Level Sage (Immortal)

Base Abilities
Strength: 12 (0)
Dexterity: 16 (+2) 
Constitution: 14 (+1) 
Intelligence: 21 (+4) P *
Wisdom: 16 (+2) s
Charisma: 16 (+2) s

HP:  5d4+5 / 10d6+10
AC: 9
Fate Points: 1d10

Check Bonus (P/S/T): +8/+5/+3
Melee bonus: +6  Ranged bonus: +8

Saves: +3 Death Saves and area effects. +5 to saves vs. spells and magical effects.  She gains an additional +5 to all saving throws against magic, poison, disease, and death-based attacks due to her immortality.

Immortal Powers
Unique Kill: Virginia Dare (See Below)
Immortals regenerate 1d8 hit points every minute. 
+3 to Intelligence

Survivor Skills
Open Locks: 115%
Bypass Traps: 110%
Sleight of Hand: 120%
Move Silently: 120%
Hide in Shadows: 110%

Hair: Red
Eyes: light-green
Height: 5'7"

Spells
1st level: Magic Missle, Glamour, Sleep
2nd level: ESP, Produce Flame, Suggestion
3rd level: Clairvoyance, Haste, Water Breathing
4th level: Arcane Eye, Phantasmal Killer

Immortal Arcana
Innate Magic: Suggestion (x3 per day)
Enhanced Senses

Valerie was born in 1569 and is immortal. She was a young English girl that made her way to the new world in the year 1585.  She came to the new world and settled in the Roanoke Colony where she lived for a couple of years.  Then something happened.  She was caring for the young Virginia Dare and then woke up several days later and several miles from home.  When she had managed to return to the colony, everyone was gone.  She also discovered that she was immortal and was certain that the two were somehow linked.

Valerie spent the next few years roaming the new world.  She learned magic from some of the few true witches in Salem and more from the indigenous Native Americans.  

She has a ring on her right little finger that manages a glamour that "ages" her.  A gift from a former lover. Currently, she appears to be in her mid-40s.  Without the glamour, she appears as she did when she discovered her immortality, a young woman of 18.  Her mind though is as someone just over 450.

Shadow Steel Sword
She also carries a long thin blade made of "shadow steel" a rare form of steel that the Fae can use.  It can attack any supernatural creature, even ones that are incorporeal or shifted out of phase. 



Virginia Dare

When Valerie was brought to the American colonies her primary employment was with the Dare family to act as a caretaker to the newborn Virginia Dare.  When Valerie was separated from the colony all the other people living in the Roanoke Colony were gone, including Virginia Dare.  For years and even centuries, people claimed to have seen Dare, now grown into young adulthood and called the White Doe.  Many believed the sitings of Dare were nothing more than a myth.

That is, everyone except for Valerie.  

At some point around 1622 Valerie encountered Virginia living with the Powhatan in the forests of Virginia. At first, Valerie was elated to find Virginia, but this soon turned when Virginia blamed Valerie for the disappearance of the colony.  The two fought and discovered quickly that they could harm, even likely kill, each other.  Likely they would have if they had not been interrupted by British forces.  Over the next few centuries they would encounter each other and it would lead to fighting.  

Both Valerie and Virginia are immortals.  The only thing that can kill them is each other. 

Looking forward to doing some more with these two.

--

I have her start as a Survivor.  She was displaced from her colony and spent many years wandering the unknown wilds of the North American continent. Eventually, she picked up knowledge here and there about various occult matters in including some magic. 

I like this since it really shows off how flexible the multi-classing system for NIGHT SHIFT can be.  

Want to see more?  Pledge for the Night Companion on Kickstarter!

Tuesday, December 10, 2019

Review: Reimagined: Fanfic Role-Playing Game

Ok, now this is a fun one. At least it made me smile.

Reimagined: Fanfic Role-Playing Game

Reimagined is a "fanfic RPG" in which you take some other world and run with it.
If you have ever read (or written) fanfic or have a personal "head-canon" (or even know what that is) then this might be the game for you.

The author, Katarzyna Kuczyńska, comes in with some solid street cred, just different than what I have seen in the past.  This is a good thing.

The game is for two players using the X-Card system (a system I was not very familiar with).
You decide on the fandom, what level of romance you want (Gen, Lime, Lemon and Smut), what sort of story you want (lots listed) and who the charaters are and what the themes are.

Now you and the other player work out your do's and don't (or yeses and noes) and move on the storyline.
You have some tables you can roll on with a d6 (which makes it a game and not a series of collaborative storytelling).  The tables will depend on the tone of your game and type of story.

The players go back and forth being the "actor" and the "director".   I think with some tweaking it could be modified to accommodate more people and thus more characters.  This is one of those games where people that really know each other is where it would work the best.

There is also an example of play given and some examples of the worksheets filled out.   I love the example card shown of "Captain Carol and the God of Thunder" a Superhero story with Lemon (aka steamy) levels of Romance and tension.  On the Noes are "Children being hurt", "torture" and "alcohol" ok, fine and on the "yeses" are Dragons!


Images for illustrative purposes only...

Among our themes are "Superheroes Showing off", "Passionate Foreplay" and "Space Battles" you know...I am enjoying this one more and more.
The main storyline, "Heroes team up to save an alien planet using their powers and spaceship."

Seriously, how does that not sound like fun?


Seriously off the top of my head, I came up with about 30 fandoms this would work with.  Even some I wish I hadn't (gives the Mallfoy-Granger shippers some side eye).

I'd have to try it out. You need the right group to do this game with, but I think it would be fun. This is a very different sort of game for me and I want to try it out.

The PDF is full-color at 39 pages.  There are also extra sheets included.

All for $3.00. That's pretty good really.

Plays Well With Others: BlackStar

Of course, this got me thinking.  If this works well like this, maybe I could use the Story generation functions of this game in my other games.  Sit down as a Session 0 to determine what we all want to do out of a series.  IF that series is media-tie in, say like Star Trek, Star Wars, Doctor Who, or anything, then it might be a good starting point.

So.  Let me try it with BlackStar.

BlackStar is part of the Star Trek Fandom, but it also has heavy doses of Cthulhu.
It's going to be Dark, but Gen.  Sorry, there won't be time for romance among the stars for this crew, I'll save all of that for the Captain and the Thunder God above.

It is an Alternate Universe and partial crossover. 
The only character I know right now is Captain Valerie Beaumont.  BUT she is not in charge of the ship.  She was supposed to be, but it has been taken over by NPC Commodore Taggart.  He is the project leader and a complete dick.  So that will make up some of the interpersonal dynamics.

I want to cover the themes of "Horror in/of Space", "We are not alone", "Science as a Candle in the Dark" and "Adventure! ...but don't go insane."

I am saying yes to Monsters, Insanity, Death, and Visions of Hell.
I am saying no to Vampires, Klingons (sorry!) and no to Deltan and Betazeds.  Not because I don't like them, I love them, but empaths will have a really bad time here.

These are the voyages...
Yeah.  This sounds like fun.

Wednesday, August 24, 2011

Dinosauria Character Illustrations

My last game at Gen Con was Dinosauria!
This was a new one I had started on a while back designed to be an intro adventure for Ghosts of Albion.

I have mentioned here a few times and even posted the characters.  One of my players that night decided to do illustrations (with anime style "chibis") of the new characters.  I was floored!  I loved them.  I asked her permission to post them here and she agreed.  So without further ado, here are the stars of Ghosts of Albion: Dinosauria!

Lady Valerie Beaumont

Chief Constable Walter Edwards


Lady Fionna


and Xian “Jane”


and our cowboy, John Mulgrew

I thought these were awesome and I very happy to have them in my Dinosauria! collection.
Click to make bigger.  Sorry about the quality of the scans, was playing around to see if I could make her light pencil sketches show up a little better.

And thank you Audrey for being in my game and doing these great character portraits!